4069 lines
141 KiB
C#
4069 lines
141 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/* Revision 2011/12 by Ubit Umarov
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*
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*
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*/
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/*
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* Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
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* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
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* ODEPrim.cs contains methods dealing with Prim editing, Prim
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* characteristics and Kinetic motion.
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* ODEDynamics.cs contains methods dealing with Prim Physical motion
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* (dynamics) and the associated settings. Old Linear and angular
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* motors for dynamic motion have been replace with MoveLinear()
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* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
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* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
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* switch between 'VEHICLE' parameter use and general dynamics
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* settings use.
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*/
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//#define SPAM
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using System.Threading;
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using log4net;
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using OpenMetaverse;
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using OdeAPI;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.OdePlugin
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{
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public class OdePrim : PhysicsActor
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private bool m_isphysical;
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private bool m_fakeisphysical;
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private bool m_isphantom;
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private bool m_fakeisphantom;
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internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
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private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
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protected bool m_building;
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protected bool m_forcePosOrRotation;
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private bool m_iscolliding;
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internal bool m_isSelected;
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private bool m_delaySelect;
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private bool m_lastdoneSelected;
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internal bool m_outbounds;
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private Quaternion m_lastorientation = new Quaternion();
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private Quaternion _orientation;
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private Vector3 _position;
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private Vector3 _velocity;
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private Vector3 _torque;
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private Vector3 m_lastVelocity;
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private Vector3 m_lastposition;
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private Vector3 m_rotationalVelocity;
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private Vector3 _size;
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private Vector3 _acceleration;
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private Vector3 m_angularlock = Vector3.One;
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private IntPtr Amotor = IntPtr.Zero;
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private Vector3 m_force;
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private Vector3 m_forceacc;
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private Vector3 m_angularForceacc;
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private float m_invTimeStep = 50.0f;
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private float m_timeStep = .02f;
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private Vector3 m_PIDTarget;
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private float m_PIDTau;
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private bool m_usePID;
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// KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
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// and are for non-VEHICLES only.
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private float m_PIDHoverHeight;
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private float m_PIDHoverTau;
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private bool m_useHoverPID;
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private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
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private float m_targetHoverHeight;
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private float m_groundHeight;
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private float m_waterHeight;
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private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
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private int body_autodisable_frames = 5;
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private int bodydisablecontrol = 0;
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// Default we're a Geometry
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private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
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// Default colide nonphysical don't try to colide with anything
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private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
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private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
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CollisionCategories.Character |
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CollisionCategories.Land |
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CollisionCategories.VolumeDtc);
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// private bool m_collidesLand = true;
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private bool m_collidesWater;
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public bool m_returnCollisions;
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private bool m_NoColide; // for now only for internal use for bad meshs
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// Default, Collide with Other Geometries, spaces and Bodies
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private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
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public bool m_disabled;
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public uint m_localID;
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private IMesh m_mesh;
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private object m_meshlock = new object();
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private PrimitiveBaseShape _pbs;
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public OdeScene _parent_scene;
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/// <summary>
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/// The physics space which contains prim geometry
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/// </summary>
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public IntPtr m_targetSpace = IntPtr.Zero;
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public IntPtr prim_geom;
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public IntPtr _triMeshData;
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private PhysicsActor _parent;
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private List<OdePrim> childrenPrim = new List<OdePrim>();
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private bool m_throttleUpdates;
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private int throttleCounter;
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public float m_collisionscore;
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int m_colliderfilter = 0;
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public IntPtr collide_geom; // for objects: geom if single prim space it linkset
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private float m_density = 10.000006836f; // Aluminum g/cm3;
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private byte m_shapetype;
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public bool _zeroFlag;
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private bool m_lastUpdateSent;
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public IntPtr Body = IntPtr.Zero;
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public String Name { get; private set; }
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private Vector3 _target_velocity;
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public Vector3 primOOBsize; // prim real dimensions from mesh
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public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
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public float primOOBradiusSQ;
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public d.Mass primdMass; // prim inertia information on it's own referencial
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float primMass; // prim own mass
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float primVolume; // prim own volume;
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float _mass; // object mass acording to case
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private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
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public int givefakepos = 0;
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private Vector3 fakepos;
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public int givefakeori = 0;
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private Quaternion fakeori;
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private int m_eventsubscription;
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private int m_cureventsubscription;
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private CollisionEventUpdate CollisionEventsThisFrame = null;
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private bool SentEmptyCollisionsEvent;
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public volatile bool childPrim;
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public ODEDynamics m_vehicle;
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internal int m_material = (int)Material.Wood;
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private float mu;
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private float bounce;
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/// <summary>
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/// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
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/// </summary>
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public override bool IsPhysical // this is not reliable for internal use
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{
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get { return m_fakeisphysical; }
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set
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{
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m_fakeisphysical = value; // we show imediatly to outside that we changed physical
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// and also to stop imediatly some updates
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// but real change will only happen in taintprocessing
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if (!value) // Zero the remembered last velocity
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m_lastVelocity = Vector3.Zero;
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AddChange(changes.Physical, value);
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}
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}
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public override bool IsVolumeDtc
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{
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get { return m_fakeisVolumeDetect; }
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set
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{
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m_fakeisVolumeDetect = value;
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AddChange(changes.VolumeDtc, value);
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}
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}
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public override bool Phantom // this is not reliable for internal use
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{
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get { return m_fakeisphantom; }
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set
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{
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m_fakeisphantom = value;
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AddChange(changes.Phantom, value);
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}
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}
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public override bool Building // this is not reliable for internal use
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{
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get { return m_building; }
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set
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{
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if (value)
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m_building = true;
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AddChange(changes.building, value);
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}
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}
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public override void getContactData(ref ContactData cdata)
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{
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cdata.mu = mu;
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cdata.bounce = bounce;
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// cdata.softcolide = m_softcolide;
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cdata.softcolide = false;
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if (m_isphysical)
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{
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ODEDynamics veh;
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if (_parent != null)
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veh = ((OdePrim)_parent).m_vehicle;
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else
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veh = m_vehicle;
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if (veh != null && veh.Type != Vehicle.TYPE_NONE)
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cdata.mu *= veh.FrictionFactor;
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}
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}
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public override int PhysicsActorType
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{
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get { return (int)ActorTypes.Prim; }
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set { return; }
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}
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public override bool SetAlwaysRun
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{
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get { return false; }
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set { return; }
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}
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public override uint LocalID
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{
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get
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{
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return m_localID;
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}
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set
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{
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//m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
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m_localID = value;
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}
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}
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public override bool Grabbed
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{
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set { return; }
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}
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public override bool Selected
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{
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set
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{
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if (value)
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m_isSelected = value; // if true set imediatly to stop moves etc
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AddChange(changes.Selected, value);
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}
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}
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public override bool Flying
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{
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// no flying prims for you
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get { return false; }
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set { }
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}
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public override bool IsColliding
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{
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get { return m_iscolliding; }
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set
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{
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if (value)
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{
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m_colliderfilter += 2;
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if (m_colliderfilter > 2)
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m_colliderfilter = 2;
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}
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else
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{
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m_colliderfilter--;
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if (m_colliderfilter < 0)
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m_colliderfilter = 0;
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}
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if (m_colliderfilter == 0)
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m_iscolliding = false;
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else
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m_iscolliding = true;
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}
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}
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public override bool CollidingGround
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{
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get { return false; }
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set { return; }
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}
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public override bool CollidingObj
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{
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get { return false; }
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set { return; }
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}
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public override bool ThrottleUpdates
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{
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get { return m_throttleUpdates; }
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set { m_throttleUpdates = value; }
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}
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public override bool Stopped
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{
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get { return _zeroFlag; }
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}
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public override Vector3 Position
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{
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get
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{
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if (givefakepos > 0)
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return fakepos;
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else
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return _position;
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}
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set
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{
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fakepos = value;
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givefakepos++;
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AddChange(changes.Position, value);
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}
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}
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public override Vector3 Size
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{
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get { return _size; }
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set
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{
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if (value.IsFinite())
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{
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AddChange(changes.Size, value);
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}
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else
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{
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m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
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}
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}
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}
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public override float Mass
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{
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get { return primMass; }
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}
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public override Vector3 Force
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{
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//get { return Vector3.Zero; }
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get { return m_force; }
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set
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{
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if (value.IsFinite())
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{
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AddChange(changes.Force, value);
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}
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else
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{
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m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
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}
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}
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}
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public override void SetVolumeDetect(int param)
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{
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m_fakeisVolumeDetect = (param != 0);
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AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
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}
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public override Vector3 GeometricCenter
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{
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// this is not real geometric center but a average of positions relative to root prim acording to
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// http://wiki.secondlife.com/wiki/llGetGeometricCenter
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// ignoring tortured prims details since sl also seems to ignore
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// so no real use in doing it on physics
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get
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{
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return Vector3.Zero;
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}
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}
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public override Vector3 CenterOfMass
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{
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get
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{
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lock (_parent_scene.OdeLock)
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{
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d.Vector3 dtmp;
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if (!childPrim && Body != IntPtr.Zero)
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{
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dtmp = d.BodyGetPosition(Body);
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return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
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}
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else if (prim_geom != IntPtr.Zero)
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{
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d.Quaternion dq;
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d.GeomCopyQuaternion(prim_geom, out dq);
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Quaternion q;
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q.X = dq.X;
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q.Y = dq.Y;
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q.Z = dq.Z;
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q.W = dq.W;
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Vector3 Ptot = primOOBoffset * q;
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dtmp = d.GeomGetPosition(prim_geom);
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Ptot.X += dtmp.X;
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Ptot.Y += dtmp.Y;
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Ptot.Z += dtmp.Z;
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// if(childPrim) we only know about physical linksets
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return Ptot;
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/*
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float tmass = _mass;
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Ptot *= tmass;
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float m;
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foreach (OdePrim prm in childrenPrim)
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{
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m = prm._mass;
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Ptot += prm.CenterOfMass * m;
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tmass += m;
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}
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if (tmass == 0)
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tmass = 0;
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else
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tmass = 1.0f / tmass;
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Ptot *= tmass;
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return Ptot;
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*/
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}
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else
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return _position;
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}
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}
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}
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/*
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public override Vector3 PrimOOBsize
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{
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get
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{
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return primOOBsize;
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}
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}
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public override Vector3 PrimOOBoffset
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{
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get
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{
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return primOOBoffset;
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}
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}
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public override float PrimOOBRadiusSQ
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{
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get
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{
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return primOOBradiusSQ;
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}
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}
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*/
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public override PrimitiveBaseShape Shape
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{
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set
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{
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/*
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IMesh mesh = null;
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if (_parent_scene.needsMeshing(value))
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{
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bool convex;
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if (m_shapetype == 0)
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convex = false;
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else
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convex = true;
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mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
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}
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if (mesh != null)
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{
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lock (m_meshlock)
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m_mesh = mesh;
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}
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*/
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AddChange(changes.Shape, value);
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}
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}
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public override byte PhysicsShapeType
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{
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get
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{
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return m_shapetype;
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}
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set
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{
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m_shapetype = value;
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AddChange(changes.Shape, null);
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}
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}
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public override Vector3 Velocity
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{
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get
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{
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if (_zeroFlag)
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return Vector3.Zero;
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return _velocity;
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}
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set
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{
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if (value.IsFinite())
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{
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AddChange(changes.Velocity, value);
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// _velocity = value;
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}
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else
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{
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m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
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}
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}
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}
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public override Vector3 Torque
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{
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get
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{
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if (!IsPhysical || Body == IntPtr.Zero)
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return Vector3.Zero;
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return _torque;
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}
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set
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{
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if (value.IsFinite())
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{
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AddChange(changes.Torque, value);
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}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|
|
{
|
|
if (givefakeori > 0)
|
|
return fakeori;
|
|
else
|
|
|
|
return _orientation;
|
|
}
|
|
set
|
|
{
|
|
if (QuaternionIsFinite(value))
|
|
{
|
|
fakeori = value;
|
|
givefakeori++;
|
|
AddChange(changes.Orientation, value);
|
|
}
|
|
else
|
|
m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
|
|
|
|
}
|
|
}
|
|
|
|
public override Vector3 Acceleration
|
|
{
|
|
get { return _acceleration; }
|
|
set { }
|
|
}
|
|
|
|
public override Vector3 RotationalVelocity
|
|
{
|
|
get
|
|
{
|
|
Vector3 pv = Vector3.Zero;
|
|
if (_zeroFlag)
|
|
return pv;
|
|
|
|
if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
|
|
return pv;
|
|
|
|
return m_rotationalVelocity;
|
|
}
|
|
set
|
|
{
|
|
if (value.IsFinite())
|
|
{
|
|
m_rotationalVelocity = value;
|
|
if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
|
|
d.BodyEnable(Body);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
public override float Buoyancy
|
|
{
|
|
get { return m_buoyancy; }
|
|
set
|
|
{
|
|
m_buoyancy = value;
|
|
}
|
|
}
|
|
|
|
public override bool FloatOnWater
|
|
{
|
|
set
|
|
{
|
|
AddChange(changes.CollidesWater, value);
|
|
}
|
|
}
|
|
|
|
public override Vector3 PIDTarget
|
|
{
|
|
set
|
|
{
|
|
if (value.IsFinite())
|
|
{
|
|
m_PIDTarget = value;
|
|
}
|
|
else
|
|
m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
|
|
}
|
|
}
|
|
|
|
public override bool PIDActive { set { m_usePID = value; } }
|
|
public override float PIDTau
|
|
{
|
|
set
|
|
{
|
|
if (value <= 0)
|
|
m_PIDTau = 0;
|
|
else
|
|
{
|
|
float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
|
|
if (value < mint)
|
|
m_PIDTau = mint;
|
|
else
|
|
m_PIDTau = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
public override float PIDHoverHeight
|
|
{
|
|
set
|
|
{
|
|
m_PIDHoverHeight = value;
|
|
if (value == 0)
|
|
m_useHoverPID = false;
|
|
}
|
|
}
|
|
public override bool PIDHoverActive { set { m_useHoverPID = value; } }
|
|
public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
|
|
public override float PIDHoverTau
|
|
{
|
|
set
|
|
{
|
|
if (value <= 0)
|
|
m_PIDHoverTau = 0;
|
|
else
|
|
{
|
|
float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
|
|
if (value < mint)
|
|
m_PIDHoverTau = mint;
|
|
else
|
|
m_PIDHoverTau = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
public override Quaternion APIDTarget { set { return; } }
|
|
|
|
public override bool APIDActive { set { return; } }
|
|
|
|
public override float APIDStrength { set { return; } }
|
|
|
|
public override float APIDDamping { set { return; } }
|
|
|
|
public override int VehicleType
|
|
{
|
|
// we may need to put a fake on this
|
|
get
|
|
{
|
|
if (m_vehicle == null)
|
|
return (int)Vehicle.TYPE_NONE;
|
|
else
|
|
return (int)m_vehicle.Type;
|
|
}
|
|
set
|
|
{
|
|
AddChange(changes.VehicleType, value);
|
|
}
|
|
}
|
|
|
|
public override void VehicleFloatParam(int param, float value)
|
|
{
|
|
strVehicleFloatParam fp = new strVehicleFloatParam();
|
|
fp.param = param;
|
|
fp.value = value;
|
|
AddChange(changes.VehicleFloatParam, fp);
|
|
}
|
|
|
|
public override void VehicleVectorParam(int param, Vector3 value)
|
|
{
|
|
strVehicleVectorParam fp = new strVehicleVectorParam();
|
|
fp.param = param;
|
|
fp.value = value;
|
|
AddChange(changes.VehicleVectorParam, fp);
|
|
}
|
|
|
|
public override void VehicleRotationParam(int param, Quaternion value)
|
|
{
|
|
strVehicleQuatParam fp = new strVehicleQuatParam();
|
|
fp.param = param;
|
|
fp.value = value;
|
|
AddChange(changes.VehicleRotationParam, fp);
|
|
}
|
|
|
|
public override void VehicleFlags(int param, bool value)
|
|
{
|
|
strVehicleBoolParam bp = new strVehicleBoolParam();
|
|
bp.param = param;
|
|
bp.value = value;
|
|
AddChange(changes.VehicleFlags, bp);
|
|
}
|
|
|
|
public override void SetVehicle(object vdata)
|
|
{
|
|
AddChange(changes.SetVehicle, vdata);
|
|
}
|
|
public void SetAcceleration(Vector3 accel)
|
|
{
|
|
_acceleration = accel;
|
|
}
|
|
|
|
public override void AddForce(Vector3 force, bool pushforce)
|
|
{
|
|
if (force.IsFinite())
|
|
{
|
|
if(pushforce)
|
|
AddChange(changes.AddForce, force);
|
|
else // a impulse
|
|
AddChange(changes.AddForce, force * m_invTimeStep);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
|
|
}
|
|
//m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
|
|
}
|
|
|
|
public override void AddAngularForce(Vector3 force, bool pushforce)
|
|
{
|
|
if (force.IsFinite())
|
|
{
|
|
// if(pushforce) for now applyrotationimpulse seems more happy applied as a force
|
|
AddChange(changes.AddAngForce, force);
|
|
// else // a impulse
|
|
// AddChange(changes.AddAngForce, force * m_invTimeStep);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
|
|
}
|
|
}
|
|
|
|
public override void CrossingFailure()
|
|
{
|
|
if (m_outbounds)
|
|
{
|
|
_position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
|
|
_position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
|
|
_position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
|
|
|
|
m_lastposition = _position;
|
|
_velocity.X = 0;
|
|
_velocity.Y = 0;
|
|
_velocity.Z = 0;
|
|
|
|
m_lastVelocity = _velocity;
|
|
if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
|
|
m_vehicle.Stop();
|
|
|
|
if(Body != IntPtr.Zero)
|
|
d.BodySetLinearVel(Body, 0, 0, 0); // stop it
|
|
if (prim_geom != IntPtr.Zero)
|
|
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
|
|
m_outbounds = false;
|
|
changeDisable(false);
|
|
base.RequestPhysicsterseUpdate();
|
|
}
|
|
}
|
|
|
|
public override void SetMomentum(Vector3 momentum)
|
|
{
|
|
}
|
|
|
|
public override void SetMaterial(int pMaterial)
|
|
{
|
|
m_material = pMaterial;
|
|
mu = _parent_scene.m_materialContactsData[pMaterial].mu;
|
|
bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
|
|
}
|
|
|
|
public void setPrimForRemoval()
|
|
{
|
|
AddChange(changes.Remove, null);
|
|
}
|
|
|
|
public override void link(PhysicsActor obj)
|
|
{
|
|
AddChange(changes.Link, obj);
|
|
}
|
|
|
|
public override void delink()
|
|
{
|
|
AddChange(changes.DeLink, null);
|
|
}
|
|
|
|
public override void LockAngularMotion(Vector3 axis)
|
|
{
|
|
// reverse the zero/non zero values for ODE.
|
|
if (axis.IsFinite())
|
|
{
|
|
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);
|
|
AddChange(changes.AngLock, axis);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
|
|
}
|
|
}
|
|
|
|
public override void SubscribeEvents(int ms)
|
|
{
|
|
m_eventsubscription = ms;
|
|
m_cureventsubscription = 0;
|
|
if (CollisionEventsThisFrame == null)
|
|
CollisionEventsThisFrame = new CollisionEventUpdate();
|
|
SentEmptyCollisionsEvent = false;
|
|
_parent_scene.AddCollisionEventReporting(this);
|
|
}
|
|
|
|
public override void UnSubscribeEvents()
|
|
{
|
|
_parent_scene.RemoveCollisionEventReporting(this);
|
|
if (CollisionEventsThisFrame != null)
|
|
{
|
|
CollisionEventsThisFrame.Clear();
|
|
CollisionEventsThisFrame = null;
|
|
}
|
|
m_eventsubscription = 0;
|
|
}
|
|
|
|
public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
|
|
{
|
|
if (CollisionEventsThisFrame == null)
|
|
CollisionEventsThisFrame = new CollisionEventUpdate();
|
|
CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
|
|
}
|
|
|
|
public void SendCollisions()
|
|
{
|
|
if (CollisionEventsThisFrame == null)
|
|
return;
|
|
|
|
if (m_cureventsubscription < m_eventsubscription)
|
|
return;
|
|
|
|
m_cureventsubscription = 0;
|
|
|
|
int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
|
|
|
|
if (!SentEmptyCollisionsEvent || ncolisions > 0)
|
|
{
|
|
base.SendCollisionUpdate(CollisionEventsThisFrame);
|
|
|
|
if (ncolisions == 0)
|
|
SentEmptyCollisionsEvent = true;
|
|
else
|
|
{
|
|
SentEmptyCollisionsEvent = false;
|
|
CollisionEventsThisFrame.Clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void AddCollisionFrameTime(int t)
|
|
{
|
|
// protect it from overflow crashing
|
|
if (m_cureventsubscription + t >= int.MaxValue)
|
|
m_cureventsubscription = 0;
|
|
m_cureventsubscription += t;
|
|
}
|
|
public override bool SubscribedEvents()
|
|
{
|
|
if (m_eventsubscription > 0)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
|
|
public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
|
|
Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
|
|
{
|
|
Name = primName;
|
|
LocalID = plocalID;
|
|
|
|
m_vehicle = null;
|
|
|
|
if (!pos.IsFinite())
|
|
{
|
|
pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
|
|
parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
|
|
m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
|
|
}
|
|
_position = pos;
|
|
givefakepos = 0;
|
|
|
|
m_timeStep = parent_scene.ODE_STEPSIZE;
|
|
m_invTimeStep = 1f / m_timeStep;
|
|
|
|
m_density = parent_scene.geomDefaultDensity;
|
|
// m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
|
|
body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
|
|
|
|
prim_geom = IntPtr.Zero;
|
|
collide_geom = IntPtr.Zero;
|
|
Body = IntPtr.Zero;
|
|
|
|
if (!size.IsFinite())
|
|
{
|
|
size = new Vector3(0.5f, 0.5f, 0.5f);
|
|
m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
|
|
}
|
|
|
|
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;
|
|
|
|
if (!QuaternionIsFinite(rotation))
|
|
{
|
|
rotation = Quaternion.Identity;
|
|
m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
|
|
}
|
|
|
|
_orientation = rotation;
|
|
givefakeori = 0;
|
|
|
|
_pbs = pbs;
|
|
|
|
_parent_scene = parent_scene;
|
|
m_targetSpace = IntPtr.Zero;
|
|
|
|
if (pos.Z < 0)
|
|
{
|
|
m_isphysical = false;
|
|
}
|
|
else
|
|
{
|
|
m_isphysical = pisPhysical;
|
|
}
|
|
m_fakeisphysical = m_isphysical;
|
|
|
|
m_isVolumeDetect = false;
|
|
m_fakeisVolumeDetect = false;
|
|
|
|
m_force = Vector3.Zero;
|
|
|
|
m_iscolliding = false;
|
|
m_colliderfilter = 0;
|
|
m_NoColide = false;
|
|
|
|
hasOOBoffsetFromMesh = false;
|
|
_triMeshData = IntPtr.Zero;
|
|
|
|
m_shapetype = _shapeType;
|
|
|
|
m_lastdoneSelected = false;
|
|
m_isSelected = false;
|
|
m_delaySelect = false;
|
|
|
|
m_isphantom = pisPhantom;
|
|
m_fakeisphantom = pisPhantom;
|
|
|
|
mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
|
|
bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
|
|
|
|
CalcPrimBodyData();
|
|
|
|
m_mesh = null;
|
|
if (_parent_scene.needsMeshing(pbs))
|
|
{
|
|
bool convex;
|
|
if (m_shapetype == 0)
|
|
convex = false;
|
|
else
|
|
convex = true;
|
|
|
|
m_mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
|
|
}
|
|
|
|
|
|
m_building = true; // control must set this to false when done
|
|
|
|
AddChange(changes.Add, null);
|
|
}
|
|
|
|
private void resetCollisionAccounting()
|
|
{
|
|
m_collisionscore = 0;
|
|
}
|
|
|
|
private void UpdateCollisionCatFlags()
|
|
{
|
|
if(m_isphysical && m_disabled)
|
|
{
|
|
m_collisionCategories = 0;
|
|
m_collisionFlags = 0;
|
|
}
|
|
|
|
else if (m_isSelected)
|
|
{
|
|
m_collisionCategories = CollisionCategories.Selected;
|
|
m_collisionFlags = 0;
|
|
}
|
|
|
|
else if (m_isVolumeDetect)
|
|
{
|
|
m_collisionCategories = CollisionCategories.VolumeDtc;
|
|
if (m_isphysical)
|
|
m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
|
|
else
|
|
m_collisionFlags = 0;
|
|
}
|
|
else if (m_isphantom)
|
|
{
|
|
m_collisionCategories = CollisionCategories.Phantom;
|
|
if (m_isphysical)
|
|
m_collisionFlags = CollisionCategories.Land;
|
|
else
|
|
m_collisionFlags = 0;
|
|
}
|
|
else
|
|
{
|
|
m_collisionCategories = CollisionCategories.Geom;
|
|
if (m_isphysical)
|
|
m_collisionFlags = m_default_collisionFlagsPhysical;
|
|
else
|
|
m_collisionFlags = m_default_collisionFlagsNotPhysical;
|
|
}
|
|
}
|
|
|
|
private void ApplyCollisionCatFlags()
|
|
{
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
if (!childPrim && childrenPrim.Count > 0)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
if (m_isphysical && m_disabled)
|
|
{
|
|
prm.m_collisionCategories = 0;
|
|
prm.m_collisionFlags = 0;
|
|
}
|
|
else
|
|
{
|
|
// preserve some
|
|
if (prm.m_isSelected)
|
|
{
|
|
prm.m_collisionCategories = CollisionCategories.Selected;
|
|
prm.m_collisionFlags = 0;
|
|
}
|
|
else if (prm.m_isVolumeDetect)
|
|
{
|
|
prm.m_collisionCategories = CollisionCategories.VolumeDtc;
|
|
if (m_isphysical)
|
|
prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
|
|
else
|
|
prm.m_collisionFlags = 0;
|
|
}
|
|
else if (prm.m_isphantom)
|
|
{
|
|
prm.m_collisionCategories = CollisionCategories.Phantom;
|
|
if (m_isphysical)
|
|
prm.m_collisionFlags = CollisionCategories.Land;
|
|
else
|
|
prm.m_collisionFlags = 0;
|
|
}
|
|
else
|
|
{
|
|
prm.m_collisionCategories = m_collisionCategories;
|
|
prm.m_collisionFlags = m_collisionFlags;
|
|
}
|
|
}
|
|
|
|
if (prm.prim_geom != IntPtr.Zero)
|
|
{
|
|
if (prm.m_NoColide)
|
|
{
|
|
d.GeomSetCategoryBits(prm.prim_geom, 0);
|
|
if (m_isphysical)
|
|
d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
|
|
else
|
|
d.GeomSetCollideBits(prm.prim_geom, 0);
|
|
}
|
|
else
|
|
{
|
|
d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
|
|
d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_NoColide)
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, 0);
|
|
d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
|
|
if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(collide_geom, 0);
|
|
d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
|
|
if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
|
|
d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void createAMotor(Vector3 axis)
|
|
{
|
|
if (Body == IntPtr.Zero)
|
|
return;
|
|
|
|
if (Amotor != IntPtr.Zero)
|
|
{
|
|
d.JointDestroy(Amotor);
|
|
Amotor = IntPtr.Zero;
|
|
}
|
|
|
|
int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
|
|
|
|
if (axisnum <= 0)
|
|
return;
|
|
|
|
// stop it
|
|
d.BodySetTorque(Body, 0, 0, 0);
|
|
d.BodySetAngularVel(Body, 0, 0, 0);
|
|
|
|
Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
|
|
d.JointAttach(Amotor, Body, IntPtr.Zero);
|
|
|
|
d.JointSetAMotorMode(Amotor, 0);
|
|
|
|
d.JointSetAMotorNumAxes(Amotor, axisnum);
|
|
|
|
// get current orientation to lock
|
|
|
|
d.Quaternion dcur = d.BodyGetQuaternion(Body);
|
|
Quaternion curr; // crap convertion between identical things
|
|
curr.X = dcur.X;
|
|
curr.Y = dcur.Y;
|
|
curr.Z = dcur.Z;
|
|
curr.W = dcur.W;
|
|
Vector3 ax;
|
|
|
|
int i = 0;
|
|
int j = 0;
|
|
if (axis.X == 0)
|
|
{
|
|
ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
|
|
// ODE should do this with axis relative to body 1 but seems to fail
|
|
d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
|
|
d.JointSetAMotorAngle(Amotor, 0, 0);
|
|
d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
|
|
d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
|
|
d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
|
|
d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
|
|
d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
|
|
d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
|
|
d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
|
|
d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
|
|
i++;
|
|
j = 256; // move to next axis set
|
|
}
|
|
|
|
if (axis.Y == 0)
|
|
{
|
|
ax = (new Vector3(0, 1, 0)) * curr;
|
|
d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
|
|
d.JointSetAMotorAngle(Amotor, i, 0);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
|
|
i++;
|
|
j += 256;
|
|
}
|
|
|
|
if (axis.Z == 0)
|
|
{
|
|
ax = (new Vector3(0, 0, 1)) * curr;
|
|
d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
|
|
d.JointSetAMotorAngle(Amotor, i, 0);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
|
|
d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
|
|
}
|
|
}
|
|
|
|
private bool setMesh(OdeScene parent_scene)
|
|
{
|
|
IntPtr vertices, indices;
|
|
int vertexCount, indexCount;
|
|
int vertexStride, triStride;
|
|
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
if (childPrim)
|
|
{
|
|
if (_parent != null)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildDelink(this, false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DestroyBody();
|
|
}
|
|
}
|
|
|
|
IMesh mesh = null;
|
|
|
|
|
|
lock (m_meshlock)
|
|
{
|
|
if (m_mesh == null)
|
|
{
|
|
bool convex;
|
|
if (m_shapetype == 0)
|
|
convex = false;
|
|
else
|
|
convex = true;
|
|
|
|
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
|
|
}
|
|
else
|
|
{
|
|
mesh = m_mesh;
|
|
}
|
|
|
|
if (mesh == null)
|
|
{
|
|
m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
|
|
return false;
|
|
}
|
|
|
|
|
|
mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
|
|
mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
|
|
|
|
if (vertexCount == 0 || indexCount == 0)
|
|
{
|
|
m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
|
|
Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
|
|
mesh.releaseSourceMeshData();
|
|
return false;
|
|
}
|
|
|
|
primOOBoffset = mesh.GetCentroid();
|
|
hasOOBoffsetFromMesh = true;
|
|
|
|
mesh.releaseSourceMeshData();
|
|
m_mesh = null;
|
|
}
|
|
|
|
IntPtr geo = IntPtr.Zero;
|
|
|
|
try
|
|
{
|
|
_triMeshData = d.GeomTriMeshDataCreate();
|
|
|
|
d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
|
|
d.GeomTriMeshDataPreprocess(_triMeshData);
|
|
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
|
|
}
|
|
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
|
|
if (_triMeshData != IntPtr.Zero)
|
|
{
|
|
d.GeomTriMeshDataDestroy(_triMeshData);
|
|
_triMeshData = IntPtr.Zero;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
SetGeom(geo);
|
|
return true;
|
|
}
|
|
|
|
private void SetGeom(IntPtr geom)
|
|
{
|
|
prim_geom = geom;
|
|
//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
if (m_NoColide)
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, 0);
|
|
if (m_isphysical)
|
|
{
|
|
d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
|
|
}
|
|
else
|
|
{
|
|
d.GeomSetCollideBits(prim_geom, 0);
|
|
d.GeomDisable(prim_geom);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
|
|
}
|
|
|
|
CalcPrimBodyData();
|
|
|
|
_parent_scene.geom_name_map[prim_geom] = Name;
|
|
_parent_scene.actor_name_map[prim_geom] = this;
|
|
|
|
}
|
|
else
|
|
m_log.Warn("Setting bad Geom");
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Create a geometry for the given mesh in the given target space.
|
|
/// </summary>
|
|
/// <param name="m_targetSpace"></param>
|
|
/// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
|
|
private void CreateGeom()
|
|
{
|
|
if (_triMeshData != IntPtr.Zero)
|
|
{
|
|
d.GeomTriMeshDataDestroy(_triMeshData);
|
|
_triMeshData = IntPtr.Zero;
|
|
}
|
|
|
|
bool haveMesh = false;
|
|
hasOOBoffsetFromMesh = false;
|
|
m_NoColide = false;
|
|
|
|
if (_parent_scene.needsMeshing(_pbs))
|
|
{
|
|
haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
|
|
if (!haveMesh)
|
|
m_NoColide = true;
|
|
}
|
|
|
|
if (!haveMesh)
|
|
{
|
|
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
|
|
&& _size.X == _size.Y && _size.Y == _size.Z)
|
|
{ // it's a sphere
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
try
|
|
{
|
|
SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{// do it as a box
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
try
|
|
{
|
|
//Console.WriteLine(" CreateGeom 4");
|
|
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set a new geometry for this prim.
|
|
/// </summary>
|
|
/// <param name="geom"></param>
|
|
private void RemoveGeom()
|
|
{
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
_parent_scene.geom_name_map.Remove(prim_geom);
|
|
_parent_scene.actor_name_map.Remove(prim_geom);
|
|
try
|
|
{
|
|
d.GeomDestroy(prim_geom);
|
|
if (_triMeshData != IntPtr.Zero)
|
|
{
|
|
d.GeomTriMeshDataDestroy(_triMeshData);
|
|
_triMeshData = IntPtr.Zero;
|
|
}
|
|
}
|
|
// catch (System.AccessViolationException)
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
|
|
}
|
|
|
|
prim_geom = IntPtr.Zero;
|
|
collide_geom = IntPtr.Zero;
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
|
|
}
|
|
Body = IntPtr.Zero;
|
|
hasOOBoffsetFromMesh = false;
|
|
}
|
|
/*
|
|
private void ChildSetGeom(OdePrim odePrim)
|
|
{
|
|
// well..
|
|
DestroyBody();
|
|
MakeBody();
|
|
}
|
|
*/
|
|
//sets non physical prim m_targetSpace to right space in spaces grid for static prims
|
|
// should only be called for non physical prims unless they are becoming non physical
|
|
private void SetInStaticSpace(OdePrim prim)
|
|
{
|
|
IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
|
|
prim.m_targetSpace = targetSpace;
|
|
collide_geom = IntPtr.Zero;
|
|
}
|
|
|
|
public void enableBodySoft()
|
|
{
|
|
m_disabled = false;
|
|
if (!childPrim && !m_isSelected)
|
|
{
|
|
if (m_isphysical && Body != IntPtr.Zero)
|
|
{
|
|
UpdateCollisionCatFlags();
|
|
ApplyCollisionCatFlags();
|
|
|
|
d.BodyEnable(Body);
|
|
}
|
|
}
|
|
resetCollisionAccounting();
|
|
}
|
|
|
|
private void disableBodySoft()
|
|
{
|
|
m_disabled = true;
|
|
if (!childPrim)
|
|
{
|
|
if (m_isphysical && Body != IntPtr.Zero)
|
|
{
|
|
if (m_isSelected)
|
|
m_collisionFlags = CollisionCategories.Selected;
|
|
else
|
|
m_collisionCategories = 0;
|
|
m_collisionFlags = 0;
|
|
ApplyCollisionCatFlags();
|
|
d.BodyDisable(Body);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void MakeBody()
|
|
{
|
|
if (!m_isphysical) // only physical get bodies
|
|
return;
|
|
|
|
if (childPrim) // child prims don't get bodies;
|
|
return;
|
|
|
|
if (m_building)
|
|
return;
|
|
|
|
if (prim_geom == IntPtr.Zero)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
|
|
return;
|
|
}
|
|
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
d.BodyDestroy(Body);
|
|
Body = IntPtr.Zero;
|
|
m_log.Warn("[PHYSICS]: MakeBody called having a body");
|
|
}
|
|
|
|
|
|
if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
|
|
{
|
|
d.GeomSetBody(prim_geom, IntPtr.Zero);
|
|
m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
|
|
}
|
|
|
|
d.Matrix3 mymat = new d.Matrix3();
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
d.Mass objdmass = new d.Mass { };
|
|
|
|
Body = d.BodyCreate(_parent_scene.world);
|
|
|
|
objdmass = primdMass;
|
|
|
|
// rotate inertia
|
|
myrot.X = _orientation.X;
|
|
myrot.Y = _orientation.Y;
|
|
myrot.Z = _orientation.Z;
|
|
myrot.W = _orientation.W;
|
|
|
|
d.RfromQ(out mymat, ref myrot);
|
|
d.MassRotate(ref objdmass, ref mymat);
|
|
|
|
// set the body rotation
|
|
d.BodySetRotation(Body, ref mymat);
|
|
|
|
// recompute full object inertia if needed
|
|
if (childrenPrim.Count > 0)
|
|
{
|
|
d.Matrix3 mat = new d.Matrix3();
|
|
d.Quaternion quat = new d.Quaternion();
|
|
d.Mass tmpdmass = new d.Mass { };
|
|
Vector3 rcm;
|
|
|
|
rcm.X = _position.X;
|
|
rcm.Y = _position.Y;
|
|
rcm.Z = _position.Z;
|
|
|
|
lock (childrenPrim)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
if (prm.prim_geom == IntPtr.Zero)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
|
|
continue;
|
|
}
|
|
|
|
tmpdmass = prm.primdMass;
|
|
|
|
// apply prim current rotation to inertia
|
|
quat.X = prm._orientation.X;
|
|
quat.Y = prm._orientation.Y;
|
|
quat.Z = prm._orientation.Z;
|
|
quat.W = prm._orientation.W;
|
|
d.RfromQ(out mat, ref quat);
|
|
d.MassRotate(ref tmpdmass, ref mat);
|
|
|
|
Vector3 ppos = prm._position;
|
|
ppos.X -= rcm.X;
|
|
ppos.Y -= rcm.Y;
|
|
ppos.Z -= rcm.Z;
|
|
// refer inertia to root prim center of mass position
|
|
d.MassTranslate(ref tmpdmass,
|
|
ppos.X,
|
|
ppos.Y,
|
|
ppos.Z);
|
|
|
|
d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
|
|
// fix prim colision cats
|
|
|
|
if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
|
|
{
|
|
d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
|
|
m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
|
|
}
|
|
|
|
d.GeomClearOffset(prm.prim_geom);
|
|
d.GeomSetBody(prm.prim_geom, Body);
|
|
prm.Body = Body;
|
|
d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
|
|
}
|
|
}
|
|
}
|
|
|
|
d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
|
|
// associate root geom with body
|
|
d.GeomSetBody(prim_geom, Body);
|
|
|
|
d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
|
|
d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
|
|
d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
|
|
myrot.X = -myrot.X;
|
|
myrot.Y = -myrot.Y;
|
|
myrot.Z = -myrot.Z;
|
|
|
|
d.RfromQ(out mymat, ref myrot);
|
|
d.MassRotate(ref objdmass, ref mymat);
|
|
|
|
d.BodySetMass(Body, ref objdmass);
|
|
_mass = objdmass.mass;
|
|
|
|
// disconnect from world gravity so we can apply buoyancy
|
|
d.BodySetGravityMode(Body, false);
|
|
|
|
d.BodySetAutoDisableFlag(Body, true);
|
|
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
|
|
// d.BodySetLinearDampingThreshold(Body, 0.01f);
|
|
// d.BodySetAngularDampingThreshold(Body, 0.001f);
|
|
d.BodySetDamping(Body, .002f, .002f);
|
|
|
|
if (m_targetSpace != IntPtr.Zero)
|
|
{
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
if (d.SpaceQuery(m_targetSpace, prim_geom))
|
|
d.SpaceRemove(m_targetSpace, prim_geom);
|
|
}
|
|
|
|
|
|
if (childrenPrim.Count == 0)
|
|
{
|
|
collide_geom = prim_geom;
|
|
m_targetSpace = _parent_scene.ActiveSpace;
|
|
d.SpaceAdd(m_targetSpace, prim_geom);
|
|
}
|
|
else
|
|
{
|
|
m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
|
|
d.HashSpaceSetLevels(m_targetSpace, -2, 8);
|
|
d.SpaceSetSublevel(m_targetSpace, 3);
|
|
d.SpaceSetCleanup(m_targetSpace, false);
|
|
d.SpaceAdd(m_targetSpace, prim_geom);
|
|
|
|
d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
|
|
CollisionCategories.Geom |
|
|
CollisionCategories.Phantom |
|
|
CollisionCategories.VolumeDtc
|
|
));
|
|
d.GeomSetCollideBits(m_targetSpace, 0);
|
|
collide_geom = m_targetSpace;
|
|
}
|
|
|
|
if (m_delaySelect)
|
|
{
|
|
m_isSelected = true;
|
|
m_delaySelect = false;
|
|
}
|
|
|
|
lock (childrenPrim)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
if (prm.prim_geom == IntPtr.Zero)
|
|
continue;
|
|
|
|
Vector3 ppos = prm._position;
|
|
d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
|
|
|
|
if (prm.m_targetSpace != m_targetSpace)
|
|
{
|
|
if (prm.m_targetSpace != IntPtr.Zero)
|
|
{
|
|
_parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
|
|
if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
|
|
d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
|
|
}
|
|
prm.m_targetSpace = m_targetSpace;
|
|
d.SpaceAdd(m_targetSpace, prm.prim_geom);
|
|
}
|
|
|
|
prm.m_collisionscore = 0;
|
|
|
|
if(!m_disabled)
|
|
prm.m_disabled = false;
|
|
|
|
_parent_scene.addActivePrim(prm);
|
|
}
|
|
}
|
|
|
|
// The body doesn't already have a finite rotation mode set here
|
|
if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
|
|
{
|
|
createAMotor(m_angularlock);
|
|
}
|
|
|
|
m_collisionscore = 0;
|
|
|
|
UpdateCollisionCatFlags();
|
|
ApplyCollisionCatFlags();
|
|
|
|
if (m_isSelected || m_disabled)
|
|
{
|
|
d.BodyDisable(Body);
|
|
}
|
|
else
|
|
{
|
|
d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
|
|
d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
|
|
}
|
|
|
|
_parent_scene.addActivePrim(this);
|
|
_parent_scene.addActiveGroups(this);
|
|
}
|
|
|
|
private void DestroyBody()
|
|
{
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
_parent_scene.remActivePrim(this);
|
|
|
|
collide_geom = IntPtr.Zero;
|
|
|
|
if (m_disabled)
|
|
m_collisionCategories = 0;
|
|
else if (m_isSelected)
|
|
m_collisionCategories = CollisionCategories.Selected;
|
|
else if (m_isVolumeDetect)
|
|
m_collisionCategories = CollisionCategories.VolumeDtc;
|
|
else if (m_isphantom)
|
|
m_collisionCategories = CollisionCategories.Phantom;
|
|
else
|
|
m_collisionCategories = CollisionCategories.Geom;
|
|
|
|
m_collisionFlags = 0;
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
if (m_NoColide)
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, 0);
|
|
d.GeomSetCollideBits(prim_geom, 0);
|
|
}
|
|
else
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
|
|
}
|
|
UpdateDataFromGeom();
|
|
d.GeomSetBody(prim_geom, IntPtr.Zero);
|
|
SetInStaticSpace(this);
|
|
}
|
|
|
|
if (!childPrim)
|
|
{
|
|
lock (childrenPrim)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
_parent_scene.remActivePrim(prm);
|
|
|
|
if (prm.m_isSelected)
|
|
prm.m_collisionCategories = CollisionCategories.Selected;
|
|
else if (prm.m_isVolumeDetect)
|
|
prm.m_collisionCategories = CollisionCategories.VolumeDtc;
|
|
else if (prm.m_isphantom)
|
|
prm.m_collisionCategories = CollisionCategories.Phantom;
|
|
else
|
|
prm.m_collisionCategories = CollisionCategories.Geom;
|
|
|
|
prm.m_collisionFlags = 0;
|
|
|
|
if (prm.prim_geom != IntPtr.Zero)
|
|
{
|
|
if (prm.m_NoColide)
|
|
{
|
|
d.GeomSetCategoryBits(prm.prim_geom, 0);
|
|
d.GeomSetCollideBits(prm.prim_geom, 0);
|
|
}
|
|
else
|
|
{
|
|
d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
|
|
d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
|
|
}
|
|
prm.UpdateDataFromGeom();
|
|
SetInStaticSpace(prm);
|
|
}
|
|
prm.Body = IntPtr.Zero;
|
|
prm._mass = prm.primMass;
|
|
prm.m_collisionscore = 0;
|
|
}
|
|
}
|
|
if (Amotor != IntPtr.Zero)
|
|
{
|
|
d.JointDestroy(Amotor);
|
|
Amotor = IntPtr.Zero;
|
|
}
|
|
_parent_scene.remActiveGroup(this);
|
|
d.BodyDestroy(Body);
|
|
}
|
|
Body = IntPtr.Zero;
|
|
}
|
|
_mass = primMass;
|
|
m_collisionscore = 0;
|
|
}
|
|
|
|
private void FixInertia(Vector3 NewPos,Quaternion newrot)
|
|
{
|
|
d.Matrix3 mat = new d.Matrix3();
|
|
d.Quaternion quat = new d.Quaternion();
|
|
|
|
d.Mass tmpdmass = new d.Mass { };
|
|
d.Mass objdmass = new d.Mass { };
|
|
|
|
d.BodyGetMass(Body, out tmpdmass);
|
|
objdmass = tmpdmass;
|
|
|
|
d.Vector3 dobjpos;
|
|
d.Vector3 thispos;
|
|
|
|
// get current object position and rotation
|
|
dobjpos = d.BodyGetPosition(Body);
|
|
|
|
// get prim own inertia in its local frame
|
|
tmpdmass = primdMass;
|
|
|
|
// transform to object frame
|
|
mat = d.GeomGetOffsetRotation(prim_geom);
|
|
d.MassRotate(ref tmpdmass, ref mat);
|
|
|
|
thispos = d.GeomGetOffsetPosition(prim_geom);
|
|
d.MassTranslate(ref tmpdmass,
|
|
thispos.X,
|
|
thispos.Y,
|
|
thispos.Z);
|
|
|
|
// subtract current prim inertia from object
|
|
DMassSubPartFromObj(ref tmpdmass, ref objdmass);
|
|
|
|
// back prim own inertia
|
|
tmpdmass = primdMass;
|
|
|
|
// update to new position and orientation
|
|
_position = NewPos;
|
|
d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
|
|
_orientation = newrot;
|
|
quat.X = newrot.X;
|
|
quat.Y = newrot.Y;
|
|
quat.Z = newrot.Z;
|
|
quat.W = newrot.W;
|
|
d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
|
|
|
|
mat = d.GeomGetOffsetRotation(prim_geom);
|
|
d.MassRotate(ref tmpdmass, ref mat);
|
|
|
|
thispos = d.GeomGetOffsetPosition(prim_geom);
|
|
d.MassTranslate(ref tmpdmass,
|
|
thispos.X,
|
|
thispos.Y,
|
|
thispos.Z);
|
|
|
|
d.MassAdd(ref objdmass, ref tmpdmass);
|
|
|
|
// fix all positions
|
|
IntPtr g = d.BodyGetFirstGeom(Body);
|
|
while (g != IntPtr.Zero)
|
|
{
|
|
thispos = d.GeomGetOffsetPosition(g);
|
|
thispos.X -= objdmass.c.X;
|
|
thispos.Y -= objdmass.c.Y;
|
|
thispos.Z -= objdmass.c.Z;
|
|
d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
|
|
g = d.dBodyGetNextGeom(g);
|
|
}
|
|
d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
|
|
|
|
d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
|
|
d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
|
|
d.BodySetMass(Body, ref objdmass);
|
|
_mass = objdmass.mass;
|
|
}
|
|
|
|
|
|
|
|
private void FixInertia(Vector3 NewPos)
|
|
{
|
|
d.Matrix3 primmat = new d.Matrix3();
|
|
d.Mass tmpdmass = new d.Mass { };
|
|
d.Mass objdmass = new d.Mass { };
|
|
d.Mass primmass = new d.Mass { };
|
|
|
|
d.Vector3 dobjpos;
|
|
d.Vector3 thispos;
|
|
|
|
d.BodyGetMass(Body, out objdmass);
|
|
|
|
// get prim own inertia in its local frame
|
|
primmass = primdMass;
|
|
// transform to object frame
|
|
primmat = d.GeomGetOffsetRotation(prim_geom);
|
|
d.MassRotate(ref primmass, ref primmat);
|
|
|
|
tmpdmass = primmass;
|
|
|
|
thispos = d.GeomGetOffsetPosition(prim_geom);
|
|
d.MassTranslate(ref tmpdmass,
|
|
thispos.X,
|
|
thispos.Y,
|
|
thispos.Z);
|
|
|
|
// subtract current prim inertia from object
|
|
DMassSubPartFromObj(ref tmpdmass, ref objdmass);
|
|
|
|
// update to new position
|
|
_position = NewPos;
|
|
d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
|
|
|
|
thispos = d.GeomGetOffsetPosition(prim_geom);
|
|
d.MassTranslate(ref primmass,
|
|
thispos.X,
|
|
thispos.Y,
|
|
thispos.Z);
|
|
|
|
d.MassAdd(ref objdmass, ref primmass);
|
|
|
|
// fix all positions
|
|
IntPtr g = d.BodyGetFirstGeom(Body);
|
|
while (g != IntPtr.Zero)
|
|
{
|
|
thispos = d.GeomGetOffsetPosition(g);
|
|
thispos.X -= objdmass.c.X;
|
|
thispos.Y -= objdmass.c.Y;
|
|
thispos.Z -= objdmass.c.Z;
|
|
d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
|
|
g = d.dBodyGetNextGeom(g);
|
|
}
|
|
|
|
d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
|
|
|
|
// get current object position and rotation
|
|
dobjpos = d.BodyGetPosition(Body);
|
|
|
|
d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
|
|
d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
|
|
d.BodySetMass(Body, ref objdmass);
|
|
_mass = objdmass.mass;
|
|
}
|
|
|
|
private void FixInertia(Quaternion newrot)
|
|
{
|
|
d.Matrix3 mat = new d.Matrix3();
|
|
d.Quaternion quat = new d.Quaternion();
|
|
|
|
d.Mass tmpdmass = new d.Mass { };
|
|
d.Mass objdmass = new d.Mass { };
|
|
d.Vector3 dobjpos;
|
|
d.Vector3 thispos;
|
|
|
|
d.BodyGetMass(Body, out objdmass);
|
|
|
|
// get prim own inertia in its local frame
|
|
tmpdmass = primdMass;
|
|
mat = d.GeomGetOffsetRotation(prim_geom);
|
|
d.MassRotate(ref tmpdmass, ref mat);
|
|
// transform to object frame
|
|
thispos = d.GeomGetOffsetPosition(prim_geom);
|
|
d.MassTranslate(ref tmpdmass,
|
|
thispos.X,
|
|
thispos.Y,
|
|
thispos.Z);
|
|
|
|
// subtract current prim inertia from object
|
|
DMassSubPartFromObj(ref tmpdmass, ref objdmass);
|
|
|
|
// update to new orientation
|
|
_orientation = newrot;
|
|
quat.X = newrot.X;
|
|
quat.Y = newrot.Y;
|
|
quat.Z = newrot.Z;
|
|
quat.W = newrot.W;
|
|
d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
|
|
|
|
tmpdmass = primdMass;
|
|
mat = d.GeomGetOffsetRotation(prim_geom);
|
|
d.MassRotate(ref tmpdmass, ref mat);
|
|
d.MassTranslate(ref tmpdmass,
|
|
thispos.X,
|
|
thispos.Y,
|
|
thispos.Z);
|
|
|
|
d.MassAdd(ref objdmass, ref tmpdmass);
|
|
|
|
// fix all positions
|
|
IntPtr g = d.BodyGetFirstGeom(Body);
|
|
while (g != IntPtr.Zero)
|
|
{
|
|
thispos = d.GeomGetOffsetPosition(g);
|
|
thispos.X -= objdmass.c.X;
|
|
thispos.Y -= objdmass.c.Y;
|
|
thispos.Z -= objdmass.c.Z;
|
|
d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
|
|
g = d.dBodyGetNextGeom(g);
|
|
}
|
|
|
|
d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
|
|
// get current object position and rotation
|
|
dobjpos = d.BodyGetPosition(Body);
|
|
|
|
d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
|
|
d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
|
|
d.BodySetMass(Body, ref objdmass);
|
|
_mass = objdmass.mass;
|
|
}
|
|
|
|
|
|
#region Mass Calculation
|
|
|
|
private float CalculatePrimVolume()
|
|
{
|
|
float volume = _size.X * _size.Y * _size.Z; // default
|
|
float tmp;
|
|
|
|
float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
|
|
float hollowVolume = hollowAmount * hollowAmount;
|
|
|
|
switch (_pbs.ProfileShape)
|
|
{
|
|
case ProfileShape.Square:
|
|
// default box
|
|
|
|
if (_pbs.PathCurve == (byte)Extrusion.Straight)
|
|
{
|
|
if (hollowAmount > 0.0)
|
|
{
|
|
switch (_pbs.HollowShape)
|
|
{
|
|
case HollowShape.Square:
|
|
case HollowShape.Same:
|
|
break;
|
|
|
|
case HollowShape.Circle:
|
|
|
|
hollowVolume *= 0.78539816339f;
|
|
break;
|
|
|
|
case HollowShape.Triangle:
|
|
|
|
hollowVolume *= (0.5f * .5f);
|
|
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);
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case ProfileShape.Circle:
|
|
|
|
if (_pbs.PathCurve == (byte)Extrusion.Straight)
|
|
{
|
|
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 (_pbs.PathCurve == (byte)Extrusion.Curve1)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ProfileShape.HalfCircle:
|
|
if (_pbs.PathCurve == (byte)Extrusion.Curve1)
|
|
{
|
|
volume *= 0.5236f;
|
|
|
|
if (hollowAmount > 0.0)
|
|
{
|
|
hollowVolume *= hollowAmount;
|
|
|
|
switch (_pbs.HollowShape)
|
|
{
|
|
case HollowShape.Circle:
|
|
case HollowShape.Triangle: // diference in sl is minor and odd
|
|
case HollowShape.Same:
|
|
break;
|
|
|
|
case HollowShape.Square:
|
|
hollowVolume *= 0.909f;
|
|
break;
|
|
|
|
// case HollowShape.Triangle:
|
|
// hollowVolume *= .827f;
|
|
// break;
|
|
default:
|
|
hollowVolume = 0;
|
|
break;
|
|
}
|
|
volume *= (1.0f - hollowVolume);
|
|
}
|
|
|
|
}
|
|
break;
|
|
|
|
case ProfileShape.EquilateralTriangle:
|
|
|
|
if (_pbs.PathCurve == (byte)Extrusion.Straight)
|
|
{
|
|
volume *= 0.32475953f;
|
|
|
|
if (hollowAmount > 0.0)
|
|
{
|
|
|
|
// 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.Square:
|
|
hollowVolume *= 0.499849f * 3.07920140172638f;
|
|
break;
|
|
|
|
case HollowShape.Circle:
|
|
// Hollow shape is a perfect cyllinder in respect to the cube's scale
|
|
// Cyllinder hollow volume calculation
|
|
|
|
hollowVolume *= 0.1963495f * 3.07920140172638f;
|
|
break;
|
|
|
|
default:
|
|
hollowVolume = 0;
|
|
break;
|
|
}
|
|
volume *= (1.0f - hollowVolume);
|
|
}
|
|
}
|
|
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:
|
|
break;
|
|
}
|
|
|
|
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)
|
|
{
|
|
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
|
|
{
|
|
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 *= (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);
|
|
|
|
return volume;
|
|
}
|
|
|
|
|
|
private void CalcPrimBodyData()
|
|
{
|
|
float volume;
|
|
|
|
if (prim_geom == IntPtr.Zero)
|
|
{
|
|
// Ubit let's have a initial basic OOB
|
|
primOOBsize.X = _size.X;
|
|
primOOBsize.Y = _size.Y;
|
|
primOOBsize.Z = _size.Z;
|
|
primOOBoffset = Vector3.Zero;
|
|
}
|
|
else
|
|
{
|
|
d.AABB AABB;
|
|
d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
|
|
|
|
primOOBsize.X = (AABB.MaxX - AABB.MinX);
|
|
primOOBsize.Y = (AABB.MaxY - AABB.MinY);
|
|
primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
|
|
if (!hasOOBoffsetFromMesh)
|
|
{
|
|
primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
|
|
primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
|
|
primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
|
|
}
|
|
}
|
|
|
|
// also its own inertia and mass
|
|
// keep using basic shape mass for now
|
|
volume = CalculatePrimVolume();
|
|
|
|
primVolume = volume;
|
|
primMass = m_density * volume;
|
|
|
|
if (primMass <= 0)
|
|
primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
|
|
if (primMass > _parent_scene.maximumMassObject)
|
|
primMass = _parent_scene.maximumMassObject;
|
|
|
|
_mass = primMass; // just in case
|
|
|
|
d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
|
|
|
|
d.MassTranslate(ref primdMass,
|
|
primOOBoffset.X,
|
|
primOOBoffset.Y,
|
|
primOOBoffset.Z);
|
|
|
|
primOOBsize *= 0.5f; // let obb size be a corner coords
|
|
primOOBradiusSQ = primOOBsize.LengthSquared();
|
|
}
|
|
|
|
|
|
#endregion
|
|
|
|
|
|
/// <summary>
|
|
/// Add a child prim to this parent prim.
|
|
/// </summary>
|
|
/// <param name="prim">Child prim</param>
|
|
// I'm the parent
|
|
// prim is the child
|
|
public void ParentPrim(OdePrim prim)
|
|
{
|
|
//Console.WriteLine("ParentPrim " + m_primName);
|
|
if (this.m_localID != prim.m_localID)
|
|
{
|
|
DestroyBody(); // for now we need to rebuil entire object on link change
|
|
|
|
lock (childrenPrim)
|
|
{
|
|
// adopt the prim
|
|
if (!childrenPrim.Contains(prim))
|
|
childrenPrim.Add(prim);
|
|
|
|
// see if this prim has kids and adopt them also
|
|
// should not happen for now
|
|
foreach (OdePrim prm in prim.childrenPrim)
|
|
{
|
|
if (!childrenPrim.Contains(prm))
|
|
{
|
|
if (prm.Body != IntPtr.Zero)
|
|
{
|
|
if (prm.prim_geom != IntPtr.Zero)
|
|
d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
|
|
if (prm.Body != prim.Body)
|
|
prm.DestroyBody(); // don't loose bodies around
|
|
prm.Body = IntPtr.Zero;
|
|
}
|
|
|
|
childrenPrim.Add(prm);
|
|
prm._parent = this;
|
|
}
|
|
}
|
|
}
|
|
//Remove old children from the prim
|
|
prim.childrenPrim.Clear();
|
|
|
|
if (prim.Body != IntPtr.Zero)
|
|
{
|
|
if (prim.prim_geom != IntPtr.Zero)
|
|
d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
|
|
prim.DestroyBody(); // don't loose bodies around
|
|
prim.Body = IntPtr.Zero;
|
|
}
|
|
|
|
prim.childPrim = true;
|
|
prim._parent = this;
|
|
|
|
MakeBody(); // full nasty reconstruction
|
|
}
|
|
}
|
|
|
|
private void UpdateChildsfromgeom()
|
|
{
|
|
if (childrenPrim.Count > 0)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
prm.UpdateDataFromGeom();
|
|
}
|
|
}
|
|
|
|
private void UpdateDataFromGeom()
|
|
{
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
d.Quaternion qtmp;
|
|
d.GeomCopyQuaternion(prim_geom, out qtmp);
|
|
_orientation.W = qtmp.W;
|
|
_orientation.X = qtmp.X;
|
|
_orientation.Y = qtmp.Y;
|
|
_orientation.Z = qtmp.Z;
|
|
|
|
d.Vector3 lpos = d.GeomGetPosition(prim_geom);
|
|
_position.X = lpos.X;
|
|
_position.Y = lpos.Y;
|
|
_position.Z = lpos.Z;
|
|
}
|
|
}
|
|
|
|
private void ChildDelink(OdePrim odePrim, bool remakebodies)
|
|
{
|
|
// Okay, we have a delinked child.. destroy all body and remake
|
|
if (odePrim != this && !childrenPrim.Contains(odePrim))
|
|
return;
|
|
|
|
DestroyBody();
|
|
|
|
if (odePrim == this) // delinking the root prim
|
|
{
|
|
OdePrim newroot = null;
|
|
lock (childrenPrim)
|
|
{
|
|
if (childrenPrim.Count > 0)
|
|
{
|
|
newroot = childrenPrim[0];
|
|
childrenPrim.RemoveAt(0);
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
newroot.childrenPrim.Add(prm);
|
|
}
|
|
childrenPrim.Clear();
|
|
}
|
|
if (newroot != null)
|
|
{
|
|
newroot.childPrim = false;
|
|
newroot._parent = null;
|
|
if (remakebodies)
|
|
newroot.MakeBody();
|
|
}
|
|
}
|
|
}
|
|
|
|
else
|
|
{
|
|
lock (childrenPrim)
|
|
{
|
|
childrenPrim.Remove(odePrim);
|
|
odePrim.childPrim = false;
|
|
odePrim._parent = null;
|
|
// odePrim.UpdateDataFromGeom();
|
|
if (remakebodies)
|
|
odePrim.MakeBody();
|
|
}
|
|
}
|
|
if (remakebodies)
|
|
MakeBody();
|
|
}
|
|
|
|
protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
|
|
{
|
|
// Okay, we have a delinked child.. destroy all body and remake
|
|
if (odePrim != this && !childrenPrim.Contains(odePrim))
|
|
return;
|
|
|
|
DestroyBody();
|
|
|
|
if (odePrim == this)
|
|
{
|
|
OdePrim newroot = null;
|
|
lock (childrenPrim)
|
|
{
|
|
if (childrenPrim.Count > 0)
|
|
{
|
|
newroot = childrenPrim[0];
|
|
childrenPrim.RemoveAt(0);
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
newroot.childrenPrim.Add(prm);
|
|
}
|
|
childrenPrim.Clear();
|
|
}
|
|
if (newroot != null)
|
|
{
|
|
newroot.childPrim = false;
|
|
newroot._parent = null;
|
|
newroot.MakeBody();
|
|
}
|
|
}
|
|
if (reMakeBody)
|
|
MakeBody();
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
lock (childrenPrim)
|
|
{
|
|
childrenPrim.Remove(odePrim);
|
|
odePrim.childPrim = false;
|
|
odePrim._parent = null;
|
|
if (reMakeBody)
|
|
odePrim.MakeBody();
|
|
}
|
|
}
|
|
MakeBody();
|
|
}
|
|
|
|
#region changes
|
|
|
|
private void changeadd()
|
|
{
|
|
CreateGeom();
|
|
|
|
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)
|
|
{
|
|
SetInStaticSpace(this);
|
|
UpdateCollisionCatFlags();
|
|
ApplyCollisionCatFlags();
|
|
}
|
|
else
|
|
MakeBody();
|
|
}
|
|
}
|
|
|
|
private void changeAngularLock(Vector3 newLock)
|
|
{
|
|
// 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 (!newLock.ApproxEquals(Vector3.One, 0f))
|
|
{
|
|
createAMotor(newLock);
|
|
}
|
|
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 = newLock;
|
|
}
|
|
|
|
private void changeLink(OdePrim NewParent)
|
|
{
|
|
if (_parent == null && NewParent != null)
|
|
{
|
|
NewParent.ParentPrim(this);
|
|
}
|
|
else if (_parent != null)
|
|
{
|
|
if (_parent is OdePrim)
|
|
{
|
|
if (NewParent != _parent)
|
|
{
|
|
(_parent as OdePrim).ChildDelink(this, false); // for now...
|
|
childPrim = false;
|
|
|
|
if (NewParent != null)
|
|
{
|
|
NewParent.ParentPrim(this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
_parent = NewParent;
|
|
}
|
|
|
|
|
|
private void Stop()
|
|
{
|
|
if (!childPrim)
|
|
{
|
|
m_force = Vector3.Zero;
|
|
m_forceacc = Vector3.Zero;
|
|
m_angularForceacc = Vector3.Zero;
|
|
_torque = Vector3.Zero;
|
|
_velocity = Vector3.Zero;
|
|
_acceleration = Vector3.Zero;
|
|
m_rotationalVelocity = Vector3.Zero;
|
|
_target_velocity = Vector3.Zero;
|
|
if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
|
|
m_vehicle.Stop();
|
|
}
|
|
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
d.BodySetForce(Body, 0f, 0f, 0f);
|
|
d.BodySetTorque(Body, 0f, 0f, 0f);
|
|
d.BodySetLinearVel(Body, 0f, 0f, 0f);
|
|
d.BodySetAngularVel(Body, 0f, 0f, 0f);
|
|
}
|
|
}
|
|
|
|
private void changePhantomStatus(bool newval)
|
|
{
|
|
m_isphantom = newval;
|
|
|
|
UpdateCollisionCatFlags();
|
|
ApplyCollisionCatFlags();
|
|
}
|
|
|
|
/* not in use
|
|
internal void ChildSelectedChange(bool childSelect)
|
|
{
|
|
if(childPrim)
|
|
return;
|
|
|
|
if (childSelect == m_isSelected)
|
|
return;
|
|
|
|
if (childSelect)
|
|
{
|
|
DoSelectedStatus(true);
|
|
}
|
|
|
|
else
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
if (prm.m_isSelected)
|
|
return;
|
|
}
|
|
DoSelectedStatus(false);
|
|
}
|
|
}
|
|
*/
|
|
private void changeSelectedStatus(bool newval)
|
|
{
|
|
if (m_lastdoneSelected == newval)
|
|
return;
|
|
|
|
m_lastdoneSelected = newval;
|
|
DoSelectedStatus(newval);
|
|
}
|
|
|
|
private void CheckDelaySelect()
|
|
{
|
|
if (m_delaySelect)
|
|
{
|
|
DoSelectedStatus(m_isSelected);
|
|
}
|
|
}
|
|
|
|
private void DoSelectedStatus(bool newval)
|
|
{
|
|
m_isSelected = newval;
|
|
Stop();
|
|
|
|
if (newval)
|
|
{
|
|
if (!childPrim && Body != IntPtr.Zero)
|
|
d.BodyDisable(Body);
|
|
|
|
if (m_delaySelect || m_isphysical)
|
|
{
|
|
m_collisionCategories = CollisionCategories.Selected;
|
|
m_collisionFlags = 0;
|
|
|
|
if (!childPrim)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
prm.m_collisionCategories = m_collisionCategories;
|
|
prm.m_collisionFlags = m_collisionFlags;
|
|
|
|
if (prm.prim_geom != null)
|
|
{
|
|
|
|
if (prm.m_NoColide)
|
|
{
|
|
d.GeomSetCategoryBits(prm.prim_geom, 0);
|
|
d.GeomSetCollideBits(prm.prim_geom, 0);
|
|
}
|
|
else
|
|
{
|
|
d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
|
|
d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
|
|
}
|
|
}
|
|
prm.m_delaySelect = false;
|
|
}
|
|
}
|
|
// else if (_parent != null)
|
|
// ((OdePrim)_parent).ChildSelectedChange(true);
|
|
|
|
|
|
if (prim_geom != null)
|
|
{
|
|
if (m_NoColide)
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, 0);
|
|
d.GeomSetCollideBits(prim_geom, 0);
|
|
if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(collide_geom, 0);
|
|
d.GeomSetCollideBits(collide_geom, 0);
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
|
|
if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
|
|
d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
|
|
}
|
|
}
|
|
}
|
|
|
|
m_delaySelect = false;
|
|
}
|
|
else if(!m_isphysical)
|
|
{
|
|
m_delaySelect = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!childPrim)
|
|
{
|
|
if (Body != IntPtr.Zero && !m_disabled)
|
|
d.BodyEnable(Body);
|
|
}
|
|
// else if (_parent != null)
|
|
// ((OdePrim)_parent).ChildSelectedChange(false);
|
|
|
|
UpdateCollisionCatFlags();
|
|
ApplyCollisionCatFlags();
|
|
|
|
m_delaySelect = false;
|
|
}
|
|
|
|
resetCollisionAccounting();
|
|
}
|
|
|
|
private void changePosition(Vector3 newPos)
|
|
{
|
|
CheckDelaySelect();
|
|
if (m_isphysical)
|
|
{
|
|
if (childPrim) // inertia is messed, must rebuild
|
|
{
|
|
if (m_building)
|
|
{
|
|
_position = newPos;
|
|
}
|
|
|
|
else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
|
|
{
|
|
FixInertia(newPos);
|
|
if (!d.BodyIsEnabled(Body))
|
|
d.BodyEnable(Body);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (_position != newPos)
|
|
{
|
|
d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
|
|
_position = newPos;
|
|
}
|
|
if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
|
|
d.BodyEnable(Body);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
if (newPos != _position)
|
|
{
|
|
d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
|
|
_position = newPos;
|
|
|
|
m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
|
|
}
|
|
}
|
|
}
|
|
givefakepos--;
|
|
if (givefakepos < 0)
|
|
givefakepos = 0;
|
|
// changeSelectedStatus();
|
|
resetCollisionAccounting();
|
|
}
|
|
|
|
private void changeOrientation(Quaternion newOri)
|
|
{
|
|
CheckDelaySelect();
|
|
if (m_isphysical)
|
|
{
|
|
if (childPrim) // inertia is messed, must rebuild
|
|
{
|
|
if (m_building)
|
|
{
|
|
_orientation = newOri;
|
|
}
|
|
/*
|
|
else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
|
|
{
|
|
FixInertia(_position, newOri);
|
|
if (!d.BodyIsEnabled(Body))
|
|
d.BodyEnable(Body);
|
|
}
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
if (newOri != _orientation)
|
|
{
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
myrot.X = newOri.X;
|
|
myrot.Y = newOri.Y;
|
|
myrot.Z = newOri.Z;
|
|
myrot.W = newOri.W;
|
|
d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
_orientation = newOri;
|
|
if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
|
|
createAMotor(m_angularlock);
|
|
}
|
|
if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
|
|
d.BodyEnable(Body);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
if (newOri != _orientation)
|
|
{
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
myrot.X = newOri.X;
|
|
myrot.Y = newOri.Y;
|
|
myrot.Z = newOri.Z;
|
|
myrot.W = newOri.W;
|
|
d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
_orientation = newOri;
|
|
}
|
|
}
|
|
}
|
|
givefakeori--;
|
|
if (givefakeori < 0)
|
|
givefakeori = 0;
|
|
resetCollisionAccounting();
|
|
}
|
|
|
|
private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
|
|
{
|
|
CheckDelaySelect();
|
|
if (m_isphysical)
|
|
{
|
|
if (childPrim && m_building) // inertia is messed, must rebuild
|
|
{
|
|
_position = newPos;
|
|
_orientation = newOri;
|
|
}
|
|
else
|
|
{
|
|
if (newOri != _orientation)
|
|
{
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
myrot.X = newOri.X;
|
|
myrot.Y = newOri.Y;
|
|
myrot.Z = newOri.Z;
|
|
myrot.W = newOri.W;
|
|
d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
_orientation = newOri;
|
|
if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
|
|
createAMotor(m_angularlock);
|
|
}
|
|
if (_position != newPos)
|
|
{
|
|
d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
|
|
_position = newPos;
|
|
}
|
|
if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
|
|
d.BodyEnable(Body);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
|
|
// int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
if (newOri != _orientation)
|
|
{
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
myrot.X = newOri.X;
|
|
myrot.Y = newOri.Y;
|
|
myrot.Z = newOri.Z;
|
|
myrot.W = newOri.W;
|
|
d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
_orientation = newOri;
|
|
}
|
|
|
|
if (newPos != _position)
|
|
{
|
|
d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
|
|
_position = newPos;
|
|
|
|
m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
|
|
}
|
|
}
|
|
}
|
|
givefakepos--;
|
|
if (givefakepos < 0)
|
|
givefakepos = 0;
|
|
givefakeori--;
|
|
if (givefakeori < 0)
|
|
givefakeori = 0;
|
|
resetCollisionAccounting();
|
|
}
|
|
|
|
|
|
private void changeDisable(bool disable)
|
|
{
|
|
if (disable)
|
|
{
|
|
if (!m_disabled)
|
|
disableBodySoft();
|
|
}
|
|
else
|
|
{
|
|
if (m_disabled)
|
|
enableBodySoft();
|
|
}
|
|
}
|
|
|
|
private void changePhysicsStatus(bool NewStatus)
|
|
{
|
|
CheckDelaySelect();
|
|
|
|
m_isphysical = NewStatus;
|
|
|
|
if (!childPrim)
|
|
{
|
|
if (NewStatus)
|
|
{
|
|
if (Body == IntPtr.Zero)
|
|
MakeBody();
|
|
}
|
|
else
|
|
{
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
DestroyBody();
|
|
}
|
|
Stop();
|
|
}
|
|
}
|
|
|
|
resetCollisionAccounting();
|
|
}
|
|
|
|
private void changeprimsizeshape()
|
|
{
|
|
CheckDelaySelect();
|
|
|
|
OdePrim parent = (OdePrim)_parent;
|
|
|
|
bool chp = childPrim;
|
|
|
|
if (chp)
|
|
{
|
|
if (parent != null)
|
|
{
|
|
parent.DestroyBody();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DestroyBody();
|
|
}
|
|
|
|
RemoveGeom();
|
|
|
|
// 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
|
|
|
|
CreateGeom();
|
|
|
|
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)
|
|
{
|
|
if (chp)
|
|
{
|
|
if (parent != null)
|
|
{
|
|
parent.MakeBody();
|
|
}
|
|
}
|
|
else
|
|
MakeBody();
|
|
}
|
|
|
|
else
|
|
{
|
|
UpdateCollisionCatFlags();
|
|
ApplyCollisionCatFlags();
|
|
}
|
|
|
|
resetCollisionAccounting();
|
|
}
|
|
|
|
private void changeSize(Vector3 newSize)
|
|
{
|
|
_size = newSize;
|
|
changeprimsizeshape();
|
|
}
|
|
|
|
private void changeShape(PrimitiveBaseShape newShape)
|
|
{
|
|
if(newShape != null)
|
|
_pbs = newShape;
|
|
changeprimsizeshape();
|
|
}
|
|
|
|
private void changeFloatOnWater(bool newval)
|
|
{
|
|
m_collidesWater = newval;
|
|
|
|
UpdateCollisionCatFlags();
|
|
ApplyCollisionCatFlags();
|
|
}
|
|
|
|
private void changeSetTorque(Vector3 newtorque)
|
|
{
|
|
if (!m_isSelected)
|
|
{
|
|
if (m_isphysical && Body != IntPtr.Zero)
|
|
{
|
|
if (m_disabled)
|
|
enableBodySoft();
|
|
else if (!d.BodyIsEnabled(Body))
|
|
d.BodyEnable(Body);
|
|
|
|
}
|
|
_torque = newtorque;
|
|
}
|
|
}
|
|
|
|
private void changeForce(Vector3 force)
|
|
{
|
|
m_force = force;
|
|
if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
|
|
d.BodyEnable(Body);
|
|
}
|
|
|
|
|
|
private void changeAddImpulse(Vector3 impulse)
|
|
{
|
|
m_forceacc += impulse *m_invTimeStep;
|
|
if (!m_isSelected)
|
|
{
|
|
lock (this)
|
|
{
|
|
//m_log.Info("[PHYSICS]: dequeing forcelist");
|
|
if (m_isphysical && Body != IntPtr.Zero)
|
|
{
|
|
if (m_disabled)
|
|
enableBodySoft();
|
|
else if (!d.BodyIsEnabled(Body))
|
|
d.BodyEnable(Body);
|
|
}
|
|
}
|
|
|
|
m_collisionscore = 0;
|
|
}
|
|
}
|
|
|
|
// actually angular impulse
|
|
private void changeAddAngularImpulse(Vector3 aimpulse)
|
|
{
|
|
m_angularForceacc += aimpulse * m_invTimeStep;
|
|
if (!m_isSelected)
|
|
{
|
|
lock (this)
|
|
{
|
|
if (m_isphysical && Body != IntPtr.Zero)
|
|
{
|
|
if (m_disabled)
|
|
enableBodySoft();
|
|
else if (!d.BodyIsEnabled(Body))
|
|
d.BodyEnable(Body);
|
|
}
|
|
}
|
|
m_collisionscore = 0;
|
|
}
|
|
}
|
|
|
|
private void changevelocity(Vector3 newVel)
|
|
{
|
|
if (!m_isSelected)
|
|
{
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
if (m_disabled)
|
|
enableBodySoft();
|
|
else if (!d.BodyIsEnabled(Body))
|
|
d.BodyEnable(Body);
|
|
|
|
d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
|
|
}
|
|
//resetCollisionAccounting();
|
|
}
|
|
_velocity = newVel;
|
|
}
|
|
|
|
private void changeVolumedetetion(bool newVolDtc)
|
|
{
|
|
m_isVolumeDetect = newVolDtc;
|
|
m_fakeisVolumeDetect = newVolDtc;
|
|
UpdateCollisionCatFlags();
|
|
ApplyCollisionCatFlags();
|
|
}
|
|
|
|
protected void changeBuilding(bool newbuilding)
|
|
{
|
|
if ((bool)newbuilding)
|
|
{
|
|
m_building = true;
|
|
if (!childPrim)
|
|
DestroyBody();
|
|
}
|
|
else
|
|
{
|
|
m_building = false;
|
|
CheckDelaySelect();
|
|
if (!childPrim)
|
|
MakeBody();
|
|
}
|
|
if (!childPrim && childrenPrim.Count > 0)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
prm.changeBuilding(m_building); // call directly
|
|
}
|
|
}
|
|
|
|
public void changeSetVehicle(VehicleData vdata)
|
|
{
|
|
if (m_vehicle == null)
|
|
m_vehicle = new ODEDynamics(this);
|
|
m_vehicle.DoSetVehicle(vdata);
|
|
}
|
|
private void changeVehicleType(int value)
|
|
{
|
|
if (value == (int)Vehicle.TYPE_NONE)
|
|
{
|
|
if (m_vehicle != null)
|
|
m_vehicle = null;
|
|
}
|
|
else
|
|
{
|
|
if (m_vehicle == null)
|
|
m_vehicle = new ODEDynamics(this);
|
|
|
|
m_vehicle.ProcessTypeChange((Vehicle)value);
|
|
}
|
|
}
|
|
|
|
private void changeVehicleFloatParam(strVehicleFloatParam fp)
|
|
{
|
|
if (m_vehicle == null)
|
|
return;
|
|
|
|
m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
|
|
}
|
|
|
|
private void changeVehicleVectorParam(strVehicleVectorParam vp)
|
|
{
|
|
if (m_vehicle == null)
|
|
return;
|
|
m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
|
|
}
|
|
|
|
private void changeVehicleRotationParam(strVehicleQuatParam qp)
|
|
{
|
|
if (m_vehicle == null)
|
|
return;
|
|
m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
|
|
}
|
|
|
|
private void changeVehicleFlags(strVehicleBoolParam bp)
|
|
{
|
|
if (m_vehicle == null)
|
|
return;
|
|
m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void Move()
|
|
{
|
|
if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
|
|
!m_disabled && !m_isSelected && !m_building && !m_outbounds)
|
|
{
|
|
if (!d.BodyIsEnabled(Body))
|
|
{
|
|
// let vehicles sleep
|
|
if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
|
|
return;
|
|
|
|
if (++bodydisablecontrol < 20)
|
|
return;
|
|
|
|
bodydisablecontrol = 0;
|
|
d.BodyEnable(Body);
|
|
}
|
|
|
|
d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
|
|
|
|
/* moved down to UpdateMove... where it belongs again
|
|
|
|
// check outside region
|
|
|
|
if (lpos.Z < -100 || lpos.Z > 100000f)
|
|
{
|
|
m_outbounds = true;
|
|
|
|
lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
|
|
_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;
|
|
|
|
d.BodySetLinearVel(Body, 0, 0, 0); // stop it
|
|
d.BodySetAngularVel(Body, 0, 0, 0); // stop it
|
|
d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
|
|
m_lastposition = _position;
|
|
m_lastorientation = _orientation;
|
|
|
|
base.RequestPhysicsterseUpdate();
|
|
|
|
throttleCounter = 0;
|
|
_zeroFlag = true;
|
|
|
|
disableBodySoft(); // disable it and colisions
|
|
base.RaiseOutOfBounds(_position);
|
|
return;
|
|
}
|
|
|
|
if (lpos.X < 0f)
|
|
{
|
|
_position.X = Util.Clip(lpos.X, -2f, -0.1f);
|
|
m_outbounds = true;
|
|
}
|
|
else if (lpos.X > _parent_scene.WorldExtents.X)
|
|
{
|
|
_position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
|
|
m_outbounds = true;
|
|
}
|
|
if (lpos.Y < 0f)
|
|
{
|
|
_position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
|
|
m_outbounds = true;
|
|
}
|
|
else if (lpos.Y > _parent_scene.WorldExtents.Y)
|
|
{
|
|
_position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
|
|
m_outbounds = true;
|
|
}
|
|
|
|
if (m_outbounds)
|
|
{
|
|
m_lastposition = _position;
|
|
m_lastorientation = _orientation;
|
|
|
|
d.Vector3 dtmp = d.BodyGetAngularVel(Body);
|
|
m_rotationalVelocity.X = dtmp.X;
|
|
m_rotationalVelocity.Y = dtmp.Y;
|
|
m_rotationalVelocity.Z = dtmp.Z;
|
|
|
|
dtmp = d.BodyGetLinearVel(Body);
|
|
_velocity.X = dtmp.X;
|
|
_velocity.Y = dtmp.Y;
|
|
_velocity.Z = dtmp.Z;
|
|
|
|
d.BodySetLinearVel(Body, 0, 0, 0); // stop it
|
|
d.BodySetAngularVel(Body, 0, 0, 0);
|
|
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
disableBodySoft(); // stop collisions
|
|
base.RequestPhysicsterseUpdate();
|
|
return;
|
|
}
|
|
*/
|
|
if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
|
|
{
|
|
// 'VEHICLES' are dealt with in ODEDynamics.cs
|
|
m_vehicle.Step();
|
|
return;
|
|
}
|
|
|
|
float fx = 0;
|
|
float fy = 0;
|
|
float fz = 0;
|
|
|
|
float m_mass = _mass;
|
|
|
|
if (m_usePID && m_PIDTau > 0)
|
|
{
|
|
// for now position error
|
|
_target_velocity =
|
|
new Vector3(
|
|
(m_PIDTarget.X - lpos.X),
|
|
(m_PIDTarget.Y - lpos.Y),
|
|
(m_PIDTarget.Z - lpos.Z)
|
|
);
|
|
|
|
if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
|
|
{
|
|
d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
|
|
d.BodySetLinearVel(Body, 0, 0, 0);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
_zeroFlag = false;
|
|
|
|
float tmp = 1 / m_PIDTau;
|
|
_target_velocity *= tmp;
|
|
|
|
// apply limits
|
|
tmp = _target_velocity.Length();
|
|
if (tmp > 50.0f)
|
|
{
|
|
tmp = 50 / tmp;
|
|
_target_velocity *= tmp;
|
|
}
|
|
else if (tmp < 0.05f)
|
|
{
|
|
tmp = 0.05f / tmp;
|
|
_target_velocity *= tmp;
|
|
}
|
|
|
|
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
|
fx = (_target_velocity.X - vel.X) * m_invTimeStep;
|
|
fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
|
|
fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
|
|
// d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
|
|
}
|
|
} // end if (m_usePID)
|
|
|
|
// Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
|
|
else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
|
|
{
|
|
|
|
// Non-Vehicles have a limited set of Hover options.
|
|
// determine what our target height really is based on HoverType
|
|
|
|
m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
|
|
|
|
switch (m_PIDHoverType)
|
|
{
|
|
case PIDHoverType.Ground:
|
|
m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
|
|
break;
|
|
|
|
case PIDHoverType.GroundAndWater:
|
|
m_waterHeight = _parent_scene.GetWaterLevel();
|
|
if (m_groundHeight > m_waterHeight)
|
|
m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
|
|
else
|
|
m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
|
|
break;
|
|
} // end switch (m_PIDHoverType)
|
|
|
|
// don't go underground unless volumedetector
|
|
|
|
if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
|
|
{
|
|
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
|
|
|
fz = (m_targetHoverHeight - lpos.Z);
|
|
|
|
// if error is zero, use position control; otherwise, velocity control
|
|
if (Math.Abs(fz) < 0.01f)
|
|
{
|
|
d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
|
|
d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
|
|
}
|
|
else
|
|
{
|
|
_zeroFlag = false;
|
|
fz /= m_PIDHoverTau;
|
|
|
|
float tmp = Math.Abs(fz);
|
|
if (tmp > 50)
|
|
fz = 50 * Math.Sign(fz);
|
|
else if (tmp < 0.1)
|
|
fz = 0.1f * Math.Sign(fz);
|
|
|
|
fz = ((fz - vel.Z) * m_invTimeStep);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float b = (1.0f - m_buoyancy);
|
|
fx = _parent_scene.gravityx * b;
|
|
fy = _parent_scene.gravityy * b;
|
|
fz = _parent_scene.gravityz * b;
|
|
}
|
|
|
|
fx *= m_mass;
|
|
fy *= m_mass;
|
|
fz *= m_mass;
|
|
|
|
// constant force
|
|
fx += m_force.X;
|
|
fy += m_force.Y;
|
|
fz += m_force.Z;
|
|
|
|
fx += m_forceacc.X;
|
|
fy += m_forceacc.Y;
|
|
fz += m_forceacc.Z;
|
|
|
|
m_forceacc = Vector3.Zero;
|
|
|
|
//m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
|
|
if (fx != 0 || fy != 0 || fz != 0)
|
|
{
|
|
d.BodyAddForce(Body, fx, fy, fz);
|
|
//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
|
|
}
|
|
|
|
Vector3 trq;
|
|
|
|
trq = _torque;
|
|
trq += m_angularForceacc;
|
|
m_angularForceacc = Vector3.Zero;
|
|
if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
|
|
{
|
|
d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
|
|
}
|
|
}
|
|
else
|
|
{ // is not physical, or is not a body or is selected
|
|
// _zeroPosition = d.BodyGetPosition(Body);
|
|
return;
|
|
//Console.WriteLine("Nothing " + Name);
|
|
|
|
}
|
|
}
|
|
|
|
public void UpdatePositionAndVelocity()
|
|
{
|
|
if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
|
|
{
|
|
if (d.BodyIsEnabled(Body) || !_zeroFlag)
|
|
{
|
|
bool lastZeroFlag = _zeroFlag;
|
|
|
|
d.Vector3 lpos = d.GeomGetPosition(prim_geom);
|
|
|
|
// check outside region
|
|
if (lpos.Z < -100 || lpos.Z > 100000f)
|
|
{
|
|
m_outbounds = true;
|
|
|
|
lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
|
|
_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;
|
|
|
|
d.BodySetLinearVel(Body, 0, 0, 0); // stop it
|
|
d.BodySetAngularVel(Body, 0, 0, 0); // stop it
|
|
d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
|
|
m_lastposition = _position;
|
|
m_lastorientation = _orientation;
|
|
|
|
base.RequestPhysicsterseUpdate();
|
|
|
|
throttleCounter = 0;
|
|
_zeroFlag = true;
|
|
|
|
disableBodySoft(); // disable it and colisions
|
|
base.RaiseOutOfBounds(_position);
|
|
return;
|
|
}
|
|
|
|
if (lpos.X < 0f)
|
|
{
|
|
_position.X = Util.Clip(lpos.X, -2f, -0.1f);
|
|
m_outbounds = true;
|
|
}
|
|
else if (lpos.X > _parent_scene.WorldExtents.X)
|
|
{
|
|
_position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
|
|
m_outbounds = true;
|
|
}
|
|
if (lpos.Y < 0f)
|
|
{
|
|
_position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
|
|
m_outbounds = true;
|
|
}
|
|
else if (lpos.Y > _parent_scene.WorldExtents.Y)
|
|
{
|
|
_position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
|
|
m_outbounds = true;
|
|
}
|
|
|
|
if (m_outbounds)
|
|
{
|
|
m_lastposition = _position;
|
|
m_lastorientation = _orientation;
|
|
|
|
d.Vector3 dtmp = d.BodyGetAngularVel(Body);
|
|
m_rotationalVelocity.X = dtmp.X;
|
|
m_rotationalVelocity.Y = dtmp.Y;
|
|
m_rotationalVelocity.Z = dtmp.Z;
|
|
|
|
dtmp = d.BodyGetLinearVel(Body);
|
|
_velocity.X = dtmp.X;
|
|
_velocity.Y = dtmp.Y;
|
|
_velocity.Z = dtmp.Z;
|
|
|
|
d.BodySetLinearVel(Body, 0, 0, 0); // stop it
|
|
d.BodySetAngularVel(Body, 0, 0, 0);
|
|
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
disableBodySoft(); // stop collisions
|
|
base.RequestPhysicsterseUpdate();
|
|
return;
|
|
}
|
|
|
|
d.Quaternion ori;
|
|
d.GeomCopyQuaternion(prim_geom, out ori);
|
|
|
|
// decide if moving
|
|
// use positions since this are integrated quantities
|
|
// tolerance values depende a lot on simulation noise...
|
|
// use simple math.abs since we dont need to be exact
|
|
|
|
if (
|
|
(Math.Abs(_position.X - lpos.X) < 0.001f)
|
|
&& (Math.Abs(_position.Y - lpos.Y) < 0.001f)
|
|
&& (Math.Abs(_position.Z - lpos.Z) < 0.001f)
|
|
&& (Math.Abs(_orientation.X - ori.X) < 0.0001f)
|
|
&& (Math.Abs(_orientation.Y - ori.Y) < 0.0001f)
|
|
&& (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W
|
|
)
|
|
{
|
|
_zeroFlag = true;
|
|
}
|
|
else
|
|
_zeroFlag = false;
|
|
|
|
// update velocities and aceleration
|
|
if (!(_zeroFlag && lastZeroFlag))
|
|
{
|
|
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
|
|
|
_acceleration = _velocity;
|
|
|
|
if ((Math.Abs(vel.X) < 0.001f) &&
|
|
(Math.Abs(vel.Y) < 0.001f) &&
|
|
(Math.Abs(vel.Z) < 0.001f))
|
|
{
|
|
_velocity = Vector3.Zero;
|
|
float t = -m_invTimeStep;
|
|
_acceleration = _acceleration * t;
|
|
}
|
|
else
|
|
{
|
|
_velocity.X = vel.X;
|
|
_velocity.Y = vel.Y;
|
|
_velocity.Z = vel.Z;
|
|
_acceleration = (_velocity - _acceleration) * m_invTimeStep;
|
|
}
|
|
|
|
if ((Math.Abs(_acceleration.X) < 0.01f) &&
|
|
(Math.Abs(_acceleration.Y) < 0.01f) &&
|
|
(Math.Abs(_acceleration.Z) < 0.01f))
|
|
{
|
|
_acceleration = Vector3.Zero;
|
|
}
|
|
|
|
if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
|
|
(Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
|
|
(Math.Abs(_orientation.Z - ori.Z) < 0.0001)
|
|
)
|
|
{
|
|
m_rotationalVelocity = Vector3.Zero;
|
|
}
|
|
else
|
|
{
|
|
vel = d.BodyGetAngularVel(Body);
|
|
m_rotationalVelocity.X = vel.X;
|
|
m_rotationalVelocity.Y = vel.Y;
|
|
m_rotationalVelocity.Z = vel.Z;
|
|
}
|
|
}
|
|
|
|
if (_zeroFlag)
|
|
{
|
|
if (lastZeroFlag)
|
|
{
|
|
_velocity = Vector3.Zero;
|
|
_acceleration = Vector3.Zero;
|
|
m_rotationalVelocity = Vector3.Zero;
|
|
}
|
|
|
|
if (!m_lastUpdateSent)
|
|
{
|
|
base.RequestPhysicsterseUpdate();
|
|
if (lastZeroFlag)
|
|
m_lastUpdateSent = true;
|
|
}
|
|
return;
|
|
}
|
|
|
|
_position.X = lpos.X;
|
|
_position.Y = lpos.Y;
|
|
_position.Z = lpos.Z;
|
|
|
|
_orientation.X = ori.X;
|
|
_orientation.Y = ori.Y;
|
|
_orientation.Z = ori.Z;
|
|
_orientation.W = ori.W;
|
|
base.RequestPhysicsterseUpdate();
|
|
m_lastUpdateSent = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
internal static bool QuaternionIsFinite(Quaternion q)
|
|
{
|
|
if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
|
|
return false;
|
|
if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
|
|
return false;
|
|
if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
|
|
return false;
|
|
if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
|
|
{
|
|
// assumes object center of mass is zero
|
|
float smass = part.mass;
|
|
theobj.mass -= smass;
|
|
|
|
smass *= 1.0f / (theobj.mass); ;
|
|
|
|
theobj.c.X -= part.c.X * smass;
|
|
theobj.c.Y -= part.c.Y * smass;
|
|
theobj.c.Z -= part.c.Z * smass;
|
|
|
|
theobj.I.M00 -= part.I.M00;
|
|
theobj.I.M01 -= part.I.M01;
|
|
theobj.I.M02 -= part.I.M02;
|
|
theobj.I.M10 -= part.I.M10;
|
|
theobj.I.M11 -= part.I.M11;
|
|
theobj.I.M12 -= part.I.M12;
|
|
theobj.I.M20 -= part.I.M20;
|
|
theobj.I.M21 -= part.I.M21;
|
|
theobj.I.M22 -= part.I.M22;
|
|
}
|
|
|
|
private void donullchange()
|
|
{
|
|
}
|
|
|
|
public bool DoAChange(changes what, object arg)
|
|
{
|
|
if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// nasty switch
|
|
switch (what)
|
|
{
|
|
case changes.Add:
|
|
changeadd();
|
|
break;
|
|
case changes.Remove:
|
|
//If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
|
|
//When we return true, it destroys all of the prims in the linkset anyway
|
|
if (_parent != null)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildRemove(this, false);
|
|
}
|
|
else
|
|
ChildRemove(this, false);
|
|
|
|
m_vehicle = null;
|
|
RemoveGeom();
|
|
m_targetSpace = IntPtr.Zero;
|
|
if (m_eventsubscription > 0)
|
|
UnSubscribeEvents();
|
|
return true;
|
|
|
|
case changes.Link:
|
|
OdePrim tmp = (OdePrim)arg;
|
|
changeLink(tmp);
|
|
break;
|
|
|
|
case changes.DeLink:
|
|
changeLink(null);
|
|
break;
|
|
|
|
case changes.Position:
|
|
changePosition((Vector3)arg);
|
|
break;
|
|
|
|
case changes.Orientation:
|
|
changeOrientation((Quaternion)arg);
|
|
break;
|
|
|
|
case changes.PosOffset:
|
|
donullchange();
|
|
break;
|
|
|
|
case changes.OriOffset:
|
|
donullchange();
|
|
break;
|
|
|
|
case changes.Velocity:
|
|
changevelocity((Vector3)arg);
|
|
break;
|
|
|
|
// case changes.Acceleration:
|
|
// changeacceleration((Vector3)arg);
|
|
// break;
|
|
// case changes.AngVelocity:
|
|
// changeangvelocity((Vector3)arg);
|
|
// break;
|
|
|
|
case changes.Force:
|
|
changeForce((Vector3)arg);
|
|
break;
|
|
|
|
case changes.Torque:
|
|
changeSetTorque((Vector3)arg);
|
|
break;
|
|
|
|
case changes.AddForce:
|
|
changeAddImpulse((Vector3)arg);
|
|
break;
|
|
|
|
case changes.AddAngForce:
|
|
changeAddAngularImpulse((Vector3)arg);
|
|
break;
|
|
|
|
case changes.AngLock:
|
|
changeAngularLock((Vector3)arg);
|
|
break;
|
|
|
|
case changes.Size:
|
|
changeSize((Vector3)arg);
|
|
break;
|
|
|
|
case changes.Shape:
|
|
changeShape((PrimitiveBaseShape)arg);
|
|
break;
|
|
|
|
case changes.CollidesWater:
|
|
changeFloatOnWater((bool)arg);
|
|
break;
|
|
|
|
case changes.VolumeDtc:
|
|
changeVolumedetetion((bool)arg);
|
|
break;
|
|
|
|
case changes.Phantom:
|
|
changePhantomStatus((bool)arg);
|
|
break;
|
|
|
|
case changes.Physical:
|
|
changePhysicsStatus((bool)arg);
|
|
break;
|
|
|
|
case changes.Selected:
|
|
changeSelectedStatus((bool)arg);
|
|
break;
|
|
|
|
case changes.disabled:
|
|
changeDisable((bool)arg);
|
|
break;
|
|
|
|
case changes.building:
|
|
changeBuilding((bool)arg);
|
|
break;
|
|
|
|
case changes.VehicleType:
|
|
changeVehicleType((int)arg);
|
|
break;
|
|
|
|
case changes.VehicleFlags:
|
|
changeVehicleFlags((strVehicleBoolParam) arg);
|
|
break;
|
|
|
|
case changes.VehicleFloatParam:
|
|
changeVehicleFloatParam((strVehicleFloatParam) arg);
|
|
break;
|
|
|
|
case changes.VehicleVectorParam:
|
|
changeVehicleVectorParam((strVehicleVectorParam) arg);
|
|
break;
|
|
|
|
case changes.VehicleRotationParam:
|
|
changeVehicleRotationParam((strVehicleQuatParam) arg);
|
|
break;
|
|
|
|
case changes.SetVehicle:
|
|
changeSetVehicle((VehicleData) arg);
|
|
break;
|
|
case changes.Null:
|
|
donullchange();
|
|
break;
|
|
|
|
default:
|
|
donullchange();
|
|
break;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public void AddChange(changes what, object arg)
|
|
{
|
|
_parent_scene.AddChange((PhysicsActor) this, what, arg);
|
|
}
|
|
|
|
|
|
private struct strVehicleBoolParam
|
|
{
|
|
public int param;
|
|
public bool value;
|
|
}
|
|
|
|
private struct strVehicleFloatParam
|
|
{
|
|
public int param;
|
|
public float value;
|
|
}
|
|
|
|
private struct strVehicleQuatParam
|
|
{
|
|
public int param;
|
|
public Quaternion value;
|
|
}
|
|
|
|
private struct strVehicleVectorParam
|
|
{
|
|
public int param;
|
|
public Vector3 value;
|
|
}
|
|
}
|
|
} |