diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index bf4d60cd61..77658efad5 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -5010,6 +5010,47 @@ namespace OpenSim.Region.Framework.Scenes return Ptot; } + public void GetInertiaData(out float TotalMass, out Vector3 CenterOfMass, out Vector3 Inertia, out Vector4 aux ) + { + PhysicsActor pa = RootPart.PhysActor; + + if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null) + { + PhysicsInertiaData inertia; + + inertia = pa.GetInertiaData(); + + TotalMass = inertia.TotalMass; + CenterOfMass = inertia.CenterOfMass; + Inertia = inertia.Inertia; + aux = inertia.InertiaRotation; + + return; + } + + TotalMass = GetMass(); + CenterOfMass = GetCenterOfMass() - AbsolutePosition; + CenterOfMass *= Quaternion.Conjugate(RootPart.RotationOffset); + Inertia = Vector3.Zero; + aux = Vector4.Zero; + } + + public void SetInertiaData(float TotalMass, Vector3 CenterOfMass, Vector3 Inertia, Vector4 aux ) + { + PhysicsActor pa = RootPart.PhysActor; + + if(pa !=null) + { + PhysicsInertiaData inertia = new PhysicsInertiaData(); + inertia.TotalMass = TotalMass; + inertia.CenterOfMass = CenterOfMass; + inertia.Inertia = Inertia; + inertia.InertiaRotation = aux; + pa.SetInertiaData(inertia); + } + } + + /// /// Set the user group to which this scene object belongs. /// diff --git a/OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs index 33f033759b..ad9b28f8f1 100644 --- a/OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs +++ b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs @@ -55,6 +55,28 @@ namespace OpenSim.Region.PhysicsModules.SharedBase Absolute } + public class PhysicsInertiaData + { + public float TotalMass; // the total mass of a linkset + public Vector3 CenterOfMass; // the center of mass position relative to root part position + public Vector3 Inertia; // (Ixx, Iyy, Izz) moment of inertia relative to center of mass and principal axis in local coords + public Vector4 InertiaRotation; // if principal axis don't match local axis, the principal axis rotation + // or the upper triangle of the inertia tensor + // Ixy (= Iyx), Ixz (= Izx), Iyz (= Izy)) + + public PhysicsInertiaData() + { + } + + public PhysicsInertiaData(PhysicsInertiaData source) + { + TotalMass = source.TotalMass; + CenterOfMass = source.CenterOfMass; + Inertia = source.Inertia; + InertiaRotation = source.InertiaRotation; + } + } + public struct CameraData { public Quaternion CameraRotation; @@ -463,6 +485,20 @@ namespace OpenSim.Region.PhysicsModules.SharedBase public virtual void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { } + public virtual PhysicsInertiaData GetInertiaData() + { + PhysicsInertiaData data = new PhysicsInertiaData(); + data.TotalMass = this.Mass; + data.CenterOfMass = CenterOfMass - Position; + data.Inertia = Vector3.Zero; + data.InertiaRotation = Vector4.Zero; + return data; + } + + public virtual void SetInertiaData(PhysicsInertiaData inertia) + { + } + // Warning in a parent part it returns itself, not null public virtual PhysicsActor ParentActor { get { return this; } } diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs index 45ef273bf2..d560b4124b 100644 --- a/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs +++ b/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs @@ -182,14 +182,16 @@ namespace OpenSim.Region.PhysicsModule.ubOde private float m_streamCost; public d.Mass primdMass; // prim inertia information on it's own referencial + private PhysicsInertiaData m_InertiaOverride; float primMass; // prim own mass float primVolume; // prim own volume; - float _mass; // object mass acording to case + float m_mass; // object mass acording to case public int givefakepos; private Vector3 fakepos; public int givefakeori; private Quaternion fakeori; + private PhysicsInertiaData m_fakeInertiaOverride; private int m_eventsubscription; private int m_cureventsubscription; @@ -465,10 +467,110 @@ namespace OpenSim.Region.PhysicsModule.ubOde } } + public override PhysicsInertiaData GetInertiaData() + { + PhysicsInertiaData inertia; + if(childPrim) + { + if(_parent != null) + return _parent.GetInertiaData(); + else + { + inertia = new PhysicsInertiaData(); + inertia.TotalMass = -1; + return inertia; + } + } + + inertia = new PhysicsInertiaData(); + + // double buffering + if(m_fakeInertiaOverride != null) + { + d.Mass objdmass = new d.Mass(); + objdmass.I.M00 = m_fakeInertiaOverride.Inertia.X; + objdmass.I.M11 = m_fakeInertiaOverride.Inertia.Y; + objdmass.I.M22 = m_fakeInertiaOverride.Inertia.Z; + + objdmass.mass = m_fakeInertiaOverride.TotalMass; + + if(Math.Abs(m_fakeInertiaOverride.InertiaRotation.W) < 0.999) + { + d.Matrix3 inertiarotmat = new d.Matrix3(); + d.Quaternion inertiarot = new d.Quaternion(); + + inertiarot.X = m_fakeInertiaOverride.InertiaRotation.X; + inertiarot.Y = m_fakeInertiaOverride.InertiaRotation.Y; + inertiarot.Z = m_fakeInertiaOverride.InertiaRotation.Z; + inertiarot.W = m_fakeInertiaOverride.InertiaRotation.W; + d.RfromQ(out inertiarotmat, ref inertiarot); + d.MassRotate(ref objdmass, ref inertiarotmat); + } + + inertia.TotalMass = m_fakeInertiaOverride.TotalMass; + inertia.CenterOfMass = m_fakeInertiaOverride.CenterOfMass; + inertia.Inertia.X = objdmass.I.M00; + inertia.Inertia.Y = objdmass.I.M11; + inertia.Inertia.Z = objdmass.I.M22; + inertia.InertiaRotation.X = objdmass.I.M01; + inertia.InertiaRotation.Y = objdmass.I.M02; + inertia.InertiaRotation.Z = objdmass.I.M12; + return inertia; + } + + inertia.TotalMass = m_mass; + + if(Body == IntPtr.Zero || prim_geom == IntPtr.Zero) + { + inertia.CenterOfMass = Vector3.Zero; + inertia.Inertia = Vector3.Zero; + inertia.InertiaRotation = Vector4.Zero; + return inertia; + } + + d.Vector3 dtmp; + d.Mass m = new d.Mass(); + lock(_parent_scene.OdeLock) + { + d.AllocateODEDataForThread(0); + dtmp = d.GeomGetOffsetPosition(prim_geom); + d.BodyGetMass(Body, out m); + } + + Vector3 cm = new Vector3(-dtmp.X, -dtmp.Y, -dtmp.Z); + inertia.CenterOfMass = cm; + inertia.Inertia = new Vector3(m.I.M00, m.I.M11, m.I.M22); + inertia.InertiaRotation = new Vector4(m.I.M01, m.I.M02 , m.I.M12, 0); + + return inertia; + } + + public override void SetInertiaData(PhysicsInertiaData inertia) + { + if(childPrim) + { + if(_parent != null) + _parent.SetInertiaData(inertia); + return; + } + + if(inertia.TotalMass > 0) + m_fakeInertiaOverride = new PhysicsInertiaData(inertia); + else + m_fakeInertiaOverride = null; + + if (inertia.TotalMass > _parent_scene.maximumMassObject) + inertia.TotalMass = _parent_scene.maximumMassObject; + AddChange(changes.SetInertia,(object)m_fakeInertiaOverride); + } + public override Vector3 CenterOfMass { get { + if(!childPrim && m_fakeInertiaOverride != null) + return m_fakeInertiaOverride.CenterOfMass; + lock (_parent_scene.OdeLock) { d.AllocateODEDataForThread(0); @@ -922,8 +1024,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde { float old = m_density; m_density = value / 100f; - if(m_density != old) - UpdatePrimBodyData(); + // if(m_density != old) + // UpdatePrimBodyData(); } } public override float GravModifier @@ -1716,26 +1818,29 @@ namespace OpenSim.Region.PhysicsModule.ubOde m_log.Warn("[PHYSICS]: MakeBody root geom already had a body"); } + bool noInertiaOverride = (m_InertiaOverride == null); + + Body = d.BodyCreate(_parent_scene.world); + d.Matrix3 mymat = new d.Matrix3(); d.Quaternion myrot = new d.Quaternion(); d.Mass objdmass = new d.Mass { }; - Body = d.BodyCreate(_parent_scene.world); - - objdmass = primdMass; - - // rotate inertia myrot.X = _orientation.X; myrot.Y = _orientation.Y; myrot.Z = _orientation.Z; myrot.W = _orientation.W; - d.RfromQ(out mymat, ref myrot); - d.MassRotate(ref objdmass, ref mymat); // set the body rotation d.BodySetRotation(Body, ref mymat); + if(noInertiaOverride) + { + objdmass = primdMass; + d.MassRotate(ref objdmass, ref mymat); + } + // recompute full object inertia if needed if (childrenPrim.Count > 0) { @@ -1758,27 +1863,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde continue; } - tmpdmass = prm.primdMass; - - // apply prim current rotation to inertia quat.X = prm._orientation.X; quat.Y = prm._orientation.Y; quat.Z = prm._orientation.Z; quat.W = prm._orientation.W; d.RfromQ(out mat, ref quat); - d.MassRotate(ref tmpdmass, ref mat); - Vector3 ppos = prm._position; - ppos.X -= rcm.X; - ppos.Y -= rcm.Y; - ppos.Z -= rcm.Z; - // refer inertia to root prim center of mass position - d.MassTranslate(ref tmpdmass, - ppos.X, - ppos.Y, - ppos.Z); - - d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia // fix prim colision cats if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero) @@ -1791,6 +1881,24 @@ namespace OpenSim.Region.PhysicsModule.ubOde d.GeomSetBody(prm.prim_geom, Body); prm.Body = Body; d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation + + if(noInertiaOverride) + { + tmpdmass = prm.primdMass; + + d.MassRotate(ref tmpdmass, ref mat); + Vector3 ppos = prm._position; + ppos.X -= rcm.X; + ppos.Y -= rcm.Y; + ppos.Z -= rcm.Z; + // refer inertia to root prim center of mass position + d.MassTranslate(ref tmpdmass, + ppos.X, + ppos.Y, + ppos.Z); + + d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia + } } } } @@ -1799,19 +1907,60 @@ namespace OpenSim.Region.PhysicsModule.ubOde // associate root geom with body d.GeomSetBody(prim_geom, Body); - d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z); + if(noInertiaOverride) + d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z); + else + { + Vector3 ncm = m_InertiaOverride.CenterOfMass * _orientation; + d.BodySetPosition(Body, + _position.X + ncm.X, + _position.Y + ncm.Y, + _position.Z + ncm.Z); + } + d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z); - d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body - myrot.X = -myrot.X; - myrot.Y = -myrot.Y; - myrot.Z = -myrot.Z; + if(noInertiaOverride) + { + d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body + myrot.X = -myrot.X; + myrot.Y = -myrot.Y; + myrot.Z = -myrot.Z; - d.RfromQ(out mymat, ref myrot); - d.MassRotate(ref objdmass, ref mymat); + d.RfromQ(out mymat, ref myrot); + d.MassRotate(ref objdmass, ref mymat); - d.BodySetMass(Body, ref objdmass); - _mass = objdmass.mass; + d.BodySetMass(Body, ref objdmass); + m_mass = objdmass.mass; + } + else + { + objdmass.c.X = 0; + objdmass.c.Y = 0; + objdmass.c.Z = 0; + + objdmass.I.M00 = m_InertiaOverride.Inertia.X; + objdmass.I.M11 = m_InertiaOverride.Inertia.Y; + objdmass.I.M22 = m_InertiaOverride.Inertia.Z; + + objdmass.mass = m_InertiaOverride.TotalMass; + + if(Math.Abs(m_InertiaOverride.InertiaRotation.W) < 0.999) + { + d.Matrix3 inertiarotmat = new d.Matrix3(); + d.Quaternion inertiarot = new d.Quaternion(); + + inertiarot.X = m_InertiaOverride.InertiaRotation.X; + inertiarot.Y = m_InertiaOverride.InertiaRotation.Y; + inertiarot.Z = m_InertiaOverride.InertiaRotation.Z; + inertiarot.W = m_InertiaOverride.InertiaRotation.W; + d.RfromQ(out inertiarotmat, ref inertiarot); + d.MassRotate(ref objdmass, ref inertiarotmat); + } + d.BodySetMass(Body, ref objdmass); + + m_mass = objdmass.mass; + } // disconnect from world gravity so we can apply buoyancy d.BodySetGravityMode(Body, false); @@ -1990,7 +2139,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde SetInStaticSpace(prm); } prm.Body = IntPtr.Zero; - prm._mass = prm.primMass; + prm.m_mass = prm.primMass; prm.m_collisionscore = 0; } } @@ -2004,7 +2153,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde } Body = IntPtr.Zero; } - _mass = primMass; + m_mass = primMass; m_collisionscore = 0; } @@ -2081,7 +2230,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body d.BodySetMass(Body, ref objdmass); - _mass = objdmass.mass; + m_mass = objdmass.mass; } private void FixInertia(Vector3 NewPos) @@ -2145,7 +2294,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body d.BodySetMass(Body, ref objdmass); - _mass = objdmass.mass; + m_mass = objdmass.mass; } private void FixInertia(Quaternion newrot) @@ -2211,7 +2360,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body d.BodySetMass(Body, ref objdmass); - _mass = objdmass.mass; + m_mass = objdmass.mass; } @@ -2226,7 +2375,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde if (primMass > _parent_scene.maximumMassObject) primMass = _parent_scene.maximumMassObject; - _mass = primMass; // just in case + m_mass = primMass; // just in case d.MassSetBoxTotal(out primdMass, primMass, 2.0f * m_OBB.X, 2.0f * m_OBB.Y, 2.0f * m_OBB.Z); @@ -3306,6 +3455,15 @@ namespace OpenSim.Region.PhysicsModule.ubOde m_useHoverPID = active; } + private void changeInertia(PhysicsInertiaData inertia) + { + m_InertiaOverride = inertia; + + if (Body != IntPtr.Zero) + DestroyBody(); + MakeBody(); + } + #endregion public void Move() @@ -3346,7 +3504,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde float fy = 0; float fz = 0; - float m_mass = _mass; + float mass = m_mass; if (m_usePID && m_PIDTau > 0) { @@ -3453,9 +3611,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde fz = _parent_scene.gravityz * b; } - fx *= m_mass; - fy *= m_mass; - fz *= m_mass; + fx *= mass; + fy *= mass; + fz *= mass; // constant force fx += m_force.X; @@ -3941,6 +4099,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde changePIDHoverActive((bool)arg); break; + case changes.SetInertia: + changeInertia((PhysicsInertiaData) arg); + break; + case changes.Null: donullchange(); break; @@ -3957,7 +4119,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde _parent_scene.AddChange((PhysicsActor) this, what, arg); } - private struct strVehicleBoolParam { public int param; diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index 4c3f7eeec5..6c094ee29d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -4404,5 +4404,218 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api m_host.ScriptSetVolumeDetect(detect != 0); } + /// + /// Get inertial data + /// + /// + /// + /// + /// a LSL list with contents: + /// LSL_Float mass, the total mass of a linkset + /// LSL_Vector CenterOfMass, center mass relative to root prim + /// LSL_Vector Inertia, elements of diagonal of inertia Ixx,Iyy,Izz divided by total mass + /// LSL_Vector aux, elements of upper triagle of inertia Ixy (= Iyx), Ixz (= Izx), Iyz(= Izy) divided by total mass + /// + public LSL_List osGetInertiaData() + { + LSL_List result = new LSL_List(); + float TotalMass; + Vector3 CenterOfMass; + Vector3 Inertia; + Vector4 aux; + + SceneObjectGroup sog = m_host.ParentGroup; + if(sog== null || sog.IsDeleted) + return result; + + sog.GetInertiaData(out TotalMass, out CenterOfMass, out Inertia, out aux ); + if(TotalMass > 0) + { + float t = 1.0f/TotalMass; + Inertia.X *= t; + Inertia.Y *= t; + Inertia.Z *= t; + + aux.X *= t; + aux.Y *= t; + aux.Z *= t; + } + + result.Add(new LSL_Float(TotalMass)); + result.Add(new LSL_Vector(CenterOfMass.X, CenterOfMass.Y, CenterOfMass.Z)); + result.Add(new LSL_Vector(Inertia.X, Inertia.Y, Inertia.Z)); + result.Add(new LSL_Vector(aux.X, aux.Y, aux.Z)); + return result; + } + + /// + /// set inertial data + /// replaces the automatic calculation of mass, center of mass and inertia + /// + /// + /// total mass of linkset + /// location of center of mass relative to root prim in local coords + /// moment of inertia relative to principal axis and center of mass,Ixx, Iyy, Izz divided by mass + /// rotation of the inertia, relative to local axis + /// + /// the inertia argument is is inertia divided by mass, so corresponds only to the geometric distribution of mass and both can be changed independently. + /// + + public void osSetInertia(LSL_Float mass, LSL_Vector centerOfMass, LSL_Vector principalInertiaScaled, LSL_Rotation lslrot) + { + SceneObjectGroup sog = m_host.ParentGroup; + if(sog== null || sog.IsDeleted) + return; + + if(mass < 0 || principalInertiaScaled.x < 0 || principalInertiaScaled.y < 0 || principalInertiaScaled.z < 0) + return; + + // need more checks + + Vector3 CenterOfMass = new Vector3((float)centerOfMass.x,(float)centerOfMass.y,(float)centerOfMass.z); + Vector3 Inertia; + float m = (float)mass; + + Inertia.X = m * (float)principalInertiaScaled.x; + Inertia.Y = m * (float)principalInertiaScaled.y; + Inertia.Z = m * (float)principalInertiaScaled.z; + + Vector4 rot = new Vector4((float)lslrot.x, (float)lslrot.y, (float)lslrot.y, (float)lslrot.s); + rot.Normalize(); + + sog.SetInertiaData(m, CenterOfMass, Inertia, rot ); + } + + /// + /// set inertial data as a sphere + /// replaces the automatic calculation of mass, center of mass and inertia + /// + /// + /// total mass of linkset + /// size of the Box + /// location of center of mass relative to root prim in local coords + /// rotation of the box, and so inertia, relative to local axis + /// + /// + public void osSetInertiaAsBox(LSL_Float mass, LSL_Vector boxSize, LSL_Vector centerOfMass, LSL_Rotation lslrot) + { + SceneObjectGroup sog = m_host.ParentGroup; + if(sog== null || sog.IsDeleted) + return; + + if(mass < 0) + return; + + // need more checks + + Vector3 CenterOfMass = new Vector3((float)centerOfMass.x,(float)centerOfMass.y,(float)centerOfMass.z); + Vector3 Inertia; + float lx = (float)boxSize.x; + float ly = (float)boxSize.y; + float lz = (float)boxSize.z; + float m = (float)mass; + float t = m / 12.0f; + + Inertia.X = t * (ly*ly + lz*lz); + Inertia.Y = t * (lx*lx + lz*lz); + Inertia.Z = t * (lx*lx + ly*ly); + + Vector4 rot = new Vector4((float)lslrot.x, (float)lslrot.y, (float)lslrot.z, (float)lslrot.s); + rot.Normalize(); + + sog.SetInertiaData(m, CenterOfMass, Inertia, rot ); + } + + /// + /// set inertial data as a sphere + /// replaces the automatic calculation of mass, center of mass and inertia + /// + /// + /// total mass of linkset + /// radius of the sphere + /// location of center of mass relative to root prim in local coords + /// + /// + public void osSetInertiaAsSphere(LSL_Float mass, LSL_Float radius, LSL_Vector centerOfMass) + { + SceneObjectGroup sog = m_host.ParentGroup; + if(sog== null || sog.IsDeleted) + return; + + if(mass < 0) + return; + + // need more checks + + Vector3 CenterOfMass = new Vector3((float)centerOfMass.x,(float)centerOfMass.y,(float)centerOfMass.z); + Vector3 Inertia; + float r = (float)radius; + float m = (float)mass; + float t = 0.4f * m * r * r; + + Inertia.X = t; + Inertia.Y = t; + Inertia.Z = t; + + sog.SetInertiaData(m, CenterOfMass, Inertia, new Vector4(0f, 0f, 0f,1.0f)); + } + + /// + /// set inertial data as a cylinder + /// replaces the automatic calculation of mass, center of mass and inertia + /// + /// + /// total mass of linkset + /// radius of the cylinder + /// lenght of the cylinder + /// location of center of mass relative to root prim in local coords + /// rotation of the cylinder, and so inertia, relative to local axis + /// + /// cylinder axis aligned with Z axis. For other orientations provide the rotation. + /// + public void osSetInertiaAsCylinder(LSL_Float mass, LSL_Float radius, LSL_Float lenght, LSL_Vector centerOfMass, LSL_Rotation lslrot) + { + SceneObjectGroup sog = m_host.ParentGroup; + if(sog== null || sog.IsDeleted) + return; + + if(mass < 0) + return; + + // need more checks + + Vector3 CenterOfMass = new Vector3((float)centerOfMass.x,(float)centerOfMass.y,(float)centerOfMass.z); + Vector3 Inertia; + float m = (float)mass; + float r = (float)radius; + r *= r; + Inertia.Z = 0.5f * m * r; + float t = (float)lenght; + t *= t; + t += 3.0f * r; + t *= 8.333333e-2f * m; + + Inertia.X = t; + Inertia.Y = t; + + Vector4 rot = new Vector4((float)lslrot.x, (float)lslrot.y, (float)lslrot.z, (float)lslrot.s); + rot.Normalize(); + + sog.SetInertiaData(m, CenterOfMass, Inertia, rot); + } + + /// + /// removes inertial data manual override + /// default automatic calculation is used again + /// + /// + public void osClearInertia() + { + SceneObjectGroup sog = m_host.ParentGroup; + if(sog== null || sog.IsDeleted) + return; + + sog.SetInertiaData(-1, Vector3.Zero, Vector3.Zero, Vector4.Zero ); + } } } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs index bee060ad4c..f76ff7f350 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs @@ -38,6 +38,7 @@ using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger; using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat; using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; + namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces { /// @@ -486,6 +487,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces LSL_String osRequestURL(LSL_List options); LSL_String osRequestSecureURL(LSL_List options); void osCollisionSound(string impact_sound, double impact_volume); + void osVolumeDetect(int detect); + + LSL_List osGetInertiaData(); + void osClearInertia(); + void osSetInertiaAsBox(LSL_Float mass, vector boxSize, vector centerOfMass, rotation rot); + void osSetInertiaAsSphere(LSL_Float mass, LSL_Float radius, vector centerOfMass); + void osSetInertiaAsCylinder(LSL_Float mass, LSL_Float radius, LSL_Float lenght, vector centerOfMass,rotation lslrot); } } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs index 6164734789..09337e5967 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs @@ -1114,5 +1114,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase { m_OSSL_Functions.osVolumeDetect(detect); } + + public LSL_List osGetInertiaData() + { + return m_OSSL_Functions.osGetInertiaData(); + } + + public void osSetInertiaAsBox(LSL_Float mass, vector boxSize, vector centerOfMass, rotation rot) + { + m_OSSL_Functions.osSetInertiaAsBox(mass, boxSize, centerOfMass, rot); + } + + public void osSetInertiaAsSphere(LSL_Float mass, LSL_Float radius, vector centerOfMass) + { + m_OSSL_Functions.osSetInertiaAsSphere(mass, radius, centerOfMass); + } + + public void osSetInertiaAsCylinder(LSL_Float mass, LSL_Float radius, LSL_Float lenght, vector centerOfMass,rotation lslrot) + { + m_OSSL_Functions.osSetInertiaAsCylinder( mass, radius, lenght, centerOfMass, lslrot); + } + + public void osClearInertia() + { + m_OSSL_Functions.osClearInertia(); + } + } }