diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | 4262 |
1 files changed, 2131 insertions, 2131 deletions
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs index 3e26456..6fb82ef 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | |||
@@ -1,2131 +1,2131 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSim Project nor the | 12 | * * Neither the name of the OpenSim Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 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 | 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 | 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 | 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. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | using System; | 27 | using System; |
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.Reflection; | 29 | using System.Reflection; |
30 | using System.Runtime.InteropServices; | 30 | using System.Runtime.InteropServices; |
31 | using System.Threading; | 31 | using System.Threading; |
32 | using log4net; | 32 | using log4net; |
33 | using OpenMetaverse; | 33 | using OpenMetaverse; |
34 | using BulletDotNET; | 34 | using BulletDotNET; |
35 | using OpenSim.Framework; | 35 | using OpenSim.Framework; |
36 | using OpenSim.Region.Physics.Manager; | 36 | using OpenSim.Region.Physics.Manager; |
37 | 37 | ||
38 | namespace OpenSim.Region.Physics.BulletDotNETPlugin | 38 | namespace OpenSim.Region.Physics.BulletDotNETPlugin |
39 | { | 39 | { |
40 | public class BulletDotNETPrim : PhysicsActor | 40 | public class BulletDotNETPrim : PhysicsActor |
41 | { | 41 | { |
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
43 | 43 | ||
44 | private PhysicsVector _position; | 44 | private PhysicsVector _position; |
45 | private PhysicsVector _velocity; | 45 | private PhysicsVector _velocity; |
46 | private PhysicsVector _torque = new PhysicsVector(0, 0, 0); | 46 | private PhysicsVector _torque = new PhysicsVector(0, 0, 0); |
47 | private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); | 47 | private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); |
48 | private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f); | 48 | private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f); |
49 | private Quaternion m_lastorientation = new Quaternion(); | 49 | private Quaternion m_lastorientation = new Quaternion(); |
50 | private PhysicsVector m_rotationalVelocity; | 50 | private PhysicsVector m_rotationalVelocity; |
51 | private PhysicsVector _size; | 51 | private PhysicsVector _size; |
52 | private PhysicsVector _acceleration; | 52 | private PhysicsVector _acceleration; |
53 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); | 53 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); |
54 | private Quaternion _orientation; | 54 | private Quaternion _orientation; |
55 | private PhysicsVector m_taintposition; | 55 | private PhysicsVector m_taintposition; |
56 | private PhysicsVector m_taintsize; | 56 | private PhysicsVector m_taintsize; |
57 | private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0); | 57 | private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0); |
58 | private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0); | 58 | private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0); |
59 | private Quaternion m_taintrot; | 59 | private Quaternion m_taintrot; |
60 | private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f); | 60 | private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f); |
61 | private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f); | 61 | private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f); |
62 | private btGeneric6DofConstraint Amotor; | 62 | private btGeneric6DofConstraint Amotor; |
63 | 63 | ||
64 | private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0); | 64 | private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0); |
65 | private float m_PIDTau = 0f; | 65 | private float m_PIDTau = 0f; |
66 | private float m_PIDHoverHeight = 0f; | 66 | private float m_PIDHoverHeight = 0f; |
67 | private float m_PIDHoverTau = 0f; | 67 | private float m_PIDHoverTau = 0f; |
68 | private bool m_useHoverPID = false; | 68 | private bool m_useHoverPID = false; |
69 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; | 69 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; |
70 | private float m_targetHoverHeight = 0f; | 70 | private float m_targetHoverHeight = 0f; |
71 | private float m_groundHeight = 0f; | 71 | private float m_groundHeight = 0f; |
72 | private float m_waterHeight = 0f; | 72 | private float m_waterHeight = 0f; |
73 | private float PID_D = 35f; | 73 | private float PID_D = 35f; |
74 | private float PID_G = 25f; | 74 | private float PID_G = 25f; |
75 | private float m_tensor = 5f; | 75 | private float m_tensor = 5f; |
76 | private int body_autodisable_frames = 20; | 76 | private int body_autodisable_frames = 20; |
77 | private IMesh primMesh = null; | 77 | private IMesh primMesh = null; |
78 | 78 | ||
79 | private bool m_usePID = false; | 79 | private bool m_usePID = false; |
80 | 80 | ||
81 | 81 | ||
82 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | 82 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom |
83 | | CollisionCategories.Space | 83 | | CollisionCategories.Space |
84 | | CollisionCategories.Body | 84 | | CollisionCategories.Body |
85 | | CollisionCategories.Character | 85 | | CollisionCategories.Character |
86 | ); | 86 | ); |
87 | 87 | ||
88 | private bool m_taintshape = false; | 88 | private bool m_taintshape = false; |
89 | private bool m_taintPhysics = false; | 89 | private bool m_taintPhysics = false; |
90 | private bool m_collidesLand = true; | 90 | private bool m_collidesLand = true; |
91 | private bool m_collidesWater = false; | 91 | private bool m_collidesWater = false; |
92 | public bool m_returnCollisions = false; | 92 | public bool m_returnCollisions = false; |
93 | 93 | ||
94 | // Default we're a Geometry | 94 | // Default we're a Geometry |
95 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | 95 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); |
96 | 96 | ||
97 | // Default, Collide with Other Geometries, spaces and Bodies | 97 | // Default, Collide with Other Geometries, spaces and Bodies |
98 | private CollisionCategories m_collisionFlags = m_default_collisionFlags; | 98 | private CollisionCategories m_collisionFlags = m_default_collisionFlags; |
99 | 99 | ||
100 | public bool m_taintremove = false; | 100 | public bool m_taintremove = false; |
101 | public bool m_taintdisable = false; | 101 | public bool m_taintdisable = false; |
102 | public bool m_disabled = false; | 102 | public bool m_disabled = false; |
103 | public bool m_taintadd = false; | 103 | public bool m_taintadd = false; |
104 | public bool m_taintselected = false; | 104 | public bool m_taintselected = false; |
105 | public bool m_taintCollidesWater = false; | 105 | public bool m_taintCollidesWater = false; |
106 | 106 | ||
107 | public uint m_localID = 0; | 107 | public uint m_localID = 0; |
108 | 108 | ||
109 | //public GCHandle gc; | 109 | //public GCHandle gc; |
110 | private CollisionLocker ode; | 110 | private CollisionLocker ode; |
111 | 111 | ||
112 | private bool m_taintforce = false; | 112 | private bool m_taintforce = false; |
113 | private bool m_taintaddangularforce = false; | 113 | private bool m_taintaddangularforce = false; |
114 | private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f); | 114 | private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f); |
115 | private List<PhysicsVector> m_forcelist = new List<PhysicsVector>(); | 115 | private List<PhysicsVector> m_forcelist = new List<PhysicsVector>(); |
116 | private List<PhysicsVector> m_angularforcelist = new List<PhysicsVector>(); | 116 | private List<PhysicsVector> m_angularforcelist = new List<PhysicsVector>(); |
117 | 117 | ||
118 | private IMesh _mesh; | 118 | private IMesh _mesh; |
119 | private PrimitiveBaseShape _pbs; | 119 | private PrimitiveBaseShape _pbs; |
120 | private BulletDotNETScene _parent_scene; | 120 | private BulletDotNETScene _parent_scene; |
121 | public btCollisionShape prim_geom; | 121 | public btCollisionShape prim_geom; |
122 | public IntPtr _triMeshData; | 122 | public IntPtr _triMeshData; |
123 | 123 | ||
124 | private PhysicsActor _parent = null; | 124 | private PhysicsActor _parent = null; |
125 | private PhysicsActor m_taintparent = null; | 125 | private PhysicsActor m_taintparent = null; |
126 | 126 | ||
127 | private List<BulletDotNETPrim> childrenPrim = new List<BulletDotNETPrim>(); | 127 | private List<BulletDotNETPrim> childrenPrim = new List<BulletDotNETPrim>(); |
128 | 128 | ||
129 | private bool iscolliding = false; | 129 | private bool iscolliding = false; |
130 | private bool m_isphysical = false; | 130 | private bool m_isphysical = false; |
131 | private bool m_isSelected = false; | 131 | private bool m_isSelected = false; |
132 | 132 | ||
133 | internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively | 133 | internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively |
134 | 134 | ||
135 | private bool m_throttleUpdates = false; | 135 | private bool m_throttleUpdates = false; |
136 | private int throttleCounter = 0; | 136 | private int throttleCounter = 0; |
137 | public int m_interpenetrationcount = 0; | 137 | public int m_interpenetrationcount = 0; |
138 | public float m_collisionscore = 0; | 138 | public float m_collisionscore = 0; |
139 | public int m_roundsUnderMotionThreshold = 0; | 139 | public int m_roundsUnderMotionThreshold = 0; |
140 | private int m_crossingfailures = 0; | 140 | private int m_crossingfailures = 0; |
141 | 141 | ||
142 | public float m_buoyancy = 0f; | 142 | public float m_buoyancy = 0f; |
143 | 143 | ||
144 | public bool outofBounds = false; | 144 | public bool outofBounds = false; |
145 | private float m_density = 10.000006836f; // Aluminum g/cm3; | 145 | private float m_density = 10.000006836f; // Aluminum g/cm3; |
146 | 146 | ||
147 | public bool _zeroFlag = false; | 147 | public bool _zeroFlag = false; |
148 | private bool m_lastUpdateSent = false; | 148 | private bool m_lastUpdateSent = false; |
149 | 149 | ||
150 | 150 | ||
151 | private String m_primName; | 151 | private String m_primName; |
152 | private PhysicsVector _target_velocity; | 152 | private PhysicsVector _target_velocity; |
153 | 153 | ||
154 | public int m_eventsubscription = 0; | 154 | public int m_eventsubscription = 0; |
155 | private CollisionEventUpdate CollisionEventsThisFrame = null; | 155 | private CollisionEventUpdate CollisionEventsThisFrame = null; |
156 | 156 | ||
157 | public volatile bool childPrim = false; | 157 | public volatile bool childPrim = false; |
158 | 158 | ||
159 | private btVector3 tempPosition1; | 159 | private btVector3 tempPosition1; |
160 | private btVector3 tempPosition2; | 160 | private btVector3 tempPosition2; |
161 | private btVector3 tempPosition3; | 161 | private btVector3 tempPosition3; |
162 | private btVector3 tempSize1; | 162 | private btVector3 tempSize1; |
163 | private btVector3 tempSize2; | 163 | private btVector3 tempSize2; |
164 | private btVector3 tempLinearVelocity1; | 164 | private btVector3 tempLinearVelocity1; |
165 | private btVector3 tempLinearVelocity2; | 165 | private btVector3 tempLinearVelocity2; |
166 | private btVector3 tempAngularVelocity1; | 166 | private btVector3 tempAngularVelocity1; |
167 | private btVector3 tempAngularVelocity2; | 167 | private btVector3 tempAngularVelocity2; |
168 | private btVector3 tempInertia1; | 168 | private btVector3 tempInertia1; |
169 | private btVector3 tempInertia2; | 169 | private btVector3 tempInertia2; |
170 | private btQuaternion tempOrientation1; | 170 | private btQuaternion tempOrientation1; |
171 | private btQuaternion tempOrientation2; | 171 | private btQuaternion tempOrientation2; |
172 | private btMotionState tempMotionState1; | 172 | private btMotionState tempMotionState1; |
173 | private btMotionState tempMotionState2; | 173 | private btMotionState tempMotionState2; |
174 | private btMotionState tempMotionState3; | 174 | private btMotionState tempMotionState3; |
175 | private btTransform tempTransform1; | 175 | private btTransform tempTransform1; |
176 | private btTransform tempTransform2; | 176 | private btTransform tempTransform2; |
177 | private btTransform tempTransform3; | 177 | private btTransform tempTransform3; |
178 | private btTransform tempTransform4; | 178 | private btTransform tempTransform4; |
179 | private btTriangleIndexVertexArray btshapeArray; | 179 | private btTriangleIndexVertexArray btshapeArray; |
180 | 180 | ||
181 | public btRigidBody Body; | 181 | public btRigidBody Body; |
182 | 182 | ||
183 | public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, PhysicsVector pos, PhysicsVector size, | 183 | public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, PhysicsVector pos, PhysicsVector size, |
184 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) | 184 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) |
185 | { | 185 | { |
186 | tempPosition1 = new btVector3(0, 0, 0); | 186 | tempPosition1 = new btVector3(0, 0, 0); |
187 | tempPosition2 = new btVector3(0, 0, 0); | 187 | tempPosition2 = new btVector3(0, 0, 0); |
188 | tempPosition3 = new btVector3(0, 0, 0); | 188 | tempPosition3 = new btVector3(0, 0, 0); |
189 | tempSize1 = new btVector3(0, 0, 0); | 189 | tempSize1 = new btVector3(0, 0, 0); |
190 | tempSize2 = new btVector3(0, 0, 0); | 190 | tempSize2 = new btVector3(0, 0, 0); |
191 | tempLinearVelocity1 = new btVector3(0, 0, 0); | 191 | tempLinearVelocity1 = new btVector3(0, 0, 0); |
192 | tempLinearVelocity2 = new btVector3(0, 0, 0); | 192 | tempLinearVelocity2 = new btVector3(0, 0, 0); |
193 | tempAngularVelocity1 = new btVector3(0, 0, 0); | 193 | tempAngularVelocity1 = new btVector3(0, 0, 0); |
194 | tempAngularVelocity2 = new btVector3(0, 0, 0); | 194 | tempAngularVelocity2 = new btVector3(0, 0, 0); |
195 | tempInertia1 = new btVector3(0, 0, 0); | 195 | tempInertia1 = new btVector3(0, 0, 0); |
196 | tempInertia2 = new btVector3(0, 0, 0); | 196 | tempInertia2 = new btVector3(0, 0, 0); |
197 | tempOrientation1 = new btQuaternion(0,0,0,1); | 197 | tempOrientation1 = new btQuaternion(0,0,0,1); |
198 | tempOrientation2 = new btQuaternion(0, 0, 0, 1); | 198 | tempOrientation2 = new btQuaternion(0, 0, 0, 1); |
199 | _parent_scene = parent_scene; | 199 | _parent_scene = parent_scene; |
200 | tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); | 200 | tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); |
201 | tempTransform2 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; | 201 | tempTransform2 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; |
202 | tempTransform3 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; | 202 | tempTransform3 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; |
203 | tempTransform4 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; | 203 | tempTransform4 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; |
204 | 204 | ||
205 | tempMotionState1 = new btDefaultMotionState(_parent_scene.TransZero); | 205 | tempMotionState1 = new btDefaultMotionState(_parent_scene.TransZero); |
206 | tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero); | 206 | tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero); |
207 | tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero); | 207 | tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero); |
208 | 208 | ||
209 | _target_velocity = new PhysicsVector(0, 0, 0); | 209 | _target_velocity = new PhysicsVector(0, 0, 0); |
210 | _velocity = new PhysicsVector(); | 210 | _velocity = new PhysicsVector(); |
211 | _position = pos; | 211 | _position = pos; |
212 | m_taintposition = pos; | 212 | m_taintposition = pos; |
213 | PID_D = parent_scene.bodyPIDD; | 213 | PID_D = parent_scene.bodyPIDD; |
214 | PID_G = parent_scene.bodyPIDG; | 214 | PID_G = parent_scene.bodyPIDG; |
215 | m_density = parent_scene.geomDefaultDensity; | 215 | m_density = parent_scene.geomDefaultDensity; |
216 | m_tensor = parent_scene.bodyMotorJointMaxforceTensor; | 216 | m_tensor = parent_scene.bodyMotorJointMaxforceTensor; |
217 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | 217 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; |
218 | 218 | ||
219 | prim_geom = null; | 219 | prim_geom = null; |
220 | Body = null; | 220 | Body = null; |
221 | 221 | ||
222 | if (size.X <= 0) size.X = 0.01f; | 222 | if (size.X <= 0) size.X = 0.01f; |
223 | if (size.Y <= 0) size.Y = 0.01f; | 223 | if (size.Y <= 0) size.Y = 0.01f; |
224 | if (size.Z <= 0) size.Z = 0.01f; | 224 | if (size.Z <= 0) size.Z = 0.01f; |
225 | 225 | ||
226 | _size = size; | 226 | _size = size; |
227 | m_taintsize = _size; | 227 | m_taintsize = _size; |
228 | _acceleration = new PhysicsVector(); | 228 | _acceleration = new PhysicsVector(); |
229 | m_rotationalVelocity = PhysicsVector.Zero; | 229 | m_rotationalVelocity = PhysicsVector.Zero; |
230 | _orientation = rotation; | 230 | _orientation = rotation; |
231 | m_taintrot = _orientation; | 231 | m_taintrot = _orientation; |
232 | _mesh = mesh; | 232 | _mesh = mesh; |
233 | _pbs = pbs; | 233 | _pbs = pbs; |
234 | 234 | ||
235 | _parent_scene = parent_scene; | 235 | _parent_scene = parent_scene; |
236 | 236 | ||
237 | if (pos.Z < 0) | 237 | if (pos.Z < 0) |
238 | m_isphysical = false; | 238 | m_isphysical = false; |
239 | else | 239 | else |
240 | { | 240 | { |
241 | m_isphysical = pisPhysical; | 241 | m_isphysical = pisPhysical; |
242 | // If we're physical, we need to be in the master space for now. | 242 | // If we're physical, we need to be in the master space for now. |
243 | // linksets *should* be in a space together.. but are not currently | 243 | // linksets *should* be in a space together.. but are not currently |
244 | } | 244 | } |
245 | m_primName = primName; | 245 | m_primName = primName; |
246 | m_taintadd = true; | 246 | m_taintadd = true; |
247 | _parent_scene.AddPhysicsActorTaint(this); | 247 | _parent_scene.AddPhysicsActorTaint(this); |
248 | 248 | ||
249 | } | 249 | } |
250 | 250 | ||
251 | #region PhysicsActor overrides | 251 | #region PhysicsActor overrides |
252 | 252 | ||
253 | public override bool Stopped | 253 | public override bool Stopped |
254 | { | 254 | { |
255 | get { return _zeroFlag; } | 255 | get { return _zeroFlag; } |
256 | } | 256 | } |
257 | 257 | ||
258 | public override PhysicsVector Size | 258 | public override PhysicsVector Size |
259 | { | 259 | { |
260 | get { return _size; } | 260 | get { return _size; } |
261 | set { _size = value; } | 261 | set { _size = value; } |
262 | } | 262 | } |
263 | 263 | ||
264 | public override PrimitiveBaseShape Shape | 264 | public override PrimitiveBaseShape Shape |
265 | { | 265 | { |
266 | set | 266 | set |
267 | { | 267 | { |
268 | _pbs = value; | 268 | _pbs = value; |
269 | m_taintshape = true; | 269 | m_taintshape = true; |
270 | } | 270 | } |
271 | } | 271 | } |
272 | 272 | ||
273 | public override uint LocalID | 273 | public override uint LocalID |
274 | { | 274 | { |
275 | set | 275 | set |
276 | { | 276 | { |
277 | //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); | 277 | //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); |
278 | m_localID = value; | 278 | m_localID = value; |
279 | } | 279 | } |
280 | } | 280 | } |
281 | 281 | ||
282 | public override bool Grabbed | 282 | public override bool Grabbed |
283 | { | 283 | { |
284 | set { return; } | 284 | set { return; } |
285 | } | 285 | } |
286 | 286 | ||
287 | public override bool Selected | 287 | public override bool Selected |
288 | { | 288 | { |
289 | set | 289 | set |
290 | { | 290 | { |
291 | // This only makes the object not collidable if the object | 291 | // This only makes the object not collidable if the object |
292 | // is physical or the object is modified somehow *IN THE FUTURE* | 292 | // is physical or the object is modified somehow *IN THE FUTURE* |
293 | // without this, if an avatar selects prim, they can walk right | 293 | // without this, if an avatar selects prim, they can walk right |
294 | // through it while it's selected | 294 | // through it while it's selected |
295 | m_collisionscore = 0; | 295 | m_collisionscore = 0; |
296 | if ((m_isphysical && !_zeroFlag) || !value) | 296 | if ((m_isphysical && !_zeroFlag) || !value) |
297 | { | 297 | { |
298 | m_taintselected = value; | 298 | m_taintselected = value; |
299 | _parent_scene.AddPhysicsActorTaint(this); | 299 | _parent_scene.AddPhysicsActorTaint(this); |
300 | } | 300 | } |
301 | else | 301 | else |
302 | { | 302 | { |
303 | m_taintselected = value; | 303 | m_taintselected = value; |
304 | m_isSelected = value; | 304 | m_isSelected = value; |
305 | } | 305 | } |
306 | } | 306 | } |
307 | } | 307 | } |
308 | 308 | ||
309 | public override void CrossingFailure() | 309 | public override void CrossingFailure() |
310 | { | 310 | { |
311 | m_crossingfailures++; | 311 | m_crossingfailures++; |
312 | if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) | 312 | if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) |
313 | { | 313 | { |
314 | base.RaiseOutOfBounds(_position); | 314 | base.RaiseOutOfBounds(_position); |
315 | return; | 315 | return; |
316 | } | 316 | } |
317 | else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) | 317 | else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) |
318 | { | 318 | { |
319 | m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); | 319 | m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); |
320 | } | 320 | } |
321 | } | 321 | } |
322 | public override void link(PhysicsActor obj) | 322 | public override void link(PhysicsActor obj) |
323 | { | 323 | { |
324 | //TODO: | 324 | //TODO: |
325 | } | 325 | } |
326 | 326 | ||
327 | public override void delink() | 327 | public override void delink() |
328 | { | 328 | { |
329 | //TODO: | 329 | //TODO: |
330 | } | 330 | } |
331 | 331 | ||
332 | public override void LockAngularMotion(PhysicsVector axis) | 332 | public override void LockAngularMotion(PhysicsVector axis) |
333 | { | 333 | { |
334 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | 334 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); |
335 | m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z); | 335 | m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z); |
336 | } | 336 | } |
337 | 337 | ||
338 | public override PhysicsVector Position | 338 | public override PhysicsVector Position |
339 | { | 339 | { |
340 | get { return _position; } | 340 | get { return _position; } |
341 | 341 | ||
342 | set | 342 | set |
343 | { | 343 | { |
344 | _position = value; | 344 | _position = value; |
345 | //m_log.Info("[PHYSICS]: " + _position.ToString()); | 345 | //m_log.Info("[PHYSICS]: " + _position.ToString()); |
346 | } | 346 | } |
347 | } | 347 | } |
348 | 348 | ||
349 | public override float Mass | 349 | public override float Mass |
350 | { | 350 | { |
351 | get { return CalculateMass(); } | 351 | get { return CalculateMass(); } |
352 | } | 352 | } |
353 | 353 | ||
354 | public override PhysicsVector Force | 354 | public override PhysicsVector Force |
355 | { | 355 | { |
356 | //get { return PhysicsVector.Zero; } | 356 | //get { return PhysicsVector.Zero; } |
357 | get { return m_force; } | 357 | get { return m_force; } |
358 | set { m_force = value; } | 358 | set { m_force = value; } |
359 | } | 359 | } |
360 | 360 | ||
361 | public override int VehicleType | 361 | public override int VehicleType |
362 | { | 362 | { |
363 | get { return 0; } | 363 | get { return 0; } |
364 | set { return; } | 364 | set { return; } |
365 | } | 365 | } |
366 | 366 | ||
367 | public override void VehicleFloatParam(int param, float value) | 367 | public override void VehicleFloatParam(int param, float value) |
368 | { | 368 | { |
369 | //TODO: | 369 | //TODO: |
370 | } | 370 | } |
371 | 371 | ||
372 | public override void VehicleVectorParam(int param, PhysicsVector value) | 372 | public override void VehicleVectorParam(int param, PhysicsVector value) |
373 | { | 373 | { |
374 | //TODO: | 374 | //TODO: |
375 | } | 375 | } |
376 | 376 | ||
377 | public override void VehicleRotationParam(int param, Quaternion rotation) | 377 | public override void VehicleRotationParam(int param, Quaternion rotation) |
378 | { | 378 | { |
379 | //TODO: | 379 | //TODO: |
380 | } | 380 | } |
381 | 381 | ||
382 | public override void SetVolumeDetect(int param) | 382 | public override void SetVolumeDetect(int param) |
383 | { | 383 | { |
384 | //TODO: GhostObject | 384 | //TODO: GhostObject |
385 | m_isVolumeDetect = (param != 0); | 385 | m_isVolumeDetect = (param != 0); |
386 | 386 | ||
387 | } | 387 | } |
388 | 388 | ||
389 | public override PhysicsVector GeometricCenter | 389 | public override PhysicsVector GeometricCenter |
390 | { | 390 | { |
391 | get { return PhysicsVector.Zero; } | 391 | get { return PhysicsVector.Zero; } |
392 | } | 392 | } |
393 | 393 | ||
394 | public override PhysicsVector CenterOfMass | 394 | public override PhysicsVector CenterOfMass |
395 | { | 395 | { |
396 | get { return PhysicsVector.Zero; } | 396 | get { return PhysicsVector.Zero; } |
397 | } | 397 | } |
398 | 398 | ||
399 | public override PhysicsVector Velocity | 399 | public override PhysicsVector Velocity |
400 | { | 400 | { |
401 | get | 401 | get |
402 | { | 402 | { |
403 | // Averate previous velocity with the new one so | 403 | // Averate previous velocity with the new one so |
404 | // client object interpolation works a 'little' better | 404 | // client object interpolation works a 'little' better |
405 | PhysicsVector returnVelocity = new PhysicsVector(); | 405 | PhysicsVector returnVelocity = new PhysicsVector(); |
406 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; | 406 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; |
407 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; | 407 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; |
408 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; | 408 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; |
409 | return returnVelocity; | 409 | return returnVelocity; |
410 | } | 410 | } |
411 | set | 411 | set |
412 | { | 412 | { |
413 | _velocity = value; | 413 | _velocity = value; |
414 | 414 | ||
415 | m_taintVelocity = value; | 415 | m_taintVelocity = value; |
416 | _parent_scene.AddPhysicsActorTaint(this); | 416 | _parent_scene.AddPhysicsActorTaint(this); |
417 | } | 417 | } |
418 | } | 418 | } |
419 | 419 | ||
420 | public override PhysicsVector Torque | 420 | public override PhysicsVector Torque |
421 | { | 421 | { |
422 | get | 422 | get |
423 | { | 423 | { |
424 | if (!m_isphysical || Body.Handle == IntPtr.Zero) | 424 | if (!m_isphysical || Body.Handle == IntPtr.Zero) |
425 | return new PhysicsVector(0, 0, 0); | 425 | return new PhysicsVector(0, 0, 0); |
426 | 426 | ||
427 | return _torque; | 427 | return _torque; |
428 | } | 428 | } |
429 | 429 | ||
430 | set | 430 | set |
431 | { | 431 | { |
432 | m_taintTorque = value; | 432 | m_taintTorque = value; |
433 | _parent_scene.AddPhysicsActorTaint(this); | 433 | _parent_scene.AddPhysicsActorTaint(this); |
434 | } | 434 | } |
435 | } | 435 | } |
436 | 436 | ||
437 | public override float CollisionScore | 437 | public override float CollisionScore |
438 | { | 438 | { |
439 | get { return m_collisionscore; } | 439 | get { return m_collisionscore; } |
440 | set { m_collisionscore = value; } | 440 | set { m_collisionscore = value; } |
441 | } | 441 | } |
442 | 442 | ||
443 | public override PhysicsVector Acceleration | 443 | public override PhysicsVector Acceleration |
444 | { | 444 | { |
445 | get { return _acceleration; } | 445 | get { return _acceleration; } |
446 | } | 446 | } |
447 | 447 | ||
448 | public override Quaternion Orientation | 448 | public override Quaternion Orientation |
449 | { | 449 | { |
450 | get { return _orientation; } | 450 | get { return _orientation; } |
451 | set { _orientation = value; } | 451 | set { _orientation = value; } |
452 | } | 452 | } |
453 | 453 | ||
454 | public override int PhysicsActorType | 454 | public override int PhysicsActorType |
455 | { | 455 | { |
456 | get { return (int)ActorTypes.Prim; } | 456 | get { return (int)ActorTypes.Prim; } |
457 | set { return; } | 457 | set { return; } |
458 | } | 458 | } |
459 | 459 | ||
460 | public override bool IsPhysical | 460 | public override bool IsPhysical |
461 | { | 461 | { |
462 | get { return m_isphysical; } | 462 | get { return m_isphysical; } |
463 | set { m_isphysical = value; } | 463 | set { m_isphysical = value; } |
464 | } | 464 | } |
465 | 465 | ||
466 | public override bool Flying | 466 | public override bool Flying |
467 | { | 467 | { |
468 | // no flying prims for you | 468 | // no flying prims for you |
469 | get { return false; } | 469 | get { return false; } |
470 | set { } | 470 | set { } |
471 | } | 471 | } |
472 | 472 | ||
473 | public override bool SetAlwaysRun | 473 | public override bool SetAlwaysRun |
474 | { | 474 | { |
475 | get { return false; } | 475 | get { return false; } |
476 | set { return; } | 476 | set { return; } |
477 | } | 477 | } |
478 | 478 | ||
479 | public override bool ThrottleUpdates | 479 | public override bool ThrottleUpdates |
480 | { | 480 | { |
481 | get { return m_throttleUpdates; } | 481 | get { return m_throttleUpdates; } |
482 | set { m_throttleUpdates = value; } | 482 | set { m_throttleUpdates = value; } |
483 | } | 483 | } |
484 | 484 | ||
485 | public override bool IsColliding | 485 | public override bool IsColliding |
486 | { | 486 | { |
487 | get { return iscolliding; } | 487 | get { return iscolliding; } |
488 | set { iscolliding = value; } | 488 | set { iscolliding = value; } |
489 | } | 489 | } |
490 | 490 | ||
491 | public override bool CollidingGround | 491 | public override bool CollidingGround |
492 | { | 492 | { |
493 | get { return false; } | 493 | get { return false; } |
494 | set { return; } | 494 | set { return; } |
495 | } | 495 | } |
496 | 496 | ||
497 | public override bool CollidingObj | 497 | public override bool CollidingObj |
498 | { | 498 | { |
499 | get { return false; } | 499 | get { return false; } |
500 | set { return; } | 500 | set { return; } |
501 | } | 501 | } |
502 | 502 | ||
503 | public override bool FloatOnWater | 503 | public override bool FloatOnWater |
504 | { | 504 | { |
505 | set | 505 | set |
506 | { | 506 | { |
507 | m_taintCollidesWater = value; | 507 | m_taintCollidesWater = value; |
508 | _parent_scene.AddPhysicsActorTaint(this); | 508 | _parent_scene.AddPhysicsActorTaint(this); |
509 | } | 509 | } |
510 | } | 510 | } |
511 | 511 | ||
512 | public override PhysicsVector RotationalVelocity | 512 | public override PhysicsVector RotationalVelocity |
513 | { | 513 | { |
514 | get | 514 | get |
515 | { | 515 | { |
516 | PhysicsVector pv = new PhysicsVector(0, 0, 0); | 516 | PhysicsVector pv = new PhysicsVector(0, 0, 0); |
517 | if (_zeroFlag) | 517 | if (_zeroFlag) |
518 | return pv; | 518 | return pv; |
519 | m_lastUpdateSent = false; | 519 | m_lastUpdateSent = false; |
520 | 520 | ||
521 | if (m_rotationalVelocity.IsIdentical(pv, 0.2f)) | 521 | if (m_rotationalVelocity.IsIdentical(pv, 0.2f)) |
522 | return pv; | 522 | return pv; |
523 | 523 | ||
524 | return m_rotationalVelocity; | 524 | return m_rotationalVelocity; |
525 | } | 525 | } |
526 | set { m_rotationalVelocity = value; } | 526 | set { m_rotationalVelocity = value; } |
527 | } | 527 | } |
528 | 528 | ||
529 | public override bool Kinematic | 529 | public override bool Kinematic |
530 | { | 530 | { |
531 | get { return false; } | 531 | get { return false; } |
532 | set { } | 532 | set { } |
533 | } | 533 | } |
534 | 534 | ||
535 | public override float Buoyancy | 535 | public override float Buoyancy |
536 | { | 536 | { |
537 | get { return m_buoyancy; } | 537 | get { return m_buoyancy; } |
538 | set { m_buoyancy = value; } | 538 | set { m_buoyancy = value; } |
539 | } | 539 | } |
540 | 540 | ||
541 | public override PhysicsVector PIDTarget { set { m_PIDTarget = value; ; } } | 541 | public override PhysicsVector PIDTarget { set { m_PIDTarget = value; ; } } |
542 | public override bool PIDActive { set { m_usePID = value; } } | 542 | public override bool PIDActive { set { m_usePID = value; } } |
543 | public override float PIDTau { set { m_PIDTau = value; } } | 543 | public override float PIDTau { set { m_PIDTau = value; } } |
544 | 544 | ||
545 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | 545 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } |
546 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | 546 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } |
547 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | 547 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } |
548 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | 548 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } |
549 | 549 | ||
550 | 550 | ||
551 | public override void AddForce(PhysicsVector force, bool pushforce) | 551 | public override void AddForce(PhysicsVector force, bool pushforce) |
552 | { | 552 | { |
553 | m_forcelist.Add(force); | 553 | m_forcelist.Add(force); |
554 | m_taintforce = true; | 554 | m_taintforce = true; |
555 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | 555 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); |
556 | } | 556 | } |
557 | 557 | ||
558 | public override void AddAngularForce(PhysicsVector force, bool pushforce) | 558 | public override void AddAngularForce(PhysicsVector force, bool pushforce) |
559 | { | 559 | { |
560 | m_angularforcelist.Add(force); | 560 | m_angularforcelist.Add(force); |
561 | m_taintaddangularforce = true; | 561 | m_taintaddangularforce = true; |
562 | } | 562 | } |
563 | 563 | ||
564 | public override void SetMomentum(PhysicsVector momentum) | 564 | public override void SetMomentum(PhysicsVector momentum) |
565 | { | 565 | { |
566 | } | 566 | } |
567 | 567 | ||
568 | public override void SubscribeEvents(int ms) | 568 | public override void SubscribeEvents(int ms) |
569 | { | 569 | { |
570 | m_eventsubscription = ms; | 570 | m_eventsubscription = ms; |
571 | _parent_scene.addCollisionEventReporting(this); | 571 | _parent_scene.addCollisionEventReporting(this); |
572 | } | 572 | } |
573 | 573 | ||
574 | public override void UnSubscribeEvents() | 574 | public override void UnSubscribeEvents() |
575 | { | 575 | { |
576 | _parent_scene.remCollisionEventReporting(this); | 576 | _parent_scene.remCollisionEventReporting(this); |
577 | m_eventsubscription = 0; | 577 | m_eventsubscription = 0; |
578 | } | 578 | } |
579 | 579 | ||
580 | public override bool SubscribedEvents() | 580 | public override bool SubscribedEvents() |
581 | { | 581 | { |
582 | return (m_eventsubscription > 0); | 582 | return (m_eventsubscription > 0); |
583 | } | 583 | } |
584 | 584 | ||
585 | #endregion | 585 | #endregion |
586 | 586 | ||
587 | 587 | ||
588 | 588 | ||
589 | internal void Dispose() | 589 | internal void Dispose() |
590 | { | 590 | { |
591 | //TODO: | 591 | //TODO: |
592 | DisposeOfBody(); | 592 | DisposeOfBody(); |
593 | SetCollisionShape(null); | 593 | SetCollisionShape(null); |
594 | 594 | ||
595 | if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero) | 595 | if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero) |
596 | { | 596 | { |
597 | tempMotionState3.Dispose(); | 597 | tempMotionState3.Dispose(); |
598 | tempMotionState3 = null; | 598 | tempMotionState3 = null; |
599 | } | 599 | } |
600 | 600 | ||
601 | if (tempMotionState2 != null && tempMotionState2.Handle != IntPtr.Zero) | 601 | if (tempMotionState2 != null && tempMotionState2.Handle != IntPtr.Zero) |
602 | { | 602 | { |
603 | tempMotionState2.Dispose(); | 603 | tempMotionState2.Dispose(); |
604 | tempMotionState2 = null; | 604 | tempMotionState2 = null; |
605 | } | 605 | } |
606 | 606 | ||
607 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) | 607 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) |
608 | { | 608 | { |
609 | tempMotionState1.Dispose(); | 609 | tempMotionState1.Dispose(); |
610 | tempMotionState1 = null; | 610 | tempMotionState1 = null; |
611 | } | 611 | } |
612 | 612 | ||
613 | if (tempTransform4 != null && tempTransform4.Handle != IntPtr.Zero) | 613 | if (tempTransform4 != null && tempTransform4.Handle != IntPtr.Zero) |
614 | { | 614 | { |
615 | tempTransform4.Dispose(); | 615 | tempTransform4.Dispose(); |
616 | tempTransform4 = null; | 616 | tempTransform4 = null; |
617 | } | 617 | } |
618 | 618 | ||
619 | if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) | 619 | if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) |
620 | { | 620 | { |
621 | tempTransform3.Dispose(); | 621 | tempTransform3.Dispose(); |
622 | tempTransform3 = null; | 622 | tempTransform3 = null; |
623 | } | 623 | } |
624 | 624 | ||
625 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) | 625 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) |
626 | { | 626 | { |
627 | tempTransform2.Dispose(); | 627 | tempTransform2.Dispose(); |
628 | tempTransform2 = null; | 628 | tempTransform2 = null; |
629 | } | 629 | } |
630 | 630 | ||
631 | if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) | 631 | if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) |
632 | { | 632 | { |
633 | tempTransform1.Dispose(); | 633 | tempTransform1.Dispose(); |
634 | tempTransform1 = null; | 634 | tempTransform1 = null; |
635 | } | 635 | } |
636 | 636 | ||
637 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | 637 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) |
638 | { | 638 | { |
639 | tempOrientation2.Dispose(); | 639 | tempOrientation2.Dispose(); |
640 | tempOrientation2 = null; | 640 | tempOrientation2 = null; |
641 | } | 641 | } |
642 | 642 | ||
643 | if (tempOrientation1 != null && tempOrientation1.Handle != IntPtr.Zero) | 643 | if (tempOrientation1 != null && tempOrientation1.Handle != IntPtr.Zero) |
644 | { | 644 | { |
645 | tempOrientation1.Dispose(); | 645 | tempOrientation1.Dispose(); |
646 | tempOrientation1 = null; | 646 | tempOrientation1 = null; |
647 | } | 647 | } |
648 | 648 | ||
649 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) | 649 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) |
650 | { | 650 | { |
651 | tempInertia1.Dispose(); | 651 | tempInertia1.Dispose(); |
652 | tempInertia1 = null; | 652 | tempInertia1 = null; |
653 | } | 653 | } |
654 | 654 | ||
655 | if (tempInertia2 != null && tempInertia2.Handle != IntPtr.Zero) | 655 | if (tempInertia2 != null && tempInertia2.Handle != IntPtr.Zero) |
656 | { | 656 | { |
657 | tempInertia2.Dispose(); | 657 | tempInertia2.Dispose(); |
658 | tempInertia1 = null; | 658 | tempInertia1 = null; |
659 | } | 659 | } |
660 | 660 | ||
661 | 661 | ||
662 | if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero) | 662 | if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero) |
663 | { | 663 | { |
664 | tempAngularVelocity2.Dispose(); | 664 | tempAngularVelocity2.Dispose(); |
665 | tempAngularVelocity2 = null; | 665 | tempAngularVelocity2 = null; |
666 | } | 666 | } |
667 | 667 | ||
668 | if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) | 668 | if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) |
669 | { | 669 | { |
670 | tempAngularVelocity1.Dispose(); | 670 | tempAngularVelocity1.Dispose(); |
671 | tempAngularVelocity1 = null; | 671 | tempAngularVelocity1 = null; |
672 | } | 672 | } |
673 | 673 | ||
674 | if (tempLinearVelocity2 != null && tempLinearVelocity2.Handle != IntPtr.Zero) | 674 | if (tempLinearVelocity2 != null && tempLinearVelocity2.Handle != IntPtr.Zero) |
675 | { | 675 | { |
676 | tempLinearVelocity2.Dispose(); | 676 | tempLinearVelocity2.Dispose(); |
677 | tempLinearVelocity2 = null; | 677 | tempLinearVelocity2 = null; |
678 | } | 678 | } |
679 | 679 | ||
680 | if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) | 680 | if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) |
681 | { | 681 | { |
682 | tempLinearVelocity1.Dispose(); | 682 | tempLinearVelocity1.Dispose(); |
683 | tempLinearVelocity1 = null; | 683 | tempLinearVelocity1 = null; |
684 | } | 684 | } |
685 | 685 | ||
686 | if (tempSize2 != null && tempSize2.Handle != IntPtr.Zero) | 686 | if (tempSize2 != null && tempSize2.Handle != IntPtr.Zero) |
687 | { | 687 | { |
688 | tempSize2.Dispose(); | 688 | tempSize2.Dispose(); |
689 | tempSize2 = null; | 689 | tempSize2 = null; |
690 | } | 690 | } |
691 | 691 | ||
692 | if (tempSize1 != null && tempSize1.Handle != IntPtr.Zero) | 692 | if (tempSize1 != null && tempSize1.Handle != IntPtr.Zero) |
693 | { | 693 | { |
694 | tempSize1.Dispose(); | 694 | tempSize1.Dispose(); |
695 | tempSize1 = null; | 695 | tempSize1 = null; |
696 | } | 696 | } |
697 | 697 | ||
698 | if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) | 698 | if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) |
699 | { | 699 | { |
700 | tempPosition3.Dispose(); | 700 | tempPosition3.Dispose(); |
701 | tempPosition3 = null; | 701 | tempPosition3 = null; |
702 | } | 702 | } |
703 | 703 | ||
704 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) | 704 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) |
705 | { | 705 | { |
706 | tempPosition2.Dispose(); | 706 | tempPosition2.Dispose(); |
707 | tempPosition2 = null; | 707 | tempPosition2 = null; |
708 | } | 708 | } |
709 | 709 | ||
710 | if (tempPosition1 != null && tempPosition1.Handle != IntPtr.Zero) | 710 | if (tempPosition1 != null && tempPosition1.Handle != IntPtr.Zero) |
711 | { | 711 | { |
712 | tempPosition1.Dispose(); | 712 | tempPosition1.Dispose(); |
713 | tempPosition1 = null; | 713 | tempPosition1 = null; |
714 | } | 714 | } |
715 | 715 | ||
716 | } | 716 | } |
717 | 717 | ||
718 | 718 | ||
719 | 719 | ||
720 | public void ProcessTaints(float timestep) | 720 | public void ProcessTaints(float timestep) |
721 | { | 721 | { |
722 | if (m_taintadd) | 722 | if (m_taintadd) |
723 | { | 723 | { |
724 | changeadd(timestep); | 724 | changeadd(timestep); |
725 | } | 725 | } |
726 | 726 | ||
727 | if (prim_geom.Handle == IntPtr.Zero) | 727 | if (prim_geom.Handle == IntPtr.Zero) |
728 | { | 728 | { |
729 | CreateGeom(IntPtr.Zero, primMesh); | 729 | CreateGeom(IntPtr.Zero, primMesh); |
730 | 730 | ||
731 | if (IsPhysical) | 731 | if (IsPhysical) |
732 | SetBody(Mass); | 732 | SetBody(Mass); |
733 | else | 733 | else |
734 | SetBody(0); | 734 | SetBody(0); |
735 | 735 | ||
736 | } | 736 | } |
737 | 737 | ||
738 | if (!_position.IsIdentical(m_taintposition, 0f)) | 738 | if (!_position.IsIdentical(m_taintposition, 0f)) |
739 | changemove(timestep); | 739 | changemove(timestep); |
740 | 740 | ||
741 | if (m_taintrot != _orientation) | 741 | if (m_taintrot != _orientation) |
742 | rotate(timestep); | 742 | rotate(timestep); |
743 | // | 743 | // |
744 | 744 | ||
745 | if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) | 745 | if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) |
746 | changePhysicsStatus(timestep); | 746 | changePhysicsStatus(timestep); |
747 | // | 747 | // |
748 | 748 | ||
749 | if (!_size.IsIdentical(m_taintsize, 0)) | 749 | if (!_size.IsIdentical(m_taintsize, 0)) |
750 | changesize(timestep); | 750 | changesize(timestep); |
751 | // | 751 | // |
752 | 752 | ||
753 | if (m_taintshape) | 753 | if (m_taintshape) |
754 | changeshape(timestep); | 754 | changeshape(timestep); |
755 | // | 755 | // |
756 | 756 | ||
757 | if (m_taintforce) | 757 | if (m_taintforce) |
758 | changeAddForce(timestep); | 758 | changeAddForce(timestep); |
759 | 759 | ||
760 | if (m_taintaddangularforce) | 760 | if (m_taintaddangularforce) |
761 | changeAddAngularForce(timestep); | 761 | changeAddAngularForce(timestep); |
762 | 762 | ||
763 | if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f)) | 763 | if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f)) |
764 | changeSetTorque(timestep); | 764 | changeSetTorque(timestep); |
765 | 765 | ||
766 | if (m_taintdisable) | 766 | if (m_taintdisable) |
767 | changedisable(timestep); | 767 | changedisable(timestep); |
768 | 768 | ||
769 | if (m_taintselected != m_isSelected) | 769 | if (m_taintselected != m_isSelected) |
770 | changeSelectedStatus(timestep); | 770 | changeSelectedStatus(timestep); |
771 | 771 | ||
772 | if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f)) | 772 | if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f)) |
773 | changevelocity(timestep); | 773 | changevelocity(timestep); |
774 | 774 | ||
775 | if (m_taintparent != _parent) | 775 | if (m_taintparent != _parent) |
776 | changelink(timestep); | 776 | changelink(timestep); |
777 | 777 | ||
778 | if (m_taintCollidesWater != m_collidesWater) | 778 | if (m_taintCollidesWater != m_collidesWater) |
779 | changefloatonwater(timestep); | 779 | changefloatonwater(timestep); |
780 | 780 | ||
781 | if (!m_angularlock.IsIdentical(m_taintAngularLock, 0)) | 781 | if (!m_angularlock.IsIdentical(m_taintAngularLock, 0)) |
782 | changeAngularLock(timestep); | 782 | changeAngularLock(timestep); |
783 | 783 | ||
784 | 784 | ||
785 | } | 785 | } |
786 | 786 | ||
787 | #region Physics Scene Change Action routines | 787 | #region Physics Scene Change Action routines |
788 | 788 | ||
789 | private void changeadd(float timestep) | 789 | private void changeadd(float timestep) |
790 | { | 790 | { |
791 | if (_mesh == null) | 791 | if (_mesh == null) |
792 | { | 792 | { |
793 | if (_parent_scene.needsMeshing(_pbs)) | 793 | if (_parent_scene.needsMeshing(_pbs)) |
794 | { | 794 | { |
795 | // Don't need to re-enable body.. it's done in SetMesh | 795 | // Don't need to re-enable body.. it's done in SetMesh |
796 | _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); | 796 | _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); |
797 | // createmesh returns null when it's a shape that isn't a cube. | 797 | // createmesh returns null when it's a shape that isn't a cube. |
798 | } | 798 | } |
799 | } | 799 | } |
800 | CreateGeom(IntPtr.Zero, primMesh); | 800 | CreateGeom(IntPtr.Zero, primMesh); |
801 | 801 | ||
802 | enableBody(); | 802 | enableBody(); |
803 | changeSelectedStatus(timestep); | 803 | changeSelectedStatus(timestep); |
804 | m_taintadd = false; | 804 | m_taintadd = false; |
805 | 805 | ||
806 | } | 806 | } |
807 | 807 | ||
808 | private void changemove(float timestep) | 808 | private void changemove(float timestep) |
809 | { | 809 | { |
810 | 810 | ||
811 | 811 | ||
812 | tempTransform2 = Body.getWorldTransform(); | 812 | tempTransform2 = Body.getWorldTransform(); |
813 | btQuaternion quat = tempTransform2.getRotation(); | 813 | btQuaternion quat = tempTransform2.getRotation(); |
814 | tempPosition2.setValue(_position.X, _position.Y, _position.Z); | 814 | tempPosition2.setValue(_position.X, _position.Y, _position.Z); |
815 | tempTransform2.Dispose(); | 815 | tempTransform2.Dispose(); |
816 | tempTransform2 = new btTransform(quat, tempPosition2); | 816 | tempTransform2 = new btTransform(quat, tempPosition2); |
817 | Body.setWorldTransform(tempTransform2); | 817 | Body.setWorldTransform(tempTransform2); |
818 | 818 | ||
819 | changeSelectedStatus(timestep); | 819 | changeSelectedStatus(timestep); |
820 | 820 | ||
821 | resetCollisionAccounting(); | 821 | resetCollisionAccounting(); |
822 | m_taintposition = _position; | 822 | m_taintposition = _position; |
823 | } | 823 | } |
824 | 824 | ||
825 | private void rotate(float timestep) | 825 | private void rotate(float timestep) |
826 | { | 826 | { |
827 | 827 | ||
828 | tempTransform2 = Body.getWorldTransform(); | 828 | tempTransform2 = Body.getWorldTransform(); |
829 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); | 829 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); |
830 | tempTransform2.setRotation(tempOrientation2); | 830 | tempTransform2.setRotation(tempOrientation2); |
831 | Body.setWorldTransform(tempTransform2); | 831 | Body.setWorldTransform(tempTransform2); |
832 | 832 | ||
833 | resetCollisionAccounting(); | 833 | resetCollisionAccounting(); |
834 | m_taintrot = _orientation; | 834 | m_taintrot = _orientation; |
835 | } | 835 | } |
836 | 836 | ||
837 | private void changePhysicsStatus(float timestep) | 837 | private void changePhysicsStatus(float timestep) |
838 | { | 838 | { |
839 | SetCollisionShape(prim_geom); | 839 | SetCollisionShape(prim_geom); |
840 | SetBody(Mass); | 840 | SetBody(Mass); |
841 | changeSelectedStatus(timestep); | 841 | changeSelectedStatus(timestep); |
842 | 842 | ||
843 | resetCollisionAccounting(); | 843 | resetCollisionAccounting(); |
844 | m_taintPhysics = m_isphysical; | 844 | m_taintPhysics = m_isphysical; |
845 | } | 845 | } |
846 | 846 | ||
847 | private void changesize(float timestep) | 847 | private void changesize(float timestep) |
848 | { | 848 | { |
849 | SetCollisionShape(null); | 849 | SetCollisionShape(null); |
850 | // Construction of new prim | 850 | // Construction of new prim |
851 | if (_parent_scene.needsMeshing(_pbs)) | 851 | if (_parent_scene.needsMeshing(_pbs)) |
852 | { | 852 | { |
853 | float meshlod = _parent_scene.meshSculptLOD; | 853 | float meshlod = _parent_scene.meshSculptLOD; |
854 | 854 | ||
855 | if (IsPhysical) | 855 | if (IsPhysical) |
856 | meshlod = _parent_scene.MeshSculptphysicalLOD; | 856 | meshlod = _parent_scene.MeshSculptphysicalLOD; |
857 | // Don't need to re-enable body.. it's done in SetMesh | 857 | // Don't need to re-enable body.. it's done in SetMesh |
858 | 858 | ||
859 | IMesh mesh = null; | 859 | IMesh mesh = null; |
860 | 860 | ||
861 | if (_parent_scene.needsMeshing(_pbs)) | 861 | if (_parent_scene.needsMeshing(_pbs)) |
862 | mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | 862 | mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); |
863 | 863 | ||
864 | //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); | 864 | //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); |
865 | 865 | ||
866 | CreateGeom(IntPtr.Zero, mesh); | 866 | CreateGeom(IntPtr.Zero, mesh); |
867 | 867 | ||
868 | 868 | ||
869 | } | 869 | } |
870 | else | 870 | else |
871 | { | 871 | { |
872 | _mesh = null; | 872 | _mesh = null; |
873 | CreateGeom(IntPtr.Zero, _mesh); | 873 | CreateGeom(IntPtr.Zero, _mesh); |
874 | } | 874 | } |
875 | 875 | ||
876 | if (IsPhysical) | 876 | if (IsPhysical) |
877 | SetBody(Mass); | 877 | SetBody(Mass); |
878 | else | 878 | else |
879 | SetBody(0); | 879 | SetBody(0); |
880 | 880 | ||
881 | m_taintsize = _size; | 881 | m_taintsize = _size; |
882 | 882 | ||
883 | } | 883 | } |
884 | 884 | ||
885 | private void changeshape(float timestep) | 885 | private void changeshape(float timestep) |
886 | { | 886 | { |
887 | // Cleanup of old prim geometry and Bodies | 887 | // Cleanup of old prim geometry and Bodies |
888 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) | 888 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) |
889 | { | 889 | { |
890 | if (childPrim) | 890 | if (childPrim) |
891 | { | 891 | { |
892 | if (_parent != null) | 892 | if (_parent != null) |
893 | { | 893 | { |
894 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; | 894 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; |
895 | parent.ChildDelink(this); | 895 | parent.ChildDelink(this); |
896 | } | 896 | } |
897 | } | 897 | } |
898 | else | 898 | else |
899 | { | 899 | { |
900 | disableBody(); | 900 | disableBody(); |
901 | } | 901 | } |
902 | } | 902 | } |
903 | try | 903 | try |
904 | { | 904 | { |
905 | SetCollisionShape(null); | 905 | SetCollisionShape(null); |
906 | } | 906 | } |
907 | catch (System.AccessViolationException) | 907 | catch (System.AccessViolationException) |
908 | { | 908 | { |
909 | //prim_geom = IntPtr.Zero; | 909 | //prim_geom = IntPtr.Zero; |
910 | m_log.Error("[PHYSICS]: PrimGeom dead"); | 910 | m_log.Error("[PHYSICS]: PrimGeom dead"); |
911 | } | 911 | } |
912 | 912 | ||
913 | // we don't need to do space calculation because the client sends a position update also. | 913 | // we don't need to do space calculation because the client sends a position update also. |
914 | if (_size.X <= 0) _size.X = 0.01f; | 914 | if (_size.X <= 0) _size.X = 0.01f; |
915 | if (_size.Y <= 0) _size.Y = 0.01f; | 915 | if (_size.Y <= 0) _size.Y = 0.01f; |
916 | if (_size.Z <= 0) _size.Z = 0.01f; | 916 | if (_size.Z <= 0) _size.Z = 0.01f; |
917 | // Construction of new prim | 917 | // Construction of new prim |
918 | 918 | ||
919 | if (_parent_scene.needsMeshing(_pbs)) | 919 | if (_parent_scene.needsMeshing(_pbs)) |
920 | { | 920 | { |
921 | // Don't need to re-enable body.. it's done in SetMesh | 921 | // Don't need to re-enable body.. it's done in SetMesh |
922 | float meshlod = _parent_scene.meshSculptLOD; | 922 | float meshlod = _parent_scene.meshSculptLOD; |
923 | 923 | ||
924 | if (IsPhysical) | 924 | if (IsPhysical) |
925 | meshlod = _parent_scene.MeshSculptphysicalLOD; | 925 | meshlod = _parent_scene.MeshSculptphysicalLOD; |
926 | 926 | ||
927 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | 927 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); |
928 | // createmesh returns null when it doesn't mesh. | 928 | // createmesh returns null when it doesn't mesh. |
929 | CreateGeom(IntPtr.Zero, mesh); | 929 | CreateGeom(IntPtr.Zero, mesh); |
930 | } | 930 | } |
931 | else | 931 | else |
932 | { | 932 | { |
933 | _mesh = null; | 933 | _mesh = null; |
934 | CreateGeom(IntPtr.Zero, null); | 934 | CreateGeom(IntPtr.Zero, null); |
935 | } | 935 | } |
936 | tempPosition1.setValue(_position.X, _position.Y, _position.Z); | 936 | tempPosition1.setValue(_position.X, _position.Y, _position.Z); |
937 | if (tempOrientation1.Handle != IntPtr.Zero) | 937 | if (tempOrientation1.Handle != IntPtr.Zero) |
938 | tempOrientation1.Dispose(); | 938 | tempOrientation1.Dispose(); |
939 | tempOrientation1 = new btQuaternion(_orientation.X, Orientation.Y, _orientation.Z, _orientation.W); | 939 | tempOrientation1 = new btQuaternion(_orientation.X, Orientation.Y, _orientation.Z, _orientation.W); |
940 | if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) | 940 | if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) |
941 | tempTransform1.Dispose(); | 941 | tempTransform1.Dispose(); |
942 | tempTransform1 = new btTransform(tempOrientation1, tempPosition1); | 942 | tempTransform1 = new btTransform(tempOrientation1, tempPosition1); |
943 | 943 | ||
944 | 944 | ||
945 | 945 | ||
946 | 946 | ||
947 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | 947 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); |
948 | if (IsPhysical) | 948 | if (IsPhysical) |
949 | { | 949 | { |
950 | SetBody(Mass); | 950 | SetBody(Mass); |
951 | // Re creates body on size. | 951 | // Re creates body on size. |
952 | // EnableBody also does setMass() | 952 | // EnableBody also does setMass() |
953 | 953 | ||
954 | } | 954 | } |
955 | else | 955 | else |
956 | { | 956 | { |
957 | SetBody(0); | 957 | SetBody(0); |
958 | } | 958 | } |
959 | 959 | ||
960 | changeSelectedStatus(timestep); | 960 | changeSelectedStatus(timestep); |
961 | if (childPrim) | 961 | if (childPrim) |
962 | { | 962 | { |
963 | if (_parent is BulletDotNETPrim) | 963 | if (_parent is BulletDotNETPrim) |
964 | { | 964 | { |
965 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; | 965 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; |
966 | parent.ChildSetGeom(this); | 966 | parent.ChildSetGeom(this); |
967 | } | 967 | } |
968 | } | 968 | } |
969 | resetCollisionAccounting(); | 969 | resetCollisionAccounting(); |
970 | m_taintshape = false; | 970 | m_taintshape = false; |
971 | } | 971 | } |
972 | 972 | ||
973 | private void resetCollisionAccounting() | 973 | private void resetCollisionAccounting() |
974 | { | 974 | { |
975 | m_collisionscore = 0; | 975 | m_collisionscore = 0; |
976 | } | 976 | } |
977 | 977 | ||
978 | private void ChildSetGeom(BulletDotNETPrim bulletDotNETPrim) | 978 | private void ChildSetGeom(BulletDotNETPrim bulletDotNETPrim) |
979 | { | 979 | { |
980 | // TODO: throw new NotImplementedException(); | 980 | // TODO: throw new NotImplementedException(); |
981 | } | 981 | } |
982 | 982 | ||
983 | private void changeAddForce(float timestep) | 983 | private void changeAddForce(float timestep) |
984 | { | 984 | { |
985 | // TODO: throw new NotImplementedException(); | 985 | // TODO: throw new NotImplementedException(); |
986 | } | 986 | } |
987 | 987 | ||
988 | private void changeAddAngularForce(float timestep) | 988 | private void changeAddAngularForce(float timestep) |
989 | { | 989 | { |
990 | // TODO: throw new NotImplementedException(); | 990 | // TODO: throw new NotImplementedException(); |
991 | } | 991 | } |
992 | 992 | ||
993 | private void changeSetTorque(float timestep) | 993 | private void changeSetTorque(float timestep) |
994 | { | 994 | { |
995 | // TODO: throw new NotImplementedException(); | 995 | // TODO: throw new NotImplementedException(); |
996 | } | 996 | } |
997 | 997 | ||
998 | private void changedisable(float timestep) | 998 | private void changedisable(float timestep) |
999 | { | 999 | { |
1000 | // TODO: throw new NotImplementedException(); | 1000 | // TODO: throw new NotImplementedException(); |
1001 | } | 1001 | } |
1002 | 1002 | ||
1003 | private void changeSelectedStatus(float timestep) | 1003 | private void changeSelectedStatus(float timestep) |
1004 | { | 1004 | { |
1005 | // TODO: throw new NotImplementedException(); | 1005 | // TODO: throw new NotImplementedException(); |
1006 | } | 1006 | } |
1007 | 1007 | ||
1008 | private void changevelocity(float timestep) | 1008 | private void changevelocity(float timestep) |
1009 | { | 1009 | { |
1010 | // TODO: throw new NotImplementedException(); | 1010 | // TODO: throw new NotImplementedException(); |
1011 | } | 1011 | } |
1012 | 1012 | ||
1013 | private void changelink(float timestep) | 1013 | private void changelink(float timestep) |
1014 | { | 1014 | { |
1015 | // TODO: throw new NotImplementedException(); | 1015 | // TODO: throw new NotImplementedException(); |
1016 | } | 1016 | } |
1017 | 1017 | ||
1018 | private void changefloatonwater(float timestep) | 1018 | private void changefloatonwater(float timestep) |
1019 | { | 1019 | { |
1020 | // TODO: throw new NotImplementedException(); | 1020 | // TODO: throw new NotImplementedException(); |
1021 | } | 1021 | } |
1022 | 1022 | ||
1023 | private void changeAngularLock(float timestep) | 1023 | private void changeAngularLock(float timestep) |
1024 | { | 1024 | { |
1025 | // TODO: throw new NotImplementedException(); | 1025 | // TODO: throw new NotImplementedException(); |
1026 | } | 1026 | } |
1027 | #endregion | 1027 | #endregion |
1028 | 1028 | ||
1029 | 1029 | ||
1030 | 1030 | ||
1031 | 1031 | ||
1032 | internal void Move(float timestep) | 1032 | internal void Move(float timestep) |
1033 | { | 1033 | { |
1034 | //TODO: | 1034 | //TODO: |
1035 | float fx = 0; | 1035 | float fx = 0; |
1036 | float fy = 0; | 1036 | float fy = 0; |
1037 | float fz = 0; | 1037 | float fz = 0; |
1038 | 1038 | ||
1039 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero && !m_isSelected) | 1039 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero && !m_isSelected) |
1040 | { | 1040 | { |
1041 | float m_mass = CalculateMass(); | 1041 | float m_mass = CalculateMass(); |
1042 | 1042 | ||
1043 | fz = 0f; | 1043 | fz = 0f; |
1044 | //m_log.Info(m_collisionFlags.ToString()); | 1044 | //m_log.Info(m_collisionFlags.ToString()); |
1045 | 1045 | ||
1046 | if (m_buoyancy != 0) | 1046 | if (m_buoyancy != 0) |
1047 | { | 1047 | { |
1048 | if (m_buoyancy > 0) | 1048 | if (m_buoyancy > 0) |
1049 | { | 1049 | { |
1050 | fz = (((-1 * _parent_scene.gravityz) * m_buoyancy) * m_mass); | 1050 | fz = (((-1 * _parent_scene.gravityz) * m_buoyancy) * m_mass); |
1051 | 1051 | ||
1052 | //d.Vector3 l_velocity = d.BodyGetLinearVel(Body); | 1052 | //d.Vector3 l_velocity = d.BodyGetLinearVel(Body); |
1053 | //m_log.Info("Using Buoyancy: " + buoyancy + " G: " + (_parent_scene.gravityz * m_buoyancy) + "mass:" + m_mass + " Pos: " + Position.ToString()); | 1053 | //m_log.Info("Using Buoyancy: " + buoyancy + " G: " + (_parent_scene.gravityz * m_buoyancy) + "mass:" + m_mass + " Pos: " + Position.ToString()); |
1054 | } | 1054 | } |
1055 | else | 1055 | else |
1056 | { | 1056 | { |
1057 | fz = (-1 * (((-1 * _parent_scene.gravityz) * (-1 * m_buoyancy)) * m_mass)); | 1057 | fz = (-1 * (((-1 * _parent_scene.gravityz) * (-1 * m_buoyancy)) * m_mass)); |
1058 | } | 1058 | } |
1059 | } | 1059 | } |
1060 | 1060 | ||
1061 | if (m_usePID) | 1061 | if (m_usePID) |
1062 | { | 1062 | { |
1063 | //if (!d.BodyIsEnabled(Body)) | 1063 | //if (!d.BodyIsEnabled(Body)) |
1064 | //d.BodySetForce(Body, 0f, 0f, 0f); | 1064 | //d.BodySetForce(Body, 0f, 0f, 0f); |
1065 | // If we're using the PID controller, then we have no gravity | 1065 | // If we're using the PID controller, then we have no gravity |
1066 | fz = (-1 * _parent_scene.gravityz) * m_mass; | 1066 | fz = (-1 * _parent_scene.gravityz) * m_mass; |
1067 | 1067 | ||
1068 | // no lock; for now it's only called from within Simulate() | 1068 | // no lock; for now it's only called from within Simulate() |
1069 | 1069 | ||
1070 | // If the PID Controller isn't active then we set our force | 1070 | // If the PID Controller isn't active then we set our force |
1071 | // calculating base velocity to the current position | 1071 | // calculating base velocity to the current position |
1072 | 1072 | ||
1073 | if ((m_PIDTau < 1) && (m_PIDTau != 0)) | 1073 | if ((m_PIDTau < 1) && (m_PIDTau != 0)) |
1074 | { | 1074 | { |
1075 | //PID_G = PID_G / m_PIDTau; | 1075 | //PID_G = PID_G / m_PIDTau; |
1076 | m_PIDTau = 1; | 1076 | m_PIDTau = 1; |
1077 | } | 1077 | } |
1078 | 1078 | ||
1079 | if ((PID_G - m_PIDTau) <= 0) | 1079 | if ((PID_G - m_PIDTau) <= 0) |
1080 | { | 1080 | { |
1081 | PID_G = m_PIDTau + 1; | 1081 | PID_G = m_PIDTau + 1; |
1082 | } | 1082 | } |
1083 | 1083 | ||
1084 | // TODO: NEED btVector3 for Linear Velocity | 1084 | // TODO: NEED btVector3 for Linear Velocity |
1085 | // NEED btVector3 for Position | 1085 | // NEED btVector3 for Position |
1086 | 1086 | ||
1087 | PhysicsVector pos = new PhysicsVector(0, 0, 0); //TODO: Insert values gotten from bullet | 1087 | PhysicsVector pos = new PhysicsVector(0, 0, 0); //TODO: Insert values gotten from bullet |
1088 | PhysicsVector vel = new PhysicsVector(0, 0, 0); | 1088 | PhysicsVector vel = new PhysicsVector(0, 0, 0); |
1089 | 1089 | ||
1090 | _target_velocity = | 1090 | _target_velocity = |
1091 | new PhysicsVector( | 1091 | new PhysicsVector( |
1092 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | 1092 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), |
1093 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | 1093 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), |
1094 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | 1094 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) |
1095 | ); | 1095 | ); |
1096 | 1096 | ||
1097 | if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) | 1097 | if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) |
1098 | { | 1098 | { |
1099 | 1099 | ||
1100 | /* TODO: Do Bullet equiv | 1100 | /* TODO: Do Bullet equiv |
1101 | * | 1101 | * |
1102 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | 1102 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); |
1103 | d.BodySetLinearVel(Body, 0, 0, 0); | 1103 | d.BodySetLinearVel(Body, 0, 0, 0); |
1104 | d.BodyAddForce(Body, 0, 0, fz); | 1104 | d.BodyAddForce(Body, 0, 0, fz); |
1105 | return; | 1105 | return; |
1106 | */ | 1106 | */ |
1107 | } | 1107 | } |
1108 | else | 1108 | else |
1109 | { | 1109 | { |
1110 | _zeroFlag = false; | 1110 | _zeroFlag = false; |
1111 | 1111 | ||
1112 | fx = ((_target_velocity.X) - vel.X) * (PID_D); | 1112 | fx = ((_target_velocity.X) - vel.X) * (PID_D); |
1113 | fy = ((_target_velocity.Y) - vel.Y) * (PID_D); | 1113 | fy = ((_target_velocity.Y) - vel.Y) * (PID_D); |
1114 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | 1114 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); |
1115 | 1115 | ||
1116 | } | 1116 | } |
1117 | 1117 | ||
1118 | } | 1118 | } |
1119 | 1119 | ||
1120 | if (m_useHoverPID && !m_usePID) | 1120 | if (m_useHoverPID && !m_usePID) |
1121 | { | 1121 | { |
1122 | // If we're using the PID controller, then we have no gravity | 1122 | // If we're using the PID controller, then we have no gravity |
1123 | fz = (-1 * _parent_scene.gravityz) * m_mass; | 1123 | fz = (-1 * _parent_scene.gravityz) * m_mass; |
1124 | 1124 | ||
1125 | // no lock; for now it's only called from within Simulate() | 1125 | // no lock; for now it's only called from within Simulate() |
1126 | 1126 | ||
1127 | // If the PID Controller isn't active then we set our force | 1127 | // If the PID Controller isn't active then we set our force |
1128 | // calculating base velocity to the current position | 1128 | // calculating base velocity to the current position |
1129 | 1129 | ||
1130 | if ((m_PIDTau < 1)) | 1130 | if ((m_PIDTau < 1)) |
1131 | { | 1131 | { |
1132 | PID_G = PID_G / m_PIDTau; | 1132 | PID_G = PID_G / m_PIDTau; |
1133 | } | 1133 | } |
1134 | 1134 | ||
1135 | if ((PID_G - m_PIDTau) <= 0) | 1135 | if ((PID_G - m_PIDTau) <= 0) |
1136 | { | 1136 | { |
1137 | PID_G = m_PIDTau + 1; | 1137 | PID_G = m_PIDTau + 1; |
1138 | } | 1138 | } |
1139 | PhysicsVector pos = new PhysicsVector(0, 0, 0); //TODO: Insert values gotten from bullet | 1139 | PhysicsVector pos = new PhysicsVector(0, 0, 0); //TODO: Insert values gotten from bullet |
1140 | PhysicsVector vel = new PhysicsVector(0, 0, 0); | 1140 | PhysicsVector vel = new PhysicsVector(0, 0, 0); |
1141 | 1141 | ||
1142 | // determine what our target height really is based on HoverType | 1142 | // determine what our target height really is based on HoverType |
1143 | switch (m_PIDHoverType) | 1143 | switch (m_PIDHoverType) |
1144 | { | 1144 | { |
1145 | case PIDHoverType.Absolute: | 1145 | case PIDHoverType.Absolute: |
1146 | m_targetHoverHeight = m_PIDHoverHeight; | 1146 | m_targetHoverHeight = m_PIDHoverHeight; |
1147 | break; | 1147 | break; |
1148 | case PIDHoverType.Ground: | 1148 | case PIDHoverType.Ground: |
1149 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | 1149 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); |
1150 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | 1150 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; |
1151 | break; | 1151 | break; |
1152 | case PIDHoverType.GroundAndWater: | 1152 | case PIDHoverType.GroundAndWater: |
1153 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | 1153 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); |
1154 | m_waterHeight = _parent_scene.GetWaterLevel(); | 1154 | m_waterHeight = _parent_scene.GetWaterLevel(); |
1155 | if (m_groundHeight > m_waterHeight) | 1155 | if (m_groundHeight > m_waterHeight) |
1156 | { | 1156 | { |
1157 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | 1157 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; |
1158 | } | 1158 | } |
1159 | else | 1159 | else |
1160 | { | 1160 | { |
1161 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | 1161 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; |
1162 | } | 1162 | } |
1163 | break; | 1163 | break; |
1164 | case PIDHoverType.Water: | 1164 | case PIDHoverType.Water: |
1165 | m_waterHeight = _parent_scene.GetWaterLevel(); | 1165 | m_waterHeight = _parent_scene.GetWaterLevel(); |
1166 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | 1166 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; |
1167 | break; | 1167 | break; |
1168 | } | 1168 | } |
1169 | 1169 | ||
1170 | 1170 | ||
1171 | _target_velocity = | 1171 | _target_velocity = |
1172 | new PhysicsVector(0.0f, 0.0f, | 1172 | new PhysicsVector(0.0f, 0.0f, |
1173 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | 1173 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) |
1174 | ); | 1174 | ); |
1175 | 1175 | ||
1176 | // if velocity is zero, use position control; otherwise, velocity control | 1176 | // if velocity is zero, use position control; otherwise, velocity control |
1177 | 1177 | ||
1178 | if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) | 1178 | if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) |
1179 | { | 1179 | { |
1180 | 1180 | ||
1181 | /* TODO: Do Bullet Equiv | 1181 | /* TODO: Do Bullet Equiv |
1182 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | 1182 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); |
1183 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | 1183 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); |
1184 | d.BodyAddForce(Body, 0, 0, fz); | 1184 | d.BodyAddForce(Body, 0, 0, fz); |
1185 | */ | 1185 | */ |
1186 | return; | 1186 | return; |
1187 | } | 1187 | } |
1188 | else | 1188 | else |
1189 | { | 1189 | { |
1190 | _zeroFlag = false; | 1190 | _zeroFlag = false; |
1191 | 1191 | ||
1192 | // We're flying and colliding with something | 1192 | // We're flying and colliding with something |
1193 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | 1193 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); |
1194 | } | 1194 | } |
1195 | } | 1195 | } |
1196 | 1196 | ||
1197 | fx *= m_mass; | 1197 | fx *= m_mass; |
1198 | fy *= m_mass; | 1198 | fy *= m_mass; |
1199 | //fz *= m_mass; | 1199 | //fz *= m_mass; |
1200 | 1200 | ||
1201 | fx += m_force.X; | 1201 | fx += m_force.X; |
1202 | fy += m_force.Y; | 1202 | fy += m_force.Y; |
1203 | fz += m_force.Z; | 1203 | fz += m_force.Z; |
1204 | 1204 | ||
1205 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | 1205 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); |
1206 | if (fx != 0 || fy != 0 || fz != 0) | 1206 | if (fx != 0 || fy != 0 || fz != 0) |
1207 | { | 1207 | { |
1208 | /* | 1208 | /* |
1209 | * TODO: Do Bullet Equiv | 1209 | * TODO: Do Bullet Equiv |
1210 | if (!d.BodyIsEnabled(Body)) | 1210 | if (!d.BodyIsEnabled(Body)) |
1211 | { | 1211 | { |
1212 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | 1212 | d.BodySetLinearVel(Body, 0f, 0f, 0f); |
1213 | d.BodySetForce(Body, 0, 0, 0); | 1213 | d.BodySetForce(Body, 0, 0, 0); |
1214 | enableBodySoft(); | 1214 | enableBodySoft(); |
1215 | } | 1215 | } |
1216 | */ | 1216 | */ |
1217 | // 35x10 = 350n times the mass per second applied maximum. | 1217 | // 35x10 = 350n times the mass per second applied maximum. |
1218 | 1218 | ||
1219 | float nmax = 35f * m_mass; | 1219 | float nmax = 35f * m_mass; |
1220 | float nmin = -35f * m_mass; | 1220 | float nmin = -35f * m_mass; |
1221 | 1221 | ||
1222 | 1222 | ||
1223 | if (fx > nmax) | 1223 | if (fx > nmax) |
1224 | fx = nmax; | 1224 | fx = nmax; |
1225 | if (fx < nmin) | 1225 | if (fx < nmin) |
1226 | fx = nmin; | 1226 | fx = nmin; |
1227 | if (fy > nmax) | 1227 | if (fy > nmax) |
1228 | fy = nmax; | 1228 | fy = nmax; |
1229 | if (fy < nmin) | 1229 | if (fy < nmin) |
1230 | fy = nmin; | 1230 | fy = nmin; |
1231 | 1231 | ||
1232 | // TODO: Do Bullet Equiv | 1232 | // TODO: Do Bullet Equiv |
1233 | // d.BodyAddForce(Body, fx, fy, fz); | 1233 | // d.BodyAddForce(Body, fx, fy, fz); |
1234 | } | 1234 | } |
1235 | } | 1235 | } |
1236 | else | 1236 | else |
1237 | { | 1237 | { |
1238 | // _zeroPosition = d.BodyGetPosition(Body); | 1238 | // _zeroPosition = d.BodyGetPosition(Body); |
1239 | return; | 1239 | return; |
1240 | } | 1240 | } |
1241 | } | 1241 | } |
1242 | 1242 | ||
1243 | 1243 | ||
1244 | 1244 | ||
1245 | 1245 | ||
1246 | #region Mass Calculation | 1246 | #region Mass Calculation |
1247 | 1247 | ||
1248 | private float CalculateMass() | 1248 | private float CalculateMass() |
1249 | { | 1249 | { |
1250 | float volume = 0; | 1250 | float volume = 0; |
1251 | 1251 | ||
1252 | // No material is passed to the physics engines yet.. soo.. | 1252 | // No material is passed to the physics engines yet.. soo.. |
1253 | // we're using the m_density constant in the class definition | 1253 | // we're using the m_density constant in the class definition |
1254 | 1254 | ||
1255 | float returnMass = 0; | 1255 | float returnMass = 0; |
1256 | 1256 | ||
1257 | switch (_pbs.ProfileShape) | 1257 | switch (_pbs.ProfileShape) |
1258 | { | 1258 | { |
1259 | case ProfileShape.Square: | 1259 | case ProfileShape.Square: |
1260 | // Profile Volume | 1260 | // Profile Volume |
1261 | 1261 | ||
1262 | volume = _size.X * _size.Y * _size.Z; | 1262 | volume = _size.X * _size.Y * _size.Z; |
1263 | 1263 | ||
1264 | // If the user has 'hollowed out' | 1264 | // If the user has 'hollowed out' |
1265 | // ProfileHollow is one of those 0 to 50000 values :P | 1265 | // ProfileHollow is one of those 0 to 50000 values :P |
1266 | // we like percentages better.. so turning into a percentage | 1266 | // we like percentages better.. so turning into a percentage |
1267 | 1267 | ||
1268 | if (((float)_pbs.ProfileHollow / 50000f) > 0.0) | 1268 | if (((float)_pbs.ProfileHollow / 50000f) > 0.0) |
1269 | { | 1269 | { |
1270 | float hollowAmount = (float)_pbs.ProfileHollow / 50000f; | 1270 | float hollowAmount = (float)_pbs.ProfileHollow / 50000f; |
1271 | 1271 | ||
1272 | // calculate the hollow volume by it's shape compared to the prim shape | 1272 | // calculate the hollow volume by it's shape compared to the prim shape |
1273 | float hollowVolume = 0; | 1273 | float hollowVolume = 0; |
1274 | switch (_pbs.HollowShape) | 1274 | switch (_pbs.HollowShape) |
1275 | { | 1275 | { |
1276 | case HollowShape.Square: | 1276 | case HollowShape.Square: |
1277 | case HollowShape.Same: | 1277 | case HollowShape.Same: |
1278 | // Cube Hollow volume calculation | 1278 | // Cube Hollow volume calculation |
1279 | float hollowsizex = _size.X * hollowAmount; | 1279 | float hollowsizex = _size.X * hollowAmount; |
1280 | float hollowsizey = _size.Y * hollowAmount; | 1280 | float hollowsizey = _size.Y * hollowAmount; |
1281 | float hollowsizez = _size.Z * hollowAmount; | 1281 | float hollowsizez = _size.Z * hollowAmount; |
1282 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | 1282 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; |
1283 | break; | 1283 | break; |
1284 | 1284 | ||
1285 | case HollowShape.Circle: | 1285 | case HollowShape.Circle: |
1286 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | 1286 | // Hollow shape is a perfect cyllinder in respect to the cube's scale |
1287 | // Cyllinder hollow volume calculation | 1287 | // Cyllinder hollow volume calculation |
1288 | float hRadius = _size.X / 2; | 1288 | float hRadius = _size.X / 2; |
1289 | float hLength = _size.Z; | 1289 | float hLength = _size.Z; |
1290 | 1290 | ||
1291 | // pi * r2 * h | 1291 | // pi * r2 * h |
1292 | hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); | 1292 | hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); |
1293 | break; | 1293 | break; |
1294 | 1294 | ||
1295 | case HollowShape.Triangle: | 1295 | case HollowShape.Triangle: |
1296 | // Equilateral Triangular Prism volume hollow calculation | 1296 | // Equilateral Triangular Prism volume hollow calculation |
1297 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | 1297 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y |
1298 | 1298 | ||
1299 | float aLength = _size.Y; | 1299 | float aLength = _size.Y; |
1300 | // 1/2 abh | 1300 | // 1/2 abh |
1301 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | 1301 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); |
1302 | break; | 1302 | break; |
1303 | 1303 | ||
1304 | default: | 1304 | default: |
1305 | hollowVolume = 0; | 1305 | hollowVolume = 0; |
1306 | break; | 1306 | break; |
1307 | } | 1307 | } |
1308 | volume = volume - hollowVolume; | 1308 | volume = volume - hollowVolume; |
1309 | } | 1309 | } |
1310 | 1310 | ||
1311 | break; | 1311 | break; |
1312 | case ProfileShape.Circle: | 1312 | case ProfileShape.Circle: |
1313 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | 1313 | if (_pbs.PathCurve == (byte)Extrusion.Straight) |
1314 | { | 1314 | { |
1315 | // Cylinder | 1315 | // Cylinder |
1316 | float volume1 = (float)(Math.PI * Math.Pow(_size.X / 2, 2) * _size.Z); | 1316 | float volume1 = (float)(Math.PI * Math.Pow(_size.X / 2, 2) * _size.Z); |
1317 | float volume2 = (float)(Math.PI * Math.Pow(_size.Y / 2, 2) * _size.Z); | 1317 | float volume2 = (float)(Math.PI * Math.Pow(_size.Y / 2, 2) * _size.Z); |
1318 | 1318 | ||
1319 | // Approximating the cylinder's irregularity. | 1319 | // Approximating the cylinder's irregularity. |
1320 | if (volume1 > volume2) | 1320 | if (volume1 > volume2) |
1321 | { | 1321 | { |
1322 | volume = (float)volume1 - (volume1 - volume2); | 1322 | volume = (float)volume1 - (volume1 - volume2); |
1323 | } | 1323 | } |
1324 | else if (volume2 > volume1) | 1324 | else if (volume2 > volume1) |
1325 | { | 1325 | { |
1326 | volume = (float)volume2 - (volume2 - volume1); | 1326 | volume = (float)volume2 - (volume2 - volume1); |
1327 | } | 1327 | } |
1328 | else | 1328 | else |
1329 | { | 1329 | { |
1330 | // Regular cylinder | 1330 | // Regular cylinder |
1331 | volume = volume1; | 1331 | volume = volume1; |
1332 | } | 1332 | } |
1333 | } | 1333 | } |
1334 | else | 1334 | else |
1335 | { | 1335 | { |
1336 | // We don't know what the shape is yet, so use default | 1336 | // We don't know what the shape is yet, so use default |
1337 | volume = _size.X * _size.Y * _size.Z; | 1337 | volume = _size.X * _size.Y * _size.Z; |
1338 | } | 1338 | } |
1339 | // If the user has 'hollowed out' | 1339 | // If the user has 'hollowed out' |
1340 | // ProfileHollow is one of those 0 to 50000 values :P | 1340 | // ProfileHollow is one of those 0 to 50000 values :P |
1341 | // we like percentages better.. so turning into a percentage | 1341 | // we like percentages better.. so turning into a percentage |
1342 | 1342 | ||
1343 | if (((float)_pbs.ProfileHollow / 50000f) > 0.0) | 1343 | if (((float)_pbs.ProfileHollow / 50000f) > 0.0) |
1344 | { | 1344 | { |
1345 | float hollowAmount = (float)_pbs.ProfileHollow / 50000f; | 1345 | float hollowAmount = (float)_pbs.ProfileHollow / 50000f; |
1346 | 1346 | ||
1347 | // calculate the hollow volume by it's shape compared to the prim shape | 1347 | // calculate the hollow volume by it's shape compared to the prim shape |
1348 | float hollowVolume = 0; | 1348 | float hollowVolume = 0; |
1349 | switch (_pbs.HollowShape) | 1349 | switch (_pbs.HollowShape) |
1350 | { | 1350 | { |
1351 | case HollowShape.Same: | 1351 | case HollowShape.Same: |
1352 | case HollowShape.Circle: | 1352 | case HollowShape.Circle: |
1353 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | 1353 | // Hollow shape is a perfect cyllinder in respect to the cube's scale |
1354 | // Cyllinder hollow volume calculation | 1354 | // Cyllinder hollow volume calculation |
1355 | float hRadius = _size.X / 2; | 1355 | float hRadius = _size.X / 2; |
1356 | float hLength = _size.Z; | 1356 | float hLength = _size.Z; |
1357 | 1357 | ||
1358 | // pi * r2 * h | 1358 | // pi * r2 * h |
1359 | hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); | 1359 | hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); |
1360 | break; | 1360 | break; |
1361 | 1361 | ||
1362 | case HollowShape.Square: | 1362 | case HollowShape.Square: |
1363 | // Cube Hollow volume calculation | 1363 | // Cube Hollow volume calculation |
1364 | float hollowsizex = _size.X * hollowAmount; | 1364 | float hollowsizex = _size.X * hollowAmount; |
1365 | float hollowsizey = _size.Y * hollowAmount; | 1365 | float hollowsizey = _size.Y * hollowAmount; |
1366 | float hollowsizez = _size.Z * hollowAmount; | 1366 | float hollowsizez = _size.Z * hollowAmount; |
1367 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | 1367 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; |
1368 | break; | 1368 | break; |
1369 | 1369 | ||
1370 | case HollowShape.Triangle: | 1370 | case HollowShape.Triangle: |
1371 | // Equilateral Triangular Prism volume hollow calculation | 1371 | // Equilateral Triangular Prism volume hollow calculation |
1372 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | 1372 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y |
1373 | 1373 | ||
1374 | float aLength = _size.Y; | 1374 | float aLength = _size.Y; |
1375 | // 1/2 abh | 1375 | // 1/2 abh |
1376 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | 1376 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); |
1377 | break; | 1377 | break; |
1378 | 1378 | ||
1379 | default: | 1379 | default: |
1380 | hollowVolume = 0; | 1380 | hollowVolume = 0; |
1381 | break; | 1381 | break; |
1382 | } | 1382 | } |
1383 | volume = volume - hollowVolume; | 1383 | volume = volume - hollowVolume; |
1384 | } | 1384 | } |
1385 | break; | 1385 | break; |
1386 | 1386 | ||
1387 | case ProfileShape.HalfCircle: | 1387 | case ProfileShape.HalfCircle: |
1388 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) | 1388 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) |
1389 | { | 1389 | { |
1390 | if (_size.X == _size.Y && _size.Z == _size.X) | 1390 | if (_size.X == _size.Y && _size.Z == _size.X) |
1391 | { | 1391 | { |
1392 | // regular sphere | 1392 | // regular sphere |
1393 | // v = 4/3 * pi * r^3 | 1393 | // v = 4/3 * pi * r^3 |
1394 | float sradius3 = (float)Math.Pow((_size.X / 2), 3); | 1394 | float sradius3 = (float)Math.Pow((_size.X / 2), 3); |
1395 | volume = (float)((4 / 3f) * Math.PI * sradius3); | 1395 | volume = (float)((4 / 3f) * Math.PI * sradius3); |
1396 | } | 1396 | } |
1397 | else | 1397 | else |
1398 | { | 1398 | { |
1399 | // we treat this as a box currently | 1399 | // we treat this as a box currently |
1400 | volume = _size.X * _size.Y * _size.Z; | 1400 | volume = _size.X * _size.Y * _size.Z; |
1401 | } | 1401 | } |
1402 | } | 1402 | } |
1403 | else | 1403 | else |
1404 | { | 1404 | { |
1405 | // We don't know what the shape is yet, so use default | 1405 | // We don't know what the shape is yet, so use default |
1406 | volume = _size.X * _size.Y * _size.Z; | 1406 | volume = _size.X * _size.Y * _size.Z; |
1407 | } | 1407 | } |
1408 | break; | 1408 | break; |
1409 | 1409 | ||
1410 | case ProfileShape.EquilateralTriangle: | 1410 | case ProfileShape.EquilateralTriangle: |
1411 | /* | 1411 | /* |
1412 | v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h | 1412 | v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h |
1413 | 1413 | ||
1414 | // seed mesh | 1414 | // seed mesh |
1415 | Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f); | 1415 | Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f); |
1416 | Vertex PM = new Vertex(+0.5f, 0f, 0.0f); | 1416 | Vertex PM = new Vertex(+0.5f, 0f, 0.0f); |
1417 | Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f); | 1417 | Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f); |
1418 | */ | 1418 | */ |
1419 | float xA = -0.25f * _size.X; | 1419 | float xA = -0.25f * _size.X; |
1420 | float yA = -0.45f * _size.Y; | 1420 | float yA = -0.45f * _size.Y; |
1421 | 1421 | ||
1422 | float xB = 0.5f * _size.X; | 1422 | float xB = 0.5f * _size.X; |
1423 | float yB = 0; | 1423 | float yB = 0; |
1424 | 1424 | ||
1425 | float xC = -0.25f * _size.X; | 1425 | float xC = -0.25f * _size.X; |
1426 | float yC = 0.45f * _size.Y; | 1426 | float yC = 0.45f * _size.Y; |
1427 | 1427 | ||
1428 | volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z); | 1428 | volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z); |
1429 | 1429 | ||
1430 | // If the user has 'hollowed out' | 1430 | // If the user has 'hollowed out' |
1431 | // ProfileHollow is one of those 0 to 50000 values :P | 1431 | // ProfileHollow is one of those 0 to 50000 values :P |
1432 | // we like percentages better.. so turning into a percentage | 1432 | // we like percentages better.. so turning into a percentage |
1433 | float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f); | 1433 | float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f); |
1434 | if (((float)fhollowFactor / 50000f) > 0.0) | 1434 | if (((float)fhollowFactor / 50000f) > 0.0) |
1435 | { | 1435 | { |
1436 | float hollowAmount = (float)fhollowFactor / 50000f; | 1436 | float hollowAmount = (float)fhollowFactor / 50000f; |
1437 | 1437 | ||
1438 | // calculate the hollow volume by it's shape compared to the prim shape | 1438 | // calculate the hollow volume by it's shape compared to the prim shape |
1439 | float hollowVolume = 0; | 1439 | float hollowVolume = 0; |
1440 | switch (_pbs.HollowShape) | 1440 | switch (_pbs.HollowShape) |
1441 | { | 1441 | { |
1442 | case HollowShape.Same: | 1442 | case HollowShape.Same: |
1443 | case HollowShape.Triangle: | 1443 | case HollowShape.Triangle: |
1444 | // Equilateral Triangular Prism volume hollow calculation | 1444 | // Equilateral Triangular Prism volume hollow calculation |
1445 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | 1445 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y |
1446 | 1446 | ||
1447 | float aLength = _size.Y; | 1447 | float aLength = _size.Y; |
1448 | // 1/2 abh | 1448 | // 1/2 abh |
1449 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | 1449 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); |
1450 | break; | 1450 | break; |
1451 | 1451 | ||
1452 | case HollowShape.Square: | 1452 | case HollowShape.Square: |
1453 | // Cube Hollow volume calculation | 1453 | // Cube Hollow volume calculation |
1454 | float hollowsizex = _size.X * hollowAmount; | 1454 | float hollowsizex = _size.X * hollowAmount; |
1455 | float hollowsizey = _size.Y * hollowAmount; | 1455 | float hollowsizey = _size.Y * hollowAmount; |
1456 | float hollowsizez = _size.Z * hollowAmount; | 1456 | float hollowsizez = _size.Z * hollowAmount; |
1457 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | 1457 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; |
1458 | break; | 1458 | break; |
1459 | 1459 | ||
1460 | case HollowShape.Circle: | 1460 | case HollowShape.Circle: |
1461 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | 1461 | // Hollow shape is a perfect cyllinder in respect to the cube's scale |
1462 | // Cyllinder hollow volume calculation | 1462 | // Cyllinder hollow volume calculation |
1463 | float hRadius = _size.X / 2; | 1463 | float hRadius = _size.X / 2; |
1464 | float hLength = _size.Z; | 1464 | float hLength = _size.Z; |
1465 | 1465 | ||
1466 | // pi * r2 * h | 1466 | // pi * r2 * h |
1467 | hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength) / 2) * hollowAmount); | 1467 | hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength) / 2) * hollowAmount); |
1468 | break; | 1468 | break; |
1469 | 1469 | ||
1470 | default: | 1470 | default: |
1471 | hollowVolume = 0; | 1471 | hollowVolume = 0; |
1472 | break; | 1472 | break; |
1473 | } | 1473 | } |
1474 | volume = volume - hollowVolume; | 1474 | volume = volume - hollowVolume; |
1475 | } | 1475 | } |
1476 | break; | 1476 | break; |
1477 | 1477 | ||
1478 | default: | 1478 | default: |
1479 | // we don't have all of the volume formulas yet so | 1479 | // we don't have all of the volume formulas yet so |
1480 | // use the common volume formula for all | 1480 | // use the common volume formula for all |
1481 | volume = _size.X * _size.Y * _size.Z; | 1481 | volume = _size.X * _size.Y * _size.Z; |
1482 | break; | 1482 | break; |
1483 | } | 1483 | } |
1484 | 1484 | ||
1485 | // Calculate Path cut effect on volume | 1485 | // Calculate Path cut effect on volume |
1486 | // Not exact, in the triangle hollow example | 1486 | // Not exact, in the triangle hollow example |
1487 | // They should never be zero or less then zero.. | 1487 | // They should never be zero or less then zero.. |
1488 | // we'll ignore it if it's less then zero | 1488 | // we'll ignore it if it's less then zero |
1489 | 1489 | ||
1490 | // ProfileEnd and ProfileBegin are values | 1490 | // ProfileEnd and ProfileBegin are values |
1491 | // from 0 to 50000 | 1491 | // from 0 to 50000 |
1492 | 1492 | ||
1493 | // Turning them back into percentages so that I can cut that percentage off the volume | 1493 | // Turning them back into percentages so that I can cut that percentage off the volume |
1494 | 1494 | ||
1495 | float PathCutEndAmount = _pbs.ProfileEnd; | 1495 | float PathCutEndAmount = _pbs.ProfileEnd; |
1496 | float PathCutStartAmount = _pbs.ProfileBegin; | 1496 | float PathCutStartAmount = _pbs.ProfileBegin; |
1497 | if (((PathCutStartAmount + PathCutEndAmount) / 50000f) > 0.0f) | 1497 | if (((PathCutStartAmount + PathCutEndAmount) / 50000f) > 0.0f) |
1498 | { | 1498 | { |
1499 | float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f); | 1499 | float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f); |
1500 | 1500 | ||
1501 | // Check the return amount for sanity | 1501 | // Check the return amount for sanity |
1502 | if (pathCutAmount >= 0.99f) | 1502 | if (pathCutAmount >= 0.99f) |
1503 | pathCutAmount = 0.99f; | 1503 | pathCutAmount = 0.99f; |
1504 | 1504 | ||
1505 | volume = volume - (volume * pathCutAmount); | 1505 | volume = volume - (volume * pathCutAmount); |
1506 | } | 1506 | } |
1507 | UInt16 taperX = _pbs.PathScaleX; | 1507 | UInt16 taperX = _pbs.PathScaleX; |
1508 | UInt16 taperY = _pbs.PathScaleY; | 1508 | UInt16 taperY = _pbs.PathScaleY; |
1509 | float taperFactorX = 0; | 1509 | float taperFactorX = 0; |
1510 | float taperFactorY = 0; | 1510 | float taperFactorY = 0; |
1511 | 1511 | ||
1512 | // Mass = density * volume | 1512 | // Mass = density * volume |
1513 | if (taperX != 100) | 1513 | if (taperX != 100) |
1514 | { | 1514 | { |
1515 | if (taperX > 100) | 1515 | if (taperX > 100) |
1516 | { | 1516 | { |
1517 | taperFactorX = 1.0f - ((float)taperX / 200); | 1517 | taperFactorX = 1.0f - ((float)taperX / 200); |
1518 | //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString()); | 1518 | //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString()); |
1519 | } | 1519 | } |
1520 | else | 1520 | else |
1521 | { | 1521 | { |
1522 | taperFactorX = 1.0f - ((100 - (float)taperX) / 100); | 1522 | taperFactorX = 1.0f - ((100 - (float)taperX) / 100); |
1523 | //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString()); | 1523 | //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString()); |
1524 | } | 1524 | } |
1525 | volume = (float)volume * ((taperFactorX / 3f) + 0.001f); | 1525 | volume = (float)volume * ((taperFactorX / 3f) + 0.001f); |
1526 | } | 1526 | } |
1527 | 1527 | ||
1528 | if (taperY != 100) | 1528 | if (taperY != 100) |
1529 | { | 1529 | { |
1530 | if (taperY > 100) | 1530 | if (taperY > 100) |
1531 | { | 1531 | { |
1532 | taperFactorY = 1.0f - ((float)taperY / 200); | 1532 | taperFactorY = 1.0f - ((float)taperY / 200); |
1533 | //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString()); | 1533 | //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString()); |
1534 | } | 1534 | } |
1535 | else | 1535 | else |
1536 | { | 1536 | { |
1537 | taperFactorY = 1.0f - ((100 - (float)taperY) / 100); | 1537 | taperFactorY = 1.0f - ((100 - (float)taperY) / 100); |
1538 | //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString()); | 1538 | //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString()); |
1539 | } | 1539 | } |
1540 | volume = (float)volume * ((taperFactorY / 3f) + 0.001f); | 1540 | volume = (float)volume * ((taperFactorY / 3f) + 0.001f); |
1541 | } | 1541 | } |
1542 | returnMass = m_density * volume; | 1542 | returnMass = m_density * volume; |
1543 | if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. | 1543 | if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. |
1544 | 1544 | ||
1545 | 1545 | ||
1546 | 1546 | ||
1547 | // Recursively calculate mass | 1547 | // Recursively calculate mass |
1548 | bool HasChildPrim = false; | 1548 | bool HasChildPrim = false; |
1549 | lock (childrenPrim) | 1549 | lock (childrenPrim) |
1550 | { | 1550 | { |
1551 | if (childrenPrim.Count > 0) | 1551 | if (childrenPrim.Count > 0) |
1552 | { | 1552 | { |
1553 | HasChildPrim = true; | 1553 | HasChildPrim = true; |
1554 | } | 1554 | } |
1555 | 1555 | ||
1556 | } | 1556 | } |
1557 | if (HasChildPrim) | 1557 | if (HasChildPrim) |
1558 | { | 1558 | { |
1559 | BulletDotNETPrim[] childPrimArr = new BulletDotNETPrim[0]; | 1559 | BulletDotNETPrim[] childPrimArr = new BulletDotNETPrim[0]; |
1560 | 1560 | ||
1561 | lock (childrenPrim) | 1561 | lock (childrenPrim) |
1562 | childPrimArr = childrenPrim.ToArray(); | 1562 | childPrimArr = childrenPrim.ToArray(); |
1563 | 1563 | ||
1564 | for (int i = 0; i < childPrimArr.Length; i++) | 1564 | for (int i = 0; i < childPrimArr.Length; i++) |
1565 | { | 1565 | { |
1566 | if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove) | 1566 | if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove) |
1567 | returnMass += childPrimArr[i].CalculateMass(); | 1567 | returnMass += childPrimArr[i].CalculateMass(); |
1568 | // failsafe, this shouldn't happen but with OpenSim, you never know :) | 1568 | // failsafe, this shouldn't happen but with OpenSim, you never know :) |
1569 | if (i > 256) | 1569 | if (i > 256) |
1570 | break; | 1570 | break; |
1571 | } | 1571 | } |
1572 | } | 1572 | } |
1573 | 1573 | ||
1574 | 1574 | ||
1575 | 1575 | ||
1576 | 1576 | ||
1577 | 1577 | ||
1578 | return returnMass; | 1578 | return returnMass; |
1579 | } | 1579 | } |
1580 | 1580 | ||
1581 | #endregion | 1581 | #endregion |
1582 | 1582 | ||
1583 | 1583 | ||
1584 | public void CreateGeom(IntPtr m_targetSpace, IMesh p_mesh) | 1584 | public void CreateGeom(IntPtr m_targetSpace, IMesh p_mesh) |
1585 | { | 1585 | { |
1586 | if (p_mesh != null) | 1586 | if (p_mesh != null) |
1587 | { | 1587 | { |
1588 | _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); | 1588 | _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); |
1589 | setMesh(_parent_scene, _mesh); | 1589 | setMesh(_parent_scene, _mesh); |
1590 | 1590 | ||
1591 | } | 1591 | } |
1592 | else | 1592 | else |
1593 | { | 1593 | { |
1594 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | 1594 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) |
1595 | { | 1595 | { |
1596 | if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | 1596 | if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) |
1597 | { | 1597 | { |
1598 | if (((_size.X / 2f) > 0f)) | 1598 | if (((_size.X / 2f) > 0f)) |
1599 | { | 1599 | { |
1600 | //SetGeom to a Regular Sphere | 1600 | //SetGeom to a Regular Sphere |
1601 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | 1601 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); |
1602 | SetCollisionShape(new btSphereShape(_size.X*0.5f)); | 1602 | SetCollisionShape(new btSphereShape(_size.X*0.5f)); |
1603 | } | 1603 | } |
1604 | else | 1604 | else |
1605 | { | 1605 | { |
1606 | // uses halfextents | 1606 | // uses halfextents |
1607 | tempSize1.setValue(_size.X*0.5f, _size.Y*0.5f, _size.Z*0.5f); | 1607 | tempSize1.setValue(_size.X*0.5f, _size.Y*0.5f, _size.Z*0.5f); |
1608 | SetCollisionShape(new btBoxShape(tempSize1)); | 1608 | SetCollisionShape(new btBoxShape(tempSize1)); |
1609 | } | 1609 | } |
1610 | } | 1610 | } |
1611 | else | 1611 | else |
1612 | { | 1612 | { |
1613 | // uses halfextents | 1613 | // uses halfextents |
1614 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | 1614 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); |
1615 | SetCollisionShape(new btBoxShape(tempSize1)); | 1615 | SetCollisionShape(new btBoxShape(tempSize1)); |
1616 | } | 1616 | } |
1617 | 1617 | ||
1618 | } | 1618 | } |
1619 | else | 1619 | else |
1620 | { | 1620 | { |
1621 | // uses halfextents | 1621 | // uses halfextents |
1622 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | 1622 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); |
1623 | SetCollisionShape(new btBoxShape(tempSize1)); | 1623 | SetCollisionShape(new btBoxShape(tempSize1)); |
1624 | } | 1624 | } |
1625 | } | 1625 | } |
1626 | } | 1626 | } |
1627 | 1627 | ||
1628 | private void setMesh(BulletDotNETScene _parent_scene, IMesh mesh) | 1628 | private void setMesh(BulletDotNETScene _parent_scene, IMesh mesh) |
1629 | { | 1629 | { |
1630 | // TODO: Set Collision Body Mesh | 1630 | // TODO: Set Collision Body Mesh |
1631 | // This sleeper is there to moderate how long it takes between | 1631 | // This sleeper is there to moderate how long it takes between |
1632 | // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object | 1632 | // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object |
1633 | 1633 | ||
1634 | Thread.Sleep(10); | 1634 | Thread.Sleep(10); |
1635 | 1635 | ||
1636 | //Kill Body so that mesh can re-make the geom | 1636 | //Kill Body so that mesh can re-make the geom |
1637 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) | 1637 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) |
1638 | { | 1638 | { |
1639 | if (childPrim) | 1639 | if (childPrim) |
1640 | { | 1640 | { |
1641 | if (_parent != null) | 1641 | if (_parent != null) |
1642 | { | 1642 | { |
1643 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; | 1643 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; |
1644 | parent.ChildDelink(this); | 1644 | parent.ChildDelink(this); |
1645 | } | 1645 | } |
1646 | } | 1646 | } |
1647 | else | 1647 | else |
1648 | { | 1648 | { |
1649 | disableBody(); | 1649 | disableBody(); |
1650 | } | 1650 | } |
1651 | } | 1651 | } |
1652 | 1652 | ||
1653 | IMesh oldMesh = primMesh; | 1653 | IMesh oldMesh = primMesh; |
1654 | 1654 | ||
1655 | primMesh = mesh; | 1655 | primMesh = mesh; |
1656 | 1656 | ||
1657 | float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory | 1657 | float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory |
1658 | int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | 1658 | int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage |
1659 | //Array.Reverse(indexList); | 1659 | //Array.Reverse(indexList); |
1660 | primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory | 1660 | primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory |
1661 | 1661 | ||
1662 | int VertexCount = vertexList.GetLength(0) / 3; | 1662 | int VertexCount = vertexList.GetLength(0) / 3; |
1663 | int IndexCount = indexList.GetLength(0); | 1663 | int IndexCount = indexList.GetLength(0); |
1664 | 1664 | ||
1665 | if (btshapeArray != null && btshapeArray.Handle != IntPtr.Zero) | 1665 | if (btshapeArray != null && btshapeArray.Handle != IntPtr.Zero) |
1666 | btshapeArray.Dispose(); | 1666 | btshapeArray.Dispose(); |
1667 | //Array.Reverse(indexList); | 1667 | //Array.Reverse(indexList); |
1668 | btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)), | 1668 | btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)), |
1669 | VertexCount, vertexList, 3*sizeof (float)); | 1669 | VertexCount, vertexList, 3*sizeof (float)); |
1670 | SetCollisionShape(new btGImpactMeshShape(btshapeArray)); | 1670 | SetCollisionShape(new btGImpactMeshShape(btshapeArray)); |
1671 | //((btGImpactMeshShape) prim_geom).updateBound(); | 1671 | //((btGImpactMeshShape) prim_geom).updateBound(); |
1672 | ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1,1, 1)); | 1672 | ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1,1, 1)); |
1673 | ((btGImpactMeshShape)prim_geom).updateBound(); | 1673 | ((btGImpactMeshShape)prim_geom).updateBound(); |
1674 | _parent_scene.SetUsingGImpact(); | 1674 | _parent_scene.SetUsingGImpact(); |
1675 | if (oldMesh != null) | 1675 | if (oldMesh != null) |
1676 | { | 1676 | { |
1677 | oldMesh.releasePinned(); | 1677 | oldMesh.releasePinned(); |
1678 | oldMesh = null; | 1678 | oldMesh = null; |
1679 | } | 1679 | } |
1680 | 1680 | ||
1681 | } | 1681 | } |
1682 | 1682 | ||
1683 | private void SetCollisionShape(btCollisionShape shape) | 1683 | private void SetCollisionShape(btCollisionShape shape) |
1684 | { | 1684 | { |
1685 | if (shape == null) | 1685 | if (shape == null) |
1686 | m_log.Debug("[PHYSICS]:SetShape!Null"); | 1686 | m_log.Debug("[PHYSICS]:SetShape!Null"); |
1687 | else | 1687 | else |
1688 | m_log.Debug("[PHYSICS]:SetShape!"); | 1688 | m_log.Debug("[PHYSICS]:SetShape!"); |
1689 | 1689 | ||
1690 | if (Body != null) | 1690 | if (Body != null) |
1691 | { | 1691 | { |
1692 | DisposeOfBody(); | 1692 | DisposeOfBody(); |
1693 | } | 1693 | } |
1694 | 1694 | ||
1695 | if (prim_geom != null) | 1695 | if (prim_geom != null) |
1696 | { | 1696 | { |
1697 | prim_geom.Dispose(); | 1697 | prim_geom.Dispose(); |
1698 | prim_geom = null; | 1698 | prim_geom = null; |
1699 | } | 1699 | } |
1700 | prim_geom = shape; | 1700 | prim_geom = shape; |
1701 | 1701 | ||
1702 | //Body.set | 1702 | //Body.set |
1703 | } | 1703 | } |
1704 | 1704 | ||
1705 | public void SetBody(float mass) | 1705 | public void SetBody(float mass) |
1706 | { | 1706 | { |
1707 | m_log.DebugFormat("[PHYSICS]: SetBody! {0}",mass); | 1707 | m_log.DebugFormat("[PHYSICS]: SetBody! {0}",mass); |
1708 | if (Body != null && Body.Handle != IntPtr.Zero) | 1708 | if (Body != null && Body.Handle != IntPtr.Zero) |
1709 | { | 1709 | { |
1710 | DisposeOfBody(); | 1710 | DisposeOfBody(); |
1711 | } | 1711 | } |
1712 | 1712 | ||
1713 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) | 1713 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) |
1714 | tempMotionState1.Dispose(); | 1714 | tempMotionState1.Dispose(); |
1715 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) | 1715 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) |
1716 | tempTransform2.Dispose(); | 1716 | tempTransform2.Dispose(); |
1717 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | 1717 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) |
1718 | tempOrientation2.Dispose(); | 1718 | tempOrientation2.Dispose(); |
1719 | 1719 | ||
1720 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) | 1720 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) |
1721 | tempPosition2.Dispose(); | 1721 | tempPosition2.Dispose(); |
1722 | 1722 | ||
1723 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); | 1723 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); |
1724 | tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); | 1724 | tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); |
1725 | tempTransform2 = new btTransform(tempOrientation2, tempPosition2); | 1725 | tempTransform2 = new btTransform(tempOrientation2, tempPosition2); |
1726 | tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); | 1726 | tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); |
1727 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) | 1727 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) |
1728 | tempInertia1.Dispose(); | 1728 | tempInertia1.Dispose(); |
1729 | tempInertia1 = new btVector3(0, 0, 0); | 1729 | tempInertia1 = new btVector3(0, 0, 0); |
1730 | if (prim_geom.Handle == IntPtr.Zero) | 1730 | if (prim_geom.Handle == IntPtr.Zero) |
1731 | { | 1731 | { |
1732 | m_log.Warn("[PHYSICS]:PrimGeom is Disposed!"); | 1732 | m_log.Warn("[PHYSICS]:PrimGeom is Disposed!"); |
1733 | CreateGeom(IntPtr.Zero, primMesh); | 1733 | CreateGeom(IntPtr.Zero, primMesh); |
1734 | 1734 | ||
1735 | } | 1735 | } |
1736 | prim_geom.calculateLocalInertia(mass, tempInertia1); | 1736 | prim_geom.calculateLocalInertia(mass, tempInertia1); |
1737 | 1737 | ||
1738 | if (mass == 0) | 1738 | if (mass == 0) |
1739 | Body = new btRigidBody(mass, tempMotionState1, prim_geom); | 1739 | Body = new btRigidBody(mass, tempMotionState1, prim_geom); |
1740 | else | 1740 | else |
1741 | Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); | 1741 | Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); |
1742 | 1742 | ||
1743 | if (prim_geom is btGImpactMeshShape) | 1743 | if (prim_geom is btGImpactMeshShape) |
1744 | { | 1744 | { |
1745 | ((btGImpactMeshShape) prim_geom).setLocalScaling(new btVector3(1, 1, 1)); | 1745 | ((btGImpactMeshShape) prim_geom).setLocalScaling(new btVector3(1, 1, 1)); |
1746 | ((btGImpactMeshShape) prim_geom).updateBound(); | 1746 | ((btGImpactMeshShape) prim_geom).updateBound(); |
1747 | } | 1747 | } |
1748 | _parent_scene.AddPrimToScene(this); | 1748 | _parent_scene.AddPrimToScene(this); |
1749 | } | 1749 | } |
1750 | 1750 | ||
1751 | private void DisposeOfBody() | 1751 | private void DisposeOfBody() |
1752 | { | 1752 | { |
1753 | if (Body != null) | 1753 | if (Body != null) |
1754 | { | 1754 | { |
1755 | if (Body.Handle != IntPtr.Zero) | 1755 | if (Body.Handle != IntPtr.Zero) |
1756 | { | 1756 | { |
1757 | _parent_scene.removeFromWorld(this,Body); | 1757 | _parent_scene.removeFromWorld(this,Body); |
1758 | Body.Dispose(); | 1758 | Body.Dispose(); |
1759 | } | 1759 | } |
1760 | Body = null; | 1760 | Body = null; |
1761 | // TODO: dispose parts that make up body | 1761 | // TODO: dispose parts that make up body |
1762 | } | 1762 | } |
1763 | } | 1763 | } |
1764 | 1764 | ||
1765 | private void ChildDelink(BulletDotNETPrim pPrim) | 1765 | private void ChildDelink(BulletDotNETPrim pPrim) |
1766 | { | 1766 | { |
1767 | // Okay, we have a delinked child.. need to rebuild the body. | 1767 | // Okay, we have a delinked child.. need to rebuild the body. |
1768 | lock (childrenPrim) | 1768 | lock (childrenPrim) |
1769 | { | 1769 | { |
1770 | foreach (BulletDotNETPrim prm in childrenPrim) | 1770 | foreach (BulletDotNETPrim prm in childrenPrim) |
1771 | { | 1771 | { |
1772 | prm.childPrim = true; | 1772 | prm.childPrim = true; |
1773 | prm.disableBody(); | 1773 | prm.disableBody(); |
1774 | 1774 | ||
1775 | } | 1775 | } |
1776 | } | 1776 | } |
1777 | disableBody(); | 1777 | disableBody(); |
1778 | 1778 | ||
1779 | lock (childrenPrim) | 1779 | lock (childrenPrim) |
1780 | { | 1780 | { |
1781 | childrenPrim.Remove(pPrim); | 1781 | childrenPrim.Remove(pPrim); |
1782 | } | 1782 | } |
1783 | 1783 | ||
1784 | 1784 | ||
1785 | 1785 | ||
1786 | 1786 | ||
1787 | if (Body != null && Body.Handle != IntPtr.Zero) | 1787 | if (Body != null && Body.Handle != IntPtr.Zero) |
1788 | { | 1788 | { |
1789 | _parent_scene.remActivePrim(this); | 1789 | _parent_scene.remActivePrim(this); |
1790 | } | 1790 | } |
1791 | 1791 | ||
1792 | 1792 | ||
1793 | 1793 | ||
1794 | lock (childrenPrim) | 1794 | lock (childrenPrim) |
1795 | { | 1795 | { |
1796 | foreach (BulletDotNETPrim prm in childrenPrim) | 1796 | foreach (BulletDotNETPrim prm in childrenPrim) |
1797 | { | 1797 | { |
1798 | ParentPrim(prm); | 1798 | ParentPrim(prm); |
1799 | } | 1799 | } |
1800 | } | 1800 | } |
1801 | 1801 | ||
1802 | } | 1802 | } |
1803 | 1803 | ||
1804 | private void ParentPrim(BulletDotNETPrim prm) | 1804 | private void ParentPrim(BulletDotNETPrim prm) |
1805 | { | 1805 | { |
1806 | // TODO: Parent Linking algorithm. Use btComplexObject | 1806 | // TODO: Parent Linking algorithm. Use btComplexObject |
1807 | } | 1807 | } |
1808 | 1808 | ||
1809 | public void disableBody() | 1809 | public void disableBody() |
1810 | { | 1810 | { |
1811 | //this kills the body so things like 'mesh' can re-create it. | 1811 | //this kills the body so things like 'mesh' can re-create it. |
1812 | lock (this) | 1812 | lock (this) |
1813 | { | 1813 | { |
1814 | if (!childPrim) | 1814 | if (!childPrim) |
1815 | { | 1815 | { |
1816 | if (Body != null && Body.Handle != IntPtr.Zero) | 1816 | if (Body != null && Body.Handle != IntPtr.Zero) |
1817 | { | 1817 | { |
1818 | _parent_scene.remActivePrim(this); | 1818 | _parent_scene.remActivePrim(this); |
1819 | 1819 | ||
1820 | m_collisionCategories &= ~CollisionCategories.Body; | 1820 | m_collisionCategories &= ~CollisionCategories.Body; |
1821 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | 1821 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); |
1822 | 1822 | ||
1823 | if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) | 1823 | if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) |
1824 | { | 1824 | { |
1825 | // TODO: Set Category bits and Flags | 1825 | // TODO: Set Category bits and Flags |
1826 | } | 1826 | } |
1827 | 1827 | ||
1828 | // TODO: destroy body | 1828 | // TODO: destroy body |
1829 | DisposeOfBody(); | 1829 | DisposeOfBody(); |
1830 | 1830 | ||
1831 | lock (childrenPrim) | 1831 | lock (childrenPrim) |
1832 | { | 1832 | { |
1833 | if (childrenPrim.Count > 0) | 1833 | if (childrenPrim.Count > 0) |
1834 | { | 1834 | { |
1835 | foreach (BulletDotNETPrim prm in childrenPrim) | 1835 | foreach (BulletDotNETPrim prm in childrenPrim) |
1836 | { | 1836 | { |
1837 | _parent_scene.remActivePrim(prm); | 1837 | _parent_scene.remActivePrim(prm); |
1838 | prm.DisposeOfBody(); | 1838 | prm.DisposeOfBody(); |
1839 | prm.SetCollisionShape(null); | 1839 | prm.SetCollisionShape(null); |
1840 | } | 1840 | } |
1841 | } | 1841 | } |
1842 | 1842 | ||
1843 | } | 1843 | } |
1844 | 1844 | ||
1845 | DisposeOfBody(); | 1845 | DisposeOfBody(); |
1846 | } | 1846 | } |
1847 | } | 1847 | } |
1848 | else | 1848 | else |
1849 | { | 1849 | { |
1850 | _parent_scene.remActivePrim(this); | 1850 | _parent_scene.remActivePrim(this); |
1851 | m_collisionCategories &= ~CollisionCategories.Body; | 1851 | m_collisionCategories &= ~CollisionCategories.Body; |
1852 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | 1852 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); |
1853 | 1853 | ||
1854 | if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) | 1854 | if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) |
1855 | { | 1855 | { |
1856 | // TODO: Set Category bits and Flags | 1856 | // TODO: Set Category bits and Flags |
1857 | } | 1857 | } |
1858 | 1858 | ||
1859 | DisposeOfBody(); | 1859 | DisposeOfBody(); |
1860 | } | 1860 | } |
1861 | 1861 | ||
1862 | } | 1862 | } |
1863 | m_disabled = true; | 1863 | m_disabled = true; |
1864 | m_collisionscore = 0; | 1864 | m_collisionscore = 0; |
1865 | } | 1865 | } |
1866 | 1866 | ||
1867 | public void disableBodySoft() | 1867 | public void disableBodySoft() |
1868 | { | 1868 | { |
1869 | m_disabled = true; | 1869 | m_disabled = true; |
1870 | 1870 | ||
1871 | if (m_isphysical && Body.Handle != IntPtr.Zero) | 1871 | if (m_isphysical && Body.Handle != IntPtr.Zero) |
1872 | { | 1872 | { |
1873 | Body.clearForces(); | 1873 | Body.clearForces(); |
1874 | Body.forceActivationState(0); | 1874 | Body.forceActivationState(0); |
1875 | 1875 | ||
1876 | } | 1876 | } |
1877 | 1877 | ||
1878 | } | 1878 | } |
1879 | 1879 | ||
1880 | public void enableBodySoft() | 1880 | public void enableBodySoft() |
1881 | { | 1881 | { |
1882 | if (!childPrim) | 1882 | if (!childPrim) |
1883 | { | 1883 | { |
1884 | if (m_isphysical && Body.Handle != IntPtr.Zero) | 1884 | if (m_isphysical && Body.Handle != IntPtr.Zero) |
1885 | { | 1885 | { |
1886 | Body.clearForces(); | 1886 | Body.clearForces(); |
1887 | Body.forceActivationState(1); | 1887 | Body.forceActivationState(1); |
1888 | } | 1888 | } |
1889 | m_disabled = false; | 1889 | m_disabled = false; |
1890 | } | 1890 | } |
1891 | } | 1891 | } |
1892 | 1892 | ||
1893 | public void enableBody() | 1893 | public void enableBody() |
1894 | { | 1894 | { |
1895 | if (!childPrim) | 1895 | if (!childPrim) |
1896 | { | 1896 | { |
1897 | //SetCollisionShape(prim_geom); | 1897 | //SetCollisionShape(prim_geom); |
1898 | if (IsPhysical) | 1898 | if (IsPhysical) |
1899 | SetBody(Mass); | 1899 | SetBody(Mass); |
1900 | else | 1900 | else |
1901 | SetBody(0); | 1901 | SetBody(0); |
1902 | 1902 | ||
1903 | // TODO: Set Collision Category Bits and Flags | 1903 | // TODO: Set Collision Category Bits and Flags |
1904 | // TODO: Set Auto Disable data | 1904 | // TODO: Set Auto Disable data |
1905 | 1905 | ||
1906 | m_interpenetrationcount = 0; | 1906 | m_interpenetrationcount = 0; |
1907 | m_collisionscore = 0; | 1907 | m_collisionscore = 0; |
1908 | m_disabled = false; | 1908 | m_disabled = false; |
1909 | // The body doesn't already have a finite rotation mode set here | 1909 | // The body doesn't already have a finite rotation mode set here |
1910 | if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) | 1910 | if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) |
1911 | { | 1911 | { |
1912 | // TODO: Create Angular Motor on Axis Lock! | 1912 | // TODO: Create Angular Motor on Axis Lock! |
1913 | } | 1913 | } |
1914 | _parent_scene.addActivePrim(this); | 1914 | _parent_scene.addActivePrim(this); |
1915 | } | 1915 | } |
1916 | } | 1916 | } |
1917 | 1917 | ||
1918 | public void UpdatePositionAndVelocity() | 1918 | public void UpdatePositionAndVelocity() |
1919 | { | 1919 | { |
1920 | if (_parent == null) | 1920 | if (_parent == null) |
1921 | { | 1921 | { |
1922 | PhysicsVector pv = new PhysicsVector(0, 0, 0); | 1922 | PhysicsVector pv = new PhysicsVector(0, 0, 0); |
1923 | bool lastZeroFlag = _zeroFlag; | 1923 | bool lastZeroFlag = _zeroFlag; |
1924 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) | 1924 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) |
1925 | tempPosition2.Dispose(); | 1925 | tempPosition2.Dispose(); |
1926 | if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) | 1926 | if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) |
1927 | tempTransform3.Dispose(); | 1927 | tempTransform3.Dispose(); |
1928 | 1928 | ||
1929 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | 1929 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) |
1930 | tempOrientation2.Dispose(); | 1930 | tempOrientation2.Dispose(); |
1931 | 1931 | ||
1932 | if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) | 1932 | if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) |
1933 | tempAngularVelocity1.Dispose(); | 1933 | tempAngularVelocity1.Dispose(); |
1934 | 1934 | ||
1935 | if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) | 1935 | if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) |
1936 | tempLinearVelocity1.Dispose(); | 1936 | tempLinearVelocity1.Dispose(); |
1937 | 1937 | ||
1938 | 1938 | ||
1939 | 1939 | ||
1940 | tempTransform3 = Body.getInterpolationWorldTransform(); | 1940 | tempTransform3 = Body.getInterpolationWorldTransform(); |
1941 | tempPosition2 = tempTransform3.getOrigin(); // vec | 1941 | tempPosition2 = tempTransform3.getOrigin(); // vec |
1942 | tempOrientation2 = tempTransform3.getRotation(); // ori | 1942 | tempOrientation2 = tempTransform3.getRotation(); // ori |
1943 | tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel | 1943 | tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel |
1944 | tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel | 1944 | tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel |
1945 | 1945 | ||
1946 | _torque.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), tempAngularVelocity1.getZ()); | 1946 | _torque.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), tempAngularVelocity1.getZ()); |
1947 | PhysicsVector l_position = new PhysicsVector(); | 1947 | PhysicsVector l_position = new PhysicsVector(); |
1948 | Quaternion l_orientation = new Quaternion(); | 1948 | Quaternion l_orientation = new Quaternion(); |
1949 | m_lastposition = _position; | 1949 | m_lastposition = _position; |
1950 | m_lastorientation = _orientation; | 1950 | m_lastorientation = _orientation; |
1951 | 1951 | ||
1952 | l_position.X = tempPosition2.getX(); | 1952 | l_position.X = tempPosition2.getX(); |
1953 | l_position.Y = tempPosition2.getY(); | 1953 | l_position.Y = tempPosition2.getY(); |
1954 | l_position.Z = tempPosition2.getZ(); | 1954 | l_position.Z = tempPosition2.getZ(); |
1955 | l_orientation.X = tempOrientation2.getX(); | 1955 | l_orientation.X = tempOrientation2.getX(); |
1956 | l_orientation.Y = tempOrientation2.getY(); | 1956 | l_orientation.Y = tempOrientation2.getY(); |
1957 | l_orientation.Z = tempOrientation2.getZ(); | 1957 | l_orientation.Z = tempOrientation2.getZ(); |
1958 | l_orientation.W = tempOrientation2.getW(); | 1958 | l_orientation.W = tempOrientation2.getW(); |
1959 | 1959 | ||
1960 | if (l_position.X > 255.95f || l_position.X < 0f || l_position.Y > 255.95f || l_position.Y < 0f) | 1960 | if (l_position.X > 255.95f || l_position.X < 0f || l_position.Y > 255.95f || l_position.Y < 0f) |
1961 | { | 1961 | { |
1962 | //base.RaiseOutOfBounds(l_position); | 1962 | //base.RaiseOutOfBounds(l_position); |
1963 | 1963 | ||
1964 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) | 1964 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) |
1965 | { | 1965 | { |
1966 | _position = l_position; | 1966 | _position = l_position; |
1967 | //_parent_scene.remActivePrim(this); | 1967 | //_parent_scene.remActivePrim(this); |
1968 | if (_parent == null) | 1968 | if (_parent == null) |
1969 | base.RequestPhysicsterseUpdate(); | 1969 | base.RequestPhysicsterseUpdate(); |
1970 | return; | 1970 | return; |
1971 | } | 1971 | } |
1972 | else | 1972 | else |
1973 | { | 1973 | { |
1974 | if (_parent == null) | 1974 | if (_parent == null) |
1975 | base.RaiseOutOfBounds(l_position); | 1975 | base.RaiseOutOfBounds(l_position); |
1976 | return; | 1976 | return; |
1977 | } | 1977 | } |
1978 | } | 1978 | } |
1979 | 1979 | ||
1980 | if (l_position.Z < -200000f) | 1980 | if (l_position.Z < -200000f) |
1981 | { | 1981 | { |
1982 | // This is so prim that get lost underground don't fall forever and suck up | 1982 | // This is so prim that get lost underground don't fall forever and suck up |
1983 | // | 1983 | // |
1984 | // Sim resources and memory. | 1984 | // Sim resources and memory. |
1985 | // Disables the prim's movement physics.... | 1985 | // Disables the prim's movement physics.... |
1986 | // It's a hack and will generate a console message if it fails. | 1986 | // It's a hack and will generate a console message if it fails. |
1987 | 1987 | ||
1988 | //IsPhysical = false; | 1988 | //IsPhysical = false; |
1989 | //if (_parent == null) | 1989 | //if (_parent == null) |
1990 | //base.RaiseOutOfBounds(_position); | 1990 | //base.RaiseOutOfBounds(_position); |
1991 | 1991 | ||
1992 | _acceleration.X = 0; | 1992 | _acceleration.X = 0; |
1993 | _acceleration.Y = 0; | 1993 | _acceleration.Y = 0; |
1994 | _acceleration.Z = 0; | 1994 | _acceleration.Z = 0; |
1995 | 1995 | ||
1996 | _velocity.X = 0; | 1996 | _velocity.X = 0; |
1997 | _velocity.Y = 0; | 1997 | _velocity.Y = 0; |
1998 | _velocity.Z = 0; | 1998 | _velocity.Z = 0; |
1999 | m_rotationalVelocity.X = 0; | 1999 | m_rotationalVelocity.X = 0; |
2000 | m_rotationalVelocity.Y = 0; | 2000 | m_rotationalVelocity.Y = 0; |
2001 | m_rotationalVelocity.Z = 0; | 2001 | m_rotationalVelocity.Z = 0; |
2002 | 2002 | ||
2003 | if (_parent == null) | 2003 | if (_parent == null) |
2004 | base.RequestPhysicsterseUpdate(); | 2004 | base.RequestPhysicsterseUpdate(); |
2005 | 2005 | ||
2006 | m_throttleUpdates = false; | 2006 | m_throttleUpdates = false; |
2007 | throttleCounter = 0; | 2007 | throttleCounter = 0; |
2008 | _zeroFlag = true; | 2008 | _zeroFlag = true; |
2009 | //outofBounds = true; | 2009 | //outofBounds = true; |
2010 | } | 2010 | } |
2011 | 2011 | ||
2012 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | 2012 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) |
2013 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | 2013 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) |
2014 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) | 2014 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) |
2015 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01 )) | 2015 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01 )) |
2016 | { | 2016 | { |
2017 | _zeroFlag = true; | 2017 | _zeroFlag = true; |
2018 | m_throttleUpdates = false; | 2018 | m_throttleUpdates = false; |
2019 | } | 2019 | } |
2020 | else | 2020 | else |
2021 | { | 2021 | { |
2022 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | 2022 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); |
2023 | _zeroFlag = false; | 2023 | _zeroFlag = false; |
2024 | } | 2024 | } |
2025 | 2025 | ||
2026 | if (_zeroFlag) | 2026 | if (_zeroFlag) |
2027 | { | 2027 | { |
2028 | _velocity.X = 0.0f; | 2028 | _velocity.X = 0.0f; |
2029 | _velocity.Y = 0.0f; | 2029 | _velocity.Y = 0.0f; |
2030 | _velocity.Z = 0.0f; | 2030 | _velocity.Z = 0.0f; |
2031 | 2031 | ||
2032 | _acceleration.X = 0; | 2032 | _acceleration.X = 0; |
2033 | _acceleration.Y = 0; | 2033 | _acceleration.Y = 0; |
2034 | _acceleration.Z = 0; | 2034 | _acceleration.Z = 0; |
2035 | 2035 | ||
2036 | //_orientation.w = 0f; | 2036 | //_orientation.w = 0f; |
2037 | //_orientation.X = 0f; | 2037 | //_orientation.X = 0f; |
2038 | //_orientation.Y = 0f; | 2038 | //_orientation.Y = 0f; |
2039 | //_orientation.Z = 0f; | 2039 | //_orientation.Z = 0f; |
2040 | m_rotationalVelocity.X = 0; | 2040 | m_rotationalVelocity.X = 0; |
2041 | m_rotationalVelocity.Y = 0; | 2041 | m_rotationalVelocity.Y = 0; |
2042 | m_rotationalVelocity.Z = 0; | 2042 | m_rotationalVelocity.Z = 0; |
2043 | if (!m_lastUpdateSent) | 2043 | if (!m_lastUpdateSent) |
2044 | { | 2044 | { |
2045 | m_throttleUpdates = false; | 2045 | m_throttleUpdates = false; |
2046 | throttleCounter = 0; | 2046 | throttleCounter = 0; |
2047 | m_rotationalVelocity = pv; | 2047 | m_rotationalVelocity = pv; |
2048 | 2048 | ||
2049 | if (_parent == null) | 2049 | if (_parent == null) |
2050 | base.RequestPhysicsterseUpdate(); | 2050 | base.RequestPhysicsterseUpdate(); |
2051 | 2051 | ||
2052 | m_lastUpdateSent = true; | 2052 | m_lastUpdateSent = true; |
2053 | } | 2053 | } |
2054 | } | 2054 | } |
2055 | else | 2055 | else |
2056 | { | 2056 | { |
2057 | if (lastZeroFlag != _zeroFlag) | 2057 | if (lastZeroFlag != _zeroFlag) |
2058 | { | 2058 | { |
2059 | if (_parent == null) | 2059 | if (_parent == null) |
2060 | base.RequestPhysicsterseUpdate(); | 2060 | base.RequestPhysicsterseUpdate(); |
2061 | } | 2061 | } |
2062 | 2062 | ||
2063 | m_lastVelocity = _velocity; | 2063 | m_lastVelocity = _velocity; |
2064 | 2064 | ||
2065 | _position = l_position; | 2065 | _position = l_position; |
2066 | 2066 | ||
2067 | _velocity.X = tempLinearVelocity1.getX(); | 2067 | _velocity.X = tempLinearVelocity1.getX(); |
2068 | _velocity.Y = tempLinearVelocity1.getY(); | 2068 | _velocity.Y = tempLinearVelocity1.getY(); |
2069 | _velocity.Z = tempLinearVelocity1.getZ(); | 2069 | _velocity.Z = tempLinearVelocity1.getZ(); |
2070 | 2070 | ||
2071 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | 2071 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); |
2072 | _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); | 2072 | _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); |
2073 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | 2073 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); |
2074 | 2074 | ||
2075 | if (_velocity.IsIdentical(pv, 0.5f)) | 2075 | if (_velocity.IsIdentical(pv, 0.5f)) |
2076 | { | 2076 | { |
2077 | m_rotationalVelocity = pv; | 2077 | m_rotationalVelocity = pv; |
2078 | } | 2078 | } |
2079 | else | 2079 | else |
2080 | { | 2080 | { |
2081 | 2081 | ||
2082 | m_rotationalVelocity.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), tempAngularVelocity1.getZ()); | 2082 | m_rotationalVelocity.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), tempAngularVelocity1.getZ()); |
2083 | } | 2083 | } |
2084 | 2084 | ||
2085 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); | 2085 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); |
2086 | 2086 | ||
2087 | _orientation.X = l_orientation.X; | 2087 | _orientation.X = l_orientation.X; |
2088 | _orientation.Y = l_orientation.Y; | 2088 | _orientation.Y = l_orientation.Y; |
2089 | _orientation.Z = l_orientation.Z; | 2089 | _orientation.Z = l_orientation.Z; |
2090 | _orientation.W = l_orientation.W; | 2090 | _orientation.W = l_orientation.W; |
2091 | m_lastUpdateSent = false; | 2091 | m_lastUpdateSent = false; |
2092 | 2092 | ||
2093 | //if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | 2093 | //if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) |
2094 | //{ | 2094 | //{ |
2095 | if (_parent == null) | 2095 | if (_parent == null) |
2096 | base.RequestPhysicsterseUpdate(); | 2096 | base.RequestPhysicsterseUpdate(); |
2097 | // } | 2097 | // } |
2098 | // else | 2098 | // else |
2099 | // { | 2099 | // { |
2100 | // throttleCounter++; | 2100 | // throttleCounter++; |
2101 | //} | 2101 | //} |
2102 | 2102 | ||
2103 | } | 2103 | } |
2104 | m_lastposition = l_position; | 2104 | m_lastposition = l_position; |
2105 | } | 2105 | } |
2106 | else | 2106 | else |
2107 | { | 2107 | { |
2108 | // Not a body.. so Make sure the client isn't interpolating | 2108 | // Not a body.. so Make sure the client isn't interpolating |
2109 | _velocity.X = 0; | 2109 | _velocity.X = 0; |
2110 | _velocity.Y = 0; | 2110 | _velocity.Y = 0; |
2111 | _velocity.Z = 0; | 2111 | _velocity.Z = 0; |
2112 | 2112 | ||
2113 | _acceleration.X = 0; | 2113 | _acceleration.X = 0; |
2114 | _acceleration.Y = 0; | 2114 | _acceleration.Y = 0; |
2115 | _acceleration.Z = 0; | 2115 | _acceleration.Z = 0; |
2116 | 2116 | ||
2117 | m_rotationalVelocity.X = 0; | 2117 | m_rotationalVelocity.X = 0; |
2118 | m_rotationalVelocity.Y = 0; | 2118 | m_rotationalVelocity.Y = 0; |
2119 | m_rotationalVelocity.Z = 0; | 2119 | m_rotationalVelocity.Z = 0; |
2120 | _zeroFlag = true; | 2120 | _zeroFlag = true; |
2121 | } | 2121 | } |
2122 | } | 2122 | } |
2123 | 2123 | ||
2124 | 2124 | ||
2125 | internal void setPrimForRemoval() | 2125 | internal void setPrimForRemoval() |
2126 | { | 2126 | { |
2127 | m_taintremove = true; | 2127 | m_taintremove = true; |
2128 | } | 2128 | } |
2129 | } | 2129 | } |
2130 | } | 2130 | } |
2131 | 2131 | ||