3874 lines
150 KiB
C#
3874 lines
150 KiB
C#
/* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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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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* Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
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* rolled into ODEPrim.cs
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*/
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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 Ode.NET;
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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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/// <summary>
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/// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
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/// </summary>
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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 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 Quaternion m_lastorientation = new Quaternion();
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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 d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
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private Quaternion _orientation;
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private Vector3 m_taintposition;
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private Vector3 m_taintsize;
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private Vector3 m_taintVelocity;
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private Vector3 m_taintTorque;
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private Quaternion m_taintrot;
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private Vector3 m_rotateEnable = Vector3.One; // Current setting
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private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
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private bool m_rotateEnableUpdate = false;
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private Vector3 m_lockX;
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private Vector3 m_lockY;
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private Vector3 m_lockZ;
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private IntPtr Amotor = IntPtr.Zero;
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private IntPtr AmotorX = IntPtr.Zero;
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private IntPtr AmotorY = IntPtr.Zero;
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private IntPtr AmotorZ = IntPtr.Zero;
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private Vector3 m_PIDTarget;
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private float m_PIDTau;
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private float PID_D = 35f;
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private float PID_G = 25f;
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private bool m_usePID = false;
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private Quaternion m_APIDTarget = new Quaternion();
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private float m_APIDStrength = 0.5f;
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private float m_APIDDamping = 0.5f;
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private bool m_useAPID = false;
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private float m_APIDdamper = 1.0f;
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// These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
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// do not confuse with VEHICLE HOVER
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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; //m_buoyancy set by llSetBuoyancy()
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// private float m_tensor = 5f;
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private int body_autodisable_frames = 20;
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private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
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| CollisionCategories.Space
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| CollisionCategories.Body
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| CollisionCategories.Character
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);
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private bool m_taintshape;
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private bool m_taintPhysics;
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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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// Default we're a Geometry
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private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
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// Default, Collide with Other Geometries, spaces and Bodies
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private CollisionCategories m_collisionFlags = m_default_collisionFlags;
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public bool m_taintremove;
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public bool m_taintdisable;
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public bool m_disabled;
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public bool m_taintadd;
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public bool m_taintselected;
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public bool m_taintCollidesWater;
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public uint m_localID;
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//public GCHandle gc;
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private CollisionLocker ode;
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private bool m_meshfailed = false;
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private bool m_taintforce = false;
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private bool m_taintaddangularforce = false;
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private Vector3 m_force;
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private List<Vector3> m_forcelist = new List<Vector3>();
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private List<Vector3> m_angularforcelist = new List<Vector3>();
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private IMesh _mesh;
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private PrimitiveBaseShape _pbs;
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private OdeScene _parent_scene;
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public IntPtr m_targetSpace = IntPtr.Zero;
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public IntPtr prim_geom;
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// public IntPtr prev_geom;
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public IntPtr _triMeshData;
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private IntPtr _linkJointGroup = IntPtr.Zero;
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private PhysicsActor _parent;
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private PhysicsActor m_taintparent;
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private List<OdePrim> childrenPrim = new List<OdePrim>();
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private bool iscolliding;
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private bool m_isphysical;
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private bool m_isSelected;
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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_throttleUpdates;
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private int throttleCounter;
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public int m_interpenetrationcount;
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public float m_collisionscore;
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public int m_roundsUnderMotionThreshold;
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private int m_crossingfailures;
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public bool outofBounds;
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private float m_density = 10.000006836f; // Aluminum g/cm3;
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public bool _zeroFlag; // if body has been stopped
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private bool m_lastUpdateSent;
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public IntPtr Body = IntPtr.Zero;
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public String m_primName;
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private Vector3 _target_velocity;
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public d.Mass pMass;
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public int m_eventsubscription;
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private CollisionEventUpdate CollisionEventsThisFrame;
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private IntPtr m_linkJoint = IntPtr.Zero;
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public volatile bool childPrim;
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internal int m_material = (int)Material.Wood;
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private int frcount = 0; // Used to limit dynamics debug output to
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private int revcount = 0; // Reverse motion while > 0
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private IntPtr m_body = IntPtr.Zero;
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// Vehicle properties ============================================================================================
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private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
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// private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
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private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
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// HOVER_TERRAIN_ONLY
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// HOVER_GLOBAL_HEIGHT
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// NO_DEFLECTION_UP
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// HOVER_WATER_ONLY
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// HOVER_UP_ONLY
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// LIMIT_MOTOR_UP
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// LIMIT_ROLL_ONLY
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// Linear properties
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private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
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//requested by LSL
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private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
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private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
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private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
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private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
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private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
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private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
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//Angular properties
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private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
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private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
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private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
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private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
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private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
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// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
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private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
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//Deflection properties
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// private float m_angularDeflectionEfficiency = 0;
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// private float m_angularDeflectionTimescale = 0;
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// private float m_linearDeflectionEfficiency = 0;
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// private float m_linearDeflectionTimescale = 0;
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//Banking properties
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// private float m_bankingEfficiency = 0;
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// private float m_bankingMix = 0;
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// private float m_bankingTimescale = 0;
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//Hover and Buoyancy properties
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private float m_VhoverHeight = 0f;
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// private float m_VhoverEfficiency = 0f;
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private float m_VhoverTimescale = 0f;
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private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
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private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
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// Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
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// KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
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// Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
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//Attractor properties
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private float m_verticalAttractionEfficiency = 1.0f; // damped
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private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
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public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
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Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
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{
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ode = dode;
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if (!pos.IsFinite())
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{
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pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
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parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
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m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
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}
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_position = pos;
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m_taintposition = pos;
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PID_D = parent_scene.bodyPIDD;
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PID_G = parent_scene.bodyPIDG;
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m_density = parent_scene.geomDefaultDensity;
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// m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
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body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
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prim_geom = IntPtr.Zero;
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// prev_geom = IntPtr.Zero;
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if (!pos.IsFinite())
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{
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size = new Vector3(0.5f, 0.5f, 0.5f);
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m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
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}
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if (size.X <= 0) size.X = 0.01f;
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if (size.Y <= 0) size.Y = 0.01f;
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if (size.Z <= 0) size.Z = 0.01f;
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_size = size;
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m_taintsize = _size;
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if (!QuaternionIsFinite(rotation))
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{
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rotation = Quaternion.Identity;
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m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
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}
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_orientation = rotation;
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m_taintrot = _orientation;
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_mesh = mesh;
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_pbs = pbs;
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_parent_scene = parent_scene;
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m_targetSpace = (IntPtr)0;
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// if (pos.Z < 0)
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if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
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m_isphysical = false;
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else
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{
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m_isphysical = pisPhysical;
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// If we're physical, we need to be in the master space for now.
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// linksets *should* be in a space together.. but are not currently
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if (m_isphysical)
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m_targetSpace = _parent_scene.space;
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}
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m_primName = primName;
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m_taintadd = true;
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_parent_scene.AddPhysicsActorTaint(this);
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// don't do .add() here; old geoms get recycled with the same hash
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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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set {
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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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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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//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
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// This only makes the object not collidable if the object
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// is physical or the object is modified somehow *IN THE FUTURE*
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// without this, if an avatar selects prim, they can walk right
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// through it while it's selected
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m_collisionscore = 0;
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if ((m_isphysical && !_zeroFlag) || !value)
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{
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m_taintselected = value;
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_parent_scene.AddPhysicsActorTaint(this);
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}
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else
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{
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m_taintselected = value;
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m_isSelected = value;
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}
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if(m_isSelected) disableBodySoft();
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}
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}
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public override bool IsPhysical
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{
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get { return m_isphysical; }
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set
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{
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m_isphysical = value;
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if (!m_isphysical)
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{ // Zero the remembered last velocity
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m_lastVelocity = Vector3.Zero;
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if (m_type != Vehicle.TYPE_NONE) Halt();
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}
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}
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}
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public void setPrimForRemoval()
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{
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m_taintremove = true;
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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 iscolliding; }
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set { iscolliding = value; }
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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 { return _position; }
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set { _position = value;
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//m_log.Info("[PHYSICS]: " + _position.ToString());
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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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_size = value;
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got NaN Size on object");
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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 CalculateMass(); }
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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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m_force = value;
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}
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else
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{
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m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
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}
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}
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}
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public override int VehicleType
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{
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get { return (int)m_type; }
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set { ProcessTypeChange((Vehicle)value); }
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}
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public override void VehicleFloatParam(int param, float value)
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{
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ProcessFloatVehicleParam((Vehicle) param, value);
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}
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public override void VehicleVectorParam(int param, Vector3 value)
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{
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ProcessVectorVehicleParam((Vehicle) param, value);
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}
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public override void VehicleRotationParam(int param, Quaternion rotation)
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{
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ProcessRotationVehicleParam((Vehicle) param, rotation);
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}
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public override void VehicleFlags(int param, bool remove)
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{
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ProcessVehicleFlags(param, remove);
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}
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public override void SetVolumeDetect(int param)
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{
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lock (_parent_scene.OdeLock)
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{
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m_isVolumeDetect = (param!=0);
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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 { return Vector3.Zero; }
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}
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public override Vector3 GeometricCenter
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{
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get { return Vector3.Zero; }
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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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_pbs = value;
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m_taintshape = true;
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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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// Averate previous velocity with the new one so
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// client object interpolation works a 'little' better
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if (_zeroFlag)
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return Vector3.Zero;
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Vector3 returnVelocity = Vector3.Zero;
|
|
returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
|
|
returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
|
|
returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
|
|
return returnVelocity;
|
|
}
|
|
set
|
|
{
|
|
if (value.IsFinite())
|
|
{
|
|
_velocity = value;
|
|
if (_velocity.ApproxEquals(Vector3.Zero,0.001f))
|
|
_acceleration = Vector3.Zero;
|
|
|
|
m_taintVelocity = value;
|
|
_parent_scene.AddPhysicsActorTaint(this);
|
|
}
|
|
else
|
|
{
|
|
m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
public override Vector3 Torque
|
|
{
|
|
get
|
|
{
|
|
if (!m_isphysical || Body == IntPtr.Zero)
|
|
return Vector3.Zero;
|
|
|
|
return _torque;
|
|
}
|
|
|
|
set
|
|
{
|
|
if (value.IsFinite())
|
|
{
|
|
m_taintTorque = value;
|
|
_parent_scene.AddPhysicsActorTaint(this);
|
|
}
|
|
else
|
|
{
|
|
m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
|
|
}
|
|
}
|
|
}
|
|
|
|
public override float CollisionScore
|
|
{
|
|
get { return m_collisionscore; }
|
|
set { m_collisionscore = value; }
|
|
}
|
|
|
|
public override bool Kinematic
|
|
{
|
|
get { return false; }
|
|
set { }
|
|
}
|
|
|
|
public override Quaternion Orientation
|
|
{
|
|
get { return _orientation; }
|
|
set
|
|
{
|
|
if (QuaternionIsFinite(value))
|
|
{
|
|
_orientation = value;
|
|
}
|
|
else
|
|
m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
|
|
|
|
}
|
|
}
|
|
|
|
|
|
public override bool FloatOnWater
|
|
{
|
|
set {
|
|
m_taintCollidesWater = value;
|
|
_parent_scene.AddPhysicsActorTaint(this);
|
|
}
|
|
}
|
|
|
|
public override void SetMomentum(Vector3 momentum)
|
|
{
|
|
}
|
|
|
|
public override Vector3 PIDTarget
|
|
{
|
|
set
|
|
{
|
|
if (value.IsFinite())
|
|
{
|
|
m_PIDTarget = value;
|
|
}
|
|
else
|
|
m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
|
|
}
|
|
}
|
|
public override bool PIDActive { set { m_usePID = value; } }
|
|
public override float PIDTau { set { m_PIDTau = value; } }
|
|
|
|
// For RotLookAt
|
|
public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
|
|
public override bool APIDActive { set { m_useAPID = value; } }
|
|
public override float APIDStrength { set { m_APIDStrength = value; } }
|
|
public override float APIDDamping { set { m_APIDDamping = value; } }
|
|
|
|
public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
|
|
public override bool PIDHoverActive { set { m_useHoverPID = value; } }
|
|
public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
|
|
public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
|
|
|
|
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;
|
|
}
|
|
|
|
public override Vector3 Acceleration // client updates read data via here
|
|
{
|
|
get
|
|
{
|
|
if (_zeroFlag)
|
|
{
|
|
return Vector3.Zero;
|
|
}
|
|
return _acceleration;
|
|
}
|
|
}
|
|
|
|
|
|
public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
|
|
{
|
|
_acceleration = accel;
|
|
}
|
|
|
|
public override void AddForce(Vector3 force, bool pushforce)
|
|
{
|
|
if (force.IsFinite())
|
|
{
|
|
lock (m_forcelist)
|
|
m_forcelist.Add(force);
|
|
|
|
m_taintforce = true;
|
|
}
|
|
else
|
|
{
|
|
m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
|
|
}
|
|
//m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
|
|
}
|
|
|
|
public override void AddAngularForce(Vector3 force, bool pushforce)
|
|
{
|
|
if (force.IsFinite())
|
|
{
|
|
m_angularforcelist.Add(force);
|
|
m_taintaddangularforce = true;
|
|
}
|
|
else
|
|
{
|
|
m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
|
|
}
|
|
}
|
|
|
|
public override Vector3 RotationalVelocity
|
|
{
|
|
get
|
|
{
|
|
return m_rotationalVelocity;
|
|
}
|
|
set
|
|
{
|
|
if (value.IsFinite())
|
|
{
|
|
m_rotationalVelocity = value;
|
|
}
|
|
else
|
|
{
|
|
m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void CrossingFailure()
|
|
{
|
|
m_crossingfailures++;
|
|
if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
|
|
{
|
|
base.RaiseOutOfBounds(_position);
|
|
return;
|
|
}
|
|
else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
|
|
}
|
|
}
|
|
|
|
public override float Buoyancy
|
|
{
|
|
get { return m_buoyancy; }
|
|
set { m_buoyancy = value; }
|
|
}
|
|
|
|
public override void link(PhysicsActor obj)
|
|
{
|
|
m_taintparent = obj;
|
|
}
|
|
|
|
public override void delink()
|
|
{
|
|
m_taintparent = null;
|
|
}
|
|
|
|
public override void LockAngularMotion(Vector3 axis)
|
|
{
|
|
// This is actually ROTATION ENABLE, not a lock.
|
|
// default is <1,1,1> which is all enabled.
|
|
// The lock value is updated inside Move(), no point in using the taint system.
|
|
// OS 'm_taintAngularLock' etc change to m_rotateEnable.
|
|
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);
|
|
m_rotateEnableRequest = axis;
|
|
m_rotateEnableUpdate = true;
|
|
}
|
|
else
|
|
{
|
|
m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
|
|
}
|
|
}
|
|
|
|
|
|
public void SetGeom(IntPtr geom)
|
|
{
|
|
if(prim_geom != IntPtr.Zero)
|
|
{
|
|
// Remove any old entries
|
|
//string tPA;
|
|
//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
|
|
//Console.WriteLine("**** Remove {0}", tPA);
|
|
if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
|
|
if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
|
|
d.GeomDestroy(prim_geom);
|
|
}
|
|
|
|
prim_geom = geom;
|
|
//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
_parent_scene.geom_name_map[prim_geom] = this.m_primName;
|
|
_parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
|
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
|
|
}
|
|
|
|
if (childPrim)
|
|
{
|
|
if (_parent != null && _parent is OdePrim)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
//Console.WriteLine("SetGeom calls ChildSetGeom");
|
|
parent.ChildSetGeom(this);
|
|
}
|
|
}
|
|
//m_log.Warn("Setting Geom to: " + prim_geom);
|
|
}
|
|
|
|
public void enableBodySoft()
|
|
{
|
|
if (!childPrim)
|
|
{
|
|
if (m_isphysical && Body != IntPtr.Zero)
|
|
{
|
|
d.BodyEnable(Body);
|
|
if (m_type != Vehicle.TYPE_NONE)
|
|
Enable(Body, _parent_scene);
|
|
}
|
|
|
|
m_disabled = false;
|
|
}
|
|
}
|
|
|
|
public void disableBodySoft()
|
|
{
|
|
m_disabled = true;
|
|
|
|
if (m_isphysical && Body != IntPtr.Zero)
|
|
{
|
|
d.BodyDisable(Body);
|
|
Halt();
|
|
}
|
|
}
|
|
|
|
public void enableBody()
|
|
{
|
|
// Don't enable this body if we're a child prim
|
|
// this should be taken care of in the parent function not here
|
|
if (!childPrim)
|
|
{
|
|
// Sets the geom to a body
|
|
Body = d.BodyCreate(_parent_scene.world);
|
|
|
|
setMass();
|
|
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
myrot.X = _orientation.X;
|
|
myrot.Y = _orientation.Y;
|
|
myrot.Z = _orientation.Z;
|
|
myrot.W = _orientation.W;
|
|
d.BodySetQuaternion(Body, ref myrot);
|
|
d.GeomSetBody(prim_geom, Body);
|
|
m_collisionCategories |= CollisionCategories.Body;
|
|
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
|
|
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
|
|
d.BodySetAutoDisableFlag(Body, true);
|
|
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
|
|
|
|
// disconnect from world gravity so we can apply buoyancy
|
|
d.BodySetGravityMode (Body, false);
|
|
|
|
m_interpenetrationcount = 0;
|
|
m_collisionscore = 0;
|
|
m_disabled = false;
|
|
|
|
if (m_type != Vehicle.TYPE_NONE)
|
|
{
|
|
Enable(Body, _parent_scene);
|
|
}
|
|
|
|
_parent_scene.addActivePrim(this);
|
|
}
|
|
}
|
|
|
|
#region Mass Calculation
|
|
|
|
private float CalculateMass()
|
|
{
|
|
float volume = _size.X * _size.Y * _size.Z; // default
|
|
float tmp;
|
|
|
|
float returnMass = 0;
|
|
float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
|
|
float hollowVolume = hollowAmount * hollowAmount;
|
|
|
|
switch (_pbs.ProfileShape)
|
|
{
|
|
case ProfileShape.Square:
|
|
// 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 *= 0.52359877559829887307710723054658f;
|
|
}
|
|
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);
|
|
|
|
returnMass = m_density * volume;
|
|
|
|
if (returnMass <= 0)
|
|
returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
|
|
// else if (returnMass > _parent_scene.maximumMassObject)
|
|
// returnMass = _parent_scene.maximumMassObject;
|
|
|
|
|
|
|
|
|
|
// Recursively calculate mass
|
|
bool HasChildPrim = false;
|
|
lock (childrenPrim)
|
|
{
|
|
if (childrenPrim.Count > 0)
|
|
{
|
|
HasChildPrim = true;
|
|
}
|
|
|
|
}
|
|
if (HasChildPrim)
|
|
{
|
|
OdePrim[] childPrimArr = new OdePrim[0];
|
|
|
|
lock (childrenPrim)
|
|
childPrimArr = childrenPrim.ToArray();
|
|
|
|
for (int i = 0; i < childPrimArr.Length; i++)
|
|
{
|
|
if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
|
|
returnMass += childPrimArr[i].CalculateMass();
|
|
// failsafe, this shouldn't happen but with OpenSim, you never know :)
|
|
if (i > 256)
|
|
break;
|
|
}
|
|
}
|
|
if (returnMass > _parent_scene.maximumMassObject)
|
|
returnMass = _parent_scene.maximumMassObject;
|
|
return returnMass;
|
|
}// end CalculateMass
|
|
|
|
#endregion
|
|
|
|
public void setMass()
|
|
{
|
|
if (Body != (IntPtr) 0)
|
|
{
|
|
float newmass = CalculateMass();
|
|
|
|
//m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
|
|
|
|
d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
|
|
d.BodySetMass(Body, ref pMass);
|
|
}
|
|
}
|
|
|
|
public void disableBody()
|
|
{
|
|
//this kills the body so things like 'mesh' can re-create it.
|
|
lock (this)
|
|
{
|
|
if (!childPrim)
|
|
{
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
_parent_scene.remActivePrim(this);
|
|
m_collisionCategories &= ~CollisionCategories.Body;
|
|
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
}
|
|
|
|
|
|
d.BodyDestroy(Body);
|
|
lock (childrenPrim)
|
|
{
|
|
if (childrenPrim.Count > 0)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
_parent_scene.remActivePrim(prm);
|
|
prm.Body = IntPtr.Zero;
|
|
}
|
|
}
|
|
}
|
|
Body = IntPtr.Zero;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_parent_scene.remActivePrim(this);
|
|
|
|
m_collisionCategories &= ~CollisionCategories.Body;
|
|
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
}
|
|
|
|
|
|
Body = IntPtr.Zero;
|
|
}
|
|
}
|
|
m_disabled = true;
|
|
m_collisionscore = 0;
|
|
}
|
|
|
|
private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
|
|
|
|
public void setMesh(OdeScene parent_scene, IMesh mesh)
|
|
{
|
|
// This sleeper is there to moderate how long it takes between
|
|
// setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
|
|
|
|
//Thread.Sleep(10);
|
|
|
|
//Kill Body so that mesh can re-make the geom
|
|
if (IsPhysical && Body != IntPtr.Zero)
|
|
{
|
|
if (childPrim)
|
|
{
|
|
if (_parent != null)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildDelink(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
disableBody();
|
|
}
|
|
}
|
|
IntPtr vertices, indices;
|
|
int vertexCount, indexCount;
|
|
int vertexStride, triStride;
|
|
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
|
|
|
|
mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
|
|
if (m_MeshToTriMeshMap.ContainsKey(mesh))
|
|
{
|
|
_triMeshData = m_MeshToTriMeshMap[mesh];
|
|
}
|
|
else
|
|
{
|
|
_triMeshData = d.GeomTriMeshDataCreate();
|
|
|
|
d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
|
|
d.GeomTriMeshDataPreprocess(_triMeshData);
|
|
m_MeshToTriMeshMap[mesh] = _triMeshData;
|
|
}
|
|
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
try
|
|
{
|
|
// if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
|
|
// {
|
|
SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
|
|
// }
|
|
}
|
|
catch (AccessViolationException)
|
|
{
|
|
m_log.Error("[PHYSICS]: MESH LOCKED");
|
|
return;
|
|
}
|
|
|
|
|
|
// if (IsPhysical && Body == (IntPtr) 0)
|
|
// {
|
|
// Recreate the body
|
|
// m_interpenetrationcount = 0;
|
|
// m_collisionscore = 0;
|
|
|
|
// enableBody();
|
|
// }
|
|
}
|
|
|
|
public void ProcessTaints(float timestep) //=============================================================================
|
|
{
|
|
if (m_taintadd)
|
|
{
|
|
changeadd(timestep);
|
|
}
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
if (!_position.ApproxEquals(m_taintposition, 0f))
|
|
{
|
|
changemove(timestep);
|
|
}
|
|
if (m_taintrot != _orientation)
|
|
{
|
|
if(childPrim && IsPhysical) // For physical child prim...
|
|
{
|
|
rotate(timestep);
|
|
// KF: ODE will also rotate the parent prim!
|
|
// so rotate the root back to where it was
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.rotate(timestep);
|
|
}
|
|
else
|
|
{
|
|
//Just rotate the prim
|
|
rotate(timestep);
|
|
}
|
|
}
|
|
//
|
|
|
|
if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
|
|
{
|
|
changePhysicsStatus(timestep);
|
|
}//
|
|
|
|
if (!_size.ApproxEquals(m_taintsize,0f))
|
|
changesize(timestep);
|
|
//
|
|
|
|
if (m_taintshape)
|
|
changeshape(timestep);
|
|
//
|
|
|
|
if (m_taintforce)
|
|
changeAddForce(timestep);
|
|
|
|
if (m_taintaddangularforce)
|
|
changeAddAngularForce(timestep);
|
|
|
|
if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
|
|
changeSetTorque(timestep);
|
|
|
|
if (m_taintdisable)
|
|
changedisable(timestep);
|
|
|
|
if (m_taintselected != m_isSelected)
|
|
changeSelectedStatus(timestep);
|
|
|
|
if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
|
|
changevelocity(timestep);
|
|
|
|
if (m_taintparent != _parent)
|
|
changelink(timestep);
|
|
|
|
if (m_taintCollidesWater != m_collidesWater)
|
|
changefloatonwater(timestep);
|
|
/* obsolete
|
|
if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
|
|
changeAngularLock(timestep);
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
m_log.Error("[PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)");
|
|
}
|
|
}
|
|
|
|
/* obsolete
|
|
private void changeAngularLock(float timestep)
|
|
{
|
|
if (_parent == null)
|
|
{
|
|
m_angularLock = m_taintAngularLock;
|
|
m_angularLockSet = true;
|
|
}
|
|
}
|
|
*/
|
|
private void changelink(float timestep)
|
|
{
|
|
// If the newly set parent is not null
|
|
// create link
|
|
if (_parent == null && m_taintparent != null)
|
|
{
|
|
if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
|
|
{
|
|
OdePrim obj = (OdePrim)m_taintparent;
|
|
//obj.disableBody();
|
|
obj.ParentPrim(this);
|
|
|
|
/*
|
|
if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
|
|
{
|
|
_linkJointGroup = d.JointGroupCreate(0);
|
|
m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
|
|
d.JointAttach(m_linkJoint, obj.Body, Body);
|
|
d.JointSetFixed(m_linkJoint);
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
// If the newly set parent is null
|
|
// destroy link
|
|
else if (_parent != null && m_taintparent == null)
|
|
{
|
|
if (_parent is OdePrim)
|
|
{
|
|
OdePrim obj = (OdePrim)_parent;
|
|
obj.ChildDelink(this);
|
|
childPrim = false;
|
|
//_parent = null;
|
|
}
|
|
|
|
/*
|
|
if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
|
|
d.JointGroupDestroy(_linkJointGroup);
|
|
|
|
_linkJointGroup = (IntPtr)0;
|
|
m_linkJoint = (IntPtr)0;
|
|
*/
|
|
}
|
|
|
|
_parent = m_taintparent;
|
|
m_taintPhysics = m_isphysical;
|
|
}
|
|
|
|
// I'm the parent
|
|
// prim is the child
|
|
public void ParentPrim(OdePrim prim)
|
|
{
|
|
if (this.m_localID != prim.m_localID)
|
|
{
|
|
if (Body == IntPtr.Zero)
|
|
{
|
|
Body = d.BodyCreate(_parent_scene.world);
|
|
// disconnect from world gravity so we can apply buoyancy
|
|
d.BodySetGravityMode (Body, false);
|
|
|
|
setMass();
|
|
}
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
lock (childrenPrim)
|
|
{
|
|
if (!childrenPrim.Contains(prim))
|
|
{
|
|
childrenPrim.Add(prim);
|
|
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
d.Mass m2;
|
|
d.MassSetZero(out m2);
|
|
d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
|
|
|
|
|
|
d.Quaternion quat = new d.Quaternion();
|
|
quat.W = prm._orientation.W;
|
|
quat.X = prm._orientation.X;
|
|
quat.Y = prm._orientation.Y;
|
|
quat.Z = prm._orientation.Z;
|
|
|
|
d.Matrix3 mat = new d.Matrix3();
|
|
d.RfromQ(out mat, ref quat);
|
|
d.MassRotate(ref m2, ref mat);
|
|
d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
|
|
d.MassAdd(ref pMass, ref m2);
|
|
}
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
|
|
prm.m_collisionCategories |= CollisionCategories.Body;
|
|
prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
|
|
|
if (prm.prim_geom == IntPtr.Zero)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
|
|
continue;
|
|
}
|
|
d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
|
|
d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
|
|
|
|
|
|
d.Quaternion quat = new d.Quaternion();
|
|
quat.W = prm._orientation.W;
|
|
quat.X = prm._orientation.X;
|
|
quat.Y = prm._orientation.Y;
|
|
quat.Z = prm._orientation.Z;
|
|
|
|
d.Matrix3 mat = new d.Matrix3();
|
|
d.RfromQ(out mat, ref quat);
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
d.GeomSetBody(prm.prim_geom, Body);
|
|
prm.childPrim = true;
|
|
d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
|
|
//d.GeomSetOffsetPosition(prim.prim_geom,
|
|
// (Position.X - prm.Position.X) - pMass.c.X,
|
|
// (Position.Y - prm.Position.Y) - pMass.c.Y,
|
|
// (Position.Z - prm.Position.Z) - pMass.c.Z);
|
|
d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
|
|
//d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
|
|
d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
|
|
d.BodySetMass(Body, ref pMass);
|
|
}
|
|
else
|
|
{
|
|
m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
|
|
}
|
|
|
|
|
|
prm.m_interpenetrationcount = 0;
|
|
prm.m_collisionscore = 0;
|
|
prm.m_disabled = false;
|
|
|
|
prm.Body = Body;
|
|
_parent_scene.addActivePrim(prm);
|
|
}
|
|
m_collisionCategories |= CollisionCategories.Body;
|
|
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
|
|
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
|
|
|
|
d.Quaternion quat2 = new d.Quaternion();
|
|
quat2.W = _orientation.W;
|
|
quat2.X = _orientation.X;
|
|
quat2.Y = _orientation.Y;
|
|
quat2.Z = _orientation.Z;
|
|
|
|
d.Matrix3 mat2 = new d.Matrix3();
|
|
d.RfromQ(out mat2, ref quat2);
|
|
d.GeomSetBody(prim_geom, Body);
|
|
d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
|
|
//d.GeomSetOffsetPosition(prim.prim_geom,
|
|
// (Position.X - prm.Position.X) - pMass.c.X,
|
|
// (Position.Y - prm.Position.Y) - pMass.c.Y,
|
|
// (Position.Z - prm.Position.Z) - pMass.c.Z);
|
|
//d.GeomSetOffsetRotation(prim_geom, ref mat2);
|
|
d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
|
|
d.BodySetMass(Body, ref pMass);
|
|
|
|
d.BodySetAutoDisableFlag(Body, true);
|
|
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
|
|
|
|
|
|
m_interpenetrationcount = 0;
|
|
m_collisionscore = 0;
|
|
m_disabled = false;
|
|
|
|
d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
|
|
if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
|
|
_parent_scene.addActivePrim(this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
private void ChildSetGeom(OdePrim odePrim)
|
|
{
|
|
//if (m_isphysical && Body != IntPtr.Zero)
|
|
lock (childrenPrim)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
//prm.childPrim = true;
|
|
prm.disableBody();
|
|
//prm.m_taintparent = null;
|
|
//prm._parent = null;
|
|
//prm.m_taintPhysics = false;
|
|
//prm.m_disabled = true;
|
|
//prm.childPrim = false;
|
|
}
|
|
}
|
|
disableBody();
|
|
|
|
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
_parent_scene.remActivePrim(this);
|
|
}
|
|
|
|
lock (childrenPrim)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
ParentPrim(prm);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
private void ChildDelink(OdePrim odePrim)
|
|
{
|
|
// Okay, we have a delinked child.. need to rebuild the body.
|
|
lock (childrenPrim)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
prm.childPrim = true;
|
|
prm.disableBody();
|
|
//prm.m_taintparent = null;
|
|
//prm._parent = null;
|
|
//prm.m_taintPhysics = false;
|
|
//prm.m_disabled = true;
|
|
//prm.childPrim = false;
|
|
}
|
|
}
|
|
disableBody();
|
|
|
|
lock (childrenPrim)
|
|
{
|
|
childrenPrim.Remove(odePrim);
|
|
}
|
|
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
_parent_scene.remActivePrim(this);
|
|
}
|
|
|
|
lock (childrenPrim)
|
|
{
|
|
foreach (OdePrim prm in childrenPrim)
|
|
{
|
|
ParentPrim(prm);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void changeSelectedStatus(float timestep)
|
|
{
|
|
if (m_taintselected)
|
|
{
|
|
m_collisionCategories = CollisionCategories.Selected;
|
|
m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
|
|
|
|
// We do the body disable soft twice because 'in theory' a collision could have happened
|
|
// in between the disabling and the collision properties setting
|
|
// which would wake the physical body up from a soft disabling and potentially cause it to fall
|
|
// through the ground.
|
|
|
|
// NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
|
|
// just one part of the assembly, the rest of the assembly is non-selected and still simulating,
|
|
// so that causes the selected part to wake up and continue moving.
|
|
|
|
// even if you select all parts of a jointed assembly, it is not guaranteed that the entire
|
|
// assembly will stop simulating during the selection, because of the lack of atomicity
|
|
// of select operations (their processing could be interrupted by a thread switch, causing
|
|
// simulation to continue before all of the selected object notifications trickle down to
|
|
// the physics engine).
|
|
|
|
// e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
|
|
// selected and disabled. then, due to a thread switch, the selection processing is
|
|
// interrupted and the physics engine continues to simulate, so the last 50 items, whose
|
|
// selection was not yet processed, continues to simulate. this wakes up ALL of the
|
|
// first 50 again. then the last 50 are disabled. then the first 50, which were just woken
|
|
// up, start simulating again, which in turn wakes up the last 50.
|
|
|
|
if (m_isphysical)
|
|
{
|
|
disableBodySoft();
|
|
}
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
}
|
|
|
|
if (m_isphysical)
|
|
{
|
|
disableBodySoft();
|
|
}
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
d.BodySetLinearVel(Body, 0f, 0f, 0f);
|
|
d.BodySetForce(Body, 0f, 0f, 0f);
|
|
d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
|
|
d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
m_collisionCategories = CollisionCategories.Geom;
|
|
|
|
if (m_isphysical)
|
|
m_collisionCategories |= CollisionCategories.Body;
|
|
|
|
m_collisionFlags = m_default_collisionFlags;
|
|
|
|
if (m_collidesLand)
|
|
m_collisionFlags |= CollisionCategories.Land;
|
|
if (m_collidesWater)
|
|
m_collisionFlags |= CollisionCategories.Water;
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
}
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
d.BodySetLinearVel(Body, 0f, 0f, 0f);
|
|
d.BodySetForce(Body, 0f, 0f, 0f);
|
|
d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
|
|
d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
if (m_isphysical)
|
|
{
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
enableBodySoft();
|
|
}
|
|
}
|
|
}
|
|
|
|
resetCollisionAccounting();
|
|
m_isSelected = m_taintselected;
|
|
}//end changeSelectedStatus
|
|
|
|
public void ResetTaints()
|
|
{
|
|
m_taintposition = _position;
|
|
m_taintrot = _orientation;
|
|
m_taintPhysics = m_isphysical;
|
|
m_taintselected = m_isSelected;
|
|
m_taintsize = _size;
|
|
m_taintshape = false;
|
|
m_taintforce = false;
|
|
m_taintdisable = false;
|
|
m_taintVelocity = Vector3.Zero;
|
|
}
|
|
|
|
public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
|
|
{
|
|
if (_mesh != null) // Special - make mesh
|
|
{
|
|
setMesh(_parent_scene, _mesh);
|
|
}
|
|
else // not a mesh
|
|
{
|
|
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
|
|
{
|
|
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
|
|
{
|
|
if (((_size.X / 2f) > 0f)) // Has size
|
|
{
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
try
|
|
{
|
|
SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
|
|
}
|
|
catch (AccessViolationException)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
|
|
ode.dunlock(_parent_scene.world);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
try
|
|
{
|
|
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
|
}
|
|
catch (AccessViolationException)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
|
|
ode.dunlock(_parent_scene.world);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else // not equi-size
|
|
{
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
try
|
|
{
|
|
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
|
}
|
|
catch (AccessViolationException)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
|
|
ode.dunlock(_parent_scene.world);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
else // not special profile
|
|
{
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
try
|
|
{
|
|
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
|
}
|
|
catch (AccessViolationException)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
|
|
ode.dunlock(_parent_scene.world);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void changeadd(float timestep)
|
|
{
|
|
int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
|
|
IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
|
|
|
|
if (targetspace == IntPtr.Zero)
|
|
targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
|
|
|
|
m_targetSpace = targetspace;
|
|
|
|
if (_mesh == null && m_meshfailed == false)
|
|
{
|
|
if (_parent_scene.needsMeshing(_pbs))
|
|
{
|
|
// Don't need to re-enable body.. it's done in SetMesh
|
|
try
|
|
{
|
|
_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
|
|
}
|
|
catch
|
|
{
|
|
//Don't continuously try to mesh prims when meshing has failed
|
|
m_meshfailed = true;
|
|
}
|
|
// createmesh returns null when it's a shape that isn't a cube.
|
|
// m_log.Debug(m_localID);
|
|
}
|
|
}
|
|
|
|
|
|
lock (_parent_scene.OdeLock)
|
|
{
|
|
CreateGeom(m_targetSpace, _mesh);
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
myrot.X = _orientation.X;
|
|
myrot.Y = _orientation.Y;
|
|
myrot.Z = _orientation.Z;
|
|
myrot.W = _orientation.W;
|
|
d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
}
|
|
|
|
if (m_isphysical && Body == IntPtr.Zero)
|
|
{
|
|
enableBody();
|
|
}
|
|
}
|
|
|
|
changeSelectedStatus(timestep);
|
|
|
|
m_taintadd = false;
|
|
}
|
|
|
|
public void changemove(float timestep)
|
|
{
|
|
if (m_isphysical)
|
|
{
|
|
// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
|
|
if (!m_taintremove && !childPrim)
|
|
{
|
|
if (Body == IntPtr.Zero)
|
|
enableBody();
|
|
//Prim auto disable after 20 frames,
|
|
//if you move it, re-enable the prim manually.
|
|
if (_parent != null)
|
|
{
|
|
if (m_linkJoint != IntPtr.Zero)
|
|
{
|
|
d.JointDestroy(m_linkJoint);
|
|
m_linkJoint = IntPtr.Zero;
|
|
}
|
|
}
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
|
|
|
|
if (_parent != null)
|
|
{
|
|
OdePrim odParent = (OdePrim)_parent;
|
|
if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
|
|
{
|
|
// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
|
|
Console.WriteLine("ODEPrim JointCreateFixed !!!");
|
|
m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
|
|
d.JointAttach(m_linkJoint, Body, odParent.Body);
|
|
d.JointSetFixed(m_linkJoint);
|
|
}
|
|
}
|
|
d.BodyEnable(Body);
|
|
if (m_type != Vehicle.TYPE_NONE)
|
|
{
|
|
Enable(Body, _parent_scene);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
|
|
}
|
|
}
|
|
//else
|
|
// {
|
|
//m_log.Debug("[BUG]: race!");
|
|
//}
|
|
}
|
|
else
|
|
{
|
|
// string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
|
|
// int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
|
|
IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
|
|
m_targetSpace = tempspace;
|
|
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
d.SpaceAdd(m_targetSpace, prim_geom);
|
|
}
|
|
}
|
|
|
|
changeSelectedStatus(timestep);
|
|
|
|
resetCollisionAccounting();
|
|
m_taintposition = _position;
|
|
}
|
|
|
|
|
|
|
|
public void rotate(float timestep)
|
|
{
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
myrot.X = _orientation.X;
|
|
myrot.Y = _orientation.Y;
|
|
myrot.Z = _orientation.Z;
|
|
myrot.W = _orientation.W;
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
// KF: If this is a root prim do BodySet
|
|
d.BodySetQuaternion(Body, ref myrot);
|
|
}
|
|
else
|
|
{
|
|
// daughter prim, do Geom set
|
|
d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
}
|
|
|
|
resetCollisionAccounting();
|
|
m_taintrot = _orientation;
|
|
}
|
|
|
|
private void resetCollisionAccounting()
|
|
{
|
|
m_collisionscore = 0;
|
|
m_interpenetrationcount = 0;
|
|
m_disabled = false;
|
|
}
|
|
|
|
public void changedisable(float timestep)
|
|
{
|
|
m_disabled = true;
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
d.BodyDisable(Body);
|
|
Body = IntPtr.Zero;
|
|
}
|
|
|
|
m_taintdisable = false;
|
|
}
|
|
|
|
public void changePhysicsStatus(float timestep)
|
|
{
|
|
if (m_isphysical == true)
|
|
{
|
|
if (Body == IntPtr.Zero)
|
|
{
|
|
if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
|
|
{
|
|
changeshape(2f);
|
|
}
|
|
else
|
|
{
|
|
enableBody();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
|
|
{
|
|
_mesh = null;
|
|
changeadd(2f);
|
|
}
|
|
if (childPrim)
|
|
{
|
|
if (_parent != null)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildDelink(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
disableBody();
|
|
}
|
|
}
|
|
}
|
|
|
|
changeSelectedStatus(timestep);
|
|
|
|
resetCollisionAccounting();
|
|
m_taintPhysics = m_isphysical;
|
|
}
|
|
|
|
public void changesize(float timestamp)
|
|
{
|
|
|
|
string oldname = _parent_scene.geom_name_map[prim_geom];
|
|
|
|
if (_size.X <= 0) _size.X = 0.01f;
|
|
if (_size.Y <= 0) _size.Y = 0.01f;
|
|
if (_size.Z <= 0) _size.Z = 0.01f;
|
|
|
|
// Cleanup of old prim geometry
|
|
if (_mesh != null)
|
|
{
|
|
// Cleanup meshing here
|
|
}
|
|
//kill body to rebuild
|
|
if (IsPhysical && Body != IntPtr.Zero)
|
|
{
|
|
if (childPrim)
|
|
{
|
|
if (_parent != null)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildDelink(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
disableBody();
|
|
}
|
|
}
|
|
if (d.SpaceQuery(m_targetSpace, prim_geom))
|
|
{
|
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
|
d.SpaceRemove(m_targetSpace, prim_geom);
|
|
}
|
|
// we don't need to do space calculation because the client sends a position update also.
|
|
|
|
// Construction of new prim
|
|
if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
|
|
{
|
|
float meshlod = _parent_scene.meshSculptLOD;
|
|
|
|
if (IsPhysical)
|
|
meshlod = _parent_scene.MeshSculptphysicalLOD;
|
|
// Don't need to re-enable body.. it's done in SetMesh
|
|
|
|
IMesh mesh = null;
|
|
|
|
try
|
|
{
|
|
if (_parent_scene.needsMeshing(_pbs))
|
|
mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
|
}
|
|
catch
|
|
{
|
|
m_meshfailed = true;
|
|
}
|
|
|
|
//IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
|
CreateGeom(m_targetSpace, mesh);
|
|
|
|
|
|
}
|
|
else
|
|
{
|
|
_mesh = null;
|
|
CreateGeom(m_targetSpace, _mesh);
|
|
}
|
|
|
|
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
myrot.X = _orientation.X;
|
|
myrot.Y = _orientation.Y;
|
|
myrot.Z = _orientation.Z;
|
|
myrot.W = _orientation.W;
|
|
d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
|
|
//d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
|
|
if (IsPhysical && Body == IntPtr.Zero && !childPrim)
|
|
{
|
|
// Re creates body on size.
|
|
// EnableBody also does setMass()
|
|
enableBody();
|
|
d.BodyEnable(Body);
|
|
}
|
|
|
|
_parent_scene.geom_name_map[prim_geom] = oldname;
|
|
|
|
changeSelectedStatus(timestamp);
|
|
if (childPrim)
|
|
{
|
|
if (_parent is OdePrim)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildSetGeom(this);
|
|
}
|
|
}
|
|
resetCollisionAccounting();
|
|
m_taintsize = _size;
|
|
}
|
|
|
|
|
|
|
|
public void changefloatonwater(float timestep)
|
|
{
|
|
m_collidesWater = m_taintCollidesWater;
|
|
|
|
if (prim_geom != IntPtr.Zero)
|
|
{
|
|
if (m_collidesWater)
|
|
{
|
|
m_collisionFlags |= CollisionCategories.Water;
|
|
}
|
|
else
|
|
{
|
|
m_collisionFlags &= ~CollisionCategories.Water;
|
|
}
|
|
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
|
}
|
|
}
|
|
|
|
public void changeshape(float timestamp)
|
|
{
|
|
string oldname = _parent_scene.geom_name_map[prim_geom];
|
|
|
|
// Cleanup of old prim geometry and Bodies
|
|
if (IsPhysical && Body != IntPtr.Zero)
|
|
{
|
|
if (childPrim)
|
|
{
|
|
if (_parent != null)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildDelink(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
disableBody();
|
|
}
|
|
}
|
|
|
|
|
|
// we don't need to do space calculation because the client sends a position update also.
|
|
if (_size.X <= 0) _size.X = 0.01f;
|
|
if (_size.Y <= 0) _size.Y = 0.01f;
|
|
if (_size.Z <= 0) _size.Z = 0.01f;
|
|
// Construction of new prim
|
|
|
|
if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
|
|
{
|
|
// Don't need to re-enable body.. it's done in SetMesh
|
|
float meshlod = _parent_scene.meshSculptLOD;
|
|
|
|
if (IsPhysical)
|
|
meshlod = _parent_scene.MeshSculptphysicalLOD;
|
|
try
|
|
{
|
|
IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
|
|
CreateGeom(m_targetSpace, mesh);
|
|
}
|
|
catch
|
|
{
|
|
m_meshfailed = true;
|
|
}
|
|
// createmesh returns null when it doesn't mesh.
|
|
}
|
|
else
|
|
{
|
|
_mesh = null;
|
|
CreateGeom(m_targetSpace, null);
|
|
}
|
|
|
|
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
|
d.Quaternion myrot = new d.Quaternion();
|
|
//myrot.W = _orientation.w;
|
|
myrot.W = _orientation.W;
|
|
myrot.X = _orientation.X;
|
|
myrot.Y = _orientation.Y;
|
|
myrot.Z = _orientation.Z;
|
|
d.GeomSetQuaternion(prim_geom, ref myrot);
|
|
|
|
//d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
|
|
if (IsPhysical && Body == IntPtr.Zero)
|
|
{
|
|
// Re creates body on size.
|
|
// EnableBody also does setMass()
|
|
enableBody();
|
|
if (Body != IntPtr.Zero)
|
|
{
|
|
d.BodyEnable(Body);
|
|
}
|
|
}
|
|
_parent_scene.geom_name_map[prim_geom] = oldname;
|
|
|
|
changeSelectedStatus(timestamp);
|
|
if (childPrim)
|
|
{
|
|
if (_parent is OdePrim)
|
|
{
|
|
OdePrim parent = (OdePrim)_parent;
|
|
parent.ChildSetGeom(this);
|
|
}
|
|
}
|
|
resetCollisionAccounting();
|
|
m_taintshape = false;
|
|
}
|
|
|
|
public void changeAddForce(float timestamp)
|
|
{
|
|
if (!m_isSelected)
|
|
{
|
|
lock (m_forcelist)
|
|
{
|
|
//m_log.Info("[PHYSICS]: dequeing forcelist");
|
|
if (IsPhysical)
|
|
{
|
|
Vector3 iforce = Vector3.Zero;
|
|
int i = 0;
|
|
try
|
|
{
|
|
for (i = 0; i < m_forcelist.Count; i++)
|
|
{
|
|
|
|
iforce = iforce + (m_forcelist[i] * 100);
|
|
}
|
|
}
|
|
catch (IndexOutOfRangeException)
|
|
{
|
|
m_forcelist = new List<Vector3>();
|
|
m_collisionscore = 0;
|
|
m_interpenetrationcount = 0;
|
|
m_taintforce = false;
|
|
return;
|
|
}
|
|
catch (ArgumentOutOfRangeException)
|
|
{
|
|
m_forcelist = new List<Vector3>();
|
|
m_collisionscore = 0;
|
|
m_interpenetrationcount = 0;
|
|
m_taintforce = false;
|
|
return;
|
|
}
|
|
d.BodyEnable(Body);
|
|
|
|
d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
|
|
}
|
|
m_forcelist.Clear();
|
|
}
|
|
|
|
m_collisionscore = 0;
|
|
m_interpenetrationcount = 0;
|
|
}
|
|
|
|
m_taintforce = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
public void changeSetTorque(float timestamp)
|
|
{
|
|
if (!m_isSelected)
|
|
{
|
|
if (IsPhysical && Body != IntPtr.Zero)
|
|
{
|
|
d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
|
|
}
|
|
}
|
|
|
|
m_taintTorque = Vector3.Zero;
|
|
}
|
|
|
|
public void changeAddAngularForce(float timestamp)
|
|
{
|
|
if (!m_isSelected)
|
|
{
|
|
lock (m_angularforcelist)
|
|
{
|
|
//m_log.Info("[PHYSICS]: dequeing forcelist");
|
|
if (IsPhysical)
|
|
{
|
|
Vector3 iforce = Vector3.Zero;
|
|
for (int i = 0; i < m_angularforcelist.Count; i++)
|
|
{
|
|
iforce = iforce + (m_angularforcelist[i] * 100);
|
|
}
|
|
d.BodyEnable(Body);
|
|
d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
|
|
|
|
}
|
|
m_angularforcelist.Clear();
|
|
}
|
|
|
|
m_collisionscore = 0;
|
|
m_interpenetrationcount = 0;
|
|
}
|
|
|
|
m_taintaddangularforce = false;
|
|
}
|
|
|
|
private void changevelocity(float timestep)
|
|
{
|
|
if (!m_isSelected)
|
|
{
|
|
Thread.Sleep(20);
|
|
if (IsPhysical)
|
|
{
|
|
if (Body != IntPtr.Zero)
|
|
d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
|
|
}
|
|
|
|
//resetCollisionAccounting();
|
|
}
|
|
m_taintVelocity = Vector3.Zero;
|
|
}
|
|
|
|
public void UpdatePositionAndVelocity()
|
|
{
|
|
return; // moved to the Move () method
|
|
}
|
|
|
|
public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
|
|
{
|
|
obj.I.M00 = pMat[0, 0];
|
|
obj.I.M01 = pMat[0, 1];
|
|
obj.I.M02 = pMat[0, 2];
|
|
obj.I.M10 = pMat[1, 0];
|
|
obj.I.M11 = pMat[1, 1];
|
|
obj.I.M12 = pMat[1, 2];
|
|
obj.I.M20 = pMat[2, 0];
|
|
obj.I.M21 = pMat[2, 1];
|
|
obj.I.M22 = pMat[2, 2];
|
|
return obj;
|
|
}
|
|
|
|
public override void SubscribeEvents(int ms)
|
|
{
|
|
m_eventsubscription = ms;
|
|
_parent_scene.addCollisionEventReporting(this);
|
|
}
|
|
|
|
public override void UnSubscribeEvents()
|
|
{
|
|
_parent_scene.remCollisionEventReporting(this);
|
|
m_eventsubscription = 0;
|
|
}
|
|
|
|
public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
|
|
{
|
|
if (CollisionEventsThisFrame == null)
|
|
CollisionEventsThisFrame = new CollisionEventUpdate();
|
|
CollisionEventsThisFrame.addCollider(CollidedWith, contact);
|
|
}
|
|
|
|
public void SendCollisions()
|
|
{
|
|
if (CollisionEventsThisFrame == null)
|
|
return;
|
|
|
|
base.SendCollisionUpdate(CollisionEventsThisFrame);
|
|
|
|
if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
|
|
CollisionEventsThisFrame = null;
|
|
else
|
|
CollisionEventsThisFrame = new CollisionEventUpdate();
|
|
}
|
|
|
|
public override bool SubscribedEvents()
|
|
{
|
|
if (m_eventsubscription > 0)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
public static Matrix4 Inverse(Matrix4 pMat)
|
|
{
|
|
if (determinant3x3(pMat) == 0)
|
|
{
|
|
return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
|
|
}
|
|
|
|
|
|
|
|
return (Adjoint(pMat) / determinant3x3(pMat));
|
|
}
|
|
|
|
public static Matrix4 Adjoint(Matrix4 pMat)
|
|
{
|
|
Matrix4 adjointMatrix = new Matrix4();
|
|
for (int i=0; i<4; i++)
|
|
{
|
|
for (int j=0; j<4; j++)
|
|
{
|
|
Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
|
|
}
|
|
}
|
|
|
|
adjointMatrix = Transpose(adjointMatrix);
|
|
return adjointMatrix;
|
|
}
|
|
|
|
public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
|
|
{
|
|
Matrix4 minor = new Matrix4();
|
|
int m = 0, n = 0;
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
if (i == iRow)
|
|
continue;
|
|
n = 0;
|
|
for (int j = 0; j < 4; j++)
|
|
{
|
|
if (j == iCol)
|
|
continue;
|
|
Matrix4SetValue(ref minor, m,n, matrix[i, j]);
|
|
n++;
|
|
}
|
|
m++;
|
|
}
|
|
return minor;
|
|
}
|
|
|
|
public static Matrix4 Transpose(Matrix4 pMat)
|
|
{
|
|
Matrix4 transposeMatrix = new Matrix4();
|
|
for (int i = 0; i < 4; i++)
|
|
for (int j = 0; j < 4; j++)
|
|
Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
|
|
return transposeMatrix;
|
|
}
|
|
|
|
public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
|
|
{
|
|
switch (r)
|
|
{
|
|
case 0:
|
|
switch (c)
|
|
{
|
|
case 0:
|
|
pMat.M11 = val;
|
|
break;
|
|
case 1:
|
|
pMat.M12 = val;
|
|
break;
|
|
case 2:
|
|
pMat.M13 = val;
|
|
break;
|
|
case 3:
|
|
pMat.M14 = val;
|
|
break;
|
|
}
|
|
|
|
break;
|
|
case 1:
|
|
switch (c)
|
|
{
|
|
case 0:
|
|
pMat.M21 = val;
|
|
break;
|
|
case 1:
|
|
pMat.M22 = val;
|
|
break;
|
|
case 2:
|
|
pMat.M23 = val;
|
|
break;
|
|
case 3:
|
|
pMat.M24 = val;
|
|
break;
|
|
}
|
|
|
|
break;
|
|
case 2:
|
|
switch (c)
|
|
{
|
|
case 0:
|
|
pMat.M31 = val;
|
|
break;
|
|
case 1:
|
|
pMat.M32 = val;
|
|
break;
|
|
case 2:
|
|
pMat.M33 = val;
|
|
break;
|
|
case 3:
|
|
pMat.M34 = val;
|
|
break;
|
|
}
|
|
|
|
break;
|
|
case 3:
|
|
switch (c)
|
|
{
|
|
case 0:
|
|
pMat.M41 = val;
|
|
break;
|
|
case 1:
|
|
pMat.M42 = val;
|
|
break;
|
|
case 2:
|
|
pMat.M43 = val;
|
|
break;
|
|
case 3:
|
|
pMat.M44 = val;
|
|
break;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
private static float determinant3x3(Matrix4 pMat)
|
|
{
|
|
float det = 0;
|
|
float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
|
|
float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
|
|
float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
|
|
float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
|
|
float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
|
|
float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
|
|
|
|
det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
|
|
return det;
|
|
|
|
}
|
|
|
|
private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
|
|
{
|
|
dst.c.W = src.c.W;
|
|
dst.c.X = src.c.X;
|
|
dst.c.Y = src.c.Y;
|
|
dst.c.Z = src.c.Z;
|
|
dst.mass = src.mass;
|
|
dst.I.M00 = src.I.M00;
|
|
dst.I.M01 = src.I.M01;
|
|
dst.I.M02 = src.I.M02;
|
|
dst.I.M10 = src.I.M10;
|
|
dst.I.M11 = src.I.M11;
|
|
dst.I.M12 = src.I.M12;
|
|
dst.I.M20 = src.I.M20;
|
|
dst.I.M21 = src.I.M21;
|
|
dst.I.M22 = src.I.M22;
|
|
}
|
|
|
|
public override void SetMaterial(int pMaterial)
|
|
{
|
|
m_material = pMaterial;
|
|
}
|
|
|
|
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
|
|
{
|
|
switch (pParam)
|
|
{
|
|
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
|
|
if (pValue < 0.01f) pValue = 0.01f;
|
|
// m_angularDeflectionEfficiency = pValue;
|
|
break;
|
|
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
|
|
if (pValue < 0.1f) pValue = 0.1f;
|
|
// m_angularDeflectionTimescale = pValue;
|
|
break;
|
|
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
|
|
if (pValue < 0.3f) pValue = 0.3f;
|
|
m_angularMotorDecayTimescale = pValue;
|
|
break;
|
|
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
|
|
if (pValue < 0.3f) pValue = 0.3f;
|
|
m_angularMotorTimescale = pValue;
|
|
break;
|
|
case Vehicle.BANKING_EFFICIENCY:
|
|
if (pValue < 0.01f) pValue = 0.01f;
|
|
// m_bankingEfficiency = pValue;
|
|
break;
|
|
case Vehicle.BANKING_MIX:
|
|
if (pValue < 0.01f) pValue = 0.01f;
|
|
// m_bankingMix = pValue;
|
|
break;
|
|
case Vehicle.BANKING_TIMESCALE:
|
|
if (pValue < 0.01f) pValue = 0.01f;
|
|
// m_bankingTimescale = pValue;
|
|
break;
|
|
case Vehicle.BUOYANCY:
|
|
if (pValue < -1f) pValue = -1f;
|
|
if (pValue > 1f) pValue = 1f;
|
|
m_VehicleBuoyancy = pValue;
|
|
break;
|
|
// case Vehicle.HOVER_EFFICIENCY:
|
|
// if (pValue < 0f) pValue = 0f;
|
|
// if (pValue > 1f) pValue = 1f;
|
|
// m_VhoverEfficiency = pValue;
|
|
// break;
|
|
case Vehicle.HOVER_HEIGHT:
|
|
m_VhoverHeight = pValue;
|
|
break;
|
|
case Vehicle.HOVER_TIMESCALE:
|
|
if (pValue < 0.1f) pValue = 0.1f;
|
|
m_VhoverTimescale = pValue;
|
|
break;
|
|
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
|
|
if (pValue < 0.01f) pValue = 0.01f;
|
|
// m_linearDeflectionEfficiency = pValue;
|
|
break;
|
|
case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
|
|
if (pValue < 0.01f) pValue = 0.01f;
|
|
// m_linearDeflectionTimescale = pValue;
|
|
break;
|
|
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
|
|
if (pValue < 0.3f) pValue = 0.3f;
|
|
m_linearMotorDecayTimescale = pValue;
|
|
break;
|
|
case Vehicle.LINEAR_MOTOR_TIMESCALE:
|
|
if (pValue < 0.1f) pValue = 0.1f;
|
|
m_linearMotorTimescale = pValue;
|
|
break;
|
|
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
|
|
if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
|
|
if (pValue > 1.0f) pValue = 1.0f;
|
|
m_verticalAttractionEfficiency = pValue;
|
|
break;
|
|
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
|
|
if (pValue < 0.1f) pValue = 0.1f;
|
|
m_verticalAttractionTimescale = pValue;
|
|
break;
|
|
|
|
// These are vector properties but the engine lets you use a single float value to
|
|
// set all of the components to the same value
|
|
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
|
if (pValue > 30f) pValue = 30f;
|
|
if (pValue < 0.1f) pValue = 0.1f;
|
|
m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
|
break;
|
|
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
|
m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
|
|
UpdateAngDecay();
|
|
break;
|
|
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
|
if (pValue < 0.1f) pValue = 0.1f;
|
|
m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
|
break;
|
|
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
|
m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
|
|
UpdateLinDecay();
|
|
break;
|
|
case Vehicle.LINEAR_MOTOR_OFFSET:
|
|
// m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
|
|
break;
|
|
|
|
}
|
|
|
|
}//end ProcessFloatVehicleParam
|
|
|
|
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
|
|
{
|
|
switch (pParam)
|
|
{
|
|
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
|
if (pValue.X > 30f) pValue.X = 30f;
|
|
if (pValue.X < 0.1f) pValue.X = 0.1f;
|
|
if (pValue.Y > 30f) pValue.Y = 30f;
|
|
if (pValue.Y < 0.1f) pValue.Y = 0.1f;
|
|
if (pValue.Z > 30f) pValue.Z = 30f;
|
|
if (pValue.Z < 0.1f) pValue.Z = 0.1f;
|
|
m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
|
break;
|
|
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
|
m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
|
// Limit requested angular speed to 2 rps= 4 pi rads/sec
|
|
if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
|
|
if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
|
|
if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
|
|
if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
|
|
if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
|
|
if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
|
|
UpdateAngDecay();
|
|
break;
|
|
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
|
if (pValue.X < 0.1f) pValue.X = 0.1f;
|
|
if (pValue.Y < 0.1f) pValue.Y = 0.1f;
|
|
if (pValue.Z < 0.1f) pValue.Z = 0.1f;
|
|
m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
|
break;
|
|
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
|
m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
|
|
UpdateLinDecay();
|
|
break;
|
|
case Vehicle.LINEAR_MOTOR_OFFSET:
|
|
// m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
|
break;
|
|
}
|
|
|
|
}//end ProcessVectorVehicleParam
|
|
|
|
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
|
|
{
|
|
switch (pParam)
|
|
{
|
|
case Vehicle.REFERENCE_FRAME:
|
|
// m_referenceFrame = pValue;
|
|
break;
|
|
}
|
|
|
|
}//end ProcessRotationVehicleParam
|
|
|
|
internal void ProcessVehicleFlags(int pParam, bool remove)
|
|
{
|
|
if (remove)
|
|
{
|
|
m_flags &= ~((VehicleFlag)pParam);
|
|
}
|
|
else
|
|
{
|
|
m_flags |= (VehicleFlag)pParam;
|
|
}
|
|
}
|
|
|
|
internal void ProcessTypeChange(Vehicle pType)
|
|
{
|
|
// Set Defaults For Type
|
|
m_type = pType;
|
|
switch (pType)
|
|
{
|
|
case Vehicle.TYPE_SLED:
|
|
m_linearFrictionTimescale = new Vector3(30, 1, 1000);
|
|
m_angularFrictionTimescale = new Vector3(30, 30, 30);
|
|
// m_lLinMotorVel = Vector3.Zero;
|
|
m_linearMotorTimescale = 1000;
|
|
m_linearMotorDecayTimescale = 120;
|
|
m_angularMotorDirection = Vector3.Zero;
|
|
m_angularMotorDVel = Vector3.Zero;
|
|
m_angularMotorTimescale = 1000;
|
|
m_angularMotorDecayTimescale = 120;
|
|
m_VhoverHeight = 0;
|
|
// m_VhoverEfficiency = 1;
|
|
m_VhoverTimescale = 10;
|
|
m_VehicleBuoyancy = 0;
|
|
// m_linearDeflectionEfficiency = 1;
|
|
// m_linearDeflectionTimescale = 1;
|
|
// m_angularDeflectionEfficiency = 1;
|
|
// m_angularDeflectionTimescale = 1000;
|
|
// m_bankingEfficiency = 0;
|
|
// m_bankingMix = 1;
|
|
// m_bankingTimescale = 10;
|
|
// m_referenceFrame = Quaternion.Identity;
|
|
m_flags &=
|
|
~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
|
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
|
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
|
|
break;
|
|
case Vehicle.TYPE_CAR:
|
|
m_linearFrictionTimescale = new Vector3(100, 2, 1000);
|
|
m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
|
|
// m_lLinMotorVel = Vector3.Zero;
|
|
m_linearMotorTimescale = 1;
|
|
m_linearMotorDecayTimescale = 60;
|
|
m_angularMotorDirection = Vector3.Zero;
|
|
m_angularMotorDVel = Vector3.Zero;
|
|
m_angularMotorTimescale = 1;
|
|
m_angularMotorDecayTimescale = 0.8f;
|
|
m_VhoverHeight = 0;
|
|
// m_VhoverEfficiency = 0;
|
|
m_VhoverTimescale = 1000;
|
|
m_VehicleBuoyancy = 0;
|
|
// // m_linearDeflectionEfficiency = 1;
|
|
// // m_linearDeflectionTimescale = 2;
|
|
// // m_angularDeflectionEfficiency = 0;
|
|
// m_angularDeflectionTimescale = 10;
|
|
m_verticalAttractionEfficiency = 1f;
|
|
m_verticalAttractionTimescale = 10f;
|
|
// m_bankingEfficiency = -0.2f;
|
|
// m_bankingMix = 1;
|
|
// m_bankingTimescale = 1;
|
|
// m_referenceFrame = Quaternion.Identity;
|
|
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
|
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
|
|
VehicleFlag.LIMIT_MOTOR_UP);
|
|
break;
|
|
case Vehicle.TYPE_BOAT:
|
|
m_linearFrictionTimescale = new Vector3(10, 3, 2);
|
|
m_angularFrictionTimescale = new Vector3(10,10,10);
|
|
// m_lLinMotorVel = Vector3.Zero;
|
|
m_linearMotorTimescale = 5;
|
|
m_linearMotorDecayTimescale = 60;
|
|
m_angularMotorDirection = Vector3.Zero;
|
|
m_angularMotorDVel = Vector3.Zero;
|
|
m_angularMotorTimescale = 4;
|
|
m_angularMotorDecayTimescale = 4;
|
|
m_VhoverHeight = 0;
|
|
// m_VhoverEfficiency = 0.5f;
|
|
m_VhoverTimescale = 2;
|
|
m_VehicleBuoyancy = 1;
|
|
// m_linearDeflectionEfficiency = 0.5f;
|
|
// m_linearDeflectionTimescale = 3;
|
|
// m_angularDeflectionEfficiency = 0.5f;
|
|
// m_angularDeflectionTimescale = 5;
|
|
m_verticalAttractionEfficiency = 0.5f;
|
|
m_verticalAttractionTimescale = 5f;
|
|
// m_bankingEfficiency = -0.3f;
|
|
// m_bankingMix = 0.8f;
|
|
// m_bankingTimescale = 1;
|
|
// m_referenceFrame = Quaternion.Identity;
|
|
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
|
|
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
|
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
|
|
VehicleFlag.LIMIT_MOTOR_UP);
|
|
break;
|
|
case Vehicle.TYPE_AIRPLANE:
|
|
m_linearFrictionTimescale = new Vector3(200, 10, 5);
|
|
m_angularFrictionTimescale = new Vector3(20, 20, 20);
|
|
// m_lLinMotorVel = Vector3.Zero;
|
|
m_linearMotorTimescale = 2;
|
|
m_linearMotorDecayTimescale = 60;
|
|
m_angularMotorDirection = Vector3.Zero;
|
|
m_angularMotorDVel = Vector3.Zero;
|
|
m_angularMotorTimescale = 4;
|
|
m_angularMotorDecayTimescale = 4;
|
|
m_VhoverHeight = 0;
|
|
// m_VhoverEfficiency = 0.5f;
|
|
m_VhoverTimescale = 1000;
|
|
m_VehicleBuoyancy = 0;
|
|
// m_linearDeflectionEfficiency = 0.5f;
|
|
// m_linearDeflectionTimescale = 3;
|
|
// m_angularDeflectionEfficiency = 1;
|
|
// m_angularDeflectionTimescale = 2;
|
|
m_verticalAttractionEfficiency = 0.9f;
|
|
m_verticalAttractionTimescale = 2f;
|
|
// m_bankingEfficiency = 1;
|
|
// m_bankingMix = 0.7f;
|
|
// m_bankingTimescale = 2;
|
|
// m_referenceFrame = Quaternion.Identity;
|
|
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
|
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
|
|
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
|
|
break;
|
|
case Vehicle.TYPE_BALLOON:
|
|
m_linearFrictionTimescale = new Vector3(5, 5, 5);
|
|
m_angularFrictionTimescale = new Vector3(10, 10, 10);
|
|
m_linearMotorTimescale = 5;
|
|
m_linearMotorDecayTimescale = 60;
|
|
m_angularMotorDirection = Vector3.Zero;
|
|
m_angularMotorDVel = Vector3.Zero;
|
|
m_angularMotorTimescale = 6;
|
|
m_angularMotorDecayTimescale = 10;
|
|
m_VhoverHeight = 5;
|
|
// m_VhoverEfficiency = 0.8f;
|
|
m_VhoverTimescale = 10;
|
|
m_VehicleBuoyancy = 1;
|
|
// m_linearDeflectionEfficiency = 0;
|
|
// m_linearDeflectionTimescale = 5;
|
|
// m_angularDeflectionEfficiency = 0;
|
|
// m_angularDeflectionTimescale = 5;
|
|
m_verticalAttractionEfficiency = 1f;
|
|
m_verticalAttractionTimescale = 100f;
|
|
// m_bankingEfficiency = 0;
|
|
// m_bankingMix = 0.7f;
|
|
// m_bankingTimescale = 5;
|
|
// m_referenceFrame = Quaternion.Identity;
|
|
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
|
VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
|
|
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
|
break;
|
|
|
|
}
|
|
}//end SetDefaultsForType
|
|
|
|
internal void Enable(IntPtr pBody, OdeScene pParentScene)
|
|
{
|
|
if (m_type == Vehicle.TYPE_NONE)
|
|
return;
|
|
|
|
m_body = pBody;
|
|
}
|
|
|
|
|
|
internal void Halt()
|
|
{ // Kill all motions, when non-physical
|
|
// m_linearMotorDirection = Vector3.Zero;
|
|
m_lLinMotorDVel = Vector3.Zero;
|
|
m_lLinObjectVel = Vector3.Zero;
|
|
m_wLinObjectVel = Vector3.Zero;
|
|
m_angularMotorDirection = Vector3.Zero;
|
|
m_lastAngularVelocity = Vector3.Zero;
|
|
m_angularMotorDVel = Vector3.Zero;
|
|
_acceleration = Vector3.Zero;
|
|
}
|
|
|
|
private void UpdateLinDecay()
|
|
{
|
|
// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
|
|
// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
|
|
// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
|
|
m_lLinMotorDVel.X = m_linearMotorDirection.X;
|
|
m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
|
|
m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
|
|
} // else let the motor decay on its own
|
|
|
|
private void UpdateAngDecay()
|
|
{
|
|
// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
|
|
// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
|
|
// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
|
|
m_angularMotorDVel.X = m_angularMotorDirection.X;
|
|
m_angularMotorDVel.Y = m_angularMotorDirection.Y;
|
|
m_angularMotorDVel.Z = m_angularMotorDirection.Z;
|
|
} // else let the motor decay on its own
|
|
|
|
public void Move(float timestep)
|
|
{
|
|
float fx = 0;
|
|
float fy = 0;
|
|
float fz = 0;
|
|
Vector3 linvel; // velocity applied, including any reversal
|
|
int outside = 0;
|
|
|
|
// If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
|
|
// This is a temp patch until proper region crossing is developed.
|
|
|
|
int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
|
|
float fence = _parent_scene.geomRegionFence;
|
|
|
|
frcount++; // used to limit debug comment output
|
|
if (frcount > 50)
|
|
frcount = 0;
|
|
|
|
if(revcount > 0) revcount--;
|
|
|
|
if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
|
|
{
|
|
// Old public void UpdatePositionAndVelocity(), more accuratley calculated here
|
|
bool lastZeroFlag = _zeroFlag; // was it stopped
|
|
|
|
d.Vector3 vec = d.BodyGetPosition(Body);
|
|
Vector3 l_position = Vector3.Zero;
|
|
l_position.X = vec.X;
|
|
l_position.Y = vec.Y;
|
|
l_position.Z = vec.Z;
|
|
m_lastposition = _position;
|
|
_position = l_position;
|
|
|
|
d.Quaternion ori = d.BodyGetQuaternion(Body);
|
|
// Quaternion l_orientation = Quaternion.Identity;
|
|
_orientation.X = ori.X;
|
|
_orientation.Y = ori.Y;
|
|
_orientation.Z = ori.Z;
|
|
_orientation.W = ori.W;
|
|
m_lastorientation = _orientation;
|
|
|
|
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
|
m_lastVelocity = _velocity;
|
|
_velocity.X = vel.X;
|
|
_velocity.Y = vel.Y;
|
|
_velocity.Z = vel.Z;
|
|
_acceleration = ((_velocity - m_lastVelocity) / timestep);
|
|
|
|
d.Vector3 torque = d.BodyGetTorque(Body);
|
|
_torque = new Vector3(torque.X, torque.Y, torque.Z);
|
|
|
|
base.RequestPhysicsterseUpdate();
|
|
|
|
//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
|
|
|
|
// Check if outside region
|
|
// In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
|
|
if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence))
|
|
{
|
|
l_position.X = ((float)_parent_scene.WorldExtents.X - fence);
|
|
outside = 1;
|
|
}
|
|
|
|
if (l_position.X < fence)
|
|
{
|
|
l_position.X = fence;
|
|
outside = 2;
|
|
}
|
|
if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - fence))
|
|
{
|
|
l_position.Y = ((float)_parent_scene.WorldExtents.Y - fence);
|
|
outside = 3;
|
|
}
|
|
|
|
if (l_position.Y < fence)
|
|
{
|
|
l_position.Y = fence;
|
|
outside = 4;
|
|
}
|
|
|
|
if (outside > 0)
|
|
{
|
|
|
|
//Console.WriteLine("Border {0} fence={1}", l_position, fence);
|
|
if (fence > 0.0f) // bounce object off boundary
|
|
{
|
|
if (revcount == 0)
|
|
{
|
|
if (outside < 3)
|
|
{
|
|
_velocity.X = -_velocity.X;
|
|
}
|
|
else
|
|
{
|
|
_velocity.Y = -_velocity.Y;
|
|
}
|
|
if (m_type != Vehicle.TYPE_NONE) Halt();
|
|
_position = l_position;
|
|
m_taintposition = _position;
|
|
m_lastVelocity = _velocity;
|
|
_acceleration = Vector3.Zero;
|
|
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
|
|
d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
|
|
base.RequestPhysicsterseUpdate();
|
|
|
|
revcount = 25; // wait for object to move away from border
|
|
}
|
|
} // else old crossing mode
|
|
else if (m_crossingfailures < failureLimit)
|
|
{ // keep trying to cross?
|
|
_position = l_position;
|
|
//_parent_scene.remActivePrim(this);
|
|
if (_parent == null) base.RequestPhysicsterseUpdate();
|
|
return; // Dont process any other motion?
|
|
}
|
|
else
|
|
{ // Too many tries
|
|
if (_parent == null) base.RaiseOutOfBounds(l_position);
|
|
return; // Dont process any other motion?
|
|
} // end various methods
|
|
} // end outside region horizontally
|
|
|
|
|
|
if (l_position.Z < 0)
|
|
{
|
|
// This is so prim that get lost underground don't fall forever and suck up
|
|
//
|
|
// Sim resources and memory.
|
|
// Disables the prim's movement physics....
|
|
// It's a hack and will generate a console message if it fails.
|
|
|
|
//IsPhysical = false;
|
|
if (_parent == null) base.RaiseOutOfBounds(_position);
|
|
|
|
|
|
_acceleration.X = 0; // This stuff may stop client display but it has no
|
|
_acceleration.Y = 0; // effect on the object in phys engine!
|
|
_acceleration.Z = 0;
|
|
|
|
_velocity.X = 0;
|
|
_velocity.Y = 0;
|
|
_velocity.Z = 0;
|
|
m_lastVelocity = Vector3.Zero;
|
|
m_rotationalVelocity.X = 0;
|
|
m_rotationalVelocity.Y = 0;
|
|
m_rotationalVelocity.Z = 0;
|
|
|
|
if (_parent == null) base.RequestPhysicsterseUpdate();
|
|
|
|
m_throttleUpdates = false;
|
|
throttleCounter = 0;
|
|
_zeroFlag = true;
|
|
//outofBounds = true;
|
|
} // end neg Z check
|
|
|
|
// Is it moving?
|
|
/* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
|
|
&& (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
|
|
&& (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
|
|
if ( (Vector3.Mag(_velocity) < 0.01) && // moving very slowly
|
|
(Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
|
|
(1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001) ) // spinning very slowly
|
|
{
|
|
_zeroFlag = true;
|
|
m_throttleUpdates = false;
|
|
}
|
|
else
|
|
{
|
|
//m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
|
|
_zeroFlag = false;
|
|
m_lastUpdateSent = false;
|
|
//m_throttleUpdates = false;
|
|
}
|
|
|
|
if (_zeroFlag)
|
|
{ // Its stopped
|
|
_velocity.X = 0.0f;
|
|
_velocity.Y = 0.0f;
|
|
// _velocity.Z = 0.0f;
|
|
|
|
_acceleration.X = 0;
|
|
_acceleration.Y = 0;
|
|
// _acceleration.Z = 0;
|
|
|
|
m_rotationalVelocity.X = 0;
|
|
m_rotationalVelocity.Y = 0;
|
|
m_rotationalVelocity.Z = 0;
|
|
// Stop it in the phys engine
|
|
d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
|
|
d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
|
|
d.BodySetForce(Body, 0f, 0f, 0f);
|
|
|
|
if (!m_lastUpdateSent)
|
|
{
|
|
m_throttleUpdates = false;
|
|
throttleCounter = 0;
|
|
if (_parent == null)
|
|
{
|
|
base.RequestPhysicsterseUpdate();
|
|
}
|
|
|
|
m_lastUpdateSent = true;
|
|
}
|
|
}
|
|
else
|
|
{ // Its moving
|
|
if (lastZeroFlag != _zeroFlag)
|
|
{
|
|
if (_parent == null)
|
|
{
|
|
base.RequestPhysicsterseUpdate();
|
|
}
|
|
}
|
|
m_lastUpdateSent = false;
|
|
if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
|
|
{
|
|
if (_parent == null)
|
|
{
|
|
base.RequestPhysicsterseUpdate();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
throttleCounter++;
|
|
}
|
|
}
|
|
m_lastposition = l_position;
|
|
|
|
/// End UpdatePositionAndVelocity insert
|
|
|
|
|
|
// Rotation lock =====================================
|
|
if(m_rotateEnableUpdate)
|
|
{
|
|
// Snapshot current angles, set up Amotor(s)
|
|
m_rotateEnableUpdate = false;
|
|
m_rotateEnable = m_rotateEnableRequest;
|
|
//Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
|
|
|
|
if (Amotor != IntPtr.Zero)
|
|
{
|
|
d.JointDestroy(Amotor);
|
|
Amotor = IntPtr.Zero;
|
|
//Console.WriteLine("Old Amotor Destroyed");
|
|
}
|
|
|
|
if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
|
|
{ // not all are enabled
|
|
d.Quaternion r = d.BodyGetQuaternion(Body);
|
|
Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
|
|
// extract the axes vectors
|
|
Vector3 vX = new Vector3(1f,0f,0f);
|
|
Vector3 vY = new Vector3(0f,1f,0f);
|
|
Vector3 vZ = new Vector3(0f,0f,1f);
|
|
vX = vX * locrot;
|
|
vY = vY * locrot;
|
|
vZ = vZ * locrot;
|
|
// snapshot the current angle vectors
|
|
m_lockX = vX;
|
|
m_lockY = vY;
|
|
m_lockZ = vZ;
|
|
// m_lockRot = locrot;
|
|
Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
|
|
d.JointAttach(Amotor, Body, IntPtr.Zero);
|
|
d.JointSetAMotorMode(Amotor, 0); // User mode??
|
|
//Console.WriteLine("New Amotor Created for {0}", m_primName);
|
|
|
|
float axisnum = 3; // how many to lock
|
|
axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
|
|
d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
|
|
//Console.WriteLine("AxisNum={0}",(int)axisnum);
|
|
|
|
int i = 0;
|
|
|
|
if (m_rotateEnable.X == 0)
|
|
{
|
|
d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
|
|
//Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
|
|
i++;
|
|
}
|
|
|
|
if (m_rotateEnable.Y == 0)
|
|
{
|
|
d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
|
|
//Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
|
|
i++;
|
|
}
|
|
|
|
if (m_rotateEnable.Z == 0)
|
|
{
|
|
d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
|
|
//Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
|
|
i++;
|
|
}
|
|
|
|
// These lowstops and high stops are effectively (no wiggle room)
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
|
|
d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
|
|
d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
|
|
d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
|
|
d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
|
|
} // else none are locked
|
|
} // end Rotation Update
|
|
|
|
|
|
// VEHICLE processing ==========================================
|
|
if (m_type != Vehicle.TYPE_NONE)
|
|
{
|
|
// get body attitude
|
|
d.Quaternion rot = d.BodyGetQuaternion(Body);
|
|
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
|
|
Quaternion irotq = Quaternion.Inverse(rotq);
|
|
|
|
// VEHICLE Linear Motion
|
|
d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
|
|
Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
|
|
m_lLinObjectVel = vel_now * irotq;
|
|
if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
|
|
{
|
|
if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
|
|
{
|
|
float decayfactor = m_linearMotorDecayTimescale/timestep;
|
|
Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
|
|
m_lLinMotorDVel -= decayAmount;
|
|
}
|
|
else
|
|
{
|
|
float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
|
|
Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
|
|
m_lLinMotorDVel -= decel;
|
|
}
|
|
if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
|
|
{
|
|
m_lLinMotorDVel = Vector3.Zero;
|
|
}
|
|
|
|
/* else
|
|
{
|
|
if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
|
|
if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
|
|
if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
|
|
} */
|
|
} // end linear motor decay
|
|
|
|
if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
|
|
{
|
|
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
|
|
if (m_linearMotorTimescale < 300.0f)
|
|
{
|
|
Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
|
|
float linfactor = m_linearMotorTimescale/timestep;
|
|
Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
|
|
m_lLinObjectVel += attackAmount;
|
|
}
|
|
if (m_linearFrictionTimescale.X < 300.0f)
|
|
{
|
|
float fricfactor = m_linearFrictionTimescale.X / timestep;
|
|
float fricX = m_lLinObjectVel.X / fricfactor;
|
|
m_lLinObjectVel.X -= fricX;
|
|
}
|
|
if (m_linearFrictionTimescale.Y < 300.0f)
|
|
{
|
|
float fricfactor = m_linearFrictionTimescale.Y / timestep;
|
|
float fricY = m_lLinObjectVel.Y / fricfactor;
|
|
m_lLinObjectVel.Y -= fricY;
|
|
}
|
|
if (m_linearFrictionTimescale.Z < 300.0f)
|
|
{
|
|
float fricfactor = m_linearFrictionTimescale.Z / timestep;
|
|
float fricZ = m_lLinObjectVel.Z / fricfactor;
|
|
m_lLinObjectVel.Z -= fricZ;
|
|
}
|
|
}
|
|
m_wLinObjectVel = m_lLinObjectVel * rotq;
|
|
|
|
// Gravity and Buoyancy
|
|
Vector3 grav = Vector3.Zero;
|
|
if(m_VehicleBuoyancy < 1.0f)
|
|
{
|
|
// There is some gravity, make a gravity force vector
|
|
// that is applied after object velocity.
|
|
d.Mass objMass;
|
|
d.BodyGetMass(Body, out objMass);
|
|
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
|
|
grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
|
|
} // else its 1.0, no gravity.
|
|
|
|
// Hovering
|
|
if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
|
|
{
|
|
// We should hover, get the target height
|
|
d.Vector3 pos = d.BodyGetPosition(Body);
|
|
if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
|
|
{
|
|
m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
|
|
}
|
|
else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
|
|
{
|
|
m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
|
|
}
|
|
else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
|
|
{
|
|
m_VhoverTargetHeight = m_VhoverHeight;
|
|
}
|
|
|
|
if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
|
|
{
|
|
// If body is aready heigher, use its height as target height
|
|
if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
|
|
}
|
|
|
|
// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
|
|
// m_VhoverTimescale = 0f; // time to acheive height
|
|
// timestep is time since last frame,in secs
|
|
float herr0 = pos.Z - m_VhoverTargetHeight;
|
|
// Replace Vertical speed with correction figure if significant
|
|
if(Math.Abs(herr0) > 0.01f )
|
|
{
|
|
//? d.Mass objMass;
|
|
//? d.BodyGetMass(Body, out objMass);
|
|
m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
|
|
//KF: m_VhoverEfficiency is not yet implemented
|
|
}
|
|
else
|
|
{
|
|
m_wLinObjectVel.Z = 0f;
|
|
}
|
|
}
|
|
else
|
|
{ // not hovering
|
|
if (m_wLinObjectVel.Z == 0f)
|
|
{ // Gravity rules
|
|
m_wLinObjectVel.Z = vel_now.Z;
|
|
} // else the motor has it
|
|
}
|
|
linvel = m_wLinObjectVel;
|
|
|
|
// Vehicle Linear Motion done =======================================
|
|
// Apply velocity
|
|
d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
|
|
// apply gravity force
|
|
d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
|
|
//if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
|
|
// end MoveLinear()
|
|
|
|
|
|
// MoveAngular
|
|
/*
|
|
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
|
|
|
|
private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
|
|
private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
|
|
private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
|
|
|
|
private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
|
|
private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
|
|
*/
|
|
//if(frcount == 0) Console.WriteLine("MoveAngular ");
|
|
|
|
d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
|
|
Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
|
|
angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
|
|
|
|
//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
|
|
|
|
// Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
|
|
float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
|
|
m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
|
|
// Decay Angular Motor 2.
|
|
if (m_angularMotorDecayTimescale < 300.0f)
|
|
{
|
|
if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
|
|
{
|
|
float decayfactor = (m_angularMotorDecayTimescale)/timestep;
|
|
Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
|
|
m_angularMotorDVel -= decayAmount;
|
|
}
|
|
else
|
|
{
|
|
Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
|
|
m_angularMotorDVel -= decel;
|
|
}
|
|
|
|
if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
|
|
{
|
|
m_angularMotorDVel = Vector3.Zero;
|
|
}
|
|
else
|
|
{
|
|
if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
|
|
if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
|
|
if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
|
|
}
|
|
} // end decay angular motor
|
|
//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
|
|
|
|
//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
|
|
|
|
if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
|
|
{ // if motor or object have motion
|
|
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
|
|
|
|
if (m_angularMotorTimescale < 300.0f)
|
|
{
|
|
Vector3 attack_error = m_angularMotorDVel - angObjectVel;
|
|
float angfactor = m_angularMotorTimescale/timestep;
|
|
Vector3 attackAmount = (attack_error/angfactor);
|
|
angObjectVel += attackAmount;
|
|
//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
|
|
//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
|
|
}
|
|
|
|
angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
|
|
angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
|
|
angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
|
|
} // else no signif. motion
|
|
|
|
//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
|
|
// Bank section tba
|
|
// Deflection section tba
|
|
//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
|
|
|
|
|
|
/* // Rotation Axis Disables:
|
|
if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
|
|
{
|
|
if (m_angularEnable.X == 0)
|
|
angObjectVel.X = 0f;
|
|
if (m_angularEnable.Y == 0)
|
|
angObjectVel.Y = 0f;
|
|
if (m_angularEnable.Z == 0)
|
|
angObjectVel.Z = 0f;
|
|
}
|
|
*/
|
|
angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
|
|
|
|
// Vertical attractor section
|
|
Vector3 vertattr = Vector3.Zero;
|
|
|
|
if(m_verticalAttractionTimescale < 300)
|
|
{
|
|
float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
|
|
// make a vector pointing up
|
|
Vector3 verterr = Vector3.Zero;
|
|
verterr.Z = 1.0f;
|
|
// rotate it to Body Angle
|
|
verterr = verterr * rotq;
|
|
// verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
|
|
// As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
|
|
// negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
|
|
|
|
if (verterr.Z < 0.0f)
|
|
{ // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
|
|
// vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
|
|
//Console.WriteLine("InvertFlip");
|
|
verterr.X = 2.0f - verterr.X;
|
|
verterr.Y = 2.0f - verterr.Y;
|
|
}
|
|
verterr *= 0.5f;
|
|
// verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
|
|
Vector3 xyav = angObjectVel;
|
|
xyav.Z = 0.0f;
|
|
if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
|
|
{
|
|
// As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
|
|
// Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
|
|
vertattr.X = verterr.Y;
|
|
vertattr.Y = - verterr.X;
|
|
vertattr.Z = 0f;
|
|
//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
|
|
|
|
// scaling appears better usingsquare-law
|
|
float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
|
|
float bounce = 1.0f - damped;
|
|
// 0 = crit damp, 1 = bouncy
|
|
float oavz = angObjectVel.Z; // retain z velocity
|
|
// time-scaled correction, which sums, therefore is bouncy:
|
|
angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
|
|
// damped, good @ < 90:
|
|
angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
|
|
angObjectVel.Z = oavz;
|
|
//if(frcount == 0) Console.WriteLine("VA+");
|
|
//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
|
|
}
|
|
else
|
|
{
|
|
// else error is very small
|
|
angObjectVel.X = 0f;
|
|
angObjectVel.Y = 0f;
|
|
//if(frcount == 0) Console.WriteLine("VA0");
|
|
}
|
|
} // else vertical attractor is off
|
|
//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
|
|
|
|
|
|
m_lastAngularVelocity = angObjectVel;
|
|
// apply Angular Velocity to body
|
|
d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
|
|
//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
|
|
|
|
} // end VEHICLES
|
|
else
|
|
{
|
|
// Dyamics (NON-'VEHICLES') are dealt with here ================================================================
|
|
|
|
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
|
|
|
|
/// Dynamics Buoyancy
|
|
//KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
|
|
// m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
|
|
// NB Prims in ODE are no subject to global gravity
|
|
// This should only affect gravity operations
|
|
|
|
float m_mass = CalculateMass();
|
|
// calculate z-force due togravity on object.
|
|
fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
|
|
if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
|
|
{
|
|
fz = 0; // llMoveToTarget ignores gravity.
|
|
// it also ignores mass of object, and any physical resting on it.
|
|
// Vector3 m_PIDTarget is where we are going
|
|
// float m_PIDTau is time to get there
|
|
fx = 0;
|
|
fy = 0;
|
|
d.Vector3 pos = d.BodyGetPosition(Body);
|
|
Vector3 error = new Vector3(
|
|
(m_PIDTarget.X - pos.X),
|
|
(m_PIDTarget.Y - pos.Y),
|
|
(m_PIDTarget.Z - pos.Z));
|
|
if (error.ApproxEquals(Vector3.Zero,0.01f))
|
|
{ // Very close, Jump there and quit move
|
|
|
|
d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
|
|
_target_velocity = Vector3.Zero;
|
|
d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
|
|
d.BodySetForce(Body, 0f, 0f, 0f);
|
|
}
|
|
else
|
|
{
|
|
float scale = 50.0f * timestep / m_PIDTau;
|
|
if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
|
|
{
|
|
// Nearby, quit update of velocity
|
|
}
|
|
else
|
|
{ // Far, calc damped velocity
|
|
_target_velocity = error * scale;
|
|
}
|
|
d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
|
|
}
|
|
} // end PID MoveToTarget
|
|
|
|
|
|
/// Dynamics Hover ===================================================================================
|
|
// Hover PID Controller can only run if the PIDcontroller is not in use.
|
|
if (m_useHoverPID && !m_usePID)
|
|
{
|
|
//Console.WriteLine("Hover " + m_primName);
|
|
|
|
// If we're using the PID controller, then we have no gravity
|
|
fz = (-1 * _parent_scene.gravityz) * m_mass;
|
|
|
|
// no lock; for now it's only called from within Simulate()
|
|
|
|
// If the PID Controller isn't active then we set our force
|
|
// calculating base velocity to the current position
|
|
|
|
if ((m_PIDTau < 1))
|
|
{
|
|
PID_G = PID_G / m_PIDTau;
|
|
}
|
|
|
|
if ((PID_G - m_PIDTau) <= 0)
|
|
{
|
|
PID_G = m_PIDTau + 1;
|
|
}
|
|
|
|
|
|
// Where are we, and where are we headed?
|
|
d.Vector3 pos = d.BodyGetPosition(Body);
|
|
// d.Vector3 vel = d.BodyGetLinearVel(Body);
|
|
|
|
|
|
// Non-Vehicles have a limited set of Hover options.
|
|
// determine what our target height really is based on HoverType
|
|
switch (m_PIDHoverType)
|
|
{
|
|
case PIDHoverType.Ground:
|
|
m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
|
|
m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
|
|
break;
|
|
case PIDHoverType.GroundAndWater:
|
|
m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
|
|
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)
|
|
|
|
|
|
_target_velocity =
|
|
new Vector3(0.0f, 0.0f,
|
|
(m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
|
|
);
|
|
|
|
// if velocity is zero, use position control; otherwise, velocity control
|
|
|
|
if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
|
|
{
|
|
// keep track of where we stopped. No more slippin' & slidin'
|
|
|
|
// We only want to deactivate the PID Controller if we think we want to have our surrogate
|
|
// react to the physics scene by moving it's position.
|
|
// Avatar to Avatar collisions
|
|
// Prim to avatar collisions
|
|
d.Vector3 dlinvel = vel;
|
|
d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
|
|
d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
|
|
d.BodyAddForce(Body, 0, 0, fz);
|
|
//KF this prevents furthur motions return;
|
|
}
|
|
else
|
|
{
|
|
_zeroFlag = false;
|
|
|
|
// We're flying and colliding with something
|
|
fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
|
|
}
|
|
} // end m_useHoverPID && !m_usePID
|
|
|
|
|
|
/// Dynamics Apply Forces ===================================================================================
|
|
fx *= m_mass;
|
|
fy *= m_mass;
|
|
//fz *= m_mass;
|
|
fx += m_force.X;
|
|
fy += m_force.Y;
|
|
fz += m_force.Z;
|
|
|
|
//m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
|
|
if (fx != 0 || fy != 0 || fz != 0)
|
|
{
|
|
//m_taintdisable = true;
|
|
//base.RaiseOutOfBounds(Position);
|
|
//d.BodySetLinearVel(Body, fx, fy, 0f);
|
|
if (!d.BodyIsEnabled(Body))
|
|
{
|
|
// A physical body at rest on a surface will auto-disable after a while,
|
|
// this appears to re-enable it incase the surface it is upon vanishes,
|
|
// and the body should fall again.
|
|
d.BodySetLinearVel(Body, 0f, 0f, 0f);
|
|
d.BodySetForce(Body, 0f, 0f, 0f);
|
|
enableBodySoft();
|
|
}
|
|
|
|
// 35x10 = 350n times the mass per second applied maximum.
|
|
float nmax = 35f * m_mass;
|
|
float nmin = -35f * m_mass;
|
|
|
|
|
|
if (fx > nmax)
|
|
fx = nmax;
|
|
if (fx < nmin)
|
|
fx = nmin;
|
|
if (fy > nmax)
|
|
fy = nmax;
|
|
if (fy < nmin)
|
|
fy = nmin;
|
|
d.BodyAddForce(Body, fx, fy, fz);
|
|
} // end apply forces
|
|
} // end Vehicle/Dynamics
|
|
|
|
/// RotLookAt / LookAt =================================================================================
|
|
if (m_useAPID)
|
|
{
|
|
// RotLookAt, apparently overrides all other rotation sources. Inputs:
|
|
// Quaternion m_APIDTarget
|
|
// float m_APIDStrength // From SL experiments, this is the time to get there
|
|
// float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
|
|
// Also in SL the mass of the object has no effect on time to get there.
|
|
// Factors:
|
|
// get present body rotation
|
|
float limit = 1.0f;
|
|
float rscaler = 50f; // adjusts rotation damping time
|
|
float lscaler = 10f; // adjusts linear damping time in llLookAt
|
|
float RLAservo = 0f;
|
|
Vector3 diff_axis;
|
|
float diff_angle;
|
|
d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
|
|
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
|
|
Quaternion rtarget = new Quaternion();
|
|
|
|
if(m_APIDTarget.W == -99.9f)
|
|
{
|
|
// this is really a llLookAt(), x,y,z is the target vector
|
|
Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
|
|
Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
|
|
Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
|
|
float twopi = 2.0f * (float)Math.PI;
|
|
Vector3 dir = target - _position;
|
|
dir.Normalize();
|
|
float tzrot = (float)Math.Atan2(dir.Y, dir.X);
|
|
float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
|
|
float terot = (float)Math.Atan2(dir.Z, txy);
|
|
float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
|
|
float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
|
|
float oerot = (float)Math.Atan2(ospin.Z, oxy);
|
|
float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
|
|
float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y)+(rotq.X * rotq.X));
|
|
float roll = (float)Math.Atan2(ra, rb);
|
|
float errorz = tzrot - ozrot;
|
|
if(errorz > (float)Math.PI) errorz -= twopi;
|
|
else if(errorz < -(float)Math.PI) errorz += twopi;
|
|
float errory = oerot - terot;
|
|
if(errory > (float)Math.PI) errory -= twopi;
|
|
else if(errory < -(float)Math.PI) errory += twopi;
|
|
diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
|
|
if(diff_angle > 0.01f * m_APIDdamper)
|
|
{
|
|
m_APIDdamper = 1.0f;
|
|
RLAservo = timestep / m_APIDStrength * rscaler;
|
|
errorz *= RLAservo;
|
|
errory *= RLAservo;
|
|
error.X = -roll * 8.0f;
|
|
error.Y = errory;
|
|
error.Z = errorz;
|
|
error *= rotq;
|
|
d.BodySetAngularVel (Body, error.X, error.Y, error.Z);
|
|
}
|
|
else
|
|
{
|
|
d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
|
|
m_APIDdamper = 2.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// this is a llRotLookAt()
|
|
rtarget = m_APIDTarget;
|
|
|
|
Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
|
|
rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
|
|
//if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
|
|
|
|
// diff_axis.Normalize(); it already is!
|
|
if(diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
|
|
{
|
|
m_APIDdamper = 1.0f;
|
|
Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
|
|
rotforce = rotforce * rotq;
|
|
if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
|
|
RLAservo = timestep / m_APIDStrength * lscaler;
|
|
rotforce = rotforce * RLAservo * diff_angle ;
|
|
d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
|
|
//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
|
|
}
|
|
else
|
|
{ // close enough
|
|
d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
|
|
m_APIDdamper = 2.0f;
|
|
}
|
|
} // end llLookAt/llRotLookAt
|
|
//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
|
|
} // end m_useAPID
|
|
} // end root prims
|
|
} // end Move()
|
|
} // end class
|
|
}
|