physical prims

afrisby
dan miller 2007-11-05 22:18:12 +00:00
parent a07769db41
commit 62a43affe4
1 changed files with 450 additions and 73 deletions

View File

@ -34,7 +34,6 @@ using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Physics.OdePlugin.Meshing;
namespace OpenSim.Region.Physics.OdePlugin
{
/// <summary>
@ -84,13 +83,18 @@ namespace OpenSim.Region.Physics.OdePlugin
public d.TriArrayCallback triArrayCallback;
private List<OdeCharacter> _characters = new List<OdeCharacter>();
private List<OdePrim> _prims = new List<OdePrim>();
private List<OdePrim> _activeprims = new List<OdePrim>();
public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
private d.ContactGeom[] contacts = new d.ContactGeom[30];
private d.Contact contact;
private d.Contact TerrainContact;
private int m_physicsiterations = 10;
private float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
private PhysicsActor PANull = new NullPhysicsActor();
private float step_time = 0.0f;
public IntPtr world;
public IntPtr space;
public static Object OdeLock = new Object();
@ -106,17 +110,25 @@ namespace OpenSim.Region.Physics.OdePlugin
contact.surface.soft_erp = 0.005f;
contact.surface.soft_cfm = 0.00003f;
*/
contact.surface.mu = 250.0f;
contact.surface.bounce = 0.2f;
TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
TerrainContact.surface.mu = 250.0f;
TerrainContact.surface.bounce = 0.1f;
TerrainContact.surface.soft_erp = 0.1025f;
lock (OdeLock)
{
world = d.WorldCreate();
space = d.HashSpaceCreate(IntPtr.Zero);
contactgroup = d.JointGroupCreate(0);
//contactgroup
d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f);
d.WorldSetAutoDisableFlag(world, false);
d.WorldSetContactSurfaceLayer(world, 0.001f);
d.WorldSetQuickStepNumIterations(world, 10);
d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
}
@ -127,6 +139,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// This function blatantly ripped off from BoxStack.cs
private void near(IntPtr space, IntPtr g1, IntPtr g2)
{
// no lock here! It's invoked from within Simulate(), which is thread-locked
IntPtr b1 = d.GeomGetBody(g1);
IntPtr b2 = d.GeomGetBody(g2);
@ -142,6 +155,19 @@ namespace OpenSim.Region.Physics.OdePlugin
d.GeomClassID id = d.GeomGetClass(g1);
String name1 = null;
String name2 = null;
if (!geom_name_map.TryGetValue(g1, out name1))
{
name1 = "null";
}
if (!geom_name_map.TryGetValue(g2, out name2))
{
name2 = "null";
}
if (id == d.GeomClassID.TriMeshClass)
{
@ -150,32 +176,46 @@ namespace OpenSim.Region.Physics.OdePlugin
//System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
}
int count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
int count;
count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
for (int i = 0; i < count; i++)
{
IntPtr joint;
// If we're colliding with terrain, use 'TerrainContact' instead of contact.
// allows us to have different settings
if (name1 == "Terrain" || name2 == "Terrain")
{
TerrainContact.geom = contacts[i];
joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
}
else
{
contact.geom = contacts[i];
IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact);
joint = d.JointCreateContact(world, contactgroup, ref contact);
}
d.JointAttach(joint, b1, b2);
PhysicsActor p1;
PhysicsActor p2;
if (!actor_name_map.TryGetValue(g1, out p1))
{
p1 = PANull;
}
if (!actor_name_map.TryGetValue(g2, out p2))
{
p2 = PANull;
}
p1.IsColliding = true;
// We only need to test p2 for 'jump crouch purposes'
p2.IsColliding = true;
//System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
}
}
private void collision_optimized()
private void collision_optimized(float timeStep)
{
foreach (OdeCharacter chr in _characters)
{
@ -194,6 +234,34 @@ namespace OpenSim.Region.Physics.OdePlugin
d.SpaceCollide2(chr.Shell, ch2.Shell, IntPtr.Zero, nearCallback);
}
}
// If the sim is running slow this frame,
// don't process collision for prim!
if (timeStep < (m_SkipFramesAtms / 2))
{
foreach (OdePrim chr in _activeprims)
{
// This if may not need to be there.. it might be skipped anyway.
if (d.BodyIsEnabled(chr.Body))
{
d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
foreach (OdePrim ch2 in _prims)
/// should be a separate space -- lots of avatars will be N**2 slow
{
if (ch2.IsPhysical && d.BodyIsEnabled(ch2.Body))
{
// Only test prim that are 0.03 meters away in one direction.
// This should be Optimized!
if ((Math.Abs(ch2.Position.X - chr.Position.X) < 0.03) || (Math.Abs(ch2.Position.Y - chr.Position.Y) < 0.03) || (Math.Abs(ch2.Position.X - chr.Position.X) < 0.03))
{
d.SpaceCollide2(chr.prim_geom, ch2.prim_geom, IntPtr.Zero, nearCallback);
}
}
}
}
}
}
}
@ -223,14 +291,21 @@ namespace OpenSim.Region.Physics.OdePlugin
{
lock (OdeLock)
{
d.GeomDestroy(((OdePrim) prim).prim_geom);
_prims.Remove((OdePrim) prim);
if (prim.IsPhysical)
{
OdePrim p;
p = (OdePrim) prim;
p.disableBody();
}
d.GeomDestroy(((OdePrim)prim).prim_geom);
_prims.Remove((OdePrim)prim);
}
}
}
private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
Mesh mesh, PrimitiveBaseShape pbs)
Mesh mesh, PrimitiveBaseShape pbs, bool isphysical)
{
PhysicsVector pos = new PhysicsVector();
pos.X = position.X;
@ -248,13 +323,27 @@ namespace OpenSim.Region.Physics.OdePlugin
OdePrim newPrim;
lock (OdeLock)
{
newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs);
newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical);
}
_prims.Add(newPrim);
return newPrim;
}
public void addActivePrim(OdePrim activatePrim)
{
// adds active prim.. (ones that should be iterated over in collisions_optimized
lock (OdeLock)
{
_activeprims.Add(activatePrim);
}
}
public void remActivePrim(OdePrim deactivatePrim)
{
lock (OdeLock)
{
_activeprims.Remove(deactivatePrim);
}
}
public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
{
/* String name1 = null;
@ -276,7 +365,6 @@ namespace OpenSim.Region.Physics.OdePlugin
public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
{
/*
String name1 = null;
String name2 = null;
@ -297,7 +385,7 @@ namespace OpenSim.Region.Physics.OdePlugin
d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
// MainLog.Instance.Debug("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
*/
return 1;
}
@ -318,7 +406,6 @@ namespace OpenSim.Region.Physics.OdePlugin
{
return this.AddPrimShape(primName, pbs, position, size, rotation, false);
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation, bool isPhysical)
{
@ -337,12 +424,13 @@ namespace OpenSim.Region.Physics.OdePlugin
break;
}
result = AddPrim(primName, position, size, rotation, mesh, pbs);
result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
return result;
}
public override void Simulate(float timeStep)
{
step_time += timeStep;
@ -367,17 +455,45 @@ namespace OpenSim.Region.Physics.OdePlugin
rx.z + "," + ry.z + "," + rz.z);
}
}
// If We're loaded down by something else,
// or debugging with the Visual Studio project on pause
// skip a few frames to catch up gracefully.
// without shooting the physicsactors all over the place
if (step_time >= m_SkipFramesAtms)
{
// Instead of trying to catch up, it'll do one physics frame only
step_time = ODE_STEPSIZE;
this.m_physicsiterations = 5;
}
else
{
m_physicsiterations = 10;
}
// Process 10 frames if the sim is running normal..
// process 5 frames if the sim is running slow
d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
int i = 0;
while (step_time > 0.0f)
{
foreach (OdeCharacter actor in _characters)
{
actor.Move(timeStep);
actor.collidelock = true;
}
collision_optimized();
collision_optimized(timeStep);
d.WorldQuickStep(world, ODE_STEPSIZE);
d.JointGroupEmpty(contactgroup);
foreach (OdeCharacter actor in _characters)
{
actor.collidelock = false;
}
step_time -= ODE_STEPSIZE;
i++;
}
@ -414,6 +530,16 @@ namespace OpenSim.Region.Physics.OdePlugin
"1,0,0, 0,1,0, 0,0,1"); // rotation
}
}
if (timeStep < 0.2f)
{
foreach (OdePrim actor in _activeprims)
{
if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
{
actor.UpdatePositionAndVelocity();
}
}
}
}
}
@ -495,7 +621,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private static float PID_P = 7000.0f;
private static float POSTURE_SERVO = 10000.0f;
public static float CAPSULE_RADIUS = 0.5f;
public static float CAPSULE_LENGTH = 0.9f;
public static float CAPSULE_LENGTH = 0.79f;
private bool flying = false;
private bool iscolliding = false;
private bool jumping = false;
@ -504,6 +630,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private OdeScene _parent_scene;
public IntPtr Shell;
public d.Mass ShellMass;
public bool collidelock = false;
public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos)
{
@ -514,6 +641,7 @@ namespace OpenSim.Region.Physics.OdePlugin
_parent_scene = parent_scene;
lock (OdeScene.OdeLock)
{
Shell = d.CreateCapsule(parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
d.MassSetCapsule(out ShellMass, 50.0f, 3, 0.4f, 1.0f);
Body = d.BodyCreate(parent_scene.world);
@ -607,6 +735,8 @@ namespace OpenSim.Region.Physics.OdePlugin
}
public void doForce(PhysicsVector force)
{
if (!collidelock)
{
d.BodyAddForce(Body, force.X, force.Y, force.Z);
@ -621,6 +751,7 @@ namespace OpenSim.Region.Physics.OdePlugin
float servo = (2.5f - posture) * POSTURE_SERVO;
d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
}
}
public override void SetMomentum(PhysicsVector momentum)
@ -675,6 +806,8 @@ namespace OpenSim.Region.Physics.OdePlugin
{
vec.Z += 10.0f;
}
doForce(vec);
}
@ -702,9 +835,9 @@ namespace OpenSim.Region.Physics.OdePlugin
else
{
vec = d.BodyGetLinearVel(Body);
_velocity.X = vec.X;
_velocity.Y = vec.Y;
_velocity.Z = vec.Z;
_velocity.X = (vec.X);
_velocity.Y = (vec.Y);
_velocity.Z = (vec.Z);
}
}
@ -723,19 +856,33 @@ namespace OpenSim.Region.Physics.OdePlugin
{
public PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f,0.0f,0.0f);
private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f);
private PhysicsVector _size;
private PhysicsVector _acceleration;
public Quaternion _orientation;
private Mesh _mesh;
private PrimitiveBaseShape _pbs;
private OdeScene _parent_scene;
public IntPtr prim_geom;
public IntPtr _triMeshData;
private bool iscolliding = false;
private bool m_isphysical = false;
public bool _zeroFlag = false;
public IntPtr Body = (IntPtr) 0;
private String m_primName;
private PhysicsVector _target_velocity;
public d.Mass pMass;
private const float MassMultiplier = 500f; // Ref: Water: 1000kg.. this iset to 500
private int debugcounter = 0;
public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size,
Quaternion rotation, Mesh mesh, PrimitiveBaseShape pbs)
Quaternion rotation, Mesh mesh, PrimitiveBaseShape pbs, bool pisPhysical)
{
_velocity = new PhysicsVector();
_position = pos;
_size = size;
@ -744,6 +891,9 @@ namespace OpenSim.Region.Physics.OdePlugin
_mesh = mesh;
_pbs = pbs;
_parent_scene = parent_scene;
m_isphysical = pisPhysical;
m_primName = primName;
lock (OdeScene.OdeLock)
@ -764,20 +914,60 @@ namespace OpenSim.Region.Physics.OdePlugin
myrot.Y = rotation.y;
myrot.Z = rotation.z;
d.GeomSetQuaternion(prim_geom, ref myrot);
if (m_isphysical && Body == (IntPtr)0) {
enableBody();
}
parent_scene.geom_name_map[prim_geom] = primName;
parent_scene.actor_name_map[prim_geom] = (PhysicsActor) this;
parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
// don't do .add() here; old geoms get recycled with the same hash
}
}
public override bool IsPhysical
public void enableBody()
{
get { return false; }
set { return; }
}
// Sets the geom to a body
Body = d.BodyCreate(_parent_scene.world);
setMass();
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
d.Quaternion myrot = new d.Quaternion();
myrot.W = _orientation.w;
myrot.X = _orientation.x;
myrot.Y = _orientation.y;
myrot.Z = _orientation.z;
d.BodySetQuaternion(Body, ref myrot);
d.GeomSetBody(prim_geom, Body);
d.BodySetAutoDisableFlag(Body, true);
d.BodySetAutoDisableSteps(Body,20);
_parent_scene.addActivePrim(this);
}
public void setMass()
{
//Sets Mass based on member MassMultiplier.
if (Body != (IntPtr)0)
{
d.MassSetBox(out pMass, (_size.X * _size.Y * _size.Z * MassMultiplier), _size.X, _size.Y, _size.Z);
d.BodySetMass(Body, ref pMass);
}
}
public void disableBody()
{
//this kills the body so things like 'mesh' can re-create it.
if (Body != (IntPtr)0)
{
_parent_scene.remActivePrim(this);
d.BodyDestroy(Body);
Body = (IntPtr)0;
}
}
public void setMesh(OdeScene parent_scene, Mesh mesh)
{
//Kill Body so that mesh can re-make the geom
if (IsPhysical && Body != (IntPtr)0)
{
disableBody();
}
float[] vertexList = mesh.getVertexListAsFloat(); // Note, that vertextList is pinned in memory
int[] indexList = mesh.getIndexListAsInt(); // Also pinned, needs release after usage
int VertexCount = vertexList.GetLength(0)/3;
@ -790,6 +980,46 @@ namespace OpenSim.Region.Physics.OdePlugin
d.GeomTriMeshDataPreprocess(_triMeshData);
prim_geom = d.CreateTriMesh(parent_scene.space, _triMeshData, parent_scene.triCallback, null, null);
if (IsPhysical && Body == (IntPtr)0)
{
// Recreate the body
enableBody();
}
}
public override bool IsPhysical
{
get { return m_isphysical; }
set {
lock (OdeScene.OdeLock)
{
if (m_isphysical == value)
{
// If the object is already what the user checked
return;
}
if (value == true)
{
if (Body == (IntPtr)0)
{
enableBody();
}
}
else if (value == false)
{
if (Body != (IntPtr)0)
{
disableBody();
}
}
m_isphysical = value;
}
}
}
public override bool Flying
@ -808,13 +1038,27 @@ namespace OpenSim.Region.Physics.OdePlugin
public override PhysicsVector Position
{
get { return _position; }
get { return _position;}
set
{
_position = value;
lock (OdeScene.OdeLock)
{
if (m_isphysical)
{
// This is a fallback.. May no longer be necessary.
if (Body == (IntPtr)0)
enableBody();
// Prim auto disable after 20 frames,
// if you move it, re-enable the prim manually.
d.BodyEnable(Body);
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
}
else
{
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
}
}
}
}
@ -830,29 +1074,38 @@ namespace OpenSim.Region.Physics.OdePlugin
string oldname = _parent_scene.geom_name_map[prim_geom];
// Cleanup of old prim geometry
d.GeomDestroy(prim_geom);
if (_mesh != null)
{
// Cleanup meshing here
}
//kill body to rebuild
if (IsPhysical && Body != (IntPtr)0)
{
disableBody();
}
// Construction of new prim
if (this._parent_scene.needsMeshing(_pbs))
{
// Don't need to re-enable body.. it's done in SetMesh
Mesh mesh = Meshmerizer.CreateMesh(oldname, _pbs, _size);
setMesh(_parent_scene, mesh);
} else {
prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
if (IsPhysical && Body == (IntPtr)0)
{
// Re creates body on size.
// EnableBody also does setMass()
enableBody();
d.BodyEnable(Body);
}
}
_parent_scene.geom_name_map[prim_geom] = oldname;
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
d.Quaternion myrot = new d.Quaternion();
myrot.W = _orientation.w;
myrot.X = _orientation.x;
myrot.Y = _orientation.y;
myrot.Z = _orientation.z;
d.GeomSetQuaternion(prim_geom, ref myrot);
}
}
}
@ -866,11 +1119,17 @@ namespace OpenSim.Region.Physics.OdePlugin
{
string oldname = _parent_scene.geom_name_map[prim_geom];
// Cleanup of old prim geometry
// Cleanup of old prim geometry and Bodies
if (IsPhysical && Body != (IntPtr)0)
{
disableBody();
}
d.GeomDestroy(prim_geom);
if (_mesh != null)
{
// Cleanup meshing here
d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
}
// Construction of new prim
@ -881,8 +1140,13 @@ namespace OpenSim.Region.Physics.OdePlugin
} else {
prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
}
_parent_scene.geom_name_map[prim_geom] = oldname;
if (IsPhysical && Body == (IntPtr)0)
{
//re-create new body
enableBody();
}
else
{
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
d.Quaternion myrot = new d.Quaternion();
myrot.W = _orientation.w;
@ -890,6 +1154,10 @@ namespace OpenSim.Region.Physics.OdePlugin
myrot.Y = _orientation.y;
myrot.Z = _orientation.z;
d.GeomSetQuaternion(prim_geom, ref myrot);
}
_parent_scene.geom_name_map[prim_geom] = oldname;
}
}
@ -897,7 +1165,15 @@ namespace OpenSim.Region.Physics.OdePlugin
public override PhysicsVector Velocity
{
get { return _velocity; }
get {
// Averate previous velocity with the new one so
// client object interpolation works a 'little' better
PhysicsVector returnVelocity = new PhysicsVector();
returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
return returnVelocity;
}
set { _velocity = value; }
}
@ -921,6 +1197,10 @@ namespace OpenSim.Region.Physics.OdePlugin
myrot.Y = _orientation.y;
myrot.Z = _orientation.z;
d.GeomSetQuaternion(prim_geom, ref myrot);
if (m_isphysical && Body != (IntPtr)0)
{
d.BodySetQuaternion(Body, ref myrot);
}
}
}
}
@ -930,6 +1210,7 @@ namespace OpenSim.Region.Physics.OdePlugin
get { return _acceleration; }
}
public void SetAcceleration(PhysicsVector accel)
{
_acceleration = accel;
@ -938,7 +1219,103 @@ namespace OpenSim.Region.Physics.OdePlugin
public override void AddForce(PhysicsVector force)
{
}
public void Move(float timestep)
{
}
public void UpdatePositionAndVelocity() {
// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
if (Body != (IntPtr)0)
{
d.Vector3 vec = d.BodyGetPosition(Body);
d.Quaternion ori = d.BodyGetQuaternion(Body);
d.Vector3 vel = d.BodyGetLinearVel(Body);
PhysicsVector l_position = new PhysicsVector();
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
if (vec.X < 0.0f) vec.X = 0.0f;
if (vec.Y < 0.0f) vec.Y = 0.0f;
if (vec.X > 255.95f) vec.X = 255.95f;
if (vec.Y > 255.95f) vec.Y = 255.95f;
m_lastposition = _position;
l_position.X = vec.X;
l_position.Y = vec.Y;
l_position.Z = vec.Z;
if (l_position.Z < 0)
{
// This is so prim that get lost underground don't fall forever and suck up
//
// Sim resources and memory.
// Disables the prim's movement physics....
// It's a hack and will generate a console message if it fails.
try
{
disableBody();
}
catch (System.Exception e)
{
if (Body != (IntPtr)0)
{
d.BodyDestroy(Body);
Body = (IntPtr)0;
}
}
IsPhysical = false;
_velocity.X = 0;
_velocity.Y = 0;
_velocity.Z = 0;
_zeroFlag = true;
}
if (m_lastposition == l_position)
{
_zeroFlag = true;
}
else
{
_zeroFlag = false;
}
m_lastposition = l_position;
if (_zeroFlag)
{
// Supposedly this is supposed to tell SceneObjectGroup that
// no more updates need to be sent..
// but it seems broken.
_velocity.X = 0.0f;
_velocity.Y = 0.0f;
_velocity.Z = 0.0f;
_orientation.w = 0f;
_orientation.x = 0f;
_orientation.y = 0f;
_orientation.z = 0f;
}
else
{
m_lastVelocity = _velocity;
_position = l_position;
_velocity.X = vel.X;
_velocity.Y = vel.Y;
_velocity.Z = vel.Z;
_orientation.w = ori.W;
_orientation.x = ori.X;
_orientation.y = ori.Y;
_orientation.z = ori.Z;
}
}
}
public override void SetMomentum(PhysicsVector momentum)
{
}