diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs index 53c64cb57d..93a949a249 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs @@ -264,10 +264,8 @@ namespace OpenSim.Region.CoreModules.World.Land avatar.ControllingClient.SendAlertMessage( "You are not allowed on this parcel because you are banned. Please go away."); - avatar.PhysicsActor.Position = - new PhysicsVector(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y, - avatar.lastKnownAllowedPosition.Z); - avatar.PhysicsActor.Velocity = new PhysicsVector(0, 0, 0); + avatar.PhysicsActor.Position = avatar.lastKnownAllowedPosition; + avatar.PhysicsActor.Velocity = Vector3.Zero; } else { diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 7eafef7f43..6c34056605 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4606,7 +4606,7 @@ namespace OpenSim.Region.Framework.Scenes { case PhysicsJointType.Ball: { - PhysicsVector jointAnchor = PhysicsScene.GetJointAnchor(joint); + Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint); Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z); jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update } @@ -4614,7 +4614,7 @@ namespace OpenSim.Region.Framework.Scenes case PhysicsJointType.Hinge: { - PhysicsVector jointAnchor = PhysicsScene.GetJointAnchor(joint); + Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint); // Normally, we would just ask the physics scene to return the axis for the joint. // Unfortunately, ODE sometimes returns <0,0,0> for the joint axis, which should diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 34ada4c3b0..38a0cff7bf 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1479,8 +1479,8 @@ namespace OpenSim.Region.Framework.Scenes dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape( dupe.RootPart.Name, pbs, - new PhysicsVector(dupe.RootPart.AbsolutePosition.X, dupe.RootPart.AbsolutePosition.Y, dupe.RootPart.AbsolutePosition.Z), - new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z), + dupe.RootPart.AbsolutePosition, + dupe.RootPart.Scale, dupe.RootPart.RotationOffset, dupe.RootPart.PhysActor.IsPhysical); @@ -1595,7 +1595,7 @@ namespace OpenSim.Region.Framework.Scenes */ } - public void applyImpulse(PhysicsVector impulse) + public void applyImpulse(Vector3 impulse) { // We check if rootpart is null here because scripts don't delete if you delete the host. // This means that unfortunately, we can pass a null physics actor to Simulate! @@ -1622,7 +1622,7 @@ namespace OpenSim.Region.Framework.Scenes } } - public void applyAngularImpulse(PhysicsVector impulse) + public void applyAngularImpulse(Vector3 impulse) { // We check if rootpart is null here because scripts don't delete if you delete the host. // This means that unfortunately, we can pass a null physics actor to Simulate! @@ -1641,7 +1641,7 @@ namespace OpenSim.Region.Framework.Scenes } } - public void setAngularImpulse(PhysicsVector impulse) + public void setAngularImpulse(Vector3 impulse) { // We check if rootpart is null here because scripts don't delete if you delete the host. // This means that unfortunately, we can pass a null physics actor to Simulate! @@ -1672,8 +1672,8 @@ namespace OpenSim.Region.Framework.Scenes { if (!IsAttachment) { - PhysicsVector torque = rootpart.PhysActor.Torque; - return new Vector3(torque.X, torque.Y, torque.Z); + Vector3 torque = rootpart.PhysActor.Torque; + return torque; } } } @@ -1706,7 +1706,7 @@ namespace OpenSim.Region.Framework.Scenes { if (rootpart.PhysActor != null) { - rootpart.PhysActor.PIDTarget = new PhysicsVector(target.X, target.Y, target.Z); + rootpart.PhysActor.PIDTarget = target; rootpart.PhysActor.PIDTau = tau; rootpart.PhysActor.PIDActive = true; } @@ -2374,7 +2374,7 @@ namespace OpenSim.Region.Framework.Scenes if (m_rootPart.PhysActor.IsPhysical) { Vector3 llmoveforce = pos - AbsolutePosition; - PhysicsVector grabforce = new PhysicsVector(llmoveforce.X, llmoveforce.Y, llmoveforce.Z); + Vector3 grabforce = llmoveforce; grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass; m_rootPart.PhysActor.AddForce(grabforce,true); m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); @@ -2479,7 +2479,7 @@ namespace OpenSim.Region.Framework.Scenes rotationAxis.Normalize(); //m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis); - PhysicsVector spinforce = new PhysicsVector(rotationAxis.X, rotationAxis.Y, rotationAxis.Z); + Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z); spinforce = (spinforce/8) * m_rootPart.PhysActor.Mass; // 8 is an arbitrary torque scaling factor m_rootPart.PhysActor.AddAngularForce(spinforce,true); m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); @@ -2706,8 +2706,7 @@ namespace OpenSim.Region.Framework.Scenes if (scale.Z > m_scene.m_maxPhys) scale.Z = m_scene.m_maxPhys; } - part.PhysActor.Size = - new PhysicsVector(scale.X, scale.Y, scale.Z); + part.PhysActor.Size = scale; m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); } //if (part.UUID != m_rootPart.UUID) @@ -2851,8 +2850,7 @@ namespace OpenSim.Region.Framework.Scenes if (part.PhysActor != null) { - part.PhysActor.Size = - new PhysicsVector(prevScale.X, prevScale.Y, prevScale.Z); + part.PhysActor.Size = prevScale; m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index a87bde0947..70f3112d20 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -167,9 +167,9 @@ namespace OpenSim.Region.Framework.Scenes [XmlIgnore] public uint AttachmentPoint; - + [XmlIgnore] - public PhysicsVector RotationAxis = new PhysicsVector(1f, 1f, 1f); + public Vector3 RotationAxis = Vector3.One; [XmlIgnore] public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this @@ -537,13 +537,13 @@ namespace OpenSim.Region.Framework.Scenes // Root prim actually goes at Position if (_parentID == 0) { - PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); + PhysActor.Position = value; } else { // To move the child prim in respect to the group position and rotation we have to calculate Vector3 resultingposition = GetWorldPosition(); - PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); + PhysActor.Position = resultingposition; Quaternion resultingrot = GetWorldRotation(); PhysActor.Orientation = resultingrot; } @@ -585,7 +585,7 @@ namespace OpenSim.Region.Framework.Scenes if (_parentID != 0 && PhysActor != null) { Vector3 resultingposition = GetWorldPosition(); - PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); + PhysActor.Position = resultingposition; Quaternion resultingrot = GetWorldRotation(); PhysActor.Orientation = resultingrot; @@ -675,7 +675,7 @@ namespace OpenSim.Region.Framework.Scenes { if (PhysActor.IsPhysical) { - PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z); + PhysActor.Velocity = value; m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } } @@ -817,7 +817,7 @@ if (m_shape != null) { { if (m_parentGroup.Scene.PhysicsScene != null) { - PhysActor.Size = new PhysicsVector(m_shape.Scale.X, m_shape.Scale.Y, m_shape.Scale.Z); + PhysActor.Size = m_shape.Scale; m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } } @@ -1225,7 +1225,7 @@ if (m_shape != null) { /// true for the local frame, false for the global frame public void ApplyImpulse(Vector3 impulsei, bool localGlobalTF) { - PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z); + Vector3 impulse = impulsei; if (localGlobalTF) { @@ -1233,7 +1233,7 @@ if (m_shape != null) { Quaternion AXgrot = grot; Vector3 AXimpulsei = impulsei; Vector3 newimpulse = AXimpulsei * AXgrot; - impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z); + impulse = newimpulse; } if (m_parentGroup != null) @@ -1251,7 +1251,7 @@ if (m_shape != null) { /// true for the local frame, false for the global frame public void ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF) { - PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z); + Vector3 impulse = impulsei; if (localGlobalTF) { @@ -1259,7 +1259,7 @@ if (m_shape != null) { Quaternion AXgrot = grot; Vector3 AXimpulsei = impulsei; Vector3 newimpulse = AXimpulsei * AXgrot; - impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z); + impulse = newimpulse; } if (m_parentGroup != null) @@ -1277,7 +1277,7 @@ if (m_shape != null) { /// true for the local frame, false for the global frame public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) { - PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z); + Vector3 impulse = impulsei; if (localGlobalTF) { @@ -1285,7 +1285,7 @@ if (m_shape != null) { Quaternion AXgrot = grot; Vector3 AXimpulsei = impulsei; Vector3 newimpulse = AXimpulsei * AXgrot; - impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z); + impulse = newimpulse; } if (m_parentGroup != null) @@ -1333,8 +1333,8 @@ if (m_shape != null) { PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( Name, Shape, - new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z), - new PhysicsVector(Scale.X, Scale.Y, Scale.Z), + AbsolutePosition, + Scale, RotationOffset, RigidBody); @@ -1523,7 +1523,7 @@ if (m_shape != null) { PhysicsJoint joint; joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType, - new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z), + AbsolutePosition, this.RotationOffset, Description, bodyNames, @@ -1708,12 +1708,12 @@ if (m_shape != null) { } } - public PhysicsVector GetForce() + public Vector3 GetForce() { if (PhysActor != null) return PhysActor.Force; else - return new PhysicsVector(); + return Vector3.Zero; } public void GetProperties(IClientAPI client) @@ -2078,7 +2078,7 @@ if (m_shape != null) { } } - public void PhysicsOutOfBounds(PhysicsVector pos) + public void PhysicsOutOfBounds(Vector3 pos) { m_log.Error("[PHYSICS]: Physical Object went out of bounds."); @@ -2564,7 +2564,7 @@ if (m_shape != null) { } } - public void SetForce(PhysicsVector force) + public void SetForce(Vector3 force) { if (PhysActor != null) { @@ -2588,7 +2588,7 @@ if (m_shape != null) { } } - public void SetVehicleVectorParam(int param, PhysicsVector value) + public void SetVehicleVectorParam(int param, Vector3 value) { if (PhysActor != null) { @@ -3430,8 +3430,8 @@ if (m_shape != null) { PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( Name, Shape, - new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z), - new PhysicsVector(Scale.X, Scale.Y, Scale.Z), + AbsolutePosition, + Scale, RotationOffset, UsePhysics); diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 0ac5be0129..87fac0c5e7 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -434,7 +434,7 @@ namespace OpenSim.Region.Framework.Scenes { lock (m_scene.SyncRoot) { - m_physicsActor.Position = new PhysicsVector(value.X, value.Y, value.Z); + m_physicsActor.Position = value; } } catch (Exception e) @@ -474,7 +474,7 @@ namespace OpenSim.Region.Framework.Scenes { lock (m_scene.SyncRoot) { - m_physicsActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z); + m_physicsActor.Velocity = value; } } catch (Exception e) @@ -1046,7 +1046,7 @@ namespace OpenSim.Region.Framework.Scenes m_avHeight = height; if (PhysicsActor != null && !IsChildAgent) { - PhysicsVector SetSize = new PhysicsVector(0.45f, 0.6f, m_avHeight); + Vector3 SetSize = new Vector3(0.45f, 0.6f, m_avHeight); PhysicsActor.Size = SetSize; } } @@ -3345,20 +3345,18 @@ namespace OpenSim.Region.Framework.Scenes PhysicsScene scene = m_scene.PhysicsScene; - PhysicsVector pVec = - new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, - AbsolutePosition.Z); + Vector3 pVec = AbsolutePosition; // Old bug where the height was in centimeters instead of meters if (m_avHeight == 127.0f) { - m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, 1.56f), + m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new Vector3(0f, 0f, 1.56f), isFlying); } else { m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, - new PhysicsVector(0, 0, m_avHeight), isFlying); + new Vector3(0f, 0f, m_avHeight), isFlying); } scene.AddPhysicsActorTaint(m_physicsActor); //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; @@ -3369,7 +3367,7 @@ namespace OpenSim.Region.Framework.Scenes } - private void OutOfBoundsCall(PhysicsVector pos) + private void OutOfBoundsCall(Vector3 pos) { //bool flying = m_physicsActor.Flying; //RemoveFromPhysicalScene(); @@ -3592,7 +3590,7 @@ namespace OpenSim.Region.Framework.Scenes */ } - internal void PushForce(PhysicsVector impulse) + internal void PushForce(Vector3 impulse) { if (PhysicsActor != null) { diff --git a/OpenSim/Region/OptionalModules/Scripting/Minimodule/SOPObject.cs b/OpenSim/Region/OptionalModules/Scripting/Minimodule/SOPObject.cs index 292e345cbc..1f1ebaeb01 100644 --- a/OpenSim/Region/OptionalModules/Scripting/Minimodule/SOPObject.cs +++ b/OpenSim/Region/OptionalModules/Scripting/Minimodule/SOPObject.cs @@ -525,8 +525,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule { get { - PhysicsVector tmp = GetSOP().PhysActor.GeometricCenter; - return new Vector3(tmp.X, tmp.Y, tmp.Z); + Vector3 tmp = GetSOP().PhysActor.GeometricCenter; + return tmp; } } @@ -534,8 +534,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule { get { - PhysicsVector tmp = GetSOP().PhysActor.CenterOfMass; - return new Vector3(tmp.X, tmp.Y, tmp.Z); + Vector3 tmp = GetSOP().PhysActor.CenterOfMass; + return tmp; } } @@ -543,15 +543,15 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule { get { - PhysicsVector tmp = GetSOP().PhysActor.RotationalVelocity; - return new Vector3(tmp.X, tmp.Y, tmp.Z); + Vector3 tmp = GetSOP().PhysActor.RotationalVelocity; + return tmp; } set { if (!CanEdit()) return; - GetSOP().PhysActor.RotationalVelocity = new PhysicsVector(value.X, value.Y, value.Z); + GetSOP().PhysActor.RotationalVelocity = value; } } @@ -559,15 +559,15 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule { get { - PhysicsVector tmp = GetSOP().PhysActor.Velocity; - return new Vector3(tmp.X, tmp.Y, tmp.Z); + Vector3 tmp = GetSOP().PhysActor.Velocity; + return tmp; } set { if (!CanEdit()) return; - GetSOP().PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z); + GetSOP().PhysActor.Velocity = value; } } @@ -575,15 +575,15 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule { get { - PhysicsVector tmp = GetSOP().PhysActor.Torque; - return new Vector3(tmp.X, tmp.Y, tmp.Z); + Vector3 tmp = GetSOP().PhysActor.Torque; + return tmp; } set { if (!CanEdit()) return; - GetSOP().PhysActor.Torque = new PhysicsVector(value.X, value.Y, value.Z); + GetSOP().PhysActor.Torque = value; } } @@ -591,8 +591,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule { get { - PhysicsVector tmp = GetSOP().PhysActor.Acceleration; - return new Vector3(tmp.X, tmp.Y, tmp.Z); + Vector3 tmp = GetSOP().PhysActor.Acceleration; + return tmp; } } @@ -600,15 +600,15 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule { get { - PhysicsVector tmp = GetSOP().PhysActor.Force; - return new Vector3(tmp.X, tmp.Y, tmp.Z); + Vector3 tmp = GetSOP().PhysActor.Force; + return tmp; } set { if (!CanEdit()) return; - GetSOP().PhysActor.Force = new PhysicsVector(value.X, value.Y, value.Z); + GetSOP().PhysActor.Force = value; } } @@ -627,7 +627,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule if (!CanEdit()) return; - GetSOP().PhysActor.AddForce(new PhysicsVector(force.X, force.Y, force.Z), pushforce); + GetSOP().PhysActor.AddForce(force, pushforce); } public void AddAngularForce(Vector3 force, bool pushforce) @@ -635,7 +635,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule if (!CanEdit()) return; - GetSOP().PhysActor.AddAngularForce(new PhysicsVector(force.X, force.Y, force.Z), pushforce); + GetSOP().PhysActor.AddAngularForce(force, pushforce); } public void SetMomentum(Vector3 momentum) @@ -643,7 +643,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule if (!CanEdit()) return; - GetSOP().PhysActor.SetMomentum(new PhysicsVector(momentum.X, momentum.Y, momentum.Z)); + GetSOP().PhysActor.SetMomentum(momentum); } #endregion diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs index 8d8b3fee7e..8df997eb40 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs @@ -36,20 +36,16 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin { public class BasicActor : PhysicsActor { - private PhysicsVector _position; - private PhysicsVector _velocity; - private PhysicsVector _acceleration; - private PhysicsVector _size; - private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; + private Vector3 _position; + private Vector3 _velocity; + private Vector3 _acceleration; + private Vector3 _size; + private Vector3 m_rotationalVelocity; private bool flying; private bool iscolliding; public BasicActor() { - _velocity = new PhysicsVector(); - _position = new PhysicsVector(); - _acceleration = new PhysicsVector(); - _size = new PhysicsVector(); } public override int PhysicsActorType @@ -58,7 +54,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin set { return; } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -137,13 +133,13 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin get { return false; } } - public override PhysicsVector Position + public override Vector3 Position { get { return _position; } set { _position = value; } } - public override PhysicsVector Size + public override Vector3 Size { get { return _size; } set { @@ -162,9 +158,9 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin get { return 0f; } } - public override PhysicsVector Force + public override Vector3 Force { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -179,7 +175,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -194,25 +190,25 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { return _velocity; } set { _velocity = value; } } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -228,7 +224,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin set { } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } @@ -247,24 +243,24 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin { } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } - public void SetAcceleration(PhysicsVector accel) + public void SetAcceleration(Vector3 accel) { _acceleration = accel; } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -272,7 +268,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin { } - public override PhysicsVector PIDTarget + public override Vector3 PIDTarget { set { return; } } diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs index 66bd099e49..b6e1cb465c 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs @@ -54,7 +54,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin { } - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { BasicActor act = new BasicActor(); act.Position = position; @@ -77,20 +77,20 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin } /* - public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation) + public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) { return null; } */ - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation) { return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation, bool isPhysical) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical) { return null; } @@ -105,26 +105,28 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin for (int i = 0; i < _actors.Count; ++i) { BasicActor actor = _actors[i]; + Vector3 actorPosition = actor.Position; + Vector3 actorVelocity = actor.Velocity; - actor.Position.X += actor.Velocity.X*timeStep; - actor.Position.Y += actor.Velocity.Y*timeStep; + actorPosition.X += actor.Velocity.X*timeStep; + actorPosition.Y += actor.Velocity.Y*timeStep; if (actor.Position.Y < 0) { - actor.Position.Y = 0.1F; + actorPosition.Y = 0.1F; } else if (actor.Position.Y >= Constants.RegionSize) { - actor.Position.Y = ((int)Constants.RegionSize - 0.1f); + actorPosition.Y = ((int)Constants.RegionSize - 0.1f); } if (actor.Position.X < 0) { - actor.Position.X = 0.1F; + actorPosition.X = 0.1F; } else if (actor.Position.X >= Constants.RegionSize) { - actor.Position.X = ((int)Constants.RegionSize - 0.1f); + actorPosition.X = ((int)Constants.RegionSize - 0.1f); } float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z; @@ -133,23 +135,27 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin if (actor.Position.Z + (actor.Velocity.Z*timeStep) < _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2) { - actor.Position.Z = height; - actor.Velocity.Z = 0; + actorPosition.Z = height; + actorVelocity.Z = 0; actor.IsColliding = true; } else { - actor.Position.Z += actor.Velocity.Z*timeStep; + actorPosition.Z += actor.Velocity.Z*timeStep; actor.IsColliding = false; } } else { - actor.Position.Z = height; - actor.Velocity.Z = 0; + actorPosition.Z = height; + actorVelocity.Z = 0; actor.IsColliding = true; } + + actor.Position = actorPosition; + actor.Velocity = actorVelocity; } + return fps; } diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs index 8da9687f81..5ed3b144ac 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs @@ -60,15 +60,15 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin private btQuaternion m_bodyOrientation; private btDefaultMotionState m_bodyMotionState; private btGeneric6DofConstraint m_aMotor; - // private PhysicsVector m_movementComparision; - private PhysicsVector m_position; - private PhysicsVector m_zeroPosition; + // private Vector3 m_movementComparision; + private Vector3 m_position; + private Vector3 m_zeroPosition; private bool m_zeroFlag = false; private bool m_lastUpdateSent = false; - private PhysicsVector m_velocity; - private PhysicsVector m_target_velocity; - private PhysicsVector m_acceleration; - private PhysicsVector m_rotationalVelocity; + private Vector3 m_velocity; + private Vector3 m_target_velocity; + private Vector3 m_acceleration; + private Vector3 m_rotationalVelocity; private bool m_pidControllerActive = true; public float PID_D = 80.0f; public float PID_P = 90.0f; @@ -96,8 +96,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. private bool m_taintRemove = false; // private bool m_taintedPosition = false; - // private PhysicsVector m_taintedPosition_value; - private PhysicsVector m_taintedForce; + // private Vector3 m_taintedPosition_value; + private Vector3 m_taintedForce; private float m_buoyancy = 0f; @@ -115,14 +115,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin public int m_eventsubscription = 0; // private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); - public BulletDotNETCharacter(string avName, BulletDotNETScene parent_scene, PhysicsVector pos, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) + public BulletDotNETCharacter(string avName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) { - m_taintedForce = new PhysicsVector(); - m_velocity = new PhysicsVector(); - m_target_velocity = new PhysicsVector(); m_position = pos; - m_zeroPosition = new PhysicsVector(pos.X, pos.Y, pos.Z); // this is a class, not a struct. Must make new, or m_zeroPosition will == position regardless - m_acceleration = new PhysicsVector(); + m_zeroPosition = pos; m_parent_scene = parent_scene; PID_D = pid_d; PID_P = pid_p; @@ -161,9 +157,6 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempTrans1 = new btTransform(tempQuat1, tempVector1); // m_movementComparision = new PhysicsVector(0, 0, 0); m_CapsuleOrientationAxis = new btVector3(1, 0, 1); - - - } /// @@ -254,18 +247,18 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin get { return m_zeroFlag; } } - public override PhysicsVector Size + public override Vector3 Size { - get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } + get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } set { m_pidControllerActive = true; - - PhysicsVector SetSize = value; + + Vector3 SetSize = value; m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); - Velocity = new PhysicsVector(0f, 0f, 0f); + Velocity = Vector3.Zero; m_parent_scene.AddPhysicsActorTaint(this); } @@ -317,12 +310,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } - public override PhysicsVector Position + public override Vector3 Position { get { return m_position; } set @@ -342,9 +335,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public override PhysicsVector Force + public override Vector3 Force { - get { return new PhysicsVector(m_target_velocity.X, m_target_velocity.Y, m_target_velocity.Z); } + get { return m_target_velocity; } set { return; } } @@ -359,7 +352,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -374,23 +367,22 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { - // There's a problem with PhysicsVector.Zero! Don't Use it Here! if (m_zeroFlag) - return new PhysicsVector(0f, 0f, 0f); + return Vector3.Zero; m_lastUpdateSent = false; return m_velocity; } @@ -401,9 +393,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -413,7 +405,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin set { } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return m_acceleration; } } @@ -586,7 +578,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin set { return; } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -604,7 +596,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin set { m_buoyancy = value; } } - public override PhysicsVector PIDTarget { set { return; } } + public override Vector3 PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } @@ -634,7 +626,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin /// /// /// Is this a push by a script? - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { if (pushforce) { @@ -656,7 +648,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //m_lastUpdateSent = false; } - public void doForce(PhysicsVector force, bool now) + public void doForce(Vector3 force, bool now) { tempVector3.setValue(force.X, force.Y, force.Z); @@ -671,7 +663,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public void doImpulse(PhysicsVector force, bool now) + public void doImpulse(Vector3 force, bool now) { tempVector3.setValue(force.X, force.Y, force.Z); @@ -686,12 +678,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -808,7 +800,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin AvatarGeomAndBodyCreation(m_position.X, m_position.Y, m_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2)); - Velocity = new PhysicsVector(0f, 0f, 0f); + Velocity = Vector3.Zero; } else @@ -852,9 +844,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } //PidStatus = true; - PhysicsVector vec = new PhysicsVector(); + Vector3 vec = Vector3.Zero; - PhysicsVector vel = new PhysicsVector(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); + Vector3 vel = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); float movementdivisor = 1f; @@ -885,7 +877,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin // Avatar to Avatar collisions // Prim to avatar collisions - PhysicsVector pos = new PhysicsVector(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); + Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); vec.X = (m_target_velocity.X - vel.X) * (PID_D) + (m_zeroPosition.X - pos.X) * (PID_P * 2); vec.Y = (m_target_velocity.Y - vel.Y) * (PID_D) + (m_zeroPosition.Y - pos.Y) * (PID_P * 2); if (m_flying) @@ -927,7 +919,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { // We're colliding with something and we're not flying but we're moving // This means we're walking or running. - PhysicsVector pos = new PhysicsVector(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); + Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); vec.Z = (m_target_velocity.Z - vel.Z) * PID_D + (m_zeroPosition.Z - pos.Z) * PID_P; if (m_target_velocity.X > 0) { @@ -1016,7 +1008,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempVector2 = Body.getInterpolationLinearVelocity(); // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! - PhysicsVector vec = new PhysicsVector(tempVector1.getX(),tempVector1.getY(),tempVector1.getZ()); + Vector3 vec = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) if (vec.X < -10.0f) vec.X = 0.0f; @@ -1048,7 +1040,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin else { m_lastUpdateSent = false; - vec = new PhysicsVector(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); + vec = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); m_velocity.X = (vec.X); m_velocity.Y = (vec.Y); diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs index f22ea71d0e..5b542db867 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs @@ -43,44 +43,43 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - private PhysicsVector _position; - private PhysicsVector m_zeroPosition; - private PhysicsVector _velocity; - private PhysicsVector _torque = new PhysicsVector(0, 0, 0); - 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 Quaternion m_lastorientation = new Quaternion(); - private PhysicsVector m_rotationalVelocity; - private PhysicsVector _size; - private PhysicsVector _acceleration; + private Vector3 _position; + private Vector3 m_zeroPosition; + private Vector3 _velocity; + private Vector3 _torque; + private Vector3 m_lastVelocity; + private Vector3 m_lastposition; + private Quaternion m_lastorientation = Quaternion.Identity; + private Vector3 m_rotationalVelocity; + private Vector3 _size; + private Vector3 _acceleration; // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); private Quaternion _orientation; - private PhysicsVector m_taintposition; - private PhysicsVector m_taintsize; - private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0); - private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0); + private Vector3 m_taintposition; + private Vector3 m_taintsize; + private Vector3 m_taintVelocity; + private Vector3 m_taintTorque; private Quaternion m_taintrot; - private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f); - private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f); + private Vector3 m_angularlock = Vector3.One; + private Vector3 m_taintAngularLock = Vector3.One; // private btGeneric6DofConstraint Amotor; - private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0); - private float m_PIDTau = 0f; - private float m_PIDHoverHeight = 0f; - private float m_PIDHoverTau = 0f; - private bool m_useHoverPID = false; + private Vector3 m_PIDTarget; + private float m_PIDTau; + private float m_PIDHoverHeight; + private float m_PIDHoverTau; + private bool m_useHoverPID; private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; - private float m_targetHoverHeight = 0f; - private float m_groundHeight = 0f; - private float m_waterHeight = 0f; + private float m_targetHoverHeight; + private float m_groundHeight; + private float m_waterHeight; private float PID_D = 35f; private float PID_G = 25f; // private float m_tensor = 5f; // private int body_autodisable_frames = 20; - private IMesh primMesh = null; - - private bool m_usePID = false; + private IMesh primMesh; + private bool m_usePID; private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | CollisionCategories.Space @@ -88,11 +87,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | CollisionCategories.Character ); - private bool m_taintshape = false; - private bool m_taintPhysics = false; + private bool m_taintshape; + private bool m_taintPhysics; // private bool m_collidesLand = true; - private bool m_collidesWater = false; - public bool m_returnCollisions = false; + private bool m_collidesWater; + public bool m_returnCollisions; // Default we're a Geometry // private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); @@ -100,23 +99,23 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin // Default, Collide with Other Geometries, spaces and Bodies // private CollisionCategories m_collisionFlags = m_default_collisionFlags; - public bool m_taintremove = false; - public bool m_taintdisable = false; - public bool m_disabled = false; - public bool m_taintadd = false; - public bool m_taintselected = false; - public bool m_taintCollidesWater = false; + public bool m_taintremove; + public bool m_taintdisable; + public bool m_disabled; + public bool m_taintadd; + public bool m_taintselected; + public bool m_taintCollidesWater; - public uint m_localID = 0; + public uint m_localID; //public GCHandle gc; // private CollisionLocker ode; - private bool m_taintforce = false; - private bool m_taintaddangularforce = false; - private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f); - private List m_forcelist = new List(); - private List m_angularforcelist = new List(); + private bool m_taintforce; + private bool m_taintaddangularforce; + private Vector3 m_force; + private List m_forcelist = new List(); + private List m_angularforcelist = new List(); private IMesh _mesh; private PrimitiveBaseShape _pbs; @@ -124,40 +123,40 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin public btCollisionShape prim_geom; public IntPtr _triMeshData; - private PhysicsActor _parent = null; - private PhysicsActor m_taintparent = null; + private PhysicsActor _parent; + private PhysicsActor m_taintparent; private List childrenPrim = new List(); - private bool iscolliding = false; - private bool m_isphysical = false; - private bool m_isSelected = false; + private bool iscolliding; + private bool m_isphysical; + private bool m_isSelected; - internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively + internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively - private bool m_throttleUpdates = false; - // private int throttleCounter = 0; - public int m_interpenetrationcount = 0; - public float m_collisionscore = 0; - public int m_roundsUnderMotionThreshold = 0; - private int m_crossingfailures = 0; + private bool m_throttleUpdates; + // private int throttleCounter; + public int m_interpenetrationcount; + public float m_collisionscore; + public int m_roundsUnderMotionThreshold; + private int m_crossingfailures; - public float m_buoyancy = 0f; + public float m_buoyancy; - public bool outofBounds = false; + public bool outofBounds; private float m_density = 10.000006836f; // Aluminum g/cm3; - public bool _zeroFlag = false; - private bool m_lastUpdateSent = false; + public bool _zeroFlag; + private bool m_lastUpdateSent; private String m_primName; - private PhysicsVector _target_velocity; + private Vector3 _target_velocity; - public int m_eventsubscription = 0; + public int m_eventsubscription; // private CollisionEventUpdate CollisionEventsThisFrame = null; - public volatile bool childPrim = false; + public volatile bool childPrim; private btVector3 tempPosition1; private btVector3 tempPosition2; @@ -190,7 +189,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin public btRigidBody Body; - public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, PhysicsVector pos, PhysicsVector size, + public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) { tempPosition1 = new btVector3(0, 0, 0); @@ -225,8 +224,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin AxisLockLinearHigh = new btVector3((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionSize); - _target_velocity = new PhysicsVector(0, 0, 0); - _velocity = new PhysicsVector(); + _target_velocity = Vector3.Zero; + _velocity = Vector3.Zero; _position = pos; m_taintposition = pos; PID_D = parent_scene.bodyPIDD; @@ -244,8 +243,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin _size = size; m_taintsize = _size; - _acceleration = new PhysicsVector(); - m_rotationalVelocity = PhysicsVector.Zero; + _acceleration = Vector3.Zero; + m_rotationalVelocity = Vector3.Zero; _orientation = rotation; m_taintrot = _orientation; _mesh = mesh; @@ -274,7 +273,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin get { return _zeroFlag; } } - public override PhysicsVector Size + public override Vector3 Size { get { return _size; } set { _size = value; } @@ -348,13 +347,13 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin m_taintparent = null; } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); - m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z); + m_taintAngularLock = axis; } - public override PhysicsVector Position + public override Vector3 Position { get { return _position; } @@ -370,9 +369,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin get { return CalculateMass(); } } - public override PhysicsVector Force + public override Vector3 Force { - //get { return PhysicsVector.Zero; } + //get { return Vector3.Zero; } get { return m_force; } set { m_force = value; } } @@ -388,7 +387,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //TODO: } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { //TODO: } @@ -405,23 +404,23 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { // Averate previous velocity with the new one so // client object interpolation works a 'little' better - PhysicsVector returnVelocity = new PhysicsVector(); + Vector3 returnVelocity; returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; @@ -436,12 +435,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public override PhysicsVector Torque + public override Vector3 Torque { get { if (!m_isphysical || Body.Handle == IntPtr.Zero) - return new PhysicsVector(0, 0, 0); + return Vector3.Zero; return _torque; } @@ -459,7 +458,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin set { m_collisionscore = value; } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } @@ -528,16 +527,16 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { - PhysicsVector pv = new PhysicsVector(0, 0, 0); + Vector3 pv = Vector3.Zero; if (_zeroFlag) return pv; m_lastUpdateSent = false; - if (m_rotationalVelocity.IsIdentical(pv, 0.2f)) + if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) return pv; return m_rotationalVelocity; @@ -557,7 +556,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin set { m_buoyancy = value; } } - public override PhysicsVector PIDTarget { set { m_PIDTarget = value; ; } } + public override Vector3 PIDTarget { set { m_PIDTarget = value; ; } } public override bool PIDActive { set { m_usePID = value; } } public override float PIDTau { set { m_PIDTau = value; } } @@ -567,20 +566,20 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin public override float PIDHoverTau { set { m_PIDHoverTau = value; } } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { m_forcelist.Add(force); m_taintforce = true; //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { m_angularforcelist.Add(force); m_taintaddangularforce = true; } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -778,7 +777,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - if (!_position.IsIdentical(m_taintposition, 0f)) + if (!_position.ApproxEquals(m_taintposition, 0f)) { m_log.Debug("[PHYSICS]: TaintMove"); changemove(timestep); @@ -796,7 +795,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } // - if (!_size.IsIdentical(m_taintsize, 0)) + if (!_size.ApproxEquals(m_taintsize, 0f)) { m_log.Debug("[PHYSICS]: TaintSize"); changesize(timestep); @@ -820,7 +819,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin m_log.Debug("[PHYSICS]: TaintAngularForce"); changeAddAngularForce(timestep); } - if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f)) + if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) { m_log.Debug("[PHYSICS]: TaintTorque"); changeSetTorque(timestep); @@ -835,7 +834,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin m_log.Debug("[PHYSICS]: TaintSelected"); changeSelectedStatus(timestep); } - if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f)) + if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) { m_log.Debug("[PHYSICS]: TaintVelocity"); changevelocity(timestep); @@ -849,7 +848,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { changefloatonwater(timestep); } - if (!m_angularlock.IsIdentical(m_taintAngularLock, 0)) + if (!m_angularlock.ApproxEquals(m_taintAngularLock, 0)) { m_log.Debug("[PHYSICS]: TaintAngularLock"); changeAngularLock(timestep); @@ -1012,7 +1011,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { if (_parent_scene.needsMeshing(_pbs)) { - ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity); + ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); // createmesh returns null when it doesn't mesh. CreateGeom(IntPtr.Zero, _mesh); } @@ -1029,7 +1028,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin return _parent_scene.needsMeshing(_pbs); } - internal void ProcessGeomCreationAsTriMesh(PhysicsVector positionOffset, Quaternion orientation) + internal void ProcessGeomCreationAsTriMesh(Vector3 positionOffset, Quaternion orientation) { // Don't need to re-enable body.. it's done in SetMesh float meshlod = _parent_scene.meshSculptLOD; @@ -1038,7 +1037,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin meshlod = _parent_scene.MeshSculptphysicalLOD; IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); - if (!positionOffset.IsIdentical(PhysicsVector.Zero, 0.001f) || orientation != Quaternion.Identity) + if (!positionOffset.ApproxEquals(Vector3.Zero, 0.001f) || orientation != Quaternion.Identity) { float[] xyz = new float[3]; @@ -1202,7 +1201,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //m_log.Info("[PHYSICS]: dequeing forcelist"); if (IsPhysical) { - PhysicsVector iforce = new PhysicsVector(); + Vector3 iforce = Vector3.Zero; for (int i = 0; i < m_forcelist.Count; i++) { iforce = iforce + m_forcelist[i]; @@ -1237,7 +1236,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //m_log.Info("[PHYSICS]: dequeing forcelist"); if (IsPhysical) { - PhysicsVector iforce = new PhysicsVector(); + Vector3 iforce = Vector3.Zero; for (int i = 0; i < m_angularforcelist.Count; i++) { iforce = iforce + m_angularforcelist[i]; @@ -1276,7 +1275,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } } - m_taintTorque = new PhysicsVector(0, 0, 0); + m_taintTorque = Vector3.Zero; } private void changedisable(float timestep) @@ -1317,7 +1316,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //resetCollisionAccounting(); } - m_taintVelocity = PhysicsVector.Zero; + m_taintVelocity = Vector3.Zero; } private void changelink(float timestep) @@ -1361,7 +1360,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin if (m_taintparent != null) { - m_taintparent.Position.Z = m_taintparent.Position.Z + 0.02f; + Vector3 taintparentPosition = m_taintparent.Position; + taintparentPosition.Z = m_taintparent.Position.Z + 0.02f; + m_taintparent.Position = taintparentPosition; _parent_scene.AddPhysicsActorTaint(m_taintparent); } } @@ -1382,7 +1383,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { if (_parent == null) { - if (!m_taintAngularLock.IsIdentical(new PhysicsVector(1f, 1f, 1f), 0)) + if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) { //d.BodySetFiniteRotationMode(Body, 0); //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); @@ -1395,7 +1396,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - m_angularlock = new PhysicsVector(m_taintAngularLock.X, m_taintAngularLock.Y, m_taintAngularLock.Z); + m_angularlock = m_taintAngularLock; } #endregion @@ -1460,17 +1461,17 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin // TODO: NEED btVector3 for Linear Velocity // NEED btVector3 for Position - PhysicsVector pos = new PhysicsVector(_position.X, _position.Y, _position.Z); //TODO: Insert values gotten from bullet - PhysicsVector vel = new PhysicsVector(_velocity.X, _velocity.Y, _velocity.Z); + Vector3 pos = _position; //TODO: Insert values gotten from bullet + Vector3 vel = _velocity; _target_velocity = - new PhysicsVector( + new Vector3( (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 (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) + if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) { /* TODO: Do Bullet equiv @@ -1512,8 +1513,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { PID_G = m_PIDTau + 1; } - PhysicsVector pos = new PhysicsVector(0, 0, 0); //TODO: Insert values gotten from bullet - PhysicsVector vel = new PhysicsVector(0, 0, 0); + Vector3 pos = Vector3.Zero; //TODO: Insert values gotten from bullet + Vector3 vel = Vector3.Zero; // determine what our target height really is based on HoverType switch (m_PIDHoverType) @@ -1545,13 +1546,13 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin _target_velocity = - new PhysicsVector(0.0f, 0.0f, + new Vector3(0.0f, 0.0f, (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) ); // if velocity is zero, use position control; otherwise, velocity control - if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) + if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) { /* TODO: Do Bullet Equiv @@ -1626,8 +1627,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin else { if (m_zeroPosition == null) - m_zeroPosition = new PhysicsVector(0, 0, 0); - m_zeroPosition.setValues(_position.X, _position.Y, _position.Z); + m_zeroPosition = Vector3.Zero; + m_zeroPosition = _position; return; } } @@ -2177,7 +2178,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //if (hasTrimesh) //{ - ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity); + ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); // createmesh returns null when it doesn't mesh. /* @@ -2197,11 +2198,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { if (chld == null) continue; - PhysicsVector offset = chld.Position - Position; + Vector3 offset = chld.Position - Position; Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); pos *= Quaternion.Inverse(Orientation); //pos *= Orientation; - offset.setValues(pos.X, pos.Y, pos.Z); + offset = pos; chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); _mesh.Append(chld._mesh); @@ -2433,7 +2434,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin m_collisionscore = 0; m_disabled = false; // The body doesn't already have a finite rotation mode set here - if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) + if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) { // TODO: Create Angular Motor on Axis Lock! } @@ -2447,7 +2448,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { if (_parent == null) { - PhysicsVector pv = new PhysicsVector(0, 0, 0); + Vector3 pv = Vector3.Zero; bool lastZeroFlag = _zeroFlag; if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) tempPosition3.Dispose(); @@ -2471,10 +2472,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel - _torque.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), + _torque = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), tempAngularVelocity1.getZ()); - PhysicsVector l_position = new PhysicsVector(); - Quaternion l_orientation = new Quaternion(); + Vector3 l_position = Vector3.Zero; + Quaternion l_orientation = Quaternion.Identity; m_lastposition = _position; m_lastorientation = _orientation; @@ -2598,20 +2599,18 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin _velocity.Z = tempLinearVelocity1.getZ(); _acceleration = ((_velocity - m_lastVelocity) / 0.1f); - _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, + _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); - if (_velocity.IsIdentical(pv, 0.5f)) + if (_velocity.ApproxEquals(pv, 0.5f)) { m_rotationalVelocity = pv; } else { - - m_rotationalVelocity.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), - tempAngularVelocity1.getZ()); + m_rotationalVelocity = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), tempAngularVelocity1.getZ()); } //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); @@ -2665,7 +2664,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin m_taintremove = true; } - internal void EnableAxisMotor(PhysicsVector axislock) + internal void EnableAxisMotor(Vector3 axislock) { if (m_aMotor != null) DisableAxisMotor(); diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs index 18d4bab709..9e048ab69c 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs @@ -139,7 +139,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { BulletDotNETCharacter chr = new BulletDotNETCharacter(avName, this, position, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, @@ -177,14 +177,14 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation, + private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) { - PhysicsVector pos = new PhysicsVector(position.X, position.Y, position.Z); + Vector3 pos = position; //pos.X = position.X; //pos.Y = position.Y; //pos.Z = position.Z; - PhysicsVector siz = new PhysicsVector(); + Vector3 siz = Vector3.Zero; siz.X = size.X; siz.Y = size.Y; siz.Z = size.Z; @@ -201,12 +201,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin return newPrim; } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation) { return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation, bool isPhysical) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical) { PhysicsActor result; IMesh mesh = null; diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs index abed8df4f7..cbe73bbbe0 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs @@ -52,14 +52,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); //Vector3 - public static Vector3 PhysicsVectorToXnaVector3(PhysicsVector physicsVector) + public static Vector3 PhysicsVectorToXnaVector3(OpenMetaverse.Vector3 physicsVector) { return new Vector3(physicsVector.X, physicsVector.Y, physicsVector.Z); } - public static PhysicsVector XnaVector3ToPhysicsVector(Vector3 xnaVector3) + public static OpenMetaverse.Vector3 XnaVector3ToPhysicsVector(Vector3 xnaVector3) { - return new PhysicsVector(xnaVector3.X, xnaVector3.Y, xnaVector3.Z); + return new OpenMetaverse.Vector3(xnaVector3.X, xnaVector3.Y, xnaVector3.Z); } //Quaternion @@ -349,7 +349,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin vertexBase = new Vector3[iVertexCount]; for (int i = 0; i < iVertexCount; i++) { - PhysicsVector v = mesh.getVertexList()[i]; + OpenMetaverse.Vector3 v = mesh.getVertexList()[i]; if (v != null) // Note, null has special meaning. See meshing code for details vertexBase[i] = BulletXMaths.PhysicsVectorToXnaVector3(v); else @@ -392,7 +392,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin private int preCheckCollision(BulletXActor actA, Vector3 vNormal, float fDist) { float fstartSide; - PhysicsVector v = actA.Position; + OpenMetaverse.Vector3 v = actA.Position; Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v); fstartSide = Vector3.Dot(vNormal, v3) - fDist; @@ -404,7 +404,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin { Vector3 perPlaneNormal; float fPerPlaneDist; - PhysicsVector v = actA.Position; + OpenMetaverse.Vector3 v = actA.Position; Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v); //check AB Vector3 v1; @@ -573,9 +573,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin } - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + public override PhysicsActor AddAvatar(string avName, OpenMetaverse.Vector3 position, OpenMetaverse.Vector3 size, bool isFlying) { - PhysicsVector pos = new PhysicsVector(); + OpenMetaverse.Vector3 pos = OpenMetaverse.Vector3.Zero; pos.X = position.X; pos.Y = position.Y; pos.Z = position.Z + 20; @@ -611,14 +611,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin } } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, OpenMetaverse.Quaternion rotation) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position, + OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation) { return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, OpenMetaverse.Quaternion rotation, bool isPhysical) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position, + OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, bool isPhysical) { PhysicsActor result; @@ -645,7 +645,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin return result; } - public PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, OpenMetaverse.Quaternion rotation, + public PhysicsActor AddPrim(String name, OpenMetaverse.Vector3 position, OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) { BulletXPrim newPrim = null; @@ -879,12 +879,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin { protected bool flying = false; protected bool _physical = false; - protected PhysicsVector _position; - protected PhysicsVector _velocity; - protected PhysicsVector _size; - protected PhysicsVector _acceleration; + protected OpenMetaverse.Vector3 _position; + protected OpenMetaverse.Vector3 _velocity; + protected OpenMetaverse.Vector3 _size; + protected OpenMetaverse.Vector3 _acceleration; protected OpenMetaverse.Quaternion _orientation; - protected PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; + protected OpenMetaverse.Vector3 m_rotationalVelocity; protected RigidBody rigidBody; protected int m_PhysicsActorType; private Boolean iscolliding = false; @@ -900,7 +900,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin get { return false; } } - public override PhysicsVector Position + public override OpenMetaverse.Vector3 Position { get { return _position; } set @@ -913,13 +913,13 @@ namespace OpenSim.Region.Physics.BulletXPlugin } } - public override PhysicsVector RotationalVelocity + public override OpenMetaverse.Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } } - public override PhysicsVector Velocity + public override OpenMetaverse.Vector3 Velocity { get { return _velocity; } set @@ -934,7 +934,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } else { - _velocity = new PhysicsVector(); + _velocity = OpenMetaverse.Vector3.Zero; } } } @@ -944,7 +944,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin get { return 0f; } set { } } - public override PhysicsVector Size + public override OpenMetaverse.Vector3 Size { get { return _size; } set @@ -956,9 +956,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin } } - public override PhysicsVector Force + public override OpenMetaverse.Vector3 Force { - get { return PhysicsVector.Zero; } + get { return OpenMetaverse.Vector3.Zero; } set { return; } } @@ -973,7 +973,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, OpenMetaverse.Vector3 value) { } @@ -988,14 +988,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin } - public override PhysicsVector CenterOfMass + public override OpenMetaverse.Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return OpenMetaverse.Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override OpenMetaverse.Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return OpenMetaverse.Vector3.Zero; } } public override PrimitiveBaseShape Shape @@ -1009,7 +1009,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin set { return; } } - public override PhysicsVector Acceleration + public override OpenMetaverse.Vector3 Acceleration { get { return _acceleration; } } @@ -1036,7 +1036,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(OpenMetaverse.Vector3 axis) { } @@ -1129,7 +1129,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin set { return; } } - public virtual void SetAcceleration(PhysicsVector accel) + public virtual void SetAcceleration(OpenMetaverse.Vector3 accel) { lock (BulletXScene.BulletXLock) { @@ -1143,19 +1143,19 @@ namespace OpenSim.Region.Physics.BulletXPlugin set { } } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce) { } - public override PhysicsVector Torque + public override OpenMetaverse.Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return OpenMetaverse.Vector3.Zero; } set { return; } } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(OpenMetaverse.Vector3 force, bool pushforce) { } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(OpenMetaverse.Vector3 momentum) { } @@ -1174,7 +1174,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin Translate(_position); } - protected internal void Translate(PhysicsVector _newPos) + protected internal void Translate(OpenMetaverse.Vector3 _newPos) { Vector3 _translation; _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition; @@ -1186,7 +1186,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin Speed(_velocity); } - protected internal void Speed(PhysicsVector _newSpeed) + protected internal void Speed(OpenMetaverse.Vector3 _newSpeed) { Vector3 _speed; _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed); @@ -1212,7 +1212,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin ReSize(_size); } - protected internal virtual void ReSize(PhysicsVector _newSize) + protected internal virtual void ReSize(OpenMetaverse.Vector3 _newSize) { } @@ -1227,7 +1227,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin { } - public override PhysicsVector PIDTarget { set { return; } } + public override OpenMetaverse.Vector3 PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } @@ -1256,19 +1256,19 @@ namespace OpenSim.Region.Physics.BulletXPlugin /// public class BulletXCharacter : BulletXActor { - public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos) + public BulletXCharacter(BulletXScene parent_scene, OpenMetaverse.Vector3 pos) : this(String.Empty, parent_scene, pos) { } - public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos) - : this(avName, parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(), + public BulletXCharacter(String avName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos) + : this(avName, parent_scene, pos, OpenMetaverse.Vector3.Zero, OpenMetaverse.Vector3.Zero, OpenMetaverse.Vector3.Zero, OpenMetaverse.Quaternion.Identity) { } - public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, - PhysicsVector size, PhysicsVector acceleration, OpenMetaverse.Quaternion orientation) + public BulletXCharacter(String avName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 velocity, + OpenMetaverse.Vector3 size, OpenMetaverse.Vector3 acceleration, OpenMetaverse.Quaternion orientation) : base(avName) { //This fields will be removed. They're temporal @@ -1323,25 +1323,25 @@ namespace OpenSim.Region.Physics.BulletXPlugin set { return; } } - public override PhysicsVector Position + public override OpenMetaverse.Vector3 Position { get { return base.Position; } set { base.Position = value; } } - public override PhysicsVector Velocity + public override OpenMetaverse.Vector3 Velocity { get { return base.Velocity; } set { base.Velocity = value; } } - public override PhysicsVector Size + public override OpenMetaverse.Vector3 Size { get { return base.Size; } set { base.Size = value; } } - public override PhysicsVector Acceleration + public override OpenMetaverse.Vector3 Acceleration { get { return base.Acceleration; } } @@ -1370,17 +1370,17 @@ namespace OpenSim.Region.Physics.BulletXPlugin set { base.Kinematic = value; } } - public override void SetAcceleration(PhysicsVector accel) + public override void SetAcceleration(OpenMetaverse.Vector3 accel) { base.SetAcceleration(accel); } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce) { base.AddForce(force, pushforce); } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(OpenMetaverse.Vector3 momentum) { base.SetMomentum(momentum); } @@ -1430,7 +1430,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin m.Translation = v3; rigidBody.WorldTransform = m; //When an Avie touch the ground it's vertical velocity it's reduced to ZERO - Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); + Speed(new OpenMetaverse.Vector3(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); } } @@ -1452,7 +1452,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin //For now all prims have the same density, all prims are made of water. Be water my friend! :D private const float _density = 1000.0f; private BulletXScene _parent_scene; - private PhysicsVector m_prev_position = new PhysicsVector(0, 0, 0); + private OpenMetaverse.Vector3 m_prev_position; private bool m_lastUpdateSent = false; //added by jed zhu private IMesh _mesh; @@ -1460,17 +1460,17 @@ namespace OpenSim.Region.Physics.BulletXPlugin - public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, + public BulletXPrim(String primName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) : this( - primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs, + primName, parent_scene, pos, OpenMetaverse.Vector3.Zero, size, OpenMetaverse.Vector3.Zero, rotation, mesh, pbs, isPhysical) { } - public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, - PhysicsVector size, - PhysicsVector acceleration, OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, + public BulletXPrim(String primName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 velocity, + OpenMetaverse.Vector3 size, + OpenMetaverse.Vector3 acceleration, OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) : base(primName) { @@ -1481,7 +1481,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin _position = pos; _physical = isPhysical; - _velocity = _physical ? velocity : new PhysicsVector(); + _velocity = _physical ? velocity : OpenMetaverse.Vector3.Zero; _size = size; _acceleration = acceleration; _orientation = rotation; @@ -1497,19 +1497,19 @@ namespace OpenSim.Region.Physics.BulletXPlugin set { return; } } - public override PhysicsVector Position + public override OpenMetaverse.Vector3 Position { get { return base.Position; } set { base.Position = value; } } - public override PhysicsVector Velocity + public override OpenMetaverse.Vector3 Velocity { get { return base.Velocity; } set { base.Velocity = value; } } - public override PhysicsVector Size + public override OpenMetaverse.Vector3 Size { get { return _size; } set @@ -1522,7 +1522,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } } - public override PhysicsVector Acceleration + public override OpenMetaverse.Vector3 Acceleration { get { return base.Acceleration; } } @@ -1583,7 +1583,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin set { base.Kinematic = value; } } - public override void SetAcceleration(PhysicsVector accel) + public override void SetAcceleration(OpenMetaverse.Vector3 accel) { lock (BulletXScene.BulletXLock) { @@ -1591,12 +1591,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin } } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce) { base.AddForce(force,pushforce); } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(OpenMetaverse.Vector3 momentum) { base.SetMomentum(momentum); } @@ -1613,7 +1613,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin //When a Prim touch the ground it's vertical velocity it's reduced to ZERO //Static objects don't have linear velocity if (_physical) - Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); + Speed(new OpenMetaverse.Vector3(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); } } @@ -1632,7 +1632,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin { if (!m_lastUpdateSent) { - _velocity = new PhysicsVector(0, 0, 0); + _velocity = OpenMetaverse.Vector3.Zero; base.ScheduleTerseUpdate(); m_lastUpdateSent = true; } @@ -1654,8 +1654,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin #region Methods for updating values of RigidBody - protected internal void CreateRigidBody(BulletXScene parent_scene, IMesh mesh, PhysicsVector pos, - PhysicsVector size) + protected internal void CreateRigidBody(BulletXScene parent_scene, IMesh mesh, OpenMetaverse.Vector3 pos, + OpenMetaverse.Vector3 size) { //For RigidBody Constructor. The next values might change float _linearDamping = 0.0f; @@ -1683,7 +1683,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin Vector3[] v3Vertices = new Vector3[iVertexCount]; for (int i = 0; i < iVertexCount; i++) { - PhysicsVector v = mesh.getVertexList()[i]; + OpenMetaverse.Vector3 v = mesh.getVertexList()[i]; if (v != null) // Note, null has special meaning. See meshing code for details v3Vertices[i] = BulletXMaths.PhysicsVectorToXnaVector3(v); else @@ -1709,7 +1709,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } } - protected internal void ReCreateRigidBody(PhysicsVector size) + protected internal void ReCreateRigidBody(OpenMetaverse.Vector3 size) { //There is a bug when trying to remove a rigidBody that is colliding with something.. try @@ -1729,7 +1729,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin GC.Collect(); } - protected internal override void ReSize(PhysicsVector _newSize) + protected internal override void ReSize(OpenMetaverse.Vector3 _newSize) { //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't //so i have to do it manually. That's recreating rigidbody @@ -1744,8 +1744,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin /// internal class BulletXPlanet { - private PhysicsVector _staticPosition; -// private PhysicsVector _staticVelocity; + private OpenMetaverse.Vector3 _staticPosition; +// private Vector3 _staticVelocity; // private OpenMetaverse.Quaternion _staticOrientation; private float _mass; // private BulletXScene _parentscene; @@ -1759,7 +1759,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin internal BulletXPlanet(BulletXScene parent_scene, float[] heightField) { - _staticPosition = new PhysicsVector(BulletXScene.MaxXY/2, BulletXScene.MaxXY/2, 0); + _staticPosition = new OpenMetaverse.Vector3(BulletXScene.MaxXY / 2, BulletXScene.MaxXY / 2, 0); // _staticVelocity = new PhysicsVector(); // _staticOrientation = OpenMetaverse.Quaternion.Identity; _mass = 0; //No active diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs index 1a8c948d8a..1181b8ddd8 100644 --- a/OpenSim/Region/Physics/Manager/IMesher.cs +++ b/OpenSim/Region/Physics/Manager/IMesher.cs @@ -28,13 +28,14 @@ using System; using System.Collections.Generic; using OpenSim.Framework; +using OpenMetaverse; namespace OpenSim.Region.Physics.Manager { public interface IMesher { - IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod); - IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical); + IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); + IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical); } public interface IVertex @@ -43,7 +44,7 @@ namespace OpenSim.Region.Physics.Manager public interface IMesh { - List getVertexList(); + List getVertexList(); int[] getIndexListAsInt(); int[] getIndexListAsIntLocked(); float[] getVertexListAsFloatLocked(); diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index 760313143c..6bfdff2807 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs @@ -32,8 +32,8 @@ using OpenMetaverse; namespace OpenSim.Region.Physics.Manager { - public delegate void PositionUpdate(PhysicsVector position); - public delegate void VelocityUpdate(PhysicsVector velocity); + public delegate void PositionUpdate(Vector3 position); + public delegate void VelocityUpdate(Vector3 velocity); public delegate void OrientationUpdate(Quaternion orientation); public enum ActorTypes : int @@ -106,7 +106,7 @@ namespace OpenSim.Region.Physics.Manager { public delegate void RequestTerseUpdate(); public delegate void CollisionUpdate(EventArgs e); - public delegate void OutOfBounds(PhysicsVector pos); + public delegate void OutOfBounds(Vector3 pos); // disable warning: public events #pragma warning disable 67 @@ -125,7 +125,7 @@ namespace OpenSim.Region.Physics.Manager public abstract bool Stopped { get; } - public abstract PhysicsVector Size { get; set; } + public abstract Vector3 Size { get; set; } public abstract PrimitiveBaseShape Shape { set; } @@ -144,7 +144,7 @@ namespace OpenSim.Region.Physics.Manager public abstract void delink(); - public abstract void LockAngularMotion(PhysicsVector axis); + public abstract void LockAngularMotion(Vector3 axis); public virtual void RequestPhysicsterseUpdate() { @@ -159,7 +159,7 @@ namespace OpenSim.Region.Physics.Manager } } - public virtual void RaiseOutOfBounds(PhysicsVector pos) + public virtual void RaiseOutOfBounds(Vector3 pos) { // Make a temporary copy of the event to avoid possibility of // a race condition if the last subscriber unsubscribes @@ -187,23 +187,23 @@ namespace OpenSim.Region.Physics.Manager } - public abstract PhysicsVector Position { get; set; } + public abstract Vector3 Position { get; set; } public abstract float Mass { get; } - public abstract PhysicsVector Force { get; set; } + public abstract Vector3 Force { get; set; } public abstract int VehicleType { get; set; } public abstract void VehicleFloatParam(int param, float value); - public abstract void VehicleVectorParam(int param, PhysicsVector value); + public abstract void VehicleVectorParam(int param, Vector3 value); public abstract void VehicleRotationParam(int param, Quaternion rotation); public abstract void SetVolumeDetect(int param); // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more - public abstract PhysicsVector GeometricCenter { get; } - public abstract PhysicsVector CenterOfMass { get; } - public abstract PhysicsVector Velocity { get; set; } - public abstract PhysicsVector Torque { get; set; } + public abstract Vector3 GeometricCenter { get; } + public abstract Vector3 CenterOfMass { get; } + public abstract Vector3 Velocity { get; set; } + public abstract Vector3 Torque { get; set; } public abstract float CollisionScore { get; set;} - public abstract PhysicsVector Acceleration { get; } + public abstract Vector3 Acceleration { get; } public abstract Quaternion Orientation { get; set; } public abstract int PhysicsActorType { get; set; } public abstract bool IsPhysical { get; set; } @@ -214,12 +214,12 @@ namespace OpenSim.Region.Physics.Manager public abstract bool CollidingGround { get; set; } public abstract bool CollidingObj { get; set; } public abstract bool FloatOnWater { set; } - public abstract PhysicsVector RotationalVelocity { get; set; } + public abstract Vector3 RotationalVelocity { get; set; } public abstract bool Kinematic { get; set; } public abstract float Buoyancy { get; set; } // Used for MoveTo - public abstract PhysicsVector PIDTarget { set;} + public abstract Vector3 PIDTarget { set; } public abstract bool PIDActive { set;} public abstract float PIDTau { set; } @@ -231,9 +231,9 @@ namespace OpenSim.Region.Physics.Manager public abstract float PIDHoverTau { set;} - public abstract void AddForce(PhysicsVector force, bool pushforce); - public abstract void AddAngularForce(PhysicsVector force, bool pushforce); - public abstract void SetMomentum(PhysicsVector momentum); + public abstract void AddForce(Vector3 force, bool pushforce); + public abstract void AddAngularForce(Vector3 force, bool pushforce); + public abstract void SetMomentum(Vector3 momentum); public abstract void SubscribeEvents(int ms); public abstract void UnSubscribeEvents(); public abstract bool SubscribedEvents(); @@ -246,9 +246,9 @@ namespace OpenSim.Region.Physics.Manager get{ return false; } } - public override PhysicsVector Position + public override Vector3 Position { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -296,9 +296,9 @@ namespace OpenSim.Region.Physics.Manager set { return; } } - public override PhysicsVector Size + public override Vector3 Size { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -307,9 +307,9 @@ namespace OpenSim.Region.Physics.Manager get { return 0f; } } - public override PhysicsVector Force + public override Vector3 Force { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -324,7 +324,7 @@ namespace OpenSim.Region.Physics.Manager } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -344,14 +344,14 @@ namespace OpenSim.Region.Physics.Manager } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } public override PrimitiveBaseShape Shape @@ -359,15 +359,15 @@ namespace OpenSim.Region.Physics.Manager set { return; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -387,9 +387,9 @@ namespace OpenSim.Region.Physics.Manager set { } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } public override bool IsPhysical @@ -436,26 +436,26 @@ namespace OpenSim.Region.Physics.Manager { } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } - public override PhysicsVector PIDTarget { set { return; } } + public override Vector3 PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } @@ -464,7 +464,7 @@ namespace OpenSim.Region.Physics.Manager public override PIDHoverType PIDHoverType { set { return; } } public override float PIDHoverTau { set { return; } } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } diff --git a/OpenSim/Region/Physics/Manager/PhysicsJoint.cs b/OpenSim/Region/Physics/Manager/PhysicsJoint.cs index f46359760a..b685d04d19 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsJoint.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsJoint.cs @@ -44,7 +44,7 @@ namespace OpenSim.Region.Physics.Manager public PhysicsJointType Type; public string RawParams; public List BodyNames = new List(); - public PhysicsVector Position; // global coords + public Vector3 Position; // global coords public Quaternion Rotation; // global coords public string ObjectNameInScene; // proxy object in scene that represents the joint position/orientation public string TrackedBodyName; // body name that this joint is attached to (ObjectNameInScene will follow TrackedBodyName) diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 6dd26bb663..bb0d18e647 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs @@ -64,23 +64,23 @@ namespace OpenSim.Region.Physics.Manager public abstract void Initialise(IMesher meshmerizer, IConfigSource config); - public abstract PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying); + public abstract PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying); public abstract void RemoveAvatar(PhysicsActor actor); public abstract void RemovePrim(PhysicsActor prim); - public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation); //To be removed - public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation, bool isPhysical); + public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation); //To be removed + public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical); public virtual bool SupportsNINJAJoints { get { return false; } } - public virtual PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, PhysicsVector position, + public virtual PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position, Quaternion rotation, string parms, List bodyNames, string trackedBodyName, Quaternion localRotation) { return null; } @@ -129,11 +129,11 @@ namespace OpenSim.Region.Physics.Manager } } - public virtual PhysicsVector GetJointAnchor(PhysicsJoint joint) - { return null; } + public virtual Vector3 GetJointAnchor(PhysicsJoint joint) + { return Vector3.Zero; } - public virtual PhysicsVector GetJointAxis(PhysicsJoint joint) - { return null; } + public virtual Vector3 GetJointAxis(PhysicsJoint joint) + { return Vector3.Zero; } public abstract void AddPhysicsActorTaint(PhysicsActor prim); @@ -212,7 +212,7 @@ namespace OpenSim.Region.Physics.Manager // Does nothing right now } - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position); return PhysicsActor.Null; @@ -231,21 +231,21 @@ namespace OpenSim.Region.Physics.Manager } /* - public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation) + public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) { m_log.InfoFormat("NullPhysicsScene : AddPrim({0},{1})", position, size); return PhysicsActor.Null; } */ - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation) //To be removed + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation) //To be removed { return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation, bool isPhysical) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical) { m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size); return PhysicsActor.Null; diff --git a/OpenSim/Region/Physics/Manager/PhysicsSensor.cs b/OpenSim/Region/Physics/Manager/PhysicsSensor.cs index 090ad52393..f480d7170a 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsSensor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsSensor.cs @@ -27,6 +27,7 @@ using System; using System.Timers; +using OpenMetaverse; namespace OpenSim.Region.Physics.Manager { @@ -46,7 +47,7 @@ namespace OpenSim.Region.Physics.Manager { get { return new NullPhysicsSensor(); } } - public abstract PhysicsVector Position {get; set;} + public abstract Vector3 Position { get; set; } public abstract void TimerCallback (object obj, ElapsedEventArgs eea); public abstract float radianarc {get; set;} public abstract string targetname {get; set;} @@ -58,9 +59,9 @@ namespace OpenSim.Region.Physics.Manager public class NullPhysicsSensor : PhysicsSensor { - public override PhysicsVector Position + public override Vector3 Position { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } public override void TimerCallback(object obj, ElapsedEventArgs eea) diff --git a/OpenSim/Region/Physics/Manager/PhysicsVector.cs b/OpenSim/Region/Physics/Manager/PhysicsVector.cs index d6f4d0d226..f60a63638a 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsVector.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsVector.cs @@ -29,24 +29,24 @@ using System; namespace OpenSim.Region.Physics.Manager { - public class PhysicsVector + /*public class PhysicsVector { public float X; public float Y; public float Z; - public PhysicsVector() + public Vector3() { } - public PhysicsVector(float x, float y, float z) + public Vector3(float x, float y, float z) { X = x; Y = y; Z = z; } - public PhysicsVector(PhysicsVector pv) : this(pv.X, pv.Y, pv.Z) + public Vector3(Vector3 pv) : this(pv.X, pv.Y, pv.Z) { } @@ -115,17 +115,17 @@ namespace OpenSim.Region.Physics.Manager } // Operations - public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b) + public static PhysicsVector operator +(Vector3 a, Vector3 b) { return new PhysicsVector(a.X + b.X, a.Y + b.Y, a.Z + b.Z); } - public static PhysicsVector operator -(PhysicsVector a, PhysicsVector b) + public static PhysicsVector operator -(Vector3 a, Vector3 b) { return new PhysicsVector(a.X - b.X, a.Y - b.Y, a.Z - b.Z); } - public static PhysicsVector cross(PhysicsVector a, PhysicsVector b) + public static PhysicsVector cross(Vector3 a, Vector3 b) { return new PhysicsVector(a.Y*b.Z - a.Z*b.Y, a.Z*b.X - a.X*b.Z, a.X*b.Y - a.Y*b.X); } @@ -135,7 +135,7 @@ namespace OpenSim.Region.Physics.Manager return (float) Math.Sqrt(X*X + Y*Y + Z*Z); } - public static float GetDistanceTo(PhysicsVector a, PhysicsVector b) + public static float GetDistanceTo(Vector3 a, Vector3 b) { float dx = a.X - b.X; float dy = a.Y - b.Y; @@ -143,22 +143,22 @@ namespace OpenSim.Region.Physics.Manager return (float) Math.Sqrt(dx * dx + dy * dy + dz * dz); } - public static PhysicsVector operator /(PhysicsVector v, float f) + public static PhysicsVector operator /(Vector3 v, float f) { return new PhysicsVector(v.X/f, v.Y/f, v.Z/f); } - public static PhysicsVector operator *(PhysicsVector v, float f) + public static PhysicsVector operator *(Vector3 v, float f) { return new PhysicsVector(v.X*f, v.Y*f, v.Z*f); } - public static PhysicsVector operator *(float f, PhysicsVector v) + public static PhysicsVector operator *(float f, Vector3 v) { return v*f; } - public static bool isFinite(PhysicsVector v) + public static bool isFinite(Vector3 v) { if (v == null) return false; @@ -172,7 +172,7 @@ namespace OpenSim.Region.Physics.Manager return true; } - public virtual bool IsIdentical(PhysicsVector v, float tolerance) + public virtual bool IsIdentical(Vector3 v, float tolerance) { PhysicsVector diff = this - v; float d = diff.length(); @@ -182,5 +182,5 @@ namespace OpenSim.Region.Physics.Manager return false; } - } + }*/ } diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs index 81eeed2ef9..e6e75f964b 100644 --- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs +++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs @@ -27,6 +27,7 @@ using System; using OpenSim.Framework; +using OpenMetaverse; /* * This is the zero mesher. @@ -60,12 +61,12 @@ namespace OpenSim.Region.Physics.Manager public class ZeroMesher : IMesher { - public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod) + public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) { return CreateMesh(primName, primShape, size, lod, false); } - public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical) + public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) { // Remove the reference to the encoded JPEG2000 data so it can be GCed primShape.SculptData = OpenMetaverse.Utils.EmptyBytes; diff --git a/OpenSim/Region/Physics/Meshing/HelperTypes.cs b/OpenSim/Region/Physics/Meshing/HelperTypes.cs index 232245fce3..8cd8dcf6ff 100644 --- a/OpenSim/Region/Physics/Meshing/HelperTypes.cs +++ b/OpenSim/Region/Physics/Meshing/HelperTypes.cs @@ -33,30 +33,52 @@ using OpenMetaverse; using OpenSim.Region.Physics.Manager; using OpenSim.Region.Physics.Meshing; -public class Vertex : PhysicsVector, IComparable +public class Vertex : IComparable { - public Vertex(float x, float y, float z) - : base(x, y, z) + Vector3 vector; + + public float X { + get { return vector.X; } + set { vector.X = value; } + } + + public float Y + { + get { return vector.Y; } + set { vector.Y = value; } + } + + public float Z + { + get { return vector.Z; } + set { vector.Z = value; } + } + + public Vertex(float x, float y, float z) + { + vector.X = x; + vector.Y = y; + vector.Z = z; } public Vertex normalize() { - float tlength = length(); - if (tlength != 0) + float tlength = vector.Length(); + if (tlength != 0f) { float mul = 1.0f / tlength; - return new Vertex(X * mul, Y * mul, Z * mul); + return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul); } else { - return new Vertex(0, 0, 0); + return new Vertex(0f, 0f, 0f); } } public Vertex cross(Vertex v) { - return new Vertex(Y * v.Z - Z * v.Y, Z * v.X - X * v.Z, X * v.Y - Y * v.X); + return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X); } // disable warning: mono compiler moans about overloading @@ -160,9 +182,9 @@ public class Vertex : PhysicsVector, IComparable return X * v.X + Y * v.Y + Z * v.Z; } - public Vertex(PhysicsVector v) - : base(v.X, v.Y, v.Z) + public Vertex(Vector3 v) { + vector = v; } public Vertex Clone() @@ -175,11 +197,15 @@ public class Vertex : PhysicsVector, IComparable return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f); } + public float Length() + { + return vector.Length(); + } public virtual bool Equals(Vertex v, float tolerance) { - PhysicsVector diff = this - v; - float d = diff.length(); + Vertex diff = this - v; + float d = diff.Length(); if (d < tolerance) return true; @@ -369,22 +395,22 @@ public class Triangle return s1 + ";" + s2 + ";" + s3; } - public PhysicsVector getNormal() + public Vector3 getNormal() { // Vertices // Vectors for edges - PhysicsVector e1; - PhysicsVector e2; + Vector3 e1; + Vector3 e2; - e1 = new PhysicsVector(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z); - e2 = new PhysicsVector(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z); + e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z); + e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z); // Cross product for normal - PhysicsVector n = PhysicsVector.cross(e1, e2); + Vector3 n = Vector3.Cross(e1, e2); // Length - float l = n.length(); + float l = n.Length(); // Normalized "normal" n = n/l; diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs index e8a3e19081..f781ff9bd0 100644 --- a/OpenSim/Region/Physics/Meshing/Mesh.cs +++ b/OpenSim/Region/Physics/Meshing/Mesh.cs @@ -31,6 +31,7 @@ using System.IO; using System.Runtime.InteropServices; using OpenSim.Region.Physics.Manager; using PrimMesher; +using OpenMetaverse; namespace OpenSim.Region.Physics.Meshing { @@ -141,12 +142,12 @@ namespace OpenSim.Region.Physics.Meshing } } - public List getVertexList() + public List getVertexList() { - List result = new List(); + List result = new List(); foreach (Vertex v in m_vertices.Keys) { - result.Add(v); + result.Add(new Vector3(v.X, v.Y, v.Z)); } return result; } diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 01093e2fd6..a90a89a615 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -61,7 +61,6 @@ namespace OpenSim.Region.Physics.Meshing public class Meshmerizer : IMesher { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); // Setting baseDir to a path will enable the dumping of raw files // raw files can be imported by blender so a visual inspection of the results can be done @@ -160,7 +159,7 @@ namespace OpenSim.Region.Physics.Meshing float minZ = float.MaxValue; float maxZ = float.MinValue; - foreach (Vertex v in meshIn.getVertexList()) + foreach (Vector3 v in meshIn.getVertexList()) { if (v != null) { @@ -185,7 +184,7 @@ namespace OpenSim.Region.Physics.Meshing } - private ulong GetMeshKey(PrimitiveBaseShape pbs, PhysicsVector size, float lod) + private ulong GetMeshKey(PrimitiveBaseShape pbs, Vector3 size, float lod) { ulong hash = 5381; @@ -245,9 +244,9 @@ namespace OpenSim.Region.Physics.Meshing hash = ((hash << 5) + hash) + (ulong)((byte)c); return ((hash << 5) + hash) + (ulong)(c >> 8); } - - private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod) + + private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod) { PrimMesh primMesh; PrimMesher.SculptMesh sculptMesh; @@ -289,9 +288,6 @@ namespace OpenSim.Region.Physics.Meshing ManagedImage managedImage; // we never use this OpenJPEG.DecodeToImage(primShape.SculptData, out managedImage, out idata); - // Remove the reference to the encoded JPEG2000 data so it can be GCed - primShape.SculptData = Utils.EmptyBytes; - if (cacheSculptMaps) { try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } @@ -315,8 +311,6 @@ namespace OpenSim.Region.Physics.Meshing } } - - PrimMesher.SculptMesh.SculptType sculptType; switch ((OpenMetaverse.SculptType)primShape.SculptType) { @@ -351,7 +345,6 @@ namespace OpenSim.Region.Physics.Meshing coords = sculptMesh.coords; faces = sculptMesh.faces; } - else { float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f; @@ -466,6 +459,8 @@ namespace OpenSim.Region.Physics.Meshing faces = primMesh.faces; } + // Remove the reference to any JPEG2000 sculpt data so it can be GCed + primShape.SculptData = Utils.EmptyBytes; int numCoords = coords.Count; int numFaces = faces.Count; @@ -488,12 +483,12 @@ namespace OpenSim.Region.Physics.Meshing return mesh; } - public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod) + public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) { return CreateMesh(primName, primShape, size, lod, false); } - public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical) + public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) { Mesh mesh = null; ulong key = 0; diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 71ace163d7..c86bc62b92 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -68,15 +68,15 @@ namespace OpenSim.Region.Physics.OdePlugin { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - private PhysicsVector _position; + private Vector3 _position; private d.Vector3 _zeroPosition; // private d.Matrix3 m_StandUpRotation; private bool _zeroFlag = false; private bool m_lastUpdateSent = false; - private PhysicsVector _velocity; - private PhysicsVector _target_velocity; - private PhysicsVector _acceleration; - private PhysicsVector m_rotationalVelocity; + private Vector3 _velocity; + private Vector3 _target_velocity; + private Vector3 _acceleration; + private Vector3 m_rotationalVelocity; private float m_mass = 80f; public float m_density = 60f; private bool m_pidControllerActive = true; @@ -99,7 +99,7 @@ namespace OpenSim.Region.Physics.OdePlugin private bool m_hackSentFall = false; private bool m_hackSentFly = false; private int m_requestedUpdateFrequency = 0; - private PhysicsVector m_taintPosition = new PhysicsVector(0, 0, 0); + private Vector3 m_taintPosition = Vector3.Zero; public uint m_localID = 0; public bool m_returnCollisions = false; // taints and their non-tainted counterparts @@ -143,22 +143,17 @@ namespace OpenSim.Region.Physics.OdePlugin public UUID m_uuid; public bool bad = false; - public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) + public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) { m_uuid = UUID.Random(); - // ode = dode; - _velocity = new PhysicsVector(); - _target_velocity = new PhysicsVector(); - - - if (PhysicsVector.isFinite(pos)) + if (pos.IsFinite()) { - if (pos.Z > 9999999) + if (pos.Z > 9999999f) { pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } - if (pos.Z < -90000) + if (pos.Z < -90000f) { pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } @@ -169,15 +164,13 @@ namespace OpenSim.Region.Physics.OdePlugin } else { - _position = new PhysicsVector(((int)_parent_scene.WorldExtents.X * 0.5f), ((int)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128, 128) + 10); + _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); m_taintPosition.X = _position.X; m_taintPosition.Y = _position.Y; m_taintPosition.Z = _position.Z; m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); } - - _acceleration = new PhysicsVector(); _parent_scene = parent_scene; PID_D = pid_d; @@ -189,7 +182,6 @@ namespace OpenSim.Region.Physics.OdePlugin walkDivisor = walk_divisor; runDivisor = rundivisor; - // m_StandUpRotation = // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f, // 0.5f); @@ -205,7 +197,6 @@ namespace OpenSim.Region.Physics.OdePlugin m_isPhysical = false; // current status: no ODE information exists m_tainted_isPhysical = true; // new tainted status: need to create ODE information - _parent_scene.AddPhysicsActorTaint(this); m_name = avName; @@ -412,20 +403,20 @@ namespace OpenSim.Region.Physics.OdePlugin /// Not really a good choice unless you 'know' it's a good /// spot otherwise you're likely to orbit the avatar. /// - public override PhysicsVector Position + public override Vector3 Position { get { return _position; } set { if (Body == IntPtr.Zero || Shell == IntPtr.Zero) { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { - if (value.Z > 9999999) + if (value.Z > 9999999f) { value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } - if (value.Z < -90000) + if (value.Z < -90000f) { value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } @@ -447,7 +438,7 @@ namespace OpenSim.Region.Physics.OdePlugin } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -457,20 +448,20 @@ namespace OpenSim.Region.Physics.OdePlugin /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight /// and use it to offset landings properly /// - public override PhysicsVector Size + public override Vector3 Size { - get { return new PhysicsVector(CAPSULE_RADIUS*2, CAPSULE_RADIUS*2, CAPSULE_LENGTH); } + get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { m_pidControllerActive = true; - PhysicsVector SetSize = value; + Vector3 SetSize = value; m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f; //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); - Velocity = new PhysicsVector(0f, 0f, 0f); + Velocity = Vector3.Zero; _parent_scene.AddPhysicsActorTaint(this); } @@ -481,7 +472,7 @@ namespace OpenSim.Region.Physics.OdePlugin } } - private void AlignAvatarTiltWithCurrentDirectionOfMovement(PhysicsVector movementVector) + private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector) { movementVector.Z = 0f; float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y)); @@ -643,7 +634,7 @@ namespace OpenSim.Region.Physics.OdePlugin // (with -0..0 motor stops) falls into the terrain for reasons yet // to be comprehended in their entirety. #endregion - AlignAvatarTiltWithCurrentDirectionOfMovement(new PhysicsVector(0,0,0)); + AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero); d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f); d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f); d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f); @@ -688,7 +679,7 @@ namespace OpenSim.Region.Physics.OdePlugin } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } @@ -716,9 +707,9 @@ namespace OpenSim.Region.Physics.OdePlugin // //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); // } - public override PhysicsVector Force + public override Vector3 Force { - get { return new PhysicsVector(_target_velocity.X, _target_velocity.Y, _target_velocity.Z); } + get { return _target_velocity; } set { return; } } @@ -733,7 +724,7 @@ namespace OpenSim.Region.Physics.OdePlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -748,14 +739,14 @@ namespace OpenSim.Region.Physics.OdePlugin } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } public override PrimitiveBaseShape Shape @@ -763,18 +754,18 @@ namespace OpenSim.Region.Physics.OdePlugin set { return; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { - // There's a problem with PhysicsVector.Zero! Don't Use it Here! + // There's a problem with Vector3.Zero! Don't Use it Here! if (_zeroFlag) - return new PhysicsVector(0f, 0f, 0f); + return Vector3.Zero; m_lastUpdateSent = false; return _velocity; } set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { m_pidControllerActive = true; _target_velocity = value; @@ -786,9 +777,9 @@ namespace OpenSim.Region.Physics.OdePlugin } } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -814,12 +805,12 @@ namespace OpenSim.Region.Physics.OdePlugin } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } - public void SetAcceleration(PhysicsVector accel) + public void SetAcceleration(Vector3 accel) { m_pidControllerActive = true; _acceleration = accel; @@ -830,9 +821,9 @@ namespace OpenSim.Region.Physics.OdePlugin /// The PID controller takes this target velocity and tries to make it a reality /// /// - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { - if (PhysicsVector.isFinite(force)) + if (force.IsFinite()) { if (pushforce) { @@ -861,7 +852,7 @@ namespace OpenSim.Region.Physics.OdePlugin //m_lastUpdateSent = false; } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } @@ -870,7 +861,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// After all of the forces add up with 'add force' we apply them with doForce /// /// - public void doForce(PhysicsVector force) + public void doForce(Vector3 force) { if (!collidelock) { @@ -881,7 +872,7 @@ namespace OpenSim.Region.Physics.OdePlugin } } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -908,9 +899,9 @@ namespace OpenSim.Region.Physics.OdePlugin //PidStatus = true; d.Vector3 localpos = d.BodyGetPosition(Body); - PhysicsVector localPos = new PhysicsVector(localpos.X, localpos.Y, localpos.Z); + Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z); - if (!PhysicsVector.isFinite(localPos)) + if (!localPos.IsFinite()) { m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); @@ -946,7 +937,7 @@ namespace OpenSim.Region.Physics.OdePlugin return; } - PhysicsVector vec = new PhysicsVector(); + Vector3 vec = Vector3.Zero; d.Vector3 vel = d.BodyGetLinearVel(Body); float movementdivisor = 1f; @@ -1059,12 +1050,12 @@ namespace OpenSim.Region.Physics.OdePlugin } // end add Kitto Flora } - if (PhysicsVector.isFinite(vec)) + if (vec.IsFinite()) { doForce(vec); if (!_zeroFlag) { - AlignAvatarTiltWithCurrentDirectionOfMovement(new PhysicsVector(vec.X, vec.Y, vec.Z)); + AlignAvatarTiltWithCurrentDirectionOfMovement(vec); } } else @@ -1197,7 +1188,7 @@ namespace OpenSim.Region.Physics.OdePlugin { } - public override PhysicsVector PIDTarget { set { return; } } + public override Vector3 PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } @@ -1311,7 +1302,7 @@ namespace OpenSim.Region.Physics.OdePlugin d.GeomDestroy(Shell); AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor); - Velocity = new PhysicsVector(0f, 0f, 0f); + Velocity = Vector3.Zero; _parent_scene.geom_name_map[Shell] = m_name; _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; @@ -1325,7 +1316,7 @@ namespace OpenSim.Region.Physics.OdePlugin } } - if (!m_taintPosition.IsIdentical(_position, 0.05f)) + if (!m_taintPosition.ApproxEquals(_position, 0.05f)) { if (Body != IntPtr.Zero) { diff --git a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs index 019c78bd1a..4a802cd1bd 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs @@ -232,7 +232,7 @@ namespace OpenSim.Region.Physics.OdePlugin }//end ProcessFloatVehicleParam - internal void ProcessVectorVehicleParam(Vehicle pParam, PhysicsVector pValue) + internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) { switch (pParam) { diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 09c8582a67..5ff9d32bc1 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -57,44 +57,43 @@ namespace OpenSim.Region.Physics.OdePlugin { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - private PhysicsVector _position; - private PhysicsVector _velocity; - private PhysicsVector _torque = new PhysicsVector(0,0,0); - 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 Vector3 _position; + private Vector3 _velocity; + private Vector3 _torque; + private Vector3 m_lastVelocity; + private Vector3 m_lastposition; private Quaternion m_lastorientation = new Quaternion(); - private PhysicsVector m_rotationalVelocity; - private PhysicsVector _size; - private PhysicsVector _acceleration; + private Vector3 m_rotationalVelocity; + private Vector3 _size; + private Vector3 _acceleration; // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); private Quaternion _orientation; - private PhysicsVector m_taintposition; - private PhysicsVector m_taintsize; - private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0); - private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0); + private Vector3 m_taintposition; + private Vector3 m_taintsize; + private Vector3 m_taintVelocity; + private Vector3 m_taintTorque; private Quaternion m_taintrot; - private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f); - private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f); + private Vector3 m_angularlock = Vector3.One; + private Vector3 m_taintAngularLock = Vector3.One; private IntPtr Amotor = IntPtr.Zero; - private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0); - // private PhysicsVector m_taintPIDTarget = new PhysicsVector(0, 0, 0); - private float m_PIDTau = 0f; + private Vector3 m_PIDTarget; + private float m_PIDTau; private float PID_D = 35f; private float PID_G = 25f; - private bool m_usePID = false; + private bool m_usePID; // 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_PIDHoverTau = 0f; - private bool m_useHoverPID = false; + + private float m_PIDHoverHeight; + private float m_PIDHoverTau; + private bool m_useHoverPID; private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; - private float m_targetHoverHeight = 0f; - private float m_groundHeight = 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_targetHoverHeight; + private float m_groundHeight; + private float m_waterHeight; + private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. // private float m_tensor = 5f; private int body_autodisable_frames = 20; @@ -105,11 +104,11 @@ namespace OpenSim.Region.Physics.OdePlugin | CollisionCategories.Body | CollisionCategories.Character ); - private bool m_taintshape = false; - private bool m_taintPhysics = false; + private bool m_taintshape; + private bool m_taintPhysics; private bool m_collidesLand = true; - private bool m_collidesWater = false; - public bool m_returnCollisions = false; + private bool m_collidesWater; + public bool m_returnCollisions; // Default we're a Geometry private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); @@ -117,85 +116,83 @@ namespace OpenSim.Region.Physics.OdePlugin // Default, Collide with Other Geometries, spaces and Bodies private CollisionCategories m_collisionFlags = m_default_collisionFlags; - public bool m_taintremove = false; - public bool m_taintdisable = false; - public bool m_disabled = false; - public bool m_taintadd = false; - public bool m_taintselected = false; - public bool m_taintCollidesWater = false; + public bool m_taintremove; + public bool m_taintdisable; + public bool m_disabled; + public bool m_taintadd; + public bool m_taintselected; + public bool m_taintCollidesWater; - public uint m_localID = 0; + public uint m_localID; //public GCHandle gc; private CollisionLocker ode; private bool m_taintforce = false; private bool m_taintaddangularforce = false; - private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f); - private List m_forcelist = new List(); - private List m_angularforcelist = new List(); + private Vector3 m_force; + private List m_forcelist = new List(); + private List m_angularforcelist = new List(); private IMesh _mesh; private PrimitiveBaseShape _pbs; private OdeScene _parent_scene; - public IntPtr m_targetSpace = (IntPtr) 0; + public IntPtr m_targetSpace = IntPtr.Zero; public IntPtr prim_geom; public IntPtr prev_geom; public IntPtr _triMeshData; - private IntPtr _linkJointGroup = (IntPtr)0; - private PhysicsActor _parent = null; - private PhysicsActor m_taintparent = null; + private IntPtr _linkJointGroup = IntPtr.Zero; + private PhysicsActor _parent; + private PhysicsActor m_taintparent; private List childrenPrim = new List(); - private bool iscolliding = false; - private bool m_isphysical = false; - private bool m_isSelected = false; + private bool iscolliding; + private bool m_isphysical; + private bool m_isSelected; - internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively + internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively - private bool m_throttleUpdates = false; - private int throttleCounter = 0; - public int m_interpenetrationcount = 0; - public float m_collisionscore = 0; - public int m_roundsUnderMotionThreshold = 0; - private int m_crossingfailures = 0; + private bool m_throttleUpdates; + private int throttleCounter; + public int m_interpenetrationcount; + public float m_collisionscore; + public int m_roundsUnderMotionThreshold; + private int m_crossingfailures; - public bool outofBounds = false; + public bool outofBounds; private float m_density = 10.000006836f; // Aluminum g/cm3; - public bool _zeroFlag = false; - private bool m_lastUpdateSent = false; + public bool _zeroFlag; + private bool m_lastUpdateSent; - public IntPtr Body = (IntPtr) 0; + public IntPtr Body = IntPtr.Zero; public String m_primName; -// private String m_primName; - private PhysicsVector _target_velocity; + private Vector3 _target_velocity; public d.Mass pMass; - public int m_eventsubscription = 0; - private CollisionEventUpdate CollisionEventsThisFrame = null; + public int m_eventsubscription; + private CollisionEventUpdate CollisionEventsThisFrame; - private IntPtr m_linkJoint = (IntPtr)0; + private IntPtr m_linkJoint = IntPtr.Zero; - public volatile bool childPrim = false; + public volatile bool childPrim; private ODEDynamics m_vehicle; internal int m_material = (int)Material.Wood; - public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size, + public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) { - _target_velocity = new PhysicsVector(0, 0, 0); m_vehicle = new ODEDynamics(); //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned); ode = dode; - _velocity = new PhysicsVector(); - if (!PhysicsVector.isFinite(pos)) + if (!pos.IsFinite()) { - pos = new PhysicsVector(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), parent_scene.GetTerrainHeightAtXY(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f)) + 0.5f); + pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), + parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); m_log.Warn("[PHYSICS]: Got nonFinite Object create Position"); } _position = pos; @@ -210,9 +207,9 @@ namespace OpenSim.Region.Physics.OdePlugin prim_geom = IntPtr.Zero; prev_geom = IntPtr.Zero; - if (!PhysicsVector.isFinite(pos)) + if (!pos.IsFinite()) { - size = new PhysicsVector(0.5f, 0.5f, 0.5f); + size = new Vector3(0.5f, 0.5f, 0.5f); m_log.Warn("[PHYSICS]: Got nonFinite Object create Size"); } @@ -222,8 +219,6 @@ namespace OpenSim.Region.Physics.OdePlugin _size = size; m_taintsize = _size; - _acceleration = new PhysicsVector(); - m_rotationalVelocity = PhysicsVector.Zero; if (!QuaternionIsFinite(rotation)) { @@ -388,7 +383,7 @@ namespace OpenSim.Region.Physics.OdePlugin m_disabled = false; // The body doesn't already have a finite rotation mode set here - if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) + if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null) { createAMotor(m_angularlock); } @@ -882,7 +877,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (prim_geom != IntPtr.Zero) { - if (!_position.IsIdentical(m_taintposition,0f)) + if (!_position.ApproxEquals(m_taintposition, 0f)) changemove(timestep); if (m_taintrot != _orientation) @@ -907,7 +902,7 @@ namespace OpenSim.Region.Physics.OdePlugin changePhysicsStatus(timestep); // - if (!_size.IsIdentical(m_taintsize,0)) + if (!_size.ApproxEquals(m_taintsize,0f)) changesize(timestep); // @@ -921,7 +916,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (m_taintaddangularforce) changeAddAngularForce(timestep); - if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f)) + if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) changeSetTorque(timestep); if (m_taintdisable) @@ -930,7 +925,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (m_taintselected != m_isSelected) changeSelectedStatus(timestep); - if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f)) + if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) changevelocity(timestep); if (m_taintparent != _parent) @@ -939,7 +934,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (m_taintCollidesWater != m_collidesWater) changefloatonwater(timestep); - if (!m_angularlock.IsIdentical(m_taintAngularLock,0)) + if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) changeAngularLock(timestep); } @@ -959,7 +954,7 @@ namespace OpenSim.Region.Physics.OdePlugin //If we have a parent then we're not authorative here if (_parent == null) { - if (!m_taintAngularLock.IsIdentical(new PhysicsVector(1f,1f,1f), 0)) + if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) { //d.BodySetFiniteRotationMode(Body, 0); //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); @@ -976,7 +971,7 @@ namespace OpenSim.Region.Physics.OdePlugin } } // Store this for later in case we get turned into a separate body - m_angularlock = new PhysicsVector(m_taintAngularLock.X, m_taintAngularLock.Y, m_taintAngularLock.Z); + m_angularlock = m_taintAngularLock; } @@ -1120,7 +1115,7 @@ namespace OpenSim.Region.Physics.OdePlugin prm.m_disabled = false; // The body doesn't already have a finite rotation mode set here - if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) + if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) { prm.createAMotor(m_angularlock); } @@ -1163,7 +1158,7 @@ namespace OpenSim.Region.Physics.OdePlugin m_disabled = false; // The body doesn't already have a finite rotation mode set here - if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) + if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) { createAMotor(m_angularlock); } @@ -1347,7 +1342,7 @@ namespace OpenSim.Region.Physics.OdePlugin m_taintshape = false; m_taintforce = false; m_taintdisable = false; - m_taintVelocity = PhysicsVector.Zero; + m_taintVelocity = Vector3.Zero; } public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh) @@ -1576,7 +1571,7 @@ Console.WriteLine(" JointCreateFixed"); //Console.WriteLine("Move " + m_primName); if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 // NON-'VEHICLES' are dealt with here - if (d.BodyIsEnabled(Body) && !m_angularlock.IsIdentical(PhysicsVector.Zero, 0.003f)) + if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f)) { d.Vector3 avel2 = d.BodyGetAngularVel(Body); if (m_angularlock.X == 1) @@ -1633,7 +1628,7 @@ Console.WriteLine(" JointCreateFixed"); d.Vector3 pos = d.BodyGetPosition(Body); _target_velocity = - new PhysicsVector( + new Vector3( (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) @@ -1641,7 +1636,7 @@ Console.WriteLine(" JointCreateFixed"); // if velocity is zero, use position control; otherwise, velocity control - if (_target_velocity.IsIdentical(PhysicsVector.Zero,0.1f)) + if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f)) { // keep track of where we stopped. No more slippin' & slidin' @@ -1726,13 +1721,13 @@ Console.WriteLine(" JointCreateFixed"); _target_velocity = - new PhysicsVector(0.0f, 0.0f, + new Vector3(0.0f, 0.0f, (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) ); // if velocity is zero, use position control; otherwise, velocity control - if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) + if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) { // keep track of where we stopped. No more slippin' & slidin' @@ -1821,7 +1816,7 @@ Console.WriteLine(" JointCreateFixed"); d.BodySetQuaternion(Body, ref myrot); if (m_isphysical) { - if (!m_angularlock.IsIdentical(new PhysicsVector(1, 1, 1), 0)) + if (!m_angularlock.ApproxEquals(Vector3.One, 0f)) createAMotor(m_angularlock); } } @@ -2130,7 +2125,7 @@ Console.WriteLine(" JointCreateFixed"); //m_log.Info("[PHYSICS]: dequeing forcelist"); if (IsPhysical) { - PhysicsVector iforce = new PhysicsVector(); + Vector3 iforce = Vector3.Zero; for (int i = 0; i < m_forcelist.Count; i++) { iforce = iforce + (m_forcelist[i] * 100); @@ -2160,8 +2155,8 @@ Console.WriteLine(" JointCreateFixed"); d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); } } - - m_taintTorque = new PhysicsVector(0, 0, 0); + + m_taintTorque = Vector3.Zero; } public void changeAddAngularForce(float timestamp) @@ -2173,7 +2168,7 @@ Console.WriteLine(" JointCreateFixed"); //m_log.Info("[PHYSICS]: dequeing forcelist"); if (IsPhysical) { - PhysicsVector iforce = new PhysicsVector(); + Vector3 iforce = Vector3.Zero; for (int i = 0; i < m_angularforcelist.Count; i++) { iforce = iforce + (m_angularforcelist[i] * 100); @@ -2207,7 +2202,7 @@ Console.WriteLine(" JointCreateFixed"); //resetCollisionAccounting(); } - m_taintVelocity = PhysicsVector.Zero; + m_taintVelocity = Vector3.Zero; } public override bool IsPhysical @@ -2216,7 +2211,7 @@ Console.WriteLine(" JointCreateFixed"); set { m_isphysical = value; if (!m_isphysical) // Zero the remembered last velocity - m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); + m_lastVelocity = Vector3.Zero; } } @@ -2261,7 +2256,7 @@ Console.WriteLine(" JointCreateFixed"); get { return _zeroFlag; } } - public override PhysicsVector Position + public override Vector3 Position { get { return _position; } @@ -2270,12 +2265,12 @@ Console.WriteLine(" JointCreateFixed"); } } - public override PhysicsVector Size + public override Vector3 Size { get { return _size; } set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { _size = value; } @@ -2291,13 +2286,13 @@ Console.WriteLine(" JointCreateFixed"); get { return CalculateMass(); } } - public override PhysicsVector Force + public override Vector3 Force { - //get { return PhysicsVector.Zero; } + //get { return Vector3.Zero; } get { return m_force; } set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { m_force = value; } @@ -2319,7 +2314,7 @@ Console.WriteLine(" JointCreateFixed"); m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value); } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value); } @@ -2337,14 +2332,14 @@ Console.WriteLine(" JointCreateFixed"); } } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } public override PrimitiveBaseShape Shape @@ -2356,13 +2351,13 @@ Console.WriteLine(" JointCreateFixed"); } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { // Averate previous velocity with the new one so // client object interpolation works a 'little' better - PhysicsVector returnVelocity = new PhysicsVector(); + Vector3 returnVelocity = Vector3.Zero; returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; @@ -2370,7 +2365,7 @@ Console.WriteLine(" JointCreateFixed"); } set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { _velocity = value; @@ -2385,19 +2380,19 @@ Console.WriteLine(" JointCreateFixed"); } } - public override PhysicsVector Torque + public override Vector3 Torque { get { if (!m_isphysical || Body == IntPtr.Zero) - return new PhysicsVector(0,0,0); + return Vector3.Zero; return _torque; } set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { m_taintTorque = value; _parent_scene.AddPhysicsActorTaint(this); @@ -2449,20 +2444,20 @@ Console.WriteLine(" JointCreateFixed"); return true; } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } - public void SetAcceleration(PhysicsVector accel) + public void SetAcceleration(Vector3 accel) { _acceleration = accel; } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { - if (PhysicsVector.isFinite(force)) + if (force.IsFinite()) { m_forcelist.Add(force); m_taintforce = true; @@ -2474,9 +2469,9 @@ Console.WriteLine(" JointCreateFixed"); //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { - if (PhysicsVector.isFinite(force)) + if (force.IsFinite()) { m_angularforcelist.Add(force); m_taintaddangularforce = true; @@ -2487,23 +2482,23 @@ Console.WriteLine(" JointCreateFixed"); } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { - PhysicsVector pv = new PhysicsVector(0, 0, 0); + Vector3 pv = Vector3.Zero; if (_zeroFlag) return pv; m_lastUpdateSent = false; - if (m_rotationalVelocity.IsIdentical(pv, 0.2f)) + if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) return pv; return m_rotationalVelocity; } set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { m_rotationalVelocity = value; } @@ -2544,16 +2539,16 @@ Console.WriteLine(" JointCreateFixed"); m_taintparent = null; } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { // reverse the zero/non zero values for ODE. - if (PhysicsVector.isFinite(axis)) + if (axis.IsFinite()) { axis.X = (axis.X > 0) ? 1f : 0f; axis.Y = (axis.Y > 0) ? 1f : 0f; axis.Z = (axis.Z > 0) ? 1f : 0f; m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); - m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z); + m_taintAngularLock = axis; } else { @@ -2566,7 +2561,7 @@ Console.WriteLine(" JointCreateFixed"); // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! if (_parent == null) { - PhysicsVector pv = new PhysicsVector(0, 0, 0); + Vector3 pv = Vector3.Zero; bool lastZeroFlag = _zeroFlag; if (Body != (IntPtr)0) // FIXME -> or if it is a joint { @@ -2575,9 +2570,9 @@ Console.WriteLine(" JointCreateFixed"); d.Vector3 vel = d.BodyGetLinearVel(Body); d.Vector3 rotvel = d.BodyGetAngularVel(Body); d.Vector3 torque = d.BodyGetTorque(Body); - _torque.setValues(torque.X, torque.Y, torque.Z); - PhysicsVector l_position = new PhysicsVector(); - Quaternion l_orientation = new Quaternion(); + _torque = new Vector3(torque.X, torque.Y, torque.Z); + Vector3 l_position = Vector3.Zero; + Quaternion l_orientation = Quaternion.Identity; // 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 (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } @@ -2712,16 +2707,16 @@ Console.WriteLine(" JointCreateFixed"); _velocity.Z = vel.Z; _acceleration = ((_velocity - m_lastVelocity) / 0.1f); - _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); + _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); - if (_velocity.IsIdentical(pv, 0.5f)) + if (_velocity.ApproxEquals(pv, 0.5f)) { m_rotationalVelocity = pv; } else { - m_rotationalVelocity.setValues(rotvel.X, rotvel.Y, rotvel.Z); + m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z); } //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); @@ -2769,15 +2764,15 @@ Console.WriteLine(" JointCreateFixed"); } } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } - public override PhysicsVector PIDTarget + public override Vector3 PIDTarget { set { - if (PhysicsVector.isFinite(value)) + if (value.IsFinite()) { m_PIDTarget = value; } @@ -2793,7 +2788,7 @@ Console.WriteLine(" JointCreateFixed"); public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } public override float PIDHoverTau { set { m_PIDHoverTau = value; } } - private void createAMotor(PhysicsVector axis) + private void createAMotor(Vector3 axis) { if (Body == IntPtr.Zero) return; diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 0eb0c4550c..2f42646c20 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -684,7 +684,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// /// /// Returns which split up space the given position is in. - public string whichspaceamIin(PhysicsVector pos) + public string whichspaceamIin(Vector3 pos) { return calculateSpaceForGeom(pos).ToString(); } @@ -963,7 +963,7 @@ namespace OpenSim.Region.Physics.OdePlugin //p2.CollidingObj = true; contacts[i].depth = 0.00000003f; - p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f); + p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f); contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), contacts[i].pos.Y + (p1.Size.Y/2), @@ -981,7 +981,7 @@ namespace OpenSim.Region.Physics.OdePlugin //p2.CollidingObj = true; contacts[i].depth = 0.00000003f; - p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 0.5f); + p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f); contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), contacts[i].pos.Y + (p1.Size.Y/2), @@ -1646,9 +1646,9 @@ namespace OpenSim.Region.Physics.OdePlugin #region Add/Remove Entities - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { - PhysicsVector pos = new PhysicsVector(); + Vector3 pos; pos.X = position.X; pos.Y = position.Y; pos.Z = position.Z; @@ -1698,18 +1698,12 @@ namespace OpenSim.Region.Physics.OdePlugin } - private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation, + private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) { - - PhysicsVector pos = new PhysicsVector(position.X, position.Y, position.Z); - //pos.X = position.X; - //pos.Y = position.Y; - //pos.Z = position.Z; - PhysicsVector siz = new PhysicsVector(); - siz.X = size.X; - siz.Y = size.Y; - siz.Z = size.Z; + + Vector3 pos = position; + Vector3 siz = size; Quaternion rot = rotation; OdePrim newPrim; @@ -1736,14 +1730,14 @@ namespace OpenSim.Region.Physics.OdePlugin } } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation) //To be removed + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation) //To be removed { return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation, bool isPhysical) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical) { PhysicsActor result; IMesh mesh = null; @@ -1976,7 +1970,7 @@ namespace OpenSim.Region.Physics.OdePlugin // this joint will just be added to a waiting list that is NOT processed during the main // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests. - public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, PhysicsVector position, + public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position, Quaternion rotation, string parms, List bodyNames, string trackedBodyName, Quaternion localRotation) { @@ -1984,7 +1978,7 @@ namespace OpenSim.Region.Physics.OdePlugin OdePhysicsJoint joint = new OdePhysicsJoint(); joint.ObjectNameInScene = objectNameInScene; joint.Type = jointType; - joint.Position = new PhysicsVector(position.X, position.Y, position.Z); + joint.Position = position; joint.Rotation = rotation; joint.RawParams = parms; joint.BodyNames = new List(bodyNames); @@ -2036,7 +2030,7 @@ namespace OpenSim.Region.Physics.OdePlugin } // normally called from within OnJointMoved, which is called from within a lock (OdeLock) - public override PhysicsVector GetJointAnchor(PhysicsJoint joint) + public override Vector3 GetJointAnchor(PhysicsJoint joint) { Debug.Assert(joint.IsInPhysicsEngine); d.Vector3 pos = new d.Vector3(); @@ -2058,14 +2052,14 @@ namespace OpenSim.Region.Physics.OdePlugin break; } } - return new PhysicsVector(pos.X, pos.Y, pos.Z); + return new Vector3(pos.X, pos.Y, pos.Z); } // normally called from within OnJointMoved, which is called from within a lock (OdeLock) // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function // appears to be unreliable. Fortunately we can compute the joint axis ourselves by // keeping track of the joint's original orientation relative to one of the involved bodies. - public override PhysicsVector GetJointAxis(PhysicsJoint joint) + public override Vector3 GetJointAxis(PhysicsJoint joint) { Debug.Assert(joint.IsInPhysicsEngine); d.Vector3 axis = new d.Vector3(); @@ -2087,7 +2081,7 @@ namespace OpenSim.Region.Physics.OdePlugin break; } } - return new PhysicsVector(axis.X, axis.Y, axis.Z); + return new Vector3(axis.X, axis.Y, axis.Z); } @@ -2255,7 +2249,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// the position that the geom moved to /// a pointer to the space it was in before it was moved. /// a pointer to the new space it's in - public IntPtr recalculateSpaceForGeom(IntPtr geom, PhysicsVector pos, IntPtr currentspace) + public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace) { // Called from setting the Position and Size of an ODEPrim so // it's already in locked space. @@ -2402,7 +2396,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// /// /// a pointer to the space. This could be a new space or reused space. - public IntPtr calculateSpaceForGeom(PhysicsVector pos) + public IntPtr calculateSpaceForGeom(Vector3 pos) { int[] xyspace = calculateSpaceArrayItemFromPos(pos); //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString()); @@ -2414,7 +2408,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// /// /// an array item based on the position - public int[] calculateSpaceArrayItemFromPos(PhysicsVector pos) + public int[] calculateSpaceArrayItemFromPos(Vector3 pos) { int[] returnint = new int[2]; diff --git a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs index cdd38c4cdc..69e2d03482 100644 --- a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs +++ b/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs @@ -76,8 +76,8 @@ namespace OpenSim.Region.Physics.OdePlugin public void CreateAndDropPhysicalCube() { PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox(); - PhysicsVector position = new PhysicsVector(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); - PhysicsVector size = new PhysicsVector(0.5f, 0.5f, 0.5f); + Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f); + Vector3 size = new Vector3(0.5f, 0.5f, 0.5f); Quaternion rot = Quaternion.Identity; PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true); OdePrim oprim = (OdePrim)prim; diff --git a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs index 35fc616a96..26cd1dd2c2 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs @@ -36,20 +36,17 @@ namespace OpenSim.Region.Physics.POSPlugin { public class POSCharacter : PhysicsActor { - private PhysicsVector _position; - public PhysicsVector _velocity; - public PhysicsVector _target_velocity = PhysicsVector.Zero; - public PhysicsVector _size = PhysicsVector.Zero; - private PhysicsVector _acceleration; - private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; + private Vector3 _position; + public Vector3 _velocity; + public Vector3 _target_velocity = Vector3.Zero; + public Vector3 _size = Vector3.Zero; + private Vector3 _acceleration; + private Vector3 m_rotationalVelocity = Vector3.Zero; private bool flying; private bool isColliding; public POSCharacter() { - _velocity = new PhysicsVector(); - _position = new PhysicsVector(); - _acceleration = new PhysicsVector(); } public override int PhysicsActorType @@ -58,7 +55,7 @@ namespace OpenSim.Region.Physics.POSPlugin set { return; } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -137,13 +134,13 @@ namespace OpenSim.Region.Physics.POSPlugin get { return false; } } - public override PhysicsVector Position + public override Vector3 Position { get { return _position; } set { _position = value; } } - public override PhysicsVector Size + public override Vector3 Size { get { return _size; } set @@ -158,9 +155,9 @@ namespace OpenSim.Region.Physics.POSPlugin get { return 0f; } } - public override PhysicsVector Force + public override Vector3 Force { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -175,7 +172,7 @@ namespace OpenSim.Region.Physics.POSPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -190,14 +187,14 @@ namespace OpenSim.Region.Physics.POSPlugin } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } public override PrimitiveBaseShape Shape @@ -205,15 +202,15 @@ namespace OpenSim.Region.Physics.POSPlugin set { return; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { return _velocity; } set { _target_velocity = value; } } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -229,7 +226,7 @@ namespace OpenSim.Region.Physics.POSPlugin set { } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } @@ -248,24 +245,24 @@ namespace OpenSim.Region.Physics.POSPlugin { } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } - public void SetAcceleration(PhysicsVector accel) + public void SetAcceleration(Vector3 accel) { _acceleration = accel; } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -273,7 +270,7 @@ namespace OpenSim.Region.Physics.POSPlugin { } - public override PhysicsVector PIDTarget + public override Vector3 PIDTarget { set { return; } } diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs index b50364b869..96c3e2616c 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs @@ -36,19 +36,16 @@ namespace OpenSim.Region.Physics.POSPlugin { public class POSPrim : PhysicsActor { - private PhysicsVector _position; - private PhysicsVector _velocity; - private PhysicsVector _acceleration; - private PhysicsVector _size; - private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; + private Vector3 _position; + private Vector3 _velocity; + private Vector3 _acceleration; + private Vector3 _size; + private Vector3 m_rotationalVelocity = Vector3.Zero; private Quaternion _orientation; private bool iscolliding; public POSPrim() { - _velocity = new PhysicsVector(); - _position = new PhysicsVector(); - _acceleration = new PhysicsVector(); } public override int PhysicsActorType @@ -57,7 +54,7 @@ namespace OpenSim.Region.Physics.POSPlugin set { return; } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -98,13 +95,13 @@ namespace OpenSim.Region.Physics.POSPlugin get { return false; } } - public override PhysicsVector Position + public override Vector3 Position { get { return _position; } set { _position = value; } } - public override PhysicsVector Size + public override Vector3 Size { get { return _size; } set { _size = value; } @@ -115,9 +112,9 @@ namespace OpenSim.Region.Physics.POSPlugin get { return 0f; } } - public override PhysicsVector Force + public override Vector3 Force { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -132,7 +129,7 @@ namespace OpenSim.Region.Physics.POSPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -147,14 +144,14 @@ namespace OpenSim.Region.Physics.POSPlugin } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } public override PrimitiveBaseShape Shape @@ -173,7 +170,7 @@ namespace OpenSim.Region.Physics.POSPlugin set { return; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { return _velocity; } set { _velocity = value; } @@ -191,7 +188,7 @@ namespace OpenSim.Region.Physics.POSPlugin set { _orientation = value; } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } @@ -202,26 +199,26 @@ namespace OpenSim.Region.Physics.POSPlugin set { } } - public void SetAcceleration(PhysicsVector accel) + public void SetAcceleration(Vector3 accel) { _acceleration = accel; } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -255,7 +252,7 @@ namespace OpenSim.Region.Physics.POSPlugin { } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } @@ -268,7 +265,7 @@ namespace OpenSim.Region.Physics.POSPlugin { } - public override PhysicsVector PIDTarget + public override Vector3 PIDTarget { set { return; } } diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs index fa8cc70803..c3f5040842 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs @@ -56,7 +56,7 @@ namespace OpenSim.Region.Physics.POSPlugin { } - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { POSCharacter act = new POSCharacter(); act.Position = position; @@ -84,20 +84,20 @@ namespace OpenSim.Region.Physics.POSPlugin } /* - public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation) + public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) { return null; } */ - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation) { return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation, bool isPhysical) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical) { POSPrim prim = new POSPrim(); prim.Position = position; @@ -152,23 +152,25 @@ namespace OpenSim.Region.Physics.POSPlugin character._target_velocity.Z += gravity * timeStep; } - character.Position.X += character._target_velocity.X * timeStep; - character.Position.Y += character._target_velocity.Y * timeStep; + Vector3 characterPosition = character.Position; - character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); - character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); + characterPosition.X += character._target_velocity.X * timeStep; + characterPosition.Y += character._target_velocity.Y * timeStep; + + characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); + characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); bool forcedZ = false; float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) { - character.Position.Z = terrainheight + character.Size.Z; + characterPosition.Z = terrainheight + character.Size.Z; forcedZ = true; } else { - character.Position.Z += character._target_velocity.Z*timeStep; + characterPosition.Z += character._target_velocity.Z*timeStep; } /// this is it -- the magic you've all been waiting for! Ladies and gentlemen -- @@ -177,29 +179,29 @@ namespace OpenSim.Region.Physics.POSPlugin if (isCollidingWithPrim(character)) { - character.Position.Z = oldposZ; // first try Z axis + characterPosition.Z = oldposZ; // first try Z axis if (isCollidingWithPrim(character)) { - character.Position.Z = oldposZ + character.Size.Z / 4.4f; // try harder + characterPosition.Z = oldposZ + character.Size.Z / 4.4f; // try harder if (isCollidingWithPrim(character)) { - character.Position.Z = oldposZ + character.Size.Z / 2.2f; // try very hard + characterPosition.Z = oldposZ + character.Size.Z / 2.2f; // try very hard if (isCollidingWithPrim(character)) { - character.Position.X = oldposX; - character.Position.Y = oldposY; - character.Position.Z = oldposZ; + characterPosition.X = oldposX; + characterPosition.Y = oldposY; + characterPosition.Z = oldposZ; - character.Position.X += character._target_velocity.X * timeStep; + characterPosition.X += character._target_velocity.X * timeStep; if (isCollidingWithPrim(character)) { - character.Position.X = oldposX; + characterPosition.X = oldposX; } - character.Position.Y += character._target_velocity.Y * timeStep; + characterPosition.Y += character._target_velocity.Y * timeStep; if (isCollidingWithPrim(character)) { - character.Position.Y = oldposY; + characterPosition.Y = oldposY; } } else @@ -218,8 +220,10 @@ namespace OpenSim.Region.Physics.POSPlugin } } - character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); - character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); + characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); + characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); + + character.Position = characterPosition; character._velocity.X = (character.Position.X - oldposX)/timeStep; character._velocity.Y = (character.Position.Y - oldposY)/timeStep; diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs index e7d989c841..8bdb18d006 100644 --- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs @@ -34,6 +34,7 @@ using PhysXWrapper; using Quaternion=OpenMetaverse.Quaternion; using System.Reflection; using log4net; +using OpenMetaverse; namespace OpenSim.Region.Physics.PhysXPlugin { @@ -106,7 +107,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin } - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { Vec3 pos = new Vec3(); pos.X = position.X; @@ -127,7 +128,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin { } - private PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation) + private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) { Vec3 pos = new Vec3(); pos.X = position.X; @@ -142,14 +143,14 @@ namespace OpenSim.Region.Physics.PhysXPlugin return act; } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation) //To be removed + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation) //To be removed { return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation, bool isPhysical) + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical) { return AddPrim(position, size, rotation); } @@ -219,10 +220,10 @@ namespace OpenSim.Region.Physics.PhysXPlugin public class PhysXCharacter : PhysicsActor { - private PhysicsVector _position; - private PhysicsVector _velocity; - private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; - private PhysicsVector _acceleration; + private Vector3 _position; + private Vector3 _velocity; + private Vector3 m_rotationalVelocity = Vector3.Zero; + private Vector3 _acceleration; private NxCharacter _character; private bool flying; private bool iscolliding = false; @@ -230,9 +231,6 @@ namespace OpenSim.Region.Physics.PhysXPlugin public PhysXCharacter(NxCharacter character) { - _velocity = new PhysicsVector(); - _position = new PhysicsVector(); - _acceleration = new PhysicsVector(); _character = character; } @@ -310,7 +308,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin set { return; } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -321,7 +319,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin get { return false; } } - public override PhysicsVector Position + public override Vector3 Position { get { return _position; } set @@ -335,9 +333,9 @@ namespace OpenSim.Region.Physics.PhysXPlugin } } - public override PhysicsVector Size + public override Vector3 Size { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { } } @@ -346,9 +344,9 @@ namespace OpenSim.Region.Physics.PhysXPlugin get { return 0f; } } - public override PhysicsVector Force + public override Vector3 Force { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -363,7 +361,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -379,17 +377,17 @@ namespace OpenSim.Region.Physics.PhysXPlugin } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { return _velocity; } set { _velocity = value; } @@ -413,25 +411,25 @@ namespace OpenSim.Region.Physics.PhysXPlugin set { } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } - public void SetAcceleration(PhysicsVector accel) + public void SetAcceleration(Vector3 accel) { _acceleration = accel; } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } @@ -445,12 +443,12 @@ namespace OpenSim.Region.Physics.PhysXPlugin } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -492,7 +490,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin } - public override PhysicsVector PIDTarget { set { return; } } + public override Vector3 PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } @@ -518,15 +516,15 @@ namespace OpenSim.Region.Physics.PhysXPlugin public class PhysXPrim : PhysicsActor { - private PhysicsVector _velocity; - private PhysicsVector _acceleration; - private PhysicsVector m_rotationalVelocity; + private Vector3 _velocity; + private Vector3 _acceleration; + private Vector3 m_rotationalVelocity; private NxActor _prim; public PhysXPrim(NxActor prim) { - _velocity = new PhysicsVector(); - _acceleration = new PhysicsVector(); + _velocity = Vector3.Zero; + _acceleration = Vector3.Zero; _prim = prim; } @@ -580,7 +578,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin set { return; } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -616,11 +614,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin get { return false; } } - public override PhysicsVector Position + public override Vector3 Position { get { - PhysicsVector pos = new PhysicsVector(); + Vector3 pos = Vector3.Zero; Vec3 vec = _prim.Position; pos.X = vec.X; pos.Y = vec.Y; @@ -629,7 +627,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin } set { - PhysicsVector vec = value; + Vector3 vec = value; Vec3 pos = new Vec3(); pos.X = vec.X; pos.Y = vec.Y; @@ -643,15 +641,15 @@ namespace OpenSim.Region.Physics.PhysXPlugin set { return; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { return _velocity; } set { _velocity = value; } } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -682,31 +680,31 @@ namespace OpenSim.Region.Physics.PhysXPlugin set { } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return _acceleration; } } - public void SetAcceleration(PhysicsVector accel) + public void SetAcceleration(Vector3 accel) { _acceleration = accel; } - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } - public override PhysicsVector Size + public override Vector3 Size { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { } } @@ -718,7 +716,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin { } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } @@ -728,9 +726,9 @@ namespace OpenSim.Region.Physics.PhysXPlugin get { return 0f; } } - public override PhysicsVector Force + public override Vector3 Force { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -745,7 +743,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -760,21 +758,21 @@ namespace OpenSim.Region.Physics.PhysXPlugin } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } public override void CrossingFailure() { } - public override PhysicsVector PIDTarget { set { return; } } + public override Vector3 PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 56d4d28b6d..3849558a07 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2047,7 +2047,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (local != 0) force *= llGetRot(); - m_host.ParentGroup.RootPart.SetForce(new PhysicsVector((float)force.x, (float)force.y, (float)force.z)); + m_host.ParentGroup.RootPart.SetForce(new Vector3((float)force.x, (float)force.y, (float)force.z)); } } } @@ -2062,7 +2062,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { if (!m_host.ParentGroup.IsDeleted) { - PhysicsVector tmpForce = m_host.ParentGroup.RootPart.GetForce(); + Vector3 tmpForce = m_host.ParentGroup.RootPart.GetForce(); force.x = tmpForce.X; force.y = tmpForce.Y; force.z = tmpForce.Z; @@ -4180,7 +4180,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { applied_linear_impulse *= m_host.GetWorldRotation(); } - pusheeav.PhysicsActor.AddForce(new PhysicsVector(applied_linear_impulse.X, applied_linear_impulse.Y, applied_linear_impulse.Z), true); + pusheeav.PhysicsActor.AddForce(applied_linear_impulse, true); } } } @@ -6088,7 +6088,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (!m_host.ParentGroup.IsDeleted) { m_host.ParentGroup.RootPart.SetVehicleVectorParam(param, - new PhysicsVector((float)vec.x, (float)vec.y, (float)vec.z)); + new Vector3((float)vec.x, (float)vec.y, (float)vec.z)); } } }