mirror of
https://github.com/opensim/opensim.git
synced 2026-08-13 05:05:43 +08:00
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster
This commit is contained in:
@@ -305,22 +305,22 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
||||
|
||||
public override Quaternion APIDTarget
|
||||
{
|
||||
set { return; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool APIDActive
|
||||
{
|
||||
set { return; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float APIDStrength
|
||||
{
|
||||
set { return; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float APIDDamping
|
||||
{
|
||||
set { return; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void SubscribeEvents(int ms)
|
||||
|
||||
@@ -622,22 +622,22 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||
|
||||
public override Quaternion APIDTarget
|
||||
{
|
||||
set { return; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool APIDActive
|
||||
{
|
||||
set { return; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float APIDStrength
|
||||
{
|
||||
set { return; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float APIDDamping
|
||||
{
|
||||
set { return; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -243,7 +243,7 @@ namespace OpenSim.Region.Physics.Manager
|
||||
public abstract PIDHoverType PIDHoverType { set;}
|
||||
public abstract float PIDHoverTau { set;}
|
||||
|
||||
// For RotLookAt
|
||||
// For RotLookAt
|
||||
public abstract Quaternion APIDTarget { set;}
|
||||
public abstract bool APIDActive { set;}
|
||||
public abstract float APIDStrength { set;}
|
||||
|
||||
@@ -32,11 +32,11 @@
|
||||
* 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
|
||||
* 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.
|
||||
*/
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@@ -53,7 +53,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
public class ODEDynamics
|
||||
{
|
||||
public Vehicle Type
|
||||
{
|
||||
{
|
||||
get { return m_type; }
|
||||
}
|
||||
|
||||
@@ -62,14 +62,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
get { return m_body; }
|
||||
}
|
||||
|
||||
private int frcount = 0; // Used to limit dynamics debug output to
|
||||
// every 100th frame
|
||||
private int frcount = 0; // Used to limit dynamics debug output to
|
||||
// every 100th frame
|
||||
|
||||
// private OdeScene m_parentScene = null;
|
||||
private IntPtr m_body = IntPtr.Zero;
|
||||
// private IntPtr m_jointGroup = IntPtr.Zero;
|
||||
// private IntPtr m_aMotor = IntPtr.Zero;
|
||||
|
||||
|
||||
|
||||
// Vehicle properties
|
||||
private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
|
||||
@@ -82,7 +82,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
// HOVER_UP_ONLY
|
||||
// LIMIT_MOTOR_UP
|
||||
// LIMIT_ROLL_ONLY
|
||||
|
||||
|
||||
// Linear properties
|
||||
private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
|
||||
private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL
|
||||
@@ -91,47 +91,43 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
private float m_linearMotorDecayTimescale = 0;
|
||||
private float m_linearMotorTimescale = 0;
|
||||
private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
|
||||
// private bool m_LinearMotorSetLastFrame = false;
|
||||
// private bool m_LinearMotorSetLastFrame = false;
|
||||
// private Vector3 m_linearMotorOffset = Vector3.Zero;
|
||||
|
||||
|
||||
//Angular properties
|
||||
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
|
||||
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
|
||||
private int m_angularMotorApply = 0; // application frame counter
|
||||
private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity
|
||||
private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity
|
||||
private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
|
||||
private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
|
||||
private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
|
||||
private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
|
||||
// private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body
|
||||
|
||||
//Deflection properties
|
||||
//Deflection properties
|
||||
// private float m_angularDeflectionEfficiency = 0;
|
||||
// private float m_angularDeflectionTimescale = 0;
|
||||
// private float m_linearDeflectionEfficiency = 0;
|
||||
// private float m_linearDeflectionTimescale = 0;
|
||||
|
||||
|
||||
//Banking properties
|
||||
// private float m_bankingEfficiency = 0;
|
||||
// private float m_bankingMix = 0;
|
||||
// private float m_bankingTimescale = 0;
|
||||
|
||||
|
||||
//Hover and Buoyancy properties
|
||||
private float m_VhoverHeight = 0f;
|
||||
// private float m_VhoverEfficiency = 0f;
|
||||
private float m_VhoverTimescale = 0f;
|
||||
private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
|
||||
private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
|
||||
private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
|
||||
// Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
|
||||
// KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
|
||||
// Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
|
||||
|
||||
//Attractor properties
|
||||
// Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
|
||||
// KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
|
||||
// Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
|
||||
|
||||
//Attractor properties
|
||||
private float m_verticalAttractionEfficiency = 1.0f; // damped
|
||||
private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
|
||||
{
|
||||
@@ -166,13 +162,13 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
// m_bankingTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.BUOYANCY:
|
||||
if (pValue < -1f) pValue = -1f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
if (pValue < -1f) pValue = -1f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
m_VehicleBuoyancy = pValue;
|
||||
break;
|
||||
// case Vehicle.HOVER_EFFICIENCY:
|
||||
// if (pValue < 0f) pValue = 0f;
|
||||
// if (pValue > 1f) pValue = 1f;
|
||||
// if (pValue < 0f) pValue = 0f;
|
||||
// if (pValue > 1f) pValue = 1f;
|
||||
// m_VhoverEfficiency = pValue;
|
||||
// break;
|
||||
case Vehicle.HOVER_HEIGHT:
|
||||
@@ -199,7 +195,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
m_linearMotorTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
|
||||
if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
|
||||
if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
|
||||
if (pValue > 1.0f) pValue = 1.0f;
|
||||
m_verticalAttractionEfficiency = pValue;
|
||||
break;
|
||||
@@ -207,8 +203,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_verticalAttractionTimescale = pValue;
|
||||
break;
|
||||
|
||||
// These are vector properties but the engine lets you use a single float value to
|
||||
|
||||
// These are vector properties but the engine lets you use a single float value to
|
||||
// set all of the components to the same value
|
||||
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||
m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||
@@ -229,7 +225,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
}//end ProcessFloatVehicleParam
|
||||
|
||||
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
|
||||
@@ -242,12 +237,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
||||
m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
// Limit requested angular speed to 2 rps= 4 pi rads/sec
|
||||
if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
|
||||
if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
|
||||
if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
|
||||
if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
|
||||
if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
|
||||
if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
|
||||
if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
|
||||
if (m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
|
||||
if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
|
||||
if (m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
|
||||
if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
|
||||
if (m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
|
||||
m_angularMotorApply = 10;
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
@@ -261,7 +256,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
// m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
}
|
||||
|
||||
}//end ProcessVectorVehicleParam
|
||||
|
||||
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
|
||||
@@ -272,12 +266,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
// m_referenceFrame = pValue;
|
||||
break;
|
||||
}
|
||||
|
||||
}//end ProcessRotationVehicleParam
|
||||
|
||||
internal void ProcessTypeChange(Vehicle pType)
|
||||
{
|
||||
// Set Defaults For Type
|
||||
// Set Defaults For Type
|
||||
m_type = pType;
|
||||
switch (pType)
|
||||
{
|
||||
@@ -357,8 +350,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
// m_bankingMix = 0.8f;
|
||||
// m_bankingTimescale = 1;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
|
||||
VehicleFlag.LIMIT_MOTOR_UP);
|
||||
break;
|
||||
@@ -432,24 +425,25 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
|
||||
return;
|
||||
frcount++; // used to limit debug comment output
|
||||
frcount++; // used to limit debug comment output
|
||||
if (frcount > 100)
|
||||
frcount = 0;
|
||||
|
||||
MoveLinear(pTimestep, pParentScene);
|
||||
MoveLinear(pTimestep, pParentScene);
|
||||
MoveAngular(pTimestep);
|
||||
}// end Step
|
||||
|
||||
private void MoveLinear(float pTimestep, OdeScene _pParentScene)
|
||||
{
|
||||
if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
|
||||
if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
|
||||
{
|
||||
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
|
||||
if (!d.BodyIsEnabled(Body))
|
||||
d.BodyEnable(Body);
|
||||
|
||||
// add drive to body
|
||||
Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
|
||||
m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector?
|
||||
|
||||
m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector?
|
||||
|
||||
// This will work temporarily, but we really need to compare speed on an axis
|
||||
// KF: Limit body velocity to applied velocity?
|
||||
if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
|
||||
@@ -458,7 +452,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y;
|
||||
if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z))
|
||||
m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z;
|
||||
|
||||
|
||||
// decay applied velocity
|
||||
Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
|
||||
//Console.WriteLine("decay: " + decayfraction);
|
||||
@@ -466,194 +460,192 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
//Console.WriteLine("actual: " + m_linearMotorDirection);
|
||||
}
|
||||
else
|
||||
{ // requested is not significant
|
||||
// if what remains of applied is small, zero it.
|
||||
if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
m_lastLinearVelocityVector = Vector3.Zero;
|
||||
}
|
||||
|
||||
|
||||
// convert requested object velocity to world-referenced vector
|
||||
{ // requested is not significant
|
||||
// if what remains of applied is small, zero it.
|
||||
if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
m_lastLinearVelocityVector = Vector3.Zero;
|
||||
}
|
||||
|
||||
// convert requested object velocity to world-referenced vector
|
||||
m_dir = m_lastLinearVelocityVector;
|
||||
d.Quaternion rot = d.BodyGetQuaternion(Body);
|
||||
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
|
||||
m_dir *= rotq; // apply obj rotation to velocity vector
|
||||
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
|
||||
m_dir *= rotq; // apply obj rotation to velocity vector
|
||||
|
||||
// add Gravity andBuoyancy
|
||||
// KF: So far I have found no good method to combine a script-requested
|
||||
// .Z velocity and gravity. Therefore only 0g will used script-requested
|
||||
// .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
|
||||
// add Gravity andBuoyancy
|
||||
// KF: So far I have found no good method to combine a script-requested
|
||||
// .Z velocity and gravity. Therefore only 0g will used script-requested
|
||||
// .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
|
||||
Vector3 grav = Vector3.Zero;
|
||||
if(m_VehicleBuoyancy < 1.0f)
|
||||
{
|
||||
// There is some gravity, make a gravity force vector
|
||||
// that is applied after object velocity.
|
||||
d.Mass objMass;
|
||||
d.BodyGetMass(Body, out objMass);
|
||||
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
|
||||
grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy);
|
||||
// Preserve the current Z velocity
|
||||
d.Vector3 vel_now = d.BodyGetLinearVel(Body);
|
||||
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
|
||||
} // else its 1.0, no gravity.
|
||||
|
||||
// Check if hovering
|
||||
if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
|
||||
{
|
||||
// We should hover, get the target height
|
||||
d.Vector3 pos = d.BodyGetPosition(Body);
|
||||
if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
|
||||
{
|
||||
m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
|
||||
}
|
||||
else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
|
||||
{
|
||||
m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
|
||||
}
|
||||
else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
|
||||
{
|
||||
m_VhoverTargetHeight = m_VhoverHeight;
|
||||
}
|
||||
|
||||
if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
|
||||
{
|
||||
// If body is aready heigher, use its height as target height
|
||||
if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
|
||||
}
|
||||
|
||||
// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
|
||||
// m_VhoverTimescale = 0f; // time to acheive height
|
||||
// pTimestep is time since last frame,in secs
|
||||
float herr0 = pos.Z - m_VhoverTargetHeight;
|
||||
// Replace Vertical speed with correction figure if significant
|
||||
if(Math.Abs(herr0) > 0.01f )
|
||||
{
|
||||
d.Mass objMass;
|
||||
d.BodyGetMass(Body, out objMass);
|
||||
m_dir.Z = - ( (herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
|
||||
//KF: m_VhoverEfficiency is not yet implemented
|
||||
}
|
||||
else
|
||||
{
|
||||
m_dir.Z = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply velocity
|
||||
d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z);
|
||||
if (m_VehicleBuoyancy < 1.0f)
|
||||
{
|
||||
// There is some gravity, make a gravity force vector
|
||||
// that is applied after object velocity.
|
||||
d.Mass objMass;
|
||||
d.BodyGetMass(Body, out objMass);
|
||||
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
|
||||
grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy);
|
||||
// Preserve the current Z velocity
|
||||
d.Vector3 vel_now = d.BodyGetLinearVel(Body);
|
||||
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
|
||||
} // else its 1.0, no gravity.
|
||||
|
||||
// Check if hovering
|
||||
if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
|
||||
{
|
||||
// We should hover, get the target height
|
||||
d.Vector3 pos = d.BodyGetPosition(Body);
|
||||
if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
|
||||
{
|
||||
m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
|
||||
}
|
||||
else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
|
||||
{
|
||||
m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
|
||||
}
|
||||
else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
|
||||
{
|
||||
m_VhoverTargetHeight = m_VhoverHeight;
|
||||
}
|
||||
|
||||
if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
|
||||
{
|
||||
// If body is aready heigher, use its height as target height
|
||||
if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
|
||||
}
|
||||
|
||||
// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
|
||||
// m_VhoverTimescale = 0f; // time to acheive height
|
||||
// pTimestep is time since last frame,in secs
|
||||
float herr0 = pos.Z - m_VhoverTargetHeight;
|
||||
// Replace Vertical speed with correction figure if significant
|
||||
if (Math.Abs(herr0) > 0.01f)
|
||||
{
|
||||
d.Mass objMass;
|
||||
d.BodyGetMass(Body, out objMass);
|
||||
m_dir.Z = - ((herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
|
||||
//KF: m_VhoverEfficiency is not yet implemented
|
||||
}
|
||||
else
|
||||
{
|
||||
m_dir.Z = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply velocity
|
||||
d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z);
|
||||
// apply gravity force
|
||||
d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
|
||||
d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
|
||||
|
||||
|
||||
// apply friction
|
||||
// apply friction
|
||||
Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
|
||||
m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
|
||||
} // end MoveLinear()
|
||||
|
||||
|
||||
private void MoveAngular(float pTimestep)
|
||||
{
|
||||
/*
|
||||
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
|
||||
private int m_angularMotorApply = 0; // application frame counter
|
||||
private float m_angularMotorVelocity = 0; // current angular motor velocity (ramps up and down)
|
||||
private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
|
||||
private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
|
||||
private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
|
||||
private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
|
||||
*/
|
||||
|
||||
// Get what the body is doing, this includes 'external' influences
|
||||
d.Vector3 angularVelocity = d.BodyGetAngularVel(Body);
|
||||
// Vector3 angularVelocity = Vector3.Zero;
|
||||
|
||||
if (m_angularMotorApply > 0)
|
||||
{
|
||||
// ramp up to new value
|
||||
// current velocity += error / ( time to get there / step interval )
|
||||
// requested speed - last motor speed
|
||||
m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep);
|
||||
m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
|
||||
m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
|
||||
/*
|
||||
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
|
||||
private int m_angularMotorApply = 0; // application frame counter
|
||||
private float m_angularMotorVelocity = 0; // current angular motor velocity (ramps up and down)
|
||||
private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
|
||||
private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
|
||||
private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
|
||||
private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
|
||||
*/
|
||||
|
||||
m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected
|
||||
// velocity may still be acheived.
|
||||
}
|
||||
else
|
||||
{
|
||||
// no motor recently applied, keep the body velocity
|
||||
/* m_angularMotorVelocity.X = angularVelocity.X;
|
||||
m_angularMotorVelocity.Y = angularVelocity.Y;
|
||||
m_angularMotorVelocity.Z = angularVelocity.Z; */
|
||||
|
||||
// and decay the velocity
|
||||
m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep);
|
||||
} // end motor section
|
||||
|
||||
// Get what the body is doing, this includes 'external' influences
|
||||
d.Vector3 angularVelocity = d.BodyGetAngularVel(Body);
|
||||
// Vector3 angularVelocity = Vector3.Zero;
|
||||
|
||||
if (m_angularMotorApply > 0)
|
||||
{
|
||||
// ramp up to new value
|
||||
// current velocity += error / (time to get there / step interval)
|
||||
// requested speed - last motor speed
|
||||
m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep);
|
||||
m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
|
||||
m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
|
||||
|
||||
m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected
|
||||
// velocity may still be acheived.
|
||||
}
|
||||
else
|
||||
{
|
||||
// no motor recently applied, keep the body velocity
|
||||
/* m_angularMotorVelocity.X = angularVelocity.X;
|
||||
m_angularMotorVelocity.Y = angularVelocity.Y;
|
||||
m_angularMotorVelocity.Z = angularVelocity.Z; */
|
||||
|
||||
// and decay the velocity
|
||||
m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep);
|
||||
} // end motor section
|
||||
|
||||
// Vertical attractor section
|
||||
Vector3 vertattr = Vector3.Zero;
|
||||
|
||||
if(m_verticalAttractionTimescale < 300)
|
||||
{
|
||||
float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep);
|
||||
// get present body rotation
|
||||
d.Quaternion rot = d.BodyGetQuaternion(Body);
|
||||
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
|
||||
// make a vector pointing up
|
||||
Vector3 verterr = Vector3.Zero;
|
||||
verterr.Z = 1.0f;
|
||||
// rotate it to Body Angle
|
||||
verterr = verterr * rotq;
|
||||
// verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
|
||||
// As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
|
||||
// negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
|
||||
if (verterr.Z < 0.0f)
|
||||
{
|
||||
verterr.X = 2.0f - verterr.X;
|
||||
verterr.Y = 2.0f - verterr.Y;
|
||||
}
|
||||
// Error is 0 (no error) to +/- 2 (max error)
|
||||
// scale it by VAservo
|
||||
verterr = verterr * VAservo;
|
||||
//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
|
||||
Vector3 vertattr = Vector3.Zero;
|
||||
|
||||
// As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
|
||||
// Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
|
||||
vertattr.X = verterr.Y;
|
||||
vertattr.Y = - verterr.X;
|
||||
vertattr.Z = 0f;
|
||||
|
||||
// scaling appears better usingsquare-law
|
||||
float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
|
||||
vertattr.X += bounce * angularVelocity.X;
|
||||
vertattr.Y += bounce * angularVelocity.Y;
|
||||
|
||||
} // else vertical attractor is off
|
||||
|
||||
// m_lastVertAttractor = vertattr;
|
||||
|
||||
// Bank section tba
|
||||
// Deflection section tba
|
||||
|
||||
// Sum velocities
|
||||
m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection
|
||||
|
||||
if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
if (m_verticalAttractionTimescale < 300)
|
||||
{
|
||||
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
|
||||
}
|
||||
|
||||
// apply friction
|
||||
float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep);
|
||||
// get present body rotation
|
||||
d.Quaternion rot = d.BodyGetQuaternion(Body);
|
||||
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
|
||||
// make a vector pointing up
|
||||
Vector3 verterr = Vector3.Zero;
|
||||
verterr.Z = 1.0f;
|
||||
// rotate it to Body Angle
|
||||
verterr = verterr * rotq;
|
||||
// verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
|
||||
// As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
|
||||
// negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
|
||||
if (verterr.Z < 0.0f)
|
||||
{
|
||||
verterr.X = 2.0f - verterr.X;
|
||||
verterr.Y = 2.0f - verterr.Y;
|
||||
}
|
||||
// Error is 0 (no error) to +/- 2 (max error)
|
||||
// scale it by VAservo
|
||||
verterr = verterr * VAservo;
|
||||
//if (frcount == 0) Console.WriteLine("VAerr=" + verterr);
|
||||
|
||||
// As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
|
||||
// Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
|
||||
vertattr.X = verterr.Y;
|
||||
vertattr.Y = - verterr.X;
|
||||
vertattr.Z = 0f;
|
||||
|
||||
// scaling appears better usingsquare-law
|
||||
float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
|
||||
vertattr.X += bounce * angularVelocity.X;
|
||||
vertattr.Y += bounce * angularVelocity.Y;
|
||||
|
||||
} // else vertical attractor is off
|
||||
|
||||
// m_lastVertAttractor = vertattr;
|
||||
|
||||
// Bank section tba
|
||||
// Deflection section tba
|
||||
|
||||
// Sum velocities
|
||||
m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection
|
||||
|
||||
if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
{
|
||||
if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
|
||||
}
|
||||
|
||||
// apply friction
|
||||
Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
|
||||
m_lastAngularVelocity -= m_lastAngularVelocity * decayamount;
|
||||
|
||||
// Apply to the body
|
||||
d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
|
||||
|
||||
} //end MoveAngular
|
||||
}
|
||||
m_lastAngularVelocity -= m_lastAngularVelocity * decayamount;
|
||||
|
||||
// Apply to the body
|
||||
d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
|
||||
|
||||
} //end MoveAngular
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
/* Copyright (c) Contributors, http://opensimulator.org/
|
||||
/*
|
||||
* 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
|
||||
@@ -93,7 +95,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
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_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
|
||||
|
||||
// private float m_tensor = 5f;
|
||||
private int body_autodisable_frames = 20;
|
||||
@@ -294,7 +296,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
m_taintselected = value;
|
||||
m_isSelected = value;
|
||||
}
|
||||
if(m_isSelected) disableBodySoft();
|
||||
if (m_isSelected) disableBodySoft();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -302,7 +304,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
prev_geom = prim_geom;
|
||||
prim_geom = geom;
|
||||
//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
|
||||
//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||
@@ -314,7 +316,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
if (_parent != null && _parent is OdePrim)
|
||||
{
|
||||
OdePrim parent = (OdePrim)_parent;
|
||||
//Console.WriteLine("SetGeom calls ChildSetGeom");
|
||||
//Console.WriteLine("SetGeom calls ChildSetGeom");
|
||||
parent.ChildSetGeom(this);
|
||||
}
|
||||
}
|
||||
@@ -331,7 +333,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
d.BodyEnable(Body);
|
||||
if (m_vehicle.Type != Vehicle.TYPE_NONE)
|
||||
m_vehicle.Enable(Body, _parent_scene);
|
||||
m_vehicle.Enable(Body, _parent_scene);
|
||||
}
|
||||
|
||||
m_disabled = false;
|
||||
@@ -376,7 +378,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
|
||||
|
||||
// disconnect from world gravity so we can apply buoyancy
|
||||
d.BodySetGravityMode (Body, false);
|
||||
d.BodySetGravityMode (Body, false);
|
||||
|
||||
m_interpenetrationcount = 0;
|
||||
m_collisionscore = 0;
|
||||
@@ -872,7 +874,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
|
||||
public void ProcessTaints(float timestep)
|
||||
{
|
||||
//Console.WriteLine("ProcessTaints for " + m_primName );
|
||||
//Console.WriteLine("ProcessTaints for " + m_primName);
|
||||
if (m_taintadd)
|
||||
{
|
||||
changeadd(timestep);
|
||||
@@ -880,24 +882,24 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
{
|
||||
if (!_position.ApproxEquals(m_taintposition, 0f))
|
||||
changemove(timestep);
|
||||
if (!_position.ApproxEquals(m_taintposition, 0f))
|
||||
changemove(timestep);
|
||||
|
||||
if (m_taintrot != _orientation)
|
||||
{
|
||||
if(childPrim && IsPhysical) // For physical child prim...
|
||||
{
|
||||
rotate(timestep);
|
||||
// KF: ODE will also rotate the parent prim!
|
||||
// so rotate the root back to where it was
|
||||
OdePrim parent = (OdePrim)_parent;
|
||||
parent.rotate(timestep);
|
||||
if (m_taintrot != _orientation)
|
||||
{
|
||||
if (childPrim && IsPhysical) // For physical child prim...
|
||||
{
|
||||
rotate(timestep);
|
||||
// KF: ODE will also rotate the parent prim!
|
||||
// so rotate the root back to where it was
|
||||
OdePrim parent = (OdePrim)_parent;
|
||||
parent.rotate(timestep);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Just rotate the prim
|
||||
rotate(timestep);
|
||||
}
|
||||
//Just rotate the prim
|
||||
rotate(timestep);
|
||||
}
|
||||
}
|
||||
//
|
||||
|
||||
@@ -1006,7 +1008,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
// destroy link
|
||||
else if (_parent != null && m_taintparent == null)
|
||||
{
|
||||
//Console.WriteLine(" changelink B");
|
||||
//Console.WriteLine(" changelink B");
|
||||
|
||||
if (_parent is OdePrim)
|
||||
{
|
||||
@@ -1033,7 +1035,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
// prim is the child
|
||||
public void ParentPrim(OdePrim prim)
|
||||
{
|
||||
//Console.WriteLine("ParentPrim " + m_primName);
|
||||
//Console.WriteLine("ParentPrim " + m_primName);
|
||||
if (this.m_localID != prim.m_localID)
|
||||
{
|
||||
if (Body == IntPtr.Zero)
|
||||
@@ -1047,7 +1049,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
if (!childrenPrim.Contains(prim))
|
||||
{
|
||||
//Console.WriteLine("childrenPrim.Add " + prim);
|
||||
//Console.WriteLine("childrenPrim.Add " + prim);
|
||||
childrenPrim.Add(prim);
|
||||
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
@@ -1080,7 +1082,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
|
||||
continue;
|
||||
}
|
||||
//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
|
||||
//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
|
||||
d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
|
||||
d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
|
||||
|
||||
@@ -1128,7 +1130,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
m_collisionCategories |= CollisionCategories.Body;
|
||||
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
||||
|
||||
//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
|
||||
//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
|
||||
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||
//Console.WriteLine(" Post GeomSetCategoryBits 2");
|
||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||
@@ -1203,7 +1205,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
//Console.WriteLine("ChildSetGeom calls ParentPrim");
|
||||
//Console.WriteLine("ChildSetGeom calls ParentPrim");
|
||||
ParentPrim(prm);
|
||||
}
|
||||
}
|
||||
@@ -1230,7 +1232,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
|
||||
lock (childrenPrim)
|
||||
{
|
||||
//Console.WriteLine("childrenPrim.Remove " + odePrim);
|
||||
//Console.WriteLine("childrenPrim.Remove " + odePrim);
|
||||
childrenPrim.Remove(odePrim);
|
||||
}
|
||||
|
||||
@@ -1248,7 +1250,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
//Console.WriteLine("ChildDelink calls ParentPrim");
|
||||
//Console.WriteLine("ChildDelink calls ParentPrim");
|
||||
ParentPrim(prm);
|
||||
}
|
||||
}
|
||||
@@ -1350,7 +1352,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
|
||||
public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
|
||||
{
|
||||
//Console.WriteLine("CreateGeom:");
|
||||
//Console.WriteLine("CreateGeom:");
|
||||
if (_mesh != null)
|
||||
{
|
||||
setMesh(_parent_scene, _mesh);
|
||||
@@ -1381,7 +1383,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
try
|
||||
{
|
||||
//Console.WriteLine(" CreateGeom 2");
|
||||
//Console.WriteLine(" CreateGeom 2");
|
||||
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
@@ -1397,7 +1399,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
try
|
||||
{
|
||||
//Console.WriteLine(" CreateGeom 3");
|
||||
//Console.WriteLine(" CreateGeom 3");
|
||||
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
@@ -1414,7 +1416,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
try
|
||||
{
|
||||
//Console.WriteLine(" CreateGeom 4");
|
||||
//Console.WriteLine(" CreateGeom 4");
|
||||
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
@@ -1451,7 +1453,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
|
||||
lock (_parent_scene.OdeLock)
|
||||
{
|
||||
//Console.WriteLine("changeadd 1");
|
||||
//Console.WriteLine("changeadd 1");
|
||||
CreateGeom(m_targetSpace, _mesh);
|
||||
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
@@ -1508,7 +1510,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
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");
|
||||
Console.WriteLine(" JointCreateFixed");
|
||||
m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
|
||||
d.JointAttach(m_linkJoint, Body, odParent.Body);
|
||||
d.JointSetFixed(m_linkJoint);
|
||||
@@ -1562,244 +1564,244 @@ Console.WriteLine(" JointCreateFixed");
|
||||
float fz = 0;
|
||||
|
||||
|
||||
if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims.
|
||||
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 " + m_primName);
|
||||
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;
|
||||
if (m_vehicle.Type != Vehicle.TYPE_NONE)
|
||||
{
|
||||
// 'VEHICLES' are dealt with in ODEDynamics.cs
|
||||
m_vehicle.Step(timestep, _parent_scene);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Console.WriteLine("Move " + m_primName);
|
||||
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();
|
||||
float m_mass = CalculateMass();
|
||||
|
||||
// fz = 0f;
|
||||
// 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;
|
||||
|
||||
//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 (m_usePID)
|
||||
{
|
||||
//Console.WriteLine("PID " + m_primName);
|
||||
// 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;
|
||||
if (m_usePID)
|
||||
{
|
||||
//Console.WriteLine("PID " + m_primName);
|
||||
// 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
|
||||
// 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;
|
||||
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);
|
||||
// PhysicsVector vec = new PhysicsVector();
|
||||
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
||||
|
||||
d.Vector3 pos = d.BodyGetPosition(Body);
|
||||
_target_velocity =
|
||||
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)
|
||||
);
|
||||
(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 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
|
||||
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;
|
||||
//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;
|
||||
// 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 (m_usePID)
|
||||
fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
|
||||
}
|
||||
} // end if (m_usePID)
|
||||
|
||||
// Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
|
||||
if (m_useHoverPID && !m_usePID)
|
||||
{
|
||||
//Console.WriteLine("Hover " + m_primName);
|
||||
|
||||
// If we're using the PID controller, then we have no gravity
|
||||
fz = (-1 * _parent_scene.gravityz) * m_mass;
|
||||
// Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
|
||||
if (m_useHoverPID && !m_usePID)
|
||||
{
|
||||
//Console.WriteLine("Hover " + m_primName);
|
||||
|
||||
// If we're using the PID controller, then we have no gravity
|
||||
fz = (-1 * _parent_scene.gravityz) * m_mass;
|
||||
|
||||
// no lock; for now it's only called from within Simulate()
|
||||
// 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 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 ((m_PIDTau < 1))
|
||||
{
|
||||
PID_G = PID_G / m_PIDTau;
|
||||
}
|
||||
|
||||
if ((PID_G - m_PIDTau) <= 0)
|
||||
{
|
||||
PID_G = m_PIDTau + 1;
|
||||
}
|
||||
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);
|
||||
// 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;
|
||||
// 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)
|
||||
} // end switch (m_PIDHoverType)
|
||||
|
||||
|
||||
_target_velocity =
|
||||
_target_velocity =
|
||||
new Vector3(0.0f, 0.0f,
|
||||
(m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
|
||||
);
|
||||
(m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
|
||||
);
|
||||
|
||||
// if velocity is zero, use position control; otherwise, velocity control
|
||||
// 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
|
||||
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;
|
||||
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);
|
||||
}
|
||||
}
|
||||
// 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_mass;
|
||||
fy *= m_mass;
|
||||
//fz *= m_mass;
|
||||
|
||||
fx += m_force.X;
|
||||
fy += m_force.Y;
|
||||
fz += m_force.Z;
|
||||
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();
|
||||
}
|
||||
//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;
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
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
|
||||
{ // is not physical, or is not a body or is selected
|
||||
// _zeroPosition = d.BodyGetPosition(Body);
|
||||
return;
|
||||
//Console.WriteLine("Nothing " + m_primName);
|
||||
//Console.WriteLine("Nothing " + m_primName);
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1815,18 +1817,18 @@ Console.WriteLine(" JointCreateFixed");
|
||||
myrot.W = _orientation.W;
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
// KF: If this is a root prim do BodySet
|
||||
// KF: If this is a root prim do BodySet
|
||||
d.BodySetQuaternion(Body, ref myrot);
|
||||
if (m_isphysical)
|
||||
{
|
||||
if (m_isphysical)
|
||||
{
|
||||
if (!m_angularlock.ApproxEquals(Vector3.One, 0f))
|
||||
createAMotor(m_angularlock);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// daughter prim, do Geom set
|
||||
d.GeomSetQuaternion(prim_geom, ref myrot);
|
||||
createAMotor(m_angularlock);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// daughter prim, do Geom set
|
||||
d.GeomSetQuaternion(prim_geom, ref myrot);
|
||||
}
|
||||
|
||||
resetCollisionAccounting();
|
||||
@@ -1890,7 +1892,7 @@ Console.WriteLine(" JointCreateFixed");
|
||||
m_log.Error("[PHYSICS]: PrimGeom dead");
|
||||
}
|
||||
}
|
||||
//Console.WriteLine("changePhysicsStatus for " + m_primName );
|
||||
//Console.WriteLine("changePhysicsStatus for " + m_primName);
|
||||
changeadd(2f);
|
||||
}
|
||||
if (childPrim)
|
||||
@@ -1976,7 +1978,7 @@ Console.WriteLine(" JointCreateFixed");
|
||||
else
|
||||
{
|
||||
_mesh = null;
|
||||
//Console.WriteLine("changesize 2");
|
||||
//Console.WriteLine("changesize 2");
|
||||
CreateGeom(m_targetSpace, _mesh);
|
||||
}
|
||||
|
||||
@@ -2083,7 +2085,7 @@ Console.WriteLine(" JointCreateFixed");
|
||||
else
|
||||
{
|
||||
_mesh = null;
|
||||
//Console.WriteLine("changeshape");
|
||||
//Console.WriteLine("changeshape");
|
||||
CreateGeom(m_targetSpace, null);
|
||||
}
|
||||
|
||||
@@ -2454,7 +2456,7 @@ Console.WriteLine(" JointCreateFixed");
|
||||
if (QuaternionIsFinite(value))
|
||||
{
|
||||
_orientation = value;
|
||||
}
|
||||
}
|
||||
else
|
||||
m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
|
||||
|
||||
@@ -2675,8 +2677,8 @@ Console.WriteLine(" JointCreateFixed");
|
||||
//outofBounds = true;
|
||||
}
|
||||
|
||||
//float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation));
|
||||
//Console.WriteLine("Adiff " + m_primName + " = " + Adiff);
|
||||
//float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation));
|
||||
//Console.WriteLine("Adiff " + m_primName + " = " + 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)
|
||||
@@ -2684,7 +2686,7 @@ Console.WriteLine(" JointCreateFixed");
|
||||
&& (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");
|
||||
//Console.WriteLine("ZFT 2");
|
||||
m_throttleUpdates = false;
|
||||
}
|
||||
else
|
||||
|
||||
@@ -110,7 +110,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
for (int i = 0; i < reqs.Length; i++)
|
||||
{
|
||||
if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
|
||||
RayCast(reqs[i]); // if there isn't anyone to send results
|
||||
RayCast(reqs[i]); // if there isn't anyone to send results
|
||||
}
|
||||
/*
|
||||
foreach (ODERayCastRequest req in m_PendingRequests)
|
||||
|
||||
@@ -2152,7 +2152,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
/// <param name="prim"></param>
|
||||
public void RemovePrimThreadLocked(OdePrim prim)
|
||||
{
|
||||
//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
|
||||
//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
|
||||
lock (prim)
|
||||
{
|
||||
remCollisionEventReporting(prim);
|
||||
@@ -2603,12 +2603,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
lock (_taintedPrimLock)
|
||||
{
|
||||
if (!(_taintedPrimH.Contains(taintedprim)))
|
||||
{
|
||||
//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
|
||||
_taintedPrimH.Add(taintedprim); // HashSet for searching
|
||||
_taintedPrimL.Add(taintedprim); // List for ordered readout
|
||||
}
|
||||
}
|
||||
{
|
||||
//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
|
||||
_taintedPrimH.Add(taintedprim); // HashSet for searching
|
||||
_taintedPrimL.Add(taintedprim); // List for ordered readout
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
else if (prim is OdeCharacter)
|
||||
@@ -2736,12 +2736,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
if (prim.m_taintremove)
|
||||
{
|
||||
//Console.WriteLine("Simulate calls RemovePrimThreadLocked");
|
||||
//Console.WriteLine("Simulate calls RemovePrimThreadLocked");
|
||||
RemovePrimThreadLocked(prim);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Console.WriteLine("Simulate calls ProcessTaints");
|
||||
//Console.WriteLine("Simulate calls ProcessTaints");
|
||||
prim.ProcessTaints(timeStep);
|
||||
}
|
||||
processedtaints = true;
|
||||
@@ -2937,7 +2937,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
}
|
||||
|
||||
if (processedtaints)
|
||||
//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
|
||||
//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
|
||||
_taintedPrimH.Clear();
|
||||
_taintedPrimL.Clear();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user