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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- /*
- * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
- * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
- * ODEPrim.cs contains methods dealing with Prim editing, Prim
- * characteristics and Kinetic motion.
- * ODEDynamics.cs contains methods dealing with Prim Physical motion
- * (dynamics) and the associated settings. Old Linear and angular
- * motors for dynamic motion have been replace with MoveLinear()
- * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
- * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
- * switch between 'VEHICLE' parameter use and general dynamics
- * settings use.
- */
- //#define SPAM
- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using System.Runtime.InteropServices;
- using System.Threading;
- using log4net;
- using OpenMetaverse;
- using OdeAPI;
- using OpenSim.Framework;
- using OpenSim.Region.PhysicsModules.SharedBase;
- namespace OpenSim.Region.PhysicsModule.ubOde
- {
- public class OdePrim : PhysicsActor
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private bool m_isphysical;
- private bool m_fakeisphysical;
- private bool m_isphantom;
- private bool m_fakeisphantom;
- internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
- private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
- internal bool m_building;
- protected bool m_forcePosOrRotation;
- private bool m_iscolliding;
- internal bool m_isSelected;
- private bool m_delaySelect;
- private bool m_lastdoneSelected;
- internal bool m_outbounds;
- private byte m_angularlocks = 0;
- private Quaternion m_lastorientation;
- private Quaternion _orientation;
- private Vector3 _position;
- private Vector3 _velocity;
- private Vector3 m_lastVelocity;
- private Vector3 m_lastposition;
- private Vector3 m_rotationalVelocity;
- private Vector3 _size;
- private Vector3 m_acceleration;
- private IntPtr Amotor;
- internal Vector3 m_force;
- internal Vector3 m_forceacc;
- internal Vector3 m_torque;
- internal Vector3 m_angularForceacc;
- private float m_invTimeStep;
- private float m_timeStep;
- private Vector3 m_PIDTarget;
- private float m_PIDTau;
- private bool m_usePID;
- private float m_PIDHoverHeight;
- private float m_PIDHoverTau;
- private bool m_useHoverPID;
- private PIDHoverType m_PIDHoverType;
- private float m_targetHoverHeight;
- private float m_groundHeight;
- private float m_waterHeight;
- private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
- private int m_body_autodisable_frames;
- public int m_bodydisablecontrol = 0;
- private float m_gravmod = 1.0f;
- // Default we're a Geometry
- private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
- // Default colide nonphysical don't try to colide with anything
- private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
- private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
- CollisionCategories.Character |
- CollisionCategories.Land |
- CollisionCategories.VolumeDtc);
- // private bool m_collidesLand = true;
- private bool m_collidesWater;
- // public bool m_returnCollisions;
- private bool m_NoColide; // for now only for internal use for bad meshs
- // Default, Collide with Other Geometries, spaces and Bodies
- private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
- public bool m_disabled;
- private uint m_localID;
- private IMesh m_mesh;
- private object m_meshlock = new object();
- private PrimitiveBaseShape _pbs;
- private UUID? m_assetID;
- private MeshState m_meshState;
- public ODEScene _parent_scene;
- /// <summary>
- /// The physics space which contains prim geometry
- /// </summary>
- public IntPtr m_targetSpace;
- public IntPtr prim_geom;
- public IntPtr _triMeshData;
- private PhysicsActor _parent;
- private List<OdePrim> childrenPrim = new List<OdePrim>();
- public float m_collisionscore;
- private int m_colliderfilter = 0;
- public IntPtr collide_geom; // for objects: geom if single prim space it linkset
- private float m_density;
- private byte m_shapetype;
- private byte m_fakeShapetype;
- public bool _zeroFlag;
- private bool m_lastUpdateSent;
- public IntPtr Body;
- private Vector3 _target_velocity;
- public Vector3 m_OBBOffset;
- public Vector3 m_OBB;
- public float primOOBradiusSQ;
- private bool m_hasOBB = true;
- private float m_physCost;
- private float m_streamCost;
- public d.Mass primdMass; // prim inertia information on it's own referencial
- private PhysicsInertiaData m_InertiaOverride;
- float primMass; // prim own mass
- float primVolume; // prim own volume;
- float m_mass; // object mass acording to case
- public int givefakepos;
- private Vector3 fakepos;
- public int givefakeori;
- private Quaternion fakeori;
- private PhysicsInertiaData m_fakeInertiaOverride;
- private int m_eventsubscription;
- private int m_cureventsubscription;
- private CollisionEventUpdate CollisionEvents = null;
- private CollisionEventUpdate CollisionVDTCEvents = null;
- private bool SentEmptyCollisionsEvent;
- public volatile bool childPrim;
- public ODEDynamics m_vehicle;
- internal int m_material = (int)Material.Wood;
- private float mu;
- private float bounce;
- /// <summary>
- /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
- /// </summary>
- public override bool IsPhysical // this is not reliable for internal use
- {
- get { return m_fakeisphysical; }
- set
- {
- m_fakeisphysical = value; // we show imediatly to outside that we changed physical
- // and also to stop imediatly some updates
- // but real change will only happen in taintprocessing
- if (!value) // Zero the remembered last velocity
- m_lastVelocity = Vector3.Zero;
- AddChange(changes.Physical, value);
- }
- }
- public override bool IsVolumeDtc
- {
- get { return m_fakeisVolumeDetect; }
- set
- {
- m_fakeisVolumeDetect = value;
- AddChange(changes.VolumeDtc, value);
- }
- }
- public override bool Phantom // this is not reliable for internal use
- {
- get { return m_fakeisphantom; }
- set
- {
- m_fakeisphantom = value;
- AddChange(changes.Phantom, value);
- }
- }
- public override bool Building // this is not reliable for internal use
- {
- get { return m_building; }
- set
- {
- // if (value)
- // m_building = true;
- AddChange(changes.building, value);
- }
- }
- public override void getContactData(ref ContactData cdata)
- {
- cdata.mu = mu;
- cdata.bounce = bounce;
- // cdata.softcolide = m_softcolide;
- cdata.softcolide = false;
- if (m_isphysical)
- {
- ODEDynamics veh;
- if (_parent != null)
- veh = ((OdePrim)_parent).m_vehicle;
- else
- veh = m_vehicle;
- if (veh != null && veh.Type != Vehicle.TYPE_NONE)
- cdata.mu *= veh.FrictionFactor;
- // cdata.mu *= 0;
- }
- }
- public override float PhysicsCost
- {
- get
- {
- return m_physCost;
- }
- }
- public override float StreamCost
- {
- get
- {
- return m_streamCost;
- }
- }
- public override int PhysicsActorType
- {
- get { return (int)ActorTypes.Prim; }
- set { return; }
- }
- public override bool SetAlwaysRun
- {
- get { return false; }
- set { return; }
- }
- public override uint LocalID
- {
- get { return m_localID; }
- set
- {
- uint oldid = m_localID;
- m_localID = value;
- _parent_scene.changePrimID(this, oldid);
- }
- }
- public override PhysicsActor ParentActor
- {
- get
- {
- if (childPrim)
- return _parent;
- else
- return (PhysicsActor)this;
- }
- }
- public override bool Grabbed
- {
- set { return; }
- }
- public override bool Selected
- {
- set
- {
- if (value)
- m_isSelected = value; // if true set imediatly to stop moves etc
- AddChange(changes.Selected, value);
- }
- }
- public override bool Flying
- {
- // no flying prims for you
- get { return false; }
- set { }
- }
- public override bool IsColliding
- {
- get { return m_iscolliding; }
- set
- {
- if (value)
- {
- m_colliderfilter += 2;
- if (m_colliderfilter > 2)
- m_colliderfilter = 2;
- }
- else
- {
- m_colliderfilter--;
- if (m_colliderfilter < 0)
- m_colliderfilter = 0;
- }
- if (m_colliderfilter == 0)
- m_iscolliding = false;
- else
- m_iscolliding = true;
- }
- }
- public override bool CollidingGround
- {
- get { return false; }
- set { return; }
- }
- public override bool CollidingObj
- {
- get { return false; }
- set { return; }
- }
- public override bool ThrottleUpdates {get;set;}
- public override bool Stopped
- {
- get { return _zeroFlag; }
- }
- public override Vector3 Position
- {
- get
- {
- if (givefakepos > 0)
- return fakepos;
- else
- return _position;
- }
- set
- {
- fakepos = value;
- givefakepos++;
- AddChange(changes.Position, value);
- }
- }
- public override Vector3 Size
- {
- get { return _size; }
- set
- {
- if (value.IsFinite())
- {
- _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, value, m_fakeShapetype);
- }
- else
- {
- m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
- }
- }
- }
- public override float Mass
- {
- get { return primMass; }
- }
- public override Vector3 Force
- {
- get { return m_force; }
- set
- {
- if (value.IsFinite())
- {
- AddChange(changes.Force, value);
- }
- else
- {
- m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
- }
- }
- }
- public override void SetVolumeDetect(int param)
- {
- m_fakeisVolumeDetect = (param != 0);
- AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
- }
- public override Vector3 GeometricCenter
- {
- // this is not real geometric center but a average of positions relative to root prim acording to
- // http://wiki.secondlife.com/wiki/llGetGeometricCenter
- // ignoring tortured prims details since sl also seems to ignore
- // so no real use in doing it on physics
- get
- {
- return Vector3.Zero;
- }
- }
- public override PhysicsInertiaData GetInertiaData()
- {
- PhysicsInertiaData inertia;
- if(childPrim)
- {
- if(_parent != null)
- return _parent.GetInertiaData();
- else
- {
- inertia = new PhysicsInertiaData();
- inertia.TotalMass = -1;
- return inertia;
- }
- }
- inertia = new PhysicsInertiaData();
- // double buffering
- if(m_fakeInertiaOverride != null)
- {
- d.Mass objdmass = new d.Mass();
- objdmass.I.M00 = m_fakeInertiaOverride.Inertia.X;
- objdmass.I.M11 = m_fakeInertiaOverride.Inertia.Y;
- objdmass.I.M22 = m_fakeInertiaOverride.Inertia.Z;
- objdmass.mass = m_fakeInertiaOverride.TotalMass;
-
- if(Math.Abs(m_fakeInertiaOverride.InertiaRotation.W) < 0.999)
- {
- d.Matrix3 inertiarotmat = new d.Matrix3();
- d.Quaternion inertiarot = new d.Quaternion();
- inertiarot.X = m_fakeInertiaOverride.InertiaRotation.X;
- inertiarot.Y = m_fakeInertiaOverride.InertiaRotation.Y;
- inertiarot.Z = m_fakeInertiaOverride.InertiaRotation.Z;
- inertiarot.W = m_fakeInertiaOverride.InertiaRotation.W;
- d.RfromQ(out inertiarotmat, ref inertiarot);
- d.MassRotate(ref objdmass, ref inertiarotmat);
- }
- inertia.TotalMass = m_fakeInertiaOverride.TotalMass;
- inertia.CenterOfMass = m_fakeInertiaOverride.CenterOfMass;
- inertia.Inertia.X = objdmass.I.M00;
- inertia.Inertia.Y = objdmass.I.M11;
- inertia.Inertia.Z = objdmass.I.M22;
- inertia.InertiaRotation.X = objdmass.I.M01;
- inertia.InertiaRotation.Y = objdmass.I.M02;
- inertia.InertiaRotation.Z = objdmass.I.M12;
- return inertia;
- }
- inertia.TotalMass = m_mass;
- if(Body == IntPtr.Zero || prim_geom == IntPtr.Zero)
- {
- inertia.CenterOfMass = Vector3.Zero;
- inertia.Inertia = Vector3.Zero;
- inertia.InertiaRotation = Vector4.Zero;
- return inertia;
- }
- d.Vector3 dtmp;
- d.Mass m = new d.Mass();
- lock(_parent_scene.OdeLock)
- {
- d.AllocateODEDataForThread(0);
- dtmp = d.GeomGetOffsetPosition(prim_geom);
- d.BodyGetMass(Body, out m);
- }
- Vector3 cm = new Vector3(-dtmp.X, -dtmp.Y, -dtmp.Z);
- inertia.CenterOfMass = cm;
- inertia.Inertia = new Vector3(m.I.M00, m.I.M11, m.I.M22);
- inertia.InertiaRotation = new Vector4(m.I.M01, m.I.M02 , m.I.M12, 0);
- return inertia;
- }
- public override void SetInertiaData(PhysicsInertiaData inertia)
- {
- if(childPrim)
- {
- if(_parent != null)
- _parent.SetInertiaData(inertia);
- return;
- }
- if(inertia.TotalMass > 0)
- m_fakeInertiaOverride = new PhysicsInertiaData(inertia);
- else
- m_fakeInertiaOverride = null;
- if (inertia.TotalMass > _parent_scene.maximumMassObject)
- inertia.TotalMass = _parent_scene.maximumMassObject;
- AddChange(changes.SetInertia,(object)m_fakeInertiaOverride);
- }
- public override Vector3 CenterOfMass
- {
- get
- {
- lock (_parent_scene.OdeLock)
- {
- d.AllocateODEDataForThread(0);
- d.Vector3 dtmp;
- if (!childPrim && Body != IntPtr.Zero)
- {
- dtmp = d.BodyGetPosition(Body);
- return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
- }
- else if (prim_geom != IntPtr.Zero)
- {
- d.Quaternion dq;
- d.GeomCopyQuaternion(prim_geom, out dq);
- Quaternion q;
- q.X = dq.X;
- q.Y = dq.Y;
- q.Z = dq.Z;
- q.W = dq.W;
- Vector3 Ptot = m_OBBOffset * q;
- dtmp = d.GeomGetPosition(prim_geom);
- Ptot.X += dtmp.X;
- Ptot.Y += dtmp.Y;
- Ptot.Z += dtmp.Z;
- // if(childPrim) we only know about physical linksets
- return Ptot;
- /*
- float tmass = _mass;
- Ptot *= tmass;
- float m;
- foreach (OdePrim prm in childrenPrim)
- {
- m = prm._mass;
- Ptot += prm.CenterOfMass * m;
- tmass += m;
- }
- if (tmass == 0)
- tmass = 0;
- else
- tmass = 1.0f / tmass;
- Ptot *= tmass;
- return Ptot;
- */
- }
- else
- return _position;
- }
- }
- }
- public override PrimitiveBaseShape Shape
- {
- set
- {
- // AddChange(changes.Shape, value);
- _parent_scene.m_meshWorker.ChangeActorPhysRep(this, value, _size, m_fakeShapetype);
- }
- }
- public override byte PhysicsShapeType
- {
- get
- {
- return m_fakeShapetype;
- }
- set
- {
- m_fakeShapetype = value;
- _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, _size, value);
- }
- }
- public override Vector3 rootVelocity
- {
- get
- {
- if(_parent != null)
- return ((OdePrim)_parent).Velocity;
- return Velocity;
- }
- }
- public override Vector3 Velocity
- {
- get
- {
- if (_zeroFlag)
- return Vector3.Zero;
- return _velocity;
- }
- set
- {
- if (value.IsFinite())
- {
- if(m_outbounds)
- _velocity = value;
- else
- AddChange(changes.Velocity, value);
- }
- else
- {
- m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
- }
- }
- }
- public override Vector3 Torque
- {
- get
- {
- if (!IsPhysical || Body == IntPtr.Zero)
- return Vector3.Zero;
- return m_torque;
- }
- set
- {
- if (value.IsFinite())
- {
- AddChange(changes.Torque, value);
- }
- else
- {
- m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
- }
- }
- }
- public override float CollisionScore
- {
- get { return m_collisionscore; }
- set { m_collisionscore = value; }
- }
- public override bool Kinematic
- {
- get { return false; }
- set { }
- }
- public override Quaternion Orientation
- {
- get
- {
- if (givefakeori > 0)
- return fakeori;
- else
- return _orientation;
- }
- set
- {
- if (QuaternionIsFinite(value))
- {
- fakeori = value;
- givefakeori++;
- value.Normalize();
- AddChange(changes.Orientation, value);
- }
- else
- m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
- }
- }
- public override Vector3 Acceleration
- {
- get { return m_acceleration; }
- set
- {
- if(m_outbounds)
- m_acceleration = value;
- }
- }
- public override Vector3 RotationalVelocity
- {
- get
- {
- Vector3 pv = Vector3.Zero;
- if (_zeroFlag)
- return pv;
- if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
- return pv;
- return m_rotationalVelocity;
- }
- set
- {
- if (value.IsFinite())
- {
- if(m_outbounds)
- m_rotationalVelocity = value;
- else
- AddChange(changes.AngVelocity, value);
- }
- else
- {
- m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
- }
- }
- }
- public override float Buoyancy
- {
- get { return m_buoyancy; }
- set
- {
- AddChange(changes.Buoyancy,value);
- }
- }
- public override bool FloatOnWater
- {
- set
- {
- AddChange(changes.CollidesWater, value);
- }
- }
- public override Vector3 PIDTarget
- {
- set
- {
- if (value.IsFinite())
- {
- AddChange(changes.PIDTarget,value);
- }
- else
- m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
- }
- }
- public override bool PIDActive
- {
- get
- {
- return m_usePID;
- }
- set
- {
- AddChange(changes.PIDActive,value);
- }
- }
- public override float PIDTau
- {
- set
- {
- float tmp = 0;
- if (value > 0)
- {
- float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
- if (value < mint)
- tmp = mint;
- else
- tmp = value;
- }
- AddChange(changes.PIDTau,tmp);
- }
- }
- public override float PIDHoverHeight
- {
- set
- {
- AddChange(changes.PIDHoverHeight,value);
- }
- }
- public override bool PIDHoverActive
- {
- get
- {
- return m_useHoverPID;
- }
- set
- {
- AddChange(changes.PIDHoverActive, value);
- }
- }
- public override PIDHoverType PIDHoverType
- {
- set
- {
- AddChange(changes.PIDHoverType,value);
- }
- }
- public override float PIDHoverTau
- {
- set
- {
- float tmp =0;
- if (value > 0)
- {
- float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
- if (value < mint)
- tmp = mint;
- else
- tmp = value;
- }
- AddChange(changes.PIDHoverTau, tmp);
- }
- }
- public override Quaternion APIDTarget { set { return; } }
- public override bool APIDActive { set { return; } }
- public override float APIDStrength { set { return; } }
- public override float APIDDamping { set { return; } }
- public override int VehicleType
- {
- // we may need to put a fake on this
- get
- {
- if (m_vehicle == null)
- return (int)Vehicle.TYPE_NONE;
- else
- return (int)m_vehicle.Type;
- }
- set
- {
- AddChange(changes.VehicleType, value);
- }
- }
- public override void VehicleFloatParam(int param, float value)
- {
- strVehicleFloatParam fp = new strVehicleFloatParam();
- fp.param = param;
- fp.value = value;
- AddChange(changes.VehicleFloatParam, fp);
- }
- public override void VehicleVectorParam(int param, Vector3 value)
- {
- strVehicleVectorParam fp = new strVehicleVectorParam();
- fp.param = param;
- fp.value = value;
- AddChange(changes.VehicleVectorParam, fp);
- }
- public override void VehicleRotationParam(int param, Quaternion value)
- {
- strVehicleQuatParam fp = new strVehicleQuatParam();
- fp.param = param;
- fp.value = value;
- AddChange(changes.VehicleRotationParam, fp);
- }
- public override void VehicleFlags(int param, bool value)
- {
- strVehicleBoolParam bp = new strVehicleBoolParam();
- bp.param = param;
- bp.value = value;
- AddChange(changes.VehicleFlags, bp);
- }
- public override void SetVehicle(object vdata)
- {
- AddChange(changes.SetVehicle, vdata);
- }
- public void SetAcceleration(Vector3 accel)
- {
- m_acceleration = accel;
- }
- public override void AddForce(Vector3 force, bool pushforce)
- {
- if (force.IsFinite())
- {
- if(pushforce)
- AddChange(changes.AddForce, force);
- else // a impulse
- AddChange(changes.AddForce, force * m_invTimeStep);
- }
- else
- {
- m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
- }
- //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
- }
- public override void AddAngularForce(Vector3 force, bool pushforce)
- {
- if (force.IsFinite())
- {
- // if(pushforce) for now applyrotationimpulse seems more happy applied as a force
- AddChange(changes.AddAngForce, force);
- // else // a impulse
- // AddChange(changes.AddAngForce, force * m_invTimeStep);
- }
- else
- {
- m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
- }
- }
- public override void CrossingFailure()
- {
- lock(_parent_scene.OdeLock)
- {
- if (m_outbounds)
- {
- _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
- _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
- _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
- m_lastposition = _position;
- _velocity.X = 0;
- _velocity.Y = 0;
- _velocity.Z = 0;
- d.AllocateODEDataForThread(0);
- m_lastVelocity = _velocity;
- if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
- m_vehicle.Stop();
- if(Body != IntPtr.Zero)
- d.BodySetLinearVel(Body, 0, 0, 0); // stop it
- if (prim_geom != IntPtr.Zero)
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- m_outbounds = false;
- changeDisable(false);
- base.RequestPhysicsterseUpdate();
- }
- }
- }
- public override void CrossingStart()
- {
- lock(_parent_scene.OdeLock)
- {
- if (m_outbounds || childPrim)
- return;
- m_outbounds = true;
- m_lastposition = _position;
- m_lastorientation = _orientation;
- d.AllocateODEDataForThread(0);
- if(Body != IntPtr.Zero)
- {
- d.Vector3 dtmp = d.BodyGetAngularVel(Body);
- m_rotationalVelocity.X = dtmp.X;
- m_rotationalVelocity.Y = dtmp.Y;
- m_rotationalVelocity.Z = dtmp.Z;
- dtmp = d.BodyGetLinearVel(Body);
- _velocity.X = dtmp.X;
- _velocity.Y = dtmp.Y;
- _velocity.Z = dtmp.Z;
- d.BodySetLinearVel(Body, 0, 0, 0); // stop it
- d.BodySetAngularVel(Body, 0, 0, 0);
- }
- if(prim_geom != IntPtr.Zero)
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- disableBodySoft(); // stop collisions
- UnSubscribeEvents();
- }
- }
- public override void SetMomentum(Vector3 momentum)
- {
- }
- public override void SetMaterial(int pMaterial)
- {
- m_material = pMaterial;
- mu = _parent_scene.m_materialContactsData[pMaterial].mu;
- bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
- }
- public override float Density
- {
- get
- {
- return m_density * 100f;
- }
- set
- {
- float old = m_density;
- m_density = value / 100f;
- // if(m_density != old)
- // UpdatePrimBodyData();
- }
- }
- public override float GravModifier
- {
- get
- {
- return m_gravmod;
- }
- set
- {
- m_gravmod = value;
- if (m_vehicle != null)
- m_vehicle.GravMod = m_gravmod;
- }
- }
- public override float Friction
- {
- get
- {
- return mu;
- }
- set
- {
- mu = value;
- }
- }
- public override float Restitution
- {
- get
- {
- return bounce;
- }
- set
- {
- bounce = value;
- }
- }
- public void setPrimForRemoval()
- {
- AddChange(changes.Remove, null);
- }
- public override void link(PhysicsActor obj)
- {
- AddChange(changes.Link, obj);
- }
- public override void delink()
- {
- AddChange(changes.DeLink, null);
- }
- public override void LockAngularMotion(byte axislock)
- {
- // m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
- AddChange(changes.AngLock, axislock);
- }
- public override void SubscribeEvents(int ms)
- {
- m_eventsubscription = ms;
- m_cureventsubscription = 0;
- if (CollisionEvents == null)
- CollisionEvents = new CollisionEventUpdate();
- if (CollisionVDTCEvents == null)
- CollisionVDTCEvents = new CollisionEventUpdate();
- SentEmptyCollisionsEvent = false;
- }
- public override void UnSubscribeEvents()
- {
- if (CollisionVDTCEvents != null)
- {
- CollisionVDTCEvents.Clear();
- CollisionVDTCEvents = null;
- }
- if (CollisionEvents != null)
- {
- CollisionEvents.Clear();
- CollisionEvents = null;
- }
- m_eventsubscription = 0;
- _parent_scene.RemoveCollisionEventReporting(this);
- }
- public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
- {
- if (CollisionEvents == null)
- CollisionEvents = new CollisionEventUpdate();
- CollisionEvents.AddCollider(CollidedWith, contact);
- _parent_scene.AddCollisionEventReporting(this);
- }
- public override void AddVDTCCollisionEvent(uint CollidedWith, ContactPoint contact)
- {
- if (CollisionVDTCEvents == null)
- CollisionVDTCEvents = new CollisionEventUpdate();
- CollisionVDTCEvents.AddCollider(CollidedWith, contact);
- _parent_scene.AddCollisionEventReporting(this);
- }
- internal void SleeperAddCollisionEvents()
- {
- if(CollisionEvents != null && CollisionEvents.m_objCollisionList.Count != 0)
- {
- foreach(KeyValuePair<uint,ContactPoint> kvp in CollisionEvents.m_objCollisionList)
- {
- if(kvp.Key == 0)
- continue;
- OdePrim other = _parent_scene.getPrim(kvp.Key);
- if(other == null)
- continue;
- ContactPoint cp = kvp.Value;
- cp.SurfaceNormal = - cp.SurfaceNormal;
- cp.RelativeSpeed = -cp.RelativeSpeed;
- other.AddCollisionEvent(ParentActor.LocalID,cp);
- }
- }
- if(CollisionVDTCEvents != null && CollisionVDTCEvents.m_objCollisionList.Count != 0)
- {
- foreach(KeyValuePair<uint,ContactPoint> kvp in CollisionVDTCEvents.m_objCollisionList)
- {
- OdePrim other = _parent_scene.getPrim(kvp.Key);
- if(other == null)
- continue;
- ContactPoint cp = kvp.Value;
- cp.SurfaceNormal = - cp.SurfaceNormal;
- cp.RelativeSpeed = -cp.RelativeSpeed;
- other.AddCollisionEvent(ParentActor.LocalID,cp);
- }
- }
- }
- internal void clearSleeperCollisions()
- {
- if(CollisionVDTCEvents != null && CollisionVDTCEvents.Count >0 )
- CollisionVDTCEvents.Clear();
- }
- public void SendCollisions(int timestep)
- {
- if (m_cureventsubscription < 50000)
- m_cureventsubscription += timestep;
- if (m_cureventsubscription < m_eventsubscription)
- return;
- if (CollisionEvents == null)
- return;
- int ncolisions = CollisionEvents.m_objCollisionList.Count;
- if (!SentEmptyCollisionsEvent || ncolisions > 0)
- {
- base.SendCollisionUpdate(CollisionEvents);
- m_cureventsubscription = 0;
- if (ncolisions == 0)
- {
- SentEmptyCollisionsEvent = true;
- // _parent_scene.RemoveCollisionEventReporting(this);
- }
- else if(Body == IntPtr.Zero || (d.BodyIsEnabled(Body) && m_bodydisablecontrol >= 0 ))
- {
- SentEmptyCollisionsEvent = false;
- CollisionEvents.Clear();
- }
- }
- }
- public override bool SubscribedEvents()
- {
- if (m_eventsubscription > 0)
- return true;
- return false;
- }
- public OdePrim(String primName, ODEScene parent_scene, Vector3 pos, Vector3 size,
- Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
- {
- _parent_scene = parent_scene;
- Name = primName;
- m_localID = plocalID;
- m_vehicle = null;
- if (!pos.IsFinite())
- {
- pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
- parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
- m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
- }
- _position = pos;
- givefakepos = 0;
- m_timeStep = parent_scene.ODE_STEPSIZE;
- m_invTimeStep = 1f / m_timeStep;
- m_density = parent_scene.geomDefaultDensity;
- m_body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
- prim_geom = IntPtr.Zero;
- collide_geom = IntPtr.Zero;
- Body = IntPtr.Zero;
- if (!size.IsFinite())
- {
- size = new Vector3(0.5f, 0.5f, 0.5f);
- m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
- }
- if (size.X <= 0) size.X = 0.01f;
- if (size.Y <= 0) size.Y = 0.01f;
- if (size.Z <= 0) size.Z = 0.01f;
- _size = size;
- if (!QuaternionIsFinite(rotation))
- {
- rotation = Quaternion.Identity;
- m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
- }
- _orientation = rotation;
- givefakeori = 0;
- _pbs = pbs;
- m_targetSpace = IntPtr.Zero;
- if (pos.Z < 0)
- {
- m_isphysical = false;
- }
- else
- {
- m_isphysical = pisPhysical;
- }
- m_fakeisphysical = m_isphysical;
- m_isVolumeDetect = false;
- m_fakeisVolumeDetect = false;
- m_force = Vector3.Zero;
- m_iscolliding = false;
- m_colliderfilter = 0;
- m_NoColide = false;
- _triMeshData = IntPtr.Zero;
- m_fakeShapetype = _shapeType;
- m_lastdoneSelected = false;
- m_isSelected = false;
- m_delaySelect = false;
- m_isphantom = pisPhantom;
- m_fakeisphantom = pisPhantom;
- mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
- bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
- m_building = true; // control must set this to false when done
- AddChange(changes.Add, null);
- // get basic mass parameters
- ODEPhysRepData repData = _parent_scene.m_meshWorker.NewActorPhysRep(this, _pbs, _size, _shapeType);
- primVolume = repData.volume;
- m_OBB = repData.OBB;
- m_OBBOffset = repData.OBBOffset;
- UpdatePrimBodyData();
- }
- private void resetCollisionAccounting()
- {
- m_collisionscore = 0;
- }
- private void UpdateCollisionCatFlags()
- {
- if(m_isphysical && m_disabled)
- {
- m_collisionCategories = 0;
- m_collisionFlags = 0;
- }
- else if (m_isSelected)
- {
- m_collisionCategories = CollisionCategories.Selected;
- m_collisionFlags = 0;
- }
- else if (m_isVolumeDetect)
- {
- m_collisionCategories = CollisionCategories.VolumeDtc;
- if (m_isphysical)
- m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
- else
- m_collisionFlags = 0;
- }
- else if (m_isphantom)
- {
- m_collisionCategories = CollisionCategories.Phantom;
- if (m_isphysical)
- m_collisionFlags = CollisionCategories.Land;
- else
- m_collisionFlags = 0;
- }
- else
- {
- m_collisionCategories = CollisionCategories.Geom;
- if (m_isphysical)
- m_collisionFlags = m_default_collisionFlagsPhysical;
- else
- m_collisionFlags = m_default_collisionFlagsNotPhysical;
- }
- }
- private void ApplyCollisionCatFlags()
- {
- if (prim_geom != IntPtr.Zero)
- {
- if (!childPrim && childrenPrim.Count > 0)
- {
- foreach (OdePrim prm in childrenPrim)
- {
- if (m_isphysical && m_disabled)
- {
- prm.m_collisionCategories = 0;
- prm.m_collisionFlags = 0;
- }
- else
- {
- // preserve some
- if (prm.m_isSelected)
- {
- prm.m_collisionCategories = CollisionCategories.Selected;
- prm.m_collisionFlags = 0;
- }
- else if (prm.m_isVolumeDetect)
- {
- prm.m_collisionCategories = CollisionCategories.VolumeDtc;
- if (m_isphysical)
- prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
- else
- prm.m_collisionFlags = 0;
- }
- else if (prm.m_isphantom)
- {
- prm.m_collisionCategories = CollisionCategories.Phantom;
- if (m_isphysical)
- prm.m_collisionFlags = CollisionCategories.Land;
- else
- prm.m_collisionFlags = 0;
- }
- else
- {
- prm.m_collisionCategories = m_collisionCategories;
- prm.m_collisionFlags = m_collisionFlags;
- }
- }
- if (prm.prim_geom != IntPtr.Zero)
- {
- if (prm.m_NoColide)
- {
- d.GeomSetCategoryBits(prm.prim_geom, 0);
- if (m_isphysical)
- d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
- else
- d.GeomSetCollideBits(prm.prim_geom, 0);
- }
- else
- {
- d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
- d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
- }
- }
- }
- }
- if (m_NoColide)
- {
- d.GeomSetCategoryBits(prim_geom, 0);
- d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
- if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
- {
- d.GeomSetCategoryBits(collide_geom, 0);
- d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
- }
- }
- else
- {
- d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
- if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
- {
- d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
- d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
- }
- }
- }
- }
- private void createAMotor(byte axislock)
- {
- if (Body == IntPtr.Zero)
- return;
- if (Amotor != IntPtr.Zero)
- {
- d.JointDestroy(Amotor);
- Amotor = IntPtr.Zero;
- }
- int axisnum = 0;
- bool axisX = false;
- bool axisY = false;
- bool axisZ = false;
- if((axislock & 0x02) != 0)
- {
- axisnum++;
- axisX = true;
- }
- if((axislock & 0x04) != 0)
- {
- axisnum++;
- axisY = true;
- }
- if((axislock & 0x08) != 0)
- {
- axisnum++;
- axisZ = true;
- }
- if(axisnum == 0)
- return;
- // stop it
- d.BodySetTorque(Body, 0, 0, 0);
- d.BodySetAngularVel(Body, 0, 0, 0);
- Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
- d.JointAttach(Amotor, Body, IntPtr.Zero);
- d.JointSetAMotorMode(Amotor, 0);
- d.JointSetAMotorNumAxes(Amotor, axisnum);
- // get current orientation to lock
- d.Quaternion dcur = d.BodyGetQuaternion(Body);
- Quaternion curr; // crap convertion between identical things
- curr.X = dcur.X;
- curr.Y = dcur.Y;
- curr.Z = dcur.Z;
- curr.W = dcur.W;
- Vector3 ax;
- int i = 0;
- int j = 0;
- if (axisX)
- {
- ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
- d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
- d.JointSetAMotorAngle(Amotor, 0, 0);
- d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, 0f);
- d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0f);
- d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
- d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
- d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
- d.JointSetAMotorParam(Amotor, (int)d.JointParam.CFM, 0f);
- d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
- d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
- d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
- i++;
- j = 256; // move to next axis set
- }
- if (axisY)
- {
- ax = (new Vector3(0, 1, 0)) * curr;
- d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
- d.JointSetAMotorAngle(Amotor, i, 0);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, 0f);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0f);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.CFM, 0f);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
- i++;
- j += 256;
- }
- if (axisZ)
- {
- ax = (new Vector3(0, 0, 1)) * curr;
- d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
- d.JointSetAMotorAngle(Amotor, i, 0);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, 0f);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0f);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.CFM, 0f);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
- d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
- }
- }
- private void SetGeom(IntPtr geom)
- {
- prim_geom = geom;
- //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
- if (prim_geom != IntPtr.Zero)
- {
- if (m_NoColide)
- {
- d.GeomSetCategoryBits(prim_geom, 0);
- if (m_isphysical)
- {
- d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
- }
- else
- {
- d.GeomSetCollideBits(prim_geom, 0);
- d.GeomDisable(prim_geom);
- }
- }
- else
- {
- d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
- }
- UpdatePrimBodyData();
- _parent_scene.actor_name_map[prim_geom] = this;
- /*
- // debug
- d.AABB aabb;
- d.GeomGetAABB(prim_geom, out aabb);
- float x = aabb.MaxX - aabb.MinX;
- float y = aabb.MaxY - aabb.MinY;
- float z = aabb.MaxZ - aabb.MinZ;
- if( x > 60.0f || y > 60.0f || z > 60.0f)
- m_log.WarnFormat("[PHYSICS]: large prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}",
- Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString());
- else if (x < 0.001f || y < 0.001f || z < 0.001f)
- m_log.WarnFormat("[PHYSICS]: small prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}",
- Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString());
- */
- }
- else
- m_log.Warn("Setting bad Geom");
- }
- private bool GetMeshGeom()
- {
- IntPtr vertices, indices;
- int vertexCount, indexCount;
- int vertexStride, triStride;
- IMesh mesh = m_mesh;
- if (mesh == null)
- return false;
- mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount);
- mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount);
- if (vertexCount == 0 || indexCount == 0)
- {
- m_log.WarnFormat("[PHYSICS]: Invalid mesh data on OdePrim {0}, mesh {1} at {2}",
- Name, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh",_position.ToString());
- m_hasOBB = false;
- m_OBBOffset = Vector3.Zero;
- m_OBB = _size * 0.5f;
- m_physCost = 0.1f;
- m_streamCost = 1.0f;
- _parent_scene.mesher.ReleaseMesh(mesh);
- m_meshState = MeshState.MeshFailed;
- m_mesh = null;
- return false;
- }
- if (vertexCount > 64000 || indexCount > 64000)
- {
- m_log.WarnFormat("[PHYSICS]: large mesh data on OdePrim {0}, mesh {1} at {2}, {3} vertices, {4} indexes",
- Name, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh",
- _position.ToString() ,vertexCount , indexCount );
- }
- IntPtr geo = IntPtr.Zero;
- try
- {
- _triMeshData = d.GeomTriMeshDataCreate();
- d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
- d.GeomTriMeshDataPreprocess(_triMeshData);
- geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
- if (_triMeshData != IntPtr.Zero)
- {
- try
- {
- d.GeomTriMeshDataDestroy(_triMeshData);
- }
- catch
- {
- }
- }
- _triMeshData = IntPtr.Zero;
- m_hasOBB = false;
- m_OBBOffset = Vector3.Zero;
- m_OBB = _size * 0.5f;
- m_physCost = 0.1f;
- m_streamCost = 1.0f;
- _parent_scene.mesher.ReleaseMesh(mesh);
- m_meshState = MeshState.MeshFailed;
- m_mesh = null;
- return false;
- }
- m_physCost = 0.0013f * (float)indexCount;
- // todo
- m_streamCost = 1.0f;
- SetGeom(geo);
- return true;
- }
- private void CreateGeom(bool OverrideToBox)
- {
- bool hasMesh = false;
- m_NoColide = false;
- if ((m_meshState & MeshState.MeshNoColide) != 0)
- m_NoColide = true;
- else if(!OverrideToBox && m_mesh != null)
- {
- if (GetMeshGeom())
- hasMesh = true;
- else
- m_NoColide = true;
- }
- if (!hasMesh)
- {
- IntPtr geo = IntPtr.Zero;
- if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
- && _size.X == _size.Y && _size.Y == _size.Z)
- { // it's a sphere
- try
- {
- geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
- }
- catch (Exception e)
- {
- m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
- return;
- }
- }
- else
- {// do it as a box
- try
- {
- geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
- }
- catch (Exception e)
- {
- m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
- return;
- }
- }
- m_physCost = 0.1f;
- m_streamCost = 1.0f;
- SetGeom(geo);
- }
- }
- private void RemoveGeom()
- {
- if (prim_geom != IntPtr.Zero)
- {
- _parent_scene.actor_name_map.Remove(prim_geom);
- try
- {
- d.GeomDestroy(prim_geom);
- if (_triMeshData != IntPtr.Zero)
- {
- d.GeomTriMeshDataDestroy(_triMeshData);
- _triMeshData = IntPtr.Zero;
- }
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
- }
- prim_geom = IntPtr.Zero;
- collide_geom = IntPtr.Zero;
- m_targetSpace = IntPtr.Zero;
- }
- else
- {
- m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
- }
- lock (m_meshlock)
- {
- if (m_mesh != null)
- {
- _parent_scene.mesher.ReleaseMesh(m_mesh);
- m_mesh = null;
- }
- }
- Body = IntPtr.Zero;
- m_hasOBB = false;
- }
- //sets non physical prim m_targetSpace to right space in spaces grid for static prims
- // should only be called for non physical prims unless they are becoming non physical
- private void SetInStaticSpace(OdePrim prim)
- {
- IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim.m_targetSpace);
- prim.m_targetSpace = targetSpace;
- collide_geom = IntPtr.Zero;
- }
- public void enableBodySoft()
- {
- m_disabled = false;
- if (!childPrim && !m_isSelected)
- {
- if (m_isphysical && Body != IntPtr.Zero)
- {
- UpdateCollisionCatFlags();
- ApplyCollisionCatFlags();
- _zeroFlag = true;
- d.BodySetAutoDisableSteps(Body, m_body_autodisable_frames);
- d.BodyEnable(Body);
- }
- }
- resetCollisionAccounting();
- }
- private void disableBodySoft()
- {
- m_disabled = true;
- if (!childPrim)
- {
- if (m_isphysical && Body != IntPtr.Zero)
- {
- if (m_isSelected)
- m_collisionFlags = CollisionCategories.Selected;
- else
- m_collisionCategories = 0;
- m_collisionFlags = 0;
- ApplyCollisionCatFlags();
- d.BodyDisable(Body);
- }
- }
- }
- private void MakeBody()
- {
- if (!m_isphysical) // only physical get bodies
- return;
- if (childPrim) // child prims don't get bodies;
- return;
- if (m_building)
- return;
- if (prim_geom == IntPtr.Zero)
- {
- m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
- return;
- }
- if (Body != IntPtr.Zero)
- {
- DestroyBody();
- m_log.Warn("[PHYSICS]: MakeBody called having a body");
- }
- if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
- {
- d.GeomSetBody(prim_geom, IntPtr.Zero);
- m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
- }
- bool noInertiaOverride = (m_InertiaOverride == null);
- Body = d.BodyCreate(_parent_scene.world);
- d.Matrix3 mymat = new d.Matrix3();
- d.Quaternion myrot = new d.Quaternion();
- d.Mass objdmass = new d.Mass { };
- myrot.X = _orientation.X;
- myrot.Y = _orientation.Y;
- myrot.Z = _orientation.Z;
- myrot.W = _orientation.W;
- d.RfromQ(out mymat, ref myrot);
- // set the body rotation
- d.BodySetRotation(Body, ref mymat);
- if(noInertiaOverride)
- {
- objdmass = primdMass;
- d.MassRotate(ref objdmass, ref mymat);
- }
-
- // recompute full object inertia if needed
- if (childrenPrim.Count > 0)
- {
- d.Matrix3 mat = new d.Matrix3();
- d.Quaternion quat = new d.Quaternion();
- d.Mass tmpdmass = new d.Mass { };
- Vector3 rcm;
- rcm.X = _position.X;
- rcm.Y = _position.Y;
- rcm.Z = _position.Z;
- lock (childrenPrim)
- {
- foreach (OdePrim prm in childrenPrim)
- {
- if (prm.prim_geom == IntPtr.Zero)
- {
- m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
- continue;
- }
- quat.X = prm._orientation.X;
- quat.Y = prm._orientation.Y;
- quat.Z = prm._orientation.Z;
- quat.W = prm._orientation.W;
- d.RfromQ(out mat, ref quat);
- // fix prim colision cats
- if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
- {
- d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
- m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
- }
- d.GeomClearOffset(prm.prim_geom);
- d.GeomSetBody(prm.prim_geom, Body);
- prm.Body = Body;
- d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
- if(noInertiaOverride)
- {
- tmpdmass = prm.primdMass;
- d.MassRotate(ref tmpdmass, ref mat);
- Vector3 ppos = prm._position;
- ppos.X -= rcm.X;
- ppos.Y -= rcm.Y;
- ppos.Z -= rcm.Z;
- // refer inertia to root prim center of mass position
- d.MassTranslate(ref tmpdmass,
- ppos.X,
- ppos.Y,
- ppos.Z);
- d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
- }
- }
- }
- }
- d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
- // associate root geom with body
- d.GeomSetBody(prim_geom, Body);
- if(noInertiaOverride)
- d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
- else
- {
- Vector3 ncm = m_InertiaOverride.CenterOfMass * _orientation;
- d.BodySetPosition(Body,
- _position.X + ncm.X,
- _position.Y + ncm.Y,
- _position.Z + ncm.Z);
- }
- d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
- if(noInertiaOverride)
- {
- d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
- myrot.X = -myrot.X;
- myrot.Y = -myrot.Y;
- myrot.Z = -myrot.Z;
- d.RfromQ(out mymat, ref myrot);
- d.MassRotate(ref objdmass, ref mymat);
- d.BodySetMass(Body, ref objdmass);
- m_mass = objdmass.mass;
- }
- else
- {
- objdmass.c.X = 0;
- objdmass.c.Y = 0;
- objdmass.c.Z = 0;
- objdmass.I.M00 = m_InertiaOverride.Inertia.X;
- objdmass.I.M11 = m_InertiaOverride.Inertia.Y;
- objdmass.I.M22 = m_InertiaOverride.Inertia.Z;
- objdmass.mass = m_InertiaOverride.TotalMass;
- if(Math.Abs(m_InertiaOverride.InertiaRotation.W) < 0.999)
- {
- d.Matrix3 inertiarotmat = new d.Matrix3();
- d.Quaternion inertiarot = new d.Quaternion();
- inertiarot.X = m_InertiaOverride.InertiaRotation.X;
- inertiarot.Y = m_InertiaOverride.InertiaRotation.Y;
- inertiarot.Z = m_InertiaOverride.InertiaRotation.Z;
- inertiarot.W = m_InertiaOverride.InertiaRotation.W;
- d.RfromQ(out inertiarotmat, ref inertiarot);
- d.MassRotate(ref objdmass, ref inertiarotmat);
- }
- d.BodySetMass(Body, ref objdmass);
- m_mass = objdmass.mass;
- }
- // disconnect from world gravity so we can apply buoyancy
- d.BodySetGravityMode(Body, false);
- d.BodySetAutoDisableFlag(Body, true);
- d.BodySetAutoDisableSteps(Body, m_body_autodisable_frames);
- d.BodySetAutoDisableAngularThreshold(Body, 0.05f);
- d.BodySetAutoDisableLinearThreshold(Body, 0.05f);
- d.BodySetDamping(Body, .004f, .001f);
- if (m_targetSpace != IntPtr.Zero)
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- if (d.SpaceQuery(m_targetSpace, prim_geom))
- d.SpaceRemove(m_targetSpace, prim_geom);
- }
- if (childrenPrim.Count == 0)
- {
- collide_geom = prim_geom;
- m_targetSpace = _parent_scene.ActiveSpace;
- }
- else
- {
- m_targetSpace = d.SimpleSpaceCreate(_parent_scene.ActiveSpace);
- d.SpaceSetSublevel(m_targetSpace, 3);
- d.SpaceSetCleanup(m_targetSpace, false);
- d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
- CollisionCategories.Geom |
- CollisionCategories.Phantom |
- CollisionCategories.VolumeDtc
- ));
- d.GeomSetCollideBits(m_targetSpace, 0);
- collide_geom = m_targetSpace;
- }
- d.SpaceAdd(m_targetSpace, prim_geom);
- if (m_delaySelect)
- {
- m_isSelected = true;
- m_delaySelect = false;
- }
- m_collisionscore = 0;
- UpdateCollisionCatFlags();
- ApplyCollisionCatFlags();
- _parent_scene.addActivePrim(this);
- lock (childrenPrim)
- {
- foreach (OdePrim prm in childrenPrim)
- {
- if (prm.prim_geom == IntPtr.Zero)
- continue;
- Vector3 ppos = prm._position;
- d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
- if (prm.m_targetSpace != m_targetSpace)
- {
- if (prm.m_targetSpace != IntPtr.Zero)
- {
- _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
- if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
- d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
- }
- prm.m_targetSpace = m_targetSpace;
- d.SpaceAdd(m_targetSpace, prm.prim_geom);
- }
- prm.m_collisionscore = 0;
- if(!m_disabled)
- prm.m_disabled = false;
- _parent_scene.addActivePrim(prm);
- }
- }
- // The body doesn't already have a finite rotation mode set here
- if (m_angularlocks != 0 && _parent == null)
- {
- createAMotor(m_angularlocks);
- }
- if (m_isSelected || m_disabled)
- {
- d.BodyDisable(Body);
- _zeroFlag = true;
- }
- else
- {
- d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
- d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
- _zeroFlag = false;
- m_bodydisablecontrol = 0;
- }
- _parent_scene.addActiveGroups(this);
- }
- private void DestroyBody()
- {
- if (Body != IntPtr.Zero)
- {
- _parent_scene.remActivePrim(this);
- collide_geom = IntPtr.Zero;
- if (m_disabled)
- m_collisionCategories = 0;
- else if (m_isSelected)
- m_collisionCategories = CollisionCategories.Selected;
- else if (m_isVolumeDetect)
- m_collisionCategories = CollisionCategories.VolumeDtc;
- else if (m_isphantom)
- m_collisionCategories = CollisionCategories.Phantom;
- else
- m_collisionCategories = CollisionCategories.Geom;
- m_collisionFlags = 0;
- if (prim_geom != IntPtr.Zero)
- {
- if (m_NoColide)
- {
- d.GeomSetCategoryBits(prim_geom, 0);
- d.GeomSetCollideBits(prim_geom, 0);
- }
- else
- {
- d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
- }
- UpdateDataFromGeom();
- d.GeomSetBody(prim_geom, IntPtr.Zero);
- SetInStaticSpace(this);
- }
- if (!childPrim)
- {
- lock (childrenPrim)
- {
- foreach (OdePrim prm in childrenPrim)
- {
- _parent_scene.remActivePrim(prm);
- if (prm.m_isSelected)
- prm.m_collisionCategories = CollisionCategories.Selected;
- else if (prm.m_isVolumeDetect)
- prm.m_collisionCategories = CollisionCategories.VolumeDtc;
- else if (prm.m_isphantom)
- prm.m_collisionCategories = CollisionCategories.Phantom;
- else
- prm.m_collisionCategories = CollisionCategories.Geom;
- prm.m_collisionFlags = 0;
- if (prm.prim_geom != IntPtr.Zero)
- {
- if (prm.m_NoColide)
- {
- d.GeomSetCategoryBits(prm.prim_geom, 0);
- d.GeomSetCollideBits(prm.prim_geom, 0);
- }
- else
- {
- d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
- d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
- }
- prm.UpdateDataFromGeom();
- SetInStaticSpace(prm);
- }
- prm.Body = IntPtr.Zero;
- prm.m_mass = prm.primMass;
- prm.m_collisionscore = 0;
- }
- }
- if (Amotor != IntPtr.Zero)
- {
- d.JointDestroy(Amotor);
- Amotor = IntPtr.Zero;
- }
- _parent_scene.remActiveGroup(this);
- d.BodyDestroy(Body);
- }
- Body = IntPtr.Zero;
- }
- m_mass = primMass;
- m_collisionscore = 0;
- }
- private void FixInertia(Vector3 NewPos,Quaternion newrot)
- {
- d.Matrix3 mat = new d.Matrix3();
- d.Quaternion quat = new d.Quaternion();
- d.Mass tmpdmass = new d.Mass { };
- d.Mass objdmass = new d.Mass { };
- d.BodyGetMass(Body, out tmpdmass);
- objdmass = tmpdmass;
- d.Vector3 dobjpos;
- d.Vector3 thispos;
- // get current object position and rotation
- dobjpos = d.BodyGetPosition(Body);
- // get prim own inertia in its local frame
- tmpdmass = primdMass;
- // transform to object frame
- mat = d.GeomGetOffsetRotation(prim_geom);
- d.MassRotate(ref tmpdmass, ref mat);
- thispos = d.GeomGetOffsetPosition(prim_geom);
- d.MassTranslate(ref tmpdmass,
- thispos.X,
- thispos.Y,
- thispos.Z);
- // subtract current prim inertia from object
- DMassSubPartFromObj(ref tmpdmass, ref objdmass);
- // back prim own inertia
- tmpdmass = primdMass;
- // update to new position and orientation
- _position = NewPos;
- d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
- _orientation = newrot;
- quat.X = newrot.X;
- quat.Y = newrot.Y;
- quat.Z = newrot.Z;
- quat.W = newrot.W;
- d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
- mat = d.GeomGetOffsetRotation(prim_geom);
- d.MassRotate(ref tmpdmass, ref mat);
- thispos = d.GeomGetOffsetPosition(prim_geom);
- d.MassTranslate(ref tmpdmass,
- thispos.X,
- thispos.Y,
- thispos.Z);
- d.MassAdd(ref objdmass, ref tmpdmass);
- // fix all positions
- IntPtr g = d.BodyGetFirstGeom(Body);
- while (g != IntPtr.Zero)
- {
- thispos = d.GeomGetOffsetPosition(g);
- thispos.X -= objdmass.c.X;
- thispos.Y -= objdmass.c.Y;
- thispos.Z -= objdmass.c.Z;
- d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
- g = d.dBodyGetNextGeom(g);
- }
- d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
- d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
- d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
- d.BodySetMass(Body, ref objdmass);
- m_mass = objdmass.mass;
- }
- private void FixInertia(Vector3 NewPos)
- {
- d.Matrix3 primmat = new d.Matrix3();
- d.Mass tmpdmass = new d.Mass { };
- d.Mass objdmass = new d.Mass { };
- d.Mass primmass = new d.Mass { };
- d.Vector3 dobjpos;
- d.Vector3 thispos;
- d.BodyGetMass(Body, out objdmass);
- // get prim own inertia in its local frame
- primmass = primdMass;
- // transform to object frame
- primmat = d.GeomGetOffsetRotation(prim_geom);
- d.MassRotate(ref primmass, ref primmat);
- tmpdmass = primmass;
- thispos = d.GeomGetOffsetPosition(prim_geom);
- d.MassTranslate(ref tmpdmass,
- thispos.X,
- thispos.Y,
- thispos.Z);
- // subtract current prim inertia from object
- DMassSubPartFromObj(ref tmpdmass, ref objdmass);
- // update to new position
- _position = NewPos;
- d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
- thispos = d.GeomGetOffsetPosition(prim_geom);
- d.MassTranslate(ref primmass,
- thispos.X,
- thispos.Y,
- thispos.Z);
- d.MassAdd(ref objdmass, ref primmass);
- // fix all positions
- IntPtr g = d.BodyGetFirstGeom(Body);
- while (g != IntPtr.Zero)
- {
- thispos = d.GeomGetOffsetPosition(g);
- thispos.X -= objdmass.c.X;
- thispos.Y -= objdmass.c.Y;
- thispos.Z -= objdmass.c.Z;
- d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
- g = d.dBodyGetNextGeom(g);
- }
- d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
- // get current object position and rotation
- dobjpos = d.BodyGetPosition(Body);
- d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
- d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
- d.BodySetMass(Body, ref objdmass);
- m_mass = objdmass.mass;
- }
- private void FixInertia(Quaternion newrot)
- {
- d.Matrix3 mat = new d.Matrix3();
- d.Quaternion quat = new d.Quaternion();
- d.Mass tmpdmass = new d.Mass { };
- d.Mass objdmass = new d.Mass { };
- d.Vector3 dobjpos;
- d.Vector3 thispos;
- d.BodyGetMass(Body, out objdmass);
- // get prim own inertia in its local frame
- tmpdmass = primdMass;
- mat = d.GeomGetOffsetRotation(prim_geom);
- d.MassRotate(ref tmpdmass, ref mat);
- // transform to object frame
- thispos = d.GeomGetOffsetPosition(prim_geom);
- d.MassTranslate(ref tmpdmass,
- thispos.X,
- thispos.Y,
- thispos.Z);
- // subtract current prim inertia from object
- DMassSubPartFromObj(ref tmpdmass, ref objdmass);
- // update to new orientation
- _orientation = newrot;
- quat.X = newrot.X;
- quat.Y = newrot.Y;
- quat.Z = newrot.Z;
- quat.W = newrot.W;
- d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
- tmpdmass = primdMass;
- mat = d.GeomGetOffsetRotation(prim_geom);
- d.MassRotate(ref tmpdmass, ref mat);
- d.MassTranslate(ref tmpdmass,
- thispos.X,
- thispos.Y,
- thispos.Z);
- d.MassAdd(ref objdmass, ref tmpdmass);
- // fix all positions
- IntPtr g = d.BodyGetFirstGeom(Body);
- while (g != IntPtr.Zero)
- {
- thispos = d.GeomGetOffsetPosition(g);
- thispos.X -= objdmass.c.X;
- thispos.Y -= objdmass.c.Y;
- thispos.Z -= objdmass.c.Z;
- d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
- g = d.dBodyGetNextGeom(g);
- }
- d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
- // get current object position and rotation
- dobjpos = d.BodyGetPosition(Body);
- d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
- d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
- d.BodySetMass(Body, ref objdmass);
- m_mass = objdmass.mass;
- }
- #region Mass Calculation
- private void UpdatePrimBodyData()
- {
- primMass = m_density * primVolume;
- if (primMass <= 0)
- primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
- if (primMass > _parent_scene.maximumMassObject)
- primMass = _parent_scene.maximumMassObject;
- m_mass = primMass; // just in case
- d.MassSetBoxTotal(out primdMass, primMass, 2.0f * m_OBB.X, 2.0f * m_OBB.Y, 2.0f * m_OBB.Z);
- d.MassTranslate(ref primdMass,
- m_OBBOffset.X,
- m_OBBOffset.Y,
- m_OBBOffset.Z);
- primOOBradiusSQ = m_OBB.LengthSquared();
- if (_triMeshData != IntPtr.Zero)
- {
- float pc = m_physCost;
- float psf = primOOBradiusSQ;
- psf *= 1.33f * .2f;
- pc *= psf;
- if (pc < 0.1f)
- pc = 0.1f;
- m_physCost = pc;
- }
- else
- m_physCost = 0.1f;
- m_streamCost = 1.0f;
- }
- #endregion
- /// <summary>
- /// Add a child prim to this parent prim.
- /// </summary>
- /// <param name="prim">Child prim</param>
- // I'm the parent
- // prim is the child
- public void ParentPrim(OdePrim prim)
- {
- //Console.WriteLine("ParentPrim " + m_primName);
- if (this.m_localID != prim.m_localID)
- {
- DestroyBody(); // for now we need to rebuil entire object on link change
- lock (childrenPrim)
- {
- // adopt the prim
- if (!childrenPrim.Contains(prim))
- childrenPrim.Add(prim);
- // see if this prim has kids and adopt them also
- // should not happen for now
- foreach (OdePrim prm in prim.childrenPrim)
- {
- if (!childrenPrim.Contains(prm))
- {
- if (prm.Body != IntPtr.Zero)
- {
- if (prm.prim_geom != IntPtr.Zero)
- d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
- if (prm.Body != prim.Body)
- prm.DestroyBody(); // don't loose bodies around
- prm.Body = IntPtr.Zero;
- }
- childrenPrim.Add(prm);
- prm._parent = this;
- }
- }
- }
- //Remove old children from the prim
- prim.childrenPrim.Clear();
- if (prim.Body != IntPtr.Zero)
- {
- if (prim.prim_geom != IntPtr.Zero)
- d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
- prim.DestroyBody(); // don't loose bodies around
- prim.Body = IntPtr.Zero;
- }
- prim.childPrim = true;
- prim._parent = this;
- MakeBody(); // full nasty reconstruction
- }
- }
- private void UpdateChildsfromgeom()
- {
- if (childrenPrim.Count > 0)
- {
- foreach (OdePrim prm in childrenPrim)
- prm.UpdateDataFromGeom();
- }
- }
- private void UpdateDataFromGeom()
- {
- if (prim_geom != IntPtr.Zero)
- {
- d.Quaternion qtmp;
- d.GeomCopyQuaternion(prim_geom, out qtmp);
- _orientation.X = qtmp.X;
- _orientation.Y = qtmp.Y;
- _orientation.Z = qtmp.Z;
- _orientation.W = qtmp.W;
- /*
- // Debug
- float qlen = _orientation.Length();
- if (qlen > 1.01f || qlen < 0.99)
- m_log.WarnFormat("[PHYSICS]: Got nonnorm quaternion from geom in Object {0} norm {1}", Name, qlen);
- //
- */
- _orientation.Normalize();
- d.Vector3 lpos = d.GeomGetPosition(prim_geom);
- _position.X = lpos.X;
- _position.Y = lpos.Y;
- _position.Z = lpos.Z;
- }
- }
- private void ChildDelink(OdePrim odePrim, bool remakebodies)
- {
- // Okay, we have a delinked child.. destroy all body and remake
- if (odePrim != this && !childrenPrim.Contains(odePrim))
- return;
- DestroyBody();
- if (odePrim == this) // delinking the root prim
- {
- OdePrim newroot = null;
- lock (childrenPrim)
- {
- if (childrenPrim.Count > 0)
- {
- newroot = childrenPrim[0];
- childrenPrim.RemoveAt(0);
- foreach (OdePrim prm in childrenPrim)
- {
- newroot.childrenPrim.Add(prm);
- }
- childrenPrim.Clear();
- }
- if (newroot != null)
- {
- newroot.childPrim = false;
- newroot._parent = null;
- if (remakebodies)
- newroot.MakeBody();
- }
- }
- }
- else
- {
- lock (childrenPrim)
- {
- childrenPrim.Remove(odePrim);
- odePrim.childPrim = false;
- odePrim._parent = null;
- // odePrim.UpdateDataFromGeom();
- if (remakebodies)
- odePrim.MakeBody();
- }
- }
- if (remakebodies)
- MakeBody();
- }
- protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
- {
- // Okay, we have a delinked child.. destroy all body and remake
- if (odePrim != this && !childrenPrim.Contains(odePrim))
- return;
- DestroyBody();
- if (odePrim == this)
- {
- OdePrim newroot = null;
- lock (childrenPrim)
- {
- if (childrenPrim.Count > 0)
- {
- newroot = childrenPrim[0];
- childrenPrim.RemoveAt(0);
- foreach (OdePrim prm in childrenPrim)
- {
- newroot.childrenPrim.Add(prm);
- }
- childrenPrim.Clear();
- }
- if (newroot != null)
- {
- newroot.childPrim = false;
- newroot._parent = null;
- newroot.MakeBody();
- }
- }
- if (reMakeBody)
- MakeBody();
- return;
- }
- else
- {
- lock (childrenPrim)
- {
- childrenPrim.Remove(odePrim);
- odePrim.childPrim = false;
- odePrim._parent = null;
- if (reMakeBody)
- odePrim.MakeBody();
- }
- }
- MakeBody();
- }
- #region changes
- private void changeadd()
- {
- _parent_scene.addToPrims(this);
- }
- private void changeAngularLock(byte newLocks)
- {
- // do we have a Physical object?
- if (Body != IntPtr.Zero)
- {
- //Check that we have a Parent
- //If we have a parent then we're not authorative here
- if (_parent == null)
- {
- if (newLocks != 0)
- {
- createAMotor(newLocks);
- }
- else
- {
- if (Amotor != IntPtr.Zero)
- {
- d.JointDestroy(Amotor);
- Amotor = IntPtr.Zero;
- }
- }
- }
- }
- // Store this for later in case we get turned into a separate body
- m_angularlocks = newLocks;
- }
- private void changeLink(OdePrim NewParent)
- {
- if (_parent == null && NewParent != null)
- {
- NewParent.ParentPrim(this);
- }
- else if (_parent != null)
- {
- if (_parent is OdePrim)
- {
- if (NewParent != _parent)
- {
- (_parent as OdePrim).ChildDelink(this, false); // for now...
- childPrim = false;
- if (NewParent != null)
- {
- NewParent.ParentPrim(this);
- }
- }
- }
- }
- _parent = NewParent;
- }
- private void Stop()
- {
- if (!childPrim)
- {
- // m_force = Vector3.Zero;
- m_forceacc = Vector3.Zero;
- m_angularForceacc = Vector3.Zero;
- // m_torque = Vector3.Zero;
- _velocity = Vector3.Zero;
- m_acceleration = Vector3.Zero;
- m_rotationalVelocity = Vector3.Zero;
- _target_velocity = Vector3.Zero;
- if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
- m_vehicle.Stop();
- _zeroFlag = false;
- base.RequestPhysicsterseUpdate();
- }
- if (Body != IntPtr.Zero)
- {
- d.BodySetForce(Body, 0f, 0f, 0f);
- d.BodySetTorque(Body, 0f, 0f, 0f);
- d.BodySetLinearVel(Body, 0f, 0f, 0f);
- d.BodySetAngularVel(Body, 0f, 0f, 0f);
- }
- }
- private void changePhantomStatus(bool newval)
- {
- m_isphantom = newval;
- UpdateCollisionCatFlags();
- ApplyCollisionCatFlags();
- }
- /* not in use
- internal void ChildSelectedChange(bool childSelect)
- {
- if(childPrim)
- return;
- if (childSelect == m_isSelected)
- return;
- if (childSelect)
- {
- DoSelectedStatus(true);
- }
- else
- {
- foreach (OdePrim prm in childrenPrim)
- {
- if (prm.m_isSelected)
- return;
- }
- DoSelectedStatus(false);
- }
- }
- */
- private void changeSelectedStatus(bool newval)
- {
- if (m_lastdoneSelected == newval)
- return;
- m_lastdoneSelected = newval;
- DoSelectedStatus(newval);
- }
- private void CheckDelaySelect()
- {
- if (m_delaySelect)
- {
- DoSelectedStatus(m_isSelected);
- }
- }
- private void DoSelectedStatus(bool newval)
- {
- m_isSelected = newval;
- Stop();
- if (newval)
- {
- if (!childPrim && Body != IntPtr.Zero)
- d.BodyDisable(Body);
- if (m_delaySelect || m_isphysical)
- {
- m_collisionCategories = CollisionCategories.Selected;
- m_collisionFlags = 0;
- if (!childPrim)
- {
- foreach (OdePrim prm in childrenPrim)
- {
- prm.m_collisionCategories = m_collisionCategories;
- prm.m_collisionFlags = m_collisionFlags;
- if (prm.prim_geom != IntPtr.Zero)
- {
- if (prm.m_NoColide)
- {
- d.GeomSetCategoryBits(prm.prim_geom, 0);
- d.GeomSetCollideBits(prm.prim_geom, 0);
- }
- else
- {
- d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
- d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
- }
- }
- prm.m_delaySelect = false;
- }
- }
- // else if (_parent != null)
- // ((OdePrim)_parent).ChildSelectedChange(true);
- if (prim_geom != IntPtr.Zero)
- {
- if (m_NoColide)
- {
- d.GeomSetCategoryBits(prim_geom, 0);
- d.GeomSetCollideBits(prim_geom, 0);
- if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
- {
- d.GeomSetCategoryBits(collide_geom, 0);
- d.GeomSetCollideBits(collide_geom, 0);
- }
- }
- else
- {
- d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
- if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
- {
- d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
- d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
- }
- }
- }
- m_delaySelect = false;
- }
- else if(!m_isphysical)
- {
- m_delaySelect = true;
- }
- }
- else
- {
- if (!childPrim)
- {
- if (Body != IntPtr.Zero && !m_disabled)
- {
- _zeroFlag = true;
- d.BodySetAutoDisableSteps(Body, m_body_autodisable_frames);
- d.BodyEnable(Body);
- }
- }
- // else if (_parent != null)
- // ((OdePrim)_parent).ChildSelectedChange(false);
- UpdateCollisionCatFlags();
- ApplyCollisionCatFlags();
- m_delaySelect = false;
- }
- resetCollisionAccounting();
- }
- private void changePosition(Vector3 newPos)
- {
- CheckDelaySelect();
- if (m_isphysical)
- {
- if (childPrim) // inertia is messed, must rebuild
- {
- if (m_building)
- {
- _position = newPos;
- }
- else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
- {
- FixInertia(newPos);
- if (!d.BodyIsEnabled(Body))
- {
- _zeroFlag = true;
- d.BodySetAutoDisableSteps(Body, m_body_autodisable_frames);
- d.BodyEnable(Body);
- }
- }
- }
- else
- {
- if (_position != newPos)
- {
- d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
- _position = newPos;
- }
- if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
- {
- _zeroFlag = true;
- d.BodySetAutoDisableSteps(Body, m_body_autodisable_frames);
- d.BodyEnable(Body);
- }
- }
- }
- else
- {
- if (prim_geom != IntPtr.Zero)
- {
- if (newPos != _position)
- {
- d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
- _position = newPos;
- m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, m_targetSpace);
- }
- }
- }
- givefakepos--;
- if (givefakepos < 0)
- givefakepos = 0;
- // changeSelectedStatus();
- resetCollisionAccounting();
- }
- private void changeOrientation(Quaternion newOri)
- {
- CheckDelaySelect();
- if (m_isphysical)
- {
- if (childPrim) // inertia is messed, must rebuild
- {
- if (m_building)
- {
- _orientation = newOri;
- }
- /*
- else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
- {
- FixInertia(_position, newOri);
- if (!d.BodyIsEnabled(Body))
- d.BodyEnable(Body);
- }
- */
- }
- else
- {
- if (newOri != _orientation)
- {
- d.Quaternion myrot = new d.Quaternion();
- myrot.X = newOri.X;
- myrot.Y = newOri.Y;
- myrot.Z = newOri.Z;
- myrot.W = newOri.W;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- _orientation = newOri;
-
- if (Body != IntPtr.Zero)
- {
- if(m_angularlocks != 0)
- createAMotor(m_angularlocks);
- }
- }
- if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
- {
- _zeroFlag = true;
- d.BodySetAutoDisableSteps(Body, m_body_autodisable_frames);
- d.BodyEnable(Body);
- }
- }
- }
- else
- {
- if (prim_geom != IntPtr.Zero)
- {
- if (newOri != _orientation)
- {
- d.Quaternion myrot = new d.Quaternion();
- myrot.X = newOri.X;
- myrot.Y = newOri.Y;
- myrot.Z = newOri.Z;
- myrot.W = newOri.W;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- _orientation = newOri;
- }
- }
- }
- givefakeori--;
- if (givefakeori < 0)
- givefakeori = 0;
- resetCollisionAccounting();
- }
- private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
- {
- CheckDelaySelect();
- if (m_isphysical)
- {
- if (childPrim && m_building) // inertia is messed, must rebuild
- {
- _position = newPos;
- _orientation = newOri;
- }
- else
- {
- if (newOri != _orientation)
- {
- d.Quaternion myrot = new d.Quaternion();
- myrot.X = newOri.X;
- myrot.Y = newOri.Y;
- myrot.Z = newOri.Z;
- myrot.W = newOri.W;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- _orientation = newOri;
- if (Body != IntPtr.Zero && m_angularlocks != 0)
- createAMotor(m_angularlocks);
- }
- if (_position != newPos)
- {
- d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
- _position = newPos;
- }
- if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
- {
- _zeroFlag = true;
- d.BodySetAutoDisableSteps(Body, m_body_autodisable_frames);
- d.BodyEnable(Body);
- }
- }
- }
- else
- {
- // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
- // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
- if (prim_geom != IntPtr.Zero)
- {
- if (newOri != _orientation)
- {
- d.Quaternion myrot = new d.Quaternion();
- myrot.X = newOri.X;
- myrot.Y = newOri.Y;
- myrot.Z = newOri.Z;
- myrot.W = newOri.W;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- _orientation = newOri;
- }
- if (newPos != _position)
- {
- d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
- _position = newPos;
- m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, m_targetSpace);
- }
- }
- }
- givefakepos--;
- if (givefakepos < 0)
- givefakepos = 0;
- givefakeori--;
- if (givefakeori < 0)
- givefakeori = 0;
- resetCollisionAccounting();
- }
- private void changeDisable(bool disable)
- {
- if (disable)
- {
- if (!m_disabled)
- disableBodySoft();
- }
- else
- {
- if (m_disabled)
- enableBodySoft();
- }
- }
- private void changePhysicsStatus(bool NewStatus)
- {
- CheckDelaySelect();
- m_isphysical = NewStatus;
- if (!childPrim)
- {
- if (NewStatus)
- {
- if (Body == IntPtr.Zero)
- MakeBody();
- }
- else
- {
- if (Body != IntPtr.Zero)
- {
- DestroyBody();
- }
- Stop();
- }
- }
- resetCollisionAccounting();
- }
- private void changeSize(Vector3 newSize)
- {
- }
- private void changeShape(PrimitiveBaseShape newShape)
- {
- }
- private void changeAddPhysRep(ODEPhysRepData repData)
- {
- _size = repData.size; //??
- _pbs = repData.pbs;
- m_mesh = repData.mesh;
- m_assetID = repData.assetID;
- m_meshState = repData.meshState;
- m_hasOBB = repData.hasOBB;
- m_OBBOffset = repData.OBBOffset;
- m_OBB = repData.OBB;
- primVolume = repData.volume;
- CreateGeom(repData.isTooSmall);
- if (prim_geom != IntPtr.Zero)
- {
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- d.Quaternion myrot = new d.Quaternion();
- myrot.X = _orientation.X;
- myrot.Y = _orientation.Y;
- myrot.Z = _orientation.Z;
- myrot.W = _orientation.W;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- }
- if (!m_isphysical)
- {
- SetInStaticSpace(this);
- UpdateCollisionCatFlags();
- ApplyCollisionCatFlags();
- }
- else
- MakeBody();
- if ((m_meshState & MeshState.NeedMask) != 0)
- {
- repData.size = _size;
- repData.pbs = _pbs;
- repData.shapetype = m_fakeShapetype;
- _parent_scene.m_meshWorker.RequestMesh(repData);
- }
- else
- m_shapetype = repData.shapetype;
- }
- private void changePhysRepData(ODEPhysRepData repData)
- {
- if(_size == repData.size &&
- _pbs == repData.pbs &&
- m_shapetype == repData.shapetype &&
- m_mesh == repData.mesh &&
- primVolume == repData.volume)
- return;
- CheckDelaySelect();
- OdePrim parent = (OdePrim)_parent;
- bool chp = childPrim;
- if (chp)
- {
- if (parent != null)
- {
- parent.DestroyBody();
- }
- }
- else
- {
- DestroyBody();
- }
- RemoveGeom();
- _size = repData.size;
- _pbs = repData.pbs;
- m_mesh = repData.mesh;
- m_assetID = repData.assetID;
- m_meshState = repData.meshState;
- m_hasOBB = repData.hasOBB;
- m_OBBOffset = repData.OBBOffset;
- m_OBB = repData.OBB;
- primVolume = repData.volume;
- CreateGeom(repData.isTooSmall);
- if (prim_geom != IntPtr.Zero)
- {
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- d.Quaternion myrot = new d.Quaternion();
- myrot.X = _orientation.X;
- myrot.Y = _orientation.Y;
- myrot.Z = _orientation.Z;
- myrot.W = _orientation.W;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- }
- if (m_isphysical)
- {
- if (chp)
- {
- if (parent != null)
- {
- parent.MakeBody();
- }
- }
- else
- MakeBody();
- }
- else
- {
- SetInStaticSpace(this);
- UpdateCollisionCatFlags();
- ApplyCollisionCatFlags();
- }
- resetCollisionAccounting();
- if ((m_meshState & MeshState.NeedMask) != 0)
- {
- repData.size = _size;
- repData.pbs = _pbs;
- repData.shapetype = m_fakeShapetype;
- _parent_scene.m_meshWorker.RequestMesh(repData);
- }
- else
- m_shapetype = repData.shapetype;
- }
- private void changeFloatOnWater(bool newval)
- {
- m_collidesWater = newval;
- UpdateCollisionCatFlags();
- ApplyCollisionCatFlags();
- }
- private void changeSetTorque(Vector3 newtorque)
- {
- if (!m_isSelected && !m_outbounds)
- {
- if (m_isphysical && Body != IntPtr.Zero)
- {
- if (m_disabled)
- enableBodySoft();
- else if (!d.BodyIsEnabled(Body))
- {
- d.BodySetAutoDisableSteps(Body, m_body_autodisable_frames);
- d.BodyEnable(Body);
- }
- }
- m_torque = newtorque;
- }
- }
- private void changeForce(Vector3 force)
- {
- m_force = force;
- if (!m_isSelected && !m_outbounds && Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
- {
- d.BodySetAutoDisableSteps(Body, m_body_autodisable_frames);
- d.BodyEnable(Body);
- }
- }
- private void changeAddForce(Vector3 theforce)
- {
- m_forceacc += theforce;
- if (!m_isSelected && !m_outbounds)
- {
- lock (this)
- {
- //m_log.Info("[PHYSICS]: dequeing forcelist");
- if (m_isphysical && Body != IntPtr.Zero)
- {
- if (m_disabled)
- enableBodySoft();
- else if (!d.BodyIsEnabled(Body))
- {
- d.BodySetAutoDisableSteps(Body, m_body_autodisable_frames);
- d.BodyEnable(Body);
- }
- }
- }
- m_collisionscore = 0;
- }
- }
- // actually angular impulse
- private void changeAddAngularImpulse(Vector3 aimpulse)
- {
- m_angularForceacc += aimpulse * m_invTimeStep;
- if (!m_isSelected && !m_outbounds)
- {
- lock (this)
- {
- if (m_isphysical && Body != IntPtr.Zero)
- {
- if (m_disabled)
- enableBodySoft();
- else if (!d.BodyIsEnabled(Body))
- {
- d.BodySetAutoDisableSteps(Body, m_body_autodisable_frames);
- d.BodyEnable(Body);
- }
- }
- }
- m_collisionscore = 0;
- }
- }
- private void changevelocity(Vector3 newVel)
- {
- float len = newVel.LengthSquared();
- if (len > 100000.0f) // limit to 100m/s
- {
- len = 100.0f / (float)Math.Sqrt(len);
- newVel *= len;
- }
- if (!m_isSelected && !m_outbounds)
- {
- if (Body != IntPtr.Zero)
- {
- if (m_disabled)
- enableBodySoft();
- else if (!d.BodyIsEnabled(Body))
- {
- d.BodySetAutoDisableSteps(Body, m_body_autodisable_frames);
- d.BodyEnable(Body);
- }
- d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
- }
- //resetCollisionAccounting();
- }
- _velocity = newVel;
- }
- private void changeangvelocity(Vector3 newAngVel)
- {
- float len = newAngVel.LengthSquared();
- if (len > _parent_scene.maxAngVelocitySQ)
- {
- len = _parent_scene.maximumAngularVelocity / (float)Math.Sqrt(len);
- newAngVel *= len;
- }
- if (!m_isSelected && !m_outbounds)
- {
- if (Body != IntPtr.Zero)
- {
- if (m_disabled)
- enableBodySoft();
- else if (!d.BodyIsEnabled(Body))
- {
- d.BodySetAutoDisableSteps(Body, m_body_autodisable_frames);
- d.BodyEnable(Body);
- }
- d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z);
- }
- //resetCollisionAccounting();
- }
- m_rotationalVelocity = newAngVel;
- }
- private void changeVolumedetetion(bool newVolDtc)
- {
- m_isVolumeDetect = newVolDtc;
- m_fakeisVolumeDetect = newVolDtc;
- UpdateCollisionCatFlags();
- ApplyCollisionCatFlags();
- }
- protected void changeBuilding(bool newbuilding)
- {
- // Check if we need to do anything
- if (newbuilding == m_building)
- return;
- if ((bool)newbuilding)
- {
- m_building = true;
- if (!childPrim)
- DestroyBody();
- }
- else
- {
- m_building = false;
- CheckDelaySelect();
- if (!childPrim)
- MakeBody();
- }
- if (!childPrim && childrenPrim.Count > 0)
- {
- foreach (OdePrim prm in childrenPrim)
- prm.changeBuilding(m_building); // call directly
- }
- }
- public void changeSetVehicle(VehicleData vdata)
- {
- if (m_vehicle == null)
- m_vehicle = new ODEDynamics(this);
- m_vehicle.DoSetVehicle(vdata);
- }
- private void changeVehicleType(int value)
- {
- if (value == (int)Vehicle.TYPE_NONE)
- {
- if (m_vehicle != null)
- m_vehicle = null;
- }
- else
- {
- if (m_vehicle == null)
- m_vehicle = new ODEDynamics(this);
- m_vehicle.ProcessTypeChange((Vehicle)value);
- }
- }
- private void changeVehicleFloatParam(strVehicleFloatParam fp)
- {
- if (m_vehicle == null)
- return;
- m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
- }
- private void changeVehicleVectorParam(strVehicleVectorParam vp)
- {
- if (m_vehicle == null)
- return;
- m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
- }
- private void changeVehicleRotationParam(strVehicleQuatParam qp)
- {
- if (m_vehicle == null)
- return;
- m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
- }
- private void changeVehicleFlags(strVehicleBoolParam bp)
- {
- if (m_vehicle == null)
- return;
- m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
- }
- private void changeBuoyancy(float b)
- {
- m_buoyancy = b;
- }
- private void changePIDTarget(Vector3 trg)
- {
- m_PIDTarget = trg;
- }
- private void changePIDTau(float tau)
- {
- m_PIDTau = tau;
- }
- private void changePIDActive(bool val)
- {
- m_usePID = val;
- }
- private void changePIDHoverHeight(float val)
- {
- m_PIDHoverHeight = val;
- if (val == 0)
- m_useHoverPID = false;
- }
- private void changePIDHoverType(PIDHoverType type)
- {
- m_PIDHoverType = type;
- }
- private void changePIDHoverTau(float tau)
- {
- m_PIDHoverTau = tau;
- }
- private void changePIDHoverActive(bool active)
- {
- m_useHoverPID = active;
- }
- private void changeInertia(PhysicsInertiaData inertia)
- {
- m_InertiaOverride = inertia;
- if (Body != IntPtr.Zero)
- DestroyBody();
- MakeBody();
- }
- #endregion
- public void Move()
- {
- if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
- !m_disabled && !m_isSelected && !m_building && !m_outbounds)
- {
- if (!d.BodyIsEnabled(Body))
- {
- // let vehicles sleep
- if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
- return;
- if (++m_bodydisablecontrol < 50)
- return;
- // clear residuals
- d.BodySetAngularVel(Body,0f,0f,0f);
- d.BodySetLinearVel(Body,0f,0f,0f);
- _zeroFlag = true;
- d.BodySetAutoDisableSteps(Body, 1);
- d.BodyEnable(Body);
- m_bodydisablecontrol = -3;
- }
- if(m_bodydisablecontrol < 0)
- m_bodydisablecontrol++;
- d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
- if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
- {
- // 'VEHICLES' are dealt with in ODEDynamics.cs
- m_vehicle.Step();
- return;
- }
- float fx = 0;
- float fy = 0;
- float fz = 0;
- float mass = m_mass;
- if (m_usePID && m_PIDTau > 0)
- {
- // for now position error
- _target_velocity =
- new Vector3(
- (m_PIDTarget.X - lpos.X),
- (m_PIDTarget.Y - lpos.Y),
- (m_PIDTarget.Z - lpos.Z)
- );
- if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
- {
- d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
- d.BodySetLinearVel(Body, 0, 0, 0);
- return;
- }
- else
- {
- _zeroFlag = false;
- float tmp = 1 / m_PIDTau;
- _target_velocity *= tmp;
- // apply limits
- tmp = _target_velocity.Length();
- if (tmp > 50.0f)
- {
- tmp = 50 / tmp;
- _target_velocity *= tmp;
- }
- else if (tmp < 0.05f)
- {
- tmp = 0.05f / tmp;
- _target_velocity *= tmp;
- }
- d.Vector3 vel = d.BodyGetLinearVel(Body);
- fx = (_target_velocity.X - vel.X) * m_invTimeStep;
- fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
- fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
- // d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
- }
- } // end if (m_usePID)
- // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
- else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
- {
- // Non-Vehicles have a limited set of Hover options.
- // determine what our target height really is based on HoverType
- m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
- switch (m_PIDHoverType)
- {
- case PIDHoverType.Ground:
- m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
- break;
- case PIDHoverType.GroundAndWater:
- m_waterHeight = _parent_scene.GetWaterLevel();
- if (m_groundHeight > m_waterHeight)
- m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
- else
- m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
- break;
- } // end switch (m_PIDHoverType)
- // don't go underground unless volumedetector
- if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
- {
- d.Vector3 vel = d.BodyGetLinearVel(Body);
- fz = (m_targetHoverHeight - lpos.Z);
- // if error is zero, use position control; otherwise, velocity control
- if (Math.Abs(fz) < 0.01f)
- {
- d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
- d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
- }
- else
- {
- _zeroFlag = false;
- fz /= m_PIDHoverTau;
- float tmp = Math.Abs(fz);
- if (tmp > 50)
- fz = 50 * Math.Sign(fz);
- else if (tmp < 0.1)
- fz = 0.1f * Math.Sign(fz);
- fz = ((fz - vel.Z) * m_invTimeStep);
- }
- }
- }
- else
- {
- float b = (1.0f - m_buoyancy) * m_gravmod;
- fx = _parent_scene.gravityx * b;
- fy = _parent_scene.gravityy * b;
- fz = _parent_scene.gravityz * b;
- }
- fx *= mass;
- fy *= mass;
- fz *= mass;
- // constant force
- fx += m_force.X;
- fy += m_force.Y;
- fz += m_force.Z;
- fx += m_forceacc.X;
- fy += m_forceacc.Y;
- fz += m_forceacc.Z;
- m_forceacc = Vector3.Zero;
- //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
- if (fx != 0 || fy != 0 || fz != 0)
- {
- d.BodyAddForce(Body, fx, fy, fz);
- //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
- }
- Vector3 trq;
- trq = m_torque;
- trq += m_angularForceacc;
- m_angularForceacc = Vector3.Zero;
- if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
- {
- d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
- }
- }
- else
- { // is not physical, or is not a body or is selected
- // _zeroPosition = d.BodyGetPosition(Body);
- return;
- //Console.WriteLine("Nothing " + Name);
- }
- }
- public void UpdatePositionAndVelocity(int frame)
- {
- if (_parent == null && !m_isSelected && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
- {
- if(m_bodydisablecontrol < 0)
- return;
- bool bodyenabled = d.BodyIsEnabled(Body);
- if (bodyenabled || !_zeroFlag)
- {
- bool lastZeroFlag = _zeroFlag;
- d.Vector3 lpos = d.GeomGetPosition(prim_geom);
- // check outside region
- if (lpos.Z < -100 || lpos.Z > 100000f)
- {
- m_outbounds = true;
- lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
- m_acceleration.X = 0;
- m_acceleration.Y = 0;
- m_acceleration.Z = 0;
- _velocity.X = 0;
- _velocity.Y = 0;
- _velocity.Z = 0;
- m_rotationalVelocity.X = 0;
- m_rotationalVelocity.Y = 0;
- m_rotationalVelocity.Z = 0;
- d.BodySetLinearVel(Body, 0, 0, 0); // stop it
- d.BodySetAngularVel(Body, 0, 0, 0); // stop it
- d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
- m_lastposition = _position;
- m_lastorientation = _orientation;
- base.RequestPhysicsterseUpdate();
- // throttleCounter = 0;
- _zeroFlag = true;
- disableBodySoft(); // disable it and colisions
- base.RaiseOutOfBounds(_position);
- return;
- }
- if (lpos.X < 0f)
- {
- _position.X = Util.Clip(lpos.X, -2f, -0.1f);
- m_outbounds = true;
- }
- else if (lpos.X > _parent_scene.WorldExtents.X)
- {
- _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
- m_outbounds = true;
- }
- if (lpos.Y < 0f)
- {
- _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
- m_outbounds = true;
- }
- else if (lpos.Y > _parent_scene.WorldExtents.Y)
- {
- _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
- m_outbounds = true;
- }
- if (m_outbounds)
- {
- m_lastposition = _position;
- m_lastorientation = _orientation;
- d.Vector3 dtmp = d.BodyGetAngularVel(Body);
- m_rotationalVelocity.X = dtmp.X;
- m_rotationalVelocity.Y = dtmp.Y;
- m_rotationalVelocity.Z = dtmp.Z;
- dtmp = d.BodyGetLinearVel(Body);
- _velocity.X = dtmp.X;
- _velocity.Y = dtmp.Y;
- _velocity.Z = dtmp.Z;
- d.BodySetLinearVel(Body, 0, 0, 0); // stop it
- d.BodySetAngularVel(Body, 0, 0, 0);
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- disableBodySoft(); // stop collisions
- UnSubscribeEvents();
- base.RequestPhysicsterseUpdate();
- return;
- }
- d.Quaternion ori;
- d.GeomCopyQuaternion(prim_geom, out ori);
- // decide if moving
- // use positions since this are integrated quantities
- // tolerance values depende a lot on simulation noise...
- // use simple math.abs since we dont need to be exact
- if(!bodyenabled)
- {
- _zeroFlag = true;
- }
- else
- {
- float poserror;
- float angerror;
- if(_zeroFlag)
- {
- poserror = 0.01f;
- angerror = 0.001f;
- }
- else
- {
- poserror = 0.005f;
- angerror = 0.0005f;
- }
- if (
- (Math.Abs(_position.X - lpos.X) < poserror)
- && (Math.Abs(_position.Y - lpos.Y) < poserror)
- && (Math.Abs(_position.Z - lpos.Z) < poserror)
- && (Math.Abs(_orientation.X - ori.X) < angerror)
- && (Math.Abs(_orientation.Y - ori.Y) < angerror)
- && (Math.Abs(_orientation.Z - ori.Z) < angerror) // ignore W
- )
- _zeroFlag = true;
- else
- _zeroFlag = false;
- }
- // update position
- if (!(_zeroFlag && lastZeroFlag))
- {
- _position.X = lpos.X;
- _position.Y = lpos.Y;
- _position.Z = lpos.Z;
- _orientation.X = ori.X;
- _orientation.Y = ori.Y;
- _orientation.Z = ori.Z;
- _orientation.W = ori.W;
- }
- // update velocities and acceleration
- if (_zeroFlag || lastZeroFlag)
- {
- // disable interpolators
- _velocity = Vector3.Zero;
- m_acceleration = Vector3.Zero;
- m_rotationalVelocity = Vector3.Zero;
- }
- else
- {
- d.Vector3 vel = d.BodyGetLinearVel(Body);
- m_acceleration = _velocity;
- if ((Math.Abs(vel.X) < 0.005f) &&
- (Math.Abs(vel.Y) < 0.005f) &&
- (Math.Abs(vel.Z) < 0.005f))
- {
- _velocity = Vector3.Zero;
- float t = -m_invTimeStep;
- m_acceleration = m_acceleration * t;
- }
- else
- {
- _velocity.X = vel.X;
- _velocity.Y = vel.Y;
- _velocity.Z = vel.Z;
- m_acceleration = (_velocity - m_acceleration) * m_invTimeStep;
- }
- if ((Math.Abs(m_acceleration.X) < 0.01f) &&
- (Math.Abs(m_acceleration.Y) < 0.01f) &&
- (Math.Abs(m_acceleration.Z) < 0.01f))
- {
- m_acceleration = Vector3.Zero;
- }
- vel = d.BodyGetAngularVel(Body);
- if ((Math.Abs(vel.X) < 0.0001) &&
- (Math.Abs(vel.Y) < 0.0001) &&
- (Math.Abs(vel.Z) < 0.0001)
- )
- {
- m_rotationalVelocity = Vector3.Zero;
- }
- else
- {
- m_rotationalVelocity.X = vel.X;
- m_rotationalVelocity.Y = vel.Y;
- m_rotationalVelocity.Z = vel.Z;
- }
- }
- if (_zeroFlag)
- {
- if (!m_lastUpdateSent)
- {
- base.RequestPhysicsterseUpdate();
- if (lastZeroFlag)
- m_lastUpdateSent = true;
- }
- return;
- }
- base.RequestPhysicsterseUpdate();
- m_lastUpdateSent = false;
- }
- }
- }
- internal static bool QuaternionIsFinite(Quaternion q)
- {
- if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
- return false;
- if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
- return false;
- if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
- return false;
- if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
- return false;
- return true;
- }
- internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
- {
- // assumes object center of mass is zero
- float smass = part.mass;
- theobj.mass -= smass;
- smass *= 1.0f / (theobj.mass); ;
- theobj.c.X -= part.c.X * smass;
- theobj.c.Y -= part.c.Y * smass;
- theobj.c.Z -= part.c.Z * smass;
- theobj.I.M00 -= part.I.M00;
- theobj.I.M01 -= part.I.M01;
- theobj.I.M02 -= part.I.M02;
- theobj.I.M10 -= part.I.M10;
- theobj.I.M11 -= part.I.M11;
- theobj.I.M12 -= part.I.M12;
- theobj.I.M20 -= part.I.M20;
- theobj.I.M21 -= part.I.M21;
- theobj.I.M22 -= part.I.M22;
- }
- private void donullchange()
- {
- }
- public bool DoAChange(changes what, object arg)
- {
- if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.AddPhysRep && what != changes.Remove)
- {
- return false;
- }
- // nasty switch
- switch (what)
- {
- case changes.Add:
- changeadd();
- break;
- case changes.AddPhysRep:
- changeAddPhysRep((ODEPhysRepData)arg);
- break;
- case changes.Remove:
- //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
- //When we return true, it destroys all of the prims in the linkset anyway
- if (_parent != null)
- {
- OdePrim parent = (OdePrim)_parent;
- parent.ChildRemove(this, false);
- }
- else
- ChildRemove(this, false);
- m_vehicle = null;
- RemoveGeom();
- m_targetSpace = IntPtr.Zero;
- UnSubscribeEvents();
- return true;
- case changes.Link:
- OdePrim tmp = (OdePrim)arg;
- changeLink(tmp);
- break;
- case changes.DeLink:
- changeLink(null);
- break;
- case changes.Position:
- changePosition((Vector3)arg);
- break;
- case changes.Orientation:
- changeOrientation((Quaternion)arg);
- break;
- case changes.PosOffset:
- donullchange();
- break;
- case changes.OriOffset:
- donullchange();
- break;
- case changes.Velocity:
- changevelocity((Vector3)arg);
- break;
- case changes.TargetVelocity:
- break;
- // case changes.Acceleration:
- // changeacceleration((Vector3)arg);
- // break;
- case changes.AngVelocity:
- changeangvelocity((Vector3)arg);
- break;
- case changes.Force:
- changeForce((Vector3)arg);
- break;
- case changes.Torque:
- changeSetTorque((Vector3)arg);
- break;
- case changes.AddForce:
- changeAddForce((Vector3)arg);
- break;
- case changes.AddAngForce:
- changeAddAngularImpulse((Vector3)arg);
- break;
- case changes.AngLock:
- changeAngularLock((byte)arg);
- break;
- case changes.Size:
- changeSize((Vector3)arg);
- break;
- case changes.Shape:
- changeShape((PrimitiveBaseShape)arg);
- break;
- case changes.PhysRepData:
- changePhysRepData((ODEPhysRepData) arg);
- break;
- case changes.CollidesWater:
- changeFloatOnWater((bool)arg);
- break;
- case changes.VolumeDtc:
- changeVolumedetetion((bool)arg);
- break;
- case changes.Phantom:
- changePhantomStatus((bool)arg);
- break;
- case changes.Physical:
- changePhysicsStatus((bool)arg);
- break;
- case changes.Selected:
- changeSelectedStatus((bool)arg);
- break;
- case changes.disabled:
- changeDisable((bool)arg);
- break;
- case changes.building:
- changeBuilding((bool)arg);
- break;
- case changes.VehicleType:
- changeVehicleType((int)arg);
- break;
- case changes.VehicleFlags:
- changeVehicleFlags((strVehicleBoolParam) arg);
- break;
- case changes.VehicleFloatParam:
- changeVehicleFloatParam((strVehicleFloatParam) arg);
- break;
- case changes.VehicleVectorParam:
- changeVehicleVectorParam((strVehicleVectorParam) arg);
- break;
- case changes.VehicleRotationParam:
- changeVehicleRotationParam((strVehicleQuatParam) arg);
- break;
- case changes.SetVehicle:
- changeSetVehicle((VehicleData) arg);
- break;
- case changes.Buoyancy:
- changeBuoyancy((float)arg);
- break;
- case changes.PIDTarget:
- changePIDTarget((Vector3)arg);
- break;
- case changes.PIDTau:
- changePIDTau((float)arg);
- break;
- case changes.PIDActive:
- changePIDActive((bool)arg);
- break;
- case changes.PIDHoverHeight:
- changePIDHoverHeight((float)arg);
- break;
- case changes.PIDHoverType:
- changePIDHoverType((PIDHoverType)arg);
- break;
- case changes.PIDHoverTau:
- changePIDHoverTau((float)arg);
- break;
- case changes.PIDHoverActive:
- changePIDHoverActive((bool)arg);
- break;
- case changes.SetInertia:
- changeInertia((PhysicsInertiaData) arg);
- break;
- case changes.Null:
- donullchange();
- break;
- default:
- donullchange();
- break;
- }
- return false;
- }
- public void AddChange(changes what, object arg)
- {
- _parent_scene.AddChange((PhysicsActor) this, what, arg);
- }
- private struct strVehicleBoolParam
- {
- public int param;
- public bool value;
- }
- private struct strVehicleFloatParam
- {
- public int param;
- public float value;
- }
- private struct strVehicleQuatParam
- {
- public int param;
- public Quaternion value;
- }
- private struct strVehicleVectorParam
- {
- public int param;
- public Vector3 value;
- }
- }
- }
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