* ODEPlugin
** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.0.6.0-stable
parent
de1024adf7
commit
e333eaf4b6
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@ -45,8 +45,8 @@ namespace OpenSim.Region.Environment.Modules
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private List<Scene> m_scene = new List<Scene>();
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Dictionary<LLUUID, ulong> m_rootAgents = new Dictionary<LLUUID, ulong>();
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Dictionary<LLUUID, LLUUID> m_pendingFriendRequests = new Dictionary<LLUUID, LLUUID>();
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public void Initialise(Scene scene, IConfigSource config)
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@ -66,9 +66,6 @@ namespace OpenSim.Region.Environment.Modules
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scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
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scene.EventManager.OnMakeChildAgent += MakeChildAgent;
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scene.EventManager.OnClientClosed += ClientLoggedOut;
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}
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public XmlRpcResponse processPresenceUpdate(XmlRpcRequest req)
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{
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@ -90,10 +87,6 @@ namespace OpenSim.Region.Environment.Modules
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client.OnDenyFriendRequest += OnDenyFriendRequest;
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client.OnTerminateFriendship += OnTerminateFriendship;
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}
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private void ClientLoggedOut(LLUUID AgentId)
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@ -146,7 +139,7 @@ namespace OpenSim.Region.Environment.Modules
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}
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}
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#region FriendRequestHandling
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private void OnInstantMessage(IClientAPI client,LLUUID fromAgentID,
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LLUUID fromAgentSession, LLUUID toAgentID,
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LLUUID imSessionID, uint timestamp, string fromAgentName,
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@ -293,7 +286,7 @@ namespace OpenSim.Region.Environment.Modules
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new LLVector3(msg.Position.x, msg.Position.y, msg.Position.z), new LLUUID(msg.RegionID),
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msg.binaryBucket);
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}
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#endregion
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private ScenePresence GetPresenceFromAgentID(LLUUID AgentID)
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{
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ScenePresence returnAgent = null;
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@ -26,27 +26,39 @@
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*
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*/
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using System.Collections;
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using System.Collections.Generic;
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using libsecondlife;
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using Nini.Config;
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using Nwc.XmlRpc;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.Modules
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{
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public class InstantMessageModule : IRegionModule
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{
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private List<Scene> m_scenes = new List<Scene>();
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private Hashtable m_RegionInfoCache = new Hashtable();
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public void Initialise(Scene scene, IConfigSource config)
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{
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if (!m_scenes.Contains(scene))
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lock (m_scenes)
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{
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m_scenes.Add(scene);
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnGridInstantMessageToIMModule += OnGridInstantMessage;
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if (m_scenes.Count == 0)
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{
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//scene.AddXmlRPCHandler("avatar_location_update", processPresenceUpdate);
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}
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if (!m_scenes.Contains(scene))
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{
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m_scenes.Add(scene);
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnGridInstantMessageToIMModule += OnGridInstantMessage;
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}
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}
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}
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@ -353,6 +353,176 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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break;
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case ProfileShape.Circle:
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if (_pbs.PathCurve == (byte)Extrusion.Straight)
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{
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// Cylinder
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float volume1 = (float)(Math.PI * Math.Pow(_size.X, 2) * _size.Z);
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float volume2 = (float)(Math.PI * Math.Pow(_size.Y, 2) * _size.Z);
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// Approximating the cylinder's irregularity.
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if (volume1 > volume2)
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{
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volume = (float)volume1 - (volume1 - volume2);
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}
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else if (volume2 > volume1)
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{
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volume = (float)volume2 - (volume2 - volume1);
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}
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else
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{
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// Regular cylinder
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volume = volume1;
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}
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}
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else
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{
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// We don't know what the shape is yet, so use default
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volume = _size.X * _size.Y * _size.Z;
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}
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// If the user has 'hollowed out'
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// ProfileHollow is one of those 0 to 50000 values :P
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// we like percentages better.. so turning into a percentage
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if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
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{
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float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
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// calculate the hollow volume by it's shape compared to the prim shape
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float hollowVolume = 0;
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switch (_pbs.HollowShape)
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{
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case HollowShape.Same:
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case HollowShape.Circle:
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// Hollow shape is a perfect cyllinder in respect to the cube's scale
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// Cyllinder hollow volume calculation
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float hRadius = _size.X / 2;
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float hLength = _size.Z;
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// pi * r2 * h
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hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
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break;
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case HollowShape.Square:
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// Cube Hollow volume calculation
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float hollowsizex = _size.X * hollowAmount;
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float hollowsizey = _size.Y * hollowAmount;
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float hollowsizez = _size.Z * hollowAmount;
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hollowVolume = hollowsizex * hollowsizey * hollowsizez;
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break;
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case HollowShape.Triangle:
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// Equilateral Triangular Prism volume hollow calculation
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// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
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float aLength = _size.Y;
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// 1/2 abh
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hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
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break;
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default:
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hollowVolume = 0;
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break;
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}
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volume = volume - hollowVolume;
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}
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break;
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case ProfileShape.HalfCircle:
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if (_pbs.PathCurve == (byte)Extrusion.Curve1)
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{
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if (_size.X == _size.Z && _size.Z == _size.X)
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{
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// regular sphere
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// v = 4/3 * pi * r^3
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float sradius3 = (float)Math.Pow((_size.X / 2), 3);
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volume = (float)((4 / 3) * Math.PI * sradius3);
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}
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else
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{
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// we treat this as a box currently
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volume = _size.X * _size.Y * _size.Z;
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}
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}
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else
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{
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// We don't know what the shape is yet, so use default
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volume = _size.X * _size.Y * _size.Z;
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}
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break;
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case ProfileShape.EquilateralTriangle:
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/*
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v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
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// seed mesh
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Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
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Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
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Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
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*/
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float xA = -0.25f * _size.X;
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float yA = -0.45f * _size.Y;
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float xB = 0.5f * _size.X;
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float yB = 0;
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float xC = -0.25f * _size.X;
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float yC = 0.45f * _size.Y;
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volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
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// If the user has 'hollowed out'
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// ProfileHollow is one of those 0 to 50000 values :P
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// we like percentages better.. so turning into a percentage
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float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
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if (((float)fhollowFactor / 50000f) > 0.0)
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{
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float hollowAmount = (float)fhollowFactor / 50000f;
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// calculate the hollow volume by it's shape compared to the prim shape
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float hollowVolume = 0;
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switch (_pbs.HollowShape)
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{
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case HollowShape.Same:
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case HollowShape.Triangle:
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// Equilateral Triangular Prism volume hollow calculation
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// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
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float aLength = _size.Y;
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// 1/2 abh
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hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
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break;
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case HollowShape.Square:
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// Cube Hollow volume calculation
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float hollowsizex = _size.X * hollowAmount;
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float hollowsizey = _size.Y * hollowAmount;
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float hollowsizez = _size.Z * hollowAmount;
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hollowVolume = hollowsizex * hollowsizey * hollowsizez;
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break;
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case HollowShape.Circle:
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// Hollow shape is a perfect cyllinder in respect to the cube's scale
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// Cyllinder hollow volume calculation
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float hRadius = _size.X / 2;
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float hLength = _size.Z;
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// pi * r2 * h
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hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
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break;
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default:
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hollowVolume = 0;
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break;
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}
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volume = volume - hollowVolume;
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}
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break;
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default:
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// we don't have all of the volume formulas yet so
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@ -383,9 +553,41 @@ namespace OpenSim.Region.Physics.OdePlugin
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volume = volume - (volume*pathCutAmount);
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}
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UInt16 taperX = _pbs.PathScaleX;
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UInt16 taperY = _pbs.PathScaleY;
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float taperFactorX = 0;
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float taperFactorY = 0;
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// Mass = density * volume
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if (taperX != 100)
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{
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if (taperX > 100)
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{
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taperFactorX = 1.0f - ((float)taperX / 200);
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//m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
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}
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else
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{
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taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
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//m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
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}
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volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
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}
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if (taperY != 100)
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{
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if (taperY > 100)
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{
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taperFactorY = 1.0f - ((float)taperY / 200);
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//m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
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}
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else
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{
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taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
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//m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
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}
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volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
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}
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returnMass = m_density*volume;
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return returnMass;
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@ -395,7 +597,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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if (Body != (IntPtr) 0)
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{
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d.MassSetBoxTotal(out pMass, CalculateMass(), _size.X, _size.Y, _size.Z);
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float newmass = CalculateMass();
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m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
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if (newmass <= 0) newmass = 0.0001f;
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d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
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d.BodySetMass(Body, ref pMass);
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}
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}
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