From 7d77ccc6593c6c3ac9f66e2e593dfb8cc719cd04 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Fri, 17 Feb 2012 21:09:00 +0000 Subject: Added simple binary serializer/deserializer to chODE. 100% untested and most like still broken --- OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs | 2368 +++++++++++++---------- OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs | 28 + OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs | 167 ++ OpenSim/Region/Physics/Manager/PhysicsActor.cs | 6 + OpenSim/Region/Physics/Manager/PhysicsScene.cs | 6 + 5 files changed, 1540 insertions(+), 1035 deletions(-) create mode 100644 OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs index a68dcb7..6e28bfa 100644 --- a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs @@ -27,6 +27,7 @@ */ using System; +using System.IO; using System.Collections.Generic; using System.Reflection; using System.Runtime.InteropServices; @@ -48,6 +49,11 @@ namespace OpenSim.Region.Physics.OdePlugin { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + public class SerialControl + { + public object alock = new object(); + public byte[] data = new byte[0]; + } private Vector3 _position; private Vector3 _velocity; private Vector3 _torque; @@ -80,12 +86,12 @@ namespace OpenSim.Region.Physics.OdePlugin private float PID_D = 35f; private float PID_G = 25f; private bool m_usePID = false; - + private Quaternion m_APIDTarget = new Quaternion(); private float m_APIDStrength = 0.5f; private float m_APIDDamping = 0.5f; private bool m_useAPID = false; - private float m_APIDdamper = 1.0f; + private float m_APIDdamper = 1.0f; // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), // do not confuse with VEHICLE HOVER @@ -112,7 +118,7 @@ namespace OpenSim.Region.Physics.OdePlugin private bool m_taintPhysics; private bool m_collidesLand = true; private bool m_collidesWater; - public bool m_returnCollisions; + // public bool m_returnCollisions; // Default we're a Geometry private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); @@ -144,7 +150,7 @@ namespace OpenSim.Region.Physics.OdePlugin private OdeScene _parent_scene; public IntPtr m_targetSpace = IntPtr.Zero; public IntPtr prim_geom; -// public IntPtr prev_geom; + // public IntPtr prev_geom; public IntPtr _triMeshData; private IntPtr _linkJointGroup = IntPtr.Zero; @@ -163,8 +169,8 @@ namespace OpenSim.Region.Physics.OdePlugin private int throttleCounter; public int m_interpenetrationcount; public float m_collisionscore; - public int m_roundsUnderMotionThreshold; - private int m_crossingfailures; + // public int m_roundsUnderMotionThreshold; + // private int m_crossingfailures; public bool m_outofBounds; private float m_density = 10.000006836f; // Aluminum g/cm3; @@ -185,75 +191,470 @@ namespace OpenSim.Region.Physics.OdePlugin public volatile bool childPrim; internal int m_material = (int)Material.Wood; - - private int frcount = 0; // Used to limit dynamics debug output to - private int revcount = 0; // Reverse motion while > 0 private IntPtr m_body = IntPtr.Zero; - + // Vehicle properties ============================================================================================ private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier - private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings: - // HOVER_TERRAIN_ONLY - // HOVER_GLOBAL_HEIGHT - // NO_DEFLECTION_UP - // HOVER_WATER_ONLY - // HOVER_UP_ONLY - // LIMIT_MOTOR_UP - // LIMIT_ROLL_ONLY - + private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings: + // HOVER_TERRAIN_ONLY + // HOVER_GLOBAL_HEIGHT + // NO_DEFLECTION_UP + // HOVER_WATER_ONLY + // HOVER_UP_ONLY + // LIMIT_MOTOR_UP + // LIMIT_ROLL_ONLY + // Linear properties private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity - //requested by LSL - private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL - private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL + //requested by LSL + private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL + private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL - - private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor - private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity - private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity - + + private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor + private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity + private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity + //Angular properties private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor - + private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor -// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity + // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body - //Deflection properties + //Deflection properties // private float m_angularDeflectionEfficiency = 0; // private float m_angularDeflectionTimescale = 0; // private float m_linearDeflectionEfficiency = 0; // private float m_linearDeflectionTimescale = 0; - + //Banking properties // private float m_bankingEfficiency = 0; // private float m_bankingMix = 0; // private float m_bankingTimescale = 0; - + //Hover and Buoyancy properties private float m_VhoverHeight = 0f; -// private float m_VhoverEfficiency = 0f; + // private float m_VhoverEfficiency = 0f; private float m_VhoverTimescale = 0f; private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle. - // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) - // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. - // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. - - //Attractor properties - private float m_verticalAttractionEfficiency = 1.0f; // damped + // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) + // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. + // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. + + //Attractor properties + private float m_verticalAttractionEfficiency = 1.0f; // damped private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. - - + SerialControl m_taintserial = null; + + public override byte[] Serialize(bool PhysIsRunning) + { + SerialControl sc = new SerialControl(); + + lock (sc.alock) + { + if (PhysIsRunning) + { + m_taintserial = sc; + + if (!Monitor.Wait(sc.alock, 1000)) + { + m_log.Error("[chOde] prim data serialization timed out"); + m_taintserial = null; + return new byte[0]; + } + } + else + DoSerialize(sc); + } + + return sc.data; + } + + public void DoSerialize(SerialControl sc) + { + wstreamer st = new wstreamer(); + Vector3 vtmp; + + ushort version = 2; + if (!BitConverter.IsLittleEndian) + version |= 1; + st.Wushort(version); //version lower bit codes endian type for future use + + // compact booleans in a ushort + ushort flags = 0; + + if (m_isphysical) // this should be true for now + flags |= 1; + if (m_isSelected) + flags |= 2; + if (m_isVolumeDetect) + flags |= 4; + if (m_disabled) + flags |= 8; + if (m_collidesWater) + flags |= 16; + if (m_collidesLand) + flags |= 32; + if (m_usePID) + flags |= 64; + if (m_useAPID) + flags |= 128; + if (m_useHoverPID) + flags |= 256; + if (m_throttleUpdates) + flags |= 512; + + st.Wushort(flags); + + st.Wvector3(_size); + st.Wint(m_material); + st.Wfloat(m_density); + st.Wfloat(0); // future gravity mod V3 + st.Wfloat(0); // future friction V3 + st.Wfloat(0); // future bounce V3 + +// st.Wuint((uint)m_collisionCategories); +// st.Wuint((uint)m_collisionFlags); + + if (_parent == null) + { + st.Wvector3(_position); // ?? + st.Wquat(_orientation); + } + else // for childs save offsets + { + Quaternion to; + Quaternion ipo = Quaternion.Inverse(_parent.Orientation); + + if (m_isphysical && prim_geom != IntPtr.Zero) + { + d.Vector3 dvt; + d.GeomCopyPosition(prim_geom, out dvt); + + vtmp.X = dvt.X; + vtmp.Y = dvt.Y; + vtmp.Z = dvt.Z; + + d.Quaternion dqt; + d.GeomCopyQuaternion(prim_geom, out dqt); + + to.X = dqt.X; + to.Y = dqt.Y; + to.Z = dqt.Z; + to.W = dqt.W; // rotation in world + } + else + { + vtmp = _position; + to = _orientation; + } + + vtmp -= _parent.Position; // offset in world + vtmp *= ipo; // offset in local + st.Wvector3(vtmp); + + ipo *= to; // own rotation + st.Wquat(ipo); + } + + st.Wvector3(_velocity); + st.Wvector3(m_rotationalVelocity); + st.Wvector3(_acceleration); + st.Wvector3(m_rotateEnable); + + vtmp = Vector3.Zero; + for (int i = 0; i < m_forcelist.Count; i++) + { + + vtmp += (m_forcelist[i] * 100); + } + + st.Wvector3(vtmp); // force acc + + vtmp = Vector3.Zero; + for (int i = 0; i < m_angularforcelist.Count; i++) + { + vtmp += (m_angularforcelist[i] * 100); + } + + st.Wvector3(vtmp); // angular force acc + + st.Wvector3(m_PIDTarget); + st.Wfloat(m_PIDTau); + st.Wfloat(PID_D); + st.Wfloat(PID_G); + st.Wquat(m_APIDTarget); + st.Wfloat(m_APIDStrength); + st.Wfloat(m_APIDDamping); + st.Wfloat(m_APIDdamper); + + st.Wint((int)m_PIDHoverType); + st.Wfloat(m_PIDHoverHeight); + st.Wfloat(m_PIDHoverTau); + st.Wfloat(m_targetHoverHeight); + + st.Wfloat(m_groundHeight); + st.Wfloat(m_waterHeight); + + st.Wfloat(m_buoyancy); + + // this must be last since type none ends stream + if (m_type == Vehicle.TYPE_NONE) + st.Wint((int)Vehicle.TYPE_NONE); + else + { + st.Wint((int)m_type); + + st.Wquat(Quaternion.Identity); //m_referenceFrame + + st.Wint((int)m_flags); + + st.Wvector3(m_linearMotorDirection); + st.Wfloat( + (float)Math.Sqrt(m_lLinMotorDVel.LengthSquared() / m_linearMotorDirection.LengthSquared())); + + st.Wvector3(m_linearFrictionTimescale); + st.Wfloat(m_linearMotorDecayTimescale); + st.Wfloat(m_linearMotorTimescale); + st.Wvector3(new Vector3(0, 0, 0)); //m_linearMotorOffset); + + st.Wvector3(m_angularMotorDirection); + st.Wfloat((float)Math.Sqrt(m_angularMotorDVel.LengthSquared() / m_angularMotorDirection.LengthSquared())); + + st.Wvector3(m_angularFrictionTimescale); + st.Wfloat(m_angularMotorDecayTimescale); + st.Wfloat(m_angularMotorTimescale); + + st.Wfloat(0); //m_linearDeflectionEfficiency); + st.Wfloat(1000); //m_linearDeflectionTimescale); + + st.Wfloat(0); //m_angularDeflectionEfficiency); + st.Wfloat(120); //m_angularDeflectionTimescale); + + st.Wfloat(0); // m_bankingEfficiency); + st.Wfloat(0); //m_bankingMix); + st.Wfloat(1000); //m_bankingTimescale); + st.Wfloat(m_VhoverHeight); + st.Wfloat(0.5f); //m_VhoverEfficiency); + st.Wfloat(m_VhoverTimescale); + st.Wfloat(m_VehicleBuoyancy); + + st.Wfloat(m_verticalAttractionEfficiency); + st.Wfloat(m_verticalAttractionTimescale); + } + sc.data = st.close(); + m_taintserial = null; + Monitor.PulseAll(sc.alock); + } + + public bool DeSerialize(byte[] data) + { + rstreamer st = new rstreamer(data); + + int version =st.Rushort(); //version + + // merge booleans in a ushort + ushort flags = st.Rushort(); + if ((flags & 1) != 0) + m_isphysical = true; + if ((flags & 2) != 0) + m_taintselected = true; + if ((flags & 4) != 0) + m_isVolumeDetect = true; + if ((flags & 8) != 0) + m_taintdisable = true; + if ((flags & 16) != 0) + m_taintCollidesWater = true; + if ((flags & 32) != 0) + m_collidesLand = true; + if ((flags & 64) != 0) + m_usePID = true; + if ((flags & 128) != 0) + m_useAPID = true; + if ((flags & 256) != 0) + m_useHoverPID = true; + if ((flags & 512) != 0) + m_throttleUpdates = true; + + _size = st.Rvector3(); + m_taintsize = _size; + + m_material= st.Rint(); + m_density = st.Rfloat(); + st.Rfloat(); // future gravity mod V3 + st.Rfloat(); // future friction V3 + st.Rfloat(); // future bounce V3 + +// m_collisionCategories = (CollisionCategories)st.Ruint(); +// m_collisionFlags = (CollisionCategories) st.Ruint(); + + if (m_taintparent == null) + { + st.Rvector3(); // ignore old position sop/sog as to tell the new one + m_taintrot = st.Rquat(); // + _orientation = m_taintrot; + } + else + { + m_taintrot = _parent.Orientation; + m_taintposition = st.Rvector3(); // ?? + _position = m_taintposition; + + m_taintposition *= m_taintrot; + m_taintposition += _parent.Position; + + m_taintrot *= st.Rquat(); // + _orientation = m_taintrot; + } + + m_taintVelocity = st.Rvector3(); + m_rotationalVelocity = st.Rvector3(); + + _acceleration = st.Rvector3(); + m_rotateEnableRequest = st.Rvector3(); + m_rotateEnableUpdate = true; + + Vector3 vtmp; + + vtmp = st.Rvector3(); // forces acc + m_forcelist.Add(vtmp); + m_taintforce = true; + + vtmp = st.Rvector3(); // angular forces acc + m_angularforcelist.Add(vtmp); + m_taintaddangularforce = true; + + m_PIDTarget = st.Rvector3(); + m_PIDTau = st.Rfloat(); + PID_D = st.Rfloat(); + PID_G = st.Rfloat(); + + m_APIDTarget = st.Rquat(); + m_APIDStrength = st.Rfloat(); + m_APIDDamping = st.Rfloat(); + m_APIDdamper = st.Rfloat(); + + m_PIDHoverType = (PIDHoverType) st.Rint(); + m_PIDHoverHeight = st.Rfloat(); + m_PIDHoverTau = st.Rfloat(); + m_targetHoverHeight = st.Rfloat(); + + m_groundHeight = st.Rfloat(); + m_waterHeight = st.Rfloat(); + + m_buoyancy = st.Rfloat(); + + + // this must be last since type none ends stream + + m_type = (Vehicle) st.Rint(); + + if (m_type != Vehicle.TYPE_NONE) + { + float ftmp; + + st.Rquat(); //m_referenceFrame + + m_flags = (VehicleFlag) st.Rint(); + + m_linearMotorDirection = st.Rvector3(); + + ftmp = st.Rfloat(); + m_lLinMotorDVel = m_linearMotorDirection * ftmp; + + m_linearFrictionTimescale = st.Rvector3(); + m_linearMotorDecayTimescale = st.Rfloat(); + m_linearMotorTimescale = st.Rfloat(); + st.Rvector3(); //m_linearMotorOffset); + + m_angularMotorDirection = st.Rvector3(); + ftmp = st.Rfloat(); + m_angularMotorDVel = m_angularMotorDirection * ftmp; + + m_angularFrictionTimescale = st.Rvector3(); + m_angularMotorDecayTimescale = st.Rfloat(); + m_angularMotorTimescale = st.Rfloat(); + + st.Rfloat(); //m_linearDeflectionEfficiency); + st.Rfloat(); //m_linearDeflectionTimescale); + + st.Rfloat(); //m_angularDeflectionEfficiency); + st.Rfloat(); //m_angularDeflectionTimescale); + + st.Rfloat(); // m_bankingEfficiency); + st.Rfloat(); //m_bankingMix); + st.Rfloat(); //m_bankingTimescale); + + m_VhoverHeight = st.Rfloat(); + st.Rfloat(); //m_VhoverEfficiency); + m_VhoverTimescale = st.Rfloat(); + + m_VehicleBuoyancy = st.Rfloat(); + + m_verticalAttractionEfficiency = st.Rfloat(); + m_verticalAttractionTimescale = st.Rfloat(); + } + st.close(); + return true; + } + + public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, PhysicsActor parent, + PrimitiveBaseShape pbs, CollisionLocker dode, uint localid, byte[] sdata) + { + m_localID = localid; + ode = dode; + + if (parent == null) + { + m_taintparent = null; + + if (!pos.IsFinite()) + { + pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), + parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); + m_log.Warn("[PHYSICS]: Got nonFinite Object create Position"); + } + + _position = pos; + m_taintposition = pos; + } + else + m_taintparent = parent; + + body_autodisable_frames = parent_scene.bodyFramesAutoDisable; + + prim_geom = IntPtr.Zero; + + _mesh = null; + m_meshfailed = false; + _pbs = pbs; + + _parent_scene = parent_scene; + m_targetSpace = (IntPtr)0; + + if(sdata != null && sdata.Length > 1) + DeSerialize(sdata); + + if (m_isphysical) + m_targetSpace = _parent_scene.space; + + m_primName = primName; + m_taintserial = null; + m_taintadd = true; + _parent_scene.AddPhysicsActorTaint(this); + // don't do .add() here; old geoms get recycled with the same hash + } public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode, uint localid) @@ -266,7 +667,7 @@ namespace OpenSim.Region.Physics.OdePlugin parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); m_log.Warn("[PHYSICS]: Got nonFinite Object create Position"); } - + _position = pos; m_taintposition = pos; PID_D = parent_scene.bodyPIDD; @@ -275,9 +676,8 @@ namespace OpenSim.Region.Physics.OdePlugin // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; body_autodisable_frames = parent_scene.bodyFramesAutoDisable; - prim_geom = IntPtr.Zero; -// prev_geom = IntPtr.Zero; + // prev_geom = IntPtr.Zero; if (!pos.IsFinite()) { @@ -306,7 +706,7 @@ namespace OpenSim.Region.Physics.OdePlugin _parent_scene = parent_scene; m_targetSpace = (IntPtr)0; -// if (pos.Z < 0) + // if (pos.Z < 0) if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y)) m_isphysical = false; else @@ -317,6 +717,8 @@ namespace OpenSim.Region.Physics.OdePlugin if (m_isphysical) m_targetSpace = _parent_scene.space; } + + m_taintserial = null; m_primName = primName; m_taintadd = true; _parent_scene.AddPhysicsActorTaint(this); @@ -325,7 +727,7 @@ namespace OpenSim.Region.Physics.OdePlugin public override int PhysicsActorType { - get { return (int) ActorTypes.Prim; } + get { return (int)ActorTypes.Prim; } set { return; } } @@ -337,9 +739,11 @@ namespace OpenSim.Region.Physics.OdePlugin public override uint LocalID { - set { + set + { //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); - m_localID = value; } + m_localID = value; + } } public override bool Grabbed @@ -349,9 +753,10 @@ namespace OpenSim.Region.Physics.OdePlugin public override bool Selected { - set { - -//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical); + set + { + + //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical); // This only makes the object not collidable if the object // is physical or the object is modified somehow *IN THE FUTURE* // without this, if an avatar selects prim, they can walk right @@ -367,21 +772,21 @@ namespace OpenSim.Region.Physics.OdePlugin m_taintselected = value; m_isSelected = value; } - if(m_isSelected) disableBodySoft(); + if (m_isSelected) disableBodySoft(); } } public override bool IsPhysical { get { return m_isphysical; } - set - { - m_isphysical = value; - if (!m_isphysical) - { // Zero the remembered last velocity - m_lastVelocity = Vector3.Zero; - if (m_type != Vehicle.TYPE_NONE) Halt(); - } + set + { + m_isphysical = value; + if (!m_isphysical) + { // Zero the remembered last velocity + m_lastVelocity = Vector3.Zero; + if (m_type != Vehicle.TYPE_NONE) Halt(); + } } } @@ -430,7 +835,9 @@ namespace OpenSim.Region.Physics.OdePlugin { get { return _position; } - set { _position = value; + set + { + _position = value; //m_log.Info("[PHYSICS]: " + _position.ToString()); } } @@ -481,29 +888,29 @@ namespace OpenSim.Region.Physics.OdePlugin public override void VehicleFloatParam(int param, float value) { - ProcessFloatVehicleParam((Vehicle) param, value); + ProcessFloatVehicleParam((Vehicle)param, value); } public override void VehicleVectorParam(int param, Vector3 value) { - ProcessVectorVehicleParam((Vehicle) param, value); + ProcessVectorVehicleParam((Vehicle)param, value); } public override void VehicleRotationParam(int param, Quaternion rotation) { - ProcessRotationVehicleParam((Vehicle) param, rotation); + ProcessRotationVehicleParam((Vehicle)param, rotation); } public override void VehicleFlags(int param, bool remove) { ProcessVehicleFlags(param, remove); } - + public override void SetVolumeDetect(int param) { lock (_parent_scene.OdeLock) { - m_isVolumeDetect = (param!=0); + m_isVolumeDetect = (param != 0); } } @@ -536,9 +943,9 @@ namespace OpenSim.Region.Physics.OdePlugin return Vector3.Zero; Vector3 returnVelocity = Vector3.Zero; - returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; - returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; - returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; + returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; + returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; + returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; return returnVelocity; } set @@ -546,8 +953,8 @@ namespace OpenSim.Region.Physics.OdePlugin if (value.IsFinite()) { _velocity = value; - if (_velocity.ApproxEquals(Vector3.Zero,0.001f)) - _acceleration = Vector3.Zero; + if (_velocity.ApproxEquals(Vector3.Zero, 0.001f)) + _acceleration = Vector3.Zero; m_taintVelocity = value; _parent_scene.AddPhysicsActorTaint(this); @@ -604,17 +1011,18 @@ namespace OpenSim.Region.Physics.OdePlugin if (QuaternionIsFinite(value)) { _orientation = value; - } + } else m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object"); } } - - - public override bool FloatOnWater + + + public override bool FloatOnWater { - set { + set + { m_taintCollidesWater = value; _parent_scene.AddPhysicsActorTaint(this); } @@ -624,8 +1032,8 @@ namespace OpenSim.Region.Physics.OdePlugin { } - public override Vector3 PIDTarget - { + public override Vector3 PIDTarget + { set { if (value.IsFinite()) @@ -634,16 +1042,16 @@ namespace OpenSim.Region.Physics.OdePlugin } else m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object"); - } + } } public override bool PIDActive { set { m_usePID = value; } } public override float PIDTau { set { m_PIDTau = value; } } - - // For RotLookAt - public override Quaternion APIDTarget { set { m_APIDTarget = value; } } - public override bool APIDActive { set { m_useAPID = value; } } - public override float APIDStrength { set { m_APIDStrength = value; } } - public override float APIDDamping { set { m_APIDDamping = value; } } + + // For RotLookAt + public override Quaternion APIDTarget { set { m_APIDTarget = value; } } + public override bool APIDActive { set { m_useAPID = value; } } + public override float APIDStrength { set { m_APIDStrength = value; } } + public override float APIDDamping { set { m_APIDDamping = value; } } public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } public override bool PIDHoverActive { set { m_useHoverPID = value; } } @@ -665,13 +1073,13 @@ namespace OpenSim.Region.Physics.OdePlugin public override Vector3 Acceleration // client updates read data via here { - get - { + get + { if (_zeroFlag) { return Vector3.Zero; } - return _acceleration; + return _acceleration; } set { _acceleration = value; } } @@ -752,18 +1160,18 @@ namespace OpenSim.Region.Physics.OdePlugin base.RequestPhysicsterseUpdate(); m_outofBounds = false; } -/* - int tmp = Interlocked.Increment(ref m_crossingfailures); - if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds) - { - base.RaiseOutOfBounds(_position); - return; - } - else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds) - { - m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); - } - */ + /* + int tmp = Interlocked.Increment(ref m_crossingfailures); + if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds) + { + base.RaiseOutOfBounds(_position); + return; + } + else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds) + { + m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); + } + */ } public override float Buoyancy @@ -806,26 +1214,26 @@ namespace OpenSim.Region.Physics.OdePlugin public void SetGeom(IntPtr geom) { - if(prim_geom != IntPtr.Zero) - { - // Remove any old entries -//string tPA; -//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA); -//Console.WriteLine("**** Remove {0}", tPA); - if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom); - if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom); + if (prim_geom != IntPtr.Zero) + { + // Remove any old entries + //string tPA; + //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA); + //Console.WriteLine("**** Remove {0}", tPA); + if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom); + if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom); d.GeomDestroy(prim_geom); - } + } prim_geom = geom; -//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName); + //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName); if (prim_geom != IntPtr.Zero) { _parent_scene.geom_name_map[prim_geom] = this.m_primName; _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); -//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName); + //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName); } if (childPrim) @@ -833,7 +1241,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (_parent != null && _parent is OdePrim) { OdePrim parent = (OdePrim)_parent; -//Console.WriteLine("SetGeom calls ChildSetGeom"); + //Console.WriteLine("SetGeom calls ChildSetGeom"); parent.ChildSetGeom(this); } } @@ -848,7 +1256,7 @@ namespace OpenSim.Region.Physics.OdePlugin { d.BodyEnable(Body); if (m_type != Vehicle.TYPE_NONE) - Enable(Body, _parent_scene); + Enable(Body, _parent_scene); } m_disabled = false; @@ -892,9 +1300,9 @@ namespace OpenSim.Region.Physics.OdePlugin d.BodySetAutoDisableFlag(Body, true); d.BodySetAutoDisableSteps(Body, body_autodisable_frames); - + // disconnect from world gravity so we can apply buoyancy - d.BodySetGravityMode (Body, false); + d.BodySetGravityMode(Body, false); m_interpenetrationcount = 0; m_collisionscore = 0; @@ -918,19 +1326,19 @@ namespace OpenSim.Region.Physics.OdePlugin float returnMass = 0; float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; - float hollowVolume = hollowAmount * hollowAmount; - + float hollowVolume = hollowAmount * hollowAmount; + switch (_pbs.ProfileShape) { case ProfileShape.Square: // default box if (_pbs.PathCurve == (byte)Extrusion.Straight) - { + { if (hollowAmount > 0.0) - { + { switch (_pbs.HollowShape) - { + { case HollowShape.Square: case HollowShape.Same: break; @@ -948,31 +1356,31 @@ namespace OpenSim.Region.Physics.OdePlugin default: hollowVolume = 0; break; - } - volume *= (1.0f - hollowVolume); } + volume *= (1.0f - hollowVolume); } + } else if (_pbs.PathCurve == (byte)Extrusion.Curve1) - { + { //a tube volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); - tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); - volume -= volume*tmp*tmp; - + tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY); + volume -= volume * tmp * tmp; + if (hollowAmount > 0.0) - { + { hollowVolume *= hollowAmount; - + switch (_pbs.HollowShape) - { + { case HollowShape.Square: case HollowShape.Same: break; case HollowShape.Circle: - hollowVolume *= 0.78539816339f;; + hollowVolume *= 0.78539816339f; ; break; case HollowShape.Triangle: @@ -981,23 +1389,23 @@ namespace OpenSim.Region.Physics.OdePlugin default: hollowVolume = 0; break; - } - volume *= (1.0f - hollowVolume); } + volume *= (1.0f - hollowVolume); } + } break; case ProfileShape.Circle: if (_pbs.PathCurve == (byte)Extrusion.Straight) - { + { volume *= 0.78539816339f; // elipse base if (hollowAmount > 0.0) - { + { switch (_pbs.HollowShape) - { + { case HollowShape.Same: case HollowShape.Circle: break; @@ -1013,25 +1421,25 @@ namespace OpenSim.Region.Physics.OdePlugin default: hollowVolume = 0; break; - } - volume *= (1.0f - hollowVolume); } + volume *= (1.0f - hollowVolume); } + } else if (_pbs.PathCurve == (byte)Extrusion.Curve1) - { + { volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); volume *= (1.0f - tmp * tmp); - + if (hollowAmount > 0.0) - { + { // calculate the hollow volume by it's shape compared to the prim shape hollowVolume *= hollowAmount; switch (_pbs.HollowShape) - { + { case HollowShape.Same: case HollowShape.Circle: break; @@ -1047,31 +1455,31 @@ namespace OpenSim.Region.Physics.OdePlugin default: hollowVolume = 0; break; - } - volume *= (1.0f - hollowVolume); } + volume *= (1.0f - hollowVolume); } + } break; case ProfileShape.HalfCircle: if (_pbs.PathCurve == (byte)Extrusion.Curve1) { - volume *= 0.52359877559829887307710723054658f; + volume *= 0.52359877559829887307710723054658f; } break; case ProfileShape.EquilateralTriangle: if (_pbs.PathCurve == (byte)Extrusion.Straight) - { + { volume *= 0.32475953f; if (hollowAmount > 0.0) - { + { // calculate the hollow volume by it's shape compared to the prim shape switch (_pbs.HollowShape) - { + { case HollowShape.Same: case HollowShape.Triangle: hollowVolume *= .25f; @@ -1091,24 +1499,24 @@ namespace OpenSim.Region.Physics.OdePlugin default: hollowVolume = 0; break; - } - volume *= (1.0f - hollowVolume); } + volume *= (1.0f - hollowVolume); } + } else if (_pbs.PathCurve == (byte)Extrusion.Curve1) - { + { volume *= 0.32475953f; volume *= 0.01f * (float)(200 - _pbs.PathScaleX); tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); volume *= (1.0f - tmp * tmp); if (hollowAmount > 0.0) - { + { hollowVolume *= hollowAmount; switch (_pbs.HollowShape) - { + { case HollowShape.Same: case HollowShape.Triangle: hollowVolume *= .25f; @@ -1126,15 +1534,15 @@ namespace OpenSim.Region.Physics.OdePlugin default: hollowVolume = 0; break; - } - volume *= (1.0f - hollowVolume); } + volume *= (1.0f - hollowVolume); } - break; + } + break; default: break; - } + } @@ -1148,7 +1556,7 @@ namespace OpenSim.Region.Physics.OdePlugin float profileEnd; if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) - { + { taperX1 = _pbs.PathScaleX * 0.01f; if (taperX1 > 1.0f) taperX1 = 2.0f - taperX1; @@ -1158,9 +1566,9 @@ namespace OpenSim.Region.Physics.OdePlugin if (taperY1 > 1.0f) taperY1 = 2.0f - taperY1; taperY = 1.0f - taperY1; - } + } else - { + { taperX = _pbs.PathTaperX * 0.01f; if (taperX < 0.0f) taperX = -taperX; @@ -1168,10 +1576,10 @@ namespace OpenSim.Region.Physics.OdePlugin taperY = _pbs.PathTaperY * 0.01f; if (taperY < 0.0f) - taperY = -taperY; + taperY = -taperY; taperY1 = 1.0f - taperY; - } + } volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); @@ -1180,7 +1588,7 @@ namespace OpenSim.Region.Physics.OdePlugin pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; volume *= (pathEnd - pathBegin); -// this is crude aproximation + // this is crude aproximation profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; volume *= (profileEnd - profileBegin); @@ -1189,8 +1597,8 @@ namespace OpenSim.Region.Physics.OdePlugin if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. -// else if (returnMass > _parent_scene.maximumMassObject) -// returnMass = _parent_scene.maximumMassObject; + // else if (returnMass > _parent_scene.maximumMassObject) + // returnMass = _parent_scene.maximumMassObject; @@ -1230,7 +1638,7 @@ namespace OpenSim.Region.Physics.OdePlugin public void setMass() { - if (Body != (IntPtr) 0) + if (Body != (IntPtr)0) { float newmass = CalculateMass(); @@ -1260,7 +1668,7 @@ namespace OpenSim.Region.Physics.OdePlugin d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); } - + d.BodyDestroy(Body); lock (childrenPrim) { @@ -1279,7 +1687,7 @@ namespace OpenSim.Region.Physics.OdePlugin else { _parent_scene.remActivePrim(this); - + m_collisionCategories &= ~CollisionCategories.Body; m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); @@ -1289,7 +1697,7 @@ namespace OpenSim.Region.Physics.OdePlugin d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); } - + Body = IntPtr.Zero; } } @@ -1345,10 +1753,10 @@ namespace OpenSim.Region.Physics.OdePlugin _parent_scene.waitForSpaceUnlock(m_targetSpace); try { - // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer - // { - SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null)); - // } + // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer + // { + SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null)); + // } } catch (AccessViolationException) { @@ -1357,14 +1765,14 @@ namespace OpenSim.Region.Physics.OdePlugin } - // if (IsPhysical && Body == (IntPtr) 0) - // { - // Recreate the body - // m_interpenetrationcount = 0; - // m_collisionscore = 0; + // if (IsPhysical && Body == (IntPtr) 0) + // { + // Recreate the body + // m_interpenetrationcount = 0; + // m_collisionscore = 0; - // enableBody(); - // } + // enableBody(); + // } } public void ProcessTaints(float timestep) //============================================================================= @@ -1373,37 +1781,37 @@ namespace OpenSim.Region.Physics.OdePlugin { changeadd(timestep); } - + if (prim_geom != IntPtr.Zero) { - if (!_position.ApproxEquals(m_taintposition, 0f)) + if (!_position.ApproxEquals(m_taintposition, 0f)) { - changemove(timestep); + changemove(timestep); } - if (m_taintrot != _orientation) - { - if(childPrim && IsPhysical) // For physical child prim... - { - rotate(timestep); - // KF: ODE will also rotate the parent prim! - // so rotate the root back to where it was - OdePrim parent = (OdePrim)_parent; - parent.rotate(timestep); + if (m_taintrot != _orientation) + { + if (childPrim && IsPhysical) // For physical child prim... + { + rotate(timestep); + // KF: ODE will also rotate the parent prim! + // so rotate the root back to where it was + OdePrim parent = (OdePrim)_parent; + parent.rotate(timestep); } else { - //Just rotate the prim - rotate(timestep); - } + //Just rotate the prim + rotate(timestep); + } } // - + if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) { changePhysicsStatus(timestep); }// - if (!_size.ApproxEquals(m_taintsize,0f)) + if (!_size.ApproxEquals(m_taintsize, 0f)) changesize(timestep); // @@ -1434,10 +1842,14 @@ namespace OpenSim.Region.Physics.OdePlugin if (m_taintCollidesWater != m_collidesWater) changefloatonwater(timestep); -/* obsolete - if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f)) - changeAngularLock(timestep); - */ + + if (m_taintserial != null) + DoSerialize(m_taintserial); + + /* obsolete + if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f)) + changeAngularLock(timestep); + */ } else { @@ -1445,16 +1857,16 @@ namespace OpenSim.Region.Physics.OdePlugin } } -/* obsolete - private void changeAngularLock(float timestep) - { - if (_parent == null) - { - m_angularLock = m_taintAngularLock; - m_angularLockSet = true; - } - } - */ + /* obsolete + private void changeAngularLock(float timestep) + { + if (_parent == null) + { + m_angularLock = m_taintAngularLock; + m_angularLockSet = true; + } + } + */ private void changelink(float timestep) { // If the newly set parent is not null @@ -1489,7 +1901,7 @@ namespace OpenSim.Region.Physics.OdePlugin childPrim = false; //_parent = null; } - + /* if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0) d.JointGroupDestroy(_linkJointGroup); @@ -1498,7 +1910,7 @@ namespace OpenSim.Region.Physics.OdePlugin m_linkJoint = (IntPtr)0; */ } - + _parent = m_taintparent; m_taintPhysics = m_isphysical; } @@ -1512,8 +1924,8 @@ namespace OpenSim.Region.Physics.OdePlugin if (Body == IntPtr.Zero) { Body = d.BodyCreate(_parent_scene.world); - // disconnect from world gravity so we can apply buoyancy - d.BodySetGravityMode (Body, false); + // disconnect from world gravity so we can apply buoyancy + d.BodySetGravityMode(Body, false); setMass(); } @@ -1524,7 +1936,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (!childrenPrim.Contains(prim)) { childrenPrim.Add(prim); - + foreach (OdePrim prm in childrenPrim) { d.Mass m2; @@ -1546,7 +1958,7 @@ namespace OpenSim.Region.Physics.OdePlugin } foreach (OdePrim prm in childrenPrim) { - + prm.m_collisionCategories |= CollisionCategories.Body; prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); @@ -1571,7 +1983,7 @@ namespace OpenSim.Region.Physics.OdePlugin { d.GeomSetBody(prm.prim_geom, Body); prm.childPrim = true; - d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z); + d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z); //d.GeomSetOffsetPosition(prim.prim_geom, // (Position.X - prm.Position.X) - pMass.c.X, // (Position.Y - prm.Position.Y) - pMass.c.Y, @@ -1668,7 +2080,7 @@ namespace OpenSim.Region.Physics.OdePlugin ParentPrim(prm); } } - + } private void ChildDelink(OdePrim odePrim) @@ -1719,7 +2131,7 @@ namespace OpenSim.Region.Physics.OdePlugin // in between the disabling and the collision properties setting // which would wake the physical body up from a soft disabling and potentially cause it to fall // through the ground. - + // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select // just one part of the assembly, the rest of the assembly is non-selected and still simulating, // so that causes the selected part to wake up and continue moving. @@ -1752,12 +2164,12 @@ namespace OpenSim.Region.Physics.OdePlugin { disableBodySoft(); } - if (Body != IntPtr.Zero) + if (Body != IntPtr.Zero) { d.BodySetLinearVel(Body, 0f, 0f, 0f); d.BodySetForce(Body, 0f, 0f, 0f); - d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f); - d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f); + d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); + d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f); } } @@ -1780,12 +2192,12 @@ namespace OpenSim.Region.Physics.OdePlugin d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); } - if (Body != IntPtr.Zero) + if (Body != IntPtr.Zero) { d.BodySetLinearVel(Body, 0f, 0f, 0f); d.BodySetForce(Body, 0f, 0f, 0f); - d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f); - d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f); + d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); + d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f); } if (m_isphysical) @@ -1913,7 +2325,7 @@ namespace OpenSim.Region.Physics.OdePlugin m_meshfailed = true; } // createmesh returns null when it's a shape that isn't a cube. - // m_log.Debug(m_localID); + // m_log.Debug(m_localID); } } @@ -1948,7 +2360,7 @@ namespace OpenSim.Region.Physics.OdePlugin { if (m_isphysical) { -// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits! + // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits! if (!m_taintremove && !childPrim) { if (Body == IntPtr.Zero) @@ -1972,8 +2384,8 @@ namespace OpenSim.Region.Physics.OdePlugin OdePrim odParent = (OdePrim)_parent; if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body) { -// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used?? -Console.WriteLine("ODEPrim JointCreateFixed !!!"); + // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used?? + Console.WriteLine("ODEPrim JointCreateFixed !!!"); m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup); d.JointAttach(m_linkJoint, Body, odParent.Body); d.JointSetFixed(m_linkJoint); @@ -1991,8 +2403,8 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); } } //else - // { - //m_log.Debug("[BUG]: race!"); + // { + //m_log.Debug("[BUG]: race!"); //} } else @@ -2031,15 +2443,15 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); myrot.W = _orientation.W; if (Body != IntPtr.Zero) { - // KF: If this is a root prim do BodySet + // KF: If this is a root prim do BodySet d.BodySetQuaternion(Body, ref myrot); - } - else - { - // daughter prim, do Geom set - d.GeomSetQuaternion(prim_geom, ref myrot); } - + else + { + // daughter prim, do Geom set + d.GeomSetQuaternion(prim_geom, ref myrot); + } + resetCollisionAccounting(); m_taintrot = _orientation; } @@ -2111,7 +2523,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); public void changesize(float timestamp) { - + string oldname = _parent_scene.geom_name_map[prim_geom]; if (_size.X <= 0) _size.X = 0.01f; @@ -2170,7 +2582,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); CreateGeom(m_targetSpace, mesh); - + } else { @@ -2210,7 +2622,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); m_taintsize = _size; } - + public void changefloatonwater(float timestep) { @@ -2398,7 +2810,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); } d.BodyEnable(Body); d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z); - + } m_angularforcelist.Clear(); } @@ -2420,7 +2832,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); if (Body != IntPtr.Zero) d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); } - + //resetCollisionAccounting(); } m_taintVelocity = Vector3.Zero; @@ -2428,9 +2840,9 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); public void UpdatePositionAndVelocity() { - return; // moved to the Move () method + return; // moved to the Move () method } - + public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj) { obj.I.M00 = pMat[0, 0]; @@ -2455,7 +2867,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); { _parent_scene.remCollisionEventReporting(this); m_eventsubscription = 0; - } + } public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { @@ -2499,9 +2911,9 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); public static Matrix4 Adjoint(Matrix4 pMat) { Matrix4 adjointMatrix = new Matrix4(); - for (int i=0; i<4; i++) + for (int i = 0; i < 4; i++) { - for (int j=0; j<4; j++) + for (int j = 0; j < 4; j++) { Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j))))); } @@ -2524,7 +2936,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); { if (j == iCol) continue; - Matrix4SetValue(ref minor, m,n, matrix[i, j]); + Matrix4SetValue(ref minor, m, n, matrix[i, j]); n++; } m++; @@ -2622,18 +3034,18 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); private static float determinant3x3(Matrix4 pMat) { float det = 0; - float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2]; - float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0]; - float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1]; - float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2]; - float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0]; - float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1]; + float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2]; + float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0]; + float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1]; + float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2]; + float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0]; + float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1]; det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6); return det; } - + private static void DMassCopy(ref d.Mass src, ref d.Mass dst) { dst.c.W = src.c.W; @@ -2690,15 +3102,15 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); // m_bankingTimescale = pValue; break; case Vehicle.BUOYANCY: - if (pValue < -1f) pValue = -1f; - if (pValue > 1f) pValue = 1f; + if (pValue < -1f) pValue = -1f; + if (pValue > 1f) pValue = 1f; m_VehicleBuoyancy = pValue; break; -// case Vehicle.HOVER_EFFICIENCY: -// if (pValue < 0f) pValue = 0f; -// if (pValue > 1f) pValue = 1f; -// m_VhoverEfficiency = pValue; -// break; + // case Vehicle.HOVER_EFFICIENCY: + // if (pValue < 0f) pValue = 0f; + // if (pValue > 1f) pValue = 1f; + // m_VhoverEfficiency = pValue; + // break; case Vehicle.HOVER_HEIGHT: m_VhoverHeight = pValue; break; @@ -2731,12 +3143,12 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); if (pValue < 0.1f) pValue = 0.1f; m_verticalAttractionTimescale = pValue; break; - + // These are vector properties but the engine lets you use a single float value to // set all of the components to the same value case Vehicle.ANGULAR_FRICTION_TIMESCALE: - if (pValue > 30f) pValue = 30f; - if (pValue < 0.1f) pValue = 0.1f; + if (pValue > 30f) pValue = 30f; + if (pValue < 0.1f) pValue = 0.1f; m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); break; case Vehicle.ANGULAR_MOTOR_DIRECTION: @@ -2744,7 +3156,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); UpdateAngDecay(); break; case Vehicle.LINEAR_FRICTION_TIMESCALE: - if (pValue < 0.1f) pValue = 0.1f; + if (pValue < 0.1f) pValue = 0.1f; m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); break; case Vehicle.LINEAR_MOTOR_DIRECTION: @@ -2756,7 +3168,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); break; } - + }//end ProcessFloatVehicleParam internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) @@ -2764,29 +3176,29 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); switch (pParam) { case Vehicle.ANGULAR_FRICTION_TIMESCALE: - if (pValue.X > 30f) pValue.X = 30f; - if (pValue.X < 0.1f) pValue.X = 0.1f; - if (pValue.Y > 30f) pValue.Y = 30f; - if (pValue.Y < 0.1f) pValue.Y = 0.1f; - if (pValue.Z > 30f) pValue.Z = 30f; - if (pValue.Z < 0.1f) pValue.Z = 0.1f; + if (pValue.X > 30f) pValue.X = 30f; + if (pValue.X < 0.1f) pValue.X = 0.1f; + if (pValue.Y > 30f) pValue.Y = 30f; + if (pValue.Y < 0.1f) pValue.Y = 0.1f; + if (pValue.Z > 30f) pValue.Z = 30f; + if (pValue.Z < 0.1f) pValue.Z = 0.1f; m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); break; case Vehicle.ANGULAR_MOTOR_DIRECTION: m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // Limit requested angular speed to 2 rps= 4 pi rads/sec - if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f; - if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f; - if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f; - if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f; - if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f; - if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f; + if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f; + if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f; + if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f; + if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f; + if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f; + if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f; UpdateAngDecay(); break; case Vehicle.LINEAR_FRICTION_TIMESCALE: - if (pValue.X < 0.1f) pValue.X = 0.1f; - if (pValue.Y < 0.1f) pValue.Y = 0.1f; - if (pValue.Z < 0.1f) pValue.Z = 0.1f; + if (pValue.X < 0.1f) pValue.X = 0.1f; + if (pValue.Y < 0.1f) pValue.Y = 0.1f; + if (pValue.Z < 0.1f) pValue.Z = 0.1f; m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); break; case Vehicle.LINEAR_MOTOR_DIRECTION: @@ -2797,7 +3209,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); break; } - + }//end ProcessVectorVehicleParam internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) @@ -2808,31 +3220,31 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); // m_referenceFrame = pValue; break; } - + }//end ProcessRotationVehicleParam - + internal void ProcessVehicleFlags(int pParam, bool remove) { if (remove) { - m_flags &= ~((VehicleFlag)pParam); - } - else - { - m_flags |= (VehicleFlag)pParam; - } + m_flags &= ~((VehicleFlag)pParam); + } + else + { + m_flags |= (VehicleFlag)pParam; + } } - + internal void ProcessTypeChange(Vehicle pType) { - // Set Defaults For Type + // Set Defaults For Type m_type = pType; switch (pType) { case Vehicle.TYPE_SLED: m_linearFrictionTimescale = new Vector3(30, 1, 1000); m_angularFrictionTimescale = new Vector3(30, 30, 30); -// m_lLinMotorVel = Vector3.Zero; + // m_lLinMotorVel = Vector3.Zero; m_linearMotorTimescale = 1000; m_linearMotorDecayTimescale = 120; m_angularMotorDirection = Vector3.Zero; @@ -2840,7 +3252,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); m_angularMotorTimescale = 1000; m_angularMotorDecayTimescale = 120; m_VhoverHeight = 0; -// m_VhoverEfficiency = 1; + // m_VhoverEfficiency = 1; m_VhoverTimescale = 10; m_VehicleBuoyancy = 0; // m_linearDeflectionEfficiency = 1; @@ -2859,7 +3271,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); case Vehicle.TYPE_CAR: m_linearFrictionTimescale = new Vector3(100, 2, 1000); m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30. -// m_lLinMotorVel = Vector3.Zero; + // m_lLinMotorVel = Vector3.Zero; m_linearMotorTimescale = 1; m_linearMotorDecayTimescale = 60; m_angularMotorDirection = Vector3.Zero; @@ -2867,7 +3279,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); m_angularMotorTimescale = 1; m_angularMotorDecayTimescale = 0.8f; m_VhoverHeight = 0; -// m_VhoverEfficiency = 0; + // m_VhoverEfficiency = 0; m_VhoverTimescale = 1000; m_VehicleBuoyancy = 0; // // m_linearDeflectionEfficiency = 1; @@ -2886,8 +3298,8 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); break; case Vehicle.TYPE_BOAT: m_linearFrictionTimescale = new Vector3(10, 3, 2); - m_angularFrictionTimescale = new Vector3(10,10,10); -// m_lLinMotorVel = Vector3.Zero; + m_angularFrictionTimescale = new Vector3(10, 10, 10); + // m_lLinMotorVel = Vector3.Zero; m_linearMotorTimescale = 5; m_linearMotorDecayTimescale = 60; m_angularMotorDirection = Vector3.Zero; @@ -2895,7 +3307,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); m_angularMotorTimescale = 4; m_angularMotorDecayTimescale = 4; m_VhoverHeight = 0; -// m_VhoverEfficiency = 0.5f; + // m_VhoverEfficiency = 0.5f; m_VhoverTimescale = 2; m_VehicleBuoyancy = 1; // m_linearDeflectionEfficiency = 0.5f; @@ -2908,15 +3320,15 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); // m_bankingMix = 0.8f; // m_bankingTimescale = 1; // m_referenceFrame = Quaternion.Identity; - m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY | - VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); + m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY | + VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.LIMIT_MOTOR_UP); break; case Vehicle.TYPE_AIRPLANE: m_linearFrictionTimescale = new Vector3(200, 10, 5); m_angularFrictionTimescale = new Vector3(20, 20, 20); -// m_lLinMotorVel = Vector3.Zero; + // m_lLinMotorVel = Vector3.Zero; m_linearMotorTimescale = 2; m_linearMotorDecayTimescale = 60; m_angularMotorDirection = Vector3.Zero; @@ -2924,7 +3336,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); m_angularMotorTimescale = 4; m_angularMotorDecayTimescale = 4; m_VhoverHeight = 0; -// m_VhoverEfficiency = 0.5f; + // m_VhoverEfficiency = 0.5f; m_VhoverTimescale = 1000; m_VehicleBuoyancy = 0; // m_linearDeflectionEfficiency = 0.5f; @@ -2951,7 +3363,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); m_angularMotorTimescale = 6; m_angularMotorDecayTimescale = 10; m_VhoverHeight = 5; -// m_VhoverEfficiency = 0.8f; + // m_VhoverEfficiency = 0.8f; m_VhoverTimescale = 10; m_VehicleBuoyancy = 1; // m_linearDeflectionEfficiency = 0; @@ -2981,63 +3393,48 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); } - internal void Halt() - { // Kill all motions, when non-physical - // m_linearMotorDirection = Vector3.Zero; - m_lLinMotorDVel = Vector3.Zero; - m_lLinObjectVel = Vector3.Zero; - m_wLinObjectVel = Vector3.Zero; - m_angularMotorDirection = Vector3.Zero; - m_lastAngularVelocity = Vector3.Zero; - m_angularMotorDVel = Vector3.Zero; - _acceleration = Vector3.Zero; - } - - private void UpdateLinDecay() - { -// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X; -// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y; -// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z; - m_lLinMotorDVel.X = m_linearMotorDirection.X; - m_lLinMotorDVel.Y = m_linearMotorDirection.Y; - m_lLinMotorDVel.Z = m_linearMotorDirection.Z; - } // else let the motor decay on its own - - private void UpdateAngDecay() - { -// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X; -// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y; -// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z; - m_angularMotorDVel.X = m_angularMotorDirection.X; - m_angularMotorDVel.Y = m_angularMotorDirection.Y; - m_angularMotorDVel.Z = m_angularMotorDirection.Z; - } // else let the motor decay on its own - + internal void Halt() + { // Kill all motions, when non-physical + // m_linearMotorDirection = Vector3.Zero; + m_lLinMotorDVel = Vector3.Zero; + m_lLinObjectVel = Vector3.Zero; + m_wLinObjectVel = Vector3.Zero; + m_angularMotorDirection = Vector3.Zero; + m_lastAngularVelocity = Vector3.Zero; + m_angularMotorDVel = Vector3.Zero; + _acceleration = Vector3.Zero; + } + + private void UpdateLinDecay() + { + m_lLinMotorDVel.X = m_linearMotorDirection.X; + m_lLinMotorDVel.Y = m_linearMotorDirection.Y; + m_lLinMotorDVel.Z = m_linearMotorDirection.Z; + } // else let the motor decay on its own + + private void UpdateAngDecay() + { + m_angularMotorDVel.X = m_angularMotorDirection.X; + m_angularMotorDVel.Y = m_angularMotorDirection.Y; + m_angularMotorDVel.Z = m_angularMotorDirection.Z; + } // else let the motor decay on its own + public void Move(float timestep) { float fx = 0; float fy = 0; float fz = 0; Vector3 linvel; // velocity applied, including any reversal - int outside = 0; - + // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders. // This is a temp patch until proper region crossing is developed. - - int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds; - float fence = _parent_scene.geomRegionFence; - - frcount++; // used to limit debug comment output - if (frcount > 50) - frcount = 0; - - if(revcount > 0) revcount--; - + + if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims. { - // Old public void UpdatePositionAndVelocity(), more accuratley calculated here - bool lastZeroFlag = _zeroFlag; // was it stopped - + // Old public void UpdatePositionAndVelocity(), more accuratley calculated here + bool lastZeroFlag = _zeroFlag; // was it stopped + d.Vector3 vec = d.BodyGetPosition(Body); Vector3 l_position = Vector3.Zero; l_position.X = vec.X; @@ -3045,95 +3442,26 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); l_position.Z = vec.Z; m_lastposition = _position; _position = l_position; - + d.Quaternion ori = d.BodyGetQuaternion(Body); - // Quaternion l_orientation = Quaternion.Identity; + // Quaternion l_orientation = Quaternion.Identity; _orientation.X = ori.X; _orientation.Y = ori.Y; _orientation.Z = ori.Z; _orientation.W = ori.W; m_lastorientation = _orientation; - + d.Vector3 vel = d.BodyGetLinearVel(Body); m_lastVelocity = _velocity; _velocity.X = vel.X; _velocity.Y = vel.Y; _velocity.Z = vel.Z; _acceleration = ((_velocity - m_lastVelocity) / timestep); - + d.Vector3 torque = d.BodyGetTorque(Body); _torque = new Vector3(torque.X, torque.Y, torque.Z); - - -//Console.WriteLine("Move {0} at {1}", m_primName, l_position); - /* - // Check if outside region - // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border! - if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence)) - { - l_position.X = ((float)_parent_scene.WorldExtents.X - fence); - outside = 1; - } - - if (l_position.X < fence) - { - l_position.X = fence; - outside = 2; - } - if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - fence)) - { - l_position.Y = ((float)_parent_scene.WorldExtents.Y - fence); - outside = 3; - } - - if (l_position.Y < fence) - { - l_position.Y = fence; - outside = 4; - } - - if (outside > 0) - { - -//Console.WriteLine("Border {0} fence={1}", l_position, fence); - if (fence > 0.0f) // bounce object off boundary - { - if (revcount == 0) - { - if (outside < 3) - { - _velocity.X = -_velocity.X; - } - else - { - _velocity.Y = -_velocity.Y; - } - if (m_type != Vehicle.TYPE_NONE) Halt(); - _position = l_position; - m_taintposition = _position; - m_lastVelocity = _velocity; - _acceleration = Vector3.Zero; - d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); - d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z); - base.RequestPhysicsterseUpdate(); - - revcount = 25; // wait for object to move away from border - } - } // else old crossing mode - else if (m_crossingfailures < failureLimit) - { // keep trying to cross? - _position = l_position; - //_parent_scene.remActivePrim(this); - if (_parent == null) base.RequestPhysicsterseUpdate(); - return; // Dont process any other motion? - } - else - { // Too many tries - if (_parent == null) base.RaiseOutOfBounds(l_position); - return; // Dont process any other motion? - } // end various methods - } // end outside region horizontally - */ + + if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y ) @@ -3146,41 +3474,11 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); _position.Z = Util.Clip(l_position.Z, -100f, 50000f); d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); d.BodySetLinearVel(Body, 0, 0, 0); - /* - if (Interlocked.Exchange(ref m_crossingfailures, m_crossingfailures) == 0) - { // tell base code only once - Interlocked.Increment(ref m_crossingfailures); - base.RequestPhysicsterseUpdate(); - } - */ m_outofBounds = true; base.RequestPhysicsterseUpdate(); return; } -/* - if (Interlocked.Exchange(ref m_crossingfailures, 0) != 0) - { - // main simulator had a crossing failure - // park it inside region - _position.X = Util.Clip(l_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f); - _position.Y = Util.Clip(l_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f); - _position.Z = Util.Clip(l_position.Z, -100f, 50000f); - d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); - - m_lastposition = _position; - _velocity = Vector3.Zero; - m_lastVelocity = _velocity; - - - if (m_type != Vehicle.TYPE_NONE) - Halt(); - - d.BodySetLinearVel(Body, 0, 0, 0); - base.RequestPhysicsterseUpdate(); - return; - } -*/ base.RequestPhysicsterseUpdate(); if (l_position.Z < 0) @@ -3193,8 +3491,8 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); //IsPhysical = false; if (_parent == null) base.RaiseOutOfBounds(_position); - - + + _acceleration.X = 0; // This stuff may stop client display but it has no _acceleration.Y = 0; // effect on the object in phys engine! _acceleration.Z = 0; @@ -3215,13 +3513,13 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); //outofBounds = true; } // end neg Z check - // Is it moving? - /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) - && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) - && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */ - if ( (Vector3.Mag(_velocity) < 0.01) && // moving very slowly + // Is it moving? + /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) + && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) + && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */ + if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating - (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001) ) // spinning very slowly + (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly { _zeroFlag = true; m_throttleUpdates = false; @@ -3238,18 +3536,18 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); { // Its stopped _velocity.X = 0.0f; _velocity.Y = 0.0f; - // _velocity.Z = 0.0f; + // _velocity.Z = 0.0f; _acceleration.X = 0; _acceleration.Y = 0; - // _acceleration.Z = 0; - + // _acceleration.Z = 0; + m_rotationalVelocity.X = 0; m_rotationalVelocity.Y = 0; m_rotationalVelocity.Z = 0; // Stop it in the phys engine - d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z); - d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f); + d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z); + d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); d.BodySetForce(Body, 0f, 0f, 0f); if (!m_lastUpdateSent) @@ -3287,71 +3585,71 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); } } m_lastposition = l_position; - - /// End UpdatePositionAndVelocity insert - - + + /// End UpdatePositionAndVelocity insert + + // Rotation lock ===================================== - if(m_rotateEnableUpdate) - { + if (m_rotateEnableUpdate) + { // Snapshot current angles, set up Amotor(s) m_rotateEnableUpdate = false; m_rotateEnable = m_rotateEnableRequest; -//Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable); + //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable); if (Amotor != IntPtr.Zero) { d.JointDestroy(Amotor); Amotor = IntPtr.Zero; -//Console.WriteLine("Old Amotor Destroyed"); + //Console.WriteLine("Old Amotor Destroyed"); } - + if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f)) { // not all are enabled d.Quaternion r = d.BodyGetQuaternion(Body); Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W); // extract the axes vectors - Vector3 vX = new Vector3(1f,0f,0f); - Vector3 vY = new Vector3(0f,1f,0f); - Vector3 vZ = new Vector3(0f,0f,1f); - vX = vX * locrot; + Vector3 vX = new Vector3(1f, 0f, 0f); + Vector3 vY = new Vector3(0f, 1f, 0f); + Vector3 vZ = new Vector3(0f, 0f, 1f); + vX = vX * locrot; vY = vY * locrot; vZ = vZ * locrot; // snapshot the current angle vectors m_lockX = vX; m_lockY = vY; m_lockZ = vZ; - // m_lockRot = locrot; + // m_lockRot = locrot; Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); d.JointAttach(Amotor, Body, IntPtr.Zero); d.JointSetAMotorMode(Amotor, 0); // User mode?? -//Console.WriteLine("New Amotor Created for {0}", m_primName); - + //Console.WriteLine("New Amotor Created for {0}", m_primName); + float axisnum = 3; // how many to lock axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z)); - d.JointSetAMotorNumAxes(Amotor,(int)axisnum); -//Console.WriteLine("AxisNum={0}",(int)axisnum); + d.JointSetAMotorNumAxes(Amotor, (int)axisnum); + //Console.WriteLine("AxisNum={0}",(int)axisnum); int i = 0; if (m_rotateEnable.X == 0) { d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z); -//Console.WriteLine("AxisX {0} set to {1}", i, m_lockX); + //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX); i++; } if (m_rotateEnable.Y == 0) { d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z); -//Console.WriteLine("AxisY {0} set to {1}", i, m_lockY); + //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY); i++; } if (m_rotateEnable.Z == 0) { d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z); -//Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); + //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); i++; } @@ -3362,519 +3660,519 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f); d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f); - d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f); - d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f); - d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f); + d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f); + d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f); + d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f); d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f); d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f); } // else none are locked } // end Rotation Update - - + + // VEHICLE processing ========================================== - if (m_type != Vehicle.TYPE_NONE) - { - // get body attitude - d.Quaternion rot = d.BodyGetQuaternion(Body); - Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object - Quaternion irotq = Quaternion.Inverse(rotq); - - // VEHICLE Linear Motion - d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame - Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z); - m_lLinObjectVel = vel_now * irotq; - if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate - { - if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f) - { - float decayfactor = m_linearMotorDecayTimescale/timestep; - Vector3 decayAmount = (m_lLinMotorDVel/decayfactor); - m_lLinMotorDVel -= decayAmount; - } - else - { - float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale))); - Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep; - m_lLinMotorDVel -= decel; - } - if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) - { - m_lLinMotorDVel = Vector3.Zero; - } - - /* else - { - if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X; - if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y; - if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z; - } */ - } // end linear motor decay - - if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) ) - { - if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); - if (m_linearMotorTimescale < 300.0f) - { - Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel; - float linfactor = m_linearMotorTimescale/timestep; - Vector3 attackAmount = (attack_error/linfactor) * 1.3f; - m_lLinObjectVel += attackAmount; - } - if (m_linearFrictionTimescale.X < 300.0f) - { - float fricfactor = m_linearFrictionTimescale.X / timestep; - float fricX = m_lLinObjectVel.X / fricfactor; - m_lLinObjectVel.X -= fricX; - } - if (m_linearFrictionTimescale.Y < 300.0f) - { - float fricfactor = m_linearFrictionTimescale.Y / timestep; - float fricY = m_lLinObjectVel.Y / fricfactor; - m_lLinObjectVel.Y -= fricY; - } - if (m_linearFrictionTimescale.Z < 300.0f) - { - float fricfactor = m_linearFrictionTimescale.Z / timestep; - float fricZ = m_lLinObjectVel.Z / fricfactor; - m_lLinObjectVel.Z -= fricZ; - } - } - m_wLinObjectVel = m_lLinObjectVel * rotq; - - // Gravity and Buoyancy - Vector3 grav = Vector3.Zero; - if(m_VehicleBuoyancy < 1.0f) - { - // There is some gravity, make a gravity force vector - // that is applied after object velocity. - d.Mass objMass; - d.BodyGetMass(Body, out objMass); - // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; - grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force - } // else its 1.0, no gravity. - - // Hovering - if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) - { - // We should hover, get the target height - d.Vector3 pos = d.BodyGetPosition(Body); - if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY) - { - m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight; - } - else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY) - { - m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; - } - else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT) - { - m_VhoverTargetHeight = m_VhoverHeight; - } - - if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY) - { - // If body is aready heigher, use its height as target height - if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; - } - -// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped -// m_VhoverTimescale = 0f; // time to acheive height -// timestep is time since last frame,in secs - float herr0 = pos.Z - m_VhoverTargetHeight; - // Replace Vertical speed with correction figure if significant - if(Math.Abs(herr0) > 0.01f ) - { - //? d.Mass objMass; - //? d.BodyGetMass(Body, out objMass); - m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale); - //KF: m_VhoverEfficiency is not yet implemented - } - else - { - m_wLinObjectVel.Z = 0f; - } - } - else - { // not hovering - if (m_wLinObjectVel.Z == 0f) - { // Gravity rules - m_wLinObjectVel.Z = vel_now.Z; - } // else the motor has it - } - linvel = m_wLinObjectVel; - - // Vehicle Linear Motion done ======================================= - // Apply velocity - d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z); - // apply gravity force - d.BodyAddForce(Body, grav.X, grav.Y, grav.Z); -//if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav); - // end MoveLinear() - - - // MoveAngular - /* - private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor - - private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL - private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL - private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL - - private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor - private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body - */ -//if(frcount == 0) Console.WriteLine("MoveAngular "); + if (m_type != Vehicle.TYPE_NONE) + { + // get body attitude + d.Quaternion rot = d.BodyGetQuaternion(Body); + Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object + Quaternion irotq = Quaternion.Inverse(rotq); + + // VEHICLE Linear Motion + d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame + Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z); + m_lLinObjectVel = vel_now * irotq; + if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate + { + if (Vector3.Mag(m_lLinMotorDVel) < 1.0f) + { + float decayfactor = m_linearMotorDecayTimescale / timestep; + Vector3 decayAmount = (m_lLinMotorDVel / decayfactor); + m_lLinMotorDVel -= decayAmount; + } + else + { + float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale))); + Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep; + m_lLinMotorDVel -= decel; + } + if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) + { + m_lLinMotorDVel = Vector3.Zero; + } + + /* else + { + if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X; + if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y; + if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z; + } */ + } // end linear motor decay + + if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f))) + { + if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); + if (m_linearMotorTimescale < 300.0f) + { + Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel; + float linfactor = m_linearMotorTimescale / timestep; + Vector3 attackAmount = (attack_error / linfactor) * 1.3f; + m_lLinObjectVel += attackAmount; + } + if (m_linearFrictionTimescale.X < 300.0f) + { + float fricfactor = m_linearFrictionTimescale.X / timestep; + float fricX = m_lLinObjectVel.X / fricfactor; + m_lLinObjectVel.X -= fricX; + } + if (m_linearFrictionTimescale.Y < 300.0f) + { + float fricfactor = m_linearFrictionTimescale.Y / timestep; + float fricY = m_lLinObjectVel.Y / fricfactor; + m_lLinObjectVel.Y -= fricY; + } + if (m_linearFrictionTimescale.Z < 300.0f) + { + float fricfactor = m_linearFrictionTimescale.Z / timestep; + float fricZ = m_lLinObjectVel.Z / fricfactor; + m_lLinObjectVel.Z -= fricZ; + } + } + m_wLinObjectVel = m_lLinObjectVel * rotq; + + // Gravity and Buoyancy + Vector3 grav = Vector3.Zero; + if (m_VehicleBuoyancy < 1.0f) + { + // There is some gravity, make a gravity force vector + // that is applied after object velocity. + d.Mass objMass; + d.BodyGetMass(Body, out objMass); + // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; + grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force + } // else its 1.0, no gravity. + + // Hovering + if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) + { + // We should hover, get the target height + d.Vector3 pos = d.BodyGetPosition(Body); + if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY) + { + m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight; + } + else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY) + { + m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; + } + else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT) + { + m_VhoverTargetHeight = m_VhoverHeight; + } + + if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY) + { + // If body is aready heigher, use its height as target height + if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; + } + + // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped + // m_VhoverTimescale = 0f; // time to acheive height + // timestep is time since last frame,in secs + float herr0 = pos.Z - m_VhoverTargetHeight; + // Replace Vertical speed with correction figure if significant + if (Math.Abs(herr0) > 0.01f) + { + //? d.Mass objMass; + //? d.BodyGetMass(Body, out objMass); + m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale); + //KF: m_VhoverEfficiency is not yet implemented + } + else + { + m_wLinObjectVel.Z = 0f; + } + } + else + { // not hovering + if (m_wLinObjectVel.Z == 0f) + { // Gravity rules + m_wLinObjectVel.Z = vel_now.Z; + } // else the motor has it + } + linvel = m_wLinObjectVel; + + // Vehicle Linear Motion done ======================================= + // Apply velocity + d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z); + // apply gravity force + d.BodyAddForce(Body, grav.X, grav.Y, grav.Z); + //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav); + // end MoveLinear() + + + // MoveAngular + /* + private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor - d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body); - Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z); - angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation - -//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel); - - // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack. - float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep); - m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor; - // Decay Angular Motor 2. - if (m_angularMotorDecayTimescale < 300.0f) - { - if ( Vector3.Mag(m_angularMotorDVel) < 1.0f) - { - float decayfactor = (m_angularMotorDecayTimescale)/timestep; - Vector3 decayAmount = (m_angularMotorDVel/decayfactor); - m_angularMotorDVel -= decayAmount; - } - else - { - Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale; - m_angularMotorDVel -= decel; - } - - if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) - { - m_angularMotorDVel = Vector3.Zero; - } - else - { - if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X; - if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y; - if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z; - } - } // end decay angular motor -//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel); - -//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel); - - if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) ) - { // if motor or object have motion - if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); - - if (m_angularMotorTimescale < 300.0f) - { - Vector3 attack_error = m_angularMotorDVel - angObjectVel; - float angfactor = m_angularMotorTimescale/timestep; - Vector3 attackAmount = (attack_error/angfactor); - angObjectVel += attackAmount; -//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount); -//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel); - } - - angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep); - angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep); - angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep); - } // else no signif. motion - -//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel); - // Bank section tba - // Deflection section tba -//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel); - - - /* // Rotation Axis Disables: - if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f)) - { - if (m_angularEnable.X == 0) - angObjectVel.X = 0f; - if (m_angularEnable.Y == 0) - angObjectVel.Y = 0f; - if (m_angularEnable.Z == 0) - angObjectVel.Z = 0f; - } - */ - angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation - - // Vertical attractor section - Vector3 vertattr = Vector3.Zero; - - if(m_verticalAttractionTimescale < 300) - { - float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep); - // make a vector pointing up - Vector3 verterr = Vector3.Zero; - verterr.Z = 1.0f; - // rotate it to Body Angle - verterr = verterr * rotq; - // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1. - // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go - // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body. - - if (verterr.Z < 0.0f) - { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to - // vertical, BUT for some reason a z-rotation is imparted to the object. TBI. -//Console.WriteLine("InvertFlip"); - verterr.X = 2.0f - verterr.X; - verterr.Y = 2.0f - verterr.Y; - } - verterr *= 0.5f; - // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt) - Vector3 xyav = angObjectVel; - xyav.Z = 0.0f; - if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f)) - { - // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so - // Change Body angular velocity X based on Y, and Y based on X. Z is not changed. - vertattr.X = verterr.Y; - vertattr.Y = - verterr.X; - vertattr.Z = 0f; -//if(frcount == 0) Console.WriteLine("VAerr=" + verterr); - - // scaling appears better usingsquare-law - float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency; - float bounce = 1.0f - damped; - // 0 = crit damp, 1 = bouncy - float oavz = angObjectVel.Z; // retain z velocity - // time-scaled correction, which sums, therefore is bouncy: - angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce; - // damped, good @ < 90: - angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped); - angObjectVel.Z = oavz; -//if(frcount == 0) Console.WriteLine("VA+"); -//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel); - } - else - { - // else error is very small - angObjectVel.X = 0f; - angObjectVel.Y = 0f; -//if(frcount == 0) Console.WriteLine("VA0"); - } - } // else vertical attractor is off -//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel); - - - m_lastAngularVelocity = angObjectVel; - // apply Angular Velocity to body - d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z); -//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity); - - } // end VEHICLES - else - { - // Dyamics (NON-'VEHICLES') are dealt with here ================================================================ - - if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 - - /// Dynamics Buoyancy - //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle. - // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up - // NB Prims in ODE are no subject to global gravity - // This should only affect gravity operations - - float m_mass = CalculateMass(); - // calculate z-force due togravity on object. - fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass - if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget. - { - fz = 0; // llMoveToTarget ignores gravity. - // it also ignores mass of object, and any physical resting on it. - // Vector3 m_PIDTarget is where we are going - // float m_PIDTau is time to get there + private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL + private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL + private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL + + private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor + private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body + */ + //if(frcount == 0) Console.WriteLine("MoveAngular "); + + d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body); + Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z); + angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation + + //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel); + + // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack. + float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep); + m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor; + // Decay Angular Motor 2. + if (m_angularMotorDecayTimescale < 300.0f) + { + if (Vector3.Mag(m_angularMotorDVel) < 1.0f) + { + float decayfactor = (m_angularMotorDecayTimescale) / timestep; + Vector3 decayAmount = (m_angularMotorDVel / decayfactor); + m_angularMotorDVel -= decayAmount; + } + else + { + Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale; + m_angularMotorDVel -= decel; + } + + if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) + { + m_angularMotorDVel = Vector3.Zero; + } + else + { + if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X; + if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y; + if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z; + } + } // end decay angular motor + //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel); + + //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel); + + if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f))) + { // if motor or object have motion + if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); + + if (m_angularMotorTimescale < 300.0f) + { + Vector3 attack_error = m_angularMotorDVel - angObjectVel; + float angfactor = m_angularMotorTimescale / timestep; + Vector3 attackAmount = (attack_error / angfactor); + angObjectVel += attackAmount; + //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount); + //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel); + } + + angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep); + angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep); + angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep); + } // else no signif. motion + + //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel); + // Bank section tba + // Deflection section tba + //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel); + + + /* // Rotation Axis Disables: + if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f)) + { + if (m_angularEnable.X == 0) + angObjectVel.X = 0f; + if (m_angularEnable.Y == 0) + angObjectVel.Y = 0f; + if (m_angularEnable.Z == 0) + angObjectVel.Z = 0f; + } + */ + angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation + + // Vertical attractor section + Vector3 vertattr = Vector3.Zero; + + if (m_verticalAttractionTimescale < 300) + { + float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep); + // make a vector pointing up + Vector3 verterr = Vector3.Zero; + verterr.Z = 1.0f; + // rotate it to Body Angle + verterr = verterr * rotq; + // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1. + // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go + // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body. + + if (verterr.Z < 0.0f) + { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to + // vertical, BUT for some reason a z-rotation is imparted to the object. TBI. + //Console.WriteLine("InvertFlip"); + verterr.X = 2.0f - verterr.X; + verterr.Y = 2.0f - verterr.Y; + } + verterr *= 0.5f; + // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt) + Vector3 xyav = angObjectVel; + xyav.Z = 0.0f; + if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f)) + { + // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so + // Change Body angular velocity X based on Y, and Y based on X. Z is not changed. + vertattr.X = verterr.Y; + vertattr.Y = -verterr.X; + vertattr.Z = 0f; + //if(frcount == 0) Console.WriteLine("VAerr=" + verterr); + + // scaling appears better usingsquare-law + float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency; + float bounce = 1.0f - damped; + // 0 = crit damp, 1 = bouncy + float oavz = angObjectVel.Z; // retain z velocity + // time-scaled correction, which sums, therefore is bouncy: + angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce; + // damped, good @ < 90: + angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped); + angObjectVel.Z = oavz; + //if(frcount == 0) Console.WriteLine("VA+"); + //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel); + } + else + { + // else error is very small + angObjectVel.X = 0f; + angObjectVel.Y = 0f; + //if(frcount == 0) Console.WriteLine("VA0"); + } + } // else vertical attractor is off + //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel); + + + m_lastAngularVelocity = angObjectVel; + // apply Angular Velocity to body + d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z); + //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity); + + } // end VEHICLES + else + { + // Dyamics (NON-'VEHICLES') are dealt with here ================================================================ + + if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009 + + /// Dynamics Buoyancy + //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle. + // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up + // NB Prims in ODE are no subject to global gravity + // This should only affect gravity operations + + float m_mass = CalculateMass(); + // calculate z-force due togravity on object. + fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass + if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget. + { + fz = 0; // llMoveToTarget ignores gravity. + // it also ignores mass of object, and any physical resting on it. + // Vector3 m_PIDTarget is where we are going + // float m_PIDTau is time to get there fx = 0; - fy = 0; - d.Vector3 pos = d.BodyGetPosition(Body); - Vector3 error = new Vector3( - (m_PIDTarget.X - pos.X), - (m_PIDTarget.Y - pos.Y), - (m_PIDTarget.Z - pos.Z)); - if (error.ApproxEquals(Vector3.Zero,0.01f)) - { // Very close, Jump there and quit move - - d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); - _target_velocity = Vector3.Zero; + fy = 0; + d.Vector3 pos = d.BodyGetPosition(Body); + Vector3 error = new Vector3( + (m_PIDTarget.X - pos.X), + (m_PIDTarget.Y - pos.Y), + (m_PIDTarget.Z - pos.Z)); + if (error.ApproxEquals(Vector3.Zero, 0.01f)) + { // Very close, Jump there and quit move + + d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); + _target_velocity = Vector3.Zero; d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z); d.BodySetForce(Body, 0f, 0f, 0f); - } - else - { - float scale = 50.0f * timestep / m_PIDTau; - if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero)) - { - // Nearby, quit update of velocity - } - else - { // Far, calc damped velocity - _target_velocity = error * scale; - } - d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z); } - } // end PID MoveToTarget - - - /// Dynamics Hover =================================================================================== - // Hover PID Controller can only run if the PIDcontroller is not in use. - if (m_useHoverPID && !m_usePID) - { -//Console.WriteLine("Hover " + m_primName); - - // If we're using the PID controller, then we have no gravity - fz = (-1 * _parent_scene.gravityz) * m_mass; - - // no lock; for now it's only called from within Simulate() - - // If the PID Controller isn't active then we set our force - // calculating base velocity to the current position - - if ((m_PIDTau < 1)) - { - PID_G = PID_G / m_PIDTau; - } - - if ((PID_G - m_PIDTau) <= 0) - { - PID_G = m_PIDTau + 1; - } - - - // Where are we, and where are we headed? - d.Vector3 pos = d.BodyGetPosition(Body); -// d.Vector3 vel = d.BodyGetLinearVel(Body); - - - // Non-Vehicles have a limited set of Hover options. - // determine what our target height really is based on HoverType - switch (m_PIDHoverType) - { - case PIDHoverType.Ground: - m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); - m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; - break; - case PIDHoverType.GroundAndWater: - m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); - m_waterHeight = _parent_scene.GetWaterLevel(); - if (m_groundHeight > m_waterHeight) - { - m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; - } - else - { - m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; - } - break; - - } // end switch (m_PIDHoverType) - - - _target_velocity = + else + { + float scale = 50.0f * timestep / m_PIDTau; + if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero)) + { + // Nearby, quit update of velocity + } + else + { // Far, calc damped velocity + _target_velocity = error * scale; + } + d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z); + } + } // end PID MoveToTarget + + + /// Dynamics Hover =================================================================================== + // Hover PID Controller can only run if the PIDcontroller is not in use. + if (m_useHoverPID && !m_usePID) + { + //Console.WriteLine("Hover " + m_primName); + + // If we're using the PID controller, then we have no gravity + fz = (-1 * _parent_scene.gravityz) * m_mass; + + // no lock; for now it's only called from within Simulate() + + // If the PID Controller isn't active then we set our force + // calculating base velocity to the current position + + if ((m_PIDTau < 1)) + { + PID_G = PID_G / m_PIDTau; + } + + if ((PID_G - m_PIDTau) <= 0) + { + PID_G = m_PIDTau + 1; + } + + + // Where are we, and where are we headed? + d.Vector3 pos = d.BodyGetPosition(Body); + // d.Vector3 vel = d.BodyGetLinearVel(Body); + + + // Non-Vehicles have a limited set of Hover options. + // determine what our target height really is based on HoverType + switch (m_PIDHoverType) + { + case PIDHoverType.Ground: + m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); + m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; + break; + case PIDHoverType.GroundAndWater: + m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); + m_waterHeight = _parent_scene.GetWaterLevel(); + if (m_groundHeight > m_waterHeight) + { + m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; + } + else + { + m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; + } + break; + + } // end switch (m_PIDHoverType) + + + _target_velocity = new Vector3(0.0f, 0.0f, - (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) - ); - - // if velocity is zero, use position control; otherwise, velocity control - - if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) - { - // keep track of where we stopped. No more slippin' & slidin' - - // We only want to deactivate the PID Controller if we think we want to have our surrogate - // react to the physics scene by moving it's position. - // Avatar to Avatar collisions - // Prim to avatar collisions - d.Vector3 dlinvel = vel; - d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); - d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z); - d.BodyAddForce(Body, 0, 0, fz); - //KF this prevents furthur motions return; - } - else - { - _zeroFlag = false; - - // We're flying and colliding with something - fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); - } - } // end m_useHoverPID && !m_usePID - - - /// Dynamics Apply Forces =================================================================================== - fx *= m_mass; - fy *= m_mass; - //fz *= m_mass; - fx += m_force.X; - fy += m_force.Y; - fz += m_force.Z; - - //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); - if (fx != 0 || fy != 0 || fz != 0) - { - //m_taintdisable = true; - //base.RaiseOutOfBounds(Position); - //d.BodySetLinearVel(Body, fx, fy, 0f); - if (!d.BodyIsEnabled(Body)) - { - // A physical body at rest on a surface will auto-disable after a while, - // this appears to re-enable it incase the surface it is upon vanishes, - // and the body should fall again. - d.BodySetLinearVel(Body, 0f, 0f, 0f); - d.BodySetForce(Body, 0f, 0f, 0f); - enableBodySoft(); - } - - // 35x10 = 350n times the mass per second applied maximum. - float nmax = 35f * m_mass; - float nmin = -35f * m_mass; - - - if (fx > nmax) - fx = nmax; - if (fx < nmin) - fx = nmin; - if (fy > nmax) - fy = nmax; - if (fy < nmin) - fy = nmin; - d.BodyAddForce(Body, fx, fy, fz); - } // end apply forces - } // end Vehicle/Dynamics - - /// RotLookAt / LookAt ================================================================================= + (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) + ); + + // if velocity is zero, use position control; otherwise, velocity control + + if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) + { + // keep track of where we stopped. No more slippin' & slidin' + + // We only want to deactivate the PID Controller if we think we want to have our surrogate + // react to the physics scene by moving it's position. + // Avatar to Avatar collisions + // Prim to avatar collisions + d.Vector3 dlinvel = vel; + d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); + d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z); + d.BodyAddForce(Body, 0, 0, fz); + //KF this prevents furthur motions return; + } + else + { + _zeroFlag = false; + + // We're flying and colliding with something + fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); + } + } // end m_useHoverPID && !m_usePID + + + /// Dynamics Apply Forces =================================================================================== + fx *= m_mass; + fy *= m_mass; + //fz *= m_mass; + fx += m_force.X; + fy += m_force.Y; + fz += m_force.Z; + + //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); + if (fx != 0 || fy != 0 || fz != 0) + { + //m_taintdisable = true; + //base.RaiseOutOfBounds(Position); + //d.BodySetLinearVel(Body, fx, fy, 0f); + if (!d.BodyIsEnabled(Body)) + { + // A physical body at rest on a surface will auto-disable after a while, + // this appears to re-enable it incase the surface it is upon vanishes, + // and the body should fall again. + d.BodySetLinearVel(Body, 0f, 0f, 0f); + d.BodySetForce(Body, 0f, 0f, 0f); + enableBodySoft(); + } + + // 35x10 = 350n times the mass per second applied maximum. + float nmax = 35f * m_mass; + float nmin = -35f * m_mass; + + + if (fx > nmax) + fx = nmax; + if (fx < nmin) + fx = nmin; + if (fy > nmax) + fy = nmax; + if (fy < nmin) + fy = nmin; + d.BodyAddForce(Body, fx, fy, fz); + } // end apply forces + } // end Vehicle/Dynamics + + /// RotLookAt / LookAt ================================================================================= if (m_useAPID) { - // RotLookAt, apparently overrides all other rotation sources. Inputs: - // Quaternion m_APIDTarget - // float m_APIDStrength // From SL experiments, this is the time to get there - // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly - // Also in SL the mass of the object has no effect on time to get there. - // Factors: - // get present body rotation - float limit = 1.0f; - float rscaler = 50f; // adjusts rotation damping time - float lscaler = 10f; // adjusts linear damping time in llLookAt - float RLAservo = 0f; + // RotLookAt, apparently overrides all other rotation sources. Inputs: + // Quaternion m_APIDTarget + // float m_APIDStrength // From SL experiments, this is the time to get there + // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly + // Also in SL the mass of the object has no effect on time to get there. + // Factors: + // get present body rotation + float limit = 1.0f; + float rscaler = 50f; // adjusts rotation damping time + float lscaler = 10f; // adjusts linear damping time in llLookAt + float RLAservo = 0f; Vector3 diff_axis; float diff_angle; - d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation - Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); - Quaternion rtarget = new Quaternion(); - - if(m_APIDTarget.W == -99.9f) - { - // this is really a llLookAt(), x,y,z is the target vector - Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z); - Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq; + d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation + Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); + Quaternion rtarget = new Quaternion(); + + if (m_APIDTarget.W == -99.9f) + { + // this is really a llLookAt(), x,y,z is the target vector + Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z); + Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq; Vector3 error = new Vector3(0.0f, 0.0f, 0.0f); float twopi = 2.0f * (float)Math.PI; - Vector3 dir = target - _position; - dir.Normalize(); + Vector3 dir = target - _position; + dir.Normalize(); float tzrot = (float)Math.Atan2(dir.Y, dir.X); float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y)); float terot = (float)Math.Atan2(dir.Z, txy); @@ -3882,63 +4180,63 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!"); float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y)); float oerot = (float)Math.Atan2(ospin.Z, oxy); float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z)); - float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y)+(rotq.X * rotq.X)); + float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X)); float roll = (float)Math.Atan2(ra, rb); float errorz = tzrot - ozrot; - if(errorz > (float)Math.PI) errorz -= twopi; - else if(errorz < -(float)Math.PI) errorz += twopi; + if (errorz > (float)Math.PI) errorz -= twopi; + else if (errorz < -(float)Math.PI) errorz += twopi; float errory = oerot - terot; - if(errory > (float)Math.PI) errory -= twopi; - else if(errory < -(float)Math.PI) errory += twopi; + if (errory > (float)Math.PI) errory -= twopi; + else if (errory < -(float)Math.PI) errory += twopi; diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll); - if(diff_angle > 0.01f * m_APIDdamper) - { - m_APIDdamper = 1.0f; - RLAservo = timestep / m_APIDStrength * rscaler; + if (diff_angle > 0.01f * m_APIDdamper) + { + m_APIDdamper = 1.0f; + RLAservo = timestep / m_APIDStrength * rscaler; errorz *= RLAservo; errory *= RLAservo; error.X = -roll * 8.0f; error.Y = errory; error.Z = errorz; error *= rotq; - d.BodySetAngularVel (Body, error.X, error.Y, error.Z); - } - else - { - d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f); - m_APIDdamper = 2.0f; - } - } - else - { - // this is a llRotLookAt() - rtarget = m_APIDTarget; - - Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot - rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle -//if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle); - - // diff_axis.Normalize(); it already is! - if(diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error - { - m_APIDdamper = 1.0f; - Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z); - rotforce = rotforce * rotq; - if(diff_angle > limit) diff_angle = limit; // cap the rotate rate - RLAservo = timestep / m_APIDStrength * lscaler; - rotforce = rotforce * RLAservo * diff_angle ; - d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z); -//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo); - } - else - { // close enough - d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f); - m_APIDdamper = 2.0f; - } - } // end llLookAt/llRotLookAt -//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle); + d.BodySetAngularVel(Body, error.X, error.Y, error.Z); + } + else + { + d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); + m_APIDdamper = 2.0f; + } + } + else + { + // this is a llRotLookAt() + rtarget = m_APIDTarget; + + Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot + rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle + //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle); + + // diff_axis.Normalize(); it already is! + if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error + { + m_APIDdamper = 1.0f; + Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z); + rotforce = rotforce * rotq; + if (diff_angle > limit) diff_angle = limit; // cap the rotate rate + RLAservo = timestep / m_APIDStrength * lscaler; + rotforce = rotforce * RLAservo * diff_angle; + d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z); + //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo); + } + else + { // close enough + d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); + m_APIDdamper = 2.0f; + } + } // end llLookAt/llRotLookAt + //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle); } // end m_useAPID } // end root prims - } // end Move() - } // end class -} + } // end Move() + } // end class +} \ No newline at end of file diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs index cf7c1d7..03059f7 100644 --- a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs @@ -1736,6 +1736,23 @@ namespace OpenSim.Region.Physics.OdePlugin return newPrim; } + private PhysicsActor AddPrim(String name, Vector3 position, PhysicsActor parent, + PrimitiveBaseShape pbs, uint localid, byte[] sdata) + { + Vector3 pos = position; + + OdePrim newPrim; + lock (OdeLock) + { + newPrim = new OdePrim(name, this, pos, parent, pbs, ode, localid, sdata); + lock (_prims) + _prims.Add(newPrim); + } + + return newPrim; + } + + public void addActivePrim(OdePrim activatePrim) { // adds active prim.. (ones that should be iterated over in collisions_optimized @@ -1762,6 +1779,17 @@ namespace OpenSim.Region.Physics.OdePlugin return result; } + public override PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position, + uint localid, byte[] sdata) + { + PhysicsActor result; + + result = AddPrim(primName, position, parent, + pbs, localid, sdata); + + return result; + } + public override float TimeDilation { get { return m_timeDilation; } diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs new file mode 100644 index 0000000..edd58d3 --- /dev/null +++ b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs @@ -0,0 +1,167 @@ +// adapted from libomv removing cpu endian adjust +// for prims lowlevel serialization + +using System; +using System.IO; +using OpenMetaverse; + +namespace OpenSim.Region.Physics.OdePlugin +{ + public class wstreamer + { + private MemoryStream st; + + public wstreamer() + { + st = new MemoryStream(); + } + + public byte[] close() + { + byte[] data = st.ToArray(); + st.Close(); + return data; + } + + public void Wshort(short value) + { + st.Write(BitConverter.GetBytes(value), 0, 2); + } + public void Wushort(ushort value) + { + byte[] t = BitConverter.GetBytes(value); + st.Write(BitConverter.GetBytes(value), 0, 2); + } + public void Wint(int value) + { + st.Write(BitConverter.GetBytes(value), 0, 4); + } + public void Wuint(uint value) + { + st.Write(BitConverter.GetBytes(value), 0, 4); + } + public void Wlong(long value) + { + st.Write(BitConverter.GetBytes(value), 0, 8); + } + public void Wulong(ulong value) + { + st.Write(BitConverter.GetBytes(value), 0, 8); + } + + public void Wfloat(float value) + { + st.Write(BitConverter.GetBytes(value), 0, 4); + } + + public void Wdouble(double value) + { + st.Write(BitConverter.GetBytes(value), 0, 8); + } + + public void Wvector3(Vector3 value) + { + st.Write(BitConverter.GetBytes(value.X), 0, 4); + st.Write(BitConverter.GetBytes(value.Y), 0, 4); + st.Write(BitConverter.GetBytes(value.Z), 0, 4); + } + public void Wquat(Quaternion value) + { + st.Write(BitConverter.GetBytes(value.X), 0, 4); + st.Write(BitConverter.GetBytes(value.Y), 0, 4); + st.Write(BitConverter.GetBytes(value.Z), 0, 4); + st.Write(BitConverter.GetBytes(value.W), 0, 4); + } + } + + public class rstreamer + { + private byte[] rbuf; + private int ptr; + + public rstreamer(byte[] data) + { + rbuf = data; + ptr = 0; + } + + public void close() + { + } + + public short Rshort() + { + short v = BitConverter.ToInt16(rbuf, ptr); + ptr += 2; + return v; + } + public ushort Rushort() + { + ushort v = BitConverter.ToUInt16(rbuf, ptr); + ptr += 2; + return v; + } + public int Rint() + { + int v = BitConverter.ToInt32(rbuf, ptr); + ptr += 4; + return v; + } + public uint Ruint() + { + uint v = BitConverter.ToUInt32(rbuf, ptr); + ptr += 4; + return v; + } + public long Rlong() + { + long v = BitConverter.ToInt64(rbuf, ptr); + ptr += 8; + return v; + } + public ulong Rulong() + { + ulong v = BitConverter.ToUInt64(rbuf, ptr); + ptr += 8; + return v; + } + public float Rfloat() + { + float v = BitConverter.ToSingle(rbuf, ptr); + ptr += 4; + return v; + } + + public double Rdouble() + { + double v = BitConverter.ToDouble(rbuf, ptr); + ptr += 8; + return v; + } + + public Vector3 Rvector3() + { + Vector3 v; + v.X = BitConverter.ToSingle(rbuf, ptr); + ptr += 4; + v.Y = BitConverter.ToSingle(rbuf, ptr); + ptr += 4; + v.Z = BitConverter.ToSingle(rbuf, ptr); + ptr += 4; + return v; + } + public Quaternion Rquat() + { + Quaternion v; + v.X = BitConverter.ToSingle(rbuf, ptr); + ptr += 4; + v.Y = BitConverter.ToSingle(rbuf, ptr); + ptr += 4; + v.Z = BitConverter.ToSingle(rbuf, ptr); + ptr += 4; + v.W = BitConverter.ToSingle(rbuf, ptr); + ptr += 4; + return v; + } + } +} diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index e1a68be..eb0228a 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs @@ -214,6 +214,11 @@ namespace OpenSim.Region.Physics.Manager } } + public virtual byte[] Serialize(bool PhysIsRunning) + { + return new byte[0]; + } + public virtual void RaiseOutOfBounds(Vector3 pos) { // Make a temporary copy of the event to avoid possibility of @@ -573,5 +578,6 @@ namespace OpenSim.Region.Physics.Manager { return false; } + } } diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 3db71e5..0346d4e 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs @@ -128,6 +128,12 @@ namespace OpenSim.Region.Physics.Manager public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localid); + public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position, + uint localid, byte[] sdata) + { + return null; + } + public virtual float TimeDilation { get { return 1.0f; } -- cgit v1.1