From 227c832d3b86d47c7f097379bef6ff6ede519b72 Mon Sep 17 00:00:00 2001 From: KittoFlora Date: Thu, 22 Oct 2009 21:14:00 +0200 Subject: Commented out instrumentation in ODEPrim.cs --- OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 864ea80..f59f0ae 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -1564,6 +1564,8 @@ Console.WriteLine(" JointCreateFixed"); } else { +//Console.WriteLine("Move " + m_primName); + if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 // NON-'VEHICLES' are dealt with here if (d.BodyIsEnabled(Body) && !m_angularlock.IsIdentical(PhysicsVector.Zero, 0.003f)) { @@ -1592,6 +1594,7 @@ Console.WriteLine(" JointCreateFixed"); if (m_usePID) { +//Console.WriteLine("PID " + m_primName); // KF - this is for object move? eg. llSetPos() ? //if (!d.BodyIsEnabled(Body)) //d.BodySetForce(Body, 0f, 0f, 0f); @@ -1663,6 +1666,8 @@ Console.WriteLine(" JointCreateFixed"); // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller if (m_useHoverPID && !m_usePID) { +//Console.WriteLine("Hover " + m_primName); + // If we're using the PID controller, then we have no gravity fz = (-1 * _parent_scene.gravityz) * m_mass; @@ -1779,6 +1784,7 @@ Console.WriteLine(" JointCreateFixed"); if (fy < nmin) fy = nmin; d.BodyAddForce(Body, fx, fy, fz); +//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); } } } @@ -1786,6 +1792,8 @@ Console.WriteLine(" JointCreateFixed"); { // is not physical, or is not a body or is selected // _zeroPosition = d.BodyGetPosition(Body); return; +//Console.WriteLine("Nothing " + m_primName); + } } -- cgit v1.1 From f34e8adffb7d84df6c9189f69a16699c69e89fa8 Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Thu, 22 Oct 2009 18:28:42 -0400 Subject: * Moved Copyrights above the comments in ODEPrim and ODEDynamics so they're consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright. --- OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs | 25 +++++++++++---------- OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 29 +++++++++++++------------ 2 files changed, 28 insertions(+), 26 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs index 467eba0..019c78b 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs @@ -1,16 +1,4 @@ /* - * Revised Aug, Sept 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. - * * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * @@ -37,6 +25,19 @@ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ +/* Revised Aug, Sept 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. + */ + using System; using System.Collections.Generic; using System.Reflection; diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index f59f0ae..412f84d 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -1,18 +1,5 @@ -/* - * 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. - * Copyright (c) Contributors, http://opensimulator.org/ +/* 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 @@ -35,6 +22,20 @@ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/* + * 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. + */ using System; using System.Collections.Generic; using System.Reflection; -- cgit v1.1 From 8ba3afb59bc31986b0834a98a161c17dedd03487 Mon Sep 17 00:00:00 2001 From: dslake Date: Fri, 23 Oct 2009 12:12:19 -0400 Subject: Patch from dslake http://opensimulator.org/mantis/view.php?id=4291 0004291: Inconsistent locking of ODE tainted prims --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 0a065be..f979ce3 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -239,6 +239,7 @@ namespace OpenSim.Region.Physics.OdePlugin private readonly HashSet _prims = new HashSet(); private readonly HashSet _activeprims = new HashSet(); private readonly HashSet _taintedPrimH = new HashSet(); + private readonly Object _taintedPrimLock = new Object(); private readonly List _taintedPrimL = new List(); private readonly HashSet _taintedActors = new HashSet(); private readonly List _perloopContact = new List(); @@ -2572,7 +2573,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (prim is OdePrim) { OdePrim taintedprim = ((OdePrim) prim); - lock (_taintedPrimH) + lock (_taintedPrimLock) { if (!(_taintedPrimH.Contains(taintedprim))) { @@ -2700,7 +2701,7 @@ namespace OpenSim.Region.Physics.OdePlugin // Modify other objects in the scene. processedtaints = false; - lock (_taintedPrimL) + lock (_taintedPrimLock) { foreach (OdePrim prim in _taintedPrimL) { -- cgit v1.1 From 730930955a7edc0bfa69ff1cac93acd024cf8d24 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Sun, 25 Oct 2009 00:40:21 -0700 Subject: Changing Scene.ForEachClient to use the synchronous for loop instead of Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces * Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff * Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape() * Improved the instantiation of PrimitiveBaseShape --- OpenSim/Region/Physics/Manager/ZeroMesher.cs | 3 +++ OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 2 +- 2 files changed, 4 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs index f9d0f2a..81eeed2 100644 --- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs +++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs @@ -67,6 +67,9 @@ namespace OpenSim.Region.Physics.Manager public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical) { + // Remove the reference to the encoded JPEG2000 data so it can be GCed + primShape.SculptData = OpenMetaverse.Utils.EmptyBytes; + return null; } } diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index f609e73..01093e2 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -281,7 +281,7 @@ namespace OpenSim.Region.Physics.Meshing if (idata == null) { - if (primShape.SculptData.Length == 0) + if (primShape.SculptData == null || primShape.SculptData.Length == 0) return null; try -- cgit v1.1 From ac7ccdf7d77810aef0a3ad70f1504fdb111dc0aa Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Mon, 26 Oct 2009 14:41:27 -0700 Subject: * Changed the watchdog timer to improve the speed of UpdateThread(), only track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later * Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index f979ce3..82392b1 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -2705,8 +2705,6 @@ namespace OpenSim.Region.Physics.OdePlugin { foreach (OdePrim prim in _taintedPrimL) { - - if (prim.m_taintremove) { //Console.WriteLine("Simulate calls RemovePrimThreadLocked"); @@ -2719,6 +2717,12 @@ namespace OpenSim.Region.Physics.OdePlugin } processedtaints = true; prim.m_collisionscore = 0; + + // This loop can block up the Heartbeat for a very long time on large regions. + // We need to let the Watchdog know that the Heartbeat is not dead + // NOTE: This is currently commented out, but if things like OAR loading are + // timing the heartbeat out we will need to uncomment it + //Watchdog.UpdateThread(); } if (SupportsNINJAJoints) -- cgit v1.1 From ff4b45a1e342017d50858a8342e76f51d6d4df27 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Mon, 26 Oct 2009 15:12:43 -0700 Subject: Do case-insensitive comparisons on region names in LLStandaloneLoginModule --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 82392b1..0eb0c45 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -2707,12 +2707,12 @@ namespace OpenSim.Region.Physics.OdePlugin { if (prim.m_taintremove) { -//Console.WriteLine("Simulate calls RemovePrimThreadLocked"); + //Console.WriteLine("Simulate calls RemovePrimThreadLocked"); RemovePrimThreadLocked(prim); } else { -//Console.WriteLine("Simulate calls ProcessTaints"); + //Console.WriteLine("Simulate calls ProcessTaints"); prim.ProcessTaints(timeStep); } processedtaints = true; -- cgit v1.1 From 428bd7a74bd9e1df3af29dd285fe385e5c4d526d Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Mon, 26 Oct 2009 13:57:27 -0700 Subject: No need to create dupe TriMeshData for ODE. A previous patch created a dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch. --- OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 20 ++++++++++++++------ 1 file changed, 14 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 412f84d..09c8582 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -801,6 +801,8 @@ namespace OpenSim.Region.Physics.OdePlugin m_collisionscore = 0; } + private static Dictionary m_MeshToTriMeshMap = new Dictionary(); + public void setMesh(OdeScene parent_scene, IMesh mesh) { // This sleeper is there to moderate how long it takes between @@ -832,19 +834,24 @@ namespace OpenSim.Region.Physics.OdePlugin mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage mesh.releaseSourceMeshData(); // free up the original mesh data to save memory + if (m_MeshToTriMeshMap.ContainsKey(mesh)) + { + _triMeshData = m_MeshToTriMeshMap[mesh]; + } + else + { + _triMeshData = d.GeomTriMeshDataCreate(); - _triMeshData = d.GeomTriMeshDataCreate(); - - d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); - d.GeomTriMeshDataPreprocess(_triMeshData); + d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); + d.GeomTriMeshDataPreprocess(_triMeshData); + m_MeshToTriMeshMap[mesh] = _triMeshData; + } _parent_scene.waitForSpaceUnlock(m_targetSpace); - try { if (prim_geom == IntPtr.Zero) { -//Console.WriteLine(" setMesh 1"); SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null)); } } @@ -854,6 +861,7 @@ namespace OpenSim.Region.Physics.OdePlugin return; } + // if (IsPhysical && Body == (IntPtr) 0) // { // Recreate the body -- cgit v1.1 From 119cf80e13e9fccea30147e3274f5d44958248b2 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Mon, 26 Oct 2009 15:52:59 -0700 Subject: Added calls to GC.AddMemoryPressure() when unmanaged memory is allocated for ODE (helps the GC make better scheduling choices), and a call to GC.Collect() right before logins are enabled for a region. Although this doesn't change actual memory usage, it improves the reported usage from OpenSim and the operating system --- OpenSim/Region/Physics/Meshing/Mesh.cs | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs index 4c3cf33..e8a3e19 100644 --- a/OpenSim/Region/Physics/Meshing/Mesh.cs +++ b/OpenSim/Region/Physics/Meshing/Mesh.cs @@ -174,6 +174,9 @@ namespace OpenSim.Region.Physics.Meshing float[] result = getVertexListAsFloat(); m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned); + // Inform the garbage collector of this unmanaged allocation so it can schedule + // the next GC round more intelligently + GC.AddMemoryPressure(Buffer.ByteLength(result)); return result; } @@ -223,6 +226,9 @@ namespace OpenSim.Region.Physics.Meshing int[] result = getIndexListAsInt(); m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); + // Inform the garbage collector of this unmanaged allocation so it can schedule + // the next GC round more intelligently + GC.AddMemoryPressure(Buffer.ByteLength(result)); return result; } -- cgit v1.1 From d199767e6991d6f368661fce9c5a072e564b8a4b Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Sun, 25 Oct 2009 23:16:12 -0700 Subject: Experimental change of PhysicsVector to Vector3. Untested --- .../BasicPhysicsPlugin/BasicPhysicsActor.cs | 54 ++--- .../BasicPhysicsPlugin/BasicPhysicsScene.cs | 40 +-- .../BulletDotNETPlugin/BulletDotNETCharacter.cs | 96 ++++---- .../Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | 257 ++++++++++---------- .../BulletDotNETPlugin/BulletDotNETScene.cs | 12 +- .../Region/Physics/BulletXPlugin/BulletXPlugin.cs | 158 ++++++------ OpenSim/Region/Physics/Manager/IMesher.cs | 7 +- OpenSim/Region/Physics/Manager/PhysicsActor.cs | 86 +++---- OpenSim/Region/Physics/Manager/PhysicsJoint.cs | 2 +- OpenSim/Region/Physics/Manager/PhysicsScene.cs | 32 +-- OpenSim/Region/Physics/Manager/PhysicsSensor.cs | 7 +- OpenSim/Region/Physics/Manager/PhysicsVector.cs | 28 +-- OpenSim/Region/Physics/Manager/ZeroMesher.cs | 5 +- OpenSim/Region/Physics/Meshing/HelperTypes.cs | 62 +++-- OpenSim/Region/Physics/Meshing/Mesh.cs | 7 +- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 21 +- OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 113 ++++----- OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs | 2 +- OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 269 ++++++++++----------- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 50 ++-- .../Region/Physics/OdePlugin/Tests/ODETestClass.cs | 4 +- OpenSim/Region/Physics/POSPlugin/POSCharacter.cs | 55 ++--- OpenSim/Region/Physics/POSPlugin/POSPrim.cs | 53 ++-- OpenSim/Region/Physics/POSPlugin/POSScene.cs | 52 ++-- OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | 122 +++++----- 25 files changed, 794 insertions(+), 800 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs index 8d8b3fe..8df997e 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs @@ -36,20 +36,16 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin { public class BasicActor : PhysicsActor { - private PhysicsVector _position; - private PhysicsVector _velocity; - private PhysicsVector _acceleration; - private PhysicsVector _size; - private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; + private Vector3 _position; + private Vector3 _velocity; + private Vector3 _acceleration; + private Vector3 _size; + private Vector3 m_rotationalVelocity; private bool flying; private bool iscolliding; public BasicActor() { - _velocity = new PhysicsVector(); - _position = new PhysicsVector(); - _acceleration = new PhysicsVector(); - _size = new PhysicsVector(); } public override int PhysicsActorType @@ -58,7 +54,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin set { return; } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -137,13 +133,13 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin get { return false; } } - public override PhysicsVector Position + public override Vector3 Position { get { return _position; } set { _position = value; } } - public override PhysicsVector Size + public override Vector3 Size { get { return _size; } set { @@ -162,9 +158,9 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin get { return 0f; } } - public override PhysicsVector Force + public override Vector3 Force { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -179,7 +175,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -194,25 +190,25 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { return _velocity; } set { _velocity = value; } } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -228,7 +224,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin set { } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } @@ -247,24 +243,24 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin { } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } - public void SetAcceleration(PhysicsVector accel) + public void SetAcceleration(Vector3 accel) { _acceleration = accel; } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -272,7 +268,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin { } - public override PhysicsVector PIDTarget + public override Vector3 PIDTarget { set { return; } } diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs index 66bd099..b6e1cb4 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs @@ -54,7 +54,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin { } - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { BasicActor act = new BasicActor(); act.Position = position; @@ -77,20 +77,20 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin } /* - public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation) + public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) { return null; } */ - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation) { return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation, bool isPhysical) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical) { return null; } @@ -105,26 +105,28 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin for (int i = 0; i < _actors.Count; ++i) { BasicActor actor = _actors[i]; + Vector3 actorPosition = actor.Position; + Vector3 actorVelocity = actor.Velocity; - actor.Position.X += actor.Velocity.X*timeStep; - actor.Position.Y += actor.Velocity.Y*timeStep; + actorPosition.X += actor.Velocity.X*timeStep; + actorPosition.Y += actor.Velocity.Y*timeStep; if (actor.Position.Y < 0) { - actor.Position.Y = 0.1F; + actorPosition.Y = 0.1F; } else if (actor.Position.Y >= Constants.RegionSize) { - actor.Position.Y = ((int)Constants.RegionSize - 0.1f); + actorPosition.Y = ((int)Constants.RegionSize - 0.1f); } if (actor.Position.X < 0) { - actor.Position.X = 0.1F; + actorPosition.X = 0.1F; } else if (actor.Position.X >= Constants.RegionSize) { - actor.Position.X = ((int)Constants.RegionSize - 0.1f); + actorPosition.X = ((int)Constants.RegionSize - 0.1f); } float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z; @@ -133,23 +135,27 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin if (actor.Position.Z + (actor.Velocity.Z*timeStep) < _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2) { - actor.Position.Z = height; - actor.Velocity.Z = 0; + actorPosition.Z = height; + actorVelocity.Z = 0; actor.IsColliding = true; } else { - actor.Position.Z += actor.Velocity.Z*timeStep; + actorPosition.Z += actor.Velocity.Z*timeStep; actor.IsColliding = false; } } else { - actor.Position.Z = height; - actor.Velocity.Z = 0; + actorPosition.Z = height; + actorVelocity.Z = 0; actor.IsColliding = true; } + + actor.Position = actorPosition; + actor.Velocity = actorVelocity; } + return fps; } diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs index 8da9687..5ed3b14 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs @@ -60,15 +60,15 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin private btQuaternion m_bodyOrientation; private btDefaultMotionState m_bodyMotionState; private btGeneric6DofConstraint m_aMotor; - // private PhysicsVector m_movementComparision; - private PhysicsVector m_position; - private PhysicsVector m_zeroPosition; + // private Vector3 m_movementComparision; + private Vector3 m_position; + private Vector3 m_zeroPosition; private bool m_zeroFlag = false; private bool m_lastUpdateSent = false; - private PhysicsVector m_velocity; - private PhysicsVector m_target_velocity; - private PhysicsVector m_acceleration; - private PhysicsVector m_rotationalVelocity; + private Vector3 m_velocity; + private Vector3 m_target_velocity; + private Vector3 m_acceleration; + private Vector3 m_rotationalVelocity; private bool m_pidControllerActive = true; public float PID_D = 80.0f; public float PID_P = 90.0f; @@ -96,8 +96,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. private bool m_taintRemove = false; // private bool m_taintedPosition = false; - // private PhysicsVector m_taintedPosition_value; - private PhysicsVector m_taintedForce; + // private Vector3 m_taintedPosition_value; + private Vector3 m_taintedForce; private float m_buoyancy = 0f; @@ -115,14 +115,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin public int m_eventsubscription = 0; // private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); - public BulletDotNETCharacter(string avName, BulletDotNETScene parent_scene, PhysicsVector pos, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) + public BulletDotNETCharacter(string avName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) { - m_taintedForce = new PhysicsVector(); - m_velocity = new PhysicsVector(); - m_target_velocity = new PhysicsVector(); m_position = pos; - m_zeroPosition = new PhysicsVector(pos.X, pos.Y, pos.Z); // this is a class, not a struct. Must make new, or m_zeroPosition will == position regardless - m_acceleration = new PhysicsVector(); + m_zeroPosition = pos; m_parent_scene = parent_scene; PID_D = pid_d; PID_P = pid_p; @@ -161,9 +157,6 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempTrans1 = new btTransform(tempQuat1, tempVector1); // m_movementComparision = new PhysicsVector(0, 0, 0); m_CapsuleOrientationAxis = new btVector3(1, 0, 1); - - - } /// @@ -254,18 +247,18 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin get { return m_zeroFlag; } } - public override PhysicsVector Size + public override Vector3 Size { - get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } + get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } set { m_pidControllerActive = true; - - PhysicsVector SetSize = value; + + Vector3 SetSize = value; m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); - Velocity = new PhysicsVector(0f, 0f, 0f); + Velocity = Vector3.Zero; m_parent_scene.AddPhysicsActorTaint(this); } @@ -317,12 +310,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } - public override PhysicsVector Position + public override Vector3 Position { get { return m_position; } set @@ -342,9 +335,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public override PhysicsVector Force + public override Vector3 Force { - get { return new PhysicsVector(m_target_velocity.X, m_target_velocity.Y, m_target_velocity.Z); } + get { return m_target_velocity; } set { return; } } @@ -359,7 +352,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -374,23 +367,22 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { - // There's a problem with PhysicsVector.Zero! Don't Use it Here! if (m_zeroFlag) - return new PhysicsVector(0f, 0f, 0f); + return Vector3.Zero; m_lastUpdateSent = false; return m_velocity; } @@ -401,9 +393,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -413,7 +405,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin set { } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return m_acceleration; } } @@ -586,7 +578,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin set { return; } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -604,7 +596,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin set { m_buoyancy = value; } } - public override PhysicsVector PIDTarget { set { return; } } + public override Vector3 PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } @@ -634,7 +626,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin /// /// /// Is this a push by a script? - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { if (pushforce) { @@ -656,7 +648,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //m_lastUpdateSent = false; } - public void doForce(PhysicsVector force, bool now) + public void doForce(Vector3 force, bool now) { tempVector3.setValue(force.X, force.Y, force.Z); @@ -671,7 +663,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public void doImpulse(PhysicsVector force, bool now) + public void doImpulse(Vector3 force, bool now) { tempVector3.setValue(force.X, force.Y, force.Z); @@ -686,12 +678,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -808,7 +800,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin AvatarGeomAndBodyCreation(m_position.X, m_position.Y, m_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2)); - Velocity = new PhysicsVector(0f, 0f, 0f); + Velocity = Vector3.Zero; } else @@ -852,9 +844,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } //PidStatus = true; - PhysicsVector vec = new PhysicsVector(); + Vector3 vec = Vector3.Zero; - PhysicsVector vel = new PhysicsVector(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); + Vector3 vel = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); float movementdivisor = 1f; @@ -885,7 +877,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin // Avatar to Avatar collisions // Prim to avatar collisions - PhysicsVector pos = new PhysicsVector(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); + Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); vec.X = (m_target_velocity.X - vel.X) * (PID_D) + (m_zeroPosition.X - pos.X) * (PID_P * 2); vec.Y = (m_target_velocity.Y - vel.Y) * (PID_D) + (m_zeroPosition.Y - pos.Y) * (PID_P * 2); if (m_flying) @@ -927,7 +919,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { // We're colliding with something and we're not flying but we're moving // This means we're walking or running. - PhysicsVector pos = new PhysicsVector(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); + Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); vec.Z = (m_target_velocity.Z - vel.Z) * PID_D + (m_zeroPosition.Z - pos.Z) * PID_P; if (m_target_velocity.X > 0) { @@ -1016,7 +1008,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempVector2 = Body.getInterpolationLinearVelocity(); // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! - PhysicsVector vec = new PhysicsVector(tempVector1.getX(),tempVector1.getY(),tempVector1.getZ()); + Vector3 vec = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) if (vec.X < -10.0f) vec.X = 0.0f; @@ -1048,7 +1040,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin else { m_lastUpdateSent = false; - vec = new PhysicsVector(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); + vec = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); m_velocity.X = (vec.X); m_velocity.Y = (vec.Y); diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs index f22ea71..5b542db 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs @@ -43,44 +43,43 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - private PhysicsVector _position; - private PhysicsVector m_zeroPosition; - private PhysicsVector _velocity; - private PhysicsVector _torque = new PhysicsVector(0, 0, 0); - private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); - private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f); - private Quaternion m_lastorientation = new Quaternion(); - private PhysicsVector m_rotationalVelocity; - private PhysicsVector _size; - private PhysicsVector _acceleration; + private Vector3 _position; + private Vector3 m_zeroPosition; + private Vector3 _velocity; + private Vector3 _torque; + private Vector3 m_lastVelocity; + private Vector3 m_lastposition; + private Quaternion m_lastorientation = Quaternion.Identity; + private Vector3 m_rotationalVelocity; + private Vector3 _size; + private Vector3 _acceleration; // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); private Quaternion _orientation; - private PhysicsVector m_taintposition; - private PhysicsVector m_taintsize; - private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0); - private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0); + private Vector3 m_taintposition; + private Vector3 m_taintsize; + private Vector3 m_taintVelocity; + private Vector3 m_taintTorque; private Quaternion m_taintrot; - private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f); - private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f); + private Vector3 m_angularlock = Vector3.One; + private Vector3 m_taintAngularLock = Vector3.One; // private btGeneric6DofConstraint Amotor; - private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0); - private float m_PIDTau = 0f; - private float m_PIDHoverHeight = 0f; - private float m_PIDHoverTau = 0f; - private bool m_useHoverPID = false; + private Vector3 m_PIDTarget; + private float m_PIDTau; + private float m_PIDHoverHeight; + private float m_PIDHoverTau; + private bool m_useHoverPID; private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; - private float m_targetHoverHeight = 0f; - private float m_groundHeight = 0f; - private float m_waterHeight = 0f; + private float m_targetHoverHeight; + private float m_groundHeight; + private float m_waterHeight; private float PID_D = 35f; private float PID_G = 25f; // private float m_tensor = 5f; // private int body_autodisable_frames = 20; - private IMesh primMesh = null; - - private bool m_usePID = false; + private IMesh primMesh; + private bool m_usePID; private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | CollisionCategories.Space @@ -88,11 +87,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | CollisionCategories.Character ); - private bool m_taintshape = false; - private bool m_taintPhysics = false; + private bool m_taintshape; + private bool m_taintPhysics; // private bool m_collidesLand = true; - private bool m_collidesWater = false; - public bool m_returnCollisions = false; + private bool m_collidesWater; + public bool m_returnCollisions; // Default we're a Geometry // private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); @@ -100,23 +99,23 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin // Default, Collide with Other Geometries, spaces and Bodies // private CollisionCategories m_collisionFlags = m_default_collisionFlags; - public bool m_taintremove = false; - public bool m_taintdisable = false; - public bool m_disabled = false; - public bool m_taintadd = false; - public bool m_taintselected = false; - public bool m_taintCollidesWater = false; + public bool m_taintremove; + public bool m_taintdisable; + public bool m_disabled; + public bool m_taintadd; + public bool m_taintselected; + public bool m_taintCollidesWater; - public uint m_localID = 0; + public uint m_localID; //public GCHandle gc; // private CollisionLocker ode; - private bool m_taintforce = false; - private bool m_taintaddangularforce = false; - private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f); - private List m_forcelist = new List(); - private List m_angularforcelist = new List(); + private bool m_taintforce; + private bool m_taintaddangularforce; + private Vector3 m_force; + private List m_forcelist = new List(); + private List m_angularforcelist = new List(); private IMesh _mesh; private PrimitiveBaseShape _pbs; @@ -124,40 +123,40 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin public btCollisionShape prim_geom; public IntPtr _triMeshData; - private PhysicsActor _parent = null; - private PhysicsActor m_taintparent = null; + private PhysicsActor _parent; + private PhysicsActor m_taintparent; private List childrenPrim = new List(); - private bool iscolliding = false; - private bool m_isphysical = false; - private bool m_isSelected = false; + private bool iscolliding; + private bool m_isphysical; + private bool m_isSelected; - internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively + internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively - private bool m_throttleUpdates = false; - // private int throttleCounter = 0; - public int m_interpenetrationcount = 0; - public float m_collisionscore = 0; - public int m_roundsUnderMotionThreshold = 0; - private int m_crossingfailures = 0; + private bool m_throttleUpdates; + // private int throttleCounter; + public int m_interpenetrationcount; + public float m_collisionscore; + public int m_roundsUnderMotionThreshold; + private int m_crossingfailures; - public float m_buoyancy = 0f; + public float m_buoyancy; - public bool outofBounds = false; + public bool outofBounds; private float m_density = 10.000006836f; // Aluminum g/cm3; - public bool _zeroFlag = false; - private bool m_lastUpdateSent = false; + public bool _zeroFlag; + private bool m_lastUpdateSent; private String m_primName; - private PhysicsVector _target_velocity; + private Vector3 _target_velocity; - public int m_eventsubscription = 0; + public int m_eventsubscription; // private CollisionEventUpdate CollisionEventsThisFrame = null; - public volatile bool childPrim = false; + public volatile bool childPrim; private btVector3 tempPosition1; private btVector3 tempPosition2; @@ -190,7 +189,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin public btRigidBody Body; - public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, PhysicsVector pos, PhysicsVector size, + public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) { tempPosition1 = new btVector3(0, 0, 0); @@ -225,8 +224,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin AxisLockLinearHigh = new btVector3((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionSize); - _target_velocity = new PhysicsVector(0, 0, 0); - _velocity = new PhysicsVector(); + _target_velocity = Vector3.Zero; + _velocity = Vector3.Zero; _position = pos; m_taintposition = pos; PID_D = parent_scene.bodyPIDD; @@ -244,8 +243,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin _size = size; m_taintsize = _size; - _acceleration = new PhysicsVector(); - m_rotationalVelocity = PhysicsVector.Zero; + _acceleration = Vector3.Zero; + m_rotationalVelocity = Vector3.Zero; _orientation = rotation; m_taintrot = _orientation; _mesh = mesh; @@ -274,7 +273,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin get { return _zeroFlag; } } - public override PhysicsVector Size + public override Vector3 Size { get { return _size; } set { _size = value; } @@ -348,13 +347,13 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin m_taintparent = null; } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); - m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z); + m_taintAngularLock = axis; } - public override PhysicsVector Position + public override Vector3 Position { get { return _position; } @@ -370,9 +369,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin get { return CalculateMass(); } } - public override PhysicsVector Force + public override Vector3 Force { - //get { return PhysicsVector.Zero; } + //get { return Vector3.Zero; } get { return m_force; } set { m_force = value; } } @@ -388,7 +387,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //TODO: } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { //TODO: } @@ -405,23 +404,23 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { // Averate previous velocity with the new one so // client object interpolation works a 'little' better - PhysicsVector returnVelocity = new PhysicsVector(); + Vector3 returnVelocity; returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; @@ -436,12 +435,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public override PhysicsVector Torque + public override Vector3 Torque { get { if (!m_isphysical || Body.Handle == IntPtr.Zero) - return new PhysicsVector(0, 0, 0); + return Vector3.Zero; return _torque; } @@ -459,7 +458,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin set { m_collisionscore = value; } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } @@ -528,16 +527,16 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { - PhysicsVector pv = new PhysicsVector(0, 0, 0); + Vector3 pv = Vector3.Zero; if (_zeroFlag) return pv; m_lastUpdateSent = false; - if (m_rotationalVelocity.IsIdentical(pv, 0.2f)) + if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) return pv; return m_rotationalVelocity; @@ -557,7 +556,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin set { m_buoyancy = value; } } - public override PhysicsVector PIDTarget { set { m_PIDTarget = value; ; } } + public override Vector3 PIDTarget { set { m_PIDTarget = value; ; } } public override bool PIDActive { set { m_usePID = value; } } public override float PIDTau { set { m_PIDTau = value; } } @@ -567,20 +566,20 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin public override float PIDHoverTau { set { m_PIDHoverTau = value; } } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { m_forcelist.Add(force); m_taintforce = true; //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { m_angularforcelist.Add(force); m_taintaddangularforce = true; } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -778,7 +777,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - if (!_position.IsIdentical(m_taintposition, 0f)) + if (!_position.ApproxEquals(m_taintposition, 0f)) { m_log.Debug("[PHYSICS]: TaintMove"); changemove(timestep); @@ -796,7 +795,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } // - if (!_size.IsIdentical(m_taintsize, 0)) + if (!_size.ApproxEquals(m_taintsize, 0f)) { m_log.Debug("[PHYSICS]: TaintSize"); changesize(timestep); @@ -820,7 +819,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin m_log.Debug("[PHYSICS]: TaintAngularForce"); changeAddAngularForce(timestep); } - if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f)) + if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) { m_log.Debug("[PHYSICS]: TaintTorque"); changeSetTorque(timestep); @@ -835,7 +834,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin m_log.Debug("[PHYSICS]: TaintSelected"); changeSelectedStatus(timestep); } - if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f)) + if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) { m_log.Debug("[PHYSICS]: TaintVelocity"); changevelocity(timestep); @@ -849,7 +848,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { changefloatonwater(timestep); } - if (!m_angularlock.IsIdentical(m_taintAngularLock, 0)) + if (!m_angularlock.ApproxEquals(m_taintAngularLock, 0)) { m_log.Debug("[PHYSICS]: TaintAngularLock"); changeAngularLock(timestep); @@ -1012,7 +1011,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { if (_parent_scene.needsMeshing(_pbs)) { - ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity); + ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); // createmesh returns null when it doesn't mesh. CreateGeom(IntPtr.Zero, _mesh); } @@ -1029,7 +1028,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin return _parent_scene.needsMeshing(_pbs); } - internal void ProcessGeomCreationAsTriMesh(PhysicsVector positionOffset, Quaternion orientation) + internal void ProcessGeomCreationAsTriMesh(Vector3 positionOffset, Quaternion orientation) { // Don't need to re-enable body.. it's done in SetMesh float meshlod = _parent_scene.meshSculptLOD; @@ -1038,7 +1037,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin meshlod = _parent_scene.MeshSculptphysicalLOD; IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); - if (!positionOffset.IsIdentical(PhysicsVector.Zero, 0.001f) || orientation != Quaternion.Identity) + if (!positionOffset.ApproxEquals(Vector3.Zero, 0.001f) || orientation != Quaternion.Identity) { float[] xyz = new float[3]; @@ -1202,7 +1201,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //m_log.Info("[PHYSICS]: dequeing forcelist"); if (IsPhysical) { - PhysicsVector iforce = new PhysicsVector(); + Vector3 iforce = Vector3.Zero; for (int i = 0; i < m_forcelist.Count; i++) { iforce = iforce + m_forcelist[i]; @@ -1237,7 +1236,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //m_log.Info("[PHYSICS]: dequeing forcelist"); if (IsPhysical) { - PhysicsVector iforce = new PhysicsVector(); + Vector3 iforce = Vector3.Zero; for (int i = 0; i < m_angularforcelist.Count; i++) { iforce = iforce + m_angularforcelist[i]; @@ -1276,7 +1275,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } } - m_taintTorque = new PhysicsVector(0, 0, 0); + m_taintTorque = Vector3.Zero; } private void changedisable(float timestep) @@ -1317,7 +1316,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //resetCollisionAccounting(); } - m_taintVelocity = PhysicsVector.Zero; + m_taintVelocity = Vector3.Zero; } private void changelink(float timestep) @@ -1361,7 +1360,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin if (m_taintparent != null) { - m_taintparent.Position.Z = m_taintparent.Position.Z + 0.02f; + Vector3 taintparentPosition = m_taintparent.Position; + taintparentPosition.Z = m_taintparent.Position.Z + 0.02f; + m_taintparent.Position = taintparentPosition; _parent_scene.AddPhysicsActorTaint(m_taintparent); } } @@ -1382,7 +1383,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { if (_parent == null) { - if (!m_taintAngularLock.IsIdentical(new PhysicsVector(1f, 1f, 1f), 0)) + if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) { //d.BodySetFiniteRotationMode(Body, 0); //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); @@ -1395,7 +1396,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - m_angularlock = new PhysicsVector(m_taintAngularLock.X, m_taintAngularLock.Y, m_taintAngularLock.Z); + m_angularlock = m_taintAngularLock; } #endregion @@ -1460,17 +1461,17 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin // TODO: NEED btVector3 for Linear Velocity // NEED btVector3 for Position - PhysicsVector pos = new PhysicsVector(_position.X, _position.Y, _position.Z); //TODO: Insert values gotten from bullet - PhysicsVector vel = new PhysicsVector(_velocity.X, _velocity.Y, _velocity.Z); + Vector3 pos = _position; //TODO: Insert values gotten from bullet + Vector3 vel = _velocity; _target_velocity = - new PhysicsVector( + 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 (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) + if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) { /* TODO: Do Bullet equiv @@ -1512,8 +1513,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { PID_G = m_PIDTau + 1; } - PhysicsVector pos = new PhysicsVector(0, 0, 0); //TODO: Insert values gotten from bullet - PhysicsVector vel = new PhysicsVector(0, 0, 0); + Vector3 pos = Vector3.Zero; //TODO: Insert values gotten from bullet + Vector3 vel = Vector3.Zero; // determine what our target height really is based on HoverType switch (m_PIDHoverType) @@ -1545,13 +1546,13 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin _target_velocity = - new PhysicsVector(0.0f, 0.0f, + 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.IsIdentical(PhysicsVector.Zero, 0.1f)) + if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) { /* TODO: Do Bullet Equiv @@ -1626,8 +1627,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin else { if (m_zeroPosition == null) - m_zeroPosition = new PhysicsVector(0, 0, 0); - m_zeroPosition.setValues(_position.X, _position.Y, _position.Z); + m_zeroPosition = Vector3.Zero; + m_zeroPosition = _position; return; } } @@ -2177,7 +2178,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //if (hasTrimesh) //{ - ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity); + ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); // createmesh returns null when it doesn't mesh. /* @@ -2197,11 +2198,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { if (chld == null) continue; - PhysicsVector offset = chld.Position - Position; + Vector3 offset = chld.Position - Position; Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); pos *= Quaternion.Inverse(Orientation); //pos *= Orientation; - offset.setValues(pos.X, pos.Y, pos.Z); + offset = pos; chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); _mesh.Append(chld._mesh); @@ -2433,7 +2434,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin m_collisionscore = 0; m_disabled = false; // The body doesn't already have a finite rotation mode set here - if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) + if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) { // TODO: Create Angular Motor on Axis Lock! } @@ -2447,7 +2448,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { if (_parent == null) { - PhysicsVector pv = new PhysicsVector(0, 0, 0); + Vector3 pv = Vector3.Zero; bool lastZeroFlag = _zeroFlag; if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) tempPosition3.Dispose(); @@ -2471,10 +2472,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel - _torque.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), + _torque = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), tempAngularVelocity1.getZ()); - PhysicsVector l_position = new PhysicsVector(); - Quaternion l_orientation = new Quaternion(); + Vector3 l_position = Vector3.Zero; + Quaternion l_orientation = Quaternion.Identity; m_lastposition = _position; m_lastorientation = _orientation; @@ -2598,20 +2599,18 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin _velocity.Z = tempLinearVelocity1.getZ(); _acceleration = ((_velocity - m_lastVelocity) / 0.1f); - _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, + _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); - if (_velocity.IsIdentical(pv, 0.5f)) + if (_velocity.ApproxEquals(pv, 0.5f)) { m_rotationalVelocity = pv; } else { - - m_rotationalVelocity.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), - tempAngularVelocity1.getZ()); + m_rotationalVelocity = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), tempAngularVelocity1.getZ()); } //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); @@ -2665,7 +2664,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin m_taintremove = true; } - internal void EnableAxisMotor(PhysicsVector axislock) + internal void EnableAxisMotor(Vector3 axislock) { if (m_aMotor != null) DisableAxisMotor(); diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs index 18d4bab..9e048ab 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs @@ -139,7 +139,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { BulletDotNETCharacter chr = new BulletDotNETCharacter(avName, this, position, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, @@ -177,14 +177,14 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation, + private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) { - PhysicsVector pos = new PhysicsVector(position.X, position.Y, position.Z); + Vector3 pos = position; //pos.X = position.X; //pos.Y = position.Y; //pos.Z = position.Z; - PhysicsVector siz = new PhysicsVector(); + Vector3 siz = Vector3.Zero; siz.X = size.X; siz.Y = size.Y; siz.Z = size.Z; @@ -201,12 +201,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin return newPrim; } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation) { return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation, bool isPhysical) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical) { PhysicsActor result; IMesh mesh = null; diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs index abed8df..cbe73bb 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs @@ -52,14 +52,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); //Vector3 - public static Vector3 PhysicsVectorToXnaVector3(PhysicsVector physicsVector) + public static Vector3 PhysicsVectorToXnaVector3(OpenMetaverse.Vector3 physicsVector) { return new Vector3(physicsVector.X, physicsVector.Y, physicsVector.Z); } - public static PhysicsVector XnaVector3ToPhysicsVector(Vector3 xnaVector3) + public static OpenMetaverse.Vector3 XnaVector3ToPhysicsVector(Vector3 xnaVector3) { - return new PhysicsVector(xnaVector3.X, xnaVector3.Y, xnaVector3.Z); + return new OpenMetaverse.Vector3(xnaVector3.X, xnaVector3.Y, xnaVector3.Z); } //Quaternion @@ -349,7 +349,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin vertexBase = new Vector3[iVertexCount]; for (int i = 0; i < iVertexCount; i++) { - PhysicsVector v = mesh.getVertexList()[i]; + OpenMetaverse.Vector3 v = mesh.getVertexList()[i]; if (v != null) // Note, null has special meaning. See meshing code for details vertexBase[i] = BulletXMaths.PhysicsVectorToXnaVector3(v); else @@ -392,7 +392,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin private int preCheckCollision(BulletXActor actA, Vector3 vNormal, float fDist) { float fstartSide; - PhysicsVector v = actA.Position; + OpenMetaverse.Vector3 v = actA.Position; Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v); fstartSide = Vector3.Dot(vNormal, v3) - fDist; @@ -404,7 +404,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin { Vector3 perPlaneNormal; float fPerPlaneDist; - PhysicsVector v = actA.Position; + OpenMetaverse.Vector3 v = actA.Position; Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v); //check AB Vector3 v1; @@ -573,9 +573,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin } - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + public override PhysicsActor AddAvatar(string avName, OpenMetaverse.Vector3 position, OpenMetaverse.Vector3 size, bool isFlying) { - PhysicsVector pos = new PhysicsVector(); + OpenMetaverse.Vector3 pos = OpenMetaverse.Vector3.Zero; pos.X = position.X; pos.Y = position.Y; pos.Z = position.Z + 20; @@ -611,14 +611,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin } } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, OpenMetaverse.Quaternion rotation) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position, + OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation) { return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, OpenMetaverse.Quaternion rotation, bool isPhysical) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position, + OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, bool isPhysical) { PhysicsActor result; @@ -645,7 +645,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin return result; } - public PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, OpenMetaverse.Quaternion rotation, + public PhysicsActor AddPrim(String name, OpenMetaverse.Vector3 position, OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) { BulletXPrim newPrim = null; @@ -879,12 +879,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin { protected bool flying = false; protected bool _physical = false; - protected PhysicsVector _position; - protected PhysicsVector _velocity; - protected PhysicsVector _size; - protected PhysicsVector _acceleration; + protected OpenMetaverse.Vector3 _position; + protected OpenMetaverse.Vector3 _velocity; + protected OpenMetaverse.Vector3 _size; + protected OpenMetaverse.Vector3 _acceleration; protected OpenMetaverse.Quaternion _orientation; - protected PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; + protected OpenMetaverse.Vector3 m_rotationalVelocity; protected RigidBody rigidBody; protected int m_PhysicsActorType; private Boolean iscolliding = false; @@ -900,7 +900,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin get { return false; } } - public override PhysicsVector Position + public override OpenMetaverse.Vector3 Position { get { return _position; } set @@ -913,13 +913,13 @@ namespace OpenSim.Region.Physics.BulletXPlugin } } - public override PhysicsVector RotationalVelocity + public override OpenMetaverse.Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } } - public override PhysicsVector Velocity + public override OpenMetaverse.Vector3 Velocity { get { return _velocity; } set @@ -934,7 +934,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } else { - _velocity = new PhysicsVector(); + _velocity = OpenMetaverse.Vector3.Zero; } } } @@ -944,7 +944,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin get { return 0f; } set { } } - public override PhysicsVector Size + public override OpenMetaverse.Vector3 Size { get { return _size; } set @@ -956,9 +956,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin } } - public override PhysicsVector Force + public override OpenMetaverse.Vector3 Force { - get { return PhysicsVector.Zero; } + get { return OpenMetaverse.Vector3.Zero; } set { return; } } @@ -973,7 +973,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, OpenMetaverse.Vector3 value) { } @@ -988,14 +988,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin } - public override PhysicsVector CenterOfMass + public override OpenMetaverse.Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return OpenMetaverse.Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override OpenMetaverse.Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return OpenMetaverse.Vector3.Zero; } } public override PrimitiveBaseShape Shape @@ -1009,7 +1009,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin set { return; } } - public override PhysicsVector Acceleration + public override OpenMetaverse.Vector3 Acceleration { get { return _acceleration; } } @@ -1036,7 +1036,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(OpenMetaverse.Vector3 axis) { } @@ -1129,7 +1129,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin set { return; } } - public virtual void SetAcceleration(PhysicsVector accel) + public virtual void SetAcceleration(OpenMetaverse.Vector3 accel) { lock (BulletXScene.BulletXLock) { @@ -1143,19 +1143,19 @@ namespace OpenSim.Region.Physics.BulletXPlugin set { } } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce) { } - public override PhysicsVector Torque + public override OpenMetaverse.Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return OpenMetaverse.Vector3.Zero; } set { return; } } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(OpenMetaverse.Vector3 force, bool pushforce) { } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(OpenMetaverse.Vector3 momentum) { } @@ -1174,7 +1174,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin Translate(_position); } - protected internal void Translate(PhysicsVector _newPos) + protected internal void Translate(OpenMetaverse.Vector3 _newPos) { Vector3 _translation; _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition; @@ -1186,7 +1186,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin Speed(_velocity); } - protected internal void Speed(PhysicsVector _newSpeed) + protected internal void Speed(OpenMetaverse.Vector3 _newSpeed) { Vector3 _speed; _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed); @@ -1212,7 +1212,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin ReSize(_size); } - protected internal virtual void ReSize(PhysicsVector _newSize) + protected internal virtual void ReSize(OpenMetaverse.Vector3 _newSize) { } @@ -1227,7 +1227,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin { } - public override PhysicsVector PIDTarget { set { return; } } + public override OpenMetaverse.Vector3 PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } @@ -1256,19 +1256,19 @@ namespace OpenSim.Region.Physics.BulletXPlugin /// public class BulletXCharacter : BulletXActor { - public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos) + public BulletXCharacter(BulletXScene parent_scene, OpenMetaverse.Vector3 pos) : this(String.Empty, parent_scene, pos) { } - public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos) - : this(avName, parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(), + public BulletXCharacter(String avName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos) + : this(avName, parent_scene, pos, OpenMetaverse.Vector3.Zero, OpenMetaverse.Vector3.Zero, OpenMetaverse.Vector3.Zero, OpenMetaverse.Quaternion.Identity) { } - public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, - PhysicsVector size, PhysicsVector acceleration, OpenMetaverse.Quaternion orientation) + public BulletXCharacter(String avName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 velocity, + OpenMetaverse.Vector3 size, OpenMetaverse.Vector3 acceleration, OpenMetaverse.Quaternion orientation) : base(avName) { //This fields will be removed. They're temporal @@ -1323,25 +1323,25 @@ namespace OpenSim.Region.Physics.BulletXPlugin set { return; } } - public override PhysicsVector Position + public override OpenMetaverse.Vector3 Position { get { return base.Position; } set { base.Position = value; } } - public override PhysicsVector Velocity + public override OpenMetaverse.Vector3 Velocity { get { return base.Velocity; } set { base.Velocity = value; } } - public override PhysicsVector Size + public override OpenMetaverse.Vector3 Size { get { return base.Size; } set { base.Size = value; } } - public override PhysicsVector Acceleration + public override OpenMetaverse.Vector3 Acceleration { get { return base.Acceleration; } } @@ -1370,17 +1370,17 @@ namespace OpenSim.Region.Physics.BulletXPlugin set { base.Kinematic = value; } } - public override void SetAcceleration(PhysicsVector accel) + public override void SetAcceleration(OpenMetaverse.Vector3 accel) { base.SetAcceleration(accel); } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce) { base.AddForce(force, pushforce); } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(OpenMetaverse.Vector3 momentum) { base.SetMomentum(momentum); } @@ -1430,7 +1430,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin m.Translation = v3; rigidBody.WorldTransform = m; //When an Avie touch the ground it's vertical velocity it's reduced to ZERO - Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); + Speed(new OpenMetaverse.Vector3(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); } } @@ -1452,7 +1452,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin //For now all prims have the same density, all prims are made of water. Be water my friend! :D private const float _density = 1000.0f; private BulletXScene _parent_scene; - private PhysicsVector m_prev_position = new PhysicsVector(0, 0, 0); + private OpenMetaverse.Vector3 m_prev_position; private bool m_lastUpdateSent = false; //added by jed zhu private IMesh _mesh; @@ -1460,17 +1460,17 @@ namespace OpenSim.Region.Physics.BulletXPlugin - public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, + public BulletXPrim(String primName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) : this( - primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs, + primName, parent_scene, pos, OpenMetaverse.Vector3.Zero, size, OpenMetaverse.Vector3.Zero, rotation, mesh, pbs, isPhysical) { } - public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, - PhysicsVector size, - PhysicsVector acceleration, OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, + public BulletXPrim(String primName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 velocity, + OpenMetaverse.Vector3 size, + OpenMetaverse.Vector3 acceleration, OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) : base(primName) { @@ -1481,7 +1481,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin _position = pos; _physical = isPhysical; - _velocity = _physical ? velocity : new PhysicsVector(); + _velocity = _physical ? velocity : OpenMetaverse.Vector3.Zero; _size = size; _acceleration = acceleration; _orientation = rotation; @@ -1497,19 +1497,19 @@ namespace OpenSim.Region.Physics.BulletXPlugin set { return; } } - public override PhysicsVector Position + public override OpenMetaverse.Vector3 Position { get { return base.Position; } set { base.Position = value; } } - public override PhysicsVector Velocity + public override OpenMetaverse.Vector3 Velocity { get { return base.Velocity; } set { base.Velocity = value; } } - public override PhysicsVector Size + public override OpenMetaverse.Vector3 Size { get { return _size; } set @@ -1522,7 +1522,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } } - public override PhysicsVector Acceleration + public override OpenMetaverse.Vector3 Acceleration { get { return base.Acceleration; } } @@ -1583,7 +1583,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin set { base.Kinematic = value; } } - public override void SetAcceleration(PhysicsVector accel) + public override void SetAcceleration(OpenMetaverse.Vector3 accel) { lock (BulletXScene.BulletXLock) { @@ -1591,12 +1591,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin } } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce) { base.AddForce(force,pushforce); } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(OpenMetaverse.Vector3 momentum) { base.SetMomentum(momentum); } @@ -1613,7 +1613,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin //When a Prim touch the ground it's vertical velocity it's reduced to ZERO //Static objects don't have linear velocity if (_physical) - Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); + Speed(new OpenMetaverse.Vector3(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); } } @@ -1632,7 +1632,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin { if (!m_lastUpdateSent) { - _velocity = new PhysicsVector(0, 0, 0); + _velocity = OpenMetaverse.Vector3.Zero; base.ScheduleTerseUpdate(); m_lastUpdateSent = true; } @@ -1654,8 +1654,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin #region Methods for updating values of RigidBody - protected internal void CreateRigidBody(BulletXScene parent_scene, IMesh mesh, PhysicsVector pos, - PhysicsVector size) + protected internal void CreateRigidBody(BulletXScene parent_scene, IMesh mesh, OpenMetaverse.Vector3 pos, + OpenMetaverse.Vector3 size) { //For RigidBody Constructor. The next values might change float _linearDamping = 0.0f; @@ -1683,7 +1683,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin Vector3[] v3Vertices = new Vector3[iVertexCount]; for (int i = 0; i < iVertexCount; i++) { - PhysicsVector v = mesh.getVertexList()[i]; + OpenMetaverse.Vector3 v = mesh.getVertexList()[i]; if (v != null) // Note, null has special meaning. See meshing code for details v3Vertices[i] = BulletXMaths.PhysicsVectorToXnaVector3(v); else @@ -1709,7 +1709,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } } - protected internal void ReCreateRigidBody(PhysicsVector size) + protected internal void ReCreateRigidBody(OpenMetaverse.Vector3 size) { //There is a bug when trying to remove a rigidBody that is colliding with something.. try @@ -1729,7 +1729,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin GC.Collect(); } - protected internal override void ReSize(PhysicsVector _newSize) + protected internal override void ReSize(OpenMetaverse.Vector3 _newSize) { //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't //so i have to do it manually. That's recreating rigidbody @@ -1744,8 +1744,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin /// internal class BulletXPlanet { - private PhysicsVector _staticPosition; -// private PhysicsVector _staticVelocity; + private OpenMetaverse.Vector3 _staticPosition; +// private Vector3 _staticVelocity; // private OpenMetaverse.Quaternion _staticOrientation; private float _mass; // private BulletXScene _parentscene; @@ -1759,7 +1759,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin internal BulletXPlanet(BulletXScene parent_scene, float[] heightField) { - _staticPosition = new PhysicsVector(BulletXScene.MaxXY/2, BulletXScene.MaxXY/2, 0); + _staticPosition = new OpenMetaverse.Vector3(BulletXScene.MaxXY / 2, BulletXScene.MaxXY / 2, 0); // _staticVelocity = new PhysicsVector(); // _staticOrientation = OpenMetaverse.Quaternion.Identity; _mass = 0; //No active diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs index 1a8c948..1181b8d 100644 --- a/OpenSim/Region/Physics/Manager/IMesher.cs +++ b/OpenSim/Region/Physics/Manager/IMesher.cs @@ -28,13 +28,14 @@ using System; using System.Collections.Generic; using OpenSim.Framework; +using OpenMetaverse; namespace OpenSim.Region.Physics.Manager { public interface IMesher { - IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod); - IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical); + IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); + IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical); } public interface IVertex @@ -43,7 +44,7 @@ namespace OpenSim.Region.Physics.Manager public interface IMesh { - List getVertexList(); + List getVertexList(); int[] getIndexListAsInt(); int[] getIndexListAsIntLocked(); float[] getVertexListAsFloatLocked(); diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index 7603131..6bfdff2 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs @@ -32,8 +32,8 @@ using OpenMetaverse; namespace OpenSim.Region.Physics.Manager { - public delegate void PositionUpdate(PhysicsVector position); - public delegate void VelocityUpdate(PhysicsVector velocity); + public delegate void PositionUpdate(Vector3 position); + public delegate void VelocityUpdate(Vector3 velocity); public delegate void OrientationUpdate(Quaternion orientation); public enum ActorTypes : int @@ -106,7 +106,7 @@ namespace OpenSim.Region.Physics.Manager { public delegate void RequestTerseUpdate(); public delegate void CollisionUpdate(EventArgs e); - public delegate void OutOfBounds(PhysicsVector pos); + public delegate void OutOfBounds(Vector3 pos); // disable warning: public events #pragma warning disable 67 @@ -125,7 +125,7 @@ namespace OpenSim.Region.Physics.Manager public abstract bool Stopped { get; } - public abstract PhysicsVector Size { get; set; } + public abstract Vector3 Size { get; set; } public abstract PrimitiveBaseShape Shape { set; } @@ -144,7 +144,7 @@ namespace OpenSim.Region.Physics.Manager public abstract void delink(); - public abstract void LockAngularMotion(PhysicsVector axis); + public abstract void LockAngularMotion(Vector3 axis); public virtual void RequestPhysicsterseUpdate() { @@ -159,7 +159,7 @@ namespace OpenSim.Region.Physics.Manager } } - public virtual void RaiseOutOfBounds(PhysicsVector pos) + public virtual void RaiseOutOfBounds(Vector3 pos) { // Make a temporary copy of the event to avoid possibility of // a race condition if the last subscriber unsubscribes @@ -187,23 +187,23 @@ namespace OpenSim.Region.Physics.Manager } - public abstract PhysicsVector Position { get; set; } + public abstract Vector3 Position { get; set; } public abstract float Mass { get; } - public abstract PhysicsVector Force { get; set; } + public abstract Vector3 Force { get; set; } public abstract int VehicleType { get; set; } public abstract void VehicleFloatParam(int param, float value); - public abstract void VehicleVectorParam(int param, PhysicsVector value); + public abstract void VehicleVectorParam(int param, Vector3 value); public abstract void VehicleRotationParam(int param, Quaternion rotation); public abstract void SetVolumeDetect(int param); // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more - public abstract PhysicsVector GeometricCenter { get; } - public abstract PhysicsVector CenterOfMass { get; } - public abstract PhysicsVector Velocity { get; set; } - public abstract PhysicsVector Torque { get; set; } + public abstract Vector3 GeometricCenter { get; } + public abstract Vector3 CenterOfMass { get; } + public abstract Vector3 Velocity { get; set; } + public abstract Vector3 Torque { get; set; } public abstract float CollisionScore { get; set;} - public abstract PhysicsVector Acceleration { get; } + public abstract Vector3 Acceleration { get; } public abstract Quaternion Orientation { get; set; } public abstract int PhysicsActorType { get; set; } public abstract bool IsPhysical { get; set; } @@ -214,12 +214,12 @@ namespace OpenSim.Region.Physics.Manager public abstract bool CollidingGround { get; set; } public abstract bool CollidingObj { get; set; } public abstract bool FloatOnWater { set; } - public abstract PhysicsVector RotationalVelocity { get; set; } + public abstract Vector3 RotationalVelocity { get; set; } public abstract bool Kinematic { get; set; } public abstract float Buoyancy { get; set; } // Used for MoveTo - public abstract PhysicsVector PIDTarget { set;} + public abstract Vector3 PIDTarget { set; } public abstract bool PIDActive { set;} public abstract float PIDTau { set; } @@ -231,9 +231,9 @@ namespace OpenSim.Region.Physics.Manager public abstract float PIDHoverTau { set;} - public abstract void AddForce(PhysicsVector force, bool pushforce); - public abstract void AddAngularForce(PhysicsVector force, bool pushforce); - public abstract void SetMomentum(PhysicsVector momentum); + public abstract void AddForce(Vector3 force, bool pushforce); + public abstract void AddAngularForce(Vector3 force, bool pushforce); + public abstract void SetMomentum(Vector3 momentum); public abstract void SubscribeEvents(int ms); public abstract void UnSubscribeEvents(); public abstract bool SubscribedEvents(); @@ -246,9 +246,9 @@ namespace OpenSim.Region.Physics.Manager get{ return false; } } - public override PhysicsVector Position + public override Vector3 Position { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -296,9 +296,9 @@ namespace OpenSim.Region.Physics.Manager set { return; } } - public override PhysicsVector Size + public override Vector3 Size { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -307,9 +307,9 @@ namespace OpenSim.Region.Physics.Manager get { return 0f; } } - public override PhysicsVector Force + public override Vector3 Force { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -324,7 +324,7 @@ namespace OpenSim.Region.Physics.Manager } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -344,14 +344,14 @@ namespace OpenSim.Region.Physics.Manager } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } public override PrimitiveBaseShape Shape @@ -359,15 +359,15 @@ namespace OpenSim.Region.Physics.Manager set { return; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -387,9 +387,9 @@ namespace OpenSim.Region.Physics.Manager set { } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } public override bool IsPhysical @@ -436,26 +436,26 @@ namespace OpenSim.Region.Physics.Manager { } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } - public override PhysicsVector PIDTarget { set { return; } } + public override Vector3 PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } @@ -464,7 +464,7 @@ namespace OpenSim.Region.Physics.Manager public override PIDHoverType PIDHoverType { set { return; } } public override float PIDHoverTau { set { return; } } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } diff --git a/OpenSim/Region/Physics/Manager/PhysicsJoint.cs b/OpenSim/Region/Physics/Manager/PhysicsJoint.cs index f463597..b685d04 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsJoint.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsJoint.cs @@ -44,7 +44,7 @@ namespace OpenSim.Region.Physics.Manager public PhysicsJointType Type; public string RawParams; public List BodyNames = new List(); - public PhysicsVector Position; // global coords + public Vector3 Position; // global coords public Quaternion Rotation; // global coords public string ObjectNameInScene; // proxy object in scene that represents the joint position/orientation public string TrackedBodyName; // body name that this joint is attached to (ObjectNameInScene will follow TrackedBodyName) diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 6dd26bb..bb0d18e 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs @@ -64,23 +64,23 @@ namespace OpenSim.Region.Physics.Manager public abstract void Initialise(IMesher meshmerizer, IConfigSource config); - public abstract PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying); + public abstract PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying); public abstract void RemoveAvatar(PhysicsActor actor); public abstract void RemovePrim(PhysicsActor prim); - public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation); //To be removed - public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation, bool isPhysical); + public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation); //To be removed + public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical); public virtual bool SupportsNINJAJoints { get { return false; } } - public virtual PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, PhysicsVector position, + public virtual PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position, Quaternion rotation, string parms, List bodyNames, string trackedBodyName, Quaternion localRotation) { return null; } @@ -129,11 +129,11 @@ namespace OpenSim.Region.Physics.Manager } } - public virtual PhysicsVector GetJointAnchor(PhysicsJoint joint) - { return null; } + public virtual Vector3 GetJointAnchor(PhysicsJoint joint) + { return Vector3.Zero; } - public virtual PhysicsVector GetJointAxis(PhysicsJoint joint) - { return null; } + public virtual Vector3 GetJointAxis(PhysicsJoint joint) + { return Vector3.Zero; } public abstract void AddPhysicsActorTaint(PhysicsActor prim); @@ -212,7 +212,7 @@ namespace OpenSim.Region.Physics.Manager // Does nothing right now } - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position); return PhysicsActor.Null; @@ -231,21 +231,21 @@ namespace OpenSim.Region.Physics.Manager } /* - public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation) + public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) { m_log.InfoFormat("NullPhysicsScene : AddPrim({0},{1})", position, size); return PhysicsActor.Null; } */ - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation) //To be removed + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation) //To be removed { return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation, bool isPhysical) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical) { m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size); return PhysicsActor.Null; diff --git a/OpenSim/Region/Physics/Manager/PhysicsSensor.cs b/OpenSim/Region/Physics/Manager/PhysicsSensor.cs index 090ad52..f480d71 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsSensor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsSensor.cs @@ -27,6 +27,7 @@ using System; using System.Timers; +using OpenMetaverse; namespace OpenSim.Region.Physics.Manager { @@ -46,7 +47,7 @@ namespace OpenSim.Region.Physics.Manager { get { return new NullPhysicsSensor(); } } - public abstract PhysicsVector Position {get; set;} + public abstract Vector3 Position { get; set; } public abstract void TimerCallback (object obj, ElapsedEventArgs eea); public abstract float radianarc {get; set;} public abstract string targetname {get; set;} @@ -58,9 +59,9 @@ namespace OpenSim.Region.Physics.Manager public class NullPhysicsSensor : PhysicsSensor { - public override PhysicsVector Position + public override Vector3 Position { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } public override void TimerCallback(object obj, ElapsedEventArgs eea) diff --git a/OpenSim/Region/Physics/Manager/PhysicsVector.cs b/OpenSim/Region/Physics/Manager/PhysicsVector.cs index d6f4d0d..f60a636 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsVector.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsVector.cs @@ -29,24 +29,24 @@ using System; namespace OpenSim.Region.Physics.Manager { - public class PhysicsVector + /*public class PhysicsVector { public float X; public float Y; public float Z; - public PhysicsVector() + public Vector3() { } - public PhysicsVector(float x, float y, float z) + public Vector3(float x, float y, float z) { X = x; Y = y; Z = z; } - public PhysicsVector(PhysicsVector pv) : this(pv.X, pv.Y, pv.Z) + public Vector3(Vector3 pv) : this(pv.X, pv.Y, pv.Z) { } @@ -115,17 +115,17 @@ namespace OpenSim.Region.Physics.Manager } // Operations - public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b) + public static PhysicsVector operator +(Vector3 a, Vector3 b) { return new PhysicsVector(a.X + b.X, a.Y + b.Y, a.Z + b.Z); } - public static PhysicsVector operator -(PhysicsVector a, PhysicsVector b) + public static PhysicsVector operator -(Vector3 a, Vector3 b) { return new PhysicsVector(a.X - b.X, a.Y - b.Y, a.Z - b.Z); } - public static PhysicsVector cross(PhysicsVector a, PhysicsVector b) + public static PhysicsVector cross(Vector3 a, Vector3 b) { return new PhysicsVector(a.Y*b.Z - a.Z*b.Y, a.Z*b.X - a.X*b.Z, a.X*b.Y - a.Y*b.X); } @@ -135,7 +135,7 @@ namespace OpenSim.Region.Physics.Manager return (float) Math.Sqrt(X*X + Y*Y + Z*Z); } - public static float GetDistanceTo(PhysicsVector a, PhysicsVector b) + public static float GetDistanceTo(Vector3 a, Vector3 b) { float dx = a.X - b.X; float dy = a.Y - b.Y; @@ -143,22 +143,22 @@ namespace OpenSim.Region.Physics.Manager return (float) Math.Sqrt(dx * dx + dy * dy + dz * dz); } - public static PhysicsVector operator /(PhysicsVector v, float f) + public static PhysicsVector operator /(Vector3 v, float f) { return new PhysicsVector(v.X/f, v.Y/f, v.Z/f); } - public static PhysicsVector operator *(PhysicsVector v, float f) + public static PhysicsVector operator *(Vector3 v, float f) { return new PhysicsVector(v.X*f, v.Y*f, v.Z*f); } - public static PhysicsVector operator *(float f, PhysicsVector v) + public static PhysicsVector operator *(float f, Vector3 v) { return v*f; } - public static bool isFinite(PhysicsVector v) + public static bool isFinite(Vector3 v) { if (v == null) return false; @@ -172,7 +172,7 @@ namespace OpenSim.Region.Physics.Manager return true; } - public virtual bool IsIdentical(PhysicsVector v, float tolerance) + public virtual bool IsIdentical(Vector3 v, float tolerance) { PhysicsVector diff = this - v; float d = diff.length(); @@ -182,5 +182,5 @@ namespace OpenSim.Region.Physics.Manager return false; } - } + }*/ } diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs index 81eeed2..e6e75f9 100644 --- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs +++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs @@ -27,6 +27,7 @@ using System; using OpenSim.Framework; +using OpenMetaverse; /* * This is the zero mesher. @@ -60,12 +61,12 @@ namespace OpenSim.Region.Physics.Manager public class ZeroMesher : IMesher { - public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod) + public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) { return CreateMesh(primName, primShape, size, lod, false); } - public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical) + public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) { // Remove the reference to the encoded JPEG2000 data so it can be GCed primShape.SculptData = OpenMetaverse.Utils.EmptyBytes; diff --git a/OpenSim/Region/Physics/Meshing/HelperTypes.cs b/OpenSim/Region/Physics/Meshing/HelperTypes.cs index 232245f..8cd8dcf 100644 --- a/OpenSim/Region/Physics/Meshing/HelperTypes.cs +++ b/OpenSim/Region/Physics/Meshing/HelperTypes.cs @@ -33,30 +33,52 @@ using OpenMetaverse; using OpenSim.Region.Physics.Manager; using OpenSim.Region.Physics.Meshing; -public class Vertex : PhysicsVector, IComparable +public class Vertex : IComparable { + Vector3 vector; + + public float X + { + get { return vector.X; } + set { vector.X = value; } + } + + public float Y + { + get { return vector.Y; } + set { vector.Y = value; } + } + + public float Z + { + get { return vector.Z; } + set { vector.Z = value; } + } + public Vertex(float x, float y, float z) - : base(x, y, z) { + vector.X = x; + vector.Y = y; + vector.Z = z; } public Vertex normalize() { - float tlength = length(); - if (tlength != 0) + float tlength = vector.Length(); + if (tlength != 0f) { float mul = 1.0f / tlength; - return new Vertex(X * mul, Y * mul, Z * mul); + return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul); } else { - return new Vertex(0, 0, 0); + return new Vertex(0f, 0f, 0f); } } public Vertex cross(Vertex v) { - return new Vertex(Y * v.Z - Z * v.Y, Z * v.X - X * v.Z, X * v.Y - Y * v.X); + return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X); } // disable warning: mono compiler moans about overloading @@ -160,9 +182,9 @@ public class Vertex : PhysicsVector, IComparable return X * v.X + Y * v.Y + Z * v.Z; } - public Vertex(PhysicsVector v) - : base(v.X, v.Y, v.Z) + public Vertex(Vector3 v) { + vector = v; } public Vertex Clone() @@ -175,11 +197,15 @@ public class Vertex : PhysicsVector, IComparable return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f); } + public float Length() + { + return vector.Length(); + } public virtual bool Equals(Vertex v, float tolerance) { - PhysicsVector diff = this - v; - float d = diff.length(); + Vertex diff = this - v; + float d = diff.Length(); if (d < tolerance) return true; @@ -369,22 +395,22 @@ public class Triangle return s1 + ";" + s2 + ";" + s3; } - public PhysicsVector getNormal() + public Vector3 getNormal() { // Vertices // Vectors for edges - PhysicsVector e1; - PhysicsVector e2; + Vector3 e1; + Vector3 e2; - e1 = new PhysicsVector(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z); - e2 = new PhysicsVector(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z); + e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z); + e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z); // Cross product for normal - PhysicsVector n = PhysicsVector.cross(e1, e2); + Vector3 n = Vector3.Cross(e1, e2); // Length - float l = n.length(); + float l = n.Length(); // Normalized "normal" n = n/l; diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs index e8a3e19..f781ff9 100644 --- a/OpenSim/Region/Physics/Meshing/Mesh.cs +++ b/OpenSim/Region/Physics/Meshing/Mesh.cs @@ -31,6 +31,7 @@ using System.IO; using System.Runtime.InteropServices; using OpenSim.Region.Physics.Manager; using PrimMesher; +using OpenMetaverse; namespace OpenSim.Region.Physics.Meshing { @@ -141,12 +142,12 @@ namespace OpenSim.Region.Physics.Meshing } } - public List getVertexList() + public List getVertexList() { - List result = new List(); + List result = new List(); foreach (Vertex v in m_vertices.Keys) { - result.Add(v); + result.Add(new Vector3(v.X, v.Y, v.Z)); } return result; } diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 01093e2..a90a89a 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -61,7 +61,6 @@ namespace OpenSim.Region.Physics.Meshing public class Meshmerizer : IMesher { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); // Setting baseDir to a path will enable the dumping of raw files // raw files can be imported by blender so a visual inspection of the results can be done @@ -160,7 +159,7 @@ namespace OpenSim.Region.Physics.Meshing float minZ = float.MaxValue; float maxZ = float.MinValue; - foreach (Vertex v in meshIn.getVertexList()) + foreach (Vector3 v in meshIn.getVertexList()) { if (v != null) { @@ -185,7 +184,7 @@ namespace OpenSim.Region.Physics.Meshing } - private ulong GetMeshKey(PrimitiveBaseShape pbs, PhysicsVector size, float lod) + private ulong GetMeshKey(PrimitiveBaseShape pbs, Vector3 size, float lod) { ulong hash = 5381; @@ -245,9 +244,9 @@ namespace OpenSim.Region.Physics.Meshing hash = ((hash << 5) + hash) + (ulong)((byte)c); return ((hash << 5) + hash) + (ulong)(c >> 8); } - - private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod) + + private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod) { PrimMesh primMesh; PrimMesher.SculptMesh sculptMesh; @@ -289,9 +288,6 @@ namespace OpenSim.Region.Physics.Meshing ManagedImage managedImage; // we never use this OpenJPEG.DecodeToImage(primShape.SculptData, out managedImage, out idata); - // Remove the reference to the encoded JPEG2000 data so it can be GCed - primShape.SculptData = Utils.EmptyBytes; - if (cacheSculptMaps) { try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } @@ -315,8 +311,6 @@ namespace OpenSim.Region.Physics.Meshing } } - - PrimMesher.SculptMesh.SculptType sculptType; switch ((OpenMetaverse.SculptType)primShape.SculptType) { @@ -351,7 +345,6 @@ namespace OpenSim.Region.Physics.Meshing coords = sculptMesh.coords; faces = sculptMesh.faces; } - else { float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f; @@ -466,6 +459,8 @@ namespace OpenSim.Region.Physics.Meshing faces = primMesh.faces; } + // Remove the reference to any JPEG2000 sculpt data so it can be GCed + primShape.SculptData = Utils.EmptyBytes; int numCoords = coords.Count; int numFaces = faces.Count; @@ -488,12 +483,12 @@ namespace OpenSim.Region.Physics.Meshing return mesh; } - public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod) + public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) { return CreateMesh(primName, primShape, size, lod, false); } - public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical) + public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) { Mesh mesh = null; ulong key = 0; diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 71ace16..c86bc62 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -68,15 +68,15 @@ namespace OpenSim.Region.Physics.OdePlugin { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - private PhysicsVector _position; + private Vector3 _position; private d.Vector3 _zeroPosition; // private d.Matrix3 m_StandUpRotation; private bool _zeroFlag = false; private bool m_lastUpdateSent = false; - private PhysicsVector _velocity; - private PhysicsVector _target_velocity; - private PhysicsVector _acceleration; - private PhysicsVector m_rotationalVelocity; + private Vector3 _velocity; + private Vector3 _target_velocity; + private Vector3 _acceleration; + private Vector3 m_rotationalVelocity; private float m_mass = 80f; public float m_density = 60f; private bool m_pidControllerActive = true; @@ -99,7 +99,7 @@ namespace OpenSim.Region.Physics.OdePlugin private bool m_hackSentFall = false; private bool m_hackSentFly = false; private int m_requestedUpdateFrequency = 0; - private PhysicsVector m_taintPosition = new PhysicsVector(0, 0, 0); + private Vector3 m_taintPosition = Vector3.Zero; public uint m_localID = 0; public bool m_returnCollisions = false; // taints and their non-tainted counterparts @@ -143,22 +143,17 @@ namespace OpenSim.Region.Physics.OdePlugin public UUID m_uuid; public bool bad = false; - public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) + public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) { m_uuid = UUID.Random(); - // ode = dode; - _velocity = new PhysicsVector(); - _target_velocity = new PhysicsVector(); - - - if (PhysicsVector.isFinite(pos)) + if (pos.IsFinite()) { - if (pos.Z > 9999999) + if (pos.Z > 9999999f) { pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } - if (pos.Z < -90000) + if (pos.Z < -90000f) { pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } @@ -169,15 +164,13 @@ namespace OpenSim.Region.Physics.OdePlugin } else { - _position = new PhysicsVector(((int)_parent_scene.WorldExtents.X * 0.5f), ((int)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128, 128) + 10); + _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); m_taintPosition.X = _position.X; m_taintPosition.Y = _position.Y; m_taintPosition.Z = _position.Z; m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); } - - _acceleration = new PhysicsVector(); _parent_scene = parent_scene; PID_D = pid_d; @@ -189,7 +182,6 @@ namespace OpenSim.Region.Physics.OdePlugin walkDivisor = walk_divisor; runDivisor = rundivisor; - // m_StandUpRotation = // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f, // 0.5f); @@ -205,7 +197,6 @@ namespace OpenSim.Region.Physics.OdePlugin m_isPhysical = false; // current status: no ODE information exists m_tainted_isPhysical = true; // new tainted status: need to create ODE information - _parent_scene.AddPhysicsActorTaint(this); m_name = avName; @@ -412,20 +403,20 @@ namespace OpenSim.Region.Physics.OdePlugin /// Not really a good choice unless you 'know' it's a good /// spot otherwise you're likely to orbit the avatar. /// - public override PhysicsVector Position + public override Vector3 Position { get { return _position; } set { if (Body == IntPtr.Zero || Shell == IntPtr.Zero) { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { - if (value.Z > 9999999) + if (value.Z > 9999999f) { value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } - if (value.Z < -90000) + if (value.Z < -90000f) { value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } @@ -447,7 +438,7 @@ namespace OpenSim.Region.Physics.OdePlugin } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -457,20 +448,20 @@ namespace OpenSim.Region.Physics.OdePlugin /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight /// and use it to offset landings properly /// - public override PhysicsVector Size + public override Vector3 Size { - get { return new PhysicsVector(CAPSULE_RADIUS*2, CAPSULE_RADIUS*2, CAPSULE_LENGTH); } + get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { m_pidControllerActive = true; - PhysicsVector SetSize = value; + Vector3 SetSize = value; m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f; //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); - Velocity = new PhysicsVector(0f, 0f, 0f); + Velocity = Vector3.Zero; _parent_scene.AddPhysicsActorTaint(this); } @@ -481,7 +472,7 @@ namespace OpenSim.Region.Physics.OdePlugin } } - private void AlignAvatarTiltWithCurrentDirectionOfMovement(PhysicsVector movementVector) + private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector) { movementVector.Z = 0f; float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y)); @@ -643,7 +634,7 @@ namespace OpenSim.Region.Physics.OdePlugin // (with -0..0 motor stops) falls into the terrain for reasons yet // to be comprehended in their entirety. #endregion - AlignAvatarTiltWithCurrentDirectionOfMovement(new PhysicsVector(0,0,0)); + AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero); d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f); d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f); d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f); @@ -688,7 +679,7 @@ namespace OpenSim.Region.Physics.OdePlugin } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } @@ -716,9 +707,9 @@ namespace OpenSim.Region.Physics.OdePlugin // //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); // } - public override PhysicsVector Force + public override Vector3 Force { - get { return new PhysicsVector(_target_velocity.X, _target_velocity.Y, _target_velocity.Z); } + get { return _target_velocity; } set { return; } } @@ -733,7 +724,7 @@ namespace OpenSim.Region.Physics.OdePlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -748,14 +739,14 @@ namespace OpenSim.Region.Physics.OdePlugin } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } public override PrimitiveBaseShape Shape @@ -763,18 +754,18 @@ namespace OpenSim.Region.Physics.OdePlugin set { return; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { - // There's a problem with PhysicsVector.Zero! Don't Use it Here! + // There's a problem with Vector3.Zero! Don't Use it Here! if (_zeroFlag) - return new PhysicsVector(0f, 0f, 0f); + return Vector3.Zero; m_lastUpdateSent = false; return _velocity; } set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { m_pidControllerActive = true; _target_velocity = value; @@ -786,9 +777,9 @@ namespace OpenSim.Region.Physics.OdePlugin } } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -814,12 +805,12 @@ namespace OpenSim.Region.Physics.OdePlugin } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } - public void SetAcceleration(PhysicsVector accel) + public void SetAcceleration(Vector3 accel) { m_pidControllerActive = true; _acceleration = accel; @@ -830,9 +821,9 @@ namespace OpenSim.Region.Physics.OdePlugin /// The PID controller takes this target velocity and tries to make it a reality /// /// - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { - if (PhysicsVector.isFinite(force)) + if (force.IsFinite()) { if (pushforce) { @@ -861,7 +852,7 @@ namespace OpenSim.Region.Physics.OdePlugin //m_lastUpdateSent = false; } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } @@ -870,7 +861,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// After all of the forces add up with 'add force' we apply them with doForce /// /// - public void doForce(PhysicsVector force) + public void doForce(Vector3 force) { if (!collidelock) { @@ -881,7 +872,7 @@ namespace OpenSim.Region.Physics.OdePlugin } } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -908,9 +899,9 @@ namespace OpenSim.Region.Physics.OdePlugin //PidStatus = true; d.Vector3 localpos = d.BodyGetPosition(Body); - PhysicsVector localPos = new PhysicsVector(localpos.X, localpos.Y, localpos.Z); + Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z); - if (!PhysicsVector.isFinite(localPos)) + if (!localPos.IsFinite()) { m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); @@ -946,7 +937,7 @@ namespace OpenSim.Region.Physics.OdePlugin return; } - PhysicsVector vec = new PhysicsVector(); + Vector3 vec = Vector3.Zero; d.Vector3 vel = d.BodyGetLinearVel(Body); float movementdivisor = 1f; @@ -1059,12 +1050,12 @@ namespace OpenSim.Region.Physics.OdePlugin } // end add Kitto Flora } - if (PhysicsVector.isFinite(vec)) + if (vec.IsFinite()) { doForce(vec); if (!_zeroFlag) { - AlignAvatarTiltWithCurrentDirectionOfMovement(new PhysicsVector(vec.X, vec.Y, vec.Z)); + AlignAvatarTiltWithCurrentDirectionOfMovement(vec); } } else @@ -1197,7 +1188,7 @@ namespace OpenSim.Region.Physics.OdePlugin { } - public override PhysicsVector PIDTarget { set { return; } } + public override Vector3 PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } @@ -1311,7 +1302,7 @@ namespace OpenSim.Region.Physics.OdePlugin d.GeomDestroy(Shell); AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor); - Velocity = new PhysicsVector(0f, 0f, 0f); + Velocity = Vector3.Zero; _parent_scene.geom_name_map[Shell] = m_name; _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; @@ -1325,7 +1316,7 @@ namespace OpenSim.Region.Physics.OdePlugin } } - if (!m_taintPosition.IsIdentical(_position, 0.05f)) + if (!m_taintPosition.ApproxEquals(_position, 0.05f)) { if (Body != IntPtr.Zero) { diff --git a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs index 019c78b..4a802cd 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs @@ -232,7 +232,7 @@ namespace OpenSim.Region.Physics.OdePlugin }//end ProcessFloatVehicleParam - internal void ProcessVectorVehicleParam(Vehicle pParam, PhysicsVector pValue) + internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) { switch (pParam) { diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 09c8582..5ff9d32 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -57,44 +57,43 @@ namespace OpenSim.Region.Physics.OdePlugin { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - private PhysicsVector _position; - private PhysicsVector _velocity; - private PhysicsVector _torque = new PhysicsVector(0,0,0); - private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); - private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f); + private Vector3 _position; + private Vector3 _velocity; + private Vector3 _torque; + private Vector3 m_lastVelocity; + private Vector3 m_lastposition; private Quaternion m_lastorientation = new Quaternion(); - private PhysicsVector m_rotationalVelocity; - private PhysicsVector _size; - private PhysicsVector _acceleration; + private Vector3 m_rotationalVelocity; + private Vector3 _size; + private Vector3 _acceleration; // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); private Quaternion _orientation; - private PhysicsVector m_taintposition; - private PhysicsVector m_taintsize; - private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0); - private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0); + private Vector3 m_taintposition; + private Vector3 m_taintsize; + private Vector3 m_taintVelocity; + private Vector3 m_taintTorque; private Quaternion m_taintrot; - private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f); - private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f); + private Vector3 m_angularlock = Vector3.One; + private Vector3 m_taintAngularLock = Vector3.One; private IntPtr Amotor = IntPtr.Zero; - private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0); - // private PhysicsVector m_taintPIDTarget = new PhysicsVector(0, 0, 0); - private float m_PIDTau = 0f; + private Vector3 m_PIDTarget; + private float m_PIDTau; private float PID_D = 35f; private float PID_G = 25f; - private bool m_usePID = false; + 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 = 0f; - private float m_PIDHoverTau = 0f; - private bool m_useHoverPID = false; + + private float m_PIDHoverHeight; + private float m_PIDHoverTau; + private bool m_useHoverPID; private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; - private float m_targetHoverHeight = 0f; - private float m_groundHeight = 0f; - private float m_waterHeight = 0f; - private float m_buoyancy = 0f; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. + 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 float m_tensor = 5f; private int body_autodisable_frames = 20; @@ -105,11 +104,11 @@ namespace OpenSim.Region.Physics.OdePlugin | CollisionCategories.Body | CollisionCategories.Character ); - private bool m_taintshape = false; - private bool m_taintPhysics = false; + private bool m_taintshape; + private bool m_taintPhysics; private bool m_collidesLand = true; - private bool m_collidesWater = false; - public bool m_returnCollisions = false; + private bool m_collidesWater; + public bool m_returnCollisions; // Default we're a Geometry private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); @@ -117,85 +116,83 @@ namespace OpenSim.Region.Physics.OdePlugin // Default, Collide with Other Geometries, spaces and Bodies private CollisionCategories m_collisionFlags = m_default_collisionFlags; - public bool m_taintremove = false; - public bool m_taintdisable = false; - public bool m_disabled = false; - public bool m_taintadd = false; - public bool m_taintselected = false; - public bool m_taintCollidesWater = false; + public bool m_taintremove; + public bool m_taintdisable; + public bool m_disabled; + public bool m_taintadd; + public bool m_taintselected; + public bool m_taintCollidesWater; - public uint m_localID = 0; + public uint m_localID; //public GCHandle gc; private CollisionLocker ode; private bool m_taintforce = false; private bool m_taintaddangularforce = false; - private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f); - private List m_forcelist = new List(); - private List m_angularforcelist = new List(); + private Vector3 m_force; + private List m_forcelist = new List(); + private List m_angularforcelist = new List(); private IMesh _mesh; private PrimitiveBaseShape _pbs; private OdeScene _parent_scene; - public IntPtr m_targetSpace = (IntPtr) 0; + public IntPtr m_targetSpace = IntPtr.Zero; public IntPtr prim_geom; public IntPtr prev_geom; public IntPtr _triMeshData; - private IntPtr _linkJointGroup = (IntPtr)0; - private PhysicsActor _parent = null; - private PhysicsActor m_taintparent = null; + private IntPtr _linkJointGroup = IntPtr.Zero; + private PhysicsActor _parent; + private PhysicsActor m_taintparent; private List childrenPrim = new List(); - private bool iscolliding = false; - private bool m_isphysical = false; - private bool m_isSelected = false; + private bool iscolliding; + private bool m_isphysical; + private bool m_isSelected; - internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively + internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively - private bool m_throttleUpdates = false; - private int throttleCounter = 0; - public int m_interpenetrationcount = 0; - public float m_collisionscore = 0; - public int m_roundsUnderMotionThreshold = 0; - private int m_crossingfailures = 0; + private bool m_throttleUpdates; + private int throttleCounter; + public int m_interpenetrationcount; + public float m_collisionscore; + public int m_roundsUnderMotionThreshold; + private int m_crossingfailures; - public bool outofBounds = false; + public bool outofBounds; private float m_density = 10.000006836f; // Aluminum g/cm3; - public bool _zeroFlag = false; - private bool m_lastUpdateSent = false; + public bool _zeroFlag; + private bool m_lastUpdateSent; - public IntPtr Body = (IntPtr) 0; + public IntPtr Body = IntPtr.Zero; public String m_primName; -// private String m_primName; - private PhysicsVector _target_velocity; + private Vector3 _target_velocity; public d.Mass pMass; - public int m_eventsubscription = 0; - private CollisionEventUpdate CollisionEventsThisFrame = null; + public int m_eventsubscription; + private CollisionEventUpdate CollisionEventsThisFrame; - private IntPtr m_linkJoint = (IntPtr)0; + private IntPtr m_linkJoint = IntPtr.Zero; - public volatile bool childPrim = false; + public volatile bool childPrim; private ODEDynamics m_vehicle; internal int m_material = (int)Material.Wood; - public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size, + public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) { - _target_velocity = new PhysicsVector(0, 0, 0); m_vehicle = new ODEDynamics(); //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned); ode = dode; - _velocity = new PhysicsVector(); - if (!PhysicsVector.isFinite(pos)) + if (!pos.IsFinite()) { - pos = new PhysicsVector(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), parent_scene.GetTerrainHeightAtXY(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f)) + 0.5f); + 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.Warn("[PHYSICS]: Got nonFinite Object create Position"); } _position = pos; @@ -210,9 +207,9 @@ namespace OpenSim.Region.Physics.OdePlugin prim_geom = IntPtr.Zero; prev_geom = IntPtr.Zero; - if (!PhysicsVector.isFinite(pos)) + if (!pos.IsFinite()) { - size = new PhysicsVector(0.5f, 0.5f, 0.5f); + size = new Vector3(0.5f, 0.5f, 0.5f); m_log.Warn("[PHYSICS]: Got nonFinite Object create Size"); } @@ -222,8 +219,6 @@ namespace OpenSim.Region.Physics.OdePlugin _size = size; m_taintsize = _size; - _acceleration = new PhysicsVector(); - m_rotationalVelocity = PhysicsVector.Zero; if (!QuaternionIsFinite(rotation)) { @@ -388,7 +383,7 @@ namespace OpenSim.Region.Physics.OdePlugin m_disabled = false; // The body doesn't already have a finite rotation mode set here - if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) + if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null) { createAMotor(m_angularlock); } @@ -882,7 +877,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (prim_geom != IntPtr.Zero) { - if (!_position.IsIdentical(m_taintposition,0f)) + if (!_position.ApproxEquals(m_taintposition, 0f)) changemove(timestep); if (m_taintrot != _orientation) @@ -907,7 +902,7 @@ namespace OpenSim.Region.Physics.OdePlugin changePhysicsStatus(timestep); // - if (!_size.IsIdentical(m_taintsize,0)) + if (!_size.ApproxEquals(m_taintsize,0f)) changesize(timestep); // @@ -921,7 +916,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (m_taintaddangularforce) changeAddAngularForce(timestep); - if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f)) + if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) changeSetTorque(timestep); if (m_taintdisable) @@ -930,7 +925,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (m_taintselected != m_isSelected) changeSelectedStatus(timestep); - if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f)) + if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) changevelocity(timestep); if (m_taintparent != _parent) @@ -939,7 +934,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (m_taintCollidesWater != m_collidesWater) changefloatonwater(timestep); - if (!m_angularlock.IsIdentical(m_taintAngularLock,0)) + if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) changeAngularLock(timestep); } @@ -959,7 +954,7 @@ namespace OpenSim.Region.Physics.OdePlugin //If we have a parent then we're not authorative here if (_parent == null) { - if (!m_taintAngularLock.IsIdentical(new PhysicsVector(1f,1f,1f), 0)) + if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) { //d.BodySetFiniteRotationMode(Body, 0); //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); @@ -976,7 +971,7 @@ namespace OpenSim.Region.Physics.OdePlugin } } // Store this for later in case we get turned into a separate body - m_angularlock = new PhysicsVector(m_taintAngularLock.X, m_taintAngularLock.Y, m_taintAngularLock.Z); + m_angularlock = m_taintAngularLock; } @@ -1120,7 +1115,7 @@ namespace OpenSim.Region.Physics.OdePlugin prm.m_disabled = false; // The body doesn't already have a finite rotation mode set here - if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) + if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) { prm.createAMotor(m_angularlock); } @@ -1163,7 +1158,7 @@ namespace OpenSim.Region.Physics.OdePlugin m_disabled = false; // The body doesn't already have a finite rotation mode set here - if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) + if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) { createAMotor(m_angularlock); } @@ -1347,7 +1342,7 @@ namespace OpenSim.Region.Physics.OdePlugin m_taintshape = false; m_taintforce = false; m_taintdisable = false; - m_taintVelocity = PhysicsVector.Zero; + m_taintVelocity = Vector3.Zero; } public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh) @@ -1576,7 +1571,7 @@ Console.WriteLine(" JointCreateFixed"); //Console.WriteLine("Move " + m_primName); if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 // NON-'VEHICLES' are dealt with here - if (d.BodyIsEnabled(Body) && !m_angularlock.IsIdentical(PhysicsVector.Zero, 0.003f)) + if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f)) { d.Vector3 avel2 = d.BodyGetAngularVel(Body); if (m_angularlock.X == 1) @@ -1633,7 +1628,7 @@ Console.WriteLine(" JointCreateFixed"); d.Vector3 pos = d.BodyGetPosition(Body); _target_velocity = - new PhysicsVector( + 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) @@ -1641,7 +1636,7 @@ Console.WriteLine(" JointCreateFixed"); // if velocity is zero, use position control; otherwise, velocity control - if (_target_velocity.IsIdentical(PhysicsVector.Zero,0.1f)) + if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f)) { // keep track of where we stopped. No more slippin' & slidin' @@ -1726,13 +1721,13 @@ Console.WriteLine(" JointCreateFixed"); _target_velocity = - new PhysicsVector(0.0f, 0.0f, + 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.IsIdentical(PhysicsVector.Zero, 0.1f)) + if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) { // keep track of where we stopped. No more slippin' & slidin' @@ -1821,7 +1816,7 @@ Console.WriteLine(" JointCreateFixed"); d.BodySetQuaternion(Body, ref myrot); if (m_isphysical) { - if (!m_angularlock.IsIdentical(new PhysicsVector(1, 1, 1), 0)) + if (!m_angularlock.ApproxEquals(Vector3.One, 0f)) createAMotor(m_angularlock); } } @@ -2130,7 +2125,7 @@ Console.WriteLine(" JointCreateFixed"); //m_log.Info("[PHYSICS]: dequeing forcelist"); if (IsPhysical) { - PhysicsVector iforce = new PhysicsVector(); + Vector3 iforce = Vector3.Zero; for (int i = 0; i < m_forcelist.Count; i++) { iforce = iforce + (m_forcelist[i] * 100); @@ -2160,8 +2155,8 @@ Console.WriteLine(" JointCreateFixed"); d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); } } - - m_taintTorque = new PhysicsVector(0, 0, 0); + + m_taintTorque = Vector3.Zero; } public void changeAddAngularForce(float timestamp) @@ -2173,7 +2168,7 @@ Console.WriteLine(" JointCreateFixed"); //m_log.Info("[PHYSICS]: dequeing forcelist"); if (IsPhysical) { - PhysicsVector iforce = new PhysicsVector(); + Vector3 iforce = Vector3.Zero; for (int i = 0; i < m_angularforcelist.Count; i++) { iforce = iforce + (m_angularforcelist[i] * 100); @@ -2207,7 +2202,7 @@ Console.WriteLine(" JointCreateFixed"); //resetCollisionAccounting(); } - m_taintVelocity = PhysicsVector.Zero; + m_taintVelocity = Vector3.Zero; } public override bool IsPhysical @@ -2216,7 +2211,7 @@ Console.WriteLine(" JointCreateFixed"); set { m_isphysical = value; if (!m_isphysical) // Zero the remembered last velocity - m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); + m_lastVelocity = Vector3.Zero; } } @@ -2261,7 +2256,7 @@ Console.WriteLine(" JointCreateFixed"); get { return _zeroFlag; } } - public override PhysicsVector Position + public override Vector3 Position { get { return _position; } @@ -2270,12 +2265,12 @@ Console.WriteLine(" JointCreateFixed"); } } - public override PhysicsVector Size + public override Vector3 Size { get { return _size; } set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { _size = value; } @@ -2291,13 +2286,13 @@ Console.WriteLine(" JointCreateFixed"); get { return CalculateMass(); } } - public override PhysicsVector Force + public override Vector3 Force { - //get { return PhysicsVector.Zero; } + //get { return Vector3.Zero; } get { return m_force; } set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { m_force = value; } @@ -2319,7 +2314,7 @@ Console.WriteLine(" JointCreateFixed"); m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value); } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value); } @@ -2337,14 +2332,14 @@ Console.WriteLine(" JointCreateFixed"); } } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } public override PrimitiveBaseShape Shape @@ -2356,13 +2351,13 @@ Console.WriteLine(" JointCreateFixed"); } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { // Averate previous velocity with the new one so // client object interpolation works a 'little' better - PhysicsVector returnVelocity = new PhysicsVector(); + Vector3 returnVelocity = Vector3.Zero; returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; @@ -2370,7 +2365,7 @@ Console.WriteLine(" JointCreateFixed"); } set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { _velocity = value; @@ -2385,19 +2380,19 @@ Console.WriteLine(" JointCreateFixed"); } } - public override PhysicsVector Torque + public override Vector3 Torque { get { if (!m_isphysical || Body == IntPtr.Zero) - return new PhysicsVector(0,0,0); + return Vector3.Zero; return _torque; } set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { m_taintTorque = value; _parent_scene.AddPhysicsActorTaint(this); @@ -2449,20 +2444,20 @@ Console.WriteLine(" JointCreateFixed"); return true; } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } - public void SetAcceleration(PhysicsVector accel) + public void SetAcceleration(Vector3 accel) { _acceleration = accel; } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { - if (PhysicsVector.isFinite(force)) + if (force.IsFinite()) { m_forcelist.Add(force); m_taintforce = true; @@ -2474,9 +2469,9 @@ Console.WriteLine(" JointCreateFixed"); //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { - if (PhysicsVector.isFinite(force)) + if (force.IsFinite()) { m_angularforcelist.Add(force); m_taintaddangularforce = true; @@ -2487,23 +2482,23 @@ Console.WriteLine(" JointCreateFixed"); } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { - PhysicsVector pv = new PhysicsVector(0, 0, 0); + Vector3 pv = Vector3.Zero; if (_zeroFlag) return pv; m_lastUpdateSent = false; - if (m_rotationalVelocity.IsIdentical(pv, 0.2f)) + if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) return pv; return m_rotationalVelocity; } set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { m_rotationalVelocity = value; } @@ -2544,16 +2539,16 @@ Console.WriteLine(" JointCreateFixed"); m_taintparent = null; } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { // reverse the zero/non zero values for ODE. - if (PhysicsVector.isFinite(axis)) + 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); - m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z); + m_taintAngularLock = axis; } else { @@ -2566,7 +2561,7 @@ Console.WriteLine(" JointCreateFixed"); // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! if (_parent == null) { - PhysicsVector pv = new PhysicsVector(0, 0, 0); + Vector3 pv = Vector3.Zero; bool lastZeroFlag = _zeroFlag; if (Body != (IntPtr)0) // FIXME -> or if it is a joint { @@ -2575,9 +2570,9 @@ Console.WriteLine(" JointCreateFixed"); d.Vector3 vel = d.BodyGetLinearVel(Body); d.Vector3 rotvel = d.BodyGetAngularVel(Body); d.Vector3 torque = d.BodyGetTorque(Body); - _torque.setValues(torque.X, torque.Y, torque.Z); - PhysicsVector l_position = new PhysicsVector(); - Quaternion l_orientation = new Quaternion(); + _torque = new Vector3(torque.X, torque.Y, torque.Z); + Vector3 l_position = Vector3.Zero; + Quaternion l_orientation = Quaternion.Identity; // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } @@ -2712,16 +2707,16 @@ Console.WriteLine(" JointCreateFixed"); _velocity.Z = vel.Z; _acceleration = ((_velocity - m_lastVelocity) / 0.1f); - _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); + _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); - if (_velocity.IsIdentical(pv, 0.5f)) + if (_velocity.ApproxEquals(pv, 0.5f)) { m_rotationalVelocity = pv; } else { - m_rotationalVelocity.setValues(rotvel.X, rotvel.Y, rotvel.Z); + m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z); } //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); @@ -2769,15 +2764,15 @@ Console.WriteLine(" JointCreateFixed"); } } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } - public override PhysicsVector PIDTarget + public override Vector3 PIDTarget { set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { m_PIDTarget = value; } @@ -2793,7 +2788,7 @@ Console.WriteLine(" JointCreateFixed"); public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } public override float PIDHoverTau { set { m_PIDHoverTau = value; } } - private void createAMotor(PhysicsVector axis) + private void createAMotor(Vector3 axis) { if (Body == IntPtr.Zero) return; diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 0eb0c45..2f42646 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -684,7 +684,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// /// /// Returns which split up space the given position is in. - public string whichspaceamIin(PhysicsVector pos) + public string whichspaceamIin(Vector3 pos) { return calculateSpaceForGeom(pos).ToString(); } @@ -963,7 +963,7 @@ namespace OpenSim.Region.Physics.OdePlugin //p2.CollidingObj = true; contacts[i].depth = 0.00000003f; - p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f); + p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f); contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), contacts[i].pos.Y + (p1.Size.Y/2), @@ -981,7 +981,7 @@ namespace OpenSim.Region.Physics.OdePlugin //p2.CollidingObj = true; contacts[i].depth = 0.00000003f; - p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 0.5f); + p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f); contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), contacts[i].pos.Y + (p1.Size.Y/2), @@ -1646,9 +1646,9 @@ namespace OpenSim.Region.Physics.OdePlugin #region Add/Remove Entities - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { - PhysicsVector pos = new PhysicsVector(); + Vector3 pos; pos.X = position.X; pos.Y = position.Y; pos.Z = position.Z; @@ -1698,18 +1698,12 @@ namespace OpenSim.Region.Physics.OdePlugin } - private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation, + private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) { - - PhysicsVector pos = new PhysicsVector(position.X, position.Y, position.Z); - //pos.X = position.X; - //pos.Y = position.Y; - //pos.Z = position.Z; - PhysicsVector siz = new PhysicsVector(); - siz.X = size.X; - siz.Y = size.Y; - siz.Z = size.Z; + + Vector3 pos = position; + Vector3 siz = size; Quaternion rot = rotation; OdePrim newPrim; @@ -1736,14 +1730,14 @@ namespace OpenSim.Region.Physics.OdePlugin } } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation) //To be removed + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation) //To be removed { return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation, bool isPhysical) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical) { PhysicsActor result; IMesh mesh = null; @@ -1976,7 +1970,7 @@ namespace OpenSim.Region.Physics.OdePlugin // this joint will just be added to a waiting list that is NOT processed during the main // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests. - public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, PhysicsVector position, + public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position, Quaternion rotation, string parms, List bodyNames, string trackedBodyName, Quaternion localRotation) { @@ -1984,7 +1978,7 @@ namespace OpenSim.Region.Physics.OdePlugin OdePhysicsJoint joint = new OdePhysicsJoint(); joint.ObjectNameInScene = objectNameInScene; joint.Type = jointType; - joint.Position = new PhysicsVector(position.X, position.Y, position.Z); + joint.Position = position; joint.Rotation = rotation; joint.RawParams = parms; joint.BodyNames = new List(bodyNames); @@ -2036,7 +2030,7 @@ namespace OpenSim.Region.Physics.OdePlugin } // normally called from within OnJointMoved, which is called from within a lock (OdeLock) - public override PhysicsVector GetJointAnchor(PhysicsJoint joint) + public override Vector3 GetJointAnchor(PhysicsJoint joint) { Debug.Assert(joint.IsInPhysicsEngine); d.Vector3 pos = new d.Vector3(); @@ -2058,14 +2052,14 @@ namespace OpenSim.Region.Physics.OdePlugin break; } } - return new PhysicsVector(pos.X, pos.Y, pos.Z); + return new Vector3(pos.X, pos.Y, pos.Z); } // normally called from within OnJointMoved, which is called from within a lock (OdeLock) // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function // appears to be unreliable. Fortunately we can compute the joint axis ourselves by // keeping track of the joint's original orientation relative to one of the involved bodies. - public override PhysicsVector GetJointAxis(PhysicsJoint joint) + public override Vector3 GetJointAxis(PhysicsJoint joint) { Debug.Assert(joint.IsInPhysicsEngine); d.Vector3 axis = new d.Vector3(); @@ -2087,7 +2081,7 @@ namespace OpenSim.Region.Physics.OdePlugin break; } } - return new PhysicsVector(axis.X, axis.Y, axis.Z); + return new Vector3(axis.X, axis.Y, axis.Z); } @@ -2255,7 +2249,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// the position that the geom moved to /// a pointer to the space it was in before it was moved. /// a pointer to the new space it's in - public IntPtr recalculateSpaceForGeom(IntPtr geom, PhysicsVector pos, IntPtr currentspace) + public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace) { // Called from setting the Position and Size of an ODEPrim so // it's already in locked space. @@ -2402,7 +2396,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// /// /// a pointer to the space. This could be a new space or reused space. - public IntPtr calculateSpaceForGeom(PhysicsVector pos) + public IntPtr calculateSpaceForGeom(Vector3 pos) { int[] xyspace = calculateSpaceArrayItemFromPos(pos); //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString()); @@ -2414,7 +2408,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// /// /// an array item based on the position - public int[] calculateSpaceArrayItemFromPos(PhysicsVector pos) + public int[] calculateSpaceArrayItemFromPos(Vector3 pos) { int[] returnint = new int[2]; diff --git a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs index cdd38c4..69e2d03 100644 --- a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs +++ b/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs @@ -76,8 +76,8 @@ namespace OpenSim.Region.Physics.OdePlugin public void CreateAndDropPhysicalCube() { PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox(); - PhysicsVector position = new PhysicsVector(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); - PhysicsVector size = new PhysicsVector(0.5f, 0.5f, 0.5f); + Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f); + Vector3 size = new Vector3(0.5f, 0.5f, 0.5f); Quaternion rot = Quaternion.Identity; PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true); OdePrim oprim = (OdePrim)prim; diff --git a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs index 35fc616..26cd1dd 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs @@ -36,20 +36,17 @@ namespace OpenSim.Region.Physics.POSPlugin { public class POSCharacter : PhysicsActor { - private PhysicsVector _position; - public PhysicsVector _velocity; - public PhysicsVector _target_velocity = PhysicsVector.Zero; - public PhysicsVector _size = PhysicsVector.Zero; - private PhysicsVector _acceleration; - private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; + private Vector3 _position; + public Vector3 _velocity; + public Vector3 _target_velocity = Vector3.Zero; + public Vector3 _size = Vector3.Zero; + private Vector3 _acceleration; + private Vector3 m_rotationalVelocity = Vector3.Zero; private bool flying; private bool isColliding; public POSCharacter() { - _velocity = new PhysicsVector(); - _position = new PhysicsVector(); - _acceleration = new PhysicsVector(); } public override int PhysicsActorType @@ -58,7 +55,7 @@ namespace OpenSim.Region.Physics.POSPlugin set { return; } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -137,13 +134,13 @@ namespace OpenSim.Region.Physics.POSPlugin get { return false; } } - public override PhysicsVector Position + public override Vector3 Position { get { return _position; } set { _position = value; } } - public override PhysicsVector Size + public override Vector3 Size { get { return _size; } set @@ -158,9 +155,9 @@ namespace OpenSim.Region.Physics.POSPlugin get { return 0f; } } - public override PhysicsVector Force + public override Vector3 Force { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -175,7 +172,7 @@ namespace OpenSim.Region.Physics.POSPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -190,14 +187,14 @@ namespace OpenSim.Region.Physics.POSPlugin } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } public override PrimitiveBaseShape Shape @@ -205,15 +202,15 @@ namespace OpenSim.Region.Physics.POSPlugin set { return; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { return _velocity; } set { _target_velocity = value; } } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -229,7 +226,7 @@ namespace OpenSim.Region.Physics.POSPlugin set { } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } @@ -248,24 +245,24 @@ namespace OpenSim.Region.Physics.POSPlugin { } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } - public void SetAcceleration(PhysicsVector accel) + public void SetAcceleration(Vector3 accel) { _acceleration = accel; } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -273,7 +270,7 @@ namespace OpenSim.Region.Physics.POSPlugin { } - public override PhysicsVector PIDTarget + public override Vector3 PIDTarget { set { return; } } diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs index b50364b..96c3e26 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs @@ -36,19 +36,16 @@ namespace OpenSim.Region.Physics.POSPlugin { public class POSPrim : PhysicsActor { - private PhysicsVector _position; - private PhysicsVector _velocity; - private PhysicsVector _acceleration; - private PhysicsVector _size; - private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; + private Vector3 _position; + private Vector3 _velocity; + private Vector3 _acceleration; + private Vector3 _size; + private Vector3 m_rotationalVelocity = Vector3.Zero; private Quaternion _orientation; private bool iscolliding; public POSPrim() { - _velocity = new PhysicsVector(); - _position = new PhysicsVector(); - _acceleration = new PhysicsVector(); } public override int PhysicsActorType @@ -57,7 +54,7 @@ namespace OpenSim.Region.Physics.POSPlugin set { return; } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -98,13 +95,13 @@ namespace OpenSim.Region.Physics.POSPlugin get { return false; } } - public override PhysicsVector Position + public override Vector3 Position { get { return _position; } set { _position = value; } } - public override PhysicsVector Size + public override Vector3 Size { get { return _size; } set { _size = value; } @@ -115,9 +112,9 @@ namespace OpenSim.Region.Physics.POSPlugin get { return 0f; } } - public override PhysicsVector Force + public override Vector3 Force { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -132,7 +129,7 @@ namespace OpenSim.Region.Physics.POSPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -147,14 +144,14 @@ namespace OpenSim.Region.Physics.POSPlugin } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } public override PrimitiveBaseShape Shape @@ -173,7 +170,7 @@ namespace OpenSim.Region.Physics.POSPlugin set { return; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { return _velocity; } set { _velocity = value; } @@ -191,7 +188,7 @@ namespace OpenSim.Region.Physics.POSPlugin set { _orientation = value; } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } @@ -202,26 +199,26 @@ namespace OpenSim.Region.Physics.POSPlugin set { } } - public void SetAcceleration(PhysicsVector accel) + public void SetAcceleration(Vector3 accel) { _acceleration = accel; } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -255,7 +252,7 @@ namespace OpenSim.Region.Physics.POSPlugin { } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } @@ -268,7 +265,7 @@ namespace OpenSim.Region.Physics.POSPlugin { } - public override PhysicsVector PIDTarget + public override Vector3 PIDTarget { set { return; } } diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs index fa8cc70..c3f5040 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs @@ -56,7 +56,7 @@ namespace OpenSim.Region.Physics.POSPlugin { } - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { POSCharacter act = new POSCharacter(); act.Position = position; @@ -84,20 +84,20 @@ namespace OpenSim.Region.Physics.POSPlugin } /* - public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation) + public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) { return null; } */ - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation) { return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation, bool isPhysical) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical) { POSPrim prim = new POSPrim(); prim.Position = position; @@ -152,23 +152,25 @@ namespace OpenSim.Region.Physics.POSPlugin character._target_velocity.Z += gravity * timeStep; } - character.Position.X += character._target_velocity.X * timeStep; - character.Position.Y += character._target_velocity.Y * timeStep; + Vector3 characterPosition = character.Position; - character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); - character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); + characterPosition.X += character._target_velocity.X * timeStep; + characterPosition.Y += character._target_velocity.Y * timeStep; + + characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); + characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); bool forcedZ = false; float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) { - character.Position.Z = terrainheight + character.Size.Z; + characterPosition.Z = terrainheight + character.Size.Z; forcedZ = true; } else { - character.Position.Z += character._target_velocity.Z*timeStep; + characterPosition.Z += character._target_velocity.Z*timeStep; } /// this is it -- the magic you've all been waiting for! Ladies and gentlemen -- @@ -177,29 +179,29 @@ namespace OpenSim.Region.Physics.POSPlugin if (isCollidingWithPrim(character)) { - character.Position.Z = oldposZ; // first try Z axis + characterPosition.Z = oldposZ; // first try Z axis if (isCollidingWithPrim(character)) { - character.Position.Z = oldposZ + character.Size.Z / 4.4f; // try harder + characterPosition.Z = oldposZ + character.Size.Z / 4.4f; // try harder if (isCollidingWithPrim(character)) { - character.Position.Z = oldposZ + character.Size.Z / 2.2f; // try very hard + characterPosition.Z = oldposZ + character.Size.Z / 2.2f; // try very hard if (isCollidingWithPrim(character)) { - character.Position.X = oldposX; - character.Position.Y = oldposY; - character.Position.Z = oldposZ; + characterPosition.X = oldposX; + characterPosition.Y = oldposY; + characterPosition.Z = oldposZ; - character.Position.X += character._target_velocity.X * timeStep; + characterPosition.X += character._target_velocity.X * timeStep; if (isCollidingWithPrim(character)) { - character.Position.X = oldposX; + characterPosition.X = oldposX; } - character.Position.Y += character._target_velocity.Y * timeStep; + characterPosition.Y += character._target_velocity.Y * timeStep; if (isCollidingWithPrim(character)) { - character.Position.Y = oldposY; + characterPosition.Y = oldposY; } } else @@ -218,8 +220,10 @@ namespace OpenSim.Region.Physics.POSPlugin } } - character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); - character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); + characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); + characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); + + character.Position = characterPosition; character._velocity.X = (character.Position.X - oldposX)/timeStep; character._velocity.Y = (character.Position.Y - oldposY)/timeStep; diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs index e7d989c..8bdb18d 100644 --- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs @@ -34,6 +34,7 @@ using PhysXWrapper; using Quaternion=OpenMetaverse.Quaternion; using System.Reflection; using log4net; +using OpenMetaverse; namespace OpenSim.Region.Physics.PhysXPlugin { @@ -106,7 +107,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin } - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { Vec3 pos = new Vec3(); pos.X = position.X; @@ -127,7 +128,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin { } - private PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation) + private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) { Vec3 pos = new Vec3(); pos.X = position.X; @@ -142,14 +143,14 @@ namespace OpenSim.Region.Physics.PhysXPlugin return act; } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation) //To be removed + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation) //To be removed { return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation, bool isPhysical) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical) { return AddPrim(position, size, rotation); } @@ -219,10 +220,10 @@ namespace OpenSim.Region.Physics.PhysXPlugin public class PhysXCharacter : PhysicsActor { - private PhysicsVector _position; - private PhysicsVector _velocity; - private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; - private PhysicsVector _acceleration; + private Vector3 _position; + private Vector3 _velocity; + private Vector3 m_rotationalVelocity = Vector3.Zero; + private Vector3 _acceleration; private NxCharacter _character; private bool flying; private bool iscolliding = false; @@ -230,9 +231,6 @@ namespace OpenSim.Region.Physics.PhysXPlugin public PhysXCharacter(NxCharacter character) { - _velocity = new PhysicsVector(); - _position = new PhysicsVector(); - _acceleration = new PhysicsVector(); _character = character; } @@ -310,7 +308,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin set { return; } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -321,7 +319,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin get { return false; } } - public override PhysicsVector Position + public override Vector3 Position { get { return _position; } set @@ -335,9 +333,9 @@ namespace OpenSim.Region.Physics.PhysXPlugin } } - public override PhysicsVector Size + public override Vector3 Size { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { } } @@ -346,9 +344,9 @@ namespace OpenSim.Region.Physics.PhysXPlugin get { return 0f; } } - public override PhysicsVector Force + public override Vector3 Force { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -363,7 +361,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -379,17 +377,17 @@ namespace OpenSim.Region.Physics.PhysXPlugin } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { return _velocity; } set { _velocity = value; } @@ -413,25 +411,25 @@ namespace OpenSim.Region.Physics.PhysXPlugin set { } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } - public void SetAcceleration(PhysicsVector accel) + public void SetAcceleration(Vector3 accel) { _acceleration = accel; } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } @@ -445,12 +443,12 @@ namespace OpenSim.Region.Physics.PhysXPlugin } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -492,7 +490,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin } - public override PhysicsVector PIDTarget { set { return; } } + public override Vector3 PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } @@ -518,15 +516,15 @@ namespace OpenSim.Region.Physics.PhysXPlugin public class PhysXPrim : PhysicsActor { - private PhysicsVector _velocity; - private PhysicsVector _acceleration; - private PhysicsVector m_rotationalVelocity; + private Vector3 _velocity; + private Vector3 _acceleration; + private Vector3 m_rotationalVelocity; private NxActor _prim; public PhysXPrim(NxActor prim) { - _velocity = new PhysicsVector(); - _acceleration = new PhysicsVector(); + _velocity = Vector3.Zero; + _acceleration = Vector3.Zero; _prim = prim; } @@ -580,7 +578,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin set { return; } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -616,11 +614,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin get { return false; } } - public override PhysicsVector Position + public override Vector3 Position { get { - PhysicsVector pos = new PhysicsVector(); + Vector3 pos = Vector3.Zero; Vec3 vec = _prim.Position; pos.X = vec.X; pos.Y = vec.Y; @@ -629,7 +627,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin } set { - PhysicsVector vec = value; + Vector3 vec = value; Vec3 pos = new Vec3(); pos.X = vec.X; pos.Y = vec.Y; @@ -643,15 +641,15 @@ namespace OpenSim.Region.Physics.PhysXPlugin set { return; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { return _velocity; } set { _velocity = value; } } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -682,31 +680,31 @@ namespace OpenSim.Region.Physics.PhysXPlugin set { } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } - public void SetAcceleration(PhysicsVector accel) + public void SetAcceleration(Vector3 accel) { _acceleration = accel; } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } - public override PhysicsVector Size + public override Vector3 Size { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { } } @@ -718,7 +716,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin { } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } @@ -728,9 +726,9 @@ namespace OpenSim.Region.Physics.PhysXPlugin get { return 0f; } } - public override PhysicsVector Force + public override Vector3 Force { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -745,7 +743,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -760,21 +758,21 @@ namespace OpenSim.Region.Physics.PhysXPlugin } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } public override void CrossingFailure() { } - public override PhysicsVector PIDTarget { set { return; } } + public override Vector3 PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } -- cgit v1.1 From f5cad91578d9f7dbfb54d17bb476929e935682a8 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Mon, 26 Oct 2009 19:03:55 -0700 Subject: * Switched from OpenJPEG to CSJ2K in Meshmerizer * Tested the previous patch and found no regressions --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index a90a89a..fbe1949 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -31,7 +31,6 @@ using System.Collections.Generic; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; using OpenMetaverse; -using OpenMetaverse.Imaging; using System.Drawing; using System.Drawing.Imaging; using PrimMesher; @@ -285,8 +284,7 @@ namespace OpenSim.Region.Physics.Meshing try { - ManagedImage managedImage; // we never use this - OpenJPEG.DecodeToImage(primShape.SculptData, out managedImage, out idata); + idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); if (cacheSculptMaps) { -- cgit v1.1