From 21a97408d4b209f22dabbe1203cffc388d9757bf Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Sat, 24 Mar 2012 11:30:29 +0000 Subject: Avatars have no bounce --- .../Region/Physics/UbitOdePlugin/ODECharacter.cs | 4 +- OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | 7645 ++++++++++---------- OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs | 11 +- 3 files changed, 3955 insertions(+), 3705 deletions(-) diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs index 9a22331..4266fda 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs @@ -137,7 +137,6 @@ namespace OpenSim.Region.Physics.OdePlugin public bool bad = false; float mu; - float bounce; public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor) { @@ -170,7 +169,6 @@ namespace OpenSim.Region.Physics.OdePlugin m_mass = 80f; // sure we have a default mu = parent_scene.AvatarFriction; - bounce = parent_scene.AvatarBounce; walkDivisor = walk_divisor; runDivisor = rundivisor; @@ -194,7 +192,7 @@ namespace OpenSim.Region.Physics.OdePlugin public override void getContactData(ref ContactData cdata) { cdata.mu = mu; - cdata.bounce = bounce; + cdata.bounce = 0; cdata.softcolide = false; } diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs index 71aec4c..bacd604 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs @@ -1,3725 +1,3976 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -/* Revision 2011/12 by Ubit Umarov - * - * - */ - -/* - * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces - * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: - * ODEPrim.cs contains methods dealing with Prim editing, Prim - * characteristics and Kinetic motion. - * ODEDynamics.cs contains methods dealing with Prim Physical motion - * (dynamics) and the associated settings. Old Linear and angular - * motors for dynamic motion have been replace with MoveLinear() - * and MoveAngular(); 'Physical' is used only to switch ODE dynamic - * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_ is to - * switch between 'VEHICLE' parameter use and general dynamics - * settings use. - */ - -//#define SPAM - -using System; -using System.Collections.Generic; -using System.Reflection; -using System.Runtime.InteropServices; -using System.Threading; -using log4net; -using OpenMetaverse; -using OdeAPI; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; - - -namespace OpenSim.Region.Physics.OdePlugin -{ - public class OdePrim : PhysicsActor - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - private bool m_isphysical; - private bool m_fakeisphysical; - private bool m_isphantom; +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +/* Revision 2011/12 by Ubit Umarov + * + * + */ + +/* + * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces + * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: + * ODEPrim.cs contains methods dealing with Prim editing, Prim + * characteristics and Kinetic motion. + * ODEDynamics.cs contains methods dealing with Prim Physical motion + * (dynamics) and the associated settings. Old Linear and angular + * motors for dynamic motion have been replace with MoveLinear() + * and MoveAngular(); 'Physical' is used only to switch ODE dynamic + * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_ is to + * switch between 'VEHICLE' parameter use and general dynamics + * settings use. + */ + +//#define SPAM + +using System; +using System.Collections.Generic; +using System.Reflection; +using System.Runtime.InteropServices; +using System.Threading; +using log4net; +using OpenMetaverse; +using OdeAPI; +using OpenSim.Framework; +using OpenSim.Region.Physics.Manager; + + +namespace OpenSim.Region.Physics.OdePlugin +{ + public class OdePrim : PhysicsActor + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + private bool m_isphysical; + private bool m_fakeisphysical; + private bool m_isphantom; private bool m_fakeisphantom; protected bool m_building; - private Quaternion m_lastorientation = new Quaternion(); - private Quaternion _orientation; - - private Vector3 _position; - private Vector3 _velocity; - private Vector3 _torque; - private Vector3 m_lastVelocity; - private Vector3 m_lastposition; - private Vector3 m_rotationalVelocity; - private Vector3 _size; - private Vector3 _acceleration; - private Vector3 m_angularlock = Vector3.One; - private IntPtr Amotor = IntPtr.Zero; - - private Vector3 m_force; - private Vector3 m_forceacc; - private Vector3 m_angularForceacc; - - private Vector3 m_PIDTarget; - private float m_PIDTau; - private float PID_D = 35f; - private float PID_G = 25f; - private bool m_usePID; - - // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), - // and are for non-VEHICLES only. - - private float m_PIDHoverHeight; - private float m_PIDHoverTau; - private bool m_useHoverPID; - private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; - private float m_targetHoverHeight; - private float m_groundHeight; - private float m_waterHeight; - private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. - - private int body_autodisable_frames = 20; - - private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom - | CollisionCategories.Space - | CollisionCategories.Body - | CollisionCategories.Character - ); -// private bool m_collidesLand = true; - private bool m_collidesWater; - public bool m_returnCollisions; - private bool m_softcolide; - - private bool m_NoColide; // for now only for internal use for bad meshs - - // Default we're a Geometry - private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); - - // Default, Collide with Other Geometries, spaces and Bodies - private CollisionCategories m_collisionFlags = m_default_collisionFlags; - - public bool m_disabled; - - - public uint m_localID; - - private PrimitiveBaseShape _pbs; - public OdeScene _parent_scene; - - /// - /// The physics space which contains prim geometry - /// - public IntPtr m_targetSpace = IntPtr.Zero; - - public IntPtr prim_geom; - public IntPtr _triMeshData; - - private PhysicsActor _parent; - - private List childrenPrim = new List(); - - private bool m_iscolliding; - - public bool m_isSelected; - private bool m_delaySelect; - private bool m_lastdoneSelected; - public bool m_outbounds; - - internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively - - private bool m_throttleUpdates; - private int throttleCounter; - public float m_collisionscore; - int m_colliderfilter = 0; - - public IntPtr collide_geom; // for objects: geom if single prim space it linkset - - private float m_density = 10.000006836f; // Aluminum g/cm3; - private byte m_shapetype; - public bool _zeroFlag; - private bool m_lastUpdateSent; - - public IntPtr Body = IntPtr.Zero; - public String Name { get; private set; } - private Vector3 _target_velocity; - - public Vector3 primOOBsize; // prim real dimensions from mesh - public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb - public float primOOBradiusSQ; - public d.Mass primdMass; // prim inertia information on it's own referencial - float primMass; // prim own mass - float _mass; // object mass acording to case - private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb - - public int givefakepos = 0; - private Vector3 fakepos; - public int givefakeori = 0; - private Quaternion fakeori; - - public int m_eventsubscription; - private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); - - public volatile bool childPrim; - - public ODEDynamics m_vehicle; - - internal int m_material = (int)Material.Wood; - private float mu; - private float bounce; - - /// - /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. - /// - public override bool IsPhysical // this is not reliable for internal use - { - get { return m_fakeisphysical; } - set - { - m_fakeisphysical = value; // we show imediatly to outside that we changed physical - // and also to stop imediatly some updates - // but real change will only happen in taintprocessing - - if (!value) // Zero the remembered last velocity - m_lastVelocity = Vector3.Zero; - AddChange(changes.Physical, value); - } - } - - public override bool Phantom // this is not reliable for internal use - { - get { return m_fakeisphantom; } - set - { - m_fakeisphantom = value; // we show imediatly to outside that we changed physical - // and also to stop imediatly some updates - // but real change will only happen in taintprocessing - - AddChange(changes.Phantom, value); - } - } - - public override bool Building // this is not reliable for internal use - { - get { return m_building; } - set - { - if (value) - m_building = true; - AddChange(changes.building, value); - } - } - - public override void getContactData(ref ContactData cdata) - { - cdata.mu = mu; - cdata.bounce = bounce; - - // cdata.softcolide = m_softcolide; - cdata.softcolide = false; - - if (m_isphysical) - { - ODEDynamics veh; - if (_parent != null) - veh = ((OdePrim)_parent).m_vehicle; - else - veh = m_vehicle; - - if (veh != null && veh.Type != Vehicle.TYPE_NONE) - cdata.mu *= veh.FrictionFactor; - } - } - - public override int PhysicsActorType - { - get { return (int)ActorTypes.Prim; } - set { return; } - } - - public override bool SetAlwaysRun - { - get { return false; } - set { return; } - } - - public override uint LocalID - { - get - { - return m_localID; - } - set - { - //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); - m_localID = value; - } - } - - public override bool Grabbed - { - set { return; } - } - - public override bool Selected - { - set - { - if (value) - m_isSelected = value; // if true set imediatly to stop moves etc - AddChange(changes.Selected, value); - } - } - - public override bool Flying - { - // no flying prims for you - get { return false; } - set { } - } - - public override bool IsColliding - { - get { return m_iscolliding; } - set - { - if (value) - { - m_colliderfilter += 2; - if (m_colliderfilter > 2) - m_colliderfilter = 2; - } - else - { - m_colliderfilter--; - if (m_colliderfilter < 0) - m_colliderfilter = 0; - } - - if (m_colliderfilter == 0) - { - m_softcolide = false; - m_iscolliding = false; - } - else - m_iscolliding = true; - } - } - - public override bool CollidingGround - { - get { return false; } - set { return; } - } - - public override bool CollidingObj - { - get { return false; } - set { return; } - } - - public override bool ThrottleUpdates - { - get { return m_throttleUpdates; } - set { m_throttleUpdates = value; } - } - - public override bool Stopped - { - get { return _zeroFlag; } - } - - public override Vector3 Position - { - get - { - if (givefakepos > 0) - return fakepos; - else - return _position; - } - - set - { - fakepos = value; - givefakepos++; - AddChange(changes.Position, value); - } - } - - public override Vector3 Size - { - get { return _size; } - set - { - if (value.IsFinite()) - { - AddChange(changes.Size, value); - } - else - { - m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name); - } - } - } - - public override float Mass - { - get { return _mass; } - } - - public override Vector3 Force - { - //get { return Vector3.Zero; } - get { return m_force; } - set - { - if (value.IsFinite()) - { - AddChange(changes.Force, value); - } - else - { - m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name); - } - } - } - - public override void SetVolumeDetect(int param) - { - AddChange(changes.VolumeDtc, (param != 0)); - } - - public override Vector3 GeometricCenter - { - get - { - return Vector3.Zero; - } - } - - public override Vector3 CenterOfMass - { - get - { - d.Vector3 dtmp; - if (IsPhysical && !childPrim && Body != IntPtr.Zero) - { - dtmp = d.BodyGetPosition(Body); - return new Vector3(dtmp.X, dtmp.Y, dtmp.Z); - } - else if (prim_geom != IntPtr.Zero) - { - d.Quaternion dq; - d.GeomCopyQuaternion(prim_geom, out dq); - Quaternion q; - q.X = dq.X; - q.Y = dq.Y; - q.Z = dq.Z; - q.W = dq.W; - - Vector3 vtmp = primOOBoffset * q; - dtmp = d.GeomGetPosition(prim_geom); - return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z); - } - else - return Vector3.Zero; - } - } - /* - public override Vector3 PrimOOBsize - { - get - { - return primOOBsize; - } - } - - public override Vector3 PrimOOBoffset - { - get - { - return primOOBoffset; - } - } - - public override float PrimOOBRadiusSQ - { - get - { - return primOOBradiusSQ; - } - } - */ - public override PrimitiveBaseShape Shape - { - set - { - AddChange(changes.Shape, value); - } - } - - public override byte PhysicsShapeType - { - get - { - return m_shapetype; - } - set - { - m_shapetype = value; - AddChange(changes.Shape, null); - } - } - - public override Vector3 Velocity - { - get - { - if (_zeroFlag) - return Vector3.Zero; - return _velocity; - } - set - { - if (value.IsFinite()) - { - AddChange(changes.Velocity, value); - // _velocity = value; - - } - else - { - m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name); - } - - } - } - - public override Vector3 Torque - { - get - { - if (!IsPhysical || Body == IntPtr.Zero) - return Vector3.Zero; - - return _torque; - } - - set - { - if (value.IsFinite()) - { - AddChange(changes.Torque, value); - } - else - { - m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name); - } - } - } - - public override float CollisionScore - { - get { return m_collisionscore; } - set { m_collisionscore = value; } - } - - public override bool Kinematic - { - get { return false; } - set { } - } - - public override Quaternion Orientation - { - get - { - if (givefakeori > 0) - return fakeori; - else - - return _orientation; - } - set - { - if (QuaternionIsFinite(value)) - { - fakeori = value; - givefakeori++; - AddChange(changes.Orientation, value); - } - else - m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name); - - } - } - - public override Vector3 Acceleration - { - get { return _acceleration; } - set { } - } - - public override Vector3 RotationalVelocity - { - get - { - Vector3 pv = Vector3.Zero; - if (_zeroFlag) - return pv; - m_lastUpdateSent = false; - - if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f)) - return pv; - - return m_rotationalVelocity; - } - set - { - if (value.IsFinite()) - { - m_rotationalVelocity = value; - if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) - d.BodyEnable(Body); - } - else - { - m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name); - } - } - } - + protected bool m_forcePosOrRotation; + + private Quaternion m_lastorientation = new Quaternion(); + private Quaternion _orientation; + + private Vector3 _position; + private Vector3 _velocity; + private Vector3 _torque; + private Vector3 m_lastVelocity; + private Vector3 m_lastposition; + private Vector3 m_rotationalVelocity; + private Vector3 _size; + private Vector3 _acceleration; + private Vector3 m_angularlock = Vector3.One; + private IntPtr Amotor = IntPtr.Zero; + + private Vector3 m_force; + private Vector3 m_forceacc; + private Vector3 m_angularForceacc; + + private Vector3 m_PIDTarget; + private float m_PIDTau; + private float PID_D = 35f; + private float PID_G = 25f; + private bool m_usePID; + + // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), + // and are for non-VEHICLES only. + + private float m_PIDHoverHeight; + private float m_PIDHoverTau; + private bool m_useHoverPID; + private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; + private float m_targetHoverHeight; + private float m_groundHeight; + private float m_waterHeight; + private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. + + private int body_autodisable_frames = 20; + + private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom + | CollisionCategories.Space + | CollisionCategories.Body + | CollisionCategories.Character + ); +// private bool m_collidesLand = true; + private bool m_collidesWater; + public bool m_returnCollisions; + private bool m_softcolide; + + private bool m_NoColide; // for now only for internal use for bad meshs + + // Default we're a Geometry + private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); + + // Default, Collide with Other Geometries, spaces and Bodies + private CollisionCategories m_collisionFlags = m_default_collisionFlags; + + public bool m_disabled; + + + public uint m_localID; + + private PrimitiveBaseShape _pbs; + public OdeScene _parent_scene; + + /// + /// The physics space which contains prim geometry + /// + public IntPtr m_targetSpace = IntPtr.Zero; + + public IntPtr prim_geom; + public IntPtr _triMeshData; + + private PhysicsActor _parent; + + private List childrenPrim = new List(); + + private bool m_iscolliding; + + public bool m_isSelected; + private bool m_delaySelect; + private bool m_lastdoneSelected; + public bool m_outbounds; + + internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively + + private bool m_throttleUpdates; + private int throttleCounter; + public float m_collisionscore; + int m_colliderfilter = 0; + + public IntPtr collide_geom; // for objects: geom if single prim space it linkset + + private float m_density = 10.000006836f; // Aluminum g/cm3; + private byte m_shapetype; + public bool _zeroFlag; + private bool m_lastUpdateSent; + + public IntPtr Body = IntPtr.Zero; + public String Name { get; private set; } + private Vector3 _target_velocity; + + public Vector3 primOOBsize; // prim real dimensions from mesh + public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb + public float primOOBradiusSQ; + public d.Mass primdMass; // prim inertia information on it's own referencial + float primMass; // prim own mass + float _mass; // object mass acording to case + private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb + + public int givefakepos = 0; + private Vector3 fakepos; + public int givefakeori = 0; + private Quaternion fakeori; + + public int m_eventsubscription; + private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); + + public volatile bool childPrim; + + public ODEDynamics m_vehicle; + + internal int m_material = (int)Material.Wood; + private float mu; + private float bounce; + + /// + /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. + /// + public override bool IsPhysical // this is not reliable for internal use + { + get { return m_fakeisphysical; } + set + { + m_fakeisphysical = value; // we show imediatly to outside that we changed physical + // and also to stop imediatly some updates + // but real change will only happen in taintprocessing + + if (!value) // Zero the remembered last velocity + m_lastVelocity = Vector3.Zero; + AddChange(changes.Physical, value); + } + } + + public override bool Phantom // this is not reliable for internal use + { + get { return m_fakeisphantom; } + set + { + m_fakeisphantom = value; // we show imediatly to outside that we changed physical + // and also to stop imediatly some updates + // but real change will only happen in taintprocessing + + AddChange(changes.Phantom, value); + } + } + + public override bool Building // this is not reliable for internal use + { + get { return m_building; } + set + { + if (value) + m_building = true; + AddChange(changes.building, value); + } + } + + public override void getContactData(ref ContactData cdata) + { + cdata.mu = mu; + cdata.bounce = bounce; + + // cdata.softcolide = m_softcolide; + cdata.softcolide = false; + + if (m_isphysical) + { + ODEDynamics veh; + if (_parent != null) + veh = ((OdePrim)_parent).m_vehicle; + else + veh = m_vehicle; + + if (veh != null && veh.Type != Vehicle.TYPE_NONE) + cdata.mu *= veh.FrictionFactor; + } + } + + public override int PhysicsActorType + { + get { return (int)ActorTypes.Prim; } + set { return; } + } + + public override bool SetAlwaysRun + { + get { return false; } + set { return; } + } + + public override uint LocalID + { + get + { + return m_localID; + } + set + { + //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); + m_localID = value; + } + } + + public override bool Grabbed + { + set { return; } + } + + public override bool Selected + { + set + { + if (value) + m_isSelected = value; // if true set imediatly to stop moves etc + AddChange(changes.Selected, value); + } + } + + public override bool Flying + { + // no flying prims for you + get { return false; } + set { } + } + + public override bool IsColliding + { + get { return m_iscolliding; } + set + { + if (value) + { + m_colliderfilter += 2; + if (m_colliderfilter > 2) + m_colliderfilter = 2; + } + else + { + m_colliderfilter--; + if (m_colliderfilter < 0) + m_colliderfilter = 0; + } + + if (m_colliderfilter == 0) + { + m_softcolide = false; + m_iscolliding = false; + } + else + m_iscolliding = true; + } + } + + public override bool CollidingGround + { + get { return false; } + set { return; } + } + + public override bool CollidingObj + { + get { return false; } + set { return; } + } + + public override bool ThrottleUpdates + { + get { return m_throttleUpdates; } + set { m_throttleUpdates = value; } + } + + public override bool Stopped + { + get { return _zeroFlag; } + } + + public override Vector3 Position + { + get + { + if (givefakepos > 0) + return fakepos; + else + return _position; + } + + set + { + fakepos = value; + givefakepos++; + AddChange(changes.Position, value); + } + } + + public override Vector3 Size + { + get { return _size; } + set + { + if (value.IsFinite()) + { + AddChange(changes.Size, value); + } + else + { + m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name); + } + } + } + + public override float Mass + { + get { return _mass; } + } + + public override Vector3 Force + { + //get { return Vector3.Zero; } + get { return m_force; } + set + { + if (value.IsFinite()) + { + AddChange(changes.Force, value); + } + else + { + m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name); + } + } + } + + public override void SetVolumeDetect(int param) + { + AddChange(changes.VolumeDtc, (param != 0)); + } + + public override Vector3 GeometricCenter + { + get + { + return Vector3.Zero; + } + } + + public override Vector3 CenterOfMass + { + get + { + d.Vector3 dtmp; + if (IsPhysical && !childPrim && Body != IntPtr.Zero) + { + dtmp = d.BodyGetPosition(Body); + return new Vector3(dtmp.X, dtmp.Y, dtmp.Z); + } + else if (prim_geom != IntPtr.Zero) + { + d.Quaternion dq; + d.GeomCopyQuaternion(prim_geom, out dq); + Quaternion q; + q.X = dq.X; + q.Y = dq.Y; + q.Z = dq.Z; + q.W = dq.W; + + Vector3 vtmp = primOOBoffset * q; + dtmp = d.GeomGetPosition(prim_geom); + return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z); + } + else + return Vector3.Zero; + } + } + /* + public override Vector3 PrimOOBsize + { + get + { + return primOOBsize; + } + } + + public override Vector3 PrimOOBoffset + { + get + { + return primOOBoffset; + } + } + + public override float PrimOOBRadiusSQ + { + get + { + return primOOBradiusSQ; + } + } + */ + public override PrimitiveBaseShape Shape + { + set + { + AddChange(changes.Shape, value); + } + } + + public override byte PhysicsShapeType + { + get + { + return m_shapetype; + } + set + { + m_shapetype = value; + AddChange(changes.Shape, null); + } + } + + + public override Vector3 Velocity + { + get + { + if (_zeroFlag) + return Vector3.Zero; + return _velocity; + } + set + { + if (value.IsFinite()) + { + AddChange(changes.Velocity, value); + // _velocity = value; + + } + else + { + m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name); + } + + } + } + + public override Vector3 Torque + { + get + { + if (!IsPhysical || Body == IntPtr.Zero) + return Vector3.Zero; + + return _torque; + } + + set + { + if (value.IsFinite()) + { + AddChange(changes.Torque, value); + } + else + { + m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name); + } + } + } + + public override float CollisionScore + { + get { return m_collisionscore; } + set { m_collisionscore = value; } + } + + public override bool Kinematic + { + get { return false; } + set { } + } + + public override Quaternion Orientation + { + get + { + if (givefakeori > 0) + return fakeori; + else + + return _orientation; + } + set + { + if (QuaternionIsFinite(value)) + { + fakeori = value; + givefakeori++; + AddChange(changes.Orientation, value); + } + else + m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name); + + } + } + + public override Vector3 Acceleration + { + get { return _acceleration; } + set { } + } + + public override Vector3 RotationalVelocity + { + get + { + Vector3 pv = Vector3.Zero; + if (_zeroFlag) + return pv; + m_lastUpdateSent = false; + + if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f)) + return pv; + + return m_rotationalVelocity; + } + set + { + if (value.IsFinite()) + { + m_rotationalVelocity = value; + if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) + d.BodyEnable(Body); + } + else + { + m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name); + } + } + } + + + public override float Buoyancy + { + get { return m_buoyancy; } + set + { + m_buoyancy = value; + } + } + + public override bool FloatOnWater + { + set + { + AddChange(changes.CollidesWater, value); + } + } + + public override Vector3 PIDTarget + { + set + { + if (value.IsFinite()) + { + m_PIDTarget = value; + } + else + m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name); + } + } + + public override bool PIDActive { set { m_usePID = value; } } + public override float PIDTau { set { m_PIDTau = value; } } + + public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } + public override bool PIDHoverActive { set { m_useHoverPID = value; } } + public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } + public override float PIDHoverTau { set { m_PIDHoverTau = value; } } + + public override Quaternion APIDTarget { set { return; } } + + public override bool APIDActive { set { return; } } + + public override float APIDStrength { set { return; } } + + public override float APIDDamping { set { return; } } + + public override int VehicleType + { + // we may need to put a fake on this + get + { + if (m_vehicle == null) + return (int)Vehicle.TYPE_NONE; + else + return (int)m_vehicle.Type; + } + set + { + AddChange(changes.VehicleType, value); + } + } + + public override void VehicleFloatParam(int param, float value) + { + strVehicleFloatParam fp = new strVehicleFloatParam(); + fp.param = param; + fp.value = value; + AddChange(changes.VehicleFloatParam, fp); + } + + public override void VehicleVectorParam(int param, Vector3 value) + { + strVehicleVectorParam fp = new strVehicleVectorParam(); + fp.param = param; + fp.value = value; + AddChange(changes.VehicleVectorParam, fp); + } + + public override void VehicleRotationParam(int param, Quaternion value) + { + strVehicleQuatParam fp = new strVehicleQuatParam(); + fp.param = param; + fp.value = value; + AddChange(changes.VehicleRotationParam, fp); + } + + public override void VehicleFlags(int param, bool value) + { + strVehicleBoolParam bp = new strVehicleBoolParam(); + bp.param = param; + bp.value = value; + AddChange(changes.VehicleFlags, bp); + } + + public override void SetVehicle(object vdata) + { + AddChange(changes.SetVehicle, vdata); + } + public void SetAcceleration(Vector3 accel) + { + _acceleration = accel; + } + + public override void AddForce(Vector3 force, bool pushforce) + { + if (force.IsFinite()) + { + AddChange(changes.AddForce, force / _parent_scene.ODE_STEPSIZE); + } + else + { + m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name); + } + //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); + } + + public override void AddAngularForce(Vector3 force, bool pushforce) + { + if (force.IsFinite()) + { + AddChange(changes.AddAngForce, force / _parent_scene.ODE_STEPSIZE); + } + else + { + m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name); + } + } + + public override void CrossingFailure() + { + if (m_outbounds) + { + _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f); + _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f); + _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f); + + m_lastposition = _position; + _velocity.X = 0; + _velocity.Y = 0; + _velocity.Z = 0; + + m_lastVelocity = _velocity; + if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) + m_vehicle.Stop(); + + if(Body != IntPtr.Zero) + d.BodySetLinearVel(Body, 0, 0, 0); // stop it + if (prim_geom != IntPtr.Zero) + d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); + + m_outbounds = false; + changeDisable(false); + base.RequestPhysicsterseUpdate(); + } + } + + public override void SetMomentum(Vector3 momentum) + { + } + + public override void SetMaterial(int pMaterial) + { + m_material = pMaterial; + mu = _parent_scene.m_materialContactsData[pMaterial].mu; + bounce = _parent_scene.m_materialContactsData[pMaterial].bounce; + } + + public void setPrimForRemoval() + { + AddChange(changes.Remove, null); + } + + public override void link(PhysicsActor obj) + { + AddChange(changes.Link, obj); + } + + public override void delink() + { + AddChange(changes.DeLink, null); + } + + public override void LockAngularMotion(Vector3 axis) + { + // reverse the zero/non zero values for ODE. + if (axis.IsFinite()) + { + axis.X = (axis.X > 0) ? 1f : 0f; + axis.Y = (axis.Y > 0) ? 1f : 0f; + axis.Z = (axis.Z > 0) ? 1f : 0f; + m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); + AddChange(changes.AngLock, axis); + } + else + { + m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name); + } + } + + public override void SubscribeEvents(int ms) + { + m_eventsubscription = ms; + _parent_scene.AddCollisionEventReporting(this); + } + + public override void UnSubscribeEvents() + { + _parent_scene.RemoveCollisionEventReporting(this); + m_eventsubscription = 0; + } + + public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) + { + if (CollisionEventsThisFrame == null) + CollisionEventsThisFrame = new CollisionEventUpdate(); + + CollisionEventsThisFrame.AddCollider(CollidedWith, contact); + } + + public void SendCollisions() + { + if (CollisionEventsThisFrame == null) + return; + + base.SendCollisionUpdate(CollisionEventsThisFrame); + + if (CollisionEventsThisFrame.m_objCollisionList.Count == 0) + CollisionEventsThisFrame = null; + else + CollisionEventsThisFrame = new CollisionEventUpdate(); + } + + public override bool SubscribedEvents() + { + if (m_eventsubscription > 0) + return true; + return false; + } + + + public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, + Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID) + { + Name = primName; + LocalID = plocalID; + + m_vehicle = null; + + if (!pos.IsFinite()) + { + pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), + parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); + m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name); + } + _position = pos; + givefakepos = 0; + + PID_D = parent_scene.bodyPIDD; + PID_G = parent_scene.bodyPIDG; + m_density = parent_scene.geomDefaultDensity; + // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; + body_autodisable_frames = parent_scene.bodyFramesAutoDisable; + + prim_geom = IntPtr.Zero; + collide_geom = IntPtr.Zero; + Body = IntPtr.Zero; + + if (!size.IsFinite()) + { + size = new Vector3(0.5f, 0.5f, 0.5f); + m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name); + } + + if (size.X <= 0) size.X = 0.01f; + if (size.Y <= 0) size.Y = 0.01f; + if (size.Z <= 0) size.Z = 0.01f; + + _size = size; + + if (!QuaternionIsFinite(rotation)) + { + rotation = Quaternion.Identity; + m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name); + } + + _orientation = rotation; + givefakeori = 0; + + _pbs = pbs; + + _parent_scene = parent_scene; + m_targetSpace = IntPtr.Zero; + + if (pos.Z < 0) + { + m_isphysical = false; + } + else + { + m_isphysical = pisPhysical; + } + m_fakeisphysical = m_isphysical; + + m_isVolumeDetect = false; + + m_force = Vector3.Zero; + + m_iscolliding = false; + m_colliderfilter = 0; + m_softcolide = true; + m_NoColide = false; + + hasOOBoffsetFromMesh = false; + _triMeshData = IntPtr.Zero; + + m_shapetype = _shapeType; + + m_lastdoneSelected = false; + m_isSelected = false; + m_delaySelect = false; + + m_isphantom = pisPhantom; + m_fakeisphantom = pisPhantom; + + mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu; + bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce; + + CalcPrimBodyData(); + + m_building = true; // control must set this to false when done + + AddChange(changes.Add, null); + } + + private void resetCollisionAccounting() + { + m_collisionscore = 0; + } + + private void createAMotor(Vector3 axis) + { + if (Body == IntPtr.Zero) + return; + + if (Amotor != IntPtr.Zero) + { + d.JointDestroy(Amotor); + Amotor = IntPtr.Zero; + } + + int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z); + + if (axisnum <= 0) + return; + + // stop it + d.BodySetTorque(Body, 0, 0, 0); + d.BodySetAngularVel(Body, 0, 0, 0); + + Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); + d.JointAttach(Amotor, Body, IntPtr.Zero); + + d.JointSetAMotorMode(Amotor, 0); + + d.JointSetAMotorNumAxes(Amotor, axisnum); + + // get current orientation to lock + + d.Quaternion dcur = d.BodyGetQuaternion(Body); + Quaternion curr; // crap convertion between identical things + curr.X = dcur.X; + curr.Y = dcur.Y; + curr.Z = dcur.Z; + curr.W = dcur.W; + Vector3 ax; + + int i = 0; + int j = 0; + if (axis.X == 0) + { + ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X + // ODE should do this with axis relative to body 1 but seems to fail + d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z); + d.JointSetAMotorAngle(Amotor, 0, 0); + d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f); + d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f); + d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0); + d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f); + d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f); + d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f); + d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f); + d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f); + i++; + j = 256; // move to next axis set + } + + if (axis.Y == 0) + { + ax = (new Vector3(0, 1, 0)) * curr; + d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z); + d.JointSetAMotorAngle(Amotor, i, 0); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f); + i++; + j += 256; + } + + if (axis.Z == 0) + { + ax = (new Vector3(0, 0, 1)) * curr; + d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z); + d.JointSetAMotorAngle(Amotor, i, 0); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f); + d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f); + } + } + + private bool setMesh(OdeScene parent_scene) + { + if (Body != IntPtr.Zero) + { + if (childPrim) + { + if (_parent != null) + { + OdePrim parent = (OdePrim)_parent; + parent.ChildDelink(this, false); + } + } + else + { + DestroyBody(); + } + } + + bool convex; + if (m_shapetype == 0) + convex = false; + else + convex = true; + + IMesh mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true,convex); + if (mesh == null) + { + m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z); + return false; + } + + IntPtr vertices, indices; + int vertexCount, indexCount; + int vertexStride, triStride; + + mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap + mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage + + if (vertexCount == 0 || indexCount == 0) + { + m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", + Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString()); + mesh.releaseSourceMeshData(); + return false; + } + + primOOBoffset = mesh.GetCentroid(); + hasOOBoffsetFromMesh = true; + + mesh.releaseSourceMeshData(); + + IntPtr geo = IntPtr.Zero; + + try + { + _triMeshData = d.GeomTriMeshDataCreate(); + + d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); + d.GeomTriMeshDataPreprocess(_triMeshData); + + _parent_scene.waitForSpaceUnlock(m_targetSpace); + geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null); + } + + catch (Exception e) + { + m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e); + if (_triMeshData != IntPtr.Zero) + { + d.GeomTriMeshDataDestroy(_triMeshData); + _triMeshData = IntPtr.Zero; + } + return false; + } + + SetGeom(geo); + return true; + } + + private void SetGeom(IntPtr geom) + { + prim_geom = geom; + //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); + if (prim_geom != IntPtr.Zero) + { + if (m_NoColide) + { + d.GeomSetCategoryBits(prim_geom, 0); + if (m_isphysical) + { + d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); + } + else + { + d.GeomSetCollideBits(prim_geom, 0); + d.GeomDisable(prim_geom); + } + } + else + { + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } + + CalcPrimBodyData(); + + _parent_scene.geom_name_map[prim_geom] = Name; + _parent_scene.actor_name_map[prim_geom] = this; + + } + else + m_log.Warn("Setting bad Geom"); + } + + + /// + /// Create a geometry for the given mesh in the given target space. + /// + /// + /// If null, then a mesh is used that is based on the profile shape data. + private void CreateGeom() + { + if (_triMeshData != IntPtr.Zero) + { + d.GeomTriMeshDataDestroy(_triMeshData); + _triMeshData = IntPtr.Zero; + } + + bool haveMesh = false; + hasOOBoffsetFromMesh = false; + m_NoColide = false; + + if (_parent_scene.needsMeshing(_pbs)) + { + haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims + if (!haveMesh) + m_NoColide = true; + } + + if (!haveMesh) + { + if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1 + && _size.X == _size.Y && _size.Y == _size.Z) + { // it's a sphere + _parent_scene.waitForSpaceUnlock(m_targetSpace); + try + { + SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f)); + } + catch (Exception e) + { + m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e); + return; + } + } + else + {// do it as a box + _parent_scene.waitForSpaceUnlock(m_targetSpace); + try + { + //Console.WriteLine(" CreateGeom 4"); + SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); + } + catch (Exception e) + { + m_log.Warn("[PHYSICS]: Create box failed: {0}", e); + return; + } + } + } + } + + /// + /// Set a new geometry for this prim. + /// + /// + private void RemoveGeom() + { + if (prim_geom != IntPtr.Zero) + { + _parent_scene.geom_name_map.Remove(prim_geom); + _parent_scene.actor_name_map.Remove(prim_geom); + try + { + d.GeomDestroy(prim_geom); + if (_triMeshData != IntPtr.Zero) + { + d.GeomTriMeshDataDestroy(_triMeshData); + _triMeshData = IntPtr.Zero; + } + } + // catch (System.AccessViolationException) + catch (Exception e) + { + m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e); + } + + prim_geom = IntPtr.Zero; + } + else + { + m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name); + } + Body = IntPtr.Zero; + hasOOBoffsetFromMesh = false; + CalcPrimBodyData(); + } + + private void ChildSetGeom(OdePrim odePrim) + { + // well.. + DestroyBody(); + MakeBody(); + } + + //sets non physical prim m_targetSpace to right space in spaces grid for static prims + // should only be called for non physical prims unless they are becoming non physical + private void SetInStaticSpace(OdePrim prim) + { + IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace); + prim.m_targetSpace = targetSpace; + d.GeomEnable(prim_geom); + } + + public void enableBodySoft() + { + if (!childPrim && !m_isSelected) + { + if (m_isphysical && Body != IntPtr.Zero) + { + if (m_isphantom && !m_isVolumeDetect) + { + m_collisionCategories = 0; + m_collisionFlags = CollisionCategories.Land; + } + else + { + m_collisionCategories |= CollisionCategories.Body; + m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); + } + + foreach (OdePrim prm in childrenPrim) + { + prm.m_collisionCategories = m_collisionCategories; + prm.m_collisionFlags = m_collisionFlags; + + if (prm.prim_geom != IntPtr.Zero) + { + if (prm.m_NoColide) + { + d.GeomSetCategoryBits(prm.prim_geom, 0); + d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); + } + else + { + d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); + } + d.GeomEnable(prm.prim_geom); + } + } + + if (prim_geom != IntPtr.Zero) + { + if (m_NoColide) + { + d.GeomSetCategoryBits(prim_geom, 0); + d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); + } + else + { + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } + d.GeomEnable(prim_geom); + } + d.BodyEnable(Body); + } + } + m_disabled = false; + resetCollisionAccounting(); // this sets m_disable to false + } + + private void disableBodySoft() + { + m_disabled = true; + if (!childPrim) + { + if (m_isphysical && Body != IntPtr.Zero) + { + m_collisionCategories &= ~CollisionCategories.Body; + m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); + + foreach (OdePrim prm in childrenPrim) + { + prm.m_collisionCategories = m_collisionCategories; + prm.m_collisionFlags = m_collisionFlags; + + if (prm.prim_geom != IntPtr.Zero) + { + if (prm.m_NoColide) + { + d.GeomSetCategoryBits(prm.prim_geom, 0); + d.GeomSetCollideBits(prm.prim_geom, 0); + } + else + { + d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); + } + d.GeomDisable(prm.prim_geom); + } + } + + if (prim_geom != IntPtr.Zero) + { + if (m_NoColide) + { + d.GeomSetCategoryBits(prim_geom, 0); + d.GeomSetCollideBits(prim_geom, 0); + } + else + { + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } + d.GeomDisable(prim_geom); + } + + d.BodyDisable(Body); + } + } + } + + private void MakeBody() + { + if (!m_isphysical) // only physical get bodies + return; + + if (childPrim) // child prims don't get bodies; + return; + + if (m_building) + return; + + if (prim_geom == IntPtr.Zero) + { + m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet"); + return; + } + + if (Body != IntPtr.Zero) + { + d.BodyDestroy(Body); + Body = IntPtr.Zero; + m_log.Warn("[PHYSICS]: MakeBody called having a body"); + } + + + if (d.GeomGetBody(prim_geom) != IntPtr.Zero) + { + d.GeomSetBody(prim_geom, IntPtr.Zero); + m_log.Warn("[PHYSICS]: MakeBody root geom already had a body"); + } + + d.Matrix3 mymat = new d.Matrix3(); + d.Quaternion myrot = new d.Quaternion(); + d.Mass objdmass = new d.Mass { }; + + Body = d.BodyCreate(_parent_scene.world); + + DMassDup(ref primdMass, out objdmass); + + // rotate inertia + myrot.X = _orientation.X; + myrot.Y = _orientation.Y; + myrot.Z = _orientation.Z; + myrot.W = _orientation.W; + + d.RfromQ(out mymat, ref myrot); + d.MassRotate(ref objdmass, ref mymat); + + // set the body rotation + d.BodySetRotation(Body, ref mymat); + + // recompute full object inertia if needed + if (childrenPrim.Count > 0) + { + d.Matrix3 mat = new d.Matrix3(); + d.Quaternion quat = new d.Quaternion(); + d.Mass tmpdmass = new d.Mass { }; + Vector3 rcm; + + rcm.X = _position.X + objdmass.c.X; + rcm.Y = _position.Y + objdmass.c.Y; + rcm.Z = _position.Z + objdmass.c.Z; + + lock (childrenPrim) + { + foreach (OdePrim prm in childrenPrim) + { + if (prm.prim_geom == IntPtr.Zero) + { + m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet"); + continue; + } + + DMassCopy(ref prm.primdMass, ref tmpdmass); + + // apply prim current rotation to inertia + quat.X = prm._orientation.X; + quat.Y = prm._orientation.Y; + quat.Z = prm._orientation.Z; + quat.W = prm._orientation.W; + d.RfromQ(out mat, ref quat); + d.MassRotate(ref tmpdmass, ref mat); + + Vector3 ppos = prm._position; + ppos.X += tmpdmass.c.X - rcm.X; + ppos.Y += tmpdmass.c.Y - rcm.Y; + ppos.Z += tmpdmass.c.Z - rcm.Z; + + // refer inertia to root prim center of mass position + d.MassTranslate(ref tmpdmass, + ppos.X, + ppos.Y, + ppos.Z); + + d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia + // fix prim colision cats + + if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero) + { + d.GeomSetBody(prm.prim_geom, IntPtr.Zero); + m_log.Warn("[PHYSICS]: MakeBody child geom already had a body"); + } + + d.GeomClearOffset(prm.prim_geom); + d.GeomSetBody(prm.prim_geom, Body); + prm.Body = Body; + d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation + } + } + } + + d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset + // associate root geom with body + d.GeomSetBody(prim_geom, Body); + + d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z); + d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z); + + d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body + myrot.W = -myrot.W; + d.RfromQ(out mymat, ref myrot); + d.MassRotate(ref objdmass, ref mymat); + d.BodySetMass(Body, ref objdmass); + _mass = objdmass.mass; + + // disconnect from world gravity so we can apply buoyancy + d.BodySetGravityMode(Body, false); + + d.BodySetAutoDisableFlag(Body, true); + d.BodySetAutoDisableSteps(Body, body_autodisable_frames); + // d.BodySetLinearDampingThreshold(Body, 0.01f); + // d.BodySetAngularDampingThreshold(Body, 0.001f); + d.BodySetDamping(Body, .002f, .002f); + + + if (m_targetSpace != IntPtr.Zero) + { + _parent_scene.waitForSpaceUnlock(m_targetSpace); + if (d.SpaceQuery(m_targetSpace, prim_geom)) + d.SpaceRemove(m_targetSpace, prim_geom); + } + + + if (childrenPrim.Count == 0) + { + collide_geom = prim_geom; + m_targetSpace = _parent_scene.ActiveSpace; + d.SpaceAdd(m_targetSpace, prim_geom); + } + else + { + m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace); + d.HashSpaceSetLevels(m_targetSpace, -2, 8); + d.SpaceSetSublevel(m_targetSpace, 3); + d.SpaceSetCleanup(m_targetSpace, false); + d.SpaceAdd(m_targetSpace, prim_geom); + collide_geom = m_targetSpace; + } + + if (m_delaySelect) + { + m_isSelected = true; + m_delaySelect = false; + } + + lock (childrenPrim) + { + foreach (OdePrim prm in childrenPrim) + { + if (prm.prim_geom == IntPtr.Zero) + continue; + + Vector3 ppos = prm._position; + d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position + + if (prm.m_targetSpace != m_targetSpace) + { + if (prm.m_targetSpace != IntPtr.Zero) + { + _parent_scene.waitForSpaceUnlock(prm.m_targetSpace); + if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom)) + d.SpaceRemove(prm.m_targetSpace, prm.prim_geom); + } + prm.m_targetSpace = m_targetSpace; + d.SpaceAdd(m_targetSpace, prm.prim_geom); + } + + if (m_isSelected || m_disabled) + { + prm.m_collisionCategories &= ~CollisionCategories.Body; + prm.m_collisionFlags &= ~(CollisionCategories.Land | CollisionCategories.Wind); + d.GeomDisable(prm.prim_geom); + } + else + { + if (m_isphantom && !m_isVolumeDetect) + { + prm.m_collisionCategories = 0; + prm.m_collisionFlags = CollisionCategories.Land; + } + else + { + prm.m_collisionCategories |= CollisionCategories.Body; + prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); + } + d.GeomEnable(prm.prim_geom); + } + + if (prm.m_NoColide) + { + d.GeomSetCategoryBits(prm.prim_geom, 0); + d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); + d.GeomEnable(prm.prim_geom); + } + else + { + d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); + d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); + } + prm.m_collisionscore = 0; + + if(!m_disabled) + prm.m_disabled = false; + + _parent_scene.addActivePrim(prm); + } + } + + // The body doesn't already have a finite rotation mode set here + if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null) + { + createAMotor(m_angularlock); + } + + if (m_isSelected || m_disabled) + { + m_collisionCategories &= ~CollisionCategories.Body; + m_collisionFlags &= ~(CollisionCategories.Land | CollisionCategories.Wind); + + d.GeomDisable(prim_geom); + d.BodyDisable(Body); + } + else + { + if (m_isphantom && !m_isVolumeDetect) + { + m_collisionCategories = 0; + m_collisionFlags = CollisionCategories.Land; + } + else + { + m_collisionCategories |= CollisionCategories.Body; + m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); + } + + d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z); + d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z); + } + + if (m_NoColide) + { + d.GeomSetCategoryBits(prim_geom, 0); + d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); + } + else + { + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } + + m_collisionscore = 0; + + m_softcolide = true; + _parent_scene.addActivePrim(this); + _parent_scene.addActiveGroups(this); + } + + private void DestroyBody() + { + if (Body != IntPtr.Zero) + { + _parent_scene.remActivePrim(this); + m_collisionCategories &= ~CollisionCategories.Body; + m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); + if (prim_geom != IntPtr.Zero) + { + if (m_NoColide) + { + d.GeomSetCategoryBits(prim_geom, 0); + d.GeomSetCollideBits(prim_geom, 0); + } + else + { + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } + UpdateDataFromGeom(); + d.GeomSetBody(prim_geom, IntPtr.Zero); + SetInStaticSpace(this); + } + + if (!childPrim) + { + lock (childrenPrim) + { + foreach (OdePrim prm in childrenPrim) + { + _parent_scene.remActivePrim(prm); + prm.m_collisionCategories = m_collisionCategories; + prm.m_collisionFlags = m_collisionFlags; + if (prm.prim_geom != IntPtr.Zero) + { + if (prm.m_NoColide) + { + d.GeomSetCategoryBits(prm.prim_geom, 0); + d.GeomSetCollideBits(prm.prim_geom, 0); + } + else + { + d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); + } + prm.UpdateDataFromGeom(); + SetInStaticSpace(prm); + } + prm.Body = IntPtr.Zero; + prm._mass = prm.primMass; + prm.m_collisionscore = 0; + } + } + if (Amotor != IntPtr.Zero) + { + d.JointDestroy(Amotor); + Amotor = IntPtr.Zero; + } + _parent_scene.remActiveGroup(this); + d.BodyDestroy(Body); + } + Body = IntPtr.Zero; + } + _mass = primMass; + m_collisionscore = 0; + } + + private void FixInertia(Vector3 NewPos,Quaternion newrot) + { + d.Matrix3 mat = new d.Matrix3(); + d.Quaternion quat = new d.Quaternion(); + + d.Mass tmpdmass = new d.Mass { }; + d.Mass objdmass = new d.Mass { }; + + d.BodyGetMass(Body, out tmpdmass); + objdmass = tmpdmass; + + d.Vector3 dobjpos; + d.Vector3 thispos; + + // get current object position and rotation + dobjpos = d.BodyGetPosition(Body); + + // get prim own inertia in its local frame + tmpdmass = primdMass; + + // transform to object frame + mat = d.GeomGetOffsetRotation(prim_geom); + d.MassRotate(ref tmpdmass, ref mat); + + thispos = d.GeomGetOffsetPosition(prim_geom); + d.MassTranslate(ref tmpdmass, + thispos.X, + thispos.Y, + thispos.Z); + + // subtract current prim inertia from object + DMassSubPartFromObj(ref tmpdmass, ref objdmass); + + // back prim own inertia + tmpdmass = primdMass; + + // update to new position and orientation + _position = NewPos; + d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z); + _orientation = newrot; + quat.X = newrot.X; + quat.Y = newrot.Y; + quat.Z = newrot.Z; + quat.W = newrot.W; + d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat); + + mat = d.GeomGetOffsetRotation(prim_geom); + d.MassRotate(ref tmpdmass, ref mat); + + thispos = d.GeomGetOffsetPosition(prim_geom); + d.MassTranslate(ref tmpdmass, + thispos.X, + thispos.Y, + thispos.Z); + + d.MassAdd(ref objdmass, ref tmpdmass); + + // fix all positions + IntPtr g = d.BodyGetFirstGeom(Body); + while (g != IntPtr.Zero) + { + thispos = d.GeomGetOffsetPosition(g); + thispos.X -= objdmass.c.X; + thispos.Y -= objdmass.c.Y; + thispos.Z -= objdmass.c.Z; + d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z); + g = d.dBodyGetNextGeom(g); + } + d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos); + + d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); + d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body + d.BodySetMass(Body, ref objdmass); + _mass = objdmass.mass; + } + + + + private void FixInertia(Vector3 NewPos) + { + d.Matrix3 primmat = new d.Matrix3(); + d.Mass tmpdmass = new d.Mass { }; + d.Mass objdmass = new d.Mass { }; + d.Mass primmass = new d.Mass { }; - public override float Buoyancy - { - get { return m_buoyancy; } - set - { - m_buoyancy = value; - } - } + d.Vector3 dobjpos; + d.Vector3 thispos; - public override bool FloatOnWater - { - set - { - AddChange(changes.CollidesWater, value); - } - } + d.BodyGetMass(Body, out objdmass); - public override Vector3 PIDTarget - { - set - { - if (value.IsFinite()) - { - m_PIDTarget = value; - } - else - m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name); - } - } + // get prim own inertia in its local frame + primmass = primdMass; + // transform to object frame + primmat = d.GeomGetOffsetRotation(prim_geom); + d.MassRotate(ref primmass, ref primmat); - public override bool PIDActive { set { m_usePID = value; } } - public override float PIDTau { set { m_PIDTau = value; } } + tmpdmass = primmass; - public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } - public override bool PIDHoverActive { set { m_useHoverPID = value; } } - public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } - public override float PIDHoverTau { set { m_PIDHoverTau = value; } } + thispos = d.GeomGetOffsetPosition(prim_geom); + d.MassTranslate(ref tmpdmass, + thispos.X, + thispos.Y, + thispos.Z); - public override Quaternion APIDTarget { set { return; } } + // subtract current prim inertia from object + DMassSubPartFromObj(ref tmpdmass, ref objdmass); - public override bool APIDActive { set { return; } } + // update to new position + _position = NewPos; + d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z); - public override float APIDStrength { set { return; } } + thispos = d.GeomGetOffsetPosition(prim_geom); + d.MassTranslate(ref primmass, + thispos.X, + thispos.Y, + thispos.Z); - public override float APIDDamping { set { return; } } + d.MassAdd(ref objdmass, ref primmass); - public override int VehicleType - { - // we may need to put a fake on this - get - { - if (m_vehicle == null) - return (int)Vehicle.TYPE_NONE; - else - return (int)m_vehicle.Type; - } - set + // fix all positions + IntPtr g = d.BodyGetFirstGeom(Body); + while (g != IntPtr.Zero) { - AddChange(changes.VehicleType, value); + thispos = d.GeomGetOffsetPosition(g); + thispos.X -= objdmass.c.X; + thispos.Y -= objdmass.c.Y; + thispos.Z -= objdmass.c.Z; + d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z); + g = d.dBodyGetNextGeom(g); } - } - - public override void VehicleFloatParam(int param, float value) - { - strVehicleFloatParam fp = new strVehicleFloatParam(); - fp.param = param; - fp.value = value; - AddChange(changes.VehicleFloatParam, fp); - } - - public override void VehicleVectorParam(int param, Vector3 value) - { - strVehicleVectorParam fp = new strVehicleVectorParam(); - fp.param = param; - fp.value = value; - AddChange(changes.VehicleVectorParam, fp); - } - - public override void VehicleRotationParam(int param, Quaternion value) - { - strVehicleQuatParam fp = new strVehicleQuatParam(); - fp.param = param; - fp.value = value; - AddChange(changes.VehicleRotationParam, fp); - } - - public override void VehicleFlags(int param, bool value) - { - strVehicleBoolParam bp = new strVehicleBoolParam(); - bp.param = param; - bp.value = value; - AddChange(changes.VehicleFlags, bp); - } - public override void SetVehicle(object vdata) - { - AddChange(changes.SetVehicle, vdata); - } - public void SetAcceleration(Vector3 accel) - { - _acceleration = accel; - } + d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos); - public override void AddForce(Vector3 force, bool pushforce) - { - if (force.IsFinite()) - { - AddChange(changes.AddForce, force / _parent_scene.ODE_STEPSIZE); - } - else - { - m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name); - } - //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); - } + // get current object position and rotation + dobjpos = d.BodyGetPosition(Body); - public override void AddAngularForce(Vector3 force, bool pushforce) - { - if (force.IsFinite()) - { - AddChange(changes.AddAngForce, force / _parent_scene.ODE_STEPSIZE); - } - else - { - m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name); - } + d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); + d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body + d.BodySetMass(Body, ref objdmass); + _mass = objdmass.mass; } - public override void CrossingFailure() + private void FixInertia(Quaternion newrot) { - if (m_outbounds) - { - _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f); - _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f); - _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f); + d.Matrix3 mat = new d.Matrix3(); + d.Quaternion quat = new d.Quaternion(); - m_lastposition = _position; - _velocity.X = 0; - _velocity.Y = 0; - _velocity.Z = 0; - - m_lastVelocity = _velocity; - if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) - m_vehicle.Stop(); - - if(Body != IntPtr.Zero) - d.BodySetLinearVel(Body, 0, 0, 0); // stop it - if (prim_geom != IntPtr.Zero) - d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); - - m_outbounds = false; - changeDisable(false); - base.RequestPhysicsterseUpdate(); - } - } - - public override void SetMomentum(Vector3 momentum) - { - } - - public override void SetMaterial(int pMaterial) - { - m_material = pMaterial; - mu = _parent_scene.m_materialContactsData[pMaterial].mu; - bounce = _parent_scene.m_materialContactsData[pMaterial].bounce; - } - - public void setPrimForRemoval() - { - AddChange(changes.Remove, null); - } - - public override void link(PhysicsActor obj) - { - AddChange(changes.Link, obj); - } - - public override void delink() - { - AddChange(changes.DeLink, null); - } - - public override void LockAngularMotion(Vector3 axis) - { - // reverse the zero/non zero values for ODE. - if (axis.IsFinite()) - { - axis.X = (axis.X > 0) ? 1f : 0f; - axis.Y = (axis.Y > 0) ? 1f : 0f; - axis.Z = (axis.Z > 0) ? 1f : 0f; - m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); - AddChange(changes.AngLock, axis); - } - else - { - m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name); - } - } - - public override void SubscribeEvents(int ms) - { - m_eventsubscription = ms; - _parent_scene.AddCollisionEventReporting(this); - } - - public override void UnSubscribeEvents() - { - _parent_scene.RemoveCollisionEventReporting(this); - m_eventsubscription = 0; - } - - public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) - { - if (CollisionEventsThisFrame == null) - CollisionEventsThisFrame = new CollisionEventUpdate(); - - CollisionEventsThisFrame.AddCollider(CollidedWith, contact); - } - - public void SendCollisions() - { - if (CollisionEventsThisFrame == null) - return; - - base.SendCollisionUpdate(CollisionEventsThisFrame); - - if (CollisionEventsThisFrame.m_objCollisionList.Count == 0) - CollisionEventsThisFrame = null; - else - CollisionEventsThisFrame = new CollisionEventUpdate(); - } - - public override bool SubscribedEvents() - { - if (m_eventsubscription > 0) - return true; - return false; - } - - - public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, - Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID) - { - Name = primName; - LocalID = plocalID; - - m_vehicle = null; - - if (!pos.IsFinite()) - { - pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), - parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); - m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name); - } - _position = pos; - givefakepos = 0; - - PID_D = parent_scene.bodyPIDD; - PID_G = parent_scene.bodyPIDG; - m_density = parent_scene.geomDefaultDensity; - // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; - body_autodisable_frames = parent_scene.bodyFramesAutoDisable; - - prim_geom = IntPtr.Zero; - collide_geom = IntPtr.Zero; - Body = IntPtr.Zero; - - if (!size.IsFinite()) - { - size = new Vector3(0.5f, 0.5f, 0.5f); - m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name); - } - - if (size.X <= 0) size.X = 0.01f; - if (size.Y <= 0) size.Y = 0.01f; - if (size.Z <= 0) size.Z = 0.01f; - - _size = size; - - if (!QuaternionIsFinite(rotation)) - { - rotation = Quaternion.Identity; - m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name); - } - - _orientation = rotation; - givefakeori = 0; - - _pbs = pbs; - - _parent_scene = parent_scene; - m_targetSpace = IntPtr.Zero; - - if (pos.Z < 0) - { - m_isphysical = false; - } - else - { - m_isphysical = pisPhysical; - } - m_fakeisphysical = m_isphysical; - - m_isVolumeDetect = false; - - m_force = Vector3.Zero; - - m_iscolliding = false; - m_colliderfilter = 0; - m_softcolide = true; - m_NoColide = false; - - hasOOBoffsetFromMesh = false; - _triMeshData = IntPtr.Zero; - - m_shapetype = _shapeType; - - m_lastdoneSelected = false; - m_isSelected = false; - m_delaySelect = false; - - m_isphantom = pisPhantom; - m_fakeisphantom = pisPhantom; - - mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu; - bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce; - - CalcPrimBodyData(); - - m_building = true; // control must set this to false when done - - AddChange(changes.Add, null); - } - - private void resetCollisionAccounting() - { - m_collisionscore = 0; - } - - private void createAMotor(Vector3 axis) - { - if (Body == IntPtr.Zero) - return; - - if (Amotor != IntPtr.Zero) - { - d.JointDestroy(Amotor); - Amotor = IntPtr.Zero; - } - - int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z); - - if (axisnum <= 0) - return; - - // stop it - d.BodySetTorque(Body, 0, 0, 0); - d.BodySetAngularVel(Body, 0, 0, 0); - - Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); - d.JointAttach(Amotor, Body, IntPtr.Zero); - - d.JointSetAMotorMode(Amotor, 0); - - d.JointSetAMotorNumAxes(Amotor, axisnum); - - // get current orientation to lock - - d.Quaternion dcur = d.BodyGetQuaternion(Body); - Quaternion curr; // crap convertion between identical things - curr.X = dcur.X; - curr.Y = dcur.Y; - curr.Z = dcur.Z; - curr.W = dcur.W; - Vector3 ax; - - int i = 0; - int j = 0; - if (axis.X == 0) - { - ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X - // ODE should do this with axis relative to body 1 but seems to fail - d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z); - d.JointSetAMotorAngle(Amotor, 0, 0); - d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f); - d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f); - d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0); - d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f); - d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f); - d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f); - d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f); - d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f); - i++; - j = 256; // move to next axis set - } - - if (axis.Y == 0) - { - ax = (new Vector3(0, 1, 0)) * curr; - d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z); - d.JointSetAMotorAngle(Amotor, i, 0); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f); - i++; - j += 256; - } - - if (axis.Z == 0) - { - ax = (new Vector3(0, 0, 1)) * curr; - d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z); - d.JointSetAMotorAngle(Amotor, i, 0); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f); - d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f); - } - } - - private bool setMesh(OdeScene parent_scene) - { - if (Body != IntPtr.Zero) - { - if (childPrim) - { - if (_parent != null) - { - OdePrim parent = (OdePrim)_parent; - parent.ChildDelink(this, false); - } - } - else - { - DestroyBody(); - } - } - - bool convex; - if (m_shapetype == 0) - convex = false; - else - convex = true; - - IMesh mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true,convex); - if (mesh == null) - { - m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z); - return false; - } - - IntPtr vertices, indices; - int vertexCount, indexCount; - int vertexStride, triStride; - - mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap - mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage - - if (vertexCount == 0 || indexCount == 0) - { - m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", - Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString()); - mesh.releaseSourceMeshData(); - return false; - } - - primOOBoffset = mesh.GetCentroid(); - hasOOBoffsetFromMesh = true; - - mesh.releaseSourceMeshData(); - - IntPtr geo = IntPtr.Zero; - - try - { - _triMeshData = d.GeomTriMeshDataCreate(); - - d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); - d.GeomTriMeshDataPreprocess(_triMeshData); - - _parent_scene.waitForSpaceUnlock(m_targetSpace); - geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null); - } - - catch (Exception e) - { - m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e); - if (_triMeshData != IntPtr.Zero) - { - d.GeomTriMeshDataDestroy(_triMeshData); - _triMeshData = IntPtr.Zero; - } - return false; - } - - SetGeom(geo); - return true; - } - - private void SetGeom(IntPtr geom) - { - prim_geom = geom; - //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); - if (prim_geom != IntPtr.Zero) - { - if (m_NoColide) - { - d.GeomSetCategoryBits(prim_geom, 0); - if (m_isphysical) - { - d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); - } - else - { - d.GeomSetCollideBits(prim_geom, 0); - d.GeomDisable(prim_geom); - } - } - else - { - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); - } - - CalcPrimBodyData(); - - _parent_scene.geom_name_map[prim_geom] = Name; - _parent_scene.actor_name_map[prim_geom] = this; - - } - else - m_log.Warn("Setting bad Geom"); - } - - - /// - /// Create a geometry for the given mesh in the given target space. - /// - /// - /// If null, then a mesh is used that is based on the profile shape data. - private void CreateGeom() - { - if (_triMeshData != IntPtr.Zero) - { - d.GeomTriMeshDataDestroy(_triMeshData); - _triMeshData = IntPtr.Zero; - } - - bool haveMesh = false; - hasOOBoffsetFromMesh = false; - m_NoColide = false; - - if (_parent_scene.needsMeshing(_pbs)) - { - haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims - if (!haveMesh) - m_NoColide = true; - } - - if (!haveMesh) - { - if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1 - && _size.X == _size.Y && _size.Y == _size.Z) - { // it's a sphere - _parent_scene.waitForSpaceUnlock(m_targetSpace); - try - { - SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f)); - } - catch (Exception e) - { - m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e); - return; - } - } - else - {// do it as a box - _parent_scene.waitForSpaceUnlock(m_targetSpace); - try - { - //Console.WriteLine(" CreateGeom 4"); - SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); - } - catch (Exception e) - { - m_log.Warn("[PHYSICS]: Create box failed: {0}", e); - return; - } - } - } - } - - /// - /// Set a new geometry for this prim. - /// - /// - private void RemoveGeom() - { - if (prim_geom != IntPtr.Zero) - { - _parent_scene.geom_name_map.Remove(prim_geom); - _parent_scene.actor_name_map.Remove(prim_geom); - try - { - d.GeomDestroy(prim_geom); - if (_triMeshData != IntPtr.Zero) - { - d.GeomTriMeshDataDestroy(_triMeshData); - _triMeshData = IntPtr.Zero; - } - } - // catch (System.AccessViolationException) - catch (Exception e) - { - m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e); - } - - prim_geom = IntPtr.Zero; - } - else - { - m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name); - } - Body = IntPtr.Zero; - hasOOBoffsetFromMesh = false; - CalcPrimBodyData(); - } - - private void ChildSetGeom(OdePrim odePrim) - { - // well.. - DestroyBody(); - MakeBody(); - } - - //sets non physical prim m_targetSpace to right space in spaces grid for static prims - // should only be called for non physical prims unless they are becoming non physical - private void SetInStaticSpace(OdePrim prim) - { - IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace); - prim.m_targetSpace = targetSpace; - d.GeomEnable(prim_geom); - } - - public void enableBodySoft() - { - if (!childPrim && !m_isSelected) - { - if (m_isphysical && Body != IntPtr.Zero) - { - if (m_isphantom && !m_isVolumeDetect) - { - m_collisionCategories = 0; - m_collisionFlags = CollisionCategories.Land; - } - else - { - m_collisionCategories |= CollisionCategories.Body; - m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); - } - - foreach (OdePrim prm in childrenPrim) - { - prm.m_collisionCategories = m_collisionCategories; - prm.m_collisionFlags = m_collisionFlags; - - if (prm.prim_geom != IntPtr.Zero) - { - if (prm.m_NoColide) - { - d.GeomSetCategoryBits(prm.prim_geom, 0); - d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); - } - else - { - d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); - } - d.GeomEnable(prm.prim_geom); - } - } - - if (prim_geom != IntPtr.Zero) - { - if (m_NoColide) - { - d.GeomSetCategoryBits(prim_geom, 0); - d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); - } - else - { - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); - } - d.GeomEnable(prim_geom); - } - d.BodyEnable(Body); - } - } - m_disabled = false; - resetCollisionAccounting(); // this sets m_disable to false - } - - private void disableBodySoft() - { - m_disabled = true; - if (!childPrim) - { - if (m_isphysical && Body != IntPtr.Zero) - { - m_collisionCategories &= ~CollisionCategories.Body; - m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); - - foreach (OdePrim prm in childrenPrim) - { - prm.m_collisionCategories = m_collisionCategories; - prm.m_collisionFlags = m_collisionFlags; - - if (prm.prim_geom != IntPtr.Zero) - { - if (prm.m_NoColide) - { - d.GeomSetCategoryBits(prm.prim_geom, 0); - d.GeomSetCollideBits(prm.prim_geom, 0); - } - else - { - d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); - } - d.GeomDisable(prm.prim_geom); - } - } - - if (prim_geom != IntPtr.Zero) - { - if (m_NoColide) - { - d.GeomSetCategoryBits(prim_geom, 0); - d.GeomSetCollideBits(prim_geom, 0); - } - else - { - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); - } - d.GeomDisable(prim_geom); - } - - d.BodyDisable(Body); - } - } - } - - private void MakeBody() - { - if (!m_isphysical) // only physical get bodies - return; - - if (childPrim) // child prims don't get bodies; - return; - - if (m_building) - return; - - if (prim_geom == IntPtr.Zero) - { - m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet"); - return; - } - - if (Body != IntPtr.Zero) - { - d.BodyDestroy(Body); - Body = IntPtr.Zero; - m_log.Warn("[PHYSICS]: MakeBody called having a body"); - } - - - if (d.GeomGetBody(prim_geom) != IntPtr.Zero) - { - d.GeomSetBody(prim_geom, IntPtr.Zero); - m_log.Warn("[PHYSICS]: MakeBody root geom already had a body"); - } - - d.Matrix3 mymat = new d.Matrix3(); - d.Quaternion myrot = new d.Quaternion(); + d.Mass tmpdmass = new d.Mass { }; d.Mass objdmass = new d.Mass { }; - - Body = d.BodyCreate(_parent_scene.world); - - DMassDup(ref primdMass, out objdmass); - - // rotate inertia - myrot.X = _orientation.X; - myrot.Y = _orientation.Y; - myrot.Z = _orientation.Z; - myrot.W = _orientation.W; - - d.RfromQ(out mymat, ref myrot); - d.MassRotate(ref objdmass, ref mymat); - - // set the body rotation and position - d.BodySetRotation(Body, ref mymat); - - // recompute full object inertia if needed - if (childrenPrim.Count > 0) - { - d.Matrix3 mat = new d.Matrix3(); - d.Quaternion quat = new d.Quaternion(); - d.Mass tmpdmass = new d.Mass { }; - Vector3 rcm; - - rcm.X = _position.X + objdmass.c.X; - rcm.Y = _position.Y + objdmass.c.Y; - rcm.Z = _position.Z + objdmass.c.Z; - - lock (childrenPrim) - { - foreach (OdePrim prm in childrenPrim) - { - if (prm.prim_geom == IntPtr.Zero) - { - m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet"); - continue; - } - - DMassCopy(ref prm.primdMass, ref tmpdmass); - - // apply prim current rotation to inertia - quat.X = prm._orientation.X; - quat.Y = prm._orientation.Y; - quat.Z = prm._orientation.Z; - quat.W = prm._orientation.W; - d.RfromQ(out mat, ref quat); - d.MassRotate(ref tmpdmass, ref mat); - - Vector3 ppos = prm._position; - ppos.X += tmpdmass.c.X - rcm.X; - ppos.Y += tmpdmass.c.Y - rcm.Y; - ppos.Z += tmpdmass.c.Z - rcm.Z; - - // refer inertia to root prim center of mass position - d.MassTranslate(ref tmpdmass, - ppos.X, - ppos.Y, - ppos.Z); - - d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia - // fix prim colision cats - - if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero) - { - d.GeomSetBody(prm.prim_geom, IntPtr.Zero); - m_log.Warn("[PHYSICS]: MakeBody child geom already had a body"); - } - - d.GeomClearOffset(prm.prim_geom); - d.GeomSetBody(prm.prim_geom, Body); - prm.Body = Body; - d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation - } - } - } - - d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset - // associate root geom with body - d.GeomSetBody(prim_geom, Body); - - d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z); - d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z); - + d.Vector3 dobjpos; + d.Vector3 thispos; + + d.BodyGetMass(Body, out objdmass); + + // get prim own inertia in its local frame + tmpdmass = primdMass; + mat = d.GeomGetOffsetRotation(prim_geom); + d.MassRotate(ref tmpdmass, ref mat); + // transform to object frame + thispos = d.GeomGetOffsetPosition(prim_geom); + d.MassTranslate(ref tmpdmass, + thispos.X, + thispos.Y, + thispos.Z); + + // subtract current prim inertia from object + DMassSubPartFromObj(ref tmpdmass, ref objdmass); + + // update to new orientation + _orientation = newrot; + quat.X = newrot.X; + quat.Y = newrot.Y; + quat.Z = newrot.Z; + quat.W = newrot.W; + d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat); + + tmpdmass = primdMass; + mat = d.GeomGetOffsetRotation(prim_geom); + d.MassRotate(ref tmpdmass, ref mat); + d.MassTranslate(ref tmpdmass, + thispos.X, + thispos.Y, + thispos.Z); + + d.MassAdd(ref objdmass, ref tmpdmass); + + // fix all positions + IntPtr g = d.BodyGetFirstGeom(Body); + while (g != IntPtr.Zero) + { + thispos = d.GeomGetOffsetPosition(g); + thispos.X -= objdmass.c.X; + thispos.Y -= objdmass.c.Y; + thispos.Z -= objdmass.c.Z; + d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z); + g = d.dBodyGetNextGeom(g); + } + + d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos); + // get current object position and rotation + dobjpos = d.BodyGetPosition(Body); + + d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body - myrot.W = -myrot.W; - d.RfromQ(out mymat, ref myrot); - d.MassRotate(ref objdmass, ref mymat); d.BodySetMass(Body, ref objdmass); _mass = objdmass.mass; - - // disconnect from world gravity so we can apply buoyancy - d.BodySetGravityMode(Body, false); - - d.BodySetAutoDisableFlag(Body, true); - d.BodySetAutoDisableSteps(Body, body_autodisable_frames); - // d.BodySetLinearDampingThreshold(Body, 0.01f); - // d.BodySetAngularDampingThreshold(Body, 0.001f); - d.BodySetDamping(Body, .002f, .002f); - - - if (m_targetSpace != IntPtr.Zero) - { - _parent_scene.waitForSpaceUnlock(m_targetSpace); - if (d.SpaceQuery(m_targetSpace, prim_geom)) - d.SpaceRemove(m_targetSpace, prim_geom); - } - - - if (childrenPrim.Count == 0) - { - collide_geom = prim_geom; - m_targetSpace = _parent_scene.ActiveSpace; - d.SpaceAdd(m_targetSpace, prim_geom); - } - else - { - m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace); - d.HashSpaceSetLevels(m_targetSpace, -2, 8); - d.SpaceSetSublevel(m_targetSpace, 3); - d.SpaceSetCleanup(m_targetSpace, false); - d.SpaceAdd(m_targetSpace, prim_geom); - collide_geom = m_targetSpace; - } - - if (m_delaySelect) - { - m_isSelected = true; - m_delaySelect = false; - } - - lock (childrenPrim) - { - foreach (OdePrim prm in childrenPrim) - { - if (prm.prim_geom == IntPtr.Zero) - continue; - - Vector3 ppos = prm._position; - d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position - - if (prm.m_targetSpace != m_targetSpace) - { - if (prm.m_targetSpace != IntPtr.Zero) - { - _parent_scene.waitForSpaceUnlock(prm.m_targetSpace); - if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom)) - d.SpaceRemove(prm.m_targetSpace, prm.prim_geom); - } - prm.m_targetSpace = m_targetSpace; - d.SpaceAdd(m_targetSpace, prm.prim_geom); - } - - if (m_isSelected || m_disabled) - { - prm.m_collisionCategories &= ~CollisionCategories.Body; - prm.m_collisionFlags &= ~(CollisionCategories.Land | CollisionCategories.Wind); - d.GeomDisable(prm.prim_geom); - } - else - { - if (m_isphantom && !m_isVolumeDetect) - { - prm.m_collisionCategories = 0; - prm.m_collisionFlags = CollisionCategories.Land; - } - else - { - prm.m_collisionCategories |= CollisionCategories.Body; - prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); - } - d.GeomEnable(prm.prim_geom); - } - - if (prm.m_NoColide) - { - d.GeomSetCategoryBits(prm.prim_geom, 0); - d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); - d.GeomEnable(prm.prim_geom); - } - else - { - d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); - d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); - } - prm.m_collisionscore = 0; - - if(!m_disabled) - prm.m_disabled = false; - - _parent_scene.addActivePrim(prm); - } - } - - // The body doesn't already have a finite rotation mode set here - if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null) - { - createAMotor(m_angularlock); - } - - if (m_isSelected || m_disabled) - { - m_collisionCategories &= ~CollisionCategories.Body; - m_collisionFlags &= ~(CollisionCategories.Land | CollisionCategories.Wind); - - d.GeomDisable(prim_geom); - d.BodyDisable(Body); - } - else - { - if (m_isphantom && !m_isVolumeDetect) - { - m_collisionCategories = 0; - m_collisionFlags = CollisionCategories.Land; - } - else - { - m_collisionCategories |= CollisionCategories.Body; - m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); - } - - d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z); - d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z); - } - - if (m_NoColide) - { - d.GeomSetCategoryBits(prim_geom, 0); - d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); - } - else - { - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); - } - - m_collisionscore = 0; - - m_softcolide = true; - _parent_scene.addActivePrim(this); - _parent_scene.addActiveGroups(this); - } - - private void DestroyBody() - { - if (Body != IntPtr.Zero) - { - _parent_scene.remActivePrim(this); - m_collisionCategories &= ~CollisionCategories.Body; - m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); - if (prim_geom != IntPtr.Zero) - { - if (m_NoColide) - { - d.GeomSetCategoryBits(prim_geom, 0); - d.GeomSetCollideBits(prim_geom, 0); - } - else - { - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); - } - UpdateDataFromGeom(); - d.GeomSetBody(prim_geom, IntPtr.Zero); - SetInStaticSpace(this); - } - - if (!childPrim) - { - lock (childrenPrim) - { - foreach (OdePrim prm in childrenPrim) - { - _parent_scene.remActivePrim(prm); - prm.m_collisionCategories = m_collisionCategories; - prm.m_collisionFlags = m_collisionFlags; - if (prm.prim_geom != IntPtr.Zero) - { - if (prm.m_NoColide) - { - d.GeomSetCategoryBits(prm.prim_geom, 0); - d.GeomSetCollideBits(prm.prim_geom, 0); - } - else - { - d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); - } - prm.UpdateDataFromGeom(); - SetInStaticSpace(prm); - } - prm.Body = IntPtr.Zero; - prm._mass = prm.primMass; - prm.m_collisionscore = 0; - } - } - if (Amotor != IntPtr.Zero) - { - d.JointDestroy(Amotor); - Amotor = IntPtr.Zero; - } - _parent_scene.remActiveGroup(this); - d.BodyDestroy(Body); - } - Body = IntPtr.Zero; - } - _mass = primMass; - m_collisionscore = 0; - } - - #region Mass Calculation - - private float CalculatePrimVolume() - { - float volume = _size.X * _size.Y * _size.Z; // default - float tmp; - - float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; - float hollowVolume = hollowAmount * hollowAmount; - - switch (_pbs.ProfileShape) - { - case ProfileShape.Square: - // default box - - if (_pbs.PathCurve == (byte)Extrusion.Straight) - { - if (hollowAmount > 0.0) - { - switch (_pbs.HollowShape) - { - case HollowShape.Square: - case HollowShape.Same: - break; - - case HollowShape.Circle: - - hollowVolume *= 0.78539816339f; - break; - - case HollowShape.Triangle: - - hollowVolume *= (0.5f * .5f); - break; - - default: - hollowVolume = 0; - break; - } - volume *= (1.0f - hollowVolume); - } - } - - else if (_pbs.PathCurve == (byte)Extrusion.Curve1) - { - //a tube - - volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); - tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY); - volume -= volume * tmp * tmp; - - if (hollowAmount > 0.0) - { - hollowVolume *= hollowAmount; - - switch (_pbs.HollowShape) - { - case HollowShape.Square: - case HollowShape.Same: - break; - - case HollowShape.Circle: - hollowVolume *= 0.78539816339f; - break; - - case HollowShape.Triangle: - hollowVolume *= 0.5f * 0.5f; - break; - default: - hollowVolume = 0; - break; - } - volume *= (1.0f - hollowVolume); - } - } - - break; - - case ProfileShape.Circle: - - if (_pbs.PathCurve == (byte)Extrusion.Straight) - { - volume *= 0.78539816339f; // elipse base - - if (hollowAmount > 0.0) - { - switch (_pbs.HollowShape) - { - case HollowShape.Same: - case HollowShape.Circle: - break; - - case HollowShape.Square: - hollowVolume *= 0.5f * 2.5984480504799f; - break; - - case HollowShape.Triangle: - hollowVolume *= .5f * 1.27323954473516f; - break; - - default: - hollowVolume = 0; - break; - } - volume *= (1.0f - hollowVolume); - } - } - - else if (_pbs.PathCurve == (byte)Extrusion.Curve1) - { - volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); - tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); - volume *= (1.0f - tmp * tmp); - - if (hollowAmount > 0.0) - { - - // calculate the hollow volume by it's shape compared to the prim shape - hollowVolume *= hollowAmount; - - switch (_pbs.HollowShape) - { - case HollowShape.Same: - case HollowShape.Circle: - break; - - case HollowShape.Square: - hollowVolume *= 0.5f * 2.5984480504799f; - break; - - case HollowShape.Triangle: - hollowVolume *= .5f * 1.27323954473516f; - break; - - default: - hollowVolume = 0; - break; - } - volume *= (1.0f - hollowVolume); - } - } - break; - - case ProfileShape.HalfCircle: - if (_pbs.PathCurve == (byte)Extrusion.Curve1) - { - volume *= 0.52359877559829887307710723054658f; - } - break; - - case ProfileShape.EquilateralTriangle: - - if (_pbs.PathCurve == (byte)Extrusion.Straight) - { - volume *= 0.32475953f; - - if (hollowAmount > 0.0) - { - - // calculate the hollow volume by it's shape compared to the prim shape - switch (_pbs.HollowShape) - { - case HollowShape.Same: - case HollowShape.Triangle: - hollowVolume *= .25f; - break; - - case HollowShape.Square: - hollowVolume *= 0.499849f * 3.07920140172638f; - break; - - case HollowShape.Circle: - // Hollow shape is a perfect cyllinder in respect to the cube's scale - // Cyllinder hollow volume calculation - - hollowVolume *= 0.1963495f * 3.07920140172638f; - break; - - default: - hollowVolume = 0; - break; - } - volume *= (1.0f - hollowVolume); - } - } - else if (_pbs.PathCurve == (byte)Extrusion.Curve1) - { - volume *= 0.32475953f; - volume *= 0.01f * (float)(200 - _pbs.PathScaleX); - tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); - volume *= (1.0f - tmp * tmp); - - if (hollowAmount > 0.0) - { - - hollowVolume *= hollowAmount; - - switch (_pbs.HollowShape) - { - case HollowShape.Same: - case HollowShape.Triangle: - hollowVolume *= .25f; - break; - - case HollowShape.Square: - hollowVolume *= 0.499849f * 3.07920140172638f; - break; - - case HollowShape.Circle: - - hollowVolume *= 0.1963495f * 3.07920140172638f; - break; - - default: - hollowVolume = 0; - break; - } - volume *= (1.0f - hollowVolume); - } - } - break; - - default: - break; - } - - float taperX1; - float taperY1; - float taperX; - float taperY; - float pathBegin; - float pathEnd; - float profileBegin; - float profileEnd; - - if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) - { - taperX1 = _pbs.PathScaleX * 0.01f; - if (taperX1 > 1.0f) - taperX1 = 2.0f - taperX1; - taperX = 1.0f - taperX1; - - taperY1 = _pbs.PathScaleY * 0.01f; - if (taperY1 > 1.0f) - taperY1 = 2.0f - taperY1; - taperY = 1.0f - taperY1; - } - else - { - taperX = _pbs.PathTaperX * 0.01f; - if (taperX < 0.0f) - taperX = -taperX; - taperX1 = 1.0f - taperX; - - taperY = _pbs.PathTaperY * 0.01f; - if (taperY < 0.0f) - taperY = -taperY; - taperY1 = 1.0f - taperY; - } - - volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); - - pathBegin = (float)_pbs.PathBegin * 2.0e-5f; - pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; - volume *= (pathEnd - pathBegin); - - // this is crude aproximation - profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; - profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; - volume *= (profileEnd - profileBegin); - - return volume; - } - - - private void CalcPrimBodyData() - { - float volume; - - if (prim_geom == IntPtr.Zero) - { - // Ubit let's have a initial basic OOB - primOOBsize.X = _size.X; - primOOBsize.Y = _size.Y; - primOOBsize.Z = _size.Z; - primOOBoffset = Vector3.Zero; - } - else - { - d.AABB AABB; - d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom - - primOOBsize.X = (AABB.MaxX - AABB.MinX); - primOOBsize.Y = (AABB.MaxY - AABB.MinY); - primOOBsize.Z = (AABB.MaxZ - AABB.MinZ); - if (!hasOOBoffsetFromMesh) - { - primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f; - primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f; - primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f; - } - } - - // also its own inertia and mass - // keep using basic shape mass for now - volume = CalculatePrimVolume(); - - primMass = m_density * volume; - - if (primMass <= 0) - primMass = 0.0001f;//ckrinke: Mass must be greater then zero. - if (primMass > _parent_scene.maximumMassObject) - primMass = _parent_scene.maximumMassObject; - - _mass = primMass; // just in case - - d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z); - - d.MassTranslate(ref primdMass, - primOOBoffset.X, - primOOBoffset.Y, - primOOBoffset.Z); - - primOOBsize *= 0.5f; // let obb size be a corner coords - primOOBradiusSQ = primOOBsize.LengthSquared(); - } - - - #endregion - - - /// - /// Add a child prim to this parent prim. - /// - /// Child prim - // I'm the parent - // prim is the child - public void ParentPrim(OdePrim prim) - { - //Console.WriteLine("ParentPrim " + m_primName); - if (this.m_localID != prim.m_localID) - { - DestroyBody(); // for now we need to rebuil entire object on link change - - lock (childrenPrim) - { - // adopt the prim - if (!childrenPrim.Contains(prim)) - childrenPrim.Add(prim); - - // see if this prim has kids and adopt them also - // should not happen for now - foreach (OdePrim prm in prim.childrenPrim) - { - if (!childrenPrim.Contains(prm)) - { - if (prm.Body != IntPtr.Zero) - { - if (prm.prim_geom != IntPtr.Zero) - d.GeomSetBody(prm.prim_geom, IntPtr.Zero); - if (prm.Body != prim.Body) - prm.DestroyBody(); // don't loose bodies around - prm.Body = IntPtr.Zero; - } - - childrenPrim.Add(prm); - prm._parent = this; - } - } - } - //Remove old children from the prim - prim.childrenPrim.Clear(); - - if (prim.Body != IntPtr.Zero) - { - if (prim.prim_geom != IntPtr.Zero) - d.GeomSetBody(prim.prim_geom, IntPtr.Zero); - prim.DestroyBody(); // don't loose bodies around - prim.Body = IntPtr.Zero; - } - - prim.childPrim = true; - prim._parent = this; - - MakeBody(); // full nasty reconstruction - } - } - - private void UpdateChildsfromgeom() - { - if (childrenPrim.Count > 0) - { - foreach (OdePrim prm in childrenPrim) - prm.UpdateDataFromGeom(); - } - } - - private void UpdateDataFromGeom() - { - if (prim_geom != IntPtr.Zero) - { - d.Vector3 lpos; - d.GeomCopyPosition(prim_geom, out lpos); - _position.X = lpos.X; - _position.Y = lpos.Y; - _position.Z = lpos.Z; - d.Quaternion qtmp = new d.Quaternion { }; - d.GeomCopyQuaternion(prim_geom, out qtmp); - _orientation.W = qtmp.W; - _orientation.X = qtmp.X; - _orientation.Y = qtmp.Y; - _orientation.Z = qtmp.Z; - } - } - - private void ChildDelink(OdePrim odePrim, bool remakebodies) - { - // Okay, we have a delinked child.. destroy all body and remake - if (odePrim != this && !childrenPrim.Contains(odePrim)) - return; - - DestroyBody(); - - if (odePrim == this) // delinking the root prim - { - OdePrim newroot = null; - lock (childrenPrim) - { - if (childrenPrim.Count > 0) - { - newroot = childrenPrim[0]; - childrenPrim.RemoveAt(0); - foreach (OdePrim prm in childrenPrim) - { - newroot.childrenPrim.Add(prm); - } - childrenPrim.Clear(); - } - if (newroot != null) - { - newroot.childPrim = false; - newroot._parent = null; - if (remakebodies) - newroot.MakeBody(); - } - } - } - - else - { - lock (childrenPrim) - { - childrenPrim.Remove(odePrim); - odePrim.childPrim = false; - odePrim._parent = null; - // odePrim.UpdateDataFromGeom(); - if (remakebodies) - odePrim.MakeBody(); - } - } - if (remakebodies) - MakeBody(); - } - - protected void ChildRemove(OdePrim odePrim, bool reMakeBody) - { - // Okay, we have a delinked child.. destroy all body and remake - if (odePrim != this && !childrenPrim.Contains(odePrim)) - return; - - DestroyBody(); - - if (odePrim == this) - { - OdePrim newroot = null; - lock (childrenPrim) - { - if (childrenPrim.Count > 0) - { - newroot = childrenPrim[0]; - childrenPrim.RemoveAt(0); - foreach (OdePrim prm in childrenPrim) - { - newroot.childrenPrim.Add(prm); - } - childrenPrim.Clear(); - } - if (newroot != null) - { - newroot.childPrim = false; - newroot._parent = null; - newroot.MakeBody(); - } - } - if (reMakeBody) - MakeBody(); - return; - } - else - { - lock (childrenPrim) - { - childrenPrim.Remove(odePrim); - odePrim.childPrim = false; - odePrim._parent = null; - if (reMakeBody) - odePrim.MakeBody(); - } - } - MakeBody(); - } - - #region changes - - private void changeadd() - { - CreateGeom(); - - if (prim_geom != IntPtr.Zero) - { - d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); - d.Quaternion myrot = new d.Quaternion(); - myrot.X = _orientation.X; - myrot.Y = _orientation.Y; - myrot.Z = _orientation.Z; - myrot.W = _orientation.W; - d.GeomSetQuaternion(prim_geom, ref myrot); - - if (!m_isphysical) - SetInStaticSpace(this); - } - - if (m_isphysical && Body == IntPtr.Zero) - { - MakeBody(); - } - } - - private void changeAngularLock(Vector3 newLock) - { - // do we have a Physical object? - if (Body != IntPtr.Zero) - { - //Check that we have a Parent - //If we have a parent then we're not authorative here - if (_parent == null) - { - if (!newLock.ApproxEquals(Vector3.One, 0f)) - { - createAMotor(newLock); - } - else - { - if (Amotor != IntPtr.Zero) - { - d.JointDestroy(Amotor); - Amotor = IntPtr.Zero; - } - } - } - } - // Store this for later in case we get turned into a separate body - m_angularlock = newLock; - } - - private void changeLink(OdePrim NewParent) - { - if (_parent == null && NewParent != null) - { - NewParent.ParentPrim(this); - } - else if (_parent != null) - { - if (_parent is OdePrim) - { - if (NewParent != _parent) - { - (_parent as OdePrim).ChildDelink(this, false); // for now... - childPrim = false; - - if (NewParent != null) - { - NewParent.ParentPrim(this); - } - } - } - } - _parent = NewParent; - } - - - private void Stop() - { - if (!childPrim) - { - m_force = Vector3.Zero; - m_forceacc = Vector3.Zero; - m_angularForceacc = Vector3.Zero; - _torque = Vector3.Zero; - _velocity = Vector3.Zero; - _acceleration = Vector3.Zero; - m_rotationalVelocity = Vector3.Zero; - _target_velocity = Vector3.Zero; - if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) - m_vehicle.Stop(); - } - - if (Body != IntPtr.Zero) - { - d.BodySetForce(Body, 0f, 0f, 0f); - d.BodySetTorque(Body, 0f, 0f, 0f); - d.BodySetLinearVel(Body, 0f, 0f, 0f); - d.BodySetAngularVel(Body, 0f, 0f, 0f); - } - } - - - private void changePhantomStatus(bool newval) - { - m_isphantom = newval; - - if (m_isSelected) - { - m_collisionCategories = CollisionCategories.Selected; - m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); - } - else - { - if (m_isphantom && !m_isVolumeDetect) - { - m_collisionCategories = 0; - if (m_isphysical) - m_collisionFlags = CollisionCategories.Land; - else - m_collisionFlags = 0; // should never happen - } - - else - { - m_collisionCategories = CollisionCategories.Geom; - if (m_isphysical) - m_collisionCategories |= CollisionCategories.Body; - - m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land; - - if (m_collidesWater) - m_collisionFlags |= CollisionCategories.Water; - } - } - - if (!childPrim) - { - foreach (OdePrim prm in childrenPrim) - { - prm.m_collisionCategories = m_collisionCategories; - prm.m_collisionFlags = m_collisionFlags; - - if (!prm.m_disabled && prm.prim_geom != IntPtr.Zero) - { - if (prm.m_NoColide) - { - d.GeomSetCategoryBits(prm.prim_geom, 0); - if (m_isphysical) - d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); - else - d.GeomSetCollideBits(prm.prim_geom, 0); - } - else - { - d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); - } - if(!m_isSelected) - d.GeomEnable(prm.prim_geom); - } - } - } - - if (!m_disabled && prim_geom != IntPtr.Zero) - { - if (m_NoColide) - { - d.GeomSetCategoryBits(prim_geom, 0); - if (m_isphysical) - d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); - else - d.GeomSetCollideBits(prim_geom, 0); - } - else - { - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); - } - if(!m_isSelected) - d.GeomEnable(prim_geom); - } - } - - private void changeSelectedStatus(bool newval) - { - if (m_lastdoneSelected == newval) - return; - - m_lastdoneSelected = newval; - DoSelectedStatus(newval); - } - - private void CheckDelaySelect() - { - if (m_delaySelect) - { - DoSelectedStatus(m_isSelected); - } - } - - private void DoSelectedStatus(bool newval) - { - m_isSelected = newval; - Stop(); - - if (newval) - { - if (!childPrim && Body != IntPtr.Zero) - d.BodyDisable(Body); - - if (m_delaySelect || m_isphysical) - { - m_collisionCategories = CollisionCategories.Selected; - m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); - - if (!childPrim) - { - foreach (OdePrim prm in childrenPrim) - { - prm.m_collisionCategories = m_collisionCategories; - prm.m_collisionFlags = m_collisionFlags; - - if (prm.prim_geom != null) - { - - if (prm.m_NoColide) - { - d.GeomSetCategoryBits(prm.prim_geom, 0); - d.GeomSetCollideBits(prm.prim_geom, 0); - } - else - { - d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); - } - d.GeomDisable(prm.prim_geom); - } - prm.m_delaySelect = false; - } - } - - if (prim_geom != null) - { - if (m_NoColide) - { - d.GeomSetCategoryBits(prim_geom, 0); - d.GeomSetCollideBits(prim_geom, 0); - } - else - { - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); - } - d.GeomDisable(prim_geom); - } - - m_delaySelect = false; - } - else if(!m_isphysical) - { - m_delaySelect = true; - } - } - else - { - if (!childPrim && Body != IntPtr.Zero && !m_disabled) - d.BodyEnable(Body); - - if (m_isphantom && !m_isVolumeDetect) - { - m_collisionCategories = 0; - if(m_isphysical) - m_collisionFlags = CollisionCategories.Land; - else - m_collisionFlags = 0; - } - else - { - m_collisionCategories = CollisionCategories.Geom; - if (m_isphysical) - m_collisionCategories |= CollisionCategories.Body; - - m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land; - - if (m_collidesWater) - m_collisionFlags |= CollisionCategories.Water; - } - - if (!childPrim) - { - foreach (OdePrim prm in childrenPrim) - { - prm.m_collisionCategories = m_collisionCategories; - prm.m_collisionFlags = m_collisionFlags; - - if (!prm.m_disabled && prm.prim_geom != IntPtr.Zero) - { - if (prm.m_NoColide) - { - d.GeomSetCategoryBits(prm.prim_geom, 0); - if (m_isphysical) - d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); - else - d.GeomSetCollideBits(prm.prim_geom, 0); - } - else - { - d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); - } - d.GeomEnable(prm.prim_geom); - } - prm.m_delaySelect = false; - prm.m_softcolide = true; - } - } - - if (!m_disabled && prim_geom != IntPtr.Zero) - { - if (m_NoColide) - { - d.GeomSetCategoryBits(prim_geom, 0); - if (m_isphysical) - d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); - else - d.GeomSetCollideBits(prim_geom, 0); - } - else - { - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); - } - d.GeomEnable(prim_geom); - } - - m_delaySelect = false; - m_softcolide = true; - } - - resetCollisionAccounting(); - } - - private void changePosition(Vector3 newPos) - { - CheckDelaySelect(); - if (m_isphysical) - { - if (childPrim) // inertia is messed, must rebuild - { - if (m_building) - { - _position = newPos; - } - } - else - { - if (_position != newPos) - { - d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); - _position = newPos; - } - if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) - d.BodyEnable(Body); - } - } - else - { - if (prim_geom != IntPtr.Zero) - { - if (newPos != _position) - { - d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); - _position = newPos; - - m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace); - } - } - } - givefakepos--; - if (givefakepos < 0) - givefakepos = 0; - // changeSelectedStatus(); - m_softcolide = true; - resetCollisionAccounting(); - } - - private void changeOrientation(Quaternion newOri) - { - CheckDelaySelect(); - if (m_isphysical) - { - if (childPrim) // inertia is messed, must rebuild - { - if (m_building) - { - _orientation = newOri; - } - } - else - { - if (newOri != _orientation) - { - d.Quaternion myrot = new d.Quaternion(); - myrot.X = newOri.X; - myrot.Y = newOri.Y; - myrot.Z = newOri.Z; - myrot.W = newOri.W; - d.GeomSetQuaternion(prim_geom, ref myrot); - _orientation = newOri; - if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f)) - createAMotor(m_angularlock); - } - if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) - d.BodyEnable(Body); - } - } - else - { - if (prim_geom != IntPtr.Zero) - { - if (newOri != _orientation) - { - d.Quaternion myrot = new d.Quaternion(); - myrot.X = newOri.X; - myrot.Y = newOri.Y; - myrot.Z = newOri.Z; - myrot.W = newOri.W; - d.GeomSetQuaternion(prim_geom, ref myrot); - _orientation = newOri; - } - } - } - givefakeori--; - if (givefakeori < 0) - givefakeori = 0; - m_softcolide = true; - resetCollisionAccounting(); - } - - private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri) - { - CheckDelaySelect(); - if (m_isphysical) - { - if (childPrim && m_building) // inertia is messed, must rebuild - { - _position = newPos; - _orientation = newOri; - } - else - { - if (newOri != _orientation) - { - d.Quaternion myrot = new d.Quaternion(); - myrot.X = newOri.X; - myrot.Y = newOri.Y; - myrot.Z = newOri.Z; - myrot.W = newOri.W; - d.GeomSetQuaternion(prim_geom, ref myrot); - _orientation = newOri; - if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f)) - createAMotor(m_angularlock); - } - if (_position != newPos) - { - d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); - _position = newPos; - } - if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) - d.BodyEnable(Body); - } - } - else - { - // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); - // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); - - if (prim_geom != IntPtr.Zero) - { - if (newOri != _orientation) - { - d.Quaternion myrot = new d.Quaternion(); - myrot.X = newOri.X; - myrot.Y = newOri.Y; - myrot.Z = newOri.Z; - myrot.W = newOri.W; - d.GeomSetQuaternion(prim_geom, ref myrot); - _orientation = newOri; - } - - if (newPos != _position) - { - d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); - _position = newPos; - - m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace); - } - } - } - givefakepos--; - if (givefakepos < 0) - givefakepos = 0; - givefakeori--; - if (givefakeori < 0) - givefakeori = 0; - - m_softcolide = true; - resetCollisionAccounting(); - } - - - private void changeDisable(bool disable) - { - if (disable) - { - if (!m_disabled) - disableBodySoft(); - } - else - { - if (m_disabled) - enableBodySoft(); - } - } - - private void changePhysicsStatus(bool NewStatus) - { - CheckDelaySelect(); - - m_isphysical = NewStatus; - - if (!childPrim) - { - if (NewStatus) - { - if (Body == IntPtr.Zero) - MakeBody(); - } - else - { - if (Body != IntPtr.Zero) - { - DestroyBody(); - } - Stop(); - } - } - - resetCollisionAccounting(); - } - - private void changeprimsizeshape() - { - CheckDelaySelect(); - - OdePrim parent = (OdePrim)_parent; - - bool chp = childPrim; - - if (chp) - { - if (parent != null) - { - parent.DestroyBody(); - } - } - else - { - DestroyBody(); - } - - RemoveGeom(); - - // we don't need to do space calculation because the client sends a position update also. - if (_size.X <= 0) - _size.X = 0.01f; - if (_size.Y <= 0) - _size.Y = 0.01f; - if (_size.Z <= 0) - _size.Z = 0.01f; - // Construction of new prim - - CreateGeom(); - - if (prim_geom != IntPtr.Zero) - { - d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); - d.Quaternion myrot = new d.Quaternion(); - myrot.X = _orientation.X; - myrot.Y = _orientation.Y; - myrot.Z = _orientation.Z; - myrot.W = _orientation.W; - d.GeomSetQuaternion(prim_geom, ref myrot); - } - - if (chp) - { - if (parent != null) - { - parent.MakeBody(); - } - } - else - MakeBody(); - - m_softcolide = true; - resetCollisionAccounting(); - } - - private void changeSize(Vector3 newSize) - { - _size = newSize; - changeprimsizeshape(); - } - - private void changeShape(PrimitiveBaseShape newShape) - { - if(newShape != null) - _pbs = newShape; - changeprimsizeshape(); - } - - private void changeFloatOnWater(bool newval) - { - m_collidesWater = newval; - - if (prim_geom != IntPtr.Zero && !m_isphantom) - { - if (m_collidesWater) - { - m_collisionFlags |= CollisionCategories.Water; - } - else - { - m_collisionFlags &= ~CollisionCategories.Water; - } - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); - } - } - - private void changeSetTorque(Vector3 newtorque) - { - if (!m_isSelected) - { - if (m_isphysical && Body != IntPtr.Zero) - { - if (m_disabled) - enableBodySoft(); - else if (!d.BodyIsEnabled(Body)) - d.BodyEnable(Body); - - } - _torque = newtorque; - } - } - - private void changeForce(Vector3 force) - { - m_force = force; - if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) - d.BodyEnable(Body); - } - - private void changeAddForce(Vector3 force) - { - m_forceacc += force; - if (!m_isSelected) - { - lock (this) - { - //m_log.Info("[PHYSICS]: dequeing forcelist"); - if (m_isphysical && Body != IntPtr.Zero) - { - if (m_disabled) - enableBodySoft(); - else if (!d.BodyIsEnabled(Body)) - d.BodyEnable(Body); - } - } - - m_collisionscore = 0; - } - } - - private void changeAddAngularForce(Vector3 aforce) - { - m_angularForceacc += aforce; - if (!m_isSelected) - { - lock (this) - { - if (m_isphysical && Body != IntPtr.Zero) - { - if (m_disabled) - enableBodySoft(); - else if (!d.BodyIsEnabled(Body)) - d.BodyEnable(Body); - } - } - m_collisionscore = 0; - } - } - - private void changevelocity(Vector3 newVel) - { - if (!m_isSelected) - { - if (Body != IntPtr.Zero) - { - if (m_disabled) - enableBodySoft(); - else if (!d.BodyIsEnabled(Body)) - d.BodyEnable(Body); - - d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z); - } - //resetCollisionAccounting(); - } - _velocity = newVel; - } - - private void changeVolumedetetion(bool newVolDtc) - { - m_isVolumeDetect = newVolDtc; - } - - protected void changeBuilding(bool newbuilding) - { - if ((bool)newbuilding) - { - m_building = true; - if (!childPrim) - DestroyBody(); - } - else - { - m_building = false; - CheckDelaySelect(); - if (!childPrim) - MakeBody(); - } - if (!childPrim && childrenPrim.Count > 0) - { - foreach (OdePrim prm in childrenPrim) - prm.changeBuilding(m_building); // call directly - } - } - - public void changeSetVehicle(VehicleData vdata) - { - if (m_vehicle == null) - m_vehicle = new ODEDynamics(this); - m_vehicle.DoSetVehicle(vdata); - } - private void changeVehicleType(int value) - { - if (value == (int)Vehicle.TYPE_NONE) - { - if (m_vehicle != null) - m_vehicle = null; - } - else - { - if (m_vehicle == null) - m_vehicle = new ODEDynamics(this); - - m_vehicle.ProcessTypeChange((Vehicle)value); - } - } - - private void changeVehicleFloatParam(strVehicleFloatParam fp) - { - if (m_vehicle == null) - return; - - m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value); - } - - private void changeVehicleVectorParam(strVehicleVectorParam vp) - { - if (m_vehicle == null) - return; - m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value); - } - - private void changeVehicleRotationParam(strVehicleQuatParam qp) - { - if (m_vehicle == null) - return; - m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value); - } - - private void changeVehicleFlags(strVehicleBoolParam bp) - { - if (m_vehicle == null) - return; - m_vehicle.ProcessVehicleFlags(bp.param, bp.value); - } - - #endregion - - public void Move() - { - if (!childPrim && m_isphysical && Body != IntPtr.Zero && - !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building && !m_outbounds) - // !m_disabled && !m_isSelected && !m_building && !m_outbounds) - { -// if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009 - - float timestep = _parent_scene.ODE_STEPSIZE; - - // check outside region - d.Vector3 lpos; - d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator - - if (lpos.Z < -100 || lpos.Z > 100000f) - { - m_outbounds = true; - - lpos.Z = Util.Clip(lpos.Z, -100f, 100000f); - _acceleration.X = 0; - _acceleration.Y = 0; - _acceleration.Z = 0; - - _velocity.X = 0; - _velocity.Y = 0; - _velocity.Z = 0; - m_rotationalVelocity.X = 0; - m_rotationalVelocity.Y = 0; - m_rotationalVelocity.Z = 0; - - d.BodySetLinearVel(Body, 0, 0, 0); // stop it - d.BodySetAngularVel(Body, 0, 0, 0); // stop it - d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere - m_lastposition = _position; - m_lastorientation = _orientation; - - base.RequestPhysicsterseUpdate(); - - m_throttleUpdates = false; - throttleCounter = 0; - _zeroFlag = true; - - disableBodySoft(); // disable it and colisions - base.RaiseOutOfBounds(_position); - return; - } - - if (lpos.X < 0f) - { - _position.X = Util.Clip(lpos.X, -2f, -0.1f); - m_outbounds = true; - } - else if(lpos.X > _parent_scene.WorldExtents.X) - { - _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f); - m_outbounds = true; - } - if (lpos.Y < 0f) - { - _position.Y = Util.Clip(lpos.Y, -2f, -0.1f); - m_outbounds = true; - } - else if(lpos.Y > _parent_scene.WorldExtents.Y) - { - _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f); - m_outbounds = true; - } - - if(m_outbounds) - { - m_lastposition = _position; - m_lastorientation = _orientation; - - d.Vector3 dtmp = d.BodyGetAngularVel(Body); - m_rotationalVelocity.X = dtmp.X; - m_rotationalVelocity.Y = dtmp.Y; - m_rotationalVelocity.Z = dtmp.Z; - - dtmp = d.BodyGetLinearVel(Body); - _velocity.X = dtmp.X; - _velocity.Y = dtmp.Y; - _velocity.Z = dtmp.Z; - - d.BodySetLinearVel(Body, 0, 0, 0); // stop it - d.BodySetAngularVel(Body, 0, 0, 0); - d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); - disableBodySoft(); // stop collisions - base.RequestPhysicsterseUpdate(); - return; - } - - - float fx = 0; - float fy = 0; - float fz = 0; - - if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) - { - // 'VEHICLES' are dealt with in ODEDynamics.cs - m_vehicle.Step(); - } - else - { - float m_mass = _mass; - - // fz = 0f; - //m_log.Info(m_collisionFlags.ToString()); - if (m_usePID) - { - - // If the PID Controller isn't active then we set our force - // calculating base velocity to the current position - - if ((m_PIDTau < 1) && (m_PIDTau != 0)) - { - //PID_G = PID_G / m_PIDTau; - m_PIDTau = 1; - } - - if ((PID_G - m_PIDTau) <= 0) - { - PID_G = m_PIDTau + 1; - } - - d.Vector3 vel = d.BodyGetLinearVel(Body); - d.Vector3 pos = d.BodyGetPosition(Body); - _target_velocity = - new Vector3( - (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), - (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), - (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) - ); - - // if velocity is zero, use position control; otherwise, velocity control - - if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) - { - // keep track of where we stopped. No more slippin' & slidin' - - // We only want to deactivate the PID Controller if we think we want to have our surrogate - // react to the physics scene by moving it's position. - // Avatar to Avatar collisions - // Prim to avatar collisions - - //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2); - //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2); - //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; - d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); - d.BodySetLinearVel(Body, 0, 0, 0); - d.BodyAddForce(Body, 0, 0, fz); - return; - } - else - { - _zeroFlag = false; - - // We're flying and colliding with something - fx = ((_target_velocity.X) - vel.X) * (PID_D); - fy = ((_target_velocity.Y) - vel.Y) * (PID_D); - - // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; - - fz = ((_target_velocity.Z - vel.Z) * (PID_D)); - } - } // end if (m_usePID) - - // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller - else if (m_useHoverPID) - { - //Console.WriteLine("Hover " + Name); - - // If we're using the PID controller, then we have no gravity - - // no lock; for now it's only called from within Simulate() - - // If the PID Controller isn't active then we set our force - // calculating base velocity to the current position - - if ((m_PIDTau < 1)) - { - PID_G = PID_G / m_PIDTau; - } - - if ((PID_G - m_PIDTau) <= 0) - { - PID_G = m_PIDTau + 1; - } - - // Where are we, and where are we headed? - d.Vector3 pos = d.BodyGetPosition(Body); - d.Vector3 vel = d.BodyGetLinearVel(Body); - - // Non-Vehicles have a limited set of Hover options. - // determine what our target height really is based on HoverType - switch (m_PIDHoverType) - { - case PIDHoverType.Ground: - m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); - m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; - break; - case PIDHoverType.GroundAndWater: - m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); - m_waterHeight = _parent_scene.GetWaterLevel(); - if (m_groundHeight > m_waterHeight) - { - m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; - } - else - { - m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; - } - break; - - } // end switch (m_PIDHoverType) - - - _target_velocity = - new Vector3(0.0f, 0.0f, - (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) - ); - - // if velocity is zero, use position control; otherwise, velocity control - - if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) - { - // keep track of where we stopped. No more slippin' & slidin' - - // We only want to deactivate the PID Controller if we think we want to have our surrogate - // react to the physics scene by moving it's position. - // Avatar to Avatar collisions - // Prim to avatar collisions - - d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); - d.BodySetLinearVel(Body, vel.X, vel.Y, 0); - // ? d.BodyAddForce(Body, 0, 0, fz); - return; - } - else - { - _zeroFlag = false; - - // We're flying and colliding with something - fz = ((_target_velocity.Z - vel.Z) * (PID_D)); - } - } - else - { - float b = (1.0f - m_buoyancy); - fx = _parent_scene.gravityx * b; - fy = _parent_scene.gravityy * b; - fz = _parent_scene.gravityz * b; - } - - fx *= m_mass; - fy *= m_mass; - fz *= m_mass; - - // constant force - fx += m_force.X; - fy += m_force.Y; - fz += m_force.Z; - - fx += m_forceacc.X; - fy += m_forceacc.Y; - fz += m_forceacc.Z; - - m_forceacc = Vector3.Zero; - - //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); - if (fx != 0 || fy != 0 || fz != 0) - { - d.BodyAddForce(Body, fx, fy, fz); - //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); - } - - Vector3 trq; - - trq = _torque; - trq += m_angularForceacc; - m_angularForceacc = Vector3.Zero; - if (trq.X != 0 || trq.Y != 0 || trq.Z != 0) - { - d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z); - } - - } - } - else - { // is not physical, or is not a body or is selected - // _zeroPosition = d.BodyGetPosition(Body); - return; - //Console.WriteLine("Nothing " + Name); - - } - } - - - public void UpdatePositionAndVelocity(float simulatedtime) - { - // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! - if (_parent == null && !m_disabled && !m_building && !m_outbounds) - { - if (Body != IntPtr.Zero) - { - Vector3 pv = Vector3.Zero; - bool lastZeroFlag = _zeroFlag; - - d.Vector3 lpos; - d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator - - - d.Quaternion ori; - d.GeomCopyQuaternion(prim_geom, out ori); - d.Vector3 vel = d.BodyGetLinearVel(Body); - d.Vector3 rotvel = d.BodyGetAngularVel(Body); - - if ((Math.Abs(m_lastposition.X - lpos.X) < 0.01) - && (Math.Abs(m_lastposition.Y - lpos.Y) < 0.01) - && (Math.Abs(m_lastposition.Z - lpos.Z) < 0.01) - && (Math.Abs(m_lastorientation.X - ori.X) < 0.0001) - && (Math.Abs(m_lastorientation.Y - ori.Y) < 0.0001) - && (Math.Abs(m_lastorientation.Z - ori.Z) < 0.0001) - ) - { - _zeroFlag = true; - //Console.WriteLine("ZFT 2"); - m_throttleUpdates = false; - } - else - { - //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); - _zeroFlag = false; - m_lastUpdateSent = false; - //m_throttleUpdates = false; - } - - if (_zeroFlag) - { - m_lastposition = _position; - m_lastorientation = _orientation; - - _velocity.X = 0.0f; - _velocity.Y = 0.0f; - _velocity.Z = 0.0f; - - _acceleration.X = 0; - _acceleration.Y = 0; - _acceleration.Z = 0; - - m_rotationalVelocity.X = 0; - m_rotationalVelocity.Y = 0; - m_rotationalVelocity.Z = 0; - if (!m_lastUpdateSent) - { - m_throttleUpdates = false; - throttleCounter = 0; - m_rotationalVelocity = pv; - - base.RequestPhysicsterseUpdate(); - - m_lastUpdateSent = true; - } - } - else - { - if (lastZeroFlag != _zeroFlag) - { - base.RequestPhysicsterseUpdate(); - } - - m_lastVelocity = _velocity; - - _position.X = lpos.X; - _position.Y = lpos.Y; - _position.Z = lpos.Z; - - _velocity.X = vel.X; - _velocity.Y = vel.Y; - _velocity.Z = vel.Z; - - _orientation.X = ori.X; - _orientation.Y = ori.Y; - _orientation.Z = ori.Z; - _orientation.W = ori.W; - - _acceleration = ((_velocity - m_lastVelocity) / simulatedtime); - - if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f)) - { - m_rotationalVelocity = pv; - } - else - { - m_rotationalVelocity.X = rotvel.X; - m_rotationalVelocity.Y = rotvel.Y; - m_rotationalVelocity.Z = rotvel.Z; - } - - m_lastUpdateSent = false; - if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) - { - m_lastposition = _position; - m_lastorientation = _orientation; - base.RequestPhysicsterseUpdate(); - } - else - { - throttleCounter++; - } - } - } - else if (!m_lastUpdateSent || !_zeroFlag) - { - // Not a body.. so Make sure the client isn't interpolating - _velocity.X = 0; - _velocity.Y = 0; - _velocity.Z = 0; - - _acceleration.X = 0; - _acceleration.Y = 0; - _acceleration.Z = 0; - - m_rotationalVelocity.X = 0; - m_rotationalVelocity.Y = 0; - m_rotationalVelocity.Z = 0; - _zeroFlag = true; - - if (!m_lastUpdateSent) - { - m_throttleUpdates = false; - throttleCounter = 0; - - base.RequestPhysicsterseUpdate(); - - m_lastUpdateSent = true; - } - } - } - } - - internal static bool QuaternionIsFinite(Quaternion q) - { - if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) - return false; - if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y)) - return false; - if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z)) - return false; - if (Single.IsNaN(q.W) || Single.IsInfinity(q.W)) - return false; - return true; - } - - internal static void DMassCopy(ref d.Mass src, ref d.Mass dst) - { - dst.c.W = src.c.W; - dst.c.X = src.c.X; - dst.c.Y = src.c.Y; - dst.c.Z = src.c.Z; - dst.mass = src.mass; - dst.I.M00 = src.I.M00; - dst.I.M01 = src.I.M01; - dst.I.M02 = src.I.M02; - dst.I.M10 = src.I.M10; - dst.I.M11 = src.I.M11; - dst.I.M12 = src.I.M12; - dst.I.M20 = src.I.M20; - dst.I.M21 = src.I.M21; - dst.I.M22 = src.I.M22; - } - - private static void DMassDup(ref d.Mass src, out d.Mass dst) - { - dst = new d.Mass { }; - - dst.c.W = src.c.W; - dst.c.X = src.c.X; - dst.c.Y = src.c.Y; - dst.c.Z = src.c.Z; - dst.mass = src.mass; - dst.I.M00 = src.I.M00; - dst.I.M01 = src.I.M01; - dst.I.M02 = src.I.M02; - dst.I.M10 = src.I.M10; - dst.I.M11 = src.I.M11; - dst.I.M12 = src.I.M12; - dst.I.M20 = src.I.M20; - dst.I.M21 = src.I.M21; - dst.I.M22 = src.I.M22; - } - private void donullchange() - { - } - - public bool DoAChange(changes what, object arg) - { - if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove) - { - return false; - } - - // nasty switch - switch (what) - { - case changes.Add: - changeadd(); - break; - case changes.Remove: - //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff... - //When we return true, it destroys all of the prims in the linkset anyway - if (_parent != null) - { - OdePrim parent = (OdePrim)_parent; - parent.ChildRemove(this, false); - } - else - ChildRemove(this, false); - - m_vehicle = null; - RemoveGeom(); - m_targetSpace = IntPtr.Zero; - if (m_eventsubscription > 0) - UnSubscribeEvents(); - return true; - - case changes.Link: - OdePrim tmp = (OdePrim)arg; - changeLink(tmp); - break; - - case changes.DeLink: - changeLink(null); - break; - - case changes.Position: - changePosition((Vector3)arg); - break; - - case changes.Orientation: - changeOrientation((Quaternion)arg); - break; - - case changes.PosOffset: - donullchange(); - break; - - case changes.OriOffset: - donullchange(); - break; - - case changes.Velocity: - changevelocity((Vector3)arg); - break; - - // case changes.Acceleration: - // changeacceleration((Vector3)arg); - // break; - // case changes.AngVelocity: - // changeangvelocity((Vector3)arg); - // break; - - case changes.Force: - changeForce((Vector3)arg); - break; - - case changes.Torque: - changeSetTorque((Vector3)arg); - break; - - case changes.AddForce: - changeAddForce((Vector3)arg); - break; - - case changes.AddAngForce: - changeAddAngularForce((Vector3)arg); - break; - - case changes.AngLock: - changeAngularLock((Vector3)arg); - break; - - case changes.Size: - changeSize((Vector3)arg); - break; - - case changes.Shape: - changeShape((PrimitiveBaseShape)arg); - break; - - case changes.CollidesWater: - changeFloatOnWater((bool)arg); - break; - - case changes.VolumeDtc: - changeVolumedetetion((bool)arg); - break; - - case changes.Phantom: - changePhantomStatus((bool)arg); - break; - - case changes.Physical: - changePhysicsStatus((bool)arg); - break; - - case changes.Selected: - changeSelectedStatus((bool)arg); - break; - - case changes.disabled: - changeDisable((bool)arg); - break; - - case changes.building: - changeBuilding((bool)arg); - break; - - case changes.VehicleType: - changeVehicleType((int)arg); - break; - - case changes.VehicleFlags: - changeVehicleFlags((strVehicleBoolParam) arg); - break; - - case changes.VehicleFloatParam: - changeVehicleFloatParam((strVehicleFloatParam) arg); - break; - - case changes.VehicleVectorParam: - changeVehicleVectorParam((strVehicleVectorParam) arg); - break; - - case changes.VehicleRotationParam: - changeVehicleRotationParam((strVehicleQuatParam) arg); - break; - - case changes.SetVehicle: - changeSetVehicle((VehicleData) arg); - break; - case changes.Null: - donullchange(); - break; - - default: - donullchange(); - break; - } - return false; - } - - public void AddChange(changes what, object arg) - { - _parent_scene.AddChange((PhysicsActor) this, what, arg); - } - - - private struct strVehicleBoolParam - { - public int param; - public bool value; - } - - private struct strVehicleFloatParam - { - public int param; - public float value; - } - - private struct strVehicleQuatParam - { - public int param; - public Quaternion value; - } - - private struct strVehicleVectorParam - { - public int param; - public Vector3 value; } - } + + + #region Mass Calculation + + private float CalculatePrimVolume() + { + float volume = _size.X * _size.Y * _size.Z; // default + float tmp; + + float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; + float hollowVolume = hollowAmount * hollowAmount; + + switch (_pbs.ProfileShape) + { + case ProfileShape.Square: + // default box + + if (_pbs.PathCurve == (byte)Extrusion.Straight) + { + if (hollowAmount > 0.0) + { + switch (_pbs.HollowShape) + { + case HollowShape.Square: + case HollowShape.Same: + break; + + case HollowShape.Circle: + + hollowVolume *= 0.78539816339f; + break; + + case HollowShape.Triangle: + + hollowVolume *= (0.5f * .5f); + break; + + default: + hollowVolume = 0; + break; + } + volume *= (1.0f - hollowVolume); + } + } + + else if (_pbs.PathCurve == (byte)Extrusion.Curve1) + { + //a tube + + volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); + tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY); + volume -= volume * tmp * tmp; + + if (hollowAmount > 0.0) + { + hollowVolume *= hollowAmount; + + switch (_pbs.HollowShape) + { + case HollowShape.Square: + case HollowShape.Same: + break; + + case HollowShape.Circle: + hollowVolume *= 0.78539816339f; + break; + + case HollowShape.Triangle: + hollowVolume *= 0.5f * 0.5f; + break; + default: + hollowVolume = 0; + break; + } + volume *= (1.0f - hollowVolume); + } + } + + break; + + case ProfileShape.Circle: + + if (_pbs.PathCurve == (byte)Extrusion.Straight) + { + volume *= 0.78539816339f; // elipse base + + if (hollowAmount > 0.0) + { + switch (_pbs.HollowShape) + { + case HollowShape.Same: + case HollowShape.Circle: + break; + + case HollowShape.Square: + hollowVolume *= 0.5f * 2.5984480504799f; + break; + + case HollowShape.Triangle: + hollowVolume *= .5f * 1.27323954473516f; + break; + + default: + hollowVolume = 0; + break; + } + volume *= (1.0f - hollowVolume); + } + } + + else if (_pbs.PathCurve == (byte)Extrusion.Curve1) + { + volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); + tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); + volume *= (1.0f - tmp * tmp); + + if (hollowAmount > 0.0) + { + + // calculate the hollow volume by it's shape compared to the prim shape + hollowVolume *= hollowAmount; + + switch (_pbs.HollowShape) + { + case HollowShape.Same: + case HollowShape.Circle: + break; + + case HollowShape.Square: + hollowVolume *= 0.5f * 2.5984480504799f; + break; + + case HollowShape.Triangle: + hollowVolume *= .5f * 1.27323954473516f; + break; + + default: + hollowVolume = 0; + break; + } + volume *= (1.0f - hollowVolume); + } + } + break; + + case ProfileShape.HalfCircle: + if (_pbs.PathCurve == (byte)Extrusion.Curve1) + { + volume *= 0.52359877559829887307710723054658f; + } + break; + + case ProfileShape.EquilateralTriangle: + + if (_pbs.PathCurve == (byte)Extrusion.Straight) + { + volume *= 0.32475953f; + + if (hollowAmount > 0.0) + { + + // calculate the hollow volume by it's shape compared to the prim shape + switch (_pbs.HollowShape) + { + case HollowShape.Same: + case HollowShape.Triangle: + hollowVolume *= .25f; + break; + + case HollowShape.Square: + hollowVolume *= 0.499849f * 3.07920140172638f; + break; + + case HollowShape.Circle: + // Hollow shape is a perfect cyllinder in respect to the cube's scale + // Cyllinder hollow volume calculation + + hollowVolume *= 0.1963495f * 3.07920140172638f; + break; + + default: + hollowVolume = 0; + break; + } + volume *= (1.0f - hollowVolume); + } + } + else if (_pbs.PathCurve == (byte)Extrusion.Curve1) + { + volume *= 0.32475953f; + volume *= 0.01f * (float)(200 - _pbs.PathScaleX); + tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); + volume *= (1.0f - tmp * tmp); + + if (hollowAmount > 0.0) + { + + hollowVolume *= hollowAmount; + + switch (_pbs.HollowShape) + { + case HollowShape.Same: + case HollowShape.Triangle: + hollowVolume *= .25f; + break; + + case HollowShape.Square: + hollowVolume *= 0.499849f * 3.07920140172638f; + break; + + case HollowShape.Circle: + + hollowVolume *= 0.1963495f * 3.07920140172638f; + break; + + default: + hollowVolume = 0; + break; + } + volume *= (1.0f - hollowVolume); + } + } + break; + + default: + break; + } + + float taperX1; + float taperY1; + float taperX; + float taperY; + float pathBegin; + float pathEnd; + float profileBegin; + float profileEnd; + + if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) + { + taperX1 = _pbs.PathScaleX * 0.01f; + if (taperX1 > 1.0f) + taperX1 = 2.0f - taperX1; + taperX = 1.0f - taperX1; + + taperY1 = _pbs.PathScaleY * 0.01f; + if (taperY1 > 1.0f) + taperY1 = 2.0f - taperY1; + taperY = 1.0f - taperY1; + } + else + { + taperX = _pbs.PathTaperX * 0.01f; + if (taperX < 0.0f) + taperX = -taperX; + taperX1 = 1.0f - taperX; + + taperY = _pbs.PathTaperY * 0.01f; + if (taperY < 0.0f) + taperY = -taperY; + taperY1 = 1.0f - taperY; + } + + volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); + + pathBegin = (float)_pbs.PathBegin * 2.0e-5f; + pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; + volume *= (pathEnd - pathBegin); + + // this is crude aproximation + profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; + profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; + volume *= (profileEnd - profileBegin); + + return volume; + } + + + private void CalcPrimBodyData() + { + float volume; + + if (prim_geom == IntPtr.Zero) + { + // Ubit let's have a initial basic OOB + primOOBsize.X = _size.X; + primOOBsize.Y = _size.Y; + primOOBsize.Z = _size.Z; + primOOBoffset = Vector3.Zero; + } + else + { + d.AABB AABB; + d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom + + primOOBsize.X = (AABB.MaxX - AABB.MinX); + primOOBsize.Y = (AABB.MaxY - AABB.MinY); + primOOBsize.Z = (AABB.MaxZ - AABB.MinZ); + if (!hasOOBoffsetFromMesh) + { + primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f; + primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f; + primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f; + } + } + + // also its own inertia and mass + // keep using basic shape mass for now + volume = CalculatePrimVolume(); + + primMass = m_density * volume; + + if (primMass <= 0) + primMass = 0.0001f;//ckrinke: Mass must be greater then zero. + if (primMass > _parent_scene.maximumMassObject) + primMass = _parent_scene.maximumMassObject; + + _mass = primMass; // just in case + + d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z); + + d.MassTranslate(ref primdMass, + primOOBoffset.X, + primOOBoffset.Y, + primOOBoffset.Z); + + primOOBsize *= 0.5f; // let obb size be a corner coords + primOOBradiusSQ = primOOBsize.LengthSquared(); + } + + + #endregion + + + /// + /// Add a child prim to this parent prim. + /// + /// Child prim + // I'm the parent + // prim is the child + public void ParentPrim(OdePrim prim) + { + //Console.WriteLine("ParentPrim " + m_primName); + if (this.m_localID != prim.m_localID) + { + DestroyBody(); // for now we need to rebuil entire object on link change + + lock (childrenPrim) + { + // adopt the prim + if (!childrenPrim.Contains(prim)) + childrenPrim.Add(prim); + + // see if this prim has kids and adopt them also + // should not happen for now + foreach (OdePrim prm in prim.childrenPrim) + { + if (!childrenPrim.Contains(prm)) + { + if (prm.Body != IntPtr.Zero) + { + if (prm.prim_geom != IntPtr.Zero) + d.GeomSetBody(prm.prim_geom, IntPtr.Zero); + if (prm.Body != prim.Body) + prm.DestroyBody(); // don't loose bodies around + prm.Body = IntPtr.Zero; + } + + childrenPrim.Add(prm); + prm._parent = this; + } + } + } + //Remove old children from the prim + prim.childrenPrim.Clear(); + + if (prim.Body != IntPtr.Zero) + { + if (prim.prim_geom != IntPtr.Zero) + d.GeomSetBody(prim.prim_geom, IntPtr.Zero); + prim.DestroyBody(); // don't loose bodies around + prim.Body = IntPtr.Zero; + } + + prim.childPrim = true; + prim._parent = this; + + MakeBody(); // full nasty reconstruction + } + } + + private void UpdateChildsfromgeom() + { + if (childrenPrim.Count > 0) + { + foreach (OdePrim prm in childrenPrim) + prm.UpdateDataFromGeom(); + } + } + + private void UpdateDataFromGeom() + { + if (prim_geom != IntPtr.Zero) + { + d.Quaternion qtmp = new d.Quaternion { }; + d.GeomCopyQuaternion(prim_geom, out qtmp); + _orientation.W = qtmp.W; + _orientation.X = qtmp.X; + _orientation.Y = qtmp.Y; + _orientation.Z = qtmp.Z; + + d.Vector3 lpos; + d.GeomCopyPosition(prim_geom, out lpos); + _position.X = lpos.X; + _position.Y = lpos.Y; + _position.Z = lpos.Z; + } + } + + private void ChildDelink(OdePrim odePrim, bool remakebodies) + { + // Okay, we have a delinked child.. destroy all body and remake + if (odePrim != this && !childrenPrim.Contains(odePrim)) + return; + + DestroyBody(); + + if (odePrim == this) // delinking the root prim + { + OdePrim newroot = null; + lock (childrenPrim) + { + if (childrenPrim.Count > 0) + { + newroot = childrenPrim[0]; + childrenPrim.RemoveAt(0); + foreach (OdePrim prm in childrenPrim) + { + newroot.childrenPrim.Add(prm); + } + childrenPrim.Clear(); + } + if (newroot != null) + { + newroot.childPrim = false; + newroot._parent = null; + if (remakebodies) + newroot.MakeBody(); + } + } + } + + else + { + lock (childrenPrim) + { + childrenPrim.Remove(odePrim); + odePrim.childPrim = false; + odePrim._parent = null; + // odePrim.UpdateDataFromGeom(); + if (remakebodies) + odePrim.MakeBody(); + } + } + if (remakebodies) + MakeBody(); + } + + protected void ChildRemove(OdePrim odePrim, bool reMakeBody) + { + // Okay, we have a delinked child.. destroy all body and remake + if (odePrim != this && !childrenPrim.Contains(odePrim)) + return; + + DestroyBody(); + + if (odePrim == this) + { + OdePrim newroot = null; + lock (childrenPrim) + { + if (childrenPrim.Count > 0) + { + newroot = childrenPrim[0]; + childrenPrim.RemoveAt(0); + foreach (OdePrim prm in childrenPrim) + { + newroot.childrenPrim.Add(prm); + } + childrenPrim.Clear(); + } + if (newroot != null) + { + newroot.childPrim = false; + newroot._parent = null; + newroot.MakeBody(); + } + } + if (reMakeBody) + MakeBody(); + return; + } + else + { + lock (childrenPrim) + { + childrenPrim.Remove(odePrim); + odePrim.childPrim = false; + odePrim._parent = null; + if (reMakeBody) + odePrim.MakeBody(); + } + } + MakeBody(); + } + + #region changes + + private void changeadd() + { + CreateGeom(); + + if (prim_geom != IntPtr.Zero) + { + d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); + d.Quaternion myrot = new d.Quaternion(); + myrot.X = _orientation.X; + myrot.Y = _orientation.Y; + myrot.Z = _orientation.Z; + myrot.W = _orientation.W; + d.GeomSetQuaternion(prim_geom, ref myrot); + + if (!m_isphysical) + SetInStaticSpace(this); + } + + if (m_isphysical && Body == IntPtr.Zero) + { + MakeBody(); + } + } + + private void changeAngularLock(Vector3 newLock) + { + // do we have a Physical object? + if (Body != IntPtr.Zero) + { + //Check that we have a Parent + //If we have a parent then we're not authorative here + if (_parent == null) + { + if (!newLock.ApproxEquals(Vector3.One, 0f)) + { + createAMotor(newLock); + } + else + { + if (Amotor != IntPtr.Zero) + { + d.JointDestroy(Amotor); + Amotor = IntPtr.Zero; + } + } + } + } + // Store this for later in case we get turned into a separate body + m_angularlock = newLock; + } + + private void changeLink(OdePrim NewParent) + { + if (_parent == null && NewParent != null) + { + NewParent.ParentPrim(this); + } + else if (_parent != null) + { + if (_parent is OdePrim) + { + if (NewParent != _parent) + { + (_parent as OdePrim).ChildDelink(this, false); // for now... + childPrim = false; + + if (NewParent != null) + { + NewParent.ParentPrim(this); + } + } + } + } + _parent = NewParent; + } + + + private void Stop() + { + if (!childPrim) + { + m_force = Vector3.Zero; + m_forceacc = Vector3.Zero; + m_angularForceacc = Vector3.Zero; + _torque = Vector3.Zero; + _velocity = Vector3.Zero; + _acceleration = Vector3.Zero; + m_rotationalVelocity = Vector3.Zero; + _target_velocity = Vector3.Zero; + if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) + m_vehicle.Stop(); + } + + if (Body != IntPtr.Zero) + { + d.BodySetForce(Body, 0f, 0f, 0f); + d.BodySetTorque(Body, 0f, 0f, 0f); + d.BodySetLinearVel(Body, 0f, 0f, 0f); + d.BodySetAngularVel(Body, 0f, 0f, 0f); + } + } + + + private void changePhantomStatus(bool newval) + { + m_isphantom = newval; + + if (m_isSelected) + { + m_collisionCategories = CollisionCategories.Selected; + m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); + } + else + { + if (m_isphantom && !m_isVolumeDetect) + { + m_collisionCategories = 0; + if (m_isphysical) + m_collisionFlags = CollisionCategories.Land; + else + m_collisionFlags = 0; // should never happen + } + + else + { + m_collisionCategories = CollisionCategories.Geom; + if (m_isphysical) + m_collisionCategories |= CollisionCategories.Body; + + m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land; + + if (m_collidesWater) + m_collisionFlags |= CollisionCategories.Water; + } + } + + if (!childPrim) + { + foreach (OdePrim prm in childrenPrim) + { + prm.m_collisionCategories = m_collisionCategories; + prm.m_collisionFlags = m_collisionFlags; + + if (!prm.m_disabled && prm.prim_geom != IntPtr.Zero) + { + if (prm.m_NoColide) + { + d.GeomSetCategoryBits(prm.prim_geom, 0); + if (m_isphysical) + d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); + else + d.GeomSetCollideBits(prm.prim_geom, 0); + } + else + { + d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); + } + if(!m_isSelected) + d.GeomEnable(prm.prim_geom); + } + } + } + + if (!m_disabled && prim_geom != IntPtr.Zero) + { + if (m_NoColide) + { + d.GeomSetCategoryBits(prim_geom, 0); + if (m_isphysical) + d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); + else + d.GeomSetCollideBits(prim_geom, 0); + } + else + { + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } + if(!m_isSelected) + d.GeomEnable(prim_geom); + } + } + + private void changeSelectedStatus(bool newval) + { + if (m_lastdoneSelected == newval) + return; + + m_lastdoneSelected = newval; + DoSelectedStatus(newval); + } + + private void CheckDelaySelect() + { + if (m_delaySelect) + { + DoSelectedStatus(m_isSelected); + } + } + + private void DoSelectedStatus(bool newval) + { + m_isSelected = newval; + Stop(); + + if (newval) + { + if (!childPrim && Body != IntPtr.Zero) + d.BodyDisable(Body); + + if (m_delaySelect || m_isphysical) + { + m_collisionCategories = CollisionCategories.Selected; + m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); + + if (!childPrim) + { + foreach (OdePrim prm in childrenPrim) + { + prm.m_collisionCategories = m_collisionCategories; + prm.m_collisionFlags = m_collisionFlags; + + if (prm.prim_geom != null) + { + + if (prm.m_NoColide) + { + d.GeomSetCategoryBits(prm.prim_geom, 0); + d.GeomSetCollideBits(prm.prim_geom, 0); + } + else + { + d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); + } + d.GeomDisable(prm.prim_geom); + } + prm.m_delaySelect = false; + } + } + + if (prim_geom != null) + { + if (m_NoColide) + { + d.GeomSetCategoryBits(prim_geom, 0); + d.GeomSetCollideBits(prim_geom, 0); + } + else + { + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } + d.GeomDisable(prim_geom); + } + + m_delaySelect = false; + } + else if(!m_isphysical) + { + m_delaySelect = true; + } + } + else + { + if (!childPrim && Body != IntPtr.Zero && !m_disabled) + d.BodyEnable(Body); + + if (m_isphantom && !m_isVolumeDetect) + { + m_collisionCategories = 0; + if(m_isphysical) + m_collisionFlags = CollisionCategories.Land; + else + m_collisionFlags = 0; + } + else + { + m_collisionCategories = CollisionCategories.Geom; + if (m_isphysical) + m_collisionCategories |= CollisionCategories.Body; + + m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land; + + if (m_collidesWater) + m_collisionFlags |= CollisionCategories.Water; + } + + if (!childPrim) + { + foreach (OdePrim prm in childrenPrim) + { + prm.m_collisionCategories = m_collisionCategories; + prm.m_collisionFlags = m_collisionFlags; + + if (!prm.m_disabled && prm.prim_geom != IntPtr.Zero) + { + if (prm.m_NoColide) + { + d.GeomSetCategoryBits(prm.prim_geom, 0); + if (m_isphysical) + d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); + else + d.GeomSetCollideBits(prm.prim_geom, 0); + } + else + { + d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); + } + d.GeomEnable(prm.prim_geom); + } + prm.m_delaySelect = false; + prm.m_softcolide = true; + } + } + + if (!m_disabled && prim_geom != IntPtr.Zero) + { + if (m_NoColide) + { + d.GeomSetCategoryBits(prim_geom, 0); + if (m_isphysical) + d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); + else + d.GeomSetCollideBits(prim_geom, 0); + } + else + { + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } + d.GeomEnable(prim_geom); + } + + m_delaySelect = false; + m_softcolide = true; + } + + resetCollisionAccounting(); + } + + private void changePosition(Vector3 newPos) + { + CheckDelaySelect(); + if (m_isphysical) + { + if (childPrim) // inertia is messed, must rebuild + { + if (m_building) + { + _position = newPos; + } + + else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero) + { + FixInertia(newPos); + if (!d.BodyIsEnabled(Body)) + d.BodyEnable(Body); + } + } + else + { + if (_position != newPos) + { + d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); + _position = newPos; + } + if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) + d.BodyEnable(Body); + } + } + else + { + if (prim_geom != IntPtr.Zero) + { + if (newPos != _position) + { + d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); + _position = newPos; + + m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace); + } + } + } + givefakepos--; + if (givefakepos < 0) + givefakepos = 0; + // changeSelectedStatus(); + m_softcolide = true; + resetCollisionAccounting(); + } + + private void changeOrientation(Quaternion newOri) + { + CheckDelaySelect(); + if (m_isphysical) + { + if (childPrim) // inertia is messed, must rebuild + { + if (m_building) + { + _orientation = newOri; + } + /* + else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero) + { + FixInertia(_position, newOri); + if (!d.BodyIsEnabled(Body)) + d.BodyEnable(Body); + } + */ + } + else + { + if (newOri != _orientation) + { + d.Quaternion myrot = new d.Quaternion(); + myrot.X = newOri.X; + myrot.Y = newOri.Y; + myrot.Z = newOri.Z; + myrot.W = newOri.W; + d.GeomSetQuaternion(prim_geom, ref myrot); + _orientation = newOri; + if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f)) + createAMotor(m_angularlock); + } + if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) + d.BodyEnable(Body); + } + } + else + { + if (prim_geom != IntPtr.Zero) + { + if (newOri != _orientation) + { + d.Quaternion myrot = new d.Quaternion(); + myrot.X = newOri.X; + myrot.Y = newOri.Y; + myrot.Z = newOri.Z; + myrot.W = newOri.W; + d.GeomSetQuaternion(prim_geom, ref myrot); + _orientation = newOri; + } + } + } + givefakeori--; + if (givefakeori < 0) + givefakeori = 0; + m_softcolide = true; + resetCollisionAccounting(); + } + + private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri) + { + CheckDelaySelect(); + if (m_isphysical) + { + if (childPrim && m_building) // inertia is messed, must rebuild + { + _position = newPos; + _orientation = newOri; + } + else + { + if (newOri != _orientation) + { + d.Quaternion myrot = new d.Quaternion(); + myrot.X = newOri.X; + myrot.Y = newOri.Y; + myrot.Z = newOri.Z; + myrot.W = newOri.W; + d.GeomSetQuaternion(prim_geom, ref myrot); + _orientation = newOri; + if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f)) + createAMotor(m_angularlock); + } + if (_position != newPos) + { + d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); + _position = newPos; + } + if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) + d.BodyEnable(Body); + } + } + else + { + // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); + // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); + + if (prim_geom != IntPtr.Zero) + { + if (newOri != _orientation) + { + d.Quaternion myrot = new d.Quaternion(); + myrot.X = newOri.X; + myrot.Y = newOri.Y; + myrot.Z = newOri.Z; + myrot.W = newOri.W; + d.GeomSetQuaternion(prim_geom, ref myrot); + _orientation = newOri; + } + + if (newPos != _position) + { + d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); + _position = newPos; + + m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace); + } + } + } + givefakepos--; + if (givefakepos < 0) + givefakepos = 0; + givefakeori--; + if (givefakeori < 0) + givefakeori = 0; + + m_softcolide = true; + resetCollisionAccounting(); + } + + + private void changeDisable(bool disable) + { + if (disable) + { + if (!m_disabled) + disableBodySoft(); + } + else + { + if (m_disabled) + enableBodySoft(); + } + } + + private void changePhysicsStatus(bool NewStatus) + { + CheckDelaySelect(); + + m_isphysical = NewStatus; + + if (!childPrim) + { + if (NewStatus) + { + if (Body == IntPtr.Zero) + MakeBody(); + } + else + { + if (Body != IntPtr.Zero) + { + DestroyBody(); + } + Stop(); + } + } + + resetCollisionAccounting(); + } + + private void changeprimsizeshape() + { + CheckDelaySelect(); + + OdePrim parent = (OdePrim)_parent; + + bool chp = childPrim; + + if (chp) + { + if (parent != null) + { + parent.DestroyBody(); + } + } + else + { + DestroyBody(); + } + + RemoveGeom(); + + // we don't need to do space calculation because the client sends a position update also. + if (_size.X <= 0) + _size.X = 0.01f; + if (_size.Y <= 0) + _size.Y = 0.01f; + if (_size.Z <= 0) + _size.Z = 0.01f; + // Construction of new prim + + CreateGeom(); + + if (prim_geom != IntPtr.Zero) + { + d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); + d.Quaternion myrot = new d.Quaternion(); + myrot.X = _orientation.X; + myrot.Y = _orientation.Y; + myrot.Z = _orientation.Z; + myrot.W = _orientation.W; + d.GeomSetQuaternion(prim_geom, ref myrot); + } + + if (chp) + { + if (parent != null) + { + parent.MakeBody(); + } + } + else + MakeBody(); + + m_softcolide = true; + resetCollisionAccounting(); + } + + private void changeSize(Vector3 newSize) + { + _size = newSize; + changeprimsizeshape(); + } + + private void changeShape(PrimitiveBaseShape newShape) + { + if(newShape != null) + _pbs = newShape; + changeprimsizeshape(); + } + + private void changeFloatOnWater(bool newval) + { + m_collidesWater = newval; + + if (prim_geom != IntPtr.Zero && !m_isphantom) + { + if (m_collidesWater) + { + m_collisionFlags |= CollisionCategories.Water; + } + else + { + m_collisionFlags &= ~CollisionCategories.Water; + } + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); + } + } + + private void changeSetTorque(Vector3 newtorque) + { + if (!m_isSelected) + { + if (m_isphysical && Body != IntPtr.Zero) + { + if (m_disabled) + enableBodySoft(); + else if (!d.BodyIsEnabled(Body)) + d.BodyEnable(Body); + + } + _torque = newtorque; + } + } + + private void changeForce(Vector3 force) + { + m_force = force; + if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) + d.BodyEnable(Body); + } + + private void changeAddForce(Vector3 force) + { + m_forceacc += force; + if (!m_isSelected) + { + lock (this) + { + //m_log.Info("[PHYSICS]: dequeing forcelist"); + if (m_isphysical && Body != IntPtr.Zero) + { + if (m_disabled) + enableBodySoft(); + else if (!d.BodyIsEnabled(Body)) + d.BodyEnable(Body); + } + } + + m_collisionscore = 0; + } + } + + private void changeAddAngularForce(Vector3 aforce) + { + m_angularForceacc += aforce; + if (!m_isSelected) + { + lock (this) + { + if (m_isphysical && Body != IntPtr.Zero) + { + if (m_disabled) + enableBodySoft(); + else if (!d.BodyIsEnabled(Body)) + d.BodyEnable(Body); + } + } + m_collisionscore = 0; + } + } + + private void changevelocity(Vector3 newVel) + { + if (!m_isSelected) + { + if (Body != IntPtr.Zero) + { + if (m_disabled) + enableBodySoft(); + else if (!d.BodyIsEnabled(Body)) + d.BodyEnable(Body); + + d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z); + } + //resetCollisionAccounting(); + } + _velocity = newVel; + } + + private void changeVolumedetetion(bool newVolDtc) + { + m_isVolumeDetect = newVolDtc; + } + + protected void changeBuilding(bool newbuilding) + { + if ((bool)newbuilding) + { + m_building = true; + if (!childPrim) + DestroyBody(); + } + else + { + m_building = false; + CheckDelaySelect(); + if (!childPrim) + MakeBody(); + } + if (!childPrim && childrenPrim.Count > 0) + { + foreach (OdePrim prm in childrenPrim) + prm.changeBuilding(m_building); // call directly + } + } + + public void changeSetVehicle(VehicleData vdata) + { + if (m_vehicle == null) + m_vehicle = new ODEDynamics(this); + m_vehicle.DoSetVehicle(vdata); + } + private void changeVehicleType(int value) + { + if (value == (int)Vehicle.TYPE_NONE) + { + if (m_vehicle != null) + m_vehicle = null; + } + else + { + if (m_vehicle == null) + m_vehicle = new ODEDynamics(this); + + m_vehicle.ProcessTypeChange((Vehicle)value); + } + } + + private void changeVehicleFloatParam(strVehicleFloatParam fp) + { + if (m_vehicle == null) + return; + + m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value); + } + + private void changeVehicleVectorParam(strVehicleVectorParam vp) + { + if (m_vehicle == null) + return; + m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value); + } + + private void changeVehicleRotationParam(strVehicleQuatParam qp) + { + if (m_vehicle == null) + return; + m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value); + } + + private void changeVehicleFlags(strVehicleBoolParam bp) + { + if (m_vehicle == null) + return; + m_vehicle.ProcessVehicleFlags(bp.param, bp.value); + } + + #endregion + + public void Move() + { + if (!childPrim && m_isphysical && Body != IntPtr.Zero && + !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building && !m_outbounds) + // !m_disabled && !m_isSelected && !m_building && !m_outbounds) + { +// if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009 + + float timestep = _parent_scene.ODE_STEPSIZE; + + // check outside region + d.Vector3 lpos; + d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator + + if (lpos.Z < -100 || lpos.Z > 100000f) + { + m_outbounds = true; + + lpos.Z = Util.Clip(lpos.Z, -100f, 100000f); + _acceleration.X = 0; + _acceleration.Y = 0; + _acceleration.Z = 0; + + _velocity.X = 0; + _velocity.Y = 0; + _velocity.Z = 0; + m_rotationalVelocity.X = 0; + m_rotationalVelocity.Y = 0; + m_rotationalVelocity.Z = 0; + + d.BodySetLinearVel(Body, 0, 0, 0); // stop it + d.BodySetAngularVel(Body, 0, 0, 0); // stop it + d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere + m_lastposition = _position; + m_lastorientation = _orientation; + + base.RequestPhysicsterseUpdate(); + + m_throttleUpdates = false; + throttleCounter = 0; + _zeroFlag = true; + + disableBodySoft(); // disable it and colisions + base.RaiseOutOfBounds(_position); + return; + } + + if (lpos.X < 0f) + { + _position.X = Util.Clip(lpos.X, -2f, -0.1f); + m_outbounds = true; + } + else if(lpos.X > _parent_scene.WorldExtents.X) + { + _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f); + m_outbounds = true; + } + if (lpos.Y < 0f) + { + _position.Y = Util.Clip(lpos.Y, -2f, -0.1f); + m_outbounds = true; + } + else if(lpos.Y > _parent_scene.WorldExtents.Y) + { + _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f); + m_outbounds = true; + } + + if(m_outbounds) + { + m_lastposition = _position; + m_lastorientation = _orientation; + + d.Vector3 dtmp = d.BodyGetAngularVel(Body); + m_rotationalVelocity.X = dtmp.X; + m_rotationalVelocity.Y = dtmp.Y; + m_rotationalVelocity.Z = dtmp.Z; + + dtmp = d.BodyGetLinearVel(Body); + _velocity.X = dtmp.X; + _velocity.Y = dtmp.Y; + _velocity.Z = dtmp.Z; + + d.BodySetLinearVel(Body, 0, 0, 0); // stop it + d.BodySetAngularVel(Body, 0, 0, 0); + d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); + disableBodySoft(); // stop collisions + base.RequestPhysicsterseUpdate(); + return; + } + + + float fx = 0; + float fy = 0; + float fz = 0; + + if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) + { + // 'VEHICLES' are dealt with in ODEDynamics.cs + m_vehicle.Step(); + } + else + { + float m_mass = _mass; + + // fz = 0f; + //m_log.Info(m_collisionFlags.ToString()); + if (m_usePID) + { + + // If the PID Controller isn't active then we set our force + // calculating base velocity to the current position + + if ((m_PIDTau < 1) && (m_PIDTau != 0)) + { + //PID_G = PID_G / m_PIDTau; + m_PIDTau = 1; + } + + if ((PID_G - m_PIDTau) <= 0) + { + PID_G = m_PIDTau + 1; + } + + d.Vector3 vel = d.BodyGetLinearVel(Body); + d.Vector3 pos = d.BodyGetPosition(Body); + _target_velocity = + new Vector3( + (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), + (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), + (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) + ); + + // if velocity is zero, use position control; otherwise, velocity control + + if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) + { + // keep track of where we stopped. No more slippin' & slidin' + + // We only want to deactivate the PID Controller if we think we want to have our surrogate + // react to the physics scene by moving it's position. + // Avatar to Avatar collisions + // Prim to avatar collisions + + //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2); + //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2); + //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; + d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); + d.BodySetLinearVel(Body, 0, 0, 0); + d.BodyAddForce(Body, 0, 0, fz); + return; + } + else + { + _zeroFlag = false; + + // We're flying and colliding with something + fx = ((_target_velocity.X) - vel.X) * (PID_D); + fy = ((_target_velocity.Y) - vel.Y) * (PID_D); + + // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; + + fz = ((_target_velocity.Z - vel.Z) * (PID_D)); + } + } // end if (m_usePID) + + // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller + else if (m_useHoverPID) + { + //Console.WriteLine("Hover " + Name); + + // If we're using the PID controller, then we have no gravity + + // no lock; for now it's only called from within Simulate() + + // If the PID Controller isn't active then we set our force + // calculating base velocity to the current position + + if ((m_PIDTau < 1)) + { + PID_G = PID_G / m_PIDTau; + } + + if ((PID_G - m_PIDTau) <= 0) + { + PID_G = m_PIDTau + 1; + } + + // Where are we, and where are we headed? + d.Vector3 pos = d.BodyGetPosition(Body); + d.Vector3 vel = d.BodyGetLinearVel(Body); + + // Non-Vehicles have a limited set of Hover options. + // determine what our target height really is based on HoverType + switch (m_PIDHoverType) + { + case PIDHoverType.Ground: + m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); + m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; + break; + case PIDHoverType.GroundAndWater: + m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); + m_waterHeight = _parent_scene.GetWaterLevel(); + if (m_groundHeight > m_waterHeight) + { + m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; + } + else + { + m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; + } + break; + + } // end switch (m_PIDHoverType) + + + _target_velocity = + new Vector3(0.0f, 0.0f, + (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) + ); + + // if velocity is zero, use position control; otherwise, velocity control + + if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) + { + // keep track of where we stopped. No more slippin' & slidin' + + // We only want to deactivate the PID Controller if we think we want to have our surrogate + // react to the physics scene by moving it's position. + // Avatar to Avatar collisions + // Prim to avatar collisions + + d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); + d.BodySetLinearVel(Body, vel.X, vel.Y, 0); + // ? d.BodyAddForce(Body, 0, 0, fz); + return; + } + else + { + _zeroFlag = false; + + // We're flying and colliding with something + fz = ((_target_velocity.Z - vel.Z) * (PID_D)); + } + } + else + { + float b = (1.0f - m_buoyancy); + fx = _parent_scene.gravityx * b; + fy = _parent_scene.gravityy * b; + fz = _parent_scene.gravityz * b; + } + + fx *= m_mass; + fy *= m_mass; + fz *= m_mass; + + // constant force + fx += m_force.X; + fy += m_force.Y; + fz += m_force.Z; + + fx += m_forceacc.X; + fy += m_forceacc.Y; + fz += m_forceacc.Z; + + m_forceacc = Vector3.Zero; + + //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); + if (fx != 0 || fy != 0 || fz != 0) + { + d.BodyAddForce(Body, fx, fy, fz); + //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); + } + + Vector3 trq; + + trq = _torque; + trq += m_angularForceacc; + m_angularForceacc = Vector3.Zero; + if (trq.X != 0 || trq.Y != 0 || trq.Z != 0) + { + d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z); + } + + } + } + else + { // is not physical, or is not a body or is selected + // _zeroPosition = d.BodyGetPosition(Body); + return; + //Console.WriteLine("Nothing " + Name); + + } + } + + + public void UpdatePositionAndVelocity(float simulatedtime) + { + // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! + if (_parent == null && !m_disabled && !m_building && !m_outbounds) + { + if (Body != IntPtr.Zero) + { + Vector3 pv = Vector3.Zero; + bool lastZeroFlag = _zeroFlag; + + d.Vector3 lpos; + d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator + + + d.Quaternion ori; + d.GeomCopyQuaternion(prim_geom, out ori); + d.Vector3 vel = d.BodyGetLinearVel(Body); + d.Vector3 rotvel = d.BodyGetAngularVel(Body); + + if ((Math.Abs(m_lastposition.X - lpos.X) < 0.01) + && (Math.Abs(m_lastposition.Y - lpos.Y) < 0.01) + && (Math.Abs(m_lastposition.Z - lpos.Z) < 0.01) + && (Math.Abs(m_lastorientation.X - ori.X) < 0.0001) + && (Math.Abs(m_lastorientation.Y - ori.Y) < 0.0001) + && (Math.Abs(m_lastorientation.Z - ori.Z) < 0.0001) + ) + { + _zeroFlag = true; + //Console.WriteLine("ZFT 2"); + m_throttleUpdates = false; + } + else + { + //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); + _zeroFlag = false; + m_lastUpdateSent = false; + //m_throttleUpdates = false; + } + + if (_zeroFlag) + { + m_lastposition = _position; + m_lastorientation = _orientation; + + _velocity.X = 0.0f; + _velocity.Y = 0.0f; + _velocity.Z = 0.0f; + + _acceleration.X = 0; + _acceleration.Y = 0; + _acceleration.Z = 0; + + m_rotationalVelocity.X = 0; + m_rotationalVelocity.Y = 0; + m_rotationalVelocity.Z = 0; + if (!m_lastUpdateSent) + { + m_throttleUpdates = false; + throttleCounter = 0; + m_rotationalVelocity = pv; + + base.RequestPhysicsterseUpdate(); + + m_lastUpdateSent = true; + } + } + else + { + if (lastZeroFlag != _zeroFlag) + { + base.RequestPhysicsterseUpdate(); + } + + m_lastVelocity = _velocity; + + _position.X = lpos.X; + _position.Y = lpos.Y; + _position.Z = lpos.Z; + + _velocity.X = vel.X; + _velocity.Y = vel.Y; + _velocity.Z = vel.Z; + + _orientation.X = ori.X; + _orientation.Y = ori.Y; + _orientation.Z = ori.Z; + _orientation.W = ori.W; + + _acceleration = ((_velocity - m_lastVelocity) / simulatedtime); + + if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f)) + { + m_rotationalVelocity = pv; + } + else + { + m_rotationalVelocity.X = rotvel.X; + m_rotationalVelocity.Y = rotvel.Y; + m_rotationalVelocity.Z = rotvel.Z; + } + + m_lastUpdateSent = false; + if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) + { + m_lastposition = _position; + m_lastorientation = _orientation; + base.RequestPhysicsterseUpdate(); + } + else + { + throttleCounter++; + } + } + } + else if (!m_lastUpdateSent || !_zeroFlag) + { + // Not a body.. so Make sure the client isn't interpolating + _velocity.X = 0; + _velocity.Y = 0; + _velocity.Z = 0; + + _acceleration.X = 0; + _acceleration.Y = 0; + _acceleration.Z = 0; + + m_rotationalVelocity.X = 0; + m_rotationalVelocity.Y = 0; + m_rotationalVelocity.Z = 0; + _zeroFlag = true; + + if (!m_lastUpdateSent) + { + m_throttleUpdates = false; + throttleCounter = 0; + + base.RequestPhysicsterseUpdate(); + + m_lastUpdateSent = true; + } + } + } + } + + internal static bool QuaternionIsFinite(Quaternion q) + { + if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) + return false; + if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y)) + return false; + if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z)) + return false; + if (Single.IsNaN(q.W) || Single.IsInfinity(q.W)) + return false; + return true; + } + + internal static void DMassCopy(ref d.Mass src, ref d.Mass dst) + { + dst.c.W = src.c.W; + dst.c.X = src.c.X; + dst.c.Y = src.c.Y; + dst.c.Z = src.c.Z; + dst.mass = src.mass; + dst.I.M00 = src.I.M00; + dst.I.M01 = src.I.M01; + dst.I.M02 = src.I.M02; + dst.I.M10 = src.I.M10; + dst.I.M11 = src.I.M11; + dst.I.M12 = src.I.M12; + dst.I.M20 = src.I.M20; + dst.I.M21 = src.I.M21; + dst.I.M22 = src.I.M22; + } + + internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj) + { + // assumes object center of mass is zero + float smass = part.mass; + theobj.mass -= smass; + + smass *= 1.0f / (theobj.mass); ; + + theobj.c.X -= part.c.X * smass; + theobj.c.Y -= part.c.Y * smass; + theobj.c.Z -= part.c.Z * smass; + + theobj.I.M00 -= part.I.M00; + theobj.I.M01 -= part.I.M01; + theobj.I.M02 -= part.I.M02; + theobj.I.M10 -= part.I.M10; + theobj.I.M11 -= part.I.M11; + theobj.I.M12 -= part.I.M12; + theobj.I.M20 -= part.I.M20; + theobj.I.M21 -= part.I.M21; + theobj.I.M22 -= part.I.M22; + } + + private static void DMassDup(ref d.Mass src, out d.Mass dst) + { + dst = new d.Mass { }; + + dst.c.W = src.c.W; + dst.c.X = src.c.X; + dst.c.Y = src.c.Y; + dst.c.Z = src.c.Z; + dst.mass = src.mass; + dst.I.M00 = src.I.M00; + dst.I.M01 = src.I.M01; + dst.I.M02 = src.I.M02; + dst.I.M10 = src.I.M10; + dst.I.M11 = src.I.M11; + dst.I.M12 = src.I.M12; + dst.I.M20 = src.I.M20; + dst.I.M21 = src.I.M21; + dst.I.M22 = src.I.M22; + } + private void donullchange() + { + } + + public bool DoAChange(changes what, object arg) + { + if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove) + { + return false; + } + + // nasty switch + switch (what) + { + case changes.Add: + changeadd(); + break; + case changes.Remove: + //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff... + //When we return true, it destroys all of the prims in the linkset anyway + if (_parent != null) + { + OdePrim parent = (OdePrim)_parent; + parent.ChildRemove(this, false); + } + else + ChildRemove(this, false); + + m_vehicle = null; + RemoveGeom(); + m_targetSpace = IntPtr.Zero; + if (m_eventsubscription > 0) + UnSubscribeEvents(); + return true; + + case changes.Link: + OdePrim tmp = (OdePrim)arg; + changeLink(tmp); + break; + + case changes.DeLink: + changeLink(null); + break; + + case changes.Position: + changePosition((Vector3)arg); + break; + + case changes.Orientation: + changeOrientation((Quaternion)arg); + break; + + case changes.PosOffset: + donullchange(); + break; + + case changes.OriOffset: + donullchange(); + break; + + case changes.Velocity: + changevelocity((Vector3)arg); + break; + + // case changes.Acceleration: + // changeacceleration((Vector3)arg); + // break; + // case changes.AngVelocity: + // changeangvelocity((Vector3)arg); + // break; + + case changes.Force: + changeForce((Vector3)arg); + break; + + case changes.Torque: + changeSetTorque((Vector3)arg); + break; + + case changes.AddForce: + changeAddForce((Vector3)arg); + break; + + case changes.AddAngForce: + changeAddAngularForce((Vector3)arg); + break; + + case changes.AngLock: + changeAngularLock((Vector3)arg); + break; + + case changes.Size: + changeSize((Vector3)arg); + break; + + case changes.Shape: + changeShape((PrimitiveBaseShape)arg); + break; + + case changes.CollidesWater: + changeFloatOnWater((bool)arg); + break; + + case changes.VolumeDtc: + changeVolumedetetion((bool)arg); + break; + + case changes.Phantom: + changePhantomStatus((bool)arg); + break; + + case changes.Physical: + changePhysicsStatus((bool)arg); + break; + + case changes.Selected: + changeSelectedStatus((bool)arg); + break; + + case changes.disabled: + changeDisable((bool)arg); + break; + + case changes.building: + changeBuilding((bool)arg); + break; + + case changes.VehicleType: + changeVehicleType((int)arg); + break; + + case changes.VehicleFlags: + changeVehicleFlags((strVehicleBoolParam) arg); + break; + + case changes.VehicleFloatParam: + changeVehicleFloatParam((strVehicleFloatParam) arg); + break; + + case changes.VehicleVectorParam: + changeVehicleVectorParam((strVehicleVectorParam) arg); + break; + + case changes.VehicleRotationParam: + changeVehicleRotationParam((strVehicleQuatParam) arg); + break; + + case changes.SetVehicle: + changeSetVehicle((VehicleData) arg); + break; + case changes.Null: + donullchange(); + break; + + default: + donullchange(); + break; + } + return false; + } + + public void AddChange(changes what, object arg) + { + _parent_scene.AddChange((PhysicsActor) this, what, arg); + } + + + private struct strVehicleBoolParam + { + public int param; + public bool value; + } + + private struct strVehicleFloatParam + { + public int param; + public float value; + } + + private struct strVehicleQuatParam + { + public int param; + public Quaternion value; + } + + private struct strVehicleVectorParam + { + public int param; + public Vector3 value; + } + } } \ No newline at end of file diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs index 76d7746..3fc2de3 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs @@ -169,7 +169,6 @@ namespace OpenSim.Region.Physics.OdePlugin float TerrainBounce = 0.1f; float TerrainFriction = 0.3f; - public float AvatarBounce = 0.3f; public float AvatarFriction = 0;// 0.9f * 0.5f; private const uint m_regionWidth = Constants.RegionSize; @@ -711,8 +710,8 @@ namespace OpenSim.Region.Physics.OdePlugin case (int)ActorTypes.Agent: p1.getContactData(ref contactdata1); p2.getContactData(ref contactdata2); - - bounce = contactdata1.bounce * contactdata2.bounce; + + bounce = 0; mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); @@ -726,7 +725,8 @@ namespace OpenSim.Region.Physics.OdePlugin case (int)ActorTypes.Prim: p1.getContactData(ref contactdata1); p2.getContactData(ref contactdata2); - bounce = contactdata1.bounce * contactdata2.bounce; + + bounce = 0; mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); @@ -751,7 +751,8 @@ namespace OpenSim.Region.Physics.OdePlugin case (int)ActorTypes.Agent: p1.getContactData(ref contactdata1); p2.getContactData(ref contactdata2); - bounce = contactdata1.bounce * contactdata2.bounce; + + bounce = 0; mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); 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