diff options
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODEPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 686 |
1 files changed, 686 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs new file mode 100644 index 0000000..f423e82 --- /dev/null +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -0,0 +1,686 @@ | |||
1 | using System; | ||
2 | using System.Collections.Generic; | ||
3 | using Axiom.Math; | ||
4 | using Ode.NET; | ||
5 | using OpenSim.Framework; | ||
6 | using OpenSim.Region.Physics.Manager; | ||
7 | |||
8 | namespace OpenSim.Region.Physics.OdePlugin | ||
9 | { | ||
10 | |||
11 | public class OdePrim : PhysicsActor | ||
12 | { | ||
13 | public PhysicsVector _position; | ||
14 | private PhysicsVector _velocity; | ||
15 | private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); | ||
16 | private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f); | ||
17 | private PhysicsVector m_rotationalVelocity; | ||
18 | private PhysicsVector _size; | ||
19 | private PhysicsVector _acceleration; | ||
20 | private Quaternion _orientation; | ||
21 | private PhysicsVector m_taintposition; | ||
22 | private PhysicsVector m_taintsize; | ||
23 | private Quaternion m_taintrot; | ||
24 | private bool m_taintshape = false; | ||
25 | private bool m_taintPhysics = false; | ||
26 | public bool m_taintremove = false; | ||
27 | |||
28 | private IMesh _mesh; | ||
29 | private PrimitiveBaseShape _pbs; | ||
30 | private OdeScene _parent_scene; | ||
31 | public IntPtr m_targetSpace = (IntPtr)0; | ||
32 | public IntPtr prim_geom; | ||
33 | public IntPtr _triMeshData; | ||
34 | private bool iscolliding = false; | ||
35 | private bool m_isphysical = false; | ||
36 | private bool m_throttleUpdates = false; | ||
37 | private int throttleCounter = 0; | ||
38 | public bool outofBounds = false; | ||
39 | |||
40 | public bool _zeroFlag = false; | ||
41 | private bool m_lastUpdateSent = false; | ||
42 | |||
43 | public IntPtr Body = (IntPtr)0; | ||
44 | private String m_primName; | ||
45 | private PhysicsVector _target_velocity; | ||
46 | public d.Mass pMass; | ||
47 | private const float MassMultiplier = 150f; // Ref: Water: 1000kg.. this iset to 500 | ||
48 | private int debugcounter = 0; | ||
49 | |||
50 | |||
51 | public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size, | ||
52 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) | ||
53 | { | ||
54 | |||
55 | |||
56 | _velocity = new PhysicsVector(); | ||
57 | _position = pos; | ||
58 | m_taintposition = pos; | ||
59 | if (_position.X > 257) | ||
60 | { | ||
61 | _position.X = 257; | ||
62 | } | ||
63 | if (_position.X < 0) | ||
64 | { | ||
65 | _position.X = 0; | ||
66 | } | ||
67 | if (_position.Y > 257) | ||
68 | { | ||
69 | _position.Y = 257; | ||
70 | } | ||
71 | if (_position.Y < 0) | ||
72 | { | ||
73 | _position.Y = 0; | ||
74 | } | ||
75 | |||
76 | _size = size; | ||
77 | m_taintsize = _size; | ||
78 | _acceleration = new PhysicsVector(); | ||
79 | m_rotationalVelocity = PhysicsVector.Zero; | ||
80 | _orientation = rotation; | ||
81 | m_taintrot = _orientation; | ||
82 | _mesh = mesh; | ||
83 | _pbs = pbs; | ||
84 | |||
85 | _parent_scene = parent_scene; | ||
86 | m_targetSpace = targetSpace; | ||
87 | |||
88 | if (pos.Z < 0) | ||
89 | m_isphysical = false; | ||
90 | else | ||
91 | { | ||
92 | m_isphysical = pisPhysical; | ||
93 | // If we're physical, we need to be in the master space for now. | ||
94 | // linksets *should* be in a space together.. but are not currently | ||
95 | if (m_isphysical) | ||
96 | m_targetSpace = _parent_scene.space; | ||
97 | |||
98 | } | ||
99 | m_primName = primName; | ||
100 | |||
101 | |||
102 | |||
103 | lock (OdeScene.OdeLock) | ||
104 | { | ||
105 | if (mesh != null) | ||
106 | { | ||
107 | setMesh(parent_scene, mesh); | ||
108 | } | ||
109 | else | ||
110 | { | ||
111 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
112 | } | ||
113 | |||
114 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
115 | d.Quaternion myrot = new d.Quaternion(); | ||
116 | myrot.W = rotation.w; | ||
117 | myrot.X = rotation.x; | ||
118 | myrot.Y = rotation.y; | ||
119 | myrot.Z = rotation.z; | ||
120 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
121 | |||
122 | |||
123 | if (m_isphysical && Body == (IntPtr)0) | ||
124 | { | ||
125 | enableBody(); | ||
126 | } | ||
127 | parent_scene.geom_name_map[prim_geom] = primName; | ||
128 | parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; | ||
129 | // don't do .add() here; old geoms get recycled with the same hash | ||
130 | } | ||
131 | } | ||
132 | public override int PhysicsActorType | ||
133 | { | ||
134 | get { return (int)ActorTypes.Prim; } | ||
135 | set { return; } | ||
136 | } | ||
137 | public override bool SetAlwaysRun | ||
138 | { | ||
139 | get { return false; } | ||
140 | set { return; } | ||
141 | } | ||
142 | public void enableBody() | ||
143 | { | ||
144 | // Sets the geom to a body | ||
145 | Body = d.BodyCreate(_parent_scene.world); | ||
146 | |||
147 | setMass(); | ||
148 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
149 | d.Quaternion myrot = new d.Quaternion(); | ||
150 | myrot.W = _orientation.w; | ||
151 | myrot.X = _orientation.x; | ||
152 | myrot.Y = _orientation.y; | ||
153 | myrot.Z = _orientation.z; | ||
154 | d.BodySetQuaternion(Body, ref myrot); | ||
155 | d.GeomSetBody(prim_geom, Body); | ||
156 | d.BodySetAutoDisableFlag(Body, true); | ||
157 | d.BodySetAutoDisableSteps(Body, 20); | ||
158 | |||
159 | _parent_scene.addActivePrim(this); | ||
160 | } | ||
161 | public void setMass() | ||
162 | { | ||
163 | //Sets Mass based on member MassMultiplier. | ||
164 | if (Body != (IntPtr)0) | ||
165 | { | ||
166 | d.MassSetBox(out pMass, (_size.X * _size.Y * _size.Z * MassMultiplier), _size.X, _size.Y, _size.Z); | ||
167 | d.BodySetMass(Body, ref pMass); | ||
168 | } | ||
169 | } | ||
170 | public void disableBody() | ||
171 | { | ||
172 | //this kills the body so things like 'mesh' can re-create it. | ||
173 | if (Body != (IntPtr)0) | ||
174 | { | ||
175 | _parent_scene.remActivePrim(this); | ||
176 | d.BodyDestroy(Body); | ||
177 | Body = (IntPtr)0; | ||
178 | } | ||
179 | } | ||
180 | public void setMesh(OdeScene parent_scene, IMesh mesh) | ||
181 | { | ||
182 | //Kill Body so that mesh can re-make the geom | ||
183 | if (IsPhysical && Body != (IntPtr)0) | ||
184 | { | ||
185 | disableBody(); | ||
186 | } | ||
187 | float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory | ||
188 | int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | ||
189 | int VertexCount = vertexList.GetLength(0) / 3; | ||
190 | int IndexCount = indexList.GetLength(0); | ||
191 | |||
192 | _triMeshData = d.GeomTriMeshDataCreate(); | ||
193 | |||
194 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertexList, 3 * sizeof(float), VertexCount, indexList, IndexCount, | ||
195 | 3 * sizeof(int)); | ||
196 | d.GeomTriMeshDataPreprocess(_triMeshData); | ||
197 | |||
198 | prim_geom = d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null); | ||
199 | |||
200 | if (IsPhysical && Body == (IntPtr)0) | ||
201 | { | ||
202 | // Recreate the body | ||
203 | enableBody(); | ||
204 | } | ||
205 | } | ||
206 | public void ProcessTaints(float timestep) | ||
207 | { | ||
208 | if (m_taintposition != _position) | ||
209 | Move(timestep); | ||
210 | |||
211 | if (m_taintrot != _orientation) | ||
212 | rotate(timestep); | ||
213 | // | ||
214 | |||
215 | if (m_taintPhysics != m_isphysical) | ||
216 | changePhysicsStatus(timestep); | ||
217 | // | ||
218 | |||
219 | if (m_taintsize != _size) | ||
220 | changesize(timestep); | ||
221 | // | ||
222 | |||
223 | if (m_taintshape) | ||
224 | changeshape(timestep); | ||
225 | // | ||
226 | |||
227 | } | ||
228 | public void Move(float timestep) | ||
229 | { | ||
230 | if (m_isphysical) | ||
231 | { | ||
232 | // This is a fallback.. May no longer be necessary. | ||
233 | if (Body == (IntPtr)0) | ||
234 | enableBody(); | ||
235 | //Prim auto disable after 20 frames, | ||
236 | ///if you move it, re-enable the prim manually. | ||
237 | d.BodyEnable(Body); | ||
238 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
239 | } | ||
240 | else | ||
241 | { | ||
242 | string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
243 | int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
244 | if (primScenAvatarIn == "0") | ||
245 | { | ||
246 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Prim " + m_primName + " in space with no prim: " + primScenAvatarIn + ". Expected to be at: " + m_targetSpace.ToString() + " . Arr:': " + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); | ||
247 | } | ||
248 | else | ||
249 | { | ||
250 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Prim " + m_primName + " in Prim space with prim: " + primScenAvatarIn + ". Expected to be at: " + m_targetSpace.ToString() + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); | ||
251 | } | ||
252 | m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); | ||
253 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
254 | d.SpaceAdd(m_targetSpace, prim_geom); | ||
255 | } | ||
256 | |||
257 | m_taintposition = _position; | ||
258 | } | ||
259 | public void rotate(float timestep) | ||
260 | { | ||
261 | |||
262 | d.Quaternion myrot = new d.Quaternion(); | ||
263 | myrot.W = _orientation.w; | ||
264 | myrot.X = _orientation.x; | ||
265 | myrot.Y = _orientation.y; | ||
266 | myrot.Z = _orientation.z; | ||
267 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
268 | if (m_isphysical && Body != (IntPtr)0) | ||
269 | { | ||
270 | d.BodySetQuaternion(Body, ref myrot); | ||
271 | } | ||
272 | |||
273 | m_taintrot = _orientation; | ||
274 | } | ||
275 | public void changePhysicsStatus(float timestap) | ||
276 | { | ||
277 | if (m_isphysical == true) | ||
278 | { | ||
279 | if (Body == (IntPtr)0) | ||
280 | { | ||
281 | enableBody(); | ||
282 | } | ||
283 | |||
284 | } | ||
285 | else | ||
286 | { | ||
287 | if (Body != (IntPtr)0) | ||
288 | { | ||
289 | disableBody(); | ||
290 | } | ||
291 | } | ||
292 | |||
293 | |||
294 | m_taintPhysics = m_isphysical; | ||
295 | } | ||
296 | public void changesize(float timestamp) | ||
297 | { | ||
298 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
299 | |||
300 | // Cleanup of old prim geometry | ||
301 | if (_mesh != null) | ||
302 | { | ||
303 | // Cleanup meshing here | ||
304 | } | ||
305 | //kill body to rebuild | ||
306 | if (IsPhysical && Body != (IntPtr)0) | ||
307 | { | ||
308 | disableBody(); | ||
309 | } | ||
310 | if (d.SpaceQuery(m_targetSpace, prim_geom)) | ||
311 | { | ||
312 | d.SpaceRemove(m_targetSpace, prim_geom); | ||
313 | } | ||
314 | d.GeomDestroy(prim_geom); | ||
315 | |||
316 | // we don't need to do space calculation because the client sends a position update also. | ||
317 | |||
318 | // Construction of new prim | ||
319 | if (this._parent_scene.needsMeshing(_pbs)) | ||
320 | { | ||
321 | |||
322 | |||
323 | // Don't need to re-enable body.. it's done in SetMesh | ||
324 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); | ||
325 | // createmesh returns null when it's a shape that isn't a cube. | ||
326 | if (mesh != null) | ||
327 | { | ||
328 | setMesh(_parent_scene, mesh); | ||
329 | } | ||
330 | else | ||
331 | { | ||
332 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
333 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
334 | d.Quaternion myrot = new d.Quaternion(); | ||
335 | myrot.W = _orientation.w; | ||
336 | myrot.X = _orientation.x; | ||
337 | myrot.Y = _orientation.y; | ||
338 | myrot.Z = _orientation.z; | ||
339 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
340 | |||
341 | |||
342 | } | ||
343 | } | ||
344 | else | ||
345 | { | ||
346 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
347 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
348 | d.Quaternion myrot = new d.Quaternion(); | ||
349 | myrot.W = _orientation.w; | ||
350 | myrot.X = _orientation.x; | ||
351 | myrot.Y = _orientation.y; | ||
352 | myrot.Z = _orientation.z; | ||
353 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
354 | |||
355 | |||
356 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
357 | if (IsPhysical && Body == (IntPtr)0) | ||
358 | { | ||
359 | // Re creates body on size. | ||
360 | // EnableBody also does setMass() | ||
361 | enableBody(); | ||
362 | d.BodyEnable(Body); | ||
363 | } | ||
364 | |||
365 | } | ||
366 | |||
367 | |||
368 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
369 | |||
370 | |||
371 | m_taintsize = _size; | ||
372 | } | ||
373 | public void changeshape(float timestamp) | ||
374 | { | ||
375 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
376 | |||
377 | // Cleanup of old prim geometry and Bodies | ||
378 | if (IsPhysical && Body != (IntPtr)0) | ||
379 | { | ||
380 | disableBody(); | ||
381 | } | ||
382 | d.GeomDestroy(prim_geom); | ||
383 | if (_mesh != null) | ||
384 | { | ||
385 | |||
386 | d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
387 | |||
388 | } | ||
389 | |||
390 | // Construction of new prim | ||
391 | if (this._parent_scene.needsMeshing(_pbs)) | ||
392 | { | ||
393 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); | ||
394 | if (mesh != null) | ||
395 | { | ||
396 | setMesh(_parent_scene, mesh); | ||
397 | } | ||
398 | else | ||
399 | { | ||
400 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
401 | } | ||
402 | } | ||
403 | else | ||
404 | { | ||
405 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
406 | } | ||
407 | if (IsPhysical && Body == (IntPtr)0) | ||
408 | { | ||
409 | //re-create new body | ||
410 | enableBody(); | ||
411 | } | ||
412 | else | ||
413 | { | ||
414 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
415 | d.Quaternion myrot = new d.Quaternion(); | ||
416 | myrot.W = _orientation.w; | ||
417 | myrot.X = _orientation.x; | ||
418 | myrot.Y = _orientation.y; | ||
419 | myrot.Z = _orientation.z; | ||
420 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
421 | } | ||
422 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
423 | |||
424 | |||
425 | |||
426 | |||
427 | m_taintshape = false; | ||
428 | } | ||
429 | public override bool IsPhysical | ||
430 | { | ||
431 | get { return m_isphysical; } | ||
432 | set { m_isphysical = value; } | ||
433 | } | ||
434 | public void setPrimForRemoval() | ||
435 | { | ||
436 | m_taintremove = true; | ||
437 | } | ||
438 | |||
439 | public override bool Flying | ||
440 | { | ||
441 | get | ||
442 | { | ||
443 | return false; //no flying prims for you | ||
444 | } | ||
445 | set { } | ||
446 | } | ||
447 | |||
448 | public override bool IsColliding | ||
449 | { | ||
450 | get { return iscolliding; } | ||
451 | set { iscolliding = value; } | ||
452 | } | ||
453 | public override bool CollidingGround | ||
454 | { | ||
455 | get { return false; } | ||
456 | set { return; } | ||
457 | } | ||
458 | public override bool CollidingObj | ||
459 | { | ||
460 | get { return false; } | ||
461 | set { return; } | ||
462 | } | ||
463 | public override bool ThrottleUpdates | ||
464 | { | ||
465 | get { return m_throttleUpdates; } | ||
466 | set { m_throttleUpdates = value; } | ||
467 | } | ||
468 | |||
469 | public override PhysicsVector Position | ||
470 | { | ||
471 | get { return _position; } | ||
472 | |||
473 | |||
474 | set | ||
475 | { | ||
476 | _position = value; | ||
477 | |||
478 | } | ||
479 | } | ||
480 | |||
481 | public override PhysicsVector Size | ||
482 | { | ||
483 | get { return _size; } | ||
484 | set | ||
485 | { | ||
486 | _size = value; | ||
487 | |||
488 | } | ||
489 | } | ||
490 | |||
491 | public override PrimitiveBaseShape Shape | ||
492 | { | ||
493 | set | ||
494 | { | ||
495 | _pbs = value; | ||
496 | |||
497 | } | ||
498 | } | ||
499 | |||
500 | public override PhysicsVector Velocity | ||
501 | { | ||
502 | get | ||
503 | { | ||
504 | // Averate previous velocity with the new one so | ||
505 | // client object interpolation works a 'little' better | ||
506 | PhysicsVector returnVelocity = new PhysicsVector(); | ||
507 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; | ||
508 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; | ||
509 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; | ||
510 | return returnVelocity; | ||
511 | } | ||
512 | set { _velocity = value; } | ||
513 | } | ||
514 | |||
515 | public override bool Kinematic | ||
516 | { | ||
517 | get { return false; } | ||
518 | set { } | ||
519 | } | ||
520 | |||
521 | public override Quaternion Orientation | ||
522 | { | ||
523 | get { return _orientation; } | ||
524 | set | ||
525 | { | ||
526 | _orientation = value; | ||
527 | |||
528 | } | ||
529 | } | ||
530 | |||
531 | public override PhysicsVector Acceleration | ||
532 | { | ||
533 | get { return _acceleration; } | ||
534 | } | ||
535 | |||
536 | |||
537 | public void SetAcceleration(PhysicsVector accel) | ||
538 | { | ||
539 | _acceleration = accel; | ||
540 | } | ||
541 | |||
542 | public override void AddForce(PhysicsVector force) | ||
543 | { | ||
544 | } | ||
545 | |||
546 | public override PhysicsVector RotationalVelocity | ||
547 | { | ||
548 | get { return m_rotationalVelocity; } | ||
549 | set { m_rotationalVelocity = value; } | ||
550 | } | ||
551 | |||
552 | public void UpdatePositionAndVelocity() | ||
553 | { | ||
554 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | ||
555 | |||
556 | if (Body != (IntPtr)0) | ||
557 | { | ||
558 | d.Vector3 vec = d.BodyGetPosition(Body); | ||
559 | d.Quaternion ori = d.BodyGetQuaternion(Body); | ||
560 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
561 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); | ||
562 | |||
563 | PhysicsVector l_position = new PhysicsVector(); | ||
564 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | ||
565 | if (vec.X < 0.0f) vec.X = 0.0f; | ||
566 | if (vec.Y < 0.0f) vec.Y = 0.0f; | ||
567 | if (vec.X > 255.95f) vec.X = 255.95f; | ||
568 | if (vec.Y > 255.95f) vec.Y = 255.95f; | ||
569 | m_lastposition = _position; | ||
570 | |||
571 | l_position.X = vec.X; | ||
572 | l_position.Y = vec.Y; | ||
573 | l_position.Z = vec.Z; | ||
574 | if (l_position.Z < 0) | ||
575 | { | ||
576 | // This is so prim that get lost underground don't fall forever and suck up | ||
577 | // | ||
578 | // Sim resources and memory. | ||
579 | // Disables the prim's movement physics.... | ||
580 | // It's a hack and will generate a console message if it fails. | ||
581 | |||
582 | |||
583 | |||
584 | |||
585 | //IsPhysical = false; | ||
586 | base.RaiseOutOfBounds(_position); | ||
587 | _velocity.X = 0; | ||
588 | _velocity.Y = 0; | ||
589 | _velocity.Z = 0; | ||
590 | m_rotationalVelocity.X = 0; | ||
591 | m_rotationalVelocity.Y = 0; | ||
592 | m_rotationalVelocity.Z = 0; | ||
593 | base.RequestPhysicsterseUpdate(); | ||
594 | m_throttleUpdates = false; | ||
595 | throttleCounter = 0; | ||
596 | _zeroFlag = true; | ||
597 | //outofBounds = true; | ||
598 | } | ||
599 | |||
600 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | ||
601 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | ||
602 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)) | ||
603 | { | ||
604 | |||
605 | _zeroFlag = true; | ||
606 | } | ||
607 | else | ||
608 | { | ||
609 | //System.Console.WriteLine(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
610 | _zeroFlag = false; | ||
611 | } | ||
612 | |||
613 | |||
614 | |||
615 | if (_zeroFlag) | ||
616 | { | ||
617 | // Supposedly this is supposed to tell SceneObjectGroup that | ||
618 | // no more updates need to be sent.. | ||
619 | // but it seems broken. | ||
620 | _velocity.X = 0.0f; | ||
621 | _velocity.Y = 0.0f; | ||
622 | _velocity.Z = 0.0f; | ||
623 | //_orientation.w = 0f; | ||
624 | //_orientation.x = 0f; | ||
625 | //_orientation.y = 0f; | ||
626 | //_orientation.z = 0f; | ||
627 | m_rotationalVelocity.X = 0; | ||
628 | m_rotationalVelocity.Y = 0; | ||
629 | m_rotationalVelocity.Z = 0; | ||
630 | if (!m_lastUpdateSent) | ||
631 | { | ||
632 | m_throttleUpdates = false; | ||
633 | throttleCounter = 0; | ||
634 | base.RequestPhysicsterseUpdate(); | ||
635 | m_lastUpdateSent = true; | ||
636 | } | ||
637 | |||
638 | } | ||
639 | else | ||
640 | { | ||
641 | m_lastVelocity = _velocity; | ||
642 | |||
643 | _position = l_position; | ||
644 | |||
645 | _velocity.X = vel.X; | ||
646 | _velocity.Y = vel.Y; | ||
647 | _velocity.Z = vel.Z; | ||
648 | |||
649 | m_rotationalVelocity.X = rotvel.X; | ||
650 | m_rotationalVelocity.Y = rotvel.Y; | ||
651 | m_rotationalVelocity.Z = rotvel.Z; | ||
652 | //System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString()); | ||
653 | _orientation.w = ori.W; | ||
654 | _orientation.x = ori.X; | ||
655 | _orientation.y = ori.Y; | ||
656 | _orientation.z = ori.Z; | ||
657 | m_lastUpdateSent = false; | ||
658 | if (!m_throttleUpdates || throttleCounter > 15) | ||
659 | { | ||
660 | base.RequestPhysicsterseUpdate(); | ||
661 | } | ||
662 | else | ||
663 | { | ||
664 | throttleCounter++; | ||
665 | } | ||
666 | } | ||
667 | m_lastposition = l_position; | ||
668 | } | ||
669 | else | ||
670 | { | ||
671 | // Not a body.. so Make sure the client isn't interpolating | ||
672 | _velocity.X = 0; | ||
673 | _velocity.Y = 0; | ||
674 | _velocity.Z = 0; | ||
675 | m_rotationalVelocity.X = 0; | ||
676 | m_rotationalVelocity.Y = 0; | ||
677 | m_rotationalVelocity.Z = 0; | ||
678 | _zeroFlag = true; | ||
679 | } | ||
680 | |||
681 | } | ||
682 | public override void SetMomentum(PhysicsVector momentum) | ||
683 | { | ||
684 | } | ||
685 | } | ||
686 | } | ||