* 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

@ -65,7 +65,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_throttleUpdates = false; private bool m_throttleUpdates = false;
private int throttleCounter = 0; private int throttleCounter = 0;
public bool outofBounds = false; public bool outofBounds = false;
private float m_density = 0f; private float m_density = 10.000006836f;// Aluminum g/cm3;
@ -76,7 +76,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private String m_primName; private String m_primName;
private PhysicsVector _target_velocity; private PhysicsVector _target_velocity;
public d.Mass pMass; public d.Mass pMass;
private const float MassMultiplier = 150f;
private int debugcounter = 0; private int debugcounter = 0;
public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size, 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; float volume = 0;
// No material is passed to the physics engines yet.. soo.. // 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; float returnMass = 0;
@ -202,16 +203,20 @@ namespace OpenSim.Region.Physics.OdePlugin
volume = _size.X * _size.Y * _size.Z; volume = _size.X * _size.Y * _size.Z;
// If the user has 'hollowed out' // 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) if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
{ {
float hollowAmount = (float)_pbs.ProfileHollow / 50000f; float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
//break;
// calculate the hollow volume by it's shape compared to the prim shape
float hollowVolume = 0; float hollowVolume = 0;
switch (_pbs.HollowShape) switch (_pbs.HollowShape)
{ {
case HollowShape.Square: case HollowShape.Square:
case HollowShape.Same: case HollowShape.Same:
// Cube Hollow // Cube Hollow volume calculation
float hollowsizex = _size.X * hollowAmount; float hollowsizex = _size.X * hollowAmount;
float hollowsizey = _size.Y * hollowAmount; float hollowsizey = _size.Y * hollowAmount;
float hollowsizez = _size.Z * hollowAmount; float hollowsizez = _size.Z * hollowAmount;
@ -220,6 +225,7 @@ namespace OpenSim.Region.Physics.OdePlugin
case HollowShape.Circle: case HollowShape.Circle:
// Hollow shape is a perfect cyllinder in respect to the cube's scale // Hollow shape is a perfect cyllinder in respect to the cube's scale
// Cyllinder hollow volume calculation
float hRadius = _size.X / 2; float hRadius = _size.X / 2;
float hLength = _size.Z; float hLength = _size.Z;
@ -228,7 +234,10 @@ namespace OpenSim.Region.Physics.OdePlugin
break; break;
case HollowShape.Triangle: 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 // 1/2 abh
hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
break; break;
@ -244,14 +253,22 @@ namespace OpenSim.Region.Physics.OdePlugin
break; break;
default: 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; volume = _size.X * _size.Y * _size.Z;
break; break;
} }
// Calculate Path cut effect on volume // Calculate Path cut effect on volume
// Not exact, in the triangle hollow example // 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 // 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 PathCutEndAmount = _pbs.ProfileEnd;
float PathCutStartAmount = _pbs.ProfileBegin; float PathCutStartAmount = _pbs.ProfileBegin;
if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f) if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
@ -259,13 +276,16 @@ namespace OpenSim.Region.Physics.OdePlugin
float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f); float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f);
// Check the return amount for sanity
if (pathCutAmount >= 0.99f) if (pathCutAmount >= 0.99f)
pathCutAmount=0.99f; pathCutAmount=0.99f;
volume = volume - (volume * pathCutAmount); volume = volume - (volume * pathCutAmount);
} }
returnMass = density * volume; // Mass = density * volume
returnMass = m_density * volume;
return returnMass; return returnMass;
} }
@ -274,8 +294,6 @@ namespace OpenSim.Region.Physics.OdePlugin
{ {
if (Body != (IntPtr)0) if (Body != (IntPtr)0)
{ {
//if (_pbs.ProfileShape = ProfileShape.Square) {
d.MassSetBoxTotal(out pMass, CalculateMass(), _size.X, _size.Y, _size.Z); d.MassSetBoxTotal(out pMass, CalculateMass(), _size.X, _size.Y, _size.Z);
d.BodySetMass(Body, ref pMass); d.BodySetMass(Body, ref pMass);
} }