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/OdePlugin/ODEPrim.cs | |
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/OdePlugin/ODEPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 269 |
1 files changed, 132 insertions, 137 deletions
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 | |||
57 | { | 57 | { |
58 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 58 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
59 | 59 | ||
60 | private PhysicsVector _position; | 60 | private Vector3 _position; |
61 | private PhysicsVector _velocity; | 61 | private Vector3 _velocity; |
62 | private PhysicsVector _torque = new PhysicsVector(0,0,0); | 62 | private Vector3 _torque; |
63 | private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); | 63 | private Vector3 m_lastVelocity; |
64 | private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f); | 64 | private Vector3 m_lastposition; |
65 | private Quaternion m_lastorientation = new Quaternion(); | 65 | private Quaternion m_lastorientation = new Quaternion(); |
66 | private PhysicsVector m_rotationalVelocity; | 66 | private Vector3 m_rotationalVelocity; |
67 | private PhysicsVector _size; | 67 | private Vector3 _size; |
68 | private PhysicsVector _acceleration; | 68 | private Vector3 _acceleration; |
69 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); | 69 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); |
70 | private Quaternion _orientation; | 70 | private Quaternion _orientation; |
71 | private PhysicsVector m_taintposition; | 71 | private Vector3 m_taintposition; |
72 | private PhysicsVector m_taintsize; | 72 | private Vector3 m_taintsize; |
73 | private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0); | 73 | private Vector3 m_taintVelocity; |
74 | private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0); | 74 | private Vector3 m_taintTorque; |
75 | private Quaternion m_taintrot; | 75 | private Quaternion m_taintrot; |
76 | private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f); | 76 | private Vector3 m_angularlock = Vector3.One; |
77 | private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f); | 77 | private Vector3 m_taintAngularLock = Vector3.One; |
78 | private IntPtr Amotor = IntPtr.Zero; | 78 | private IntPtr Amotor = IntPtr.Zero; |
79 | 79 | ||
80 | private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0); | 80 | private Vector3 m_PIDTarget; |
81 | // private PhysicsVector m_taintPIDTarget = new PhysicsVector(0, 0, 0); | 81 | private float m_PIDTau; |
82 | private float m_PIDTau = 0f; | ||
83 | private float PID_D = 35f; | 82 | private float PID_D = 35f; |
84 | private float PID_G = 25f; | 83 | private float PID_G = 25f; |
85 | private bool m_usePID = false; | 84 | private bool m_usePID; |
86 | 85 | ||
87 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), | 86 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), |
88 | // and are for non-VEHICLES only. | 87 | // and are for non-VEHICLES only. |
89 | 88 | ||
90 | private float m_PIDHoverHeight = 0f; | 89 | private float m_PIDHoverHeight; |
91 | private float m_PIDHoverTau = 0f; | 90 | private float m_PIDHoverTau; |
92 | private bool m_useHoverPID = false; | 91 | private bool m_useHoverPID; |
93 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; | 92 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; |
94 | private float m_targetHoverHeight = 0f; | 93 | private float m_targetHoverHeight; |
95 | private float m_groundHeight = 0f; | 94 | private float m_groundHeight; |
96 | private float m_waterHeight = 0f; | 95 | private float m_waterHeight; |
97 | private float m_buoyancy = 0f; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. | 96 | private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. |
98 | 97 | ||
99 | // private float m_tensor = 5f; | 98 | // private float m_tensor = 5f; |
100 | private int body_autodisable_frames = 20; | 99 | private int body_autodisable_frames = 20; |
@@ -105,11 +104,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
105 | | CollisionCategories.Body | 104 | | CollisionCategories.Body |
106 | | CollisionCategories.Character | 105 | | CollisionCategories.Character |
107 | ); | 106 | ); |
108 | private bool m_taintshape = false; | 107 | private bool m_taintshape; |
109 | private bool m_taintPhysics = false; | 108 | private bool m_taintPhysics; |
110 | private bool m_collidesLand = true; | 109 | private bool m_collidesLand = true; |
111 | private bool m_collidesWater = false; | 110 | private bool m_collidesWater; |
112 | public bool m_returnCollisions = false; | 111 | public bool m_returnCollisions; |
113 | 112 | ||
114 | // Default we're a Geometry | 113 | // Default we're a Geometry |
115 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | 114 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); |
@@ -117,85 +116,83 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
117 | // Default, Collide with Other Geometries, spaces and Bodies | 116 | // Default, Collide with Other Geometries, spaces and Bodies |
118 | private CollisionCategories m_collisionFlags = m_default_collisionFlags; | 117 | private CollisionCategories m_collisionFlags = m_default_collisionFlags; |
119 | 118 | ||
120 | public bool m_taintremove = false; | 119 | public bool m_taintremove; |
121 | public bool m_taintdisable = false; | 120 | public bool m_taintdisable; |
122 | public bool m_disabled = false; | 121 | public bool m_disabled; |
123 | public bool m_taintadd = false; | 122 | public bool m_taintadd; |
124 | public bool m_taintselected = false; | 123 | public bool m_taintselected; |
125 | public bool m_taintCollidesWater = false; | 124 | public bool m_taintCollidesWater; |
126 | 125 | ||
127 | public uint m_localID = 0; | 126 | public uint m_localID; |
128 | 127 | ||
129 | //public GCHandle gc; | 128 | //public GCHandle gc; |
130 | private CollisionLocker ode; | 129 | private CollisionLocker ode; |
131 | 130 | ||
132 | private bool m_taintforce = false; | 131 | private bool m_taintforce = false; |
133 | private bool m_taintaddangularforce = false; | 132 | private bool m_taintaddangularforce = false; |
134 | private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f); | 133 | private Vector3 m_force; |
135 | private List<PhysicsVector> m_forcelist = new List<PhysicsVector>(); | 134 | private List<Vector3> m_forcelist = new List<Vector3>(); |
136 | private List<PhysicsVector> m_angularforcelist = new List<PhysicsVector>(); | 135 | private List<Vector3> m_angularforcelist = new List<Vector3>(); |
137 | 136 | ||
138 | private IMesh _mesh; | 137 | private IMesh _mesh; |
139 | private PrimitiveBaseShape _pbs; | 138 | private PrimitiveBaseShape _pbs; |
140 | private OdeScene _parent_scene; | 139 | private OdeScene _parent_scene; |
141 | public IntPtr m_targetSpace = (IntPtr) 0; | 140 | public IntPtr m_targetSpace = IntPtr.Zero; |
142 | public IntPtr prim_geom; | 141 | public IntPtr prim_geom; |
143 | public IntPtr prev_geom; | 142 | public IntPtr prev_geom; |
144 | public IntPtr _triMeshData; | 143 | public IntPtr _triMeshData; |
145 | 144 | ||
146 | private IntPtr _linkJointGroup = (IntPtr)0; | 145 | private IntPtr _linkJointGroup = IntPtr.Zero; |
147 | private PhysicsActor _parent = null; | 146 | private PhysicsActor _parent; |
148 | private PhysicsActor m_taintparent = null; | 147 | private PhysicsActor m_taintparent; |
149 | 148 | ||
150 | private List<OdePrim> childrenPrim = new List<OdePrim>(); | 149 | private List<OdePrim> childrenPrim = new List<OdePrim>(); |
151 | 150 | ||
152 | private bool iscolliding = false; | 151 | private bool iscolliding; |
153 | private bool m_isphysical = false; | 152 | private bool m_isphysical; |
154 | private bool m_isSelected = false; | 153 | private bool m_isSelected; |
155 | 154 | ||
156 | internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively | 155 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively |
157 | 156 | ||
158 | private bool m_throttleUpdates = false; | 157 | private bool m_throttleUpdates; |
159 | private int throttleCounter = 0; | 158 | private int throttleCounter; |
160 | public int m_interpenetrationcount = 0; | 159 | public int m_interpenetrationcount; |
161 | public float m_collisionscore = 0; | 160 | public float m_collisionscore; |
162 | public int m_roundsUnderMotionThreshold = 0; | 161 | public int m_roundsUnderMotionThreshold; |
163 | private int m_crossingfailures = 0; | 162 | private int m_crossingfailures; |
164 | 163 | ||
165 | public bool outofBounds = false; | 164 | public bool outofBounds; |
166 | private float m_density = 10.000006836f; // Aluminum g/cm3; | 165 | private float m_density = 10.000006836f; // Aluminum g/cm3; |
167 | 166 | ||
168 | public bool _zeroFlag = false; | 167 | public bool _zeroFlag; |
169 | private bool m_lastUpdateSent = false; | 168 | private bool m_lastUpdateSent; |
170 | 169 | ||
171 | public IntPtr Body = (IntPtr) 0; | 170 | public IntPtr Body = IntPtr.Zero; |
172 | public String m_primName; | 171 | public String m_primName; |
173 | // private String m_primName; | 172 | private Vector3 _target_velocity; |
174 | private PhysicsVector _target_velocity; | ||
175 | public d.Mass pMass; | 173 | public d.Mass pMass; |
176 | 174 | ||
177 | public int m_eventsubscription = 0; | 175 | public int m_eventsubscription; |
178 | private CollisionEventUpdate CollisionEventsThisFrame = null; | 176 | private CollisionEventUpdate CollisionEventsThisFrame; |
179 | 177 | ||
180 | private IntPtr m_linkJoint = (IntPtr)0; | 178 | private IntPtr m_linkJoint = IntPtr.Zero; |
181 | 179 | ||
182 | public volatile bool childPrim = false; | 180 | public volatile bool childPrim; |
183 | 181 | ||
184 | private ODEDynamics m_vehicle; | 182 | private ODEDynamics m_vehicle; |
185 | 183 | ||
186 | internal int m_material = (int)Material.Wood; | 184 | internal int m_material = (int)Material.Wood; |
187 | 185 | ||
188 | public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size, | 186 | public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, |
189 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) | 187 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) |
190 | { | 188 | { |
191 | _target_velocity = new PhysicsVector(0, 0, 0); | ||
192 | m_vehicle = new ODEDynamics(); | 189 | m_vehicle = new ODEDynamics(); |
193 | //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned); | 190 | //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned); |
194 | ode = dode; | 191 | ode = dode; |
195 | _velocity = new PhysicsVector(); | 192 | if (!pos.IsFinite()) |
196 | if (!PhysicsVector.isFinite(pos)) | ||
197 | { | 193 | { |
198 | 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); | 194 | pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), |
195 | parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); | ||
199 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Position"); | 196 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Position"); |
200 | } | 197 | } |
201 | _position = pos; | 198 | _position = pos; |
@@ -210,9 +207,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
210 | prim_geom = IntPtr.Zero; | 207 | prim_geom = IntPtr.Zero; |
211 | prev_geom = IntPtr.Zero; | 208 | prev_geom = IntPtr.Zero; |
212 | 209 | ||
213 | if (!PhysicsVector.isFinite(pos)) | 210 | if (!pos.IsFinite()) |
214 | { | 211 | { |
215 | size = new PhysicsVector(0.5f, 0.5f, 0.5f); | 212 | size = new Vector3(0.5f, 0.5f, 0.5f); |
216 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Size"); | 213 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Size"); |
217 | } | 214 | } |
218 | 215 | ||
@@ -222,8 +219,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
222 | 219 | ||
223 | _size = size; | 220 | _size = size; |
224 | m_taintsize = _size; | 221 | m_taintsize = _size; |
225 | _acceleration = new PhysicsVector(); | ||
226 | m_rotationalVelocity = PhysicsVector.Zero; | ||
227 | 222 | ||
228 | if (!QuaternionIsFinite(rotation)) | 223 | if (!QuaternionIsFinite(rotation)) |
229 | { | 224 | { |
@@ -388,7 +383,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
388 | m_disabled = false; | 383 | m_disabled = false; |
389 | 384 | ||
390 | // The body doesn't already have a finite rotation mode set here | 385 | // The body doesn't already have a finite rotation mode set here |
391 | if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) | 386 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null) |
392 | { | 387 | { |
393 | createAMotor(m_angularlock); | 388 | createAMotor(m_angularlock); |
394 | } | 389 | } |
@@ -882,7 +877,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
882 | 877 | ||
883 | if (prim_geom != IntPtr.Zero) | 878 | if (prim_geom != IntPtr.Zero) |
884 | { | 879 | { |
885 | if (!_position.IsIdentical(m_taintposition,0f)) | 880 | if (!_position.ApproxEquals(m_taintposition, 0f)) |
886 | changemove(timestep); | 881 | changemove(timestep); |
887 | 882 | ||
888 | if (m_taintrot != _orientation) | 883 | if (m_taintrot != _orientation) |
@@ -907,7 +902,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
907 | changePhysicsStatus(timestep); | 902 | changePhysicsStatus(timestep); |
908 | // | 903 | // |
909 | 904 | ||
910 | if (!_size.IsIdentical(m_taintsize,0)) | 905 | if (!_size.ApproxEquals(m_taintsize,0f)) |
911 | changesize(timestep); | 906 | changesize(timestep); |
912 | // | 907 | // |
913 | 908 | ||
@@ -921,7 +916,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
921 | if (m_taintaddangularforce) | 916 | if (m_taintaddangularforce) |
922 | changeAddAngularForce(timestep); | 917 | changeAddAngularForce(timestep); |
923 | 918 | ||
924 | if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f)) | 919 | if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) |
925 | changeSetTorque(timestep); | 920 | changeSetTorque(timestep); |
926 | 921 | ||
927 | if (m_taintdisable) | 922 | if (m_taintdisable) |
@@ -930,7 +925,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
930 | if (m_taintselected != m_isSelected) | 925 | if (m_taintselected != m_isSelected) |
931 | changeSelectedStatus(timestep); | 926 | changeSelectedStatus(timestep); |
932 | 927 | ||
933 | if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f)) | 928 | if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) |
934 | changevelocity(timestep); | 929 | changevelocity(timestep); |
935 | 930 | ||
936 | if (m_taintparent != _parent) | 931 | if (m_taintparent != _parent) |
@@ -939,7 +934,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
939 | if (m_taintCollidesWater != m_collidesWater) | 934 | if (m_taintCollidesWater != m_collidesWater) |
940 | changefloatonwater(timestep); | 935 | changefloatonwater(timestep); |
941 | 936 | ||
942 | if (!m_angularlock.IsIdentical(m_taintAngularLock,0)) | 937 | if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) |
943 | changeAngularLock(timestep); | 938 | changeAngularLock(timestep); |
944 | 939 | ||
945 | } | 940 | } |
@@ -959,7 +954,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
959 | //If we have a parent then we're not authorative here | 954 | //If we have a parent then we're not authorative here |
960 | if (_parent == null) | 955 | if (_parent == null) |
961 | { | 956 | { |
962 | if (!m_taintAngularLock.IsIdentical(new PhysicsVector(1f,1f,1f), 0)) | 957 | if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) |
963 | { | 958 | { |
964 | //d.BodySetFiniteRotationMode(Body, 0); | 959 | //d.BodySetFiniteRotationMode(Body, 0); |
965 | //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); | 960 | //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); |
@@ -976,7 +971,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
976 | } | 971 | } |
977 | } | 972 | } |
978 | // Store this for later in case we get turned into a separate body | 973 | // Store this for later in case we get turned into a separate body |
979 | m_angularlock = new PhysicsVector(m_taintAngularLock.X, m_taintAngularLock.Y, m_taintAngularLock.Z); | 974 | m_angularlock = m_taintAngularLock; |
980 | 975 | ||
981 | } | 976 | } |
982 | 977 | ||
@@ -1120,7 +1115,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1120 | prm.m_disabled = false; | 1115 | prm.m_disabled = false; |
1121 | 1116 | ||
1122 | // The body doesn't already have a finite rotation mode set here | 1117 | // The body doesn't already have a finite rotation mode set here |
1123 | if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) | 1118 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) |
1124 | { | 1119 | { |
1125 | prm.createAMotor(m_angularlock); | 1120 | prm.createAMotor(m_angularlock); |
1126 | } | 1121 | } |
@@ -1163,7 +1158,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1163 | m_disabled = false; | 1158 | m_disabled = false; |
1164 | 1159 | ||
1165 | // The body doesn't already have a finite rotation mode set here | 1160 | // The body doesn't already have a finite rotation mode set here |
1166 | if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) | 1161 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) |
1167 | { | 1162 | { |
1168 | createAMotor(m_angularlock); | 1163 | createAMotor(m_angularlock); |
1169 | } | 1164 | } |
@@ -1347,7 +1342,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1347 | m_taintshape = false; | 1342 | m_taintshape = false; |
1348 | m_taintforce = false; | 1343 | m_taintforce = false; |
1349 | m_taintdisable = false; | 1344 | m_taintdisable = false; |
1350 | m_taintVelocity = PhysicsVector.Zero; | 1345 | m_taintVelocity = Vector3.Zero; |
1351 | } | 1346 | } |
1352 | 1347 | ||
1353 | public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh) | 1348 | public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh) |
@@ -1576,7 +1571,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1576 | //Console.WriteLine("Move " + m_primName); | 1571 | //Console.WriteLine("Move " + m_primName); |
1577 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 | 1572 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 |
1578 | // NON-'VEHICLES' are dealt with here | 1573 | // NON-'VEHICLES' are dealt with here |
1579 | if (d.BodyIsEnabled(Body) && !m_angularlock.IsIdentical(PhysicsVector.Zero, 0.003f)) | 1574 | if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f)) |
1580 | { | 1575 | { |
1581 | d.Vector3 avel2 = d.BodyGetAngularVel(Body); | 1576 | d.Vector3 avel2 = d.BodyGetAngularVel(Body); |
1582 | if (m_angularlock.X == 1) | 1577 | if (m_angularlock.X == 1) |
@@ -1633,7 +1628,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1633 | 1628 | ||
1634 | d.Vector3 pos = d.BodyGetPosition(Body); | 1629 | d.Vector3 pos = d.BodyGetPosition(Body); |
1635 | _target_velocity = | 1630 | _target_velocity = |
1636 | new PhysicsVector( | 1631 | new Vector3( |
1637 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | 1632 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), |
1638 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | 1633 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), |
1639 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | 1634 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) |
@@ -1641,7 +1636,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1641 | 1636 | ||
1642 | // if velocity is zero, use position control; otherwise, velocity control | 1637 | // if velocity is zero, use position control; otherwise, velocity control |
1643 | 1638 | ||
1644 | if (_target_velocity.IsIdentical(PhysicsVector.Zero,0.1f)) | 1639 | if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f)) |
1645 | { | 1640 | { |
1646 | // keep track of where we stopped. No more slippin' & slidin' | 1641 | // keep track of where we stopped. No more slippin' & slidin' |
1647 | 1642 | ||
@@ -1726,13 +1721,13 @@ Console.WriteLine(" JointCreateFixed"); | |||
1726 | 1721 | ||
1727 | 1722 | ||
1728 | _target_velocity = | 1723 | _target_velocity = |
1729 | new PhysicsVector(0.0f, 0.0f, | 1724 | new Vector3(0.0f, 0.0f, |
1730 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | 1725 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) |
1731 | ); | 1726 | ); |
1732 | 1727 | ||
1733 | // if velocity is zero, use position control; otherwise, velocity control | 1728 | // if velocity is zero, use position control; otherwise, velocity control |
1734 | 1729 | ||
1735 | if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) | 1730 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) |
1736 | { | 1731 | { |
1737 | // keep track of where we stopped. No more slippin' & slidin' | 1732 | // keep track of where we stopped. No more slippin' & slidin' |
1738 | 1733 | ||
@@ -1821,7 +1816,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1821 | d.BodySetQuaternion(Body, ref myrot); | 1816 | d.BodySetQuaternion(Body, ref myrot); |
1822 | if (m_isphysical) | 1817 | if (m_isphysical) |
1823 | { | 1818 | { |
1824 | if (!m_angularlock.IsIdentical(new PhysicsVector(1, 1, 1), 0)) | 1819 | if (!m_angularlock.ApproxEquals(Vector3.One, 0f)) |
1825 | createAMotor(m_angularlock); | 1820 | createAMotor(m_angularlock); |
1826 | } | 1821 | } |
1827 | } | 1822 | } |
@@ -2130,7 +2125,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2130 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | 2125 | //m_log.Info("[PHYSICS]: dequeing forcelist"); |
2131 | if (IsPhysical) | 2126 | if (IsPhysical) |
2132 | { | 2127 | { |
2133 | PhysicsVector iforce = new PhysicsVector(); | 2128 | Vector3 iforce = Vector3.Zero; |
2134 | for (int i = 0; i < m_forcelist.Count; i++) | 2129 | for (int i = 0; i < m_forcelist.Count; i++) |
2135 | { | 2130 | { |
2136 | iforce = iforce + (m_forcelist[i] * 100); | 2131 | iforce = iforce + (m_forcelist[i] * 100); |
@@ -2160,8 +2155,8 @@ Console.WriteLine(" JointCreateFixed"); | |||
2160 | d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); | 2155 | d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); |
2161 | } | 2156 | } |
2162 | } | 2157 | } |
2163 | 2158 | ||
2164 | m_taintTorque = new PhysicsVector(0, 0, 0); | 2159 | m_taintTorque = Vector3.Zero; |
2165 | } | 2160 | } |
2166 | 2161 | ||
2167 | public void changeAddAngularForce(float timestamp) | 2162 | public void changeAddAngularForce(float timestamp) |
@@ -2173,7 +2168,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2173 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | 2168 | //m_log.Info("[PHYSICS]: dequeing forcelist"); |
2174 | if (IsPhysical) | 2169 | if (IsPhysical) |
2175 | { | 2170 | { |
2176 | PhysicsVector iforce = new PhysicsVector(); | 2171 | Vector3 iforce = Vector3.Zero; |
2177 | for (int i = 0; i < m_angularforcelist.Count; i++) | 2172 | for (int i = 0; i < m_angularforcelist.Count; i++) |
2178 | { | 2173 | { |
2179 | iforce = iforce + (m_angularforcelist[i] * 100); | 2174 | iforce = iforce + (m_angularforcelist[i] * 100); |
@@ -2207,7 +2202,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2207 | 2202 | ||
2208 | //resetCollisionAccounting(); | 2203 | //resetCollisionAccounting(); |
2209 | } | 2204 | } |
2210 | m_taintVelocity = PhysicsVector.Zero; | 2205 | m_taintVelocity = Vector3.Zero; |
2211 | } | 2206 | } |
2212 | 2207 | ||
2213 | public override bool IsPhysical | 2208 | public override bool IsPhysical |
@@ -2216,7 +2211,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2216 | set { | 2211 | set { |
2217 | m_isphysical = value; | 2212 | m_isphysical = value; |
2218 | if (!m_isphysical) // Zero the remembered last velocity | 2213 | if (!m_isphysical) // Zero the remembered last velocity |
2219 | m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); | 2214 | m_lastVelocity = Vector3.Zero; |
2220 | } | 2215 | } |
2221 | } | 2216 | } |
2222 | 2217 | ||
@@ -2261,7 +2256,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2261 | get { return _zeroFlag; } | 2256 | get { return _zeroFlag; } |
2262 | } | 2257 | } |
2263 | 2258 | ||
2264 | public override PhysicsVector Position | 2259 | public override Vector3 Position |
2265 | { | 2260 | { |
2266 | get { return _position; } | 2261 | get { return _position; } |
2267 | 2262 | ||
@@ -2270,12 +2265,12 @@ Console.WriteLine(" JointCreateFixed"); | |||
2270 | } | 2265 | } |
2271 | } | 2266 | } |
2272 | 2267 | ||
2273 | public override PhysicsVector Size | 2268 | public override Vector3 Size |
2274 | { | 2269 | { |
2275 | get { return _size; } | 2270 | get { return _size; } |
2276 | set | 2271 | set |
2277 | { | 2272 | { |
2278 | if (PhysicsVector.isFinite(value)) | 2273 | if (value.IsFinite()) |
2279 | { | 2274 | { |
2280 | _size = value; | 2275 | _size = value; |
2281 | } | 2276 | } |
@@ -2291,13 +2286,13 @@ Console.WriteLine(" JointCreateFixed"); | |||
2291 | get { return CalculateMass(); } | 2286 | get { return CalculateMass(); } |
2292 | } | 2287 | } |
2293 | 2288 | ||
2294 | public override PhysicsVector Force | 2289 | public override Vector3 Force |
2295 | { | 2290 | { |
2296 | //get { return PhysicsVector.Zero; } | 2291 | //get { return Vector3.Zero; } |
2297 | get { return m_force; } | 2292 | get { return m_force; } |
2298 | set | 2293 | set |
2299 | { | 2294 | { |
2300 | if (PhysicsVector.isFinite(value)) | 2295 | if (value.IsFinite()) |
2301 | { | 2296 | { |
2302 | m_force = value; | 2297 | m_force = value; |
2303 | } | 2298 | } |
@@ -2319,7 +2314,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2319 | m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value); | 2314 | m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value); |
2320 | } | 2315 | } |
2321 | 2316 | ||
2322 | public override void VehicleVectorParam(int param, PhysicsVector value) | 2317 | public override void VehicleVectorParam(int param, Vector3 value) |
2323 | { | 2318 | { |
2324 | m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value); | 2319 | m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value); |
2325 | } | 2320 | } |
@@ -2337,14 +2332,14 @@ Console.WriteLine(" JointCreateFixed"); | |||
2337 | } | 2332 | } |
2338 | } | 2333 | } |
2339 | 2334 | ||
2340 | public override PhysicsVector CenterOfMass | 2335 | public override Vector3 CenterOfMass |
2341 | { | 2336 | { |
2342 | get { return PhysicsVector.Zero; } | 2337 | get { return Vector3.Zero; } |
2343 | } | 2338 | } |
2344 | 2339 | ||
2345 | public override PhysicsVector GeometricCenter | 2340 | public override Vector3 GeometricCenter |
2346 | { | 2341 | { |
2347 | get { return PhysicsVector.Zero; } | 2342 | get { return Vector3.Zero; } |
2348 | } | 2343 | } |
2349 | 2344 | ||
2350 | public override PrimitiveBaseShape Shape | 2345 | public override PrimitiveBaseShape Shape |
@@ -2356,13 +2351,13 @@ Console.WriteLine(" JointCreateFixed"); | |||
2356 | } | 2351 | } |
2357 | } | 2352 | } |
2358 | 2353 | ||
2359 | public override PhysicsVector Velocity | 2354 | public override Vector3 Velocity |
2360 | { | 2355 | { |
2361 | get | 2356 | get |
2362 | { | 2357 | { |
2363 | // Averate previous velocity with the new one so | 2358 | // Averate previous velocity with the new one so |
2364 | // client object interpolation works a 'little' better | 2359 | // client object interpolation works a 'little' better |
2365 | PhysicsVector returnVelocity = new PhysicsVector(); | 2360 | Vector3 returnVelocity = Vector3.Zero; |
2366 | returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; | 2361 | returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; |
2367 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; | 2362 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; |
2368 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; | 2363 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; |
@@ -2370,7 +2365,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2370 | } | 2365 | } |
2371 | set | 2366 | set |
2372 | { | 2367 | { |
2373 | if (PhysicsVector.isFinite(value)) | 2368 | if (value.IsFinite()) |
2374 | { | 2369 | { |
2375 | _velocity = value; | 2370 | _velocity = value; |
2376 | 2371 | ||
@@ -2385,19 +2380,19 @@ Console.WriteLine(" JointCreateFixed"); | |||
2385 | } | 2380 | } |
2386 | } | 2381 | } |
2387 | 2382 | ||
2388 | public override PhysicsVector Torque | 2383 | public override Vector3 Torque |
2389 | { | 2384 | { |
2390 | get | 2385 | get |
2391 | { | 2386 | { |
2392 | if (!m_isphysical || Body == IntPtr.Zero) | 2387 | if (!m_isphysical || Body == IntPtr.Zero) |
2393 | return new PhysicsVector(0,0,0); | 2388 | return Vector3.Zero; |
2394 | 2389 | ||
2395 | return _torque; | 2390 | return _torque; |
2396 | } | 2391 | } |
2397 | 2392 | ||
2398 | set | 2393 | set |
2399 | { | 2394 | { |
2400 | if (PhysicsVector.isFinite(value)) | 2395 | if (value.IsFinite()) |
2401 | { | 2396 | { |
2402 | m_taintTorque = value; | 2397 | m_taintTorque = value; |
2403 | _parent_scene.AddPhysicsActorTaint(this); | 2398 | _parent_scene.AddPhysicsActorTaint(this); |
@@ -2449,20 +2444,20 @@ Console.WriteLine(" JointCreateFixed"); | |||
2449 | return true; | 2444 | return true; |
2450 | } | 2445 | } |
2451 | 2446 | ||
2452 | public override PhysicsVector Acceleration | 2447 | public override Vector3 Acceleration |
2453 | { | 2448 | { |
2454 | get { return _acceleration; } | 2449 | get { return _acceleration; } |
2455 | } | 2450 | } |
2456 | 2451 | ||
2457 | 2452 | ||
2458 | public void SetAcceleration(PhysicsVector accel) | 2453 | public void SetAcceleration(Vector3 accel) |
2459 | { | 2454 | { |
2460 | _acceleration = accel; | 2455 | _acceleration = accel; |
2461 | } | 2456 | } |
2462 | 2457 | ||
2463 | public override void AddForce(PhysicsVector force, bool pushforce) | 2458 | public override void AddForce(Vector3 force, bool pushforce) |
2464 | { | 2459 | { |
2465 | if (PhysicsVector.isFinite(force)) | 2460 | if (force.IsFinite()) |
2466 | { | 2461 | { |
2467 | m_forcelist.Add(force); | 2462 | m_forcelist.Add(force); |
2468 | m_taintforce = true; | 2463 | m_taintforce = true; |
@@ -2474,9 +2469,9 @@ Console.WriteLine(" JointCreateFixed"); | |||
2474 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | 2469 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); |
2475 | } | 2470 | } |
2476 | 2471 | ||
2477 | public override void AddAngularForce(PhysicsVector force, bool pushforce) | 2472 | public override void AddAngularForce(Vector3 force, bool pushforce) |
2478 | { | 2473 | { |
2479 | if (PhysicsVector.isFinite(force)) | 2474 | if (force.IsFinite()) |
2480 | { | 2475 | { |
2481 | m_angularforcelist.Add(force); | 2476 | m_angularforcelist.Add(force); |
2482 | m_taintaddangularforce = true; | 2477 | m_taintaddangularforce = true; |
@@ -2487,23 +2482,23 @@ Console.WriteLine(" JointCreateFixed"); | |||
2487 | } | 2482 | } |
2488 | } | 2483 | } |
2489 | 2484 | ||
2490 | public override PhysicsVector RotationalVelocity | 2485 | public override Vector3 RotationalVelocity |
2491 | { | 2486 | { |
2492 | get | 2487 | get |
2493 | { | 2488 | { |
2494 | PhysicsVector pv = new PhysicsVector(0, 0, 0); | 2489 | Vector3 pv = Vector3.Zero; |
2495 | if (_zeroFlag) | 2490 | if (_zeroFlag) |
2496 | return pv; | 2491 | return pv; |
2497 | m_lastUpdateSent = false; | 2492 | m_lastUpdateSent = false; |
2498 | 2493 | ||
2499 | if (m_rotationalVelocity.IsIdentical(pv, 0.2f)) | 2494 | if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) |
2500 | return pv; | 2495 | return pv; |
2501 | 2496 | ||
2502 | return m_rotationalVelocity; | 2497 | return m_rotationalVelocity; |
2503 | } | 2498 | } |
2504 | set | 2499 | set |
2505 | { | 2500 | { |
2506 | if (PhysicsVector.isFinite(value)) | 2501 | if (value.IsFinite()) |
2507 | { | 2502 | { |
2508 | m_rotationalVelocity = value; | 2503 | m_rotationalVelocity = value; |
2509 | } | 2504 | } |
@@ -2544,16 +2539,16 @@ Console.WriteLine(" JointCreateFixed"); | |||
2544 | m_taintparent = null; | 2539 | m_taintparent = null; |
2545 | } | 2540 | } |
2546 | 2541 | ||
2547 | public override void LockAngularMotion(PhysicsVector axis) | 2542 | public override void LockAngularMotion(Vector3 axis) |
2548 | { | 2543 | { |
2549 | // reverse the zero/non zero values for ODE. | 2544 | // reverse the zero/non zero values for ODE. |
2550 | if (PhysicsVector.isFinite(axis)) | 2545 | if (axis.IsFinite()) |
2551 | { | 2546 | { |
2552 | axis.X = (axis.X > 0) ? 1f : 0f; | 2547 | axis.X = (axis.X > 0) ? 1f : 0f; |
2553 | axis.Y = (axis.Y > 0) ? 1f : 0f; | 2548 | axis.Y = (axis.Y > 0) ? 1f : 0f; |
2554 | axis.Z = (axis.Z > 0) ? 1f : 0f; | 2549 | axis.Z = (axis.Z > 0) ? 1f : 0f; |
2555 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | 2550 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); |
2556 | m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z); | 2551 | m_taintAngularLock = axis; |
2557 | } | 2552 | } |
2558 | else | 2553 | else |
2559 | { | 2554 | { |
@@ -2566,7 +2561,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2566 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | 2561 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! |
2567 | if (_parent == null) | 2562 | if (_parent == null) |
2568 | { | 2563 | { |
2569 | PhysicsVector pv = new PhysicsVector(0, 0, 0); | 2564 | Vector3 pv = Vector3.Zero; |
2570 | bool lastZeroFlag = _zeroFlag; | 2565 | bool lastZeroFlag = _zeroFlag; |
2571 | if (Body != (IntPtr)0) // FIXME -> or if it is a joint | 2566 | if (Body != (IntPtr)0) // FIXME -> or if it is a joint |
2572 | { | 2567 | { |
@@ -2575,9 +2570,9 @@ Console.WriteLine(" JointCreateFixed"); | |||
2575 | d.Vector3 vel = d.BodyGetLinearVel(Body); | 2570 | d.Vector3 vel = d.BodyGetLinearVel(Body); |
2576 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); | 2571 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); |
2577 | d.Vector3 torque = d.BodyGetTorque(Body); | 2572 | d.Vector3 torque = d.BodyGetTorque(Body); |
2578 | _torque.setValues(torque.X, torque.Y, torque.Z); | 2573 | _torque = new Vector3(torque.X, torque.Y, torque.Z); |
2579 | PhysicsVector l_position = new PhysicsVector(); | 2574 | Vector3 l_position = Vector3.Zero; |
2580 | Quaternion l_orientation = new Quaternion(); | 2575 | Quaternion l_orientation = Quaternion.Identity; |
2581 | 2576 | ||
2582 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | 2577 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) |
2583 | //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | 2578 | //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"); | |||
2712 | _velocity.Z = vel.Z; | 2707 | _velocity.Z = vel.Z; |
2713 | 2708 | ||
2714 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | 2709 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); |
2715 | _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); | 2710 | _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); |
2716 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | 2711 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); |
2717 | 2712 | ||
2718 | if (_velocity.IsIdentical(pv, 0.5f)) | 2713 | if (_velocity.ApproxEquals(pv, 0.5f)) |
2719 | { | 2714 | { |
2720 | m_rotationalVelocity = pv; | 2715 | m_rotationalVelocity = pv; |
2721 | } | 2716 | } |
2722 | else | 2717 | else |
2723 | { | 2718 | { |
2724 | m_rotationalVelocity.setValues(rotvel.X, rotvel.Y, rotvel.Z); | 2719 | m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z); |
2725 | } | 2720 | } |
2726 | 2721 | ||
2727 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); | 2722 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); |
@@ -2769,15 +2764,15 @@ Console.WriteLine(" JointCreateFixed"); | |||
2769 | } | 2764 | } |
2770 | } | 2765 | } |
2771 | 2766 | ||
2772 | public override void SetMomentum(PhysicsVector momentum) | 2767 | public override void SetMomentum(Vector3 momentum) |
2773 | { | 2768 | { |
2774 | } | 2769 | } |
2775 | 2770 | ||
2776 | public override PhysicsVector PIDTarget | 2771 | public override Vector3 PIDTarget |
2777 | { | 2772 | { |
2778 | set | 2773 | set |
2779 | { | 2774 | { |
2780 | if (PhysicsVector.isFinite(value)) | 2775 | if (value.IsFinite()) |
2781 | { | 2776 | { |
2782 | m_PIDTarget = value; | 2777 | m_PIDTarget = value; |
2783 | } | 2778 | } |
@@ -2793,7 +2788,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2793 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | 2788 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } |
2794 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | 2789 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } |
2795 | 2790 | ||
2796 | private void createAMotor(PhysicsVector axis) | 2791 | private void createAMotor(Vector3 axis) |
2797 | { | 2792 | { |
2798 | if (Body == IntPtr.Zero) | 2793 | if (Body == IntPtr.Zero) |
2799 | return; | 2794 | return; |