fix llGetCenterOfMass ( checked with ubitODE only)
parent
e48fa38ff5
commit
dd745f60c2
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@ -4041,6 +4041,39 @@ namespace OpenSim.Region.Framework.Scenes
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return retmass;
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}
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// center of mass of full object
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public Vector3 GetCenterOfMass()
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{
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PhysicsActor pa = RootPart.PhysActor;
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if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
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{
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// physics knows better about center of mass of physical prims
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Vector3 tmp = pa.CenterOfMass;
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return tmp;
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}
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Vector3 Ptot = Vector3.Zero;
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float totmass = 0f;
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float m;
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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m = parts[i].GetMass();
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Ptot += parts[i].GetPartCenterOfMass() * m;
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totmass += m;
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}
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if (totmass == 0)
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totmass = 0;
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else
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totmass = 1 / totmass;
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Ptot *= totmass;
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return Ptot;
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}
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/// <summary>
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/// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
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/// the physics engine can use it.
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@ -1865,7 +1865,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
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&& !(Shape.PathCurve == (byte)Extrusion.Flexible))
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AddToPhysics(isPhysical, isPhantom, building, true);
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AddToPhysics(isPhysical, isPhantom, building, isPhysical);
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else
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PhysActor = null; // just to be sure
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}
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@ -2318,6 +2318,40 @@ namespace OpenSim.Region.Framework.Scenes
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return 0;
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}
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public Vector3 GetCenterOfMass()
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{
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if (ParentGroup.RootPart == this)
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{
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if (ParentGroup.IsDeleted)
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return AbsolutePosition;
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return ParentGroup.GetCenterOfMass();
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}
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PhysicsActor pa = PhysActor;
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if (pa != null)
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{
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Vector3 tmp = pa.CenterOfMass;
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return tmp;
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}
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else
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return AbsolutePosition;
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}
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public Vector3 GetPartCenterOfMass()
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{
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PhysicsActor pa = PhysActor;
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if (pa != null)
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{
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Vector3 tmp = pa.CenterOfMass;
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return tmp;
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}
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else
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return AbsolutePosition;
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}
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public Vector3 GetForce()
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{
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return Force;
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@ -4802,7 +4836,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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Velocity = velocity;
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AngularVelocity = rotationalVelocity;
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pa.Velocity = velocity;
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// pa.Velocity = velocity;
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pa.RotationalVelocity = rotationalVelocity;
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// if not vehicle and root part apply force and torque
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@ -450,7 +450,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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get
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{
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d.Vector3 dtmp;
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if (IsPhysical && !childPrim && Body != IntPtr.Zero)
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if (!childPrim && Body != IntPtr.Zero)
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{
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dtmp = d.BodyGetPosition(Body);
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return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
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@ -465,12 +465,38 @@ namespace OpenSim.Region.Physics.OdePlugin
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q.Z = dq.Z;
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q.W = dq.W;
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Vector3 vtmp = primOOBoffset * q;
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Vector3 Ptot = primOOBoffset * q;
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dtmp = d.GeomGetPosition(prim_geom);
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return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z);
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Ptot.X += dtmp.X;
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Ptot.Y += dtmp.Y;
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Ptot.Z += dtmp.Z;
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// if(childPrim) we only know about physical linksets
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return Ptot;
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/*
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float tmass = _mass;
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Ptot *= tmass;
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float m;
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foreach (OdePrim prm in childrenPrim)
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{
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m = prm._mass;
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Ptot += prm.CenterOfMass * m;
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tmass += m;
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}
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if (tmass == 0)
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tmass = 0;
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else
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tmass = 1.0f / tmass;
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Ptot *= tmass;
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return Ptot;
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*/
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}
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else
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return Vector3.Zero;
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return _position;
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}
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}
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/*
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@ -3490,7 +3516,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
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d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
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return;
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}
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else
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{
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@ -5370,7 +5370,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Vector llGetCenterOfMass()
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{
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m_host.AddScriptLPS(1);
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Vector3 center = m_host.GetGeometricCenter();
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Vector3 center = m_host.GetCenterOfMass();
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return new LSL_Vector(center.X,center.Y,center.Z);
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}
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