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|
/*
* 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 OpenSim 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.
*
*/
using System;
using System.Collections.Generic;
using Axiom.Math;
using Ode.NET;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.OdePlugin
{
public class OdePrim : PhysicsActor
{
public PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f);
private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f);
private PhysicsVector m_rotationalVelocity;
private PhysicsVector _size;
private PhysicsVector _acceleration;
private Quaternion _orientation;
private PhysicsVector m_taintposition;
private PhysicsVector m_taintsize;
private Quaternion m_taintrot;
private bool m_taintshape = false;
private bool m_taintPhysics = false;
public bool m_taintremove = false;
private bool m_taintforce = false;
private List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
private IMesh _mesh;
private PrimitiveBaseShape _pbs;
private OdeScene _parent_scene;
public IntPtr m_targetSpace = (IntPtr) 0;
public IntPtr prim_geom;
public IntPtr _triMeshData;
private bool iscolliding = false;
private bool m_isphysical = false;
private bool m_throttleUpdates = false;
private int throttleCounter = 0;
public bool outofBounds = false;
private float m_density = 10.000006836f; // Aluminum g/cm3;
public bool _zeroFlag = false;
private bool m_lastUpdateSent = false;
public IntPtr Body = (IntPtr) 0;
private String m_primName;
private PhysicsVector _target_velocity;
public d.Mass pMass;
private int debugcounter = 0;
public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size,
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical)
{
_velocity = new PhysicsVector();
_position = pos;
m_taintposition = pos;
if (_position.X > 257)
{
_position.X = 257;
}
if (_position.X < 0)
{
_position.X = 0;
}
if (_position.Y > 257)
{
_position.Y = 257;
}
if (_position.Y < 0)
{
_position.Y = 0;
}
_size = size;
m_taintsize = _size;
_acceleration = new PhysicsVector();
m_rotationalVelocity = PhysicsVector.Zero;
_orientation = rotation;
m_taintrot = _orientation;
_mesh = mesh;
_pbs = pbs;
_parent_scene = parent_scene;
m_targetSpace = targetSpace;
if (pos.Z < 0)
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;
lock (OdeScene.OdeLock)
{
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)
{
prim_geom = d.CreateSphere(m_targetSpace, _size.X / 2);
}
else
{
prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
}
}
//else if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
//{
//Cyllinder
//if (_size.X == _size.Y)
//{
//prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
//}
//else
//{
//prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
//}
//}
else
{
prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
}
}
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
d.Quaternion myrot = new d.Quaternion();
myrot.W = rotation.w;
myrot.X = rotation.x;
myrot.Y = rotation.y;
myrot.Z = rotation.z;
d.GeomSetQuaternion(prim_geom, ref myrot);
if (m_isphysical && Body == (IntPtr) 0)
{
enableBody();
}
parent_scene.geom_name_map[prim_geom] = primName;
parent_scene.actor_name_map[prim_geom] = (PhysicsActor) 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 void enableBody()
{
// 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.W = _orientation.w;
myrot.X = _orientation.x;
myrot.Y = _orientation.y;
myrot.Z = _orientation.z;
d.BodySetQuaternion(Body, ref myrot);
d.GeomSetBody(prim_geom, Body);
d.BodySetAutoDisableFlag(Body, true);
d.BodySetAutoDisableSteps(Body, 20);
_parent_scene.addActivePrim(this);
}
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;
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);
}
// Mass = density * volume
returnMass = m_density*volume;
return returnMass;
}
public void setMass()
{
if (Body != (IntPtr) 0)
{
d.MassSetBoxTotal(out pMass, CalculateMass(), _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.
if (Body != (IntPtr) 0)
{
_parent_scene.remActivePrim(this);
d.BodyDestroy(Body);
Body = (IntPtr) 0;
}
}
public void setMesh(OdeScene parent_scene, IMesh mesh)
{
//Kill Body so that mesh can re-make the geom
if (IsPhysical && Body != (IntPtr) 0)
{
disableBody();
}
float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
int VertexCount = vertexList.GetLength(0)/3;
int IndexCount = indexList.GetLength(0);
_triMeshData = d.GeomTriMeshDataCreate();
d.GeomTriMeshDataBuildSimple(_triMeshData, vertexList, 3*sizeof (float), VertexCount, indexList, IndexCount,
3*sizeof (int));
d.GeomTriMeshDataPreprocess(_triMeshData);
prim_geom = d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null);
if (IsPhysical && Body == (IntPtr) 0)
{
// Recreate the body
enableBody();
}
}
public void ProcessTaints(float timestep)
{
if (m_taintposition != _position)
Move(timestep);
if (m_taintrot != _orientation)
rotate(timestep);
//
if (m_taintPhysics != m_isphysical)
changePhysicsStatus(timestep);
//
if (m_taintsize != _size)
changesize(timestep);
//
if (m_taintshape)
changeshape(timestep);
//
if (m_taintforce)
changeAddForce(timestep);
}
public void Move(float timestep)
{
if (m_isphysical)
{
// This is a fallback.. May no longer be necessary.
if (Body == (IntPtr) 0)
enableBody();
//Prim auto disable after 20 frames,
///if you move it, re-enable the prim manually.
d.BodyEnable(Body);
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
}
else
{
string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
d.SpaceAdd(m_targetSpace, prim_geom);
}
m_taintposition = _position;
}
public void rotate(float timestep)
{
d.Quaternion myrot = new d.Quaternion();
myrot.W = _orientation.w;
myrot.X = _orientation.x;
myrot.Y = _orientation.y;
myrot.Z = _orientation.z;
d.GeomSetQuaternion(prim_geom, ref myrot);
if (m_isphysical && Body != (IntPtr) 0)
{
d.BodySetQuaternion(Body, ref myrot);
}
m_taintrot = _orientation;
}
public void changePhysicsStatus(float timestap)
{
if (m_isphysical == true)
{
if (Body == (IntPtr) 0)
{
enableBody();
}
}
else
{
if (Body != (IntPtr) 0)
{
disableBody();
}
}
m_taintPhysics = m_isphysical;
}
public void changesize(float timestamp)
{
string oldname = _parent_scene.geom_name_map[prim_geom];
// Cleanup of old prim geometry
if (_mesh != null)
{
// Cleanup meshing here
}
//kill body to rebuild
if (IsPhysical && Body != (IntPtr) 0)
{
disableBody();
}
if (d.SpaceQuery(m_targetSpace, prim_geom))
{
d.SpaceRemove(m_targetSpace, prim_geom);
}
d.GeomDestroy(prim_geom);
// 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))
{
// Don't need to re-enable body.. it's done in SetMesh
IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size);
// createmesh returns null when it's a shape that isn't a cube.
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)
{
prim_geom = d.CreateSphere(m_targetSpace, _size.X / 2);
}
else
{
prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
}
}
//else if (_pbs.ProfileShape == ProfileShape.Circle && _pbs.PathCurve == (byte)Extrusion.Straight)
//{
//Cyllinder
//if (_size.X == _size.Y)
//{
// prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
//}
//else
//{
//prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
//}
//}
else
{
prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
}
//prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
d.Quaternion myrot = new d.Quaternion();
myrot.W = _orientation.w;
myrot.X = _orientation.x;
myrot.Y = _orientation.y;
myrot.Z = _orientation.z;
d.GeomSetQuaternion(prim_geom, ref myrot);
}
}
else
{
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
{
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
{
prim_geom = d.CreateSphere(m_targetSpace, _size.X / 2);
}
else
{
prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
}
}
//else if (_pbs.ProfileShape == ProfileShape.Circle && _pbs.PathCurve == (byte)Extrusion.Straight)
//{
//Cyllinder
//if (_size.X == _size.Y)
//{
//prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
//}
//else
//{
//prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
//}
//}
else
{
prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
}
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
d.Quaternion myrot = new d.Quaternion();
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) 0)
{
// Re creates body on size.
// EnableBody also does setMass()
enableBody();
d.BodyEnable(Body);
}
}
_parent_scene.geom_name_map[prim_geom] = oldname;
m_taintsize = _size;
}
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) 0)
{
disableBody();
}
d.GeomDestroy(prim_geom);
if (_mesh != null)
{
d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
}
// Construction of new prim
if (_parent_scene.needsMeshing(_pbs))
{
IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size);
if (mesh != null)
{
setMesh(_parent_scene, mesh);
}
else
{
prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
}
}
else
{
prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
}
if (IsPhysical && Body == (IntPtr) 0)
{
//re-create new body
enableBody();
}
else
{
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
d.Quaternion myrot = new d.Quaternion();
myrot.W = _orientation.w;
myrot.X = _orientation.x;
myrot.Y = _orientation.y;
myrot.Z = _orientation.z;
d.GeomSetQuaternion(prim_geom, ref myrot);
}
_parent_scene.geom_name_map[prim_geom] = oldname;
m_taintshape = false;
}
public void changeAddForce(float timestamp)
{
lock (m_forcelist)
{
//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "dequeing forcelist");
if (IsPhysical)
{
PhysicsVector iforce = new PhysicsVector();
for (int i = 0; i < m_forcelist.Count; i++)
{
iforce = iforce + (m_forcelist[i]*100);
}
d.BodyEnable(Body);
d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
}
m_forcelist.Clear();
}
m_taintforce = false;
}
public override bool IsPhysical
{
get { return m_isphysical; }
set { m_isphysical = value; }
}
public void setPrimForRemoval()
{
m_taintremove = true;
}
public override bool Flying
{
get { return false; //no flying prims for you
}
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 PhysicsVector Position
{
get { return _position; }
set { _position = value;
//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", _position.ToString());
}
}
public override PhysicsVector Size
{
get { return _size; }
set { _size = value; }
}
public override float Mass
{
get { return CalculateMass(); }
}
public override PhysicsVector Force
{
get { return PhysicsVector.Zero; }
}
public override PhysicsVector CenterOfMass
{
get { return PhysicsVector.Zero; }
}
public override PhysicsVector GeometricCenter
{
get { return PhysicsVector.Zero; }
}
public override PrimitiveBaseShape Shape
{
set { _pbs = value; }
}
public override PhysicsVector Velocity
{
get
{
// Averate previous velocity with the new one so
// client object interpolation works a 'little' better
PhysicsVector returnVelocity = new PhysicsVector();
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 { _velocity = value; }
}
public override bool Kinematic
{
get { return false; }
set { }
}
public override Quaternion Orientation
{
get { return _orientation; }
set { _orientation = value; }
}
public override PhysicsVector Acceleration
{
get { return _acceleration; }
}
public void SetAcceleration(PhysicsVector accel)
{
_acceleration = accel;
}
public override void AddForce(PhysicsVector force)
{
m_forcelist.Add(force);
m_taintforce = true;
//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Added Force:" + force.ToString() + " to prim at " + Position.ToString());
}
public override PhysicsVector RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
}
public void UpdatePositionAndVelocity()
{
// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
if (Body != (IntPtr) 0)
{
d.Vector3 vec = d.BodyGetPosition(Body);
d.Quaternion ori = d.BodyGetQuaternion(Body);
d.Vector3 vel = d.BodyGetLinearVel(Body);
d.Vector3 rotvel = d.BodyGetAngularVel(Body);
PhysicsVector l_position = new PhysicsVector();
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
if (vec.X < 0.0f) vec.X = 0.0f;
if (vec.Y < 0.0f) vec.Y = 0.0f;
if (vec.X > 255.95f) vec.X = 255.95f;
if (vec.Y > 255.95f) vec.Y = 255.95f;
m_lastposition = _position;
l_position.X = vec.X;
l_position.Y = vec.Y;
l_position.Z = vec.Z;
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;
base.RaiseOutOfBounds(_position);
_velocity.X = 0;
_velocity.Y = 0;
_velocity.Z = 0;
m_rotationalVelocity.X = 0;
m_rotationalVelocity.Y = 0;
m_rotationalVelocity.Z = 0;
base.RequestPhysicsterseUpdate();
m_throttleUpdates = false;
throttleCounter = 0;
_zeroFlag = true;
//outofBounds = true;
}
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))
{
_zeroFlag = true;
}
else
{
//System.Console.WriteLine(Math.Abs(m_lastposition.X - l_position.X).ToString());
_zeroFlag = false;
}
if (_zeroFlag)
{
// Supposedly this is supposed to tell SceneObjectGroup that
// no more updates need to be sent..
// but it seems broken.
_velocity.X = 0.0f;
_velocity.Y = 0.0f;
_velocity.Z = 0.0f;
//_orientation.w = 0f;
//_orientation.x = 0f;
//_orientation.y = 0f;
//_orientation.z = 0f;
m_rotationalVelocity.X = 0;
m_rotationalVelocity.Y = 0;
m_rotationalVelocity.Z = 0;
if (!m_lastUpdateSent)
{
m_throttleUpdates = false;
throttleCounter = 0;
m_rotationalVelocity.X = 0;
m_rotationalVelocity.Y = 0;
m_rotationalVelocity.Z = 0;
base.RequestPhysicsterseUpdate();
m_lastUpdateSent = true;
}
}
else
{
m_lastVelocity = _velocity;
_position = l_position;
_velocity.X = vel.X;
_velocity.Y = vel.Y;
_velocity.Z = vel.Z;
m_rotationalVelocity.X = rotvel.X;
m_rotationalVelocity.Y = rotvel.Y;
m_rotationalVelocity.Z = rotvel.Z;
//System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString());
_orientation.w = ori.W;
_orientation.x = ori.X;
_orientation.y = ori.Y;
_orientation.z = ori.Z;
m_lastUpdateSent = false;
if (!m_throttleUpdates || throttleCounter > 15)
{
base.RequestPhysicsterseUpdate();
}
else
{
throttleCounter++;
}
}
m_lastposition = l_position;
}
else
{
// Not a body.. so Make sure the client isn't interpolating
_velocity.X = 0;
_velocity.Y = 0;
_velocity.Z = 0;
m_rotationalVelocity.X = 0;
m_rotationalVelocity.Y = 0;
m_rotationalVelocity.Z = 0;
_zeroFlag = true;
}
}
public override void SetMomentum(PhysicsVector momentum)
{
}
}
}
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