/* Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs * rolled into ODEPrim.cs */ using System; using System.Collections.Generic; using System.Reflection; using System.Runtime.InteropServices; using System.Threading; using log4net; using OpenMetaverse; using Ode.NET; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Physics.OdePlugin { /// /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. /// public class OdePrim : PhysicsActor { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Vector3 _position; private Vector3 _velocity; private Vector3 _torque; private Vector3 m_lastVelocity; private Vector3 m_lastposition; private Quaternion m_lastorientation = new Quaternion(); private Vector3 m_rotationalVelocity; private Vector3 _size; private Vector3 _acceleration; // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); private Quaternion _orientation; private Vector3 m_taintposition; private Vector3 m_taintsize; private Vector3 m_taintVelocity; private Vector3 m_taintTorque; private Quaternion m_taintrot; private Vector3 m_angularEnable = Vector3.One; // Current setting private Vector3 m_taintAngularLock = Vector3.One; // Request from LSL private IntPtr Amotor = IntPtr.Zero; private Vector3 m_PIDTarget; private float m_PIDTau; 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; // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), // do not confuse with VEHICLE HOVER private float m_PIDHoverHeight; private float m_PIDHoverTau; private bool m_useHoverPID; private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; private float m_targetHoverHeight; private float m_groundHeight; private float m_waterHeight; private float m_buoyancy; //m_buoyancy set by llSetBuoyancy() // private float m_tensor = 5f; private int body_autodisable_frames = 20; private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | CollisionCategories.Space | CollisionCategories.Body | CollisionCategories.Character ); private bool m_taintshape; private bool m_taintPhysics; private bool m_collidesLand = true; private bool m_collidesWater; public bool m_returnCollisions; // Default we're a Geometry private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); // Default, Collide with Other Geometries, spaces and Bodies private CollisionCategories m_collisionFlags = m_default_collisionFlags; public bool m_taintremove; public bool m_taintdisable; public bool m_disabled; public bool m_taintadd; public bool m_taintselected; public bool m_taintCollidesWater; public uint m_localID; //public GCHandle gc; private CollisionLocker ode; private bool m_taintforce = false; private bool m_taintaddangularforce = false; private Vector3 m_force; private List m_forcelist = new List(); private List m_angularforcelist = new List(); private IMesh _mesh; private PrimitiveBaseShape _pbs; private OdeScene _parent_scene; public IntPtr m_targetSpace = IntPtr.Zero; public IntPtr prim_geom; public IntPtr prev_geom; public IntPtr _triMeshData; private IntPtr _linkJointGroup = IntPtr.Zero; private PhysicsActor _parent; private PhysicsActor m_taintparent; private List childrenPrim = new List(); private bool iscolliding; private bool m_isphysical; private bool m_isSelected; internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively private bool m_throttleUpdates; private int throttleCounter; public int m_interpenetrationcount; public float m_collisionscore; public int m_roundsUnderMotionThreshold; private int m_crossingfailures; public bool outofBounds; private float m_density = 10.000006836f; // Aluminum g/cm3; public bool _zeroFlag; // if body has been stopped private bool m_lastUpdateSent; public IntPtr Body = IntPtr.Zero; public String m_primName; private Vector3 _target_velocity; public d.Mass pMass; public int m_eventsubscription; private CollisionEventUpdate CollisionEventsThisFrame; private IntPtr m_linkJoint = IntPtr.Zero; 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 // 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 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 //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_lastAngularVelocity = Vector3.Zero; // what was last applied to body //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_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 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) { ode = dode; 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; PID_D = parent_scene.bodyPIDD; PID_G = parent_scene.bodyPIDG; m_density = parent_scene.geomDefaultDensity; // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; body_autodisable_frames = parent_scene.bodyFramesAutoDisable; prim_geom = IntPtr.Zero; prev_geom = IntPtr.Zero; if (!pos.IsFinite()) { size = new Vector3(0.5f, 0.5f, 0.5f); m_log.Warn("[PHYSICS]: Got nonFinite Object create Size"); } if (size.X <= 0) size.X = 0.01f; if (size.Y <= 0) size.Y = 0.01f; if (size.Z <= 0) size.Z = 0.01f; _size = size; m_taintsize = _size; if (!QuaternionIsFinite(rotation)) { rotation = Quaternion.Identity; m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation"); } _orientation = rotation; m_taintrot = _orientation; _mesh = mesh; _pbs = pbs; _parent_scene = parent_scene; m_targetSpace = (IntPtr)0; // if (pos.Z < 0) if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y)) m_isphysical = false; else { m_isphysical = pisPhysical; // If we're physical, we need to be in the master space for now. // linksets *should* be in a space together.. but are not currently if (m_isphysical) m_targetSpace = _parent_scene.space; } m_primName = primName; m_taintadd = true; _parent_scene.AddPhysicsActorTaint(this); // don't do .add() here; old geoms get recycled with the same hash } public override int PhysicsActorType { get { return (int) ActorTypes.Prim; } set { return; } } public override bool SetAlwaysRun { get { return false; } set { return; } } public override uint LocalID { set { //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); m_localID = value; } } public override bool Grabbed { set { return; } } public override bool Selected { 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 // through it while it's selected m_collisionscore = 0; if ((m_isphysical && !_zeroFlag) || !value) { m_taintselected = value; _parent_scene.AddPhysicsActorTaint(this); } else { m_taintselected = value; m_isSelected = value; } 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(); } } } public void setPrimForRemoval() { m_taintremove = true; } public override bool Flying { // no flying prims for you get { return false; } set { } } public override bool IsColliding { get { return iscolliding; } set { iscolliding = value; } } public override bool CollidingGround { get { return false; } set { return; } } public override bool CollidingObj { get { return false; } set { return; } } public override bool ThrottleUpdates { get { return m_throttleUpdates; } set { m_throttleUpdates = value; } } public override bool Stopped { get { return _zeroFlag; } } public override Vector3 Position { get { return _position; } set { _position = value; //m_log.Info("[PHYSICS]: " + _position.ToString()); } } public override Vector3 Size { get { return _size; } set { if (value.IsFinite()) { _size = value; } else { m_log.Warn("[PHYSICS]: Got NaN Size on object"); } } } public override float Mass { get { return CalculateMass(); } } public override Vector3 Force { //get { return Vector3.Zero; } get { return m_force; } set { if (value.IsFinite()) { m_force = value; } else { m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object"); } } } public override int VehicleType { get { return (int)m_type; } set { ProcessTypeChange((Vehicle)value); } } public override void VehicleFloatParam(int param, float value) { ProcessFloatVehicleParam((Vehicle) param, value); } public override void VehicleVectorParam(int param, Vector3 value) { ProcessVectorVehicleParam((Vehicle) param, value); } public override void VehicleRotationParam(int param, Quaternion 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); } } public override Vector3 CenterOfMass { get { return Vector3.Zero; } } public override Vector3 GeometricCenter { get { return Vector3.Zero; } } public override PrimitiveBaseShape Shape { set { _pbs = value; m_taintshape = true; } } public override Vector3 Velocity { get { // Averate previous velocity with the new one so // client object interpolation works a 'little' better if (_zeroFlag) 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; return returnVelocity; } set { if (value.IsFinite()) { _velocity = value; m_taintVelocity = value; _parent_scene.AddPhysicsActorTaint(this); } else { m_log.Warn("[PHYSICS]: Got NaN Velocity in Object"); } } } public override Vector3 Torque { get { if (!m_isphysical || Body == IntPtr.Zero) return Vector3.Zero; return _torque; } set { if (value.IsFinite()) { m_taintTorque = value; _parent_scene.AddPhysicsActorTaint(this); } else { m_log.Warn("[PHYSICS]: Got NaN Torque in Object"); } } } public override float CollisionScore { get { return m_collisionscore; } set { m_collisionscore = value; } } public override bool Kinematic { get { return false; } set { } } public override Quaternion Orientation { get { return _orientation; } set { if (QuaternionIsFinite(value)) { _orientation = value; } else m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object"); } } public override bool FloatOnWater { set { m_taintCollidesWater = value; _parent_scene.AddPhysicsActorTaint(this); } } public override void SetMomentum(Vector3 momentum) { } public override Vector3 PIDTarget { set { if (value.IsFinite()) { m_PIDTarget = value; } 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; } } public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } public override bool PIDHoverActive { set { m_useHoverPID = value; } } public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } public override float PIDHoverTau { set { m_PIDHoverTau = value; } } internal static bool QuaternionIsFinite(Quaternion q) { if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) return false; if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y)) return false; if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z)) return false; if (Single.IsNaN(q.W) || Single.IsInfinity(q.W)) return false; return true; } public override Vector3 Acceleration // client updates read data via here { get { return _acceleration; } } public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything. { _acceleration = accel; } public override void AddForce(Vector3 force, bool pushforce) { if (force.IsFinite()) { lock (m_forcelist) m_forcelist.Add(force); m_taintforce = true; } else { m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object"); } //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); } public override void AddAngularForce(Vector3 force, bool pushforce) { if (force.IsFinite()) { m_angularforcelist.Add(force); m_taintaddangularforce = true; } else { m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object"); } } public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { if (value.IsFinite()) { m_rotationalVelocity = value; } else { m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object"); } } } public override void CrossingFailure() { m_crossingfailures++; if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) { base.RaiseOutOfBounds(_position); return; } else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) { m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); } } public override float Buoyancy { get { return m_buoyancy; } set { m_buoyancy = value; } } public override void link(PhysicsActor obj) { m_taintparent = obj; } public override void delink() { m_taintparent = null; } public override void LockAngularMotion(Vector3 axis) { // reverse the zero/non zero values for ODE. if (axis.IsFinite()) { axis.X = (axis.X > 0) ? 1f : 0f; axis.Y = (axis.Y > 0) ? 1f : 0f; axis.Z = (axis.Z > 0) ? 1f : 0f; m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); m_taintAngularLock = axis; } else { m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object"); } } public void SetGeom(IntPtr geom) { prev_geom = prim_geom; prim_geom = geom; //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName); if (prim_geom != IntPtr.Zero) { d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); } if (childPrim) { if (_parent != null && _parent is OdePrim) { OdePrim parent = (OdePrim)_parent; //Console.WriteLine("SetGeom calls ChildSetGeom"); parent.ChildSetGeom(this); } } //m_log.Warn("Setting Geom to: " + prim_geom); } public void enableBodySoft() { if (!childPrim) { if (m_isphysical && Body != IntPtr.Zero) { d.BodyEnable(Body); if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene); } m_disabled = false; } } public void disableBodySoft() { m_disabled = true; if (m_isphysical && Body != IntPtr.Zero) { d.BodyDisable(Body); Halt(); } } public void enableBody() { // Don't enable this body if we're a child prim // this should be taken care of in the parent function not here if (!childPrim) { // Sets the geom to a body Body = d.BodyCreate(_parent_scene.world); setMass(); d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); d.Quaternion myrot = new d.Quaternion(); myrot.X = _orientation.X; myrot.Y = _orientation.Y; myrot.Z = _orientation.Z; myrot.W = _orientation.W; d.BodySetQuaternion(Body, ref myrot); d.GeomSetBody(prim_geom, Body); m_collisionCategories |= CollisionCategories.Body; m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); d.BodySetAutoDisableFlag(Body, true); d.BodySetAutoDisableSteps(Body, body_autodisable_frames); // disconnect from world gravity so we can apply buoyancy d.BodySetGravityMode (Body, false); m_interpenetrationcount = 0; m_collisionscore = 0; m_disabled = false; if (m_type != Vehicle.TYPE_NONE) { Enable(Body, _parent_scene); } _parent_scene.addActivePrim(this); } } #region Mass Calculation private float CalculateMass() { float volume = 0; // No material is passed to the physics engines yet.. soo.. // we're using the m_density constant in the class definition float returnMass = 0; switch (_pbs.ProfileShape) { case ProfileShape.Square: // Profile Volume volume = _size.X*_size.Y*_size.Z; // If the user has 'hollowed out' // ProfileHollow is one of those 0 to 50000 values :P // we like percentages better.. so turning into a percentage if (((float) _pbs.ProfileHollow/50000f) > 0.0) { float hollowAmount = (float) _pbs.ProfileHollow/50000f; // calculate the hollow volume by it's shape compared to the prim shape float hollowVolume = 0; switch (_pbs.HollowShape) { case HollowShape.Square: case HollowShape.Same: // Cube Hollow volume calculation float hollowsizex = _size.X*hollowAmount; float hollowsizey = _size.Y*hollowAmount; float hollowsizez = _size.Z*hollowAmount; hollowVolume = hollowsizex*hollowsizey*hollowsizez; break; case HollowShape.Circle: // Hollow shape is a perfect cyllinder in respect to the cube's scale // Cyllinder hollow volume calculation float hRadius = _size.X/2; float hLength = _size.Z; // pi * r2 * h hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount); break; case HollowShape.Triangle: // Equilateral Triangular Prism volume hollow calculation // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y float aLength = _size.Y; // 1/2 abh hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount); break; default: hollowVolume = 0; break; } volume = volume - hollowVolume; } break; case ProfileShape.Circle: if (_pbs.PathCurve == (byte)Extrusion.Straight) { // Cylinder float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z); float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z); // Approximating the cylinder's irregularity. if (volume1 > volume2) { volume = (float)volume1 - (volume1 - volume2); } else if (volume2 > volume1) { volume = (float)volume2 - (volume2 - volume1); } else { // Regular cylinder volume = volume1; } } else { // We don't know what the shape is yet, so use default volume = _size.X * _size.Y * _size.Z; } // If the user has 'hollowed out' // ProfileHollow is one of those 0 to 50000 values :P // we like percentages better.. so turning into a percentage if (((float)_pbs.ProfileHollow / 50000f) > 0.0) { float hollowAmount = (float)_pbs.ProfileHollow / 50000f; // calculate the hollow volume by it's shape compared to the prim shape float hollowVolume = 0; switch (_pbs.HollowShape) { case HollowShape.Same: case HollowShape.Circle: // Hollow shape is a perfect cyllinder in respect to the cube's scale // Cyllinder hollow volume calculation float hRadius = _size.X / 2; float hLength = _size.Z; // pi * r2 * h hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); break; case HollowShape.Square: // Cube Hollow volume calculation float hollowsizex = _size.X * hollowAmount; float hollowsizey = _size.Y * hollowAmount; float hollowsizez = _size.Z * hollowAmount; hollowVolume = hollowsizex * hollowsizey * hollowsizez; break; case HollowShape.Triangle: // Equilateral Triangular Prism volume hollow calculation // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y float aLength = _size.Y; // 1/2 abh hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); break; default: hollowVolume = 0; break; } volume = volume - hollowVolume; } break; case ProfileShape.HalfCircle: if (_pbs.PathCurve == (byte)Extrusion.Curve1) { if (_size.X == _size.Y && _size.Y == _size.Z) { // regular sphere // v = 4/3 * pi * r^3 float sradius3 = (float)Math.Pow((_size.X / 2), 3); volume = (float)((4f / 3f) * Math.PI * sradius3); } else { // we treat this as a box currently volume = _size.X * _size.Y * _size.Z; } } else { // We don't know what the shape is yet, so use default volume = _size.X * _size.Y * _size.Z; } break; case ProfileShape.EquilateralTriangle: /* v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h // seed mesh Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f); Vertex PM = new Vertex(+0.5f, 0f, 0.0f); Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f); */ float xA = -0.25f * _size.X; float yA = -0.45f * _size.Y; float xB = 0.5f * _size.X; float yB = 0; float xC = -0.25f * _size.X; float yC = 0.45f * _size.Y; volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z); // If the user has 'hollowed out' // ProfileHollow is one of those 0 to 50000 values :P // we like percentages better.. so turning into a percentage float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f); if (((float)fhollowFactor / 50000f) > 0.0) { float hollowAmount = (float)fhollowFactor / 50000f; // calculate the hollow volume by it's shape compared to the prim shape float hollowVolume = 0; switch (_pbs.HollowShape) { case HollowShape.Same: case HollowShape.Triangle: // Equilateral Triangular Prism volume hollow calculation // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y float aLength = _size.Y; // 1/2 abh hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); break; case HollowShape.Square: // Cube Hollow volume calculation float hollowsizex = _size.X * hollowAmount; float hollowsizey = _size.Y * hollowAmount; float hollowsizez = _size.Z * hollowAmount; hollowVolume = hollowsizex * hollowsizey * hollowsizez; break; case HollowShape.Circle: // Hollow shape is a perfect cyllinder in respect to the cube's scale // Cyllinder hollow volume calculation float hRadius = _size.X / 2; float hLength = _size.Z; // pi * r2 * h hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount); break; default: hollowVolume = 0; break; } volume = volume - hollowVolume; } break; default: // we don't have all of the volume formulas yet so // use the common volume formula for all volume = _size.X*_size.Y*_size.Z; break; } // Calculate Path cut effect on volume // Not exact, in the triangle hollow example // They should never be zero or less then zero.. // we'll ignore it if it's less then zero // ProfileEnd and ProfileBegin are values // from 0 to 50000 // Turning them back into percentages so that I can cut that percentage off the volume float PathCutEndAmount = _pbs.ProfileEnd; float PathCutStartAmount = _pbs.ProfileBegin; if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f) { float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f); // Check the return amount for sanity if (pathCutAmount >= 0.99f) pathCutAmount = 0.99f; volume = volume - (volume*pathCutAmount); } UInt16 taperX = _pbs.PathScaleX; UInt16 taperY = _pbs.PathScaleY; float taperFactorX = 0; float taperFactorY = 0; // Mass = density * volume if (taperX != 100) { if (taperX > 100) { taperFactorX = 1.0f - ((float)taperX / 200); //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString()); } else { taperFactorX = 1.0f - ((100 - (float)taperX) / 100); //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString()); } volume = (float)volume * ((taperFactorX / 3f) + 0.001f); } if (taperY != 100) { if (taperY > 100) { taperFactorY = 1.0f - ((float)taperY / 200); //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString()); } else { taperFactorY = 1.0f - ((100 - (float)taperY) / 100); //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString()); } volume = (float)volume * ((taperFactorY / 3f) + 0.001f); } returnMass = m_density*volume; if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. // Recursively calculate mass bool HasChildPrim = false; lock (childrenPrim) { if (childrenPrim.Count > 0) { HasChildPrim = true; } } if (HasChildPrim) { OdePrim[] childPrimArr = new OdePrim[0]; lock (childrenPrim) childPrimArr = childrenPrim.ToArray(); for (int i = 0; i < childPrimArr.Length; i++) { if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove) returnMass += childPrimArr[i].CalculateMass(); // failsafe, this shouldn't happen but with OpenSim, you never know :) if (i > 256) break; } } if (returnMass > _parent_scene.maximumMassObject) returnMass = _parent_scene.maximumMassObject; return returnMass; }// end CalculateMass #endregion public void setMass() { if (Body != (IntPtr) 0) { float newmass = CalculateMass(); //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString()); d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z); d.BodySetMass(Body, ref pMass); } } public void disableBody() { //this kills the body so things like 'mesh' can re-create it. lock (this) { if (!childPrim) { if (Body != IntPtr.Zero) { _parent_scene.remActivePrim(this); m_collisionCategories &= ~CollisionCategories.Body; m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); if (prim_geom != IntPtr.Zero) { d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); } d.BodyDestroy(Body); lock (childrenPrim) { if (childrenPrim.Count > 0) { foreach (OdePrim prm in childrenPrim) { _parent_scene.remActivePrim(prm); prm.Body = IntPtr.Zero; } } } Body = IntPtr.Zero; } } else { _parent_scene.remActivePrim(this); m_collisionCategories &= ~CollisionCategories.Body; m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); if (prim_geom != IntPtr.Zero) { d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); } Body = IntPtr.Zero; } } m_disabled = true; m_collisionscore = 0; } private static Dictionary m_MeshToTriMeshMap = new Dictionary(); public void setMesh(OdeScene parent_scene, IMesh mesh) { // This sleeper is there to moderate how long it takes between // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object //Thread.Sleep(10); //Kill Body so that mesh can re-make the geom if (IsPhysical && Body != IntPtr.Zero) { if (childPrim) { if (_parent != null) { OdePrim parent = (OdePrim)_parent; parent.ChildDelink(this); } } else { disableBody(); } } IntPtr vertices, indices; int vertexCount, indexCount; int vertexStride, triStride; mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage mesh.releaseSourceMeshData(); // free up the original mesh data to save memory if (m_MeshToTriMeshMap.ContainsKey(mesh)) { _triMeshData = m_MeshToTriMeshMap[mesh]; } else { _triMeshData = d.GeomTriMeshDataCreate(); d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); d.GeomTriMeshDataPreprocess(_triMeshData); m_MeshToTriMeshMap[mesh] = _triMeshData; } _parent_scene.waitForSpaceUnlock(m_targetSpace); try { if (prim_geom == IntPtr.Zero) { SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null)); } } catch (AccessViolationException) { m_log.Error("[PHYSICS]: MESH LOCKED"); return; } // if (IsPhysical && Body == (IntPtr) 0) // { // Recreate the body // m_interpenetrationcount = 0; // m_collisionscore = 0; // enableBody(); // } } public void ProcessTaints(float timestep) //============================================================================= { if (m_taintadd) { changeadd(timestep); } if (prim_geom != IntPtr.Zero) { if (!_position.ApproxEquals(m_taintposition, 0f)) 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); } else { //Just rotate the prim rotate(timestep); } } // if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) changePhysicsStatus(timestep); // if (!_size.ApproxEquals(m_taintsize,0f)) changesize(timestep); // if (m_taintshape) changeshape(timestep); // if (m_taintforce) changeAddForce(timestep); if (m_taintaddangularforce) changeAddAngularForce(timestep); if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) changeSetTorque(timestep); if (m_taintdisable) changedisable(timestep); if (m_taintselected != m_isSelected) changeSelectedStatus(timestep); if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) changevelocity(timestep); if (m_taintparent != _parent) changelink(timestep); if (m_taintCollidesWater != m_collidesWater) changefloatonwater(timestep); if (!m_angularEnable.ApproxEquals(m_taintAngularLock,0f)) changeAngularLock(timestep); } else { m_log.Error("[PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)"); } } private void changeAngularLock(float timestep) { if (_parent == null) { m_angularEnable = m_taintAngularLock; } } private void changelink(float timestep) { // If the newly set parent is not null // create link if (_parent == null && m_taintparent != null) { if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim) { OdePrim obj = (OdePrim)m_taintparent; //obj.disableBody(); obj.ParentPrim(this); /* if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body) { _linkJointGroup = d.JointGroupCreate(0); m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup); d.JointAttach(m_linkJoint, obj.Body, Body); d.JointSetFixed(m_linkJoint); } */ } } // If the newly set parent is null // destroy link else if (_parent != null && m_taintparent == null) { if (_parent is OdePrim) { OdePrim obj = (OdePrim)_parent; obj.ChildDelink(this); childPrim = false; //_parent = null; } /* if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0) d.JointGroupDestroy(_linkJointGroup); _linkJointGroup = (IntPtr)0; m_linkJoint = (IntPtr)0; */ } _parent = m_taintparent; m_taintPhysics = m_isphysical; } // I'm the parent // prim is the child public void ParentPrim(OdePrim prim) { if (this.m_localID != prim.m_localID) { if (Body == IntPtr.Zero) { Body = d.BodyCreate(_parent_scene.world); setMass(); } if (Body != IntPtr.Zero) { lock (childrenPrim) { if (!childrenPrim.Contains(prim)) { childrenPrim.Add(prim); foreach (OdePrim prm in childrenPrim) { d.Mass m2; d.MassSetZero(out m2); d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); d.Quaternion quat = new d.Quaternion(); quat.W = prm._orientation.W; quat.X = prm._orientation.X; quat.Y = prm._orientation.Y; quat.Z = prm._orientation.Z; d.Matrix3 mat = new d.Matrix3(); d.RfromQ(out mat, ref quat); d.MassRotate(ref m2, ref mat); d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z); d.MassAdd(ref pMass, ref m2); } foreach (OdePrim prm in childrenPrim) { prm.m_collisionCategories |= CollisionCategories.Body; prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); if (prm.prim_geom == IntPtr.Zero) { m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet"); continue; } //Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName); d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); d.Quaternion quat = new d.Quaternion(); quat.W = prm._orientation.W; quat.X = prm._orientation.X; quat.Y = prm._orientation.Y; quat.Z = prm._orientation.Z; d.Matrix3 mat = new d.Matrix3(); d.RfromQ(out mat, ref quat); if (Body != IntPtr.Zero) { d.GeomSetBody(prm.prim_geom, Body); prm.childPrim = true; 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, // (Position.Z - prm.Position.Z) - pMass.c.Z); d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); //d.GeomSetOffsetRotation(prm.prim_geom, ref mat); d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); d.BodySetMass(Body, ref pMass); } else { m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body"); } prm.m_interpenetrationcount = 0; prm.m_collisionscore = 0; prm.m_disabled = false; prm.Body = Body; _parent_scene.addActivePrim(prm); } m_collisionCategories |= CollisionCategories.Body; m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); //Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName); d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); //Console.WriteLine(" Post GeomSetCategoryBits 2"); d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); d.Quaternion quat2 = new d.Quaternion(); quat2.W = _orientation.W; quat2.X = _orientation.X; quat2.Y = _orientation.Y; quat2.Z = _orientation.Z; d.Matrix3 mat2 = new d.Matrix3(); d.RfromQ(out mat2, ref quat2); d.GeomSetBody(prim_geom, Body); d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z); //d.GeomSetOffsetPosition(prim.prim_geom, // (Position.X - prm.Position.X) - pMass.c.X, // (Position.Y - prm.Position.Y) - pMass.c.Y, // (Position.Z - prm.Position.Z) - pMass.c.Z); //d.GeomSetOffsetRotation(prim_geom, ref mat2); d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); d.BodySetMass(Body, ref pMass); d.BodySetAutoDisableFlag(Body, true); d.BodySetAutoDisableSteps(Body, body_autodisable_frames); m_interpenetrationcount = 0; m_collisionscore = 0; m_disabled = false; d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene); _parent_scene.addActivePrim(this); } } } } } private void ChildSetGeom(OdePrim odePrim) { //if (m_isphysical && Body != IntPtr.Zero) lock (childrenPrim) { foreach (OdePrim prm in childrenPrim) { //prm.childPrim = true; prm.disableBody(); //prm.m_taintparent = null; //prm._parent = null; //prm.m_taintPhysics = false; //prm.m_disabled = true; //prm.childPrim = false; } } disableBody(); if (Body != IntPtr.Zero) { _parent_scene.remActivePrim(this); } lock (childrenPrim) { foreach (OdePrim prm in childrenPrim) { ParentPrim(prm); } } } private void ChildDelink(OdePrim odePrim) { // Okay, we have a delinked child.. need to rebuild the body. lock (childrenPrim) { foreach (OdePrim prm in childrenPrim) { prm.childPrim = true; prm.disableBody(); //prm.m_taintparent = null; //prm._parent = null; //prm.m_taintPhysics = false; //prm.m_disabled = true; //prm.childPrim = false; } } disableBody(); lock (childrenPrim) { childrenPrim.Remove(odePrim); } if (Body != IntPtr.Zero) { _parent_scene.remActivePrim(this); } lock (childrenPrim) { foreach (OdePrim prm in childrenPrim) { ParentPrim(prm); } } } private void changeSelectedStatus(float timestep) { if (m_taintselected) { m_collisionCategories = CollisionCategories.Selected; m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); // We do the body disable soft twice because 'in theory' a collision could have happened // 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. // even if you select all parts of a jointed assembly, it is not guaranteed that the entire // assembly will stop simulating during the selection, because of the lack of atomicity // of select operations (their processing could be interrupted by a thread switch, causing // simulation to continue before all of the selected object notifications trickle down to // the physics engine). // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are // selected and disabled. then, due to a thread switch, the selection processing is // interrupted and the physics engine continues to simulate, so the last 50 items, whose // selection was not yet processed, continues to simulate. this wakes up ALL of the // first 50 again. then the last 50 are disabled. then the first 50, which were just woken // up, start simulating again, which in turn wakes up the last 50. if (m_isphysical) { disableBodySoft(); } if (prim_geom != IntPtr.Zero) { d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); } if (m_isphysical) { disableBodySoft(); } } else { m_collisionCategories = CollisionCategories.Geom; if (m_isphysical) m_collisionCategories |= CollisionCategories.Body; m_collisionFlags = m_default_collisionFlags; if (m_collidesLand) m_collisionFlags |= CollisionCategories.Land; if (m_collidesWater) m_collisionFlags |= CollisionCategories.Water; if (prim_geom != IntPtr.Zero) { d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); } if (m_isphysical) { if (Body != IntPtr.Zero) { d.BodySetLinearVel(Body, 0f, 0f, 0f); d.BodySetForce(Body, 0, 0, 0); enableBodySoft(); } } } resetCollisionAccounting(); m_isSelected = m_taintselected; }//end changeSelectedStatus public void ResetTaints() { m_taintposition = _position; m_taintrot = _orientation; m_taintPhysics = m_isphysical; m_taintselected = m_isSelected; m_taintsize = _size; m_taintshape = false; m_taintforce = false; m_taintdisable = false; m_taintVelocity = Vector3.Zero; } public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh) { //Console.WriteLine("CreateGeom:"); if (_mesh != null) { setMesh(_parent_scene, _mesh); } else { if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) { if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) { if (((_size.X / 2f) > 0f)) { _parent_scene.waitForSpaceUnlock(m_targetSpace); try { //Console.WriteLine(" CreateGeom 1"); SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2)); } catch (AccessViolationException) { m_log.Warn("[PHYSICS]: Unable to create physics proxy for object"); ode.dunlock(_parent_scene.world); return; } } else { _parent_scene.waitForSpaceUnlock(m_targetSpace); try { //Console.WriteLine(" CreateGeom 2"); SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); } catch (AccessViolationException) { m_log.Warn("[PHYSICS]: Unable to create physics proxy for object"); ode.dunlock(_parent_scene.world); return; } } } else { _parent_scene.waitForSpaceUnlock(m_targetSpace); try { //Console.WriteLine(" CreateGeom 3"); SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); } catch (AccessViolationException) { m_log.Warn("[PHYSICS]: Unable to create physics proxy for object"); ode.dunlock(_parent_scene.world); return; } } } else { _parent_scene.waitForSpaceUnlock(m_targetSpace); try { //Console.WriteLine(" CreateGeom 4"); SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); } catch (AccessViolationException) { m_log.Warn("[PHYSICS]: Unable to create physics proxy for object"); ode.dunlock(_parent_scene.world); return; } } } } public void changeadd(float timestep) { int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position); IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position); if (targetspace == IntPtr.Zero) targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]); m_targetSpace = targetspace; if (_mesh == null) { if (_parent_scene.needsMeshing(_pbs)) { // Don't need to re-enable body.. it's done in SetMesh _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); // createmesh returns null when it's a shape that isn't a cube. // m_log.Debug(m_localID); } } lock (_parent_scene.OdeLock) { //Console.WriteLine("changeadd 1"); CreateGeom(m_targetSpace, _mesh); if (prim_geom != IntPtr.Zero) { d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); d.Quaternion myrot = new d.Quaternion(); myrot.X = _orientation.X; myrot.Y = _orientation.Y; myrot.Z = _orientation.Z; myrot.W = _orientation.W; d.GeomSetQuaternion(prim_geom, ref myrot); } if (m_isphysical && Body == IntPtr.Zero) { enableBody(); } } _parent_scene.geom_name_map[prim_geom] = this.m_primName; _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; changeSelectedStatus(timestep); m_taintadd = false; } public void changemove(float timestep) { //Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position ); if (m_isphysical) { //Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim); // 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) enableBody(); //Prim auto disable after 20 frames, //if you move it, re-enable the prim manually. if (_parent != null) { if (m_linkJoint != IntPtr.Zero) { d.JointDestroy(m_linkJoint); m_linkJoint = IntPtr.Zero; } } if (Body != IntPtr.Zero) { d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); if (_parent != null) { 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(" JointCreateFixed"); m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup); d.JointAttach(m_linkJoint, Body, odParent.Body); d.JointSetFixed(m_linkJoint); } } d.BodyEnable(Body); if (m_type != Vehicle.TYPE_NONE) { Enable(Body, _parent_scene); } } else { m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario."); } } //else // { //m_log.Debug("[BUG]: race!"); //} } else { // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); _parent_scene.waitForSpaceUnlock(m_targetSpace); IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); m_targetSpace = tempspace; _parent_scene.waitForSpaceUnlock(m_targetSpace); if (prim_geom != IntPtr.Zero) { d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); _parent_scene.waitForSpaceUnlock(m_targetSpace); d.SpaceAdd(m_targetSpace, prim_geom); } } changeSelectedStatus(timestep); resetCollisionAccounting(); m_taintposition = _position; } public void rotate(float timestep) { d.Quaternion myrot = new d.Quaternion(); myrot.X = _orientation.X; myrot.Y = _orientation.Y; myrot.Z = _orientation.Z; myrot.W = _orientation.W; if (Body != IntPtr.Zero) { // 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); } resetCollisionAccounting(); m_taintrot = _orientation; } private void resetCollisionAccounting() { m_collisionscore = 0; m_interpenetrationcount = 0; m_disabled = false; } public void changedisable(float timestep) { m_disabled = true; if (Body != IntPtr.Zero) { d.BodyDisable(Body); Body = IntPtr.Zero; } m_taintdisable = false; } public void changePhysicsStatus(float timestep) { if (m_isphysical == true) { if (Body == IntPtr.Zero) { if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) { changeshape(2f); } else { enableBody(); } } } else { if (Body != IntPtr.Zero) { if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) { if (prim_geom != IntPtr.Zero) { try { d.GeomDestroy(prim_geom); prim_geom = IntPtr.Zero; _mesh = null; } catch (System.AccessViolationException) { prim_geom = IntPtr.Zero; m_log.Error("[PHYSICS]: PrimGeom dead"); } } //Console.WriteLine("changePhysicsStatus for " + m_primName ); changeadd(2f); } if (childPrim) { if (_parent != null) { OdePrim parent = (OdePrim)_parent; parent.ChildDelink(this); } } else { disableBody(); } } } changeSelectedStatus(timestep); resetCollisionAccounting(); m_taintPhysics = m_isphysical; } public void changesize(float timestamp) { string oldname = _parent_scene.geom_name_map[prim_geom]; if (_size.X <= 0) _size.X = 0.01f; if (_size.Y <= 0) _size.Y = 0.01f; if (_size.Z <= 0) _size.Z = 0.01f; // Cleanup of old prim geometry if (_mesh != null) { // Cleanup meshing here } //kill body to rebuild if (IsPhysical && Body != IntPtr.Zero) { if (childPrim) { if (_parent != null) { OdePrim parent = (OdePrim)_parent; parent.ChildDelink(this); } } else { disableBody(); } } if (d.SpaceQuery(m_targetSpace, prim_geom)) { _parent_scene.waitForSpaceUnlock(m_targetSpace); d.SpaceRemove(m_targetSpace, prim_geom); } d.GeomDestroy(prim_geom); prim_geom = IntPtr.Zero; // we don't need to do space calculation because the client sends a position update also. // Construction of new prim if (_parent_scene.needsMeshing(_pbs)) { float meshlod = _parent_scene.meshSculptLOD; if (IsPhysical) meshlod = _parent_scene.MeshSculptphysicalLOD; // Don't need to re-enable body.. it's done in SetMesh IMesh mesh = null; if (_parent_scene.needsMeshing(_pbs)) mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); //Console.WriteLine("changesize 1"); CreateGeom(m_targetSpace, mesh); } else { _mesh = null; //Console.WriteLine("changesize 2"); CreateGeom(m_targetSpace, _mesh); } d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); d.Quaternion myrot = new d.Quaternion(); myrot.X = _orientation.X; myrot.Y = _orientation.Y; myrot.Z = _orientation.Z; myrot.W = _orientation.W; d.GeomSetQuaternion(prim_geom, ref myrot); //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); if (IsPhysical && Body == IntPtr.Zero && !childPrim) { // Re creates body on size. // EnableBody also does setMass() enableBody(); d.BodyEnable(Body); } _parent_scene.geom_name_map[prim_geom] = oldname; changeSelectedStatus(timestamp); if (childPrim) { if (_parent is OdePrim) { OdePrim parent = (OdePrim)_parent; parent.ChildSetGeom(this); } } resetCollisionAccounting(); m_taintsize = _size; } public void changefloatonwater(float timestep) { m_collidesWater = m_taintCollidesWater; if (prim_geom != IntPtr.Zero) { if (m_collidesWater) { m_collisionFlags |= CollisionCategories.Water; } else { m_collisionFlags &= ~CollisionCategories.Water; } d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); } } public void changeshape(float timestamp) { string oldname = _parent_scene.geom_name_map[prim_geom]; // Cleanup of old prim geometry and Bodies if (IsPhysical && Body != IntPtr.Zero) { if (childPrim) { if (_parent != null) { OdePrim parent = (OdePrim)_parent; parent.ChildDelink(this); } } else { disableBody(); } } try { d.GeomDestroy(prim_geom); } catch (System.AccessViolationException) { prim_geom = IntPtr.Zero; m_log.Error("[PHYSICS]: PrimGeom dead"); } prim_geom = IntPtr.Zero; // we don't need to do space calculation because the client sends a position update also. if (_size.X <= 0) _size.X = 0.01f; if (_size.Y <= 0) _size.Y = 0.01f; if (_size.Z <= 0) _size.Z = 0.01f; // Construction of new prim if (_parent_scene.needsMeshing(_pbs)) { // Don't need to re-enable body.. it's done in SetMesh float meshlod = _parent_scene.meshSculptLOD; if (IsPhysical) meshlod = _parent_scene.MeshSculptphysicalLOD; IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); // createmesh returns null when it doesn't mesh. CreateGeom(m_targetSpace, mesh); } else { _mesh = null; //Console.WriteLine("changeshape"); CreateGeom(m_targetSpace, null); } d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); d.Quaternion myrot = new d.Quaternion(); //myrot.W = _orientation.w; myrot.W = _orientation.W; myrot.X = _orientation.X; myrot.Y = _orientation.Y; myrot.Z = _orientation.Z; d.GeomSetQuaternion(prim_geom, ref myrot); //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); if (IsPhysical && Body == IntPtr.Zero) { // Re creates body on size. // EnableBody also does setMass() enableBody(); if (Body != IntPtr.Zero) { d.BodyEnable(Body); } } _parent_scene.geom_name_map[prim_geom] = oldname; changeSelectedStatus(timestamp); if (childPrim) { if (_parent is OdePrim) { OdePrim parent = (OdePrim)_parent; parent.ChildSetGeom(this); } } resetCollisionAccounting(); m_taintshape = false; } public void changeAddForce(float timestamp) { if (!m_isSelected) { lock (m_forcelist) { //m_log.Info("[PHYSICS]: dequeing forcelist"); if (IsPhysical) { Vector3 iforce = Vector3.Zero; int i = 0; try { for (i = 0; i < m_forcelist.Count; i++) { iforce = iforce + (m_forcelist[i] * 100); } } catch (IndexOutOfRangeException) { m_forcelist = new List(); m_collisionscore = 0; m_interpenetrationcount = 0; m_taintforce = false; return; } catch (ArgumentOutOfRangeException) { m_forcelist = new List(); m_collisionscore = 0; m_interpenetrationcount = 0; m_taintforce = false; return; } d.BodyEnable(Body); d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z); } m_forcelist.Clear(); } m_collisionscore = 0; m_interpenetrationcount = 0; } m_taintforce = false; } public void changeSetTorque(float timestamp) { if (!m_isSelected) { if (IsPhysical && Body != IntPtr.Zero) { d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); } } m_taintTorque = Vector3.Zero; } public void changeAddAngularForce(float timestamp) { if (!m_isSelected) { lock (m_angularforcelist) { //m_log.Info("[PHYSICS]: dequeing forcelist"); if (IsPhysical) { Vector3 iforce = Vector3.Zero; for (int i = 0; i < m_angularforcelist.Count; i++) { iforce = iforce + (m_angularforcelist[i] * 100); } d.BodyEnable(Body); d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z); } m_angularforcelist.Clear(); } m_collisionscore = 0; m_interpenetrationcount = 0; } m_taintaddangularforce = false; } private void changevelocity(float timestep) { if (!m_isSelected) { Thread.Sleep(20); if (IsPhysical) { if (Body != IntPtr.Zero) d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); } //resetCollisionAccounting(); } m_taintVelocity = Vector3.Zero; } public void UpdatePositionAndVelocity() { return; // moved to the Move () method } public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj) { obj.I.M00 = pMat[0, 0]; obj.I.M01 = pMat[0, 1]; obj.I.M02 = pMat[0, 2]; obj.I.M10 = pMat[1, 0]; obj.I.M11 = pMat[1, 1]; obj.I.M12 = pMat[1, 2]; obj.I.M20 = pMat[2, 0]; obj.I.M21 = pMat[2, 1]; obj.I.M22 = pMat[2, 2]; return obj; } public override void SubscribeEvents(int ms) { m_eventsubscription = ms; _parent_scene.addCollisionEventReporting(this); } public override void UnSubscribeEvents() { _parent_scene.remCollisionEventReporting(this); m_eventsubscription = 0; } public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { if (CollisionEventsThisFrame == null) CollisionEventsThisFrame = new CollisionEventUpdate(); CollisionEventsThisFrame.addCollider(CollidedWith, contact); } public void SendCollisions() { if (CollisionEventsThisFrame == null) return; base.SendCollisionUpdate(CollisionEventsThisFrame); if (CollisionEventsThisFrame.m_objCollisionList.Count == 0) CollisionEventsThisFrame = null; else CollisionEventsThisFrame = new CollisionEventUpdate(); } public override bool SubscribedEvents() { if (m_eventsubscription > 0) return true; return false; } public static Matrix4 Inverse(Matrix4 pMat) { if (determinant3x3(pMat) == 0) { return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible } return (Adjoint(pMat) / determinant3x3(pMat)); } public static Matrix4 Adjoint(Matrix4 pMat) { Matrix4 adjointMatrix = new Matrix4(); for (int i=0; i<4; i++) { for (int j=0; j<4; j++) { Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j))))); } } adjointMatrix = Transpose(adjointMatrix); return adjointMatrix; } public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol) { Matrix4 minor = new Matrix4(); int m = 0, n = 0; for (int i = 0; i < 4; i++) { if (i == iRow) continue; n = 0; for (int j = 0; j < 4; j++) { if (j == iCol) continue; Matrix4SetValue(ref minor, m,n, matrix[i, j]); n++; } m++; } return minor; } public static Matrix4 Transpose(Matrix4 pMat) { Matrix4 transposeMatrix = new Matrix4(); for (int i = 0; i < 4; i++) for (int j = 0; j < 4; j++) Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]); return transposeMatrix; } public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val) { switch (r) { case 0: switch (c) { case 0: pMat.M11 = val; break; case 1: pMat.M12 = val; break; case 2: pMat.M13 = val; break; case 3: pMat.M14 = val; break; } break; case 1: switch (c) { case 0: pMat.M21 = val; break; case 1: pMat.M22 = val; break; case 2: pMat.M23 = val; break; case 3: pMat.M24 = val; break; } break; case 2: switch (c) { case 0: pMat.M31 = val; break; case 1: pMat.M32 = val; break; case 2: pMat.M33 = val; break; case 3: pMat.M34 = val; break; } break; case 3: switch (c) { case 0: pMat.M41 = val; break; case 1: pMat.M42 = val; break; case 2: pMat.M43 = val; break; case 3: pMat.M44 = val; break; } break; } } 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]; 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; dst.c.X = src.c.X; dst.c.Y = src.c.Y; dst.c.Z = src.c.Z; dst.mass = src.mass; dst.I.M00 = src.I.M00; dst.I.M01 = src.I.M01; dst.I.M02 = src.I.M02; dst.I.M10 = src.I.M10; dst.I.M11 = src.I.M11; dst.I.M12 = src.I.M12; dst.I.M20 = src.I.M20; dst.I.M21 = src.I.M21; dst.I.M22 = src.I.M22; } public override void SetMaterial(int pMaterial) { m_material = pMaterial; } internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) { switch (pParam) { case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: if (pValue < 0.01f) pValue = 0.01f; // m_angularDeflectionEfficiency = pValue; break; case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: if (pValue < 0.1f) pValue = 0.1f; // m_angularDeflectionTimescale = pValue; break; case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: if (pValue < 0.3f) pValue = 0.3f; m_angularMotorDecayTimescale = pValue; break; case Vehicle.ANGULAR_MOTOR_TIMESCALE: if (pValue < 0.3f) pValue = 0.3f; m_angularMotorTimescale = pValue; break; case Vehicle.BANKING_EFFICIENCY: if (pValue < 0.01f) pValue = 0.01f; // m_bankingEfficiency = pValue; break; case Vehicle.BANKING_MIX: if (pValue < 0.01f) pValue = 0.01f; // m_bankingMix = pValue; break; case Vehicle.BANKING_TIMESCALE: if (pValue < 0.01f) pValue = 0.01f; // m_bankingTimescale = pValue; break; case Vehicle.BUOYANCY: 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_HEIGHT: m_VhoverHeight = pValue; break; case Vehicle.HOVER_TIMESCALE: if (pValue < 0.1f) pValue = 0.1f; m_VhoverTimescale = pValue; break; case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: if (pValue < 0.01f) pValue = 0.01f; // m_linearDeflectionEfficiency = pValue; break; case Vehicle.LINEAR_DEFLECTION_TIMESCALE: if (pValue < 0.01f) pValue = 0.01f; // m_linearDeflectionTimescale = pValue; break; case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: if (pValue < 0.3f) pValue = 0.3f; m_linearMotorDecayTimescale = pValue; break; case Vehicle.LINEAR_MOTOR_TIMESCALE: if (pValue < 0.1f) pValue = 0.1f; m_linearMotorTimescale = pValue; break; case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable if (pValue > 1.0f) pValue = 1.0f; m_verticalAttractionEfficiency = pValue; break; case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: 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; m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); break; case Vehicle.ANGULAR_MOTOR_DIRECTION: m_angularMotorDirection = new Vector3(pValue, pValue, pValue); UpdateAngDecay(); break; case Vehicle.LINEAR_FRICTION_TIMESCALE: if (pValue < 0.1f) pValue = 0.1f; m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); break; case Vehicle.LINEAR_MOTOR_DIRECTION: m_linearMotorDirection = new Vector3(pValue, pValue, pValue); UpdateLinDecay(); break; case Vehicle.LINEAR_MOTOR_OFFSET: // m_linearMotorOffset = new Vector3(pValue, pValue, pValue); break; } }//end ProcessFloatVehicleParam internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) { 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; 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; 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; m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); break; case Vehicle.LINEAR_MOTOR_DIRECTION: m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting UpdateLinDecay(); break; case Vehicle.LINEAR_MOTOR_OFFSET: // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); break; } }//end ProcessVectorVehicleParam internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) { switch (pParam) { case Vehicle.REFERENCE_FRAME: // m_referenceFrame = pValue; break; } }//end ProcessRotationVehicleParam internal void ProcessVehicleFlags(int pParam, bool remove) { if (remove) { m_flags &= ~((VehicleFlag)pParam); } else { m_flags |= (VehicleFlag)pParam; } } internal void ProcessTypeChange(Vehicle pType) { // 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_linearMotorTimescale = 1000; m_linearMotorDecayTimescale = 120; m_angularMotorDirection = Vector3.Zero; m_angularMotorDVel = Vector3.Zero; m_angularMotorTimescale = 1000; m_angularMotorDecayTimescale = 120; m_VhoverHeight = 0; // m_VhoverEfficiency = 1; m_VhoverTimescale = 10; m_VehicleBuoyancy = 0; // m_linearDeflectionEfficiency = 1; // m_linearDeflectionTimescale = 1; // m_angularDeflectionEfficiency = 1; // m_angularDeflectionTimescale = 1000; // m_bankingEfficiency = 0; // m_bankingMix = 1; // m_bankingTimescale = 10; // m_referenceFrame = Quaternion.Identity; m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); break; 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_linearMotorTimescale = 1; m_linearMotorDecayTimescale = 60; m_angularMotorDirection = Vector3.Zero; m_angularMotorDVel = Vector3.Zero; m_angularMotorTimescale = 1; m_angularMotorDecayTimescale = 0.8f; m_VhoverHeight = 0; // m_VhoverEfficiency = 0; m_VhoverTimescale = 1000; m_VehicleBuoyancy = 0; // // m_linearDeflectionEfficiency = 1; // // m_linearDeflectionTimescale = 2; // // m_angularDeflectionEfficiency = 0; // m_angularDeflectionTimescale = 10; m_verticalAttractionEfficiency = 1f; m_verticalAttractionTimescale = 10f; // m_bankingEfficiency = -0.2f; // m_bankingMix = 1; // m_bankingTimescale = 1; // m_referenceFrame = Quaternion.Identity; m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP); break; case Vehicle.TYPE_BOAT: m_linearFrictionTimescale = new Vector3(10, 3, 2); m_angularFrictionTimescale = new Vector3(10,10,10); // m_lLinMotorVel = Vector3.Zero; m_linearMotorTimescale = 5; m_linearMotorDecayTimescale = 60; m_angularMotorDirection = Vector3.Zero; m_angularMotorDVel = Vector3.Zero; m_angularMotorTimescale = 4; m_angularMotorDecayTimescale = 4; m_VhoverHeight = 0; // m_VhoverEfficiency = 0.5f; m_VhoverTimescale = 2; m_VehicleBuoyancy = 1; // m_linearDeflectionEfficiency = 0.5f; // m_linearDeflectionTimescale = 3; // m_angularDeflectionEfficiency = 0.5f; // m_angularDeflectionTimescale = 5; m_verticalAttractionEfficiency = 0.5f; m_verticalAttractionTimescale = 5f; // m_bankingEfficiency = -0.3f; // 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.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_linearMotorTimescale = 2; m_linearMotorDecayTimescale = 60; m_angularMotorDirection = Vector3.Zero; m_angularMotorDVel = Vector3.Zero; m_angularMotorTimescale = 4; m_angularMotorDecayTimescale = 4; m_VhoverHeight = 0; // m_VhoverEfficiency = 0.5f; m_VhoverTimescale = 1000; m_VehicleBuoyancy = 0; // m_linearDeflectionEfficiency = 0.5f; // m_linearDeflectionTimescale = 3; // m_angularDeflectionEfficiency = 1; // m_angularDeflectionTimescale = 2; m_verticalAttractionEfficiency = 0.9f; m_verticalAttractionTimescale = 2f; // m_bankingEfficiency = 1; // m_bankingMix = 0.7f; // m_bankingTimescale = 2; // m_referenceFrame = Quaternion.Identity; m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP); m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); break; case Vehicle.TYPE_BALLOON: m_linearFrictionTimescale = new Vector3(5, 5, 5); m_angularFrictionTimescale = new Vector3(10, 10, 10); m_linearMotorTimescale = 5; m_linearMotorDecayTimescale = 60; m_angularMotorDirection = Vector3.Zero; m_angularMotorDVel = Vector3.Zero; m_angularMotorTimescale = 6; m_angularMotorDecayTimescale = 10; m_VhoverHeight = 5; // m_VhoverEfficiency = 0.8f; m_VhoverTimescale = 10; m_VehicleBuoyancy = 1; // m_linearDeflectionEfficiency = 0; // m_linearDeflectionTimescale = 5; // m_angularDeflectionEfficiency = 0; // m_angularDeflectionTimescale = 5; m_verticalAttractionEfficiency = 1f; m_verticalAttractionTimescale = 100f; // m_bankingEfficiency = 0; // m_bankingMix = 0.7f; // m_bankingTimescale = 5; // m_referenceFrame = Quaternion.Identity; m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP); m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); break; } }//end SetDefaultsForType internal void Enable(IntPtr pBody, OdeScene pParentScene) { if (m_type == Vehicle.TYPE_NONE) return; m_body = pBody; } 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 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; int fence = _parent_scene.geomRegionFence; float border_limit = 0.05f; // original limit if (fence == 1) border_limit = 0.5f; // bounce point frcount++; // used to limit debug comment output if (frcount > 10) frcount = 0; if(revcount > 0) revcount--; if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims. { // 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; l_position.Y = vec.Y; l_position.Z = vec.Z; m_lastposition = _position; _position = l_position; d.Quaternion ori = d.BodyGetQuaternion(Body); // 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); base.RequestPhysicsterseUpdate(); //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 - border_limit)) { l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit); outside = 1; } if (l_position.X < border_limit) { l_position.X = border_limit; outside = 2; } if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit)) { l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit); outside = 3; } if (l_position.Y < border_limit) { l_position.Y = border_limit; outside = 4; } if (outside > 0) { //Console.WriteLine(" fence = {0}",fence); //Console.WriteLine("Border {0}", l_position); if (fence == 1) // 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); //Console.WriteLine("ROOB 2"); return; // Dont process any other motion? } // end various methods } // end outside region horizontally if (l_position.Z < 0) { // This is so prim that get lost underground don't fall forever and suck up // // Sim resources and memory. // Disables the prim's movement physics.... // It's a hack and will generate a console message if it fails. //IsPhysical = false; if (_parent == null) base.RaiseOutOfBounds(_position); //Console.WriteLine("ROOB 3"); _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; _velocity.X = 0; _velocity.Y = 0; _velocity.Z = 0; m_rotationalVelocity.X = 0; m_rotationalVelocity.Y = 0; m_rotationalVelocity.Z = 0; if (_parent == null) base.RequestPhysicsterseUpdate(); m_throttleUpdates = false; throttleCounter = 0; _zeroFlag = true; //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) && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large { _zeroFlag = true; m_throttleUpdates = false; } else { //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); _zeroFlag = false; m_lastUpdateSent = false; //m_throttleUpdates = false; } if (_zeroFlag) { // Its stopped _velocity.X = 0.0f; _velocity.Y = 0.0f; _velocity.Z = 0.0f; _acceleration.X = 0; _acceleration.Y = 0; _acceleration.Z = 0; m_rotationalVelocity.X = 0; m_rotationalVelocity.Y = 0; m_rotationalVelocity.Z = 0; if (!m_lastUpdateSent) { m_throttleUpdates = false; throttleCounter = 0; if (_parent == null) { base.RequestPhysicsterseUpdate(); } m_lastUpdateSent = true; } } else { // Its moving if (lastZeroFlag != _zeroFlag) { if (_parent == null) { base.RequestPhysicsterseUpdate(); } } m_lastUpdateSent = false; if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) { if (_parent == null) { base.RequestPhysicsterseUpdate(); } } else { throttleCounter++; } } m_lastposition = l_position; /// End UpdatePositionAndVelocity insert 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("Grav {0}", 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 "); 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); // 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) if ((!angObjectVel.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); 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); m_lastAngularVelocity = angObjectVel; if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f)) { if (m_angularEnable.X == 0) m_lastAngularVelocity.X = 0f; if (m_angularEnable.Y == 0) m_lastAngularVelocity.Y = 0f; if (m_angularEnable.Z == 0) m_lastAngularVelocity.Z = 0f; } // Apply to the body // Vector3 aInc = m_lastAngularVelocity - initavel; //if(frcount == 0) Console.WriteLine("Inc {0}", aInc); m_lastAngularVelocity = m_lastAngularVelocity * rotq; // ================ Converts to WORLD rotation d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z); //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity); } // end VEHICLES else { if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 // NON-'VEHICLES' are dealt with here /// Dynamics Angular Lock ======================================================================== if (d.BodyIsEnabled(Body) && !m_angularEnable.ApproxEquals(Vector3.One, 0.003f)) { d.Vector3 avel2 = d.BodyGetAngularVel(Body); if (m_angularEnable.X == 0) avel2.X = 0; if (m_angularEnable.Y == 0) avel2.Y = 0; if (m_angularEnable.Z == 0) avel2.Z = 0; d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z); } /// 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 float m_mass = CalculateMass(); fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass if (m_usePID) { //if(frcount == 0) Console.WriteLine("PID " + m_primName); // KF - this is for object MoveToTarget. //if (!d.BodyIsEnabled(Body)) //d.BodySetForce(Body, 0f, 0f, 0f); // 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) && (m_PIDTau != 0)) { //PID_G = PID_G / m_PIDTau; m_PIDTau = 1; } if ((PID_G - m_PIDTau) <= 0) { PID_G = m_PIDTau + 1; } //PidStatus = true; // PhysicsVector vec = new PhysicsVector(); // d.Vector3 vel = d.BodyGetLinearVel(Body); d.Vector3 pos = d.BodyGetPosition(Body); _target_velocity = new Vector3( (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * 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 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2); //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2); //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); d.BodySetLinearVel(Body, 0, 0, 0); d.BodyAddForce(Body, 0, 0, fz); // return; } else { _zeroFlag = false; // We're flying and colliding with something fx = ((_target_velocity.X) - vel.X) * (PID_D); fy = ((_target_velocity.Y) - vel.Y) * (PID_D); // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); } } // end if (m_usePID) /// Dynamics Hover =================================================================================== // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller 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 RotLookAt ================================================================================= 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 scaler = 50f; // adjusts damping time float RLAservo = 0f; d.Quaternion rot = d.BodyGetQuaternion(Body); Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget; float diff_angle; Vector3 diff_axis; rot_diff.GetAxisAngle(out diff_axis, out diff_angle); diff_axis.Normalize(); if(diff_angle > 0.01f) // diff_angle is always +ve { // PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z); 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 * m_mass * scaler; // rotforce = rotforce * RLAservo * diff_angle ; // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z); RLAservo = timestep / m_APIDStrength * scaler; rotforce = rotforce * RLAservo * diff_angle ; if (m_angularEnable.X == 0) rotforce.X = 0; if (m_angularEnable.Y == 0) rotforce.Y = 0; if (m_angularEnable.Z == 0) rotforce.Z = 0; d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z); //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo); } //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle); } // end m_useAPID /// 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, 0, 0, 0); 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); //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); } } } else { // is not physical, or is not a body or is selected // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating _velocity.X = 0; _velocity.Y = 0; _velocity.Z = 0; _acceleration.X = 0; _acceleration.Y = 0; _acceleration.Z = 0; m_rotationalVelocity.X = 0; m_rotationalVelocity.Y = 0; m_rotationalVelocity.Z = 0; _zeroFlag = true; return; } } // end Move() } // end class }