diff options
author | lbsa71 | 2007-12-27 21:41:48 +0000 |
---|---|---|
committer | lbsa71 | 2007-12-27 21:41:48 +0000 |
commit | efd90b56b761219af6425b1c7a2cdd3b6ffb4de2 (patch) | |
tree | bf5b897e1e3c13211e3e2fc61d30508b94c928c0 /OpenSim/Region/Physics | |
parent | * removed always true if (diff) | |
download | opensim-SC_OLD-efd90b56b761219af6425b1c7a2cdd3b6ffb4de2.zip opensim-SC_OLD-efd90b56b761219af6425b1c7a2cdd3b6ffb4de2.tar.gz opensim-SC_OLD-efd90b56b761219af6425b1c7a2cdd3b6ffb4de2.tar.bz2 opensim-SC_OLD-efd90b56b761219af6425b1c7a2cdd3b6ffb4de2.tar.xz |
* Optimized usings
* shortened references
* Removed redundant 'this'
* Normalized EOF
Diffstat (limited to 'OpenSim/Region/Physics')
26 files changed, 862 insertions, 773 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs index 919910c..b76fbbf 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs | |||
@@ -55,4 +55,4 @@ using System.Runtime.InteropServices; | |||
55 | // You can specify all values by your own or you can build default build and revision | 55 | // You can specify all values by your own or you can build default build and revision |
56 | // numbers with the '*' character (the default): | 56 | // numbers with the '*' character (the default): |
57 | 57 | ||
58 | [assembly : AssemblyVersion("1.0.*")] | 58 | [assembly : AssemblyVersion("1.0.*")] \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs index 5ac651f..636cf1a 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | |||
@@ -106,18 +106,19 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
106 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 106 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
107 | PhysicsVector size, Quaternion rotation) | 107 | PhysicsVector size, Quaternion rotation) |
108 | { | 108 | { |
109 | return this.AddPrimShape(primName, pbs, position, size, rotation, false); | 109 | return AddPrimShape(primName, pbs, position, size, rotation, false); |
110 | } | 110 | } |
111 | 111 | ||
112 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 112 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
113 | PhysicsVector size, Quaternion rotation, bool isPhysical) | 113 | PhysicsVector size, Quaternion rotation, bool isPhysical) |
114 | { | 114 | { |
115 | return null; | 115 | return null; |
116 | } | 116 | } |
117 | |||
117 | public override void AddPhysicsActorTaint(PhysicsActor prim) | 118 | public override void AddPhysicsActorTaint(PhysicsActor prim) |
118 | { | 119 | { |
119 | |||
120 | } | 120 | } |
121 | |||
121 | public override float Simulate(float timeStep) | 122 | public override float Simulate(float timeStep) |
122 | { | 123 | { |
123 | float fps = 0; | 124 | float fps = 0; |
@@ -125,8 +126,8 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
125 | { | 126 | { |
126 | BasicActor actor = _actors[i]; | 127 | BasicActor actor = _actors[i]; |
127 | 128 | ||
128 | actor.Position.X += actor.Velocity.X * timeStep; | 129 | actor.Position.X += actor.Velocity.X*timeStep; |
129 | actor.Position.Y += actor.Velocity.Y * timeStep; | 130 | actor.Position.Y += actor.Velocity.Y*timeStep; |
130 | 131 | ||
131 | if (actor.Position.Y < 0) | 132 | if (actor.Position.Y < 0) |
132 | { | 133 | { |
@@ -146,18 +147,18 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
146 | actor.Position.X = 255.9F; | 147 | actor.Position.X = 255.9F; |
147 | } | 148 | } |
148 | 149 | ||
149 | float height = _heightMap[(int) actor.Position.Y * 256 + (int) actor.Position.X] + 1.0f; | 150 | float height = _heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 1.0f; |
150 | if (actor.Flying) | 151 | if (actor.Flying) |
151 | { | 152 | { |
152 | if (actor.Position.Z + (actor.Velocity.Z * timeStep) < | 153 | if (actor.Position.Z + (actor.Velocity.Z*timeStep) < |
153 | _heightMap[(int) actor.Position.Y * 256 + (int) actor.Position.X] + 2) | 154 | _heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 2) |
154 | { | 155 | { |
155 | actor.Position.Z = height; | 156 | actor.Position.Z = height; |
156 | actor.Velocity.Z = 0; | 157 | actor.Velocity.Z = 0; |
157 | } | 158 | } |
158 | else | 159 | else |
159 | { | 160 | { |
160 | actor.Position.Z += actor.Velocity.Z * timeStep; | 161 | actor.Position.Z += actor.Velocity.Z*timeStep; |
161 | } | 162 | } |
162 | } | 163 | } |
163 | else | 164 | else |
@@ -204,31 +205,37 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
204 | _position = new PhysicsVector(); | 205 | _position = new PhysicsVector(); |
205 | _acceleration = new PhysicsVector(); | 206 | _acceleration = new PhysicsVector(); |
206 | } | 207 | } |
208 | |||
207 | public override int PhysicsActorType | 209 | public override int PhysicsActorType |
208 | { | 210 | { |
209 | get { return (int)ActorTypes.Agent; } | 211 | get { return (int) ActorTypes.Agent; } |
210 | set { return; } | 212 | set { return; } |
211 | } | 213 | } |
214 | |||
212 | public override PhysicsVector RotationalVelocity | 215 | public override PhysicsVector RotationalVelocity |
213 | { | 216 | { |
214 | get { return m_rotationalVelocity; } | 217 | get { return m_rotationalVelocity; } |
215 | set { m_rotationalVelocity = value; } | 218 | set { m_rotationalVelocity = value; } |
216 | } | 219 | } |
220 | |||
217 | public override bool SetAlwaysRun | 221 | public override bool SetAlwaysRun |
218 | { | 222 | { |
219 | get { return false; } | 223 | get { return false; } |
220 | set { return; } | 224 | set { return; } |
221 | } | 225 | } |
226 | |||
222 | public override bool IsPhysical | 227 | public override bool IsPhysical |
223 | { | 228 | { |
224 | get { return false; } | 229 | get { return false; } |
225 | set { return; } | 230 | set { return; } |
226 | } | 231 | } |
232 | |||
227 | public override bool ThrottleUpdates | 233 | public override bool ThrottleUpdates |
228 | { | 234 | { |
229 | get { return false; } | 235 | get { return false; } |
230 | set { return; } | 236 | set { return; } |
231 | } | 237 | } |
238 | |||
232 | public override bool Flying | 239 | public override bool Flying |
233 | { | 240 | { |
234 | get { return flying; } | 241 | get { return flying; } |
@@ -240,16 +247,19 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
240 | get { return iscolliding; } | 247 | get { return iscolliding; } |
241 | set { iscolliding = value; } | 248 | set { iscolliding = value; } |
242 | } | 249 | } |
250 | |||
243 | public override bool CollidingGround | 251 | public override bool CollidingGround |
244 | { | 252 | { |
245 | get { return false; } | 253 | get { return false; } |
246 | set { return; } | 254 | set { return; } |
247 | } | 255 | } |
256 | |||
248 | public override bool CollidingObj | 257 | public override bool CollidingObj |
249 | { | 258 | { |
250 | get { return false; } | 259 | get { return false; } |
251 | set { return; } | 260 | set { return; } |
252 | } | 261 | } |
262 | |||
253 | public override PhysicsVector Position | 263 | public override PhysicsVector Position |
254 | { | 264 | { |
255 | get { return _position; } | 265 | get { return _position; } |
@@ -264,27 +274,29 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
264 | 274 | ||
265 | public override PrimitiveBaseShape Shape | 275 | public override PrimitiveBaseShape Shape |
266 | { | 276 | { |
267 | set | 277 | set { return; } |
268 | { | ||
269 | return; | ||
270 | } | ||
271 | } | 278 | } |
279 | |||
272 | public override float Mass | 280 | public override float Mass |
273 | { | 281 | { |
274 | get { return 0f; } | 282 | get { return 0f; } |
275 | } | 283 | } |
284 | |||
276 | public override PhysicsVector Force | 285 | public override PhysicsVector Force |
277 | { | 286 | { |
278 | get { return PhysicsVector.Zero; } | 287 | get { return PhysicsVector.Zero; } |
279 | } | 288 | } |
289 | |||
280 | public override PhysicsVector CenterOfMass | 290 | public override PhysicsVector CenterOfMass |
281 | { | 291 | { |
282 | get { return PhysicsVector.Zero; } | 292 | get { return PhysicsVector.Zero; } |
283 | } | 293 | } |
294 | |||
284 | public override PhysicsVector GeometricCenter | 295 | public override PhysicsVector GeometricCenter |
285 | { | 296 | { |
286 | get { return PhysicsVector.Zero; } | 297 | get { return PhysicsVector.Zero; } |
287 | } | 298 | } |
299 | |||
288 | public override PhysicsVector Velocity | 300 | public override PhysicsVector Velocity |
289 | { | 301 | { |
290 | get { return _velocity; } | 302 | get { return _velocity; } |
@@ -321,4 +333,4 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
321 | { | 333 | { |
322 | } | 334 | } |
323 | } | 335 | } |
324 | } | 336 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs index 06d4fe3..6b7ce82 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs | |||
@@ -55,4 +55,4 @@ using System.Runtime.InteropServices; | |||
55 | // You can specify all values by your own or you can build default build and revision | 55 | // You can specify all values by your own or you can build default build and revision |
56 | // numbers with the '*' character (the default): | 56 | // numbers with the '*' character (the default): |
57 | 57 | ||
58 | [assembly : AssemblyVersion("1.0.0.0")] | 58 | [assembly : AssemblyVersion("1.0.0.0")] \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs index 5602301..a88299e 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | |||
@@ -70,12 +70,11 @@ using XnaDevRu.BulletX; | |||
70 | using XnaDevRu.BulletX.Dynamics; | 70 | using XnaDevRu.BulletX.Dynamics; |
71 | using AxiomQuaternion = Axiom.Math.Quaternion; | 71 | using AxiomQuaternion = Axiom.Math.Quaternion; |
72 | using BoxShape=XnaDevRu.BulletX.BoxShape; | 72 | using BoxShape=XnaDevRu.BulletX.BoxShape; |
73 | #endregion | ||
74 | 73 | ||
74 | #endregion | ||
75 | 75 | ||
76 | namespace OpenSim.Region.Physics.BulletXPlugin | 76 | namespace OpenSim.Region.Physics.BulletXPlugin |
77 | { | 77 | { |
78 | |||
79 | /// <summary> | 78 | /// <summary> |
80 | /// BulletXConversions are called now BulletXMaths | 79 | /// BulletXConversions are called now BulletXMaths |
81 | /// This Class converts objects and types for BulletX and give some operations | 80 | /// This Class converts objects and types for BulletX and give some operations |
@@ -263,25 +262,25 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
263 | 262 | ||
264 | // Class to detect and debug collisions | 263 | // Class to detect and debug collisions |
265 | // Mainly used for debugging purposes | 264 | // Mainly used for debugging purposes |
266 | class CollisionDispatcherLocal : CollisionDispatcher | 265 | internal class CollisionDispatcherLocal : CollisionDispatcher |
267 | { | 266 | { |
268 | 267 | private BulletXScene relatedScene; | |
269 | BulletXScene relatedScene; | ||
270 | 268 | ||
271 | public CollisionDispatcherLocal(BulletXScene s) | 269 | public CollisionDispatcherLocal(BulletXScene s) |
272 | : base() | 270 | : base() |
273 | { | 271 | { |
274 | relatedScene=s; | 272 | relatedScene = s; |
275 | } | 273 | } |
276 | 274 | ||
277 | public override bool NeedsCollision(CollisionObject bodyA, CollisionObject bodyB) | 275 | public override bool NeedsCollision(CollisionObject bodyA, CollisionObject bodyB) |
278 | { | 276 | { |
279 | RigidBody rb; | 277 | RigidBody rb; |
280 | BulletXCharacter bxcA=null; | 278 | BulletXCharacter bxcA = null; |
281 | BulletXPrim bxpA = null; | 279 | BulletXPrim bxpA = null; |
282 | Type t = bodyA.GetType(); | 280 | Type t = bodyA.GetType(); |
283 | if (t==typeof(RigidBody)) { | 281 | if (t == typeof (RigidBody)) |
284 | rb = (RigidBody)bodyA; | 282 | { |
283 | rb = (RigidBody) bodyA; | ||
285 | relatedScene._characters.TryGetValue(rb, out bxcA); | 284 | relatedScene._characters.TryGetValue(rb, out bxcA); |
286 | relatedScene._prims.TryGetValue(rb, out bxpA); | 285 | relatedScene._prims.TryGetValue(rb, out bxpA); |
287 | } | 286 | } |
@@ -296,9 +295,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
296 | BulletXCharacter bxcB = null; | 295 | BulletXCharacter bxcB = null; |
297 | BulletXPrim bxpB = null; | 296 | BulletXPrim bxpB = null; |
298 | t = bodyB.GetType(); | 297 | t = bodyB.GetType(); |
299 | if (t == typeof(RigidBody)) | 298 | if (t == typeof (RigidBody)) |
300 | { | 299 | { |
301 | rb = (RigidBody)bodyB; | 300 | rb = (RigidBody) bodyB; |
302 | relatedScene._characters.TryGetValue(rb, out bxcB); | 301 | relatedScene._characters.TryGetValue(rb, out bxcB); |
303 | relatedScene._prims.TryGetValue(rb, out bxpB); | 302 | relatedScene._prims.TryGetValue(rb, out bxpB); |
304 | } | 303 | } |
@@ -310,15 +309,16 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
310 | else | 309 | else |
311 | nameB = "null"; | 310 | nameB = "null"; |
312 | 311 | ||
313 | bool needsCollision=base.NeedsCollision(bodyA, bodyB); | 312 | bool needsCollision = base.NeedsCollision(bodyA, bodyB); |
314 | 313 | ||
315 | MainLog.Instance.Debug("BulletX", "A collision was detected between {0} and {1} --> {2}", nameA, nameB, needsCollision); | 314 | MainLog.Instance.Debug("BulletX", "A collision was detected between {0} and {1} --> {2}", nameA, nameB, |
315 | needsCollision); | ||
316 | 316 | ||
317 | 317 | ||
318 | return needsCollision; | 318 | return needsCollision; |
319 | } | 319 | } |
320 | } | 320 | } |
321 | 321 | ||
322 | /// <summary> | 322 | /// <summary> |
323 | /// PhysicsScene Class for BulletX | 323 | /// PhysicsScene Class for BulletX |
324 | /// </summary> | 324 | /// </summary> |
@@ -439,7 +439,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
439 | ((BulletXCharacter) actor).RigidBody.ActivationState = ActivationState.DisableSimulation; | 439 | ((BulletXCharacter) actor).RigidBody.ActivationState = ActivationState.DisableSimulation; |
440 | AddForgottenRigidBody(((BulletXCharacter) actor).RigidBody); | 440 | AddForgottenRigidBody(((BulletXCharacter) actor).RigidBody); |
441 | } | 441 | } |
442 | _characters.Remove(((BulletXCharacter)actor).RigidBody); | 442 | _characters.Remove(((BulletXCharacter) actor).RigidBody); |
443 | } | 443 | } |
444 | GC.Collect(); | 444 | GC.Collect(); |
445 | } | 445 | } |
@@ -448,8 +448,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
448 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 448 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
449 | PhysicsVector size, AxiomQuaternion rotation) | 449 | PhysicsVector size, AxiomQuaternion rotation) |
450 | { | 450 | { |
451 | return this.AddPrimShape(primName, pbs, position, size, rotation, false); | 451 | return AddPrimShape(primName, pbs, position, size, rotation, false); |
452 | } | 452 | } |
453 | |||
453 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 454 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
454 | PhysicsVector size, AxiomQuaternion rotation, bool isPhysical) | 455 | PhysicsVector size, AxiomQuaternion rotation, bool isPhysical) |
455 | { | 456 | { |
@@ -514,7 +515,6 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
514 | 515 | ||
515 | public override void AddPhysicsActorTaint(PhysicsActor prim) | 516 | public override void AddPhysicsActorTaint(PhysicsActor prim) |
516 | { | 517 | { |
517 | |||
518 | } | 518 | } |
519 | 519 | ||
520 | public override float Simulate(float timeStep) | 520 | public override float Simulate(float timeStep) |
@@ -526,10 +526,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
526 | RemoveForgottenRigidBodies(); | 526 | RemoveForgottenRigidBodies(); |
527 | //End of remove | 527 | //End of remove |
528 | MoveAllObjects(timeStep); | 528 | MoveAllObjects(timeStep); |
529 | 529 | ||
530 | 530 | ||
531 | fps = (timeStep * simulationSubSteps); | 531 | fps = (timeStep*simulationSubSteps); |
532 | 532 | ||
533 | ddWorld.StepSimulation(timeStep, simulationSubSteps, timeStep); | 533 | ddWorld.StepSimulation(timeStep, simulationSubSteps, timeStep); |
534 | //Extra Heightmap Validation: BulletX's HeightFieldTerrain somestimes doesn't work so fine. | 534 | //Extra Heightmap Validation: BulletX's HeightFieldTerrain somestimes doesn't work so fine. |
535 | ValidateHeightForAll(); | 535 | ValidateHeightForAll(); |
@@ -768,7 +768,13 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
768 | public override PhysicsVector Size | 768 | public override PhysicsVector Size |
769 | { | 769 | { |
770 | get { return _size; } | 770 | get { return _size; } |
771 | set { lock (BulletXScene.BulletXLock) { _size = value; } } | 771 | set |
772 | { | ||
773 | lock (BulletXScene.BulletXLock) | ||
774 | { | ||
775 | _size = value; | ||
776 | } | ||
777 | } | ||
772 | } | 778 | } |
773 | 779 | ||
774 | public override PhysicsVector Force | 780 | public override PhysicsVector Force |
@@ -788,10 +794,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
788 | 794 | ||
789 | public override PrimitiveBaseShape Shape | 795 | public override PrimitiveBaseShape Shape |
790 | { | 796 | { |
791 | set | 797 | set { return; } |
792 | { | ||
793 | return; | ||
794 | } | ||
795 | } | 798 | } |
796 | 799 | ||
797 | public override bool SetAlwaysRun | 800 | public override bool SetAlwaysRun |
@@ -818,9 +821,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
818 | } | 821 | } |
819 | } | 822 | } |
820 | 823 | ||
821 | public override float Mass | 824 | public override float Mass |
822 | { | 825 | { |
823 | get { return ActorMass; } | 826 | get { return ActorMass; } |
824 | } | 827 | } |
825 | 828 | ||
826 | public virtual float ActorMass | 829 | public virtual float ActorMass |
@@ -841,7 +844,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
841 | 844 | ||
842 | public Vector3 RigidBodyPosition | 845 | public Vector3 RigidBodyPosition |
843 | { | 846 | { |
844 | get { return this.rigidBody.CenterOfMassPosition; } | 847 | get { return rigidBody.CenterOfMassPosition; } |
845 | } | 848 | } |
846 | 849 | ||
847 | public override bool IsPhysical | 850 | public override bool IsPhysical |
@@ -855,6 +858,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
855 | get { return flying; } | 858 | get { return flying; } |
856 | set { flying = value; } | 859 | set { flying = value; } |
857 | } | 860 | } |
861 | |||
858 | public override bool ThrottleUpdates | 862 | public override bool ThrottleUpdates |
859 | { | 863 | { |
860 | get { return false; } | 864 | get { return false; } |
@@ -889,19 +893,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
889 | 893 | ||
890 | public override bool Kinematic | 894 | public override bool Kinematic |
891 | { | 895 | { |
892 | get | 896 | get { return false; } |
893 | { | 897 | set { } |
894 | return false; | ||
895 | } | ||
896 | set | ||
897 | { | ||
898 | |||
899 | } | ||
900 | } | 898 | } |
901 | 899 | ||
902 | public override void AddForce(PhysicsVector force) | 900 | public override void AddForce(PhysicsVector force) |
903 | { | 901 | { |
904 | |||
905 | } | 902 | } |
906 | 903 | ||
907 | public override void SetMomentum(PhysicsVector momentum) | 904 | public override void SetMomentum(PhysicsVector momentum) |
@@ -917,31 +914,37 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
917 | } | 914 | } |
918 | 915 | ||
919 | #region Methods for updating values of RigidBody | 916 | #region Methods for updating values of RigidBody |
920 | internal protected void Translate() | 917 | |
918 | protected internal void Translate() | ||
921 | { | 919 | { |
922 | Translate(this._position); | 920 | Translate(_position); |
923 | } | 921 | } |
924 | internal protected void Translate(PhysicsVector _newPos) | 922 | |
923 | protected internal void Translate(PhysicsVector _newPos) | ||
925 | { | 924 | { |
926 | Vector3 _translation; | 925 | Vector3 _translation; |
927 | _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition; | 926 | _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition; |
928 | rigidBody.Translate(_translation); | 927 | rigidBody.Translate(_translation); |
929 | } | 928 | } |
930 | internal protected void Speed() | 929 | |
930 | protected internal void Speed() | ||
931 | { | 931 | { |
932 | Speed(this._velocity); | 932 | Speed(_velocity); |
933 | } | 933 | } |
934 | internal protected void Speed(PhysicsVector _newSpeed) | 934 | |
935 | protected internal void Speed(PhysicsVector _newSpeed) | ||
935 | { | 936 | { |
936 | Vector3 _speed; | 937 | Vector3 _speed; |
937 | _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed); | 938 | _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed); |
938 | rigidBody.LinearVelocity = _speed; | 939 | rigidBody.LinearVelocity = _speed; |
939 | } | 940 | } |
940 | internal protected void ReOrient() | 941 | |
942 | protected internal void ReOrient() | ||
941 | { | 943 | { |
942 | ReOrient(this._orientation); | 944 | ReOrient(_orientation); |
943 | } | 945 | } |
944 | internal protected void ReOrient(AxiomQuaternion _newOrient) | 946 | |
947 | protected internal void ReOrient(AxiomQuaternion _newOrient) | ||
945 | { | 948 | { |
946 | Quaternion _newOrientation; | 949 | Quaternion _newOrientation; |
947 | _newOrientation = BulletXMaths.AxiomQuaternionToXnaQuaternion(_newOrient); | 950 | _newOrientation = BulletXMaths.AxiomQuaternionToXnaQuaternion(_newOrient); |
@@ -949,17 +952,21 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
949 | BulletXMaths.SetRotation(ref _comTransform, _newOrientation); | 952 | BulletXMaths.SetRotation(ref _comTransform, _newOrientation); |
950 | rigidBody.CenterOfMassTransform = _comTransform; | 953 | rigidBody.CenterOfMassTransform = _comTransform; |
951 | } | 954 | } |
952 | internal protected void ReSize() | 955 | |
956 | protected internal void ReSize() | ||
953 | { | 957 | { |
954 | ReSize(this._size); | 958 | ReSize(_size); |
955 | } | 959 | } |
956 | internal protected virtual void ReSize(PhysicsVector _newSize) | 960 | |
961 | protected internal virtual void ReSize(PhysicsVector _newSize) | ||
957 | { | 962 | { |
958 | } | 963 | } |
964 | |||
959 | public virtual void ScheduleTerseUpdate() | 965 | public virtual void ScheduleTerseUpdate() |
960 | { | 966 | { |
961 | base.RequestPhysicsterseUpdate(); | 967 | base.RequestPhysicsterseUpdate(); |
962 | } | 968 | } |
969 | |||
963 | #endregion | 970 | #endregion |
964 | } | 971 | } |
965 | 972 | ||
@@ -972,11 +979,13 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
972 | : this("", parent_scene, pos) | 979 | : this("", parent_scene, pos) |
973 | { | 980 | { |
974 | } | 981 | } |
982 | |||
975 | public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos) | 983 | public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos) |
976 | : this(avName, parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(), | 984 | : this(avName, parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(), |
977 | AxiomQuaternion.Identity) | 985 | AxiomQuaternion.Identity) |
978 | { | 986 | { |
979 | } | 987 | } |
988 | |||
980 | public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, | 989 | public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, |
981 | PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation) | 990 | PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation) |
982 | : base(avName) | 991 | : base(avName) |
@@ -1026,45 +1035,54 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1026 | parent_scene.ddWorld.AddRigidBody(rigidBody); | 1035 | parent_scene.ddWorld.AddRigidBody(rigidBody); |
1027 | } | 1036 | } |
1028 | } | 1037 | } |
1038 | |||
1029 | public override int PhysicsActorType | 1039 | public override int PhysicsActorType |
1030 | { | 1040 | { |
1031 | get { return (int)ActorTypes.Agent; } | 1041 | get { return (int) ActorTypes.Agent; } |
1032 | set { return; } | 1042 | set { return; } |
1033 | } | 1043 | } |
1044 | |||
1034 | public override PhysicsVector Position | 1045 | public override PhysicsVector Position |
1035 | { | 1046 | { |
1036 | get { return base.Position; } | 1047 | get { return base.Position; } |
1037 | set { base.Position = value; } | 1048 | set { base.Position = value; } |
1038 | } | 1049 | } |
1050 | |||
1039 | public override PhysicsVector Velocity | 1051 | public override PhysicsVector Velocity |
1040 | { | 1052 | { |
1041 | get { return base.Velocity; } | 1053 | get { return base.Velocity; } |
1042 | set { base.Velocity = value; } | 1054 | set { base.Velocity = value; } |
1043 | } | 1055 | } |
1056 | |||
1044 | public override PhysicsVector Size | 1057 | public override PhysicsVector Size |
1045 | { | 1058 | { |
1046 | get { return base.Size; } | 1059 | get { return base.Size; } |
1047 | set { base.Size = value; } | 1060 | set { base.Size = value; } |
1048 | } | 1061 | } |
1062 | |||
1049 | public override PhysicsVector Acceleration | 1063 | public override PhysicsVector Acceleration |
1050 | { | 1064 | { |
1051 | get { return base.Acceleration; } | 1065 | get { return base.Acceleration; } |
1052 | } | 1066 | } |
1067 | |||
1053 | public override AxiomQuaternion Orientation | 1068 | public override AxiomQuaternion Orientation |
1054 | { | 1069 | { |
1055 | get { return base.Orientation; } | 1070 | get { return base.Orientation; } |
1056 | set { base.Orientation = value; } | 1071 | set { base.Orientation = value; } |
1057 | } | 1072 | } |
1073 | |||
1058 | public override bool Flying | 1074 | public override bool Flying |
1059 | { | 1075 | { |
1060 | get { return base.Flying; } | 1076 | get { return base.Flying; } |
1061 | set { base.Flying = value; } | 1077 | set { base.Flying = value; } |
1062 | } | 1078 | } |
1079 | |||
1063 | public override bool IsColliding | 1080 | public override bool IsColliding |
1064 | { | 1081 | { |
1065 | get { return base.IsColliding; } | 1082 | get { return base.IsColliding; } |
1066 | set { base.IsColliding = value; } | 1083 | set { base.IsColliding = value; } |
1067 | } | 1084 | } |
1085 | |||
1068 | public override bool Kinematic | 1086 | public override bool Kinematic |
1069 | { | 1087 | { |
1070 | get { return base.Kinematic; } | 1088 | get { return base.Kinematic; } |
@@ -1075,10 +1093,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1075 | { | 1093 | { |
1076 | base.SetAcceleration(accel); | 1094 | base.SetAcceleration(accel); |
1077 | } | 1095 | } |
1096 | |||
1078 | public override void AddForce(PhysicsVector force) | 1097 | public override void AddForce(PhysicsVector force) |
1079 | { | 1098 | { |
1080 | base.AddForce(force); | 1099 | base.AddForce(force); |
1081 | } | 1100 | } |
1101 | |||
1082 | public override void SetMomentum(PhysicsVector momentum) | 1102 | public override void SetMomentum(PhysicsVector momentum) |
1083 | { | 1103 | { |
1084 | base.SetMomentum(momentum); | 1104 | base.SetMomentum(momentum); |
@@ -1117,6 +1137,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1117 | } | 1137 | } |
1118 | rigidBody.LinearVelocity = vec; | 1138 | rigidBody.LinearVelocity = vec; |
1119 | } | 1139 | } |
1140 | |||
1120 | //This validation is very basic | 1141 | //This validation is very basic |
1121 | internal override void ValidateHeight(float heighmapPositionValue) | 1142 | internal override void ValidateHeight(float heighmapPositionValue) |
1122 | { | 1143 | { |
@@ -1131,6 +1152,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1131 | Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); | 1152 | Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); |
1132 | } | 1153 | } |
1133 | } | 1154 | } |
1155 | |||
1134 | internal override void UpdateKinetics() | 1156 | internal override void UpdateKinetics() |
1135 | { | 1157 | { |
1136 | _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); | 1158 | _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); |
@@ -1154,12 +1176,15 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1154 | 1176 | ||
1155 | public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, | 1177 | public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, |
1156 | AxiomQuaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) | 1178 | AxiomQuaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) |
1157 | : this(primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs, isPhysical) | 1179 | : this( |
1180 | primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs, | ||
1181 | isPhysical) | ||
1158 | { | 1182 | { |
1159 | } | 1183 | } |
1184 | |||
1160 | public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, | 1185 | public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, |
1161 | PhysicsVector size, | 1186 | PhysicsVector size, |
1162 | PhysicsVector acceleration, AxiomQuaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, | 1187 | PhysicsVector acceleration, AxiomQuaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, |
1163 | bool isPhysical) | 1188 | bool isPhysical) |
1164 | : base(primName) | 1189 | : base(primName) |
1165 | { | 1190 | { |
@@ -1177,27 +1202,28 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1177 | 1202 | ||
1178 | CreateRigidBody(parent_scene, mesh, pos, size); | 1203 | CreateRigidBody(parent_scene, mesh, pos, size); |
1179 | } | 1204 | } |
1205 | |||
1180 | public override int PhysicsActorType | 1206 | public override int PhysicsActorType |
1181 | { | 1207 | { |
1182 | get { return (int)ActorTypes.Prim; } | 1208 | get { return (int) ActorTypes.Prim; } |
1183 | set { return; } | 1209 | set { return; } |
1184 | } | 1210 | } |
1211 | |||
1185 | public override PhysicsVector Position | 1212 | public override PhysicsVector Position |
1186 | { | 1213 | { |
1187 | get { return base.Position; } | 1214 | get { return base.Position; } |
1188 | set { base.Position = value; } | 1215 | set { base.Position = value; } |
1189 | } | 1216 | } |
1217 | |||
1190 | public override PhysicsVector Velocity | 1218 | public override PhysicsVector Velocity |
1191 | { | 1219 | { |
1192 | get { return base.Velocity; } | 1220 | get { return base.Velocity; } |
1193 | set { base.Velocity = value; } | 1221 | set { base.Velocity = value; } |
1194 | } | 1222 | } |
1223 | |||
1195 | public override PhysicsVector Size | 1224 | public override PhysicsVector Size |
1196 | { | 1225 | { |
1197 | get | 1226 | get { return _size; } |
1198 | { | ||
1199 | return _size; | ||
1200 | } | ||
1201 | set | 1227 | set |
1202 | { | 1228 | { |
1203 | lock (BulletXScene.BulletXLock) | 1229 | lock (BulletXScene.BulletXLock) |
@@ -1207,29 +1233,30 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1207 | } | 1233 | } |
1208 | } | 1234 | } |
1209 | } | 1235 | } |
1236 | |||
1210 | public override PhysicsVector Acceleration | 1237 | public override PhysicsVector Acceleration |
1211 | { | 1238 | { |
1212 | get { return base.Acceleration; } | 1239 | get { return base.Acceleration; } |
1213 | } | 1240 | } |
1241 | |||
1214 | public override AxiomQuaternion Orientation | 1242 | public override AxiomQuaternion Orientation |
1215 | { | 1243 | { |
1216 | get { return base.Orientation; } | 1244 | get { return base.Orientation; } |
1217 | set { base.Orientation = value; } | 1245 | set { base.Orientation = value; } |
1218 | } | 1246 | } |
1247 | |||
1219 | public override float ActorMass | 1248 | public override float ActorMass |
1220 | { | 1249 | { |
1221 | get | 1250 | get |
1222 | { | 1251 | { |
1223 | //For now all prims are boxes | 1252 | //For now all prims are boxes |
1224 | return (_physical ? 1 : 0) * _density * _size.X * _size.Y * _size.Z; | 1253 | return (_physical ? 1 : 0)*_density*_size.X*_size.Y*_size.Z; |
1225 | } | 1254 | } |
1226 | } | 1255 | } |
1256 | |||
1227 | public override bool IsPhysical | 1257 | public override bool IsPhysical |
1228 | { | 1258 | { |
1229 | get | 1259 | get { return base.IsPhysical; } |
1230 | { | ||
1231 | return base.IsPhysical; | ||
1232 | } | ||
1233 | set | 1260 | set |
1234 | { | 1261 | { |
1235 | base.IsPhysical = value; | 1262 | base.IsPhysical = value; |
@@ -1238,27 +1265,30 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1238 | //--- | 1265 | //--- |
1239 | PhysicsPluginManager.PhysicsPluginMessage("Physical - Recreate", true); | 1266 | PhysicsPluginManager.PhysicsPluginMessage("Physical - Recreate", true); |
1240 | //--- | 1267 | //--- |
1241 | ReCreateRigidBody(this._size); | 1268 | ReCreateRigidBody(_size); |
1242 | } | 1269 | } |
1243 | else | 1270 | else |
1244 | { | 1271 | { |
1245 | //--- | 1272 | //--- |
1246 | PhysicsPluginManager.PhysicsPluginMessage("Physical - SetMassProps", true); | 1273 | PhysicsPluginManager.PhysicsPluginMessage("Physical - SetMassProps", true); |
1247 | //--- | 1274 | //--- |
1248 | this.rigidBody.SetMassProps(Mass, new Vector3()); | 1275 | rigidBody.SetMassProps(Mass, new Vector3()); |
1249 | } | 1276 | } |
1250 | } | 1277 | } |
1251 | } | 1278 | } |
1279 | |||
1252 | public override bool Flying | 1280 | public override bool Flying |
1253 | { | 1281 | { |
1254 | get { return base.Flying; } | 1282 | get { return base.Flying; } |
1255 | set { base.Flying = value; } | 1283 | set { base.Flying = value; } |
1256 | } | 1284 | } |
1285 | |||
1257 | public override bool IsColliding | 1286 | public override bool IsColliding |
1258 | { | 1287 | { |
1259 | get { return base.IsColliding; } | 1288 | get { return base.IsColliding; } |
1260 | set { base.IsColliding = value; } | 1289 | set { base.IsColliding = value; } |
1261 | } | 1290 | } |
1291 | |||
1262 | public override bool Kinematic | 1292 | public override bool Kinematic |
1263 | { | 1293 | { |
1264 | get { return base.Kinematic; } | 1294 | get { return base.Kinematic; } |
@@ -1272,10 +1302,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1272 | _acceleration = accel; | 1302 | _acceleration = accel; |
1273 | } | 1303 | } |
1274 | } | 1304 | } |
1305 | |||
1275 | public override void AddForce(PhysicsVector force) | 1306 | public override void AddForce(PhysicsVector force) |
1276 | { | 1307 | { |
1277 | base.AddForce(force); | 1308 | base.AddForce(force); |
1278 | } | 1309 | } |
1310 | |||
1279 | public override void SetMomentum(PhysicsVector momentum) | 1311 | public override void SetMomentum(PhysicsVector momentum) |
1280 | { | 1312 | { |
1281 | base.SetMomentum(momentum); | 1313 | base.SetMomentum(momentum); |
@@ -1296,6 +1328,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1296 | Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); | 1328 | Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); |
1297 | } | 1329 | } |
1298 | } | 1330 | } |
1331 | |||
1299 | internal override void UpdateKinetics() | 1332 | internal override void UpdateKinetics() |
1300 | { | 1333 | { |
1301 | if (_physical) //Updates properties. Prim updates its properties physically | 1334 | if (_physical) //Updates properties. Prim updates its properties physically |
@@ -1320,7 +1353,6 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1320 | { | 1353 | { |
1321 | m_lastUpdateSent = false; | 1354 | m_lastUpdateSent = false; |
1322 | base.ScheduleTerseUpdate(); | 1355 | base.ScheduleTerseUpdate(); |
1323 | |||
1324 | } | 1356 | } |
1325 | m_prev_position = _position; | 1357 | m_prev_position = _position; |
1326 | } | 1358 | } |
@@ -1333,7 +1365,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1333 | } | 1365 | } |
1334 | 1366 | ||
1335 | #region Methods for updating values of RigidBody | 1367 | #region Methods for updating values of RigidBody |
1336 | internal protected void CreateRigidBody(BulletXScene parent_scene, IMesh mesh, PhysicsVector pos, PhysicsVector size) | 1368 | |
1369 | protected internal void CreateRigidBody(BulletXScene parent_scene, IMesh mesh, PhysicsVector pos, | ||
1370 | PhysicsVector size) | ||
1337 | { | 1371 | { |
1338 | //For RigidBody Constructor. The next values might change | 1372 | //For RigidBody Constructor. The next values might change |
1339 | float _linearDamping = 0.0f; | 1373 | float _linearDamping = 0.0f; |
@@ -1349,27 +1383,31 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1349 | CollisionShape _collisionShape; | 1383 | CollisionShape _collisionShape; |
1350 | if (mesh == null) | 1384 | if (mesh == null) |
1351 | { | 1385 | { |
1352 | _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(size) / 2.0f); | 1386 | _collisionShape = new BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(size)/2.0f); |
1353 | } else { | 1387 | } |
1388 | else | ||
1389 | { | ||
1354 | int iVertexCount = mesh.getVertexList().Count; | 1390 | int iVertexCount = mesh.getVertexList().Count; |
1355 | int[] indices = mesh.getIndexListAsInt(); | 1391 | int[] indices = mesh.getIndexListAsInt(); |
1356 | Vector3[] v3Vertices = new Vector3[iVertexCount]; | 1392 | Vector3[] v3Vertices = new Vector3[iVertexCount]; |
1357 | for (int i = 0; i < iVertexCount; i++) | 1393 | for (int i = 0; i < iVertexCount; i++) |
1358 | { | 1394 | { |
1359 | PhysicsVector v=mesh.getVertexList()[i]; | 1395 | PhysicsVector v = mesh.getVertexList()[i]; |
1360 | if (v != null) // Note, null has special meaning. See meshing code for details | 1396 | if (v != null) // Note, null has special meaning. See meshing code for details |
1361 | v3Vertices[i] = BulletXMaths.PhysicsVectorToXnaVector3(v); | 1397 | v3Vertices[i] = BulletXMaths.PhysicsVectorToXnaVector3(v); |
1362 | else | 1398 | else |
1363 | v3Vertices[i] = MonoXnaCompactMaths.Vector3.Zero; | 1399 | v3Vertices[i] = Vector3.Zero; |
1364 | } | 1400 | } |
1365 | TriangleIndexVertexArray triMesh = new TriangleIndexVertexArray(indices, v3Vertices); | 1401 | TriangleIndexVertexArray triMesh = new TriangleIndexVertexArray(indices, v3Vertices); |
1366 | 1402 | ||
1367 | _collisionShape = new XnaDevRu.BulletX.TriangleMeshShape(triMesh); | 1403 | _collisionShape = new TriangleMeshShape(triMesh); |
1368 | } | 1404 | } |
1369 | DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); | 1405 | DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); |
1370 | Vector3 _localInertia = new Vector3(); | 1406 | Vector3 _localInertia = new Vector3(); |
1371 | if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 | 1407 | if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 |
1372 | rigidBody = new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); | 1408 | rigidBody = |
1409 | new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, | ||
1410 | _friction, _restitution); | ||
1373 | //rigidBody.ActivationState = ActivationState.DisableDeactivation; | 1411 | //rigidBody.ActivationState = ActivationState.DisableDeactivation; |
1374 | //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition | 1412 | //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition |
1375 | Vector3 _vDebugTranslation; | 1413 | Vector3 _vDebugTranslation; |
@@ -1379,30 +1417,34 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1379 | parent_scene.ddWorld.AddRigidBody(rigidBody); | 1417 | parent_scene.ddWorld.AddRigidBody(rigidBody); |
1380 | } | 1418 | } |
1381 | } | 1419 | } |
1382 | internal protected void ReCreateRigidBody(PhysicsVector size) | 1420 | |
1421 | protected internal void ReCreateRigidBody(PhysicsVector size) | ||
1383 | { | 1422 | { |
1384 | //There is a bug when trying to remove a rigidBody that is colliding with something.. | 1423 | //There is a bug when trying to remove a rigidBody that is colliding with something.. |
1385 | try | 1424 | try |
1386 | { | 1425 | { |
1387 | this._parent_scene.ddWorld.RemoveRigidBody(rigidBody); | 1426 | _parent_scene.ddWorld.RemoveRigidBody(rigidBody); |
1388 | } | 1427 | } |
1389 | catch (Exception ex) | 1428 | catch (Exception ex) |
1390 | { | 1429 | { |
1391 | this._parent_scene.BulletXMessage(this._parent_scene.is_ex_message + ex.Message, true); | 1430 | _parent_scene.BulletXMessage(_parent_scene.is_ex_message + ex.Message, true); |
1392 | rigidBody.ActivationState = ActivationState.DisableSimulation; | 1431 | rigidBody.ActivationState = ActivationState.DisableSimulation; |
1393 | this._parent_scene.AddForgottenRigidBody(rigidBody); | 1432 | _parent_scene.AddForgottenRigidBody(rigidBody); |
1394 | } | 1433 | } |
1395 | CreateRigidBody(this._parent_scene, null, this._position, size); // Note, null for the meshing definitely is wrong. It's here for the moment to apease the compiler | 1434 | CreateRigidBody(_parent_scene, null, _position, size); |
1396 | if (_physical) Speed();//Static objects don't have linear velocity | 1435 | // Note, null for the meshing definitely is wrong. It's here for the moment to apease the compiler |
1436 | if (_physical) Speed(); //Static objects don't have linear velocity | ||
1397 | ReOrient(); | 1437 | ReOrient(); |
1398 | GC.Collect(); | 1438 | GC.Collect(); |
1399 | } | 1439 | } |
1400 | internal protected override void ReSize(PhysicsVector _newSize) | 1440 | |
1441 | protected internal override void ReSize(PhysicsVector _newSize) | ||
1401 | { | 1442 | { |
1402 | //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't | 1443 | //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't |
1403 | //so i have to do it manually. That's recreating rigidbody | 1444 | //so i have to do it manually. That's recreating rigidbody |
1404 | ReCreateRigidBody(_newSize); | 1445 | ReCreateRigidBody(_newSize); |
1405 | } | 1446 | } |
1447 | |||
1406 | #endregion | 1448 | #endregion |
1407 | } | 1449 | } |
1408 | 1450 | ||
@@ -1486,4 +1528,4 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1486 | return height; | 1528 | return height; |
1487 | } | 1529 | } |
1488 | } | 1530 | } |
1489 | } | 1531 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs b/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs index 4f63687..e73c953 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs | |||
@@ -34,8 +34,8 @@ | |||
34 | */ | 34 | */ |
35 | using System; | 35 | using System; |
36 | using System.Collections.Generic; | 36 | using System.Collections.Generic; |
37 | using System.Text; | ||
38 | using MonoXnaCompactMaths; | 37 | using MonoXnaCompactMaths; |
38 | using XnaDevRu.BulletX; | ||
39 | 39 | ||
40 | namespace OpenSim.Region.Physics.BulletXPlugin | 40 | namespace OpenSim.Region.Physics.BulletXPlugin |
41 | { | 41 | { |
@@ -52,7 +52,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
52 | private Vector3[] _vertexBase; | 52 | private Vector3[] _vertexBase; |
53 | private int _vertexStride; | 53 | private int _vertexStride; |
54 | 54 | ||
55 | public IndexedMesh(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride) | 55 | public IndexedMesh(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, |
56 | Vector3[] vertexBase, int vertexStride) | ||
56 | { | 57 | { |
57 | _numTriangles = numTriangleIndices; | 58 | _numTriangles = numTriangleIndices; |
58 | _triangleIndexBase = triangleIndexBase; | 59 | _triangleIndexBase = triangleIndexBase; |
@@ -72,25 +73,57 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
72 | _vertexStride = 24; | 73 | _vertexStride = 24; |
73 | } | 74 | } |
74 | 75 | ||
75 | public int TriangleCount { get { return _numTriangles; } set { _numTriangles = value; } } | 76 | public int TriangleCount |
76 | public int[] TriangleIndexBase { get { return _triangleIndexBase; } set { _triangleIndexBase = value; } } | 77 | { |
77 | public int TriangleIndexStride { get { return _triangleIndexStride; } set { _triangleIndexStride = value; } } | 78 | get { return _numTriangles; } |
78 | public int VertexCount { get { return _numVertices; } set { _numVertices = value; } } | 79 | set { _numTriangles = value; } |
79 | public Vector3[] VertexBase { get { return _vertexBase; } set { _vertexBase = value; } } | 80 | } |
80 | public int VertexStride { get { return _vertexStride; } set { _vertexStride = value; } } | 81 | |
82 | public int[] TriangleIndexBase | ||
83 | { | ||
84 | get { return _triangleIndexBase; } | ||
85 | set { _triangleIndexBase = value; } | ||
86 | } | ||
87 | |||
88 | public int TriangleIndexStride | ||
89 | { | ||
90 | get { return _triangleIndexStride; } | ||
91 | set { _triangleIndexStride = value; } | ||
92 | } | ||
93 | |||
94 | public int VertexCount | ||
95 | { | ||
96 | get { return _numVertices; } | ||
97 | set { _numVertices = value; } | ||
98 | } | ||
99 | |||
100 | public Vector3[] VertexBase | ||
101 | { | ||
102 | get { return _vertexBase; } | ||
103 | set { _vertexBase = value; } | ||
104 | } | ||
105 | |||
106 | public int VertexStride | ||
107 | { | ||
108 | get { return _vertexStride; } | ||
109 | set { _vertexStride = value; } | ||
110 | } | ||
81 | } | 111 | } |
82 | 112 | ||
83 | /// <summary> | 113 | /// <summary> |
84 | /// TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays. | 114 | /// TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays. |
85 | /// Additional meshes can be added using addIndexedMesh | 115 | /// Additional meshes can be added using addIndexedMesh |
86 | /// </summary> | 116 | /// </summary> |
87 | public class TriangleIndexVertexArray : XnaDevRu.BulletX.StridingMeshInterface | 117 | public class TriangleIndexVertexArray : StridingMeshInterface |
88 | { | 118 | { |
89 | List<IndexedMesh> _indexedMeshes = new List<IndexedMesh>(); | 119 | private List<IndexedMesh> _indexedMeshes = new List<IndexedMesh>(); |
90 | 120 | ||
91 | public TriangleIndexVertexArray() { } | 121 | public TriangleIndexVertexArray() |
122 | { | ||
123 | } | ||
92 | 124 | ||
93 | public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride) | 125 | public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, |
126 | int numVertices, Vector3[] vertexBase, int vertexStride) | ||
94 | { | 127 | { |
95 | IndexedMesh mesh = new IndexedMesh(); | 128 | IndexedMesh mesh = new IndexedMesh(); |
96 | mesh.TriangleCount = numTriangleIndices; | 129 | mesh.TriangleCount = numTriangleIndices; |
@@ -104,19 +137,23 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
104 | } | 137 | } |
105 | 138 | ||
106 | public TriangleIndexVertexArray(int[] triangleIndexBase, Vector3[] vertexBase) | 139 | public TriangleIndexVertexArray(int[] triangleIndexBase, Vector3[] vertexBase) |
107 | : this(triangleIndexBase.Length, triangleIndexBase, 32, vertexBase.Length, vertexBase, 24) { } | 140 | : this(triangleIndexBase.Length, triangleIndexBase, 32, vertexBase.Length, vertexBase, 24) |
141 | { | ||
142 | } | ||
108 | 143 | ||
109 | public void AddIndexedMesh(IndexedMesh indexedMesh) | 144 | public void AddIndexedMesh(IndexedMesh indexedMesh) |
110 | { | 145 | { |
111 | _indexedMeshes.Add(indexedMesh); | 146 | _indexedMeshes.Add(indexedMesh); |
112 | } | 147 | } |
113 | 148 | ||
114 | public override void GetLockedVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, int subpart) | 149 | public override void GetLockedVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, |
150 | int subpart) | ||
115 | { | 151 | { |
116 | throw new Exception("The method or operation is not implemented."); | 152 | throw new Exception("The method or operation is not implemented."); |
117 | } | 153 | } |
118 | 154 | ||
119 | public override void GetLockedReadOnlyVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, int subpart) | 155 | public override void GetLockedReadOnlyVertexIndexBase(out List<Vector3> verts, out List<int> indicies, |
156 | out int numfaces, int subpart) | ||
120 | { | 157 | { |
121 | IndexedMesh m = _indexedMeshes[0]; | 158 | IndexedMesh m = _indexedMeshes[0]; |
122 | Vector3[] vertexBase = m.VertexBase; | 159 | Vector3[] vertexBase = m.VertexBase; |
@@ -158,4 +195,4 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
158 | throw new Exception("The method or operation is not implemented."); | 195 | throw new Exception("The method or operation is not implemented."); |
159 | } | 196 | } |
160 | } | 197 | } |
161 | } | 198 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/Manager/AssemblyInfo.cs b/OpenSim/Region/Physics/Manager/AssemblyInfo.cs index 3d95d6d..983a2b9 100644 --- a/OpenSim/Region/Physics/Manager/AssemblyInfo.cs +++ b/OpenSim/Region/Physics/Manager/AssemblyInfo.cs | |||
@@ -55,4 +55,4 @@ using System.Runtime.InteropServices; | |||
55 | // You can specify all values by your own or you can build default build and revision | 55 | // You can specify all values by your own or you can build default build and revision |
56 | // numbers with the '*' character (the default): | 56 | // numbers with the '*' character (the default): |
57 | 57 | ||
58 | [assembly : AssemblyVersion("1.0.*")] | 58 | [assembly : AssemblyVersion("1.0.*")] \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs index 1648a98..80b3320 100644 --- a/OpenSim/Region/Physics/Manager/IMesher.cs +++ b/OpenSim/Region/Physics/Manager/IMesher.cs | |||
@@ -28,8 +28,6 @@ | |||
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
31 | using System.Text; | ||
32 | |||
33 | using OpenSim.Framework; | 31 | using OpenSim.Framework; |
34 | 32 | ||
35 | namespace OpenSim.Region.Physics.Manager | 33 | namespace OpenSim.Region.Physics.Manager |
@@ -39,7 +37,8 @@ namespace OpenSim.Region.Physics.Manager | |||
39 | IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size); | 37 | IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size); |
40 | } | 38 | } |
41 | 39 | ||
42 | public interface IVertex { | 40 | public interface IVertex |
41 | { | ||
43 | } | 42 | } |
44 | 43 | ||
45 | public interface IMesh | 44 | public interface IMesh |
@@ -48,7 +47,5 @@ namespace OpenSim.Region.Physics.Manager | |||
48 | int[] getIndexListAsInt(); | 47 | int[] getIndexListAsInt(); |
49 | int[] getIndexListAsIntLocked(); | 48 | int[] getIndexListAsIntLocked(); |
50 | float[] getVertexListAsFloatLocked(); | 49 | float[] getVertexListAsFloatLocked(); |
51 | |||
52 | |||
53 | } | 50 | } |
54 | } | 51 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index 5894ab0..d393b62 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs | |||
@@ -25,10 +25,10 @@ | |||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | using Axiom.Math; | ||
29 | using OpenSim.Framework; | ||
30 | using System; | 28 | using System; |
31 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using Axiom.Math; | ||
31 | using OpenSim.Framework; | ||
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.Manager | 33 | namespace OpenSim.Region.Physics.Manager |
34 | { | 34 | { |
@@ -37,14 +37,16 @@ namespace OpenSim.Region.Physics.Manager | |||
37 | public delegate void VelocityUpdate(PhysicsVector velocity); | 37 | public delegate void VelocityUpdate(PhysicsVector velocity); |
38 | 38 | ||
39 | public delegate void OrientationUpdate(Quaternion orientation); | 39 | public delegate void OrientationUpdate(Quaternion orientation); |
40 | |||
40 | public enum ActorTypes : int | 41 | public enum ActorTypes : int |
41 | { | 42 | { |
42 | Unknown = 0, | 43 | Unknown = 0, |
43 | Agent = 1, | 44 | Agent = 1, |
44 | Prim = 2, | 45 | Prim = 2, |
45 | Ground = 3 | 46 | Ground = 3 |
46 | } | 47 | } |
47 | public class CollisionEventUpdate : EventArgs | 48 | |
49 | public class CollisionEventUpdate : EventArgs | ||
48 | { | 50 | { |
49 | // Raising the event on the object, so don't need to provide location.. further up the tree knows that info. | 51 | // Raising the event on the object, so don't need to provide location.. further up the tree knows that info. |
50 | 52 | ||
@@ -53,52 +55,53 @@ namespace OpenSim.Region.Physics.Manager | |||
53 | public bool m_startOrEnd; | 55 | public bool m_startOrEnd; |
54 | //public uint m_LocalID; | 56 | //public uint m_LocalID; |
55 | public List<uint> m_objCollisionList; | 57 | public List<uint> m_objCollisionList; |
58 | |||
56 | public CollisionEventUpdate(uint localID, int colliderType, bool startOrEnd, List<uint> objCollisionList) | 59 | public CollisionEventUpdate(uint localID, int colliderType, bool startOrEnd, List<uint> objCollisionList) |
57 | { | 60 | { |
58 | m_colliderType = colliderType; | 61 | m_colliderType = colliderType; |
59 | m_startOrEnd = startOrEnd; | 62 | m_startOrEnd = startOrEnd; |
60 | m_objCollisionList = objCollisionList; | 63 | m_objCollisionList = objCollisionList; |
61 | |||
62 | } | 64 | } |
63 | public CollisionEventUpdate(bool startOrEnd){ | 65 | |
64 | m_colliderType = (int)ActorTypes.Unknown; | 66 | public CollisionEventUpdate(bool startOrEnd) |
67 | { | ||
68 | m_colliderType = (int) ActorTypes.Unknown; | ||
65 | m_startOrEnd = startOrEnd; | 69 | m_startOrEnd = startOrEnd; |
66 | m_objCollisionList = null; | 70 | m_objCollisionList = null; |
67 | } | 71 | } |
68 | public CollisionEventUpdate() { | 72 | |
69 | m_colliderType = (int)ActorTypes.Unknown; | 73 | public CollisionEventUpdate() |
74 | { | ||
75 | m_colliderType = (int) ActorTypes.Unknown; | ||
70 | m_startOrEnd = false; | 76 | m_startOrEnd = false; |
71 | m_objCollisionList = null; | 77 | m_objCollisionList = null; |
72 | } | 78 | } |
73 | public int collidertype{ | 79 | |
74 | get { | 80 | public int collidertype |
75 | return m_colliderType; | 81 | { |
76 | } | 82 | get { return m_colliderType; } |
77 | set { | 83 | set { m_colliderType = value; } |
78 | m_colliderType = value; | ||
79 | } | ||
80 | } | 84 | } |
81 | public bool startOrEnd { | 85 | |
82 | get { | 86 | public bool startOrEnd |
83 | return m_startOrEnd; | 87 | { |
84 | } | 88 | get { return m_startOrEnd; } |
85 | set { | 89 | set { m_startOrEnd = value; } |
86 | m_startOrEnd = value; | ||
87 | } | ||
88 | } | 90 | } |
89 | public void addCollider(uint localID) { | 91 | |
92 | public void addCollider(uint localID) | ||
93 | { | ||
90 | m_objCollisionList.Add(localID); | 94 | m_objCollisionList.Add(localID); |
91 | } | 95 | } |
92 | } | 96 | } |
93 | |||
94 | |||
95 | 97 | ||
96 | |||
97 | 98 | ||
98 | public abstract class PhysicsActor | 99 | public abstract class PhysicsActor |
99 | { | 100 | { |
100 | public delegate void RequestTerseUpdate(); | 101 | public delegate void RequestTerseUpdate(); |
102 | |||
101 | public delegate void CollisionUpdate(EventArgs e); | 103 | public delegate void CollisionUpdate(EventArgs e); |
104 | |||
102 | public delegate void OutOfBounds(PhysicsVector pos); | 105 | public delegate void OutOfBounds(PhysicsVector pos); |
103 | 106 | ||
104 | #pragma warning disable 67 | 107 | #pragma warning disable 67 |
@@ -117,10 +120,8 @@ namespace OpenSim.Region.Physics.Manager | |||
117 | 120 | ||
118 | public abstract PhysicsVector Size { get; set; } | 121 | public abstract PhysicsVector Size { get; set; } |
119 | 122 | ||
120 | public abstract PrimitiveBaseShape Shape | 123 | public abstract PrimitiveBaseShape Shape { set; } |
121 | { | 124 | |
122 | set; | ||
123 | } | ||
124 | public virtual void RequestPhysicsterseUpdate() | 125 | public virtual void RequestPhysicsterseUpdate() |
125 | { | 126 | { |
126 | // Make a temporary copy of the event to avoid possibility of | 127 | // Make a temporary copy of the event to avoid possibility of |
@@ -131,8 +132,8 @@ namespace OpenSim.Region.Physics.Manager | |||
131 | { | 132 | { |
132 | OnRequestTerseUpdate(); | 133 | OnRequestTerseUpdate(); |
133 | } | 134 | } |
134 | |||
135 | } | 135 | } |
136 | |||
136 | public virtual void RaiseOutOfBounds(PhysicsVector pos) | 137 | public virtual void RaiseOutOfBounds(PhysicsVector pos) |
137 | { | 138 | { |
138 | // Make a temporary copy of the event to avoid possibility of | 139 | // Make a temporary copy of the event to avoid possibility of |
@@ -143,8 +144,8 @@ namespace OpenSim.Region.Physics.Manager | |||
143 | { | 144 | { |
144 | OnOutOfBounds(pos); | 145 | OnOutOfBounds(pos); |
145 | } | 146 | } |
146 | |||
147 | } | 147 | } |
148 | |||
148 | public virtual void SendCollisionUpdate(EventArgs e) | 149 | public virtual void SendCollisionUpdate(EventArgs e) |
149 | { | 150 | { |
150 | CollisionUpdate handler = OnCollisionUpdate; | 151 | CollisionUpdate handler = OnCollisionUpdate; |
@@ -159,7 +160,7 @@ namespace OpenSim.Region.Physics.Manager | |||
159 | 160 | ||
160 | public abstract float Mass { get; } | 161 | public abstract float Mass { get; } |
161 | 162 | ||
162 | public abstract PhysicsVector Force { get;} | 163 | public abstract PhysicsVector Force { get; } |
163 | 164 | ||
164 | public abstract PhysicsVector GeometricCenter { get; } | 165 | public abstract PhysicsVector GeometricCenter { get; } |
165 | 166 | ||
@@ -172,7 +173,7 @@ namespace OpenSim.Region.Physics.Manager | |||
172 | public abstract Quaternion Orientation { get; set; } | 173 | public abstract Quaternion Orientation { get; set; } |
173 | public abstract int PhysicsActorType { get; set; } | 174 | public abstract int PhysicsActorType { get; set; } |
174 | 175 | ||
175 | public abstract bool IsPhysical {get; set;} | 176 | public abstract bool IsPhysical { get; set; } |
176 | 177 | ||
177 | public abstract bool Flying { get; set; } | 178 | public abstract bool Flying { get; set; } |
178 | public abstract bool SetAlwaysRun { get; set; } | 179 | public abstract bool SetAlwaysRun { get; set; } |
@@ -198,48 +199,54 @@ namespace OpenSim.Region.Physics.Manager | |||
198 | get { return PhysicsVector.Zero; } | 199 | get { return PhysicsVector.Zero; } |
199 | set { return; } | 200 | set { return; } |
200 | } | 201 | } |
202 | |||
201 | public override bool SetAlwaysRun | 203 | public override bool SetAlwaysRun |
202 | { | 204 | { |
203 | get { return false; } | 205 | get { return false; } |
204 | set { return; } | 206 | set { return; } |
205 | } | 207 | } |
208 | |||
206 | public override bool CollidingGround | 209 | public override bool CollidingGround |
207 | { | 210 | { |
208 | get {return false;} | 211 | get { return false; } |
209 | set {return;} | 212 | set { return; } |
210 | } | 213 | } |
211 | public override bool CollidingObj | 214 | |
215 | public override bool CollidingObj | ||
212 | { | 216 | { |
213 | get { return false; } | 217 | get { return false; } |
214 | set { return; } | 218 | set { return; } |
215 | } | 219 | } |
220 | |||
216 | public override PhysicsVector Size | 221 | public override PhysicsVector Size |
217 | { | 222 | { |
218 | get { return PhysicsVector.Zero; } | 223 | get { return PhysicsVector.Zero; } |
219 | set { return; } | 224 | set { return; } |
220 | } | 225 | } |
226 | |||
221 | public override float Mass | 227 | public override float Mass |
222 | { | 228 | { |
223 | get { return 0f; } | 229 | get { return 0f; } |
224 | } | 230 | } |
231 | |||
225 | public override PhysicsVector Force | 232 | public override PhysicsVector Force |
226 | { | 233 | { |
227 | get { return PhysicsVector.Zero; } | 234 | get { return PhysicsVector.Zero; } |
228 | } | 235 | } |
236 | |||
229 | public override PhysicsVector CenterOfMass | 237 | public override PhysicsVector CenterOfMass |
230 | { | 238 | { |
231 | get { return PhysicsVector.Zero; } | 239 | get { return PhysicsVector.Zero; } |
232 | } | 240 | } |
241 | |||
233 | public override PhysicsVector GeometricCenter | 242 | public override PhysicsVector GeometricCenter |
234 | { | 243 | { |
235 | get { return PhysicsVector.Zero; } | 244 | get { return PhysicsVector.Zero; } |
236 | } | 245 | } |
246 | |||
237 | public override PrimitiveBaseShape Shape | 247 | public override PrimitiveBaseShape Shape |
238 | { | 248 | { |
239 | set | 249 | set { return; } |
240 | { | ||
241 | return; | ||
242 | } | ||
243 | } | 250 | } |
244 | 251 | ||
245 | public override PhysicsVector Velocity | 252 | public override PhysicsVector Velocity |
@@ -270,6 +277,7 @@ namespace OpenSim.Region.Physics.Manager | |||
270 | get { return false; } | 277 | get { return false; } |
271 | set { return; } | 278 | set { return; } |
272 | } | 279 | } |
280 | |||
273 | public override bool ThrottleUpdates | 281 | public override bool ThrottleUpdates |
274 | { | 282 | { |
275 | get { return false; } | 283 | get { return false; } |
@@ -281,9 +289,10 @@ namespace OpenSim.Region.Physics.Manager | |||
281 | get { return false; } | 289 | get { return false; } |
282 | set { return; } | 290 | set { return; } |
283 | } | 291 | } |
292 | |||
284 | public override int PhysicsActorType | 293 | public override int PhysicsActorType |
285 | { | 294 | { |
286 | get { return (int)ActorTypes.Unknown; } | 295 | get { return (int) ActorTypes.Unknown; } |
287 | set { return; } | 296 | set { return; } |
288 | } | 297 | } |
289 | 298 | ||
@@ -297,14 +306,16 @@ namespace OpenSim.Region.Physics.Manager | |||
297 | { | 306 | { |
298 | return; | 307 | return; |
299 | } | 308 | } |
309 | |||
300 | public override PhysicsVector RotationalVelocity | 310 | public override PhysicsVector RotationalVelocity |
301 | { | 311 | { |
302 | get { return PhysicsVector.Zero; } | 312 | get { return PhysicsVector.Zero; } |
303 | set { return; } | 313 | set { return; } |
304 | } | 314 | } |
315 | |||
305 | public override void SetMomentum(PhysicsVector momentum) | 316 | public override void SetMomentum(PhysicsVector momentum) |
306 | { | 317 | { |
307 | return; | 318 | return; |
308 | } | 319 | } |
309 | } | 320 | } |
310 | } | 321 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs b/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs index badcc04..a4ac54f 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs | |||
@@ -30,7 +30,6 @@ using System.Collections.Generic; | |||
30 | using System.IO; | 30 | using System.IO; |
31 | using System.Reflection; | 31 | using System.Reflection; |
32 | using OpenSim.Framework.Console; | 32 | using OpenSim.Framework.Console; |
33 | using Nini.Config; | ||
34 | 33 | ||
35 | namespace OpenSim.Region.Physics.Manager | 34 | namespace OpenSim.Region.Physics.Manager |
36 | { | 35 | { |
@@ -91,7 +90,7 @@ namespace OpenSim.Region.Physics.Manager | |||
91 | plugHard = new ZeroMesherPlugin(); | 90 | plugHard = new ZeroMesherPlugin(); |
92 | _MeshPlugins.Add(plugHard.GetName(), plugHard); | 91 | _MeshPlugins.Add(plugHard.GetName(), plugHard); |
93 | MainLog.Instance.Verbose("PHYSICS", "Added meshing engine: " + plugHard.GetName()); | 92 | MainLog.Instance.Verbose("PHYSICS", "Added meshing engine: " + plugHard.GetName()); |
94 | 93 | ||
95 | // And now walk all assemblies (DLLs effectively) and see if they are home | 94 | // And now walk all assemblies (DLLs effectively) and see if they are home |
96 | // of a plugin that is of interest for us | 95 | // of a plugin that is of interest for us |
97 | string path = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Physics"); | 96 | string path = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Physics"); |
@@ -129,7 +128,7 @@ namespace OpenSim.Region.Physics.Manager | |||
129 | if (meshTypeInterface != null) | 128 | if (meshTypeInterface != null) |
130 | { | 129 | { |
131 | IMeshingPlugin plug = | 130 | IMeshingPlugin plug = |
132 | (IMeshingPlugin)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString())); | 131 | (IMeshingPlugin) Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString())); |
133 | _MeshPlugins.Add(plug.GetName(), plug); | 132 | _MeshPlugins.Add(plug.GetName(), plug); |
134 | MainLog.Instance.Verbose("PHYSICS", "Added meshing engine: " + plug.GetName()); | 133 | MainLog.Instance.Verbose("PHYSICS", "Added meshing engine: " + plug.GetName()); |
135 | } | 134 | } |
@@ -155,6 +154,7 @@ namespace OpenSim.Region.Physics.Manager | |||
155 | MainLog.Instance.Verbose("PHYSICS", message); | 154 | MainLog.Instance.Verbose("PHYSICS", message); |
156 | } | 155 | } |
157 | } | 156 | } |
157 | |||
158 | //--- | 158 | //--- |
159 | } | 159 | } |
160 | 160 | ||
@@ -171,4 +171,4 @@ namespace OpenSim.Region.Physics.Manager | |||
171 | string GetName(); | 171 | string GetName(); |
172 | IMesher GetMesher(); | 172 | IMesher GetMesher(); |
173 | } | 173 | } |
174 | } | 174 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index c63a66d..37481f1 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs | |||
@@ -28,7 +28,6 @@ | |||
28 | using Axiom.Math; | 28 | using Axiom.Math; |
29 | using OpenSim.Framework; | 29 | using OpenSim.Framework; |
30 | using OpenSim.Framework.Console; | 30 | using OpenSim.Framework.Console; |
31 | using OpenSim.Region.Physics.Manager; | ||
32 | 31 | ||
33 | namespace OpenSim.Region.Physics.Manager | 32 | namespace OpenSim.Region.Physics.Manager |
34 | { | 33 | { |
@@ -45,6 +44,7 @@ namespace OpenSim.Region.Physics.Manager | |||
45 | { | 44 | { |
46 | get { return new NullPhysicsScene(); } | 45 | get { return new NullPhysicsScene(); } |
47 | } | 46 | } |
47 | |||
48 | public virtual void TriggerPhysicsBasedRestart() | 48 | public virtual void TriggerPhysicsBasedRestart() |
49 | { | 49 | { |
50 | physicsCrash handler = OnPhysicsCrash; | 50 | physicsCrash handler = OnPhysicsCrash; |
@@ -52,9 +52,8 @@ namespace OpenSim.Region.Physics.Manager | |||
52 | { | 52 | { |
53 | OnPhysicsCrash(); | 53 | OnPhysicsCrash(); |
54 | } | 54 | } |
55 | |||
56 | } | 55 | } |
57 | 56 | ||
58 | 57 | ||
59 | public abstract void Initialise(IMesher meshmerizer); | 58 | public abstract void Initialise(IMesher meshmerizer); |
60 | 59 | ||
@@ -68,6 +67,7 @@ namespace OpenSim.Region.Physics.Manager | |||
68 | PhysicsVector size, Quaternion rotation); //To be removed | 67 | PhysicsVector size, Quaternion rotation); //To be removed |
69 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 68 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
70 | PhysicsVector size, Quaternion rotation, bool isPhysical); | 69 | PhysicsVector size, Quaternion rotation, bool isPhysical); |
70 | |||
71 | public abstract void AddPhysicsActorTaint(PhysicsActor prim); | 71 | public abstract void AddPhysicsActorTaint(PhysicsActor prim); |
72 | 72 | ||
73 | public abstract float Simulate(float timeStep); | 73 | public abstract float Simulate(float timeStep); |
@@ -111,21 +111,24 @@ namespace OpenSim.Region.Physics.Manager | |||
111 | return PhysicsActor.Null; | 111 | return PhysicsActor.Null; |
112 | } | 112 | } |
113 | */ | 113 | */ |
114 | |||
114 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 115 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
115 | PhysicsVector size, Quaternion rotation) //To be removed | 116 | PhysicsVector size, Quaternion rotation) //To be removed |
116 | { | 117 | { |
117 | return this.AddPrimShape(primName, pbs, position, size, rotation, false); | 118 | return AddPrimShape(primName, pbs, position, size, rotation, false); |
118 | } | 119 | } |
120 | |||
119 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 121 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
120 | PhysicsVector size, Quaternion rotation, bool isPhysical) | 122 | PhysicsVector size, Quaternion rotation, bool isPhysical) |
121 | { | 123 | { |
122 | MainLog.Instance.Verbose("PHYSICS", "NullPhysicsScene : AddPrim({0},{1})", position, size); | 124 | MainLog.Instance.Verbose("PHYSICS", "NullPhysicsScene : AddPrim({0},{1})", position, size); |
123 | return PhysicsActor.Null; | 125 | return PhysicsActor.Null; |
124 | } | 126 | } |
127 | |||
125 | public override void AddPhysicsActorTaint(PhysicsActor prim) | 128 | public override void AddPhysicsActorTaint(PhysicsActor prim) |
126 | { | 129 | { |
127 | |||
128 | } | 130 | } |
131 | |||
129 | public override float Simulate(float timeStep) | 132 | public override float Simulate(float timeStep) |
130 | { | 133 | { |
131 | m_workIndicator = (m_workIndicator + 1)%10; | 134 | m_workIndicator = (m_workIndicator + 1)%10; |
@@ -154,4 +157,4 @@ namespace OpenSim.Region.Physics.Manager | |||
154 | } | 157 | } |
155 | } | 158 | } |
156 | } | 159 | } |
157 | } | 160 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsVector.cs b/OpenSim/Region/Physics/Manager/PhysicsVector.cs index be82fca..1f5d0dc 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsVector.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsVector.cs | |||
@@ -28,7 +28,6 @@ | |||
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | 30 | ||
31 | |||
32 | namespace OpenSim.Region.Physics.Manager | 31 | namespace OpenSim.Region.Physics.Manager |
33 | { | 32 | { |
34 | public class PhysicsVector | 33 | public class PhysicsVector |
@@ -68,27 +67,27 @@ namespace OpenSim.Region.Physics.Manager | |||
68 | 67 | ||
69 | public static PhysicsVector cross(PhysicsVector a, PhysicsVector b) | 68 | public static PhysicsVector cross(PhysicsVector a, PhysicsVector b) |
70 | { | 69 | { |
71 | return new PhysicsVector(a.Y * b.Z - a.Z * b.Y, a.Z * b.X - a.X * b.Z, a.X * b.Y - a.Y * b.X); | 70 | return new PhysicsVector(a.Y*b.Z - a.Z*b.Y, a.Z*b.X - a.X*b.Z, a.X*b.Y - a.Y*b.X); |
72 | } | 71 | } |
73 | 72 | ||
74 | public float length() | 73 | public float length() |
75 | { | 74 | { |
76 | return (float)Math.Sqrt(X*X + Y*Y + Z*Z); | 75 | return (float) Math.Sqrt(X*X + Y*Y + Z*Z); |
77 | } | 76 | } |
78 | 77 | ||
79 | public static PhysicsVector operator / (PhysicsVector v, float f) | 78 | public static PhysicsVector operator /(PhysicsVector v, float f) |
80 | { | 79 | { |
81 | return new PhysicsVector(v.X / f, v.Y / f, v.Z / f); | 80 | return new PhysicsVector(v.X/f, v.Y/f, v.Z/f); |
82 | } | 81 | } |
83 | 82 | ||
84 | public static PhysicsVector operator *(PhysicsVector v, float f) | 83 | public static PhysicsVector operator *(PhysicsVector v, float f) |
85 | { | 84 | { |
86 | return new PhysicsVector(v.X * f, v.Y * f, v.Z * f); | 85 | return new PhysicsVector(v.X*f, v.Y*f, v.Z*f); |
87 | } | 86 | } |
88 | 87 | ||
89 | public static PhysicsVector operator *(float f, PhysicsVector v) | 88 | public static PhysicsVector operator *(float f, PhysicsVector v) |
90 | { | 89 | { |
91 | return v * f; | 90 | return v*f; |
92 | } | 91 | } |
93 | 92 | ||
94 | public virtual bool IsIdentical(PhysicsVector v, float tolerance) | 93 | public virtual bool IsIdentical(PhysicsVector v, float tolerance) |
@@ -101,4 +100,4 @@ namespace OpenSim.Region.Physics.Manager | |||
101 | return false; | 100 | return false; |
102 | } | 101 | } |
103 | } | 102 | } |
104 | } | 103 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs index a88656e..7dae4ac 100644 --- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs +++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs | |||
@@ -27,11 +27,8 @@ | |||
27 | */ | 27 | */ |
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | using System.Collections.Generic; | ||
31 | using System.Text; | ||
32 | using OpenSim.Framework; | 30 | using OpenSim.Framework; |
33 | 31 | ||
34 | |||
35 | /* | 32 | /* |
36 | * This is the zero mesher. | 33 | * This is the zero mesher. |
37 | * Whatever you want him to mesh, he can't, telling you that by responding with a null pointer. | 34 | * Whatever you want him to mesh, he can't, telling you that by responding with a null pointer. |
@@ -62,13 +59,11 @@ namespace OpenSim.Region.Physics.Manager | |||
62 | } | 59 | } |
63 | } | 60 | } |
64 | 61 | ||
65 | public class ZeroMesher: IMesher | 62 | public class ZeroMesher : IMesher |
66 | { | 63 | { |
67 | |||
68 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) | 64 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) |
69 | { | 65 | { |
70 | return null; | 66 | return null; |
71 | } | 67 | } |
72 | } | 68 | } |
73 | 69 | } \ No newline at end of file | |
74 | } | ||
diff --git a/OpenSim/Region/Physics/Meshing/Extruder.cs b/OpenSim/Region/Physics/Meshing/Extruder.cs index eecac5a..7ef5b5b 100644 --- a/OpenSim/Region/Physics/Meshing/Extruder.cs +++ b/OpenSim/Region/Physics/Meshing/Extruder.cs | |||
@@ -26,24 +26,22 @@ | |||
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | 28 | ||
29 | using System; | 29 | using OpenSim.Region.Physics.Manager; |
30 | using System.Collections.Generic; | ||
31 | using System.Text; | ||
32 | 30 | ||
33 | namespace OpenSim.Region.Physics.Meshing | 31 | namespace OpenSim.Region.Physics.Meshing |
34 | { | 32 | { |
35 | class Extruder | 33 | internal class Extruder |
36 | { | 34 | { |
37 | public float startParameter; | 35 | public float startParameter; |
38 | public float stopParameter; | 36 | public float stopParameter; |
39 | public Manager.PhysicsVector size; | 37 | public PhysicsVector size; |
40 | 38 | ||
41 | public Mesh Extrude(Mesh m) | 39 | public Mesh Extrude(Mesh m) |
42 | { | 40 | { |
43 | // Currently only works for iSteps=1; | 41 | // Currently only works for iSteps=1; |
44 | Mesh result = new Mesh(); | 42 | Mesh result = new Mesh(); |
45 | 43 | ||
46 | Mesh workingPlus = m.Clone(); | 44 | Mesh workingPlus = m.Clone(); |
47 | Mesh workingMinus = m.Clone(); | 45 | Mesh workingMinus = m.Clone(); |
48 | 46 | ||
49 | foreach (Vertex v in workingPlus.vertices) | 47 | foreach (Vertex v in workingPlus.vertices) |
@@ -80,14 +78,14 @@ namespace OpenSim.Region.Physics.Meshing | |||
80 | for (int i = 0; i < workingPlus.vertices.Count; i++) | 78 | for (int i = 0; i < workingPlus.vertices.Count; i++) |
81 | { | 79 | { |
82 | int iNext = (i + 1); | 80 | int iNext = (i + 1); |
83 | 81 | ||
84 | if (workingPlus.vertices[i] == null) // Can't make a simplex here | 82 | if (workingPlus.vertices[i] == null) // Can't make a simplex here |
85 | { | 83 | { |
86 | iLastNull = i+1; | 84 | iLastNull = i + 1; |
87 | continue; | 85 | continue; |
88 | } | 86 | } |
89 | 87 | ||
90 | if (i == workingPlus.vertices.Count-1) // End of list | 88 | if (i == workingPlus.vertices.Count - 1) // End of list |
91 | { | 89 | { |
92 | iNext = iLastNull; | 90 | iNext = iLastNull; |
93 | } | 91 | } |
@@ -101,11 +99,12 @@ namespace OpenSim.Region.Physics.Meshing | |||
101 | tSide = new Triangle(workingPlus.vertices[i], workingMinus.vertices[i], workingPlus.vertices[iNext]); | 99 | tSide = new Triangle(workingPlus.vertices[i], workingMinus.vertices[i], workingPlus.vertices[iNext]); |
102 | result.Add(tSide); | 100 | result.Add(tSide); |
103 | 101 | ||
104 | tSide = new Triangle(workingPlus.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]); | 102 | tSide = |
103 | new Triangle(workingPlus.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]); | ||
105 | result.Add(tSide); | 104 | result.Add(tSide); |
106 | } | 105 | } |
107 | 106 | ||
108 | return result; | 107 | return result; |
109 | } | 108 | } |
110 | } | 109 | } |
111 | } | 110 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/Meshing/HelperTypes.cs b/OpenSim/Region/Physics/Meshing/HelperTypes.cs index be82c32..ac06614 100644 --- a/OpenSim/Region/Physics/Meshing/HelperTypes.cs +++ b/OpenSim/Region/Physics/Meshing/HelperTypes.cs | |||
@@ -30,9 +30,7 @@ using System; | |||
30 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
31 | using System.Diagnostics; | 31 | using System.Diagnostics; |
32 | using System.Globalization; | 32 | using System.Globalization; |
33 | using OpenSim.Framework.Console; | ||
34 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
35 | |||
36 | using OpenSim.Region.Physics.Meshing; | 34 | using OpenSim.Region.Physics.Meshing; |
37 | 35 | ||
38 | public class Vertex : PhysicsVector, IComparable<Vertex> | 36 | public class Vertex : PhysicsVector, IComparable<Vertex> |
@@ -54,7 +52,7 @@ public class Vertex : PhysicsVector, IComparable<Vertex> | |||
54 | 52 | ||
55 | public static Vertex FromAngle(double angle) | 53 | public static Vertex FromAngle(double angle) |
56 | { | 54 | { |
57 | return new Vertex((float)Math.Cos(angle), (float)Math.Sin(angle), 0.0f); | 55 | return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f); |
58 | } | 56 | } |
59 | 57 | ||
60 | 58 | ||
@@ -101,6 +99,7 @@ public class Vertex : PhysicsVector, IComparable<Vertex> | |||
101 | { | 99 | { |
102 | return me.CompareTo(other) < 0; | 100 | return me.CompareTo(other) < 0; |
103 | } | 101 | } |
102 | |||
104 | public String ToRaw() | 103 | public String ToRaw() |
105 | { | 104 | { |
106 | // Why this stuff with the number formatter? | 105 | // Why this stuff with the number formatter? |
@@ -117,7 +116,6 @@ public class Vertex : PhysicsVector, IComparable<Vertex> | |||
117 | 116 | ||
118 | return s1; | 117 | return s1; |
119 | } | 118 | } |
120 | |||
121 | } | 119 | } |
122 | 120 | ||
123 | public class Triangle | 121 | public class Triangle |
@@ -283,7 +281,7 @@ public class Triangle | |||
283 | float l = n.length(); | 281 | float l = n.length(); |
284 | 282 | ||
285 | // Normalized "normal" | 283 | // Normalized "normal" |
286 | n = n / l; | 284 | n = n/l; |
287 | 285 | ||
288 | return n; | 286 | return n; |
289 | } | 287 | } |
@@ -300,7 +298,7 @@ public class Triangle | |||
300 | // debugging purposes | 298 | // debugging purposes |
301 | public String ToStringRaw() | 299 | public String ToStringRaw() |
302 | { | 300 | { |
303 | String output = v1.ToRaw() + " " + v2.ToRaw() + " " +v3.ToRaw(); | 301 | String output = v1.ToRaw() + " " + v2.ToRaw() + " " + v3.ToRaw(); |
304 | return output; | 302 | return output; |
305 | } | 303 | } |
306 | } \ No newline at end of file | 304 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs index 2ebfa1c..9c2667e 100644 --- a/OpenSim/Region/Physics/Meshing/Mesh.cs +++ b/OpenSim/Region/Physics/Meshing/Mesh.cs | |||
@@ -26,14 +26,11 @@ | |||
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | 28 | ||
29 | |||
29 | using System; | 30 | using System; |
30 | using System.IO; | ||
31 | using System.Collections.Generic; | 31 | using System.Collections.Generic; |
32 | using System.Text; | 32 | using System.IO; |
33 | |||
34 | using System.Runtime.InteropServices; | 33 | using System.Runtime.InteropServices; |
35 | |||
36 | |||
37 | using OpenSim.Region.Physics.Manager; | 34 | using OpenSim.Region.Physics.Manager; |
38 | 35 | ||
39 | namespace OpenSim.Region.Physics.Meshing | 36 | namespace OpenSim.Region.Physics.Meshing |
@@ -66,9 +63,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
66 | foreach (Triangle t in triangles) | 63 | foreach (Triangle t in triangles) |
67 | { | 64 | { |
68 | int iV1, iV2, iV3; | 65 | int iV1, iV2, iV3; |
69 | iV1 = this.vertices.IndexOf(t.v1); | 66 | iV1 = vertices.IndexOf(t.v1); |
70 | iV2 = this.vertices.IndexOf(t.v2); | 67 | iV2 = vertices.IndexOf(t.v2); |
71 | iV3 = this.vertices.IndexOf(t.v3); | 68 | iV3 = vertices.IndexOf(t.v3); |
72 | 69 | ||
73 | Triangle newT = new Triangle(result.vertices[iV1], result.vertices[iV2], result.vertices[iV3]); | 70 | Triangle newT = new Triangle(result.vertices[iV1], result.vertices[iV2], result.vertices[iV3]); |
74 | result.Add(newT); | 71 | result.Add(newT); |
@@ -77,8 +74,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
77 | return result; | 74 | return result; |
78 | } | 75 | } |
79 | 76 | ||
80 | 77 | ||
81 | |||
82 | public void Add(Triangle triangle) | 78 | public void Add(Triangle triangle) |
83 | { | 79 | { |
84 | int i; | 80 | int i; |
@@ -160,15 +156,15 @@ namespace OpenSim.Region.Physics.Meshing | |||
160 | 156 | ||
161 | public float[] getVertexListAsFloatLocked() | 157 | public float[] getVertexListAsFloatLocked() |
162 | { | 158 | { |
163 | float[] result = new float[vertices.Count * 3]; | 159 | float[] result = new float[vertices.Count*3]; |
164 | for (int i = 0; i < vertices.Count; i++) | 160 | for (int i = 0; i < vertices.Count; i++) |
165 | { | 161 | { |
166 | Vertex v = vertices[i]; | 162 | Vertex v = vertices[i]; |
167 | if (v == null) | 163 | if (v == null) |
168 | continue; | 164 | continue; |
169 | result[3 * i + 0] = v.X; | 165 | result[3*i + 0] = v.X; |
170 | result[3 * i + 1] = v.Y; | 166 | result[3*i + 1] = v.Y; |
171 | result[3 * i + 2] = v.Z; | 167 | result[3*i + 2] = v.Z; |
172 | } | 168 | } |
173 | GCHandle.Alloc(result, GCHandleType.Pinned); | 169 | GCHandle.Alloc(result, GCHandleType.Pinned); |
174 | return result; | 170 | return result; |
@@ -176,13 +172,13 @@ namespace OpenSim.Region.Physics.Meshing | |||
176 | 172 | ||
177 | public int[] getIndexListAsInt() | 173 | public int[] getIndexListAsInt() |
178 | { | 174 | { |
179 | int[] result = new int[triangles.Count * 3]; | 175 | int[] result = new int[triangles.Count*3]; |
180 | for (int i = 0; i < triangles.Count; i++) | 176 | for (int i = 0; i < triangles.Count; i++) |
181 | { | 177 | { |
182 | Triangle t = triangles[i]; | 178 | Triangle t = triangles[i]; |
183 | result[3 * i + 0] = vertices.IndexOf(t.v1); | 179 | result[3*i + 0] = vertices.IndexOf(t.v1); |
184 | result[3 * i + 1] = vertices.IndexOf(t.v2); | 180 | result[3*i + 1] = vertices.IndexOf(t.v2); |
185 | result[3 * i + 2] = vertices.IndexOf(t.v3); | 181 | result[3*i + 2] = vertices.IndexOf(t.v3); |
186 | } | 182 | } |
187 | return result; | 183 | return result; |
188 | } | 184 | } |
@@ -202,7 +198,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
202 | 198 | ||
203 | foreach (Triangle t in newMesh.triangles) | 199 | foreach (Triangle t in newMesh.triangles) |
204 | Add(t); | 200 | Add(t); |
205 | |||
206 | } | 201 | } |
207 | 202 | ||
208 | // Do a linear transformation of mesh. | 203 | // Do a linear transformation of mesh. |
@@ -213,9 +208,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
213 | if (v == null) | 208 | if (v == null) |
214 | continue; | 209 | continue; |
215 | float x, y, z; | 210 | float x, y, z; |
216 | x = v.X * matrix[0, 0] + v.Y * matrix[1, 0] + v.Z * matrix[2, 0]; | 211 | x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0]; |
217 | y = v.X * matrix[0, 1] + v.Y * matrix[1, 1] + v.Z * matrix[2, 1]; | 212 | y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1]; |
218 | z = v.X * matrix[0, 2] + v.Y * matrix[1, 2] + v.Z * matrix[2, 2]; | 213 | z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2]; |
219 | v.X = x + offset[0]; | 214 | v.X = x + offset[0]; |
220 | v.Y = y + offset[1]; | 215 | v.Y = y + offset[1]; |
221 | v.Z = z + offset[2]; | 216 | v.Z = z + offset[2]; |
@@ -237,5 +232,4 @@ namespace OpenSim.Region.Physics.Meshing | |||
237 | sw.Close(); | 232 | sw.Close(); |
238 | } | 233 | } |
239 | } | 234 | } |
240 | 235 | } \ No newline at end of file | |
241 | } | ||
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 9c35f81..3217dd8 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||
@@ -27,18 +27,13 @@ | |||
27 | */ | 27 | */ |
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | using System.IO; | ||
31 | using System.Globalization; | ||
32 | using System.Diagnostics; | ||
33 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
34 | using System.Runtime.InteropServices; | ||
35 | using OpenSim.Framework; | 31 | using OpenSim.Framework; |
36 | using OpenSim.Framework.Console; | 32 | using OpenSim.Framework.Console; |
37 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
38 | 34 | ||
39 | namespace OpenSim.Region.Physics.Meshing | 35 | namespace OpenSim.Region.Physics.Meshing |
40 | { | 36 | { |
41 | |||
42 | public class MeshmerizerPlugin : IMeshingPlugin | 37 | public class MeshmerizerPlugin : IMeshingPlugin |
43 | { | 38 | { |
44 | public MeshmerizerPlugin() | 39 | public MeshmerizerPlugin() |
@@ -61,10 +56,11 @@ namespace OpenSim.Region.Physics.Meshing | |||
61 | // Setting baseDir to a path will enable the dumping of raw files | 56 | // Setting baseDir to a path will enable the dumping of raw files |
62 | // raw files can be imported by blender so a visual inspection of the results can be done | 57 | // raw files can be imported by blender so a visual inspection of the results can be done |
63 | // const string baseDir = "rawFiles"; | 58 | // const string baseDir = "rawFiles"; |
64 | const string baseDir = null; | 59 | private const string baseDir = null; |
65 | 60 | ||
66 | static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2, ref float lambda, ref float mu) | 61 | private static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, |
67 | { | 62 | PhysicsVector r2, ref float lambda, ref float mu) |
63 | { | ||
68 | // p1, p2, points on the straight | 64 | // p1, p2, points on the straight |
69 | // r1, r2, directional vectors of the straight. Not necessarily of length 1! | 65 | // r1, r2, directional vectors of the straight. Not necessarily of length 1! |
70 | // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points, | 66 | // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points, |
@@ -88,9 +84,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
88 | float p1y = p1.Y; | 84 | float p1y = p1.Y; |
89 | float p2x = p2.X; | 85 | float p2x = p2.X; |
90 | float p2y = p2.Y; | 86 | float p2y = p2.Y; |
91 | lambda = (-p2x * r2y + p1x * r2y + (p2y - p1y) * r2x) / denom; | 87 | lambda = (-p2x*r2y + p1x*r2y + (p2y - p1y)*r2x)/denom; |
92 | mu = (-p2x * r1y + p1x * r1y + (p2y - p1y) * r1x) / denom; | 88 | mu = (-p2x*r1y + p1x*r1y + (p2y - p1y)*r1x)/denom; |
93 | |||
94 | } | 89 | } |
95 | 90 | ||
96 | private static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v) | 91 | private static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v) |
@@ -105,8 +100,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
105 | } | 100 | } |
106 | return influenced; | 101 | return influenced; |
107 | } | 102 | } |
108 | 103 | ||
109 | 104 | ||
110 | private static void InsertVertices(List<Vertex> vertices, int usedForSeed, List<Triangle> triangles) | 105 | private static void InsertVertices(List<Vertex> vertices, int usedForSeed, List<Triangle> triangles) |
111 | { | 106 | { |
112 | // This is a variant of the delaunay algorithm | 107 | // This is a variant of the delaunay algorithm |
@@ -126,10 +121,10 @@ namespace OpenSim.Region.Physics.Meshing | |||
126 | // do not fulfill this condition with respect to the new triangle | 121 | // do not fulfill this condition with respect to the new triangle |
127 | 122 | ||
128 | // Find the triangles that are influenced by the new vertex | 123 | // Find the triangles that are influenced by the new vertex |
129 | Vertex v=vertices[iCurrentVertex]; | 124 | Vertex v = vertices[iCurrentVertex]; |
130 | if (v == null) | 125 | if (v == null) |
131 | continue; // Null is polygon stop marker. Ignore it | 126 | continue; // Null is polygon stop marker. Ignore it |
132 | List<Triangle> influencedTriangles=FindInfluencedTriangles(triangles, v); | 127 | List<Triangle> influencedTriangles = FindInfluencedTriangles(triangles, v); |
133 | 128 | ||
134 | List<Simplex> simplices = new List<Simplex>(); | 129 | List<Simplex> simplices = new List<Simplex>(); |
135 | 130 | ||
@@ -177,12 +172,11 @@ namespace OpenSim.Region.Physics.Meshing | |||
177 | } | 172 | } |
178 | } | 173 | } |
179 | } | 174 | } |
180 | |||
181 | } | 175 | } |
182 | 176 | ||
183 | 177 | ||
184 | static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) | 178 | private static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) |
185 | // Builds the z (+ and -) surfaces of a box shaped prim | 179 | // Builds the z (+ and -) surfaces of a box shaped prim |
186 | { | 180 | { |
187 | UInt16 hollowFactor = primShape.ProfileHollow; | 181 | UInt16 hollowFactor = primShape.ProfileHollow; |
188 | UInt16 profileBegin = primShape.ProfileBegin; | 182 | UInt16 profileBegin = primShape.ProfileBegin; |
@@ -201,7 +195,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
201 | Vertex MP = new Vertex(-0.5f, +0.5f, 0.0f); | 195 | Vertex MP = new Vertex(-0.5f, +0.5f, 0.0f); |
202 | Vertex PP = new Vertex(+0.5f, +0.5f, 0.0f); | 196 | Vertex PP = new Vertex(+0.5f, +0.5f, 0.0f); |
203 | 197 | ||
204 | Meshing.SimpleHull outerHull = new SimpleHull(); | 198 | SimpleHull outerHull = new SimpleHull(); |
205 | outerHull.AddVertex(MM); | 199 | outerHull.AddVertex(MM); |
206 | outerHull.AddVertex(PM); | 200 | outerHull.AddVertex(PM); |
207 | outerHull.AddVertex(PP); | 201 | outerHull.AddVertex(PP); |
@@ -210,9 +204,10 @@ namespace OpenSim.Region.Physics.Meshing | |||
210 | // Deal with cuts now | 204 | // Deal with cuts now |
211 | if ((profileBegin != 0) || (profileEnd != 0)) | 205 | if ((profileBegin != 0) || (profileEnd != 0)) |
212 | { | 206 | { |
213 | double fProfileBeginAngle = profileBegin / 50000.0 * 360.0; // In degree, for easier debugging and understanding | 207 | double fProfileBeginAngle = profileBegin/50000.0*360.0; |
214 | fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y | 208 | // In degree, for easier debugging and understanding |
215 | double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0 | 209 | fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y |
210 | double fProfileEndAngle = 360.0 - profileEnd/50000.0*360.0; // Pathend comes as complement to 1.0 | ||
216 | fProfileEndAngle -= (90.0 + 45.0); | 211 | fProfileEndAngle -= (90.0 + 45.0); |
217 | if (fProfileBeginAngle < fProfileEndAngle) | 212 | if (fProfileBeginAngle < fProfileEndAngle) |
218 | fProfileEndAngle -= 360.0; | 213 | fProfileEndAngle -= 360.0; |
@@ -222,20 +217,23 @@ namespace OpenSim.Region.Physics.Meshing | |||
222 | // and we approximate this arc by a polygon chain | 217 | // and we approximate this arc by a polygon chain |
223 | // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space | 218 | // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space |
224 | // So it can easily be subtracted from the outer hull | 219 | // So it can easily be subtracted from the outer hull |
225 | int iSteps = (int)(((fProfileBeginAngle - fProfileEndAngle) / 45.0) + .5); // how many steps do we need with approximately 45 degree | 220 | int iSteps = (int) (((fProfileBeginAngle - fProfileEndAngle)/45.0) + .5); |
226 | double dStepWidth=(fProfileBeginAngle-fProfileEndAngle)/iSteps; | 221 | // how many steps do we need with approximately 45 degree |
222 | double dStepWidth = (fProfileBeginAngle - fProfileEndAngle)/iSteps; | ||
227 | 223 | ||
228 | Vertex origin = new Vertex(0.0f, 0.0f, 0.0f); | 224 | Vertex origin = new Vertex(0.0f, 0.0f, 0.0f); |
229 | 225 | ||
230 | // Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull | 226 | // Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull |
231 | SimpleHull cutHull = new SimpleHull(); | 227 | SimpleHull cutHull = new SimpleHull(); |
232 | cutHull.AddVertex(origin); | 228 | cutHull.AddVertex(origin); |
233 | for (int i=0; i<iSteps; i++) { | 229 | for (int i = 0; i < iSteps; i++) |
234 | double angle=fProfileBeginAngle-i*dStepWidth; // we count against the angle orientation!!!! | 230 | { |
235 | Vertex v = Vertex.FromAngle(angle * Math.PI / 180.0); | 231 | double angle = fProfileBeginAngle - i*dStepWidth; // we count against the angle orientation!!!! |
232 | Vertex v = Vertex.FromAngle(angle*Math.PI/180.0); | ||
236 | cutHull.AddVertex(v); | 233 | cutHull.AddVertex(v); |
237 | } | 234 | } |
238 | Vertex legEnd = Vertex.FromAngle(fProfileEndAngle * Math.PI / 180.0); // Calculated separately to avoid errors | 235 | Vertex legEnd = Vertex.FromAngle(fProfileEndAngle*Math.PI/180.0); |
236 | // Calculated separately to avoid errors | ||
239 | cutHull.AddVertex(legEnd); | 237 | cutHull.AddVertex(legEnd); |
240 | 238 | ||
241 | MainLog.Instance.Debug("Starting cutting of the hollow shape from the prim {1}", 0, primName); | 239 | MainLog.Instance.Debug("Starting cutting of the hollow shape from the prim {1}", 0, primName); |
@@ -248,10 +246,10 @@ namespace OpenSim.Region.Physics.Meshing | |||
248 | if (hollowFactor > 0) | 246 | if (hollowFactor > 0) |
249 | { | 247 | { |
250 | float hollowFactorF = (float) hollowFactor/(float) 50000; | 248 | float hollowFactorF = (float) hollowFactor/(float) 50000; |
251 | Vertex IMM = new Vertex(-0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f); | 249 | Vertex IMM = new Vertex(-0.5f*hollowFactorF, -0.5f*hollowFactorF, 0.0f); |
252 | Vertex IPM = new Vertex(+0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f); | 250 | Vertex IPM = new Vertex(+0.5f*hollowFactorF, -0.5f*hollowFactorF, 0.0f); |
253 | Vertex IMP = new Vertex(-0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f); | 251 | Vertex IMP = new Vertex(-0.5f*hollowFactorF, +0.5f*hollowFactorF, 0.0f); |
254 | Vertex IPP = new Vertex(+0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f); | 252 | Vertex IPP = new Vertex(+0.5f*hollowFactorF, +0.5f*hollowFactorF, 0.0f); |
255 | 253 | ||
256 | SimpleHull holeHull = new SimpleHull(); | 254 | SimpleHull holeHull = new SimpleHull(); |
257 | 255 | ||
@@ -263,7 +261,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
263 | SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull); | 261 | SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull); |
264 | 262 | ||
265 | outerHull = hollowedHull; | 263 | outerHull = hollowedHull; |
266 | |||
267 | } | 264 | } |
268 | 265 | ||
269 | Mesh m = new Mesh(); | 266 | Mesh m = new Mesh(); |
@@ -286,7 +283,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
286 | m.Remove(Seed2); | 283 | m.Remove(Seed2); |
287 | m.Remove(Seed3); | 284 | m.Remove(Seed3); |
288 | m.DumpRaw(baseDir, primName, "Proto seeds removed"); | 285 | m.DumpRaw(baseDir, primName, "Proto seeds removed"); |
289 | 286 | ||
290 | m.RemoveTrianglesOutside(outerHull); | 287 | m.RemoveTrianglesOutside(outerHull); |
291 | m.DumpRaw(baseDir, primName, "Proto outsides removed"); | 288 | m.DumpRaw(baseDir, primName, "Proto outsides removed"); |
292 | 289 | ||
@@ -374,7 +371,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
374 | switch (primShape.ProfileShape) | 371 | switch (primShape.ProfileShape) |
375 | { | 372 | { |
376 | case ProfileShape.Square: | 373 | case ProfileShape.Square: |
377 | mesh=CreateBoxMesh(primName, primShape, size); | 374 | mesh = CreateBoxMesh(primName, primShape, size); |
378 | CalcNormals(mesh); | 375 | CalcNormals(mesh); |
379 | break; | 376 | break; |
380 | default: | 377 | default: |
@@ -389,5 +386,4 @@ namespace OpenSim.Region.Physics.Meshing | |||
389 | return mesh; | 386 | return mesh; |
390 | } | 387 | } |
391 | } | 388 | } |
392 | 389 | } \ No newline at end of file | |
393 | } | ||
diff --git a/OpenSim/Region/Physics/Meshing/SimpleHull.cs b/OpenSim/Region/Physics/Meshing/SimpleHull.cs index a769053..809f3d5 100644 --- a/OpenSim/Region/Physics/Meshing/SimpleHull.cs +++ b/OpenSim/Region/Physics/Meshing/SimpleHull.cs | |||
@@ -28,9 +28,8 @@ | |||
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
31 | using System.Text; | ||
32 | |||
33 | using OpenSim.Framework.Console; | 31 | using OpenSim.Framework.Console; |
32 | using OpenSim.Region.Physics.Manager; | ||
34 | 33 | ||
35 | namespace OpenSim.Region.Physics.Meshing | 34 | namespace OpenSim.Region.Physics.Meshing |
36 | { | 35 | { |
@@ -43,17 +42,18 @@ namespace OpenSim.Region.Physics.Meshing | |||
43 | // is defined by the hull lies inside or outside the simplex chain | 42 | // is defined by the hull lies inside or outside the simplex chain |
44 | public class SimpleHull | 43 | public class SimpleHull |
45 | { | 44 | { |
46 | List<Vertex> vertices = new List<Vertex>(); | 45 | private List<Vertex> vertices = new List<Vertex>(); |
47 | List<Vertex> holeVertices = new List<Vertex>(); // Only used, when the hull is hollow | 46 | private List<Vertex> holeVertices = new List<Vertex>(); // Only used, when the hull is hollow |
48 | 47 | ||
49 | // Adds a vertex to the end of the list | 48 | // Adds a vertex to the end of the list |
50 | public void AddVertex(Vertex v) { | 49 | public void AddVertex(Vertex v) |
50 | { | ||
51 | vertices.Add(v); | 51 | vertices.Add(v); |
52 | } | 52 | } |
53 | 53 | ||
54 | override public String ToString() | 54 | public override String ToString() |
55 | { | 55 | { |
56 | String result=""; | 56 | String result = ""; |
57 | foreach (Vertex v in vertices) | 57 | foreach (Vertex v in vertices) |
58 | { | 58 | { |
59 | result += "b:" + v.ToString() + "\n"; | 59 | result += "b:" + v.ToString() + "\n"; |
@@ -63,7 +63,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
63 | } | 63 | } |
64 | 64 | ||
65 | 65 | ||
66 | public List<Vertex> getVertices() { | 66 | public List<Vertex> getVertices() |
67 | { | ||
67 | List<Vertex> newVertices = new List<Vertex>(); | 68 | List<Vertex> newVertices = new List<Vertex>(); |
68 | 69 | ||
69 | newVertices.AddRange(vertices); | 70 | newVertices.AddRange(vertices); |
@@ -81,27 +82,27 @@ namespace OpenSim.Region.Physics.Meshing | |||
81 | result.AddVertex(v.Clone()); | 82 | result.AddVertex(v.Clone()); |
82 | } | 83 | } |
83 | 84 | ||
84 | foreach (Vertex v in this.holeVertices) | 85 | foreach (Vertex v in holeVertices) |
85 | { | 86 | { |
86 | result.holeVertices.Add(v.Clone()); | 87 | result.holeVertices.Add(v.Clone()); |
87 | } | 88 | } |
88 | 89 | ||
89 | return result; | 90 | return result; |
90 | } | 91 | } |
91 | 92 | ||
92 | public bool IsPointIn(Vertex v1) | 93 | public bool IsPointIn(Vertex v1) |
93 | { | 94 | { |
94 | int iCounter=0; | 95 | int iCounter = 0; |
95 | List<Simplex> simplices=buildSimplexList(); | 96 | List<Simplex> simplices = buildSimplexList(); |
96 | foreach (Simplex s in simplices) | 97 | foreach (Simplex s in simplices) |
97 | { | 98 | { |
98 | // Send a ray along the positive X-Direction | 99 | // Send a ray along the positive X-Direction |
99 | // Note, that this direction must correlate with the "below" interpretation | 100 | // Note, that this direction must correlate with the "below" interpretation |
100 | // of handling for the special cases below | 101 | // of handling for the special cases below |
101 | Manager.PhysicsVector intersection = s.RayIntersect(v1, new Manager.PhysicsVector(1.0f, 0.0f, 0.0f), true); | 102 | PhysicsVector intersection = s.RayIntersect(v1, new PhysicsVector(1.0f, 0.0f, 0.0f), true); |
102 | 103 | ||
103 | if (intersection == null) | 104 | if (intersection == null) |
104 | continue; // No intersection. Done. More tests to follow otherwise | 105 | continue; // No intersection. Done. More tests to follow otherwise |
105 | 106 | ||
106 | // Did we hit the end of a simplex? | 107 | // Did we hit the end of a simplex? |
107 | // Then this can be one of two special cases: | 108 | // Then this can be one of two special cases: |
@@ -111,19 +112,21 @@ namespace OpenSim.Region.Physics.Meshing | |||
111 | // Solution: If the other vertex is "below" the ray, we don't count it | 112 | // Solution: If the other vertex is "below" the ray, we don't count it |
112 | // Thus corners pointing down are counted twice, corners pointing up are not counted | 113 | // Thus corners pointing down are counted twice, corners pointing up are not counted |
113 | // borders are counted once | 114 | // borders are counted once |
114 | if (intersection.IsIdentical(s.v1, 0.001f)) { | 115 | if (intersection.IsIdentical(s.v1, 0.001f)) |
116 | { | ||
115 | if (s.v2.Y < v1.Y) | 117 | if (s.v2.Y < v1.Y) |
116 | continue; | 118 | continue; |
117 | } | 119 | } |
118 | // Do this for the other vertex two | 120 | // Do this for the other vertex two |
119 | if (intersection.IsIdentical(s.v2, 0.001f)) { | 121 | if (intersection.IsIdentical(s.v2, 0.001f)) |
120 | if (s.v1.Y<v1.Y) | 122 | { |
123 | if (s.v1.Y < v1.Y) | ||
121 | continue; | 124 | continue; |
122 | } | 125 | } |
123 | iCounter++; | 126 | iCounter++; |
124 | } | 127 | } |
125 | 128 | ||
126 | return iCounter % 2 == 1; // Point is inside if the number of intersections is odd | 129 | return iCounter%2 == 1; // Point is inside if the number of intersections is odd |
127 | } | 130 | } |
128 | 131 | ||
129 | public bool containsPointsFrom(SimpleHull otherHull) | 132 | public bool containsPointsFrom(SimpleHull otherHull) |
@@ -138,19 +141,20 @@ namespace OpenSim.Region.Physics.Meshing | |||
138 | } | 141 | } |
139 | 142 | ||
140 | 143 | ||
141 | List<Simplex> buildSimplexList() { | 144 | private List<Simplex> buildSimplexList() |
142 | 145 | { | |
143 | List<Simplex> result = new List<Simplex>(); | 146 | List<Simplex> result = new List<Simplex>(); |
144 | 147 | ||
145 | // Not asserted but assumed: at least three vertices | 148 | // Not asserted but assumed: at least three vertices |
146 | for (int i=0; i<vertices.Count-1; i++) { | 149 | for (int i = 0; i < vertices.Count - 1; i++) |
147 | Simplex s=new Simplex(vertices[i], vertices[i+1]); | 150 | { |
151 | Simplex s = new Simplex(vertices[i], vertices[i + 1]); | ||
148 | result.Add(s); | 152 | result.Add(s); |
149 | } | 153 | } |
150 | Simplex s1=new Simplex(vertices[vertices.Count-1], vertices[0]); | 154 | Simplex s1 = new Simplex(vertices[vertices.Count - 1], vertices[0]); |
151 | result.Add(s1); | 155 | result.Add(s1); |
152 | 156 | ||
153 | if (holeVertices.Count==0) | 157 | if (holeVertices.Count == 0) |
154 | return result; | 158 | return result; |
155 | 159 | ||
156 | // Same here. At least three vertices in hole assumed | 160 | // Same here. At least three vertices in hole assumed |
@@ -159,19 +163,19 @@ namespace OpenSim.Region.Physics.Meshing | |||
159 | Simplex s = new Simplex(holeVertices[i], holeVertices[i + 1]); | 163 | Simplex s = new Simplex(holeVertices[i], holeVertices[i + 1]); |
160 | result.Add(s); | 164 | result.Add(s); |
161 | } | 165 | } |
162 | 166 | ||
163 | s1 = new Simplex(holeVertices[holeVertices.Count - 1], holeVertices[0]); | 167 | s1 = new Simplex(holeVertices[holeVertices.Count - 1], holeVertices[0]); |
164 | result.Add(s1); | 168 | result.Add(s1); |
165 | return result; | 169 | return result; |
166 | } | 170 | } |
167 | 171 | ||
168 | bool InsertVertex(Vertex v, int iAfter) | 172 | private bool InsertVertex(Vertex v, int iAfter) |
169 | { | 173 | { |
170 | vertices.Insert(iAfter + 1, v); | 174 | vertices.Insert(iAfter + 1, v); |
171 | return true; | 175 | return true; |
172 | } | 176 | } |
173 | 177 | ||
174 | Vertex getNextVertex(Vertex currentVertex) | 178 | private Vertex getNextVertex(Vertex currentVertex) |
175 | { | 179 | { |
176 | int iCurrentIndex; | 180 | int iCurrentIndex; |
177 | iCurrentIndex = vertices.IndexOf(currentVertex); | 181 | iCurrentIndex = vertices.IndexOf(currentVertex); |
@@ -185,8 +189,10 @@ namespace OpenSim.Region.Physics.Meshing | |||
185 | return vertices[iCurrentIndex]; | 189 | return vertices[iCurrentIndex]; |
186 | } | 190 | } |
187 | 191 | ||
188 | public Vertex FindVertex(Vertex vBase, float tolerance) { | 192 | public Vertex FindVertex(Vertex vBase, float tolerance) |
189 | foreach (Vertex v in vertices) { | 193 | { |
194 | foreach (Vertex v in vertices) | ||
195 | { | ||
190 | if (v.IsIdentical(vBase, tolerance)) | 196 | if (v.IsIdentical(vBase, tolerance)) |
191 | return v; | 197 | return v; |
192 | } | 198 | } |
@@ -196,32 +202,31 @@ namespace OpenSim.Region.Physics.Meshing | |||
196 | 202 | ||
197 | public void FindIntersection(Simplex s, ref Vertex Intersection, ref Vertex nextVertex) | 203 | public void FindIntersection(Simplex s, ref Vertex Intersection, ref Vertex nextVertex) |
198 | { | 204 | { |
199 | Vertex bestIntersection=null; | 205 | Vertex bestIntersection = null; |
200 | float distToV1=Single.PositiveInfinity; | 206 | float distToV1 = Single.PositiveInfinity; |
201 | Simplex bestIntersectingSimplex=null; | 207 | Simplex bestIntersectingSimplex = null; |
202 | 208 | ||
203 | List<Simplex> simple = buildSimplexList(); | 209 | List<Simplex> simple = buildSimplexList(); |
204 | foreach (Simplex sTest in simple) | 210 | foreach (Simplex sTest in simple) |
205 | { | 211 | { |
206 | Manager.PhysicsVector vvTemp = Simplex.Intersect(sTest, s, -.001f, -.001f, 0.999f, .999f); | 212 | PhysicsVector vvTemp = Simplex.Intersect(sTest, s, -.001f, -.001f, 0.999f, .999f); |
207 | 213 | ||
208 | Vertex vTemp=null; | 214 | Vertex vTemp = null; |
209 | if (vvTemp != null) | 215 | if (vvTemp != null) |
210 | vTemp = new Vertex(vvTemp); | 216 | vTemp = new Vertex(vvTemp); |
211 | 217 | ||
212 | if (vTemp!=null) { | 218 | if (vTemp != null) |
213 | 219 | { | |
214 | Manager.PhysicsVector diff=(s.v1-vTemp); | 220 | PhysicsVector diff = (s.v1 - vTemp); |
215 | float distTemp=diff.length(); | 221 | float distTemp = diff.length(); |
216 | 222 | ||
217 | if (bestIntersection==null || distTemp<distToV1) { | 223 | if (bestIntersection == null || distTemp < distToV1) |
218 | bestIntersection=vTemp; | 224 | { |
219 | distToV1=distTemp; | 225 | bestIntersection = vTemp; |
226 | distToV1 = distTemp; | ||
220 | bestIntersectingSimplex = sTest; | 227 | bestIntersectingSimplex = sTest; |
221 | } | 228 | } |
222 | |||
223 | } // end if vTemp | 229 | } // end if vTemp |
224 | |||
225 | } // end foreach | 230 | } // end foreach |
226 | 231 | ||
227 | Intersection = bestIntersection; | 232 | Intersection = bestIntersection; |
@@ -234,7 +239,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
234 | 239 | ||
235 | public static SimpleHull SubtractHull(SimpleHull baseHull, SimpleHull otherHull) | 240 | public static SimpleHull SubtractHull(SimpleHull baseHull, SimpleHull otherHull) |
236 | { | 241 | { |
237 | |||
238 | SimpleHull baseHullClone = baseHull.Clone(); | 242 | SimpleHull baseHullClone = baseHull.Clone(); |
239 | SimpleHull otherHullClone = otherHull.Clone(); | 243 | SimpleHull otherHullClone = otherHull.Clone(); |
240 | bool intersects = false; | 244 | bool intersects = false; |
@@ -249,15 +253,16 @@ namespace OpenSim.Region.Physics.Meshing | |||
249 | // Insert into baseHull | 253 | // Insert into baseHull |
250 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) | 254 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) |
251 | { | 255 | { |
252 | int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; | 256 | int iBaseNext = (iBase + 1)%baseHullClone.vertices.Count; |
253 | Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]); | 257 | Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]); |
254 | 258 | ||
255 | for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++) | 259 | for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++) |
256 | { | 260 | { |
257 | int iOtherNext = (iOther + 1) % otherHullClone.vertices.Count; | 261 | int iOtherNext = (iOther + 1)%otherHullClone.vertices.Count; |
258 | Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]); | 262 | Simplex sOther = |
263 | new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]); | ||
259 | 264 | ||
260 | Manager.PhysicsVector intersect = Simplex.Intersect(sBase, sOther, 0.001f, -.001f, 0.999f, 1.001f); | 265 | PhysicsVector intersect = Simplex.Intersect(sBase, sOther, 0.001f, -.001f, 0.999f, 1.001f); |
261 | if (intersect != null) | 266 | if (intersect != null) |
262 | { | 267 | { |
263 | Vertex vIntersect = new Vertex(intersect); | 268 | Vertex vIntersect = new Vertex(intersect); |
@@ -278,15 +283,15 @@ namespace OpenSim.Region.Physics.Meshing | |||
278 | // Insert into otherHull | 283 | // Insert into otherHull |
279 | for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++) | 284 | for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++) |
280 | { | 285 | { |
281 | int iOtherNext = (iOther + 1) % otherHullClone.vertices.Count; | 286 | int iOtherNext = (iOther + 1)%otherHullClone.vertices.Count; |
282 | Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]); | 287 | Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]); |
283 | 288 | ||
284 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) | 289 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) |
285 | { | 290 | { |
286 | int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; | 291 | int iBaseNext = (iBase + 1)%baseHullClone.vertices.Count; |
287 | Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]); | 292 | Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]); |
288 | 293 | ||
289 | Manager.PhysicsVector intersect = Simplex.Intersect(sBase, sOther, -.001f, 0.001f, 1.001f, 0.999f); | 294 | PhysicsVector intersect = Simplex.Intersect(sBase, sOther, -.001f, 0.001f, 1.001f, 0.999f); |
290 | if (intersect != null) | 295 | if (intersect != null) |
291 | { | 296 | { |
292 | Vertex vIntersect = new Vertex(intersect); | 297 | Vertex vIntersect = new Vertex(intersect); |
@@ -321,8 +326,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
321 | int iBase; | 326 | int iBase; |
322 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) | 327 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) |
323 | { | 328 | { |
324 | int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; | 329 | int iBaseNext = (iBase + 1)%baseHullClone.vertices.Count; |
325 | Vertex center = new Vertex((baseHullClone.vertices[iBase] + baseHullClone.vertices[iBaseNext]) / 2.0f); | 330 | Vertex center = new Vertex((baseHullClone.vertices[iBase] + baseHullClone.vertices[iBaseNext])/2.0f); |
326 | bool isOutside = !otherHullClone.IsPointIn(center); | 331 | bool isOutside = !otherHullClone.IsPointIn(center); |
327 | if (isOutside) | 332 | if (isOutside) |
328 | { | 333 | { |
@@ -334,7 +339,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
334 | 339 | ||
335 | 340 | ||
336 | if (baseStartVertex == null) // i.e. no simplex fulfilled the "outside" condition. | 341 | if (baseStartVertex == null) // i.e. no simplex fulfilled the "outside" condition. |
337 | // In otherwords, subtractHull completely embraces baseHull | 342 | // In otherwords, subtractHull completely embraces baseHull |
338 | { | 343 | { |
339 | return result; | 344 | return result; |
340 | } | 345 | } |
@@ -369,7 +374,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
369 | 374 | ||
370 | if (nextVertex != null) // A node that represents an intersection | 375 | if (nextVertex != null) // A node that represents an intersection |
371 | { | 376 | { |
372 | V1 = nextVertex; // Needed to find the next vertex on the other hull | 377 | V1 = nextVertex; // Needed to find the next vertex on the other hull |
373 | onBase = !onBase; | 378 | onBase = !onBase; |
374 | } | 379 | } |
375 | 380 | ||
@@ -385,7 +390,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
385 | MainLog.Instance.Debug("The resulting Hull is:\n{1}", 0, result.ToString()); | 390 | MainLog.Instance.Debug("The resulting Hull is:\n{1}", 0, result.ToString()); |
386 | 391 | ||
387 | return result; | 392 | return result; |
388 | |||
389 | } | 393 | } |
390 | } | 394 | } |
391 | } | 395 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/Meshing/Simplex.cs b/OpenSim/Region/Physics/Meshing/Simplex.cs index 98e693a..8fba2bf 100644 --- a/OpenSim/Region/Physics/Meshing/Simplex.cs +++ b/OpenSim/Region/Physics/Meshing/Simplex.cs | |||
@@ -27,8 +27,6 @@ | |||
27 | */ | 27 | */ |
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | using System.Collections.Generic; | ||
31 | using System.Text; | ||
32 | using OpenSim.Region.Physics.Manager; | 30 | using OpenSim.Region.Physics.Manager; |
33 | 31 | ||
34 | namespace OpenSim.Region.Physics.Meshing | 32 | namespace OpenSim.Region.Physics.Meshing |
@@ -49,7 +47,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
49 | 47 | ||
50 | public int CompareTo(Simplex other) | 48 | public int CompareTo(Simplex other) |
51 | { | 49 | { |
52 | |||
53 | Vertex lv1, lv2, ov1, ov2, temp; | 50 | Vertex lv1, lv2, ov1, ov2, temp; |
54 | 51 | ||
55 | lv1 = v1; | 52 | lv1 = v1; |
@@ -92,8 +89,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
92 | return 0; | 89 | return 0; |
93 | } | 90 | } |
94 | 91 | ||
95 | private static void intersectParameter(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2, ref float lambda, ref float mu) | 92 | private static void intersectParameter(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2, |
96 | { | 93 | ref float lambda, ref float mu) |
94 | { | ||
97 | // Intersects two straights | 95 | // Intersects two straights |
98 | // p1, p2, points on the straight | 96 | // p1, p2, points on the straight |
99 | // r1, r2, directional vectors of the straight. Not necessarily of length 1! | 97 | // r1, r2, directional vectors of the straight. Not necessarily of length 1! |
@@ -112,27 +110,28 @@ namespace OpenSim.Region.Physics.Meshing | |||
112 | float p2x = p2.X; | 110 | float p2x = p2.X; |
113 | float p2y = p2.Y; | 111 | float p2y = p2.Y; |
114 | 112 | ||
115 | float z1=-p2x * r2y + p1x * r2y + (p2y - p1y) * r2x; | 113 | float z1 = -p2x*r2y + p1x*r2y + (p2y - p1y)*r2x; |
116 | float z2=-p2x * r1y + p1x * r1y + (p2y - p1y) * r1x; | 114 | float z2 = -p2x*r1y + p1x*r1y + (p2y - p1y)*r1x; |
117 | 115 | ||
118 | if (denom == 0.0f) // Means the straights are parallel. Either no intersection or an infinite number of them | 116 | if (denom == 0.0f) // Means the straights are parallel. Either no intersection or an infinite number of them |
119 | { | 117 | { |
120 | if (z1==0.0f) {// Means they are identical -> many, many intersections | 118 | if (z1 == 0.0f) |
119 | { | ||
120 | // Means they are identical -> many, many intersections | ||
121 | lambda = Single.NaN; | 121 | lambda = Single.NaN; |
122 | mu = Single.NaN; | 122 | mu = Single.NaN; |
123 | } else { | 123 | } |
124 | else | ||
125 | { | ||
124 | lambda = Single.PositiveInfinity; | 126 | lambda = Single.PositiveInfinity; |
125 | mu = Single.PositiveInfinity; | 127 | mu = Single.PositiveInfinity; |
126 | } | 128 | } |
127 | return; | 129 | return; |
128 | |||
129 | } | 130 | } |
130 | 131 | ||
131 | 132 | ||
132 | 133 | lambda = z1/denom; | |
133 | lambda = z1 / denom; | 134 | mu = z2/denom; |
134 | mu = z2 / denom; | ||
135 | |||
136 | } | 135 | } |
137 | 136 | ||
138 | 137 | ||
@@ -145,12 +144,12 @@ namespace OpenSim.Region.Physics.Meshing | |||
145 | // upperBorder2 : 1.0 | 144 | // upperBorder2 : 1.0 |
146 | // Set these to values near the given parameters (e.g. 0.001 instead of 1 to exclude simplex starts safely, or to -0.001 to include them safely) | 145 | // Set these to values near the given parameters (e.g. 0.001 instead of 1 to exclude simplex starts safely, or to -0.001 to include them safely) |
147 | public static PhysicsVector Intersect( | 146 | public static PhysicsVector Intersect( |
148 | Simplex s1, | 147 | Simplex s1, |
149 | Simplex s2, | 148 | Simplex s2, |
150 | float lowerBorder1, | 149 | float lowerBorder1, |
151 | float lowerBorder2, | 150 | float lowerBorder2, |
152 | float upperBorder1, | 151 | float upperBorder1, |
153 | float upperBorder2) | 152 | float upperBorder2) |
154 | { | 153 | { |
155 | PhysicsVector firstSimplexDirection = s1.v2 - s1.v1; | 154 | PhysicsVector firstSimplexDirection = s1.v2 - s1.v1; |
156 | PhysicsVector secondSimplexDirection = s2.v2 - s2.v1; | 155 | PhysicsVector secondSimplexDirection = s2.v2 - s2.v1; |
@@ -181,8 +180,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
181 | if (mu > upperBorder2) // outside simplex 2 | 180 | if (mu > upperBorder2) // outside simplex 2 |
182 | return null; | 181 | return null; |
183 | 182 | ||
184 | return s1.v1 + lambda * firstSimplexDirection; | 183 | return s1.v1 + lambda*firstSimplexDirection; |
185 | |||
186 | } | 184 | } |
187 | 185 | ||
188 | // Intersects the simplex with a ray. The ray is defined as all p=origin + lambda*direction | 186 | // Intersects the simplex with a ray. The ray is defined as all p=origin + lambda*direction |
@@ -212,15 +210,12 @@ namespace OpenSim.Region.Physics.Meshing | |||
212 | return null; | 210 | return null; |
213 | 211 | ||
214 | if (lambda == 1.0 && !bEndsIncluded) | 212 | if (lambda == 1.0 && !bEndsIncluded) |
215 | return null; // The end of the simplices are not included | 213 | return null; // The end of the simplices are not included |
216 | 214 | ||
217 | if (lambda < 0.0f) // we're before v1; | 215 | if (lambda < 0.0f) // we're before v1; |
218 | return null; | 216 | return null; |
219 | 217 | ||
220 | return this.v1 + lambda * simplexDirection; | 218 | return v1 + lambda*simplexDirection; |
221 | |||
222 | } | 219 | } |
223 | |||
224 | |||
225 | } | 220 | } |
226 | } \ No newline at end of file | 221 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs index 1e5713b..1ea5458 100644 --- a/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs +++ b/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs | |||
@@ -55,4 +55,4 @@ using System.Runtime.InteropServices; | |||
55 | // You can specify all values by your own or you can build default build and revision | 55 | // You can specify all values by your own or you can build default build and revision |
56 | // numbers with the '*' character (the default): | 56 | // numbers with the '*' character (the default): |
57 | 57 | ||
58 | [assembly : AssemblyVersion("1.0.*")] | 58 | [assembly : AssemblyVersion("1.0.*")] \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 9676db4..a118e7c 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | |||
@@ -27,11 +27,9 @@ | |||
27 | */ | 27 | */ |
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | using System.Collections.Generic; | ||
31 | using Axiom.Math; | 30 | using Axiom.Math; |
32 | using Ode.NET; | 31 | using Ode.NET; |
33 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
34 | using OpenSim.Framework.Console; | ||
35 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
36 | 34 | ||
37 | namespace OpenSim.Region.Physics.OdePlugin | 35 | namespace OpenSim.Region.Physics.OdePlugin |
@@ -87,7 +85,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
87 | _acceleration = new PhysicsVector(); | 85 | _acceleration = new PhysicsVector(); |
88 | _parent_scene = parent_scene; | 86 | _parent_scene = parent_scene; |
89 | 87 | ||
90 | m_StandUpRotation = new d.Matrix3(0.8184158f, -0.5744568f, -0.0139677f, 0.5744615f, 0.8185215f, -0.004074608f, 0.01377355f, -0.004689182f, 0.9998941f); | 88 | m_StandUpRotation = |
89 | new d.Matrix3(0.8184158f, -0.5744568f, -0.0139677f, 0.5744615f, 0.8185215f, -0.004074608f, 0.01377355f, | ||
90 | -0.004689182f, 0.9998941f); | ||
91 | 91 | ||
92 | for (int i = 0; i < 11; i++) | 92 | for (int i = 0; i < 11; i++) |
93 | { | 93 | { |
@@ -105,12 +105,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
105 | d.GeomSetBody(Shell, Body); | 105 | d.GeomSetBody(Shell, Body); |
106 | 106 | ||
107 | 107 | ||
108 | |||
109 | |||
110 | d.BodySetRotation(Body, ref m_StandUpRotation); | 108 | d.BodySetRotation(Body, ref m_StandUpRotation); |
111 | 109 | ||
112 | 110 | ||
113 | |||
114 | //Amotor = d.JointCreateAMotor(parent_scene.world, IntPtr.Zero); | 111 | //Amotor = d.JointCreateAMotor(parent_scene.world, IntPtr.Zero); |
115 | //d.JointAttach(Amotor, Body, IntPtr.Zero); | 112 | //d.JointAttach(Amotor, Body, IntPtr.Zero); |
116 | //d.JointSetAMotorMode(Amotor, dAMotorEuler); | 113 | //d.JointSetAMotorMode(Amotor, dAMotorEuler); |
@@ -124,45 +121,47 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
124 | //d.JointSetAMotorParam(Amotor, 0, -0); | 121 | //d.JointSetAMotorParam(Amotor, 0, -0); |
125 | //d.JointSetAMotorParam(Amotor, 0x200, -0); | 122 | //d.JointSetAMotorParam(Amotor, 0x200, -0); |
126 | //d.JointSetAMotorParam(Amotor, 0x100, -0); | 123 | //d.JointSetAMotorParam(Amotor, 0x100, -0); |
127 | // d.JointSetAMotorParam(Amotor, 0, 0); | 124 | // d.JointSetAMotorParam(Amotor, 0, 0); |
128 | // d.JointSetAMotorParam(Amotor, 3, 0); | 125 | // d.JointSetAMotorParam(Amotor, 3, 0); |
129 | // d.JointSetAMotorParam(Amotor, 2, 0); | 126 | // d.JointSetAMotorParam(Amotor, 2, 0); |
130 | |||
131 | |||
132 | |||
133 | } | 127 | } |
134 | m_name = avName; | 128 | m_name = avName; |
135 | parent_scene.geom_name_map[Shell] = avName; | 129 | parent_scene.geom_name_map[Shell] = avName; |
136 | parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | 130 | parent_scene.actor_name_map[Shell] = (PhysicsActor) this; |
137 | } | 131 | } |
132 | |||
138 | public override int PhysicsActorType | 133 | public override int PhysicsActorType |
139 | { | 134 | { |
140 | get { return (int)ActorTypes.Agent; } | 135 | get { return (int) ActorTypes.Agent; } |
141 | set { return; } | 136 | set { return; } |
142 | } | 137 | } |
138 | |||
143 | public override bool SetAlwaysRun | 139 | public override bool SetAlwaysRun |
144 | { | 140 | { |
145 | get { return m_alwaysRun; } | 141 | get { return m_alwaysRun; } |
146 | set { m_alwaysRun = value; } | 142 | set { m_alwaysRun = value; } |
147 | } | 143 | } |
144 | |||
148 | public override bool IsPhysical | 145 | public override bool IsPhysical |
149 | { | 146 | { |
150 | get { return false; } | 147 | get { return false; } |
151 | set { return; } | 148 | set { return; } |
152 | } | 149 | } |
150 | |||
153 | public override bool ThrottleUpdates | 151 | public override bool ThrottleUpdates |
154 | { | 152 | { |
155 | get { return false; } | 153 | get { return false; } |
156 | set { return; } | 154 | set { return; } |
157 | } | 155 | } |
156 | |||
158 | public override bool Flying | 157 | public override bool Flying |
159 | { | 158 | { |
160 | get { return flying; } | 159 | get { return flying; } |
161 | set { flying = value; } | 160 | set { flying = value; } |
162 | } | 161 | } |
162 | |||
163 | public override bool IsColliding | 163 | public override bool IsColliding |
164 | { | 164 | { |
165 | |||
166 | get { return m_iscolliding; } | 165 | get { return m_iscolliding; } |
167 | set | 166 | set |
168 | { | 167 | { |
@@ -193,24 +192,22 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
193 | 192 | ||
194 | // Equal truecounts and false counts means we're colliding with something. | 193 | // Equal truecounts and false counts means we're colliding with something. |
195 | 194 | ||
196 | if (falsecount > 1.2 * truecount) | 195 | if (falsecount > 1.2*truecount) |
197 | { | 196 | { |
198 | m_iscolliding = false; | 197 | m_iscolliding = false; |
199 | } | 198 | } |
200 | else | 199 | else |
201 | { | 200 | { |
202 | m_iscolliding = true; | 201 | m_iscolliding = true; |
203 | |||
204 | |||
205 | } | 202 | } |
206 | if (m_wascolliding != m_iscolliding) | 203 | if (m_wascolliding != m_iscolliding) |
207 | { | 204 | { |
208 | //base.SendCollisionUpdate(new CollisionEventUpdate()); | 205 | //base.SendCollisionUpdate(new CollisionEventUpdate()); |
209 | |||
210 | } | 206 | } |
211 | m_wascolliding = m_iscolliding; | 207 | m_wascolliding = m_iscolliding; |
212 | } | 208 | } |
213 | } | 209 | } |
210 | |||
214 | public override bool CollidingGround | 211 | public override bool CollidingGround |
215 | { | 212 | { |
216 | get { return m_iscollidingGround; } | 213 | get { return m_iscollidingGround; } |
@@ -243,7 +240,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
243 | 240 | ||
244 | // Equal truecounts and false counts means we're colliding with something. | 241 | // Equal truecounts and false counts means we're colliding with something. |
245 | 242 | ||
246 | if (falsecount > 1.2 * truecount) | 243 | if (falsecount > 1.2*truecount) |
247 | { | 244 | { |
248 | m_iscollidingGround = false; | 245 | m_iscollidingGround = false; |
249 | } | 246 | } |
@@ -258,10 +255,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
258 | m_wascollidingGround = m_iscollidingGround; | 255 | m_wascollidingGround = m_iscollidingGround; |
259 | } | 256 | } |
260 | } | 257 | } |
258 | |||
261 | public override bool CollidingObj | 259 | public override bool CollidingObj |
262 | { | 260 | { |
263 | get { return m_iscollidingObj; } | 261 | get { return m_iscollidingObj; } |
264 | set { | 262 | set |
263 | { | ||
265 | m_iscollidingObj = value; | 264 | m_iscollidingObj = value; |
266 | if (value) | 265 | if (value) |
267 | m_pidControllerActive = false; | 266 | m_pidControllerActive = false; |
@@ -269,10 +268,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
269 | m_pidControllerActive = true; | 268 | m_pidControllerActive = true; |
270 | } | 269 | } |
271 | } | 270 | } |
271 | |||
272 | public void SetPidStatus(bool status) | 272 | public void SetPidStatus(bool status) |
273 | { | 273 | { |
274 | m_pidControllerActive = status; | 274 | m_pidControllerActive = status; |
275 | } | 275 | } |
276 | |||
276 | public override PhysicsVector Position | 277 | public override PhysicsVector Position |
277 | { | 278 | { |
278 | get { return _position; } | 279 | get { return _position; } |
@@ -285,14 +286,16 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
285 | } | 286 | } |
286 | } | 287 | } |
287 | } | 288 | } |
289 | |||
288 | public override PhysicsVector RotationalVelocity | 290 | public override PhysicsVector RotationalVelocity |
289 | { | 291 | { |
290 | get { return m_rotationalVelocity; } | 292 | get { return m_rotationalVelocity; } |
291 | set { m_rotationalVelocity = value; } | 293 | set { m_rotationalVelocity = value; } |
292 | } | 294 | } |
295 | |||
293 | public override PhysicsVector Size | 296 | public override PhysicsVector Size |
294 | { | 297 | { |
295 | get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } | 298 | get { return new PhysicsVector(CAPSULE_RADIUS*2, CAPSULE_RADIUS*2, CAPSULE_LENGTH); } |
296 | set | 299 | set |
297 | { | 300 | { |
298 | m_pidControllerActive = true; | 301 | m_pidControllerActive = true; |
@@ -303,7 +306,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
303 | float capsuleradius = CAPSULE_RADIUS; | 306 | float capsuleradius = CAPSULE_RADIUS; |
304 | capsuleradius = 0.2f; | 307 | capsuleradius = 0.2f; |
305 | 308 | ||
306 | CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * 0.43f))); // subtract 43% of the size | 309 | CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z*0.43f))); // subtract 43% of the size |
307 | d.BodyDestroy(Body); | 310 | d.BodyDestroy(Body); |
308 | d.GeomDestroy(Shell); | 311 | d.GeomDestroy(Shell); |
309 | //MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH)); | 312 | //MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH)); |
@@ -311,25 +314,27 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
311 | d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH); | 314 | d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH); |
312 | Body = d.BodyCreate(_parent_scene.world); | 315 | Body = d.BodyCreate(_parent_scene.world); |
313 | d.BodySetMass(Body, ref ShellMass); | 316 | d.BodySetMass(Body, ref ShellMass); |
314 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z + Math.Abs(CAPSULE_LENGTH - prevCapsule)); | 317 | d.BodySetPosition(Body, _position.X, _position.Y, |
318 | _position.Z + Math.Abs(CAPSULE_LENGTH - prevCapsule)); | ||
315 | d.GeomSetBody(Shell, Body); | 319 | d.GeomSetBody(Shell, Body); |
316 | } | 320 | } |
317 | _parent_scene.geom_name_map[Shell] = m_name; | 321 | _parent_scene.geom_name_map[Shell] = m_name; |
318 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | 322 | _parent_scene.actor_name_map[Shell] = (PhysicsActor) this; |
319 | } | 323 | } |
320 | } | 324 | } |
325 | |||
321 | public override float Mass | 326 | public override float Mass |
322 | { | 327 | { |
323 | get { | 328 | get |
324 | 329 | { | |
325 | float AVvolume = (float)(Math.PI * Math.Pow(CAPSULE_RADIUS, 2) * CAPSULE_LENGTH); | 330 | float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH); |
326 | return m_density * AVvolume; | 331 | return m_density*AVvolume; |
327 | } | 332 | } |
328 | } | 333 | } |
329 | 334 | ||
330 | public override PhysicsVector Force | 335 | public override PhysicsVector Force |
331 | { | 336 | { |
332 | get { return new PhysicsVector(_target_velocity.X,_target_velocity.Y,_target_velocity.Z); } | 337 | get { return new PhysicsVector(_target_velocity.X, _target_velocity.Y, _target_velocity.Z); } |
333 | } | 338 | } |
334 | 339 | ||
335 | public override PhysicsVector CenterOfMass | 340 | public override PhysicsVector CenterOfMass |
@@ -344,18 +349,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
344 | 349 | ||
345 | public override PrimitiveBaseShape Shape | 350 | public override PrimitiveBaseShape Shape |
346 | { | 351 | { |
347 | set | 352 | set { return; } |
348 | { | ||
349 | return; | ||
350 | } | ||
351 | } | 353 | } |
352 | 354 | ||
353 | public override PhysicsVector Velocity | 355 | public override PhysicsVector Velocity |
354 | { | 356 | { |
355 | get { return _velocity; } | 357 | get { return _velocity; } |
356 | set { | 358 | set |
359 | { | ||
357 | m_pidControllerActive = true; | 360 | m_pidControllerActive = true; |
358 | _target_velocity = value; } | 361 | _target_velocity = value; |
362 | } | ||
359 | } | 363 | } |
360 | 364 | ||
361 | public override bool Kinematic | 365 | public override bool Kinematic |
@@ -390,6 +394,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
390 | 394 | ||
391 | //m_lastUpdateSent = false; | 395 | //m_lastUpdateSent = false; |
392 | } | 396 | } |
397 | |||
393 | public void doForce(PhysicsVector force) | 398 | public void doForce(PhysicsVector force) |
394 | { | 399 | { |
395 | if (!collidelock) | 400 | if (!collidelock) |
@@ -413,13 +418,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
413 | //d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); | 418 | //d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); |
414 | 419 | ||
415 | //m_lastUpdateSent = false; | 420 | //m_lastUpdateSent = false; |
416 | |||
417 | } | 421 | } |
418 | |||
419 | } | 422 | } |
423 | |||
420 | public override void SetMomentum(PhysicsVector momentum) | 424 | public override void SetMomentum(PhysicsVector momentum) |
421 | { | 425 | { |
422 | |||
423 | } | 426 | } |
424 | 427 | ||
425 | public void Move(float timeStep) | 428 | public void Move(float timeStep) |
@@ -442,7 +445,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
442 | else | 445 | else |
443 | { | 446 | { |
444 | movementdivisor = 0.8f; | 447 | movementdivisor = 0.8f; |
445 | |||
446 | } | 448 | } |
447 | 449 | ||
448 | // if velocity is zero, use position control; otherwise, velocity control | 450 | // if velocity is zero, use position control; otherwise, velocity control |
@@ -457,11 +459,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
457 | if (m_pidControllerActive) | 459 | if (m_pidControllerActive) |
458 | { | 460 | { |
459 | d.Vector3 pos = d.BodyGetPosition(Body); | 461 | d.Vector3 pos = d.BodyGetPosition(Body); |
460 | vec.X = (_target_velocity.X - vel.X) * PID_D + (_zeroPosition.X - pos.X) * PID_P; | 462 | vec.X = (_target_velocity.X - vel.X)*PID_D + (_zeroPosition.X - pos.X)*PID_P; |
461 | vec.Y = (_target_velocity.Y - vel.Y) * PID_D + (_zeroPosition.Y - pos.Y) * PID_P; | 463 | vec.Y = (_target_velocity.Y - vel.Y)*PID_D + (_zeroPosition.Y - pos.Y)*PID_P; |
462 | if (flying) | 464 | if (flying) |
463 | { | 465 | { |
464 | vec.Z = (_target_velocity.Z - vel.Z) * (PID_D + 5100) + (_zeroPosition.Z - pos.Z) * PID_P; | 466 | vec.Z = (_target_velocity.Z - vel.Z)*(PID_D + 5100) + (_zeroPosition.Z - pos.Z)*PID_P; |
465 | } | 467 | } |
466 | } | 468 | } |
467 | //PidStatus = true; | 469 | //PidStatus = true; |
@@ -472,21 +474,20 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
472 | _zeroFlag = false; | 474 | _zeroFlag = false; |
473 | if (m_iscolliding || flying) | 475 | if (m_iscolliding || flying) |
474 | { | 476 | { |
475 | 477 | vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*PID_D; | |
476 | vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * PID_D; | 478 | vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*PID_D; |
477 | vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * PID_D; | ||
478 | } | 479 | } |
479 | if (m_iscolliding && !flying && _target_velocity.Z > 0.0f) | 480 | if (m_iscolliding && !flying && _target_velocity.Z > 0.0f) |
480 | { | 481 | { |
481 | d.Vector3 pos = d.BodyGetPosition(Body); | 482 | d.Vector3 pos = d.BodyGetPosition(Body); |
482 | vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | 483 | vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P; |
483 | if (_target_velocity.X > 0) | 484 | if (_target_velocity.X > 0) |
484 | { | 485 | { |
485 | vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; | 486 | vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D; |
486 | } | 487 | } |
487 | if (_target_velocity.Y > 0) | 488 | if (_target_velocity.Y > 0) |
488 | { | 489 | { |
489 | vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; | 490 | vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D; |
490 | } | 491 | } |
491 | } | 492 | } |
492 | else if (!m_iscolliding && !flying) | 493 | else if (!m_iscolliding && !flying) |
@@ -494,19 +495,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
494 | d.Vector3 pos = d.BodyGetPosition(Body); | 495 | d.Vector3 pos = d.BodyGetPosition(Body); |
495 | if (_target_velocity.X > 0) | 496 | if (_target_velocity.X > 0) |
496 | { | 497 | { |
497 | vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; | 498 | vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D; |
498 | } | 499 | } |
499 | if (_target_velocity.Y > 0) | 500 | if (_target_velocity.Y > 0) |
500 | { | 501 | { |
501 | vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; | 502 | vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D; |
502 | } | 503 | } |
503 | |||
504 | } | 504 | } |
505 | 505 | ||
506 | 506 | ||
507 | if (flying) | 507 | if (flying) |
508 | { | 508 | { |
509 | vec.Z = (_target_velocity.Z - vel.Z) * (PID_D + 5100); | 509 | vec.Z = (_target_velocity.Z - vel.Z)*(PID_D + 5100); |
510 | } | 510 | } |
511 | } | 511 | } |
512 | if (flying) | 512 | if (flying) |
@@ -546,13 +546,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
546 | int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | 546 | int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); |
547 | //if (primScenAvatarIn == "0") | 547 | //if (primScenAvatarIn == "0") |
548 | //{ | 548 | //{ |
549 | //MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); | 549 | //MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); |
550 | //} | 550 | //} |
551 | //else | 551 | //else |
552 | //{ | 552 | //{ |
553 | // MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); | 553 | // MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); |
554 | //} | 554 | //} |
555 | |||
556 | } | 555 | } |
557 | } | 556 | } |
558 | else | 557 | else |
@@ -586,12 +585,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
586 | { | 585 | { |
587 | lock (OdeScene.OdeLock) | 586 | lock (OdeScene.OdeLock) |
588 | { | 587 | { |
589 | // d.JointDestroy(Amotor); | 588 | // d.JointDestroy(Amotor); |
590 | d.GeomDestroy(Shell); | 589 | d.GeomDestroy(Shell); |
591 | _parent_scene.geom_name_map.Remove(Shell); | 590 | _parent_scene.geom_name_map.Remove(Shell); |
592 | d.BodyDestroy(Body); | 591 | d.BodyDestroy(Body); |
593 | } | 592 | } |
594 | } | 593 | } |
595 | } | 594 | } |
596 | 595 | } \ No newline at end of file | |
597 | } | ||
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 35328b8..5fef47d 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -27,16 +27,13 @@ | |||
27 | */ | 27 | */ |
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | using System.Collections.Generic; | ||
31 | using Axiom.Math; | 30 | using Axiom.Math; |
32 | using Ode.NET; | 31 | using Ode.NET; |
33 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
34 | using OpenSim.Framework.Console; | ||
35 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
36 | 34 | ||
37 | namespace OpenSim.Region.Physics.OdePlugin | 35 | namespace OpenSim.Region.Physics.OdePlugin |
38 | { | 36 | { |
39 | |||
40 | public class OdePrim : PhysicsActor | 37 | public class OdePrim : PhysicsActor |
41 | { | 38 | { |
42 | public PhysicsVector _position; | 39 | public PhysicsVector _position; |
@@ -57,7 +54,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
57 | private IMesh _mesh; | 54 | private IMesh _mesh; |
58 | private PrimitiveBaseShape _pbs; | 55 | private PrimitiveBaseShape _pbs; |
59 | private OdeScene _parent_scene; | 56 | private OdeScene _parent_scene; |
60 | public IntPtr m_targetSpace = (IntPtr)0; | 57 | public IntPtr m_targetSpace = (IntPtr) 0; |
61 | public IntPtr prim_geom; | 58 | public IntPtr prim_geom; |
62 | public IntPtr _triMeshData; | 59 | public IntPtr _triMeshData; |
63 | private bool iscolliding = false; | 60 | private bool iscolliding = false; |
@@ -65,18 +62,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
65 | private bool m_throttleUpdates = false; | 62 | private bool m_throttleUpdates = false; |
66 | private int throttleCounter = 0; | 63 | private int throttleCounter = 0; |
67 | public bool outofBounds = false; | 64 | public bool outofBounds = false; |
68 | private float m_density = 10.000006836f;// Aluminum g/cm3; | 65 | private float m_density = 10.000006836f; // Aluminum g/cm3; |
69 | 66 | ||
70 | |||
71 | 67 | ||
72 | public bool _zeroFlag = false; | 68 | public bool _zeroFlag = false; |
73 | private bool m_lastUpdateSent = false; | 69 | private bool m_lastUpdateSent = false; |
74 | 70 | ||
75 | public IntPtr Body = (IntPtr)0; | 71 | public IntPtr Body = (IntPtr) 0; |
76 | private String m_primName; | 72 | private String m_primName; |
77 | private PhysicsVector _target_velocity; | 73 | private PhysicsVector _target_velocity; |
78 | public d.Mass pMass; | 74 | public d.Mass pMass; |
79 | 75 | ||
80 | private int debugcounter = 0; | 76 | private int debugcounter = 0; |
81 | 77 | ||
82 | public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size, | 78 | public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size, |
@@ -123,7 +119,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
123 | // linksets *should* be in a space together.. but are not currently | 119 | // linksets *should* be in a space together.. but are not currently |
124 | if (m_isphysical) | 120 | if (m_isphysical) |
125 | m_targetSpace = _parent_scene.space; | 121 | m_targetSpace = _parent_scene.space; |
126 | |||
127 | } | 122 | } |
128 | m_primName = primName; | 123 | m_primName = primName; |
129 | 124 | ||
@@ -147,25 +142,28 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
147 | d.GeomSetQuaternion(prim_geom, ref myrot); | 142 | d.GeomSetQuaternion(prim_geom, ref myrot); |
148 | 143 | ||
149 | 144 | ||
150 | if (m_isphysical && Body == (IntPtr)0) | 145 | if (m_isphysical && Body == (IntPtr) 0) |
151 | { | 146 | { |
152 | enableBody(); | 147 | enableBody(); |
153 | } | 148 | } |
154 | parent_scene.geom_name_map[prim_geom] = primName; | 149 | parent_scene.geom_name_map[prim_geom] = primName; |
155 | parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; | 150 | parent_scene.actor_name_map[prim_geom] = (PhysicsActor) this; |
156 | // don't do .add() here; old geoms get recycled with the same hash | 151 | // don't do .add() here; old geoms get recycled with the same hash |
157 | } | 152 | } |
158 | } | 153 | } |
154 | |||
159 | public override int PhysicsActorType | 155 | public override int PhysicsActorType |
160 | { | 156 | { |
161 | get { return (int)ActorTypes.Prim; } | 157 | get { return (int) ActorTypes.Prim; } |
162 | set { return; } | 158 | set { return; } |
163 | } | 159 | } |
160 | |||
164 | public override bool SetAlwaysRun | 161 | public override bool SetAlwaysRun |
165 | { | 162 | { |
166 | get { return false; } | 163 | get { return false; } |
167 | set { return; } | 164 | set { return; } |
168 | } | 165 | } |
166 | |||
169 | public void enableBody() | 167 | public void enableBody() |
170 | { | 168 | { |
171 | // Sets the geom to a body | 169 | // Sets the geom to a body |
@@ -185,13 +183,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
185 | 183 | ||
186 | _parent_scene.addActivePrim(this); | 184 | _parent_scene.addActivePrim(this); |
187 | } | 185 | } |
186 | |||
188 | private float CalculateMass() | 187 | private float CalculateMass() |
189 | { | 188 | { |
190 | float volume = 0; | 189 | float volume = 0; |
191 | 190 | ||
192 | // No material is passed to the physics engines yet.. soo.. | 191 | // No material is passed to the physics engines yet.. soo.. |
193 | // we're using the m_density constant in the class definition | 192 | // we're using the m_density constant in the class definition |
194 | 193 | ||
195 | 194 | ||
196 | float returnMass = 0; | 195 | float returnMass = 0; |
197 | 196 | ||
@@ -199,17 +198,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
199 | { | 198 | { |
200 | case ProfileShape.Square: | 199 | case ProfileShape.Square: |
201 | // Profile Volume | 200 | // Profile Volume |
202 | 201 | ||
203 | volume = _size.X * _size.Y * _size.Z; | 202 | volume = _size.X*_size.Y*_size.Z; |
204 | 203 | ||
205 | // If the user has 'hollowed out' | 204 | // If the user has 'hollowed out' |
206 | // ProfileHollow is one of those 0 to 50000 values :P | 205 | // ProfileHollow is one of those 0 to 50000 values :P |
207 | // we like percentages better.. so turning into a percentage | 206 | // we like percentages better.. so turning into a percentage |
208 | 207 | ||
209 | if (((float)_pbs.ProfileHollow / 50000f) > 0.0) | 208 | if (((float) _pbs.ProfileHollow/50000f) > 0.0) |
210 | { | 209 | { |
211 | float hollowAmount = (float)_pbs.ProfileHollow / 50000f; | 210 | float hollowAmount = (float) _pbs.ProfileHollow/50000f; |
212 | 211 | ||
213 | // calculate the hollow volume by it's shape compared to the prim shape | 212 | // calculate the hollow volume by it's shape compared to the prim shape |
214 | float hollowVolume = 0; | 213 | float hollowVolume = 0; |
215 | switch (_pbs.HollowShape) | 214 | switch (_pbs.HollowShape) |
@@ -217,29 +216,29 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
217 | case HollowShape.Square: | 216 | case HollowShape.Square: |
218 | case HollowShape.Same: | 217 | case HollowShape.Same: |
219 | // Cube Hollow volume calculation | 218 | // Cube Hollow volume calculation |
220 | float hollowsizex = _size.X * hollowAmount; | 219 | float hollowsizex = _size.X*hollowAmount; |
221 | float hollowsizey = _size.Y * hollowAmount; | 220 | float hollowsizey = _size.Y*hollowAmount; |
222 | float hollowsizez = _size.Z * hollowAmount; | 221 | float hollowsizez = _size.Z*hollowAmount; |
223 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | 222 | hollowVolume = hollowsizex*hollowsizey*hollowsizez; |
224 | break; | 223 | break; |
225 | 224 | ||
226 | case HollowShape.Circle: | 225 | case HollowShape.Circle: |
227 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | 226 | // Hollow shape is a perfect cyllinder in respect to the cube's scale |
228 | // Cyllinder hollow volume calculation | 227 | // Cyllinder hollow volume calculation |
229 | float hRadius = _size.X / 2; | 228 | float hRadius = _size.X/2; |
230 | float hLength = _size.Z; | 229 | float hLength = _size.Z; |
231 | 230 | ||
232 | // pi * r2 * h | 231 | // pi * r2 * h |
233 | hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); | 232 | hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount); |
234 | break; | 233 | break; |
235 | 234 | ||
236 | case HollowShape.Triangle: | 235 | case HollowShape.Triangle: |
237 | // Equilateral Triangular Prism volume hollow calculation | 236 | // Equilateral Triangular Prism volume hollow calculation |
238 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | 237 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y |
239 | 238 | ||
240 | float aLength = _size.Y; | 239 | float aLength = _size.Y; |
241 | // 1/2 abh | 240 | // 1/2 abh |
242 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | 241 | hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount); |
243 | break; | 242 | break; |
244 | 243 | ||
245 | default: | 244 | default: |
@@ -247,15 +246,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
247 | break; | 246 | break; |
248 | } | 247 | } |
249 | volume = volume - hollowVolume; | 248 | volume = volume - hollowVolume; |
250 | |||
251 | } | 249 | } |
252 | 250 | ||
253 | break; | 251 | break; |
254 | 252 | ||
255 | default: | 253 | default: |
256 | // we don't have all of the volume formulas yet so | 254 | // we don't have all of the volume formulas yet so |
257 | // use the common volume formula for all | 255 | // use the common volume formula for all |
258 | volume = _size.X * _size.Y * _size.Z; | 256 | volume = _size.X*_size.Y*_size.Z; |
259 | break; | 257 | break; |
260 | } | 258 | } |
261 | 259 | ||
@@ -273,70 +271,70 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
273 | float PathCutStartAmount = _pbs.ProfileBegin; | 271 | float PathCutStartAmount = _pbs.ProfileBegin; |
274 | if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f) | 272 | if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f) |
275 | { | 273 | { |
274 | float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f); | ||
276 | 275 | ||
277 | float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f); | ||
278 | |||
279 | // Check the return amount for sanity | 276 | // Check the return amount for sanity |
280 | if (pathCutAmount >= 0.99f) | 277 | if (pathCutAmount >= 0.99f) |
281 | pathCutAmount=0.99f; | 278 | pathCutAmount = 0.99f; |
282 | 279 | ||
283 | volume = volume - (volume * pathCutAmount); | 280 | volume = volume - (volume*pathCutAmount); |
284 | } | 281 | } |
285 | 282 | ||
286 | // Mass = density * volume | 283 | // Mass = density * volume |
287 | 284 | ||
288 | returnMass = m_density * volume; | 285 | returnMass = m_density*volume; |
289 | 286 | ||
290 | return returnMass; | 287 | return returnMass; |
291 | } | 288 | } |
292 | 289 | ||
293 | public void setMass() | 290 | public void setMass() |
294 | { | 291 | { |
295 | if (Body != (IntPtr)0) | 292 | if (Body != (IntPtr) 0) |
296 | { | 293 | { |
297 | d.MassSetBoxTotal(out pMass, CalculateMass(), _size.X, _size.Y, _size.Z); | 294 | d.MassSetBoxTotal(out pMass, CalculateMass(), _size.X, _size.Y, _size.Z); |
298 | d.BodySetMass(Body, ref pMass); | 295 | d.BodySetMass(Body, ref pMass); |
299 | } | 296 | } |
300 | } | 297 | } |
301 | 298 | ||
302 | |||
303 | 299 | ||
304 | public void disableBody() | 300 | public void disableBody() |
305 | { | 301 | { |
306 | //this kills the body so things like 'mesh' can re-create it. | 302 | //this kills the body so things like 'mesh' can re-create it. |
307 | if (Body != (IntPtr)0) | 303 | if (Body != (IntPtr) 0) |
308 | { | 304 | { |
309 | _parent_scene.remActivePrim(this); | 305 | _parent_scene.remActivePrim(this); |
310 | d.BodyDestroy(Body); | 306 | d.BodyDestroy(Body); |
311 | Body = (IntPtr)0; | 307 | Body = (IntPtr) 0; |
312 | } | 308 | } |
313 | } | 309 | } |
310 | |||
314 | public void setMesh(OdeScene parent_scene, IMesh mesh) | 311 | public void setMesh(OdeScene parent_scene, IMesh mesh) |
315 | { | 312 | { |
316 | //Kill Body so that mesh can re-make the geom | 313 | //Kill Body so that mesh can re-make the geom |
317 | if (IsPhysical && Body != (IntPtr)0) | 314 | if (IsPhysical && Body != (IntPtr) 0) |
318 | { | 315 | { |
319 | disableBody(); | 316 | disableBody(); |
320 | } | 317 | } |
321 | float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory | 318 | float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory |
322 | int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | 319 | int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage |
323 | int VertexCount = vertexList.GetLength(0) / 3; | 320 | int VertexCount = vertexList.GetLength(0)/3; |
324 | int IndexCount = indexList.GetLength(0); | 321 | int IndexCount = indexList.GetLength(0); |
325 | 322 | ||
326 | _triMeshData = d.GeomTriMeshDataCreate(); | 323 | _triMeshData = d.GeomTriMeshDataCreate(); |
327 | 324 | ||
328 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertexList, 3 * sizeof(float), VertexCount, indexList, IndexCount, | 325 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertexList, 3*sizeof (float), VertexCount, indexList, IndexCount, |
329 | 3 * sizeof(int)); | 326 | 3*sizeof (int)); |
330 | d.GeomTriMeshDataPreprocess(_triMeshData); | 327 | d.GeomTriMeshDataPreprocess(_triMeshData); |
331 | 328 | ||
332 | prim_geom = d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null); | 329 | prim_geom = d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null); |
333 | 330 | ||
334 | if (IsPhysical && Body == (IntPtr)0) | 331 | if (IsPhysical && Body == (IntPtr) 0) |
335 | { | 332 | { |
336 | // Recreate the body | 333 | // Recreate the body |
337 | enableBody(); | 334 | enableBody(); |
338 | } | 335 | } |
339 | } | 336 | } |
337 | |||
340 | public void ProcessTaints(float timestep) | 338 | public void ProcessTaints(float timestep) |
341 | { | 339 | { |
342 | if (m_taintposition != _position) | 340 | if (m_taintposition != _position) |
@@ -357,14 +355,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
357 | if (m_taintshape) | 355 | if (m_taintshape) |
358 | changeshape(timestep); | 356 | changeshape(timestep); |
359 | // | 357 | // |
360 | |||
361 | } | 358 | } |
359 | |||
362 | public void Move(float timestep) | 360 | public void Move(float timestep) |
363 | { | 361 | { |
364 | if (m_isphysical) | 362 | if (m_isphysical) |
365 | { | 363 | { |
366 | // This is a fallback.. May no longer be necessary. | 364 | // This is a fallback.. May no longer be necessary. |
367 | if (Body == (IntPtr)0) | 365 | if (Body == (IntPtr) 0) |
368 | enableBody(); | 366 | enableBody(); |
369 | //Prim auto disable after 20 frames, | 367 | //Prim auto disable after 20 frames, |
370 | ///if you move it, re-enable the prim manually. | 368 | ///if you move it, re-enable the prim manually. |
@@ -382,35 +380,35 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
382 | 380 | ||
383 | m_taintposition = _position; | 381 | m_taintposition = _position; |
384 | } | 382 | } |
383 | |||
385 | public void rotate(float timestep) | 384 | public void rotate(float timestep) |
386 | { | 385 | { |
387 | |||
388 | d.Quaternion myrot = new d.Quaternion(); | 386 | d.Quaternion myrot = new d.Quaternion(); |
389 | myrot.W = _orientation.w; | 387 | myrot.W = _orientation.w; |
390 | myrot.X = _orientation.x; | 388 | myrot.X = _orientation.x; |
391 | myrot.Y = _orientation.y; | 389 | myrot.Y = _orientation.y; |
392 | myrot.Z = _orientation.z; | 390 | myrot.Z = _orientation.z; |
393 | d.GeomSetQuaternion(prim_geom, ref myrot); | 391 | d.GeomSetQuaternion(prim_geom, ref myrot); |
394 | if (m_isphysical && Body != (IntPtr)0) | 392 | if (m_isphysical && Body != (IntPtr) 0) |
395 | { | 393 | { |
396 | d.BodySetQuaternion(Body, ref myrot); | 394 | d.BodySetQuaternion(Body, ref myrot); |
397 | } | 395 | } |
398 | 396 | ||
399 | m_taintrot = _orientation; | 397 | m_taintrot = _orientation; |
400 | } | 398 | } |
399 | |||
401 | public void changePhysicsStatus(float timestap) | 400 | public void changePhysicsStatus(float timestap) |
402 | { | 401 | { |
403 | if (m_isphysical == true) | 402 | if (m_isphysical == true) |
404 | { | 403 | { |
405 | if (Body == (IntPtr)0) | 404 | if (Body == (IntPtr) 0) |
406 | { | 405 | { |
407 | enableBody(); | 406 | enableBody(); |
408 | } | 407 | } |
409 | |||
410 | } | 408 | } |
411 | else | 409 | else |
412 | { | 410 | { |
413 | if (Body != (IntPtr)0) | 411 | if (Body != (IntPtr) 0) |
414 | { | 412 | { |
415 | disableBody(); | 413 | disableBody(); |
416 | } | 414 | } |
@@ -419,6 +417,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
419 | 417 | ||
420 | m_taintPhysics = m_isphysical; | 418 | m_taintPhysics = m_isphysical; |
421 | } | 419 | } |
420 | |||
422 | public void changesize(float timestamp) | 421 | public void changesize(float timestamp) |
423 | { | 422 | { |
424 | string oldname = _parent_scene.geom_name_map[prim_geom]; | 423 | string oldname = _parent_scene.geom_name_map[prim_geom]; |
@@ -429,7 +428,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
429 | // Cleanup meshing here | 428 | // Cleanup meshing here |
430 | } | 429 | } |
431 | //kill body to rebuild | 430 | //kill body to rebuild |
432 | if (IsPhysical && Body != (IntPtr)0) | 431 | if (IsPhysical && Body != (IntPtr) 0) |
433 | { | 432 | { |
434 | disableBody(); | 433 | disableBody(); |
435 | } | 434 | } |
@@ -442,10 +441,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
442 | // we don't need to do space calculation because the client sends a position update also. | 441 | // we don't need to do space calculation because the client sends a position update also. |
443 | 442 | ||
444 | // Construction of new prim | 443 | // Construction of new prim |
445 | if (this._parent_scene.needsMeshing(_pbs)) | 444 | if (_parent_scene.needsMeshing(_pbs)) |
446 | { | 445 | { |
447 | |||
448 | |||
449 | // Don't need to re-enable body.. it's done in SetMesh | 446 | // Don't need to re-enable body.. it's done in SetMesh |
450 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); | 447 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); |
451 | // createmesh returns null when it's a shape that isn't a cube. | 448 | // createmesh returns null when it's a shape that isn't a cube. |
@@ -463,8 +460,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
463 | myrot.Y = _orientation.y; | 460 | myrot.Y = _orientation.y; |
464 | myrot.Z = _orientation.z; | 461 | myrot.Z = _orientation.z; |
465 | d.GeomSetQuaternion(prim_geom, ref myrot); | 462 | d.GeomSetQuaternion(prim_geom, ref myrot); |
466 | |||
467 | |||
468 | } | 463 | } |
469 | } | 464 | } |
470 | else | 465 | else |
@@ -480,7 +475,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
480 | 475 | ||
481 | 476 | ||
482 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | 477 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); |
483 | if (IsPhysical && Body == (IntPtr)0) | 478 | if (IsPhysical && Body == (IntPtr) 0) |
484 | { | 479 | { |
485 | // Re creates body on size. | 480 | // Re creates body on size. |
486 | // EnableBody also does setMass() | 481 | // EnableBody also does setMass() |
@@ -493,12 +488,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
493 | 488 | ||
494 | m_taintsize = _size; | 489 | m_taintsize = _size; |
495 | } | 490 | } |
491 | |||
496 | public void changeshape(float timestamp) | 492 | public void changeshape(float timestamp) |
497 | { | 493 | { |
498 | string oldname = _parent_scene.geom_name_map[prim_geom]; | 494 | string oldname = _parent_scene.geom_name_map[prim_geom]; |
499 | 495 | ||
500 | // Cleanup of old prim geometry and Bodies | 496 | // Cleanup of old prim geometry and Bodies |
501 | if (IsPhysical && Body != (IntPtr)0) | 497 | if (IsPhysical && Body != (IntPtr) 0) |
502 | { | 498 | { |
503 | disableBody(); | 499 | disableBody(); |
504 | } | 500 | } |
@@ -509,7 +505,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
509 | } | 505 | } |
510 | 506 | ||
511 | // Construction of new prim | 507 | // Construction of new prim |
512 | if (this._parent_scene.needsMeshing(_pbs)) | 508 | if (_parent_scene.needsMeshing(_pbs)) |
513 | { | 509 | { |
514 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); | 510 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); |
515 | if (mesh != null) | 511 | if (mesh != null) |
@@ -525,7 +521,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
525 | { | 521 | { |
526 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | 522 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); |
527 | } | 523 | } |
528 | if (IsPhysical && Body == (IntPtr)0) | 524 | if (IsPhysical && Body == (IntPtr) 0) |
529 | { | 525 | { |
530 | //re-create new body | 526 | //re-create new body |
531 | enableBody(); | 527 | enableBody(); |
@@ -544,11 +540,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
544 | 540 | ||
545 | m_taintshape = false; | 541 | m_taintshape = false; |
546 | } | 542 | } |
543 | |||
547 | public override bool IsPhysical | 544 | public override bool IsPhysical |
548 | { | 545 | { |
549 | get { return m_isphysical; } | 546 | get { return m_isphysical; } |
550 | set { m_isphysical = value; } | 547 | set { m_isphysical = value; } |
551 | } | 548 | } |
549 | |||
552 | public void setPrimForRemoval() | 550 | public void setPrimForRemoval() |
553 | { | 551 | { |
554 | m_taintremove = true; | 552 | m_taintremove = true; |
@@ -556,9 +554,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
556 | 554 | ||
557 | public override bool Flying | 555 | public override bool Flying |
558 | { | 556 | { |
559 | get | 557 | get { return false; //no flying prims for you |
560 | { | ||
561 | return false; //no flying prims for you | ||
562 | } | 558 | } |
563 | set { } | 559 | set { } |
564 | } | 560 | } |
@@ -568,16 +564,19 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
568 | get { return iscolliding; } | 564 | get { return iscolliding; } |
569 | set { iscolliding = value; } | 565 | set { iscolliding = value; } |
570 | } | 566 | } |
567 | |||
571 | public override bool CollidingGround | 568 | public override bool CollidingGround |
572 | { | 569 | { |
573 | get { return false; } | 570 | get { return false; } |
574 | set { return; } | 571 | set { return; } |
575 | } | 572 | } |
573 | |||
576 | public override bool CollidingObj | 574 | public override bool CollidingObj |
577 | { | 575 | { |
578 | get { return false; } | 576 | get { return false; } |
579 | set { return; } | 577 | set { return; } |
580 | } | 578 | } |
579 | |||
581 | public override bool ThrottleUpdates | 580 | public override bool ThrottleUpdates |
582 | { | 581 | { |
583 | get { return m_throttleUpdates; } | 582 | get { return m_throttleUpdates; } |
@@ -588,20 +587,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
588 | { | 587 | { |
589 | get { return _position; } | 588 | get { return _position; } |
590 | 589 | ||
591 | set | 590 | set { _position = value; } |
592 | { | ||
593 | _position = value; | ||
594 | |||
595 | } | ||
596 | } | 591 | } |
597 | 592 | ||
598 | public override PhysicsVector Size | 593 | public override PhysicsVector Size |
599 | { | 594 | { |
600 | get { return _size; } | 595 | get { return _size; } |
601 | set | 596 | set { _size = value; } |
602 | { | ||
603 | _size = value; | ||
604 | } | ||
605 | } | 597 | } |
606 | 598 | ||
607 | public override float Mass | 599 | public override float Mass |
@@ -626,10 +618,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
626 | 618 | ||
627 | public override PrimitiveBaseShape Shape | 619 | public override PrimitiveBaseShape Shape |
628 | { | 620 | { |
629 | set | 621 | set { _pbs = value; } |
630 | { | ||
631 | _pbs = value; | ||
632 | } | ||
633 | } | 622 | } |
634 | 623 | ||
635 | public override PhysicsVector Velocity | 624 | public override PhysicsVector Velocity |
@@ -639,9 +628,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
639 | // Averate previous velocity with the new one so | 628 | // Averate previous velocity with the new one so |
640 | // client object interpolation works a 'little' better | 629 | // client object interpolation works a 'little' better |
641 | PhysicsVector returnVelocity = new PhysicsVector(); | 630 | PhysicsVector returnVelocity = new PhysicsVector(); |
642 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; | 631 | returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; |
643 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; | 632 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; |
644 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; | 633 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; |
645 | return returnVelocity; | 634 | return returnVelocity; |
646 | } | 635 | } |
647 | set { _velocity = value; } | 636 | set { _velocity = value; } |
@@ -656,11 +645,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
656 | public override Quaternion Orientation | 645 | public override Quaternion Orientation |
657 | { | 646 | { |
658 | get { return _orientation; } | 647 | get { return _orientation; } |
659 | set | 648 | set { _orientation = value; } |
660 | { | ||
661 | _orientation = value; | ||
662 | |||
663 | } | ||
664 | } | 649 | } |
665 | 650 | ||
666 | public override PhysicsVector Acceleration | 651 | public override PhysicsVector Acceleration |
@@ -688,7 +673,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
688 | { | 673 | { |
689 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | 674 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! |
690 | 675 | ||
691 | if (Body != (IntPtr)0) | 676 | if (Body != (IntPtr) 0) |
692 | { | 677 | { |
693 | d.Vector3 vec = d.BodyGetPosition(Body); | 678 | d.Vector3 vec = d.BodyGetPosition(Body); |
694 | d.Quaternion ori = d.BodyGetQuaternion(Body); | 679 | d.Quaternion ori = d.BodyGetQuaternion(Body); |
@@ -715,8 +700,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
715 | // It's a hack and will generate a console message if it fails. | 700 | // It's a hack and will generate a console message if it fails. |
716 | 701 | ||
717 | 702 | ||
718 | |||
719 | |||
720 | //IsPhysical = false; | 703 | //IsPhysical = false; |
721 | base.RaiseOutOfBounds(_position); | 704 | base.RaiseOutOfBounds(_position); |
722 | _velocity.X = 0; | 705 | _velocity.X = 0; |
@@ -736,7 +719,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
736 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | 719 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) |
737 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)) | 720 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)) |
738 | { | 721 | { |
739 | |||
740 | _zeroFlag = true; | 722 | _zeroFlag = true; |
741 | } | 723 | } |
742 | else | 724 | else |
@@ -746,7 +728,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
746 | } | 728 | } |
747 | 729 | ||
748 | 730 | ||
749 | |||
750 | if (_zeroFlag) | 731 | if (_zeroFlag) |
751 | { | 732 | { |
752 | // Supposedly this is supposed to tell SceneObjectGroup that | 733 | // Supposedly this is supposed to tell SceneObjectGroup that |
@@ -811,10 +792,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
811 | m_rotationalVelocity.Z = 0; | 792 | m_rotationalVelocity.Z = 0; |
812 | _zeroFlag = true; | 793 | _zeroFlag = true; |
813 | } | 794 | } |
814 | |||
815 | } | 795 | } |
796 | |||
816 | public override void SetMomentum(PhysicsVector momentum) | 797 | public override void SetMomentum(PhysicsVector momentum) |
817 | { | 798 | { |
818 | } | 799 | } |
819 | } | 800 | } |
820 | } | 801 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 8bb822e..f2c9b57 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -28,6 +28,7 @@ | |||
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
31 | using System.Runtime.InteropServices; | ||
31 | using Axiom.Math; | 32 | using Axiom.Math; |
32 | using Ode.NET; | 33 | using Ode.NET; |
33 | using OpenSim.Framework; | 34 | using OpenSim.Framework; |
@@ -99,17 +100,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
99 | private d.Contact TerrainContact; | 100 | private d.Contact TerrainContact; |
100 | private d.Contact AvatarMovementprimContact; | 101 | private d.Contact AvatarMovementprimContact; |
101 | private d.Contact AvatarMovementTerrainContact; | 102 | private d.Contact AvatarMovementTerrainContact; |
102 | 103 | ||
103 | private int m_physicsiterations = 10; | 104 | private int m_physicsiterations = 10; |
104 | private float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag | 105 | private float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag |
105 | private PhysicsActor PANull = new NullPhysicsActor(); | 106 | private PhysicsActor PANull = new NullPhysicsActor(); |
106 | private float step_time = 0.0f; | 107 | private float step_time = 0.0f; |
107 | public IntPtr world; | 108 | public IntPtr world; |
108 | 109 | ||
109 | public IntPtr space; | 110 | public IntPtr space; |
110 | // split static geometry collision handling into spaces of 30 meters | 111 | // split static geometry collision handling into spaces of 30 meters |
111 | public IntPtr[,] staticPrimspace = new IntPtr[(int)(300/metersInSpace),(int)(300/metersInSpace)]; | 112 | public IntPtr[,] staticPrimspace = new IntPtr[(int) (300/metersInSpace),(int) (300/metersInSpace)]; |
112 | 113 | ||
113 | public static Object OdeLock = new Object(); | 114 | public static Object OdeLock = new Object(); |
114 | 115 | ||
115 | public IMesher mesher; | 116 | public IMesher mesher; |
@@ -126,7 +127,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
126 | contact.surface.soft_erp = 0.005f; | 127 | contact.surface.soft_erp = 0.005f; |
127 | contact.surface.soft_cfm = 0.00003f; | 128 | contact.surface.soft_cfm = 0.00003f; |
128 | */ | 129 | */ |
129 | 130 | ||
130 | contact.surface.mu = 250.0f; | 131 | contact.surface.mu = 250.0f; |
131 | contact.surface.bounce = 0.2f; | 132 | contact.surface.bounce = 0.2f; |
132 | 133 | ||
@@ -151,7 +152,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
151 | contactgroup = d.JointGroupCreate(0); | 152 | contactgroup = d.JointGroupCreate(0); |
152 | //contactgroup | 153 | //contactgroup |
153 | 154 | ||
154 | 155 | ||
155 | d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f); | 156 | d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f); |
156 | d.WorldSetAutoDisableFlag(world, false); | 157 | d.WorldSetAutoDisableFlag(world, false); |
157 | d.WorldSetContactSurfaceLayer(world, 0.001f); | 158 | d.WorldSetContactSurfaceLayer(world, 0.001f); |
@@ -165,10 +166,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
165 | { | 166 | { |
166 | for (int j = 0; j < staticPrimspace.GetLength(1); j++) | 167 | for (int j = 0; j < staticPrimspace.GetLength(1); j++) |
167 | { | 168 | { |
168 | staticPrimspace[i,j] = IntPtr.Zero; | 169 | staticPrimspace[i, j] = IntPtr.Zero; |
169 | } | 170 | } |
170 | } | 171 | } |
171 | |||
172 | } | 172 | } |
173 | 173 | ||
174 | public override void Initialise(IMesher meshmerizer) | 174 | public override void Initialise(IMesher meshmerizer) |
@@ -184,25 +184,25 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
184 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | 184 | private void near(IntPtr space, IntPtr g1, IntPtr g2) |
185 | { | 185 | { |
186 | // no lock here! It's invoked from within Simulate(), which is thread-locked | 186 | // no lock here! It's invoked from within Simulate(), which is thread-locked |
187 | if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2) ) | 187 | if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) |
188 | { | 188 | { |
189 | // Separating static prim geometry spaces. | 189 | // Separating static prim geometry spaces. |
190 | // We'll be calling near recursivly if one | 190 | // We'll be calling near recursivly if one |
191 | // of them is a space to find all of the | 191 | // of them is a space to find all of the |
192 | // contact points in the space | 192 | // contact points in the space |
193 | 193 | ||
194 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); | 194 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); |
195 | //Colliding a space or a geom with a space or a geom. | 195 | //Colliding a space or a geom with a space or a geom. |
196 | 196 | ||
197 | //Collide all geoms in each space.. | 197 | //Collide all geoms in each space.. |
198 | //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback); | 198 | //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback); |
199 | //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback); | 199 | //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback); |
200 | } | 200 | } |
201 | else | 201 | else |
202 | { | 202 | { |
203 | // Colliding Geom To Geom | 203 | // Colliding Geom To Geom |
204 | // This portion of the function 'was' blatantly ripped off from BoxStack.cs | 204 | // This portion of the function 'was' blatantly ripped off from BoxStack.cs |
205 | 205 | ||
206 | IntPtr b1 = d.GeomGetBody(g1); | 206 | IntPtr b1 = d.GeomGetBody(g1); |
207 | IntPtr b2 = d.GeomGetBody(g2); | 207 | IntPtr b2 = d.GeomGetBody(g2); |
208 | 208 | ||
@@ -213,7 +213,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
213 | return; | 213 | return; |
214 | 214 | ||
215 | d.GeomClassID id = d.GeomGetClass(g1); | 215 | d.GeomClassID id = d.GeomGetClass(g1); |
216 | 216 | ||
217 | String name1 = null; | 217 | String name1 = null; |
218 | String name2 = null; | 218 | String name2 = null; |
219 | 219 | ||
@@ -228,21 +228,22 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
228 | 228 | ||
229 | if (id == d.GeomClassID.TriMeshClass) | 229 | if (id == d.GeomClassID.TriMeshClass) |
230 | { | 230 | { |
231 | // MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2); | 231 | // MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2); |
232 | //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2); | 232 | //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2); |
233 | } | 233 | } |
234 | 234 | ||
235 | int count = 0; | 235 | int count = 0; |
236 | try | 236 | try |
237 | { | 237 | { |
238 | count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf); | 238 | count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf); |
239 | } | 239 | } |
240 | catch (System.Runtime.InteropServices.SEHException) | 240 | catch (SEHException) |
241 | { | 241 | { |
242 | MainLog.Instance.Error("PHYSICS", "The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim."); | 242 | MainLog.Instance.Error("PHYSICS", |
243 | "The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim."); | ||
243 | base.TriggerPhysicsBasedRestart(); | 244 | base.TriggerPhysicsBasedRestart(); |
244 | } | 245 | } |
245 | 246 | ||
246 | for (int i = 0; i < count; i++) | 247 | for (int i = 0; i < count; i++) |
247 | { | 248 | { |
248 | IntPtr joint; | 249 | IntPtr joint; |
@@ -263,17 +264,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
263 | // We only need to test p2 for 'jump crouch purposes' | 264 | // We only need to test p2 for 'jump crouch purposes' |
264 | p2.IsColliding = true; | 265 | p2.IsColliding = true; |
265 | 266 | ||
266 | |||
267 | 267 | ||
268 | switch(p1.PhysicsActorType) { | 268 | switch (p1.PhysicsActorType) |
269 | case (int)ActorTypes.Agent: | 269 | { |
270 | case (int) ActorTypes.Agent: | ||
270 | p2.CollidingObj = true; | 271 | p2.CollidingObj = true; |
271 | break; | 272 | break; |
272 | case (int)ActorTypes.Prim: | 273 | case (int) ActorTypes.Prim: |
273 | if (p2.Velocity.X >0 || p2.Velocity.Y > 0 || p2.Velocity.Z > 0) | 274 | if (p2.Velocity.X > 0 || p2.Velocity.Y > 0 || p2.Velocity.Z > 0) |
274 | p2.CollidingObj = true; | 275 | p2.CollidingObj = true; |
275 | break; | 276 | break; |
276 | case (int)ActorTypes.Unknown: | 277 | case (int) ActorTypes.Unknown: |
277 | p2.CollidingGround = true; | 278 | p2.CollidingGround = true; |
278 | break; | 279 | break; |
279 | default: | 280 | default: |
@@ -282,7 +283,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
282 | } | 283 | } |
283 | 284 | ||
284 | // we don't want prim or avatar to explode | 285 | // we don't want prim or avatar to explode |
286 | |||
285 | #region InterPenetration Handling - Unintended physics explosions | 287 | #region InterPenetration Handling - Unintended physics explosions |
288 | |||
286 | if (contacts[i].depth >= 0.08f) | 289 | if (contacts[i].depth >= 0.08f) |
287 | { | 290 | { |
288 | if (contacts[i].depth >= 1.00f) | 291 | if (contacts[i].depth >= 1.00f) |
@@ -290,30 +293,31 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
290 | //MainLog.Instance.Debug("PHYSICS",contacts[i].depth.ToString()); | 293 | //MainLog.Instance.Debug("PHYSICS",contacts[i].depth.ToString()); |
291 | } | 294 | } |
292 | // If you interpenetrate a prim with an agent | 295 | // If you interpenetrate a prim with an agent |
293 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent && p1.PhysicsActorType == (int)ActorTypes.Prim) || (p1.PhysicsActorType == (int)ActorTypes.Agent && p2.PhysicsActorType == (int)ActorTypes.Prim)) | 296 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent && |
297 | p1.PhysicsActorType == (int) ActorTypes.Prim) || | ||
298 | (p1.PhysicsActorType == (int) ActorTypes.Agent && | ||
299 | p2.PhysicsActorType == (int) ActorTypes.Prim)) | ||
294 | { | 300 | { |
295 | 301 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | |
296 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) | ||
297 | { | 302 | { |
298 | p2.CollidingObj = true; | 303 | p2.CollidingObj = true; |
299 | //contacts[i].depth = 0.003f; | 304 | //contacts[i].depth = 0.003f; |
300 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); | 305 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); |
301 | OdeCharacter character = (OdeCharacter)p2; | 306 | OdeCharacter character = (OdeCharacter) p2; |
302 | character.SetPidStatus(true); | 307 | character.SetPidStatus(true); |
303 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); | 308 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); |
304 | |||
305 | } | 309 | } |
306 | else | 310 | else |
307 | { | 311 | { |
308 | contacts[i].depth = 0.0000000f; | 312 | contacts[i].depth = 0.0000000f; |
309 | } | 313 | } |
310 | if (p1.PhysicsActorType == (int)ActorTypes.Agent) | 314 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) |
311 | { | 315 | { |
312 | p1.CollidingObj = true; | 316 | p1.CollidingObj = true; |
313 | //contacts[i].depth = 0.003f; | 317 | //contacts[i].depth = 0.003f; |
314 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); | 318 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); |
315 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); | 319 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); |
316 | OdeCharacter character = (OdeCharacter)p2; | 320 | OdeCharacter character = (OdeCharacter) p2; |
317 | character.SetPidStatus(true); | 321 | character.SetPidStatus(true); |
318 | } | 322 | } |
319 | else | 323 | else |
@@ -322,39 +326,45 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
322 | } | 326 | } |
323 | } | 327 | } |
324 | // If you interpenetrate a prim with another prim | 328 | // If you interpenetrate a prim with another prim |
325 | if (p1.PhysicsActorType == (int)ActorTypes.Prim && p2.PhysicsActorType == (int)ActorTypes.Prim) | 329 | if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) |
326 | { | 330 | { |
327 | // Don't collide, one or both prim will explode. | 331 | // Don't collide, one or both prim will explode. |
328 | contacts[i].depth = -1f; | 332 | contacts[i].depth = -1f; |
329 | } | 333 | } |
330 | if (contacts[i].depth >= 1.00f) | 334 | if (contacts[i].depth >= 1.00f) |
331 | { | 335 | { |
332 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent && p1.PhysicsActorType == (int)ActorTypes.Unknown) || (p1.PhysicsActorType == (int)ActorTypes.Agent && p2.PhysicsActorType == (int)ActorTypes.Unknown)) | 336 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent && |
337 | p1.PhysicsActorType == (int) ActorTypes.Unknown) || | ||
338 | (p1.PhysicsActorType == (int) ActorTypes.Agent && | ||
339 | p2.PhysicsActorType == (int) ActorTypes.Unknown)) | ||
333 | { | 340 | { |
334 | 341 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | |
335 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) | ||
336 | { | 342 | { |
337 | OdeCharacter character = (OdeCharacter)p2; | 343 | OdeCharacter character = (OdeCharacter) p2; |
338 | 344 | ||
339 | //p2.CollidingObj = true; | 345 | //p2.CollidingObj = true; |
340 | contacts[i].depth = 0.003f; | 346 | contacts[i].depth = 0.003f; |
341 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f); | 347 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f); |
342 | contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); | 348 | contacts[i].pos = |
349 | new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), | ||
350 | contacts[i].pos.Y + (p1.Size.Y/2), | ||
351 | contacts[i].pos.Z + (p1.Size.Z/2)); | ||
343 | character.SetPidStatus(true); | 352 | character.SetPidStatus(true); |
344 | |||
345 | } | 353 | } |
346 | else | 354 | else |
347 | { | 355 | { |
348 | |||
349 | } | 356 | } |
350 | if (p1.PhysicsActorType == (int)ActorTypes.Agent) | 357 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) |
351 | { | 358 | { |
352 | OdeCharacter character = (OdeCharacter)p2; | 359 | OdeCharacter character = (OdeCharacter) p2; |
353 | 360 | ||
354 | //p2.CollidingObj = true; | 361 | //p2.CollidingObj = true; |
355 | contacts[i].depth = 0.003f; | 362 | contacts[i].depth = 0.003f; |
356 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f); | 363 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f); |
357 | contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); | 364 | contacts[i].pos = |
365 | new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), | ||
366 | contacts[i].pos.Y + (p1.Size.Y/2), | ||
367 | contacts[i].pos.Z + (p1.Size.Z/2)); | ||
358 | character.SetPidStatus(true); | 368 | character.SetPidStatus(true); |
359 | } | 369 | } |
360 | else | 370 | else |
@@ -364,18 +374,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
364 | } | 374 | } |
365 | } | 375 | } |
366 | } | 376 | } |
377 | |||
367 | #endregion | 378 | #endregion |
368 | 379 | ||
369 | if (contacts[i].depth >= 0f) | 380 | if (contacts[i].depth >= 0f) |
370 | { | 381 | { |
371 | if (name1 == "Terrain" || name2 == "Terrain") | 382 | if (name1 == "Terrain" || name2 == "Terrain") |
372 | { | 383 | { |
373 | 384 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && | |
374 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | 385 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) |
375 | { | 386 | { |
376 | AvatarMovementTerrainContact.geom = contacts[i]; | 387 | AvatarMovementTerrainContact.geom = contacts[i]; |
377 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); | 388 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); |
378 | |||
379 | } | 389 | } |
380 | else | 390 | else |
381 | { | 391 | { |
@@ -385,11 +395,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
385 | } | 395 | } |
386 | else | 396 | else |
387 | { | 397 | { |
388 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | 398 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && |
399 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | ||
389 | { | 400 | { |
390 | AvatarMovementprimContact.geom = contacts[i]; | 401 | AvatarMovementprimContact.geom = contacts[i]; |
391 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); | 402 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); |
392 | |||
393 | } | 403 | } |
394 | else | 404 | else |
395 | { | 405 | { |
@@ -399,7 +409,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
399 | } | 409 | } |
400 | d.JointAttach(joint, b1, b2); | 410 | d.JointAttach(joint, b1, b2); |
401 | } | 411 | } |
402 | 412 | ||
403 | if (count > 3) | 413 | if (count > 3) |
404 | { | 414 | { |
405 | p2.ThrottleUpdates = true; | 415 | p2.ThrottleUpdates = true; |
@@ -421,7 +431,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
421 | } | 431 | } |
422 | // If the sim is running slow this frame, | 432 | // If the sim is running slow this frame, |
423 | // don't process collision for prim! | 433 | // don't process collision for prim! |
424 | if (timeStep < (m_SkipFramesAtms / 3)) | 434 | if (timeStep < (m_SkipFramesAtms/3)) |
425 | { | 435 | { |
426 | foreach (OdePrim chr in _activeprims) | 436 | foreach (OdePrim chr in _activeprims) |
427 | { | 437 | { |
@@ -432,16 +442,16 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
432 | //foreach (OdePrim ch2 in _prims) | 442 | //foreach (OdePrim ch2 in _prims) |
433 | /// should be a separate space -- lots of avatars will be N**2 slow | 443 | /// should be a separate space -- lots of avatars will be N**2 slow |
434 | //{ | 444 | //{ |
435 | //if (ch2.IsPhysical && d.BodyIsEnabled(ch2.Body)) | 445 | //if (ch2.IsPhysical && d.BodyIsEnabled(ch2.Body)) |
436 | //{ | 446 | //{ |
437 | // Only test prim that are 0.03 meters away in one direction. | 447 | // Only test prim that are 0.03 meters away in one direction. |
438 | // This should be Optimized! | 448 | // This should be Optimized! |
439 | 449 | ||
440 | //if ((Math.Abs(ch2.Position.X - chr.Position.X) < 0.03) || (Math.Abs(ch2.Position.Y - chr.Position.Y) < 0.03) || (Math.Abs(ch2.Position.X - chr.Position.X) < 0.03)) | 450 | //if ((Math.Abs(ch2.Position.X - chr.Position.X) < 0.03) || (Math.Abs(ch2.Position.Y - chr.Position.Y) < 0.03) || (Math.Abs(ch2.Position.X - chr.Position.X) < 0.03)) |
441 | //{ | 451 | //{ |
442 | //d.SpaceCollide2(chr.prim_geom, ch2.prim_geom, IntPtr.Zero, nearCallback); | 452 | //d.SpaceCollide2(chr.prim_geom, ch2.prim_geom, IntPtr.Zero, nearCallback); |
443 | //} | 453 | //} |
444 | //} | 454 | //} |
445 | //} | 455 | //} |
446 | } | 456 | } |
447 | } | 457 | } |
@@ -456,7 +466,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
456 | if (d.BodyIsEnabled(chr.Body)) | 466 | if (d.BodyIsEnabled(chr.Body)) |
457 | { | 467 | { |
458 | d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback); | 468 | d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback); |
459 | |||
460 | } | 469 | } |
461 | } | 470 | } |
462 | } | 471 | } |
@@ -492,7 +501,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
492 | 501 | ||
493 | p.setPrimForRemoval(); | 502 | p.setPrimForRemoval(); |
494 | AddPhysicsActorTaint(prim); | 503 | AddPhysicsActorTaint(prim); |
495 | |||
496 | } | 504 | } |
497 | } | 505 | } |
498 | } | 506 | } |
@@ -519,13 +527,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
519 | } | 527 | } |
520 | else | 528 | else |
521 | { | 529 | { |
522 | MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'removeprim from scene':" + ((OdePrim)prim).m_targetSpace.ToString()); | 530 | MainLog.Instance.Verbose("Physics", |
531 | "Invalid Scene passed to 'removeprim from scene':" + | ||
532 | ((OdePrim) prim).m_targetSpace.ToString()); | ||
523 | } | 533 | } |
524 | } | 534 | } |
525 | } | 535 | } |
526 | 536 | ||
527 | 537 | ||
528 | |||
529 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore | 538 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore |
530 | if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) | 539 | if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) |
531 | { | 540 | { |
@@ -541,17 +550,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
541 | } | 550 | } |
542 | else | 551 | else |
543 | { | 552 | { |
544 | MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'removeprim from scene':" + ((OdePrim)prim).m_targetSpace.ToString()); | 553 | MainLog.Instance.Verbose("Physics", |
554 | "Invalid Scene passed to 'removeprim from scene':" + | ||
555 | ((OdePrim) prim).m_targetSpace.ToString()); | ||
545 | } | 556 | } |
546 | } | 557 | } |
547 | } | 558 | } |
548 | } | 559 | } |
549 | 560 | ||
550 | d.GeomDestroy(prim.prim_geom); | 561 | d.GeomDestroy(prim.prim_geom); |
551 | 562 | ||
552 | _prims.Remove(prim); | 563 | _prims.Remove(prim); |
553 | } | 564 | } |
554 | |||
555 | } | 565 | } |
556 | 566 | ||
557 | public void resetSpaceArrayItemToZero(IntPtr space) | 567 | public void resetSpaceArrayItemToZero(IntPtr space) |
@@ -566,7 +576,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
566 | } | 576 | } |
567 | } | 577 | } |
568 | 578 | ||
569 | public void resetSpaceArrayItemToZero(int arrayitemX,int arrayitemY) | 579 | public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY) |
570 | { | 580 | { |
571 | staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero; | 581 | staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero; |
572 | } | 582 | } |
@@ -582,16 +592,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
582 | // never be called if the prim is physical(active) | 592 | // never be called if the prim is physical(active) |
583 | if (currentspace != space) | 593 | if (currentspace != space) |
584 | { | 594 | { |
585 | if (d.SpaceQuery(currentspace, geom) && currentspace != (IntPtr)0) | 595 | if (d.SpaceQuery(currentspace, geom) && currentspace != (IntPtr) 0) |
586 | { | 596 | { |
587 | if (d.GeomIsSpace(currentspace)) | 597 | if (d.GeomIsSpace(currentspace)) |
588 | { | 598 | { |
589 | |||
590 | d.SpaceRemove(currentspace, geom); | 599 | d.SpaceRemove(currentspace, geom); |
591 | } | 600 | } |
592 | else | 601 | else |
593 | { | 602 | { |
594 | MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'recalculatespace':" + currentspace.ToString() + " Geom:" + geom.ToString()); | 603 | MainLog.Instance.Verbose("Physics", |
604 | "Invalid Scene passed to 'recalculatespace':" + currentspace.ToString() + | ||
605 | " Geom:" + geom.ToString()); | ||
595 | } | 606 | } |
596 | } | 607 | } |
597 | else | 608 | else |
@@ -599,7 +610,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
599 | IntPtr sGeomIsIn = d.GeomGetSpace(geom); | 610 | IntPtr sGeomIsIn = d.GeomGetSpace(geom); |
600 | if (!(sGeomIsIn.Equals(null))) | 611 | if (!(sGeomIsIn.Equals(null))) |
601 | { | 612 | { |
602 | if (sGeomIsIn != (IntPtr)0) | 613 | if (sGeomIsIn != (IntPtr) 0) |
603 | { | 614 | { |
604 | if (d.GeomIsSpace(currentspace)) | 615 | if (d.GeomIsSpace(currentspace)) |
605 | { | 616 | { |
@@ -607,7 +618,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
607 | } | 618 | } |
608 | else | 619 | else |
609 | { | 620 | { |
610 | MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'recalculatespace':" + sGeomIsIn.ToString() + " Geom:" + geom.ToString()); | 621 | MainLog.Instance.Verbose("Physics", |
622 | "Invalid Scene passed to 'recalculatespace':" + | ||
623 | sGeomIsIn.ToString() + " Geom:" + geom.ToString()); | ||
611 | } | 624 | } |
612 | } | 625 | } |
613 | } | 626 | } |
@@ -617,7 +630,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
617 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore | 630 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore |
618 | if (d.SpaceGetNumGeoms(currentspace) == 0) | 631 | if (d.SpaceGetNumGeoms(currentspace) == 0) |
619 | { | 632 | { |
620 | if (currentspace != (IntPtr)0) | 633 | if (currentspace != (IntPtr) 0) |
621 | { | 634 | { |
622 | if (d.GeomIsSpace(currentspace)) | 635 | if (d.GeomIsSpace(currentspace)) |
623 | { | 636 | { |
@@ -628,9 +641,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
628 | } | 641 | } |
629 | else | 642 | else |
630 | { | 643 | { |
631 | MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'recalculatespace':" + currentspace.ToString() + " Geom:" + geom.ToString()); | 644 | MainLog.Instance.Verbose("Physics", |
645 | "Invalid Scene passed to 'recalculatespace':" + | ||
646 | currentspace.ToString() + " Geom:" + geom.ToString()); | ||
632 | } | 647 | } |
633 | |||
634 | } | 648 | } |
635 | } | 649 | } |
636 | } | 650 | } |
@@ -639,15 +653,16 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
639 | // this is a physical object that got disabled. ;.; | 653 | // this is a physical object that got disabled. ;.; |
640 | if (d.SpaceQuery(currentspace, geom)) | 654 | if (d.SpaceQuery(currentspace, geom)) |
641 | { | 655 | { |
642 | if (currentspace != (IntPtr)0) | 656 | if (currentspace != (IntPtr) 0) |
643 | if (d.GeomIsSpace(currentspace)) | 657 | if (d.GeomIsSpace(currentspace)) |
644 | { | 658 | { |
645 | d.SpaceRemove(currentspace, geom); | 659 | d.SpaceRemove(currentspace, geom); |
646 | } | 660 | } |
647 | else | 661 | else |
648 | { | 662 | { |
649 | MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'recalculatespace':" + currentspace.ToString() + " Geom:" + geom.ToString()); | 663 | MainLog.Instance.Verbose("Physics", |
650 | 664 | "Invalid Scene passed to 'recalculatespace':" + | |
665 | currentspace.ToString() + " Geom:" + geom.ToString()); | ||
651 | } | 666 | } |
652 | } | 667 | } |
653 | else | 668 | else |
@@ -655,7 +670,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
655 | IntPtr sGeomIsIn = d.GeomGetSpace(geom); | 670 | IntPtr sGeomIsIn = d.GeomGetSpace(geom); |
656 | if (!(sGeomIsIn.Equals(null))) | 671 | if (!(sGeomIsIn.Equals(null))) |
657 | { | 672 | { |
658 | if (sGeomIsIn != (IntPtr)0) | 673 | if (sGeomIsIn != (IntPtr) 0) |
659 | { | 674 | { |
660 | if (d.GeomIsSpace(sGeomIsIn)) | 675 | if (d.GeomIsSpace(sGeomIsIn)) |
661 | { | 676 | { |
@@ -663,14 +678,16 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
663 | } | 678 | } |
664 | else | 679 | else |
665 | { | 680 | { |
666 | MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'recalculatespace':" + sGeomIsIn.ToString() + " Geom:" + geom.ToString()); | 681 | MainLog.Instance.Verbose("Physics", |
682 | "Invalid Scene passed to 'recalculatespace':" + | ||
683 | sGeomIsIn.ToString() + " Geom:" + geom.ToString()); | ||
667 | } | 684 | } |
668 | } | 685 | } |
669 | } | 686 | } |
670 | } | 687 | } |
671 | } | 688 | } |
672 | 689 | ||
673 | 690 | ||
674 | // The routines in the Position and Size sections do the 'inserting' into the space, | 691 | // The routines in the Position and Size sections do the 'inserting' into the space, |
675 | // so all we have to do is make sure that the space that we're putting the prim into | 692 | // so all we have to do is make sure that the space that we're putting the prim into |
676 | // is in the 'main' space. | 693 | // is in the 'main' space. |
@@ -679,17 +696,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
679 | 696 | ||
680 | if (newspace == IntPtr.Zero) | 697 | if (newspace == IntPtr.Zero) |
681 | { | 698 | { |
682 | newspace = createprimspace(iprimspaceArrItem[0],iprimspaceArrItem[1]); | 699 | newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]); |
683 | d.HashSpaceSetLevels(newspace, -4, 66); | 700 | d.HashSpaceSetLevels(newspace, -4, 66); |
684 | } | 701 | } |
685 | 702 | ||
686 | return newspace; | 703 | return newspace; |
687 | } | 704 | } |
688 | 705 | ||
689 | public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY) { | 706 | public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY) |
707 | { | ||
690 | // creating a new space for prim and inserting it into main space. | 708 | // creating a new space for prim and inserting it into main space. |
691 | staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero); | 709 | staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero); |
692 | d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX,iprimspaceArrItemY]); | 710 | d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]); |
693 | return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]; | 711 | return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]; |
694 | } | 712 | } |
695 | 713 | ||
@@ -697,7 +715,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
697 | { | 715 | { |
698 | int[] xyspace = calculateSpaceArrayItemFromPos(pos); | 716 | int[] xyspace = calculateSpaceArrayItemFromPos(pos); |
699 | //MainLog.Instance.Verbose("Physics", "Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString()); | 717 | //MainLog.Instance.Verbose("Physics", "Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString()); |
700 | IntPtr locationbasedspace = staticPrimspace[xyspace[0],xyspace[1]]; | 718 | IntPtr locationbasedspace = staticPrimspace[xyspace[0], xyspace[1]]; |
701 | 719 | ||
702 | //locationbasedspace = space; | 720 | //locationbasedspace = space; |
703 | return locationbasedspace; | 721 | return locationbasedspace; |
@@ -706,17 +724,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
706 | public int[] calculateSpaceArrayItemFromPos(PhysicsVector pos) | 724 | public int[] calculateSpaceArrayItemFromPos(PhysicsVector pos) |
707 | { | 725 | { |
708 | int[] returnint = new int[2]; | 726 | int[] returnint = new int[2]; |
709 | 727 | ||
710 | returnint[0] = (int)(pos.X / metersInSpace); | 728 | returnint[0] = (int) (pos.X/metersInSpace); |
711 | 729 | ||
712 | if (returnint[0] > ((int)(259f / metersInSpace))) | 730 | if (returnint[0] > ((int) (259f/metersInSpace))) |
713 | returnint[0] = ((int)(259f / metersInSpace)); | 731 | returnint[0] = ((int) (259f/metersInSpace)); |
714 | if (returnint[0] < 0) | 732 | if (returnint[0] < 0) |
715 | returnint[0] = 0; | 733 | returnint[0] = 0; |
716 | 734 | ||
717 | returnint[1] = (int)(pos.Y / metersInSpace); | 735 | returnint[1] = (int) (pos.Y/metersInSpace); |
718 | if (returnint[0] > ((int)(259f / metersInSpace))) | 736 | if (returnint[0] > ((int) (259f/metersInSpace))) |
719 | returnint[0] = ((int)(259f / metersInSpace)); | 737 | returnint[0] = ((int) (259f/metersInSpace)); |
720 | if (returnint[0] < 0) | 738 | if (returnint[0] < 0) |
721 | returnint[0] = 0; | 739 | returnint[0] = 0; |
722 | 740 | ||
@@ -726,7 +744,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
726 | private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation, | 744 | private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation, |
727 | IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) | 745 | IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) |
728 | { | 746 | { |
729 | |||
730 | PhysicsVector pos = new PhysicsVector(); | 747 | PhysicsVector pos = new PhysicsVector(); |
731 | pos.X = position.X; | 748 | pos.X = position.X; |
732 | pos.Y = position.Y; | 749 | pos.Y = position.Y; |
@@ -741,21 +758,21 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
741 | rot.y = rotation.y; | 758 | rot.y = rotation.y; |
742 | rot.z = rotation.z; | 759 | rot.z = rotation.z; |
743 | 760 | ||
744 | 761 | ||
745 | int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos); | 762 | int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos); |
746 | IntPtr targetspace = calculateSpaceForGeom(pos); | 763 | IntPtr targetspace = calculateSpaceForGeom(pos); |
747 | 764 | ||
748 | if (targetspace == IntPtr.Zero) | 765 | if (targetspace == IntPtr.Zero) |
749 | targetspace = createprimspace(iprimspaceArrItem[0],iprimspaceArrItem[1]); | 766 | targetspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]); |
750 | 767 | ||
751 | OdePrim newPrim; | 768 | OdePrim newPrim; |
752 | lock (OdeLock) | 769 | lock (OdeLock) |
753 | { | 770 | { |
754 | newPrim = new OdePrim(name, this, targetspace, pos, siz, rot, mesh, pbs, isphysical); | 771 | newPrim = new OdePrim(name, this, targetspace, pos, siz, rot, mesh, pbs, isphysical); |
755 | 772 | ||
756 | _prims.Add(newPrim); | 773 | _prims.Add(newPrim); |
757 | } | 774 | } |
758 | 775 | ||
759 | return newPrim; | 776 | return newPrim; |
760 | } | 777 | } |
761 | 778 | ||
@@ -763,16 +780,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
763 | { | 780 | { |
764 | // adds active prim.. (ones that should be iterated over in collisions_optimized | 781 | // adds active prim.. (ones that should be iterated over in collisions_optimized |
765 | 782 | ||
766 | _activeprims.Add(activatePrim); | 783 | _activeprims.Add(activatePrim); |
767 | |||
768 | } | 784 | } |
785 | |||
769 | public void remActivePrim(OdePrim deactivatePrim) | 786 | public void remActivePrim(OdePrim deactivatePrim) |
770 | { | 787 | { |
771 | 788 | _activeprims.Remove(deactivatePrim); | |
772 | _activeprims.Remove(deactivatePrim); | ||
773 | |||
774 | |||
775 | } | 789 | } |
790 | |||
776 | public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount) | 791 | public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount) |
777 | { | 792 | { |
778 | /* String name1 = null; | 793 | /* String name1 = null; |
@@ -818,7 +833,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
818 | return 1; | 833 | return 1; |
819 | } | 834 | } |
820 | 835 | ||
821 | 836 | ||
822 | public bool needsMeshing(PrimitiveBaseShape pbs) | 837 | public bool needsMeshing(PrimitiveBaseShape pbs) |
823 | { | 838 | { |
824 | if (pbs.ProfileHollow != 0) | 839 | if (pbs.ProfileHollow != 0) |
@@ -833,7 +848,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
833 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 848 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
834 | PhysicsVector size, Quaternion rotation) //To be removed | 849 | PhysicsVector size, Quaternion rotation) //To be removed |
835 | { | 850 | { |
836 | return this.AddPrimShape(primName, pbs, position, size, rotation, false); | 851 | return AddPrimShape(primName, pbs, position, size, rotation, false); |
837 | } | 852 | } |
838 | 853 | ||
839 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 854 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
@@ -848,12 +863,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
848 | /// support simple box & hollow box now; later, more shapes | 863 | /// support simple box & hollow box now; later, more shapes |
849 | if (needsMeshing(pbs)) | 864 | if (needsMeshing(pbs)) |
850 | { | 865 | { |
851 | mesh = mesher.CreateMesh(primName, pbs, size); | 866 | mesh = mesher.CreateMesh(primName, pbs, size); |
852 | } | 867 | } |
853 | 868 | ||
854 | break; | 869 | break; |
855 | } | 870 | } |
856 | 871 | ||
857 | result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical); | 872 | result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical); |
858 | 873 | ||
859 | 874 | ||
@@ -864,10 +879,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
864 | { | 879 | { |
865 | if (prim is OdePrim) | 880 | if (prim is OdePrim) |
866 | { | 881 | { |
867 | OdePrim taintedprim = ((OdePrim)prim); | 882 | OdePrim taintedprim = ((OdePrim) prim); |
868 | if (!(_taintedPrim.Contains(taintedprim))) | 883 | if (!(_taintedPrim.Contains(taintedprim))) |
869 | _taintedPrim.Add(taintedprim); | 884 | _taintedPrim.Add(taintedprim); |
870 | |||
871 | } | 885 | } |
872 | } | 886 | } |
873 | 887 | ||
@@ -877,19 +891,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
877 | 891 | ||
878 | step_time += timeStep; | 892 | step_time += timeStep; |
879 | 893 | ||
880 | 894 | ||
881 | // If We're loaded down by something else, | 895 | // If We're loaded down by something else, |
882 | // or debugging with the Visual Studio project on pause | 896 | // or debugging with the Visual Studio project on pause |
883 | // skip a few frames to catch up gracefully. | 897 | // skip a few frames to catch up gracefully. |
884 | // without shooting the physicsactors all over the place | 898 | // without shooting the physicsactors all over the place |
885 | |||
886 | 899 | ||
887 | 900 | ||
888 | if (step_time >= m_SkipFramesAtms) | 901 | if (step_time >= m_SkipFramesAtms) |
889 | { | 902 | { |
890 | // Instead of trying to catch up, it'll do one physics frame only | 903 | // Instead of trying to catch up, it'll do one physics frame only |
891 | step_time = ODE_STEPSIZE; | 904 | step_time = ODE_STEPSIZE; |
892 | this.m_physicsiterations = 5; | 905 | m_physicsiterations = 5; |
893 | } | 906 | } |
894 | else | 907 | else |
895 | { | 908 | { |
@@ -897,35 +910,36 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
897 | } | 910 | } |
898 | lock (OdeLock) | 911 | lock (OdeLock) |
899 | { | 912 | { |
900 | // Process 10 frames if the sim is running normal.. | 913 | // Process 10 frames if the sim is running normal.. |
901 | // process 5 frames if the sim is running slow | 914 | // process 5 frames if the sim is running slow |
902 | try{ | 915 | try |
916 | { | ||
903 | d.WorldSetQuickStepNumIterations(world, m_physicsiterations); | 917 | d.WorldSetQuickStepNumIterations(world, m_physicsiterations); |
904 | } | 918 | } |
905 | catch (System.StackOverflowException) | 919 | catch (StackOverflowException) |
906 | { | 920 | { |
907 | MainLog.Instance.Error("PHYSICS", "The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim."); | 921 | MainLog.Instance.Error("PHYSICS", |
922 | "The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim."); | ||
908 | base.TriggerPhysicsBasedRestart(); | 923 | base.TriggerPhysicsBasedRestart(); |
909 | } | 924 | } |
910 | 925 | ||
911 | int i = 0; | 926 | int i = 0; |
912 | 927 | ||
913 | 928 | ||
914 | // Figure out the Frames Per Second we're going at. | 929 | // Figure out the Frames Per Second we're going at. |
915 | 930 | ||
916 | fps = (((step_time / ODE_STEPSIZE * m_physicsiterations)*2)* 10); | 931 | fps = (((step_time/ODE_STEPSIZE*m_physicsiterations)*2)*10); |
917 | 932 | ||
918 | 933 | ||
919 | while (step_time > 0.0f) | 934 | while (step_time > 0.0f) |
920 | { | 935 | { |
921 | |||
922 | foreach (OdeCharacter actor in _characters) | 936 | foreach (OdeCharacter actor in _characters) |
923 | { | 937 | { |
924 | actor.Move(timeStep); | 938 | actor.Move(timeStep); |
925 | actor.collidelock = true; | 939 | actor.collidelock = true; |
926 | } | 940 | } |
927 | 941 | ||
928 | 942 | ||
929 | collision_optimized(timeStep); | 943 | collision_optimized(timeStep); |
930 | d.WorldQuickStep(world, ODE_STEPSIZE); | 944 | d.WorldQuickStep(world, ODE_STEPSIZE); |
931 | d.JointGroupEmpty(contactgroup); | 945 | d.JointGroupEmpty(contactgroup); |
@@ -933,7 +947,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
933 | { | 947 | { |
934 | actor.collidelock = false; | 948 | actor.collidelock = false; |
935 | } | 949 | } |
936 | 950 | ||
937 | step_time -= ODE_STEPSIZE; | 951 | step_time -= ODE_STEPSIZE; |
938 | i++; | 952 | i++; |
939 | } | 953 | } |
@@ -941,7 +955,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
941 | foreach (OdeCharacter actor in _characters) | 955 | foreach (OdeCharacter actor in _characters) |
942 | { | 956 | { |
943 | actor.UpdatePositionAndVelocity(); | 957 | actor.UpdatePositionAndVelocity(); |
944 | |||
945 | } | 958 | } |
946 | bool processedtaints = false; | 959 | bool processedtaints = false; |
947 | foreach (OdePrim prim in _taintedPrim) | 960 | foreach (OdePrim prim in _taintedPrim) |
@@ -963,7 +976,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
963 | if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag)) | 976 | if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag)) |
964 | { | 977 | { |
965 | actor.UpdatePositionAndVelocity(); | 978 | actor.UpdatePositionAndVelocity(); |
966 | |||
967 | } | 979 | } |
968 | } | 980 | } |
969 | } | 981 | } |
@@ -984,25 +996,25 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
984 | public float[] ResizeTerrain512(float[] heightMap) | 996 | public float[] ResizeTerrain512(float[] heightMap) |
985 | { | 997 | { |
986 | float[] returnarr = new float[262144]; | 998 | float[] returnarr = new float[262144]; |
987 | float[,] resultarr = new float[m_regionWidth, m_regionHeight]; | 999 | float[,] resultarr = new float[m_regionWidth,m_regionHeight]; |
988 | 1000 | ||
989 | // Filling out the array into it's multi-dimentional components | 1001 | // Filling out the array into it's multi-dimentional components |
990 | for (int y = 0; y < m_regionHeight; y++) | 1002 | for (int y = 0; y < m_regionHeight; y++) |
991 | { | 1003 | { |
992 | for (int x = 0; x < m_regionWidth; x++) | 1004 | for (int x = 0; x < m_regionWidth; x++) |
993 | { | 1005 | { |
994 | resultarr[y,x] = heightMap[y * m_regionWidth + x]; | 1006 | resultarr[y, x] = heightMap[y*m_regionWidth + x]; |
995 | } | 1007 | } |
996 | } | 1008 | } |
997 | 1009 | ||
998 | // Resize using interpolation | 1010 | // Resize using interpolation |
999 | 1011 | ||
1000 | // This particular way is quick but it only works on a multiple of the original | 1012 | // This particular way is quick but it only works on a multiple of the original |
1001 | 1013 | ||
1002 | // The idea behind this method can be described with the following diagrams | 1014 | // The idea behind this method can be described with the following diagrams |
1003 | // second pass and third pass happen in the same loop really.. just separated | 1015 | // second pass and third pass happen in the same loop really.. just separated |
1004 | // them to show what this does. | 1016 | // them to show what this does. |
1005 | 1017 | ||
1006 | // First Pass | 1018 | // First Pass |
1007 | // ResultArr: | 1019 | // ResultArr: |
1008 | // 1,1,1,1,1,1 | 1020 | // 1,1,1,1,1,1 |
@@ -1054,12 +1066,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1054 | // 4th # | 1066 | // 4th # |
1055 | // on single loop. | 1067 | // on single loop. |
1056 | 1068 | ||
1057 | float[,] resultarr2 = new float[512, 512]; | 1069 | float[,] resultarr2 = new float[512,512]; |
1058 | for (int y = 0; y < m_regionHeight; y++) | 1070 | for (int y = 0; y < m_regionHeight; y++) |
1059 | { | 1071 | { |
1060 | for (int x = 0; x < m_regionWidth; x++) | 1072 | for (int x = 0; x < m_regionWidth; x++) |
1061 | { | 1073 | { |
1062 | resultarr2[y*2,x*2] = resultarr[y,x]; | 1074 | resultarr2[y*2, x*2] = resultarr[y, x]; |
1063 | 1075 | ||
1064 | if (y < m_regionHeight) | 1076 | if (y < m_regionHeight) |
1065 | { | 1077 | { |
@@ -1067,16 +1079,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1067 | { | 1079 | { |
1068 | if (x + 1 < m_regionWidth) | 1080 | if (x + 1 < m_regionWidth) |
1069 | { | 1081 | { |
1070 | resultarr2[(y * 2) + 1, x * 2] = ((resultarr[y, x] + resultarr[y + 1, x] + resultarr[y, x+1] + resultarr[y+1, x+1])/4); | 1082 | resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] + |
1083 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
1071 | } | 1084 | } |
1072 | else | 1085 | else |
1073 | { | 1086 | { |
1074 | resultarr2[(y * 2) + 1, x * 2] = ((resultarr[y, x] + resultarr[y + 1, x]) / 2); | 1087 | resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2); |
1075 | } | 1088 | } |
1076 | } | 1089 | } |
1077 | else | 1090 | else |
1078 | { | 1091 | { |
1079 | resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x]; | 1092 | resultarr2[(y*2) + 1, x*2] = resultarr[y, x]; |
1080 | } | 1093 | } |
1081 | } | 1094 | } |
1082 | if (x < m_regionWidth) | 1095 | if (x < m_regionWidth) |
@@ -1085,31 +1098,32 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1085 | { | 1098 | { |
1086 | if (y + 1 < m_regionHeight) | 1099 | if (y + 1 < m_regionHeight) |
1087 | { | 1100 | { |
1088 | resultarr2[y * 2, (x * 2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + resultarr[y, x + 1] + resultarr[y + 1, x + 1]) / 4); | 1101 | resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + |
1102 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
1089 | } | 1103 | } |
1090 | else | 1104 | else |
1091 | { | 1105 | { |
1092 | resultarr2[y * 2, (x * 2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1]) / 2); | 1106 | resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2); |
1093 | } | 1107 | } |
1094 | } | 1108 | } |
1095 | else | 1109 | else |
1096 | { | 1110 | { |
1097 | resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x]; | 1111 | resultarr2[y*2, (x*2) + 1] = resultarr[y, x]; |
1098 | } | 1112 | } |
1099 | } | 1113 | } |
1100 | if (x < m_regionWidth && y < m_regionHeight) | 1114 | if (x < m_regionWidth && y < m_regionHeight) |
1101 | { | 1115 | { |
1102 | if ((x + 1 < m_regionWidth) && (y + 1 < m_regionHeight)) | 1116 | if ((x + 1 < m_regionWidth) && (y + 1 < m_regionHeight)) |
1103 | { | 1117 | { |
1104 | resultarr2[(y * 2) + 1, (x * 2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + resultarr[y, x + 1] + resultarr[y + 1, x + 1]) / 4); | 1118 | resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + |
1119 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
1105 | } | 1120 | } |
1106 | else | 1121 | else |
1107 | { | 1122 | { |
1108 | resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x]; | 1123 | resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x]; |
1109 | } | 1124 | } |
1110 | } | 1125 | } |
1111 | } | 1126 | } |
1112 | |||
1113 | } | 1127 | } |
1114 | //Flatten out the array | 1128 | //Flatten out the array |
1115 | int i = 0; | 1129 | int i = 0; |
@@ -1119,7 +1133,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1119 | { | 1133 | { |
1120 | if (resultarr2[y, x] <= 0) | 1134 | if (resultarr2[y, x] <= 0) |
1121 | returnarr[i] = 0.0000001f; | 1135 | returnarr[i] = 0.0000001f; |
1122 | else | 1136 | else |
1123 | returnarr[i] = resultarr2[y, x]; | 1137 | returnarr[i] = resultarr2[y, x]; |
1124 | 1138 | ||
1125 | i++; | 1139 | i++; |
@@ -1127,8 +1141,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1127 | } | 1141 | } |
1128 | 1142 | ||
1129 | return returnarr; | 1143 | return returnarr; |
1130 | |||
1131 | } | 1144 | } |
1145 | |||
1132 | public override void SetTerrain(float[] heightMap) | 1146 | public override void SetTerrain(float[] heightMap) |
1133 | { | 1147 | { |
1134 | // this._heightmap[i] = (double)heightMap[i]; | 1148 | // this._heightmap[i] = (double)heightMap[i]; |
@@ -1137,8 +1151,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1137 | 1151 | ||
1138 | const uint heightmapWidth = m_regionWidth + 2; | 1152 | const uint heightmapWidth = m_regionWidth + 2; |
1139 | const uint heightmapHeight = m_regionHeight + 2; | 1153 | const uint heightmapHeight = m_regionHeight + 2; |
1140 | const uint heightmapWidthSamples = 2 * m_regionWidth + 2; | 1154 | const uint heightmapWidthSamples = 2*m_regionWidth + 2; |
1141 | const uint heightmapHeightSamples = 2 * m_regionHeight + 2; | 1155 | const uint heightmapHeightSamples = 2*m_regionHeight + 2; |
1142 | const float scale = 1.0f; | 1156 | const float scale = 1.0f; |
1143 | const float offset = 0.0f; | 1157 | const float offset = 0.0f; |
1144 | const float thickness = 2.0f; | 1158 | const float thickness = 2.0f; |
@@ -1166,7 +1180,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1166 | } | 1180 | } |
1167 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | 1181 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); |
1168 | d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, heightmapWidth, heightmapHeight, | 1182 | d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, heightmapWidth, heightmapHeight, |
1169 | (int) heightmapWidthSamples, (int) heightmapHeightSamples, scale, offset, thickness, wrap); | 1183 | (int) heightmapWidthSamples, (int) heightmapHeightSamples, scale, |
1184 | offset, thickness, wrap); | ||
1170 | d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight); | 1185 | d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight); |
1171 | LandGeom = d.CreateHeightfield(space, HeightmapData, 1); | 1186 | LandGeom = d.CreateHeightfield(space, HeightmapData, 1); |
1172 | geom_name_map[LandGeom] = "Terrain"; | 1187 | geom_name_map[LandGeom] = "Terrain"; |
@@ -1193,7 +1208,4 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1193 | { | 1208 | { |
1194 | } | 1209 | } |
1195 | } | 1210 | } |
1196 | 1211 | } \ No newline at end of file | |
1197 | |||
1198 | |||
1199 | } | ||
diff --git a/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs index da9f587..3bb71d4 100644 --- a/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs +++ b/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs | |||
@@ -55,4 +55,4 @@ using System.Runtime.InteropServices; | |||
55 | // You can specify all values by your own or you can build default build and revision | 55 | // You can specify all values by your own or you can build default build and revision |
56 | // numbers with the '*' character (the default): | 56 | // numbers with the '*' character (the default): |
57 | 57 | ||
58 | [assembly : AssemblyVersion("1.0.*")] | 58 | [assembly : AssemblyVersion("1.0.*")] \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs index 26310f9..1bc3490 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs | |||
@@ -25,8 +25,8 @@ | |||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | using System.Collections.Generic; | ||
29 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | ||
30 | using Axiom.Math; | 30 | using Axiom.Math; |
31 | using OpenSim.Framework; | 31 | using OpenSim.Framework; |
32 | using OpenSim.Region.Physics.Manager; | 32 | using OpenSim.Region.Physics.Manager; |
@@ -114,10 +114,10 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
114 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 114 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
115 | PhysicsVector size, Quaternion rotation) | 115 | PhysicsVector size, Quaternion rotation) |
116 | { | 116 | { |
117 | return this.AddPrimShape(primName, pbs, position, size, rotation, false); | 117 | return AddPrimShape(primName, pbs, position, size, rotation, false); |
118 | } | 118 | } |
119 | 119 | ||
120 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 120 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
121 | PhysicsVector size, Quaternion rotation, bool isPhysical) | 121 | PhysicsVector size, Quaternion rotation, bool isPhysical) |
122 | { | 122 | { |
123 | POSPrim prim = new POSPrim(); | 123 | POSPrim prim = new POSPrim(); |
@@ -136,18 +136,20 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
136 | " sizeX: " + p.Size.X * 0.5 + 0.5); | 136 | " sizeX: " + p.Size.X * 0.5 + 0.5); |
137 | */ | 137 | */ |
138 | 138 | ||
139 | Vector3 rotatedPos = p.Orientation.Inverse() * new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y, c.Position.Z - p.Position.Z); | 139 | Vector3 rotatedPos = p.Orientation.Inverse()* |
140 | Vector3 avatarSize = p.Orientation.Inverse() * new Vector3(c.Size.X, c.Size.Y, c.Size.Z); | 140 | new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y, |
141 | c.Position.Z - p.Position.Z); | ||
142 | Vector3 avatarSize = p.Orientation.Inverse()*new Vector3(c.Size.X, c.Size.Y, c.Size.Z); | ||
141 | 143 | ||
142 | if (Math.Abs(rotatedPos.x) >= (p.Size.X * 0.5 + Math.Abs(avatarSize.x))) | 144 | if (Math.Abs(rotatedPos.x) >= (p.Size.X*0.5 + Math.Abs(avatarSize.x))) |
143 | { | 145 | { |
144 | return false; | 146 | return false; |
145 | } | 147 | } |
146 | if (Math.Abs(rotatedPos.y) >= (p.Size.Y * 0.5 + Math.Abs(avatarSize.y))) | 148 | if (Math.Abs(rotatedPos.y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.y))) |
147 | { | 149 | { |
148 | return false; | 150 | return false; |
149 | } | 151 | } |
150 | if (Math.Abs(rotatedPos.z) >= (p.Size.Z * 0.5 + Math.Abs(avatarSize.z))) | 152 | if (Math.Abs(rotatedPos.z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.z))) |
151 | { | 153 | { |
152 | return false; | 154 | return false; |
153 | } | 155 | } |
@@ -182,12 +184,12 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
182 | 184 | ||
183 | if (!character.Flying) | 185 | if (!character.Flying) |
184 | { | 186 | { |
185 | character._target_velocity.Z += gravity * timeStep; | 187 | character._target_velocity.Z += gravity*timeStep; |
186 | } | 188 | } |
187 | 189 | ||
188 | bool forcedZ = false; | 190 | bool forcedZ = false; |
189 | character.Position.X += character._target_velocity.X * timeStep; | 191 | character.Position.X += character._target_velocity.X*timeStep; |
190 | character.Position.Y += character._target_velocity.Y * timeStep; | 192 | character.Position.Y += character._target_velocity.Y*timeStep; |
191 | 193 | ||
192 | if (character.Position.Y < 0) | 194 | if (character.Position.Y < 0) |
193 | { | 195 | { |
@@ -207,15 +209,15 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
207 | character.Position.X = 255.9F; | 209 | character.Position.X = 255.9F; |
208 | } | 210 | } |
209 | 211 | ||
210 | float terrainheight = _heightMap[(int)character.Position.Y * 256 + (int)character.Position.X]; | 212 | float terrainheight = _heightMap[(int) character.Position.Y*256 + (int) character.Position.X]; |
211 | if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) | 213 | if (character.Position.Z + (character._target_velocity.Z*timeStep) < terrainheight + 2) |
212 | { | 214 | { |
213 | character.Position.Z = terrainheight + 1.0f; | 215 | character.Position.Z = terrainheight + 1.0f; |
214 | forcedZ = true; | 216 | forcedZ = true; |
215 | } | 217 | } |
216 | else | 218 | else |
217 | { | 219 | { |
218 | character.Position.Z += character._target_velocity.Z * timeStep; | 220 | character.Position.Z += character._target_velocity.Z*timeStep; |
219 | } | 221 | } |
220 | 222 | ||
221 | /// this is it -- the magic you've all been waiting for! Ladies and gentlemen -- | 223 | /// this is it -- the magic you've all been waiting for! Ladies and gentlemen -- |
@@ -224,21 +226,21 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
224 | 226 | ||
225 | if (check_all_prims(character)) | 227 | if (check_all_prims(character)) |
226 | { | 228 | { |
227 | character.Position.Z = oldposZ; // first try Z axis | 229 | character.Position.Z = oldposZ; // first try Z axis |
228 | if (check_all_prims(character)) | 230 | if (check_all_prims(character)) |
229 | { | 231 | { |
230 | character.Position.Z = oldposZ + 0.4f; // try harder | 232 | character.Position.Z = oldposZ + 0.4f; // try harder |
231 | if (check_all_prims(character)) | 233 | if (check_all_prims(character)) |
232 | { | 234 | { |
233 | character.Position.X = oldposX; | 235 | character.Position.X = oldposX; |
234 | character.Position.Y = oldposY; | 236 | character.Position.Y = oldposY; |
235 | character.Position.Z = oldposZ; | 237 | character.Position.Z = oldposZ; |
236 | character.Position.X = character.Position.X + (character._target_velocity.X * timeStep); | 238 | character.Position.X = character.Position.X + (character._target_velocity.X*timeStep); |
237 | if (check_all_prims(character)) | 239 | if (check_all_prims(character)) |
238 | { | 240 | { |
239 | character.Position.X = oldposX; | 241 | character.Position.X = oldposX; |
240 | } | 242 | } |
241 | character.Position.Y = character.Position.Y + (character._target_velocity.Y * timeStep); | 243 | character.Position.Y = character.Position.Y + (character._target_velocity.Y*timeStep); |
242 | if (check_all_prims(character)) | 244 | if (check_all_prims(character)) |
243 | { | 245 | { |
244 | character.Position.Y = oldposY; | 246 | character.Position.Y = oldposY; |
@@ -253,7 +255,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
253 | { | 255 | { |
254 | forcedZ = true; | 256 | forcedZ = true; |
255 | } | 257 | } |
256 | } | 258 | } |
257 | 259 | ||
258 | if (character.Position.Y < 0) | 260 | if (character.Position.Y < 0) |
259 | { | 261 | { |
@@ -273,8 +275,8 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
273 | character.Position.X = 255.9F; | 275 | character.Position.X = 255.9F; |
274 | } | 276 | } |
275 | 277 | ||
276 | character._velocity.X = (character.Position.X - oldposX) / timeStep; | 278 | character._velocity.X = (character.Position.X - oldposX)/timeStep; |
277 | character._velocity.Y = (character.Position.Y - oldposY) / timeStep; | 279 | character._velocity.Y = (character.Position.Y - oldposY)/timeStep; |
278 | 280 | ||
279 | if (forcedZ) | 281 | if (forcedZ) |
280 | { | 282 | { |
@@ -284,7 +286,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
284 | } | 286 | } |
285 | else | 287 | else |
286 | { | 288 | { |
287 | character._velocity.Z = (character.Position.Z - oldposZ) / timeStep; | 289 | character._velocity.Z = (character.Position.Z - oldposZ)/timeStep; |
288 | } | 290 | } |
289 | } | 291 | } |
290 | return fps; | 292 | return fps; |
@@ -326,31 +328,37 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
326 | _position = new PhysicsVector(); | 328 | _position = new PhysicsVector(); |
327 | _acceleration = new PhysicsVector(); | 329 | _acceleration = new PhysicsVector(); |
328 | } | 330 | } |
331 | |||
329 | public override int PhysicsActorType | 332 | public override int PhysicsActorType |
330 | { | 333 | { |
331 | get { return (int)ActorTypes.Agent; } | 334 | get { return (int) ActorTypes.Agent; } |
332 | set { return; } | 335 | set { return; } |
333 | } | 336 | } |
337 | |||
334 | public override PhysicsVector RotationalVelocity | 338 | public override PhysicsVector RotationalVelocity |
335 | { | 339 | { |
336 | get { return m_rotationalVelocity; } | 340 | get { return m_rotationalVelocity; } |
337 | set { m_rotationalVelocity = value; } | 341 | set { m_rotationalVelocity = value; } |
338 | } | 342 | } |
343 | |||
339 | public override bool SetAlwaysRun | 344 | public override bool SetAlwaysRun |
340 | { | 345 | { |
341 | get { return false; } | 346 | get { return false; } |
342 | set { return; } | 347 | set { return; } |
343 | } | 348 | } |
349 | |||
344 | public override bool IsPhysical | 350 | public override bool IsPhysical |
345 | { | 351 | { |
346 | get { return false; } | 352 | get { return false; } |
347 | set { return; } | 353 | set { return; } |
348 | } | 354 | } |
355 | |||
349 | public override bool ThrottleUpdates | 356 | public override bool ThrottleUpdates |
350 | { | 357 | { |
351 | get { return false; } | 358 | get { return false; } |
352 | set { return; } | 359 | set { return; } |
353 | } | 360 | } |
361 | |||
354 | public override bool Flying | 362 | public override bool Flying |
355 | { | 363 | { |
356 | get { return flying; } | 364 | get { return flying; } |
@@ -362,16 +370,19 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
362 | get { return iscolliding; } | 370 | get { return iscolliding; } |
363 | set { iscolliding = value; } | 371 | set { iscolliding = value; } |
364 | } | 372 | } |
373 | |||
365 | public override bool CollidingGround | 374 | public override bool CollidingGround |
366 | { | 375 | { |
367 | get { return false; } | 376 | get { return false; } |
368 | set { return; } | 377 | set { return; } |
369 | } | 378 | } |
379 | |||
370 | public override bool CollidingObj | 380 | public override bool CollidingObj |
371 | { | 381 | { |
372 | get { return false; } | 382 | get { return false; } |
373 | set { return; } | 383 | set { return; } |
374 | } | 384 | } |
385 | |||
375 | public override PhysicsVector Position | 386 | public override PhysicsVector Position |
376 | { | 387 | { |
377 | get { return _position; } | 388 | get { return _position; } |
@@ -383,18 +394,22 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
383 | get { return new PhysicsVector(0.5f, 0.5f, 1.0f); } | 394 | get { return new PhysicsVector(0.5f, 0.5f, 1.0f); } |
384 | set { } | 395 | set { } |
385 | } | 396 | } |
397 | |||
386 | public override float Mass | 398 | public override float Mass |
387 | { | 399 | { |
388 | get { return 0f; } | 400 | get { return 0f; } |
389 | } | 401 | } |
402 | |||
390 | public override PhysicsVector Force | 403 | public override PhysicsVector Force |
391 | { | 404 | { |
392 | get { return PhysicsVector.Zero; } | 405 | get { return PhysicsVector.Zero; } |
393 | } | 406 | } |
407 | |||
394 | public override PhysicsVector CenterOfMass | 408 | public override PhysicsVector CenterOfMass |
395 | { | 409 | { |
396 | get { return PhysicsVector.Zero; } | 410 | get { return PhysicsVector.Zero; } |
397 | } | 411 | } |
412 | |||
398 | public override PhysicsVector GeometricCenter | 413 | public override PhysicsVector GeometricCenter |
399 | { | 414 | { |
400 | get { return PhysicsVector.Zero; } | 415 | get { return PhysicsVector.Zero; } |
@@ -402,10 +417,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
402 | 417 | ||
403 | public override PrimitiveBaseShape Shape | 418 | public override PrimitiveBaseShape Shape |
404 | { | 419 | { |
405 | set | 420 | set { return; } |
406 | { | ||
407 | return; | ||
408 | } | ||
409 | } | 421 | } |
410 | 422 | ||
411 | public override PhysicsVector Velocity | 423 | public override PhysicsVector Velocity |
@@ -461,41 +473,49 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
461 | _position = new PhysicsVector(); | 473 | _position = new PhysicsVector(); |
462 | _acceleration = new PhysicsVector(); | 474 | _acceleration = new PhysicsVector(); |
463 | } | 475 | } |
476 | |||
464 | public override int PhysicsActorType | 477 | public override int PhysicsActorType |
465 | { | 478 | { |
466 | get { return (int)ActorTypes.Prim; } | 479 | get { return (int) ActorTypes.Prim; } |
467 | set { return; } | 480 | set { return; } |
468 | } | 481 | } |
482 | |||
469 | public override PhysicsVector RotationalVelocity | 483 | public override PhysicsVector RotationalVelocity |
470 | { | 484 | { |
471 | get { return m_rotationalVelocity; } | 485 | get { return m_rotationalVelocity; } |
472 | set { m_rotationalVelocity = value; } | 486 | set { m_rotationalVelocity = value; } |
473 | } | 487 | } |
488 | |||
474 | public override bool IsPhysical | 489 | public override bool IsPhysical |
475 | { | 490 | { |
476 | get { return false; } | 491 | get { return false; } |
477 | set { return; } | 492 | set { return; } |
478 | } | 493 | } |
494 | |||
479 | public override bool ThrottleUpdates | 495 | public override bool ThrottleUpdates |
480 | { | 496 | { |
481 | get { return false; } | 497 | get { return false; } |
482 | set { return; } | 498 | set { return; } |
483 | } | 499 | } |
500 | |||
484 | public override bool IsColliding | 501 | public override bool IsColliding |
485 | { | 502 | { |
486 | get { return iscolliding; } | 503 | get { return iscolliding; } |
487 | set { iscolliding = value; } | 504 | set { iscolliding = value; } |
488 | } | 505 | } |
506 | |||
489 | public override bool CollidingGround | 507 | public override bool CollidingGround |
490 | { | 508 | { |
491 | get { return false; } | 509 | get { return false; } |
492 | set { return; } | 510 | set { return; } |
493 | } | 511 | } |
512 | |||
494 | public override bool CollidingObj | 513 | public override bool CollidingObj |
495 | { | 514 | { |
496 | get { return false; } | 515 | get { return false; } |
497 | set { return; } | 516 | set { return; } |
498 | } | 517 | } |
518 | |||
499 | public override PhysicsVector Position | 519 | public override PhysicsVector Position |
500 | { | 520 | { |
501 | get { return _position; } | 521 | get { return _position; } |
@@ -530,10 +550,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
530 | 550 | ||
531 | public override PrimitiveBaseShape Shape | 551 | public override PrimitiveBaseShape Shape |
532 | { | 552 | { |
533 | set | 553 | set { return; } |
534 | { | ||
535 | return; | ||
536 | } | ||
537 | } | 554 | } |
538 | 555 | ||
539 | public override PhysicsVector Velocity | 556 | public override PhysicsVector Velocity |
@@ -571,6 +588,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
571 | public override void SetMomentum(PhysicsVector momentum) | 588 | public override void SetMomentum(PhysicsVector momentum) |
572 | { | 589 | { |
573 | } | 590 | } |
591 | |||
574 | public override bool Flying | 592 | public override bool Flying |
575 | { | 593 | { |
576 | get { return false; } | 594 | get { return false; } |
@@ -583,4 +601,4 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
583 | set { return; } | 601 | set { return; } |
584 | } | 602 | } |
585 | } | 603 | } |
586 | } | 604 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs index 8e6d2a6..36cb952 100644 --- a/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs +++ b/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs | |||
@@ -55,4 +55,4 @@ using System.Runtime.InteropServices; | |||
55 | // You can specify all values by your own or you can build default build and revision | 55 | // You can specify all values by your own or you can build default build and revision |
56 | // numbers with the '*' character (the default): | 56 | // numbers with the '*' character (the default): |
57 | 57 | ||
58 | [assembly : AssemblyVersion("1.0.*")] | 58 | [assembly : AssemblyVersion("1.0.*")] \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs index 8525e75..20bf358 100644 --- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | |||
@@ -128,17 +128,19 @@ namespace OpenSim.Region.Physics.PhysXPlugin | |||
128 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 128 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
129 | PhysicsVector size, Quaternion rotation) //To be removed | 129 | PhysicsVector size, Quaternion rotation) //To be removed |
130 | { | 130 | { |
131 | return this.AddPrimShape(primName, pbs, position, size, rotation, false); | 131 | return AddPrimShape(primName, pbs, position, size, rotation, false); |
132 | } | 132 | } |
133 | |||
133 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 134 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
134 | PhysicsVector size, Quaternion rotation, bool isPhysical) | 135 | PhysicsVector size, Quaternion rotation, bool isPhysical) |
135 | { | 136 | { |
136 | return AddPrim(position, size, rotation); | 137 | return AddPrim(position, size, rotation); |
137 | } | 138 | } |
139 | |||
138 | public override void AddPhysicsActorTaint(PhysicsActor prim) | 140 | public override void AddPhysicsActorTaint(PhysicsActor prim) |
139 | { | 141 | { |
140 | |||
141 | } | 142 | } |
143 | |||
142 | public override float Simulate(float timeStep) | 144 | public override float Simulate(float timeStep) |
143 | { | 145 | { |
144 | float fps = 0f; | 146 | float fps = 0f; |
@@ -209,51 +211,61 @@ namespace OpenSim.Region.Physics.PhysXPlugin | |||
209 | _acceleration = new PhysicsVector(); | 211 | _acceleration = new PhysicsVector(); |
210 | _character = character; | 212 | _character = character; |
211 | } | 213 | } |
214 | |||
212 | public override int PhysicsActorType | 215 | public override int PhysicsActorType |
213 | { | 216 | { |
214 | get { return (int)ActorTypes.Agent; } | 217 | get { return (int) ActorTypes.Agent; } |
215 | set { return; } | 218 | set { return; } |
216 | } | 219 | } |
220 | |||
217 | public override bool SetAlwaysRun | 221 | public override bool SetAlwaysRun |
218 | { | 222 | { |
219 | get { return false; } | 223 | get { return false; } |
220 | set { return; } | 224 | set { return; } |
221 | } | 225 | } |
226 | |||
222 | public override bool IsPhysical | 227 | public override bool IsPhysical |
223 | { | 228 | { |
224 | get { return false; } | 229 | get { return false; } |
225 | set { return; } | 230 | set { return; } |
226 | } | 231 | } |
232 | |||
227 | public override bool ThrottleUpdates | 233 | public override bool ThrottleUpdates |
228 | { | 234 | { |
229 | get { return false; } | 235 | get { return false; } |
230 | set { return; } | 236 | set { return; } |
231 | } | 237 | } |
238 | |||
232 | public override bool Flying | 239 | public override bool Flying |
233 | { | 240 | { |
234 | get { return flying; } | 241 | get { return flying; } |
235 | set { flying = value; } | 242 | set { flying = value; } |
236 | } | 243 | } |
244 | |||
237 | public override bool IsColliding | 245 | public override bool IsColliding |
238 | { | 246 | { |
239 | get { return iscolliding; } | 247 | get { return iscolliding; } |
240 | set { iscolliding = value; } | 248 | set { iscolliding = value; } |
241 | } | 249 | } |
250 | |||
242 | public override bool CollidingGround | 251 | public override bool CollidingGround |
243 | { | 252 | { |
244 | get { return false; } | 253 | get { return false; } |
245 | set { return; } | 254 | set { return; } |
246 | } | 255 | } |
256 | |||
247 | public override bool CollidingObj | 257 | public override bool CollidingObj |
248 | { | 258 | { |
249 | get { return false; } | 259 | get { return false; } |
250 | set { return; } | 260 | set { return; } |
251 | } | 261 | } |
262 | |||
252 | public override PhysicsVector RotationalVelocity | 263 | public override PhysicsVector RotationalVelocity |
253 | { | 264 | { |
254 | get { return m_rotationalVelocity; } | 265 | get { return m_rotationalVelocity; } |
255 | set { m_rotationalVelocity = value; } | 266 | set { m_rotationalVelocity = value; } |
256 | } | 267 | } |
268 | |||
257 | public override PhysicsVector Position | 269 | public override PhysicsVector Position |
258 | { | 270 | { |
259 | get { return _position; } | 271 | get { return _position; } |
@@ -273,22 +285,27 @@ namespace OpenSim.Region.Physics.PhysXPlugin | |||
273 | get { return PhysicsVector.Zero; } | 285 | get { return PhysicsVector.Zero; } |
274 | set { } | 286 | set { } |
275 | } | 287 | } |
288 | |||
276 | public override float Mass | 289 | public override float Mass |
277 | { | 290 | { |
278 | get { return 0f; } | 291 | get { return 0f; } |
279 | } | 292 | } |
293 | |||
280 | public override PhysicsVector Force | 294 | public override PhysicsVector Force |
281 | { | 295 | { |
282 | get { return PhysicsVector.Zero; } | 296 | get { return PhysicsVector.Zero; } |
283 | } | 297 | } |
298 | |||
284 | public override PhysicsVector CenterOfMass | 299 | public override PhysicsVector CenterOfMass |
285 | { | 300 | { |
286 | get { return PhysicsVector.Zero; } | 301 | get { return PhysicsVector.Zero; } |
287 | } | 302 | } |
303 | |||
288 | public override PhysicsVector GeometricCenter | 304 | public override PhysicsVector GeometricCenter |
289 | { | 305 | { |
290 | get { return PhysicsVector.Zero; } | 306 | get { return PhysicsVector.Zero; } |
291 | } | 307 | } |
308 | |||
292 | public override PhysicsVector Velocity | 309 | public override PhysicsVector Velocity |
293 | { | 310 | { |
294 | get { return _velocity; } | 311 | get { return _velocity; } |
@@ -345,23 +362,21 @@ namespace OpenSim.Region.Physics.PhysXPlugin | |||
345 | gravityAccel = 0; | 362 | gravityAccel = 0; |
346 | } | 363 | } |
347 | } | 364 | } |
365 | |||
348 | public override PrimitiveBaseShape Shape | 366 | public override PrimitiveBaseShape Shape |
349 | { | 367 | { |
350 | set | 368 | set { return; } |
351 | { | 369 | } |
352 | return; | 370 | |
353 | } | 371 | public void UpdatePosition() |
372 | { | ||
373 | Vec3 vec = _character.Position; | ||
374 | _position.X = vec.X; | ||
375 | _position.Y = vec.Y; | ||
376 | _position.Z = vec.Z; | ||
354 | } | 377 | } |
355 | 378 | } | |
356 | public void UpdatePosition() | 379 | |
357 | { | ||
358 | Vec3 vec = this._character.Position; | ||
359 | this._position.X = vec.X; | ||
360 | this._position.Y = vec.Y; | ||
361 | this._position.Z = vec.Z; | ||
362 | } | ||
363 | } | ||
364 | |||
365 | 380 | ||
366 | public class PhysXPrim : PhysicsActor | 381 | public class PhysXPrim : PhysicsActor |
367 | { | 382 | { |
@@ -376,55 +391,62 @@ namespace OpenSim.Region.Physics.PhysXPlugin | |||
376 | _acceleration = new PhysicsVector(); | 391 | _acceleration = new PhysicsVector(); |
377 | _prim = prim; | 392 | _prim = prim; |
378 | } | 393 | } |
394 | |||
379 | public override int PhysicsActorType | 395 | public override int PhysicsActorType |
380 | { | 396 | { |
381 | get { return (int)ActorTypes.Prim; } | 397 | get { return (int) ActorTypes.Prim; } |
382 | set { return; } | 398 | set { return; } |
383 | } | 399 | } |
400 | |||
384 | public override bool IsPhysical | 401 | public override bool IsPhysical |
385 | { | 402 | { |
386 | get { return false; } | 403 | get { return false; } |
387 | set { return; } | 404 | set { return; } |
388 | } | 405 | } |
406 | |||
389 | public override bool SetAlwaysRun | 407 | public override bool SetAlwaysRun |
390 | { | 408 | { |
391 | get { return false; } | 409 | get { return false; } |
392 | set { return; } | 410 | set { return; } |
393 | } | 411 | } |
412 | |||
394 | public override bool ThrottleUpdates | 413 | public override bool ThrottleUpdates |
395 | { | 414 | { |
396 | get { return false; } | 415 | get { return false; } |
397 | set { return; } | 416 | set { return; } |
398 | } | 417 | } |
418 | |||
399 | public override PhysicsVector RotationalVelocity | 419 | public override PhysicsVector RotationalVelocity |
400 | { | 420 | { |
401 | get { return m_rotationalVelocity; } | 421 | get { return m_rotationalVelocity; } |
402 | set { m_rotationalVelocity = value; } | 422 | set { m_rotationalVelocity = value; } |
403 | } | 423 | } |
424 | |||
404 | public override bool Flying | 425 | public override bool Flying |
405 | { | 426 | { |
406 | get { return false; //no flying prims for you | 427 | get { return false; //no flying prims for you |
407 | } | 428 | } |
408 | set { } | 429 | set { } |
409 | } | 430 | } |
431 | |||
410 | public override bool IsColliding | 432 | public override bool IsColliding |
411 | { | 433 | { |
412 | get | 434 | get { return false; } |
413 | { | ||
414 | return false; | ||
415 | } | ||
416 | set { } | 435 | set { } |
417 | } | 436 | } |
437 | |||
418 | public override bool CollidingGround | 438 | public override bool CollidingGround |
419 | { | 439 | { |
420 | get { return false; } | 440 | get { return false; } |
421 | set { return; } | 441 | set { return; } |
422 | } | 442 | } |
443 | |||
423 | public override bool CollidingObj | 444 | public override bool CollidingObj |
424 | { | 445 | { |
425 | get { return false; } | 446 | get { return false; } |
426 | set { return; } | 447 | set { return; } |
427 | } | 448 | } |
449 | |||
428 | public override PhysicsVector Position | 450 | public override PhysicsVector Position |
429 | { | 451 | { |
430 | get | 452 | get |
@@ -449,75 +471,52 @@ namespace OpenSim.Region.Physics.PhysXPlugin | |||
449 | 471 | ||
450 | public override PrimitiveBaseShape Shape | 472 | public override PrimitiveBaseShape Shape |
451 | { | 473 | { |
452 | set | 474 | set { return; } |
453 | { | ||
454 | return; | ||
455 | } | ||
456 | } | 475 | } |
457 | 476 | ||
458 | public override PhysicsVector Velocity | 477 | public override PhysicsVector Velocity |
459 | { | 478 | { |
460 | get | 479 | get { return _velocity; } |
461 | { | 480 | set { _velocity = value; } |
462 | return _velocity; | ||
463 | } | ||
464 | set | ||
465 | { | ||
466 | _velocity = value; | ||
467 | } | ||
468 | } | 481 | } |
469 | 482 | ||
470 | public override bool Kinematic | 483 | public override bool Kinematic |
471 | { | 484 | { |
472 | get | 485 | get { return _prim.Kinematic; } |
473 | { | 486 | set { _prim.Kinematic = value; } |
474 | return this._prim.Kinematic; | ||
475 | } | ||
476 | set | ||
477 | { | ||
478 | this._prim.Kinematic = value; | ||
479 | } | ||
480 | } | 487 | } |
481 | 488 | ||
482 | public override Quaternion Orientation | 489 | public override Quaternion Orientation |
483 | { | 490 | { |
484 | get | 491 | get |
485 | { | 492 | { |
486 | Quaternion res = new Quaternion(); | 493 | Quaternion res = new Quaternion(); |
487 | PhysXWrapper.Quaternion quat = this._prim.GetOrientation(); | 494 | PhysXWrapper.Quaternion quat = _prim.GetOrientation(); |
488 | res.w = quat.W; | 495 | res.w = quat.W; |
489 | res.x = quat.X; | 496 | res.x = quat.X; |
490 | res.y = quat.Y; | 497 | res.y = quat.Y; |
491 | res.z = quat.Z; | 498 | res.z = quat.Z; |
492 | return res; | 499 | return res; |
493 | } | 500 | } |
494 | set | 501 | set { } |
495 | { | ||
496 | |||
497 | } | ||
498 | } | 502 | } |
499 | 503 | ||
500 | public override PhysicsVector Acceleration | 504 | public override PhysicsVector Acceleration |
501 | { | 505 | { |
502 | get | 506 | get { return _acceleration; } |
503 | { | ||
504 | return _acceleration; | ||
505 | } | ||
506 | |||
507 | } | 507 | } |
508 | public void SetAcceleration (PhysicsVector accel) | 508 | |
509 | public void SetAcceleration(PhysicsVector accel) | ||
509 | { | 510 | { |
510 | this._acceleration = accel; | 511 | _acceleration = accel; |
511 | } | 512 | } |
512 | 513 | ||
513 | public override void AddForce(PhysicsVector force) | 514 | public override void AddForce(PhysicsVector force) |
514 | { | 515 | { |
515 | |||
516 | } | 516 | } |
517 | 517 | ||
518 | public override void SetMomentum(PhysicsVector momentum) | 518 | public override void SetMomentum(PhysicsVector momentum) |
519 | { | 519 | { |
520 | |||
521 | } | 520 | } |
522 | 521 | ||
523 | public override PhysicsVector Size | 522 | public override PhysicsVector Size |
@@ -545,6 +544,5 @@ namespace OpenSim.Region.Physics.PhysXPlugin | |||
545 | { | 544 | { |
546 | get { return PhysicsVector.Zero; } | 545 | get { return PhysicsVector.Zero; } |
547 | } | 546 | } |
548 | |||
549 | } | 547 | } |
550 | } | 548 | } \ No newline at end of file |