diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | 2767 |
1 files changed, 0 insertions, 2767 deletions
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs deleted file mode 100644 index dc3229a..0000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs +++ /dev/null | |||
@@ -1,2767 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using System.Runtime.InteropServices; | ||
32 | using System.Threading; | ||
33 | using log4net; | ||
34 | using OpenMetaverse; | ||
35 | using BulletDotNET; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.Physics.Manager; | ||
38 | |||
39 | |||
40 | namespace OpenSim.Region.Physics.BulletDotNETPlugin | ||
41 | { | ||
42 | public class BulletDotNETPrim : PhysicsActor | ||
43 | { | ||
44 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
45 | |||
46 | private Vector3 _position; | ||
47 | private Vector3 m_zeroPosition; | ||
48 | private Vector3 _velocity; | ||
49 | private Vector3 _torque; | ||
50 | private Vector3 m_lastVelocity; | ||
51 | private Vector3 m_lastposition; | ||
52 | private Quaternion m_lastorientation = Quaternion.Identity; | ||
53 | private Vector3 m_rotationalVelocity; | ||
54 | private Vector3 _size; | ||
55 | private Vector3 _acceleration; | ||
56 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); | ||
57 | private Quaternion _orientation; | ||
58 | private Vector3 m_taintposition; | ||
59 | private Vector3 m_taintsize; | ||
60 | private Vector3 m_taintVelocity; | ||
61 | private Vector3 m_taintTorque; | ||
62 | private Quaternion m_taintrot; | ||
63 | private Vector3 m_angularlock = Vector3.One; | ||
64 | private Vector3 m_taintAngularLock = Vector3.One; | ||
65 | // private btGeneric6DofConstraint Amotor; | ||
66 | |||
67 | private Vector3 m_PIDTarget; | ||
68 | private float m_PIDTau; | ||
69 | private float m_PIDHoverHeight; | ||
70 | private float m_PIDHoverTau; | ||
71 | private bool m_useHoverPID; | ||
72 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; | ||
73 | private float m_targetHoverHeight; | ||
74 | private float m_groundHeight; | ||
75 | private float m_waterHeight; | ||
76 | private float PID_D = 35f; | ||
77 | private float PID_G = 25f; | ||
78 | // private float m_tensor = 5f; | ||
79 | // private int body_autodisable_frames = 20; | ||
80 | private IMesh primMesh; | ||
81 | |||
82 | private bool m_usePID; | ||
83 | |||
84 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | ||
85 | | CollisionCategories.Space | ||
86 | | CollisionCategories.Body | ||
87 | | CollisionCategories.Character | ||
88 | ); | ||
89 | |||
90 | private bool m_taintshape; | ||
91 | private bool m_taintPhysics; | ||
92 | // private bool m_collidesLand = true; | ||
93 | private bool m_collidesWater; | ||
94 | public bool m_returnCollisions; | ||
95 | |||
96 | // Default we're a Geometry | ||
97 | // private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | ||
98 | |||
99 | // Default, Collide with Other Geometries, spaces and Bodies | ||
100 | // private CollisionCategories m_collisionFlags = m_default_collisionFlags; | ||
101 | |||
102 | public bool m_taintremove; | ||
103 | public bool m_taintdisable; | ||
104 | public bool m_disabled; | ||
105 | public bool m_taintadd; | ||
106 | public bool m_taintselected; | ||
107 | public bool m_taintCollidesWater; | ||
108 | |||
109 | public uint m_localID; | ||
110 | |||
111 | //public GCHandle gc; | ||
112 | // private CollisionLocker ode; | ||
113 | |||
114 | private bool m_taintforce; | ||
115 | private bool m_taintaddangularforce; | ||
116 | private Vector3 m_force; | ||
117 | private List<Vector3> m_forcelist = new List<Vector3>(); | ||
118 | private List<Vector3> m_angularforcelist = new List<Vector3>(); | ||
119 | |||
120 | private IMesh _mesh; | ||
121 | private PrimitiveBaseShape _pbs; | ||
122 | private BulletDotNETScene _parent_scene; | ||
123 | public btCollisionShape prim_geom; | ||
124 | public IntPtr _triMeshData; | ||
125 | |||
126 | private PhysicsActor _parent; | ||
127 | private PhysicsActor m_taintparent; | ||
128 | |||
129 | private List<BulletDotNETPrim> childrenPrim = new List<BulletDotNETPrim>(); | ||
130 | |||
131 | private bool iscolliding; | ||
132 | private bool m_isphysical; | ||
133 | private bool m_isSelected; | ||
134 | |||
135 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively | ||
136 | |||
137 | private bool m_throttleUpdates; | ||
138 | // private int throttleCounter; | ||
139 | public int m_interpenetrationcount; | ||
140 | public float m_collisionscore; | ||
141 | public int m_roundsUnderMotionThreshold; | ||
142 | private int m_crossingfailures; | ||
143 | |||
144 | public float m_buoyancy; | ||
145 | |||
146 | public bool outofBounds; | ||
147 | private float m_density = 10.000006836f; // Aluminum g/cm3; | ||
148 | |||
149 | public bool _zeroFlag; | ||
150 | private bool m_lastUpdateSent; | ||
151 | |||
152 | |||
153 | private String m_primName; | ||
154 | private Vector3 _target_velocity; | ||
155 | |||
156 | public int m_eventsubscription; | ||
157 | private int m_requestedUpdateFrequency = 0; | ||
158 | private CollisionEventUpdate CollisionEventsThisFrame = null; | ||
159 | |||
160 | public volatile bool childPrim; | ||
161 | |||
162 | private btVector3 tempPosition1; | ||
163 | private btVector3 tempPosition2; | ||
164 | private btVector3 tempPosition3; | ||
165 | private btVector3 tempSize1; | ||
166 | private btVector3 tempSize2; | ||
167 | private btVector3 tempLinearVelocity1; | ||
168 | private btVector3 tempLinearVelocity2; | ||
169 | private btVector3 tempAngularVelocity1; | ||
170 | private btVector3 tempAngularVelocity2; | ||
171 | private btVector3 tempInertia1; | ||
172 | private btVector3 tempInertia2; | ||
173 | private btVector3 tempAddForce; | ||
174 | private btQuaternion tempOrientation1; | ||
175 | private btQuaternion tempOrientation2; | ||
176 | private btMotionState tempMotionState1; | ||
177 | private btMotionState tempMotionState2; | ||
178 | private btMotionState tempMotionState3; | ||
179 | private btTransform tempTransform1; | ||
180 | private btTransform tempTransform2; | ||
181 | private btTransform tempTransform3; | ||
182 | private btTransform tempTransform4; | ||
183 | private btTriangleIndexVertexArray btshapeArray; | ||
184 | private btVector3 AxisLockAngleHigh; | ||
185 | private btVector3 AxisLockLinearLow; | ||
186 | private btVector3 AxisLockLinearHigh; | ||
187 | private bool forceenable = false; | ||
188 | |||
189 | private btGeneric6DofConstraint m_aMotor; | ||
190 | |||
191 | public btRigidBody Body; | ||
192 | |||
193 | public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, | ||
194 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) | ||
195 | { | ||
196 | tempPosition1 = new btVector3(0, 0, 0); | ||
197 | tempPosition2 = new btVector3(0, 0, 0); | ||
198 | tempPosition3 = new btVector3(0, 0, 0); | ||
199 | tempSize1 = new btVector3(0, 0, 0); | ||
200 | tempSize2 = new btVector3(0, 0, 0); | ||
201 | tempLinearVelocity1 = new btVector3(0, 0, 0); | ||
202 | tempLinearVelocity2 = new btVector3(0, 0, 0); | ||
203 | tempAngularVelocity1 = new btVector3(0, 0, 0); | ||
204 | tempAngularVelocity2 = new btVector3(0, 0, 0); | ||
205 | tempInertia1 = new btVector3(0, 0, 0); | ||
206 | tempInertia2 = new btVector3(0, 0, 0); | ||
207 | tempOrientation1 = new btQuaternion(0, 0, 0, 1); | ||
208 | tempOrientation2 = new btQuaternion(0, 0, 0, 1); | ||
209 | _parent_scene = parent_scene; | ||
210 | tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); | ||
211 | tempTransform2 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; | ||
212 | tempTransform3 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; | ||
213 | tempTransform4 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; | ||
214 | |||
215 | tempMotionState1 = new btDefaultMotionState(_parent_scene.TransZero); | ||
216 | tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero); | ||
217 | tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero); | ||
218 | |||
219 | |||
220 | AxisLockLinearLow = new btVector3(-1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize); | ||
221 | int regionsize = (int)Constants.RegionSize; | ||
222 | |||
223 | if (regionsize == 256) | ||
224 | regionsize = 512; | ||
225 | |||
226 | AxisLockLinearHigh = new btVector3((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionSize); | ||
227 | |||
228 | _target_velocity = Vector3.Zero; | ||
229 | _velocity = Vector3.Zero; | ||
230 | _position = pos; | ||
231 | m_taintposition = pos; | ||
232 | PID_D = parent_scene.bodyPIDD; | ||
233 | PID_G = parent_scene.bodyPIDG; | ||
234 | m_density = parent_scene.geomDefaultDensity; | ||
235 | // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; | ||
236 | // body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | ||
237 | |||
238 | prim_geom = null; | ||
239 | Body = null; | ||
240 | |||
241 | if (size.X <= 0) size.X = 0.01f; | ||
242 | if (size.Y <= 0) size.Y = 0.01f; | ||
243 | if (size.Z <= 0) size.Z = 0.01f; | ||
244 | |||
245 | _size = size; | ||
246 | m_taintsize = _size; | ||
247 | _acceleration = Vector3.Zero; | ||
248 | m_rotationalVelocity = Vector3.Zero; | ||
249 | _orientation = rotation; | ||
250 | m_taintrot = _orientation; | ||
251 | _mesh = mesh; | ||
252 | _pbs = pbs; | ||
253 | |||
254 | _parent_scene = parent_scene; | ||
255 | |||
256 | if (pos.Z < 0) | ||
257 | m_isphysical = false; | ||
258 | else | ||
259 | { | ||
260 | m_isphysical = pisPhysical; | ||
261 | // If we're physical, we need to be in the master space for now. | ||
262 | // linksets *should* be in a space together.. but are not currently | ||
263 | } | ||
264 | m_primName = primName; | ||
265 | m_taintadd = true; | ||
266 | _parent_scene.AddPhysicsActorTaint(this); | ||
267 | |||
268 | } | ||
269 | |||
270 | #region PhysicsActor overrides | ||
271 | |||
272 | public override bool Stopped | ||
273 | { | ||
274 | get { return _zeroFlag; } | ||
275 | } | ||
276 | |||
277 | public override Vector3 Size | ||
278 | { | ||
279 | get { return _size; } | ||
280 | set { _size = value; } | ||
281 | } | ||
282 | |||
283 | public override PrimitiveBaseShape Shape | ||
284 | { | ||
285 | set | ||
286 | { | ||
287 | _pbs = value; | ||
288 | m_taintshape = true; | ||
289 | } | ||
290 | } | ||
291 | |||
292 | public override uint LocalID | ||
293 | { | ||
294 | set | ||
295 | { | ||
296 | //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); | ||
297 | m_localID = value; | ||
298 | } | ||
299 | } | ||
300 | |||
301 | public override bool Grabbed | ||
302 | { | ||
303 | set { return; } | ||
304 | } | ||
305 | |||
306 | public override bool Selected | ||
307 | { | ||
308 | set | ||
309 | { | ||
310 | // This only makes the object not collidable if the object | ||
311 | // is physical or the object is modified somehow *IN THE FUTURE* | ||
312 | // without this, if an avatar selects prim, they can walk right | ||
313 | // through it while it's selected | ||
314 | m_collisionscore = 0; | ||
315 | if ((m_isphysical && !_zeroFlag) || !value) | ||
316 | { | ||
317 | m_taintselected = value; | ||
318 | _parent_scene.AddPhysicsActorTaint(this); | ||
319 | } | ||
320 | else | ||
321 | { | ||
322 | m_taintselected = value; | ||
323 | m_isSelected = value; | ||
324 | } | ||
325 | } | ||
326 | } | ||
327 | |||
328 | public override void CrossingFailure() | ||
329 | { | ||
330 | m_crossingfailures++; | ||
331 | if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
332 | { | ||
333 | base.RaiseOutOfBounds(_position); | ||
334 | return; | ||
335 | } | ||
336 | else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
337 | { | ||
338 | m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); | ||
339 | } | ||
340 | } | ||
341 | public override void link(PhysicsActor obj) | ||
342 | { | ||
343 | m_taintparent = obj; | ||
344 | } | ||
345 | |||
346 | public override void delink() | ||
347 | { | ||
348 | m_taintparent = null; | ||
349 | } | ||
350 | |||
351 | public override void LockAngularMotion(Vector3 axis) | ||
352 | { | ||
353 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | ||
354 | m_taintAngularLock = axis; | ||
355 | } | ||
356 | |||
357 | public override Vector3 Position | ||
358 | { | ||
359 | get { return _position; } | ||
360 | |||
361 | set | ||
362 | { | ||
363 | _position = value; | ||
364 | //m_log.Info("[PHYSICS]: " + _position.ToString()); | ||
365 | } | ||
366 | } | ||
367 | |||
368 | public override float Mass | ||
369 | { | ||
370 | get { return CalculateMass(); } | ||
371 | } | ||
372 | |||
373 | public override Vector3 Force | ||
374 | { | ||
375 | //get { return Vector3.Zero; } | ||
376 | get { return m_force; } | ||
377 | set { m_force = value; } | ||
378 | } | ||
379 | |||
380 | public override int VehicleType | ||
381 | { | ||
382 | get { return 0; } | ||
383 | set { return; } | ||
384 | } | ||
385 | |||
386 | public override void VehicleFloatParam(int param, float value) | ||
387 | { | ||
388 | //TODO: | ||
389 | } | ||
390 | |||
391 | public override void VehicleVectorParam(int param, Vector3 value) | ||
392 | { | ||
393 | //TODO: | ||
394 | } | ||
395 | |||
396 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
397 | { | ||
398 | //TODO: | ||
399 | } | ||
400 | |||
401 | public override void VehicleFlags(int param, bool remove) | ||
402 | { | ||
403 | |||
404 | } | ||
405 | |||
406 | public override void SetVolumeDetect(int param) | ||
407 | { | ||
408 | //TODO: GhostObject | ||
409 | m_isVolumeDetect = (param != 0); | ||
410 | |||
411 | } | ||
412 | |||
413 | public override Vector3 GeometricCenter | ||
414 | { | ||
415 | get { return Vector3.Zero; } | ||
416 | } | ||
417 | |||
418 | public override Vector3 CenterOfMass | ||
419 | { | ||
420 | get { return Vector3.Zero; } | ||
421 | } | ||
422 | |||
423 | public override Vector3 Velocity | ||
424 | { | ||
425 | get | ||
426 | { | ||
427 | // Averate previous velocity with the new one so | ||
428 | // client object interpolation works a 'little' better | ||
429 | Vector3 returnVelocity; | ||
430 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; | ||
431 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; | ||
432 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; | ||
433 | return returnVelocity; | ||
434 | } | ||
435 | set | ||
436 | { | ||
437 | _velocity = value; | ||
438 | |||
439 | m_taintVelocity = value; | ||
440 | _parent_scene.AddPhysicsActorTaint(this); | ||
441 | } | ||
442 | } | ||
443 | |||
444 | public override Vector3 Torque | ||
445 | { | ||
446 | get | ||
447 | { | ||
448 | if (!m_isphysical || Body.Handle == IntPtr.Zero) | ||
449 | return Vector3.Zero; | ||
450 | |||
451 | return _torque; | ||
452 | } | ||
453 | |||
454 | set | ||
455 | { | ||
456 | m_taintTorque = value; | ||
457 | _parent_scene.AddPhysicsActorTaint(this); | ||
458 | } | ||
459 | } | ||
460 | |||
461 | public override float CollisionScore | ||
462 | { | ||
463 | get { return m_collisionscore; } | ||
464 | set { m_collisionscore = value; } | ||
465 | } | ||
466 | |||
467 | public override Vector3 Acceleration | ||
468 | { | ||
469 | get { return _acceleration; } | ||
470 | } | ||
471 | |||
472 | public override Quaternion Orientation | ||
473 | { | ||
474 | get { return _orientation; } | ||
475 | set { _orientation = value; } | ||
476 | } | ||
477 | |||
478 | public override int PhysicsActorType | ||
479 | { | ||
480 | get { return (int)ActorTypes.Prim; } | ||
481 | set { return; } | ||
482 | } | ||
483 | |||
484 | public override bool IsPhysical | ||
485 | { | ||
486 | get { return m_isphysical; } | ||
487 | set { m_isphysical = value; } | ||
488 | } | ||
489 | |||
490 | public override bool Flying | ||
491 | { | ||
492 | // no flying prims for you | ||
493 | get { return false; } | ||
494 | set { } | ||
495 | } | ||
496 | |||
497 | public override bool SetAlwaysRun | ||
498 | { | ||
499 | get { return false; } | ||
500 | set { return; } | ||
501 | } | ||
502 | |||
503 | public override bool ThrottleUpdates | ||
504 | { | ||
505 | get { return m_throttleUpdates; } | ||
506 | set { m_throttleUpdates = value; } | ||
507 | } | ||
508 | |||
509 | public override bool IsColliding | ||
510 | { | ||
511 | get { return iscolliding; } | ||
512 | set { iscolliding = value; } | ||
513 | } | ||
514 | |||
515 | public override bool CollidingGround | ||
516 | { | ||
517 | get { return false; } | ||
518 | set { return; } | ||
519 | } | ||
520 | |||
521 | public override bool CollidingObj | ||
522 | { | ||
523 | get { return false; } | ||
524 | set { return; } | ||
525 | } | ||
526 | |||
527 | public override bool FloatOnWater | ||
528 | { | ||
529 | set | ||
530 | { | ||
531 | m_taintCollidesWater = value; | ||
532 | _parent_scene.AddPhysicsActorTaint(this); | ||
533 | } | ||
534 | } | ||
535 | |||
536 | public override Vector3 RotationalVelocity | ||
537 | { | ||
538 | get | ||
539 | { | ||
540 | Vector3 pv = Vector3.Zero; | ||
541 | if (_zeroFlag) | ||
542 | return pv; | ||
543 | m_lastUpdateSent = false; | ||
544 | |||
545 | if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) | ||
546 | return pv; | ||
547 | |||
548 | return m_rotationalVelocity; | ||
549 | } | ||
550 | set { m_rotationalVelocity = value; } | ||
551 | } | ||
552 | |||
553 | public override bool Kinematic | ||
554 | { | ||
555 | get { return false; } | ||
556 | set { } | ||
557 | } | ||
558 | |||
559 | public override float Buoyancy | ||
560 | { | ||
561 | get { return m_buoyancy; } | ||
562 | set { m_buoyancy = value; } | ||
563 | } | ||
564 | |||
565 | public override Vector3 PIDTarget { set { m_PIDTarget = value; ; } } | ||
566 | public override bool PIDActive { set { m_usePID = value; } } | ||
567 | public override float PIDTau { set { m_PIDTau = value; } } | ||
568 | |||
569 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | ||
570 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | ||
571 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | ||
572 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | ||
573 | |||
574 | public override Quaternion APIDTarget { set { return; } } | ||
575 | public override bool APIDActive { set { return; } } | ||
576 | public override float APIDStrength { set { return; } } | ||
577 | public override float APIDDamping { set { return; } } | ||
578 | |||
579 | public override void AddForce(Vector3 force, bool pushforce) | ||
580 | { | ||
581 | m_forcelist.Add(force); | ||
582 | m_taintforce = true; | ||
583 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | ||
584 | } | ||
585 | |||
586 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
587 | { | ||
588 | m_angularforcelist.Add(force); | ||
589 | m_taintaddangularforce = true; | ||
590 | } | ||
591 | |||
592 | public override void SetMomentum(Vector3 momentum) | ||
593 | { | ||
594 | } | ||
595 | |||
596 | public override void SubscribeEvents(int ms) | ||
597 | { | ||
598 | m_eventsubscription = ms; | ||
599 | m_requestedUpdateFrequency = ms; | ||
600 | _parent_scene.addCollisionEventReporting(this); | ||
601 | } | ||
602 | |||
603 | public override void UnSubscribeEvents() | ||
604 | { | ||
605 | _parent_scene.remCollisionEventReporting(this); | ||
606 | m_eventsubscription = 0; | ||
607 | m_requestedUpdateFrequency = 0; | ||
608 | } | ||
609 | |||
610 | public override bool SubscribedEvents() | ||
611 | { | ||
612 | return (m_eventsubscription > 0); | ||
613 | } | ||
614 | |||
615 | #endregion | ||
616 | |||
617 | public void AddCollision(uint collideWith, ContactPoint contact) | ||
618 | { | ||
619 | if (CollisionEventsThisFrame == null) | ||
620 | { | ||
621 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
622 | } | ||
623 | CollisionEventsThisFrame.addCollider(collideWith, contact); | ||
624 | } | ||
625 | |||
626 | public void SendCollisions() | ||
627 | { | ||
628 | if (m_eventsubscription >= m_requestedUpdateFrequency) | ||
629 | { | ||
630 | if (CollisionEventsThisFrame != null) | ||
631 | { | ||
632 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
633 | } | ||
634 | CollisionEventsThisFrame = null; | ||
635 | // m_eventsubscription = 0; | ||
636 | } | ||
637 | return; | ||
638 | } | ||
639 | |||
640 | internal void Dispose() | ||
641 | { | ||
642 | //TODO: | ||
643 | DisableAxisMotor(); | ||
644 | DisposeOfBody(); | ||
645 | SetCollisionShape(null); | ||
646 | |||
647 | if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero) | ||
648 | { | ||
649 | tempMotionState3.Dispose(); | ||
650 | tempMotionState3 = null; | ||
651 | } | ||
652 | |||
653 | if (tempMotionState2 != null && tempMotionState2.Handle != IntPtr.Zero) | ||
654 | { | ||
655 | tempMotionState2.Dispose(); | ||
656 | tempMotionState2 = null; | ||
657 | } | ||
658 | |||
659 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) | ||
660 | { | ||
661 | tempMotionState1.Dispose(); | ||
662 | tempMotionState1 = null; | ||
663 | } | ||
664 | |||
665 | if (tempTransform4 != null && tempTransform4.Handle != IntPtr.Zero) | ||
666 | { | ||
667 | tempTransform4.Dispose(); | ||
668 | tempTransform4 = null; | ||
669 | } | ||
670 | |||
671 | if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) | ||
672 | { | ||
673 | tempTransform3.Dispose(); | ||
674 | tempTransform3 = null; | ||
675 | } | ||
676 | |||
677 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) | ||
678 | { | ||
679 | tempTransform2.Dispose(); | ||
680 | tempTransform2 = null; | ||
681 | } | ||
682 | |||
683 | if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) | ||
684 | { | ||
685 | tempTransform1.Dispose(); | ||
686 | tempTransform1 = null; | ||
687 | } | ||
688 | |||
689 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | ||
690 | { | ||
691 | tempOrientation2.Dispose(); | ||
692 | tempOrientation2 = null; | ||
693 | } | ||
694 | |||
695 | if (tempOrientation1 != null && tempOrientation1.Handle != IntPtr.Zero) | ||
696 | { | ||
697 | tempOrientation1.Dispose(); | ||
698 | tempOrientation1 = null; | ||
699 | } | ||
700 | |||
701 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) | ||
702 | { | ||
703 | tempInertia1.Dispose(); | ||
704 | tempInertia1 = null; | ||
705 | } | ||
706 | |||
707 | if (tempInertia2 != null && tempInertia2.Handle != IntPtr.Zero) | ||
708 | { | ||
709 | tempInertia2.Dispose(); | ||
710 | tempInertia1 = null; | ||
711 | } | ||
712 | |||
713 | |||
714 | if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero) | ||
715 | { | ||
716 | tempAngularVelocity2.Dispose(); | ||
717 | tempAngularVelocity2 = null; | ||
718 | } | ||
719 | |||
720 | if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) | ||
721 | { | ||
722 | tempAngularVelocity1.Dispose(); | ||
723 | tempAngularVelocity1 = null; | ||
724 | } | ||
725 | |||
726 | if (tempLinearVelocity2 != null && tempLinearVelocity2.Handle != IntPtr.Zero) | ||
727 | { | ||
728 | tempLinearVelocity2.Dispose(); | ||
729 | tempLinearVelocity2 = null; | ||
730 | } | ||
731 | |||
732 | if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) | ||
733 | { | ||
734 | tempLinearVelocity1.Dispose(); | ||
735 | tempLinearVelocity1 = null; | ||
736 | } | ||
737 | |||
738 | if (tempSize2 != null && tempSize2.Handle != IntPtr.Zero) | ||
739 | { | ||
740 | tempSize2.Dispose(); | ||
741 | tempSize2 = null; | ||
742 | } | ||
743 | |||
744 | if (tempSize1 != null && tempSize1.Handle != IntPtr.Zero) | ||
745 | { | ||
746 | tempSize1.Dispose(); | ||
747 | tempSize1 = null; | ||
748 | } | ||
749 | |||
750 | if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) | ||
751 | { | ||
752 | tempPosition3.Dispose(); | ||
753 | tempPosition3 = null; | ||
754 | } | ||
755 | |||
756 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) | ||
757 | { | ||
758 | tempPosition2.Dispose(); | ||
759 | tempPosition2 = null; | ||
760 | } | ||
761 | |||
762 | if (tempPosition1 != null && tempPosition1.Handle != IntPtr.Zero) | ||
763 | { | ||
764 | tempPosition1.Dispose(); | ||
765 | tempPosition1 = null; | ||
766 | } | ||
767 | if (AxisLockLinearLow != null && AxisLockLinearLow.Handle != IntPtr.Zero) | ||
768 | { | ||
769 | AxisLockLinearLow.Dispose(); | ||
770 | AxisLockLinearLow = null; | ||
771 | } | ||
772 | if (AxisLockLinearHigh != null && AxisLockLinearHigh.Handle != IntPtr.Zero) | ||
773 | { | ||
774 | AxisLockLinearHigh.Dispose(); | ||
775 | AxisLockLinearHigh = null; | ||
776 | } | ||
777 | |||
778 | } | ||
779 | |||
780 | |||
781 | |||
782 | public void ProcessTaints(float timestep) | ||
783 | { | ||
784 | if (m_taintadd) | ||
785 | { | ||
786 | // m_log.Debug("[PHYSICS]: TaintAdd"); | ||
787 | changeadd(timestep); | ||
788 | } | ||
789 | |||
790 | if (prim_geom == null) | ||
791 | { | ||
792 | CreateGeom(IntPtr.Zero, primMesh); | ||
793 | |||
794 | if (IsPhysical) | ||
795 | SetBody(Mass); | ||
796 | else | ||
797 | SetBody(0); | ||
798 | // m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT"); | ||
799 | } | ||
800 | |||
801 | if (prim_geom.Handle == IntPtr.Zero) | ||
802 | { | ||
803 | CreateGeom(IntPtr.Zero, primMesh); | ||
804 | |||
805 | if (IsPhysical) | ||
806 | SetBody(Mass); | ||
807 | else | ||
808 | SetBody(0); | ||
809 | // m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT"); | ||
810 | |||
811 | } | ||
812 | |||
813 | if (!_position.ApproxEquals(m_taintposition, 0f)) | ||
814 | { | ||
815 | // m_log.Debug("[PHYSICS]: TaintMove"); | ||
816 | changemove(timestep); | ||
817 | } | ||
818 | if (m_taintrot != _orientation) | ||
819 | { | ||
820 | // m_log.Debug("[PHYSICS]: TaintRotate"); | ||
821 | rotate(timestep); | ||
822 | } // | ||
823 | |||
824 | if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) | ||
825 | { | ||
826 | // m_log.Debug("[PHYSICS]: TaintPhysics"); | ||
827 | changePhysicsStatus(timestep); | ||
828 | } | ||
829 | // | ||
830 | |||
831 | if (!_size.ApproxEquals(m_taintsize, 0f)) | ||
832 | { | ||
833 | // m_log.Debug("[PHYSICS]: TaintSize"); | ||
834 | changesize(timestep); | ||
835 | } | ||
836 | |||
837 | // | ||
838 | |||
839 | if (m_taintshape) | ||
840 | { | ||
841 | // m_log.Debug("[PHYSICS]: TaintShape"); | ||
842 | changeshape(timestep); | ||
843 | } // | ||
844 | |||
845 | if (m_taintforce) | ||
846 | { | ||
847 | // m_log.Debug("[PHYSICS]: TaintForce"); | ||
848 | changeAddForce(timestep); | ||
849 | } | ||
850 | if (m_taintaddangularforce) | ||
851 | { | ||
852 | // m_log.Debug("[PHYSICS]: TaintAngularForce"); | ||
853 | changeAddAngularForce(timestep); | ||
854 | } | ||
855 | if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) | ||
856 | { | ||
857 | // m_log.Debug("[PHYSICS]: TaintTorque"); | ||
858 | changeSetTorque(timestep); | ||
859 | } | ||
860 | if (m_taintdisable) | ||
861 | { | ||
862 | // m_log.Debug("[PHYSICS]: TaintDisable"); | ||
863 | changedisable(timestep); | ||
864 | } | ||
865 | if (m_taintselected != m_isSelected) | ||
866 | { | ||
867 | // m_log.Debug("[PHYSICS]: TaintSelected"); | ||
868 | changeSelectedStatus(timestep); | ||
869 | } | ||
870 | if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) | ||
871 | { | ||
872 | // m_log.Debug("[PHYSICS]: TaintVelocity"); | ||
873 | changevelocity(timestep); | ||
874 | } | ||
875 | if (m_taintparent != _parent) | ||
876 | { | ||
877 | // m_log.Debug("[PHYSICS]: TaintLink"); | ||
878 | changelink(timestep); | ||
879 | } | ||
880 | if (m_taintCollidesWater != m_collidesWater) | ||
881 | { | ||
882 | changefloatonwater(timestep); | ||
883 | } | ||
884 | if (!m_angularlock.ApproxEquals(m_taintAngularLock, 0)) | ||
885 | { | ||
886 | // m_log.Debug("[PHYSICS]: TaintAngularLock"); | ||
887 | changeAngularLock(timestep); | ||
888 | } | ||
889 | if (m_taintremove) | ||
890 | { | ||
891 | DisposeOfBody(); | ||
892 | Dispose(); | ||
893 | } | ||
894 | |||
895 | } | ||
896 | |||
897 | #region Physics Scene Change Action routines | ||
898 | |||
899 | private void changeadd(float timestep) | ||
900 | { | ||
901 | //SetCollisionShape(null); | ||
902 | // Construction of new prim | ||
903 | if (Body != null) | ||
904 | { | ||
905 | if (Body.Handle != IntPtr.Zero) | ||
906 | { | ||
907 | DisableAxisMotor(); | ||
908 | _parent_scene.removeFromWorld(this, Body); | ||
909 | //Body.Dispose(); | ||
910 | } | ||
911 | //Body = null; | ||
912 | // TODO: dispose parts that make up body | ||
913 | } | ||
914 | if (_parent_scene.needsMeshing(_pbs)) | ||
915 | { | ||
916 | // Don't need to re-enable body.. it's done in SetMesh | ||
917 | float meshlod = _parent_scene.meshSculptLOD; | ||
918 | |||
919 | if (IsPhysical) | ||
920 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
921 | |||
922 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | ||
923 | // createmesh returns null when it doesn't mesh. | ||
924 | CreateGeom(IntPtr.Zero, mesh); | ||
925 | } | ||
926 | else | ||
927 | { | ||
928 | _mesh = null; | ||
929 | CreateGeom(IntPtr.Zero, null); | ||
930 | } | ||
931 | |||
932 | if (IsPhysical) | ||
933 | SetBody(Mass); | ||
934 | else | ||
935 | SetBody(0); | ||
936 | //changeSelectedStatus(timestep); | ||
937 | m_taintadd = false; | ||
938 | |||
939 | } | ||
940 | |||
941 | private void changemove(float timestep) | ||
942 | { | ||
943 | |||
944 | // m_log.Debug("[PHYSICS]: _________ChangeMove"); | ||
945 | if (!m_isphysical) | ||
946 | { | ||
947 | tempTransform2 = Body.getWorldTransform(); | ||
948 | btQuaternion quat = tempTransform2.getRotation(); | ||
949 | tempPosition2.setValue(_position.X, _position.Y, _position.Z); | ||
950 | tempTransform2.Dispose(); | ||
951 | tempTransform2 = new btTransform(quat, tempPosition2); | ||
952 | Body.setWorldTransform(tempTransform2); | ||
953 | |||
954 | changeSelectedStatus(timestep); | ||
955 | |||
956 | resetCollisionAccounting(); | ||
957 | } | ||
958 | else | ||
959 | { | ||
960 | if (Body != null) | ||
961 | { | ||
962 | if (Body.Handle != IntPtr.Zero) | ||
963 | { | ||
964 | DisableAxisMotor(); | ||
965 | _parent_scene.removeFromWorld(this, Body); | ||
966 | //Body.Dispose(); | ||
967 | } | ||
968 | //Body = null; | ||
969 | // TODO: dispose parts that make up body | ||
970 | } | ||
971 | /* | ||
972 | if (_parent_scene.needsMeshing(_pbs)) | ||
973 | { | ||
974 | // Don't need to re-enable body.. it's done in SetMesh | ||
975 | float meshlod = _parent_scene.meshSculptLOD; | ||
976 | |||
977 | if (IsPhysical) | ||
978 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
979 | |||
980 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | ||
981 | // createmesh returns null when it doesn't mesh. | ||
982 | CreateGeom(IntPtr.Zero, mesh); | ||
983 | } | ||
984 | else | ||
985 | { | ||
986 | _mesh = null; | ||
987 | CreateGeom(IntPtr.Zero, null); | ||
988 | } | ||
989 | SetCollisionShape(prim_geom); | ||
990 | */ | ||
991 | if (m_isphysical) | ||
992 | SetBody(Mass); | ||
993 | else | ||
994 | SetBody(0); | ||
995 | changeSelectedStatus(timestep); | ||
996 | |||
997 | resetCollisionAccounting(); | ||
998 | } | ||
999 | m_taintposition = _position; | ||
1000 | } | ||
1001 | |||
1002 | private void rotate(float timestep) | ||
1003 | { | ||
1004 | // m_log.Debug("[PHYSICS]: _________ChangeRotate"); | ||
1005 | tempTransform2 = Body.getWorldTransform(); | ||
1006 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); | ||
1007 | tempTransform2.setRotation(tempOrientation2); | ||
1008 | Body.setWorldTransform(tempTransform2); | ||
1009 | |||
1010 | resetCollisionAccounting(); | ||
1011 | m_taintrot = _orientation; | ||
1012 | } | ||
1013 | |||
1014 | private void changePhysicsStatus(float timestep) | ||
1015 | { | ||
1016 | if (Body != null) | ||
1017 | { | ||
1018 | if (Body.Handle != IntPtr.Zero) | ||
1019 | { | ||
1020 | DisableAxisMotor(); | ||
1021 | _parent_scene.removeFromWorld(this, Body); | ||
1022 | //Body.Dispose(); | ||
1023 | } | ||
1024 | //Body = null; | ||
1025 | // TODO: dispose parts that make up body | ||
1026 | } | ||
1027 | // m_log.Debug("[PHYSICS]: _________ChangePhysics"); | ||
1028 | |||
1029 | ProcessGeomCreation(); | ||
1030 | |||
1031 | if (m_isphysical) | ||
1032 | SetBody(Mass); | ||
1033 | else | ||
1034 | SetBody(0); | ||
1035 | changeSelectedStatus(timestep); | ||
1036 | |||
1037 | resetCollisionAccounting(); | ||
1038 | m_taintPhysics = m_isphysical; | ||
1039 | } | ||
1040 | |||
1041 | |||
1042 | |||
1043 | internal void ProcessGeomCreation() | ||
1044 | { | ||
1045 | if (_parent_scene.needsMeshing(_pbs)) | ||
1046 | { | ||
1047 | ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); | ||
1048 | // createmesh returns null when it doesn't mesh. | ||
1049 | CreateGeom(IntPtr.Zero, _mesh); | ||
1050 | } | ||
1051 | else | ||
1052 | { | ||
1053 | _mesh = null; | ||
1054 | CreateGeom(IntPtr.Zero, null); | ||
1055 | } | ||
1056 | SetCollisionShape(prim_geom); | ||
1057 | } | ||
1058 | |||
1059 | internal bool NeedsMeshing() | ||
1060 | { | ||
1061 | return _parent_scene.needsMeshing(_pbs); | ||
1062 | } | ||
1063 | |||
1064 | internal void ProcessGeomCreationAsTriMesh(Vector3 positionOffset, Quaternion orientation) | ||
1065 | { | ||
1066 | // Don't need to re-enable body.. it's done in SetMesh | ||
1067 | float meshlod = _parent_scene.meshSculptLOD; | ||
1068 | |||
1069 | if (IsPhysical) | ||
1070 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
1071 | |||
1072 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | ||
1073 | if (!positionOffset.ApproxEquals(Vector3.Zero, 0.001f) || orientation != Quaternion.Identity) | ||
1074 | { | ||
1075 | |||
1076 | float[] xyz = new float[3]; | ||
1077 | xyz[0] = positionOffset.X; | ||
1078 | xyz[1] = positionOffset.Y; | ||
1079 | xyz[2] = positionOffset.Z; | ||
1080 | |||
1081 | Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation); | ||
1082 | |||
1083 | float[,] matrix = new float[3, 3]; | ||
1084 | |||
1085 | matrix[0, 0] = m4.M11; | ||
1086 | matrix[0, 1] = m4.M12; | ||
1087 | matrix[0, 2] = m4.M13; | ||
1088 | matrix[1, 0] = m4.M21; | ||
1089 | matrix[1, 1] = m4.M22; | ||
1090 | matrix[1, 2] = m4.M23; | ||
1091 | matrix[2, 0] = m4.M31; | ||
1092 | matrix[2, 1] = m4.M32; | ||
1093 | matrix[2, 2] = m4.M33; | ||
1094 | |||
1095 | |||
1096 | mesh.TransformLinear(matrix, xyz); | ||
1097 | |||
1098 | |||
1099 | |||
1100 | } | ||
1101 | |||
1102 | _mesh = mesh; | ||
1103 | } | ||
1104 | |||
1105 | private void changesize(float timestep) | ||
1106 | { | ||
1107 | if (Body != null) | ||
1108 | { | ||
1109 | if (Body.Handle != IntPtr.Zero) | ||
1110 | { | ||
1111 | DisableAxisMotor(); | ||
1112 | _parent_scene.removeFromWorld(this, Body); | ||
1113 | //Body.Dispose(); | ||
1114 | } | ||
1115 | //Body = null; | ||
1116 | // TODO: dispose parts that make up body | ||
1117 | } | ||
1118 | |||
1119 | // m_log.Debug("[PHYSICS]: _________ChangeSize"); | ||
1120 | SetCollisionShape(null); | ||
1121 | // Construction of new prim | ||
1122 | ProcessGeomCreation(); | ||
1123 | |||
1124 | if (IsPhysical) | ||
1125 | SetBody(Mass); | ||
1126 | else | ||
1127 | SetBody(0); | ||
1128 | |||
1129 | m_taintsize = _size; | ||
1130 | |||
1131 | } | ||
1132 | |||
1133 | private void changeshape(float timestep) | ||
1134 | { | ||
1135 | if (Body != null) | ||
1136 | { | ||
1137 | if (Body.Handle != IntPtr.Zero) | ||
1138 | { | ||
1139 | DisableAxisMotor(); | ||
1140 | _parent_scene.removeFromWorld(this, Body); | ||
1141 | //Body.Dispose(); | ||
1142 | } | ||
1143 | //Body = null; | ||
1144 | // TODO: dispose parts that make up body | ||
1145 | } | ||
1146 | // Cleanup of old prim geometry and Bodies | ||
1147 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) | ||
1148 | { | ||
1149 | if (childPrim) | ||
1150 | { | ||
1151 | if (_parent != null) | ||
1152 | { | ||
1153 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; | ||
1154 | parent.ChildDelink(this); | ||
1155 | } | ||
1156 | } | ||
1157 | else | ||
1158 | { | ||
1159 | //disableBody(); | ||
1160 | } | ||
1161 | } | ||
1162 | try | ||
1163 | { | ||
1164 | //SetCollisionShape(null); | ||
1165 | } | ||
1166 | catch (System.AccessViolationException) | ||
1167 | { | ||
1168 | //prim_geom = IntPtr.Zero; | ||
1169 | m_log.Error("[PHYSICS]: PrimGeom dead"); | ||
1170 | } | ||
1171 | |||
1172 | // we don't need to do space calculation because the client sends a position update also. | ||
1173 | if (_size.X <= 0) _size.X = 0.01f; | ||
1174 | if (_size.Y <= 0) _size.Y = 0.01f; | ||
1175 | if (_size.Z <= 0) _size.Z = 0.01f; | ||
1176 | // Construction of new prim | ||
1177 | |||
1178 | ProcessGeomCreation(); | ||
1179 | |||
1180 | tempPosition1.setValue(_position.X, _position.Y, _position.Z); | ||
1181 | if (tempOrientation1.Handle != IntPtr.Zero) | ||
1182 | tempOrientation1.Dispose(); | ||
1183 | tempOrientation1 = new btQuaternion(_orientation.X, Orientation.Y, _orientation.Z, _orientation.W); | ||
1184 | if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) | ||
1185 | tempTransform1.Dispose(); | ||
1186 | tempTransform1 = new btTransform(tempOrientation1, tempPosition1); | ||
1187 | |||
1188 | |||
1189 | |||
1190 | |||
1191 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
1192 | if (IsPhysical) | ||
1193 | { | ||
1194 | SetBody(Mass); | ||
1195 | // Re creates body on size. | ||
1196 | // EnableBody also does setMass() | ||
1197 | |||
1198 | } | ||
1199 | else | ||
1200 | { | ||
1201 | SetBody(0); | ||
1202 | } | ||
1203 | |||
1204 | changeSelectedStatus(timestep); | ||
1205 | if (childPrim) | ||
1206 | { | ||
1207 | if (_parent is BulletDotNETPrim) | ||
1208 | { | ||
1209 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; | ||
1210 | parent.ChildSetGeom(this); | ||
1211 | } | ||
1212 | } | ||
1213 | resetCollisionAccounting(); | ||
1214 | |||
1215 | m_taintshape = false; | ||
1216 | } | ||
1217 | |||
1218 | private void resetCollisionAccounting() | ||
1219 | { | ||
1220 | m_collisionscore = 0; | ||
1221 | } | ||
1222 | |||
1223 | private void ChildSetGeom(BulletDotNETPrim bulletDotNETPrim) | ||
1224 | { | ||
1225 | // TODO: throw new NotImplementedException(); | ||
1226 | } | ||
1227 | |||
1228 | private void changeAddForce(float timestep) | ||
1229 | { | ||
1230 | if (!m_isSelected) | ||
1231 | { | ||
1232 | lock (m_forcelist) | ||
1233 | { | ||
1234 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
1235 | if (IsPhysical) | ||
1236 | { | ||
1237 | Vector3 iforce = Vector3.Zero; | ||
1238 | for (int i = 0; i < m_forcelist.Count; i++) | ||
1239 | { | ||
1240 | iforce = iforce + m_forcelist[i]; | ||
1241 | } | ||
1242 | |||
1243 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1244 | { | ||
1245 | if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) | ||
1246 | tempAddForce.Dispose(); | ||
1247 | enableBodySoft(); | ||
1248 | tempAddForce = new btVector3(iforce.X, iforce.Y, iforce.Z); | ||
1249 | Body.applyCentralImpulse(tempAddForce); | ||
1250 | } | ||
1251 | } | ||
1252 | m_forcelist.Clear(); | ||
1253 | } | ||
1254 | |||
1255 | m_collisionscore = 0; | ||
1256 | m_interpenetrationcount = 0; | ||
1257 | } | ||
1258 | |||
1259 | m_taintforce = false; | ||
1260 | |||
1261 | } | ||
1262 | |||
1263 | private void changeAddAngularForce(float timestep) | ||
1264 | { | ||
1265 | if (!m_isSelected) | ||
1266 | { | ||
1267 | lock (m_angularforcelist) | ||
1268 | { | ||
1269 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
1270 | if (IsPhysical) | ||
1271 | { | ||
1272 | Vector3 iforce = Vector3.Zero; | ||
1273 | for (int i = 0; i < m_angularforcelist.Count; i++) | ||
1274 | { | ||
1275 | iforce = iforce + m_angularforcelist[i]; | ||
1276 | } | ||
1277 | |||
1278 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1279 | { | ||
1280 | if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) | ||
1281 | tempAddForce.Dispose(); | ||
1282 | enableBodySoft(); | ||
1283 | tempAddForce = new btVector3(iforce.X, iforce.Y, iforce.Z); | ||
1284 | Body.applyTorqueImpulse(tempAddForce); | ||
1285 | } | ||
1286 | |||
1287 | } | ||
1288 | m_angularforcelist.Clear(); | ||
1289 | } | ||
1290 | |||
1291 | m_collisionscore = 0; | ||
1292 | m_interpenetrationcount = 0; | ||
1293 | } | ||
1294 | |||
1295 | m_taintaddangularforce = false; | ||
1296 | } | ||
1297 | |||
1298 | private void changeSetTorque(float timestep) | ||
1299 | { | ||
1300 | if (!m_isSelected) | ||
1301 | { | ||
1302 | if (IsPhysical) | ||
1303 | { | ||
1304 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1305 | { | ||
1306 | tempAngularVelocity2.setValue(m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); | ||
1307 | Body.applyTorque(tempAngularVelocity2); | ||
1308 | } | ||
1309 | } | ||
1310 | } | ||
1311 | m_taintTorque = Vector3.Zero; | ||
1312 | } | ||
1313 | |||
1314 | private void changedisable(float timestep) | ||
1315 | { | ||
1316 | // TODO: throw new NotImplementedException(); | ||
1317 | } | ||
1318 | |||
1319 | private void changeSelectedStatus(float timestep) | ||
1320 | { | ||
1321 | // TODO: throw new NotImplementedException(); | ||
1322 | if (m_taintselected) | ||
1323 | { | ||
1324 | // Body.setCollisionFlags((int)ContactFlags.CF_NO_CONTACT_RESPONSE); | ||
1325 | disableBodySoft(); | ||
1326 | |||
1327 | } | ||
1328 | else | ||
1329 | { | ||
1330 | // Body.setCollisionFlags(0 | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); | ||
1331 | enableBodySoft(); | ||
1332 | } | ||
1333 | m_isSelected = m_taintselected; | ||
1334 | |||
1335 | } | ||
1336 | |||
1337 | private void changevelocity(float timestep) | ||
1338 | { | ||
1339 | if (!m_isSelected) | ||
1340 | { | ||
1341 | if (IsPhysical) | ||
1342 | { | ||
1343 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1344 | { | ||
1345 | tempLinearVelocity2.setValue(m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); | ||
1346 | Body.setLinearVelocity(tempLinearVelocity2); | ||
1347 | } | ||
1348 | } | ||
1349 | |||
1350 | //resetCollisionAccounting(); | ||
1351 | } | ||
1352 | m_taintVelocity = Vector3.Zero; | ||
1353 | } | ||
1354 | |||
1355 | private void changelink(float timestep) | ||
1356 | { | ||
1357 | if (IsPhysical) | ||
1358 | { | ||
1359 | // Construction of new prim | ||
1360 | if (Body != null) | ||
1361 | { | ||
1362 | if (Body.Handle != IntPtr.Zero) | ||
1363 | { | ||
1364 | DisableAxisMotor(); | ||
1365 | _parent_scene.removeFromWorld(this, Body); | ||
1366 | //Body.Dispose(); | ||
1367 | } | ||
1368 | //Body = null; | ||
1369 | // TODO: dispose parts that make up body | ||
1370 | } | ||
1371 | |||
1372 | if (_parent == null && m_taintparent != null) | ||
1373 | { | ||
1374 | |||
1375 | if (m_taintparent is BulletDotNETPrim) | ||
1376 | { | ||
1377 | BulletDotNETPrim obj = (BulletDotNETPrim)m_taintparent; | ||
1378 | obj.ParentPrim(this); | ||
1379 | childPrim = true; | ||
1380 | |||
1381 | } | ||
1382 | } | ||
1383 | else if (_parent != null && m_taintparent == null) | ||
1384 | { | ||
1385 | if (_parent is BulletDotNETPrim) | ||
1386 | { | ||
1387 | BulletDotNETPrim obj = (BulletDotNETPrim)_parent; | ||
1388 | obj.ChildDelink(obj); | ||
1389 | |||
1390 | childPrim = false; | ||
1391 | } | ||
1392 | } | ||
1393 | |||
1394 | if (m_taintparent != null) | ||
1395 | { | ||
1396 | Vector3 taintparentPosition = m_taintparent.Position; | ||
1397 | taintparentPosition.Z = m_taintparent.Position.Z + 0.02f; | ||
1398 | m_taintparent.Position = taintparentPosition; | ||
1399 | _parent_scene.AddPhysicsActorTaint(m_taintparent); | ||
1400 | } | ||
1401 | } | ||
1402 | _parent = m_taintparent; | ||
1403 | |||
1404 | m_taintPhysics = m_isphysical; | ||
1405 | |||
1406 | } | ||
1407 | |||
1408 | private void changefloatonwater(float timestep) | ||
1409 | { | ||
1410 | // TODO: throw new NotImplementedException(); | ||
1411 | } | ||
1412 | |||
1413 | private void changeAngularLock(float timestep) | ||
1414 | { | ||
1415 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) | ||
1416 | { | ||
1417 | if (_parent == null) | ||
1418 | { | ||
1419 | if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) | ||
1420 | { | ||
1421 | //d.BodySetFiniteRotationMode(Body, 0); | ||
1422 | //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); | ||
1423 | EnableAxisMotor(m_taintAngularLock); | ||
1424 | } | ||
1425 | else | ||
1426 | { | ||
1427 | DisableAxisMotor(); | ||
1428 | } | ||
1429 | } | ||
1430 | |||
1431 | } | ||
1432 | m_angularlock = m_taintAngularLock; | ||
1433 | |||
1434 | } | ||
1435 | #endregion | ||
1436 | |||
1437 | |||
1438 | |||
1439 | |||
1440 | internal void Move(float timestep) | ||
1441 | { | ||
1442 | //TODO: | ||
1443 | float fx = 0; | ||
1444 | float fy = 0; | ||
1445 | float fz = 0; | ||
1446 | |||
1447 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero && !m_isSelected) | ||
1448 | { | ||
1449 | float m_mass = CalculateMass(); | ||
1450 | |||
1451 | fz = 0f; | ||
1452 | //m_log.Info(m_collisionFlags.ToString()); | ||
1453 | |||
1454 | if (m_buoyancy != 0) | ||
1455 | { | ||
1456 | if (m_buoyancy > 0) | ||
1457 | { | ||
1458 | fz = (((-1 * _parent_scene.gravityz) * m_buoyancy) * m_mass) * 0.035f; | ||
1459 | |||
1460 | //d.Vector3 l_velocity = d.BodyGetLinearVel(Body); | ||
1461 | //m_log.Info("Using Buoyancy: " + buoyancy + " G: " + (_parent_scene.gravityz * m_buoyancy) + "mass:" + m_mass + " Pos: " + Position.ToString()); | ||
1462 | } | ||
1463 | else | ||
1464 | { | ||
1465 | fz = (-1 * (((-1 * _parent_scene.gravityz) * (-1 * m_buoyancy)) * m_mass) * 0.035f); | ||
1466 | } | ||
1467 | } | ||
1468 | |||
1469 | if (m_usePID) | ||
1470 | { | ||
1471 | PID_D = 61f; | ||
1472 | PID_G = 65f; | ||
1473 | //if (!d.BodyIsEnabled(Body)) | ||
1474 | //d.BodySetForce(Body, 0f, 0f, 0f); | ||
1475 | // If we're using the PID controller, then we have no gravity | ||
1476 | fz = ((-1 * _parent_scene.gravityz) * m_mass) * 1.025f; | ||
1477 | |||
1478 | // no lock; for now it's only called from within Simulate() | ||
1479 | |||
1480 | // If the PID Controller isn't active then we set our force | ||
1481 | // calculating base velocity to the current position | ||
1482 | |||
1483 | if ((m_PIDTau < 1) && (m_PIDTau != 0)) | ||
1484 | { | ||
1485 | //PID_G = PID_G / m_PIDTau; | ||
1486 | m_PIDTau = 1; | ||
1487 | } | ||
1488 | |||
1489 | if ((PID_G - m_PIDTau) <= 0) | ||
1490 | { | ||
1491 | PID_G = m_PIDTau + 1; | ||
1492 | } | ||
1493 | |||
1494 | // TODO: NEED btVector3 for Linear Velocity | ||
1495 | // NEED btVector3 for Position | ||
1496 | |||
1497 | Vector3 pos = _position; //TODO: Insert values gotten from bullet | ||
1498 | Vector3 vel = _velocity; | ||
1499 | |||
1500 | _target_velocity = | ||
1501 | new Vector3( | ||
1502 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | ||
1503 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | ||
1504 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | ||
1505 | ); | ||
1506 | |||
1507 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | ||
1508 | { | ||
1509 | |||
1510 | /* TODO: Do Bullet equiv | ||
1511 | * | ||
1512 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
1513 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
1514 | d.BodyAddForce(Body, 0, 0, fz); | ||
1515 | return; | ||
1516 | */ | ||
1517 | } | ||
1518 | else | ||
1519 | { | ||
1520 | _zeroFlag = false; | ||
1521 | |||
1522 | fx = ((_target_velocity.X) - vel.X) * (PID_D); | ||
1523 | fy = ((_target_velocity.Y) - vel.Y) * (PID_D); | ||
1524 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
1525 | |||
1526 | } | ||
1527 | |||
1528 | } | ||
1529 | |||
1530 | if (m_useHoverPID && !m_usePID) | ||
1531 | { | ||
1532 | // If we're using the PID controller, then we have no gravity | ||
1533 | fz = (-1 * _parent_scene.gravityz) * m_mass; | ||
1534 | |||
1535 | // no lock; for now it's only called from within Simulate() | ||
1536 | |||
1537 | // If the PID Controller isn't active then we set our force | ||
1538 | // calculating base velocity to the current position | ||
1539 | |||
1540 | if ((m_PIDTau < 1)) | ||
1541 | { | ||
1542 | PID_G = PID_G / m_PIDTau; | ||
1543 | } | ||
1544 | |||
1545 | if ((PID_G - m_PIDTau) <= 0) | ||
1546 | { | ||
1547 | PID_G = m_PIDTau + 1; | ||
1548 | } | ||
1549 | Vector3 pos = Vector3.Zero; //TODO: Insert values gotten from bullet | ||
1550 | Vector3 vel = Vector3.Zero; | ||
1551 | |||
1552 | // determine what our target height really is based on HoverType | ||
1553 | switch (m_PIDHoverType) | ||
1554 | { | ||
1555 | case PIDHoverType.Absolute: | ||
1556 | m_targetHoverHeight = m_PIDHoverHeight; | ||
1557 | break; | ||
1558 | case PIDHoverType.Ground: | ||
1559 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
1560 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
1561 | break; | ||
1562 | case PIDHoverType.GroundAndWater: | ||
1563 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
1564 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
1565 | if (m_groundHeight > m_waterHeight) | ||
1566 | { | ||
1567 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
1568 | } | ||
1569 | else | ||
1570 | { | ||
1571 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
1572 | } | ||
1573 | break; | ||
1574 | case PIDHoverType.Water: | ||
1575 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
1576 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
1577 | break; | ||
1578 | } | ||
1579 | |||
1580 | |||
1581 | _target_velocity = | ||
1582 | new Vector3(0.0f, 0.0f, | ||
1583 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | ||
1584 | ); | ||
1585 | |||
1586 | // if velocity is zero, use position control; otherwise, velocity control | ||
1587 | |||
1588 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | ||
1589 | { | ||
1590 | |||
1591 | /* TODO: Do Bullet Equiv | ||
1592 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | ||
1593 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | ||
1594 | d.BodyAddForce(Body, 0, 0, fz); | ||
1595 | */ | ||
1596 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1597 | { | ||
1598 | Body.setLinearVelocity(_parent_scene.VectorZero); | ||
1599 | Body.clearForces(); | ||
1600 | } | ||
1601 | return; | ||
1602 | } | ||
1603 | else | ||
1604 | { | ||
1605 | _zeroFlag = false; | ||
1606 | |||
1607 | // We're flying and colliding with something | ||
1608 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
1609 | } | ||
1610 | } | ||
1611 | |||
1612 | fx *= m_mass; | ||
1613 | fy *= m_mass; | ||
1614 | //fz *= m_mass; | ||
1615 | |||
1616 | fx += m_force.X; | ||
1617 | fy += m_force.Y; | ||
1618 | fz += m_force.Z; | ||
1619 | |||
1620 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | ||
1621 | if (fx != 0 || fy != 0 || fz != 0) | ||
1622 | { | ||
1623 | /* | ||
1624 | * TODO: Do Bullet Equiv | ||
1625 | if (!d.BodyIsEnabled(Body)) | ||
1626 | { | ||
1627 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
1628 | d.BodySetForce(Body, 0, 0, 0); | ||
1629 | enableBodySoft(); | ||
1630 | } | ||
1631 | */ | ||
1632 | if (!Body.isActive()) | ||
1633 | { | ||
1634 | Body.clearForces(); | ||
1635 | enableBodySoft(); | ||
1636 | } | ||
1637 | // 35x10 = 350n times the mass per second applied maximum. | ||
1638 | |||
1639 | float nmax = 35f * m_mass; | ||
1640 | float nmin = -35f * m_mass; | ||
1641 | |||
1642 | |||
1643 | if (fx > nmax) | ||
1644 | fx = nmax; | ||
1645 | if (fx < nmin) | ||
1646 | fx = nmin; | ||
1647 | if (fy > nmax) | ||
1648 | fy = nmax; | ||
1649 | if (fy < nmin) | ||
1650 | fy = nmin; | ||
1651 | |||
1652 | // TODO: Do Bullet Equiv | ||
1653 | // d.BodyAddForce(Body, fx, fy, fz); | ||
1654 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1655 | { | ||
1656 | Body.activate(true); | ||
1657 | if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) | ||
1658 | tempAddForce.Dispose(); | ||
1659 | |||
1660 | tempAddForce = new btVector3(fx * 0.01f, fy * 0.01f, fz * 0.01f); | ||
1661 | Body.applyCentralImpulse(tempAddForce); | ||
1662 | } | ||
1663 | } | ||
1664 | else | ||
1665 | { | ||
1666 | // if no forces on the prim, make sure everything is zero | ||
1667 | Body.clearForces(); | ||
1668 | enableBodySoft(); | ||
1669 | } | ||
1670 | } | ||
1671 | else | ||
1672 | { | ||
1673 | if (m_zeroPosition == null) | ||
1674 | m_zeroPosition = Vector3.Zero; | ||
1675 | m_zeroPosition = _position; | ||
1676 | return; | ||
1677 | } | ||
1678 | } | ||
1679 | |||
1680 | |||
1681 | |||
1682 | |||
1683 | #region Mass Calculation | ||
1684 | |||
1685 | private float CalculateMass() | ||
1686 | { | ||
1687 | float volume = 0; | ||
1688 | |||
1689 | // No material is passed to the physics engines yet.. soo.. | ||
1690 | // we're using the m_density constant in the class definition | ||
1691 | |||
1692 | float returnMass = 0; | ||
1693 | |||
1694 | switch (_pbs.ProfileShape) | ||
1695 | { | ||
1696 | case ProfileShape.Square: | ||
1697 | // Profile Volume | ||
1698 | |||
1699 | volume = _size.X * _size.Y * _size.Z; | ||
1700 | |||
1701 | // If the user has 'hollowed out' | ||
1702 | // ProfileHollow is one of those 0 to 50000 values :P | ||
1703 | // we like percentages better.. so turning into a percentage | ||
1704 | |||
1705 | if (((float)_pbs.ProfileHollow / 50000f) > 0.0) | ||
1706 | { | ||
1707 | float hollowAmount = (float)_pbs.ProfileHollow / 50000f; | ||
1708 | |||
1709 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1710 | float hollowVolume = 0; | ||
1711 | switch (_pbs.HollowShape) | ||
1712 | { | ||
1713 | case HollowShape.Square: | ||
1714 | case HollowShape.Same: | ||
1715 | // Cube Hollow volume calculation | ||
1716 | float hollowsizex = _size.X * hollowAmount; | ||
1717 | float hollowsizey = _size.Y * hollowAmount; | ||
1718 | float hollowsizez = _size.Z * hollowAmount; | ||
1719 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | ||
1720 | break; | ||
1721 | |||
1722 | case HollowShape.Circle: | ||
1723 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1724 | // Cyllinder hollow volume calculation | ||
1725 | float hRadius = _size.X / 2; | ||
1726 | float hLength = _size.Z; | ||
1727 | |||
1728 | // pi * r2 * h | ||
1729 | hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); | ||
1730 | break; | ||
1731 | |||
1732 | case HollowShape.Triangle: | ||
1733 | // Equilateral Triangular Prism volume hollow calculation | ||
1734 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | ||
1735 | |||
1736 | float aLength = _size.Y; | ||
1737 | // 1/2 abh | ||
1738 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | ||
1739 | break; | ||
1740 | |||
1741 | default: | ||
1742 | hollowVolume = 0; | ||
1743 | break; | ||
1744 | } | ||
1745 | volume = volume - hollowVolume; | ||
1746 | } | ||
1747 | |||
1748 | break; | ||
1749 | case ProfileShape.Circle: | ||
1750 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
1751 | { | ||
1752 | // Cylinder | ||
1753 | float volume1 = (float)(Math.PI * Math.Pow(_size.X / 2, 2) * _size.Z); | ||
1754 | float volume2 = (float)(Math.PI * Math.Pow(_size.Y / 2, 2) * _size.Z); | ||
1755 | |||
1756 | // Approximating the cylinder's irregularity. | ||
1757 | if (volume1 > volume2) | ||
1758 | { | ||
1759 | volume = (float)volume1 - (volume1 - volume2); | ||
1760 | } | ||
1761 | else if (volume2 > volume1) | ||
1762 | { | ||
1763 | volume = (float)volume2 - (volume2 - volume1); | ||
1764 | } | ||
1765 | else | ||
1766 | { | ||
1767 | // Regular cylinder | ||
1768 | volume = volume1; | ||
1769 | } | ||
1770 | } | ||
1771 | else | ||
1772 | { | ||
1773 | // We don't know what the shape is yet, so use default | ||
1774 | volume = _size.X * _size.Y * _size.Z; | ||
1775 | } | ||
1776 | // If the user has 'hollowed out' | ||
1777 | // ProfileHollow is one of those 0 to 50000 values :P | ||
1778 | // we like percentages better.. so turning into a percentage | ||
1779 | |||
1780 | if (((float)_pbs.ProfileHollow / 50000f) > 0.0) | ||
1781 | { | ||
1782 | float hollowAmount = (float)_pbs.ProfileHollow / 50000f; | ||
1783 | |||
1784 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1785 | float hollowVolume = 0; | ||
1786 | switch (_pbs.HollowShape) | ||
1787 | { | ||
1788 | case HollowShape.Same: | ||
1789 | case HollowShape.Circle: | ||
1790 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1791 | // Cyllinder hollow volume calculation | ||
1792 | float hRadius = _size.X / 2; | ||
1793 | float hLength = _size.Z; | ||
1794 | |||
1795 | // pi * r2 * h | ||
1796 | hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); | ||
1797 | break; | ||
1798 | |||
1799 | case HollowShape.Square: | ||
1800 | // Cube Hollow volume calculation | ||
1801 | float hollowsizex = _size.X * hollowAmount; | ||
1802 | float hollowsizey = _size.Y * hollowAmount; | ||
1803 | float hollowsizez = _size.Z * hollowAmount; | ||
1804 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | ||
1805 | break; | ||
1806 | |||
1807 | case HollowShape.Triangle: | ||
1808 | // Equilateral Triangular Prism volume hollow calculation | ||
1809 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | ||
1810 | |||
1811 | float aLength = _size.Y; | ||
1812 | // 1/2 abh | ||
1813 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | ||
1814 | break; | ||
1815 | |||
1816 | default: | ||
1817 | hollowVolume = 0; | ||
1818 | break; | ||
1819 | } | ||
1820 | volume = volume - hollowVolume; | ||
1821 | } | ||
1822 | break; | ||
1823 | |||
1824 | case ProfileShape.HalfCircle: | ||
1825 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1826 | { | ||
1827 | if (_size.X == _size.Y && _size.Z == _size.X) | ||
1828 | { | ||
1829 | // regular sphere | ||
1830 | // v = 4/3 * pi * r^3 | ||
1831 | float sradius3 = (float)Math.Pow((_size.X / 2), 3); | ||
1832 | volume = (float)((4 / 3f) * Math.PI * sradius3); | ||
1833 | } | ||
1834 | else | ||
1835 | { | ||
1836 | // we treat this as a box currently | ||
1837 | volume = _size.X * _size.Y * _size.Z; | ||
1838 | } | ||
1839 | } | ||
1840 | else | ||
1841 | { | ||
1842 | // We don't know what the shape is yet, so use default | ||
1843 | volume = _size.X * _size.Y * _size.Z; | ||
1844 | } | ||
1845 | break; | ||
1846 | |||
1847 | case ProfileShape.EquilateralTriangle: | ||
1848 | /* | ||
1849 | v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h | ||
1850 | |||
1851 | // seed mesh | ||
1852 | Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f); | ||
1853 | Vertex PM = new Vertex(+0.5f, 0f, 0.0f); | ||
1854 | Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f); | ||
1855 | */ | ||
1856 | float xA = -0.25f * _size.X; | ||
1857 | float yA = -0.45f * _size.Y; | ||
1858 | |||
1859 | float xB = 0.5f * _size.X; | ||
1860 | float yB = 0; | ||
1861 | |||
1862 | float xC = -0.25f * _size.X; | ||
1863 | float yC = 0.45f * _size.Y; | ||
1864 | |||
1865 | volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z); | ||
1866 | |||
1867 | // If the user has 'hollowed out' | ||
1868 | // ProfileHollow is one of those 0 to 50000 values :P | ||
1869 | // we like percentages better.. so turning into a percentage | ||
1870 | float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f); | ||
1871 | if (((float)fhollowFactor / 50000f) > 0.0) | ||
1872 | { | ||
1873 | float hollowAmount = (float)fhollowFactor / 50000f; | ||
1874 | |||
1875 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1876 | float hollowVolume = 0; | ||
1877 | switch (_pbs.HollowShape) | ||
1878 | { | ||
1879 | case HollowShape.Same: | ||
1880 | case HollowShape.Triangle: | ||
1881 | // Equilateral Triangular Prism volume hollow calculation | ||
1882 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | ||
1883 | |||
1884 | float aLength = _size.Y; | ||
1885 | // 1/2 abh | ||
1886 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | ||
1887 | break; | ||
1888 | |||
1889 | case HollowShape.Square: | ||
1890 | // Cube Hollow volume calculation | ||
1891 | float hollowsizex = _size.X * hollowAmount; | ||
1892 | float hollowsizey = _size.Y * hollowAmount; | ||
1893 | float hollowsizez = _size.Z * hollowAmount; | ||
1894 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | ||
1895 | break; | ||
1896 | |||
1897 | case HollowShape.Circle: | ||
1898 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1899 | // Cyllinder hollow volume calculation | ||
1900 | float hRadius = _size.X / 2; | ||
1901 | float hLength = _size.Z; | ||
1902 | |||
1903 | // pi * r2 * h | ||
1904 | hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength) / 2) * hollowAmount); | ||
1905 | break; | ||
1906 | |||
1907 | default: | ||
1908 | hollowVolume = 0; | ||
1909 | break; | ||
1910 | } | ||
1911 | volume = volume - hollowVolume; | ||
1912 | } | ||
1913 | break; | ||
1914 | |||
1915 | default: | ||
1916 | // we don't have all of the volume formulas yet so | ||
1917 | // use the common volume formula for all | ||
1918 | volume = _size.X * _size.Y * _size.Z; | ||
1919 | break; | ||
1920 | } | ||
1921 | |||
1922 | // Calculate Path cut effect on volume | ||
1923 | // Not exact, in the triangle hollow example | ||
1924 | // They should never be zero or less then zero.. | ||
1925 | // we'll ignore it if it's less then zero | ||
1926 | |||
1927 | // ProfileEnd and ProfileBegin are values | ||
1928 | // from 0 to 50000 | ||
1929 | |||
1930 | // Turning them back into percentages so that I can cut that percentage off the volume | ||
1931 | |||
1932 | float PathCutEndAmount = _pbs.ProfileEnd; | ||
1933 | float PathCutStartAmount = _pbs.ProfileBegin; | ||
1934 | if (((PathCutStartAmount + PathCutEndAmount) / 50000f) > 0.0f) | ||
1935 | { | ||
1936 | float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f); | ||
1937 | |||
1938 | // Check the return amount for sanity | ||
1939 | if (pathCutAmount >= 0.99f) | ||
1940 | pathCutAmount = 0.99f; | ||
1941 | |||
1942 | volume = volume - (volume * pathCutAmount); | ||
1943 | } | ||
1944 | UInt16 taperX = _pbs.PathScaleX; | ||
1945 | UInt16 taperY = _pbs.PathScaleY; | ||
1946 | float taperFactorX = 0; | ||
1947 | float taperFactorY = 0; | ||
1948 | |||
1949 | // Mass = density * volume | ||
1950 | if (taperX != 100) | ||
1951 | { | ||
1952 | if (taperX > 100) | ||
1953 | { | ||
1954 | taperFactorX = 1.0f - ((float)taperX / 200); | ||
1955 | //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString()); | ||
1956 | } | ||
1957 | else | ||
1958 | { | ||
1959 | taperFactorX = 1.0f - ((100 - (float)taperX) / 100); | ||
1960 | //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString()); | ||
1961 | } | ||
1962 | volume = (float)volume * ((taperFactorX / 3f) + 0.001f); | ||
1963 | } | ||
1964 | |||
1965 | if (taperY != 100) | ||
1966 | { | ||
1967 | if (taperY > 100) | ||
1968 | { | ||
1969 | taperFactorY = 1.0f - ((float)taperY / 200); | ||
1970 | //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString()); | ||
1971 | } | ||
1972 | else | ||
1973 | { | ||
1974 | taperFactorY = 1.0f - ((100 - (float)taperY) / 100); | ||
1975 | //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString()); | ||
1976 | } | ||
1977 | volume = (float)volume * ((taperFactorY / 3f) + 0.001f); | ||
1978 | } | ||
1979 | returnMass = m_density * volume; | ||
1980 | if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. | ||
1981 | |||
1982 | |||
1983 | |||
1984 | // Recursively calculate mass | ||
1985 | bool HasChildPrim = false; | ||
1986 | lock (childrenPrim) | ||
1987 | { | ||
1988 | if (childrenPrim.Count > 0) | ||
1989 | { | ||
1990 | HasChildPrim = true; | ||
1991 | } | ||
1992 | |||
1993 | } | ||
1994 | if (HasChildPrim) | ||
1995 | { | ||
1996 | BulletDotNETPrim[] childPrimArr = new BulletDotNETPrim[0]; | ||
1997 | |||
1998 | lock (childrenPrim) | ||
1999 | childPrimArr = childrenPrim.ToArray(); | ||
2000 | |||
2001 | for (int i = 0; i < childPrimArr.Length; i++) | ||
2002 | { | ||
2003 | if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove) | ||
2004 | returnMass += childPrimArr[i].CalculateMass(); | ||
2005 | // failsafe, this shouldn't happen but with OpenSim, you never know :) | ||
2006 | if (i > 256) | ||
2007 | break; | ||
2008 | } | ||
2009 | } | ||
2010 | |||
2011 | |||
2012 | |||
2013 | |||
2014 | |||
2015 | return returnMass; | ||
2016 | } | ||
2017 | |||
2018 | #endregion | ||
2019 | |||
2020 | |||
2021 | public void CreateGeom(IntPtr m_targetSpace, IMesh p_mesh) | ||
2022 | { | ||
2023 | // m_log.Debug("[PHYSICS]: _________CreateGeom"); | ||
2024 | if (p_mesh != null) | ||
2025 | { | ||
2026 | //_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); | ||
2027 | _mesh = p_mesh; | ||
2028 | setMesh(_parent_scene, _mesh); | ||
2029 | |||
2030 | } | ||
2031 | else | ||
2032 | { | ||
2033 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | ||
2034 | { | ||
2035 | if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | ||
2036 | { | ||
2037 | if (((_size.X / 2f) > 0f)) | ||
2038 | { | ||
2039 | //SetGeom to a Regular Sphere | ||
2040 | if (tempSize1 == null) | ||
2041 | tempSize1 = new btVector3(0, 0, 0); | ||
2042 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | ||
2043 | SetCollisionShape(new btSphereShape(_size.X * 0.5f)); | ||
2044 | } | ||
2045 | else | ||
2046 | { | ||
2047 | // uses halfextents | ||
2048 | if (tempSize1 == null) | ||
2049 | tempSize1 = new btVector3(0, 0, 0); | ||
2050 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | ||
2051 | SetCollisionShape(new btBoxShape(tempSize1)); | ||
2052 | } | ||
2053 | } | ||
2054 | else | ||
2055 | { | ||
2056 | // uses halfextents | ||
2057 | if (tempSize1 == null) | ||
2058 | tempSize1 = new btVector3(0, 0, 0); | ||
2059 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | ||
2060 | SetCollisionShape(new btBoxShape(tempSize1)); | ||
2061 | } | ||
2062 | |||
2063 | } | ||
2064 | else | ||
2065 | { | ||
2066 | if (tempSize1 == null) | ||
2067 | tempSize1 = new btVector3(0, 0, 0); | ||
2068 | // uses halfextents | ||
2069 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | ||
2070 | SetCollisionShape(new btBoxShape(tempSize1)); | ||
2071 | } | ||
2072 | } | ||
2073 | } | ||
2074 | |||
2075 | private void setMesh(BulletDotNETScene _parent_scene, IMesh mesh) | ||
2076 | { | ||
2077 | // TODO: Set Collision Body Mesh | ||
2078 | // This sleeper is there to moderate how long it takes between | ||
2079 | // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object | ||
2080 | // m_log.Debug("_________SetMesh"); | ||
2081 | Thread.Sleep(10); | ||
2082 | |||
2083 | //Kill Body so that mesh can re-make the geom | ||
2084 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) | ||
2085 | { | ||
2086 | if (childPrim) | ||
2087 | { | ||
2088 | if (_parent != null) | ||
2089 | { | ||
2090 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; | ||
2091 | parent.ChildDelink(this); | ||
2092 | } | ||
2093 | } | ||
2094 | else | ||
2095 | { | ||
2096 | //disableBody(); | ||
2097 | } | ||
2098 | } | ||
2099 | |||
2100 | //IMesh oldMesh = primMesh; | ||
2101 | |||
2102 | //primMesh = mesh; | ||
2103 | |||
2104 | //float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory | ||
2105 | //int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | ||
2106 | ////Array.Reverse(indexList); | ||
2107 | //primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory | ||
2108 | |||
2109 | IMesh oldMesh = primMesh; | ||
2110 | |||
2111 | primMesh = mesh; | ||
2112 | |||
2113 | float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory | ||
2114 | int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | ||
2115 | //Array.Reverse(indexList); | ||
2116 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory | ||
2117 | |||
2118 | |||
2119 | int VertexCount = vertexList.GetLength(0) / 3; | ||
2120 | int IndexCount = indexList.GetLength(0); | ||
2121 | |||
2122 | if (btshapeArray != null && btshapeArray.Handle != IntPtr.Zero) | ||
2123 | btshapeArray.Dispose(); | ||
2124 | //Array.Reverse(indexList); | ||
2125 | btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)), | ||
2126 | VertexCount, vertexList, 3 * sizeof(float)); | ||
2127 | SetCollisionShape(new btGImpactMeshShape(btshapeArray)); | ||
2128 | //((btGImpactMeshShape) prim_geom).updateBound(); | ||
2129 | ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); | ||
2130 | ((btGImpactMeshShape)prim_geom).updateBound(); | ||
2131 | _parent_scene.SetUsingGImpact(); | ||
2132 | //if (oldMesh != null) | ||
2133 | //{ | ||
2134 | // oldMesh.releasePinned(); | ||
2135 | // oldMesh = null; | ||
2136 | //} | ||
2137 | |||
2138 | } | ||
2139 | |||
2140 | private void SetCollisionShape(btCollisionShape shape) | ||
2141 | { | ||
2142 | /* | ||
2143 | if (shape == null) | ||
2144 | m_log.Debug("[PHYSICS]:SetShape!Null"); | ||
2145 | else | ||
2146 | m_log.Debug("[PHYSICS]:SetShape!"); | ||
2147 | |||
2148 | if (Body != null) | ||
2149 | { | ||
2150 | DisposeOfBody(); | ||
2151 | } | ||
2152 | |||
2153 | if (prim_geom != null) | ||
2154 | { | ||
2155 | prim_geom.Dispose(); | ||
2156 | prim_geom = null; | ||
2157 | } | ||
2158 | */ | ||
2159 | prim_geom = shape; | ||
2160 | |||
2161 | //Body.set | ||
2162 | } | ||
2163 | |||
2164 | public void SetBody(float mass) | ||
2165 | { | ||
2166 | |||
2167 | if (!IsPhysical || childrenPrim.Count == 0) | ||
2168 | { | ||
2169 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) | ||
2170 | tempMotionState1.Dispose(); | ||
2171 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) | ||
2172 | tempTransform2.Dispose(); | ||
2173 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | ||
2174 | tempOrientation2.Dispose(); | ||
2175 | |||
2176 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) | ||
2177 | tempPosition2.Dispose(); | ||
2178 | |||
2179 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); | ||
2180 | tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); | ||
2181 | tempTransform2 = new btTransform(tempOrientation2, tempPosition2); | ||
2182 | tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); | ||
2183 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) | ||
2184 | tempInertia1.Dispose(); | ||
2185 | tempInertia1 = new btVector3(0, 0, 0); | ||
2186 | |||
2187 | |||
2188 | prim_geom.calculateLocalInertia(mass, tempInertia1); | ||
2189 | |||
2190 | if (mass != 0) | ||
2191 | _parent_scene.addActivePrim(this); | ||
2192 | else | ||
2193 | _parent_scene.remActivePrim(this); | ||
2194 | |||
2195 | // Body = new btRigidBody(mass, tempMotionState1, prim_geom); | ||
2196 | //else | ||
2197 | // Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); | ||
2198 | if (Body == null) | ||
2199 | { | ||
2200 | Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); | ||
2201 | // add localID so we can later map bullet object back to OpenSim object | ||
2202 | Body.setUserPointer(new IntPtr((int)m_localID)); | ||
2203 | } | ||
2204 | |||
2205 | |||
2206 | if (prim_geom is btGImpactMeshShape) | ||
2207 | { | ||
2208 | ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); | ||
2209 | ((btGImpactMeshShape)prim_geom).updateBound(); | ||
2210 | } | ||
2211 | //Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); | ||
2212 | //Body.setUserPointer((IntPtr) (int)m_localID); | ||
2213 | _parent_scene.AddPrimToScene(this); | ||
2214 | } | ||
2215 | else | ||
2216 | { | ||
2217 | // bool hasTrimesh = false; | ||
2218 | lock (childrenPrim) | ||
2219 | { | ||
2220 | foreach (BulletDotNETPrim chld in childrenPrim) | ||
2221 | { | ||
2222 | if (chld == null) | ||
2223 | continue; | ||
2224 | |||
2225 | // if (chld.NeedsMeshing()) | ||
2226 | // hasTrimesh = true; | ||
2227 | } | ||
2228 | } | ||
2229 | |||
2230 | //if (hasTrimesh) | ||
2231 | //{ | ||
2232 | ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); | ||
2233 | // createmesh returns null when it doesn't mesh. | ||
2234 | |||
2235 | /* | ||
2236 | if (_mesh is Mesh) | ||
2237 | { | ||
2238 | } | ||
2239 | else | ||
2240 | { | ||
2241 | m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object"); | ||
2242 | return; | ||
2243 | } | ||
2244 | */ | ||
2245 | |||
2246 | |||
2247 | |||
2248 | foreach (BulletDotNETPrim chld in childrenPrim) | ||
2249 | { | ||
2250 | if (chld == null) | ||
2251 | continue; | ||
2252 | Vector3 offset = chld.Position - Position; | ||
2253 | Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); | ||
2254 | pos *= Quaternion.Inverse(Orientation); | ||
2255 | //pos *= Orientation; | ||
2256 | offset = pos; | ||
2257 | chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); | ||
2258 | |||
2259 | _mesh.Append(chld._mesh); | ||
2260 | |||
2261 | |||
2262 | } | ||
2263 | setMesh(_parent_scene, _mesh); | ||
2264 | |||
2265 | //} | ||
2266 | |||
2267 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) | ||
2268 | tempMotionState1.Dispose(); | ||
2269 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) | ||
2270 | tempTransform2.Dispose(); | ||
2271 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | ||
2272 | tempOrientation2.Dispose(); | ||
2273 | |||
2274 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) | ||
2275 | tempPosition2.Dispose(); | ||
2276 | |||
2277 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); | ||
2278 | tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); | ||
2279 | tempTransform2 = new btTransform(tempOrientation2, tempPosition2); | ||
2280 | tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); | ||
2281 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) | ||
2282 | tempInertia1.Dispose(); | ||
2283 | tempInertia1 = new btVector3(0, 0, 0); | ||
2284 | |||
2285 | |||
2286 | prim_geom.calculateLocalInertia(mass, tempInertia1); | ||
2287 | |||
2288 | if (mass != 0) | ||
2289 | _parent_scene.addActivePrim(this); | ||
2290 | else | ||
2291 | _parent_scene.remActivePrim(this); | ||
2292 | |||
2293 | // Body = new btRigidBody(mass, tempMotionState1, prim_geom); | ||
2294 | //else | ||
2295 | // Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); | ||
2296 | if (Body == null) | ||
2297 | { | ||
2298 | Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); | ||
2299 | // each body has the localID stored into it so we can identify collision objects | ||
2300 | Body.setUserPointer(new IntPtr((int)m_localID)); | ||
2301 | } | ||
2302 | |||
2303 | if (prim_geom is btGImpactMeshShape) | ||
2304 | { | ||
2305 | ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); | ||
2306 | ((btGImpactMeshShape)prim_geom).updateBound(); | ||
2307 | } | ||
2308 | _parent_scene.AddPrimToScene(this); | ||
2309 | |||
2310 | } | ||
2311 | |||
2312 | if (IsPhysical) | ||
2313 | changeAngularLock(0); | ||
2314 | } | ||
2315 | |||
2316 | private void DisposeOfBody() | ||
2317 | { | ||
2318 | if (Body != null) | ||
2319 | { | ||
2320 | if (Body.Handle != IntPtr.Zero) | ||
2321 | { | ||
2322 | DisableAxisMotor(); | ||
2323 | _parent_scene.removeFromWorld(this, Body); | ||
2324 | Body.Dispose(); | ||
2325 | } | ||
2326 | Body = null; | ||
2327 | // TODO: dispose parts that make up body | ||
2328 | } | ||
2329 | } | ||
2330 | |||
2331 | private void ChildDelink(BulletDotNETPrim pPrim) | ||
2332 | { | ||
2333 | // Okay, we have a delinked child.. need to rebuild the body. | ||
2334 | lock (childrenPrim) | ||
2335 | { | ||
2336 | foreach (BulletDotNETPrim prm in childrenPrim) | ||
2337 | { | ||
2338 | prm.childPrim = true; | ||
2339 | prm.disableBody(); | ||
2340 | |||
2341 | } | ||
2342 | } | ||
2343 | disableBody(); | ||
2344 | |||
2345 | lock (childrenPrim) | ||
2346 | { | ||
2347 | childrenPrim.Remove(pPrim); | ||
2348 | } | ||
2349 | |||
2350 | |||
2351 | |||
2352 | |||
2353 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
2354 | { | ||
2355 | _parent_scene.remActivePrim(this); | ||
2356 | } | ||
2357 | |||
2358 | |||
2359 | |||
2360 | lock (childrenPrim) | ||
2361 | { | ||
2362 | foreach (BulletDotNETPrim prm in childrenPrim) | ||
2363 | { | ||
2364 | ParentPrim(prm); | ||
2365 | } | ||
2366 | } | ||
2367 | |||
2368 | } | ||
2369 | |||
2370 | internal void ParentPrim(BulletDotNETPrim prm) | ||
2371 | { | ||
2372 | if (prm == null) | ||
2373 | return; | ||
2374 | |||
2375 | |||
2376 | |||
2377 | lock (childrenPrim) | ||
2378 | { | ||
2379 | if (!childrenPrim.Contains(prm)) | ||
2380 | { | ||
2381 | childrenPrim.Add(prm); | ||
2382 | } | ||
2383 | } | ||
2384 | |||
2385 | |||
2386 | } | ||
2387 | |||
2388 | public void disableBody() | ||
2389 | { | ||
2390 | //this kills the body so things like 'mesh' can re-create it. | ||
2391 | /* | ||
2392 | lock (this) | ||
2393 | { | ||
2394 | if (!childPrim) | ||
2395 | { | ||
2396 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
2397 | { | ||
2398 | _parent_scene.remActivePrim(this); | ||
2399 | |||
2400 | m_collisionCategories &= ~CollisionCategories.Body; | ||
2401 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
2402 | |||
2403 | if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) | ||
2404 | { | ||
2405 | // TODO: Set Category bits and Flags | ||
2406 | } | ||
2407 | |||
2408 | // TODO: destroy body | ||
2409 | DisposeOfBody(); | ||
2410 | |||
2411 | lock (childrenPrim) | ||
2412 | { | ||
2413 | if (childrenPrim.Count > 0) | ||
2414 | { | ||
2415 | foreach (BulletDotNETPrim prm in childrenPrim) | ||
2416 | { | ||
2417 | _parent_scene.remActivePrim(prm); | ||
2418 | prm.DisposeOfBody(); | ||
2419 | prm.SetCollisionShape(null); | ||
2420 | } | ||
2421 | } | ||
2422 | |||
2423 | } | ||
2424 | |||
2425 | DisposeOfBody(); | ||
2426 | } | ||
2427 | } | ||
2428 | else | ||
2429 | { | ||
2430 | _parent_scene.remActivePrim(this); | ||
2431 | m_collisionCategories &= ~CollisionCategories.Body; | ||
2432 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
2433 | |||
2434 | if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) | ||
2435 | { | ||
2436 | // TODO: Set Category bits and Flags | ||
2437 | } | ||
2438 | |||
2439 | DisposeOfBody(); | ||
2440 | } | ||
2441 | |||
2442 | } | ||
2443 | */ | ||
2444 | DisableAxisMotor(); | ||
2445 | m_disabled = true; | ||
2446 | m_collisionscore = 0; | ||
2447 | } | ||
2448 | |||
2449 | public void disableBodySoft() | ||
2450 | { | ||
2451 | m_disabled = true; | ||
2452 | |||
2453 | if (m_isphysical && Body.Handle != IntPtr.Zero) | ||
2454 | { | ||
2455 | Body.clearForces(); | ||
2456 | Body.forceActivationState(0); | ||
2457 | |||
2458 | } | ||
2459 | |||
2460 | } | ||
2461 | |||
2462 | public void enableBodySoft() | ||
2463 | { | ||
2464 | if (!childPrim) | ||
2465 | { | ||
2466 | if (m_isphysical && Body.Handle != IntPtr.Zero) | ||
2467 | { | ||
2468 | Body.clearForces(); | ||
2469 | Body.forceActivationState(4); | ||
2470 | forceenable = true; | ||
2471 | |||
2472 | } | ||
2473 | m_disabled = false; | ||
2474 | } | ||
2475 | } | ||
2476 | |||
2477 | public void enableBody() | ||
2478 | { | ||
2479 | if (!childPrim) | ||
2480 | { | ||
2481 | //SetCollisionShape(prim_geom); | ||
2482 | if (IsPhysical) | ||
2483 | SetBody(Mass); | ||
2484 | else | ||
2485 | SetBody(0); | ||
2486 | |||
2487 | // TODO: Set Collision Category Bits and Flags | ||
2488 | // TODO: Set Auto Disable data | ||
2489 | |||
2490 | m_interpenetrationcount = 0; | ||
2491 | m_collisionscore = 0; | ||
2492 | m_disabled = false; | ||
2493 | // The body doesn't already have a finite rotation mode set here | ||
2494 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | ||
2495 | { | ||
2496 | // TODO: Create Angular Motor on Axis Lock! | ||
2497 | } | ||
2498 | _parent_scene.addActivePrim(this); | ||
2499 | } | ||
2500 | } | ||
2501 | |||
2502 | public void UpdatePositionAndVelocity() | ||
2503 | { | ||
2504 | if (!m_isSelected) | ||
2505 | { | ||
2506 | if (_parent == null) | ||
2507 | { | ||
2508 | Vector3 pv = Vector3.Zero; | ||
2509 | bool lastZeroFlag = _zeroFlag; | ||
2510 | if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) | ||
2511 | tempPosition3.Dispose(); | ||
2512 | if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) | ||
2513 | tempTransform3.Dispose(); | ||
2514 | |||
2515 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | ||
2516 | tempOrientation2.Dispose(); | ||
2517 | |||
2518 | if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) | ||
2519 | tempAngularVelocity1.Dispose(); | ||
2520 | |||
2521 | if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) | ||
2522 | tempLinearVelocity1.Dispose(); | ||
2523 | |||
2524 | |||
2525 | |||
2526 | tempTransform3 = Body.getInterpolationWorldTransform(); | ||
2527 | tempPosition3 = tempTransform3.getOrigin(); // vec | ||
2528 | tempOrientation2 = tempTransform3.getRotation(); // ori | ||
2529 | tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel | ||
2530 | tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel | ||
2531 | |||
2532 | _torque = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), | ||
2533 | tempAngularVelocity1.getZ()); | ||
2534 | Vector3 l_position = Vector3.Zero; | ||
2535 | Quaternion l_orientation = Quaternion.Identity; | ||
2536 | m_lastposition = _position; | ||
2537 | m_lastorientation = _orientation; | ||
2538 | |||
2539 | l_position.X = tempPosition3.getX(); | ||
2540 | l_position.Y = tempPosition3.getY(); | ||
2541 | l_position.Z = tempPosition3.getZ(); | ||
2542 | l_orientation.X = tempOrientation2.getX(); | ||
2543 | l_orientation.Y = tempOrientation2.getY(); | ||
2544 | l_orientation.Z = tempOrientation2.getZ(); | ||
2545 | l_orientation.W = tempOrientation2.getW(); | ||
2546 | |||
2547 | if (l_position.X > ((int)Constants.RegionSize - 0.05f) || l_position.X < 0f || l_position.Y > ((int)Constants.RegionSize - 0.05f) || l_position.Y < 0f) | ||
2548 | { | ||
2549 | //base.RaiseOutOfBounds(l_position); | ||
2550 | |||
2551 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
2552 | { | ||
2553 | _position = l_position; | ||
2554 | //_parent_scene.remActivePrim(this); | ||
2555 | if (_parent == null) | ||
2556 | base.RequestPhysicsterseUpdate(); | ||
2557 | return; | ||
2558 | } | ||
2559 | else | ||
2560 | { | ||
2561 | if (_parent == null) | ||
2562 | base.RaiseOutOfBounds(l_position); | ||
2563 | return; | ||
2564 | } | ||
2565 | } | ||
2566 | |||
2567 | if (l_position.Z < -200000f) | ||
2568 | { | ||
2569 | // This is so prim that get lost underground don't fall forever and suck up | ||
2570 | // | ||
2571 | // Sim resources and memory. | ||
2572 | // Disables the prim's movement physics.... | ||
2573 | // It's a hack and will generate a console message if it fails. | ||
2574 | |||
2575 | //IsPhysical = false; | ||
2576 | //if (_parent == null) | ||
2577 | //base.RaiseOutOfBounds(_position); | ||
2578 | |||
2579 | _acceleration.X = 0; | ||
2580 | _acceleration.Y = 0; | ||
2581 | _acceleration.Z = 0; | ||
2582 | |||
2583 | _velocity.X = 0; | ||
2584 | _velocity.Y = 0; | ||
2585 | _velocity.Z = 0; | ||
2586 | m_rotationalVelocity.X = 0; | ||
2587 | m_rotationalVelocity.Y = 0; | ||
2588 | m_rotationalVelocity.Z = 0; | ||
2589 | |||
2590 | if (_parent == null) | ||
2591 | base.RequestPhysicsterseUpdate(); | ||
2592 | |||
2593 | m_throttleUpdates = false; | ||
2594 | // throttleCounter = 0; | ||
2595 | _zeroFlag = true; | ||
2596 | //outofBounds = true; | ||
2597 | } | ||
2598 | |||
2599 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | ||
2600 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | ||
2601 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) | ||
2602 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01)) | ||
2603 | { | ||
2604 | _zeroFlag = true; | ||
2605 | m_throttleUpdates = false; | ||
2606 | } | ||
2607 | else | ||
2608 | { | ||
2609 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
2610 | _zeroFlag = false; | ||
2611 | } | ||
2612 | |||
2613 | if (_zeroFlag) | ||
2614 | { | ||
2615 | _velocity.X = 0.0f; | ||
2616 | _velocity.Y = 0.0f; | ||
2617 | _velocity.Z = 0.0f; | ||
2618 | |||
2619 | _acceleration.X = 0; | ||
2620 | _acceleration.Y = 0; | ||
2621 | _acceleration.Z = 0; | ||
2622 | |||
2623 | //_orientation.w = 0f; | ||
2624 | //_orientation.X = 0f; | ||
2625 | //_orientation.Y = 0f; | ||
2626 | //_orientation.Z = 0f; | ||
2627 | m_rotationalVelocity.X = 0; | ||
2628 | m_rotationalVelocity.Y = 0; | ||
2629 | m_rotationalVelocity.Z = 0; | ||
2630 | if (!m_lastUpdateSent) | ||
2631 | { | ||
2632 | m_throttleUpdates = false; | ||
2633 | // throttleCounter = 0; | ||
2634 | m_rotationalVelocity = pv; | ||
2635 | |||
2636 | if (_parent == null) | ||
2637 | base.RequestPhysicsterseUpdate(); | ||
2638 | |||
2639 | m_lastUpdateSent = true; | ||
2640 | } | ||
2641 | } | ||
2642 | else | ||
2643 | { | ||
2644 | if (lastZeroFlag != _zeroFlag) | ||
2645 | { | ||
2646 | if (_parent == null) | ||
2647 | base.RequestPhysicsterseUpdate(); | ||
2648 | } | ||
2649 | |||
2650 | m_lastVelocity = _velocity; | ||
2651 | |||
2652 | _position = l_position; | ||
2653 | |||
2654 | _velocity.X = tempLinearVelocity1.getX(); | ||
2655 | _velocity.Y = tempLinearVelocity1.getY(); | ||
2656 | _velocity.Z = tempLinearVelocity1.getZ(); | ||
2657 | |||
2658 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | ||
2659 | _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, | ||
2660 | _velocity.Y - m_lastVelocity.Y / 0.1f, | ||
2661 | _velocity.Z - m_lastVelocity.Z / 0.1f); | ||
2662 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | ||
2663 | |||
2664 | if (_velocity.ApproxEquals(pv, 0.5f)) | ||
2665 | { | ||
2666 | m_rotationalVelocity = pv; | ||
2667 | } | ||
2668 | else | ||
2669 | { | ||
2670 | m_rotationalVelocity = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), tempAngularVelocity1.getZ()); | ||
2671 | } | ||
2672 | |||
2673 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); | ||
2674 | |||
2675 | _orientation.X = l_orientation.X; | ||
2676 | _orientation.Y = l_orientation.Y; | ||
2677 | _orientation.Z = l_orientation.Z; | ||
2678 | _orientation.W = l_orientation.W; | ||
2679 | m_lastUpdateSent = false; | ||
2680 | |||
2681 | //if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | ||
2682 | //{ | ||
2683 | if (_parent == null) | ||
2684 | base.RequestPhysicsterseUpdate(); | ||
2685 | // } | ||
2686 | // else | ||
2687 | // { | ||
2688 | // throttleCounter++; | ||
2689 | //} | ||
2690 | |||
2691 | } | ||
2692 | m_lastposition = l_position; | ||
2693 | if (forceenable) | ||
2694 | { | ||
2695 | Body.forceActivationState(1); | ||
2696 | forceenable = false; | ||
2697 | } | ||
2698 | } | ||
2699 | else | ||
2700 | { | ||
2701 | // Not a body.. so Make sure the client isn't interpolating | ||
2702 | _velocity.X = 0; | ||
2703 | _velocity.Y = 0; | ||
2704 | _velocity.Z = 0; | ||
2705 | |||
2706 | _acceleration.X = 0; | ||
2707 | _acceleration.Y = 0; | ||
2708 | _acceleration.Z = 0; | ||
2709 | |||
2710 | m_rotationalVelocity.X = 0; | ||
2711 | m_rotationalVelocity.Y = 0; | ||
2712 | m_rotationalVelocity.Z = 0; | ||
2713 | _zeroFlag = true; | ||
2714 | } | ||
2715 | } | ||
2716 | } | ||
2717 | |||
2718 | |||
2719 | internal void setPrimForRemoval() | ||
2720 | { | ||
2721 | m_taintremove = true; | ||
2722 | } | ||
2723 | |||
2724 | internal void EnableAxisMotor(Vector3 axislock) | ||
2725 | { | ||
2726 | if (m_aMotor != null) | ||
2727 | DisableAxisMotor(); | ||
2728 | |||
2729 | if (Body == null) | ||
2730 | return; | ||
2731 | |||
2732 | if (Body.Handle == IntPtr.Zero) | ||
2733 | return; | ||
2734 | |||
2735 | if (AxisLockAngleHigh != null && AxisLockAngleHigh.Handle != IntPtr.Zero) | ||
2736 | AxisLockAngleHigh.Dispose(); | ||
2737 | |||
2738 | |||
2739 | |||
2740 | m_aMotor = new btGeneric6DofConstraint(Body, _parent_scene.TerrainBody, _parent_scene.TransZero, | ||
2741 | _parent_scene.TransZero, false); | ||
2742 | |||
2743 | float endNoLock = (360 * Utils.DEG_TO_RAD); | ||
2744 | AxisLockAngleHigh = new btVector3((axislock.X == 0) ? 0 : endNoLock, (axislock.Y == 0) ? 0 : endNoLock, (axislock.Z == 0) ? 0 : endNoLock); | ||
2745 | |||
2746 | m_aMotor.setAngularLowerLimit(_parent_scene.VectorZero); | ||
2747 | m_aMotor.setAngularUpperLimit(AxisLockAngleHigh); | ||
2748 | m_aMotor.setLinearLowerLimit(AxisLockLinearLow); | ||
2749 | m_aMotor.setLinearUpperLimit(AxisLockLinearHigh); | ||
2750 | _parent_scene.getBulletWorld().addConstraint((btTypedConstraint)m_aMotor); | ||
2751 | //m_aMotor. | ||
2752 | |||
2753 | |||
2754 | } | ||
2755 | internal void DisableAxisMotor() | ||
2756 | { | ||
2757 | if (m_aMotor != null && m_aMotor.Handle != IntPtr.Zero) | ||
2758 | { | ||
2759 | _parent_scene.getBulletWorld().removeConstraint(m_aMotor); | ||
2760 | m_aMotor.Dispose(); | ||
2761 | m_aMotor = null; | ||
2762 | } | ||
2763 | } | ||
2764 | |||
2765 | } | ||
2766 | } | ||
2767 | |||