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authorMW2007-05-24 12:16:50 +0000
committerMW2007-05-24 12:16:50 +0000
commit3376b82501000692d6dac24b051af738cdaf2737 (patch)
tree90ed0a5d4955236f011fa63fce9d555186b0d179 /OpenSim-Source/OpenSim.Physics/OdePlugin/OdePlugin.cs
parentAdded "terrain save grdmap <filename> <gradientmap>" function to console. Gra... (diff)
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Some more code refactoring, plus a restructuring of the directories so that the Grid servers can be a separate solution to the region server.
Diffstat (limited to '')
-rw-r--r--OpenSim-Source/OpenSim.Physics/OdePlugin/OdePlugin.cs (renamed from OpenSim.Physics/OdePlugin/OdePlugin.cs)908
1 files changed, 452 insertions, 456 deletions
diff --git a/OpenSim.Physics/OdePlugin/OdePlugin.cs b/OpenSim-Source/OpenSim.Physics/OdePlugin/OdePlugin.cs
index 137e44d..599dea8 100644
--- a/OpenSim.Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim-Source/OpenSim.Physics/OdePlugin/OdePlugin.cs
@@ -1,456 +1,452 @@
1/* 1/*
2* Copyright (c) OpenSim project, http://sim.opensecondlife.org/ 2* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
3* 3*
4* Redistribution and use in source and binary forms, with or without 4* Redistribution and use in source and binary forms, with or without
5* modification, are permitted provided that the following conditions are met: 5* modification, are permitted provided that the following conditions are met:
6* * Redistributions of source code must retain the above copyright 6* * Redistributions of source code must retain the above copyright
7* notice, this list of conditions and the following disclaimer. 7* notice, this list of conditions and the following disclaimer.
8* * Redistributions in binary form must reproduce the above copyright 8* * Redistributions in binary form must reproduce the above copyright
9* notice, this list of conditions and the following disclaimer in the 9* notice, this list of conditions and the following disclaimer in the
10* documentation and/or other materials provided with the distribution. 10* documentation and/or other materials provided with the distribution.
11* * Neither the name of the <organization> nor the 11* * Neither the name of the <organization> nor the
12* names of its contributors may be used to endorse or promote products 12* names of its contributors may be used to endorse or promote products
13* derived from this software without specific prior written permission. 13* derived from this software without specific prior written permission.
14* 14*
15* THIS SOFTWARE IS PROVIDED BY <copyright holder> ``AS IS'' AND ANY 15* THIS SOFTWARE IS PROVIDED BY <copyright holder> ``AS IS'' AND ANY
16* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 16* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
17* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 17* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
18* DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY 18* DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
19* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 19* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
20* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 20* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
21* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 21* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
22* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 22* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
23* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 23* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
24* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 24* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
25* 25*
26*/ 26*/
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using OpenSim.Physics.Manager; 29using OpenSim.Physics.Manager;
30using Ode.NET; 30using Ode.NET;
31 31
32namespace OpenSim.Physics.OdePlugin 32namespace OpenSim.Physics.OdePlugin
33{ 33{
34 /// <summary> 34 /// <summary>
35 /// ODE plugin 35 /// ODE plugin
36 /// </summary> 36 /// </summary>
37 public class OdePlugin : IPhysicsPlugin 37 public class OdePlugin : IPhysicsPlugin
38 { 38 {
39 private OdeScene _mScene; 39 private OdeScene _mScene;
40 40
41 public OdePlugin() 41 public OdePlugin()
42 { 42 {
43 43
44 } 44 }
45 45
46 public bool Init() 46 public bool Init()
47 { 47 {
48 return true; 48 return true;
49 } 49 }
50 50
51 public PhysicsScene GetScene() 51 public PhysicsScene GetScene()
52 { 52 {
53 if (_mScene == null) 53 if (_mScene == null)
54 { 54 {
55 _mScene = new OdeScene(); 55 _mScene = new OdeScene();
56 } 56 }
57 return (_mScene); 57 return (_mScene);
58 } 58 }
59 59
60 public string GetName() 60 public string GetName()
61 { 61 {
62 return ("OpenDynamicsEngine"); 62 return ("OpenDynamicsEngine");
63 } 63 }
64 64
65 public void Dispose() 65 public void Dispose()
66 { 66 {
67 67
68 } 68 }
69 } 69 }
70 70
71 public class OdeScene : PhysicsScene 71 public class OdeScene : PhysicsScene
72 { 72 {
73 static public IntPtr world; 73 static public IntPtr world;
74 static public IntPtr space; 74 static public IntPtr space;
75 static private IntPtr contactgroup; 75 static private IntPtr contactgroup;
76 static private IntPtr LandGeom; 76 static private IntPtr LandGeom;
77 //static private IntPtr Land; 77 //static private IntPtr Land;
78 private double[] _heightmap; 78 private double[] _heightmap;
79 static private d.NearCallback nearCallback = near; 79 static private d.NearCallback nearCallback = near;
80 private List<OdeCharacter> _characters = new List<OdeCharacter>(); 80 private List<OdeCharacter> _characters = new List<OdeCharacter>();
81 private static d.ContactGeom[] contacts = new d.ContactGeom[30]; 81 private static d.ContactGeom[] contacts = new d.ContactGeom[30];
82 private static d.Contact contact; 82 private static d.Contact contact;
83 83
84 public OdeScene() 84 public OdeScene()
85 { 85 {
86 contact.surface.mode = d.ContactFlags.Bounce | d.ContactFlags.SoftCFM; 86 contact.surface.mode = d.ContactFlags.Bounce | d.ContactFlags.SoftCFM;
87 contact.surface.mu = d.Infinity; 87 contact.surface.mu = d.Infinity;
88 contact.surface.mu2 = 0.0f; 88 contact.surface.mu2 = 0.0f;
89 contact.surface.bounce = 0.1f; 89 contact.surface.bounce = 0.1f;
90 contact.surface.bounce_vel = 0.1f; 90 contact.surface.bounce_vel = 0.1f;
91 contact.surface.soft_cfm = 0.01f; 91 contact.surface.soft_cfm = 0.01f;
92 92
93 world = d.WorldCreate(); 93 world = d.WorldCreate();
94 space = d.HashSpaceCreate(IntPtr.Zero); 94 space = d.HashSpaceCreate(IntPtr.Zero);
95 contactgroup = d.JointGroupCreate(0); 95 contactgroup = d.JointGroupCreate(0);
96 d.WorldSetGravity(world, 0.0f, 0.0f, -0.5f); 96 d.WorldSetGravity(world, 0.0f, 0.0f, -0.5f);
97 //d.WorldSetCFM(world, 1e-5f); 97 //d.WorldSetCFM(world, 1e-5f);
98 d.WorldSetAutoDisableFlag(world, false); 98 d.WorldSetAutoDisableFlag(world, false);
99 d.WorldSetContactSurfaceLayer(world, 0.001f); 99 d.WorldSetContactSurfaceLayer(world, 0.001f);
100 // d.CreatePlane(space, 0, 0, 1, 0); 100 // d.CreatePlane(space, 0, 0, 1, 0);
101 this._heightmap = new double[65536]; 101 this._heightmap = new double[65536];
102 } 102 }
103 103
104 // This function blatantly ripped off from BoxStack.cs 104 // This function blatantly ripped off from BoxStack.cs
105 static private void near(IntPtr space, IntPtr g1, IntPtr g2) 105 static private void near(IntPtr space, IntPtr g1, IntPtr g2)
106 { 106 {
107 //Console.WriteLine("collision callback"); 107 //Console.WriteLine("collision callback");
108 IntPtr b1 = d.GeomGetBody(g1); 108 IntPtr b1 = d.GeomGetBody(g1);
109 IntPtr b2 = d.GeomGetBody(g2); 109 IntPtr b2 = d.GeomGetBody(g2);
110 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) 110 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
111 return; 111 return;
112 112
113 int count = d.Collide(g1, g2, 500, contacts, d.ContactGeom.SizeOf); 113 int count = d.Collide(g1, g2, 500, contacts, d.ContactGeom.SizeOf);
114 for (int i = 0; i < count; ++i) 114 for (int i = 0; i < count; ++i)
115 { 115 {
116 contact.geom = contacts[i]; 116 contact.geom = contacts[i];
117 IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact); 117 IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact);
118 d.JointAttach(joint, b1, b2); 118 d.JointAttach(joint, b1, b2);
119 } 119 }
120 120
121 } 121 }
122 122
123 public override PhysicsActor AddAvatar(PhysicsVector position) 123 public override PhysicsActor AddAvatar(PhysicsVector position)
124 { 124 {
125 PhysicsVector pos = new PhysicsVector(); 125 PhysicsVector pos = new PhysicsVector();
126 pos.X = position.X; 126 pos.X = position.X;
127 pos.Y = position.Y; 127 pos.Y = position.Y;
128 pos.Z = position.Z + 20; 128 pos.Z = position.Z + 20;
129 OdeCharacter newAv = new OdeCharacter(this, pos); 129 OdeCharacter newAv = new OdeCharacter(this, pos);
130 this._characters.Add(newAv); 130 this._characters.Add(newAv);
131 return newAv; 131 return newAv;
132 } 132 }
133 133
134 public override void RemoveAvatar(PhysicsActor actor) 134 public override void RemoveAvatar(PhysicsActor actor)
135 { 135 {
136 136
137 } 137 }
138 138
139 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) 139 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
140 { 140 {
141 PhysicsVector pos = new PhysicsVector(); 141 PhysicsVector pos = new PhysicsVector();
142 pos.X = position.X; 142 pos.X = position.X;
143 pos.Y = position.Y; 143 pos.Y = position.Y;
144 pos.Z = position.Z; 144 pos.Z = position.Z;
145 PhysicsVector siz = new PhysicsVector(); 145 PhysicsVector siz = new PhysicsVector();
146 siz.X = size.X; 146 siz.X = size.X;
147 siz.Y = size.Y; 147 siz.Y = size.Y;
148 siz.Z = size.Z; 148 siz.Z = size.Z;
149 return new OdePrim(); 149 return new OdePrim();
150 } 150 }
151 151
152 public override void Simulate(float timeStep) 152 public override void Simulate(float timeStep)
153 { 153 {
154 foreach (OdeCharacter actor in _characters) 154 foreach (OdeCharacter actor in _characters)
155 { 155 {
156 actor.Move(timeStep * 5f); 156 actor.Move(timeStep * 5f);
157 } 157 }
158 d.SpaceCollide(space, IntPtr.Zero, nearCallback); 158 d.SpaceCollide(space, IntPtr.Zero, nearCallback);
159 d.WorldQuickStep(world, timeStep * 5f); 159 d.WorldQuickStep(world, timeStep * 5f);
160 d.JointGroupEmpty(contactgroup); 160 d.JointGroupEmpty(contactgroup);
161 foreach (OdeCharacter actor in _characters) 161 foreach (OdeCharacter actor in _characters)
162 { 162 {
163 actor.UpdatePosition(); 163 actor.UpdatePosition();
164 } 164 }
165 165
166 } 166 }
167 167
168 public override void GetResults() 168 public override void GetResults()
169 { 169 {
170 170
171 } 171 }
172 172
173 public override bool IsThreaded 173 public override bool IsThreaded
174 { 174 {
175 get 175 get
176 { 176 {
177 return (false); // for now we won't be multithreaded 177 return (false); // for now we won't be multithreaded
178 } 178 }
179 } 179 }
180 180
181 public override void SetTerrain(float[] heightMap) 181 public override void SetTerrain(float[] heightMap)
182 { 182 {
183 for (int i = 0; i < 65536; i++) 183 for (int i = 0; i < 65536; i++)
184 { 184 {
185 // this._heightmap[i] = (double)heightMap[i]; 185 this._heightmap[i] = (double)heightMap[i];
186 // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) 186 }
187 int x = i & 0xff; 187 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
188 int y = i >> 8; 188 d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, 256, 256, 256, 256, 1.0f, 0.0f, 2.0f, 0);
189 this._heightmap[i] = (double)heightMap[x * 256 + y]; 189 d.GeomHeightfieldDataSetBounds(HeightmapData, 256, 256);
190 } 190 LandGeom = d.CreateHeightfield(space, HeightmapData, 1);
191 IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); 191 d.Matrix3 R = new d.Matrix3();
192 d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, 256, 256, 256, 256, 1.0f, 0.0f, 2.0f, 0); 192
193 d.GeomHeightfieldDataSetBounds(HeightmapData, 256, 256); 193 Axiom.MathLib.Quaternion q1 =Axiom.MathLib.Quaternion.FromAngleAxis(1.5707f, new Axiom.MathLib.Vector3(1,0,0));
194 LandGeom = d.CreateHeightfield(space, HeightmapData, 1); 194 Axiom.MathLib.Quaternion q2 =Axiom.MathLib.Quaternion.FromAngleAxis(1.5707f, new Axiom.MathLib.Vector3(0,1,0));
195 d.Matrix3 R = new d.Matrix3(); 195 //Axiom.MathLib.Quaternion q3 = Axiom.MathLib.Quaternion.FromAngleAxis(3.14f, new Axiom.MathLib.Vector3(0, 0, 1));
196 196
197 Axiom.MathLib.Quaternion q1 =Axiom.MathLib.Quaternion.FromAngleAxis(1.5707f, new Axiom.MathLib.Vector3(1,0,0)); 197 q1 = q1 * q2;
198 Axiom.MathLib.Quaternion q2 =Axiom.MathLib.Quaternion.FromAngleAxis(1.5707f, new Axiom.MathLib.Vector3(0,1,0)); 198 //q1 = q1 * q3;
199 //Axiom.MathLib.Quaternion q3 = Axiom.MathLib.Quaternion.FromAngleAxis(3.14f, new Axiom.MathLib.Vector3(0, 0, 1)); 199 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3();
200 200 float angle = 0;
201 q1 = q1 * q2; 201 q1.ToAngleAxis(ref angle, ref v3);
202 //q1 = q1 * q3; 202
203 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(); 203 d.RFromAxisAndAngle(out R, v3.x, v3.y, v3.z, angle);
204 float angle = 0; 204 d.GeomSetRotation(LandGeom, ref R);
205 q1.ToAngleAxis(ref angle, ref v3); 205 d.GeomSetPosition(LandGeom, 128, 128, 0);
206 206 }
207 d.RFromAxisAndAngle(out R, v3.x, v3.y, v3.z, angle); 207
208 d.GeomSetRotation(LandGeom, ref R); 208 public override void DeleteTerrain()
209 d.GeomSetPosition(LandGeom, 128, 128, 0); 209 {
210 } 210
211 211 }
212 public override void DeleteTerrain() 212 }
213 { 213
214 214 public class OdeCharacter : PhysicsActor
215 } 215 {
216 } 216 private PhysicsVector _position;
217 217 private PhysicsVector _velocity;
218 public class OdeCharacter : PhysicsActor 218 private PhysicsVector _acceleration;
219 { 219 private bool flying;
220 private PhysicsVector _position; 220 //private float gravityAccel;
221 private PhysicsVector _velocity; 221 private IntPtr BoundingCapsule;
222 private PhysicsVector _acceleration; 222 IntPtr capsule_geom;
223 private bool flying; 223 d.Mass capsule_mass;
224 //private float gravityAccel; 224
225 private IntPtr BoundingCapsule; 225 public OdeCharacter(OdeScene parent_scene, PhysicsVector pos)
226 IntPtr capsule_geom; 226 {
227 d.Mass capsule_mass; 227 _velocity = new PhysicsVector();
228 228 _position = pos;
229 public OdeCharacter(OdeScene parent_scene, PhysicsVector pos) 229 _acceleration = new PhysicsVector();
230 { 230 d.MassSetCapsule(out capsule_mass, 5.0f, 3, 0.5f, 2f);
231 _velocity = new PhysicsVector(); 231 capsule_geom = d.CreateCapsule(OdeScene.space, 0.5f, 2f);
232 _position = pos; 232 this.BoundingCapsule = d.BodyCreate(OdeScene.world);
233 _acceleration = new PhysicsVector(); 233 d.BodySetMass(BoundingCapsule, ref capsule_mass);
234 d.MassSetCapsule(out capsule_mass, 5.0f, 3, 0.5f, 2f); 234 d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z);
235 capsule_geom = d.CreateCapsule(OdeScene.space, 0.5f, 2f); 235 d.GeomSetBody(capsule_geom, BoundingCapsule);
236 this.BoundingCapsule = d.BodyCreate(OdeScene.world); 236 }
237 d.BodySetMass(BoundingCapsule, ref capsule_mass); 237
238 d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z); 238 public override bool Flying
239 d.GeomSetBody(capsule_geom, BoundingCapsule); 239 {
240 } 240 get
241 241 {
242 public override bool Flying 242 return flying;
243 { 243 }
244 get 244 set
245 { 245 {
246 return flying; 246 flying = value;
247 } 247 }
248 set 248 }
249 { 249
250 flying = value; 250 public override PhysicsVector Position
251 } 251 {
252 } 252 get
253 253 {
254 public override PhysicsVector Position 254 return _position;
255 { 255 }
256 get 256 set
257 { 257 {
258 return _position; 258 _position = value;
259 } 259 }
260 set 260 }
261 { 261
262 _position = value; 262 public override PhysicsVector Velocity
263 } 263 {
264 } 264 get
265 265 {
266 public override PhysicsVector Velocity 266 return _velocity;
267 { 267 }
268 get 268 set
269 { 269 {
270 return _velocity; 270 _velocity = value;
271 } 271 }
272 set 272 }
273 { 273
274 _velocity = value; 274 public override bool Kinematic
275 } 275 {
276 } 276 get
277 277 {
278 public override bool Kinematic 278 return false;
279 { 279 }
280 get 280 set
281 { 281 {
282 return false; 282
283 } 283 }
284 set 284 }
285 { 285
286 286 public override Axiom.MathLib.Quaternion Orientation
287 } 287 {
288 } 288 get
289 289 {
290 public override Axiom.MathLib.Quaternion Orientation 290 return Axiom.MathLib.Quaternion.Identity;
291 { 291 }
292 get 292 set
293 { 293 {
294 return Axiom.MathLib.Quaternion.Identity; 294
295 } 295 }
296 set 296 }
297 { 297
298 298 public override PhysicsVector Acceleration
299 } 299 {
300 } 300 get
301 301 {
302 public override PhysicsVector Acceleration 302 return _acceleration;
303 { 303 }
304 get 304
305 { 305 }
306 return _acceleration; 306 public void SetAcceleration(PhysicsVector accel)
307 } 307 {
308 308 this._acceleration = accel;
309 } 309 }
310 public void SetAcceleration(PhysicsVector accel) 310
311 { 311 public override void AddForce(PhysicsVector force)
312 this._acceleration = accel; 312 {
313 } 313
314 314 }
315 public override void AddForce(PhysicsVector force) 315
316 { 316 public override void SetMomentum(PhysicsVector momentum)
317 317 {
318 } 318
319 319 }
320 public override void SetMomentum(PhysicsVector momentum) 320
321 { 321 public void Move(float timeStep)
322 322 {
323 } 323 PhysicsVector vec = new PhysicsVector();
324 324 vec.X = this._velocity.X * timeStep;
325 public void Move(float timeStep) 325 vec.Y = this._velocity.Y * timeStep;
326 { 326 if (flying)
327 PhysicsVector vec = new PhysicsVector(); 327 {
328 vec.X = this._velocity.X * timeStep; 328 vec.Z = (this._velocity.Z + 0.5f) * timeStep;
329 vec.Y = this._velocity.Y * timeStep; 329 }
330 if (flying) 330 d.BodySetLinearVel(this.BoundingCapsule, vec.X, vec.Y, vec.Z);
331 { 331 }
332 vec.Z = (this._velocity.Z + 0.5f) * timeStep; 332
333 } 333 public void UpdatePosition()
334 d.BodySetLinearVel(this.BoundingCapsule, vec.X, vec.Y, vec.Z); 334 {
335 } 335 d.Vector3 vec = d.BodyGetPosition(BoundingCapsule);
336 336 this._position.X = vec.X;
337 public void UpdatePosition() 337 this._position.Y = vec.Y;
338 { 338 this._position.Z = vec.Z;
339 d.Vector3 vec = d.BodyGetPosition(BoundingCapsule); 339 }
340 this._position.X = vec.X; 340 }
341 this._position.Y = vec.Y; 341
342 this._position.Z = vec.Z+1.0f; 342 public class OdePrim : PhysicsActor
343 } 343 {
344 } 344 private PhysicsVector _position;
345 345 private PhysicsVector _velocity;
346 public class OdePrim : PhysicsActor 346 private PhysicsVector _acceleration;
347 { 347
348 private PhysicsVector _position; 348 public OdePrim()
349 private PhysicsVector _velocity; 349 {
350 private PhysicsVector _acceleration; 350 _velocity = new PhysicsVector();
351 351 _position = new PhysicsVector();
352 public OdePrim() 352 _acceleration = new PhysicsVector();
353 { 353 }
354 _velocity = new PhysicsVector(); 354 public override bool Flying
355 _position = new PhysicsVector(); 355 {
356 _acceleration = new PhysicsVector(); 356 get
357 } 357 {
358 public override bool Flying 358 return false; //no flying prims for you
359 { 359 }
360 get 360 set
361 { 361 {
362 return false; //no flying prims for you 362
363 } 363 }
364 set 364 }
365 { 365 public override PhysicsVector Position
366 366 {
367 } 367 get
368 } 368 {
369 public override PhysicsVector Position 369 PhysicsVector pos = new PhysicsVector();
370 { 370 // PhysicsVector vec = this._prim.Position;
371 get 371 //pos.X = vec.X;
372 { 372 //pos.Y = vec.Y;
373 PhysicsVector pos = new PhysicsVector(); 373 //pos.Z = vec.Z;
374 // PhysicsVector vec = this._prim.Position; 374 return pos;
375 //pos.X = vec.X; 375
376 //pos.Y = vec.Y; 376 }
377 //pos.Z = vec.Z; 377 set
378 return pos; 378 {
379 379 /*PhysicsVector vec = value;
380 } 380 PhysicsVector pos = new PhysicsVector();
381 set 381 pos.X = vec.X;
382 { 382 pos.Y = vec.Y;
383 /*PhysicsVector vec = value; 383 pos.Z = vec.Z;
384 PhysicsVector pos = new PhysicsVector(); 384 this._prim.Position = pos;*/
385 pos.X = vec.X; 385 }
386 pos.Y = vec.Y; 386 }
387 pos.Z = vec.Z; 387
388 this._prim.Position = pos;*/ 388 public override PhysicsVector Velocity
389 } 389 {
390 } 390 get
391 391 {
392 public override PhysicsVector Velocity 392 return _velocity;
393 { 393 }
394 get 394 set
395 { 395 {
396 return _velocity; 396 _velocity = value;
397 } 397 }
398 set 398 }
399 { 399
400 _velocity = value; 400 public override bool Kinematic
401 } 401 {
402 } 402 get
403 403 {
404 public override bool Kinematic 404 return false;
405 { 405 //return this._prim.Kinematic;
406 get 406 }
407 { 407 set
408 return false; 408 {
409 //return this._prim.Kinematic; 409 //this._prim.Kinematic = value;
410 } 410 }
411 set 411 }
412 { 412
413 //this._prim.Kinematic = value; 413 public override Axiom.MathLib.Quaternion Orientation
414 } 414 {
415 } 415 get
416 416 {
417 public override Axiom.MathLib.Quaternion Orientation 417 Axiom.MathLib.Quaternion res = new Axiom.MathLib.Quaternion();
418 { 418 return res;
419 get 419 }
420 { 420 set
421 Axiom.MathLib.Quaternion res = new Axiom.MathLib.Quaternion(); 421 {
422 return res; 422
423 } 423 }
424 set 424 }
425 { 425
426 426 public override PhysicsVector Acceleration
427 } 427 {
428 } 428 get
429 429 {
430 public override PhysicsVector Acceleration 430 return _acceleration;
431 { 431 }
432 get 432
433 { 433 }
434 return _acceleration; 434 public void SetAcceleration(PhysicsVector accel)
435 } 435 {
436 436 this._acceleration = accel;
437 } 437 }
438 public void SetAcceleration(PhysicsVector accel) 438
439 { 439 public override void AddForce(PhysicsVector force)
440 this._acceleration = accel; 440 {
441 } 441
442 442 }
443 public override void AddForce(PhysicsVector force) 443
444 { 444 public override void SetMomentum(PhysicsVector momentum)
445 445 {
446 } 446
447 447 }
448 public override void SetMomentum(PhysicsVector momentum) 448
449 { 449
450 450 }
451 } 451
452 452}
453
454 }
455
456}