Merge branch 'vehicles' of ssh://opensim@tor.k-grid.com/home/opensim/opensim into vehicles
commit
61d6e42af2
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@ -68,11 +68,15 @@ namespace OpenSim.Region.Examples.SimpleModule
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public override void UpdateMovement()
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public override void UpdateMovement()
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{
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{
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UpdateGroupRotation(GroupRotation * m_rotationDirection);
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UpdateGroupRotationR(GroupRotation * m_rotationDirection);
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base.UpdateMovement();
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base.UpdateMovement();
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}
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}
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public ComplexObject()
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{
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}
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public ComplexObject(Scene scene, ulong regionHandle, UUID ownerID, uint localID, Vector3 pos)
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public ComplexObject(Scene scene, ulong regionHandle, UUID ownerID, uint localID, Vector3 pos)
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: base(ownerID, pos, PrimitiveBaseShape.Default)
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: base(ownerID, pos, PrimitiveBaseShape.Default)
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{
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{
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@ -2265,7 +2265,7 @@ namespace OpenSim.Region.Framework.Scenes
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group.ClearPartAttachmentData();
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group.ClearPartAttachmentData();
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}
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}
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group.UpdateGroupRotation(rot);
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group.UpdateGroupRotationR(rot);
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//group.ApplyPhysics(m_physicalPrim);
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//group.ApplyPhysics(m_physicalPrim);
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if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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@ -2810,7 +2810,7 @@ namespace OpenSim.Region.Framework.Scenes
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// SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
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// SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
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m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
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m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
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//obj.Rotation = worldRot;
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//obj.Rotation = worldRot;
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//obj.UpdateGroupRotation(worldRot);
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//obj.UpdateGroupRotationR(worldRot);
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}
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}
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else
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else
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{
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{
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@ -4504,7 +4504,7 @@ namespace OpenSim.Region.Framework.Scenes
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Quaternion q = trackedBody.RotationOffset * joint.LocalRotation;
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Quaternion q = trackedBody.RotationOffset * joint.LocalRotation;
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jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
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jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
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jointProxyObject.ParentGroup.UpdateGroupRotation(q); // schedules the entire group for a terse update
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jointProxyObject.ParentGroup.UpdateGroupRotationR(q); // schedules the entire group for a terse update
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}
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}
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break;
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break;
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}
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}
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@ -1236,7 +1236,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
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if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
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{
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{
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group.UpdateGroupRotation(rot);
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group.UpdateGroupRotationR(rot);
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}
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}
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}
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}
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}
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}
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@ -1255,7 +1255,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
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if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
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{
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{
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group.UpdateGroupRotation(pos, rot);
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group.UpdateGroupRotationPR(pos, rot);
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}
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}
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}
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}
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}
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}
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@ -1811,7 +1811,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (rot != Quaternion.Identity)
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if (rot != Quaternion.Identity)
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{
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{
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copy.UpdateGroupRotation(rot);
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copy.UpdateGroupRotationR(rot);
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}
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}
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copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 0);
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copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 0);
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@ -372,6 +372,13 @@ namespace OpenSim.Region.Framework.Scenes
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#region Constructors
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#region Constructors
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/// <summary>
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/// Constructor
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/// </summary>
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public SceneObjectGroup()
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{
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}
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/// <summary>
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/// <summary>
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/// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart.
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/// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart.
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/// The original SceneObjectPart will be used rather than a copy, preserving
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/// The original SceneObjectPart will be used rather than a copy, preserving
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@ -2958,8 +2965,9 @@ namespace OpenSim.Region.Framework.Scenes
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///
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///
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/// </summary>
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/// </summary>
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/// <param name="rot"></param>
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/// <param name="rot"></param>
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public void UpdateGroupRotation(Quaternion rot)
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public void UpdateGroupRotationR(Quaternion rot)
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{
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{
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m_rootPart.UpdateRotation(rot);
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m_rootPart.UpdateRotation(rot);
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if (m_rootPart.PhysActor != null)
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if (m_rootPart.PhysActor != null)
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{
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{
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@ -2976,7 +2984,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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/// <param name="pos"></param>
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/// <param name="pos"></param>
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/// <param name="rot"></param>
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/// <param name="rot"></param>
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public void UpdateGroupRotation(Vector3 pos, Quaternion rot)
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public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
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{
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{
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m_rootPart.UpdateRotation(rot);
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m_rootPart.UpdateRotation(rot);
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if (m_rootPart.PhysActor != null)
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if (m_rootPart.PhysActor != null)
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@ -3084,22 +3092,26 @@ namespace OpenSim.Region.Framework.Scenes
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int yaxis = 4;
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int yaxis = 4;
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int zaxis = 8;
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int zaxis = 8;
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setX = ((axis & xaxis) != 0) ? true : false;
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if (m_rootPart != null)
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setY = ((axis & yaxis) != 0) ? true : false;
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setZ = ((axis & zaxis) != 0) ? true : false;
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float setval = (rotate10 > 0) ? 1f : 0f;
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if (setX)
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m_rootPart.RotationAxis.X = setval;
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if (setY)
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m_rootPart.RotationAxis.Y = setval;
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if (setZ)
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m_rootPart.RotationAxis.Z = setval;
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if (setX || setY || setZ)
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{
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{
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m_rootPart.SetPhysicsAxisRotation();
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setX = ((axis & xaxis) != 0) ? true : false;
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setY = ((axis & yaxis) != 0) ? true : false;
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setZ = ((axis & zaxis) != 0) ? true : false;
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float setval = (rotate10 > 0) ? 1f : 0f;
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if (setX)
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m_rootPart.RotationAxis.X = setval;
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if (setY)
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m_rootPart.RotationAxis.Y = setval;
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if (setZ)
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m_rootPart.RotationAxis.Z = setval;
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if (setX || setY || setZ)
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{
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m_rootPart.SetPhysicsAxisRotation();
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}
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}
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}
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}
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}
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@ -415,10 +415,9 @@ namespace OpenSim.Region.Framework.Scenes
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set
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set
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{
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{
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m_name = value;
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m_name = value;
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PhysicsActor pa = PhysActor;
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if (PhysActor != null)
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if (pa != null)
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{
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{
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pa.SOPName = value;
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PhysActor.SOPName = value;
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}
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}
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}
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}
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}
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}
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@ -428,11 +427,10 @@ namespace OpenSim.Region.Framework.Scenes
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get { return (byte) m_material; }
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get { return (byte) m_material; }
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set
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set
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{
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{
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PhysicsActor pa = PhysActor;
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m_material = (Material)value;
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m_material = (Material)value;
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if (pa != null)
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if (PhysActor != null)
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{
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{
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pa.SetMaterial((int)value);
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PhysActor.SetMaterial((int)value);
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}
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}
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}
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}
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}
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}
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@ -503,12 +501,11 @@ namespace OpenSim.Region.Framework.Scenes
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get
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get
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{
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{
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// If this is a linkset, we don't want the physics engine mucking up our group position here.
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// If this is a linkset, we don't want the physics engine mucking up our group position here.
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PhysicsActor pa = PhysActor;
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if (PhysActor != null && _parentID == 0)
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if (pa != null && _parentID == 0)
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{
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{
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m_groupPosition.X = pa.Position.X;
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m_groupPosition.X = PhysActor.Position.X;
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m_groupPosition.Y = pa.Position.Y;
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m_groupPosition.Y = PhysActor.Position.Y;
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m_groupPosition.Z = pa.Position.Z;
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m_groupPosition.Z = PhysActor.Position.Z;
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}
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}
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if (IsAttachment)
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if (IsAttachment)
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@ -528,27 +525,26 @@ namespace OpenSim.Region.Framework.Scenes
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m_groupPosition = value;
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m_groupPosition = value;
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PhysicsActor pa = PhysActor;
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if (PhysActor != null)
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if (pa != null)
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{
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{
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try
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try
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{
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{
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// Root prim actually goes at Position
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// Root prim actually goes at Position
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if (_parentID == 0)
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if (_parentID == 0)
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{
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{
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pa.Position = new PhysicsVector(value.X, value.Y, value.Z);
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PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
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}
|
}
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else
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else
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{
|
{
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// To move the child prim in respect to the group position and rotation we have to calculate
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// To move the child prim in respect to the group position and rotation we have to calculate
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Vector3 resultingposition = GetWorldPosition();
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Vector3 resultingposition = GetWorldPosition();
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pa.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
|
PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
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Quaternion resultingrot = GetWorldRotation();
|
Quaternion resultingrot = GetWorldRotation();
|
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pa.Orientation = resultingrot;
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PhysActor.Orientation = resultingrot;
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}
|
}
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|
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// Tell the physics engines that this prim changed.
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// Tell the physics engines that this prim changed.
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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}
|
}
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catch (Exception e)
|
catch (Exception e)
|
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{
|
{
|
||||||
|
@ -581,16 +577,15 @@ namespace OpenSim.Region.Framework.Scenes
|
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|
|
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if (ParentGroup != null && !ParentGroup.IsDeleted)
|
if (ParentGroup != null && !ParentGroup.IsDeleted)
|
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{
|
{
|
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PhysicsActor pa = PhysActor;
|
if (_parentID != 0 && PhysActor != null)
|
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if (_parentID != 0 && pa != null)
|
|
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{
|
{
|
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Vector3 resultingposition = GetWorldPosition();
|
Vector3 resultingposition = GetWorldPosition();
|
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pa.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
|
PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
|
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Quaternion resultingrot = GetWorldRotation();
|
Quaternion resultingrot = GetWorldRotation();
|
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pa.Orientation = resultingrot;
|
PhysActor.Orientation = resultingrot;
|
||||||
|
|
||||||
// Tell the physics engines that this prim changed.
|
// Tell the physics engines that this prim changed.
|
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -600,14 +595,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
|
||||||
// We don't want the physics engine mucking up the rotations in a linkset
|
// We don't want the physics engine mucking up the rotations in a linkset
|
||||||
if ((_parentID == 0) && (Shape.PCode != 9 || Shape.State == 0) && (pa != null))
|
if ((_parentID == 0) && (Shape.PCode != 9 || Shape.State == 0) && (PhysActor != null))
|
||||||
{
|
{
|
||||||
if (pa.Orientation.X != 0 || pa.Orientation.Y != 0
|
if (PhysActor.Orientation.X != 0 || PhysActor.Orientation.Y != 0
|
||||||
|| pa.Orientation.Z != 0 || pa.Orientation.W != 0)
|
|| PhysActor.Orientation.Z != 0 || PhysActor.Orientation.W != 0)
|
||||||
{
|
{
|
||||||
m_rotationOffset = pa.Orientation;
|
m_rotationOffset = PhysActor.Orientation;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -616,28 +610,27 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
|
||||||
StoreUndoState();
|
StoreUndoState();
|
||||||
m_rotationOffset = value;
|
m_rotationOffset = value;
|
||||||
|
|
||||||
if (pa != null)
|
if (PhysActor != null)
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
// Root prim gets value directly
|
// Root prim gets value directly
|
||||||
if (_parentID == 0)
|
if (_parentID == 0)
|
||||||
{
|
{
|
||||||
pa.Orientation = value;
|
PhysActor.Orientation = value;
|
||||||
//m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString());
|
//m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString());
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Child prim we have to calculate it's world rotationwel
|
// Child prim we have to calculate it's world rotationwel
|
||||||
Quaternion resultingrotation = GetWorldRotation();
|
Quaternion resultingrotation = GetWorldRotation();
|
||||||
pa.Orientation = resultingrotation;
|
PhysActor.Orientation = resultingrotation;
|
||||||
//m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString());
|
//m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString());
|
||||||
}
|
}
|
||||||
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||||
//}
|
//}
|
||||||
}
|
}
|
||||||
catch (Exception ex)
|
catch (Exception ex)
|
||||||
|
@ -657,14 +650,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
//if (PhysActor.Velocity.X != 0 || PhysActor.Velocity.Y != 0
|
//if (PhysActor.Velocity.X != 0 || PhysActor.Velocity.Y != 0
|
||||||
//|| PhysActor.Velocity.Z != 0)
|
//|| PhysActor.Velocity.Z != 0)
|
||||||
//{
|
//{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
if (pa.IsPhysical)
|
if (PhysActor.IsPhysical)
|
||||||
{
|
{
|
||||||
m_velocity.X = pa.Velocity.X;
|
m_velocity.X = PhysActor.Velocity.X;
|
||||||
m_velocity.Y = pa.Velocity.Y;
|
m_velocity.Y = PhysActor.Velocity.Y;
|
||||||
m_velocity.Z = pa.Velocity.Z;
|
m_velocity.Z = PhysActor.Velocity.Z;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -674,13 +666,12 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
m_velocity = value;
|
m_velocity = value;
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
if (pa.IsPhysical)
|
if (PhysActor.IsPhysical)
|
||||||
{
|
{
|
||||||
pa.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
|
PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
|
||||||
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -697,10 +688,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if ((PhysActor != null) && PhysActor.IsPhysical)
|
||||||
if ((pa != null) && pa.IsPhysical)
|
|
||||||
{
|
{
|
||||||
m_angularVelocity.FromBytes(pa.RotationalVelocity.GetBytes(), 0);
|
m_angularVelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(), 0);
|
||||||
}
|
}
|
||||||
return m_angularVelocity;
|
return m_angularVelocity;
|
||||||
}
|
}
|
||||||
|
@ -719,11 +709,10 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
get { return m_description; }
|
get { return m_description; }
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
|
||||||
m_description = value;
|
m_description = value;
|
||||||
if (pa != null)
|
if (PhysActor != null)
|
||||||
{
|
{
|
||||||
pa.SOPDescription = value;
|
PhysActor.SOPDescription = value;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -817,15 +806,14 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (m_shape != null) {
|
if (m_shape != null) {
|
||||||
m_shape.Scale = value;
|
m_shape.Scale = value;
|
||||||
|
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null && m_parentGroup != null)
|
||||||
if (pa != null && m_parentGroup != null)
|
|
||||||
{
|
{
|
||||||
if (m_parentGroup.Scene != null)
|
if (m_parentGroup.Scene != null)
|
||||||
{
|
{
|
||||||
if (m_parentGroup.Scene.PhysicsScene != null)
|
if (m_parentGroup.Scene.PhysicsScene != null)
|
||||||
{
|
{
|
||||||
pa.Size = new PhysicsVector(m_shape.Scale.X, m_shape.Scale.Y, m_shape.Scale.Z);
|
PhysActor.Size = new PhysicsVector(m_shape.Scale.X, m_shape.Scale.Y, m_shape.Scale.Z);
|
||||||
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1355,14 +1343,13 @@ if (m_shape != null) {
|
||||||
RigidBody);
|
RigidBody);
|
||||||
|
|
||||||
// Basic Physics returns null.. joy joy joy.
|
// Basic Physics returns null.. joy joy joy.
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
pa.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info
|
PhysActor.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info
|
||||||
pa.SOPDescription = this.Description;
|
PhysActor.SOPDescription = this.Description;
|
||||||
pa.LocalID = LocalId;
|
PhysActor.LocalID = LocalId;
|
||||||
DoPhysicsPropertyUpdate(RigidBody, true);
|
DoPhysicsPropertyUpdate(RigidBody, true);
|
||||||
pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
|
PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1576,24 +1563,23 @@ if (m_shape != null) {
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
if (UsePhysics != pa.IsPhysical || isNew)
|
if (UsePhysics != PhysActor.IsPhysical || isNew)
|
||||||
{
|
{
|
||||||
if (pa.IsPhysical) // implies UsePhysics==false for this block
|
if (PhysActor.IsPhysical) // implies UsePhysics==false for this block
|
||||||
{
|
{
|
||||||
if (!isNew)
|
if (!isNew)
|
||||||
ParentGroup.Scene.RemovePhysicalPrim(1);
|
ParentGroup.Scene.RemovePhysicalPrim(1);
|
||||||
|
|
||||||
pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
|
PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
|
||||||
pa.OnOutOfBounds -= PhysicsOutOfBounds;
|
PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
|
||||||
pa.delink();
|
PhysActor.delink();
|
||||||
|
|
||||||
if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew))
|
if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew))
|
||||||
{
|
{
|
||||||
// destroy all joints connected to this now deactivated body
|
// destroy all joints connected to this now deactivated body
|
||||||
m_parentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
|
m_parentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
|
||||||
}
|
}
|
||||||
|
|
||||||
// stop client-side interpolation of all joint proxy objects that have just been deleted
|
// stop client-side interpolation of all joint proxy objects that have just been deleted
|
||||||
|
@ -1612,7 +1598,7 @@ if (m_shape != null) {
|
||||||
//RotationalVelocity = new Vector3(0, 0, 0);
|
//RotationalVelocity = new Vector3(0, 0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
pa.IsPhysical = UsePhysics;
|
PhysActor.IsPhysical = UsePhysics;
|
||||||
|
|
||||||
|
|
||||||
// If we're not what we're supposed to be in the physics scene, recreate ourselves.
|
// If we're not what we're supposed to be in the physics scene, recreate ourselves.
|
||||||
|
@ -1626,19 +1612,19 @@ if (m_shape != null) {
|
||||||
{
|
{
|
||||||
ParentGroup.Scene.AddPhysicalPrim(1);
|
ParentGroup.Scene.AddPhysicalPrim(1);
|
||||||
|
|
||||||
pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
|
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
|
||||||
pa.OnOutOfBounds += PhysicsOutOfBounds;
|
PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
|
||||||
if (_parentID != 0 && _parentID != LocalId)
|
if (_parentID != 0 && _parentID != LocalId)
|
||||||
{
|
{
|
||||||
if (ParentGroup.RootPart.PhysActor != null)
|
if (ParentGroup.RootPart.PhysActor != null)
|
||||||
{
|
{
|
||||||
pa.link(ParentGroup.RootPart.PhysActor);
|
PhysActor.link(ParentGroup.RootPart.PhysActor);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1704,10 +1690,9 @@ if (m_shape != null) {
|
||||||
|
|
||||||
public Vector3 GetGeometricCenter()
|
public Vector3 GetGeometricCenter()
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z);
|
return new Vector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -1717,10 +1702,9 @@ if (m_shape != null) {
|
||||||
|
|
||||||
public float GetMass()
|
public float GetMass()
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
return pa.Mass;
|
return PhysActor.Mass;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -1730,9 +1714,8 @@ if (m_shape != null) {
|
||||||
|
|
||||||
public PhysicsVector GetForce()
|
public PhysicsVector GetForce()
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
return PhysActor.Force;
|
||||||
return pa.Force;
|
|
||||||
else
|
else
|
||||||
return new PhysicsVector();
|
return new PhysicsVector();
|
||||||
}
|
}
|
||||||
|
@ -2111,15 +2094,11 @@ if (m_shape != null) {
|
||||||
|
|
||||||
public void PhysicsRequestingTerseUpdate()
|
public void PhysicsRequestingTerseUpdate()
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
|
Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
|
||||||
|
|
||||||
if (m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.N) |
|
if (m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.S) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.E) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
|
||||||
m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.S) |
|
|
||||||
m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.E) |
|
|
||||||
m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
|
|
||||||
{
|
{
|
||||||
m_parentGroup.AbsolutePosition = newpos;
|
m_parentGroup.AbsolutePosition = newpos;
|
||||||
return;
|
return;
|
||||||
|
@ -2315,15 +2294,14 @@ if (m_shape != null) {
|
||||||
if (texture != null)
|
if (texture != null)
|
||||||
m_shape.SculptData = texture.Data;
|
m_shape.SculptData = texture.Data;
|
||||||
|
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
// Tricks physics engine into thinking we've changed the part shape.
|
// Tricks physics engine into thinking we've changed the part shape.
|
||||||
PrimitiveBaseShape m_newshape = m_shape.Copy();
|
PrimitiveBaseShape m_newshape = m_shape.Copy();
|
||||||
pa.Shape = m_newshape;
|
PhysActor.Shape = m_newshape;
|
||||||
m_shape = m_newshape;
|
m_shape = m_newshape;
|
||||||
|
|
||||||
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -2542,10 +2520,9 @@ if (m_shape != null) {
|
||||||
|
|
||||||
public void SetBuoyancy(float fvalue)
|
public void SetBuoyancy(float fvalue)
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
pa.Buoyancy = fvalue;
|
PhysActor.Buoyancy = fvalue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2561,62 +2538,56 @@ if (m_shape != null) {
|
||||||
|
|
||||||
public void SetFloatOnWater(int floatYN)
|
public void SetFloatOnWater(int floatYN)
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
if (floatYN == 1)
|
if (floatYN == 1)
|
||||||
{
|
{
|
||||||
pa.FloatOnWater = true;
|
PhysActor.FloatOnWater = true;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
pa.FloatOnWater = false;
|
PhysActor.FloatOnWater = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetForce(PhysicsVector force)
|
public void SetForce(PhysicsVector force)
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
pa.Force = force;
|
PhysActor.Force = force;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetVehicleType(int type)
|
public void SetVehicleType(int type)
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
pa.VehicleType = type;
|
PhysActor.VehicleType = type;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetVehicleFloatParam(int param, float value)
|
public void SetVehicleFloatParam(int param, float value)
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
pa.VehicleFloatParam(param, value);
|
PhysActor.VehicleFloatParam(param, value);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetVehicleVectorParam(int param, PhysicsVector value)
|
public void SetVehicleVectorParam(int param, PhysicsVector value)
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
pa.VehicleVectorParam(param, value);
|
PhysActor.VehicleVectorParam(param, value);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetVehicleRotationParam(int param, Quaternion rotation)
|
public void SetVehicleRotationParam(int param, Quaternion rotation)
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
pa.VehicleRotationParam(param, rotation);
|
PhysActor.VehicleRotationParam(param, rotation);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2644,11 +2615,10 @@ if (m_shape != null) {
|
||||||
|
|
||||||
public void SetPhysicsAxisRotation()
|
public void SetPhysicsAxisRotation()
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
pa.LockAngularMotion(RotationAxis);
|
PhysActor.LockAngularMotion(RotationAxis);
|
||||||
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3380,9 +3350,8 @@ if (m_shape != null) {
|
||||||
{
|
{
|
||||||
IsVD = false; // Switch it of for the course of this routine
|
IsVD = false; // Switch it of for the course of this routine
|
||||||
VolumeDetectActive = false; // and also permanently
|
VolumeDetectActive = false; // and also permanently
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
PhysActor.SetVolumeDetect(0); // Let physics know about it too
|
||||||
pa.SetVolumeDetect(0); // Let physics know about it too
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -3430,19 +3399,17 @@ if (m_shape != null) {
|
||||||
if (IsPhantom || IsAttachment) // note: this may have been changed above in the case of joints
|
if (IsPhantom || IsAttachment) // note: this may have been changed above in the case of joints
|
||||||
{
|
{
|
||||||
AddFlag(PrimFlags.Phantom);
|
AddFlag(PrimFlags.Phantom);
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
m_parentGroup.Scene.PhysicsScene.RemovePrim(pa);
|
m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
|
||||||
/// that's not wholesome. Had to make Scene public
|
/// that's not wholesome. Had to make Scene public
|
||||||
pa = null;
|
PhysActor = null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else // Not phantom
|
else // Not phantom
|
||||||
{
|
{
|
||||||
RemFlag(PrimFlags.Phantom);
|
RemFlag(PrimFlags.Phantom);
|
||||||
|
|
||||||
// This is NOT safe!!
|
|
||||||
PhysicsActor pa = PhysActor;
|
PhysicsActor pa = PhysActor;
|
||||||
if (pa == null)
|
if (pa == null)
|
||||||
{
|
{
|
||||||
|
@ -3455,6 +3422,7 @@ if (m_shape != null) {
|
||||||
RotationOffset,
|
RotationOffset,
|
||||||
UsePhysics);
|
UsePhysics);
|
||||||
|
|
||||||
|
pa = PhysActor;
|
||||||
if (pa != null)
|
if (pa != null)
|
||||||
{
|
{
|
||||||
pa.LocalID = LocalId;
|
pa.LocalID = LocalId;
|
||||||
|
@ -3476,14 +3444,14 @@ if (m_shape != null) {
|
||||||
(CollisionSound != UUID.Zero)
|
(CollisionSound != UUID.Zero)
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
pa.OnCollisionUpdate += PhysicsCollision;
|
PhysActor.OnCollisionUpdate += PhysicsCollision;
|
||||||
pa.SubscribeEvents(1000);
|
PhysActor.SubscribeEvents(1000);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else // it already has a physical representation
|
else // it already has a physical representation
|
||||||
{
|
{
|
||||||
pa.IsPhysical = UsePhysics;
|
PhysActor.IsPhysical = UsePhysics;
|
||||||
|
|
||||||
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
|
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
|
||||||
if (m_parentGroup != null)
|
if (m_parentGroup != null)
|
||||||
|
@ -3506,10 +3474,9 @@ if (m_shape != null) {
|
||||||
// Defensive programming calls for a check here.
|
// Defensive programming calls for a check here.
|
||||||
// Better would be throwing an exception that could be catched by a unit test as the internal
|
// Better would be throwing an exception that could be catched by a unit test as the internal
|
||||||
// logic should make sure, this Physactor is always here.
|
// logic should make sure, this Physactor is always here.
|
||||||
PhysicsActor pa = this.PhysActor;
|
if (this.PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
pa.SetVolumeDetect(1);
|
PhysActor.SetVolumeDetect(1);
|
||||||
AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
|
AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
|
||||||
this.VolumeDetectActive = true;
|
this.VolumeDetectActive = true;
|
||||||
}
|
}
|
||||||
|
@ -3517,11 +3484,11 @@ if (m_shape != null) {
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{ // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
|
{ // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
|
||||||
// (mumbles, well, at least if you have infinte CPU powers :-) )
|
// (mumbles, well, at least if you have infinte CPU powers :-))
|
||||||
PhysicsActor pa = this.PhysActor;
|
PhysicsActor pa = this.PhysActor;
|
||||||
if (pa != null)
|
if (pa != null)
|
||||||
{
|
{
|
||||||
pa.SetVolumeDetect(0);
|
PhysActor.SetVolumeDetect(0);
|
||||||
}
|
}
|
||||||
this.VolumeDetectActive = false;
|
this.VolumeDetectActive = false;
|
||||||
}
|
}
|
||||||
|
@ -3579,11 +3546,10 @@ if (m_shape != null) {
|
||||||
m_shape.PathTaperY = shapeBlock.PathTaperY;
|
m_shape.PathTaperY = shapeBlock.PathTaperY;
|
||||||
m_shape.PathTwist = shapeBlock.PathTwist;
|
m_shape.PathTwist = shapeBlock.PathTwist;
|
||||||
m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;
|
m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
pa.Shape = m_shape;
|
PhysActor.Shape = m_shape;
|
||||||
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||||
}
|
}
|
||||||
|
|
||||||
// This is what makes vehicle trailers work
|
// This is what makes vehicle trailers work
|
||||||
|
@ -3684,21 +3650,19 @@ if (m_shape != null) {
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
// subscribe to physics updates.
|
// subscribe to physics updates.
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
pa.OnCollisionUpdate += PhysicsCollision;
|
PhysActor.OnCollisionUpdate += PhysicsCollision;
|
||||||
pa.SubscribeEvents(1000);
|
PhysActor.SubscribeEvents(1000);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
PhysicsActor pa = PhysActor;
|
if (PhysActor != null)
|
||||||
if (pa != null)
|
|
||||||
{
|
{
|
||||||
pa.UnSubscribeEvents();
|
PhysActor.UnSubscribeEvents();
|
||||||
pa.OnCollisionUpdate -= PhysicsCollision;
|
PhysActor.OnCollisionUpdate -= PhysicsCollision;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3801,8 +3765,6 @@ if (m_shape != null) {
|
||||||
lPos = AbsolutePosition;
|
lPos = AbsolutePosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Causes this thread to dig into the Client Thread Data.
|
|
||||||
// Remember your locking here!
|
|
||||||
remoteClient.SendPrimTerseUpdate(m_regionHandle,
|
remoteClient.SendPrimTerseUpdate(m_regionHandle,
|
||||||
(ushort)(m_parentGroup.GetTimeDilation() *
|
(ushort)(m_parentGroup.GetTimeDilation() *
|
||||||
(float)ushort.MaxValue), LocalId, lPos,
|
(float)ushort.MaxValue), LocalId, lPos,
|
||||||
|
|
|
@ -70,7 +70,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||||
grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
|
grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
|
||||||
|
|
||||||
// <180,0,0>
|
// <180,0,0>
|
||||||
grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
|
grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
|
||||||
|
|
||||||
// Required for linking
|
// Required for linking
|
||||||
grp1.RootPart.UpdateFlag = 0;
|
grp1.RootPart.UpdateFlag = 0;
|
||||||
|
@ -154,13 +154,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||||
grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
|
grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
|
||||||
|
|
||||||
// <180,0,0>
|
// <180,0,0>
|
||||||
grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
|
grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
|
||||||
|
|
||||||
// <270,0,0>
|
// <270,0,0>
|
||||||
grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));
|
grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));
|
||||||
|
|
||||||
// <0,90,0>
|
// <0,90,0>
|
||||||
grp4.UpdateGroupRotation(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));
|
grp4.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));
|
||||||
|
|
||||||
// Required for linking
|
// Required for linking
|
||||||
grp1.RootPart.UpdateFlag = 0;
|
grp1.RootPart.UpdateFlag = 0;
|
||||||
|
|
|
@ -1,4 +1,16 @@
|
||||||
/*
|
/*
|
||||||
|
* Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
|
||||||
|
* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
|
||||||
|
* ODEPrim.cs contains methods dealing with Prim editing, Prim
|
||||||
|
* characteristics and Kinetic motion.
|
||||||
|
* ODEDynamics.cs contains methods dealing with Prim Physical motion
|
||||||
|
* (dynamics) and the associated settings. Old Linear and angular
|
||||||
|
* motors for dynamic motion have been replace with MoveLinear()
|
||||||
|
* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
|
||||||
|
* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
|
||||||
|
* switch between 'VEHICLE' parameter use and general dynamics
|
||||||
|
* settings use.
|
||||||
|
*
|
||||||
* Copyright (c) Contributors, http://opensimulator.org/
|
* Copyright (c) Contributors, http://opensimulator.org/
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||||
*
|
*
|
||||||
|
@ -37,10 +49,10 @@ using OpenSim.Region.Physics.Manager;
|
||||||
|
|
||||||
namespace OpenSim.Region.Physics.OdePlugin
|
namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
public class ODEVehicleSettings
|
public class ODEDynamics
|
||||||
{
|
{
|
||||||
public Vehicle Type
|
public Vehicle Type
|
||||||
{
|
{
|
||||||
get { return m_type; }
|
get { return m_type; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -49,49 +61,71 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
get { return m_body; }
|
get { return m_body; }
|
||||||
}
|
}
|
||||||
|
|
||||||
private int frcount = 0;
|
private int frcount = 0; // Used to limit dynamics debug output to
|
||||||
// private float frmod = 3.0f;
|
// every 100th frame
|
||||||
|
|
||||||
private Vehicle m_type = Vehicle.TYPE_NONE;
|
|
||||||
// private OdeScene m_parentScene = null;
|
// private OdeScene m_parentScene = null;
|
||||||
private IntPtr m_body = IntPtr.Zero;
|
private IntPtr m_body = IntPtr.Zero;
|
||||||
private IntPtr m_jointGroup = IntPtr.Zero;
|
private IntPtr m_jointGroup = IntPtr.Zero;
|
||||||
private IntPtr m_aMotor = IntPtr.Zero;
|
private IntPtr m_aMotor = IntPtr.Zero;
|
||||||
private IntPtr m_lMotor1 = IntPtr.Zero;
|
|
||||||
// private IntPtr m_lMotor2 = IntPtr.Zero;
|
|
||||||
// private IntPtr m_lMotor3 = IntPtr.Zero;
|
|
||||||
|
|
||||||
// Vehicle properties
|
// Vehicle properties
|
||||||
// private Quaternion m_referenceFrame = Quaternion.Identity;
|
private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
|
||||||
private Vector3 m_angularFrictionTimescale = Vector3.Zero;
|
// private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
|
||||||
|
private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean 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; // velocity requested by LSL, decayed by time
|
||||||
|
private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL
|
||||||
|
private Vector3 m_dir = Vector3.Zero; // velocity applied to body
|
||||||
|
private Vector3 m_linearFrictionTimescale = Vector3.Zero;
|
||||||
|
private float m_linearMotorDecayTimescale = 0;
|
||||||
|
private float m_linearMotorTimescale = 0;
|
||||||
|
private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
|
||||||
|
// private bool m_LinearMotorSetLastFrame = false;
|
||||||
|
// private Vector3 m_linearMotorOffset = Vector3.Zero;
|
||||||
|
|
||||||
|
//Angular properties
|
||||||
private Vector3 m_angularMotorDirection = Vector3.Zero;
|
private Vector3 m_angularMotorDirection = Vector3.Zero;
|
||||||
private Vector3 m_angularMotorDirectionLASTSET = Vector3.Zero;
|
private Vector3 m_angularMotorDirectionLASTSET = Vector3.Zero;
|
||||||
private Vector3 m_linearFrictionTimescale = Vector3.Zero;
|
private Vector3 m_angularFrictionTimescale = Vector3.Zero;
|
||||||
private Vector3 m_linearMotorDirection = Vector3.Zero;
|
|
||||||
private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero;
|
|
||||||
// private Vector3 m_linearMotorOffset = Vector3.Zero;
|
|
||||||
// private float m_angularDeflectionEfficiency = 0;
|
|
||||||
// private float m_angularDeflectionTimescale = 0;
|
|
||||||
private float m_angularMotorDecayTimescale = 0;
|
private float m_angularMotorDecayTimescale = 0;
|
||||||
private float m_angularMotorTimescale = 0;
|
private float m_angularMotorTimescale = 0;
|
||||||
|
private Vector3 m_lastAngularVelocityVector = Vector3.Zero;
|
||||||
|
|
||||||
|
//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_bankingEfficiency = 0;
|
||||||
// private float m_bankingMix = 0;
|
// private float m_bankingMix = 0;
|
||||||
// private float m_bankingTimescale = 0;
|
// private float m_bankingTimescale = 0;
|
||||||
// private float m_buoyancy = 0;
|
|
||||||
// private float m_hoverHeight = 0;
|
//Hover and Buoyancy properties
|
||||||
// private float m_hoverEfficiency = 0;
|
private float m_VhoverHeight = 0f;
|
||||||
// private float m_hoverTimescale = 0;
|
private float m_VhoverEfficiency = 0f;
|
||||||
// private float m_linearDeflectionEfficiency = 0;
|
private float m_VhoverTimescale = 0f;
|
||||||
// private float m_linearDeflectionTimescale = 0;
|
private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
|
||||||
private float m_linearMotorDecayTimescale = 0;
|
private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
|
||||||
private float m_linearMotorTimescale = 0;
|
// 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 = 0;
|
private float m_verticalAttractionEfficiency = 0;
|
||||||
private float m_verticalAttractionTimescale = 0;
|
private float m_verticalAttractionTimescale = 0;
|
||||||
private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
|
|
||||||
private Vector3 m_lastAngularVelocityVector = Vector3.Zero;
|
|
||||||
private VehicleFlag m_flags = (VehicleFlag) 0;
|
|
||||||
|
|
||||||
// private bool m_LinearMotorSetLastFrame = false;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -129,17 +163,21 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
// m_bankingTimescale = pValue;
|
// m_bankingTimescale = pValue;
|
||||||
break;
|
break;
|
||||||
case Vehicle.BUOYANCY:
|
case Vehicle.BUOYANCY:
|
||||||
// m_buoyancy = pValue;
|
if (pValue < -1f) pValue = -1f;
|
||||||
|
if (pValue > 1f) pValue = 1f;
|
||||||
|
m_VehicleBuoyancy = pValue;
|
||||||
break;
|
break;
|
||||||
case Vehicle.HOVER_EFFICIENCY:
|
case Vehicle.HOVER_EFFICIENCY:
|
||||||
// m_hoverEfficiency = pValue;
|
if (pValue < 0f) pValue = 0f;
|
||||||
|
if (pValue > 1f) pValue = 1f;
|
||||||
|
m_VhoverEfficiency = pValue;
|
||||||
break;
|
break;
|
||||||
case Vehicle.HOVER_HEIGHT:
|
case Vehicle.HOVER_HEIGHT:
|
||||||
// m_hoverHeight = pValue;
|
m_VhoverHeight = pValue;
|
||||||
break;
|
break;
|
||||||
case Vehicle.HOVER_TIMESCALE:
|
case Vehicle.HOVER_TIMESCALE:
|
||||||
if (pValue < 0.01f) pValue = 0.01f;
|
if (pValue < 0.01f) pValue = 0.01f;
|
||||||
// m_hoverTimescale = pValue;
|
m_VhoverTimescale = pValue;
|
||||||
break;
|
break;
|
||||||
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
|
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
|
||||||
if (pValue < 0.01f) pValue = 0.01f;
|
if (pValue < 0.01f) pValue = 0.01f;
|
||||||
|
@ -158,7 +196,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
m_linearMotorTimescale = pValue;
|
m_linearMotorTimescale = pValue;
|
||||||
break;
|
break;
|
||||||
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
|
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
|
||||||
if (pValue < 0.01f) pValue = 0.01f;
|
if (pValue < 0.0f) pValue = 0.0f;
|
||||||
|
if (pValue > 1.0f) pValue = 1.0f;
|
||||||
m_verticalAttractionEfficiency = pValue;
|
m_verticalAttractionEfficiency = pValue;
|
||||||
break;
|
break;
|
||||||
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
|
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
|
||||||
|
@ -187,8 +226,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
break;
|
break;
|
||||||
|
|
||||||
}
|
}
|
||||||
Reset();
|
|
||||||
}
|
}//end ProcessFloatVehicleParam
|
||||||
|
|
||||||
internal void ProcessVectorVehicleParam(Vehicle pParam, PhysicsVector pValue)
|
internal void ProcessVectorVehicleParam(Vehicle pParam, PhysicsVector pValue)
|
||||||
{
|
{
|
||||||
|
@ -212,8 +251,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
// m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
// m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
Reset();
|
|
||||||
}
|
}//end ProcessVectorVehicleParam
|
||||||
|
|
||||||
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
|
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
|
||||||
{
|
{
|
||||||
|
@ -223,113 +262,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
// m_referenceFrame = pValue;
|
// m_referenceFrame = pValue;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
Reset();
|
|
||||||
}
|
}//end ProcessRotationVehicleParam
|
||||||
|
|
||||||
internal void ProcessTypeChange(Vehicle pType)
|
internal void ProcessTypeChange(Vehicle pType)
|
||||||
{
|
{
|
||||||
if (m_type == Vehicle.TYPE_NONE && pType != Vehicle.TYPE_NONE)
|
Console.WriteLine("ProcessTypeChange to " + pType);
|
||||||
{
|
|
||||||
// Activate whatever it is
|
// Set Defaults For Type
|
||||||
SetDefaultsForType(pType);
|
|
||||||
Reset();
|
|
||||||
}
|
|
||||||
else if (m_type != Vehicle.TYPE_NONE && pType != Vehicle.TYPE_NONE)
|
|
||||||
{
|
|
||||||
// Set properties
|
|
||||||
SetDefaultsForType(pType);
|
|
||||||
// then reset
|
|
||||||
Reset();
|
|
||||||
}
|
|
||||||
else if (m_type != Vehicle.TYPE_NONE && pType == Vehicle.TYPE_NONE)
|
|
||||||
{
|
|
||||||
m_type = pType;
|
|
||||||
Destroy();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
internal void Disable()
|
|
||||||
{
|
|
||||||
if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (m_aMotor != IntPtr.Zero)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
internal void Enable(IntPtr pBody, OdeScene pParentScene)
|
|
||||||
{
|
|
||||||
if (m_type == Vehicle.TYPE_NONE)
|
|
||||||
return;
|
|
||||||
|
|
||||||
m_body = pBody;
|
|
||||||
// m_parentScene = pParentScene;
|
|
||||||
if (m_jointGroup == IntPtr.Zero)
|
|
||||||
m_jointGroup = d.JointGroupCreate(3);
|
|
||||||
|
|
||||||
if (pBody != IntPtr.Zero)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (m_lMotor1 == IntPtr.Zero)
|
|
||||||
{
|
|
||||||
d.BodySetAutoDisableFlag(Body, false);
|
|
||||||
m_lMotor1 = d.JointCreateLMotor(pParentScene.world, m_jointGroup);
|
|
||||||
d.JointSetLMotorNumAxes(m_lMotor1, 1);
|
|
||||||
d.JointAttach(m_lMotor1, Body, IntPtr.Zero);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (m_aMotor == IntPtr.Zero)
|
|
||||||
{
|
|
||||||
m_aMotor = d.JointCreateAMotor(pParentScene.world, m_jointGroup);
|
|
||||||
d.JointSetAMotorNumAxes(m_aMotor, 3);
|
|
||||||
d.JointAttach(m_aMotor, Body, IntPtr.Zero);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
internal void Reset()
|
|
||||||
{
|
|
||||||
if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
|
|
||||||
return;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
internal void Destroy()
|
|
||||||
{
|
|
||||||
if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
|
|
||||||
return;
|
|
||||||
if (m_aMotor != IntPtr.Zero)
|
|
||||||
{
|
|
||||||
d.JointDestroy(m_aMotor);
|
|
||||||
}
|
|
||||||
if (m_lMotor1 != IntPtr.Zero)
|
|
||||||
{
|
|
||||||
d.JointDestroy(m_lMotor1);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
internal void Step(float pTimestep)
|
|
||||||
{
|
|
||||||
if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
|
|
||||||
return;
|
|
||||||
frcount++;
|
|
||||||
if (frcount > 100)
|
|
||||||
frcount = 0;
|
|
||||||
|
|
||||||
VerticalAttractor(pTimestep);
|
|
||||||
LinearMotor(pTimestep);
|
|
||||||
|
|
||||||
|
|
||||||
AngularMotor(pTimestep);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SetDefaultsForType(Vehicle pType)
|
|
||||||
{
|
|
||||||
m_type = pType;
|
m_type = pType;
|
||||||
switch (pType)
|
switch (pType)
|
||||||
{
|
{
|
||||||
|
@ -342,10 +282,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
m_angularMotorDirection = Vector3.Zero;
|
m_angularMotorDirection = Vector3.Zero;
|
||||||
m_angularMotorTimescale = 1000;
|
m_angularMotorTimescale = 1000;
|
||||||
m_angularMotorDecayTimescale = 120;
|
m_angularMotorDecayTimescale = 120;
|
||||||
// m_hoverHeight = 0;
|
m_VhoverHeight = 0;
|
||||||
// m_hoverEfficiency = 10;
|
m_VhoverEfficiency = 1;
|
||||||
// m_hoverTimescale = 10;
|
m_VhoverTimescale = 10;
|
||||||
// m_buoyancy = 0;
|
m_VehicleBuoyancy = 0;
|
||||||
// m_linearDeflectionEfficiency = 1;
|
// m_linearDeflectionEfficiency = 1;
|
||||||
// m_linearDeflectionTimescale = 1;
|
// m_linearDeflectionTimescale = 1;
|
||||||
// m_angularDeflectionEfficiency = 1;
|
// m_angularDeflectionEfficiency = 1;
|
||||||
|
@ -368,10 +308,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
m_angularMotorDirection = Vector3.Zero;
|
m_angularMotorDirection = Vector3.Zero;
|
||||||
m_angularMotorTimescale = 1;
|
m_angularMotorTimescale = 1;
|
||||||
m_angularMotorDecayTimescale = 0.8f;
|
m_angularMotorDecayTimescale = 0.8f;
|
||||||
// m_hoverHeight = 0;
|
m_VhoverHeight = 0;
|
||||||
// // m_hoverEfficiency = 0;
|
m_VhoverEfficiency = 0;
|
||||||
// // m_hoverTimescale = 1000;
|
m_VhoverTimescale = 1000;
|
||||||
// // m_buoyancy = 0;
|
m_VehicleBuoyancy = 0;
|
||||||
// // m_linearDeflectionEfficiency = 1;
|
// // m_linearDeflectionEfficiency = 1;
|
||||||
// // m_linearDeflectionTimescale = 2;
|
// // m_linearDeflectionTimescale = 2;
|
||||||
// // m_angularDeflectionEfficiency = 0;
|
// // m_angularDeflectionEfficiency = 0;
|
||||||
|
@ -395,10 +335,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
m_angularMotorDirection = Vector3.Zero;
|
m_angularMotorDirection = Vector3.Zero;
|
||||||
m_angularMotorTimescale = 4;
|
m_angularMotorTimescale = 4;
|
||||||
m_angularMotorDecayTimescale = 4;
|
m_angularMotorDecayTimescale = 4;
|
||||||
// m_hoverHeight = 0;
|
m_VhoverHeight = 0;
|
||||||
// m_hoverEfficiency = 0.5f;
|
m_VhoverEfficiency = 0.5f;
|
||||||
// m_hoverTimescale = 2;
|
m_VhoverTimescale = 2;
|
||||||
// m_buoyancy = 1;
|
m_VehicleBuoyancy = 1;
|
||||||
// m_linearDeflectionEfficiency = 0.5f;
|
// m_linearDeflectionEfficiency = 0.5f;
|
||||||
// m_linearDeflectionTimescale = 3;
|
// m_linearDeflectionTimescale = 3;
|
||||||
// m_angularDeflectionEfficiency = 0.5f;
|
// m_angularDeflectionEfficiency = 0.5f;
|
||||||
|
@ -409,8 +349,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
// m_bankingMix = 0.8f;
|
// m_bankingMix = 0.8f;
|
||||||
// m_bankingTimescale = 1;
|
// m_bankingTimescale = 1;
|
||||||
// m_referenceFrame = Quaternion.Identity;
|
// m_referenceFrame = Quaternion.Identity;
|
||||||
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
|
||||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_UP_ONLY |
|
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||||
|
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
|
||||||
VehicleFlag.LIMIT_MOTOR_UP);
|
VehicleFlag.LIMIT_MOTOR_UP);
|
||||||
break;
|
break;
|
||||||
case Vehicle.TYPE_AIRPLANE:
|
case Vehicle.TYPE_AIRPLANE:
|
||||||
|
@ -422,10 +363,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
m_angularMotorDirection = Vector3.Zero;
|
m_angularMotorDirection = Vector3.Zero;
|
||||||
m_angularMotorTimescale = 4;
|
m_angularMotorTimescale = 4;
|
||||||
m_angularMotorDecayTimescale = 4;
|
m_angularMotorDecayTimescale = 4;
|
||||||
// m_hoverHeight = 0;
|
m_VhoverHeight = 0;
|
||||||
// m_hoverEfficiency = 0.5f;
|
m_VhoverEfficiency = 0.5f;
|
||||||
// m_hoverTimescale = 1000;
|
m_VhoverTimescale = 1000;
|
||||||
// m_buoyancy = 0;
|
m_VehicleBuoyancy = 0;
|
||||||
// m_linearDeflectionEfficiency = 0.5f;
|
// m_linearDeflectionEfficiency = 0.5f;
|
||||||
// m_linearDeflectionTimescale = 3;
|
// m_linearDeflectionTimescale = 3;
|
||||||
// m_angularDeflectionEfficiency = 1;
|
// m_angularDeflectionEfficiency = 1;
|
||||||
|
@ -449,10 +390,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
m_angularMotorDirection = Vector3.Zero;
|
m_angularMotorDirection = Vector3.Zero;
|
||||||
m_angularMotorTimescale = 6;
|
m_angularMotorTimescale = 6;
|
||||||
m_angularMotorDecayTimescale = 10;
|
m_angularMotorDecayTimescale = 10;
|
||||||
// m_hoverHeight = 5;
|
m_VhoverHeight = 5;
|
||||||
// m_hoverEfficiency = 0.8f;
|
m_VhoverEfficiency = 0.8f;
|
||||||
// m_hoverTimescale = 10;
|
m_VhoverTimescale = 10;
|
||||||
// m_buoyancy = 1;
|
m_VehicleBuoyancy = 1;
|
||||||
// m_linearDeflectionEfficiency = 0;
|
// m_linearDeflectionEfficiency = 0;
|
||||||
// m_linearDeflectionTimescale = 5;
|
// m_linearDeflectionTimescale = 5;
|
||||||
// m_angularDeflectionEfficiency = 0;
|
// m_angularDeflectionEfficiency = 0;
|
||||||
|
@ -463,106 +404,165 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
// m_bankingMix = 0.7f;
|
// m_bankingMix = 0.7f;
|
||||||
// m_bankingTimescale = 5;
|
// m_bankingTimescale = 5;
|
||||||
// m_referenceFrame = Quaternion.Identity;
|
// m_referenceFrame = Quaternion.Identity;
|
||||||
m_flags = (VehicleFlag)0;
|
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;
|
break;
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}//end SetDefaultsForType
|
||||||
|
|
||||||
private void VerticalAttractor(float pTimestep)
|
internal void Enable(IntPtr pBody, OdeScene pParentScene)
|
||||||
{
|
{
|
||||||
// The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
|
//Console.WriteLine("Enable m_type=" + m_type + " m_VehicleBuoyancy=" + m_VehicleBuoyancy);
|
||||||
// The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
|
if (m_type == Vehicle.TYPE_NONE)
|
||||||
// change appearance and when you enter the simulator
|
return;
|
||||||
// After this routine is done, the amotor stabilizes much quicker
|
|
||||||
d.Mass objMass;
|
|
||||||
d.BodyGetMass(Body, out objMass);
|
|
||||||
//d.BodyGetS
|
|
||||||
|
|
||||||
d.Vector3 feet;
|
m_body = pBody;
|
||||||
d.Vector3 head;
|
//KF: This used to set up the linear and angular joints
|
||||||
d.BodyGetRelPointPos(m_body, 0.0f, 0.0f, -1.0f, out feet);
|
|
||||||
d.BodyGetRelPointPos(m_body, 0.0f, 0.0f, 1.0f, out head);
|
|
||||||
float posture = head.Z - feet.Z;
|
|
||||||
|
|
||||||
//Console.WriteLine(String.Format("head: <{0},{1},{2}>, feet:<{3},{4},{5}> diff:<{6},{7},{8}>", head.X, head.Y, head.Z, feet.X,
|
|
||||||
// feet.Y, feet.Z, head.X - feet.X, head.Y - feet.Y, head.Z - feet.Z));
|
|
||||||
//Console.WriteLine(String.Format("diff:<{0},{1},{2}>",head.X - feet.X, head.Y - feet.Y, head.Z - feet.Z));
|
|
||||||
|
|
||||||
// restoring force proportional to lack of posture:
|
|
||||||
float servo = (2.5f - posture) * (objMass.mass * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep)) * objMass.mass;
|
|
||||||
d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
|
|
||||||
d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
|
|
||||||
//d.BodyAddTorque(m_body, (head.X - feet.X) * servo, (head.Y - feet.Y) * servo, (head.Z - feet.Z) * servo);
|
|
||||||
//d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
|
|
||||||
//m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void LinearMotor(float pTimestep)
|
internal void Step(float pTimestep, OdeScene pParentScene)
|
||||||
{
|
{
|
||||||
|
if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
|
||||||
|
return;
|
||||||
|
frcount++; // used to limit debug comment output
|
||||||
|
if (frcount > 100)
|
||||||
|
frcount = 0;
|
||||||
|
|
||||||
if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
|
MoveLinear(pTimestep, pParentScene);
|
||||||
|
MoveAngular(pTimestep);
|
||||||
|
}// end Step
|
||||||
|
|
||||||
|
private void MoveLinear(float pTimestep, OdeScene _pParentScene)
|
||||||
|
{
|
||||||
|
if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
|
||||||
{
|
{
|
||||||
|
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
|
||||||
Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
|
|
||||||
m_lastLinearVelocityVector += (addAmount*10);
|
|
||||||
|
|
||||||
|
// add drive to body
|
||||||
|
Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
|
||||||
|
m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector?
|
||||||
|
|
||||||
// This will work temporarily, but we really need to compare speed on an axis
|
// This will work temporarily, but we really need to compare speed on an axis
|
||||||
|
// KF: Limit body velocity to applied velocity?
|
||||||
if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
|
if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
|
||||||
m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
|
m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
|
||||||
if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
|
if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
|
||||||
m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y;
|
m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y;
|
||||||
if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z))
|
if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z))
|
||||||
m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z;
|
m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z;
|
||||||
//Console.WriteLine("add: " + addAmount);
|
|
||||||
|
// decay applied velocity
|
||||||
Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
|
Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
|
||||||
//Console.WriteLine("decay: " + decayfraction);
|
//Console.WriteLine("decay: " + decayfraction);
|
||||||
|
|
||||||
m_linearMotorDirection -= m_linearMotorDirection * decayfraction;
|
m_linearMotorDirection -= m_linearMotorDirection * decayfraction;
|
||||||
//Console.WriteLine("actual: " + m_linearMotorDirection);
|
//Console.WriteLine("actual: " + m_linearMotorDirection);
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{ // requested is not significant
|
||||||
|
// if what remains of applied is small, zero it.
|
||||||
|
if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
|
||||||
|
m_lastLinearVelocityVector = Vector3.Zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// convert requested object velocity to world-referenced vector
|
||||||
|
m_dir = m_lastLinearVelocityVector;
|
||||||
|
d.Quaternion rot = d.BodyGetQuaternion(Body);
|
||||||
|
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
|
||||||
|
m_dir *= rotq; // apply obj rotation to velocity vector
|
||||||
|
|
||||||
//System.Console.WriteLine(m_linearMotorDirection + " " + m_lastLinearVelocityVector);
|
// add Gravity andBuoyancy
|
||||||
|
// KF: So far I have found no good method to combine a script-requested
|
||||||
|
// .Z velocity and gravity. Therefore only 0g will used script-requested
|
||||||
|
// .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
|
||||||
|
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 = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy);
|
||||||
|
// Preserve the current Z velocity
|
||||||
|
d.Vector3 vel_now = d.BodyGetLinearVel(Body);
|
||||||
|
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
|
||||||
|
} // else its 1.0, no gravity.
|
||||||
|
|
||||||
|
// Check if 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 = _pParentScene.GetWaterLevel() + m_VhoverHeight;
|
||||||
|
}
|
||||||
|
else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
|
||||||
|
{
|
||||||
|
m_VhoverTargetHeight = _pParentScene.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
|
||||||
|
// pTimestep is time since last frame,in secs
|
||||||
|
float herr0 = pos.Z - m_VhoverTargetHeight;
|
||||||
|
//if(frcount == 0) Console.WriteLine("herr0=" + herr0);
|
||||||
|
// Replace Vertical speed with correction figure if significant
|
||||||
|
if(Math.Abs(herr0) > 0.01f )
|
||||||
|
{
|
||||||
|
d.Mass objMass;
|
||||||
|
d.BodyGetMass(Body, out objMass);
|
||||||
|
m_dir.Z = - ( (herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
|
||||||
|
// m_VhoverEfficiency is not yet implemented
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_dir.Z = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply velocity
|
||||||
|
d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z);
|
||||||
|
//if(frcount == 0) Console.WriteLine("Move " + Body + ":"+ m_dir.X + " " + m_dir.Y + " " + m_dir.Z);
|
||||||
|
// apply gravity force
|
||||||
|
d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
|
||||||
|
//if(frcount == 0) Console.WriteLine("Force " + Body + ":" + grav.X + " " + grav.Y + " " + grav.Z);
|
||||||
|
|
||||||
SetLinearMotorProperties();
|
|
||||||
|
|
||||||
|
// apply friction
|
||||||
Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
|
Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
|
||||||
m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
|
m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
|
||||||
|
} // end MoveLinear()
|
||||||
//m_linearMotorDirection *= decayamount;
|
|
||||||
|
private void MoveAngular(float pTimestep)
|
||||||
}
|
|
||||||
|
|
||||||
private void SetLinearMotorProperties()
|
|
||||||
{
|
|
||||||
Vector3 dirNorm = m_lastLinearVelocityVector;
|
|
||||||
dirNorm.Normalize();
|
|
||||||
|
|
||||||
d.Mass objMass;
|
|
||||||
d.BodyGetMass(Body, out objMass);
|
|
||||||
d.Quaternion rot = d.BodyGetQuaternion(Body);
|
|
||||||
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
|
|
||||||
dirNorm *= rotq;
|
|
||||||
if (m_lMotor1 != IntPtr.Zero)
|
|
||||||
{
|
|
||||||
|
|
||||||
d.JointSetLMotorAxis(m_lMotor1, 0, 1, dirNorm.X, dirNorm.Y, dirNorm.Z);
|
|
||||||
d.JointSetLMotorParam(m_lMotor1, (int)dParam.Vel, m_lastLinearVelocityVector.Length());
|
|
||||||
|
|
||||||
d.JointSetLMotorParam(m_lMotor1, (int)dParam.FMax, 35f * objMass.mass);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
private void AngularMotor(float pTimestep)
|
|
||||||
{
|
{
|
||||||
|
|
||||||
|
// m_angularMotorDirection is the latest value from the script, and is decayed here
|
||||||
|
// m_angularMotorDirectionLASTSET is the latest value from the script
|
||||||
|
// m_lastAngularVelocityVector is what is being applied to the Body, varied up and down here
|
||||||
|
|
||||||
if (!m_angularMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
|
if (!m_angularMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
|
||||||
{
|
{
|
||||||
|
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
|
||||||
|
// ramp up to new value
|
||||||
Vector3 addAmount = m_angularMotorDirection / (m_angularMotorTimescale / pTimestep);
|
Vector3 addAmount = m_angularMotorDirection / (m_angularMotorTimescale / pTimestep);
|
||||||
m_lastAngularVelocityVector += (addAmount * 10);
|
m_lastAngularVelocityVector += (addAmount * 10f);
|
||||||
|
//if(frcount == 0) Console.WriteLine("add: " + addAmount);
|
||||||
|
|
||||||
|
// limit applied value to what was set by script
|
||||||
// This will work temporarily, but we really need to compare speed on an axis
|
// This will work temporarily, but we really need to compare speed on an axis
|
||||||
if (Math.Abs(m_lastAngularVelocityVector.X) > Math.Abs(m_angularMotorDirectionLASTSET.X))
|
if (Math.Abs(m_lastAngularVelocityVector.X) > Math.Abs(m_angularMotorDirectionLASTSET.X))
|
||||||
m_lastAngularVelocityVector.X = m_angularMotorDirectionLASTSET.X;
|
m_lastAngularVelocityVector.X = m_angularMotorDirectionLASTSET.X;
|
||||||
|
@ -570,57 +570,61 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
m_lastAngularVelocityVector.Y = m_angularMotorDirectionLASTSET.Y;
|
m_lastAngularVelocityVector.Y = m_angularMotorDirectionLASTSET.Y;
|
||||||
if (Math.Abs(m_lastAngularVelocityVector.Z) > Math.Abs(m_angularMotorDirectionLASTSET.Z))
|
if (Math.Abs(m_lastAngularVelocityVector.Z) > Math.Abs(m_angularMotorDirectionLASTSET.Z))
|
||||||
m_lastAngularVelocityVector.Z = m_angularMotorDirectionLASTSET.Z;
|
m_lastAngularVelocityVector.Z = m_angularMotorDirectionLASTSET.Z;
|
||||||
//Console.WriteLine("add: " + addAmount);
|
|
||||||
|
|
||||||
|
// decay the requested value
|
||||||
Vector3 decayfraction = ((Vector3.One / (m_angularMotorDecayTimescale / pTimestep)));
|
Vector3 decayfraction = ((Vector3.One / (m_angularMotorDecayTimescale / pTimestep)));
|
||||||
//Console.WriteLine("decay: " + decayfraction);
|
//Console.WriteLine("decay: " + decayfraction);
|
||||||
|
|
||||||
m_angularMotorDirection -= m_angularMotorDirection * decayfraction;
|
m_angularMotorDirection -= m_angularMotorDirection * decayfraction;
|
||||||
//Console.WriteLine("actual: " + m_linearMotorDirection);
|
//Console.WriteLine("actual: " + m_linearMotorDirection);
|
||||||
}
|
}
|
||||||
|
// KF: m_lastAngularVelocityVector is rotational speed in rad/sec ?
|
||||||
//System.Console.WriteLine(m_linearMotorDirection + " " + m_lastLinearVelocityVector);
|
|
||||||
|
// Vertical attractor section
|
||||||
SetAngularMotorProperties();
|
|
||||||
|
// d.Mass objMass;
|
||||||
|
// d.BodyGetMass(Body, out objMass);
|
||||||
|
// float servo = 100f * objMass.mass * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep);
|
||||||
|
float servo = 0.1f * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep);
|
||||||
|
// get present body rotation
|
||||||
|
d.Quaternion rot = d.BodyGetQuaternion(Body);
|
||||||
|
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
verterr.X = 2.0f - verterr.X;
|
||||||
|
verterr.Y = 2.0f - verterr.Y;
|
||||||
|
}
|
||||||
|
// Error is 0 (no error) to +/- 2 (max error)
|
||||||
|
// scale it by servo
|
||||||
|
verterr = verterr * servo;
|
||||||
|
|
||||||
|
// rotate to object frame
|
||||||
|
// verterr = verterr * rotq;
|
||||||
|
|
||||||
|
// 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.
|
||||||
|
m_lastAngularVelocityVector.X += verterr.Y;
|
||||||
|
m_lastAngularVelocityVector.Y -= verterr.X;
|
||||||
|
/*
|
||||||
|
if(frcount == 0)
|
||||||
|
{
|
||||||
|
// Console.WriteLine("AngleMotor " + m_lastAngularVelocityVector);
|
||||||
|
Console.WriteLine(String.Format("VA Body:{0} servo:{1} err:<{2},{3},{4}> VAE:{5}",
|
||||||
|
Body, servo, verterr.X, verterr.Y, verterr.Z, m_verticalAttractionEfficiency));
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
d.BodySetAngularVel (Body, m_lastAngularVelocityVector.X, m_lastAngularVelocityVector.Y, m_lastAngularVelocityVector.Z);
|
||||||
|
// apply friction
|
||||||
Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
|
Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
|
||||||
m_lastAngularVelocityVector -= m_lastAngularVelocityVector * decayamount;
|
m_lastAngularVelocityVector -= m_lastAngularVelocityVector * decayamount;
|
||||||
|
|
||||||
//m_linearMotorDirection *= decayamount;
|
} //end MoveAngular
|
||||||
|
|
||||||
}
|
|
||||||
private void SetAngularMotorProperties()
|
|
||||||
{
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
d.Mass objMass;
|
|
||||||
d.BodyGetMass(Body, out objMass);
|
|
||||||
//d.Quaternion rot = d.BodyGetQuaternion(Body);
|
|
||||||
//Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
|
|
||||||
Vector3 axis0 = Vector3.UnitX;
|
|
||||||
Vector3 axis1 = Vector3.UnitY;
|
|
||||||
Vector3 axis2 = Vector3.UnitZ;
|
|
||||||
//axis0 *= rotq;
|
|
||||||
//axis1 *= rotq;
|
|
||||||
//axis2 *= rotq;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if (m_aMotor != IntPtr.Zero)
|
|
||||||
{
|
|
||||||
d.JointSetAMotorAxis(m_aMotor, 0, 1, axis0.X, axis0.Y, axis0.Z);
|
|
||||||
d.JointSetAMotorAxis(m_aMotor, 1, 1, axis1.X, axis1.Y, axis1.Z);
|
|
||||||
d.JointSetAMotorAxis(m_aMotor, 2, 1, axis2.X, axis2.Y, axis2.Z);
|
|
||||||
d.JointSetAMotorParam(m_aMotor, (int)dParam.FMax, 30*objMass.mass);
|
|
||||||
d.JointSetAMotorParam(m_aMotor, (int)dParam.FMax2, 30*objMass.mass);
|
|
||||||
d.JointSetAMotorParam(m_aMotor, (int)dParam.FMax3, 30 * objMass.mass);
|
|
||||||
d.JointSetAMotorParam(m_aMotor, (int)dParam.Vel, m_lastAngularVelocityVector.X);
|
|
||||||
d.JointSetAMotorParam(m_aMotor, (int)dParam.Vel2, m_lastAngularVelocityVector.Y);
|
|
||||||
d.JointSetAMotorParam(m_aMotor, (int)dParam.Vel3, m_lastAngularVelocityVector.Z);
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -0,0 +1,658 @@
|
||||||
|
/*
|
||||||
|
* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
|
||||||
|
* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
|
||||||
|
* ODEPrim.cs contains methods dealing with Prim editing, Prim
|
||||||
|
* characteristics and Kinetic motion.
|
||||||
|
* ODEDynamics.cs contains methods dealing with Prim Physical motion
|
||||||
|
* (dynamics) and the associated settings. Old Linear and angular
|
||||||
|
* motors for dynamic motion have been replace with MoveLinear()
|
||||||
|
* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
|
||||||
|
* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
|
||||||
|
* switch between 'VEHICLE' parameter use and general dynamics
|
||||||
|
* settings use.
|
||||||
|
*
|
||||||
|
* 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 System.Collections.Generic;
|
||||||
|
using System.Reflection;
|
||||||
|
using System.Runtime.InteropServices;
|
||||||
|
using log4net;
|
||||||
|
using OpenMetaverse;
|
||||||
|
using Ode.NET;
|
||||||
|
using OpenSim.Framework;
|
||||||
|
using OpenSim.Region.Physics.Manager;
|
||||||
|
|
||||||
|
namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
{
|
||||||
|
public class ODEDynamics
|
||||||
|
{
|
||||||
|
public Vehicle Type
|
||||||
|
{
|
||||||
|
get { return m_type; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public IntPtr Body
|
||||||
|
{
|
||||||
|
get { return m_body; }
|
||||||
|
}
|
||||||
|
|
||||||
|
private int frcount = 0; // Used to limit dynamics debug output to
|
||||||
|
// every 100th frame
|
||||||
|
|
||||||
|
// private OdeScene m_parentScene = null;
|
||||||
|
private IntPtr m_body = IntPtr.Zero;
|
||||||
|
private IntPtr m_jointGroup = IntPtr.Zero;
|
||||||
|
private IntPtr m_aMotor = 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; // Boolean 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; // velocity requested by LSL, decayed by time
|
||||||
|
private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL
|
||||||
|
private Vector3 m_dir = Vector3.Zero; // velocity applied to body
|
||||||
|
private Vector3 m_linearFrictionTimescale = Vector3.Zero;
|
||||||
|
private float m_linearMotorDecayTimescale = 0;
|
||||||
|
private float m_linearMotorTimescale = 0;
|
||||||
|
private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
|
||||||
|
// private bool m_LinearMotorSetLastFrame = false;
|
||||||
|
// private Vector3 m_linearMotorOffset = Vector3.Zero;
|
||||||
|
|
||||||
|
//Angular properties
|
||||||
|
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
|
||||||
|
private int m_angularMotorApply = 0; // application frame counter
|
||||||
|
private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity
|
||||||
|
private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
|
||||||
|
private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
|
||||||
|
private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
|
||||||
|
private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
|
||||||
|
// private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA 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; //KF: m_VehicleBuoyancy is 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.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
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 < 0.01f) pValue = 0.01f;
|
||||||
|
// m_angularDeflectionTimescale = pValue;
|
||||||
|
break;
|
||||||
|
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
|
||||||
|
if (pValue < 0.01f) pValue = 0.01f;
|
||||||
|
m_angularMotorDecayTimescale = pValue;
|
||||||
|
break;
|
||||||
|
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
|
||||||
|
if (pValue < 0.01f) pValue = 0.01f;
|
||||||
|
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 < 0.01f) pValue = 0.01f;
|
||||||
|
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 < 0.01f) pValue = 0.01f;
|
||||||
|
m_linearMotorDecayTimescale = pValue;
|
||||||
|
break;
|
||||||
|
case Vehicle.LINEAR_MOTOR_TIMESCALE:
|
||||||
|
if (pValue < 0.01f) pValue = 0.01f;
|
||||||
|
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 < 0.01f) pValue = 0.01f;
|
||||||
|
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:
|
||||||
|
m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||||
|
break;
|
||||||
|
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
||||||
|
m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
|
||||||
|
m_angularMotorApply = 10;
|
||||||
|
break;
|
||||||
|
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||||
|
m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||||
|
break;
|
||||||
|
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||||
|
m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
|
||||||
|
m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
|
||||||
|
break;
|
||||||
|
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||||
|
// m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
|
||||||
|
break;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}//end ProcessFloatVehicleParam
|
||||||
|
|
||||||
|
internal void ProcessVectorVehicleParam(Vehicle pParam, PhysicsVector pValue)
|
||||||
|
{
|
||||||
|
switch (pParam)
|
||||||
|
{
|
||||||
|
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||||
|
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;
|
||||||
|
m_angularMotorApply = 10;
|
||||||
|
break;
|
||||||
|
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||||
|
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);
|
||||||
|
m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||||
|
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 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(1000, 1000, 1000);
|
||||||
|
m_linearMotorDirection = Vector3.Zero;
|
||||||
|
m_linearMotorTimescale = 1000;
|
||||||
|
m_linearMotorDecayTimescale = 120;
|
||||||
|
m_angularMotorDirection = 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(1000, 1000, 1000);
|
||||||
|
m_linearMotorDirection = Vector3.Zero;
|
||||||
|
m_linearMotorTimescale = 1;
|
||||||
|
m_linearMotorDecayTimescale = 60;
|
||||||
|
m_angularMotorDirection = 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_linearMotorDirection = Vector3.Zero;
|
||||||
|
m_linearMotorTimescale = 5;
|
||||||
|
m_linearMotorDecayTimescale = 60;
|
||||||
|
m_angularMotorDirection = 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_linearMotorDirection = Vector3.Zero;
|
||||||
|
m_linearMotorTimescale = 2;
|
||||||
|
m_linearMotorDecayTimescale = 60;
|
||||||
|
m_angularMotorDirection = 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_linearMotorDirection = Vector3.Zero;
|
||||||
|
m_linearMotorTimescale = 5;
|
||||||
|
m_linearMotorDecayTimescale = 60;
|
||||||
|
m_angularMotorDirection = 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 Step(float pTimestep, OdeScene pParentScene)
|
||||||
|
{
|
||||||
|
if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
|
||||||
|
return;
|
||||||
|
frcount++; // used to limit debug comment output
|
||||||
|
if (frcount > 100)
|
||||||
|
frcount = 0;
|
||||||
|
|
||||||
|
MoveLinear(pTimestep, pParentScene);
|
||||||
|
MoveAngular(pTimestep);
|
||||||
|
}// end Step
|
||||||
|
|
||||||
|
private void MoveLinear(float pTimestep, OdeScene _pParentScene)
|
||||||
|
{
|
||||||
|
if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
|
||||||
|
{
|
||||||
|
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
|
||||||
|
|
||||||
|
// add drive to body
|
||||||
|
Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
|
||||||
|
m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector?
|
||||||
|
|
||||||
|
// This will work temporarily, but we really need to compare speed on an axis
|
||||||
|
// KF: Limit body velocity to applied velocity?
|
||||||
|
if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
|
||||||
|
m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
|
||||||
|
if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
|
||||||
|
m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y;
|
||||||
|
if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z))
|
||||||
|
m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z;
|
||||||
|
|
||||||
|
// decay applied velocity
|
||||||
|
Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
|
||||||
|
//Console.WriteLine("decay: " + decayfraction);
|
||||||
|
m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f;
|
||||||
|
//Console.WriteLine("actual: " + m_linearMotorDirection);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{ // requested is not significant
|
||||||
|
// if what remains of applied is small, zero it.
|
||||||
|
if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
|
||||||
|
m_lastLinearVelocityVector = Vector3.Zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// convert requested object velocity to world-referenced vector
|
||||||
|
m_dir = m_lastLinearVelocityVector;
|
||||||
|
d.Quaternion rot = d.BodyGetQuaternion(Body);
|
||||||
|
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
|
||||||
|
m_dir *= rotq; // apply obj rotation to velocity vector
|
||||||
|
|
||||||
|
// add Gravity andBuoyancy
|
||||||
|
// KF: So far I have found no good method to combine a script-requested
|
||||||
|
// .Z velocity and gravity. Therefore only 0g will used script-requested
|
||||||
|
// .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
|
||||||
|
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 = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy);
|
||||||
|
// Preserve the current Z velocity
|
||||||
|
d.Vector3 vel_now = d.BodyGetLinearVel(Body);
|
||||||
|
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
|
||||||
|
} // else its 1.0, no gravity.
|
||||||
|
|
||||||
|
// Check if 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 = _pParentScene.GetWaterLevel() + m_VhoverHeight;
|
||||||
|
}
|
||||||
|
else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
|
||||||
|
{
|
||||||
|
m_VhoverTargetHeight = _pParentScene.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
|
||||||
|
// pTimestep 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_dir.Z = - ( (herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
|
||||||
|
//KF: m_VhoverEfficiency is not yet implemented
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_dir.Z = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply velocity
|
||||||
|
d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z);
|
||||||
|
// apply gravity force
|
||||||
|
d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
|
||||||
|
|
||||||
|
|
||||||
|
// apply friction
|
||||||
|
Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
|
||||||
|
m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
|
||||||
|
} // end MoveLinear()
|
||||||
|
|
||||||
|
private void MoveAngular(float pTimestep)
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
|
||||||
|
private int m_angularMotorApply = 0; // application frame counter
|
||||||
|
private float m_angularMotorVelocity = 0; // current angular motor velocity (ramps up and down)
|
||||||
|
private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
|
||||||
|
private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
|
||||||
|
private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
|
||||||
|
private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
|
||||||
|
*/
|
||||||
|
|
||||||
|
// Get what the body is doing, this includes 'external' influences
|
||||||
|
d.Vector3 angularVelocity = d.BodyGetAngularVel(Body);
|
||||||
|
// Vector3 angularVelocity = Vector3.Zero;
|
||||||
|
|
||||||
|
if (m_angularMotorApply > 0)
|
||||||
|
{
|
||||||
|
// ramp up to new value
|
||||||
|
// current velocity += error / ( time to get there / step interval )
|
||||||
|
// requested speed - last motor speed
|
||||||
|
m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep);
|
||||||
|
m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
|
||||||
|
m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
|
||||||
|
|
||||||
|
m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected
|
||||||
|
// velocity may still be acheived.
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// no motor recently applied, keep the body velocity
|
||||||
|
/* m_angularMotorVelocity.X = angularVelocity.X;
|
||||||
|
m_angularMotorVelocity.Y = angularVelocity.Y;
|
||||||
|
m_angularMotorVelocity.Z = angularVelocity.Z; */
|
||||||
|
|
||||||
|
// and decay the velocity
|
||||||
|
m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep);
|
||||||
|
} // end motor section
|
||||||
|
|
||||||
|
|
||||||
|
// Vertical attractor section
|
||||||
|
Vector3 vertattr = Vector3.Zero;
|
||||||
|
|
||||||
|
if(m_verticalAttractionTimescale < 300)
|
||||||
|
{
|
||||||
|
float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep);
|
||||||
|
// get present body rotation
|
||||||
|
d.Quaternion rot = d.BodyGetQuaternion(Body);
|
||||||
|
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
verterr.X = 2.0f - verterr.X;
|
||||||
|
verterr.Y = 2.0f - verterr.Y;
|
||||||
|
}
|
||||||
|
// Error is 0 (no error) to +/- 2 (max error)
|
||||||
|
// scale it by VAservo
|
||||||
|
verterr = verterr * VAservo;
|
||||||
|
//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
// scaling appears better usingsquare-law
|
||||||
|
float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
|
||||||
|
vertattr.X += bounce * angularVelocity.X;
|
||||||
|
vertattr.Y += bounce * angularVelocity.Y;
|
||||||
|
|
||||||
|
} // else vertical attractor is off
|
||||||
|
|
||||||
|
// m_lastVertAttractor = vertattr;
|
||||||
|
|
||||||
|
// Bank section tba
|
||||||
|
// Deflection section tba
|
||||||
|
|
||||||
|
// Sum velocities
|
||||||
|
m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection
|
||||||
|
|
||||||
|
if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
|
||||||
|
{
|
||||||
|
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
|
||||||
|
}
|
||||||
|
|
||||||
|
// apply friction
|
||||||
|
Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
|
||||||
|
m_lastAngularVelocity -= m_lastAngularVelocity * decayamount;
|
||||||
|
|
||||||
|
// Apply to the body
|
||||||
|
d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
|
||||||
|
|
||||||
|
} //end MoveAngular
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,4 +1,15 @@
|
||||||
/*
|
/*
|
||||||
|
* Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
|
||||||
|
* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
|
||||||
|
* ODEPrim.cs contains methods dealing with Prim editing, Prim
|
||||||
|
* characteristics and Kinetic motion.
|
||||||
|
* ODEDynamics.cs contains methods dealing with Prim Physical motion
|
||||||
|
* (dynamics) and the associated settings. Old Linear and angular
|
||||||
|
* motors for dynamic motion have been replace with MoveLinear()
|
||||||
|
* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
|
||||||
|
* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
|
||||||
|
* switch between 'VEHICLE' parameter use and general dynamics
|
||||||
|
* settings use.
|
||||||
* Copyright (c) Contributors, http://opensimulator.org/
|
* Copyright (c) Contributors, http://opensimulator.org/
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||||
*
|
*
|
||||||
|
@ -72,6 +83,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
private float PID_G = 25f;
|
private float PID_G = 25f;
|
||||||
private bool m_usePID = false;
|
private bool m_usePID = false;
|
||||||
|
|
||||||
|
// KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
|
||||||
|
// and are for non-VEHICLES only.
|
||||||
|
|
||||||
private float m_PIDHoverHeight = 0f;
|
private float m_PIDHoverHeight = 0f;
|
||||||
private float m_PIDHoverTau = 0f;
|
private float m_PIDHoverTau = 0f;
|
||||||
private bool m_useHoverPID = false;
|
private bool m_useHoverPID = false;
|
||||||
|
@ -79,6 +93,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
private float m_targetHoverHeight = 0f;
|
private float m_targetHoverHeight = 0f;
|
||||||
private float m_groundHeight = 0f;
|
private float m_groundHeight = 0f;
|
||||||
private float m_waterHeight = 0f;
|
private float m_waterHeight = 0f;
|
||||||
|
private float m_buoyancy = 0f; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
|
||||||
|
|
||||||
// private float m_tensor = 5f;
|
// private float m_tensor = 5f;
|
||||||
private int body_autodisable_frames = 20;
|
private int body_autodisable_frames = 20;
|
||||||
|
@ -146,8 +161,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
public int m_roundsUnderMotionThreshold = 0;
|
public int m_roundsUnderMotionThreshold = 0;
|
||||||
private int m_crossingfailures = 0;
|
private int m_crossingfailures = 0;
|
||||||
|
|
||||||
public float m_buoyancy = 0f;
|
|
||||||
|
|
||||||
public bool outofBounds = false;
|
public bool outofBounds = false;
|
||||||
private float m_density = 10.000006836f; // Aluminum g/cm3;
|
private float m_density = 10.000006836f; // Aluminum g/cm3;
|
||||||
|
|
||||||
|
@ -155,7 +168,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
private bool m_lastUpdateSent = false;
|
private bool m_lastUpdateSent = false;
|
||||||
|
|
||||||
public IntPtr Body = (IntPtr) 0;
|
public IntPtr Body = (IntPtr) 0;
|
||||||
private String m_primName;
|
public String m_primName;
|
||||||
|
// private String m_primName;
|
||||||
private PhysicsVector _target_velocity;
|
private PhysicsVector _target_velocity;
|
||||||
public d.Mass pMass;
|
public d.Mass pMass;
|
||||||
|
|
||||||
|
@ -166,7 +180,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
public volatile bool childPrim = false;
|
public volatile bool childPrim = false;
|
||||||
|
|
||||||
private ODEVehicleSettings m_vehicle;
|
private ODEDynamics m_vehicle;
|
||||||
|
|
||||||
internal int m_material = (int)Material.Wood;
|
internal int m_material = (int)Material.Wood;
|
||||||
|
|
||||||
|
@ -174,7 +188,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
|
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
|
||||||
{
|
{
|
||||||
_target_velocity = new PhysicsVector(0, 0, 0);
|
_target_velocity = new PhysicsVector(0, 0, 0);
|
||||||
m_vehicle = new ODEVehicleSettings();
|
m_vehicle = new ODEDynamics();
|
||||||
//gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
|
//gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
|
||||||
ode = dode;
|
ode = dode;
|
||||||
_velocity = new PhysicsVector();
|
_velocity = new PhysicsVector();
|
||||||
|
@ -259,11 +273,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
m_localID = value; }
|
m_localID = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public override int GetHashCode()
|
|
||||||
{
|
|
||||||
return (int)m_localID;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Grabbed
|
public override bool Grabbed
|
||||||
{
|
{
|
||||||
set { return; }
|
set { return; }
|
||||||
|
@ -272,6 +281,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
public override bool Selected
|
public override bool Selected
|
||||||
{
|
{
|
||||||
set {
|
set {
|
||||||
|
|
||||||
|
|
||||||
// This only makes the object not collidable if the object
|
// This only makes the object not collidable if the object
|
||||||
// is physical or the object is modified somehow *IN THE FUTURE*
|
// is physical or the object is modified somehow *IN THE FUTURE*
|
||||||
// without this, if an avatar selects prim, they can walk right
|
// without this, if an avatar selects prim, they can walk right
|
||||||
|
@ -287,6 +298,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
m_taintselected = value;
|
m_taintselected = value;
|
||||||
m_isSelected = value;
|
m_isSelected = value;
|
||||||
}
|
}
|
||||||
|
if(m_isSelected) disableBodySoft();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -294,6 +306,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
prev_geom = prim_geom;
|
prev_geom = prim_geom;
|
||||||
prim_geom = geom;
|
prim_geom = geom;
|
||||||
|
//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
|
||||||
if (prim_geom != IntPtr.Zero)
|
if (prim_geom != IntPtr.Zero)
|
||||||
{
|
{
|
||||||
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||||
|
@ -305,6 +318,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
if (_parent != null && _parent is OdePrim)
|
if (_parent != null && _parent is OdePrim)
|
||||||
{
|
{
|
||||||
OdePrim parent = (OdePrim)_parent;
|
OdePrim parent = (OdePrim)_parent;
|
||||||
|
//Console.WriteLine("SetGeom calls ChildSetGeom");
|
||||||
parent.ChildSetGeom(this);
|
parent.ChildSetGeom(this);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -320,7 +334,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
if (m_isphysical && Body != IntPtr.Zero)
|
if (m_isphysical && Body != IntPtr.Zero)
|
||||||
{
|
{
|
||||||
d.BodyEnable(Body);
|
d.BodyEnable(Body);
|
||||||
m_vehicle.Enable(Body, _parent_scene);
|
if (m_vehicle.Type != Vehicle.TYPE_NONE)
|
||||||
|
m_vehicle.Enable(Body, _parent_scene);
|
||||||
}
|
}
|
||||||
|
|
||||||
m_disabled = false;
|
m_disabled = false;
|
||||||
|
@ -334,7 +349,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
if (m_isphysical && Body != IntPtr.Zero)
|
if (m_isphysical && Body != IntPtr.Zero)
|
||||||
{
|
{
|
||||||
d.BodyDisable(Body);
|
d.BodyDisable(Body);
|
||||||
m_vehicle.Disable();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -364,6 +378,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
d.BodySetAutoDisableFlag(Body, true);
|
d.BodySetAutoDisableFlag(Body, true);
|
||||||
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
|
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
|
||||||
|
|
||||||
|
// disconnect from world gravity so we can apply buoyancy
|
||||||
|
d.BodySetGravityMode (Body, false);
|
||||||
|
|
||||||
m_interpenetrationcount = 0;
|
m_interpenetrationcount = 0;
|
||||||
m_collisionscore = 0;
|
m_collisionscore = 0;
|
||||||
|
@ -710,13 +727,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
return returnMass;
|
return returnMass;
|
||||||
}
|
}// end CalculateMass
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
@ -742,7 +754,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
if (Body != IntPtr.Zero)
|
if (Body != IntPtr.Zero)
|
||||||
{
|
{
|
||||||
_parent_scene.remActivePrim(this);
|
_parent_scene.remActivePrim(this);
|
||||||
m_vehicle.Destroy();
|
|
||||||
m_collisionCategories &= ~CollisionCategories.Body;
|
m_collisionCategories &= ~CollisionCategories.Body;
|
||||||
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
|
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
|
||||||
|
|
||||||
|
@ -833,6 +844,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
if (prim_geom == IntPtr.Zero)
|
if (prim_geom == IntPtr.Zero)
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine(" setMesh 1");
|
||||||
SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
|
SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -854,19 +866,35 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
public void ProcessTaints(float timestep)
|
public void ProcessTaints(float timestep)
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine("ProcessTaints for " + m_primName );
|
||||||
if (m_taintadd)
|
if (m_taintadd)
|
||||||
{
|
{
|
||||||
changeadd(timestep);
|
changeadd(timestep);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (prim_geom != IntPtr.Zero)
|
if (prim_geom != IntPtr.Zero)
|
||||||
{
|
{
|
||||||
if (!_position.IsIdentical(m_taintposition,0f))
|
if (!_position.IsIdentical(m_taintposition,0f))
|
||||||
changemove(timestep);
|
changemove(timestep);
|
||||||
|
|
||||||
if (m_taintrot != _orientation)
|
if (m_taintrot != _orientation)
|
||||||
rotate(timestep);
|
{
|
||||||
|
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))
|
if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
|
||||||
changePhysicsStatus(timestep);
|
changePhysicsStatus(timestep);
|
||||||
//
|
//
|
||||||
|
@ -905,8 +933,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
if (!m_angularlock.IsIdentical(m_taintAngularLock,0))
|
if (!m_angularlock.IsIdentical(m_taintAngularLock,0))
|
||||||
changeAngularLock(timestep);
|
changeAngularLock(timestep);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -938,11 +965,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
Amotor = IntPtr.Zero;
|
Amotor = IntPtr.Zero;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m_vehicle.Type != Vehicle.TYPE_NONE)
|
|
||||||
{
|
|
||||||
m_vehicle.Reset();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// Store this for later in case we get turned into a separate body
|
// Store this for later in case we get turned into a separate body
|
||||||
|
@ -960,7 +982,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
OdePrim obj = (OdePrim)m_taintparent;
|
OdePrim obj = (OdePrim)m_taintparent;
|
||||||
//obj.disableBody();
|
//obj.disableBody();
|
||||||
|
//Console.WriteLine("changelink calls ParentPrim");
|
||||||
obj.ParentPrim(this);
|
obj.ParentPrim(this);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -978,6 +1000,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
// destroy link
|
// destroy link
|
||||||
else if (_parent != null && m_taintparent == null)
|
else if (_parent != null && m_taintparent == null)
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine(" changelink B");
|
||||||
|
|
||||||
if (_parent is OdePrim)
|
if (_parent is OdePrim)
|
||||||
{
|
{
|
||||||
OdePrim obj = (OdePrim)_parent;
|
OdePrim obj = (OdePrim)_parent;
|
||||||
|
@ -994,7 +1018,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
m_linkJoint = (IntPtr)0;
|
m_linkJoint = (IntPtr)0;
|
||||||
*/
|
*/
|
||||||
}
|
}
|
||||||
|
|
||||||
_parent = m_taintparent;
|
_parent = m_taintparent;
|
||||||
m_taintPhysics = m_isphysical;
|
m_taintPhysics = m_isphysical;
|
||||||
}
|
}
|
||||||
|
@ -1003,6 +1027,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
// prim is the child
|
// prim is the child
|
||||||
public void ParentPrim(OdePrim prim)
|
public void ParentPrim(OdePrim prim)
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine("ParentPrim " + m_primName);
|
||||||
if (this.m_localID != prim.m_localID)
|
if (this.m_localID != prim.m_localID)
|
||||||
{
|
{
|
||||||
if (Body == IntPtr.Zero)
|
if (Body == IntPtr.Zero)
|
||||||
|
@ -1016,6 +1041,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
if (!childrenPrim.Contains(prim))
|
if (!childrenPrim.Contains(prim))
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine("childrenPrim.Add " + prim);
|
||||||
childrenPrim.Add(prim);
|
childrenPrim.Add(prim);
|
||||||
|
|
||||||
foreach (OdePrim prm in childrenPrim)
|
foreach (OdePrim prm in childrenPrim)
|
||||||
|
@ -1039,6 +1065,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
foreach (OdePrim prm in childrenPrim)
|
foreach (OdePrim prm in childrenPrim)
|
||||||
{
|
{
|
||||||
|
|
||||||
prm.m_collisionCategories |= CollisionCategories.Body;
|
prm.m_collisionCategories |= CollisionCategories.Body;
|
||||||
prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
||||||
|
|
||||||
|
@ -1047,7 +1074,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
|
m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
|
||||||
continue;
|
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.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
|
||||||
d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
|
d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
|
||||||
|
|
||||||
|
@ -1092,11 +1119,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
prm.Body = Body;
|
prm.Body = Body;
|
||||||
_parent_scene.addActivePrim(prm);
|
_parent_scene.addActivePrim(prm);
|
||||||
}
|
}
|
||||||
|
|
||||||
m_collisionCategories |= CollisionCategories.Body;
|
m_collisionCategories |= CollisionCategories.Body;
|
||||||
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
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);
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||||
|
//Console.WriteLine(" Post GeomSetCategoryBits 2");
|
||||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||||
|
|
||||||
|
|
||||||
|
@ -1132,7 +1160,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
createAMotor(m_angularlock);
|
createAMotor(m_angularlock);
|
||||||
}
|
}
|
||||||
d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
|
d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
|
||||||
m_vehicle.Enable(Body, _parent_scene);
|
if (m_vehicle.Type != Vehicle.TYPE_NONE) m_vehicle.Enable(Body, _parent_scene);
|
||||||
_parent_scene.addActivePrim(this);
|
_parent_scene.addActivePrim(this);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1169,6 +1197,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
foreach (OdePrim prm in childrenPrim)
|
foreach (OdePrim prm in childrenPrim)
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine("ChildSetGeom calls ParentPrim");
|
||||||
ParentPrim(prm);
|
ParentPrim(prm);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1195,6 +1224,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
lock (childrenPrim)
|
lock (childrenPrim)
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine("childrenPrim.Remove " + odePrim);
|
||||||
childrenPrim.Remove(odePrim);
|
childrenPrim.Remove(odePrim);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1212,6 +1242,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
foreach (OdePrim prm in childrenPrim)
|
foreach (OdePrim prm in childrenPrim)
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine("ChildDelink calls ParentPrim");
|
||||||
ParentPrim(prm);
|
ParentPrim(prm);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1296,7 +1327,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
resetCollisionAccounting();
|
resetCollisionAccounting();
|
||||||
m_isSelected = m_taintselected;
|
m_isSelected = m_taintselected;
|
||||||
}
|
}//end changeSelectedStatus
|
||||||
|
|
||||||
public void ResetTaints()
|
public void ResetTaints()
|
||||||
{
|
{
|
||||||
|
@ -1313,6 +1344,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
|
public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine("CreateGeom:");
|
||||||
if (_mesh != null)
|
if (_mesh != null)
|
||||||
{
|
{
|
||||||
setMesh(_parent_scene, _mesh);
|
setMesh(_parent_scene, _mesh);
|
||||||
|
@ -1328,6 +1360,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine(" CreateGeom 1");
|
||||||
SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
|
SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
|
||||||
}
|
}
|
||||||
catch (AccessViolationException)
|
catch (AccessViolationException)
|
||||||
|
@ -1342,6 +1375,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine(" CreateGeom 2");
|
||||||
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
||||||
}
|
}
|
||||||
catch (AccessViolationException)
|
catch (AccessViolationException)
|
||||||
|
@ -1357,6 +1391,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine(" CreateGeom 3");
|
||||||
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
||||||
}
|
}
|
||||||
catch (AccessViolationException)
|
catch (AccessViolationException)
|
||||||
|
@ -1373,6 +1408,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine(" CreateGeom 4");
|
||||||
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
||||||
}
|
}
|
||||||
catch (AccessViolationException)
|
catch (AccessViolationException)
|
||||||
|
@ -1409,6 +1445,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
lock (_parent_scene.OdeLock)
|
lock (_parent_scene.OdeLock)
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine("changeadd 1");
|
||||||
CreateGeom(m_targetSpace, _mesh);
|
CreateGeom(m_targetSpace, _mesh);
|
||||||
|
|
||||||
if (prim_geom != IntPtr.Zero)
|
if (prim_geom != IntPtr.Zero)
|
||||||
|
@ -1464,6 +1501,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
OdePrim odParent = (OdePrim)_parent;
|
OdePrim odParent = (OdePrim)_parent;
|
||||||
if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
|
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);
|
m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
|
||||||
d.JointAttach(m_linkJoint, Body, odParent.Body);
|
d.JointAttach(m_linkJoint, Body, odParent.Body);
|
||||||
d.JointSetFixed(m_linkJoint);
|
d.JointSetFixed(m_linkJoint);
|
||||||
|
@ -1517,239 +1556,236 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
float fz = 0;
|
float fz = 0;
|
||||||
|
|
||||||
|
|
||||||
if (IsPhysical && Body != IntPtr.Zero && !m_isSelected)
|
if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims.
|
||||||
{
|
{
|
||||||
if (d.BodyIsEnabled(Body) && !m_angularlock.IsIdentical(PhysicsVector.Zero, 0.003f))
|
if (m_vehicle.Type != Vehicle.TYPE_NONE)
|
||||||
{
|
{
|
||||||
d.Vector3 avel2 = d.BodyGetAngularVel(Body);
|
// 'VEHICLES' are dealt with in ODEDynamics.cs
|
||||||
if (m_angularlock.X == 1)
|
m_vehicle.Step(timestep, _parent_scene);
|
||||||
avel2.X = 0;
|
}
|
||||||
if (m_angularlock.Y == 1)
|
else
|
||||||
avel2.Y = 0;
|
{
|
||||||
if (m_angularlock.Z == 1)
|
// NON-'VEHICLES' are dealt with here
|
||||||
avel2.Z = 0;
|
if (d.BodyIsEnabled(Body) && !m_angularlock.IsIdentical(PhysicsVector.Zero, 0.003f))
|
||||||
d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
|
{
|
||||||
}
|
d.Vector3 avel2 = d.BodyGetAngularVel(Body);
|
||||||
//float PID_P = 900.0f;
|
if (m_angularlock.X == 1)
|
||||||
|
avel2.X = 0;
|
||||||
|
if (m_angularlock.Y == 1)
|
||||||
|
avel2.Y = 0;
|
||||||
|
if (m_angularlock.Z == 1)
|
||||||
|
avel2.Z = 0;
|
||||||
|
d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
|
||||||
|
}
|
||||||
|
//float PID_P = 900.0f;
|
||||||
|
|
||||||
float m_mass = CalculateMass();
|
float m_mass = CalculateMass();
|
||||||
|
|
||||||
fz = 0f;
|
// fz = 0f;
|
||||||
//m_log.Info(m_collisionFlags.ToString());
|
//m_log.Info(m_collisionFlags.ToString());
|
||||||
|
|
||||||
if (m_buoyancy != 0)
|
|
||||||
{
|
//KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
|
||||||
if (m_buoyancy > 0)
|
// would come from SceneObjectPart.cs, public void SetBuoyancy(float fvalue) , PhysActor.Buoyancy = fvalue; ??
|
||||||
{
|
// m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
|
||||||
fz = (((-1 * _parent_scene.gravityz) * m_buoyancy) * m_mass);
|
// gravityz multiplier = 1 - m_buoyancy
|
||||||
|
fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass;
|
||||||
|
|
||||||
//d.Vector3 l_velocity = d.BodyGetLinearVel(Body);
|
if (m_usePID)
|
||||||
//m_log.Info("Using Buoyancy: " + buoyancy + " G: " + (_parent_scene.gravityz * m_buoyancy) + "mass:" + m_mass + " Pos: " + Position.ToString());
|
{
|
||||||
}
|
// KF - this is for object move? eg. llSetPos() ?
|
||||||
else
|
//if (!d.BodyIsEnabled(Body))
|
||||||
{
|
//d.BodySetForce(Body, 0f, 0f, 0f);
|
||||||
fz = (-1 * (((-1 * _parent_scene.gravityz) * (-1 * m_buoyancy)) * m_mass));
|
// If we're using the PID controller, then we have no gravity
|
||||||
}
|
//fz = (-1 * _parent_scene.gravityz) * m_mass; //KF: ?? Prims have no global gravity,so simply...
|
||||||
}
|
fz = 0f;
|
||||||
|
|
||||||
if (m_usePID)
|
// no lock; for now it's only called from within Simulate()
|
||||||
{
|
|
||||||
|
// If the PID Controller isn't active then we set our force
|
||||||
//if (!d.BodyIsEnabled(Body))
|
// calculating base velocity to the current position
|
||||||
//d.BodySetForce(Body, 0f, 0f, 0f);
|
|
||||||
// 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 ((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;
|
||||||
|
|
||||||
// If the PID Controller isn't active then we set our force
|
// PhysicsVector vec = new PhysicsVector();
|
||||||
// calculating base velocity to the current position
|
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
||||||
|
|
||||||
if ((m_PIDTau < 1) && (m_PIDTau != 0))
|
d.Vector3 pos = d.BodyGetPosition(Body);
|
||||||
{
|
_target_velocity =
|
||||||
//PID_G = PID_G / m_PIDTau;
|
new PhysicsVector(
|
||||||
m_PIDTau = 1;
|
(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 ((PID_G - m_PIDTau) <= 0)
|
// if velocity is zero, use position control; otherwise, velocity control
|
||||||
{
|
|
||||||
PID_G = m_PIDTau + 1;
|
|
||||||
}
|
|
||||||
//PidStatus = true;
|
|
||||||
|
|
||||||
// PhysicsVector vec = new PhysicsVector();
|
if (_target_velocity.IsIdentical(PhysicsVector.Zero,0.1f))
|
||||||
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
{
|
||||||
|
// 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 pos = d.BodyGetPosition(Body);
|
//fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
|
||||||
_target_velocity =
|
//fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
|
||||||
new PhysicsVector(
|
//fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
|
||||||
(m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
|
d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
|
||||||
(m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
|
d.BodySetLinearVel(Body, 0, 0, 0);
|
||||||
(m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
|
d.BodyAddForce(Body, 0, 0, fz);
|
||||||
);
|
return;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_zeroFlag = false;
|
||||||
|
|
||||||
// if velocity is zero, use position control; otherwise, velocity control
|
// 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;
|
||||||
|
|
||||||
if (_target_velocity.IsIdentical(PhysicsVector.Zero,0.1f))
|
fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
|
||||||
{
|
}
|
||||||
// keep track of where we stopped. No more slippin' & slidin'
|
} // end if (m_usePID)
|
||||||
|
|
||||||
// We only want to deactivate the PID Controller if we think we want to have our surrogate
|
// Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
|
||||||
// react to the physics scene by moving it's position.
|
if (m_useHoverPID && !m_usePID)
|
||||||
// Avatar to Avatar collisions
|
{
|
||||||
// Prim to avatar collisions
|
// If we're using the PID controller, then we have no gravity
|
||||||
|
fz = (-1 * _parent_scene.gravityz) * m_mass;
|
||||||
|
|
||||||
//fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
|
// no lock; for now it's only called from within Simulate()
|
||||||
//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
|
// If the PID Controller isn't active then we set our force
|
||||||
fx = ((_target_velocity.X) - vel.X) * (PID_D);
|
// calculating base velocity to the current position
|
||||||
fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
|
|
||||||
|
|
||||||
// vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
|
if ((m_PIDTau < 1))
|
||||||
|
{
|
||||||
|
PID_G = PID_G / m_PIDTau;
|
||||||
|
}
|
||||||
|
|
||||||
fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
|
if ((PID_G - m_PIDTau) <= 0)
|
||||||
}
|
{
|
||||||
}
|
PID_G = m_PIDTau + 1;
|
||||||
|
}
|
||||||
// Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
|
|
||||||
if (m_useHoverPID && !m_usePID)
|
|
||||||
{
|
|
||||||
// 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?
|
// Where are we, and where are we headed?
|
||||||
d.Vector3 pos = d.BodyGetPosition(Body);
|
d.Vector3 pos = d.BodyGetPosition(Body);
|
||||||
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
||||||
|
|
||||||
// determine what our target height really is based on HoverType
|
|
||||||
switch (m_PIDHoverType)
|
|
||||||
{
|
|
||||||
case PIDHoverType.Absolute:
|
|
||||||
m_targetHoverHeight = m_PIDHoverHeight;
|
|
||||||
break;
|
|
||||||
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;
|
|
||||||
case PIDHoverType.Water:
|
|
||||||
m_waterHeight = _parent_scene.GetWaterLevel();
|
|
||||||
m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
_target_velocity =
|
// Non-Vehicles have a limited set of Hover options.
|
||||||
new PhysicsVector(0.0f, 0.0f,
|
// determine what our target height really is based on HoverType
|
||||||
(m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
|
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;
|
||||||
|
|
||||||
// if velocity is zero, use position control; otherwise, velocity control
|
} // end switch (m_PIDHoverType)
|
||||||
|
|
||||||
if (_target_velocity.IsIdentical(PhysicsVector.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
|
_target_velocity =
|
||||||
// react to the physics scene by moving it's position.
|
new PhysicsVector(0.0f, 0.0f,
|
||||||
// Avatar to Avatar collisions
|
(m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
|
||||||
// Prim to avatar collisions
|
);
|
||||||
|
|
||||||
d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
|
// if velocity is zero, use position control; otherwise, velocity control
|
||||||
d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
|
|
||||||
d.BodyAddForce(Body, 0, 0, fz);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_zeroFlag = false;
|
|
||||||
|
|
||||||
// We're flying and colliding with something
|
if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f))
|
||||||
fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
|
{
|
||||||
}
|
// 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 *= m_mass;
|
d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
|
||||||
fy *= m_mass;
|
d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
|
||||||
//fz *= m_mass;
|
d.BodyAddForce(Body, 0, 0, fz);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_zeroFlag = false;
|
||||||
|
|
||||||
fx += m_force.X;
|
// We're flying and colliding with something
|
||||||
fy += m_force.Y;
|
fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
|
||||||
fz += m_force.Z;
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
|
fx *= m_mass;
|
||||||
if (fx != 0 || fy != 0 || fz != 0)
|
fy *= m_mass;
|
||||||
{
|
//fz *= m_mass;
|
||||||
//m_taintdisable = true;
|
|
||||||
//base.RaiseOutOfBounds(Position);
|
|
||||||
//d.BodySetLinearVel(Body, fx, fy, 0f);
|
|
||||||
if (!d.BodyIsEnabled(Body))
|
|
||||||
{
|
|
||||||
d.BodySetLinearVel(Body, 0f, 0f, 0f);
|
|
||||||
d.BodySetForce(Body, 0, 0, 0);
|
|
||||||
enableBodySoft();
|
|
||||||
}
|
|
||||||
|
|
||||||
// 35x10 = 350n times the mass per second applied maximum.
|
fx += m_force.X;
|
||||||
float nmax = 35f * m_mass;
|
fy += m_force.Y;
|
||||||
float nmin = -35f * m_mass;
|
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)
|
if (fx > nmax)
|
||||||
fx = nmax;
|
fx = nmax;
|
||||||
if (fx < nmin)
|
if (fx < nmin)
|
||||||
fx = nmin;
|
fx = nmin;
|
||||||
if (fy > nmax)
|
if (fy > nmax)
|
||||||
fy = nmax;
|
fy = nmax;
|
||||||
if (fy < nmin)
|
if (fy < nmin)
|
||||||
fy = nmin;
|
fy = nmin;
|
||||||
d.BodyAddForce(Body, fx, fy, fz);
|
d.BodyAddForce(Body, fx, fy, fz);
|
||||||
}
|
}
|
||||||
if (m_vehicle.Body == IntPtr.Zero && m_vehicle.Type != Vehicle.TYPE_NONE)
|
}
|
||||||
m_vehicle.Enable(Body, _parent_scene);
|
|
||||||
|
|
||||||
m_vehicle.Step(timestep);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{ // is not physical, or is not a body or is selected
|
||||||
// _zeroPosition = d.BodyGetPosition(Body);
|
// _zeroPosition = d.BodyGetPosition(Body);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1763,14 +1799,22 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
myrot.Y = _orientation.Y;
|
myrot.Y = _orientation.Y;
|
||||||
myrot.Z = _orientation.Z;
|
myrot.Z = _orientation.Z;
|
||||||
myrot.W = _orientation.W;
|
myrot.W = _orientation.W;
|
||||||
d.GeomSetQuaternion(prim_geom, ref myrot);
|
if (Body != IntPtr.Zero)
|
||||||
if (m_isphysical && Body != IntPtr.Zero)
|
|
||||||
{
|
{
|
||||||
|
// KF: If this is a root prim do BodySet
|
||||||
d.BodySetQuaternion(Body, ref myrot);
|
d.BodySetQuaternion(Body, ref myrot);
|
||||||
if (!m_angularlock.IsIdentical(new PhysicsVector(1, 1, 1), 0))
|
if (m_isphysical)
|
||||||
createAMotor(m_angularlock);
|
{
|
||||||
|
if (!m_angularlock.IsIdentical(new PhysicsVector(1, 1, 1), 0))
|
||||||
|
createAMotor(m_angularlock);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// daughter prim, do Geom set
|
||||||
|
d.GeomSetQuaternion(prim_geom, ref myrot);
|
||||||
}
|
}
|
||||||
|
|
||||||
resetCollisionAccounting();
|
resetCollisionAccounting();
|
||||||
m_taintrot = _orientation;
|
m_taintrot = _orientation;
|
||||||
}
|
}
|
||||||
|
@ -1832,7 +1876,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
m_log.Error("[PHYSICS]: PrimGeom dead");
|
m_log.Error("[PHYSICS]: PrimGeom dead");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
//Console.WriteLine("changePhysicsStatus for " + m_primName );
|
||||||
changeadd(2f);
|
changeadd(2f);
|
||||||
}
|
}
|
||||||
if (childPrim)
|
if (childPrim)
|
||||||
|
@ -1910,7 +1954,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
||||||
|
|
||||||
//IMesh 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);
|
CreateGeom(m_targetSpace, mesh);
|
||||||
|
|
||||||
|
|
||||||
|
@ -1918,6 +1962,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_mesh = null;
|
_mesh = null;
|
||||||
|
//Console.WriteLine("changesize 2");
|
||||||
CreateGeom(m_targetSpace, _mesh);
|
CreateGeom(m_targetSpace, _mesh);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2024,6 +2069,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_mesh = null;
|
_mesh = null;
|
||||||
|
//Console.WriteLine("changeshape");
|
||||||
CreateGeom(m_targetSpace, null);
|
CreateGeom(m_targetSpace, null);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2365,7 +2411,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
if (QuaternionIsFinite(value))
|
if (QuaternionIsFinite(value))
|
||||||
|
{
|
||||||
_orientation = value;
|
_orientation = value;
|
||||||
|
}
|
||||||
else
|
else
|
||||||
m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
|
m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
|
||||||
|
|
||||||
|
@ -2584,12 +2632,16 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
//outofBounds = true;
|
//outofBounds = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation));
|
||||||
|
//Console.WriteLine("Adiff " + m_primName + " = " + Adiff);
|
||||||
if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
|
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.Y - l_position.Y) < 0.02)
|
||||||
&& (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
|
&& (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
|
||||||
&& (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01))
|
// && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01))
|
||||||
|
&& (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large
|
||||||
{
|
{
|
||||||
_zeroFlag = true;
|
_zeroFlag = true;
|
||||||
|
//Console.WriteLine("ZFT 2");
|
||||||
m_throttleUpdates = false;
|
m_throttleUpdates = false;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
|
@ -238,7 +238,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
|
private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
|
||||||
private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
|
private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
|
||||||
private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
|
private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
|
||||||
private readonly HashSet<OdePrim> _taintedPrim = new HashSet<OdePrim>();
|
private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
|
||||||
|
private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
|
||||||
private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
|
private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
|
||||||
private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
|
private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
|
||||||
private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
|
private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
|
||||||
|
@ -2112,6 +2113,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
/// <param name="prim"></param>
|
/// <param name="prim"></param>
|
||||||
public void RemovePrimThreadLocked(OdePrim prim)
|
public void RemovePrimThreadLocked(OdePrim prim)
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
|
||||||
lock (prim)
|
lock (prim)
|
||||||
{
|
{
|
||||||
remCollisionEventReporting(prim);
|
remCollisionEventReporting(prim);
|
||||||
|
@ -2559,11 +2561,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
if (prim is OdePrim)
|
if (prim is OdePrim)
|
||||||
{
|
{
|
||||||
OdePrim taintedprim = ((OdePrim) prim);
|
OdePrim taintedprim = ((OdePrim) prim);
|
||||||
lock (_taintedPrim)
|
lock (_taintedPrimH)
|
||||||
{
|
{
|
||||||
if (!(_taintedPrim.Contains(taintedprim)))
|
if (!(_taintedPrimH.Contains(taintedprim)))
|
||||||
_taintedPrim.Add(taintedprim);
|
{
|
||||||
}
|
//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
|
||||||
|
_taintedPrimH.Add(taintedprim); // HashSet for searching
|
||||||
|
_taintedPrimL.Add(taintedprim); // List for ordered readout
|
||||||
|
}
|
||||||
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
else if (prim is OdeCharacter)
|
else if (prim is OdeCharacter)
|
||||||
|
@ -2599,7 +2605,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
float fps = 0;
|
float fps = 0;
|
||||||
//m_log.Info(timeStep.ToString());
|
//m_log.Info(timeStep.ToString());
|
||||||
step_time += timeStep;
|
step_time += timeStep;
|
||||||
|
|
||||||
// If We're loaded down by something else,
|
// If We're loaded down by something else,
|
||||||
// or debugging with the Visual Studio project on pause
|
// or debugging with the Visual Studio project on pause
|
||||||
// skip a few frames to catch up gracefully.
|
// skip a few frames to catch up gracefully.
|
||||||
|
@ -2679,16 +2685,20 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
// Modify other objects in the scene.
|
// Modify other objects in the scene.
|
||||||
processedtaints = false;
|
processedtaints = false;
|
||||||
|
|
||||||
lock (_taintedPrim)
|
lock (_taintedPrimL)
|
||||||
{
|
{
|
||||||
foreach (OdePrim prim in _taintedPrim)
|
foreach (OdePrim prim in _taintedPrimL)
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
if (prim.m_taintremove)
|
if (prim.m_taintremove)
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine("Simulate calls RemovePrimThreadLocked");
|
||||||
RemovePrimThreadLocked(prim);
|
RemovePrimThreadLocked(prim);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
//Console.WriteLine("Simulate calls ProcessTaints");
|
||||||
prim.ProcessTaints(timeStep);
|
prim.ProcessTaints(timeStep);
|
||||||
}
|
}
|
||||||
processedtaints = true;
|
processedtaints = true;
|
||||||
|
@ -2878,7 +2888,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
|
|
||||||
if (processedtaints)
|
if (processedtaints)
|
||||||
_taintedPrim.Clear();
|
//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
|
||||||
|
_taintedPrimH.Clear();
|
||||||
|
_taintedPrimL.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Move characters
|
// Move characters
|
||||||
|
@ -3488,7 +3500,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
if (geom == localGround)
|
if (geom == localGround)
|
||||||
{
|
{
|
||||||
//localHeightfield = TerrainHeightFieldHeights[geom];
|
localHeightfield = TerrainHeightFieldHeights[geom];
|
||||||
proceed = true;
|
proceed = true;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -3510,7 +3522,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
// memory corruption
|
// memory corruption
|
||||||
if (TerrainHeightFieldHeights.ContainsKey(g))
|
if (TerrainHeightFieldHeights.ContainsKey(g))
|
||||||
{
|
{
|
||||||
//float[] removingHeightField = TerrainHeightFieldHeights[g];
|
float[] removingHeightField = TerrainHeightFieldHeights[g];
|
||||||
TerrainHeightFieldHeights.Remove(g);
|
TerrainHeightFieldHeights.Remove(g);
|
||||||
|
|
||||||
if (RegionTerrain.ContainsKey(g))
|
if (RegionTerrain.ContainsKey(g))
|
||||||
|
@ -3519,17 +3531,27 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
|
|
||||||
d.GeomDestroy(g);
|
d.GeomDestroy(g);
|
||||||
//removingHeightField = new float[0];
|
removingHeightField = new float[0];
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
|
m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public override void SetWaterLevel(float baseheight)
|
public override void SetWaterLevel(float baseheight)
|
||||||
{
|
{
|
||||||
|
|
|
@ -96,17 +96,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
m_localID = localID;
|
m_localID = localID;
|
||||||
m_itemID = itemID;
|
m_itemID = itemID;
|
||||||
|
|
||||||
m_ScriptDelayFactor = m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
|
m_ScriptDelayFactor =
|
||||||
m_ScriptDistanceFactor = m_ScriptEngine.Config.GetFloat("ScriptDistanceLimitFactor", 1.0f);
|
m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
|
||||||
m_MinTimerInterval = m_ScriptEngine.Config.GetFloat("MinTimerInterval", 0.5f);
|
m_ScriptDistanceFactor =
|
||||||
m_automaticLinkPermission = m_ScriptEngine.Config.GetBoolean("AutomaticLinkPermission", false);
|
m_ScriptEngine.Config.GetFloat("ScriptDistanceLimitFactor", 1.0f);
|
||||||
m_scriptConsoleChannel = m_ScriptEngine.Config.GetInt("ScriptConsoleChannel", 0);
|
m_MinTimerInterval =
|
||||||
m_scriptConsoleChannelEnabled = (m_scriptConsoleChannel != 0);
|
m_ScriptEngine.Config.GetFloat("MinTimerInterval", 0.5f);
|
||||||
m_notecardLineReadCharsMax = m_ScriptEngine.Config.GetInt("NotecardLineReadCharsMax", 255);
|
m_automaticLinkPermission =
|
||||||
|
m_ScriptEngine.Config.GetBoolean("AutomaticLinkPermission", false);
|
||||||
|
m_notecardLineReadCharsMax =
|
||||||
|
m_ScriptEngine.Config.GetInt("NotecardLineReadCharsMax", 255);
|
||||||
if (m_notecardLineReadCharsMax > 65535)
|
if (m_notecardLineReadCharsMax > 65535)
|
||||||
m_notecardLineReadCharsMax = 65535;
|
m_notecardLineReadCharsMax = 65535;
|
||||||
|
|
||||||
m_TransferModule = m_ScriptEngine.World.RequestModuleInterface<IMessageTransferModule>();
|
m_TransferModule =
|
||||||
|
m_ScriptEngine.World.RequestModuleInterface<IMessageTransferModule>();
|
||||||
m_UrlModule = m_ScriptEngine.World.RequestModuleInterface<IUrlModule>();
|
m_UrlModule = m_ScriptEngine.World.RequestModuleInterface<IUrlModule>();
|
||||||
if (m_UrlModule != null)
|
if (m_UrlModule != null)
|
||||||
{
|
{
|
||||||
|
@ -1969,7 +1973,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
{
|
{
|
||||||
part.UpdateRotation(rot);
|
part.UpdateRotation(rot);
|
||||||
// Update rotation does not move the object in the physics scene if it's a linkset.
|
// Update rotation does not move the object in the physics scene if it's a linkset.
|
||||||
part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition;
|
|
||||||
|
//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type
|
||||||
|
// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -6747,15 +6753,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
// try to let this work as in SL...
|
// try to let this work as in SL...
|
||||||
if (part.ParentID == 0)
|
if (part.ParentID == 0)
|
||||||
{
|
{
|
||||||
// special case: If we are root, rotate
|
// special case: If we are root, rotate complete SOG to new rotation
|
||||||
// complete SOG to new rotation
|
|
||||||
SetRot(part, Rot2Quaternion(q));
|
SetRot(part, Rot2Quaternion(q));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// we are a child. The rotation values
|
// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
|
||||||
// will be set to the one of root modified
|
|
||||||
// by rot, as in SL. Don't ask.
|
|
||||||
SceneObjectGroup group = part.ParentGroup;
|
SceneObjectGroup group = part.ParentGroup;
|
||||||
if (group != null) // a bit paranoid, maybe
|
if (group != null) // a bit paranoid, maybe
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue