diff options
Diffstat (limited to 'OpenSim/Region')
4 files changed, 151 insertions, 444 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index f35a7c5..5443c28 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -1955,7 +1955,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1955 | else | 1955 | else |
1956 | { | 1956 | { |
1957 | if (rootpart.PhysActor != null) | 1957 | if (rootpart.PhysActor != null) |
1958 | { | 1958 | { // APID must be implemented in your physics system for this to function. |
1959 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | 1959 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); |
1960 | rootpart.PhysActor.APIDStrength = strength; | 1960 | rootpart.PhysActor.APIDStrength = strength; |
1961 | rootpart.PhysActor.APIDDamping = damping; | 1961 | rootpart.PhysActor.APIDDamping = damping; |
@@ -1971,7 +1971,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1971 | if (rootpart != null) | 1971 | if (rootpart != null) |
1972 | { | 1972 | { |
1973 | if (rootpart.PhysActor != null) | 1973 | if (rootpart.PhysActor != null) |
1974 | { | 1974 | { // APID must be implemented in your physics system for this to function. |
1975 | rootpart.PhysActor.APIDActive = false; | 1975 | rootpart.PhysActor.APIDActive = false; |
1976 | } | 1976 | } |
1977 | } | 1977 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 31ea502..548a64f 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -2705,38 +2705,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2705 | 2705 | ||
2706 | public void RotLookAt(Quaternion target, float strength, float damping) | 2706 | public void RotLookAt(Quaternion target, float strength, float damping) |
2707 | { | 2707 | { |
2708 | rotLookAt(target, strength, damping); | 2708 | m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup. |
2709 | } | ||
2710 | |||
2711 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2712 | { | ||
2713 | if (IsAttachment) | ||
2714 | { | ||
2715 | /* | ||
2716 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2717 | if (avatar != null) | ||
2718 | { | ||
2719 | Rotate the Av? | ||
2720 | } */ | ||
2721 | } | ||
2722 | else | ||
2723 | { | ||
2724 | APIDDamp = damping; | ||
2725 | APIDStrength = strength; | ||
2726 | APIDTarget = target; | ||
2727 | } | ||
2728 | } | ||
2729 | |||
2730 | public void startLookAt(Quaternion rot, float damp, float strength) | ||
2731 | { | ||
2732 | APIDDamp = damp; | ||
2733 | APIDStrength = strength; | ||
2734 | APIDTarget = rot; | ||
2735 | } | ||
2736 | |||
2737 | public void stopLookAt() | ||
2738 | { | ||
2739 | APIDTarget = Quaternion.Identity; | ||
2740 | } | 2709 | } |
2741 | 2710 | ||
2742 | /// <summary> | 2711 | /// <summary> |
@@ -3460,7 +3429,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3460 | 3429 | ||
3461 | public void StopLookAt() | 3430 | public void StopLookAt() |
3462 | { | 3431 | { |
3463 | m_parentGroup.stopLookAt(); | 3432 | m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup. |
3464 | 3433 | ||
3465 | m_parentGroup.ScheduleGroupForTerseUpdate(); | 3434 | m_parentGroup.ScheduleGroupForTerseUpdate(); |
3466 | } | 3435 | } |
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs index 367927d..5e6696e 100644 --- a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs | |||
@@ -652,7 +652,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
652 | return true; | 652 | return true; |
653 | } | 653 | } |
654 | 654 | ||
655 | public override Vector3 Acceleration | 655 | public override Vector3 Acceleration // client updates read data via here |
656 | { | 656 | { |
657 | get { return _acceleration; } | 657 | get { return _acceleration; } |
658 | } | 658 | } |
@@ -696,14 +696,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
696 | { | 696 | { |
697 | get | 697 | get |
698 | { | 698 | { |
699 | /* Vector3 pv = Vector3.Zero; | ||
700 | if (_zeroFlag) | ||
701 | return pv; | ||
702 | m_lastUpdateSent = false; | ||
703 | |||
704 | if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) | ||
705 | return pv; | ||
706 | */ | ||
707 | return m_rotationalVelocity; | 699 | return m_rotationalVelocity; |
708 | } | 700 | } |
709 | set | 701 | set |
@@ -1398,9 +1390,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1398 | if (m_taintCollidesWater != m_collidesWater) | 1390 | if (m_taintCollidesWater != m_collidesWater) |
1399 | changefloatonwater(timestep); | 1391 | changefloatonwater(timestep); |
1400 | 1392 | ||
1401 | // ##* | ||
1402 | if (!m_angularEnable.ApproxEquals(m_taintAngularLock,0f)) | 1393 | if (!m_angularEnable.ApproxEquals(m_taintAngularLock,0f)) |
1403 | Console.WriteLine("ALchange req {0} is {1}", m_taintAngularLock, m_angularEnable); | ||
1404 | changeAngularLock(timestep); | 1394 | changeAngularLock(timestep); |
1405 | 1395 | ||
1406 | } | 1396 | } |
@@ -1411,17 +1401,11 @@ Console.WriteLine("ALchange req {0} is {1}", m_taintAngularLock, m_angularEna | |||
1411 | } | 1401 | } |
1412 | 1402 | ||
1413 | 1403 | ||
1414 | private void changeAngularLock(float timestep) // ##* | 1404 | private void changeAngularLock(float timestep) |
1415 | { | 1405 | { |
1416 | // do we have a Physical object? | 1406 | if (_parent == null) |
1417 | // if (Body != IntPtr.Zero) | 1407 | { |
1418 | // { | 1408 | m_angularEnable = m_taintAngularLock; |
1419 | //Check that we have a Parent | ||
1420 | //If we have a parent then we're not authorative here | ||
1421 | if (_parent == null) | ||
1422 | { | ||
1423 | Console.WriteLine("Alock changed to {0}", m_taintAngularLock); | ||
1424 | m_angularEnable = m_taintAngularLock; | ||
1425 | } | 1409 | } |
1426 | } | 1410 | } |
1427 | 1411 | ||
@@ -1435,7 +1419,6 @@ Console.WriteLine("Alock changed to {0}", m_taintAngularLock); | |||
1435 | { | 1419 | { |
1436 | OdePrim obj = (OdePrim)m_taintparent; | 1420 | OdePrim obj = (OdePrim)m_taintparent; |
1437 | //obj.disableBody(); | 1421 | //obj.disableBody(); |
1438 | //Console.WriteLine("changelink calls ParentPrim"); | ||
1439 | obj.ParentPrim(this); | 1422 | obj.ParentPrim(this); |
1440 | 1423 | ||
1441 | /* | 1424 | /* |
@@ -1453,8 +1436,6 @@ Console.WriteLine("Alock changed to {0}", m_taintAngularLock); | |||
1453 | // destroy link | 1436 | // destroy link |
1454 | else if (_parent != null && m_taintparent == null) | 1437 | else if (_parent != null && m_taintparent == null) |
1455 | { | 1438 | { |
1456 | //Console.WriteLine(" changelink B"); | ||
1457 | |||
1458 | if (_parent is OdePrim) | 1439 | if (_parent is OdePrim) |
1459 | { | 1440 | { |
1460 | OdePrim obj = (OdePrim)_parent; | 1441 | OdePrim obj = (OdePrim)_parent; |
@@ -1480,7 +1461,6 @@ Console.WriteLine("Alock changed to {0}", m_taintAngularLock); | |||
1480 | // prim is the child | 1461 | // prim is the child |
1481 | public void ParentPrim(OdePrim prim) | 1462 | public void ParentPrim(OdePrim prim) |
1482 | { | 1463 | { |
1483 | //Console.WriteLine("ParentPrim " + m_primName); | ||
1484 | if (this.m_localID != prim.m_localID) | 1464 | if (this.m_localID != prim.m_localID) |
1485 | { | 1465 | { |
1486 | if (Body == IntPtr.Zero) | 1466 | if (Body == IntPtr.Zero) |
@@ -1494,7 +1474,6 @@ Console.WriteLine("Alock changed to {0}", m_taintAngularLock); | |||
1494 | { | 1474 | { |
1495 | if (!childrenPrim.Contains(prim)) | 1475 | if (!childrenPrim.Contains(prim)) |
1496 | { | 1476 | { |
1497 | //Console.WriteLine("childrenPrim.Add " + prim); | ||
1498 | childrenPrim.Add(prim); | 1477 | childrenPrim.Add(prim); |
1499 | 1478 | ||
1500 | foreach (OdePrim prm in childrenPrim) | 1479 | foreach (OdePrim prm in childrenPrim) |
@@ -1640,7 +1619,6 @@ Console.WriteLine("Alock changed to {0}", m_taintAngularLock); | |||
1640 | { | 1619 | { |
1641 | foreach (OdePrim prm in childrenPrim) | 1620 | foreach (OdePrim prm in childrenPrim) |
1642 | { | 1621 | { |
1643 | //Console.WriteLine("ChildSetGeom calls ParentPrim"); | ||
1644 | ParentPrim(prm); | 1622 | ParentPrim(prm); |
1645 | } | 1623 | } |
1646 | } | 1624 | } |
@@ -1667,7 +1645,6 @@ Console.WriteLine("Alock changed to {0}", m_taintAngularLock); | |||
1667 | 1645 | ||
1668 | lock (childrenPrim) | 1646 | lock (childrenPrim) |
1669 | { | 1647 | { |
1670 | //Console.WriteLine("childrenPrim.Remove " + odePrim); | ||
1671 | childrenPrim.Remove(odePrim); | 1648 | childrenPrim.Remove(odePrim); |
1672 | } | 1649 | } |
1673 | 1650 | ||
@@ -1680,7 +1657,6 @@ Console.WriteLine("Alock changed to {0}", m_taintAngularLock); | |||
1680 | { | 1657 | { |
1681 | foreach (OdePrim prm in childrenPrim) | 1658 | foreach (OdePrim prm in childrenPrim) |
1682 | { | 1659 | { |
1683 | //Console.WriteLine("ChildDelink calls ParentPrim"); | ||
1684 | ParentPrim(prm); | 1660 | ParentPrim(prm); |
1685 | } | 1661 | } |
1686 | } | 1662 | } |
@@ -2417,219 +2393,9 @@ Console.WriteLine(" JointCreateFixed"); | |||
2417 | 2393 | ||
2418 | public void UpdatePositionAndVelocity() | 2394 | public void UpdatePositionAndVelocity() |
2419 | { | 2395 | { |
2420 | return; // moved to the MOVE() method | 2396 | return; // moved to the Move() method |
2421 | } | 2397 | } |
2422 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | 2398 | /* No one uses this? |
2423 | /* if (_parent == null) | ||
2424 | { | ||
2425 | Vector3 pv = Vector3.Zero; | ||
2426 | bool lastZeroFlag = _zeroFlag; | ||
2427 | if (Body != (IntPtr)0) // FIXME -> or if it is a joint | ||
2428 | { | ||
2429 | d.Vector3 vec = d.BodyGetPosition(Body); | ||
2430 | d.Quaternion ori = d.BodyGetQuaternion(Body); | ||
2431 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
2432 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); | ||
2433 | d.Vector3 torque = d.BodyGetTorque(Body); | ||
2434 | _torque = new Vector3(torque.X, torque.Y, torque.Z); | ||
2435 | Vector3 l_position = Vector3.Zero; | ||
2436 | Quaternion l_orientation = Quaternion.Identity; | ||
2437 | |||
2438 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | ||
2439 | //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
2440 | //if (vec.Y < 0.0f) { vec.Y = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
2441 | //if (vec.X > 255.95f) { vec.X = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
2442 | //if (vec.Y > 255.95f) { vec.Y = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
2443 | |||
2444 | m_lastposition = _position; | ||
2445 | m_lastorientation = _orientation; | ||
2446 | |||
2447 | l_position.X = vec.X; | ||
2448 | l_position.Y = vec.Y; | ||
2449 | l_position.Z = vec.Z; | ||
2450 | l_orientation.X = ori.X; | ||
2451 | l_orientation.Y = ori.Y; | ||
2452 | l_orientation.Z = ori.Z; | ||
2453 | l_orientation.W = ori.W; | ||
2454 | |||
2455 | // if(l_position.Y != m_lastposition.Y){ | ||
2456 | // Console.WriteLine("UP&V {0} {1}", m_primName, l_position); | ||
2457 | // } | ||
2458 | |||
2459 | if (l_position.X > ((int)_parent_scene.WorldExtents.X - 0.05f) || l_position.X < 0f || l_position.Y > ((int)_parent_scene.WorldExtents.Y - 0.05f) || l_position.Y < 0f) | ||
2460 | { | ||
2461 | //base.RaiseOutOfBounds(l_position); | ||
2462 | |||
2463 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
2464 | { | ||
2465 | _position = l_position; | ||
2466 | //_parent_scene.remActivePrim(this); | ||
2467 | if (_parent == null) | ||
2468 | base.RequestPhysicsterseUpdate(); | ||
2469 | return; | ||
2470 | } | ||
2471 | else | ||
2472 | { | ||
2473 | if (_parent == null) | ||
2474 | base.RaiseOutOfBounds(l_position); | ||
2475 | return; | ||
2476 | } | ||
2477 | } | ||
2478 | |||
2479 | if (l_position.Z < 0) | ||
2480 | { | ||
2481 | // This is so prim that get lost underground don't fall forever and suck up | ||
2482 | // | ||
2483 | // Sim resources and memory. | ||
2484 | // Disables the prim's movement physics.... | ||
2485 | // It's a hack and will generate a console message if it fails. | ||
2486 | |||
2487 | //IsPhysical = false; | ||
2488 | if (_parent == null) | ||
2489 | base.RaiseOutOfBounds(_position); | ||
2490 | |||
2491 | _acceleration.X = 0; | ||
2492 | _acceleration.Y = 0; | ||
2493 | _acceleration.Z = 0; | ||
2494 | |||
2495 | _velocity.X = 0; | ||
2496 | _velocity.Y = 0; | ||
2497 | _velocity.Z = 0; | ||
2498 | m_rotationalVelocity.X = 0; | ||
2499 | m_rotationalVelocity.Y = 0; | ||
2500 | m_rotationalVelocity.Z = 0; | ||
2501 | |||
2502 | if (_parent == null) | ||
2503 | base.RequestPhysicsterseUpdate(); | ||
2504 | |||
2505 | m_throttleUpdates = false; | ||
2506 | throttleCounter = 0; | ||
2507 | _zeroFlag = true; | ||
2508 | //outofBounds = true; | ||
2509 | } | ||
2510 | |||
2511 | //float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)); | ||
2512 | //Console.WriteLine("Adiff " + m_primName + " = " + Adiff); | ||
2513 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | ||
2514 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | ||
2515 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) | ||
2516 | // && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01)) | ||
2517 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large | ||
2518 | { | ||
2519 | _zeroFlag = true; | ||
2520 | //Console.WriteLine("ZFT 2"); | ||
2521 | m_throttleUpdates = false; | ||
2522 | } | ||
2523 | else | ||
2524 | { | ||
2525 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
2526 | _zeroFlag = false; | ||
2527 | m_lastUpdateSent = false; | ||
2528 | //m_throttleUpdates = false; | ||
2529 | } | ||
2530 | |||
2531 | if (_zeroFlag) | ||
2532 | { | ||
2533 | _velocity.X = 0.0f; | ||
2534 | _velocity.Y = 0.0f; | ||
2535 | _velocity.Z = 0.0f; | ||
2536 | |||
2537 | _acceleration.X = 0; | ||
2538 | _acceleration.Y = 0; | ||
2539 | _acceleration.Z = 0; | ||
2540 | |||
2541 | //_orientation.w = 0f; | ||
2542 | //_orientation.X = 0f; | ||
2543 | //_orientation.Y = 0f; | ||
2544 | //_orientation.Z = 0f; | ||
2545 | m_rotationalVelocity.X = 0; | ||
2546 | m_rotationalVelocity.Y = 0; | ||
2547 | m_rotationalVelocity.Z = 0; | ||
2548 | if (!m_lastUpdateSent) | ||
2549 | { | ||
2550 | m_throttleUpdates = false; | ||
2551 | throttleCounter = 0; | ||
2552 | m_rotationalVelocity = pv; | ||
2553 | |||
2554 | if (_parent == null) | ||
2555 | { | ||
2556 | base.RequestPhysicsterseUpdate(); | ||
2557 | } | ||
2558 | |||
2559 | m_lastUpdateSent = true; | ||
2560 | } | ||
2561 | } | ||
2562 | else | ||
2563 | { | ||
2564 | if (lastZeroFlag != _zeroFlag) | ||
2565 | { | ||
2566 | if (_parent == null) | ||
2567 | { | ||
2568 | base.RequestPhysicsterseUpdate(); | ||
2569 | } | ||
2570 | } | ||
2571 | |||
2572 | m_lastVelocity = _velocity; | ||
2573 | |||
2574 | _position = l_position; | ||
2575 | |||
2576 | _velocity.X = vel.X; | ||
2577 | _velocity.Y = vel.Y; | ||
2578 | _velocity.Z = vel.Z; | ||
2579 | |||
2580 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | ||
2581 | _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); | ||
2582 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | ||
2583 | |||
2584 | // if (_velocity.ApproxEquals(pv, 0.5f)) ???? Disregard rotational vel if lin vel is < 0.5 ????? | ||
2585 | // { | ||
2586 | // m_rotationalVelocity = pv;/ | ||
2587 | |||
2588 | // } | ||
2589 | // else | ||
2590 | // { | ||
2591 | m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z); | ||
2592 | // } | ||
2593 | |||
2594 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); | ||
2595 | _orientation.X = ori.X; | ||
2596 | _orientation.Y = ori.Y; | ||
2597 | _orientation.Z = ori.Z; | ||
2598 | _orientation.W = ori.W; | ||
2599 | m_lastUpdateSent = false; | ||
2600 | if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | ||
2601 | { | ||
2602 | if (_parent == null) | ||
2603 | { | ||
2604 | base.RequestPhysicsterseUpdate(); | ||
2605 | } | ||
2606 | } | ||
2607 | else | ||
2608 | { | ||
2609 | throttleCounter++; | ||
2610 | } | ||
2611 | } | ||
2612 | m_lastposition = l_position; | ||
2613 | } | ||
2614 | else | ||
2615 | { | ||
2616 | // Not a body.. so Make sure the client isn't interpolating | ||
2617 | _velocity.X = 0; | ||
2618 | _velocity.Y = 0; | ||
2619 | _velocity.Z = 0; | ||
2620 | |||
2621 | _acceleration.X = 0; | ||
2622 | _acceleration.Y = 0; | ||
2623 | _acceleration.Z = 0; | ||
2624 | |||
2625 | m_rotationalVelocity.X = 0; | ||
2626 | m_rotationalVelocity.Y = 0; | ||
2627 | m_rotationalVelocity.Z = 0; | ||
2628 | _zeroFlag = true; | ||
2629 | } | ||
2630 | } | ||
2631 | } | ||
2632 | */ | ||
2633 | public Matrix4 FromDMass(d.Mass pMass) | 2399 | public Matrix4 FromDMass(d.Mass pMass) |
2634 | { | 2400 | { |
2635 | Matrix4 obj; | 2401 | Matrix4 obj; |
@@ -2651,7 +2417,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2651 | obj.M44 = 1; | 2417 | obj.M44 = 1; |
2652 | return obj; | 2418 | return obj; |
2653 | } | 2419 | } |
2654 | 2420 | */ | |
2655 | public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj) | 2421 | public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj) |
2656 | { | 2422 | { |
2657 | obj.I.M00 = pMat[0, 0]; | 2423 | obj.I.M00 = pMat[0, 0]; |
@@ -2878,11 +2644,6 @@ Console.WriteLine(" JointCreateFixed"); | |||
2878 | m_material = pMaterial; | 2644 | m_material = pMaterial; |
2879 | } | 2645 | } |
2880 | 2646 | ||
2881 | |||
2882 | |||
2883 | |||
2884 | |||
2885 | |||
2886 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | 2647 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) |
2887 | { | 2648 | { |
2888 | switch (pParam) | 2649 | switch (pParam) |
@@ -3242,193 +3003,173 @@ Console.WriteLine(" JointCreateFixed"); | |||
3242 | { | 3003 | { |
3243 | 3004 | ||
3244 | // Old public void UpdatePositionAndVelocity(), more accuratley calculated here | 3005 | // Old public void UpdatePositionAndVelocity(), more accuratley calculated here |
3245 | // Vector3 pv = Vector3.Zero; // what was this for? | 3006 | bool lastZeroFlag = _zeroFlag; // was it stopped |
3246 | bool lastZeroFlag = _zeroFlag; // was it stopped | 3007 | d.Vector3 vec = d.BodyGetPosition(Body); |
3247 | // if (Body != (IntPtr)0) // FIXME -> or if it is a joint | 3008 | d.Quaternion ori = d.BodyGetQuaternion(Body); |
3248 | // { | 3009 | d.Vector3 vel = d.BodyGetLinearVel(Body); |
3249 | d.Vector3 vec = d.BodyGetPosition(Body); | ||
3250 | d.Quaternion ori = d.BodyGetQuaternion(Body); | ||
3251 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3252 | // d.Vector3 rotvel = d.BodyGetAngularVel(Body); | 3010 | // d.Vector3 rotvel = d.BodyGetAngularVel(Body); |
3253 | d.Vector3 torque = d.BodyGetTorque(Body); | 3011 | d.Vector3 torque = d.BodyGetTorque(Body); |
3254 | _torque = new Vector3(torque.X, torque.Y, torque.Z); | 3012 | _torque = new Vector3(torque.X, torque.Y, torque.Z); |
3255 | Vector3 l_position = Vector3.Zero; | 3013 | Vector3 l_position = Vector3.Zero; |
3256 | Quaternion l_orientation = Quaternion.Identity; | 3014 | Quaternion l_orientation = Quaternion.Identity; |
3257 | 3015 | ||
3258 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | 3016 | m_lastposition = _position; |
3259 | //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | 3017 | m_lastorientation = _orientation; |
3260 | //if (vec.Y < 0.0f) { vec.Y = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
3261 | //if (vec.X > 255.95f) { vec.X = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
3262 | //if (vec.Y > 255.95f) { vec.Y = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
3263 | |||
3264 | m_lastposition = _position; | ||
3265 | m_lastorientation = _orientation; | ||
3266 | 3018 | ||
3267 | l_position.X = vec.X; | 3019 | l_position.X = vec.X; |
3268 | l_position.Y = vec.Y; | 3020 | l_position.Y = vec.Y; |
3269 | l_position.Z = vec.Z; | 3021 | l_position.Z = vec.Z; |
3270 | l_orientation.X = ori.X; | 3022 | l_orientation.X = ori.X; |
3271 | l_orientation.Y = ori.Y; | 3023 | l_orientation.Y = ori.Y; |
3272 | l_orientation.Z = ori.Z; | 3024 | l_orientation.Z = ori.Z; |
3273 | l_orientation.W = ori.W; | 3025 | l_orientation.W = ori.W; |
3274 | //Console.WriteLine("Move {0} at {1}", m_primName, l_position); | 3026 | //Console.WriteLine("Move {0} at {1}", m_primName, l_position); |
3275 | 3027 | ||
3028 | // Check if outside region horizontally | ||
3029 | if (l_position.X > ((int)_parent_scene.WorldExtents.X - 0.05f) || | ||
3030 | l_position.X < 0f || | ||
3031 | l_position.Y > ((int)_parent_scene.WorldExtents.Y - 0.05f) || | ||
3032 | l_position.Y < 0f) | ||
3033 | { | ||
3034 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
3035 | { // keep trying to cross? | ||
3036 | _position = l_position; | ||
3037 | //_parent_scene.remActivePrim(this); | ||
3038 | if (_parent == null) base.RequestPhysicsterseUpdate(); | ||
3039 | return; // Dont process any other motion? | ||
3040 | } | ||
3041 | else | ||
3042 | { // Too many tries | ||
3043 | if (_parent == null) base.RaiseOutOfBounds(l_position); | ||
3044 | return; // Dont process any other motion? | ||
3045 | } | ||
3046 | } // end outside region horizontally | ||
3276 | 3047 | ||
3277 | if (l_position.X > ((int)_parent_scene.WorldExtents.X - 0.05f) || | 3048 | if (l_position.Z < 0) |
3278 | l_position.X < 0f || | 3049 | { |
3279 | l_position.Y > ((int)_parent_scene.WorldExtents.Y - 0.05f) || | 3050 | // This is so prim that get lost underground don't fall forever and suck up |
3280 | l_position.Y < 0f) | 3051 | // |
3281 | { | 3052 | // Sim resources and memory. |
3282 | //base.RaiseOutOfBounds(l_position); | 3053 | // Disables the prim's movement physics.... |
3054 | // It's a hack and will generate a console message if it fails. | ||
3283 | 3055 | ||
3284 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) | 3056 | //IsPhysical = false; |
3285 | { | 3057 | if (_parent == null) base.RaiseOutOfBounds(_position); |
3286 | _position = l_position; | 3058 | |
3287 | //_parent_scene.remActivePrim(this); | 3059 | _acceleration.X = 0; // This stuff may stop client display but it has no |
3288 | if (_parent == null) | 3060 | _acceleration.Y = 0; // effect on the object in phys engine! |
3289 | base.RequestPhysicsterseUpdate(); | 3061 | _acceleration.Z = 0; |
3290 | return; | ||
3291 | } | ||
3292 | else | ||
3293 | { | ||
3294 | if (_parent == null) | ||
3295 | base.RaiseOutOfBounds(l_position); | ||
3296 | return; | ||
3297 | } | ||
3298 | } | ||
3299 | 3062 | ||
3300 | if (l_position.Z < 0) | 3063 | _velocity.X = 0; |
3301 | { | 3064 | _velocity.Y = 0; |
3302 | // This is so prim that get lost underground don't fall forever and suck up | 3065 | _velocity.Z = 0; |
3303 | // | 3066 | m_rotationalVelocity.X = 0; |
3304 | // Sim resources and memory. | 3067 | m_rotationalVelocity.Y = 0; |
3305 | // Disables the prim's movement physics.... | 3068 | m_rotationalVelocity.Z = 0; |
3306 | // It's a hack and will generate a console message if it fails. | ||
3307 | 3069 | ||
3308 | //IsPhysical = false; | 3070 | if (_parent == null) base.RequestPhysicsterseUpdate(); |
3309 | if (_parent == null) | ||
3310 | base.RaiseOutOfBounds(_position); | ||
3311 | 3071 | ||
3312 | _acceleration.X = 0; | 3072 | m_throttleUpdates = false; |
3313 | _acceleration.Y = 0; | 3073 | throttleCounter = 0; |
3314 | _acceleration.Z = 0; | 3074 | _zeroFlag = true; |
3075 | //outofBounds = true; | ||
3076 | } // end neg Z check | ||
3315 | 3077 | ||
3316 | _velocity.X = 0; | 3078 | // Is it moving? |
3317 | _velocity.Y = 0; | 3079 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) |
3318 | _velocity.Z = 0; | 3080 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) |
3319 | m_rotationalVelocity.X = 0; | 3081 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) |
3320 | m_rotationalVelocity.Y = 0; | 3082 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large |
3321 | m_rotationalVelocity.Z = 0; | 3083 | { |
3084 | _zeroFlag = true; | ||
3085 | //Console.WriteLine("ZFT 2"); | ||
3086 | m_throttleUpdates = false; | ||
3087 | } | ||
3088 | else | ||
3089 | { | ||
3090 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
3091 | _zeroFlag = false; | ||
3092 | m_lastUpdateSent = false; | ||
3093 | //m_throttleUpdates = false; | ||
3094 | } | ||
3322 | 3095 | ||
3323 | if (_parent == null) | 3096 | if (_zeroFlag) |
3324 | base.RequestPhysicsterseUpdate(); | 3097 | { // Its stopped |
3098 | _velocity.X = 0.0f; | ||
3099 | _velocity.Y = 0.0f; | ||
3100 | _velocity.Z = 0.0f; | ||
3325 | 3101 | ||
3102 | _acceleration.X = 0; | ||
3103 | _acceleration.Y = 0; | ||
3104 | _acceleration.Z = 0; | ||
3105 | //_orientation.w = 0f; | ||
3106 | //_orientation.X = 0f; | ||
3107 | //_orientation.Y = 0f; | ||
3108 | //_orientation.Z = 0f; | ||
3109 | m_rotationalVelocity.X = 0; | ||
3110 | m_rotationalVelocity.Y = 0; | ||
3111 | m_rotationalVelocity.Z = 0; | ||
3112 | if (!m_lastUpdateSent) | ||
3113 | { | ||
3326 | m_throttleUpdates = false; | 3114 | m_throttleUpdates = false; |
3327 | throttleCounter = 0; | 3115 | throttleCounter = 0; |
3328 | _zeroFlag = true; | 3116 | if (_parent == null) |
3329 | //outofBounds = true; | 3117 | { |
3330 | } | 3118 | base.RequestPhysicsterseUpdate(); |
3119 | } | ||
3331 | 3120 | ||
3332 | //float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)); | 3121 | m_lastUpdateSent = true; |
3333 | //Console.WriteLine("Adiff " + m_primName + " = " + Adiff); | ||
3334 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | ||
3335 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | ||
3336 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) | ||
3337 | // && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01)) | ||
3338 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large | ||
3339 | { | ||
3340 | _zeroFlag = true; | ||
3341 | //Console.WriteLine("ZFT 2"); | ||
3342 | m_throttleUpdates = false; | ||
3343 | } | 3122 | } |
3344 | else | 3123 | } |
3124 | else | ||
3125 | { // Its moving | ||
3126 | if (lastZeroFlag != _zeroFlag) | ||
3345 | { | 3127 | { |
3346 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | 3128 | if (_parent == null) |
3347 | _zeroFlag = false; | ||
3348 | m_lastUpdateSent = false; | ||
3349 | //m_throttleUpdates = false; | ||
3350 | } | ||
3351 | |||
3352 | if (_zeroFlag) | ||
3353 | { // Its stopped | ||
3354 | _velocity.X = 0.0f; | ||
3355 | _velocity.Y = 0.0f; | ||
3356 | _velocity.Z = 0.0f; | ||
3357 | |||
3358 | _acceleration.X = 0; | ||
3359 | _acceleration.Y = 0; | ||
3360 | _acceleration.Z = 0; | ||
3361 | |||
3362 | //_orientation.w = 0f; | ||
3363 | //_orientation.X = 0f; | ||
3364 | //_orientation.Y = 0f; | ||
3365 | //_orientation.Z = 0f; | ||
3366 | m_rotationalVelocity.X = 0; | ||
3367 | m_rotationalVelocity.Y = 0; | ||
3368 | m_rotationalVelocity.Z = 0; | ||
3369 | if (!m_lastUpdateSent) | ||
3370 | { | 3129 | { |
3371 | m_throttleUpdates = false; | 3130 | base.RequestPhysicsterseUpdate(); |
3372 | throttleCounter = 0; | ||
3373 | // m_rotationalVelocity = pv; What was this for? | ||
3374 | |||
3375 | if (_parent == null) | ||
3376 | { | ||
3377 | base.RequestPhysicsterseUpdate(); | ||
3378 | } | ||
3379 | |||
3380 | m_lastUpdateSent = true; | ||
3381 | } | 3131 | } |
3382 | } | 3132 | } |
3383 | else | ||
3384 | { // Its moving | ||
3385 | if (lastZeroFlag != _zeroFlag) | ||
3386 | { | ||
3387 | if (_parent == null) | ||
3388 | { | ||
3389 | base.RequestPhysicsterseUpdate(); | ||
3390 | } | ||
3391 | } | ||
3392 | 3133 | ||
3393 | m_lastVelocity = _velocity; | 3134 | m_lastVelocity = _velocity; |
3394 | 3135 | ||
3395 | _position = l_position; | 3136 | _position = l_position; |
3396 | 3137 | ||
3397 | _velocity.X = vel.X; | 3138 | _velocity.X = vel.X; |
3398 | _velocity.Y = vel.Y; | 3139 | _velocity.Y = vel.Y; |
3399 | _velocity.Z = vel.Z; | 3140 | _velocity.Z = vel.Z; |
3400 | // Why 2 calcs??? | 3141 | // Why 2 calcs??? |
3401 | // _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | 3142 | // _acceleration = ((_velocity - m_lastVelocity) / 0.1f); |
3402 | // _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, | 3143 | // _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, |
3403 | // _velocity.Y - m_lastVelocity.Y / 0.1f, | 3144 | // _velocity.Y - m_lastVelocity.Y / 0.1f, |
3404 | // _velocity.Z - m_lastVelocity.Z / 0.1f); | 3145 | // _velocity.Z - m_lastVelocity.Z / 0.1f); |
3405 | 3146 | ||
3406 | _acceleration = ((_velocity - m_lastVelocity) / timestep); | 3147 | _acceleration = ((_velocity - m_lastVelocity) / timestep); |
3407 | 3148 | ||
3408 | _orientation.X = ori.X; | 3149 | _orientation.X = ori.X; |
3409 | _orientation.Y = ori.Y; | 3150 | _orientation.Y = ori.Y; |
3410 | _orientation.Z = ori.Z; | 3151 | _orientation.Z = ori.Z; |
3411 | _orientation.W = ori.W; | 3152 | _orientation.W = ori.W; |
3412 | m_lastUpdateSent = false; | 3153 | m_lastUpdateSent = false; |
3413 | if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | 3154 | if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) |
3414 | { | 3155 | { |
3415 | if (_parent == null) | 3156 | if (_parent == null) |
3416 | { | ||
3417 | base.RequestPhysicsterseUpdate(); | ||
3418 | } | ||
3419 | } | ||
3420 | else | ||
3421 | { | 3157 | { |
3422 | throttleCounter++; | 3158 | base.RequestPhysicsterseUpdate(); |
3423 | } | 3159 | } |
3424 | } | 3160 | } |
3425 | m_lastposition = l_position; | 3161 | else |
3426 | 3162 | { | |
3163 | throttleCounter++; | ||
3164 | } | ||
3165 | } | ||
3166 | m_lastposition = l_position; | ||
3167 | |||
3427 | /// End of old UpdatePositionAndVelocity insert | 3168 | /// End of old UpdatePositionAndVelocity insert |
3428 | 3169 | ||
3429 | //if (!Acceleration.ApproxEquals(Vector3.Zero, 0.01f)) Console.WriteLine("Move " + m_primName + " Accel=" + Acceleration); | 3170 | //if (!Acceleration.ApproxEquals(Vector3.Zero, 0.01f)) Console.WriteLine("Move " + m_primName + " Accel=" + Acceleration); |
3430 | //if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_type + | 3171 | // if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_type + |
3431 | // " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID); | 3172 | // " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID); |
3432 | if (m_type != Vehicle.TYPE_NONE) | 3173 | if (m_type != Vehicle.TYPE_NONE) |
3433 | { | 3174 | { |
3434 | // get body attitude | 3175 | // get body attitude |
@@ -3701,7 +3442,6 @@ Console.WriteLine(" JointCreateFixed"); | |||
3701 | //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel); | 3442 | //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel); |
3702 | 3443 | ||
3703 | m_lastAngularVelocity = angObjectVel; | 3444 | m_lastAngularVelocity = angObjectVel; |
3704 | if(frcount == 0) Console.WriteLine("angularEnable {0}", m_angularEnable); | ||
3705 | 3445 | ||
3706 | if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f)) | 3446 | if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f)) |
3707 | { | 3447 | { |
@@ -3720,14 +3460,11 @@ if(frcount == 0) Console.WriteLine("angularEnable {0}", m_angularEnable); | |||
3720 | d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z); | 3460 | d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z); |
3721 | //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity); | 3461 | //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity); |
3722 | 3462 | ||
3723 | } // end VEHICLES #### | 3463 | } // end VEHICLES |
3724 | else | 3464 | else |
3725 | { | 3465 | { |
3726 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 | 3466 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 |
3727 | // NON-'VEHICLES' are dealt with here | 3467 | // NON-'VEHICLES' are dealt with here |
3728 | // m_angularEnable = <1,1,1> means no lock. a 0 on axis means locked. | ||
3729 | |||
3730 | // NB this may be wrong - may lock global axis! Should be LOCAL axis! | ||
3731 | /// Dynamics Angular Lock ======================================================================== | 3468 | /// Dynamics Angular Lock ======================================================================== |
3732 | if (d.BodyIsEnabled(Body) && !m_angularEnable.ApproxEquals(Vector3.One, 0.003f)) | 3469 | if (d.BodyIsEnabled(Body) && !m_angularEnable.ApproxEquals(Vector3.One, 0.003f)) |
3733 | { | 3470 | { |
@@ -3802,7 +3539,7 @@ if(frcount == 0) Console.WriteLine("angularEnable {0}", m_angularEnable); | |||
3802 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | 3539 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); |
3803 | d.BodySetLinearVel(Body, 0, 0, 0); | 3540 | d.BodySetLinearVel(Body, 0, 0, 0); |
3804 | d.BodyAddForce(Body, 0, 0, fz); | 3541 | d.BodyAddForce(Body, 0, 0, fz); |
3805 | return; | 3542 | // return; |
3806 | } | 3543 | } |
3807 | else | 3544 | else |
3808 | { | 3545 | { |
@@ -3911,7 +3648,6 @@ if(frcount == 0) Console.WriteLine("angularEnable {0}", m_angularEnable); | |||
3911 | // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly | 3648 | // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly |
3912 | // Also in SL the mass of the object has no effect on time to get there. | 3649 | // Also in SL the mass of the object has no effect on time to get there. |
3913 | // Factors: | 3650 | // Factors: |
3914 | //if(frcount == 0) Console.WriteLine("APID "); | ||
3915 | // get present body rotation | 3651 | // get present body rotation |
3916 | float limit = 1.0f; | 3652 | float limit = 1.0f; |
3917 | float scaler = 50f; // adjusts damping time | 3653 | float scaler = 50f; // adjusts damping time |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 180fba9..83f7db0 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -2899,10 +2899,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2899 | // the angles of rotation in radians into rotation value | 2899 | // the angles of rotation in radians into rotation value |
2900 | 2900 | ||
2901 | LSL_Types.Quaternion rot = llEuler2Rot(angle); | 2901 | LSL_Types.Quaternion rot = llEuler2Rot(angle); |
2902 | /* | ||
2902 | Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); | 2903 | Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); |
2903 | m_host.startLookAt(rotation, (float)damping, (float)strength); | 2904 | m_host.startLookAt(rotation, (float)damping, (float)strength); |
2905 | This would only work if your physics system contains an APID controller */ | ||
2904 | // Orient the object to the angle calculated | 2906 | // Orient the object to the angle calculated |
2905 | //llSetRot(rot); | 2907 | llSetRot(rot); |
2906 | } | 2908 | } |
2907 | 2909 | ||
2908 | public void llRotLookAt(LSL_Rotation target, double strength, double damping) | 2910 | public void llRotLookAt(LSL_Rotation target, double strength, double damping) |