* ODE: now using the 10.00000638 density value on prim.

afrisby
Teravus Ovares 2007-12-24 05:48:16 +00:00
parent 57b2bc21a9
commit de43f7e858
1 changed files with 30 additions and 12 deletions

View File

@ -65,9 +65,9 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_throttleUpdates = false;
private int throttleCounter = 0;
public bool outofBounds = false;
private float m_density = 0f;
private float m_density = 10.000006836f;// Aluminum g/cm3;
public bool _zeroFlag = false;
private bool m_lastUpdateSent = false;
@ -76,7 +76,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private String m_primName;
private PhysicsVector _target_velocity;
public d.Mass pMass;
private const float MassMultiplier = 150f;
private int debugcounter = 0;
public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size,
@ -190,7 +190,8 @@ namespace OpenSim.Region.Physics.OdePlugin
float volume = 0;
// No material is passed to the physics engines yet.. soo..
float density = 2.7f; // Aluminum g/cm3;
// we're using the m_density constant in the class definition
float returnMass = 0;
@ -202,16 +203,20 @@ namespace OpenSim.Region.Physics.OdePlugin
volume = _size.X * _size.Y * _size.Z;
// If the user has 'hollowed out'
// ProfileHollow is one of those 0 to 50000 values :P
// we like percentages better.. so turning into a percentage
if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
{
float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
//break;
// calculate the hollow volume by it's shape compared to the prim shape
float hollowVolume = 0;
switch (_pbs.HollowShape)
{
case HollowShape.Square:
case HollowShape.Same:
// Cube Hollow
// Cube Hollow volume calculation
float hollowsizex = _size.X * hollowAmount;
float hollowsizey = _size.Y * hollowAmount;
float hollowsizez = _size.Z * hollowAmount;
@ -220,6 +225,7 @@ namespace OpenSim.Region.Physics.OdePlugin
case HollowShape.Circle:
// Hollow shape is a perfect cyllinder in respect to the cube's scale
// Cyllinder hollow volume calculation
float hRadius = _size.X / 2;
float hLength = _size.Z;
@ -228,7 +234,10 @@ namespace OpenSim.Region.Physics.OdePlugin
break;
case HollowShape.Triangle:
float aLength = _size.Y; // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
// Equilateral Triangular Prism volume hollow calculation
// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
float aLength = _size.Y;
// 1/2 abh
hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
break;
@ -244,14 +253,22 @@ namespace OpenSim.Region.Physics.OdePlugin
break;
default:
// we don't have all of the volume formulas yet so
// use the common volume formula for all
volume = _size.X * _size.Y * _size.Z;
break;
}
// Calculate Path cut effect on volume
// Not exact, in the triangle hollow example
// They should ever be less then zero..
// They should never be zero or less then zero..
// we'll ignore it if it's less then zero
// ProfileEnd and ProfileBegin are values
// from 0 to 50000
// Turning them back into percentages so that I can cut that percentage off the volume
float PathCutEndAmount = _pbs.ProfileEnd;
float PathCutStartAmount = _pbs.ProfileBegin;
if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
@ -259,13 +276,16 @@ namespace OpenSim.Region.Physics.OdePlugin
float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f);
// Check the return amount for sanity
if (pathCutAmount >= 0.99f)
pathCutAmount=0.99f;
volume = volume - (volume * pathCutAmount);
}
returnMass = density * volume;
// Mass = density * volume
returnMass = m_density * volume;
return returnMass;
}
@ -274,8 +294,6 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if (Body != (IntPtr)0)
{
//if (_pbs.ProfileShape = ProfileShape.Square) {
d.MassSetBoxTotal(out pMass, CalculateMass(), _size.X, _size.Y, _size.Z);
d.BodySetMass(Body, ref pMass);
}