diff options
author | John Hurliman | 2009-10-25 23:16:12 -0700 |
---|---|---|
committer | John Hurliman | 2009-10-26 18:23:43 -0700 |
commit | d199767e6991d6f368661fce9c5a072e564b8a4b (patch) | |
tree | d9347b8a424c0164e208f908613aa8fe1511444b /OpenSim/Region/Physics/BulletDotNETPlugin | |
parent | * Double the priority on avatar bake texture requests to get avatars rezzing ... (diff) | |
download | opensim-SC_OLD-d199767e6991d6f368661fce9c5a072e564b8a4b.zip opensim-SC_OLD-d199767e6991d6f368661fce9c5a072e564b8a4b.tar.gz opensim-SC_OLD-d199767e6991d6f368661fce9c5a072e564b8a4b.tar.bz2 opensim-SC_OLD-d199767e6991d6f368661fce9c5a072e564b8a4b.tar.xz |
Experimental change of PhysicsVector to Vector3. Untested
Diffstat (limited to 'OpenSim/Region/Physics/BulletDotNETPlugin')
3 files changed, 178 insertions, 187 deletions
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 | |||
60 | private btQuaternion m_bodyOrientation; | 60 | private btQuaternion m_bodyOrientation; |
61 | private btDefaultMotionState m_bodyMotionState; | 61 | private btDefaultMotionState m_bodyMotionState; |
62 | private btGeneric6DofConstraint m_aMotor; | 62 | private btGeneric6DofConstraint m_aMotor; |
63 | // private PhysicsVector m_movementComparision; | 63 | // private Vector3 m_movementComparision; |
64 | private PhysicsVector m_position; | 64 | private Vector3 m_position; |
65 | private PhysicsVector m_zeroPosition; | 65 | private Vector3 m_zeroPosition; |
66 | private bool m_zeroFlag = false; | 66 | private bool m_zeroFlag = false; |
67 | private bool m_lastUpdateSent = false; | 67 | private bool m_lastUpdateSent = false; |
68 | private PhysicsVector m_velocity; | 68 | private Vector3 m_velocity; |
69 | private PhysicsVector m_target_velocity; | 69 | private Vector3 m_target_velocity; |
70 | private PhysicsVector m_acceleration; | 70 | private Vector3 m_acceleration; |
71 | private PhysicsVector m_rotationalVelocity; | 71 | private Vector3 m_rotationalVelocity; |
72 | private bool m_pidControllerActive = true; | 72 | private bool m_pidControllerActive = true; |
73 | public float PID_D = 80.0f; | 73 | public float PID_D = 80.0f; |
74 | public float PID_P = 90.0f; | 74 | public float PID_P = 90.0f; |
@@ -96,8 +96,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
96 | private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. | 96 | private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. |
97 | private bool m_taintRemove = false; | 97 | private bool m_taintRemove = false; |
98 | // private bool m_taintedPosition = false; | 98 | // private bool m_taintedPosition = false; |
99 | // private PhysicsVector m_taintedPosition_value; | 99 | // private Vector3 m_taintedPosition_value; |
100 | private PhysicsVector m_taintedForce; | 100 | private Vector3 m_taintedForce; |
101 | 101 | ||
102 | private float m_buoyancy = 0f; | 102 | private float m_buoyancy = 0f; |
103 | 103 | ||
@@ -115,14 +115,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
115 | public int m_eventsubscription = 0; | 115 | public int m_eventsubscription = 0; |
116 | // private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); | 116 | // private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); |
117 | 117 | ||
118 | 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) | 118 | 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) |
119 | { | 119 | { |
120 | m_taintedForce = new PhysicsVector(); | ||
121 | m_velocity = new PhysicsVector(); | ||
122 | m_target_velocity = new PhysicsVector(); | ||
123 | m_position = pos; | 120 | m_position = pos; |
124 | 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 | 121 | m_zeroPosition = pos; |
125 | m_acceleration = new PhysicsVector(); | ||
126 | m_parent_scene = parent_scene; | 122 | m_parent_scene = parent_scene; |
127 | PID_D = pid_d; | 123 | PID_D = pid_d; |
128 | PID_P = pid_p; | 124 | PID_P = pid_p; |
@@ -161,9 +157,6 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
161 | tempTrans1 = new btTransform(tempQuat1, tempVector1); | 157 | tempTrans1 = new btTransform(tempQuat1, tempVector1); |
162 | // m_movementComparision = new PhysicsVector(0, 0, 0); | 158 | // m_movementComparision = new PhysicsVector(0, 0, 0); |
163 | m_CapsuleOrientationAxis = new btVector3(1, 0, 1); | 159 | m_CapsuleOrientationAxis = new btVector3(1, 0, 1); |
164 | |||
165 | |||
166 | |||
167 | } | 160 | } |
168 | 161 | ||
169 | /// <summary> | 162 | /// <summary> |
@@ -254,18 +247,18 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
254 | get { return m_zeroFlag; } | 247 | get { return m_zeroFlag; } |
255 | } | 248 | } |
256 | 249 | ||
257 | public override PhysicsVector Size | 250 | public override Vector3 Size |
258 | { | 251 | { |
259 | get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } | 252 | get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } |
260 | set | 253 | set |
261 | { | 254 | { |
262 | m_pidControllerActive = true; | 255 | m_pidControllerActive = true; |
263 | 256 | ||
264 | PhysicsVector SetSize = value; | 257 | Vector3 SetSize = value; |
265 | m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; | 258 | m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; |
266 | //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); | 259 | //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); |
267 | 260 | ||
268 | Velocity = new PhysicsVector(0f, 0f, 0f); | 261 | Velocity = Vector3.Zero; |
269 | 262 | ||
270 | m_parent_scene.AddPhysicsActorTaint(this); | 263 | m_parent_scene.AddPhysicsActorTaint(this); |
271 | } | 264 | } |
@@ -317,12 +310,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
317 | 310 | ||
318 | } | 311 | } |
319 | 312 | ||
320 | public override void LockAngularMotion(PhysicsVector axis) | 313 | public override void LockAngularMotion(Vector3 axis) |
321 | { | 314 | { |
322 | 315 | ||
323 | } | 316 | } |
324 | 317 | ||
325 | public override PhysicsVector Position | 318 | public override Vector3 Position |
326 | { | 319 | { |
327 | get { return m_position; } | 320 | get { return m_position; } |
328 | set | 321 | set |
@@ -342,9 +335,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
342 | } | 335 | } |
343 | } | 336 | } |
344 | 337 | ||
345 | public override PhysicsVector Force | 338 | public override Vector3 Force |
346 | { | 339 | { |
347 | get { return new PhysicsVector(m_target_velocity.X, m_target_velocity.Y, m_target_velocity.Z); } | 340 | get { return m_target_velocity; } |
348 | set { return; } | 341 | set { return; } |
349 | } | 342 | } |
350 | 343 | ||
@@ -359,7 +352,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
359 | 352 | ||
360 | } | 353 | } |
361 | 354 | ||
362 | public override void VehicleVectorParam(int param, PhysicsVector value) | 355 | public override void VehicleVectorParam(int param, Vector3 value) |
363 | { | 356 | { |
364 | 357 | ||
365 | } | 358 | } |
@@ -374,23 +367,22 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
374 | 367 | ||
375 | } | 368 | } |
376 | 369 | ||
377 | public override PhysicsVector GeometricCenter | 370 | public override Vector3 GeometricCenter |
378 | { | 371 | { |
379 | get { return PhysicsVector.Zero; } | 372 | get { return Vector3.Zero; } |
380 | } | 373 | } |
381 | 374 | ||
382 | public override PhysicsVector CenterOfMass | 375 | public override Vector3 CenterOfMass |
383 | { | 376 | { |
384 | get { return PhysicsVector.Zero; } | 377 | get { return Vector3.Zero; } |
385 | } | 378 | } |
386 | 379 | ||
387 | public override PhysicsVector Velocity | 380 | public override Vector3 Velocity |
388 | { | 381 | { |
389 | get | 382 | get |
390 | { | 383 | { |
391 | // There's a problem with PhysicsVector.Zero! Don't Use it Here! | ||
392 | if (m_zeroFlag) | 384 | if (m_zeroFlag) |
393 | return new PhysicsVector(0f, 0f, 0f); | 385 | return Vector3.Zero; |
394 | m_lastUpdateSent = false; | 386 | m_lastUpdateSent = false; |
395 | return m_velocity; | 387 | return m_velocity; |
396 | } | 388 | } |
@@ -401,9 +393,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
401 | } | 393 | } |
402 | } | 394 | } |
403 | 395 | ||
404 | public override PhysicsVector Torque | 396 | public override Vector3 Torque |
405 | { | 397 | { |
406 | get { return PhysicsVector.Zero; } | 398 | get { return Vector3.Zero; } |
407 | set { return; } | 399 | set { return; } |
408 | } | 400 | } |
409 | 401 | ||
@@ -413,7 +405,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
413 | set { } | 405 | set { } |
414 | } | 406 | } |
415 | 407 | ||
416 | public override PhysicsVector Acceleration | 408 | public override Vector3 Acceleration |
417 | { | 409 | { |
418 | get { return m_acceleration; } | 410 | get { return m_acceleration; } |
419 | } | 411 | } |
@@ -586,7 +578,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
586 | set { return; } | 578 | set { return; } |
587 | } | 579 | } |
588 | 580 | ||
589 | public override PhysicsVector RotationalVelocity | 581 | public override Vector3 RotationalVelocity |
590 | { | 582 | { |
591 | get { return m_rotationalVelocity; } | 583 | get { return m_rotationalVelocity; } |
592 | set { m_rotationalVelocity = value; } | 584 | set { m_rotationalVelocity = value; } |
@@ -604,7 +596,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
604 | set { m_buoyancy = value; } | 596 | set { m_buoyancy = value; } |
605 | } | 597 | } |
606 | 598 | ||
607 | public override PhysicsVector PIDTarget { set { return; } } | 599 | public override Vector3 PIDTarget { set { return; } } |
608 | public override bool PIDActive { set { return; } } | 600 | public override bool PIDActive { set { return; } } |
609 | public override float PIDTau { set { return; } } | 601 | public override float PIDTau { set { return; } } |
610 | 602 | ||
@@ -634,7 +626,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
634 | /// </summary> | 626 | /// </summary> |
635 | /// <param name="force"></param> | 627 | /// <param name="force"></param> |
636 | /// <param name="pushforce">Is this a push by a script?</param> | 628 | /// <param name="pushforce">Is this a push by a script?</param> |
637 | public override void AddForce(PhysicsVector force, bool pushforce) | 629 | public override void AddForce(Vector3 force, bool pushforce) |
638 | { | 630 | { |
639 | if (pushforce) | 631 | if (pushforce) |
640 | { | 632 | { |
@@ -656,7 +648,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
656 | //m_lastUpdateSent = false; | 648 | //m_lastUpdateSent = false; |
657 | } | 649 | } |
658 | 650 | ||
659 | public void doForce(PhysicsVector force, bool now) | 651 | public void doForce(Vector3 force, bool now) |
660 | { | 652 | { |
661 | 653 | ||
662 | tempVector3.setValue(force.X, force.Y, force.Z); | 654 | tempVector3.setValue(force.X, force.Y, force.Z); |
@@ -671,7 +663,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
671 | } | 663 | } |
672 | } | 664 | } |
673 | 665 | ||
674 | public void doImpulse(PhysicsVector force, bool now) | 666 | public void doImpulse(Vector3 force, bool now) |
675 | { | 667 | { |
676 | 668 | ||
677 | tempVector3.setValue(force.X, force.Y, force.Z); | 669 | tempVector3.setValue(force.X, force.Y, force.Z); |
@@ -686,12 +678,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
686 | } | 678 | } |
687 | } | 679 | } |
688 | 680 | ||
689 | public override void AddAngularForce(PhysicsVector force, bool pushforce) | 681 | public override void AddAngularForce(Vector3 force, bool pushforce) |
690 | { | 682 | { |
691 | 683 | ||
692 | } | 684 | } |
693 | 685 | ||
694 | public override void SetMomentum(PhysicsVector momentum) | 686 | public override void SetMomentum(Vector3 momentum) |
695 | { | 687 | { |
696 | 688 | ||
697 | } | 689 | } |
@@ -808,7 +800,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
808 | 800 | ||
809 | AvatarGeomAndBodyCreation(m_position.X, m_position.Y, | 801 | AvatarGeomAndBodyCreation(m_position.X, m_position.Y, |
810 | m_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2)); | 802 | m_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2)); |
811 | Velocity = new PhysicsVector(0f, 0f, 0f); | 803 | Velocity = Vector3.Zero; |
812 | 804 | ||
813 | } | 805 | } |
814 | else | 806 | else |
@@ -852,9 +844,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
852 | } | 844 | } |
853 | //PidStatus = true; | 845 | //PidStatus = true; |
854 | 846 | ||
855 | PhysicsVector vec = new PhysicsVector(); | 847 | Vector3 vec = Vector3.Zero; |
856 | 848 | ||
857 | PhysicsVector vel = new PhysicsVector(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); | 849 | Vector3 vel = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); |
858 | 850 | ||
859 | float movementdivisor = 1f; | 851 | float movementdivisor = 1f; |
860 | 852 | ||
@@ -885,7 +877,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
885 | // Avatar to Avatar collisions | 877 | // Avatar to Avatar collisions |
886 | // Prim to avatar collisions | 878 | // Prim to avatar collisions |
887 | 879 | ||
888 | PhysicsVector pos = new PhysicsVector(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); | 880 | Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); |
889 | vec.X = (m_target_velocity.X - vel.X) * (PID_D) + (m_zeroPosition.X - pos.X) * (PID_P * 2); | 881 | vec.X = (m_target_velocity.X - vel.X) * (PID_D) + (m_zeroPosition.X - pos.X) * (PID_P * 2); |
890 | vec.Y = (m_target_velocity.Y - vel.Y) * (PID_D) + (m_zeroPosition.Y - pos.Y) * (PID_P * 2); | 882 | vec.Y = (m_target_velocity.Y - vel.Y) * (PID_D) + (m_zeroPosition.Y - pos.Y) * (PID_P * 2); |
891 | if (m_flying) | 883 | if (m_flying) |
@@ -927,7 +919,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
927 | { | 919 | { |
928 | // We're colliding with something and we're not flying but we're moving | 920 | // We're colliding with something and we're not flying but we're moving |
929 | // This means we're walking or running. | 921 | // This means we're walking or running. |
930 | PhysicsVector pos = new PhysicsVector(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); | 922 | Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); |
931 | vec.Z = (m_target_velocity.Z - vel.Z) * PID_D + (m_zeroPosition.Z - pos.Z) * PID_P; | 923 | vec.Z = (m_target_velocity.Z - vel.Z) * PID_D + (m_zeroPosition.Z - pos.Z) * PID_P; |
932 | if (m_target_velocity.X > 0) | 924 | if (m_target_velocity.X > 0) |
933 | { | 925 | { |
@@ -1016,7 +1008,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1016 | tempVector2 = Body.getInterpolationLinearVelocity(); | 1008 | tempVector2 = Body.getInterpolationLinearVelocity(); |
1017 | 1009 | ||
1018 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | 1010 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! |
1019 | PhysicsVector vec = new PhysicsVector(tempVector1.getX(),tempVector1.getY(),tempVector1.getZ()); | 1011 | Vector3 vec = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); |
1020 | 1012 | ||
1021 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | 1013 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) |
1022 | if (vec.X < -10.0f) vec.X = 0.0f; | 1014 | if (vec.X < -10.0f) vec.X = 0.0f; |
@@ -1048,7 +1040,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1048 | else | 1040 | else |
1049 | { | 1041 | { |
1050 | m_lastUpdateSent = false; | 1042 | m_lastUpdateSent = false; |
1051 | vec = new PhysicsVector(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); | 1043 | vec = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); |
1052 | m_velocity.X = (vec.X); | 1044 | m_velocity.X = (vec.X); |
1053 | m_velocity.Y = (vec.Y); | 1045 | m_velocity.Y = (vec.Y); |
1054 | 1046 | ||
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 | |||
43 | { | 43 | { |
44 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 44 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
45 | 45 | ||
46 | private PhysicsVector _position; | 46 | private Vector3 _position; |
47 | private PhysicsVector m_zeroPosition; | 47 | private Vector3 m_zeroPosition; |
48 | private PhysicsVector _velocity; | 48 | private Vector3 _velocity; |
49 | private PhysicsVector _torque = new PhysicsVector(0, 0, 0); | 49 | private Vector3 _torque; |
50 | private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); | 50 | private Vector3 m_lastVelocity; |
51 | private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f); | 51 | private Vector3 m_lastposition; |
52 | private Quaternion m_lastorientation = new Quaternion(); | 52 | private Quaternion m_lastorientation = Quaternion.Identity; |
53 | private PhysicsVector m_rotationalVelocity; | 53 | private Vector3 m_rotationalVelocity; |
54 | private PhysicsVector _size; | 54 | private Vector3 _size; |
55 | private PhysicsVector _acceleration; | 55 | private Vector3 _acceleration; |
56 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); | 56 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); |
57 | private Quaternion _orientation; | 57 | private Quaternion _orientation; |
58 | private PhysicsVector m_taintposition; | 58 | private Vector3 m_taintposition; |
59 | private PhysicsVector m_taintsize; | 59 | private Vector3 m_taintsize; |
60 | private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0); | 60 | private Vector3 m_taintVelocity; |
61 | private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0); | 61 | private Vector3 m_taintTorque; |
62 | private Quaternion m_taintrot; | 62 | private Quaternion m_taintrot; |
63 | private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f); | 63 | private Vector3 m_angularlock = Vector3.One; |
64 | private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f); | 64 | private Vector3 m_taintAngularLock = Vector3.One; |
65 | // private btGeneric6DofConstraint Amotor; | 65 | // private btGeneric6DofConstraint Amotor; |
66 | 66 | ||
67 | private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0); | 67 | private Vector3 m_PIDTarget; |
68 | private float m_PIDTau = 0f; | 68 | private float m_PIDTau; |
69 | private float m_PIDHoverHeight = 0f; | 69 | private float m_PIDHoverHeight; |
70 | private float m_PIDHoverTau = 0f; | 70 | private float m_PIDHoverTau; |
71 | private bool m_useHoverPID = false; | 71 | private bool m_useHoverPID; |
72 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; | 72 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; |
73 | private float m_targetHoverHeight = 0f; | 73 | private float m_targetHoverHeight; |
74 | private float m_groundHeight = 0f; | 74 | private float m_groundHeight; |
75 | private float m_waterHeight = 0f; | 75 | private float m_waterHeight; |
76 | private float PID_D = 35f; | 76 | private float PID_D = 35f; |
77 | private float PID_G = 25f; | 77 | private float PID_G = 25f; |
78 | // private float m_tensor = 5f; | 78 | // private float m_tensor = 5f; |
79 | // private int body_autodisable_frames = 20; | 79 | // private int body_autodisable_frames = 20; |
80 | private IMesh primMesh = null; | 80 | private IMesh primMesh; |
81 | |||
82 | private bool m_usePID = false; | ||
83 | 81 | ||
82 | private bool m_usePID; | ||
84 | 83 | ||
85 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | 84 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom |
86 | | CollisionCategories.Space | 85 | | CollisionCategories.Space |
@@ -88,11 +87,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
88 | | CollisionCategories.Character | 87 | | CollisionCategories.Character |
89 | ); | 88 | ); |
90 | 89 | ||
91 | private bool m_taintshape = false; | 90 | private bool m_taintshape; |
92 | private bool m_taintPhysics = false; | 91 | private bool m_taintPhysics; |
93 | // private bool m_collidesLand = true; | 92 | // private bool m_collidesLand = true; |
94 | private bool m_collidesWater = false; | 93 | private bool m_collidesWater; |
95 | public bool m_returnCollisions = false; | 94 | public bool m_returnCollisions; |
96 | 95 | ||
97 | // Default we're a Geometry | 96 | // Default we're a Geometry |
98 | // private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | 97 | // private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); |
@@ -100,23 +99,23 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
100 | // Default, Collide with Other Geometries, spaces and Bodies | 99 | // Default, Collide with Other Geometries, spaces and Bodies |
101 | // private CollisionCategories m_collisionFlags = m_default_collisionFlags; | 100 | // private CollisionCategories m_collisionFlags = m_default_collisionFlags; |
102 | 101 | ||
103 | public bool m_taintremove = false; | 102 | public bool m_taintremove; |
104 | public bool m_taintdisable = false; | 103 | public bool m_taintdisable; |
105 | public bool m_disabled = false; | 104 | public bool m_disabled; |
106 | public bool m_taintadd = false; | 105 | public bool m_taintadd; |
107 | public bool m_taintselected = false; | 106 | public bool m_taintselected; |
108 | public bool m_taintCollidesWater = false; | 107 | public bool m_taintCollidesWater; |
109 | 108 | ||
110 | public uint m_localID = 0; | 109 | public uint m_localID; |
111 | 110 | ||
112 | //public GCHandle gc; | 111 | //public GCHandle gc; |
113 | // private CollisionLocker ode; | 112 | // private CollisionLocker ode; |
114 | 113 | ||
115 | private bool m_taintforce = false; | 114 | private bool m_taintforce; |
116 | private bool m_taintaddangularforce = false; | 115 | private bool m_taintaddangularforce; |
117 | private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f); | 116 | private Vector3 m_force; |
118 | private List<PhysicsVector> m_forcelist = new List<PhysicsVector>(); | 117 | private List<Vector3> m_forcelist = new List<Vector3>(); |
119 | private List<PhysicsVector> m_angularforcelist = new List<PhysicsVector>(); | 118 | private List<Vector3> m_angularforcelist = new List<Vector3>(); |
120 | 119 | ||
121 | private IMesh _mesh; | 120 | private IMesh _mesh; |
122 | private PrimitiveBaseShape _pbs; | 121 | private PrimitiveBaseShape _pbs; |
@@ -124,40 +123,40 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
124 | public btCollisionShape prim_geom; | 123 | public btCollisionShape prim_geom; |
125 | public IntPtr _triMeshData; | 124 | public IntPtr _triMeshData; |
126 | 125 | ||
127 | private PhysicsActor _parent = null; | 126 | private PhysicsActor _parent; |
128 | private PhysicsActor m_taintparent = null; | 127 | private PhysicsActor m_taintparent; |
129 | 128 | ||
130 | private List<BulletDotNETPrim> childrenPrim = new List<BulletDotNETPrim>(); | 129 | private List<BulletDotNETPrim> childrenPrim = new List<BulletDotNETPrim>(); |
131 | 130 | ||
132 | private bool iscolliding = false; | 131 | private bool iscolliding; |
133 | private bool m_isphysical = false; | 132 | private bool m_isphysical; |
134 | private bool m_isSelected = false; | 133 | private bool m_isSelected; |
135 | 134 | ||
136 | internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively | 135 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively |
137 | 136 | ||
138 | private bool m_throttleUpdates = false; | 137 | private bool m_throttleUpdates; |
139 | // private int throttleCounter = 0; | 138 | // private int throttleCounter; |
140 | public int m_interpenetrationcount = 0; | 139 | public int m_interpenetrationcount; |
141 | public float m_collisionscore = 0; | 140 | public float m_collisionscore; |
142 | public int m_roundsUnderMotionThreshold = 0; | 141 | public int m_roundsUnderMotionThreshold; |
143 | private int m_crossingfailures = 0; | 142 | private int m_crossingfailures; |
144 | 143 | ||
145 | public float m_buoyancy = 0f; | 144 | public float m_buoyancy; |
146 | 145 | ||
147 | public bool outofBounds = false; | 146 | public bool outofBounds; |
148 | private float m_density = 10.000006836f; // Aluminum g/cm3; | 147 | private float m_density = 10.000006836f; // Aluminum g/cm3; |
149 | 148 | ||
150 | public bool _zeroFlag = false; | 149 | public bool _zeroFlag; |
151 | private bool m_lastUpdateSent = false; | 150 | private bool m_lastUpdateSent; |
152 | 151 | ||
153 | 152 | ||
154 | private String m_primName; | 153 | private String m_primName; |
155 | private PhysicsVector _target_velocity; | 154 | private Vector3 _target_velocity; |
156 | 155 | ||
157 | public int m_eventsubscription = 0; | 156 | public int m_eventsubscription; |
158 | // private CollisionEventUpdate CollisionEventsThisFrame = null; | 157 | // private CollisionEventUpdate CollisionEventsThisFrame = null; |
159 | 158 | ||
160 | public volatile bool childPrim = false; | 159 | public volatile bool childPrim; |
161 | 160 | ||
162 | private btVector3 tempPosition1; | 161 | private btVector3 tempPosition1; |
163 | private btVector3 tempPosition2; | 162 | private btVector3 tempPosition2; |
@@ -190,7 +189,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
190 | 189 | ||
191 | public btRigidBody Body; | 190 | public btRigidBody Body; |
192 | 191 | ||
193 | public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, PhysicsVector pos, PhysicsVector size, | 192 | public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, |
194 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) | 193 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) |
195 | { | 194 | { |
196 | tempPosition1 = new btVector3(0, 0, 0); | 195 | tempPosition1 = new btVector3(0, 0, 0); |
@@ -225,8 +224,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
225 | 224 | ||
226 | AxisLockLinearHigh = new btVector3((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionSize); | 225 | AxisLockLinearHigh = new btVector3((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionSize); |
227 | 226 | ||
228 | _target_velocity = new PhysicsVector(0, 0, 0); | 227 | _target_velocity = Vector3.Zero; |
229 | _velocity = new PhysicsVector(); | 228 | _velocity = Vector3.Zero; |
230 | _position = pos; | 229 | _position = pos; |
231 | m_taintposition = pos; | 230 | m_taintposition = pos; |
232 | PID_D = parent_scene.bodyPIDD; | 231 | PID_D = parent_scene.bodyPIDD; |
@@ -244,8 +243,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
244 | 243 | ||
245 | _size = size; | 244 | _size = size; |
246 | m_taintsize = _size; | 245 | m_taintsize = _size; |
247 | _acceleration = new PhysicsVector(); | 246 | _acceleration = Vector3.Zero; |
248 | m_rotationalVelocity = PhysicsVector.Zero; | 247 | m_rotationalVelocity = Vector3.Zero; |
249 | _orientation = rotation; | 248 | _orientation = rotation; |
250 | m_taintrot = _orientation; | 249 | m_taintrot = _orientation; |
251 | _mesh = mesh; | 250 | _mesh = mesh; |
@@ -274,7 +273,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
274 | get { return _zeroFlag; } | 273 | get { return _zeroFlag; } |
275 | } | 274 | } |
276 | 275 | ||
277 | public override PhysicsVector Size | 276 | public override Vector3 Size |
278 | { | 277 | { |
279 | get { return _size; } | 278 | get { return _size; } |
280 | set { _size = value; } | 279 | set { _size = value; } |
@@ -348,13 +347,13 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
348 | m_taintparent = null; | 347 | m_taintparent = null; |
349 | } | 348 | } |
350 | 349 | ||
351 | public override void LockAngularMotion(PhysicsVector axis) | 350 | public override void LockAngularMotion(Vector3 axis) |
352 | { | 351 | { |
353 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | 352 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); |
354 | m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z); | 353 | m_taintAngularLock = axis; |
355 | } | 354 | } |
356 | 355 | ||
357 | public override PhysicsVector Position | 356 | public override Vector3 Position |
358 | { | 357 | { |
359 | get { return _position; } | 358 | get { return _position; } |
360 | 359 | ||
@@ -370,9 +369,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
370 | get { return CalculateMass(); } | 369 | get { return CalculateMass(); } |
371 | } | 370 | } |
372 | 371 | ||
373 | public override PhysicsVector Force | 372 | public override Vector3 Force |
374 | { | 373 | { |
375 | //get { return PhysicsVector.Zero; } | 374 | //get { return Vector3.Zero; } |
376 | get { return m_force; } | 375 | get { return m_force; } |
377 | set { m_force = value; } | 376 | set { m_force = value; } |
378 | } | 377 | } |
@@ -388,7 +387,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
388 | //TODO: | 387 | //TODO: |
389 | } | 388 | } |
390 | 389 | ||
391 | public override void VehicleVectorParam(int param, PhysicsVector value) | 390 | public override void VehicleVectorParam(int param, Vector3 value) |
392 | { | 391 | { |
393 | //TODO: | 392 | //TODO: |
394 | } | 393 | } |
@@ -405,23 +404,23 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
405 | 404 | ||
406 | } | 405 | } |
407 | 406 | ||
408 | public override PhysicsVector GeometricCenter | 407 | public override Vector3 GeometricCenter |
409 | { | 408 | { |
410 | get { return PhysicsVector.Zero; } | 409 | get { return Vector3.Zero; } |
411 | } | 410 | } |
412 | 411 | ||
413 | public override PhysicsVector CenterOfMass | 412 | public override Vector3 CenterOfMass |
414 | { | 413 | { |
415 | get { return PhysicsVector.Zero; } | 414 | get { return Vector3.Zero; } |
416 | } | 415 | } |
417 | 416 | ||
418 | public override PhysicsVector Velocity | 417 | public override Vector3 Velocity |
419 | { | 418 | { |
420 | get | 419 | get |
421 | { | 420 | { |
422 | // Averate previous velocity with the new one so | 421 | // Averate previous velocity with the new one so |
423 | // client object interpolation works a 'little' better | 422 | // client object interpolation works a 'little' better |
424 | PhysicsVector returnVelocity = new PhysicsVector(); | 423 | Vector3 returnVelocity; |
425 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; | 424 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; |
426 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; | 425 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; |
427 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; | 426 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; |
@@ -436,12 +435,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
436 | } | 435 | } |
437 | } | 436 | } |
438 | 437 | ||
439 | public override PhysicsVector Torque | 438 | public override Vector3 Torque |
440 | { | 439 | { |
441 | get | 440 | get |
442 | { | 441 | { |
443 | if (!m_isphysical || Body.Handle == IntPtr.Zero) | 442 | if (!m_isphysical || Body.Handle == IntPtr.Zero) |
444 | return new PhysicsVector(0, 0, 0); | 443 | return Vector3.Zero; |
445 | 444 | ||
446 | return _torque; | 445 | return _torque; |
447 | } | 446 | } |
@@ -459,7 +458,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
459 | set { m_collisionscore = value; } | 458 | set { m_collisionscore = value; } |
460 | } | 459 | } |
461 | 460 | ||
462 | public override PhysicsVector Acceleration | 461 | public override Vector3 Acceleration |
463 | { | 462 | { |
464 | get { return _acceleration; } | 463 | get { return _acceleration; } |
465 | } | 464 | } |
@@ -528,16 +527,16 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
528 | } | 527 | } |
529 | } | 528 | } |
530 | 529 | ||
531 | public override PhysicsVector RotationalVelocity | 530 | public override Vector3 RotationalVelocity |
532 | { | 531 | { |
533 | get | 532 | get |
534 | { | 533 | { |
535 | PhysicsVector pv = new PhysicsVector(0, 0, 0); | 534 | Vector3 pv = Vector3.Zero; |
536 | if (_zeroFlag) | 535 | if (_zeroFlag) |
537 | return pv; | 536 | return pv; |
538 | m_lastUpdateSent = false; | 537 | m_lastUpdateSent = false; |
539 | 538 | ||
540 | if (m_rotationalVelocity.IsIdentical(pv, 0.2f)) | 539 | if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) |
541 | return pv; | 540 | return pv; |
542 | 541 | ||
543 | return m_rotationalVelocity; | 542 | return m_rotationalVelocity; |
@@ -557,7 +556,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
557 | set { m_buoyancy = value; } | 556 | set { m_buoyancy = value; } |
558 | } | 557 | } |
559 | 558 | ||
560 | public override PhysicsVector PIDTarget { set { m_PIDTarget = value; ; } } | 559 | public override Vector3 PIDTarget { set { m_PIDTarget = value; ; } } |
561 | public override bool PIDActive { set { m_usePID = value; } } | 560 | public override bool PIDActive { set { m_usePID = value; } } |
562 | public override float PIDTau { set { m_PIDTau = value; } } | 561 | public override float PIDTau { set { m_PIDTau = value; } } |
563 | 562 | ||
@@ -567,20 +566,20 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
567 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | 566 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } |
568 | 567 | ||
569 | 568 | ||
570 | public override void AddForce(PhysicsVector force, bool pushforce) | 569 | public override void AddForce(Vector3 force, bool pushforce) |
571 | { | 570 | { |
572 | m_forcelist.Add(force); | 571 | m_forcelist.Add(force); |
573 | m_taintforce = true; | 572 | m_taintforce = true; |
574 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | 573 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); |
575 | } | 574 | } |
576 | 575 | ||
577 | public override void AddAngularForce(PhysicsVector force, bool pushforce) | 576 | public override void AddAngularForce(Vector3 force, bool pushforce) |
578 | { | 577 | { |
579 | m_angularforcelist.Add(force); | 578 | m_angularforcelist.Add(force); |
580 | m_taintaddangularforce = true; | 579 | m_taintaddangularforce = true; |
581 | } | 580 | } |
582 | 581 | ||
583 | public override void SetMomentum(PhysicsVector momentum) | 582 | public override void SetMomentum(Vector3 momentum) |
584 | { | 583 | { |
585 | } | 584 | } |
586 | 585 | ||
@@ -778,7 +777,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
778 | 777 | ||
779 | } | 778 | } |
780 | 779 | ||
781 | if (!_position.IsIdentical(m_taintposition, 0f)) | 780 | if (!_position.ApproxEquals(m_taintposition, 0f)) |
782 | { | 781 | { |
783 | m_log.Debug("[PHYSICS]: TaintMove"); | 782 | m_log.Debug("[PHYSICS]: TaintMove"); |
784 | changemove(timestep); | 783 | changemove(timestep); |
@@ -796,7 +795,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
796 | } | 795 | } |
797 | // | 796 | // |
798 | 797 | ||
799 | if (!_size.IsIdentical(m_taintsize, 0)) | 798 | if (!_size.ApproxEquals(m_taintsize, 0f)) |
800 | { | 799 | { |
801 | m_log.Debug("[PHYSICS]: TaintSize"); | 800 | m_log.Debug("[PHYSICS]: TaintSize"); |
802 | changesize(timestep); | 801 | changesize(timestep); |
@@ -820,7 +819,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
820 | m_log.Debug("[PHYSICS]: TaintAngularForce"); | 819 | m_log.Debug("[PHYSICS]: TaintAngularForce"); |
821 | changeAddAngularForce(timestep); | 820 | changeAddAngularForce(timestep); |
822 | } | 821 | } |
823 | if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f)) | 822 | if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) |
824 | { | 823 | { |
825 | m_log.Debug("[PHYSICS]: TaintTorque"); | 824 | m_log.Debug("[PHYSICS]: TaintTorque"); |
826 | changeSetTorque(timestep); | 825 | changeSetTorque(timestep); |
@@ -835,7 +834,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
835 | m_log.Debug("[PHYSICS]: TaintSelected"); | 834 | m_log.Debug("[PHYSICS]: TaintSelected"); |
836 | changeSelectedStatus(timestep); | 835 | changeSelectedStatus(timestep); |
837 | } | 836 | } |
838 | if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f)) | 837 | if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) |
839 | { | 838 | { |
840 | m_log.Debug("[PHYSICS]: TaintVelocity"); | 839 | m_log.Debug("[PHYSICS]: TaintVelocity"); |
841 | changevelocity(timestep); | 840 | changevelocity(timestep); |
@@ -849,7 +848,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
849 | { | 848 | { |
850 | changefloatonwater(timestep); | 849 | changefloatonwater(timestep); |
851 | } | 850 | } |
852 | if (!m_angularlock.IsIdentical(m_taintAngularLock, 0)) | 851 | if (!m_angularlock.ApproxEquals(m_taintAngularLock, 0)) |
853 | { | 852 | { |
854 | m_log.Debug("[PHYSICS]: TaintAngularLock"); | 853 | m_log.Debug("[PHYSICS]: TaintAngularLock"); |
855 | changeAngularLock(timestep); | 854 | changeAngularLock(timestep); |
@@ -1012,7 +1011,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1012 | { | 1011 | { |
1013 | if (_parent_scene.needsMeshing(_pbs)) | 1012 | if (_parent_scene.needsMeshing(_pbs)) |
1014 | { | 1013 | { |
1015 | ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity); | 1014 | ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); |
1016 | // createmesh returns null when it doesn't mesh. | 1015 | // createmesh returns null when it doesn't mesh. |
1017 | CreateGeom(IntPtr.Zero, _mesh); | 1016 | CreateGeom(IntPtr.Zero, _mesh); |
1018 | } | 1017 | } |
@@ -1029,7 +1028,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1029 | return _parent_scene.needsMeshing(_pbs); | 1028 | return _parent_scene.needsMeshing(_pbs); |
1030 | } | 1029 | } |
1031 | 1030 | ||
1032 | internal void ProcessGeomCreationAsTriMesh(PhysicsVector positionOffset, Quaternion orientation) | 1031 | internal void ProcessGeomCreationAsTriMesh(Vector3 positionOffset, Quaternion orientation) |
1033 | { | 1032 | { |
1034 | // Don't need to re-enable body.. it's done in SetMesh | 1033 | // Don't need to re-enable body.. it's done in SetMesh |
1035 | float meshlod = _parent_scene.meshSculptLOD; | 1034 | float meshlod = _parent_scene.meshSculptLOD; |
@@ -1038,7 +1037,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1038 | meshlod = _parent_scene.MeshSculptphysicalLOD; | 1037 | meshlod = _parent_scene.MeshSculptphysicalLOD; |
1039 | 1038 | ||
1040 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | 1039 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); |
1041 | if (!positionOffset.IsIdentical(PhysicsVector.Zero, 0.001f) || orientation != Quaternion.Identity) | 1040 | if (!positionOffset.ApproxEquals(Vector3.Zero, 0.001f) || orientation != Quaternion.Identity) |
1042 | { | 1041 | { |
1043 | 1042 | ||
1044 | float[] xyz = new float[3]; | 1043 | float[] xyz = new float[3]; |
@@ -1202,7 +1201,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1202 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | 1201 | //m_log.Info("[PHYSICS]: dequeing forcelist"); |
1203 | if (IsPhysical) | 1202 | if (IsPhysical) |
1204 | { | 1203 | { |
1205 | PhysicsVector iforce = new PhysicsVector(); | 1204 | Vector3 iforce = Vector3.Zero; |
1206 | for (int i = 0; i < m_forcelist.Count; i++) | 1205 | for (int i = 0; i < m_forcelist.Count; i++) |
1207 | { | 1206 | { |
1208 | iforce = iforce + m_forcelist[i]; | 1207 | iforce = iforce + m_forcelist[i]; |
@@ -1237,7 +1236,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1237 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | 1236 | //m_log.Info("[PHYSICS]: dequeing forcelist"); |
1238 | if (IsPhysical) | 1237 | if (IsPhysical) |
1239 | { | 1238 | { |
1240 | PhysicsVector iforce = new PhysicsVector(); | 1239 | Vector3 iforce = Vector3.Zero; |
1241 | for (int i = 0; i < m_angularforcelist.Count; i++) | 1240 | for (int i = 0; i < m_angularforcelist.Count; i++) |
1242 | { | 1241 | { |
1243 | iforce = iforce + m_angularforcelist[i]; | 1242 | iforce = iforce + m_angularforcelist[i]; |
@@ -1276,7 +1275,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1276 | } | 1275 | } |
1277 | } | 1276 | } |
1278 | } | 1277 | } |
1279 | m_taintTorque = new PhysicsVector(0, 0, 0); | 1278 | m_taintTorque = Vector3.Zero; |
1280 | } | 1279 | } |
1281 | 1280 | ||
1282 | private void changedisable(float timestep) | 1281 | private void changedisable(float timestep) |
@@ -1317,7 +1316,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1317 | 1316 | ||
1318 | //resetCollisionAccounting(); | 1317 | //resetCollisionAccounting(); |
1319 | } | 1318 | } |
1320 | m_taintVelocity = PhysicsVector.Zero; | 1319 | m_taintVelocity = Vector3.Zero; |
1321 | } | 1320 | } |
1322 | 1321 | ||
1323 | private void changelink(float timestep) | 1322 | private void changelink(float timestep) |
@@ -1361,7 +1360,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1361 | 1360 | ||
1362 | if (m_taintparent != null) | 1361 | if (m_taintparent != null) |
1363 | { | 1362 | { |
1364 | m_taintparent.Position.Z = m_taintparent.Position.Z + 0.02f; | 1363 | Vector3 taintparentPosition = m_taintparent.Position; |
1364 | taintparentPosition.Z = m_taintparent.Position.Z + 0.02f; | ||
1365 | m_taintparent.Position = taintparentPosition; | ||
1365 | _parent_scene.AddPhysicsActorTaint(m_taintparent); | 1366 | _parent_scene.AddPhysicsActorTaint(m_taintparent); |
1366 | } | 1367 | } |
1367 | } | 1368 | } |
@@ -1382,7 +1383,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1382 | { | 1383 | { |
1383 | if (_parent == null) | 1384 | if (_parent == null) |
1384 | { | 1385 | { |
1385 | if (!m_taintAngularLock.IsIdentical(new PhysicsVector(1f, 1f, 1f), 0)) | 1386 | if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) |
1386 | { | 1387 | { |
1387 | //d.BodySetFiniteRotationMode(Body, 0); | 1388 | //d.BodySetFiniteRotationMode(Body, 0); |
1388 | //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); | 1389 | //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); |
@@ -1395,7 +1396,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1395 | } | 1396 | } |
1396 | 1397 | ||
1397 | } | 1398 | } |
1398 | m_angularlock = new PhysicsVector(m_taintAngularLock.X, m_taintAngularLock.Y, m_taintAngularLock.Z); | 1399 | m_angularlock = m_taintAngularLock; |
1399 | 1400 | ||
1400 | } | 1401 | } |
1401 | #endregion | 1402 | #endregion |
@@ -1460,17 +1461,17 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1460 | // TODO: NEED btVector3 for Linear Velocity | 1461 | // TODO: NEED btVector3 for Linear Velocity |
1461 | // NEED btVector3 for Position | 1462 | // NEED btVector3 for Position |
1462 | 1463 | ||
1463 | PhysicsVector pos = new PhysicsVector(_position.X, _position.Y, _position.Z); //TODO: Insert values gotten from bullet | 1464 | Vector3 pos = _position; //TODO: Insert values gotten from bullet |
1464 | PhysicsVector vel = new PhysicsVector(_velocity.X, _velocity.Y, _velocity.Z); | 1465 | Vector3 vel = _velocity; |
1465 | 1466 | ||
1466 | _target_velocity = | 1467 | _target_velocity = |
1467 | new PhysicsVector( | 1468 | new Vector3( |
1468 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | 1469 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), |
1469 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | 1470 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), |
1470 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | 1471 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) |
1471 | ); | 1472 | ); |
1472 | 1473 | ||
1473 | if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) | 1474 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) |
1474 | { | 1475 | { |
1475 | 1476 | ||
1476 | /* TODO: Do Bullet equiv | 1477 | /* TODO: Do Bullet equiv |
@@ -1512,8 +1513,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1512 | { | 1513 | { |
1513 | PID_G = m_PIDTau + 1; | 1514 | PID_G = m_PIDTau + 1; |
1514 | } | 1515 | } |
1515 | PhysicsVector pos = new PhysicsVector(0, 0, 0); //TODO: Insert values gotten from bullet | 1516 | Vector3 pos = Vector3.Zero; //TODO: Insert values gotten from bullet |
1516 | PhysicsVector vel = new PhysicsVector(0, 0, 0); | 1517 | Vector3 vel = Vector3.Zero; |
1517 | 1518 | ||
1518 | // determine what our target height really is based on HoverType | 1519 | // determine what our target height really is based on HoverType |
1519 | switch (m_PIDHoverType) | 1520 | switch (m_PIDHoverType) |
@@ -1545,13 +1546,13 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1545 | 1546 | ||
1546 | 1547 | ||
1547 | _target_velocity = | 1548 | _target_velocity = |
1548 | new PhysicsVector(0.0f, 0.0f, | 1549 | new Vector3(0.0f, 0.0f, |
1549 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | 1550 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) |
1550 | ); | 1551 | ); |
1551 | 1552 | ||
1552 | // if velocity is zero, use position control; otherwise, velocity control | 1553 | // if velocity is zero, use position control; otherwise, velocity control |
1553 | 1554 | ||
1554 | if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) | 1555 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) |
1555 | { | 1556 | { |
1556 | 1557 | ||
1557 | /* TODO: Do Bullet Equiv | 1558 | /* TODO: Do Bullet Equiv |
@@ -1626,8 +1627,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1626 | else | 1627 | else |
1627 | { | 1628 | { |
1628 | if (m_zeroPosition == null) | 1629 | if (m_zeroPosition == null) |
1629 | m_zeroPosition = new PhysicsVector(0, 0, 0); | 1630 | m_zeroPosition = Vector3.Zero; |
1630 | m_zeroPosition.setValues(_position.X, _position.Y, _position.Z); | 1631 | m_zeroPosition = _position; |
1631 | return; | 1632 | return; |
1632 | } | 1633 | } |
1633 | } | 1634 | } |
@@ -2177,7 +2178,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2177 | 2178 | ||
2178 | //if (hasTrimesh) | 2179 | //if (hasTrimesh) |
2179 | //{ | 2180 | //{ |
2180 | ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity); | 2181 | ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); |
2181 | // createmesh returns null when it doesn't mesh. | 2182 | // createmesh returns null when it doesn't mesh. |
2182 | 2183 | ||
2183 | /* | 2184 | /* |
@@ -2197,11 +2198,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2197 | { | 2198 | { |
2198 | if (chld == null) | 2199 | if (chld == null) |
2199 | continue; | 2200 | continue; |
2200 | PhysicsVector offset = chld.Position - Position; | 2201 | Vector3 offset = chld.Position - Position; |
2201 | Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); | 2202 | Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); |
2202 | pos *= Quaternion.Inverse(Orientation); | 2203 | pos *= Quaternion.Inverse(Orientation); |
2203 | //pos *= Orientation; | 2204 | //pos *= Orientation; |
2204 | offset.setValues(pos.X, pos.Y, pos.Z); | 2205 | offset = pos; |
2205 | chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); | 2206 | chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); |
2206 | 2207 | ||
2207 | _mesh.Append(chld._mesh); | 2208 | _mesh.Append(chld._mesh); |
@@ -2433,7 +2434,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2433 | m_collisionscore = 0; | 2434 | m_collisionscore = 0; |
2434 | m_disabled = false; | 2435 | m_disabled = false; |
2435 | // The body doesn't already have a finite rotation mode set here | 2436 | // The body doesn't already have a finite rotation mode set here |
2436 | if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) | 2437 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) |
2437 | { | 2438 | { |
2438 | // TODO: Create Angular Motor on Axis Lock! | 2439 | // TODO: Create Angular Motor on Axis Lock! |
2439 | } | 2440 | } |
@@ -2447,7 +2448,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2447 | { | 2448 | { |
2448 | if (_parent == null) | 2449 | if (_parent == null) |
2449 | { | 2450 | { |
2450 | PhysicsVector pv = new PhysicsVector(0, 0, 0); | 2451 | Vector3 pv = Vector3.Zero; |
2451 | bool lastZeroFlag = _zeroFlag; | 2452 | bool lastZeroFlag = _zeroFlag; |
2452 | if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) | 2453 | if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) |
2453 | tempPosition3.Dispose(); | 2454 | tempPosition3.Dispose(); |
@@ -2471,10 +2472,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2471 | tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel | 2472 | tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel |
2472 | tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel | 2473 | tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel |
2473 | 2474 | ||
2474 | _torque.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), | 2475 | _torque = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), |
2475 | tempAngularVelocity1.getZ()); | 2476 | tempAngularVelocity1.getZ()); |
2476 | PhysicsVector l_position = new PhysicsVector(); | 2477 | Vector3 l_position = Vector3.Zero; |
2477 | Quaternion l_orientation = new Quaternion(); | 2478 | Quaternion l_orientation = Quaternion.Identity; |
2478 | m_lastposition = _position; | 2479 | m_lastposition = _position; |
2479 | m_lastorientation = _orientation; | 2480 | m_lastorientation = _orientation; |
2480 | 2481 | ||
@@ -2598,20 +2599,18 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2598 | _velocity.Z = tempLinearVelocity1.getZ(); | 2599 | _velocity.Z = tempLinearVelocity1.getZ(); |
2599 | 2600 | ||
2600 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | 2601 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); |
2601 | _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, | 2602 | _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, |
2602 | _velocity.Y - m_lastVelocity.Y / 0.1f, | 2603 | _velocity.Y - m_lastVelocity.Y / 0.1f, |
2603 | _velocity.Z - m_lastVelocity.Z / 0.1f); | 2604 | _velocity.Z - m_lastVelocity.Z / 0.1f); |
2604 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | 2605 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); |
2605 | 2606 | ||
2606 | if (_velocity.IsIdentical(pv, 0.5f)) | 2607 | if (_velocity.ApproxEquals(pv, 0.5f)) |
2607 | { | 2608 | { |
2608 | m_rotationalVelocity = pv; | 2609 | m_rotationalVelocity = pv; |
2609 | } | 2610 | } |
2610 | else | 2611 | else |
2611 | { | 2612 | { |
2612 | 2613 | m_rotationalVelocity = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), tempAngularVelocity1.getZ()); | |
2613 | m_rotationalVelocity.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), | ||
2614 | tempAngularVelocity1.getZ()); | ||
2615 | } | 2614 | } |
2616 | 2615 | ||
2617 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); | 2616 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); |
@@ -2665,7 +2664,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2665 | m_taintremove = true; | 2664 | m_taintremove = true; |
2666 | } | 2665 | } |
2667 | 2666 | ||
2668 | internal void EnableAxisMotor(PhysicsVector axislock) | 2667 | internal void EnableAxisMotor(Vector3 axislock) |
2669 | { | 2668 | { |
2670 | if (m_aMotor != null) | 2669 | if (m_aMotor != null) |
2671 | DisableAxisMotor(); | 2670 | 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 | |||
139 | 139 | ||
140 | } | 140 | } |
141 | 141 | ||
142 | public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) | 142 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) |
143 | { | 143 | { |
144 | BulletDotNETCharacter chr = new BulletDotNETCharacter(avName, this, position, size, avPIDD, avPIDP, | 144 | BulletDotNETCharacter chr = new BulletDotNETCharacter(avName, this, position, size, avPIDD, avPIDP, |
145 | avCapRadius, avStandupTensor, avDensity, | 145 | avCapRadius, avStandupTensor, avDensity, |
@@ -177,14 +177,14 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
177 | } | 177 | } |
178 | } | 178 | } |
179 | 179 | ||
180 | private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation, | 180 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, |
181 | IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) | 181 | IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) |
182 | { | 182 | { |
183 | PhysicsVector pos = new PhysicsVector(position.X, position.Y, position.Z); | 183 | Vector3 pos = position; |
184 | //pos.X = position.X; | 184 | //pos.X = position.X; |
185 | //pos.Y = position.Y; | 185 | //pos.Y = position.Y; |
186 | //pos.Z = position.Z; | 186 | //pos.Z = position.Z; |
187 | PhysicsVector siz = new PhysicsVector(); | 187 | Vector3 siz = Vector3.Zero; |
188 | siz.X = size.X; | 188 | siz.X = size.X; |
189 | siz.Y = size.Y; | 189 | siz.Y = size.Y; |
190 | siz.Z = size.Z; | 190 | siz.Z = size.Z; |
@@ -201,12 +201,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
201 | return newPrim; | 201 | return newPrim; |
202 | } | 202 | } |
203 | 203 | ||
204 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation) | 204 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation) |
205 | { | 205 | { |
206 | return AddPrimShape(primName, pbs, position, size, rotation, false); | 206 | return AddPrimShape(primName, pbs, position, size, rotation, false); |
207 | } | 207 | } |
208 | 208 | ||
209 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation, bool isPhysical) | 209 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical) |
210 | { | 210 | { |
211 | PhysicsActor result; | 211 | PhysicsActor result; |
212 | IMesh mesh = null; | 212 | IMesh mesh = null; |