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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 Ode.NET;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Physics.OdePlugin
- {
- /// <summary>
- /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
- /// </summary>
- public class OdePrim : PhysicsActor
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private bool m_isphysical;
- public int ExpectedCollisionContacts { get { return m_expectedCollisionContacts; } }
- private int m_expectedCollisionContacts = 0;
- /// <summary>
- /// Gets collide bits so that we can still perform land collisions if a mesh fails to load.
- /// </summary>
- private int BadMeshAssetCollideBits
- {
- get { return m_isphysical ? (int)CollisionCategories.Land : 0; }
- }
- /// <summary>
- /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
- /// </summary>
- public override bool IsPhysical
- {
- get { return m_isphysical; }
- set
- {
- m_isphysical = value;
- if (!m_isphysical) // Zero the remembered last velocity
- m_lastVelocity = Vector3.Zero;
- }
- }
- private Vector3 _position;
- private Vector3 _velocity;
- private Vector3 _torque;
- private Vector3 m_lastVelocity;
- private Vector3 m_lastposition;
- private Quaternion m_lastorientation = new Quaternion();
- private Vector3 m_rotationalVelocity;
- private Vector3 _size;
- private Vector3 _acceleration;
- // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
- private Quaternion _orientation;
- private Vector3 m_taintposition;
- private Vector3 m_taintsize;
- private Vector3 m_taintVelocity;
- private Vector3 m_taintTorque;
- private Quaternion m_taintrot;
- private Vector3 m_angularlock = Vector3.One;
- private Vector3 m_taintAngularLock = Vector3.One;
- private IntPtr Amotor = IntPtr.Zero;
- private bool m_assetFailed = false;
- private Vector3 m_PIDTarget;
- private float m_PIDTau;
- private float PID_D = 35f;
- private float PID_G = 25f;
- // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
- // and are for non-VEHICLES only.
- private float m_PIDHoverHeight;
- private float m_PIDHoverTau;
- private bool m_useHoverPID;
- private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
- 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 float m_tensor = 5f;
- private int body_autodisable_frames = 20;
- private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
- | CollisionCategories.Space
- | CollisionCategories.Body
- | CollisionCategories.Character
- );
- private bool m_taintshape;
- private bool m_taintPhysics;
- private bool m_collidesLand = true;
- private bool m_collidesWater;
- // Default we're a Geometry
- private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
- // Default, Collide with Other Geometries, spaces and Bodies
- private CollisionCategories m_collisionFlags = m_default_collisionFlags;
- public bool m_taintremove { get; private set; }
- public bool m_taintdisable { get; private set; }
- internal bool m_disabled;
- public bool m_taintadd { get; private set; }
- public bool m_taintselected { get; private set; }
- public bool m_taintCollidesWater { get; private set; }
- private bool m_taintforce = false;
- private bool m_taintaddangularforce = false;
- private Vector3 m_force;
- private List<Vector3> m_forcelist = new List<Vector3>();
- private List<Vector3> m_angularforcelist = new List<Vector3>();
- private PrimitiveBaseShape _pbs;
- private OdeScene _parent_scene;
-
- /// <summary>
- /// The physics space which contains prim geometries
- /// </summary>
- public IntPtr m_targetSpace = IntPtr.Zero;
- /// <summary>
- /// The prim geometry, used for collision detection.
- /// </summary>
- /// <remarks>
- /// This is never null except for a brief period when the geometry needs to be replaced (due to resizing or
- /// mesh change) or when the physical prim is being removed from the scene.
- /// </remarks>
- public IntPtr prim_geom { get; private set; }
- public IntPtr _triMeshData { get; private set; }
- private IntPtr _linkJointGroup = IntPtr.Zero;
- private PhysicsActor _parent;
- private PhysicsActor m_taintparent;
- private List<OdePrim> childrenPrim = new List<OdePrim>();
- private bool iscolliding;
- private bool m_isSelected;
- internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
- private bool m_throttleUpdates;
- private int throttleCounter;
- public int m_interpenetrationcount { get; private set; }
- internal float m_collisionscore;
- public int m_roundsUnderMotionThreshold { get; private set; }
- private int m_crossingfailures;
- public bool outofBounds { get; private set; }
- private float m_density = 10.000006836f; // Aluminum g/cm3;
- public bool _zeroFlag { get; private set; }
- private bool m_lastUpdateSent;
- public IntPtr Body = IntPtr.Zero;
- private Vector3 _target_velocity;
- private d.Mass pMass;
- private int m_eventsubscription;
- private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
- /// <summary>
- /// Signal whether there were collisions on the previous frame, so we know if we need to send the
- /// empty CollisionEventsThisFrame to the prim so that it can detect the end of a collision.
- /// </summary>
- /// <remarks>
- /// This is probably a temporary measure, pending storing this information consistently in CollisionEventUpdate itself.
- /// </remarks>
- private bool m_collisionsOnPreviousFrame;
- private IntPtr m_linkJoint = IntPtr.Zero;
- internal volatile bool childPrim;
- private ODEDynamics m_vehicle;
- internal int m_material = (int)Material.Wood;
- public OdePrim(
- String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
- Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
- {
- Name = primName;
- m_vehicle = new ODEDynamics();
- //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
- 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;
- m_taintposition = pos;
- PID_D = parent_scene.bodyPIDD;
- PID_G = parent_scene.bodyPIDG;
- m_density = parent_scene.geomDefaultDensity;
- // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
- body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
- prim_geom = IntPtr.Zero;
- if (!pos.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;
- m_taintsize = _size;
- if (!QuaternionIsFinite(rotation))
- {
- rotation = Quaternion.Identity;
- m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
- }
- _orientation = rotation;
- m_taintrot = _orientation;
- _pbs = pbs;
- _parent_scene = parent_scene;
- m_targetSpace = (IntPtr)0;
- if (pos.Z < 0)
- {
- IsPhysical = false;
- }
- else
- {
- IsPhysical = pisPhysical;
- // If we're physical, we need to be in the master space for now.
- // linksets *should* be in a space together.. but are not currently
- if (IsPhysical)
- m_targetSpace = _parent_scene.space;
- }
- m_taintadd = true;
- m_assetFailed = false;
- _parent_scene.AddPhysicsActorTaint(this);
- }
- public override int PhysicsActorType
- {
- get { return (int) ActorTypes.Prim; }
- set { return; }
- }
- public override bool SetAlwaysRun
- {
- get { return false; }
- set { return; }
- }
- public override bool Grabbed
- {
- set { return; }
- }
- public override bool Selected
- {
- set
- {
- // This only makes the object not collidable if the object
- // is physical or the object is modified somehow *IN THE FUTURE*
- // without this, if an avatar selects prim, they can walk right
- // through it while it's selected
- m_collisionscore = 0;
- if ((IsPhysical && !_zeroFlag) || !value)
- {
- m_taintselected = value;
- _parent_scene.AddPhysicsActorTaint(this);
- }
- else
- {
- m_taintselected = value;
- m_isSelected = value;
- }
- if (m_isSelected)
- disableBodySoft();
- }
- }
- /// <summary>
- /// Set a new geometry for this prim.
- /// </summary>
- /// <param name="geom"></param>
- private void SetGeom(IntPtr geom)
- {
- prim_geom = geom;
- //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
- if (m_assetFailed)
- {
- d.GeomSetCategoryBits(prim_geom, 0);
- d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
- }
- else
- {
- d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
- }
- _parent_scene.geom_name_map[prim_geom] = Name;
- _parent_scene.actor_name_map[prim_geom] = this;
- if (childPrim)
- {
- if (_parent != null && _parent is OdePrim)
- {
- OdePrim parent = (OdePrim)_parent;
- //Console.WriteLine("SetGeom calls ChildSetGeom");
- parent.ChildSetGeom(this);
- }
- }
- //m_log.Warn("Setting Geom to: " + prim_geom);
- }
- private void enableBodySoft()
- {
- if (!childPrim)
- {
- if (IsPhysical && Body != IntPtr.Zero)
- {
- d.BodyEnable(Body);
- if (m_vehicle.Type != Vehicle.TYPE_NONE)
- m_vehicle.Enable(Body, _parent_scene);
- }
- m_disabled = false;
- }
- }
- private void disableBodySoft()
- {
- m_disabled = true;
- if (IsPhysical && Body != IntPtr.Zero)
- {
- d.BodyDisable(Body);
- }
- }
- /// <summary>
- /// Make a prim subject to physics.
- /// </summary>
- private void enableBody()
- {
- // Don't enable this body if we're a child prim
- // this should be taken care of in the parent function not here
- if (!childPrim)
- {
- // Sets the geom to a body
- Body = d.BodyCreate(_parent_scene.world);
- setMass();
- d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
- d.Quaternion myrot = new d.Quaternion();
- myrot.X = _orientation.X;
- myrot.Y = _orientation.Y;
- myrot.Z = _orientation.Z;
- myrot.W = _orientation.W;
- d.BodySetQuaternion(Body, ref myrot);
- d.GeomSetBody(prim_geom, Body);
- if (m_assetFailed)
- {
- d.GeomSetCategoryBits(prim_geom, 0);
- d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
- }
- else
- {
- m_collisionCategories |= CollisionCategories.Body;
- m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
- }
- d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
- d.BodySetAutoDisableFlag(Body, true);
- d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
-
- // disconnect from world gravity so we can apply buoyancy
- d.BodySetGravityMode (Body, false);
- m_interpenetrationcount = 0;
- m_collisionscore = 0;
- m_disabled = false;
- // The body doesn't already have a finite rotation mode set here
- if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null)
- {
- createAMotor(m_angularlock);
- }
- if (m_vehicle.Type != Vehicle.TYPE_NONE)
- {
- m_vehicle.Enable(Body, _parent_scene);
- }
- _parent_scene.ActivatePrim(this);
- }
- }
- #region Mass Calculation
- private float CalculateMass()
- {
- float volume = _size.X * _size.Y * _size.Z; // default
- float tmp;
- float returnMass = 0;
- float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
- float hollowVolume = hollowAmount * hollowAmount;
-
- switch (_pbs.ProfileShape)
- {
- case ProfileShape.Square:
- // default box
- if (_pbs.PathCurve == (byte)Extrusion.Straight)
- {
- if (hollowAmount > 0.0)
- {
- switch (_pbs.HollowShape)
- {
- case HollowShape.Square:
- case HollowShape.Same:
- break;
- case HollowShape.Circle:
- hollowVolume *= 0.78539816339f;
- break;
- case HollowShape.Triangle:
- hollowVolume *= (0.5f * .5f);
- break;
- default:
- hollowVolume = 0;
- break;
- }
- volume *= (1.0f - hollowVolume);
- }
- }
- else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- //a tube
- volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
- tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
- volume -= volume*tmp*tmp;
-
- if (hollowAmount > 0.0)
- {
- hollowVolume *= hollowAmount;
-
- switch (_pbs.HollowShape)
- {
- case HollowShape.Square:
- case HollowShape.Same:
- break;
- case HollowShape.Circle:
- hollowVolume *= 0.78539816339f;;
- break;
- case HollowShape.Triangle:
- hollowVolume *= 0.5f * 0.5f;
- break;
- default:
- hollowVolume = 0;
- break;
- }
- volume *= (1.0f - hollowVolume);
- }
- }
- break;
- case ProfileShape.Circle:
- if (_pbs.PathCurve == (byte)Extrusion.Straight)
- {
- volume *= 0.78539816339f; // elipse base
- if (hollowAmount > 0.0)
- {
- switch (_pbs.HollowShape)
- {
- case HollowShape.Same:
- case HollowShape.Circle:
- break;
- case HollowShape.Square:
- hollowVolume *= 0.5f * 2.5984480504799f;
- break;
- case HollowShape.Triangle:
- hollowVolume *= .5f * 1.27323954473516f;
- break;
- default:
- hollowVolume = 0;
- break;
- }
- volume *= (1.0f - hollowVolume);
- }
- }
- else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
- tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
- volume *= (1.0f - tmp * tmp);
-
- if (hollowAmount > 0.0)
- {
- // calculate the hollow volume by it's shape compared to the prim shape
- hollowVolume *= hollowAmount;
- switch (_pbs.HollowShape)
- {
- case HollowShape.Same:
- case HollowShape.Circle:
- break;
- case HollowShape.Square:
- hollowVolume *= 0.5f * 2.5984480504799f;
- break;
- case HollowShape.Triangle:
- hollowVolume *= .5f * 1.27323954473516f;
- break;
- default:
- hollowVolume = 0;
- break;
- }
- volume *= (1.0f - hollowVolume);
- }
- }
- break;
- case ProfileShape.HalfCircle:
- if (_pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- volume *= 0.52359877559829887307710723054658f;
- }
- break;
- case ProfileShape.EquilateralTriangle:
- if (_pbs.PathCurve == (byte)Extrusion.Straight)
- {
- volume *= 0.32475953f;
- if (hollowAmount > 0.0)
- {
- // calculate the hollow volume by it's shape compared to the prim shape
- switch (_pbs.HollowShape)
- {
- case HollowShape.Same:
- case HollowShape.Triangle:
- hollowVolume *= .25f;
- break;
- case HollowShape.Square:
- hollowVolume *= 0.499849f * 3.07920140172638f;
- break;
- case HollowShape.Circle:
- // Hollow shape is a perfect cyllinder in respect to the cube's scale
- // Cyllinder hollow volume calculation
- hollowVolume *= 0.1963495f * 3.07920140172638f;
- break;
- default:
- hollowVolume = 0;
- break;
- }
- volume *= (1.0f - hollowVolume);
- }
- }
- else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- volume *= 0.32475953f;
- volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
- tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
- volume *= (1.0f - tmp * tmp);
- if (hollowAmount > 0.0)
- {
- hollowVolume *= hollowAmount;
- switch (_pbs.HollowShape)
- {
- case HollowShape.Same:
- case HollowShape.Triangle:
- hollowVolume *= .25f;
- break;
- case HollowShape.Square:
- hollowVolume *= 0.499849f * 3.07920140172638f;
- break;
- case HollowShape.Circle:
- hollowVolume *= 0.1963495f * 3.07920140172638f;
- break;
- default:
- hollowVolume = 0;
- break;
- }
- volume *= (1.0f - hollowVolume);
- }
- }
- break;
- default:
- break;
- }
- float taperX1;
- float taperY1;
- float taperX;
- float taperY;
- float pathBegin;
- float pathEnd;
- float profileBegin;
- float profileEnd;
- if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
- {
- taperX1 = _pbs.PathScaleX * 0.01f;
- if (taperX1 > 1.0f)
- taperX1 = 2.0f - taperX1;
- taperX = 1.0f - taperX1;
- taperY1 = _pbs.PathScaleY * 0.01f;
- if (taperY1 > 1.0f)
- taperY1 = 2.0f - taperY1;
- taperY = 1.0f - taperY1;
- }
- else
- {
- taperX = _pbs.PathTaperX * 0.01f;
- if (taperX < 0.0f)
- taperX = -taperX;
- taperX1 = 1.0f - taperX;
- taperY = _pbs.PathTaperY * 0.01f;
- if (taperY < 0.0f)
- taperY = -taperY;
- taperY1 = 1.0f - taperY;
- }
- volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
- pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
- pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
- volume *= (pathEnd - pathBegin);
- // this is crude aproximation
- profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
- profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
- volume *= (profileEnd - profileBegin);
- returnMass = m_density * volume;
- if (returnMass <= 0)
- returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
- // else if (returnMass > _parent_scene.maximumMassObject)
- // returnMass = _parent_scene.maximumMassObject;
- // Recursively calculate mass
- bool HasChildPrim = false;
- lock (childrenPrim)
- {
- if (childrenPrim.Count > 0)
- {
- HasChildPrim = true;
- }
- }
- if (HasChildPrim)
- {
- OdePrim[] childPrimArr = new OdePrim[0];
- lock (childrenPrim)
- childPrimArr = childrenPrim.ToArray();
- for (int i = 0; i < childPrimArr.Length; i++)
- {
- if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
- returnMass += childPrimArr[i].CalculateMass();
- // failsafe, this shouldn't happen but with OpenSim, you never know :)
- if (i > 256)
- break;
- }
- }
- if (returnMass > _parent_scene.maximumMassObject)
- returnMass = _parent_scene.maximumMassObject;
- return returnMass;
- }
- #endregion
- private void setMass()
- {
- if (Body != (IntPtr) 0)
- {
- float newmass = CalculateMass();
- //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
- d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
- d.BodySetMass(Body, ref pMass);
- }
- }
- private void setAngularVelocity(float x, float y, float z)
- {
- if (Body != (IntPtr)0)
- {
- d.BodySetAngularVel(Body, x, y, z);
- }
- }
- /// <summary>
- /// Stop a prim from being subject to physics.
- /// </summary>
- internal void disableBody()
- {
- //this kills the body so things like 'mesh' can re-create it.
- lock (this)
- {
- if (!childPrim)
- {
- if (Body != IntPtr.Zero)
- {
- _parent_scene.DeactivatePrim(this);
- m_collisionCategories &= ~CollisionCategories.Body;
- m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
- if (m_assetFailed)
- {
- d.GeomSetCategoryBits(prim_geom, 0);
- d.GeomSetCollideBits(prim_geom, 0);
- }
- else
- {
- d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
- }
- d.BodyDestroy(Body);
- lock (childrenPrim)
- {
- if (childrenPrim.Count > 0)
- {
- foreach (OdePrim prm in childrenPrim)
- {
- _parent_scene.DeactivatePrim(prm);
- prm.Body = IntPtr.Zero;
- }
- }
- }
- Body = IntPtr.Zero;
- }
- }
- else
- {
- _parent_scene.DeactivatePrim(this);
-
- m_collisionCategories &= ~CollisionCategories.Body;
- m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
- if (m_assetFailed)
- {
- d.GeomSetCategoryBits(prim_geom, 0);
- d.GeomSetCollideBits(prim_geom, 0);
- }
- else
- {
- d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
- }
- Body = IntPtr.Zero;
- }
- }
- m_disabled = true;
- m_collisionscore = 0;
- }
- private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
- private void setMesh(OdeScene parent_scene, IMesh mesh)
- {
- // m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh);
- // This sleeper is there to moderate how long it takes between
- // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
- //Thread.Sleep(10);
- //Kill Body so that mesh can re-make the geom
- if (IsPhysical && Body != IntPtr.Zero)
- {
- if (childPrim)
- {
- if (_parent != null)
- {
- OdePrim parent = (OdePrim)_parent;
- parent.ChildDelink(this);
- }
- }
- else
- {
- disableBody();
- }
- }
- IntPtr vertices, indices;
- int vertexCount, indexCount;
- int vertexStride, triStride;
- mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
- mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
- m_expectedCollisionContacts = indexCount;
- mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
- // We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at
- // the same time.
- lock (m_MeshToTriMeshMap)
- {
- if (m_MeshToTriMeshMap.ContainsKey(mesh))
- {
- _triMeshData = m_MeshToTriMeshMap[mesh];
- }
- else
- {
- _triMeshData = d.GeomTriMeshDataCreate();
-
- d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
- d.GeomTriMeshDataPreprocess(_triMeshData);
- m_MeshToTriMeshMap[mesh] = _triMeshData;
- }
- }
- // _parent_scene.waitForSpaceUnlock(m_targetSpace);
- try
- {
- SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
- }
- catch (AccessViolationException)
- {
- m_log.ErrorFormat("[PHYSICS]: MESH LOCKED FOR {0}", Name);
- return;
- }
- // if (IsPhysical && Body == (IntPtr) 0)
- // {
- // Recreate the body
- // m_interpenetrationcount = 0;
- // m_collisionscore = 0;
- // enableBody();
- // }
- }
- internal void ProcessTaints()
- {
- #if SPAM
- Console.WriteLine("ZProcessTaints for " + Name);
- #endif
- // This must be processed as the very first taint so that later operations have a prim_geom to work with
- // if this is a new prim.
- if (m_taintadd)
- changeadd();
- if (!_position.ApproxEquals(m_taintposition, 0f))
- changemove();
- if (m_taintrot != _orientation)
- {
- if (childPrim && IsPhysical) // For physical child prim...
- {
- rotate();
- // KF: ODE will also rotate the parent prim!
- // so rotate the root back to where it was
- OdePrim parent = (OdePrim)_parent;
- parent.rotate();
- }
- else
- {
- //Just rotate the prim
- rotate();
- }
- }
-
- if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent))
- changePhysicsStatus();
- if (!_size.ApproxEquals(m_taintsize, 0f))
- changesize();
- if (m_taintshape)
- changeshape();
- if (m_taintforce)
- changeAddForce();
- if (m_taintaddangularforce)
- changeAddAngularForce();
- if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
- changeSetTorque();
- if (m_taintdisable)
- changedisable();
- if (m_taintselected != m_isSelected)
- changeSelectedStatus();
- if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
- changevelocity();
- if (m_taintparent != _parent)
- changelink();
- if (m_taintCollidesWater != m_collidesWater)
- changefloatonwater();
- if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f))
- changeAngularLock();
- }
- /// <summary>
- /// Change prim in response to an angular lock taint.
- /// </summary>
- private void changeAngularLock()
- {
- // do we have a Physical object?
- if (Body != IntPtr.Zero)
- {
- //Check that we have a Parent
- //If we have a parent then we're not authorative here
- if (_parent == null)
- {
- if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f))
- {
- //d.BodySetFiniteRotationMode(Body, 0);
- //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z);
- createAMotor(m_taintAngularLock);
- }
- else
- {
- if (Amotor != IntPtr.Zero)
- {
- d.JointDestroy(Amotor);
- Amotor = IntPtr.Zero;
- }
- }
- }
- }
- // Store this for later in case we get turned into a separate body
- m_angularlock = m_taintAngularLock;
- }
- /// <summary>
- /// Change prim in response to a link taint.
- /// </summary>
- private void changelink()
- {
- // If the newly set parent is not null
- // create link
- if (_parent == null && m_taintparent != null)
- {
- if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
- {
- OdePrim obj = (OdePrim)m_taintparent;
- //obj.disableBody();
- //Console.WriteLine("changelink calls ParentPrim");
- obj.AddChildPrim(this);
- /*
- if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
- {
- _linkJointGroup = d.JointGroupCreate(0);
- m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
- d.JointAttach(m_linkJoint, obj.Body, Body);
- d.JointSetFixed(m_linkJoint);
- }
- */
- }
- }
- // If the newly set parent is null
- // destroy link
- else if (_parent != null && m_taintparent == null)
- {
- //Console.WriteLine(" changelink B");
-
- if (_parent is OdePrim)
- {
- OdePrim obj = (OdePrim)_parent;
- obj.ChildDelink(this);
- childPrim = false;
- //_parent = null;
- }
-
- /*
- if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
- d.JointGroupDestroy(_linkJointGroup);
-
- _linkJointGroup = (IntPtr)0;
- m_linkJoint = (IntPtr)0;
- */
- }
-
- _parent = m_taintparent;
- m_taintPhysics = IsPhysical;
- }
- /// <summary>
- /// Add a child prim to this parent prim.
- /// </summary>
- /// <param name="prim">Child prim</param>
- private void AddChildPrim(OdePrim prim)
- {
- if (LocalID == prim.LocalID)
- return;
- if (Body == IntPtr.Zero)
- {
- Body = d.BodyCreate(_parent_scene.world);
- setMass();
- }
- lock (childrenPrim)
- {
- if (childrenPrim.Contains(prim))
- return;
- // m_log.DebugFormat(
- // "[ODE PRIM]: Linking prim {0} {1} to {2} {3}", prim.Name, prim.LocalID, Name, LocalID);
- childrenPrim.Add(prim);
- foreach (OdePrim prm in childrenPrim)
- {
- d.Mass m2;
- d.MassSetZero(out m2);
- d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
- d.Quaternion quat = new d.Quaternion();
- quat.W = prm._orientation.W;
- quat.X = prm._orientation.X;
- quat.Y = prm._orientation.Y;
- quat.Z = prm._orientation.Z;
- d.Matrix3 mat = new d.Matrix3();
- d.RfromQ(out mat, ref quat);
- d.MassRotate(ref m2, ref mat);
- d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
- d.MassAdd(ref pMass, ref m2);
- }
- foreach (OdePrim prm in childrenPrim)
- {
- prm.m_collisionCategories |= CollisionCategories.Body;
- prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
- //Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name);
- if (prm.m_assetFailed)
- {
- d.GeomSetCategoryBits(prm.prim_geom, 0);
- d.GeomSetCollideBits(prm.prim_geom, prm.BadMeshAssetCollideBits);
- }
- else
- {
- d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
- d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
- }
- d.Quaternion quat = new d.Quaternion();
- quat.W = prm._orientation.W;
- quat.X = prm._orientation.X;
- quat.Y = prm._orientation.Y;
- quat.Z = prm._orientation.Z;
- d.Matrix3 mat = new d.Matrix3();
- d.RfromQ(out mat, ref quat);
- if (Body != IntPtr.Zero)
- {
- d.GeomSetBody(prm.prim_geom, Body);
- prm.childPrim = true;
- d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
- //d.GeomSetOffsetPosition(prim.prim_geom,
- // (Position.X - prm.Position.X) - pMass.c.X,
- // (Position.Y - prm.Position.Y) - pMass.c.Y,
- // (Position.Z - prm.Position.Z) - pMass.c.Z);
- d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
- //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
- d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
- d.BodySetMass(Body, ref pMass);
- }
- else
- {
- m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name);
- }
- prm.m_interpenetrationcount = 0;
- prm.m_collisionscore = 0;
- prm.m_disabled = false;
- // The body doesn't already have a finite rotation mode set here
- if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
- {
- prm.createAMotor(m_angularlock);
- }
- prm.Body = Body;
- _parent_scene.ActivatePrim(prm);
- }
- m_collisionCategories |= CollisionCategories.Body;
- m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
- if (m_assetFailed)
- {
- d.GeomSetCategoryBits(prim_geom, 0);
- d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
- }
- else
- {
- //Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name);
- d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
- //Console.WriteLine(" Post GeomSetCategoryBits 2");
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
- }
- d.Quaternion quat2 = new d.Quaternion();
- quat2.W = _orientation.W;
- quat2.X = _orientation.X;
- quat2.Y = _orientation.Y;
- quat2.Z = _orientation.Z;
- d.Matrix3 mat2 = new d.Matrix3();
- d.RfromQ(out mat2, ref quat2);
- d.GeomSetBody(prim_geom, Body);
- d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
- //d.GeomSetOffsetPosition(prim.prim_geom,
- // (Position.X - prm.Position.X) - pMass.c.X,
- // (Position.Y - prm.Position.Y) - pMass.c.Y,
- // (Position.Z - prm.Position.Z) - pMass.c.Z);
- //d.GeomSetOffsetRotation(prim_geom, ref mat2);
- d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
- d.BodySetMass(Body, ref pMass);
- d.BodySetAutoDisableFlag(Body, true);
- d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
- m_interpenetrationcount = 0;
- m_collisionscore = 0;
- m_disabled = false;
- // The body doesn't already have a finite rotation mode set here
- if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
- {
- createAMotor(m_angularlock);
- }
- d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
- if (m_vehicle.Type != Vehicle.TYPE_NONE)
- m_vehicle.Enable(Body, _parent_scene);
- _parent_scene.ActivatePrim(this);
- }
- }
- private void ChildSetGeom(OdePrim odePrim)
- {
- // m_log.DebugFormat(
- // "[ODE PRIM]: ChildSetGeom {0} {1} for {2} {3}", odePrim.Name, odePrim.LocalID, Name, LocalID);
- //if (IsPhysical && Body != IntPtr.Zero)
- lock (childrenPrim)
- {
- foreach (OdePrim prm in childrenPrim)
- {
- //prm.childPrim = true;
- prm.disableBody();
- //prm.m_taintparent = null;
- //prm._parent = null;
- //prm.m_taintPhysics = false;
- //prm.m_disabled = true;
- //prm.childPrim = false;
- }
- }
- disableBody();
- // Spurious - Body == IntPtr.Zero after disableBody()
- // if (Body != IntPtr.Zero)
- // {
- // _parent_scene.DeactivatePrim(this);
- // }
- lock (childrenPrim)
- {
- foreach (OdePrim prm in childrenPrim)
- {
- //Console.WriteLine("ChildSetGeom calls ParentPrim");
- AddChildPrim(prm);
- }
- }
- }
- private void ChildDelink(OdePrim odePrim)
- {
- // m_log.DebugFormat(
- // "[ODE PRIM]: Delinking prim {0} {1} from {2} {3}", odePrim.Name, odePrim.LocalID, Name, LocalID);
- // Okay, we have a delinked child.. need to rebuild the body.
- lock (childrenPrim)
- {
- foreach (OdePrim prm in childrenPrim)
- {
- prm.childPrim = true;
- prm.disableBody();
- //prm.m_taintparent = null;
- //prm._parent = null;
- //prm.m_taintPhysics = false;
- //prm.m_disabled = true;
- //prm.childPrim = false;
- }
- }
- disableBody();
- lock (childrenPrim)
- {
- //Console.WriteLine("childrenPrim.Remove " + odePrim);
- childrenPrim.Remove(odePrim);
- }
- // Spurious - Body == IntPtr.Zero after disableBody()
- // if (Body != IntPtr.Zero)
- // {
- // _parent_scene.DeactivatePrim(this);
- // }
- lock (childrenPrim)
- {
- foreach (OdePrim prm in childrenPrim)
- {
- //Console.WriteLine("ChildDelink calls ParentPrim");
- AddChildPrim(prm);
- }
- }
- }
- /// <summary>
- /// Change prim in response to a selection taint.
- /// </summary>
- private void changeSelectedStatus()
- {
- if (m_taintselected)
- {
- m_collisionCategories = CollisionCategories.Selected;
- m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
- // We do the body disable soft twice because 'in theory' a collision could have happened
- // in between the disabling and the collision properties setting
- // which would wake the physical body up from a soft disabling and potentially cause it to fall
- // through the ground.
-
- // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
- // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
- // so that causes the selected part to wake up and continue moving.
- // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
- // assembly will stop simulating during the selection, because of the lack of atomicity
- // of select operations (their processing could be interrupted by a thread switch, causing
- // simulation to continue before all of the selected object notifications trickle down to
- // the physics engine).
- // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
- // selected and disabled. then, due to a thread switch, the selection processing is
- // interrupted and the physics engine continues to simulate, so the last 50 items, whose
- // selection was not yet processed, continues to simulate. this wakes up ALL of the
- // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
- // up, start simulating again, which in turn wakes up the last 50.
- if (IsPhysical)
- {
- disableBodySoft();
- }
- if (m_assetFailed)
- {
- d.GeomSetCategoryBits(prim_geom, 0);
- d.GeomSetCollideBits(prim_geom, 0);
- }
- else
- {
- d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
- }
- if (IsPhysical)
- {
- disableBodySoft();
- }
- }
- else
- {
- m_collisionCategories = CollisionCategories.Geom;
- if (IsPhysical)
- m_collisionCategories |= CollisionCategories.Body;
- m_collisionFlags = m_default_collisionFlags;
- if (m_collidesLand)
- m_collisionFlags |= CollisionCategories.Land;
- if (m_collidesWater)
- m_collisionFlags |= CollisionCategories.Water;
- if (m_assetFailed)
- {
- d.GeomSetCategoryBits(prim_geom, 0);
- d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
- }
- else
- {
- d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
- }
- if (IsPhysical)
- {
- if (Body != IntPtr.Zero)
- {
- d.BodySetLinearVel(Body, 0f, 0f, 0f);
- d.BodySetForce(Body, 0, 0, 0);
- enableBodySoft();
- }
- }
- }
- resetCollisionAccounting();
- m_isSelected = m_taintselected;
- }//end changeSelectedStatus
- internal void ResetTaints()
- {
- m_taintposition = _position;
- m_taintrot = _orientation;
- m_taintPhysics = IsPhysical;
- m_taintselected = m_isSelected;
- m_taintsize = _size;
- m_taintshape = false;
- m_taintforce = false;
- m_taintdisable = false;
- m_taintVelocity = Vector3.Zero;
- }
- /// <summary>
- /// Create a geometry for the given mesh in the given target space.
- /// </summary>
- /// <param name="m_targetSpace"></param>
- /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
- private void CreateGeom(IntPtr m_targetSpace, IMesh mesh)
- {
- #if SPAM
- Console.WriteLine("CreateGeom:");
- #endif
- if (mesh != null)
- {
- setMesh(_parent_scene, mesh);
- }
- else
- {
- if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
- {
- if (((_size.X / 2f) > 0f))
- {
- // _parent_scene.waitForSpaceUnlock(m_targetSpace);
- try
- {
- //Console.WriteLine(" CreateGeom 1");
- SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
- m_expectedCollisionContacts = 3;
- }
- catch (AccessViolationException)
- {
- m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name);
- return;
- }
- }
- else
- {
- // _parent_scene.waitForSpaceUnlock(m_targetSpace);
- try
- {
- //Console.WriteLine(" CreateGeom 2");
- SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- m_expectedCollisionContacts = 4;
- }
- catch (AccessViolationException)
- {
- m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name);
- return;
- }
- }
- }
- else
- {
- // _parent_scene.waitForSpaceUnlock(m_targetSpace);
- try
- {
- //Console.WriteLine(" CreateGeom 3");
- SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- m_expectedCollisionContacts = 4;
- }
- catch (AccessViolationException)
- {
- m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name);
- return;
- }
- }
- }
- else
- {
- // _parent_scene.waitForSpaceUnlock(m_targetSpace);
- try
- {
- //Console.WriteLine(" CreateGeom 4");
- SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- m_expectedCollisionContacts = 4;
- }
- catch (AccessViolationException)
- {
- m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name);
- return;
- }
- }
- }
- }
- /// <summary>
- /// Remove the existing geom from this prim.
- /// </summary>
- /// <param name="m_targetSpace"></param>
- /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
- /// <returns>true if the geom was successfully removed, false if it was already gone or the remove failed.</returns>
- internal bool RemoveGeom()
- {
- if (prim_geom != IntPtr.Zero)
- {
- try
- {
- _parent_scene.geom_name_map.Remove(prim_geom);
- _parent_scene.actor_name_map.Remove(prim_geom);
- d.GeomDestroy(prim_geom);
- m_expectedCollisionContacts = 0;
- prim_geom = IntPtr.Zero;
- }
- catch (System.AccessViolationException)
- {
- prim_geom = IntPtr.Zero;
- m_expectedCollisionContacts = 0;
- m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name);
- return false;
- }
- return true;
- }
- else
- {
- m_log.WarnFormat(
- "[ODE PRIM]: Called RemoveGeom() on {0} {1} where geometry was already null.", Name, LocalID);
- return false;
- }
- }
- /// <summary>
- /// Add prim in response to an add taint.
- /// </summary>
- private void changeadd()
- {
- // m_log.DebugFormat("[ODE PRIM]: Adding prim {0}", Name);
-
- int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
- IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
- if (targetspace == IntPtr.Zero)
- targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
- m_targetSpace = targetspace;
- IMesh mesh = null;
- if (_parent_scene.needsMeshing(_pbs))
- {
- // Don't need to re-enable body.. it's done in SetMesh
- mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
- // createmesh returns null when it's a shape that isn't a cube.
- // m_log.Debug(m_localID);
- if (mesh == null)
- CheckMeshAsset();
- else
- m_assetFailed = false;
- }
- #if SPAM
- Console.WriteLine("changeadd 1");
- #endif
- CreateGeom(m_targetSpace, mesh);
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- d.Quaternion myrot = new d.Quaternion();
- myrot.X = _orientation.X;
- myrot.Y = _orientation.Y;
- myrot.Z = _orientation.Z;
- myrot.W = _orientation.W;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- if (IsPhysical && Body == IntPtr.Zero)
- enableBody();
- changeSelectedStatus();
- m_taintadd = false;
- }
- /// <summary>
- /// Move prim in response to a move taint.
- /// </summary>
- private void changemove()
- {
- if (IsPhysical)
- {
- if (!m_disabled && !m_taintremove && !childPrim)
- {
- if (Body == IntPtr.Zero)
- enableBody();
- //Prim auto disable after 20 frames,
- //if you move it, re-enable the prim manually.
- if (_parent != null)
- {
- if (m_linkJoint != IntPtr.Zero)
- {
- d.JointDestroy(m_linkJoint);
- m_linkJoint = IntPtr.Zero;
- }
- }
- if (Body != IntPtr.Zero)
- {
- d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
- if (_parent != null)
- {
- OdePrim odParent = (OdePrim)_parent;
- if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
- {
- // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
- Console.WriteLine(" JointCreateFixed");
- m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
- d.JointAttach(m_linkJoint, Body, odParent.Body);
- d.JointSetFixed(m_linkJoint);
- }
- }
- d.BodyEnable(Body);
- if (m_vehicle.Type != Vehicle.TYPE_NONE)
- {
- m_vehicle.Enable(Body, _parent_scene);
- }
- }
- else
- {
- m_log.WarnFormat("[PHYSICS]: Body for {0} still null after enableBody(). This is a crash scenario.", Name);
- }
- }
- //else
- // {
- //m_log.Debug("[BUG]: race!");
- //}
- }
- // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
- // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
- // _parent_scene.waitForSpaceUnlock(m_targetSpace);
- IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
- m_targetSpace = tempspace;
- // _parent_scene.waitForSpaceUnlock(m_targetSpace);
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- // _parent_scene.waitForSpaceUnlock(m_targetSpace);
- d.SpaceAdd(m_targetSpace, prim_geom);
- changeSelectedStatus();
- resetCollisionAccounting();
- m_taintposition = _position;
- }
- internal void Move(float timestep)
- {
- float fx = 0;
- float fy = 0;
- float fz = 0;
- if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims.
- {
- if (m_vehicle.Type != Vehicle.TYPE_NONE)
- {
- // 'VEHICLES' are dealt with in ODEDynamics.cs
- m_vehicle.Step(timestep, _parent_scene);
- }
- else
- {
- //Console.WriteLine("Move " + Name);
- if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
- // NON-'VEHICLES' are dealt with here
- // if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
- // {
- // d.Vector3 avel2 = d.BodyGetAngularVel(Body);
- // /*
- // if (m_angularlock.X == 1)
- // avel2.X = 0;
- // if (m_angularlock.Y == 1)
- // avel2.Y = 0;
- // if (m_angularlock.Z == 1)
- // avel2.Z = 0;
- // d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
- // */
- // }
- //float PID_P = 900.0f;
- float m_mass = CalculateMass();
- // fz = 0f;
- //m_log.Info(m_collisionFlags.ToString());
-
- //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
- // would come from SceneObjectPart.cs, public void SetBuoyancy(float fvalue) , PhysActor.Buoyancy = fvalue; ??
- // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
- // gravityz multiplier = 1 - m_buoyancy
- fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass;
- if (PIDActive)
- {
- //Console.WriteLine("PID " + Name);
- // KF - this is for object move? eg. llSetPos() ?
- //if (!d.BodyIsEnabled(Body))
- //d.BodySetForce(Body, 0f, 0f, 0f);
- // If we're using the PID controller, then we have no gravity
- //fz = (-1 * _parent_scene.gravityz) * m_mass; //KF: ?? Prims have no global gravity,so simply...
- fz = 0f;
- // no lock; for now it's only called from within Simulate()
-
- // If the PID Controller isn't active then we set our force
- // calculating base velocity to the current position
- if ((m_PIDTau < 1) && (m_PIDTau != 0))
- {
- //PID_G = PID_G / m_PIDTau;
- m_PIDTau = 1;
- }
-
- if ((PID_G - m_PIDTau) <= 0)
- {
- PID_G = m_PIDTau + 1;
- }
- //PidStatus = true;
- // PhysicsVector vec = new PhysicsVector();
- d.Vector3 vel = d.BodyGetLinearVel(Body);
- d.Vector3 pos = d.BodyGetPosition(Body);
- _target_velocity =
- new Vector3(
- (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
- (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
- (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
- );
- // if velocity is zero, use position control; otherwise, velocity control
- if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
- {
- // keep track of where we stopped. No more slippin' & slidin'
-
- // We only want to deactivate the PID Controller if we think we want to have our surrogate
- // react to the physics scene by moving it's position.
- // Avatar to Avatar collisions
- // Prim to avatar collisions
- //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
- //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
- //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
- d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
- d.BodySetLinearVel(Body, 0, 0, 0);
- d.BodyAddForce(Body, 0, 0, fz);
- return;
- }
- else
- {
- _zeroFlag = false;
- // We're flying and colliding with something
- fx = ((_target_velocity.X) - vel.X) * (PID_D);
- fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
-
- // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
- fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
- }
- } // end if (PIDActive)
- // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
- if (m_useHoverPID && !PIDActive)
- {
- //Console.WriteLine("Hover " + Name);
-
- // If we're using the PID controller, then we have no gravity
- fz = (-1 * _parent_scene.gravityz) * m_mass;
- // no lock; for now it's only called from within Simulate()
- // If the PID Controller isn't active then we set our force
- // calculating base velocity to the current position
- if ((m_PIDTau < 1))
- {
- PID_G = PID_G / m_PIDTau;
- }
- if ((PID_G - m_PIDTau) <= 0)
- {
- PID_G = m_PIDTau + 1;
- }
- // Where are we, and where are we headed?
- d.Vector3 pos = d.BodyGetPosition(Body);
- d.Vector3 vel = d.BodyGetLinearVel(Body);
- // Non-Vehicles have a limited set of Hover options.
- // determine what our target height really is based on HoverType
- switch (m_PIDHoverType)
- {
- case PIDHoverType.Ground:
- m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
- m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
- break;
- case PIDHoverType.GroundAndWater:
- m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
- m_waterHeight = _parent_scene.GetWaterLevel();
- if (m_groundHeight > m_waterHeight)
- {
- m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
- }
- else
- {
- m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
- }
- break;
- } // end switch (m_PIDHoverType)
- _target_velocity =
- new Vector3(0.0f, 0.0f,
- (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
- );
- // if velocity is zero, use position control; otherwise, velocity control
- if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
- {
- // keep track of where we stopped. No more slippin' & slidin'
-
- // We only want to deactivate the PID Controller if we think we want to have our surrogate
- // react to the physics scene by moving it's position.
- // Avatar to Avatar collisions
- // Prim to avatar collisions
- d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
- d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
- d.BodyAddForce(Body, 0, 0, fz);
- return;
- }
- else
- {
- _zeroFlag = false;
- // We're flying and colliding with something
- fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
- }
- }
- fx *= m_mass;
- fy *= m_mass;
- //fz *= m_mass;
- fx += m_force.X;
- fy += m_force.Y;
- fz += m_force.Z;
- //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
- if (fx != 0 || fy != 0 || fz != 0)
- {
- //m_taintdisable = true;
- //base.RaiseOutOfBounds(Position);
- //d.BodySetLinearVel(Body, fx, fy, 0f);
- if (!d.BodyIsEnabled(Body))
- {
- // A physical body at rest on a surface will auto-disable after a while,
- // this appears to re-enable it incase the surface it is upon vanishes,
- // and the body should fall again.
- d.BodySetLinearVel(Body, 0f, 0f, 0f);
- d.BodySetForce(Body, 0, 0, 0);
- enableBodySoft();
- }
- // 35x10 = 350n times the mass per second applied maximum.
- float nmax = 35f * m_mass;
- float nmin = -35f * m_mass;
-
- if (fx > nmax)
- fx = nmax;
- if (fx < nmin)
- fx = nmin;
- if (fy > nmax)
- fy = nmax;
- if (fy < nmin)
- fy = nmin;
- d.BodyAddForce(Body, fx, fy, fz);
- //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
- }
- }
- }
- else
- { // is not physical, or is not a body or is selected
- // _zeroPosition = d.BodyGetPosition(Body);
- return;
- //Console.WriteLine("Nothing " + Name);
-
- }
- }
- private void rotate()
- {
- d.Quaternion myrot = new d.Quaternion();
- myrot.X = _orientation.X;
- myrot.Y = _orientation.Y;
- myrot.Z = _orientation.Z;
- myrot.W = _orientation.W;
- if (Body != IntPtr.Zero)
- {
- // KF: If this is a root prim do BodySet
- d.BodySetQuaternion(Body, ref myrot);
- if (IsPhysical)
- {
- if (!m_angularlock.ApproxEquals(Vector3.One, 0f))
- createAMotor(m_angularlock);
- }
- }
- else
- {
- // daughter prim, do Geom set
- d.GeomSetQuaternion(prim_geom, ref myrot);
- }
-
- resetCollisionAccounting();
- m_taintrot = _orientation;
- }
- private void resetCollisionAccounting()
- {
- m_collisionscore = 0;
- m_interpenetrationcount = 0;
- m_disabled = false;
- }
- /// <summary>
- /// Change prim in response to a disable taint.
- /// </summary>
- private void changedisable()
- {
- m_disabled = true;
- if (Body != IntPtr.Zero)
- {
- d.BodyDisable(Body);
- Body = IntPtr.Zero;
- }
- m_taintdisable = false;
- }
- /// <summary>
- /// Change prim in response to a physics status taint
- /// </summary>
- private void changePhysicsStatus()
- {
- if (IsPhysical)
- {
- if (Body == IntPtr.Zero)
- {
- if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
- {
- changeshape();
- }
- else
- {
- enableBody();
- }
- }
- }
- else
- {
- if (Body != IntPtr.Zero)
- {
- if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
- {
- RemoveGeom();
- //Console.WriteLine("changePhysicsStatus for " + Name);
- changeadd();
- }
- if (childPrim)
- {
- if (_parent != null)
- {
- OdePrim parent = (OdePrim)_parent;
- parent.ChildDelink(this);
- }
- }
- else
- {
- disableBody();
- }
- }
- }
- changeSelectedStatus();
- resetCollisionAccounting();
- m_taintPhysics = IsPhysical;
- }
- /// <summary>
- /// Change prim in response to a size taint.
- /// </summary>
- private void changesize()
- {
- #if SPAM
- m_log.DebugFormat("[ODE PRIM]: Called changesize");
- #endif
- if (_size.X <= 0) _size.X = 0.01f;
- if (_size.Y <= 0) _size.Y = 0.01f;
- if (_size.Z <= 0) _size.Z = 0.01f;
- //kill body to rebuild
- if (IsPhysical && Body != IntPtr.Zero)
- {
- if (childPrim)
- {
- if (_parent != null)
- {
- OdePrim parent = (OdePrim)_parent;
- parent.ChildDelink(this);
- }
- }
- else
- {
- disableBody();
- }
- }
- if (d.SpaceQuery(m_targetSpace, prim_geom))
- {
- // _parent_scene.waitForSpaceUnlock(m_targetSpace);
- d.SpaceRemove(m_targetSpace, prim_geom);
- }
- RemoveGeom();
- // we don't need to do space calculation because the client sends a position update also.
- IMesh mesh = null;
- // Construction of new prim
- if (_parent_scene.needsMeshing(_pbs))
- {
- float meshlod = _parent_scene.meshSculptLOD;
- if (IsPhysical)
- meshlod = _parent_scene.MeshSculptphysicalLOD;
- // Don't need to re-enable body.. it's done in SetMesh
- if (_parent_scene.needsMeshing(_pbs))
- {
- mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
- if (mesh == null)
- CheckMeshAsset();
- else
- m_assetFailed = false;
- }
-
- }
- CreateGeom(m_targetSpace, mesh);
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- d.Quaternion myrot = new d.Quaternion();
- myrot.X = _orientation.X;
- myrot.Y = _orientation.Y;
- myrot.Z = _orientation.Z;
- myrot.W = _orientation.W;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
- if (IsPhysical && Body == IntPtr.Zero && !childPrim)
- {
- // Re creates body on size.
- // EnableBody also does setMass()
- enableBody();
- d.BodyEnable(Body);
- }
- changeSelectedStatus();
- if (childPrim)
- {
- if (_parent is OdePrim)
- {
- OdePrim parent = (OdePrim)_parent;
- parent.ChildSetGeom(this);
- }
- }
- resetCollisionAccounting();
- m_taintsize = _size;
- }
- /// <summary>
- /// Change prim in response to a float on water taint.
- /// </summary>
- /// <param name="timestep"></param>
- private void changefloatonwater()
- {
- m_collidesWater = m_taintCollidesWater;
- if (m_collidesWater)
- {
- m_collisionFlags |= CollisionCategories.Water;
- }
- else
- {
- m_collisionFlags &= ~CollisionCategories.Water;
- }
- if (m_assetFailed)
- d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
- else
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
- }
- /// <summary>
- /// Change prim in response to a shape taint.
- /// </summary>
- private void changeshape()
- {
- m_taintshape = false;
- // Cleanup of old prim geometry and Bodies
- if (IsPhysical && Body != IntPtr.Zero)
- {
- if (childPrim)
- {
- if (_parent != null)
- {
- OdePrim parent = (OdePrim)_parent;
- parent.ChildDelink(this);
- }
- }
- else
- {
- disableBody();
- }
- }
- RemoveGeom();
- // we don't need to do space calculation because the client sends a position update also.
- if (_size.X <= 0) _size.X = 0.01f;
- if (_size.Y <= 0) _size.Y = 0.01f;
- if (_size.Z <= 0) _size.Z = 0.01f;
- // Construction of new prim
- IMesh mesh = null;
- if (_parent_scene.needsMeshing(_pbs))
- {
- // Don't need to re-enable body.. it's done in CreateMesh
- float meshlod = _parent_scene.meshSculptLOD;
- if (IsPhysical)
- meshlod = _parent_scene.MeshSculptphysicalLOD;
- // createmesh returns null when it doesn't mesh.
- mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
- if (mesh == null)
- CheckMeshAsset();
- else
- m_assetFailed = false;
- }
- CreateGeom(m_targetSpace, mesh);
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- d.Quaternion myrot = new d.Quaternion();
- //myrot.W = _orientation.w;
- myrot.W = _orientation.W;
- myrot.X = _orientation.X;
- myrot.Y = _orientation.Y;
- myrot.Z = _orientation.Z;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
- if (IsPhysical && Body == IntPtr.Zero)
- {
- // Re creates body on size.
- // EnableBody also does setMass()
- enableBody();
- if (Body != IntPtr.Zero)
- {
- d.BodyEnable(Body);
- }
- }
- changeSelectedStatus();
- if (childPrim)
- {
- if (_parent is OdePrim)
- {
- OdePrim parent = (OdePrim)_parent;
- parent.ChildSetGeom(this);
- }
- }
- resetCollisionAccounting();
- // m_taintshape = false;
- }
- /// <summary>
- /// Change prim in response to an add force taint.
- /// </summary>
- private void changeAddForce()
- {
- if (!m_isSelected)
- {
- lock (m_forcelist)
- {
- //m_log.Info("[PHYSICS]: dequeing forcelist");
- if (IsPhysical)
- {
- Vector3 iforce = Vector3.Zero;
- int i = 0;
- try
- {
- for (i = 0; i < m_forcelist.Count; i++)
- {
- iforce = iforce + (m_forcelist[i] * 100);
- }
- }
- catch (IndexOutOfRangeException)
- {
- m_forcelist = new List<Vector3>();
- m_collisionscore = 0;
- m_interpenetrationcount = 0;
- m_taintforce = false;
- return;
- }
- catch (ArgumentOutOfRangeException)
- {
- m_forcelist = new List<Vector3>();
- m_collisionscore = 0;
- m_interpenetrationcount = 0;
- m_taintforce = false;
- return;
- }
- d.BodyEnable(Body);
- d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
- }
- m_forcelist.Clear();
- }
- m_collisionscore = 0;
- m_interpenetrationcount = 0;
- }
- m_taintforce = false;
- }
- /// <summary>
- /// Change prim in response to a torque taint.
- /// </summary>
- private void changeSetTorque()
- {
- if (!m_isSelected)
- {
- if (IsPhysical && Body != IntPtr.Zero)
- {
- d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
- }
- }
- m_taintTorque = Vector3.Zero;
- }
- /// <summary>
- /// Change prim in response to an angular force taint.
- /// </summary>
- private void changeAddAngularForce()
- {
- if (!m_isSelected)
- {
- lock (m_angularforcelist)
- {
- //m_log.Info("[PHYSICS]: dequeing forcelist");
- if (IsPhysical)
- {
- Vector3 iforce = Vector3.Zero;
- for (int i = 0; i < m_angularforcelist.Count; i++)
- {
- iforce = iforce + (m_angularforcelist[i] * 100);
- }
- d.BodyEnable(Body);
- d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
-
- }
- m_angularforcelist.Clear();
- }
- m_collisionscore = 0;
- m_interpenetrationcount = 0;
- }
- m_taintaddangularforce = false;
- }
- /// <summary>
- /// Change prim in response to a velocity taint.
- /// </summary>
- private void changevelocity()
- {
- if (!m_isSelected)
- {
- // Not sure exactly why this sleep is here, but from experimentation it appears to stop an avatar
- // walking through a default rez size prim if it keeps kicking it around - justincc.
- Thread.Sleep(20);
- if (IsPhysical)
- {
- if (Body != IntPtr.Zero)
- {
- d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
- }
- }
-
- //resetCollisionAccounting();
- }
- m_taintVelocity = Vector3.Zero;
- }
- internal void setPrimForRemoval()
- {
- m_taintremove = true;
- }
- public override bool Flying
- {
- // no flying prims for you
- get { return false; }
- set { }
- }
- public override bool IsColliding
- {
- get { return iscolliding; }
- set { iscolliding = value; }
- }
- public override bool CollidingGround
- {
- get { return false; }
- set { return; }
- }
- public override bool CollidingObj
- {
- get { return false; }
- set { return; }
- }
- public override bool ThrottleUpdates
- {
- get { return m_throttleUpdates; }
- set { m_throttleUpdates = value; }
- }
- public override bool Stopped
- {
- get { return _zeroFlag; }
- }
- public override Vector3 Position
- {
- get { return _position; }
- set { _position = value;
- //m_log.Info("[PHYSICS]: " + _position.ToString());
- }
- }
- public override Vector3 Size
- {
- get { return _size; }
- set
- {
- if (value.IsFinite())
- {
- _size = value;
- // m_log.DebugFormat("[PHYSICS]: Set size on {0} to {1}", Name, value);
- }
- else
- {
- m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
- }
- }
- }
- public override float Mass
- {
- get { return CalculateMass(); }
- }
- public override Vector3 Force
- {
- //get { return Vector3.Zero; }
- get { return m_force; }
- set
- {
- if (value.IsFinite())
- {
- m_force = value;
- }
- else
- {
- m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
- }
- }
- }
- public override int VehicleType
- {
- get { return (int)m_vehicle.Type; }
- set { m_vehicle.ProcessTypeChange((Vehicle)value); }
- }
- public override void VehicleFloatParam(int param, float value)
- {
- m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value);
- }
- public override void VehicleVectorParam(int param, Vector3 value)
- {
- m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value);
- }
- public override void VehicleRotationParam(int param, Quaternion rotation)
- {
- m_vehicle.ProcessRotationVehicleParam((Vehicle) param, rotation);
- }
- public override void VehicleFlags(int param, bool remove)
- {
- m_vehicle.ProcessVehicleFlags(param, remove);
- }
- public override void SetVolumeDetect(int param)
- {
- // We have to lock the scene here so that an entire simulate loop either uses volume detect for all
- // possible collisions with this prim or for none of them.
- lock (_parent_scene.OdeLock)
- {
- m_isVolumeDetect = (param != 0);
- }
- }
- public override Vector3 CenterOfMass
- {
- get { return Vector3.Zero; }
- }
- public override Vector3 GeometricCenter
- {
- get { return Vector3.Zero; }
- }
- public override PrimitiveBaseShape Shape
- {
- set
- {
- _pbs = value;
- m_assetFailed = false;
- m_taintshape = true;
- }
- }
- public override Vector3 Velocity
- {
- get
- {
- // Average previous velocity with the new one so
- // client object interpolation works a 'little' better
- if (_zeroFlag)
- return Vector3.Zero;
- Vector3 returnVelocity = Vector3.Zero;
- returnVelocity.X = (m_lastVelocity.X + _velocity.X) * 0.5f; // 0.5f is mathematically equiv to '/ 2'
- returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) * 0.5f;
- returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) * 0.5f;
- return returnVelocity;
- }
- set
- {
- if (value.IsFinite())
- {
- _velocity = value;
- m_taintVelocity = value;
- _parent_scene.AddPhysicsActorTaint(this);
- }
- 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 _torque;
- }
- set
- {
- if (value.IsFinite())
- {
- m_taintTorque = value;
- _parent_scene.AddPhysicsActorTaint(this);
- }
- 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 { return _orientation; }
- set
- {
- if (QuaternionIsFinite(value))
- _orientation = value;
- else
- m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
- }
- }
- private static bool QuaternionIsFinite(Quaternion q)
- {
- if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
- return false;
- if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
- return false;
- if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
- return false;
- if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
- return false;
- return true;
- }
- public override Vector3 Acceleration
- {
- get { return _acceleration; }
- set { _acceleration = value; }
- }
- public override void AddForce(Vector3 force, bool pushforce)
- {
- if (force.IsFinite())
- {
- lock (m_forcelist)
- m_forcelist.Add(force);
- m_taintforce = true;
- }
- 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())
- {
- m_angularforcelist.Add(force);
- m_taintaddangularforce = true;
- }
- else
- {
- m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
- }
- }
- public override Vector3 RotationalVelocity
- {
- get
- {
- Vector3 pv = Vector3.Zero;
- if (_zeroFlag)
- return pv;
- m_lastUpdateSent = false;
- if (m_rotationalVelocity.ApproxEquals(pv, 0.2f))
- return pv;
- return m_rotationalVelocity;
- }
- set
- {
- if (value.IsFinite())
- {
- m_rotationalVelocity = value;
- setAngularVelocity(value.X, value.Y, value.Z);
- }
- else
- {
- m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
- }
- }
- }
- public override void CrossingFailure()
- {
- m_crossingfailures++;
- if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
- {
- base.RaiseOutOfBounds(_position);
- return;
- }
- else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
- {
- m_log.Warn("[PHYSICS]: Too many crossing failures for: " + Name);
- }
- }
- public override float Buoyancy
- {
- get { return m_buoyancy; }
- set { m_buoyancy = value; }
- }
- public override void link(PhysicsActor obj)
- {
- m_taintparent = obj;
- }
- public override void delink()
- {
- m_taintparent = null;
- }
- public override void LockAngularMotion(Vector3 axis)
- {
- // reverse the zero/non zero values for ODE.
- if (axis.IsFinite())
- {
- axis.X = (axis.X > 0) ? 1f : 0f;
- axis.Y = (axis.Y > 0) ? 1f : 0f;
- axis.Z = (axis.Z > 0) ? 1f : 0f;
- m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
- m_taintAngularLock = axis;
- }
- else
- {
- m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
- }
- }
- internal void UpdatePositionAndVelocity()
- {
- // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
- if (_parent == null)
- {
- Vector3 pv = Vector3.Zero;
- bool lastZeroFlag = _zeroFlag;
- float m_minvelocity = 0;
- if (Body != (IntPtr)0) // FIXME -> or if it is a joint
- {
- d.Vector3 vec = d.BodyGetPosition(Body);
- d.Quaternion ori = d.BodyGetQuaternion(Body);
- d.Vector3 vel = d.BodyGetLinearVel(Body);
- d.Vector3 rotvel = d.BodyGetAngularVel(Body);
- d.Vector3 torque = d.BodyGetTorque(Body);
- _torque = new Vector3(torque.X, torque.Y, torque.Z);
- Vector3 l_position = Vector3.Zero;
- Quaternion l_orientation = Quaternion.Identity;
- // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
- //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
- //if (vec.Y < 0.0f) { vec.Y = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
- //if (vec.X > 255.95f) { vec.X = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
- //if (vec.Y > 255.95f) { vec.Y = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
- m_lastposition = _position;
- m_lastorientation = _orientation;
- l_position.X = vec.X;
- l_position.Y = vec.Y;
- l_position.Z = vec.Z;
- l_orientation.X = ori.X;
- l_orientation.Y = ori.Y;
- l_orientation.Z = ori.Z;
- l_orientation.W = ori.W;
- if (l_position.X > ((int)_parent_scene.WorldExtents.X - 0.05f) || l_position.X < 0f || l_position.Y > ((int)_parent_scene.WorldExtents.Y - 0.05f) || l_position.Y < 0f)
- {
- //base.RaiseOutOfBounds(l_position);
- if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds)
- {
- _position = l_position;
- //_parent_scene.remActivePrim(this);
- if (_parent == null)
- base.RequestPhysicsterseUpdate();
- return;
- }
- else
- {
- if (_parent == null)
- base.RaiseOutOfBounds(l_position);
- return;
- }
- }
- if (l_position.Z < 0)
- {
- // This is so prim that get lost underground don't fall forever and suck up
- //
- // Sim resources and memory.
- // Disables the prim's movement physics....
- // It's a hack and will generate a console message if it fails.
- //IsPhysical = false;
- if (_parent == null)
- base.RaiseOutOfBounds(_position);
- _acceleration.X = 0;
- _acceleration.Y = 0;
- _acceleration.Z = 0;
- _velocity.X = 0;
- _velocity.Y = 0;
- _velocity.Z = 0;
- m_rotationalVelocity.X = 0;
- m_rotationalVelocity.Y = 0;
- m_rotationalVelocity.Z = 0;
- if (_parent == null)
- base.RequestPhysicsterseUpdate();
- m_throttleUpdates = false;
- throttleCounter = 0;
- _zeroFlag = true;
- //outofBounds = true;
- }
- //float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation));
- //Console.WriteLine("Adiff " + Name + " = " + Adiff);
- if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
- && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
- && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
- // && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01))
- && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large
- {
- _zeroFlag = true;
- //Console.WriteLine("ZFT 2");
- m_throttleUpdates = false;
- }
- else
- {
- //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
- _zeroFlag = false;
- m_lastUpdateSent = false;
- //m_throttleUpdates = false;
- }
- if (_zeroFlag)
- {
- _velocity.X = 0.0f;
- _velocity.Y = 0.0f;
- _velocity.Z = 0.0f;
- _acceleration.X = 0;
- _acceleration.Y = 0;
- _acceleration.Z = 0;
- //_orientation.w = 0f;
- //_orientation.X = 0f;
- //_orientation.Y = 0f;
- //_orientation.Z = 0f;
- m_rotationalVelocity.X = 0;
- m_rotationalVelocity.Y = 0;
- m_rotationalVelocity.Z = 0;
- if (!m_lastUpdateSent)
- {
- m_throttleUpdates = false;
- throttleCounter = 0;
- m_rotationalVelocity = pv;
- if (_parent == null)
- {
- base.RequestPhysicsterseUpdate();
- }
- m_lastUpdateSent = true;
- }
- }
- else
- {
- if (lastZeroFlag != _zeroFlag)
- {
- if (_parent == null)
- {
- base.RequestPhysicsterseUpdate();
- }
- }
- m_lastVelocity = _velocity;
- _position = l_position;
- _velocity.X = vel.X;
- _velocity.Y = vel.Y;
- _velocity.Z = vel.Z;
- _acceleration = ((_velocity - m_lastVelocity) / 0.1f);
- _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f);
- //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString());
-
- // Note here that linearvelocity is affecting angular velocity... so I'm guessing this is a vehicle specific thing...
- // it does make sense to do this for tiny little instabilities with physical prim, however 0.5m/frame is fairly large.
- // reducing this to 0.02m/frame seems to help the angular rubberbanding quite a bit, however, to make sure it doesn't affect elevators and vehicles
- // adding these logical exclusion situations to maintain this where I think it was intended to be.
- if (m_throttleUpdates || PIDActive || (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) || (Amotor != IntPtr.Zero))
- {
- m_minvelocity = 0.5f;
- }
- else
- {
- m_minvelocity = 0.02f;
- }
- if (_velocity.ApproxEquals(pv, m_minvelocity))
- {
- m_rotationalVelocity = pv;
- }
- else
- {
- m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z);
- }
- //m_log.Debug("ODE: " + m_rotationalVelocity.ToString());
- _orientation.X = ori.X;
- _orientation.Y = ori.Y;
- _orientation.Z = ori.Z;
- _orientation.W = ori.W;
- m_lastUpdateSent = false;
- if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
- {
- if (_parent == null)
- {
- base.RequestPhysicsterseUpdate();
- }
- }
- else
- {
- throttleCounter++;
- }
- }
- m_lastposition = l_position;
- }
- else
- {
- // Not a body.. so Make sure the client isn't interpolating
- _velocity.X = 0;
- _velocity.Y = 0;
- _velocity.Z = 0;
- _acceleration.X = 0;
- _acceleration.Y = 0;
- _acceleration.Z = 0;
- m_rotationalVelocity.X = 0;
- m_rotationalVelocity.Y = 0;
- m_rotationalVelocity.Z = 0;
- _zeroFlag = true;
- }
- }
- }
- public override bool FloatOnWater
- {
- set {
- m_taintCollidesWater = value;
- _parent_scene.AddPhysicsActorTaint(this);
- }
- }
- public override void SetMomentum(Vector3 momentum)
- {
- }
- public override Vector3 PIDTarget
- {
- set
- {
- if (value.IsFinite())
- {
- m_PIDTarget = value;
- }
- else
- m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
- }
- }
- public override bool PIDActive { get; set; }
- public override float PIDTau { set { m_PIDTau = value; } }
- public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
- public override bool PIDHoverActive { set { m_useHoverPID = value; } }
- public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
- public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
-
- public override Quaternion APIDTarget{ set { return; } }
- public override bool APIDActive{ set { return; } }
- public override float APIDStrength{ set { return; } }
- public override float APIDDamping{ set { return; } }
- private void createAMotor(Vector3 axis)
- {
- if (Body == IntPtr.Zero)
- return;
- if (Amotor != IntPtr.Zero)
- {
- d.JointDestroy(Amotor);
- Amotor = IntPtr.Zero;
- }
- float axisnum = 3;
- axisnum = (axisnum - (axis.X + axis.Y + axis.Z));
- // PhysicsVector totalSize = new PhysicsVector(_size.X, _size.Y, _size.Z);
-
- // Inverse Inertia Matrix, set the X, Y, and/r Z inertia to 0 then invert it again.
- d.Mass objMass;
- d.MassSetZero(out objMass);
- DMassCopy(ref pMass, ref objMass);
- //m_log.DebugFormat("1-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22);
- Matrix4 dMassMat = FromDMass(objMass);
- Matrix4 mathmat = Inverse(dMassMat);
- /*
- //m_log.DebugFormat("2-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", mathmat[0, 0], mathmat[0, 1], mathmat[0, 2], mathmat[1, 0], mathmat[1, 1], mathmat[1, 2], mathmat[2, 0], mathmat[2, 1], mathmat[2, 2]);
- mathmat = Inverse(mathmat);
- objMass = FromMatrix4(mathmat, ref objMass);
- //m_log.DebugFormat("3-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22);
- mathmat = Inverse(mathmat);
- */
- if (axis.X == 0)
- {
- mathmat.M33 = 50.0000001f;
- //objMass.I.M22 = 0;
- }
- if (axis.Y == 0)
- {
- mathmat.M22 = 50.0000001f;
- //objMass.I.M11 = 0;
- }
- if (axis.Z == 0)
- {
- mathmat.M11 = 50.0000001f;
- //objMass.I.M00 = 0;
- }
-
-
- mathmat = Inverse(mathmat);
- objMass = FromMatrix4(mathmat, ref objMass);
- //m_log.DebugFormat("4-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22);
-
- //return;
- if (d.MassCheck(ref objMass))
- {
- d.BodySetMass(Body, ref objMass);
- }
- else
- {
- //m_log.Debug("[PHYSICS]: Mass invalid, ignoring");
- }
- if (axisnum <= 0)
- return;
- // int dAMotorEuler = 1;
- Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
- d.JointAttach(Amotor, Body, IntPtr.Zero);
- d.JointSetAMotorMode(Amotor, 0);
- d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
- int i = 0;
- if (axis.X == 0)
- {
- d.JointSetAMotorAxis(Amotor, i, 0, 1, 0, 0);
- i++;
- }
- if (axis.Y == 0)
- {
- d.JointSetAMotorAxis(Amotor, i, 0, 0, 1, 0);
- i++;
- }
- if (axis.Z == 0)
- {
- d.JointSetAMotorAxis(Amotor, i, 0, 0, 0, 1);
- i++;
- }
- for (int j = 0; j < (int)axisnum; j++)
- {
- //d.JointSetAMotorAngle(Amotor, j, 0);
- }
- //d.JointSetAMotorAngle(Amotor, 1, 0);
- //d.JointSetAMotorAngle(Amotor, 2, 0);
- // These lowstops and high stops are effectively (no wiggle room)
- d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0f);
- d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
- d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0f);
- d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
- d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
- d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
- //d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 9000f);
- d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
- d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);//
- }
- private Matrix4 FromDMass(d.Mass pMass)
- {
- Matrix4 obj;
- obj.M11 = pMass.I.M00;
- obj.M12 = pMass.I.M01;
- obj.M13 = pMass.I.M02;
- obj.M14 = 0;
- obj.M21 = pMass.I.M10;
- obj.M22 = pMass.I.M11;
- obj.M23 = pMass.I.M12;
- obj.M24 = 0;
- obj.M31 = pMass.I.M20;
- obj.M32 = pMass.I.M21;
- obj.M33 = pMass.I.M22;
- obj.M34 = 0;
- obj.M41 = 0;
- obj.M42 = 0;
- obj.M43 = 0;
- obj.M44 = 1;
- return obj;
- }
- private d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
- {
- obj.I.M00 = pMat[0, 0];
- obj.I.M01 = pMat[0, 1];
- obj.I.M02 = pMat[0, 2];
- obj.I.M10 = pMat[1, 0];
- obj.I.M11 = pMat[1, 1];
- obj.I.M12 = pMat[1, 2];
- obj.I.M20 = pMat[2, 0];
- obj.I.M21 = pMat[2, 1];
- obj.I.M22 = pMat[2, 2];
- return obj;
- }
- public override void SubscribeEvents(int ms)
- {
- m_eventsubscription = ms;
- _parent_scene.AddCollisionEventReporting(this);
- }
- public override void UnSubscribeEvents()
- {
- _parent_scene.RemoveCollisionEventReporting(this);
- m_eventsubscription = 0;
- }
- public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
- {
- CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
- }
- public void SendCollisions()
- {
- if (m_collisionsOnPreviousFrame || CollisionEventsThisFrame.Count > 0)
- {
- base.SendCollisionUpdate(CollisionEventsThisFrame);
- if (CollisionEventsThisFrame.Count > 0)
- {
- m_collisionsOnPreviousFrame = true;
- CollisionEventsThisFrame.Clear();
- }
- else
- {
- m_collisionsOnPreviousFrame = false;
- }
- }
- }
- public override bool SubscribedEvents()
- {
- if (m_eventsubscription > 0)
- return true;
- return false;
- }
- public static Matrix4 Inverse(Matrix4 pMat)
- {
- if (determinant3x3(pMat) == 0)
- {
- return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
- }
- return (Adjoint(pMat) / determinant3x3(pMat));
- }
- public static Matrix4 Adjoint(Matrix4 pMat)
- {
- Matrix4 adjointMatrix = new Matrix4();
- for (int i=0; i<4; i++)
- {
- for (int j=0; j<4; j++)
- {
- Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
- }
- }
- adjointMatrix = Transpose(adjointMatrix);
- return adjointMatrix;
- }
- public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
- {
- Matrix4 minor = new Matrix4();
- int m = 0, n = 0;
- for (int i = 0; i < 4; i++)
- {
- if (i == iRow)
- continue;
- n = 0;
- for (int j = 0; j < 4; j++)
- {
- if (j == iCol)
- continue;
- Matrix4SetValue(ref minor, m,n, matrix[i, j]);
- n++;
- }
- m++;
- }
- return minor;
- }
- public static Matrix4 Transpose(Matrix4 pMat)
- {
- Matrix4 transposeMatrix = new Matrix4();
- for (int i = 0; i < 4; i++)
- for (int j = 0; j < 4; j++)
- Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
- return transposeMatrix;
- }
- public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
- {
- switch (r)
- {
- case 0:
- switch (c)
- {
- case 0:
- pMat.M11 = val;
- break;
- case 1:
- pMat.M12 = val;
- break;
- case 2:
- pMat.M13 = val;
- break;
- case 3:
- pMat.M14 = val;
- break;
- }
- break;
- case 1:
- switch (c)
- {
- case 0:
- pMat.M21 = val;
- break;
- case 1:
- pMat.M22 = val;
- break;
- case 2:
- pMat.M23 = val;
- break;
- case 3:
- pMat.M24 = val;
- break;
- }
- break;
- case 2:
- switch (c)
- {
- case 0:
- pMat.M31 = val;
- break;
- case 1:
- pMat.M32 = val;
- break;
- case 2:
- pMat.M33 = val;
- break;
- case 3:
- pMat.M34 = val;
- break;
- }
- break;
- case 3:
- switch (c)
- {
- case 0:
- pMat.M41 = val;
- break;
- case 1:
- pMat.M42 = val;
- break;
- case 2:
- pMat.M43 = val;
- break;
- case 3:
- pMat.M44 = val;
- break;
- }
- break;
- }
- }
- private static float determinant3x3(Matrix4 pMat)
- {
- float det = 0;
- float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
- float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
- float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
- float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
- float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
- float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
- det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
- return det;
- }
-
- private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
- {
- dst.c.W = src.c.W;
- dst.c.X = src.c.X;
- dst.c.Y = src.c.Y;
- dst.c.Z = src.c.Z;
- dst.mass = src.mass;
- dst.I.M00 = src.I.M00;
- dst.I.M01 = src.I.M01;
- dst.I.M02 = src.I.M02;
- dst.I.M10 = src.I.M10;
- dst.I.M11 = src.I.M11;
- dst.I.M12 = src.I.M12;
- dst.I.M20 = src.I.M20;
- dst.I.M21 = src.I.M21;
- dst.I.M22 = src.I.M22;
- }
- public override void SetMaterial(int pMaterial)
- {
- m_material = pMaterial;
- }
- private void CheckMeshAsset()
- {
- if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero)
- {
- m_assetFailed = true;
- Util.FireAndForget(delegate
- {
- RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod;
- if (assetProvider != null)
- assetProvider(_pbs.SculptTexture, MeshAssetReceived);
- }, null, "ODEPrim.CheckMeshAsset");
- }
- }
- private void MeshAssetReceived(AssetBase asset)
- {
- if (asset != null && asset.Data != null && asset.Data.Length > 0)
- {
- if (!_pbs.SculptEntry)
- return;
- if (_pbs.SculptTexture.ToString() != asset.ID)
- return;
- _pbs.SculptData = new byte[asset.Data.Length];
- asset.Data.CopyTo(_pbs.SculptData, 0);
- // m_assetFailed = false;
- // m_log.DebugFormat(
- // "[ODE PRIM]: Received mesh/sculpt data asset {0} with {1} bytes for {2} at {3} in {4}",
- // _pbs.SculptTexture, _pbs.SculptData.Length, Name, _position, _parent_scene.Name);
- m_taintshape = true;
- _parent_scene.AddPhysicsActorTaint(this);
- }
- else
- {
- m_log.WarnFormat(
- "[ODE PRIM]: Could not get mesh/sculpt asset {0} for {1} at {2} in {3}",
- _pbs.SculptTexture, Name, _position, _parent_scene.Name);
- }
- }
- }
- }
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