* 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
Teravus Ovares 2008-02-29 05:46:24 +00:00
parent de1024adf7
commit e333eaf4b6
3 changed files with 227 additions and 16 deletions

View File

@ -45,8 +45,8 @@ namespace OpenSim.Region.Environment.Modules
private List<Scene> m_scene = new List<Scene>();
Dictionary<LLUUID, ulong> m_rootAgents = new Dictionary<LLUUID, ulong>();
Dictionary<LLUUID, LLUUID> m_pendingFriendRequests = new Dictionary<LLUUID, LLUUID>();
public void Initialise(Scene scene, IConfigSource config)
@ -66,9 +66,6 @@ namespace OpenSim.Region.Environment.Modules
scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
scene.EventManager.OnMakeChildAgent += MakeChildAgent;
scene.EventManager.OnClientClosed += ClientLoggedOut;
}
public XmlRpcResponse processPresenceUpdate(XmlRpcRequest req)
{
@ -90,10 +87,6 @@ namespace OpenSim.Region.Environment.Modules
client.OnDenyFriendRequest += OnDenyFriendRequest;
client.OnTerminateFriendship += OnTerminateFriendship;
}
private void ClientLoggedOut(LLUUID AgentId)
@ -146,7 +139,7 @@ namespace OpenSim.Region.Environment.Modules
}
}
#region FriendRequestHandling
private void OnInstantMessage(IClientAPI client,LLUUID fromAgentID,
LLUUID fromAgentSession, LLUUID toAgentID,
LLUUID imSessionID, uint timestamp, string fromAgentName,
@ -293,7 +286,7 @@ namespace OpenSim.Region.Environment.Modules
new LLVector3(msg.Position.x, msg.Position.y, msg.Position.z), new LLUUID(msg.RegionID),
msg.binaryBucket);
}
#endregion
private ScenePresence GetPresenceFromAgentID(LLUUID AgentID)
{
ScenePresence returnAgent = null;

View File

@ -26,27 +26,39 @@
*
*/
using System.Collections;
using System.Collections.Generic;
using libsecondlife;
using Nini.Config;
using Nwc.XmlRpc;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules
{
public class InstantMessageModule : IRegionModule
{
private List<Scene> m_scenes = new List<Scene>();
private Hashtable m_RegionInfoCache = new Hashtable();
public void Initialise(Scene scene, IConfigSource config)
{
if (!m_scenes.Contains(scene))
lock (m_scenes)
{
m_scenes.Add(scene);
scene.EventManager.OnNewClient += OnNewClient;
scene.EventManager.OnGridInstantMessageToIMModule += OnGridInstantMessage;
if (m_scenes.Count == 0)
{
//scene.AddXmlRPCHandler("avatar_location_update", processPresenceUpdate);
}
if (!m_scenes.Contains(scene))
{
m_scenes.Add(scene);
scene.EventManager.OnNewClient += OnNewClient;
scene.EventManager.OnGridInstantMessageToIMModule += OnGridInstantMessage;
}
}
}

View File

@ -353,6 +353,176 @@ namespace OpenSim.Region.Physics.OdePlugin
}
break;
case ProfileShape.Circle:
if (_pbs.PathCurve == (byte)Extrusion.Straight)
{
// Cylinder
float volume1 = (float)(Math.PI * Math.Pow(_size.X, 2) * _size.Z);
float volume2 = (float)(Math.PI * Math.Pow(_size.Y, 2) * _size.Z);
// Approximating the cylinder's irregularity.
if (volume1 > volume2)
{
volume = (float)volume1 - (volume1 - volume2);
}
else if (volume2 > volume1)
{
volume = (float)volume2 - (volume2 - volume1);
}
else
{
// Regular cylinder
volume = volume1;
}
}
else
{
// We don't know what the shape is yet, so use default
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;
// calculate the hollow volume by it's shape compared to the prim shape
float hollowVolume = 0;
switch (_pbs.HollowShape)
{
case HollowShape.Same:
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;
// pi * r2 * h
hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
break;
case HollowShape.Square:
// Cube Hollow volume calculation
float hollowsizex = _size.X * hollowAmount;
float hollowsizey = _size.Y * hollowAmount;
float hollowsizez = _size.Z * hollowAmount;
hollowVolume = hollowsizex * hollowsizey * hollowsizez;
break;
case HollowShape.Triangle:
// 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;
default:
hollowVolume = 0;
break;
}
volume = volume - hollowVolume;
}
break;
case ProfileShape.HalfCircle:
if (_pbs.PathCurve == (byte)Extrusion.Curve1)
{
if (_size.X == _size.Z && _size.Z == _size.X)
{
// regular sphere
// v = 4/3 * pi * r^3
float sradius3 = (float)Math.Pow((_size.X / 2), 3);
volume = (float)((4 / 3) * Math.PI * sradius3);
}
else
{
// we treat this as a box currently
volume = _size.X * _size.Y * _size.Z;
}
}
else
{
// We don't know what the shape is yet, so use default
volume = _size.X * _size.Y * _size.Z;
}
break;
case ProfileShape.EquilateralTriangle:
/*
v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
// seed mesh
Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
*/
float xA = -0.25f * _size.X;
float yA = -0.45f * _size.Y;
float xB = 0.5f * _size.X;
float yB = 0;
float xC = -0.25f * _size.X;
float yC = 0.45f * _size.Y;
volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _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
float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
if (((float)fhollowFactor / 50000f) > 0.0)
{
float hollowAmount = (float)fhollowFactor / 50000f;
// calculate the hollow volume by it's shape compared to the prim shape
float hollowVolume = 0;
switch (_pbs.HollowShape)
{
case HollowShape.Same:
case HollowShape.Triangle:
// 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;
case HollowShape.Square:
// Cube Hollow volume calculation
float hollowsizex = _size.X * hollowAmount;
float hollowsizey = _size.Y * hollowAmount;
float hollowsizez = _size.Z * hollowAmount;
hollowVolume = hollowsizex * hollowsizey * hollowsizez;
break;
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;
// pi * r2 * h
hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
break;
default:
hollowVolume = 0;
break;
}
volume = volume - hollowVolume;
}
break;
default:
// we don't have all of the volume formulas yet so
@ -383,9 +553,41 @@ namespace OpenSim.Region.Physics.OdePlugin
volume = volume - (volume*pathCutAmount);
}
UInt16 taperX = _pbs.PathScaleX;
UInt16 taperY = _pbs.PathScaleY;
float taperFactorX = 0;
float taperFactorY = 0;
// Mass = density * volume
if (taperX != 100)
{
if (taperX > 100)
{
taperFactorX = 1.0f - ((float)taperX / 200);
//m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
}
else
{
taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
//m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
}
volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
}
if (taperY != 100)
{
if (taperY > 100)
{
taperFactorY = 1.0f - ((float)taperY / 200);
//m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
}
else
{
taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
//m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
}
volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
}
returnMass = m_density*volume;
return returnMass;
@ -395,7 +597,11 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if (Body != (IntPtr) 0)
{
d.MassSetBoxTotal(out pMass, CalculateMass(), _size.X, _size.Y, _size.Z);
float newmass = CalculateMass();
m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
if (newmass <= 0) newmass = 0.0001f;
d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
d.BodySetMass(Body, ref pMass);
}
}