PhysicsInertia.cs 8.3 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using OpenMetaverse;
  30. using System.Text;
  31. using System.IO;
  32. using System.Xml;
  33. namespace OpenSim.Framework
  34. {
  35. public class PhysicsInertiaData
  36. {
  37. public float TotalMass; // the total mass of a linkset
  38. public Vector3 CenterOfMass; // the center of mass position relative to root part position
  39. public Vector3 Inertia; // (Ixx, Iyy, Izz) moment of inertia relative to center of mass and principal axis in local coords
  40. public Vector4 InertiaRotation; // if principal axis don't match local axis, the principal axis rotation
  41. // or the upper triangle of the inertia tensor
  42. // Ixy (= Iyx), Ixz (= Izx), Iyz (= Izy))
  43. public PhysicsInertiaData()
  44. {
  45. }
  46. public PhysicsInertiaData(PhysicsInertiaData source)
  47. {
  48. TotalMass = source.TotalMass;
  49. CenterOfMass = source.CenterOfMass;
  50. Inertia = source.Inertia;
  51. InertiaRotation = source.InertiaRotation;
  52. }
  53. private XmlTextWriter writer;
  54. private void XWint(string name, int i)
  55. {
  56. writer.WriteElementString(name, i.ToString());
  57. }
  58. private void XWfloat(string name, float f)
  59. {
  60. writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
  61. }
  62. private void XWVector(string name, Vector3 vec)
  63. {
  64. writer.WriteStartElement(name);
  65. writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
  66. writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
  67. writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
  68. writer.WriteEndElement();
  69. }
  70. private void XWVector4(string name, Vector4 quat)
  71. {
  72. writer.WriteStartElement(name);
  73. writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
  74. writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
  75. writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
  76. writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
  77. writer.WriteEndElement();
  78. }
  79. public void ToXml2(XmlTextWriter twriter)
  80. {
  81. writer = twriter;
  82. writer.WriteStartElement("PhysicsInertia");
  83. XWfloat("MASS", TotalMass);
  84. XWVector("CM", CenterOfMass);
  85. XWVector("INERTIA", Inertia);
  86. XWVector4("IROT", InertiaRotation);
  87. writer.WriteEndElement();
  88. writer = null;
  89. }
  90. XmlReader reader;
  91. private int XRint()
  92. {
  93. return reader.ReadElementContentAsInt();
  94. }
  95. private float XRfloat()
  96. {
  97. return reader.ReadElementContentAsFloat();
  98. }
  99. public Vector3 XRvector()
  100. {
  101. Vector3 vec;
  102. reader.ReadStartElement();
  103. vec.X = reader.ReadElementContentAsFloat();
  104. vec.Y = reader.ReadElementContentAsFloat();
  105. vec.Z = reader.ReadElementContentAsFloat();
  106. reader.ReadEndElement();
  107. return vec;
  108. }
  109. public Vector4 XRVector4()
  110. {
  111. Vector4 q;
  112. reader.ReadStartElement();
  113. q.X = reader.ReadElementContentAsFloat();
  114. q.Y = reader.ReadElementContentAsFloat();
  115. q.Z = reader.ReadElementContentAsFloat();
  116. q.W = reader.ReadElementContentAsFloat();
  117. reader.ReadEndElement();
  118. return q;
  119. }
  120. public static bool EReadProcessors(
  121. Dictionary<string, Action> processors,
  122. XmlReader xtr)
  123. {
  124. bool errors = false;
  125. string nodeName = string.Empty;
  126. while (xtr.NodeType != XmlNodeType.EndElement)
  127. {
  128. nodeName = xtr.Name;
  129. Action p = null;
  130. if (processors.TryGetValue(xtr.Name, out p))
  131. {
  132. try
  133. {
  134. p();
  135. }
  136. catch
  137. {
  138. errors = true;
  139. if (xtr.NodeType == XmlNodeType.EndElement)
  140. xtr.Read();
  141. }
  142. }
  143. else
  144. {
  145. xtr.ReadOuterXml(); // ignore
  146. }
  147. }
  148. return errors;
  149. }
  150. public string ToXml2()
  151. {
  152. using (StringWriter sw = new StringWriter())
  153. {
  154. using (XmlTextWriter xwriter = new XmlTextWriter(sw))
  155. {
  156. ToXml2(xwriter);
  157. }
  158. return sw.ToString();
  159. }
  160. }
  161. public static PhysicsInertiaData FromXml2(string text)
  162. {
  163. if (text == String.Empty)
  164. return null;
  165. UTF8Encoding enc = new UTF8Encoding();
  166. MemoryStream ms = new MemoryStream(enc.GetBytes(text));
  167. XmlTextReader xreader = new XmlTextReader(ms);
  168. PhysicsInertiaData v = new PhysicsInertiaData();
  169. bool error;
  170. v.FromXml2(xreader, out error);
  171. xreader.Close();
  172. if (error)
  173. return null;
  174. return v;
  175. }
  176. public static PhysicsInertiaData FromXml2(XmlReader reader)
  177. {
  178. PhysicsInertiaData data = new PhysicsInertiaData();
  179. bool errors = false;
  180. data.FromXml2(reader, out errors);
  181. if (errors)
  182. return null;
  183. return data;
  184. }
  185. private void FromXml2(XmlReader _reader, out bool errors)
  186. {
  187. errors = false;
  188. reader = _reader;
  189. Dictionary<string, Action> m_XmlProcessors = new Dictionary<string, Action>();
  190. m_XmlProcessors.Add("MASS", ProcessXR_Mass);
  191. m_XmlProcessors.Add("CM", ProcessXR_CM);
  192. m_XmlProcessors.Add("INERTIA", ProcessXR_Inertia);
  193. m_XmlProcessors.Add("IROT", ProcessXR_InertiaRotation);
  194. reader.ReadStartElement("PhysicsInertia", String.Empty);
  195. errors = EReadProcessors(
  196. m_XmlProcessors,
  197. reader);
  198. reader.ReadEndElement();
  199. reader = null;
  200. }
  201. private void ProcessXR_Mass()
  202. {
  203. TotalMass = XRfloat();
  204. }
  205. private void ProcessXR_CM()
  206. {
  207. CenterOfMass = XRvector();
  208. }
  209. private void ProcessXR_Inertia()
  210. {
  211. Inertia = XRvector();
  212. }
  213. private void ProcessXR_InertiaRotation()
  214. {
  215. InertiaRotation = XRVector4();
  216. }
  217. }
  218. }