diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 477 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 686 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 1142 |
3 files changed, 1166 insertions, 1139 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs new file mode 100644 index 0000000..cda6af2 --- /dev/null +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | |||
@@ -0,0 +1,477 @@ | |||
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 | public class OdeCharacter : PhysicsActor | ||
11 | { | ||
12 | private PhysicsVector _position; | ||
13 | private d.Vector3 _zeroPosition; | ||
14 | private bool _zeroFlag = false; | ||
15 | private bool m_lastUpdateSent = false; | ||
16 | private PhysicsVector _velocity; | ||
17 | private PhysicsVector _target_velocity; | ||
18 | private PhysicsVector _acceleration; | ||
19 | private PhysicsVector m_rotationalVelocity; | ||
20 | private static float PID_D = 3020.0f; | ||
21 | private static float PID_P = 7000.0f; | ||
22 | private static float POSTURE_SERVO = 10000.0f; | ||
23 | public static float CAPSULE_RADIUS = 0.5f; | ||
24 | public float CAPSULE_LENGTH = 0.79f; | ||
25 | private bool flying = false; | ||
26 | private bool m_iscolliding = false; | ||
27 | private bool m_iscollidingGround = false; | ||
28 | private bool m_wascolliding = false; | ||
29 | private bool m_wascollidingGround = false; | ||
30 | private bool m_alwaysRun = false; | ||
31 | private bool m_hackSentFall = false; | ||
32 | private bool m_hackSentFly = false; | ||
33 | private string m_name = ""; | ||
34 | |||
35 | private bool[] m_colliderarr = new bool[11]; | ||
36 | private bool[] m_colliderGroundarr = new bool[11]; | ||
37 | |||
38 | |||
39 | private bool jumping = false; | ||
40 | //private float gravityAccel; | ||
41 | public IntPtr Body; | ||
42 | private OdeScene _parent_scene; | ||
43 | public IntPtr Shell; | ||
44 | public d.Mass ShellMass; | ||
45 | public bool collidelock = false; | ||
46 | |||
47 | public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos) | ||
48 | { | ||
49 | _velocity = new PhysicsVector(); | ||
50 | _target_velocity = new PhysicsVector(); | ||
51 | _position = pos; | ||
52 | _acceleration = new PhysicsVector(); | ||
53 | _parent_scene = parent_scene; | ||
54 | |||
55 | for (int i = 0; i < 11; i++) | ||
56 | { | ||
57 | m_colliderarr[i] = false; | ||
58 | } | ||
59 | |||
60 | lock (OdeScene.OdeLock) | ||
61 | { | ||
62 | |||
63 | Shell = d.CreateCapsule(parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
64 | d.MassSetCapsule(out ShellMass, 50.0f, 3, 0.4f, 1.0f); | ||
65 | Body = d.BodyCreate(parent_scene.world); | ||
66 | d.BodySetMass(Body, ref ShellMass); | ||
67 | d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); | ||
68 | d.GeomSetBody(Shell, Body); | ||
69 | } | ||
70 | m_name = avName; | ||
71 | parent_scene.geom_name_map[Shell] = avName; | ||
72 | parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
73 | } | ||
74 | public override int PhysicsActorType | ||
75 | { | ||
76 | get { return (int)ActorTypes.Agent; } | ||
77 | set { return; } | ||
78 | } | ||
79 | public override bool SetAlwaysRun | ||
80 | { | ||
81 | get { return m_alwaysRun; } | ||
82 | set { m_alwaysRun = value; } | ||
83 | } | ||
84 | public override bool IsPhysical | ||
85 | { | ||
86 | get { return false; } | ||
87 | set { return; } | ||
88 | } | ||
89 | public override bool ThrottleUpdates | ||
90 | { | ||
91 | get { return false; } | ||
92 | set { return; } | ||
93 | } | ||
94 | public override bool Flying | ||
95 | { | ||
96 | get { return flying; } | ||
97 | set { flying = value; } | ||
98 | } | ||
99 | public override bool IsColliding | ||
100 | { | ||
101 | |||
102 | get { return m_iscolliding; } | ||
103 | set | ||
104 | { | ||
105 | int i; | ||
106 | int truecount = 0; | ||
107 | int falsecount = 0; | ||
108 | |||
109 | if (m_colliderarr.Length >= 10) | ||
110 | { | ||
111 | for (i = 0; i < 10; i++) | ||
112 | { | ||
113 | m_colliderarr[i] = m_colliderarr[i + 1]; | ||
114 | } | ||
115 | } | ||
116 | m_colliderarr[10] = value; | ||
117 | |||
118 | for (i = 0; i < 11; i++) | ||
119 | { | ||
120 | if (m_colliderarr[i]) | ||
121 | { | ||
122 | truecount++; | ||
123 | } | ||
124 | else | ||
125 | { | ||
126 | falsecount++; | ||
127 | } | ||
128 | } | ||
129 | |||
130 | // Equal truecounts and false counts means we're colliding with something. | ||
131 | |||
132 | if (falsecount > 1.2 * truecount) | ||
133 | { | ||
134 | m_iscolliding = false; | ||
135 | } | ||
136 | else | ||
137 | { | ||
138 | m_iscolliding = true; | ||
139 | } | ||
140 | if (m_wascolliding != m_iscolliding) | ||
141 | { | ||
142 | base.SendCollisionUpdate(new CollisionEventUpdate()); | ||
143 | } | ||
144 | m_wascolliding = m_iscolliding; | ||
145 | } | ||
146 | } | ||
147 | public override bool CollidingGround | ||
148 | { | ||
149 | get { return m_iscollidingGround; } | ||
150 | set | ||
151 | { | ||
152 | int i; | ||
153 | int truecount = 0; | ||
154 | int falsecount = 0; | ||
155 | |||
156 | if (m_colliderGroundarr.Length >= 10) | ||
157 | { | ||
158 | for (i = 0; i < 10; i++) | ||
159 | { | ||
160 | m_colliderGroundarr[i] = m_colliderGroundarr[i + 1]; | ||
161 | } | ||
162 | } | ||
163 | m_colliderGroundarr[10] = value; | ||
164 | |||
165 | for (i = 0; i < 11; i++) | ||
166 | { | ||
167 | if (m_colliderGroundarr[i]) | ||
168 | { | ||
169 | truecount++; | ||
170 | } | ||
171 | else | ||
172 | { | ||
173 | falsecount++; | ||
174 | } | ||
175 | } | ||
176 | |||
177 | // Equal truecounts and false counts means we're colliding with something. | ||
178 | |||
179 | if (falsecount > 1.2 * truecount) | ||
180 | { | ||
181 | m_iscollidingGround = false; | ||
182 | } | ||
183 | else | ||
184 | { | ||
185 | m_iscollidingGround = true; | ||
186 | } | ||
187 | if (m_wascollidingGround != m_iscollidingGround) | ||
188 | { | ||
189 | //base.SendCollisionUpdate(new CollisionEventUpdate()); | ||
190 | } | ||
191 | m_wascollidingGround = m_iscollidingGround; | ||
192 | } | ||
193 | } | ||
194 | public override bool CollidingObj | ||
195 | { | ||
196 | get { return false; } | ||
197 | set { return; } | ||
198 | } | ||
199 | |||
200 | public override PhysicsVector Position | ||
201 | { | ||
202 | get { return _position; } | ||
203 | set | ||
204 | { | ||
205 | lock (OdeScene.OdeLock) | ||
206 | { | ||
207 | d.BodySetPosition(Body, value.X, value.Y, value.Z); | ||
208 | _position = value; | ||
209 | } | ||
210 | } | ||
211 | } | ||
212 | public override PhysicsVector RotationalVelocity | ||
213 | { | ||
214 | get { return m_rotationalVelocity; } | ||
215 | set { m_rotationalVelocity = value; } | ||
216 | } | ||
217 | public override PhysicsVector Size | ||
218 | { | ||
219 | get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } | ||
220 | set | ||
221 | { | ||
222 | lock (OdeScene.OdeLock) | ||
223 | { | ||
224 | PhysicsVector SetSize = value; | ||
225 | float prevCapsule = CAPSULE_LENGTH; | ||
226 | float capsuleradius = CAPSULE_RADIUS; | ||
227 | capsuleradius = 0.2f; | ||
228 | |||
229 | CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * 0.43f))); // subtract 43% of the size | ||
230 | d.BodyDestroy(Body); | ||
231 | d.GeomDestroy(Shell); | ||
232 | //OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH)); | ||
233 | Shell = d.CreateCapsule(_parent_scene.space, capsuleradius, CAPSULE_LENGTH); | ||
234 | d.MassSetCapsule(out ShellMass, 50.0f, 3, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
235 | Body = d.BodyCreate(_parent_scene.world); | ||
236 | d.BodySetMass(Body, ref ShellMass); | ||
237 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z + Math.Abs(CAPSULE_LENGTH - prevCapsule)); | ||
238 | d.GeomSetBody(Shell, Body); | ||
239 | } | ||
240 | _parent_scene.geom_name_map[Shell] = m_name; | ||
241 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
242 | } | ||
243 | } | ||
244 | |||
245 | public override PrimitiveBaseShape Shape | ||
246 | { | ||
247 | set | ||
248 | { | ||
249 | return; | ||
250 | } | ||
251 | } | ||
252 | |||
253 | public override PhysicsVector Velocity | ||
254 | { | ||
255 | get { return _velocity; } | ||
256 | set { _target_velocity = value; } | ||
257 | } | ||
258 | |||
259 | public override bool Kinematic | ||
260 | { | ||
261 | get { return false; } | ||
262 | set { } | ||
263 | } | ||
264 | |||
265 | public override Quaternion Orientation | ||
266 | { | ||
267 | get { return Quaternion.Identity; } | ||
268 | set { } | ||
269 | } | ||
270 | |||
271 | public override PhysicsVector Acceleration | ||
272 | { | ||
273 | get { return _acceleration; } | ||
274 | } | ||
275 | |||
276 | public void SetAcceleration(PhysicsVector accel) | ||
277 | { | ||
278 | _acceleration = accel; | ||
279 | } | ||
280 | |||
281 | public override void AddForce(PhysicsVector force) | ||
282 | { | ||
283 | |||
284 | _target_velocity.X += force.X; | ||
285 | _target_velocity.Y += force.Y; | ||
286 | _target_velocity.Z += force.Z; | ||
287 | |||
288 | //m_lastUpdateSent = false; | ||
289 | } | ||
290 | public void doForce(PhysicsVector force) | ||
291 | { | ||
292 | if (!collidelock) | ||
293 | { | ||
294 | d.BodyAddForce(Body, force.X, force.Y, force.Z); | ||
295 | |||
296 | // ok -- let's stand up straight! | ||
297 | d.Vector3 feet; | ||
298 | d.Vector3 head; | ||
299 | d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); | ||
300 | d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); | ||
301 | float posture = head.Z - feet.Z; | ||
302 | |||
303 | // restoring force proportional to lack of posture: | ||
304 | float servo = (2.5f - posture) * POSTURE_SERVO; | ||
305 | d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); | ||
306 | d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); | ||
307 | //m_lastUpdateSent = false; | ||
308 | |||
309 | } | ||
310 | |||
311 | } | ||
312 | public override void SetMomentum(PhysicsVector momentum) | ||
313 | { | ||
314 | |||
315 | } | ||
316 | |||
317 | public void Move(float timeStep) | ||
318 | { | ||
319 | // no lock; for now it's only called from within Simulate() | ||
320 | PhysicsVector vec = new PhysicsVector(); | ||
321 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
322 | float movementdivisor = 1f; | ||
323 | |||
324 | if (!m_alwaysRun) | ||
325 | { | ||
326 | movementdivisor = 1.3f; | ||
327 | } | ||
328 | else | ||
329 | { | ||
330 | movementdivisor = 0.8f; | ||
331 | |||
332 | } | ||
333 | |||
334 | // if velocity is zero, use position control; otherwise, velocity control | ||
335 | if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding) | ||
336 | { | ||
337 | // keep track of where we stopped. No more slippin' & slidin' | ||
338 | if (!_zeroFlag) | ||
339 | { | ||
340 | _zeroFlag = true; | ||
341 | _zeroPosition = d.BodyGetPosition(Body); | ||
342 | } | ||
343 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
344 | vec.X = (_target_velocity.X - vel.X) * PID_D + (_zeroPosition.X - pos.X) * PID_P; | ||
345 | vec.Y = (_target_velocity.Y - vel.Y) * PID_D + (_zeroPosition.Y - pos.Y) * PID_P; | ||
346 | if (flying) | ||
347 | { | ||
348 | vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | ||
349 | } | ||
350 | } | ||
351 | else | ||
352 | { | ||
353 | |||
354 | _zeroFlag = false; | ||
355 | if (m_iscolliding || flying) | ||
356 | { | ||
357 | |||
358 | vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * PID_D; | ||
359 | vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * PID_D; | ||
360 | } | ||
361 | if (m_iscolliding && !flying && _target_velocity.Z > 0.0f) | ||
362 | { | ||
363 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
364 | vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | ||
365 | if (_target_velocity.X > 0) | ||
366 | { | ||
367 | vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; | ||
368 | } | ||
369 | if (_target_velocity.Y > 0) | ||
370 | { | ||
371 | vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; | ||
372 | } | ||
373 | } | ||
374 | else if (!m_iscolliding && !flying) | ||
375 | { | ||
376 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
377 | if (_target_velocity.X > 0) | ||
378 | { | ||
379 | vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; | ||
380 | } | ||
381 | if (_target_velocity.Y > 0) | ||
382 | { | ||
383 | vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; | ||
384 | } | ||
385 | |||
386 | } | ||
387 | |||
388 | |||
389 | if (flying) | ||
390 | { | ||
391 | vec.Z = (_target_velocity.Z - vel.Z) * PID_D; | ||
392 | } | ||
393 | } | ||
394 | if (flying) | ||
395 | { | ||
396 | vec.Z += 10.0f; | ||
397 | } | ||
398 | |||
399 | |||
400 | doForce(vec); | ||
401 | } | ||
402 | |||
403 | public void UpdatePositionAndVelocity() | ||
404 | { | ||
405 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | ||
406 | d.Vector3 vec = d.BodyGetPosition(Body); | ||
407 | |||
408 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | ||
409 | if (vec.X < 0.0f) vec.X = 0.0f; | ||
410 | if (vec.Y < 0.0f) vec.Y = 0.0f; | ||
411 | if (vec.X > 255.95f) vec.X = 255.95f; | ||
412 | if (vec.Y > 255.95f) vec.Y = 255.95f; | ||
413 | |||
414 | _position.X = vec.X; | ||
415 | _position.Y = vec.Y; | ||
416 | _position.Z = vec.Z; | ||
417 | |||
418 | if (_zeroFlag) | ||
419 | { | ||
420 | _velocity.X = 0.0f; | ||
421 | _velocity.Y = 0.0f; | ||
422 | _velocity.Z = 0.0f; | ||
423 | if (!m_lastUpdateSent) | ||
424 | { | ||
425 | m_lastUpdateSent = true; | ||
426 | base.RequestPhysicsterseUpdate(); | ||
427 | string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
428 | int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
429 | if (primScenAvatarIn == "0") | ||
430 | { | ||
431 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); | ||
432 | } | ||
433 | else | ||
434 | { | ||
435 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); | ||
436 | } | ||
437 | |||
438 | } | ||
439 | } | ||
440 | else | ||
441 | { | ||
442 | m_lastUpdateSent = false; | ||
443 | vec = d.BodyGetLinearVel(Body); | ||
444 | _velocity.X = (vec.X); | ||
445 | _velocity.Y = (vec.Y); | ||
446 | |||
447 | _velocity.Z = (vec.Z); | ||
448 | if (_velocity.Z < -6 && !m_hackSentFall) | ||
449 | { | ||
450 | m_hackSentFall = true; | ||
451 | base.SendCollisionUpdate(new CollisionEventUpdate()); | ||
452 | } | ||
453 | else if (flying && !m_hackSentFly) | ||
454 | { | ||
455 | //m_hackSentFly = true; | ||
456 | //base.SendCollisionUpdate(new CollisionEventUpdate()); | ||
457 | } | ||
458 | else | ||
459 | { | ||
460 | m_hackSentFly = false; | ||
461 | m_hackSentFall = false; | ||
462 | } | ||
463 | } | ||
464 | } | ||
465 | |||
466 | public void Destroy() | ||
467 | { | ||
468 | lock (OdeScene.OdeLock) | ||
469 | { | ||
470 | d.GeomDestroy(Shell); | ||
471 | _parent_scene.geom_name_map.Remove(Shell); | ||
472 | d.BodyDestroy(Body); | ||
473 | } | ||
474 | } | ||
475 | } | ||
476 | |||
477 | } | ||
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 | } | ||
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index e8ee33c..1e05274 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -1087,1143 +1087,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1087 | { | 1087 | { |
1088 | } | 1088 | } |
1089 | } | 1089 | } |
1090 | # region ODE Actors | 1090 | |
1091 | 1091 | ||
1092 | public class OdeCharacter : PhysicsActor | 1092 | |
1093 | { | 1093 | } \ No newline at end of file |
1094 | private PhysicsVector _position; | ||
1095 | private d.Vector3 _zeroPosition; | ||
1096 | private bool _zeroFlag = false; | ||
1097 | private bool m_lastUpdateSent = false; | ||
1098 | private PhysicsVector _velocity; | ||
1099 | private PhysicsVector _target_velocity; | ||
1100 | private PhysicsVector _acceleration; | ||
1101 | private PhysicsVector m_rotationalVelocity; | ||
1102 | private static float PID_D = 3020.0f; | ||
1103 | private static float PID_P = 7000.0f; | ||
1104 | private static float POSTURE_SERVO = 10000.0f; | ||
1105 | public static float CAPSULE_RADIUS = 0.5f; | ||
1106 | public float CAPSULE_LENGTH = 0.79f; | ||
1107 | private bool flying = false; | ||
1108 | private bool m_iscolliding = false; | ||
1109 | private bool m_iscollidingGround = false; | ||
1110 | private bool m_wascolliding = false; | ||
1111 | private bool m_wascollidingGround = false; | ||
1112 | private bool m_alwaysRun = false; | ||
1113 | private bool m_hackSentFall = false; | ||
1114 | private bool m_hackSentFly = false; | ||
1115 | private string m_name = ""; | ||
1116 | |||
1117 | private bool[] m_colliderarr = new bool[11]; | ||
1118 | private bool[] m_colliderGroundarr = new bool[11]; | ||
1119 | |||
1120 | |||
1121 | private bool jumping = false; | ||
1122 | //private float gravityAccel; | ||
1123 | public IntPtr Body; | ||
1124 | private OdeScene _parent_scene; | ||
1125 | public IntPtr Shell; | ||
1126 | public d.Mass ShellMass; | ||
1127 | public bool collidelock = false; | ||
1128 | |||
1129 | public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos) | ||
1130 | { | ||
1131 | _velocity = new PhysicsVector(); | ||
1132 | _target_velocity = new PhysicsVector(); | ||
1133 | _position = pos; | ||
1134 | _acceleration = new PhysicsVector(); | ||
1135 | _parent_scene = parent_scene; | ||
1136 | |||
1137 | for (int i = 0; i < 11; i++) | ||
1138 | { | ||
1139 | m_colliderarr[i] = false; | ||
1140 | } | ||
1141 | |||
1142 | lock (OdeScene.OdeLock) | ||
1143 | { | ||
1144 | |||
1145 | Shell = d.CreateCapsule(parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
1146 | d.MassSetCapsule(out ShellMass, 50.0f, 3, 0.4f, 1.0f); | ||
1147 | Body = d.BodyCreate(parent_scene.world); | ||
1148 | d.BodySetMass(Body, ref ShellMass); | ||
1149 | d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); | ||
1150 | d.GeomSetBody(Shell, Body); | ||
1151 | } | ||
1152 | m_name = avName; | ||
1153 | parent_scene.geom_name_map[Shell] = avName; | ||
1154 | parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
1155 | } | ||
1156 | public override int PhysicsActorType | ||
1157 | { | ||
1158 | get { return (int)ActorTypes.Agent; } | ||
1159 | set { return; } | ||
1160 | } | ||
1161 | public override bool SetAlwaysRun | ||
1162 | { | ||
1163 | get { return m_alwaysRun; } | ||
1164 | set { m_alwaysRun = value;} | ||
1165 | } | ||
1166 | public override bool IsPhysical | ||
1167 | { | ||
1168 | get { return false; } | ||
1169 | set { return; } | ||
1170 | } | ||
1171 | public override bool ThrottleUpdates | ||
1172 | { | ||
1173 | get { return false; } | ||
1174 | set { return; } | ||
1175 | } | ||
1176 | public override bool Flying | ||
1177 | { | ||
1178 | get { return flying; } | ||
1179 | set { flying = value; } | ||
1180 | } | ||
1181 | public override bool IsColliding | ||
1182 | { | ||
1183 | |||
1184 | get { return m_iscolliding; } | ||
1185 | set | ||
1186 | { | ||
1187 | int i; | ||
1188 | int truecount=0; | ||
1189 | int falsecount=0; | ||
1190 | |||
1191 | if (m_colliderarr.Length >= 10) | ||
1192 | { | ||
1193 | for (i = 0; i < 10; i++) | ||
1194 | { | ||
1195 | m_colliderarr[i] = m_colliderarr[i + 1]; | ||
1196 | } | ||
1197 | } | ||
1198 | m_colliderarr[10] = value; | ||
1199 | |||
1200 | for (i = 0; i < 11; i++) | ||
1201 | { | ||
1202 | if (m_colliderarr[i]) | ||
1203 | { | ||
1204 | truecount++; | ||
1205 | } | ||
1206 | else | ||
1207 | { | ||
1208 | falsecount++; | ||
1209 | } | ||
1210 | } | ||
1211 | |||
1212 | // Equal truecounts and false counts means we're colliding with something. | ||
1213 | |||
1214 | if (falsecount > 1.2 * truecount) | ||
1215 | { | ||
1216 | m_iscolliding = false; | ||
1217 | } | ||
1218 | else | ||
1219 | { | ||
1220 | m_iscolliding = true; | ||
1221 | } | ||
1222 | if (m_wascolliding != m_iscolliding) | ||
1223 | { | ||
1224 | base.SendCollisionUpdate(new CollisionEventUpdate()); | ||
1225 | } | ||
1226 | m_wascolliding = m_iscolliding; | ||
1227 | } | ||
1228 | } | ||
1229 | public override bool CollidingGround | ||
1230 | { | ||
1231 | get { return m_iscollidingGround; } | ||
1232 | set | ||
1233 | { | ||
1234 | int i; | ||
1235 | int truecount = 0; | ||
1236 | int falsecount = 0; | ||
1237 | |||
1238 | if (m_colliderGroundarr.Length >= 10) | ||
1239 | { | ||
1240 | for (i = 0; i < 10; i++) | ||
1241 | { | ||
1242 | m_colliderGroundarr[i] = m_colliderGroundarr[i + 1]; | ||
1243 | } | ||
1244 | } | ||
1245 | m_colliderGroundarr[10] = value; | ||
1246 | |||
1247 | for (i = 0; i < 11; i++) | ||
1248 | { | ||
1249 | if (m_colliderGroundarr[i]) | ||
1250 | { | ||
1251 | truecount++; | ||
1252 | } | ||
1253 | else | ||
1254 | { | ||
1255 | falsecount++; | ||
1256 | } | ||
1257 | } | ||
1258 | |||
1259 | // Equal truecounts and false counts means we're colliding with something. | ||
1260 | |||
1261 | if (falsecount > 1.2 * truecount) | ||
1262 | { | ||
1263 | m_iscollidingGround = false; | ||
1264 | } | ||
1265 | else | ||
1266 | { | ||
1267 | m_iscollidingGround = true; | ||
1268 | } | ||
1269 | if (m_wascollidingGround != m_iscollidingGround) | ||
1270 | { | ||
1271 | //base.SendCollisionUpdate(new CollisionEventUpdate()); | ||
1272 | } | ||
1273 | m_wascollidingGround = m_iscollidingGround; | ||
1274 | } | ||
1275 | } | ||
1276 | public override bool CollidingObj | ||
1277 | { | ||
1278 | get { return false; } | ||
1279 | set { return; } | ||
1280 | } | ||
1281 | |||
1282 | public override PhysicsVector Position | ||
1283 | { | ||
1284 | get { return _position; } | ||
1285 | set | ||
1286 | { | ||
1287 | lock (OdeScene.OdeLock) | ||
1288 | { | ||
1289 | d.BodySetPosition(Body, value.X, value.Y, value.Z); | ||
1290 | _position = value; | ||
1291 | } | ||
1292 | } | ||
1293 | } | ||
1294 | public override PhysicsVector RotationalVelocity | ||
1295 | { | ||
1296 | get { return m_rotationalVelocity; } | ||
1297 | set { m_rotationalVelocity = value; } | ||
1298 | } | ||
1299 | public override PhysicsVector Size | ||
1300 | { | ||
1301 | get { return new PhysicsVector(CAPSULE_RADIUS*2, CAPSULE_RADIUS*2, CAPSULE_LENGTH); } | ||
1302 | set { | ||
1303 | lock (OdeScene.OdeLock) | ||
1304 | { | ||
1305 | PhysicsVector SetSize = value; | ||
1306 | float prevCapsule = CAPSULE_LENGTH; | ||
1307 | float capsuleradius = CAPSULE_RADIUS; | ||
1308 | capsuleradius = 0.2f; | ||
1309 | |||
1310 | CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * 0.43f))); // subtract 43% of the size | ||
1311 | d.BodyDestroy(Body); | ||
1312 | d.GeomDestroy(Shell); | ||
1313 | //OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH)); | ||
1314 | Shell = d.CreateCapsule(_parent_scene.space, capsuleradius, CAPSULE_LENGTH); | ||
1315 | d.MassSetCapsule(out ShellMass, 50.0f, 3, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
1316 | Body = d.BodyCreate(_parent_scene.world); | ||
1317 | d.BodySetMass(Body, ref ShellMass); | ||
1318 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z + Math.Abs(CAPSULE_LENGTH-prevCapsule)); | ||
1319 | d.GeomSetBody(Shell, Body); | ||
1320 | } | ||
1321 | _parent_scene.geom_name_map[Shell] = m_name; | ||
1322 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
1323 | } | ||
1324 | } | ||
1325 | |||
1326 | public override PrimitiveBaseShape Shape | ||
1327 | { | ||
1328 | set | ||
1329 | { | ||
1330 | return; | ||
1331 | } | ||
1332 | } | ||
1333 | |||
1334 | public override PhysicsVector Velocity | ||
1335 | { | ||
1336 | get { return _velocity; } | ||
1337 | set { _target_velocity = value; } | ||
1338 | } | ||
1339 | |||
1340 | public override bool Kinematic | ||
1341 | { | ||
1342 | get { return false; } | ||
1343 | set { } | ||
1344 | } | ||
1345 | |||
1346 | public override Quaternion Orientation | ||
1347 | { | ||
1348 | get { return Quaternion.Identity; } | ||
1349 | set { } | ||
1350 | } | ||
1351 | |||
1352 | public override PhysicsVector Acceleration | ||
1353 | { | ||
1354 | get { return _acceleration; } | ||
1355 | } | ||
1356 | |||
1357 | public void SetAcceleration(PhysicsVector accel) | ||
1358 | { | ||
1359 | _acceleration = accel; | ||
1360 | } | ||
1361 | |||
1362 | public override void AddForce(PhysicsVector force) | ||
1363 | { | ||
1364 | |||
1365 | _target_velocity.X += force.X; | ||
1366 | _target_velocity.Y += force.Y; | ||
1367 | _target_velocity.Z += force.Z; | ||
1368 | |||
1369 | //m_lastUpdateSent = false; | ||
1370 | } | ||
1371 | public void doForce(PhysicsVector force) | ||
1372 | { | ||
1373 | if (!collidelock) | ||
1374 | { | ||
1375 | d.BodyAddForce(Body, force.X, force.Y, force.Z); | ||
1376 | |||
1377 | // ok -- let's stand up straight! | ||
1378 | d.Vector3 feet; | ||
1379 | d.Vector3 head; | ||
1380 | d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); | ||
1381 | d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); | ||
1382 | float posture = head.Z - feet.Z; | ||
1383 | |||
1384 | // restoring force proportional to lack of posture: | ||
1385 | float servo = (2.5f - posture) * POSTURE_SERVO; | ||
1386 | d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); | ||
1387 | d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); | ||
1388 | //m_lastUpdateSent = false; | ||
1389 | |||
1390 | } | ||
1391 | |||
1392 | } | ||
1393 | public override void SetMomentum(PhysicsVector momentum) | ||
1394 | { | ||
1395 | |||
1396 | } | ||
1397 | |||
1398 | public void Move(float timeStep) | ||
1399 | { | ||
1400 | // no lock; for now it's only called from within Simulate() | ||
1401 | PhysicsVector vec = new PhysicsVector(); | ||
1402 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
1403 | float movementdivisor = 1f; | ||
1404 | |||
1405 | if (!m_alwaysRun) | ||
1406 | { | ||
1407 | movementdivisor = 1.3f; | ||
1408 | } | ||
1409 | else | ||
1410 | { | ||
1411 | movementdivisor = 0.8f; | ||
1412 | |||
1413 | } | ||
1414 | |||
1415 | // if velocity is zero, use position control; otherwise, velocity control | ||
1416 | if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding) | ||
1417 | { | ||
1418 | // keep track of where we stopped. No more slippin' & slidin' | ||
1419 | if (!_zeroFlag) | ||
1420 | { | ||
1421 | _zeroFlag = true; | ||
1422 | _zeroPosition = d.BodyGetPosition(Body); | ||
1423 | } | ||
1424 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
1425 | vec.X = (_target_velocity.X - vel.X)*PID_D + (_zeroPosition.X - pos.X)*PID_P; | ||
1426 | vec.Y = (_target_velocity.Y - vel.Y)*PID_D + (_zeroPosition.Y - pos.Y)*PID_P; | ||
1427 | if (flying) | ||
1428 | { | ||
1429 | vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P; | ||
1430 | } | ||
1431 | } | ||
1432 | else | ||
1433 | { | ||
1434 | |||
1435 | _zeroFlag = false; | ||
1436 | if (m_iscolliding || flying) | ||
1437 | { | ||
1438 | |||
1439 | vec.X = ((_target_velocity.X/movementdivisor) - vel.X) * PID_D; | ||
1440 | vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y) * PID_D; | ||
1441 | } | ||
1442 | if (m_iscolliding && !flying && _target_velocity.Z > 0.0f) | ||
1443 | { | ||
1444 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
1445 | vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | ||
1446 | if (_target_velocity.X > 0) | ||
1447 | { | ||
1448 | vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; | ||
1449 | } | ||
1450 | if (_target_velocity.Y > 0) | ||
1451 | { | ||
1452 | vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; | ||
1453 | } | ||
1454 | } | ||
1455 | else if (!m_iscolliding && !flying) | ||
1456 | { | ||
1457 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
1458 | if (_target_velocity.X > 0) | ||
1459 | { | ||
1460 | vec.X = ((_target_velocity.X - vel.X)/1.2f) * PID_D; | ||
1461 | } | ||
1462 | if (_target_velocity.Y > 0) | ||
1463 | { | ||
1464 | vec.Y = ((_target_velocity.Y - vel.Y)/1.2f) * PID_D; | ||
1465 | } | ||
1466 | |||
1467 | } | ||
1468 | |||
1469 | |||
1470 | if (flying) | ||
1471 | { | ||
1472 | vec.Z = (_target_velocity.Z - vel.Z)*PID_D; | ||
1473 | } | ||
1474 | } | ||
1475 | if (flying) | ||
1476 | { | ||
1477 | vec.Z += 10.0f; | ||
1478 | } | ||
1479 | |||
1480 | |||
1481 | doForce(vec); | ||
1482 | } | ||
1483 | |||
1484 | public void UpdatePositionAndVelocity() | ||
1485 | { | ||
1486 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | ||
1487 | d.Vector3 vec = d.BodyGetPosition(Body); | ||
1488 | |||
1489 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | ||
1490 | if (vec.X < 0.0f) vec.X = 0.0f; | ||
1491 | if (vec.Y < 0.0f) vec.Y = 0.0f; | ||
1492 | if (vec.X > 255.95f) vec.X = 255.95f; | ||
1493 | if (vec.Y > 255.95f) vec.Y = 255.95f; | ||
1494 | |||
1495 | _position.X = vec.X; | ||
1496 | _position.Y = vec.Y; | ||
1497 | _position.Z = vec.Z; | ||
1498 | |||
1499 | if (_zeroFlag) | ||
1500 | { | ||
1501 | _velocity.X = 0.0f; | ||
1502 | _velocity.Y = 0.0f; | ||
1503 | _velocity.Z = 0.0f; | ||
1504 | if (!m_lastUpdateSent) | ||
1505 | { | ||
1506 | m_lastUpdateSent = true; | ||
1507 | base.RequestPhysicsterseUpdate(); | ||
1508 | string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
1509 | int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
1510 | if (primScenAvatarIn == "0") | ||
1511 | { | ||
1512 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); | ||
1513 | } | ||
1514 | else | ||
1515 | { | ||
1516 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); | ||
1517 | } | ||
1518 | |||
1519 | } | ||
1520 | } | ||
1521 | else | ||
1522 | { | ||
1523 | m_lastUpdateSent = false; | ||
1524 | vec = d.BodyGetLinearVel(Body); | ||
1525 | _velocity.X = (vec.X); | ||
1526 | _velocity.Y = (vec.Y); | ||
1527 | |||
1528 | _velocity.Z = (vec.Z); | ||
1529 | if (_velocity.Z < -6 && !m_hackSentFall) | ||
1530 | { | ||
1531 | m_hackSentFall = true; | ||
1532 | base.SendCollisionUpdate(new CollisionEventUpdate()); | ||
1533 | } | ||
1534 | else if (flying && !m_hackSentFly) | ||
1535 | { | ||
1536 | //m_hackSentFly = true; | ||
1537 | //base.SendCollisionUpdate(new CollisionEventUpdate()); | ||
1538 | } | ||
1539 | else | ||
1540 | { | ||
1541 | m_hackSentFly = false; | ||
1542 | m_hackSentFall = false; | ||
1543 | } | ||
1544 | } | ||
1545 | } | ||
1546 | |||
1547 | public void Destroy() | ||
1548 | { | ||
1549 | lock (OdeScene.OdeLock) | ||
1550 | { | ||
1551 | d.GeomDestroy(Shell); | ||
1552 | _parent_scene.geom_name_map.Remove(Shell); | ||
1553 | d.BodyDestroy(Body); | ||
1554 | } | ||
1555 | } | ||
1556 | } | ||
1557 | |||
1558 | public class OdePrim : PhysicsActor | ||
1559 | { | ||
1560 | public PhysicsVector _position; | ||
1561 | private PhysicsVector _velocity; | ||
1562 | private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f,0.0f,0.0f); | ||
1563 | private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f); | ||
1564 | private PhysicsVector m_rotationalVelocity; | ||
1565 | private PhysicsVector _size; | ||
1566 | private PhysicsVector _acceleration; | ||
1567 | private Quaternion _orientation; | ||
1568 | private PhysicsVector m_taintposition; | ||
1569 | private PhysicsVector m_taintsize; | ||
1570 | private Quaternion m_taintrot; | ||
1571 | private bool m_taintshape = false; | ||
1572 | private bool m_taintPhysics = false; | ||
1573 | public bool m_taintremove = false; | ||
1574 | |||
1575 | private IMesh _mesh; | ||
1576 | private PrimitiveBaseShape _pbs; | ||
1577 | private OdeScene _parent_scene; | ||
1578 | public IntPtr m_targetSpace = (IntPtr)0; | ||
1579 | public IntPtr prim_geom; | ||
1580 | public IntPtr _triMeshData; | ||
1581 | private bool iscolliding = false; | ||
1582 | private bool m_isphysical = false; | ||
1583 | private bool m_throttleUpdates = false; | ||
1584 | private int throttleCounter = 0; | ||
1585 | public bool outofBounds = false; | ||
1586 | |||
1587 | public bool _zeroFlag = false; | ||
1588 | private bool m_lastUpdateSent = false; | ||
1589 | |||
1590 | public IntPtr Body = (IntPtr) 0; | ||
1591 | private String m_primName; | ||
1592 | private PhysicsVector _target_velocity; | ||
1593 | public d.Mass pMass; | ||
1594 | private const float MassMultiplier = 150f; // Ref: Water: 1000kg.. this iset to 500 | ||
1595 | private int debugcounter = 0; | ||
1596 | |||
1597 | |||
1598 | public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size, | ||
1599 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) | ||
1600 | { | ||
1601 | |||
1602 | |||
1603 | _velocity = new PhysicsVector(); | ||
1604 | _position = pos; | ||
1605 | m_taintposition = pos; | ||
1606 | if (_position.X > 257) | ||
1607 | { | ||
1608 | _position.X = 257; | ||
1609 | } | ||
1610 | if (_position.X < 0) | ||
1611 | { | ||
1612 | _position.X = 0; | ||
1613 | } | ||
1614 | if (_position.Y > 257) | ||
1615 | { | ||
1616 | _position.Y = 257; | ||
1617 | } | ||
1618 | if (_position.Y < 0) | ||
1619 | { | ||
1620 | _position.Y = 0; | ||
1621 | } | ||
1622 | |||
1623 | _size = size; | ||
1624 | m_taintsize = _size; | ||
1625 | _acceleration = new PhysicsVector(); | ||
1626 | m_rotationalVelocity = PhysicsVector.Zero; | ||
1627 | _orientation = rotation; | ||
1628 | m_taintrot = _orientation; | ||
1629 | _mesh = mesh; | ||
1630 | _pbs = pbs; | ||
1631 | |||
1632 | _parent_scene = parent_scene; | ||
1633 | m_targetSpace = targetSpace; | ||
1634 | |||
1635 | if (pos.Z < 0) | ||
1636 | m_isphysical = false; | ||
1637 | else | ||
1638 | { | ||
1639 | m_isphysical = pisPhysical; | ||
1640 | // If we're physical, we need to be in the master space for now. | ||
1641 | // linksets *should* be in a space together.. but are not currently | ||
1642 | if (m_isphysical) | ||
1643 | m_targetSpace = _parent_scene.space; | ||
1644 | |||
1645 | } | ||
1646 | m_primName = primName; | ||
1647 | |||
1648 | |||
1649 | |||
1650 | lock (OdeScene.OdeLock) | ||
1651 | { | ||
1652 | if (mesh != null) | ||
1653 | { | ||
1654 | setMesh(parent_scene, mesh); | ||
1655 | } | ||
1656 | else | ||
1657 | { | ||
1658 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
1659 | } | ||
1660 | |||
1661 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1662 | d.Quaternion myrot = new d.Quaternion(); | ||
1663 | myrot.W = rotation.w; | ||
1664 | myrot.X = rotation.x; | ||
1665 | myrot.Y = rotation.y; | ||
1666 | myrot.Z = rotation.z; | ||
1667 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1668 | |||
1669 | |||
1670 | if (m_isphysical && Body == (IntPtr)0) { | ||
1671 | enableBody(); | ||
1672 | } | ||
1673 | parent_scene.geom_name_map[prim_geom] = primName; | ||
1674 | parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; | ||
1675 | // don't do .add() here; old geoms get recycled with the same hash | ||
1676 | } | ||
1677 | } | ||
1678 | public override int PhysicsActorType | ||
1679 | { | ||
1680 | get { return (int)ActorTypes.Prim; } | ||
1681 | set { return; } | ||
1682 | } | ||
1683 | public override bool SetAlwaysRun | ||
1684 | { | ||
1685 | get { return false; } | ||
1686 | set { return; } | ||
1687 | } | ||
1688 | public void enableBody() | ||
1689 | { | ||
1690 | // Sets the geom to a body | ||
1691 | Body = d.BodyCreate(_parent_scene.world); | ||
1692 | |||
1693 | setMass(); | ||
1694 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
1695 | d.Quaternion myrot = new d.Quaternion(); | ||
1696 | myrot.W = _orientation.w; | ||
1697 | myrot.X = _orientation.x; | ||
1698 | myrot.Y = _orientation.y; | ||
1699 | myrot.Z = _orientation.z; | ||
1700 | d.BodySetQuaternion(Body, ref myrot); | ||
1701 | d.GeomSetBody(prim_geom, Body); | ||
1702 | d.BodySetAutoDisableFlag(Body, true); | ||
1703 | d.BodySetAutoDisableSteps(Body,20); | ||
1704 | |||
1705 | _parent_scene.addActivePrim(this); | ||
1706 | } | ||
1707 | public void setMass() | ||
1708 | { | ||
1709 | //Sets Mass based on member MassMultiplier. | ||
1710 | if (Body != (IntPtr)0) | ||
1711 | { | ||
1712 | d.MassSetBox(out pMass, (_size.X * _size.Y * _size.Z * MassMultiplier), _size.X, _size.Y, _size.Z); | ||
1713 | d.BodySetMass(Body, ref pMass); | ||
1714 | } | ||
1715 | } | ||
1716 | public void disableBody() | ||
1717 | { | ||
1718 | //this kills the body so things like 'mesh' can re-create it. | ||
1719 | if (Body != (IntPtr)0) | ||
1720 | { | ||
1721 | _parent_scene.remActivePrim(this); | ||
1722 | d.BodyDestroy(Body); | ||
1723 | Body = (IntPtr)0; | ||
1724 | } | ||
1725 | } | ||
1726 | public void setMesh(OdeScene parent_scene, IMesh mesh) | ||
1727 | { | ||
1728 | //Kill Body so that mesh can re-make the geom | ||
1729 | if (IsPhysical && Body != (IntPtr)0) | ||
1730 | { | ||
1731 | disableBody(); | ||
1732 | } | ||
1733 | float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory | ||
1734 | int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | ||
1735 | int VertexCount = vertexList.GetLength(0)/3; | ||
1736 | int IndexCount = indexList.GetLength(0); | ||
1737 | |||
1738 | _triMeshData = d.GeomTriMeshDataCreate(); | ||
1739 | |||
1740 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertexList, 3*sizeof (float), VertexCount, indexList, IndexCount, | ||
1741 | 3*sizeof (int)); | ||
1742 | d.GeomTriMeshDataPreprocess(_triMeshData); | ||
1743 | |||
1744 | prim_geom = d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null); | ||
1745 | |||
1746 | if (IsPhysical && Body == (IntPtr)0) | ||
1747 | { | ||
1748 | // Recreate the body | ||
1749 | enableBody(); | ||
1750 | } | ||
1751 | } | ||
1752 | public void ProcessTaints(float timestep) | ||
1753 | { | ||
1754 | if (m_taintposition != _position) | ||
1755 | Move(timestep); | ||
1756 | |||
1757 | if (m_taintrot != _orientation) | ||
1758 | rotate(timestep); | ||
1759 | // | ||
1760 | |||
1761 | if (m_taintPhysics != m_isphysical) | ||
1762 | changePhysicsStatus(timestep); | ||
1763 | // | ||
1764 | |||
1765 | if (m_taintsize != _size) | ||
1766 | changesize(timestep); | ||
1767 | // | ||
1768 | |||
1769 | if (m_taintshape) | ||
1770 | changeshape(timestep); | ||
1771 | // | ||
1772 | |||
1773 | } | ||
1774 | public void Move(float timestep) | ||
1775 | { | ||
1776 | if (m_isphysical) | ||
1777 | { | ||
1778 | // This is a fallback.. May no longer be necessary. | ||
1779 | if (Body == (IntPtr)0) | ||
1780 | enableBody(); | ||
1781 | //Prim auto disable after 20 frames, | ||
1782 | ///if you move it, re-enable the prim manually. | ||
1783 | d.BodyEnable(Body); | ||
1784 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
1785 | } | ||
1786 | else | ||
1787 | { | ||
1788 | string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
1789 | int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
1790 | if (primScenAvatarIn == "0") | ||
1791 | { | ||
1792 | 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()); | ||
1793 | } | ||
1794 | else | ||
1795 | { | ||
1796 | 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()); | ||
1797 | } | ||
1798 | m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); | ||
1799 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1800 | d.SpaceAdd(m_targetSpace, prim_geom); | ||
1801 | } | ||
1802 | |||
1803 | m_taintposition = _position; | ||
1804 | } | ||
1805 | public void rotate(float timestep) | ||
1806 | { | ||
1807 | |||
1808 | d.Quaternion myrot = new d.Quaternion(); | ||
1809 | myrot.W = _orientation.w; | ||
1810 | myrot.X = _orientation.x; | ||
1811 | myrot.Y = _orientation.y; | ||
1812 | myrot.Z = _orientation.z; | ||
1813 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1814 | if (m_isphysical && Body != (IntPtr)0) | ||
1815 | { | ||
1816 | d.BodySetQuaternion(Body, ref myrot); | ||
1817 | } | ||
1818 | |||
1819 | m_taintrot = _orientation; | ||
1820 | } | ||
1821 | public void changePhysicsStatus(float timestap) | ||
1822 | { | ||
1823 | if (m_isphysical == true) | ||
1824 | { | ||
1825 | if (Body == (IntPtr)0) | ||
1826 | { | ||
1827 | enableBody(); | ||
1828 | } | ||
1829 | |||
1830 | } | ||
1831 | else | ||
1832 | { | ||
1833 | if (Body != (IntPtr)0) | ||
1834 | { | ||
1835 | disableBody(); | ||
1836 | } | ||
1837 | } | ||
1838 | |||
1839 | |||
1840 | m_taintPhysics = m_isphysical; | ||
1841 | } | ||
1842 | public void changesize(float timestamp) | ||
1843 | { | ||
1844 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
1845 | |||
1846 | // Cleanup of old prim geometry | ||
1847 | if (_mesh != null) | ||
1848 | { | ||
1849 | // Cleanup meshing here | ||
1850 | } | ||
1851 | //kill body to rebuild | ||
1852 | if (IsPhysical && Body != (IntPtr)0) | ||
1853 | { | ||
1854 | disableBody(); | ||
1855 | } | ||
1856 | if (d.SpaceQuery(m_targetSpace, prim_geom)) | ||
1857 | { | ||
1858 | d.SpaceRemove(m_targetSpace, prim_geom); | ||
1859 | } | ||
1860 | d.GeomDestroy(prim_geom); | ||
1861 | |||
1862 | // we don't need to do space calculation because the client sends a position update also. | ||
1863 | |||
1864 | // Construction of new prim | ||
1865 | if (this._parent_scene.needsMeshing(_pbs)) | ||
1866 | { | ||
1867 | |||
1868 | |||
1869 | // Don't need to re-enable body.. it's done in SetMesh | ||
1870 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); | ||
1871 | // createmesh returns null when it's a shape that isn't a cube. | ||
1872 | if (mesh != null) | ||
1873 | { | ||
1874 | setMesh(_parent_scene, mesh); | ||
1875 | } | ||
1876 | else | ||
1877 | { | ||
1878 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
1879 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1880 | d.Quaternion myrot = new d.Quaternion(); | ||
1881 | myrot.W = _orientation.w; | ||
1882 | myrot.X = _orientation.x; | ||
1883 | myrot.Y = _orientation.y; | ||
1884 | myrot.Z = _orientation.z; | ||
1885 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1886 | |||
1887 | |||
1888 | } | ||
1889 | } | ||
1890 | else | ||
1891 | { | ||
1892 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
1893 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1894 | d.Quaternion myrot = new d.Quaternion(); | ||
1895 | myrot.W = _orientation.w; | ||
1896 | myrot.X = _orientation.x; | ||
1897 | myrot.Y = _orientation.y; | ||
1898 | myrot.Z = _orientation.z; | ||
1899 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1900 | |||
1901 | |||
1902 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
1903 | if (IsPhysical && Body == (IntPtr)0) | ||
1904 | { | ||
1905 | // Re creates body on size. | ||
1906 | // EnableBody also does setMass() | ||
1907 | enableBody(); | ||
1908 | d.BodyEnable(Body); | ||
1909 | } | ||
1910 | |||
1911 | } | ||
1912 | |||
1913 | |||
1914 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
1915 | |||
1916 | |||
1917 | m_taintsize = _size; | ||
1918 | } | ||
1919 | public void changeshape(float timestamp) | ||
1920 | { | ||
1921 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
1922 | |||
1923 | // Cleanup of old prim geometry and Bodies | ||
1924 | if (IsPhysical && Body != (IntPtr)0) | ||
1925 | { | ||
1926 | disableBody(); | ||
1927 | } | ||
1928 | d.GeomDestroy(prim_geom); | ||
1929 | if (_mesh != null) | ||
1930 | { | ||
1931 | |||
1932 | d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
1933 | |||
1934 | } | ||
1935 | |||
1936 | // Construction of new prim | ||
1937 | if (this._parent_scene.needsMeshing(_pbs)) | ||
1938 | { | ||
1939 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); | ||
1940 | if (mesh != null) | ||
1941 | { | ||
1942 | setMesh(_parent_scene, mesh); | ||
1943 | } | ||
1944 | else | ||
1945 | { | ||
1946 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
1947 | } | ||
1948 | } | ||
1949 | else | ||
1950 | { | ||
1951 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
1952 | } | ||
1953 | if (IsPhysical && Body == (IntPtr)0) | ||
1954 | { | ||
1955 | //re-create new body | ||
1956 | enableBody(); | ||
1957 | } | ||
1958 | else | ||
1959 | { | ||
1960 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1961 | d.Quaternion myrot = new d.Quaternion(); | ||
1962 | myrot.W = _orientation.w; | ||
1963 | myrot.X = _orientation.x; | ||
1964 | myrot.Y = _orientation.y; | ||
1965 | myrot.Z = _orientation.z; | ||
1966 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1967 | } | ||
1968 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
1969 | |||
1970 | |||
1971 | |||
1972 | |||
1973 | m_taintshape = false; | ||
1974 | } | ||
1975 | public override bool IsPhysical | ||
1976 | { | ||
1977 | get { return m_isphysical; } | ||
1978 | set{ m_isphysical = value;} | ||
1979 | } | ||
1980 | public void setPrimForRemoval() | ||
1981 | { | ||
1982 | m_taintremove = true; | ||
1983 | } | ||
1984 | |||
1985 | public override bool Flying | ||
1986 | { | ||
1987 | get { return false; //no flying prims for you | ||
1988 | } | ||
1989 | set { } | ||
1990 | } | ||
1991 | |||
1992 | public override bool IsColliding | ||
1993 | { | ||
1994 | get { return iscolliding; } | ||
1995 | set { iscolliding = value; } | ||
1996 | } | ||
1997 | public override bool CollidingGround | ||
1998 | { | ||
1999 | get { return false; } | ||
2000 | set { return; } | ||
2001 | } | ||
2002 | public override bool CollidingObj | ||
2003 | { | ||
2004 | get { return false; } | ||
2005 | set { return; } | ||
2006 | } | ||
2007 | public override bool ThrottleUpdates | ||
2008 | { | ||
2009 | get { return m_throttleUpdates; } | ||
2010 | set { m_throttleUpdates=value; } | ||
2011 | } | ||
2012 | |||
2013 | public override PhysicsVector Position | ||
2014 | { | ||
2015 | get {return _position; } | ||
2016 | |||
2017 | |||
2018 | set | ||
2019 | { | ||
2020 | _position = value; | ||
2021 | |||
2022 | } | ||
2023 | } | ||
2024 | |||
2025 | public override PhysicsVector Size | ||
2026 | { | ||
2027 | get { return _size; } | ||
2028 | set | ||
2029 | { | ||
2030 | _size = value; | ||
2031 | |||
2032 | } | ||
2033 | } | ||
2034 | |||
2035 | public override PrimitiveBaseShape Shape | ||
2036 | { | ||
2037 | set | ||
2038 | { | ||
2039 | _pbs = value; | ||
2040 | |||
2041 | } | ||
2042 | } | ||
2043 | |||
2044 | public override PhysicsVector Velocity | ||
2045 | { | ||
2046 | get { | ||
2047 | // Averate previous velocity with the new one so | ||
2048 | // client object interpolation works a 'little' better | ||
2049 | PhysicsVector returnVelocity = new PhysicsVector(); | ||
2050 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; | ||
2051 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; | ||
2052 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; | ||
2053 | return returnVelocity; | ||
2054 | } | ||
2055 | set { _velocity = value; } | ||
2056 | } | ||
2057 | |||
2058 | public override bool Kinematic | ||
2059 | { | ||
2060 | get { return false; } | ||
2061 | set { } | ||
2062 | } | ||
2063 | |||
2064 | public override Quaternion Orientation | ||
2065 | { | ||
2066 | get { return _orientation; } | ||
2067 | set | ||
2068 | { | ||
2069 | _orientation = value; | ||
2070 | |||
2071 | } | ||
2072 | } | ||
2073 | |||
2074 | public override PhysicsVector Acceleration | ||
2075 | { | ||
2076 | get { return _acceleration; } | ||
2077 | } | ||
2078 | |||
2079 | |||
2080 | public void SetAcceleration(PhysicsVector accel) | ||
2081 | { | ||
2082 | _acceleration = accel; | ||
2083 | } | ||
2084 | |||
2085 | public override void AddForce(PhysicsVector force) | ||
2086 | { | ||
2087 | } | ||
2088 | |||
2089 | public override PhysicsVector RotationalVelocity | ||
2090 | { | ||
2091 | get{ return m_rotationalVelocity;} | ||
2092 | set { m_rotationalVelocity = value; } | ||
2093 | } | ||
2094 | |||
2095 | public void UpdatePositionAndVelocity() { | ||
2096 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | ||
2097 | |||
2098 | if (Body != (IntPtr)0) | ||
2099 | { | ||
2100 | d.Vector3 vec = d.BodyGetPosition(Body); | ||
2101 | d.Quaternion ori = d.BodyGetQuaternion(Body); | ||
2102 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
2103 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); | ||
2104 | |||
2105 | PhysicsVector l_position = new PhysicsVector(); | ||
2106 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | ||
2107 | if (vec.X < 0.0f) vec.X = 0.0f; | ||
2108 | if (vec.Y < 0.0f) vec.Y = 0.0f; | ||
2109 | if (vec.X > 255.95f) vec.X = 255.95f; | ||
2110 | if (vec.Y > 255.95f) vec.Y = 255.95f; | ||
2111 | m_lastposition = _position; | ||
2112 | |||
2113 | l_position.X = vec.X; | ||
2114 | l_position.Y = vec.Y; | ||
2115 | l_position.Z = vec.Z; | ||
2116 | if (l_position.Z < 0) | ||
2117 | { | ||
2118 | // This is so prim that get lost underground don't fall forever and suck up | ||
2119 | // | ||
2120 | // Sim resources and memory. | ||
2121 | // Disables the prim's movement physics.... | ||
2122 | // It's a hack and will generate a console message if it fails. | ||
2123 | |||
2124 | |||
2125 | |||
2126 | |||
2127 | //IsPhysical = false; | ||
2128 | base.RaiseOutOfBounds(_position); | ||
2129 | _velocity.X = 0; | ||
2130 | _velocity.Y = 0; | ||
2131 | _velocity.Z = 0; | ||
2132 | m_rotationalVelocity.X = 0; | ||
2133 | m_rotationalVelocity.Y = 0; | ||
2134 | m_rotationalVelocity.Z = 0; | ||
2135 | base.RequestPhysicsterseUpdate(); | ||
2136 | m_throttleUpdates = false; | ||
2137 | throttleCounter = 0; | ||
2138 | _zeroFlag = true; | ||
2139 | //outofBounds = true; | ||
2140 | } | ||
2141 | |||
2142 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | ||
2143 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | ||
2144 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02 )) | ||
2145 | { | ||
2146 | |||
2147 | _zeroFlag = true; | ||
2148 | } | ||
2149 | else | ||
2150 | { | ||
2151 | //System.Console.WriteLine(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
2152 | _zeroFlag = false; | ||
2153 | } | ||
2154 | |||
2155 | |||
2156 | |||
2157 | if (_zeroFlag) | ||
2158 | { | ||
2159 | // Supposedly this is supposed to tell SceneObjectGroup that | ||
2160 | // no more updates need to be sent.. | ||
2161 | // but it seems broken. | ||
2162 | _velocity.X = 0.0f; | ||
2163 | _velocity.Y = 0.0f; | ||
2164 | _velocity.Z = 0.0f; | ||
2165 | //_orientation.w = 0f; | ||
2166 | //_orientation.x = 0f; | ||
2167 | //_orientation.y = 0f; | ||
2168 | //_orientation.z = 0f; | ||
2169 | m_rotationalVelocity.X = 0; | ||
2170 | m_rotationalVelocity.Y = 0; | ||
2171 | m_rotationalVelocity.Z = 0; | ||
2172 | if (!m_lastUpdateSent) | ||
2173 | { | ||
2174 | m_throttleUpdates = false; | ||
2175 | throttleCounter = 0; | ||
2176 | base.RequestPhysicsterseUpdate(); | ||
2177 | m_lastUpdateSent = true; | ||
2178 | } | ||
2179 | |||
2180 | } | ||
2181 | else | ||
2182 | { | ||
2183 | m_lastVelocity = _velocity; | ||
2184 | |||
2185 | _position = l_position; | ||
2186 | |||
2187 | _velocity.X = vel.X; | ||
2188 | _velocity.Y = vel.Y; | ||
2189 | _velocity.Z = vel.Z; | ||
2190 | |||
2191 | m_rotationalVelocity.X = rotvel.X; | ||
2192 | m_rotationalVelocity.Y = rotvel.Y; | ||
2193 | m_rotationalVelocity.Z = rotvel.Z; | ||
2194 | //System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString()); | ||
2195 | _orientation.w = ori.W; | ||
2196 | _orientation.x = ori.X; | ||
2197 | _orientation.y = ori.Y; | ||
2198 | _orientation.z = ori.Z; | ||
2199 | m_lastUpdateSent = false; | ||
2200 | if (!m_throttleUpdates || throttleCounter > 15) | ||
2201 | { | ||
2202 | base.RequestPhysicsterseUpdate(); | ||
2203 | } | ||
2204 | else | ||
2205 | { | ||
2206 | throttleCounter++; | ||
2207 | } | ||
2208 | } | ||
2209 | m_lastposition = l_position; | ||
2210 | } | ||
2211 | else | ||
2212 | { | ||
2213 | // Not a body.. so Make sure the client isn't interpolating | ||
2214 | _velocity.X = 0; | ||
2215 | _velocity.Y = 0; | ||
2216 | _velocity.Z = 0; | ||
2217 | m_rotationalVelocity.X = 0; | ||
2218 | m_rotationalVelocity.Y = 0; | ||
2219 | m_rotationalVelocity.Z = 0; | ||
2220 | _zeroFlag = true; | ||
2221 | } | ||
2222 | |||
2223 | } | ||
2224 | public override void SetMomentum(PhysicsVector momentum) | ||
2225 | { | ||
2226 | } | ||
2227 | } | ||
2228 | } | ||
2229 | #endregion \ No newline at end of file | ||