diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 318 |
1 files changed, 161 insertions, 157 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index f59f0ae..5ff9d32 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -1,18 +1,5 @@ | |||
1 | /* | 1 | /* Copyright (c) Contributors, http://opensimulator.org/ |
2 | * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces | ||
3 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: | ||
4 | * ODEPrim.cs contains methods dealing with Prim editing, Prim | ||
5 | * characteristics and Kinetic motion. | ||
6 | * ODEDynamics.cs contains methods dealing with Prim Physical motion | ||
7 | * (dynamics) and the associated settings. Old Linear and angular | ||
8 | * motors for dynamic motion have been replace with MoveLinear() | ||
9 | * and MoveAngular(); 'Physical' is used only to switch ODE dynamic | ||
10 | * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to | ||
11 | * switch between 'VEHICLE' parameter use and general dynamics | ||
12 | * settings use. | ||
13 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
14 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 2 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
15 | * | ||
16 | * Redistribution and use in source and binary forms, with or without | 3 | * Redistribution and use in source and binary forms, with or without |
17 | * modification, are permitted provided that the following conditions are met: | 4 | * modification, are permitted provided that the following conditions are met: |
18 | * * Redistributions of source code must retain the above copyright | 5 | * * Redistributions of source code must retain the above copyright |
@@ -35,6 +22,20 @@ | |||
35 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 22 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
36 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 23 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
37 | */ | 24 | */ |
25 | |||
26 | /* | ||
27 | * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces | ||
28 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: | ||
29 | * ODEPrim.cs contains methods dealing with Prim editing, Prim | ||
30 | * characteristics and Kinetic motion. | ||
31 | * ODEDynamics.cs contains methods dealing with Prim Physical motion | ||
32 | * (dynamics) and the associated settings. Old Linear and angular | ||
33 | * motors for dynamic motion have been replace with MoveLinear() | ||
34 | * and MoveAngular(); 'Physical' is used only to switch ODE dynamic | ||
35 | * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to | ||
36 | * switch between 'VEHICLE' parameter use and general dynamics | ||
37 | * settings use. | ||
38 | */ | ||
38 | using System; | 39 | using System; |
39 | using System.Collections.Generic; | 40 | using System.Collections.Generic; |
40 | using System.Reflection; | 41 | using System.Reflection; |
@@ -56,44 +57,43 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
56 | { | 57 | { |
57 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 58 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
58 | 59 | ||
59 | private PhysicsVector _position; | 60 | private Vector3 _position; |
60 | private PhysicsVector _velocity; | 61 | private Vector3 _velocity; |
61 | private PhysicsVector _torque = new PhysicsVector(0,0,0); | 62 | private Vector3 _torque; |
62 | private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); | 63 | private Vector3 m_lastVelocity; |
63 | private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f); | 64 | private Vector3 m_lastposition; |
64 | private Quaternion m_lastorientation = new Quaternion(); | 65 | private Quaternion m_lastorientation = new Quaternion(); |
65 | private PhysicsVector m_rotationalVelocity; | 66 | private Vector3 m_rotationalVelocity; |
66 | private PhysicsVector _size; | 67 | private Vector3 _size; |
67 | private PhysicsVector _acceleration; | 68 | private Vector3 _acceleration; |
68 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); | 69 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); |
69 | private Quaternion _orientation; | 70 | private Quaternion _orientation; |
70 | private PhysicsVector m_taintposition; | 71 | private Vector3 m_taintposition; |
71 | private PhysicsVector m_taintsize; | 72 | private Vector3 m_taintsize; |
72 | private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0); | 73 | private Vector3 m_taintVelocity; |
73 | private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0); | 74 | private Vector3 m_taintTorque; |
74 | private Quaternion m_taintrot; | 75 | private Quaternion m_taintrot; |
75 | private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f); | 76 | private Vector3 m_angularlock = Vector3.One; |
76 | private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f); | 77 | private Vector3 m_taintAngularLock = Vector3.One; |
77 | private IntPtr Amotor = IntPtr.Zero; | 78 | private IntPtr Amotor = IntPtr.Zero; |
78 | 79 | ||
79 | private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0); | 80 | private Vector3 m_PIDTarget; |
80 | // private PhysicsVector m_taintPIDTarget = new PhysicsVector(0, 0, 0); | 81 | private float m_PIDTau; |
81 | private float m_PIDTau = 0f; | ||
82 | private float PID_D = 35f; | 82 | private float PID_D = 35f; |
83 | private float PID_G = 25f; | 83 | private float PID_G = 25f; |
84 | private bool m_usePID = false; | 84 | private bool m_usePID; |
85 | 85 | ||
86 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), | 86 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), |
87 | // and are for non-VEHICLES only. | 87 | // and are for non-VEHICLES only. |
88 | 88 | ||
89 | private float m_PIDHoverHeight = 0f; | 89 | private float m_PIDHoverHeight; |
90 | private float m_PIDHoverTau = 0f; | 90 | private float m_PIDHoverTau; |
91 | private bool m_useHoverPID = false; | 91 | private bool m_useHoverPID; |
92 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; | 92 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; |
93 | private float m_targetHoverHeight = 0f; | 93 | private float m_targetHoverHeight; |
94 | private float m_groundHeight = 0f; | 94 | private float m_groundHeight; |
95 | private float m_waterHeight = 0f; | 95 | private float m_waterHeight; |
96 | private float m_buoyancy = 0f; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. | 96 | private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. |
97 | 97 | ||
98 | // private float m_tensor = 5f; | 98 | // private float m_tensor = 5f; |
99 | private int body_autodisable_frames = 20; | 99 | private int body_autodisable_frames = 20; |
@@ -104,11 +104,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
104 | | CollisionCategories.Body | 104 | | CollisionCategories.Body |
105 | | CollisionCategories.Character | 105 | | CollisionCategories.Character |
106 | ); | 106 | ); |
107 | private bool m_taintshape = false; | 107 | private bool m_taintshape; |
108 | private bool m_taintPhysics = false; | 108 | private bool m_taintPhysics; |
109 | private bool m_collidesLand = true; | 109 | private bool m_collidesLand = true; |
110 | private bool m_collidesWater = false; | 110 | private bool m_collidesWater; |
111 | public bool m_returnCollisions = false; | 111 | public bool m_returnCollisions; |
112 | 112 | ||
113 | // Default we're a Geometry | 113 | // Default we're a Geometry |
114 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | 114 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); |
@@ -116,85 +116,83 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
116 | // Default, Collide with Other Geometries, spaces and Bodies | 116 | // Default, Collide with Other Geometries, spaces and Bodies |
117 | private CollisionCategories m_collisionFlags = m_default_collisionFlags; | 117 | private CollisionCategories m_collisionFlags = m_default_collisionFlags; |
118 | 118 | ||
119 | public bool m_taintremove = false; | 119 | public bool m_taintremove; |
120 | public bool m_taintdisable = false; | 120 | public bool m_taintdisable; |
121 | public bool m_disabled = false; | 121 | public bool m_disabled; |
122 | public bool m_taintadd = false; | 122 | public bool m_taintadd; |
123 | public bool m_taintselected = false; | 123 | public bool m_taintselected; |
124 | public bool m_taintCollidesWater = false; | 124 | public bool m_taintCollidesWater; |
125 | 125 | ||
126 | public uint m_localID = 0; | 126 | public uint m_localID; |
127 | 127 | ||
128 | //public GCHandle gc; | 128 | //public GCHandle gc; |
129 | private CollisionLocker ode; | 129 | private CollisionLocker ode; |
130 | 130 | ||
131 | private bool m_taintforce = false; | 131 | private bool m_taintforce = false; |
132 | private bool m_taintaddangularforce = false; | 132 | private bool m_taintaddangularforce = false; |
133 | private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f); | 133 | private Vector3 m_force; |
134 | private List<PhysicsVector> m_forcelist = new List<PhysicsVector>(); | 134 | private List<Vector3> m_forcelist = new List<Vector3>(); |
135 | private List<PhysicsVector> m_angularforcelist = new List<PhysicsVector>(); | 135 | private List<Vector3> m_angularforcelist = new List<Vector3>(); |
136 | 136 | ||
137 | private IMesh _mesh; | 137 | private IMesh _mesh; |
138 | private PrimitiveBaseShape _pbs; | 138 | private PrimitiveBaseShape _pbs; |
139 | private OdeScene _parent_scene; | 139 | private OdeScene _parent_scene; |
140 | public IntPtr m_targetSpace = (IntPtr) 0; | 140 | public IntPtr m_targetSpace = IntPtr.Zero; |
141 | public IntPtr prim_geom; | 141 | public IntPtr prim_geom; |
142 | public IntPtr prev_geom; | 142 | public IntPtr prev_geom; |
143 | public IntPtr _triMeshData; | 143 | public IntPtr _triMeshData; |
144 | 144 | ||
145 | private IntPtr _linkJointGroup = (IntPtr)0; | 145 | private IntPtr _linkJointGroup = IntPtr.Zero; |
146 | private PhysicsActor _parent = null; | 146 | private PhysicsActor _parent; |
147 | private PhysicsActor m_taintparent = null; | 147 | private PhysicsActor m_taintparent; |
148 | 148 | ||
149 | private List<OdePrim> childrenPrim = new List<OdePrim>(); | 149 | private List<OdePrim> childrenPrim = new List<OdePrim>(); |
150 | 150 | ||
151 | private bool iscolliding = false; | 151 | private bool iscolliding; |
152 | private bool m_isphysical = false; | 152 | private bool m_isphysical; |
153 | private bool m_isSelected = false; | 153 | private bool m_isSelected; |
154 | 154 | ||
155 | internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively | 155 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively |
156 | 156 | ||
157 | private bool m_throttleUpdates = false; | 157 | private bool m_throttleUpdates; |
158 | private int throttleCounter = 0; | 158 | private int throttleCounter; |
159 | public int m_interpenetrationcount = 0; | 159 | public int m_interpenetrationcount; |
160 | public float m_collisionscore = 0; | 160 | public float m_collisionscore; |
161 | public int m_roundsUnderMotionThreshold = 0; | 161 | public int m_roundsUnderMotionThreshold; |
162 | private int m_crossingfailures = 0; | 162 | private int m_crossingfailures; |
163 | 163 | ||
164 | public bool outofBounds = false; | 164 | public bool outofBounds; |
165 | private float m_density = 10.000006836f; // Aluminum g/cm3; | 165 | private float m_density = 10.000006836f; // Aluminum g/cm3; |
166 | 166 | ||
167 | public bool _zeroFlag = false; | 167 | public bool _zeroFlag; |
168 | private bool m_lastUpdateSent = false; | 168 | private bool m_lastUpdateSent; |
169 | 169 | ||
170 | public IntPtr Body = (IntPtr) 0; | 170 | public IntPtr Body = IntPtr.Zero; |
171 | public String m_primName; | 171 | public String m_primName; |
172 | // private String m_primName; | 172 | private Vector3 _target_velocity; |
173 | private PhysicsVector _target_velocity; | ||
174 | public d.Mass pMass; | 173 | public d.Mass pMass; |
175 | 174 | ||
176 | public int m_eventsubscription = 0; | 175 | public int m_eventsubscription; |
177 | private CollisionEventUpdate CollisionEventsThisFrame = null; | 176 | private CollisionEventUpdate CollisionEventsThisFrame; |
178 | 177 | ||
179 | private IntPtr m_linkJoint = (IntPtr)0; | 178 | private IntPtr m_linkJoint = IntPtr.Zero; |
180 | 179 | ||
181 | public volatile bool childPrim = false; | 180 | public volatile bool childPrim; |
182 | 181 | ||
183 | private ODEDynamics m_vehicle; | 182 | private ODEDynamics m_vehicle; |
184 | 183 | ||
185 | internal int m_material = (int)Material.Wood; | 184 | internal int m_material = (int)Material.Wood; |
186 | 185 | ||
187 | public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size, | 186 | public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, |
188 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) | 187 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) |
189 | { | 188 | { |
190 | _target_velocity = new PhysicsVector(0, 0, 0); | ||
191 | m_vehicle = new ODEDynamics(); | 189 | m_vehicle = new ODEDynamics(); |
192 | //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned); | 190 | //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned); |
193 | ode = dode; | 191 | ode = dode; |
194 | _velocity = new PhysicsVector(); | 192 | if (!pos.IsFinite()) |
195 | if (!PhysicsVector.isFinite(pos)) | ||
196 | { | 193 | { |
197 | pos = new PhysicsVector(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), parent_scene.GetTerrainHeightAtXY(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f)) + 0.5f); | 194 | pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), |
195 | parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); | ||
198 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Position"); | 196 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Position"); |
199 | } | 197 | } |
200 | _position = pos; | 198 | _position = pos; |
@@ -209,9 +207,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
209 | prim_geom = IntPtr.Zero; | 207 | prim_geom = IntPtr.Zero; |
210 | prev_geom = IntPtr.Zero; | 208 | prev_geom = IntPtr.Zero; |
211 | 209 | ||
212 | if (!PhysicsVector.isFinite(pos)) | 210 | if (!pos.IsFinite()) |
213 | { | 211 | { |
214 | size = new PhysicsVector(0.5f, 0.5f, 0.5f); | 212 | size = new Vector3(0.5f, 0.5f, 0.5f); |
215 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Size"); | 213 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Size"); |
216 | } | 214 | } |
217 | 215 | ||
@@ -221,8 +219,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
221 | 219 | ||
222 | _size = size; | 220 | _size = size; |
223 | m_taintsize = _size; | 221 | m_taintsize = _size; |
224 | _acceleration = new PhysicsVector(); | ||
225 | m_rotationalVelocity = PhysicsVector.Zero; | ||
226 | 222 | ||
227 | if (!QuaternionIsFinite(rotation)) | 223 | if (!QuaternionIsFinite(rotation)) |
228 | { | 224 | { |
@@ -387,7 +383,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
387 | m_disabled = false; | 383 | m_disabled = false; |
388 | 384 | ||
389 | // The body doesn't already have a finite rotation mode set here | 385 | // The body doesn't already have a finite rotation mode set here |
390 | if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) | 386 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null) |
391 | { | 387 | { |
392 | createAMotor(m_angularlock); | 388 | createAMotor(m_angularlock); |
393 | } | 389 | } |
@@ -800,6 +796,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
800 | m_collisionscore = 0; | 796 | m_collisionscore = 0; |
801 | } | 797 | } |
802 | 798 | ||
799 | private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>(); | ||
800 | |||
803 | public void setMesh(OdeScene parent_scene, IMesh mesh) | 801 | public void setMesh(OdeScene parent_scene, IMesh mesh) |
804 | { | 802 | { |
805 | // This sleeper is there to moderate how long it takes between | 803 | // This sleeper is there to moderate how long it takes between |
@@ -831,19 +829,24 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
831 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage | 829 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage |
832 | 830 | ||
833 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory | 831 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory |
832 | if (m_MeshToTriMeshMap.ContainsKey(mesh)) | ||
833 | { | ||
834 | _triMeshData = m_MeshToTriMeshMap[mesh]; | ||
835 | } | ||
836 | else | ||
837 | { | ||
838 | _triMeshData = d.GeomTriMeshDataCreate(); | ||
834 | 839 | ||
835 | _triMeshData = d.GeomTriMeshDataCreate(); | 840 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); |
836 | 841 | d.GeomTriMeshDataPreprocess(_triMeshData); | |
837 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); | 842 | m_MeshToTriMeshMap[mesh] = _triMeshData; |
838 | d.GeomTriMeshDataPreprocess(_triMeshData); | 843 | } |
839 | 844 | ||
840 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | 845 | _parent_scene.waitForSpaceUnlock(m_targetSpace); |
841 | |||
842 | try | 846 | try |
843 | { | 847 | { |
844 | if (prim_geom == IntPtr.Zero) | 848 | if (prim_geom == IntPtr.Zero) |
845 | { | 849 | { |
846 | //Console.WriteLine(" setMesh 1"); | ||
847 | SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null)); | 850 | SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null)); |
848 | } | 851 | } |
849 | } | 852 | } |
@@ -853,6 +856,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
853 | return; | 856 | return; |
854 | } | 857 | } |
855 | 858 | ||
859 | |||
856 | // if (IsPhysical && Body == (IntPtr) 0) | 860 | // if (IsPhysical && Body == (IntPtr) 0) |
857 | // { | 861 | // { |
858 | // Recreate the body | 862 | // Recreate the body |
@@ -873,7 +877,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
873 | 877 | ||
874 | if (prim_geom != IntPtr.Zero) | 878 | if (prim_geom != IntPtr.Zero) |
875 | { | 879 | { |
876 | if (!_position.IsIdentical(m_taintposition,0f)) | 880 | if (!_position.ApproxEquals(m_taintposition, 0f)) |
877 | changemove(timestep); | 881 | changemove(timestep); |
878 | 882 | ||
879 | if (m_taintrot != _orientation) | 883 | if (m_taintrot != _orientation) |
@@ -898,7 +902,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
898 | changePhysicsStatus(timestep); | 902 | changePhysicsStatus(timestep); |
899 | // | 903 | // |
900 | 904 | ||
901 | if (!_size.IsIdentical(m_taintsize,0)) | 905 | if (!_size.ApproxEquals(m_taintsize,0f)) |
902 | changesize(timestep); | 906 | changesize(timestep); |
903 | // | 907 | // |
904 | 908 | ||
@@ -912,7 +916,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
912 | if (m_taintaddangularforce) | 916 | if (m_taintaddangularforce) |
913 | changeAddAngularForce(timestep); | 917 | changeAddAngularForce(timestep); |
914 | 918 | ||
915 | if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f)) | 919 | if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) |
916 | changeSetTorque(timestep); | 920 | changeSetTorque(timestep); |
917 | 921 | ||
918 | if (m_taintdisable) | 922 | if (m_taintdisable) |
@@ -921,7 +925,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
921 | if (m_taintselected != m_isSelected) | 925 | if (m_taintselected != m_isSelected) |
922 | changeSelectedStatus(timestep); | 926 | changeSelectedStatus(timestep); |
923 | 927 | ||
924 | if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f)) | 928 | if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) |
925 | changevelocity(timestep); | 929 | changevelocity(timestep); |
926 | 930 | ||
927 | if (m_taintparent != _parent) | 931 | if (m_taintparent != _parent) |
@@ -930,7 +934,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
930 | if (m_taintCollidesWater != m_collidesWater) | 934 | if (m_taintCollidesWater != m_collidesWater) |
931 | changefloatonwater(timestep); | 935 | changefloatonwater(timestep); |
932 | 936 | ||
933 | if (!m_angularlock.IsIdentical(m_taintAngularLock,0)) | 937 | if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) |
934 | changeAngularLock(timestep); | 938 | changeAngularLock(timestep); |
935 | 939 | ||
936 | } | 940 | } |
@@ -950,7 +954,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
950 | //If we have a parent then we're not authorative here | 954 | //If we have a parent then we're not authorative here |
951 | if (_parent == null) | 955 | if (_parent == null) |
952 | { | 956 | { |
953 | if (!m_taintAngularLock.IsIdentical(new PhysicsVector(1f,1f,1f), 0)) | 957 | if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) |
954 | { | 958 | { |
955 | //d.BodySetFiniteRotationMode(Body, 0); | 959 | //d.BodySetFiniteRotationMode(Body, 0); |
956 | //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); | 960 | //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); |
@@ -967,7 +971,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
967 | } | 971 | } |
968 | } | 972 | } |
969 | // Store this for later in case we get turned into a separate body | 973 | // Store this for later in case we get turned into a separate body |
970 | m_angularlock = new PhysicsVector(m_taintAngularLock.X, m_taintAngularLock.Y, m_taintAngularLock.Z); | 974 | m_angularlock = m_taintAngularLock; |
971 | 975 | ||
972 | } | 976 | } |
973 | 977 | ||
@@ -1111,7 +1115,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1111 | prm.m_disabled = false; | 1115 | prm.m_disabled = false; |
1112 | 1116 | ||
1113 | // The body doesn't already have a finite rotation mode set here | 1117 | // The body doesn't already have a finite rotation mode set here |
1114 | if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) | 1118 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) |
1115 | { | 1119 | { |
1116 | prm.createAMotor(m_angularlock); | 1120 | prm.createAMotor(m_angularlock); |
1117 | } | 1121 | } |
@@ -1154,7 +1158,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1154 | m_disabled = false; | 1158 | m_disabled = false; |
1155 | 1159 | ||
1156 | // The body doesn't already have a finite rotation mode set here | 1160 | // The body doesn't already have a finite rotation mode set here |
1157 | if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) | 1161 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) |
1158 | { | 1162 | { |
1159 | createAMotor(m_angularlock); | 1163 | createAMotor(m_angularlock); |
1160 | } | 1164 | } |
@@ -1338,7 +1342,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1338 | m_taintshape = false; | 1342 | m_taintshape = false; |
1339 | m_taintforce = false; | 1343 | m_taintforce = false; |
1340 | m_taintdisable = false; | 1344 | m_taintdisable = false; |
1341 | m_taintVelocity = PhysicsVector.Zero; | 1345 | m_taintVelocity = Vector3.Zero; |
1342 | } | 1346 | } |
1343 | 1347 | ||
1344 | public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh) | 1348 | public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh) |
@@ -1567,7 +1571,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1567 | //Console.WriteLine("Move " + m_primName); | 1571 | //Console.WriteLine("Move " + m_primName); |
1568 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 | 1572 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 |
1569 | // NON-'VEHICLES' are dealt with here | 1573 | // NON-'VEHICLES' are dealt with here |
1570 | if (d.BodyIsEnabled(Body) && !m_angularlock.IsIdentical(PhysicsVector.Zero, 0.003f)) | 1574 | if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f)) |
1571 | { | 1575 | { |
1572 | d.Vector3 avel2 = d.BodyGetAngularVel(Body); | 1576 | d.Vector3 avel2 = d.BodyGetAngularVel(Body); |
1573 | if (m_angularlock.X == 1) | 1577 | if (m_angularlock.X == 1) |
@@ -1624,7 +1628,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1624 | 1628 | ||
1625 | d.Vector3 pos = d.BodyGetPosition(Body); | 1629 | d.Vector3 pos = d.BodyGetPosition(Body); |
1626 | _target_velocity = | 1630 | _target_velocity = |
1627 | new PhysicsVector( | 1631 | new Vector3( |
1628 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | 1632 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), |
1629 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | 1633 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), |
1630 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | 1634 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) |
@@ -1632,7 +1636,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1632 | 1636 | ||
1633 | // if velocity is zero, use position control; otherwise, velocity control | 1637 | // if velocity is zero, use position control; otherwise, velocity control |
1634 | 1638 | ||
1635 | if (_target_velocity.IsIdentical(PhysicsVector.Zero,0.1f)) | 1639 | if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f)) |
1636 | { | 1640 | { |
1637 | // keep track of where we stopped. No more slippin' & slidin' | 1641 | // keep track of where we stopped. No more slippin' & slidin' |
1638 | 1642 | ||
@@ -1717,13 +1721,13 @@ Console.WriteLine(" JointCreateFixed"); | |||
1717 | 1721 | ||
1718 | 1722 | ||
1719 | _target_velocity = | 1723 | _target_velocity = |
1720 | new PhysicsVector(0.0f, 0.0f, | 1724 | new Vector3(0.0f, 0.0f, |
1721 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | 1725 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) |
1722 | ); | 1726 | ); |
1723 | 1727 | ||
1724 | // if velocity is zero, use position control; otherwise, velocity control | 1728 | // if velocity is zero, use position control; otherwise, velocity control |
1725 | 1729 | ||
1726 | if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) | 1730 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) |
1727 | { | 1731 | { |
1728 | // keep track of where we stopped. No more slippin' & slidin' | 1732 | // keep track of where we stopped. No more slippin' & slidin' |
1729 | 1733 | ||
@@ -1812,7 +1816,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1812 | d.BodySetQuaternion(Body, ref myrot); | 1816 | d.BodySetQuaternion(Body, ref myrot); |
1813 | if (m_isphysical) | 1817 | if (m_isphysical) |
1814 | { | 1818 | { |
1815 | if (!m_angularlock.IsIdentical(new PhysicsVector(1, 1, 1), 0)) | 1819 | if (!m_angularlock.ApproxEquals(Vector3.One, 0f)) |
1816 | createAMotor(m_angularlock); | 1820 | createAMotor(m_angularlock); |
1817 | } | 1821 | } |
1818 | } | 1822 | } |
@@ -2121,7 +2125,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2121 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | 2125 | //m_log.Info("[PHYSICS]: dequeing forcelist"); |
2122 | if (IsPhysical) | 2126 | if (IsPhysical) |
2123 | { | 2127 | { |
2124 | PhysicsVector iforce = new PhysicsVector(); | 2128 | Vector3 iforce = Vector3.Zero; |
2125 | for (int i = 0; i < m_forcelist.Count; i++) | 2129 | for (int i = 0; i < m_forcelist.Count; i++) |
2126 | { | 2130 | { |
2127 | iforce = iforce + (m_forcelist[i] * 100); | 2131 | iforce = iforce + (m_forcelist[i] * 100); |
@@ -2151,8 +2155,8 @@ Console.WriteLine(" JointCreateFixed"); | |||
2151 | d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); | 2155 | d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); |
2152 | } | 2156 | } |
2153 | } | 2157 | } |
2154 | 2158 | ||
2155 | m_taintTorque = new PhysicsVector(0, 0, 0); | 2159 | m_taintTorque = Vector3.Zero; |
2156 | } | 2160 | } |
2157 | 2161 | ||
2158 | public void changeAddAngularForce(float timestamp) | 2162 | public void changeAddAngularForce(float timestamp) |
@@ -2164,7 +2168,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2164 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | 2168 | //m_log.Info("[PHYSICS]: dequeing forcelist"); |
2165 | if (IsPhysical) | 2169 | if (IsPhysical) |
2166 | { | 2170 | { |
2167 | PhysicsVector iforce = new PhysicsVector(); | 2171 | Vector3 iforce = Vector3.Zero; |
2168 | for (int i = 0; i < m_angularforcelist.Count; i++) | 2172 | for (int i = 0; i < m_angularforcelist.Count; i++) |
2169 | { | 2173 | { |
2170 | iforce = iforce + (m_angularforcelist[i] * 100); | 2174 | iforce = iforce + (m_angularforcelist[i] * 100); |
@@ -2198,7 +2202,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2198 | 2202 | ||
2199 | //resetCollisionAccounting(); | 2203 | //resetCollisionAccounting(); |
2200 | } | 2204 | } |
2201 | m_taintVelocity = PhysicsVector.Zero; | 2205 | m_taintVelocity = Vector3.Zero; |
2202 | } | 2206 | } |
2203 | 2207 | ||
2204 | public override bool IsPhysical | 2208 | public override bool IsPhysical |
@@ -2207,7 +2211,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2207 | set { | 2211 | set { |
2208 | m_isphysical = value; | 2212 | m_isphysical = value; |
2209 | if (!m_isphysical) // Zero the remembered last velocity | 2213 | if (!m_isphysical) // Zero the remembered last velocity |
2210 | m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); | 2214 | m_lastVelocity = Vector3.Zero; |
2211 | } | 2215 | } |
2212 | } | 2216 | } |
2213 | 2217 | ||
@@ -2252,7 +2256,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2252 | get { return _zeroFlag; } | 2256 | get { return _zeroFlag; } |
2253 | } | 2257 | } |
2254 | 2258 | ||
2255 | public override PhysicsVector Position | 2259 | public override Vector3 Position |
2256 | { | 2260 | { |
2257 | get { return _position; } | 2261 | get { return _position; } |
2258 | 2262 | ||
@@ -2261,12 +2265,12 @@ Console.WriteLine(" JointCreateFixed"); | |||
2261 | } | 2265 | } |
2262 | } | 2266 | } |
2263 | 2267 | ||
2264 | public override PhysicsVector Size | 2268 | public override Vector3 Size |
2265 | { | 2269 | { |
2266 | get { return _size; } | 2270 | get { return _size; } |
2267 | set | 2271 | set |
2268 | { | 2272 | { |
2269 | if (PhysicsVector.isFinite(value)) | 2273 | if (value.IsFinite()) |
2270 | { | 2274 | { |
2271 | _size = value; | 2275 | _size = value; |
2272 | } | 2276 | } |
@@ -2282,13 +2286,13 @@ Console.WriteLine(" JointCreateFixed"); | |||
2282 | get { return CalculateMass(); } | 2286 | get { return CalculateMass(); } |
2283 | } | 2287 | } |
2284 | 2288 | ||
2285 | public override PhysicsVector Force | 2289 | public override Vector3 Force |
2286 | { | 2290 | { |
2287 | //get { return PhysicsVector.Zero; } | 2291 | //get { return Vector3.Zero; } |
2288 | get { return m_force; } | 2292 | get { return m_force; } |
2289 | set | 2293 | set |
2290 | { | 2294 | { |
2291 | if (PhysicsVector.isFinite(value)) | 2295 | if (value.IsFinite()) |
2292 | { | 2296 | { |
2293 | m_force = value; | 2297 | m_force = value; |
2294 | } | 2298 | } |
@@ -2310,7 +2314,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2310 | m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value); | 2314 | m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value); |
2311 | } | 2315 | } |
2312 | 2316 | ||
2313 | public override void VehicleVectorParam(int param, PhysicsVector value) | 2317 | public override void VehicleVectorParam(int param, Vector3 value) |
2314 | { | 2318 | { |
2315 | m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value); | 2319 | m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value); |
2316 | } | 2320 | } |
@@ -2328,14 +2332,14 @@ Console.WriteLine(" JointCreateFixed"); | |||
2328 | } | 2332 | } |
2329 | } | 2333 | } |
2330 | 2334 | ||
2331 | public override PhysicsVector CenterOfMass | 2335 | public override Vector3 CenterOfMass |
2332 | { | 2336 | { |
2333 | get { return PhysicsVector.Zero; } | 2337 | get { return Vector3.Zero; } |
2334 | } | 2338 | } |
2335 | 2339 | ||
2336 | public override PhysicsVector GeometricCenter | 2340 | public override Vector3 GeometricCenter |
2337 | { | 2341 | { |
2338 | get { return PhysicsVector.Zero; } | 2342 | get { return Vector3.Zero; } |
2339 | } | 2343 | } |
2340 | 2344 | ||
2341 | public override PrimitiveBaseShape Shape | 2345 | public override PrimitiveBaseShape Shape |
@@ -2347,13 +2351,13 @@ Console.WriteLine(" JointCreateFixed"); | |||
2347 | } | 2351 | } |
2348 | } | 2352 | } |
2349 | 2353 | ||
2350 | public override PhysicsVector Velocity | 2354 | public override Vector3 Velocity |
2351 | { | 2355 | { |
2352 | get | 2356 | get |
2353 | { | 2357 | { |
2354 | // Averate previous velocity with the new one so | 2358 | // Averate previous velocity with the new one so |
2355 | // client object interpolation works a 'little' better | 2359 | // client object interpolation works a 'little' better |
2356 | PhysicsVector returnVelocity = new PhysicsVector(); | 2360 | Vector3 returnVelocity = Vector3.Zero; |
2357 | returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; | 2361 | returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; |
2358 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; | 2362 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; |
2359 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; | 2363 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; |
@@ -2361,7 +2365,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2361 | } | 2365 | } |
2362 | set | 2366 | set |
2363 | { | 2367 | { |
2364 | if (PhysicsVector.isFinite(value)) | 2368 | if (value.IsFinite()) |
2365 | { | 2369 | { |
2366 | _velocity = value; | 2370 | _velocity = value; |
2367 | 2371 | ||
@@ -2376,19 +2380,19 @@ Console.WriteLine(" JointCreateFixed"); | |||
2376 | } | 2380 | } |
2377 | } | 2381 | } |
2378 | 2382 | ||
2379 | public override PhysicsVector Torque | 2383 | public override Vector3 Torque |
2380 | { | 2384 | { |
2381 | get | 2385 | get |
2382 | { | 2386 | { |
2383 | if (!m_isphysical || Body == IntPtr.Zero) | 2387 | if (!m_isphysical || Body == IntPtr.Zero) |
2384 | return new PhysicsVector(0,0,0); | 2388 | return Vector3.Zero; |
2385 | 2389 | ||
2386 | return _torque; | 2390 | return _torque; |
2387 | } | 2391 | } |
2388 | 2392 | ||
2389 | set | 2393 | set |
2390 | { | 2394 | { |
2391 | if (PhysicsVector.isFinite(value)) | 2395 | if (value.IsFinite()) |
2392 | { | 2396 | { |
2393 | m_taintTorque = value; | 2397 | m_taintTorque = value; |
2394 | _parent_scene.AddPhysicsActorTaint(this); | 2398 | _parent_scene.AddPhysicsActorTaint(this); |
@@ -2440,20 +2444,20 @@ Console.WriteLine(" JointCreateFixed"); | |||
2440 | return true; | 2444 | return true; |
2441 | } | 2445 | } |
2442 | 2446 | ||
2443 | public override PhysicsVector Acceleration | 2447 | public override Vector3 Acceleration |
2444 | { | 2448 | { |
2445 | get { return _acceleration; } | 2449 | get { return _acceleration; } |
2446 | } | 2450 | } |
2447 | 2451 | ||
2448 | 2452 | ||
2449 | public void SetAcceleration(PhysicsVector accel) | 2453 | public void SetAcceleration(Vector3 accel) |
2450 | { | 2454 | { |
2451 | _acceleration = accel; | 2455 | _acceleration = accel; |
2452 | } | 2456 | } |
2453 | 2457 | ||
2454 | public override void AddForce(PhysicsVector force, bool pushforce) | 2458 | public override void AddForce(Vector3 force, bool pushforce) |
2455 | { | 2459 | { |
2456 | if (PhysicsVector.isFinite(force)) | 2460 | if (force.IsFinite()) |
2457 | { | 2461 | { |
2458 | m_forcelist.Add(force); | 2462 | m_forcelist.Add(force); |
2459 | m_taintforce = true; | 2463 | m_taintforce = true; |
@@ -2465,9 +2469,9 @@ Console.WriteLine(" JointCreateFixed"); | |||
2465 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | 2469 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); |
2466 | } | 2470 | } |
2467 | 2471 | ||
2468 | public override void AddAngularForce(PhysicsVector force, bool pushforce) | 2472 | public override void AddAngularForce(Vector3 force, bool pushforce) |
2469 | { | 2473 | { |
2470 | if (PhysicsVector.isFinite(force)) | 2474 | if (force.IsFinite()) |
2471 | { | 2475 | { |
2472 | m_angularforcelist.Add(force); | 2476 | m_angularforcelist.Add(force); |
2473 | m_taintaddangularforce = true; | 2477 | m_taintaddangularforce = true; |
@@ -2478,23 +2482,23 @@ Console.WriteLine(" JointCreateFixed"); | |||
2478 | } | 2482 | } |
2479 | } | 2483 | } |
2480 | 2484 | ||
2481 | public override PhysicsVector RotationalVelocity | 2485 | public override Vector3 RotationalVelocity |
2482 | { | 2486 | { |
2483 | get | 2487 | get |
2484 | { | 2488 | { |
2485 | PhysicsVector pv = new PhysicsVector(0, 0, 0); | 2489 | Vector3 pv = Vector3.Zero; |
2486 | if (_zeroFlag) | 2490 | if (_zeroFlag) |
2487 | return pv; | 2491 | return pv; |
2488 | m_lastUpdateSent = false; | 2492 | m_lastUpdateSent = false; |
2489 | 2493 | ||
2490 | if (m_rotationalVelocity.IsIdentical(pv, 0.2f)) | 2494 | if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) |
2491 | return pv; | 2495 | return pv; |
2492 | 2496 | ||
2493 | return m_rotationalVelocity; | 2497 | return m_rotationalVelocity; |
2494 | } | 2498 | } |
2495 | set | 2499 | set |
2496 | { | 2500 | { |
2497 | if (PhysicsVector.isFinite(value)) | 2501 | if (value.IsFinite()) |
2498 | { | 2502 | { |
2499 | m_rotationalVelocity = value; | 2503 | m_rotationalVelocity = value; |
2500 | } | 2504 | } |
@@ -2535,16 +2539,16 @@ Console.WriteLine(" JointCreateFixed"); | |||
2535 | m_taintparent = null; | 2539 | m_taintparent = null; |
2536 | } | 2540 | } |
2537 | 2541 | ||
2538 | public override void LockAngularMotion(PhysicsVector axis) | 2542 | public override void LockAngularMotion(Vector3 axis) |
2539 | { | 2543 | { |
2540 | // reverse the zero/non zero values for ODE. | 2544 | // reverse the zero/non zero values for ODE. |
2541 | if (PhysicsVector.isFinite(axis)) | 2545 | if (axis.IsFinite()) |
2542 | { | 2546 | { |
2543 | axis.X = (axis.X > 0) ? 1f : 0f; | 2547 | axis.X = (axis.X > 0) ? 1f : 0f; |
2544 | axis.Y = (axis.Y > 0) ? 1f : 0f; | 2548 | axis.Y = (axis.Y > 0) ? 1f : 0f; |
2545 | axis.Z = (axis.Z > 0) ? 1f : 0f; | 2549 | axis.Z = (axis.Z > 0) ? 1f : 0f; |
2546 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | 2550 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); |
2547 | m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z); | 2551 | m_taintAngularLock = axis; |
2548 | } | 2552 | } |
2549 | else | 2553 | else |
2550 | { | 2554 | { |
@@ -2557,7 +2561,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2557 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | 2561 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! |
2558 | if (_parent == null) | 2562 | if (_parent == null) |
2559 | { | 2563 | { |
2560 | PhysicsVector pv = new PhysicsVector(0, 0, 0); | 2564 | Vector3 pv = Vector3.Zero; |
2561 | bool lastZeroFlag = _zeroFlag; | 2565 | bool lastZeroFlag = _zeroFlag; |
2562 | if (Body != (IntPtr)0) // FIXME -> or if it is a joint | 2566 | if (Body != (IntPtr)0) // FIXME -> or if it is a joint |
2563 | { | 2567 | { |
@@ -2566,9 +2570,9 @@ Console.WriteLine(" JointCreateFixed"); | |||
2566 | d.Vector3 vel = d.BodyGetLinearVel(Body); | 2570 | d.Vector3 vel = d.BodyGetLinearVel(Body); |
2567 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); | 2571 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); |
2568 | d.Vector3 torque = d.BodyGetTorque(Body); | 2572 | d.Vector3 torque = d.BodyGetTorque(Body); |
2569 | _torque.setValues(torque.X, torque.Y, torque.Z); | 2573 | _torque = new Vector3(torque.X, torque.Y, torque.Z); |
2570 | PhysicsVector l_position = new PhysicsVector(); | 2574 | Vector3 l_position = Vector3.Zero; |
2571 | Quaternion l_orientation = new Quaternion(); | 2575 | Quaternion l_orientation = Quaternion.Identity; |
2572 | 2576 | ||
2573 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | 2577 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) |
2574 | //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | 2578 | //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } |
@@ -2703,16 +2707,16 @@ Console.WriteLine(" JointCreateFixed"); | |||
2703 | _velocity.Z = vel.Z; | 2707 | _velocity.Z = vel.Z; |
2704 | 2708 | ||
2705 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | 2709 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); |
2706 | _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); | 2710 | _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); |
2707 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | 2711 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); |
2708 | 2712 | ||
2709 | if (_velocity.IsIdentical(pv, 0.5f)) | 2713 | if (_velocity.ApproxEquals(pv, 0.5f)) |
2710 | { | 2714 | { |
2711 | m_rotationalVelocity = pv; | 2715 | m_rotationalVelocity = pv; |
2712 | } | 2716 | } |
2713 | else | 2717 | else |
2714 | { | 2718 | { |
2715 | m_rotationalVelocity.setValues(rotvel.X, rotvel.Y, rotvel.Z); | 2719 | m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z); |
2716 | } | 2720 | } |
2717 | 2721 | ||
2718 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); | 2722 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); |
@@ -2760,15 +2764,15 @@ Console.WriteLine(" JointCreateFixed"); | |||
2760 | } | 2764 | } |
2761 | } | 2765 | } |
2762 | 2766 | ||
2763 | public override void SetMomentum(PhysicsVector momentum) | 2767 | public override void SetMomentum(Vector3 momentum) |
2764 | { | 2768 | { |
2765 | } | 2769 | } |
2766 | 2770 | ||
2767 | public override PhysicsVector PIDTarget | 2771 | public override Vector3 PIDTarget |
2768 | { | 2772 | { |
2769 | set | 2773 | set |
2770 | { | 2774 | { |
2771 | if (PhysicsVector.isFinite(value)) | 2775 | if (value.IsFinite()) |
2772 | { | 2776 | { |
2773 | m_PIDTarget = value; | 2777 | m_PIDTarget = value; |
2774 | } | 2778 | } |
@@ -2784,7 +2788,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2784 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | 2788 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } |
2785 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | 2789 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } |
2786 | 2790 | ||
2787 | private void createAMotor(PhysicsVector axis) | 2791 | private void createAMotor(Vector3 axis) |
2788 | { | 2792 | { |
2789 | if (Body == IntPtr.Zero) | 2793 | if (Body == IntPtr.Zero) |
2790 | return; | 2794 | return; |