2730 lines
101 KiB
C#
2730 lines
101 KiB
C#
/*
|
|
* Copyright (c) Contributors, http://opensimulator.org/
|
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of the OpenSim Project nor the
|
|
* names of its contributors may be used to endorse or promote products
|
|
* derived from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Reflection;
|
|
using System.Runtime.InteropServices;
|
|
using System.Threading;
|
|
using log4net;
|
|
using OpenMetaverse;
|
|
using Ode.NET;
|
|
using OpenSim.Framework;
|
|
using OpenSim.Region.Physics.Manager;
|
|
|
|
namespace OpenSim.Region.Physics.OdePlugin
|
|
{
|
|
/// <summary>
|
|
/// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
|
|
/// </summary>
|
|
|
|
public class OdePrim : PhysicsActor
|
|
{
|
|
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
|
|
|
private PhysicsVector _position;
|
|
private PhysicsVector _velocity;
|
|
private PhysicsVector _torque = new PhysicsVector(0,0,0);
|
|
private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f);
|
|
private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f);
|
|
private Quaternion m_lastorientation = new Quaternion();
|
|
private PhysicsVector m_rotationalVelocity;
|
|
private PhysicsVector _size;
|
|
private PhysicsVector _acceleration;
|
|
// private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
|
|
private Quaternion _orientation;
|
|
private PhysicsVector m_taintposition;
|
|
private PhysicsVector m_taintsize;
|
|
private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0);
|
|
private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0);
|
|
private Quaternion m_taintrot;
|
|
private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f);
|
|
private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f);
|
|
private IntPtr Amotor = IntPtr.Zero;
|
|
|
|
private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0);
|
|
private float m_PIDTau = 0f;
|
|
private float PID_D = 35f;
|
|
private float PID_G = 25f;
|
|
private float m_tensor = 5f;
|
|
private int body_autodisable_frames = 20;
|
|
private IMesh primMesh = null;
|
|
|
|
private bool m_usePID = false;
|
|
|
|
private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
|
|
| CollisionCategories.Space
|
|
| CollisionCategories.Body
|
|
| CollisionCategories.Character
|
|
);
|
|
private bool m_taintshape = false;
|
|
private bool m_taintPhysics = false;
|
|
private bool m_collidesLand = true;
|
|
private bool m_collidesWater = false;
|
|
public bool m_returnCollisions = false;
|
|
|
|
// Default we're a Geometry
|
|
private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
|
|
|
|
// Default, Collide with Other Geometries, spaces and Bodies
|
|
private CollisionCategories m_collisionFlags = m_default_collisionFlags;
|
|
|
|
public bool m_taintremove = false;
|
|
public bool m_taintdisable = false;
|
|
public bool m_disabled = false;
|
|
public bool m_taintadd = false;
|
|
public bool m_taintselected = false;
|
|
public bool m_taintCollidesWater = false;
|
|
|
|
public uint m_localID = 0;
|
|
|
|
//public GCHandle gc;
|
|
private CollisionLocker ode;
|
|
|
|
private bool m_taintforce = false;
|
|
private bool m_taintaddangularforce = false;
|
|
private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f);
|
|
private List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
|
|
private List<PhysicsVector> m_angularforcelist = new List<PhysicsVector>();
|
|
|
|
private IMesh _mesh;
|
|
private PrimitiveBaseShape _pbs;
|
|
private OdeScene _parent_scene;
|
|
public IntPtr m_targetSpace = (IntPtr) 0;
|
|
public IntPtr prim_geom;
|
|
public IntPtr prev_geom;
|
|
public IntPtr _triMeshData;
|
|
|
|
private IntPtr _linkJointGroup = (IntPtr)0;
|
|
private PhysicsActor _parent = null;
|
|
private PhysicsActor m_taintparent = null;
|
|
|
|
private List<OdePrim> childrenPrim = new List<OdePrim>();
|
|
|
|
private bool iscolliding = false;
|
|
private bool m_isphysical = false;
|
|
private bool m_isSelected = false;
|
|
|
|
internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively
|
|
|
|
private bool m_throttleUpdates = false;
|
|
private int throttleCounter = 0;
|
|
public int m_interpenetrationcount = 0;
|
|
public float m_collisionscore = 0;
|
|
public int m_roundsUnderMotionThreshold = 0;
|
|
private int m_crossingfailures = 0;
|
|
|
|
public float m_buoyancy = 0f;
|
|
|
|
public bool outofBounds = false;
|
|
private float m_density = 10.000006836f; // Aluminum g/cm3;
|
|
|
|
public bool _zeroFlag = false;
|
|
private bool m_lastUpdateSent = false;
|
|
|
|
public IntPtr Body = (IntPtr) 0;
|
|
private String m_primName;
|
|
private PhysicsVector _target_velocity;
|
|
public d.Mass pMass;
|
|
|
|
public int m_eventsubscription = 0;
|
|
private CollisionEventUpdate CollisionEventsThisFrame = null;
|
|
|
|
private IntPtr m_linkJoint = (IntPtr)0;
|
|
|
|
public volatile bool childPrim = false;
|
|
|
|
public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size,
|
|
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
|
|
{
|
|
_target_velocity = new PhysicsVector(0, 0, 0);
|
|
//gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
|
|
ode = dode;
|
|
_velocity = new PhysicsVector();
|
|
_position = pos;
|
|
m_taintposition = pos;
|
|
PID_D = parent_scene.bodyPIDD;
|
|
PID_G = parent_scene.bodyPIDG;
|
|
m_density = parent_scene.geomDefaultDensity;
|
|
m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
|
|
body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
|
|
|
|
|
|
prim_geom = IntPtr.Zero;
|
|
prev_geom = IntPtr.Zero;
|
|
|
|
if (size.X <= 0) size.X = 0.01f;
|
|
if (size.Y <= 0) size.Y = 0.01f;
|
|
if (size.Z <= 0) size.Z = 0.01f;
|
|
|
|
_size = size;
|
|
m_taintsize = _size;
|
|
_acceleration = new PhysicsVector();
|
|
m_rotationalVelocity = PhysicsVector.Zero;
|
|
_orientation = rotation;
|
|
m_taintrot = _orientation;
|
|
_mesh = mesh;
|
|
_pbs = pbs;
|
|
|
|
_parent_scene = parent_scene;
|
|
m_targetSpace = (IntPtr)0;
|
|
|
|
if (pos.Z < 0)
|
|
m_isphysical = false;
|
|
else
|
|
{
|
|
m_isphysical = pisPhysical;
|
|
// If we're physical, we need to be in the master space for now.
|
|
// linksets *should* be in a space together.. but are not currently
|
|
if (m_isphysical)
|
|
m_targetSpace = _parent_scene.space;
|
|
}
|
|
m_primName = primName;
|
|
m_taintadd = true;
|
|
_parent_scene.AddPhysicsActorTaint(this);
|
|
// don't do .add() here; old geoms get recycled with the same hash
|
|
}
|
|
|
|
public override int PhysicsActorType
|
|
{
|
|
get { return (int) ActorTypes.Prim; }
|
|
set { return; }
|
|
}
|
|
|
|
public override bool SetAlwaysRun
|
|
{
|
|
get { return false; }
|
|
set { return; }
|
|
}
|
|
|
|
public override uint LocalID
|
|
{
|
|
set {
|
|
//m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
|
|
m_localID = value; }
|
|
}
|
|
|
|
public override bool Grabbed
|
|
{
|
|
set { return; }
|
|
}
|
|
|
|
public override bool Selected
|
|
{
|
|
set {
|
|
// This only makes the object not collidable if the object
|
|
// is physical or the object is modified somehow *IN THE FUTURE*
|
|
// without this, if an avatar selects prim, they can walk right
|
|
// through it while it's selected
|
|
m_collisionscore = 0;
|
|
if ((m_isphysical && !_zeroFlag) || !value)
|
|
{
|
|
m_taintselected = value;
|
|
_parent_scene.AddPhysicsActorTaint(this);
|
|
}
|
|
else
|
|
{
|
|
m_taintselected = value;
|
|
m_isSelected = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SetGeom(IntPtr geom)
|
|
{
|
|
prev_geom = prim_geom;
|
|
prim_geom = geom;
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
}
|
|
|
|
if (childPrim)
|
|
{
|
|
if (_parent != null && _parent is OdePrim)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildSetGeom(this);
|
|
}
|
|
}
|
|
//m_log.Warn("Setting Geom to: " + prim_geom);
|
|
}
|
|
|
|
|
|
|
|
public void enableBodySoft()
|
|
{
|
|
if (!childPrim)
|
|
{
|
|
if (m_isphysical && Body != IntPtr.Zero)
|
|
d.BodyEnable(Body);
|
|
|
|
m_disabled = false;
|
|
}
|
|
}
|
|
|
|
public void disableBodySoft()
|
|
{
|
|
m_disabled = true;
|
|
|
|
if (m_isphysical && Body != IntPtr.Zero)
|
|
d.BodyDisable(Body);
|
|
}
|
|
|
|
public void enableBody()
|
|
{
|
|
// Don't enable this body if we're a child prim
|
|
// this should be taken care of in the parent function not here
|
|
if (!childPrim)
|
|
{
|
|
// Sets the geom to a body
|
|
Body = d.BodyCreate(_parent_scene.world);
|
|
|
|
setMass();
|
|
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
myrot.X = _orientation.X;
|
|
myrot.Y = _orientation.Y;
|
|
myrot.Z = _orientation.Z;
|
|
myrot.W = _orientation.W;
|
|
d.BodySetQuaternion(Body, ref myrot);
|
|
d.GeomSetBody(prim_geom, Body);
|
|
m_collisionCategories |= CollisionCategories.Body;
|
|
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
|
|
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
|
|
d.BodySetAutoDisableFlag(Body, true);
|
|
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
|
|
|
|
m_interpenetrationcount = 0;
|
|
m_collisionscore = 0;
|
|
m_disabled = false;
|
|
|
|
// The body doesn't already have a finite rotation mode set here
|
|
if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null)
|
|
{
|
|
createAMotor(m_angularlock);
|
|
}
|
|
|
|
_parent_scene.addActivePrim(this);
|
|
}
|
|
}
|
|
|
|
#region Mass Calculation
|
|
|
|
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 returnMass = 0;
|
|
|
|
switch (_pbs.ProfileShape)
|
|
{
|
|
case ProfileShape.Square:
|
|
// Profile Volume
|
|
|
|
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.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;
|
|
|
|
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.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.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);
|
|
}
|
|
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
|
|
// 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)
|
|
{
|
|
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;
|
|
if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
|
|
|
|
|
|
|
|
// Recursively calculate mass
|
|
bool HasChildPrim = false;
|
|
lock (childrenPrim)
|
|
{
|
|
if (childrenPrim.Count > 0)
|
|
{
|
|
HasChildPrim = true;
|
|
}
|
|
|
|
}
|
|
if (HasChildPrim)
|
|
{
|
|
OdePrim[] childPrimArr = new OdePrim[0];
|
|
|
|
lock (childrenPrim)
|
|
childPrimArr = childrenPrim.ToArray();
|
|
|
|
for (int i = 0; i < childPrimArr.Length; i++)
|
|
{
|
|
if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
|
|
returnMass += childPrimArr[i].CalculateMass();
|
|
// failsafe, this shouldn't happen but with OpenSim, you never know :)
|
|
if (i > 256)
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return returnMass;
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void setMass()
|
|
{
|
|
if (Body != (IntPtr) 0)
|
|
{
|
|
float newmass = CalculateMass();
|
|
//m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
|
|
|
|
d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
|
|
d.BodySetMass(Body, ref pMass);
|
|
}
|
|
}
|
|
|
|
public void disableBody()
|
|
{
|
|
//this kills the body so things like 'mesh' can re-create it.
|
|
lock (this)
|
|
{
|
|
if (!childPrim)
|
|
{
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
_parent_scene.remActivePrim(this);
|
|
|
|
m_collisionCategories &= ~CollisionCategories.Body;
|
|
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
}
|
|
|
|
|
|
d.BodyDestroy(Body);
|
|
lock (childrenPrim)
|
|
{
|
|
if (childrenPrim.Count > 0)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
_parent_scene.remActivePrim(prm);
|
|
prm.Body = IntPtr.Zero;
|
|
}
|
|
}
|
|
}
|
|
Body = IntPtr.Zero;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_parent_scene.remActivePrim(this);
|
|
|
|
m_collisionCategories &= ~CollisionCategories.Body;
|
|
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
}
|
|
|
|
|
|
Body = IntPtr.Zero;
|
|
}
|
|
}
|
|
m_disabled = true;
|
|
m_collisionscore = 0;
|
|
}
|
|
|
|
public void setMesh(OdeScene parent_scene, IMesh mesh)
|
|
{
|
|
// This sleeper is there to moderate how long it takes between
|
|
// setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
|
|
|
|
Thread.Sleep(10);
|
|
|
|
//Kill Body so that mesh can re-make the geom
|
|
if (IsPhysical && Body != IntPtr.Zero)
|
|
{
|
|
if (childPrim)
|
|
{
|
|
if (_parent != null)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildDelink(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
disableBody();
|
|
}
|
|
}
|
|
|
|
IMesh oldMesh = primMesh;
|
|
|
|
primMesh = mesh;
|
|
|
|
float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
|
|
int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
|
|
|
|
primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory
|
|
|
|
int VertexCount = vertexList.GetLength(0)/3;
|
|
int IndexCount = indexList.GetLength(0);
|
|
|
|
_triMeshData = d.GeomTriMeshDataCreate();
|
|
|
|
d.GeomTriMeshDataBuildSimple(_triMeshData, vertexList, 3*sizeof (float), VertexCount, indexList, IndexCount,
|
|
3*sizeof (int));
|
|
d.GeomTriMeshDataPreprocess(_triMeshData);
|
|
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
|
|
try
|
|
{
|
|
if (prim_geom == IntPtr.Zero)
|
|
{
|
|
SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
|
|
}
|
|
}
|
|
catch (AccessViolationException)
|
|
{
|
|
m_log.Error("[PHYSICS]: MESH LOCKED");
|
|
return;
|
|
}
|
|
|
|
if (oldMesh != null)
|
|
{
|
|
oldMesh.releasePinned();
|
|
oldMesh = null;
|
|
}
|
|
|
|
// if (IsPhysical && Body == (IntPtr) 0)
|
|
// {
|
|
// Recreate the body
|
|
// m_interpenetrationcount = 0;
|
|
// m_collisionscore = 0;
|
|
|
|
// enableBody();
|
|
// }
|
|
}
|
|
|
|
public void ProcessTaints(float timestep)
|
|
{
|
|
if (m_taintadd)
|
|
{
|
|
changeadd(timestep);
|
|
}
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
if (!_position.IsIdentical(m_taintposition,0f))
|
|
changemove(timestep);
|
|
|
|
if (m_taintrot != _orientation)
|
|
rotate(timestep);
|
|
//
|
|
|
|
if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
|
|
changePhysicsStatus(timestep);
|
|
//
|
|
|
|
if (!_size.IsIdentical(m_taintsize,0))
|
|
changesize(timestep);
|
|
//
|
|
|
|
if (m_taintshape)
|
|
changeshape(timestep);
|
|
//
|
|
|
|
if (m_taintforce)
|
|
changeAddForce(timestep);
|
|
|
|
if (m_taintaddangularforce)
|
|
changeAddAngularForce(timestep);
|
|
|
|
if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f))
|
|
changeSetTorque(timestep);
|
|
|
|
if (m_taintdisable)
|
|
changedisable(timestep);
|
|
|
|
if (m_taintselected != m_isSelected)
|
|
changeSelectedStatus(timestep);
|
|
|
|
if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f))
|
|
changevelocity(timestep);
|
|
|
|
if (m_taintparent != _parent)
|
|
changelink(timestep);
|
|
|
|
if (m_taintCollidesWater != m_collidesWater)
|
|
changefloatonwater(timestep);
|
|
|
|
if (!m_angularlock.IsIdentical(m_taintAngularLock,0))
|
|
changeAngularLock(timestep);
|
|
}
|
|
else
|
|
{
|
|
m_log.Error("[PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)");
|
|
}
|
|
}
|
|
|
|
private void changeAngularLock(float timestep)
|
|
{
|
|
// do we have a Physical object?
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
//Check that we have a Parent
|
|
//If we have a parent then we're not authorative here
|
|
if (_parent == null)
|
|
{
|
|
if (!m_taintAngularLock.IsIdentical(new PhysicsVector(1f,1f,1f), 0))
|
|
{
|
|
//d.BodySetFiniteRotationMode(Body, 0);
|
|
//d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z);
|
|
createAMotor(m_taintAngularLock);
|
|
}
|
|
else
|
|
{
|
|
if (Amotor != IntPtr.Zero)
|
|
{
|
|
d.JointDestroy(Amotor);
|
|
Amotor = IntPtr.Zero;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Store this for later in case we get turned into a separate body
|
|
m_angularlock = new PhysicsVector(m_taintAngularLock.X, m_taintAngularLock.Y, m_taintAngularLock.Z);
|
|
}
|
|
|
|
private void changelink(float timestep)
|
|
{
|
|
// If the newly set parent is not null
|
|
// create link
|
|
if (_parent == null && m_taintparent != null)
|
|
{
|
|
if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
|
|
{
|
|
OdePrim obj = (OdePrim)m_taintparent;
|
|
//obj.disableBody();
|
|
|
|
obj.ParentPrim(this);
|
|
|
|
/*
|
|
if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
|
|
{
|
|
_linkJointGroup = d.JointGroupCreate(0);
|
|
m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
|
|
d.JointAttach(m_linkJoint, obj.Body, Body);
|
|
d.JointSetFixed(m_linkJoint);
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
// If the newly set parent is null
|
|
// destroy link
|
|
else if (_parent != null && m_taintparent == null)
|
|
{
|
|
if (_parent is OdePrim)
|
|
{
|
|
OdePrim obj = (OdePrim)_parent;
|
|
obj.ChildDelink(this);
|
|
childPrim = false;
|
|
//_parent = null;
|
|
}
|
|
|
|
/*
|
|
if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
|
|
d.JointGroupDestroy(_linkJointGroup);
|
|
|
|
_linkJointGroup = (IntPtr)0;
|
|
m_linkJoint = (IntPtr)0;
|
|
*/
|
|
}
|
|
|
|
_parent = m_taintparent;
|
|
m_taintPhysics = m_isphysical;
|
|
}
|
|
|
|
// I'm the parent
|
|
// prim is the child
|
|
public void ParentPrim(OdePrim prim)
|
|
{
|
|
if (this.m_localID != prim.m_localID)
|
|
{
|
|
if (Body == IntPtr.Zero)
|
|
{
|
|
Body = d.BodyCreate(_parent_scene.world);
|
|
setMass();
|
|
}
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
lock (childrenPrim)
|
|
{
|
|
if (!childrenPrim.Contains(prim))
|
|
{
|
|
childrenPrim.Add(prim);
|
|
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
d.Mass m2;
|
|
d.MassSetZero(out m2);
|
|
d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
|
|
|
|
|
|
d.Quaternion quat = new d.Quaternion();
|
|
quat.W = prm._orientation.W;
|
|
quat.X = prm._orientation.X;
|
|
quat.Y = prm._orientation.Y;
|
|
quat.Z = prm._orientation.Z;
|
|
|
|
d.Matrix3 mat = new d.Matrix3();
|
|
d.RfromQ(out mat, ref quat);
|
|
d.MassRotate(ref m2, ref mat);
|
|
d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
|
|
d.MassAdd(ref pMass, ref m2);
|
|
}
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
prm.m_collisionCategories |= CollisionCategories.Body;
|
|
prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
|
|
|
if (prm.prim_geom == IntPtr.Zero)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
|
|
continue;
|
|
}
|
|
|
|
d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
|
|
d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
|
|
|
|
|
|
d.Quaternion quat = new d.Quaternion();
|
|
quat.W = prm._orientation.W;
|
|
quat.X = prm._orientation.X;
|
|
quat.Y = prm._orientation.Y;
|
|
quat.Z = prm._orientation.Z;
|
|
|
|
d.Matrix3 mat = new d.Matrix3();
|
|
d.RfromQ(out mat, ref quat);
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
d.GeomSetBody(prm.prim_geom, Body);
|
|
prm.childPrim = true;
|
|
d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
|
|
//d.GeomSetOffsetPosition(prim.prim_geom,
|
|
// (Position.X - prm.Position.X) - pMass.c.X,
|
|
// (Position.Y - prm.Position.Y) - pMass.c.Y,
|
|
// (Position.Z - prm.Position.Z) - pMass.c.Z);
|
|
d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
|
|
//d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
|
|
d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
|
|
d.BodySetMass(Body, ref pMass);
|
|
}
|
|
else
|
|
{
|
|
m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
|
|
}
|
|
|
|
|
|
prm.m_interpenetrationcount = 0;
|
|
prm.m_collisionscore = 0;
|
|
prm.m_disabled = false;
|
|
|
|
// The body doesn't already have a finite rotation mode set here
|
|
if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null)
|
|
{
|
|
prm.createAMotor(m_angularlock);
|
|
}
|
|
prm.Body = Body;
|
|
_parent_scene.addActivePrim(prm);
|
|
}
|
|
|
|
m_collisionCategories |= CollisionCategories.Body;
|
|
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
|
|
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
|
|
|
|
d.Quaternion quat2 = new d.Quaternion();
|
|
quat2.W = _orientation.W;
|
|
quat2.X = _orientation.X;
|
|
quat2.Y = _orientation.Y;
|
|
quat2.Z = _orientation.Z;
|
|
|
|
d.Matrix3 mat2 = new d.Matrix3();
|
|
d.RfromQ(out mat2, ref quat2);
|
|
d.GeomSetBody(prim_geom, Body);
|
|
d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
|
|
//d.GeomSetOffsetPosition(prim.prim_geom,
|
|
// (Position.X - prm.Position.X) - pMass.c.X,
|
|
// (Position.Y - prm.Position.Y) - pMass.c.Y,
|
|
// (Position.Z - prm.Position.Z) - pMass.c.Z);
|
|
//d.GeomSetOffsetRotation(prim_geom, ref mat2);
|
|
d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
|
|
d.BodySetMass(Body, ref pMass);
|
|
|
|
d.BodySetAutoDisableFlag(Body, true);
|
|
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
|
|
|
|
|
|
m_interpenetrationcount = 0;
|
|
m_collisionscore = 0;
|
|
m_disabled = false;
|
|
|
|
// The body doesn't already have a finite rotation mode set here
|
|
if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null)
|
|
{
|
|
createAMotor(m_angularlock);
|
|
}
|
|
d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
|
|
|
|
_parent_scene.addActivePrim(this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
private void ChildSetGeom(OdePrim odePrim)
|
|
{
|
|
//if (m_isphysical && Body != IntPtr.Zero)
|
|
lock (childrenPrim)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
//prm.childPrim = true;
|
|
prm.disableBody();
|
|
//prm.m_taintparent = null;
|
|
//prm._parent = null;
|
|
//prm.m_taintPhysics = false;
|
|
//prm.m_disabled = true;
|
|
//prm.childPrim = false;
|
|
}
|
|
}
|
|
disableBody();
|
|
|
|
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
_parent_scene.remActivePrim(this);
|
|
}
|
|
|
|
lock (childrenPrim)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
ParentPrim(prm);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
private void ChildDelink(OdePrim odePrim)
|
|
{
|
|
// Okay, we have a delinked child.. need to rebuild the body.
|
|
lock (childrenPrim)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
prm.childPrim = true;
|
|
prm.disableBody();
|
|
//prm.m_taintparent = null;
|
|
//prm._parent = null;
|
|
//prm.m_taintPhysics = false;
|
|
//prm.m_disabled = true;
|
|
//prm.childPrim = false;
|
|
}
|
|
}
|
|
disableBody();
|
|
|
|
lock (childrenPrim)
|
|
{
|
|
childrenPrim.Remove(odePrim);
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
_parent_scene.remActivePrim(this);
|
|
}
|
|
|
|
|
|
|
|
lock (childrenPrim)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
ParentPrim(prm);
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
private void changeSelectedStatus(float timestep)
|
|
{
|
|
if (m_taintselected)
|
|
{
|
|
m_collisionCategories = CollisionCategories.Selected;
|
|
m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
|
|
|
|
// We do the body disable soft twice because 'in theory' a collision could have happened
|
|
// in between the disabling and the collision properties setting
|
|
// which would wake the physical body up from a soft disabling and potentially cause it to fall
|
|
// through the ground.
|
|
|
|
// NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
|
|
// just one part of the assembly, the rest of the assembly is non-selected and still simulating,
|
|
// so that causes the selected part to wake up and continue moving.
|
|
|
|
// even if you select all parts of a jointed assembly, it is not guaranteed that the entire
|
|
// assembly will stop simulating during the selection, because of the lack of atomicity
|
|
// of select operations (their processing could be interrupted by a thread switch, causing
|
|
// simulation to continue before all of the selected object notifications trickle down to
|
|
// the physics engine).
|
|
|
|
// e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
|
|
// selected and disabled. then, due to a thread switch, the selection processing is
|
|
// interrupted and the physics engine continues to simulate, so the last 50 items, whose
|
|
// selection was not yet processed, continues to simulate. this wakes up ALL of the
|
|
// first 50 again. then the last 50 are disabled. then the first 50, which were just woken
|
|
// up, start simulating again, which in turn wakes up the last 50.
|
|
|
|
if (m_isphysical)
|
|
{
|
|
disableBodySoft();
|
|
}
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
}
|
|
|
|
if (m_isphysical)
|
|
{
|
|
disableBodySoft();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_collisionCategories = CollisionCategories.Geom;
|
|
|
|
if (m_isphysical)
|
|
m_collisionCategories |= CollisionCategories.Body;
|
|
|
|
m_collisionFlags = m_default_collisionFlags;
|
|
|
|
if (m_collidesLand)
|
|
m_collisionFlags |= CollisionCategories.Land;
|
|
if (m_collidesWater)
|
|
m_collisionFlags |= CollisionCategories.Water;
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
}
|
|
if (m_isphysical)
|
|
{
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
d.BodySetLinearVel(Body, 0f, 0f, 0f);
|
|
d.BodySetForce(Body, 0, 0, 0);
|
|
enableBodySoft();
|
|
}
|
|
}
|
|
}
|
|
|
|
resetCollisionAccounting();
|
|
m_isSelected = m_taintselected;
|
|
}
|
|
|
|
public void ResetTaints()
|
|
{
|
|
m_taintposition = _position;
|
|
m_taintrot = _orientation;
|
|
m_taintPhysics = m_isphysical;
|
|
m_taintselected = m_isSelected;
|
|
m_taintsize = _size;
|
|
m_taintshape = false;
|
|
m_taintforce = false;
|
|
m_taintdisable = false;
|
|
m_taintVelocity = PhysicsVector.Zero;
|
|
}
|
|
|
|
public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
|
|
{
|
|
if (_mesh != null)
|
|
{
|
|
setMesh(_parent_scene, _mesh);
|
|
}
|
|
else
|
|
{
|
|
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
|
|
{
|
|
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
|
|
{
|
|
if (((_size.X / 2f) > 0f))
|
|
{
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
try
|
|
{
|
|
SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
|
|
}
|
|
catch (AccessViolationException)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
|
|
ode.dunlock(_parent_scene.world);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
try
|
|
{
|
|
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
|
}
|
|
catch (AccessViolationException)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
|
|
ode.dunlock(_parent_scene.world);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
try
|
|
{
|
|
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
|
}
|
|
catch (AccessViolationException)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
|
|
ode.dunlock(_parent_scene.world);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
else
|
|
{
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
try
|
|
{
|
|
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
|
}
|
|
catch (AccessViolationException)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
|
|
ode.dunlock(_parent_scene.world);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void changeadd(float timestep)
|
|
{
|
|
int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
|
|
IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
|
|
|
|
if (targetspace == IntPtr.Zero)
|
|
targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
|
|
|
|
m_targetSpace = targetspace;
|
|
|
|
if (_mesh == null)
|
|
{
|
|
if (_parent_scene.needsMeshing(_pbs))
|
|
{
|
|
// Don't need to re-enable body.. it's done in SetMesh
|
|
_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
|
|
// createmesh returns null when it's a shape that isn't a cube.
|
|
}
|
|
}
|
|
|
|
|
|
lock (_parent_scene.OdeLock)
|
|
{
|
|
CreateGeom(m_targetSpace, _mesh);
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
myrot.X = _orientation.X;
|
|
myrot.Y = _orientation.Y;
|
|
myrot.Z = _orientation.Z;
|
|
myrot.W = _orientation.W;
|
|
d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
}
|
|
|
|
if (m_isphysical && Body == IntPtr.Zero)
|
|
{
|
|
enableBody();
|
|
}
|
|
}
|
|
|
|
_parent_scene.geom_name_map[prim_geom] = this.m_primName;
|
|
_parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
|
|
|
|
changeSelectedStatus(timestep);
|
|
|
|
m_taintadd = false;
|
|
}
|
|
|
|
public void changemove(float timestep)
|
|
{
|
|
if (m_isphysical)
|
|
{
|
|
|
|
if (!m_disabled && !m_taintremove && !childPrim)
|
|
{
|
|
if (Body == IntPtr.Zero)
|
|
enableBody();
|
|
//Prim auto disable after 20 frames,
|
|
//if you move it, re-enable the prim manually.
|
|
if (_parent != null)
|
|
{
|
|
if (m_linkJoint != IntPtr.Zero)
|
|
{
|
|
d.JointDestroy(m_linkJoint);
|
|
m_linkJoint = IntPtr.Zero;
|
|
}
|
|
}
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
|
|
|
|
if (_parent != null)
|
|
{
|
|
OdePrim odParent = (OdePrim)_parent;
|
|
if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
|
|
{
|
|
m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
|
|
d.JointAttach(m_linkJoint, Body, odParent.Body);
|
|
d.JointSetFixed(m_linkJoint);
|
|
}
|
|
}
|
|
d.BodyEnable(Body);
|
|
}
|
|
else
|
|
{
|
|
m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
|
|
}
|
|
}
|
|
//else
|
|
// {
|
|
//m_log.Debug("[BUG]: race!");
|
|
//}
|
|
}
|
|
else
|
|
{
|
|
// string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
|
|
// int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
|
|
IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
|
|
m_targetSpace = tempspace;
|
|
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
d.SpaceAdd(m_targetSpace, prim_geom);
|
|
}
|
|
}
|
|
|
|
changeSelectedStatus(timestep);
|
|
|
|
resetCollisionAccounting();
|
|
m_taintposition = _position;
|
|
}
|
|
|
|
public void Move(float timestep)
|
|
{
|
|
float fx = 0;
|
|
float fy = 0;
|
|
float fz = 0;
|
|
|
|
if (IsPhysical && Body != IntPtr.Zero && !m_isSelected)
|
|
{
|
|
//float PID_P = 900.0f;
|
|
|
|
float m_mass = CalculateMass();
|
|
|
|
fz = 0f;
|
|
//m_log.Info(m_collisionFlags.ToString());
|
|
|
|
if (m_buoyancy != 0)
|
|
{
|
|
if (m_buoyancy > 0)
|
|
{
|
|
fz = (((-1 * _parent_scene.gravityz) * m_buoyancy) * m_mass);
|
|
|
|
//d.Vector3 l_velocity = d.BodyGetLinearVel(Body);
|
|
//m_log.Info("Using Buoyancy: " + buoyancy + " G: " + (_parent_scene.gravityz * m_buoyancy) + "mass:" + m_mass + " Pos: " + Position.ToString());
|
|
}
|
|
else
|
|
{
|
|
fz = (-1 * (((-1 * _parent_scene.gravityz) * (-1 * m_buoyancy)) * m_mass));
|
|
}
|
|
}
|
|
|
|
if (m_usePID)
|
|
{
|
|
// If we're using the PID controller, then we have no gravity
|
|
fz = (-1 * _parent_scene.gravityz) * m_mass;
|
|
|
|
// no lock; for now it's only called from within Simulate()
|
|
|
|
// If the PID Controller isn't active then we set our force
|
|
// calculating base velocity to the current position
|
|
|
|
if ((m_PIDTau < 1))
|
|
{
|
|
PID_G = PID_G / m_PIDTau;
|
|
}
|
|
|
|
if ((PID_G - m_PIDTau) <= 0)
|
|
{
|
|
PID_G = m_PIDTau + 1;
|
|
}
|
|
//PidStatus = true;
|
|
|
|
// PhysicsVector vec = new PhysicsVector();
|
|
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
|
|
|
d.Vector3 pos = d.BodyGetPosition(Body);
|
|
_target_velocity =
|
|
new PhysicsVector(
|
|
(m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
|
|
(m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
|
|
(m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
|
|
);
|
|
|
|
// if velocity is zero, use position control; otherwise, velocity control
|
|
|
|
if (_target_velocity.IsIdentical(PhysicsVector.Zero,0.1f))
|
|
{
|
|
// keep track of where we stopped. No more slippin' & slidin'
|
|
|
|
// We only want to deactivate the PID Controller if we think we want to have our surrogate
|
|
// react to the physics scene by moving it's position.
|
|
// Avatar to Avatar collisions
|
|
// Prim to avatar collisions
|
|
|
|
//fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
|
|
//fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
|
|
//fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
|
|
d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
|
|
d.BodySetLinearVel(Body, 0, 0, 0);
|
|
d.BodyAddForce(Body, 0, 0, fz);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
_zeroFlag = false;
|
|
|
|
// We're flying and colliding with something
|
|
fx = ((_target_velocity.X) - vel.X) * (PID_D);
|
|
fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
|
|
|
|
// vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
|
|
|
|
fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
|
|
}
|
|
}
|
|
|
|
fx *= m_mass;
|
|
fy *= m_mass;
|
|
//fz *= m_mass;
|
|
|
|
fx += m_force.X;
|
|
fy += m_force.Y;
|
|
fz += m_force.Z;
|
|
|
|
//m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
|
|
if (fx != 0 || fy != 0 || fz != 0)
|
|
{
|
|
//m_taintdisable = true;
|
|
//base.RaiseOutOfBounds(Position);
|
|
//d.BodySetLinearVel(Body, fx, fy, 0f);
|
|
if (!d.BodyIsEnabled(Body))
|
|
{
|
|
d.BodySetLinearVel(Body, 0f, 0f, 0f);
|
|
d.BodySetForce(Body, 0, 0, 0);
|
|
enableBodySoft();
|
|
}
|
|
d.BodyAddForce(Body, fx, fy, fz);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// _zeroPosition = d.BodyGetPosition(Body);
|
|
return;
|
|
}
|
|
}
|
|
|
|
public void rotate(float timestep)
|
|
{
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
myrot.X = _orientation.X;
|
|
myrot.Y = _orientation.Y;
|
|
myrot.Z = _orientation.Z;
|
|
myrot.W = _orientation.W;
|
|
d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
if (m_isphysical && Body != IntPtr.Zero)
|
|
{
|
|
d.BodySetQuaternion(Body, ref myrot);
|
|
if (!m_angularlock.IsIdentical(new PhysicsVector(1, 1, 1), 0))
|
|
createAMotor(m_angularlock);
|
|
}
|
|
|
|
resetCollisionAccounting();
|
|
m_taintrot = _orientation;
|
|
}
|
|
|
|
private void resetCollisionAccounting()
|
|
{
|
|
m_collisionscore = 0;
|
|
m_interpenetrationcount = 0;
|
|
m_disabled = false;
|
|
}
|
|
|
|
public void changedisable(float timestep)
|
|
{
|
|
m_disabled = true;
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
d.BodyDisable(Body);
|
|
Body = IntPtr.Zero;
|
|
}
|
|
|
|
m_taintdisable = false;
|
|
}
|
|
|
|
public void changePhysicsStatus(float timestep)
|
|
{
|
|
if (m_isphysical == true)
|
|
{
|
|
if (Body == IntPtr.Zero)
|
|
{
|
|
if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
|
|
{
|
|
changeshape(2f);
|
|
}
|
|
else
|
|
{
|
|
enableBody();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
|
|
{
|
|
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
try
|
|
{
|
|
d.GeomDestroy(prim_geom);
|
|
prim_geom = IntPtr.Zero;
|
|
_mesh = null;
|
|
}
|
|
catch (System.AccessViolationException)
|
|
{
|
|
prim_geom = IntPtr.Zero;
|
|
m_log.Error("[PHYSICS]: PrimGeom dead");
|
|
}
|
|
}
|
|
|
|
changeadd(2f);
|
|
}
|
|
if (childPrim)
|
|
{
|
|
if (_parent != null)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildDelink(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
disableBody();
|
|
}
|
|
}
|
|
}
|
|
|
|
changeSelectedStatus(timestep);
|
|
|
|
resetCollisionAccounting();
|
|
m_taintPhysics = m_isphysical;
|
|
}
|
|
|
|
public void changesize(float timestamp)
|
|
{
|
|
//if (!_parent_scene.geom_name_map.ContainsKey(prim_geom))
|
|
//{
|
|
// m_taintsize = _size;
|
|
//return;
|
|
//}
|
|
string oldname = _parent_scene.geom_name_map[prim_geom];
|
|
|
|
if (_size.X <= 0) _size.X = 0.01f;
|
|
if (_size.Y <= 0) _size.Y = 0.01f;
|
|
if (_size.Z <= 0) _size.Z = 0.01f;
|
|
|
|
// Cleanup of old prim geometry
|
|
if (_mesh != null)
|
|
{
|
|
// Cleanup meshing here
|
|
}
|
|
//kill body to rebuild
|
|
if (IsPhysical && Body != IntPtr.Zero)
|
|
{
|
|
if (childPrim)
|
|
{
|
|
if (_parent != null)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildDelink(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
disableBody();
|
|
}
|
|
}
|
|
if (d.SpaceQuery(m_targetSpace, prim_geom))
|
|
{
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
d.SpaceRemove(m_targetSpace, prim_geom);
|
|
}
|
|
d.GeomDestroy(prim_geom);
|
|
prim_geom = IntPtr.Zero;
|
|
// we don't need to do space calculation because the client sends a position update also.
|
|
|
|
// Construction of new prim
|
|
if (_parent_scene.needsMeshing(_pbs))
|
|
{
|
|
float meshlod = _parent_scene.meshSculptLOD;
|
|
|
|
if (IsPhysical)
|
|
meshlod = _parent_scene.MeshSculptphysicalLOD;
|
|
// Don't need to re-enable body.. it's done in SetMesh
|
|
|
|
IMesh mesh = null;
|
|
|
|
if (_parent_scene.needsMeshing(_pbs))
|
|
mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
|
|
|
//IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
|
|
|
CreateGeom(m_targetSpace, mesh);
|
|
|
|
|
|
}
|
|
else
|
|
{
|
|
_mesh = null;
|
|
CreateGeom(m_targetSpace, _mesh);
|
|
}
|
|
|
|
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
myrot.X = _orientation.X;
|
|
myrot.Y = _orientation.Y;
|
|
myrot.Z = _orientation.Z;
|
|
myrot.W = _orientation.W;
|
|
d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
|
|
//d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
|
|
if (IsPhysical && Body == IntPtr.Zero && !childPrim)
|
|
{
|
|
// Re creates body on size.
|
|
// EnableBody also does setMass()
|
|
enableBody();
|
|
d.BodyEnable(Body);
|
|
}
|
|
|
|
_parent_scene.geom_name_map[prim_geom] = oldname;
|
|
|
|
changeSelectedStatus(timestamp);
|
|
if (childPrim)
|
|
{
|
|
if (_parent is OdePrim)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildSetGeom(this);
|
|
}
|
|
}
|
|
resetCollisionAccounting();
|
|
m_taintsize = _size;
|
|
}
|
|
|
|
//public void changesize(float timestamp)
|
|
//{
|
|
// //if (!_parent_scene.geom_name_map.ContainsKey(prim_geom))
|
|
// //{
|
|
// // m_taintsize = _size;
|
|
// //return;
|
|
// //}
|
|
// string oldname = _parent_scene.geom_name_map[prim_geom];
|
|
|
|
// if (_size.X <= 0) _size.X = 0.01f;
|
|
// if (_size.Y <= 0) _size.Y = 0.01f;
|
|
// if (_size.Z <= 0) _size.Z = 0.01f;
|
|
|
|
// // Cleanup of old prim geometry
|
|
// if (_mesh != null)
|
|
// {
|
|
// // Cleanup meshing here
|
|
// }
|
|
// //kill body to rebuild
|
|
// if (IsPhysical && Body != (IntPtr) 0)
|
|
// {
|
|
// disableBody();
|
|
// }
|
|
// if (d.SpaceQuery(m_targetSpace, prim_geom))
|
|
// {
|
|
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
// d.SpaceRemove(m_targetSpace, prim_geom);
|
|
// }
|
|
// d.GeomDestroy(prim_geom);
|
|
// prim_geom = (IntPtr)0;
|
|
// // we don't need to do space calculation because the client sends a position update also.
|
|
|
|
// // Construction of new prim
|
|
// if (_parent_scene.needsMeshing(_pbs))
|
|
// {
|
|
// float meshlod = _parent_scene.meshSculptLOD;
|
|
|
|
// if (IsPhysical)
|
|
// meshlod = _parent_scene.MeshSculptphysicalLOD;
|
|
// // Don't need to re-enable body.. it's done in SetMesh
|
|
// IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
|
// // createmesh returns null when it's a shape that isn't a cube.
|
|
// if (mesh != null)
|
|
// {
|
|
// setMesh(_parent_scene, mesh);
|
|
// d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
// d.Quaternion myrot = new d.Quaternion();
|
|
// myrot.W = _orientation.w;
|
|
// myrot.X = _orientation.X;
|
|
// myrot.Y = _orientation.Y;
|
|
// myrot.Z = _orientation.Z;
|
|
// d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
|
|
// //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
|
|
// if (IsPhysical && Body == (IntPtr)0)
|
|
// {
|
|
// // Re creates body on size.
|
|
// // EnableBody also does setMass()
|
|
// enableBody();
|
|
// d.BodyEnable(Body);
|
|
// }
|
|
// }
|
|
// else
|
|
// {
|
|
// if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
|
|
// {
|
|
// if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
|
|
// {
|
|
// if (((_size.X / 2f) > 0f) && ((_size.X / 2f) < 1000))
|
|
// {
|
|
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
// SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
|
|
// }
|
|
// else
|
|
// {
|
|
// m_log.Info("[PHYSICS]: Failed to load a sphere bad size");
|
|
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
// SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
|
// }
|
|
|
|
// }
|
|
// else
|
|
// {
|
|
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
// SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
|
// }
|
|
// }
|
|
// //else if (_pbs.ProfileShape == ProfileShape.Circle && _pbs.PathCurve == (byte)Extrusion.Straight)
|
|
// //{
|
|
// //Cyllinder
|
|
// //if (_size.X == _size.Y)
|
|
// //{
|
|
// // prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
|
|
// //}
|
|
// //else
|
|
// //{
|
|
// //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
|
|
// //}
|
|
// //}
|
|
// else
|
|
// {
|
|
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
// SetGeom(prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
|
// }
|
|
// //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
|
|
// d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
// d.Quaternion myrot = new d.Quaternion();
|
|
// myrot.W = _orientation.w;
|
|
// myrot.X = _orientation.X;
|
|
// myrot.Y = _orientation.Y;
|
|
// myrot.Z = _orientation.Z;
|
|
// d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
// }
|
|
// }
|
|
// else
|
|
// {
|
|
// if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
|
|
// {
|
|
// if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
|
|
// {
|
|
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
// SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
|
|
// }
|
|
// else
|
|
// {
|
|
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
// SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
|
// }
|
|
// }
|
|
// //else if (_pbs.ProfileShape == ProfileShape.Circle && _pbs.PathCurve == (byte)Extrusion.Straight)
|
|
// //{
|
|
// //Cyllinder
|
|
// //if (_size.X == _size.Y)
|
|
// //{
|
|
// //prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
|
|
// //}
|
|
// //else
|
|
// //{
|
|
// //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
|
|
// //}
|
|
// //}
|
|
// else
|
|
// {
|
|
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
// SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
|
// }
|
|
// d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
// d.Quaternion myrot = new d.Quaternion();
|
|
// myrot.W = _orientation.w;
|
|
// myrot.X = _orientation.X;
|
|
// myrot.Y = _orientation.Y;
|
|
// myrot.Z = _orientation.Z;
|
|
// d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
|
|
// //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
|
|
// if (IsPhysical && Body == (IntPtr) 0)
|
|
// {
|
|
// // Re creates body on size.
|
|
// // EnableBody also does setMass()
|
|
// enableBody();
|
|
// d.BodyEnable(Body);
|
|
// }
|
|
// }
|
|
|
|
// _parent_scene.geom_name_map[prim_geom] = oldname;
|
|
|
|
// changeSelectedStatus(timestamp);
|
|
|
|
// resetCollisionAccounting();
|
|
// m_taintsize = _size;
|
|
//}
|
|
|
|
public void changefloatonwater(float timestep)
|
|
{
|
|
m_collidesWater = m_taintCollidesWater;
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
if (m_collidesWater)
|
|
{
|
|
m_collisionFlags |= CollisionCategories.Water;
|
|
}
|
|
else
|
|
{
|
|
m_collisionFlags &= ~CollisionCategories.Water;
|
|
}
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
}
|
|
}
|
|
|
|
public void changeshape(float timestamp)
|
|
{
|
|
string oldname = _parent_scene.geom_name_map[prim_geom];
|
|
|
|
// Cleanup of old prim geometry and Bodies
|
|
if (IsPhysical && Body != IntPtr.Zero)
|
|
{
|
|
if (childPrim)
|
|
{
|
|
if (_parent != null)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildDelink(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
disableBody();
|
|
}
|
|
}
|
|
try
|
|
{
|
|
d.GeomDestroy(prim_geom);
|
|
}
|
|
catch (System.AccessViolationException)
|
|
{
|
|
prim_geom = IntPtr.Zero;
|
|
m_log.Error("[PHYSICS]: PrimGeom dead");
|
|
}
|
|
prim_geom = IntPtr.Zero;
|
|
// we don't need to do space calculation because the client sends a position update also.
|
|
if (_size.X <= 0) _size.X = 0.01f;
|
|
if (_size.Y <= 0) _size.Y = 0.01f;
|
|
if (_size.Z <= 0) _size.Z = 0.01f;
|
|
// Construction of new prim
|
|
|
|
if (_parent_scene.needsMeshing(_pbs))
|
|
{
|
|
// Don't need to re-enable body.. it's done in SetMesh
|
|
float meshlod = _parent_scene.meshSculptLOD;
|
|
|
|
if (IsPhysical)
|
|
meshlod = _parent_scene.MeshSculptphysicalLOD;
|
|
|
|
IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
|
// createmesh returns null when it doesn't mesh.
|
|
CreateGeom(m_targetSpace, mesh);
|
|
}
|
|
else
|
|
{
|
|
_mesh = null;
|
|
CreateGeom(m_targetSpace, null);
|
|
}
|
|
|
|
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
//myrot.W = _orientation.w;
|
|
myrot.W = _orientation.W;
|
|
myrot.X = _orientation.X;
|
|
myrot.Y = _orientation.Y;
|
|
myrot.Z = _orientation.Z;
|
|
d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
|
|
//d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
|
|
if (IsPhysical && Body == IntPtr.Zero)
|
|
{
|
|
// Re creates body on size.
|
|
// EnableBody also does setMass()
|
|
enableBody();
|
|
d.BodyEnable(Body);
|
|
}
|
|
_parent_scene.geom_name_map[prim_geom] = oldname;
|
|
|
|
changeSelectedStatus(timestamp);
|
|
if (childPrim)
|
|
{
|
|
if (_parent is OdePrim)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildSetGeom(this);
|
|
}
|
|
}
|
|
resetCollisionAccounting();
|
|
m_taintshape = false;
|
|
}
|
|
|
|
public void changeAddForce(float timestamp)
|
|
{
|
|
if (!m_isSelected)
|
|
{
|
|
lock (m_forcelist)
|
|
{
|
|
//m_log.Info("[PHYSICS]: dequeing forcelist");
|
|
if (IsPhysical)
|
|
{
|
|
PhysicsVector iforce = new PhysicsVector();
|
|
for (int i = 0; i < m_forcelist.Count; i++)
|
|
{
|
|
iforce = iforce + (m_forcelist[i] * 100);
|
|
}
|
|
d.BodyEnable(Body);
|
|
d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
|
|
}
|
|
m_forcelist.Clear();
|
|
}
|
|
|
|
m_collisionscore = 0;
|
|
m_interpenetrationcount = 0;
|
|
}
|
|
|
|
m_taintforce = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
public void changeSetTorque(float timestamp)
|
|
{
|
|
if (!m_isSelected)
|
|
{
|
|
if (IsPhysical && Body != IntPtr.Zero)
|
|
{
|
|
d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
|
|
}
|
|
}
|
|
|
|
m_taintTorque = new PhysicsVector(0, 0, 0);
|
|
}
|
|
|
|
public void changeAddAngularForce(float timestamp)
|
|
{
|
|
if (!m_isSelected)
|
|
{
|
|
lock (m_angularforcelist)
|
|
{
|
|
//m_log.Info("[PHYSICS]: dequeing forcelist");
|
|
if (IsPhysical)
|
|
{
|
|
PhysicsVector iforce = new PhysicsVector();
|
|
for (int i = 0; i < m_angularforcelist.Count; i++)
|
|
{
|
|
iforce = iforce + (m_angularforcelist[i] * 100);
|
|
}
|
|
d.BodyEnable(Body);
|
|
d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
|
|
|
|
}
|
|
m_angularforcelist.Clear();
|
|
}
|
|
|
|
m_collisionscore = 0;
|
|
m_interpenetrationcount = 0;
|
|
}
|
|
|
|
m_taintaddangularforce = false;
|
|
}
|
|
|
|
private void changevelocity(float timestep)
|
|
{
|
|
if (!m_isSelected)
|
|
{
|
|
Thread.Sleep(20);
|
|
if (IsPhysical)
|
|
{
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
|
|
}
|
|
}
|
|
|
|
//resetCollisionAccounting();
|
|
}
|
|
m_taintVelocity = PhysicsVector.Zero;
|
|
}
|
|
|
|
public override bool IsPhysical
|
|
{
|
|
get { return m_isphysical; }
|
|
set { m_isphysical = value; }
|
|
}
|
|
|
|
public void setPrimForRemoval()
|
|
{
|
|
m_taintremove = true;
|
|
}
|
|
|
|
public override bool Flying
|
|
{
|
|
// no flying prims for you
|
|
get { return false; }
|
|
set { }
|
|
}
|
|
|
|
public override bool IsColliding
|
|
{
|
|
get { return iscolliding; }
|
|
set { iscolliding = value; }
|
|
}
|
|
|
|
public override bool CollidingGround
|
|
{
|
|
get { return false; }
|
|
set { return; }
|
|
}
|
|
|
|
public override bool CollidingObj
|
|
{
|
|
get { return false; }
|
|
set { return; }
|
|
}
|
|
|
|
public override bool ThrottleUpdates
|
|
{
|
|
get { return m_throttleUpdates; }
|
|
set { m_throttleUpdates = value; }
|
|
}
|
|
|
|
public override bool Stopped
|
|
{
|
|
get { return _zeroFlag; }
|
|
}
|
|
|
|
public override PhysicsVector Position
|
|
{
|
|
get { return _position; }
|
|
|
|
set { _position = value;
|
|
//m_log.Info("[PHYSICS]: " + _position.ToString());
|
|
}
|
|
}
|
|
|
|
public override PhysicsVector Size
|
|
{
|
|
get { return _size; }
|
|
set { _size = value; }
|
|
}
|
|
|
|
public override float Mass
|
|
{
|
|
get { return CalculateMass(); }
|
|
}
|
|
|
|
public override PhysicsVector Force
|
|
{
|
|
//get { return PhysicsVector.Zero; }
|
|
get { return m_force; }
|
|
set { m_force = value; }
|
|
}
|
|
|
|
public override int VehicleType
|
|
{
|
|
get { return 0; }
|
|
set { return; }
|
|
}
|
|
|
|
public override void VehicleFloatParam(int param, float value)
|
|
{
|
|
|
|
}
|
|
|
|
public override void VehicleVectorParam(int param, PhysicsVector value)
|
|
{
|
|
|
|
}
|
|
|
|
public override void VehicleRotationParam(int param, Quaternion rotation)
|
|
{
|
|
|
|
}
|
|
|
|
public override void SetVolumeDetect(int param)
|
|
{
|
|
lock (_parent_scene.OdeLock)
|
|
{
|
|
m_isVolumeDetect = (param!=0);
|
|
}
|
|
}
|
|
|
|
public override PhysicsVector CenterOfMass
|
|
{
|
|
get { return PhysicsVector.Zero; }
|
|
}
|
|
|
|
public override PhysicsVector GeometricCenter
|
|
{
|
|
get { return PhysicsVector.Zero; }
|
|
}
|
|
|
|
public override PrimitiveBaseShape Shape
|
|
{
|
|
set
|
|
{
|
|
_pbs = value;
|
|
m_taintshape = true;
|
|
}
|
|
}
|
|
|
|
public override PhysicsVector Velocity
|
|
{
|
|
get
|
|
{
|
|
// Averate previous velocity with the new one so
|
|
// client object interpolation works a 'little' better
|
|
PhysicsVector returnVelocity = new PhysicsVector();
|
|
returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
|
|
returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
|
|
returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
|
|
return returnVelocity;
|
|
}
|
|
set
|
|
{
|
|
_velocity = value;
|
|
|
|
m_taintVelocity = value;
|
|
_parent_scene.AddPhysicsActorTaint(this);
|
|
}
|
|
}
|
|
|
|
public override PhysicsVector Torque
|
|
{
|
|
get
|
|
{
|
|
if (!m_isphysical || Body == IntPtr.Zero)
|
|
return new PhysicsVector(0,0,0);
|
|
|
|
return _torque;
|
|
}
|
|
|
|
set
|
|
{
|
|
m_taintTorque = value;
|
|
_parent_scene.AddPhysicsActorTaint(this);
|
|
}
|
|
}
|
|
|
|
public override float CollisionScore
|
|
{
|
|
get { return m_collisionscore; }
|
|
set { m_collisionscore = value; }
|
|
}
|
|
|
|
public override bool Kinematic
|
|
{
|
|
get { return false; }
|
|
set { }
|
|
}
|
|
|
|
public override Quaternion Orientation
|
|
{
|
|
get { return _orientation; }
|
|
set { _orientation = value; }
|
|
}
|
|
|
|
public override PhysicsVector Acceleration
|
|
{
|
|
get { return _acceleration; }
|
|
}
|
|
|
|
|
|
public void SetAcceleration(PhysicsVector accel)
|
|
{
|
|
_acceleration = accel;
|
|
}
|
|
|
|
public override void AddForce(PhysicsVector force, bool pushforce)
|
|
{
|
|
m_forcelist.Add(force);
|
|
m_taintforce = true;
|
|
//m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
|
|
}
|
|
|
|
public override void AddAngularForce(PhysicsVector force, bool pushforce)
|
|
{
|
|
m_angularforcelist.Add(force);
|
|
m_taintaddangularforce = true;
|
|
}
|
|
|
|
public override PhysicsVector RotationalVelocity
|
|
{
|
|
get
|
|
{
|
|
PhysicsVector pv = new PhysicsVector(0, 0, 0);
|
|
if (_zeroFlag)
|
|
return pv;
|
|
m_lastUpdateSent = false;
|
|
|
|
if (m_rotationalVelocity.IsIdentical(pv, 0.2f))
|
|
return pv;
|
|
|
|
return m_rotationalVelocity;
|
|
}
|
|
set { m_rotationalVelocity = value; }
|
|
}
|
|
|
|
public override void CrossingFailure()
|
|
{
|
|
m_crossingfailures++;
|
|
if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
|
|
{
|
|
base.RaiseOutOfBounds(_position);
|
|
return;
|
|
}
|
|
else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
|
|
}
|
|
}
|
|
|
|
public override float Buoyancy
|
|
{
|
|
get { return m_buoyancy; }
|
|
set { m_buoyancy = value; }
|
|
}
|
|
|
|
public override void link(PhysicsActor obj)
|
|
{
|
|
m_taintparent = obj;
|
|
}
|
|
|
|
public override void delink()
|
|
{
|
|
m_taintparent = null;
|
|
}
|
|
|
|
public override void LockAngularMotion(PhysicsVector axis)
|
|
{
|
|
// reverse the zero/non zero values for ODE.
|
|
|
|
axis.X = (axis.X > 0) ? 1f : 0f;
|
|
axis.Y = (axis.Y > 0) ? 1f : 0f;
|
|
axis.Z = (axis.Z > 0) ? 1f : 0f;
|
|
m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
|
|
m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z); ;
|
|
}
|
|
|
|
public void UpdatePositionAndVelocity()
|
|
{
|
|
// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
|
|
if (_parent == null)
|
|
{
|
|
PhysicsVector pv = new PhysicsVector(0, 0, 0);
|
|
bool lastZeroFlag = _zeroFlag;
|
|
if (Body != (IntPtr)0) // FIXME -> or if it is a joint
|
|
{
|
|
d.Vector3 vec = d.BodyGetPosition(Body);
|
|
d.Quaternion ori = d.BodyGetQuaternion(Body);
|
|
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
|
d.Vector3 rotvel = d.BodyGetAngularVel(Body);
|
|
d.Vector3 torque = d.BodyGetTorque(Body);
|
|
_torque.setValues(torque.X, torque.Y, torque.Z);
|
|
PhysicsVector l_position = new PhysicsVector();
|
|
Quaternion l_orientation = new Quaternion();
|
|
|
|
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
|
|
//if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
|
|
//if (vec.Y < 0.0f) { vec.Y = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
|
|
//if (vec.X > 255.95f) { vec.X = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
|
|
//if (vec.Y > 255.95f) { vec.Y = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
|
|
|
|
m_lastposition = _position;
|
|
m_lastorientation = _orientation;
|
|
|
|
l_position.X = vec.X;
|
|
l_position.Y = vec.Y;
|
|
l_position.Z = vec.Z;
|
|
l_orientation.X = ori.X;
|
|
l_orientation.Y = ori.Y;
|
|
l_orientation.Z = ori.Z;
|
|
l_orientation.W = ori.W;
|
|
|
|
if (l_position.X > 255.95f || l_position.X < 0f || l_position.Y > 255.95f || l_position.Y < 0f)
|
|
{
|
|
//base.RaiseOutOfBounds(l_position);
|
|
|
|
if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds)
|
|
{
|
|
_position = l_position;
|
|
//_parent_scene.remActivePrim(this);
|
|
if (_parent == null)
|
|
base.RequestPhysicsterseUpdate();
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (_parent == null)
|
|
base.RaiseOutOfBounds(l_position);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (l_position.Z < 0)
|
|
{
|
|
// This is so prim that get lost underground don't fall forever and suck up
|
|
//
|
|
// Sim resources and memory.
|
|
// Disables the prim's movement physics....
|
|
// It's a hack and will generate a console message if it fails.
|
|
|
|
//IsPhysical = false;
|
|
if (_parent == null)
|
|
base.RaiseOutOfBounds(_position);
|
|
|
|
_acceleration.X = 0;
|
|
_acceleration.Y = 0;
|
|
_acceleration.Z = 0;
|
|
|
|
_velocity.X = 0;
|
|
_velocity.Y = 0;
|
|
_velocity.Z = 0;
|
|
m_rotationalVelocity.X = 0;
|
|
m_rotationalVelocity.Y = 0;
|
|
m_rotationalVelocity.Z = 0;
|
|
|
|
if (_parent == null)
|
|
base.RequestPhysicsterseUpdate();
|
|
|
|
m_throttleUpdates = false;
|
|
throttleCounter = 0;
|
|
_zeroFlag = true;
|
|
//outofBounds = true;
|
|
}
|
|
|
|
if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
|
|
&& (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
|
|
&& (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
|
|
&& (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01 ))
|
|
{
|
|
_zeroFlag = true;
|
|
m_throttleUpdates = false;
|
|
}
|
|
else
|
|
{
|
|
//System.Console.WriteLine(Math.Abs(m_lastposition.X - l_position.X).ToString());
|
|
_zeroFlag = false;
|
|
}
|
|
|
|
if (_zeroFlag)
|
|
{
|
|
_velocity.X = 0.0f;
|
|
_velocity.Y = 0.0f;
|
|
_velocity.Z = 0.0f;
|
|
|
|
_acceleration.X = 0;
|
|
_acceleration.Y = 0;
|
|
_acceleration.Z = 0;
|
|
|
|
//_orientation.w = 0f;
|
|
//_orientation.X = 0f;
|
|
//_orientation.Y = 0f;
|
|
//_orientation.Z = 0f;
|
|
m_rotationalVelocity.X = 0;
|
|
m_rotationalVelocity.Y = 0;
|
|
m_rotationalVelocity.Z = 0;
|
|
if (!m_lastUpdateSent)
|
|
{
|
|
m_throttleUpdates = false;
|
|
throttleCounter = 0;
|
|
m_rotationalVelocity = pv;
|
|
|
|
if (_parent == null)
|
|
base.RequestPhysicsterseUpdate();
|
|
|
|
m_lastUpdateSent = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (lastZeroFlag != _zeroFlag)
|
|
{
|
|
if (_parent == null)
|
|
base.RequestPhysicsterseUpdate();
|
|
}
|
|
|
|
m_lastVelocity = _velocity;
|
|
|
|
_position = l_position;
|
|
|
|
_velocity.X = vel.X;
|
|
_velocity.Y = vel.Y;
|
|
_velocity.Z = vel.Z;
|
|
|
|
_acceleration = ((_velocity - m_lastVelocity) / 0.1f);
|
|
_acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f);
|
|
//m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString());
|
|
|
|
if (_velocity.IsIdentical(pv, 0.5f))
|
|
{
|
|
m_rotationalVelocity = pv;
|
|
}
|
|
else
|
|
{
|
|
m_rotationalVelocity.setValues(rotvel.X, rotvel.Y, rotvel.Z);
|
|
}
|
|
|
|
//System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString());
|
|
_orientation.X = ori.X;
|
|
_orientation.Y = ori.Y;
|
|
_orientation.Z = ori.Z;
|
|
_orientation.W = ori.W;
|
|
m_lastUpdateSent = false;
|
|
if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
|
|
{
|
|
if (_parent == null)
|
|
base.RequestPhysicsterseUpdate();
|
|
}
|
|
else
|
|
{
|
|
throttleCounter++;
|
|
}
|
|
}
|
|
m_lastposition = l_position;
|
|
}
|
|
else
|
|
{
|
|
// Not a body.. so Make sure the client isn't interpolating
|
|
_velocity.X = 0;
|
|
_velocity.Y = 0;
|
|
_velocity.Z = 0;
|
|
|
|
_acceleration.X = 0;
|
|
_acceleration.Y = 0;
|
|
_acceleration.Z = 0;
|
|
|
|
m_rotationalVelocity.X = 0;
|
|
m_rotationalVelocity.Y = 0;
|
|
m_rotationalVelocity.Z = 0;
|
|
_zeroFlag = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
public override bool FloatOnWater
|
|
{
|
|
set {
|
|
m_taintCollidesWater = value;
|
|
_parent_scene.AddPhysicsActorTaint(this);
|
|
}
|
|
}
|
|
|
|
public override void SetMomentum(PhysicsVector momentum)
|
|
{
|
|
}
|
|
|
|
public override PhysicsVector PIDTarget { set { m_PIDTarget = value; ; } }
|
|
public override bool PIDActive { set { m_usePID = value; } }
|
|
public override float PIDTau { set { m_PIDTau = value; } }
|
|
|
|
private void createAMotor(PhysicsVector axis)
|
|
{
|
|
if (Body == IntPtr.Zero)
|
|
return;
|
|
|
|
if (Amotor != IntPtr.Zero)
|
|
{
|
|
d.JointDestroy(Amotor);
|
|
Amotor = IntPtr.Zero;
|
|
}
|
|
|
|
float axisnum = 3;
|
|
|
|
axisnum = (axisnum - (axis.X + axis.Y + axis.Z));
|
|
|
|
|
|
if (axisnum <= 0)
|
|
return;
|
|
int dAMotorEuler = 1;
|
|
|
|
Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
|
|
d.JointAttach(Amotor, Body, IntPtr.Zero);
|
|
d.JointSetAMotorMode(Amotor, dAMotorEuler);
|
|
|
|
d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
|
|
int i = 0;
|
|
|
|
if (axis.X == 0)
|
|
{
|
|
d.JointSetAMotorAxis(Amotor, i, 0, 1, 0, 0);
|
|
i++;
|
|
}
|
|
|
|
if (axis.Y == 0)
|
|
{
|
|
d.JointSetAMotorAxis(Amotor, i, 0, 0, 1, 0);
|
|
i++;
|
|
}
|
|
|
|
if (axis.Z == 0)
|
|
{
|
|
d.JointSetAMotorAxis(Amotor, i, 0, 0, 0, 1);
|
|
i++;
|
|
}
|
|
|
|
for (int j = 0; j < (int)axisnum; j++)
|
|
{
|
|
//d.JointSetAMotorAngle(Amotor, j, 0);
|
|
}
|
|
|
|
//d.JointSetAMotorAngle(Amotor, 1, 0);
|
|
//d.JointSetAMotorAngle(Amotor, 2, 0);
|
|
|
|
// These lowstops and high stops are effectively (no wiggle room)
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
|
|
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.FMax, m_tensor * 5);//
|
|
}
|
|
|
|
public override void SubscribeEvents(int ms)
|
|
{
|
|
m_eventsubscription = ms;
|
|
_parent_scene.addCollisionEventReporting(this);
|
|
}
|
|
|
|
public override void UnSubscribeEvents()
|
|
{
|
|
_parent_scene.remCollisionEventReporting(this);
|
|
m_eventsubscription = 0;
|
|
}
|
|
|
|
public void AddCollisionEvent(uint CollidedWith, float depth)
|
|
{
|
|
if (CollisionEventsThisFrame == null)
|
|
CollisionEventsThisFrame = new CollisionEventUpdate();
|
|
CollisionEventsThisFrame.addCollider(CollidedWith,depth);
|
|
}
|
|
|
|
public void SendCollisions()
|
|
{
|
|
if (CollisionEventsThisFrame == null)
|
|
return;
|
|
|
|
base.SendCollisionUpdate(CollisionEventsThisFrame);
|
|
|
|
if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
|
|
CollisionEventsThisFrame = null;
|
|
else
|
|
CollisionEventsThisFrame = new CollisionEventUpdate();
|
|
}
|
|
|
|
public override bool SubscribedEvents()
|
|
{
|
|
if (m_eventsubscription > 0)
|
|
return true;
|
|
return false;
|
|
}
|
|
}
|
|
}
|