Changes to vehicles code etc. Includes some debug aids to remove later.
parent
6af01f6767
commit
7cf73cb92a
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@ -629,23 +629,19 @@ namespace OpenSim.Region.Physics.OdePlugin
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Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
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Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in object frame
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d.Vector3 dtorque = new d.Vector3();// actually angular aceleration until mult by Inertia in object frame
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bool doathing = false;
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d.Vector3 dtorque = new d.Vector3();
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// linear motor
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if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
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{
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tmpV = m_linearMotorDirection - curLocalVel; // velocity error
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if (tmpV.LengthSquared() > 1e-6f)
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{
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tmpV = tmpV * (m_lmEfect / m_linearMotorTimescale); // error to correct in this timestep
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tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
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tmpV *= rotq; // to world
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if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
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tmpV.Z = 0;
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if (m_linearMotorOffset.X != 0 && m_linearMotorOffset.Y != 0 && m_linearMotorOffset.Z != 0)
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if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
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{
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// have offset, do it now
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tmpV *= rootPrim.Mass;
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@ -657,8 +653,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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force.Y += tmpV.Y;
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force.Z += tmpV.Z;
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}
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}
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m_lmEfect *= (1 - 1.0f / m_linearMotorDecayTimescale);
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m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
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}
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else
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m_lmEfect = 0;
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@ -719,30 +714,35 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (m_linearDeflectionEfficiency > 0)
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{
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float len = curVel.Length();
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Vector3 atAxis = refAtAxis;
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atAxis *= rotq; // at axis rotated to world
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atAxis = Xrot(rotq);
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tmpV = atAxis * len;
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tmpV -= curVel; // velocity error
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Vector3 atAxis;
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atAxis = Xrot(rotq); // where are we pointing to
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atAxis *= len; // make it same size as world velocity vector
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tmpV = -atAxis; // oposite direction
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atAxis -= curVel; // error to one direction
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len = atAxis.LengthSquared();
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tmpV -= curVel; // error to oposite
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float lens = tmpV.LengthSquared();
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if (len > 0.01 || lens > 0.01) // do nothing if close enougth
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{
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if (len < lens)
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tmpV = atAxis;
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tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
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force.X += tmpV.X;
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force.Y += tmpV.Y;
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if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
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force.Z += tmpV.Z;
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}
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}
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// angular motor
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if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
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{
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tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
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if (tmpV.LengthSquared() > 1e-6f)
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{
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tmpV = tmpV * (m_amEfect / m_angularMotorTimescale); // error to correct in this timestep
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tmpV *= m_referenceFrame; // to object
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dtorque.X += tmpV.X;
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dtorque.Y += tmpV.Y;
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dtorque.Z += tmpV.Z;
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}
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tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
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torque.X += tmpV.X;
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torque.Y += tmpV.Y;
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torque.Z += tmpV.Z;
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m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale);
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}
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else
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@ -751,85 +751,64 @@ namespace OpenSim.Region.Physics.OdePlugin
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// angular friction
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if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
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{
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tmpV.X = -curLocalAngVel.X / m_angularFrictionTimescale.X;
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tmpV.Y = -curLocalAngVel.Y / m_angularFrictionTimescale.Y;
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tmpV.Z = -curLocalAngVel.Z / m_angularFrictionTimescale.Z;
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tmpV *= m_referenceFrame; // to object
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dtorque.X += tmpV.X;
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dtorque.Y += tmpV.Y;
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dtorque.Z += tmpV.Z;
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torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X;
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torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y;
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torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z;
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}
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// angular deflection
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if (m_angularDeflectionEfficiency > 0)
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{
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doathing = false;
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float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale / m_angularDeflectionTimescale /_pParentScene.ODE_STEPSIZE;
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tmpV.X = 0;
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if (Math.Abs(curLocalVel.Z) > 0.01)
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{
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tmpV.Y = -(float)Math.Atan2(curLocalVel.Z, curLocalVel.X) * ftmp;
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doathing = true;
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}
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else
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tmpV.Y = 0;
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if (Math.Abs(curLocalVel.Y) > 0.01)
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{
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tmpV.Z = (float)Math.Atan2(curLocalVel.Y, curLocalVel.X) * ftmp;
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doathing = true;
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}
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else
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tmpV.Z = 0;
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Vector3 dirv;
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if (doathing)
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if (curLocalVel.X > 0.01f)
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dirv = curLocalVel;
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else if (curLocalVel.X < -0.01f)
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// use oposite
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dirv = -curLocalVel;
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else
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{
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tmpV *= m_referenceFrame; // to object
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dtorque.X += tmpV.X;
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dtorque.Y += tmpV.Y;
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dtorque.Z += tmpV.Z;
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// make it fall into small positive x case
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dirv.X = 0.01f;
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dirv.Y = curLocalVel.Y;
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dirv.Z = curLocalVel.Z;
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}
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float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
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if (Math.Abs(dirv.Z) > 0.01)
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{
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torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
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}
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if (Math.Abs(dirv.Y) > 0.01)
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{
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torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
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}
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}
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// vertical atractor
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if (m_verticalAttractionTimescale < 300)
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{
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doathing = false;
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float roll;
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float pitch;
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GetRollPitch(rotq, out roll, out pitch);
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float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale / _pParentScene.ODE_STEPSIZE;
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float ftmp2 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE;
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if (Math.Abs(roll) > 0.01) // roll
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{
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tmpV.X = -roll * ftmp;
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tmpV.X -= curLocalAngVel.X * ftmp2;
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doathing = true;
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}
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else
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{
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tmpV.X = 0;
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torque.X -= roll * ftmp + curLocalAngVel.X * ftmp2;
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}
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if (Math.Abs(pitch) > 0.01 && ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)) // pitch
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{
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tmpV.Y = -pitch * ftmp;
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tmpV.Y -= curLocalAngVel.Y * ftmp2;
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doathing = true;
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}
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else
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{
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tmpV.Y = 0;
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torque.Y -= pitch * ftmp + curLocalAngVel.Y * ftmp2;
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}
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tmpV.Z = 0;
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if (m_bankingEfficiency == 0 || Math.Abs(roll) < 0.01)
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tmpV.Z = 0;
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else
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if (m_bankingEfficiency != 0 && Math.Abs(roll) < 0.01)
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{
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float broll = -roll * m_bankingEfficiency; ;
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if (m_bankingMix != 0)
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@ -839,145 +818,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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broll *= ((1 - m_bankingMix) + vfact);
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}
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tmpV.Z = (broll - curLocalAngVel.Z) / m_bankingTimescale;
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doathing = true;
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}
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if (doathing)
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{
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tmpV *= m_referenceFrame; // to object
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dtorque.X += tmpV.X;
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dtorque.Y += tmpV.Y;
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dtorque.Z += tmpV.Z;
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torque.Z += (broll - curLocalAngVel.Z) / m_bankingTimescale;
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}
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}
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/*
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d.Vector3 pos = d.BodyGetPosition(Body);
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// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
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Vector3 posChange = new Vector3();
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posChange.X = pos.X - m_lastPositionVector.X;
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posChange.Y = pos.Y - m_lastPositionVector.Y;
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posChange.Z = pos.Z - m_lastPositionVector.Z;
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double Zchange = Math.Abs(posChange.Z);
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if (m_BlockingEndPoint != Vector3.Zero)
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{
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if (pos.X >= (m_BlockingEndPoint.X - (float)1))
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{
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pos.X -= posChange.X + 1;
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d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
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}
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if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
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{
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pos.Y -= posChange.Y + 1;
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d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
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}
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if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
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{
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pos.Z -= posChange.Z + 1;
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d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
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}
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if (pos.X <= 0)
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{
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pos.X += posChange.X + 1;
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d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
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}
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if (pos.Y <= 0)
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{
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pos.Y += posChange.Y + 1;
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d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
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}
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}
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if (pos.Z < _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y))
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{
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pos.Z = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + 2;
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d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
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}
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}
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if ((m_flags & (VehicleFlag.NO_X)) != 0)
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{
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m_dir.X = 0;
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}
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if ((m_flags & (VehicleFlag.NO_Y)) != 0)
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{
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m_dir.Y = 0;
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}
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if ((m_flags & (VehicleFlag.NO_Z)) != 0)
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{
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m_dir.Z = 0;
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}
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*/
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// angular part
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/*
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// Get what the body is doing, this includes 'external' influences
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/*
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Vector3 angularVelocity = Vector3.Zero;
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// Vertical attractor section
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Vector3 vertattr = Vector3.Zero;
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if (m_verticalAttractionTimescale < 300)
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{
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float VAservo = 0.2f / m_verticalAttractionTimescale;
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// get present body rotation
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// make a vector pointing up
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Vector3 verterr = Vector3.Zero;
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verterr.Z = 1.0f;
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// rotate it to Body Angle
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verterr = verterr * rotq;
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// 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.
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// 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
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// negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
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if (verterr.Z < 0.0f)
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{
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verterr.X = 2.0f - verterr.X;
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verterr.Y = 2.0f - verterr.Y;
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}
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// Error is 0 (no error) to +/- 2 (max error)
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// scale it by VAservo
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verterr = verterr * VAservo;
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//if (frcount == 0) Console.WriteLine("VAerr=" + verterr);
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// As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
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// Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
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vertattr.X = verterr.Y;
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vertattr.Y = - verterr.X;
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vertattr.Z = 0f;
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// scaling appears better usingsquare-law
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float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
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vertattr.X += bounce * angularVelocity.X;
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vertattr.Y += bounce * angularVelocity.Y;
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} // else vertical attractor is off
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// m_lastVertAttractor = vertattr;
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// Bank section tba
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// Deflection section tba
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// Sum velocities
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m_lastAngularVelocity = angularVelocity + vertattr; // + bank + deflection
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if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
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{
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m_lastAngularVelocity.X = 0;
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m_lastAngularVelocity.Y = 0;
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}
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if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
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{
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if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
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}
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else
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{
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m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
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}
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*/
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d.Mass dmass;
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d.BodyGetMass(Body,out dmass);
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@ -988,8 +831,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.BodySetForce(Body, force.X, force.Y, force.Z);
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}
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if (dtorque.X != 0 || dtorque.Y != 0 || dtorque.Z != 0)
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if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
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{
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torque *= m_referenceFrame; // to object frame
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dtorque.X = torque.X;
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dtorque.Y = torque.Y;
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dtorque.Z = torque.Z;
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d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
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d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
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}
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@ -1198,7 +1198,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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Body = IntPtr.Zero;
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hasOOBoffsetFromMesh = false;
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// CalcPrimBodyData();
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CalcPrimBodyData();
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}
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private void ChildSetGeom(OdePrim odePrim)
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@ -1223,7 +1223,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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if (m_isphysical && Body != IntPtr.Zero && prim_geom != IntPtr.Zero)
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{
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/*
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if (m_targetSpace != _parent_scene.ActiveSpace)
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{
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m_targetSpace = _parent_scene.ActiveSpace;
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}
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d.SpaceAdd(m_targetSpace, prim_geom);
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}
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*/
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d.GeomEnable(prim_geom);
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foreach (OdePrim prm in childrenPrim)
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d.GeomEnable(prm.prim_geom);
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{
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if (m_isphysical && Body != IntPtr.Zero && prim_geom != IntPtr.Zero)
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{
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/*
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if (m_targetSpace == _parent_scene.ActiveSpace)
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{
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foreach (OdePrim prm in childrenPrim)
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d.SpaceRemove(m_targetSpace, prim_geom);
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m_targetSpace = IntPtr.Zero;
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}
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*/
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d.GeomDisable(prim_geom);
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foreach (OdePrim prm in childrenPrim)
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d.GeomDisable(prm.prim_geom);
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@ -59,6 +59,7 @@ namespace OdeAPI
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{
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public static dReal Infinity = dReal.MaxValue;
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public static int NTotalBodies = 0;
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public static int NTotalGeoms = 0;
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#region Flags and Enumerations
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@ -689,22 +690,52 @@ namespace OdeAPI
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public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
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[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
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public static extern IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz);
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public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
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public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
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{
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NTotalGeoms++;
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return CreateiBox(space, lx, ly, lz);
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}
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[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
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public static extern IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length);
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public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
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public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
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{
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NTotalGeoms++;
|
||||
return CreateiCapsule(space, radius, length);
|
||||
}
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
|
||||
public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
|
||||
public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
|
||||
{
|
||||
NTotalGeoms++;
|
||||
return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
|
||||
}
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length);
|
||||
public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
|
||||
public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
|
||||
{
|
||||
NTotalGeoms++;
|
||||
return CreateiCylinder(space, radius, length);
|
||||
}
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable);
|
||||
public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
|
||||
public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
|
||||
{
|
||||
NTotalGeoms++;
|
||||
return CreateiHeightfield(space, data, bPlaceable);
|
||||
}
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateGeom(int classnum);
|
||||
public static extern IntPtr CreateiGeom(int classnum);
|
||||
public static IntPtr CreateGeom(int classnum)
|
||||
{
|
||||
NTotalGeoms++;
|
||||
return CreateiGeom(classnum);
|
||||
}
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern int CreateGeomClass(ref GeomClass classptr);
|
||||
|
@ -713,18 +744,38 @@ namespace OdeAPI
|
|||
public static extern IntPtr CreateGeomTransform(IntPtr space);
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
|
||||
public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
|
||||
public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
|
||||
{
|
||||
NTotalGeoms++;
|
||||
return CreateiPlane(space, a, b, c, d);
|
||||
}
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateRay(IntPtr space, dReal length);
|
||||
public static extern IntPtr CreateiRay(IntPtr space, dReal length);
|
||||
public static IntPtr CreateRay(IntPtr space, dReal length)
|
||||
{
|
||||
NTotalGeoms++;
|
||||
return CreateiRay(space, length);
|
||||
}
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateSphere(IntPtr space, dReal radius);
|
||||
public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
|
||||
public static IntPtr CreateSphere(IntPtr space, dReal radius)
|
||||
{
|
||||
NTotalGeoms++;
|
||||
return CreateiSphere(space, radius);
|
||||
}
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateTriMesh(IntPtr space, IntPtr data,
|
||||
public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
|
||||
TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
|
||||
|
||||
public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
|
||||
TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
|
||||
{
|
||||
NTotalGeoms++;
|
||||
return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
|
||||
}
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
|
||||
|
||||
|
@ -798,7 +849,13 @@ namespace OdeAPI
|
|||
public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void GeomDestroy(IntPtr geom);
|
||||
public static extern void GeomiDestroy(IntPtr geom);
|
||||
public static void GeomDestroy(IntPtr geom)
|
||||
{
|
||||
NTotalGeoms--;
|
||||
GeomiDestroy(geom);
|
||||
}
|
||||
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void GeomDisable(IntPtr geom);
|
||||
|
|
|
@ -1860,6 +1860,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
|
||||
int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
|
||||
int nbodies = d.NTotalBodies;
|
||||
int ngeoms = d.NTotalGeoms;
|
||||
|
||||
// Finished with all sim stepping. If requested, dump world state to file for debugging.
|
||||
// TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
|
||||
|
|
Loading…
Reference in New Issue