From f220a2c5eb9bbd15602adb146624b959be3c0314 Mon Sep 17 00:00:00 2001 From: Melanie Date: Sat, 2 Oct 2010 00:19:30 +0200 Subject: [PATCH] Replace CalculateMass with a more accurate version, contributed by Ubit. Thank you. --- OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 479 ++++++++++---------- 1 file changed, 232 insertions(+), 247 deletions(-) diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 87cccadf73..c37c9bd131 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -403,300 +403,285 @@ namespace OpenSim.Region.Physics.OdePlugin private float CalculateMass() { - float volume = 0; - - // No material is passed to the physics engines yet.. soo.. - // we're using the m_density constant in the class definition + float volume = _size.X * _size.Y * _size.Z; // default + float tmp; float returnMass = 0; - + float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; + float hollowVolume = hollowAmount * hollowAmount; + switch (_pbs.ProfileShape) { case ProfileShape.Square: - // Profile Volume + // default box - 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) + if (_pbs.PathCurve == (byte)Extrusion.Straight) { - case HollowShape.Square: - case HollowShape.Same: - // Cube Hollow volume calculation - float hollowsizex = _size.X*hollowAmount; - float hollowsizey = _size.Y*hollowAmount; - float hollowsizez = _size.Z*hollowAmount; - hollowVolume = hollowsizex*hollowsizey*hollowsizez; - break; + if (hollowAmount > 0.0) + { + switch (_pbs.HollowShape) + { + case HollowShape.Square: + case HollowShape.Same: + 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; + case HollowShape.Circle: - // pi * r2 * h - hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount); - break; + hollowVolume *= 0.78539816339f; + break; - case HollowShape.Triangle: - // Equilateral Triangular Prism volume hollow calculation - // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y + case HollowShape.Triangle: - float aLength = _size.Y; - // 1/2 abh - hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount); - break; + hollowVolume *= (0.5f * .5f); + break; - default: - hollowVolume = 0; - break; + default: + hollowVolume = 0; + break; + } + volume *= (1.0f - hollowVolume); + } + } + + else if (_pbs.PathCurve == (byte)Extrusion.Curve1) + { + //a tube + + volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); + tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); + volume -= volume*tmp*tmp; + + if (hollowAmount > 0.0) + { + hollowVolume *= hollowAmount; + + switch (_pbs.HollowShape) + { + case HollowShape.Square: + case HollowShape.Same: + break; + + case HollowShape.Circle: + hollowVolume *= 0.78539816339f;; + break; + + case HollowShape.Triangle: + hollowVolume *= 0.5f * 0.5f; + break; + default: + hollowVolume = 0; + break; + } + volume *= (1.0f - hollowVolume); + } } - volume = volume - hollowVolume; - } break; + case ProfileShape.Circle: + if (_pbs.PathCurve == (byte)Extrusion.Straight) - { - // Cylinder - float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z); - float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z); - - // Approximating the cylinder's irregularity. - if (volume1 > volume2) { - volume = (float)volume1 - (volume1 - volume2); + volume *= 0.78539816339f; // elipse base + + if (hollowAmount > 0.0) + { + switch (_pbs.HollowShape) + { + case HollowShape.Same: + case HollowShape.Circle: + break; + + case HollowShape.Square: + hollowVolume *= 0.5f * 2.5984480504799f; + break; + + case HollowShape.Triangle: + hollowVolume *= .5f * 1.27323954473516f; + break; + + default: + hollowVolume = 0; + break; + } + volume *= (1.0f - hollowVolume); + } } - else if (volume2 > volume1) + + else if (_pbs.PathCurve == (byte)Extrusion.Curve1) { - volume = (float)volume2 - (volume2 - volume1); + volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); + tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); + volume *= (1.0f - tmp * tmp); + + if (hollowAmount > 0.0) + { + + // calculate the hollow volume by it's shape compared to the prim shape + hollowVolume *= hollowAmount; + + switch (_pbs.HollowShape) + { + case HollowShape.Same: + case HollowShape.Circle: + break; + + case HollowShape.Square: + hollowVolume *= 0.5f * 2.5984480504799f; + break; + + case HollowShape.Triangle: + hollowVolume *= .5f * 1.27323954473516f; + break; + + default: + hollowVolume = 0; + break; + } + volume *= (1.0f - hollowVolume); + } } - 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.Y && _size.Y == _size.Z) - { - // regular sphere - // v = 4/3 * pi * r^3 - float sradius3 = (float)Math.Pow((_size.X / 2), 3); - volume = (float)((4f / 3f) * 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; + volume *= 0.52359877559829887307710723054658f; } 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) + if (_pbs.PathCurve == (byte)Extrusion.Straight) { - case HollowShape.Same: - case HollowShape.Triangle: - // Equilateral Triangular Prism volume hollow calculation - // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y + volume *= 0.32475953f; - float aLength = _size.Y; - // 1/2 abh - hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); - break; + if (hollowAmount > 0.0) + { - 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; + // calculate the hollow volume by it's shape compared to the prim shape + switch (_pbs.HollowShape) + { + case HollowShape.Same: + case HollowShape.Triangle: + hollowVolume *= .25f; + 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; + case HollowShape.Square: + hollowVolume *= 0.499849f * 3.07920140172638f; + break; - // pi * r2 * h - hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount); - break; + case HollowShape.Circle: + // Hollow shape is a perfect cyllinder in respect to the cube's scale + // Cyllinder hollow volume calculation - default: - hollowVolume = 0; - break; + hollowVolume *= 0.1963495f * 3.07920140172638f; + break; + + default: + hollowVolume = 0; + break; + } + volume *= (1.0f - hollowVolume); + } } - volume = volume - hollowVolume; - } - break; + else if (_pbs.PathCurve == (byte)Extrusion.Curve1) + { + volume *= 0.32475953f; + volume *= 0.01f * (float)(200 - _pbs.PathScaleX); + tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); + volume *= (1.0f - tmp * tmp); + + if (hollowAmount > 0.0) + { + + hollowVolume *= hollowAmount; + + switch (_pbs.HollowShape) + { + case HollowShape.Same: + case HollowShape.Triangle: + hollowVolume *= .25f; + break; + + case HollowShape.Square: + hollowVolume *= 0.499849f * 3.07920140172638f; + break; + + case HollowShape.Circle: + + hollowVolume *= 0.1963495f * 3.07920140172638f; + break; + + default: + hollowVolume = 0; + break; + } + volume *= (1.0f - hollowVolume); + } + } + 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 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) - { - float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f); - - // Check the return amount for sanity - if (pathCutAmount >= 0.99f) - pathCutAmount = 0.99f; - - 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) + + + float taperX1; + float taperY1; + float taperX; + float taperY; + float pathBegin; + float pathEnd; + float profileBegin; + float profileEnd; + + if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) { - taperFactorY = 1.0f - ((float)taperY / 200); - //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString()); + taperX1 = _pbs.PathScaleX * 0.01f; + if (taperX1 > 1.0f) + taperX1 = 2.0f - taperX1; + taperX = 1.0f - taperX1; + + taperY1 = _pbs.PathScaleY * 0.01f; + if (taperY1 > 1.0f) + taperY1 = 2.0f - taperY1; + taperY = 1.0f - taperY1; } - else + else { - taperFactorY = 1.0f - ((100 - (float)taperY) / 100); - //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString()); + taperX = _pbs.PathTaperX * 0.01f; + if (taperX < 0.0f) + taperX = -taperX; + taperX1 = 1.0f - taperX; + + taperY = _pbs.PathTaperY * 0.01f; + if (taperY < 0.0f) + taperY = -taperY; + taperY1 = 1.0f - taperY; + } - volume = (float)volume * ((taperFactorY / 3f) + 0.001f); - } - returnMass = m_density*volume; - if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. + + + volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); + + pathBegin = (float)_pbs.PathBegin * 2.0e-5f; + pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; + volume *= (pathEnd - pathBegin); + +// this is crude aproximation + profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; + profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; + volume *= (profileEnd - profileBegin); + + returnMass = m_density * volume; + + if (returnMass <= 0) + returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. +// else if (returnMass > _parent_scene.maximumMassObject) +// returnMass = _parent_scene.maximumMassObject; +