let SOG know about vehicles. Still needs serialization and applyphyscis on deserialize, etc

avinationmerge
UbitUmarov 2012-02-18 14:08:42 +00:00
parent 7d77ccc659
commit 5351ff925c
3 changed files with 541 additions and 30 deletions

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@ -0,0 +1,431 @@
/*
* 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.
*/
using System;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Framework.Scenes
{
public class SOGVehicle
{
public Vehicle Type
{
get { return m_type; }
}
private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
private VehicleFlag m_flags = (VehicleFlag)0;
private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
// Linear properties
private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
private float m_linearMotorDecayTimescale = 120;
private float m_linearMotorTimescale = 1000;
private Vector3 m_linearMotorOffset = Vector3.Zero;
//Angular properties
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
//Deflection properties
private float m_angularDeflectionEfficiency = 0;
private float m_angularDeflectionTimescale = 1000;
private float m_linearDeflectionEfficiency = 0;
private float m_linearDeflectionTimescale = 1000;
//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 = 1000f;
private float m_VehicleBuoyancy = 0f;
//Attractor properties
private float m_verticalAttractionEfficiency = 1.0f; // damped
private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
{
float len;
float timestep = 0.01f;
switch (pParam)
{
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_angularDeflectionEfficiency = pValue;
break;
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
if (pValue < timestep) pValue = timestep;
m_angularDeflectionTimescale = pValue;
break;
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
if (pValue < timestep) pValue = timestep;
else if (pValue > 120) pValue = 120;
m_angularMotorDecayTimescale = pValue;
break;
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
if (pValue < timestep) pValue = timestep;
m_angularMotorTimescale = pValue;
break;
case Vehicle.BANKING_EFFICIENCY:
if (pValue < -1f) pValue = -1f;
if (pValue > 1f) pValue = 1f;
m_bankingEfficiency = pValue;
break;
case Vehicle.BANKING_MIX:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_bankingMix = pValue;
break;
case Vehicle.BANKING_TIMESCALE:
if (pValue < timestep) pValue = timestep;
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 < timestep) pValue = timestep;
m_VhoverTimescale = pValue;
break;
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_linearDeflectionEfficiency = pValue;
break;
case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
if (pValue < timestep) pValue = timestep;
m_linearDeflectionTimescale = pValue;
break;
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
// if (pValue < timestep) pValue = timestep;
// try to make impulses to work a bit better
if (pValue < timestep) pValue = timestep;
else if (pValue > 120) pValue = 120;
m_linearMotorDecayTimescale = pValue;
break;
case Vehicle.LINEAR_MOTOR_TIMESCALE:
if (pValue < timestep) pValue = timestep;
m_linearMotorTimescale = pValue;
break;
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_verticalAttractionEfficiency = pValue;
break;
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
if (pValue < timestep) pValue = timestep;
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 < timestep) pValue = timestep;
m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
break;
case Vehicle.ANGULAR_MOTOR_DIRECTION:
m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
len = m_angularMotorDirection.Length();
if (len > 12.566f)
m_angularMotorDirection *= (12.566f / len);
break;
case Vehicle.LINEAR_FRICTION_TIMESCALE:
if (pValue < timestep) pValue = timestep;
m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
break;
case Vehicle.LINEAR_MOTOR_DIRECTION:
m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
len = m_linearMotorDirection.Length();
if (len > 30.0f)
m_linearMotorDirection *= (30.0f / len);
break;
case Vehicle.LINEAR_MOTOR_OFFSET:
m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
len = m_linearMotorOffset.Length();
if (len > 100.0f)
m_linearMotorOffset *= (100.0f / len);
break;
}
}//end ProcessFloatVehicleParam
public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
{
float len;
float timestep = 0.01f;
switch (pParam)
{
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
if (pValue.X < timestep) pValue.X = timestep;
if (pValue.Y < timestep) pValue.Y = timestep;
if (pValue.Z < timestep) pValue.Z = timestep;
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
len = m_angularMotorDirection.Length();
if (len > 12.566f)
m_angularMotorDirection *= (12.566f / len);
break;
case Vehicle.LINEAR_FRICTION_TIMESCALE:
if (pValue.X < timestep) pValue.X = timestep;
if (pValue.Y < timestep) pValue.Y = timestep;
if (pValue.Z < timestep) pValue.Z = timestep;
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);
len = m_linearMotorDirection.Length();
if (len > 30.0f)
m_linearMotorDirection *= (30.0f / len);
break;
case Vehicle.LINEAR_MOTOR_OFFSET:
m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
len = m_linearMotorOffset.Length();
if (len > 100.0f)
m_linearMotorOffset *= (100.0f / len);
break;
case Vehicle.BLOCK_EXIT:
m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
break;
}
}//end ProcessVectorVehicleParam
public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
{
switch (pParam)
{
case Vehicle.REFERENCE_FRAME:
m_referenceFrame = Quaternion.Inverse(pValue);
break;
case Vehicle.ROLL_FRAME:
m_RollreferenceFrame = pValue;
break;
}
}//end ProcessRotationVehicleParam
public void ProcessVehicleFlags(int pParam, bool remove)
{
if (remove)
{
m_flags &= ~((VehicleFlag)pParam);
}
else
{
m_flags |= (VehicleFlag)pParam;
}
}//end ProcessVehicleFlags
public void ProcessTypeChange(Vehicle pType)
{
m_linearMotorDirection = Vector3.Zero;
m_angularMotorDirection = Vector3.Zero;
m_BlockingEndPoint = Vector3.Zero;
m_RollreferenceFrame = Quaternion.Identity;
m_linearMotorOffset = Vector3.Zero;
m_referenceFrame = Quaternion.Identity;
// Set Defaults For Type
m_type = pType;
switch (pType)
{
case Vehicle.TYPE_NONE: // none sense this will never exist
m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
m_linearMotorTimescale = 1000;
m_linearMotorDecayTimescale = 120;
m_angularMotorTimescale = 1000;
m_angularMotorDecayTimescale = 1000;
m_VhoverHeight = 0;
m_VhoverTimescale = 1000;
m_VehicleBuoyancy = 0;
m_flags = (VehicleFlag)0;
break;
case Vehicle.TYPE_SLED:
m_linearFrictionTimescale = new Vector3(30, 1, 1000);
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
m_linearMotorTimescale = 1000;
m_linearMotorDecayTimescale = 120;
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 = 0;
m_angularDeflectionTimescale = 1000;
m_bankingEfficiency = 0;
m_bankingMix = 1;
m_bankingTimescale = 10;
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(1000, 1000, 1000);
m_linearMotorTimescale = 1;
m_linearMotorDecayTimescale = 60;
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_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
break;
case Vehicle.TYPE_BOAT:
m_linearFrictionTimescale = new Vector3(10, 3, 2);
m_angularFrictionTimescale = new Vector3(10, 10, 10);
m_linearMotorTimescale = 5;
m_linearMotorDecayTimescale = 60;
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_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT |
VehicleFlag.HOVER_UP_ONLY |
VehicleFlag.LIMIT_ROLL_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
VehicleFlag.LIMIT_MOTOR_UP |
VehicleFlag.HOVER_WATER_ONLY);
break;
case Vehicle.TYPE_AIRPLANE:
m_linearFrictionTimescale = new Vector3(200, 10, 5);
m_angularFrictionTimescale = new Vector3(20, 20, 20);
m_linearMotorTimescale = 2;
m_linearMotorDecayTimescale = 60;
m_angularMotorTimescale = 4;
m_angularMotorDecayTimescale = 8;
m_VhoverHeight = 0;
m_VhoverEfficiency = 0.5f;
m_VhoverTimescale = 1000;
m_VehicleBuoyancy = 0;
m_linearDeflectionEfficiency = 0.5f;
m_linearDeflectionTimescale = 0.5f;
m_angularDeflectionEfficiency = 1;
m_angularDeflectionTimescale = 2;
m_verticalAttractionEfficiency = 0.9f;
m_verticalAttractionTimescale = 2f;
m_bankingEfficiency = 1;
m_bankingMix = 0.7f;
m_bankingTimescale = 2;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT |
VehicleFlag.HOVER_UP_ONLY |
VehicleFlag.NO_DEFLECTION_UP |
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_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 = 0f;
m_verticalAttractionTimescale = 1000f;
m_bankingEfficiency = 0;
m_bankingMix = 0.7f;
m_bankingTimescale = 5;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_UP_ONLY |
VehicleFlag.NO_DEFLECTION_UP |
VehicleFlag.LIMIT_MOTOR_UP);
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT);
break;
}
}
}
}

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@ -43,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
namespace OpenSim.Region.Framework.Scenes
{
[Flags]
public enum scriptEvents
{
@ -114,6 +115,90 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_suspendUpdates;
private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
private SOGVehicle m_vehicle = null;
public int VehicleType
{
get
{
if (m_vehicle == null)
return (int)Vehicle.TYPE_NONE;
else
return (int)m_vehicle.Type;
}
set
{
m_vehicle = null;
if (value == (int)Vehicle.TYPE_NONE)
{
if (RootPart.PhysActor != null)
RootPart.PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
return;
}
m_vehicle = new SOGVehicle();
m_vehicle.ProcessTypeChange((Vehicle)value);
{
if (RootPart.PhysActor != null)
RootPart.PhysActor.VehicleType = value;
return;
}
}
}
public void SetVehicleFlags(int param, bool remove)
{
if (m_vehicle == null)
return;
m_vehicle.ProcessVehicleFlags(param, remove);
if (RootPart.PhysActor != null)
{
RootPart.PhysActor.VehicleFlags(param, remove);
}
}
public void SetVehicleFloatParam(int param, float value)
{
if (m_vehicle == null)
return;
m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
if (RootPart.PhysActor != null)
{
RootPart.PhysActor.VehicleFloatParam(param, value);
}
}
public void SetVehicleVectorParam(int param, Vector3 value)
{
if (m_vehicle == null)
return;
m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
if (RootPart.PhysActor != null)
{
RootPart.PhysActor.VehicleVectorParam(param, value);
}
}
public void SetVehicleRotationParam(int param, Quaternion rotation)
{
if (m_vehicle == null)
return;
m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
if (RootPart.PhysActor != null)
{
RootPart.PhysActor.VehicleRotationParam(param, rotation);
}
}
public bool areUpdatesSuspended
{
get
@ -1678,10 +1763,6 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void ApplyPhysics()
{
// Apply physics to the root prim
// m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
// Apply physics to child prims
SceneObjectPart[] parts = m_parts.GetArray();
if (parts.Length > 1)
{
@ -1689,18 +1770,21 @@ namespace OpenSim.Region.Framework.Scenes
// Apply physics to the root prim
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part.LocalId != m_rootPart.LocalId)
// part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive);
part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
}
// Hack to get the physics scene geometries in the right spot
// ResetChildPrimPhysicsPositions();
if (m_rootPart.PhysActor != null)
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Building = false;
}
}
else
{

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@ -3170,34 +3170,37 @@ namespace OpenSim.Region.Framework.Scenes
public void SetVehicleType(int type)
{
if (PhysActor != null)
{
PhysActor.VehicleType = type;
}
if (ParentGroup.IsDeleted)
return;
ParentGroup.VehicleType = type;
}
public void SetVehicleFlags(int param, bool remove)
{
if (ParentGroup.IsDeleted)
return;
ParentGroup.SetVehicleFlags(param, remove);
}
public void SetVehicleFloatParam(int param, float value)
{
if (PhysActor != null)
{
PhysActor.VehicleFloatParam(param, value);
}
if (ParentGroup.IsDeleted)
return;
ParentGroup.SetVehicleFloatParam(param, value);
}
public void SetVehicleVectorParam(int param, Vector3 value)
{
if (PhysActor != null)
{
PhysActor.VehicleVectorParam(param, value);
}
if (ParentGroup.IsDeleted)
return;
ParentGroup.SetVehicleVectorParam(param, value);
}
public void SetVehicleRotationParam(int param, Quaternion rotation)
{
if (PhysActor != null)
{
PhysActor.VehicleRotationParam(param, rotation);
}
if (ParentGroup.IsDeleted)
return;
ParentGroup.SetVehicleRotationParam(param, rotation);
}
/// <summary>
@ -3381,13 +3384,6 @@ namespace OpenSim.Region.Framework.Scenes
hasProfileCut = hasDimple; // is it the same thing?
}
public void SetVehicleFlags(int param, bool remove)
{
if (PhysActor != null)
{
PhysActor.VehicleFlags(param, remove);
}
}
public void SetGroup(UUID groupID, IClientAPI client)
{