mirror of
https://github.com/opensim/opensim.git
synced 2026-08-08 10:15:33 +08:00
remove old ode (OpenDynamicsEngine) module. Thnaks to all that worked on it, in fact it was the basis for other modules like Bullet and ubOde
This commit is contained in:
@@ -1,62 +0,0 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
using System.Reflection;
|
||||
using System.Runtime.InteropServices;
|
||||
using Mono.Addins;
|
||||
|
||||
// Information about this assembly is defined by the following
|
||||
// attributes.
|
||||
//
|
||||
// change them to the information which is associated with the assembly
|
||||
// you compile.
|
||||
|
||||
[assembly : AssemblyTitle("OdePlugin")]
|
||||
[assembly : AssemblyDescription("")]
|
||||
[assembly : AssemblyConfiguration("")]
|
||||
[assembly : AssemblyCompany("http://opensimulator.org")]
|
||||
[assembly : AssemblyProduct("OdePlugin")]
|
||||
[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers")]
|
||||
[assembly : AssemblyTrademark("")]
|
||||
[assembly : AssemblyCulture("")]
|
||||
|
||||
// This sets the default COM visibility of types in the assembly to invisible.
|
||||
// If you need to expose a type to COM, use [ComVisible(true)] on that type.
|
||||
|
||||
[assembly : ComVisible(false)]
|
||||
|
||||
// The assembly version has following format :
|
||||
//
|
||||
// Major.Minor.Build.Revision
|
||||
//
|
||||
// You can specify all values by your own or you can build default build and revision
|
||||
// numbers with the '*' character (the default):
|
||||
|
||||
[assembly : AssemblyVersion(OpenSim.VersionInfo.AssemblyVersionNumber)]
|
||||
|
||||
[assembly: Addin("OpenSim.Region.PhysicsModule.ODE", OpenSim.VersionInfo.VersionNumber)]
|
||||
[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)]
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,630 +0,0 @@
|
||||
/*
|
||||
* 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.
|
||||
*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using System.Runtime.InteropServices;
|
||||
using log4net;
|
||||
using OpenMetaverse;
|
||||
using Ode.NET;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
public class ODEDynamics
|
||||
{
|
||||
public Vehicle Type
|
||||
{
|
||||
get { return m_type; }
|
||||
}
|
||||
|
||||
public IntPtr Body
|
||||
{
|
||||
get { return m_body; }
|
||||
}
|
||||
|
||||
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
|
||||
// private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
|
||||
private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
|
||||
// HOVER_TERRAIN_ONLY
|
||||
// HOVER_GLOBAL_HEIGHT
|
||||
// NO_DEFLECTION_UP
|
||||
// HOVER_WATER_ONLY
|
||||
// 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
|
||||
private Vector3 m_dir = Vector3.Zero; // velocity applied to body
|
||||
private Vector3 m_linearFrictionTimescale = Vector3.Zero;
|
||||
private float m_linearMotorDecayTimescale = 0;
|
||||
private float m_linearMotorTimescale = 0;
|
||||
private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
|
||||
// private bool m_LinearMotorSetLastFrame = false;
|
||||
// private Vector3 m_linearMotorOffset = Vector3.Zero;
|
||||
|
||||
//Angular properties
|
||||
private Vector3 m_angularMotorDirection = Vector3.Zero;
|
||||
private Vector3 m_angularMotorDirectionLASTSET = Vector3.Zero;
|
||||
private Vector3 m_angularFrictionTimescale = Vector3.Zero;
|
||||
private float m_angularMotorDecayTimescale = 0;
|
||||
private float m_angularMotorTimescale = 0;
|
||||
private Vector3 m_lastAngularVelocityVector = Vector3.Zero;
|
||||
|
||||
//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_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
|
||||
private float m_verticalAttractionEfficiency = 0;
|
||||
private float m_verticalAttractionTimescale = 0;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
|
||||
{
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_angularDeflectionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_angularDeflectionTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_angularMotorDecayTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_angularMotorTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_EFFICIENCY:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_bankingEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_MIX:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_bankingMix = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_bankingTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.BUOYANCY:
|
||||
if (pValue < -1f) pValue = -1f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
m_VehicleBuoyancy = pValue;
|
||||
break;
|
||||
case Vehicle.HOVER_EFFICIENCY:
|
||||
if (pValue < 0f) pValue = 0f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
m_VhoverEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.HOVER_HEIGHT:
|
||||
m_VhoverHeight = pValue;
|
||||
break;
|
||||
case Vehicle.HOVER_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_VhoverTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_linearDeflectionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_linearDeflectionTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_linearMotorDecayTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_linearMotorTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
|
||||
if (pValue < 0.0f) pValue = 0.0f;
|
||||
if (pValue > 1.0f) pValue = 1.0f;
|
||||
m_verticalAttractionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
|
||||
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
|
||||
// set all of the components to the same value
|
||||
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||
m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
||||
m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
|
||||
m_angularMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||
m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
|
||||
m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||
// m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
}//end ProcessFloatVehicleParam
|
||||
|
||||
internal void ProcessVectorVehicleParam(Vehicle pParam, PhysicsVector pValue)
|
||||
{
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||
m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
||||
m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
m_angularMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||
m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||
// m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
}
|
||||
|
||||
}//end ProcessVectorVehicleParam
|
||||
|
||||
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
|
||||
{
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.REFERENCE_FRAME:
|
||||
// m_referenceFrame = pValue;
|
||||
break;
|
||||
}
|
||||
|
||||
}//end ProcessRotationVehicleParam
|
||||
|
||||
internal void ProcessTypeChange(Vehicle pType)
|
||||
{
|
||||
Console.WriteLine("ProcessTypeChange to " + pType);
|
||||
|
||||
// Set Defaults For Type
|
||||
m_type = pType;
|
||||
switch (pType)
|
||||
{
|
||||
case Vehicle.TYPE_SLED:
|
||||
m_linearFrictionTimescale = new Vector3(30, 1, 1000);
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 1000;
|
||||
m_linearMotorDecayTimescale = 120;
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 1000;
|
||||
m_angularMotorDecayTimescale = 120;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 1;
|
||||
m_VhoverTimescale = 10;
|
||||
m_VehicleBuoyancy = 0;
|
||||
// m_linearDeflectionEfficiency = 1;
|
||||
// m_linearDeflectionTimescale = 1;
|
||||
// m_angularDeflectionEfficiency = 1;
|
||||
// m_angularDeflectionTimescale = 1000;
|
||||
// m_bankingEfficiency = 0;
|
||||
// m_bankingMix = 1;
|
||||
// m_bankingTimescale = 10;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_flags &=
|
||||
~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
|
||||
break;
|
||||
case Vehicle.TYPE_CAR:
|
||||
m_linearFrictionTimescale = new Vector3(100, 2, 1000);
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 1;
|
||||
m_linearMotorDecayTimescale = 60;
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 1;
|
||||
m_angularMotorDecayTimescale = 0.8f;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 0;
|
||||
m_VhoverTimescale = 1000;
|
||||
m_VehicleBuoyancy = 0;
|
||||
// // m_linearDeflectionEfficiency = 1;
|
||||
// // m_linearDeflectionTimescale = 2;
|
||||
// // m_angularDeflectionEfficiency = 0;
|
||||
// m_angularDeflectionTimescale = 10;
|
||||
m_verticalAttractionEfficiency = 1;
|
||||
m_verticalAttractionTimescale = 10;
|
||||
// m_bankingEfficiency = -0.2f;
|
||||
// m_bankingMix = 1;
|
||||
// m_bankingTimescale = 1;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
|
||||
VehicleFlag.LIMIT_MOTOR_UP);
|
||||
break;
|
||||
case Vehicle.TYPE_BOAT:
|
||||
m_linearFrictionTimescale = new Vector3(10, 3, 2);
|
||||
m_angularFrictionTimescale = new Vector3(10,10,10);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 5;
|
||||
m_linearMotorDecayTimescale = 60;
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 4;
|
||||
m_angularMotorDecayTimescale = 4;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 0.5f;
|
||||
m_VhoverTimescale = 2;
|
||||
m_VehicleBuoyancy = 1;
|
||||
// m_linearDeflectionEfficiency = 0.5f;
|
||||
// m_linearDeflectionTimescale = 3;
|
||||
// m_angularDeflectionEfficiency = 0.5f;
|
||||
// m_angularDeflectionTimescale = 5;
|
||||
m_verticalAttractionEfficiency = 0.5f;
|
||||
m_verticalAttractionTimescale = 5;
|
||||
// m_bankingEfficiency = -0.3f;
|
||||
// m_bankingMix = 0.8f;
|
||||
// m_bankingTimescale = 1;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
|
||||
VehicleFlag.LIMIT_MOTOR_UP);
|
||||
break;
|
||||
case Vehicle.TYPE_AIRPLANE:
|
||||
m_linearFrictionTimescale = new Vector3(200, 10, 5);
|
||||
m_angularFrictionTimescale = new Vector3(20, 20, 20);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 2;
|
||||
m_linearMotorDecayTimescale = 60;
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 4;
|
||||
m_angularMotorDecayTimescale = 4;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 0.5f;
|
||||
m_VhoverTimescale = 1000;
|
||||
m_VehicleBuoyancy = 0;
|
||||
// m_linearDeflectionEfficiency = 0.5f;
|
||||
// m_linearDeflectionTimescale = 3;
|
||||
// m_angularDeflectionEfficiency = 1;
|
||||
// m_angularDeflectionTimescale = 2;
|
||||
m_verticalAttractionEfficiency = 0.9f;
|
||||
m_verticalAttractionTimescale = 2;
|
||||
// m_bankingEfficiency = 1;
|
||||
// m_bankingMix = 0.7f;
|
||||
// m_bankingTimescale = 2;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_BALLOON:
|
||||
m_linearFrictionTimescale = new Vector3(5, 5, 5);
|
||||
m_angularFrictionTimescale = new Vector3(10, 10, 10);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 5;
|
||||
m_linearMotorDecayTimescale = 60;
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 6;
|
||||
m_angularMotorDecayTimescale = 10;
|
||||
m_VhoverHeight = 5;
|
||||
m_VhoverEfficiency = 0.8f;
|
||||
m_VhoverTimescale = 10;
|
||||
m_VehicleBuoyancy = 1;
|
||||
// m_linearDeflectionEfficiency = 0;
|
||||
// m_linearDeflectionTimescale = 5;
|
||||
// m_angularDeflectionEfficiency = 0;
|
||||
// m_angularDeflectionTimescale = 5;
|
||||
m_verticalAttractionEfficiency = 1;
|
||||
m_verticalAttractionTimescale = 1000;
|
||||
// m_bankingEfficiency = 0;
|
||||
// m_bankingMix = 0.7f;
|
||||
// m_bankingTimescale = 5;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
break;
|
||||
|
||||
}
|
||||
}//end SetDefaultsForType
|
||||
|
||||
internal void Enable(IntPtr pBody, OdeScene pParentScene)
|
||||
{
|
||||
//Console.WriteLine("Enable m_type=" + m_type + " m_VehicleBuoyancy=" + m_VehicleBuoyancy);
|
||||
if (m_type == Vehicle.TYPE_NONE)
|
||||
return;
|
||||
|
||||
m_body = pBody;
|
||||
//KF: This used to set up the linear and angular joints
|
||||
}
|
||||
|
||||
internal void Step(float pTimestep, OdeScene pParentScene)
|
||||
{
|
||||
if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
|
||||
return;
|
||||
frcount++; // used to limit debug comment output
|
||||
if (frcount > 100)
|
||||
frcount = 0;
|
||||
|
||||
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(!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?
|
||||
|
||||
// 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))
|
||||
m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
|
||||
if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
|
||||
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);
|
||||
m_linearMotorDirection -= m_linearMotorDirection * decayfraction;
|
||||
//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
|
||||
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
|
||||
|
||||
// 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;
|
||||
//if(frcount == 0) Console.WriteLine("herr0=" + herr0);
|
||||
// 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);
|
||||
// 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(frcount == 0) Console.WriteLine("Move " + Body + ":"+ m_dir.X + " " + m_dir.Y + " " + m_dir.Z);
|
||||
// apply gravity force
|
||||
d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
|
||||
//if(frcount == 0) Console.WriteLine("Force " + Body + ":" + grav.X + " " + grav.Y + " " + grav.Z);
|
||||
|
||||
|
||||
// apply friction
|
||||
Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
|
||||
m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
|
||||
} // end MoveLinear()
|
||||
|
||||
private void MoveAngular(float pTimestep)
|
||||
{
|
||||
|
||||
// m_angularMotorDirection is the latest value from the script, and is decayed here
|
||||
// m_angularMotorDirectionLASTSET is the latest value from the script
|
||||
// m_lastAngularVelocityVector is what is being applied to the Body, varied up and down here
|
||||
|
||||
if (!m_angularMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
{
|
||||
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
|
||||
// ramp up to new value
|
||||
Vector3 addAmount = m_angularMotorDirection / (m_angularMotorTimescale / pTimestep);
|
||||
m_lastAngularVelocityVector += (addAmount * 10f);
|
||||
//if(frcount == 0) Console.WriteLine("add: " + addAmount);
|
||||
|
||||
// limit applied value to what was set by script
|
||||
// This will work temporarily, but we really need to compare speed on an axis
|
||||
if (Math.Abs(m_lastAngularVelocityVector.X) > Math.Abs(m_angularMotorDirectionLASTSET.X))
|
||||
m_lastAngularVelocityVector.X = m_angularMotorDirectionLASTSET.X;
|
||||
if (Math.Abs(m_lastAngularVelocityVector.Y) > Math.Abs(m_angularMotorDirectionLASTSET.Y))
|
||||
m_lastAngularVelocityVector.Y = m_angularMotorDirectionLASTSET.Y;
|
||||
if (Math.Abs(m_lastAngularVelocityVector.Z) > Math.Abs(m_angularMotorDirectionLASTSET.Z))
|
||||
m_lastAngularVelocityVector.Z = m_angularMotorDirectionLASTSET.Z;
|
||||
|
||||
// decay the requested value
|
||||
Vector3 decayfraction = ((Vector3.One / (m_angularMotorDecayTimescale / pTimestep)));
|
||||
//Console.WriteLine("decay: " + decayfraction);
|
||||
m_angularMotorDirection -= m_angularMotorDirection * decayfraction;
|
||||
//Console.WriteLine("actual: " + m_linearMotorDirection);
|
||||
}
|
||||
// KF: m_lastAngularVelocityVector is rotational speed in rad/sec ?
|
||||
|
||||
// Vertical attractor section
|
||||
|
||||
// d.Mass objMass;
|
||||
// d.BodyGetMass(Body, out objMass);
|
||||
// float servo = 100f * objMass.mass * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep);
|
||||
float servo = 0.1f * m_verticalAttractionEfficiency / (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 servo
|
||||
verterr = verterr * servo;
|
||||
|
||||
// rotate to object frame
|
||||
// verterr = verterr * rotq;
|
||||
|
||||
// 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.
|
||||
m_lastAngularVelocityVector.X += verterr.Y;
|
||||
m_lastAngularVelocityVector.Y -= verterr.X;
|
||||
/*
|
||||
if(frcount == 0)
|
||||
{
|
||||
// Console.WriteLine("AngleMotor " + m_lastAngularVelocityVector);
|
||||
Console.WriteLine(String.Format("VA Body:{0} servo:{1} err:<{2},{3},{4}> VAE:{5}",
|
||||
Body, servo, verterr.X, verterr.Y, verterr.Z, m_verticalAttractionEfficiency));
|
||||
}
|
||||
*/
|
||||
d.BodySetAngularVel (Body, m_lastAngularVelocityVector.X, m_lastAngularVelocityVector.Y, m_lastAngularVelocityVector.Z);
|
||||
// apply friction
|
||||
Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
|
||||
m_lastAngularVelocityVector -= m_lastAngularVelocityVector * decayamount;
|
||||
|
||||
} //end MoveAngular
|
||||
}
|
||||
}
|
||||
@@ -1,981 +0,0 @@
|
||||
/*
|
||||
* 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 Aug, Sept 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.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using System.Runtime.InteropServices;
|
||||
using log4net;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.PhysicsModules.SharedBase;
|
||||
|
||||
|
||||
namespace OpenSim.Region.PhysicsModule.ODE
|
||||
{
|
||||
public class ODEDynamics
|
||||
{
|
||||
public Vehicle Type
|
||||
{
|
||||
get { return m_type; }
|
||||
}
|
||||
|
||||
public IntPtr Body
|
||||
{
|
||||
get { return m_body; }
|
||||
}
|
||||
|
||||
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
|
||||
// private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
|
||||
private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
|
||||
// HOVER_TERRAIN_ONLY
|
||||
// HOVER_GLOBAL_HEIGHT
|
||||
// NO_DEFLECTION_UP
|
||||
// HOVER_WATER_ONLY
|
||||
// HOVER_UP_ONLY
|
||||
// LIMIT_MOTOR_UP
|
||||
// LIMIT_ROLL_ONLY
|
||||
private VehicleFlag m_Hoverflags = (VehicleFlag)0;
|
||||
private Vector3 m_BlockingEndPoint = Vector3.Zero;
|
||||
private Quaternion m_RollreferenceFrame = Quaternion.Identity;
|
||||
// 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
|
||||
private Vector3 m_dir = Vector3.Zero; // velocity applied to body
|
||||
private Vector3 m_linearFrictionTimescale = Vector3.Zero;
|
||||
private float m_linearMotorDecayTimescale = 0;
|
||||
private float m_linearMotorTimescale = 0;
|
||||
private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
|
||||
private OdeNative.Vector3 m_lastPositionVector = new OdeNative.Vector3();
|
||||
// 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 int m_angularMotorApply = 0; // application frame counter
|
||||
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
|
||||
// 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_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
|
||||
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)
|
||||
{
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_angularDeflectionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_angularDeflectionTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_angularMotorDecayTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_angularMotorTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_EFFICIENCY:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_bankingEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_MIX:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_bankingMix = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_bankingTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.BUOYANCY:
|
||||
if (pValue < -1f) pValue = -1f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
m_VehicleBuoyancy = pValue;
|
||||
break;
|
||||
// case Vehicle.HOVER_EFFICIENCY:
|
||||
// if (pValue < 0f) pValue = 0f;
|
||||
// if (pValue > 1f) pValue = 1f;
|
||||
// m_VhoverEfficiency = pValue;
|
||||
// break;
|
||||
case Vehicle.HOVER_HEIGHT:
|
||||
m_VhoverHeight = pValue;
|
||||
break;
|
||||
case Vehicle.HOVER_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_VhoverTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_linearDeflectionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
// m_linearDeflectionTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_linearMotorDecayTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_linearMotorTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
|
||||
if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
|
||||
if (pValue > 1.0f) pValue = 1.0f;
|
||||
m_verticalAttractionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
m_verticalAttractionTimescale = pValue;
|
||||
break;
|
||||
|
||||
// These are vector properties but the engine lets you use a single float value to
|
||||
// set all of the components to the same value
|
||||
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||
m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
||||
m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
|
||||
m_angularMotorApply = 10;
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||
m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
|
||||
m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||
// m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
|
||||
}
|
||||
}//end ProcessFloatVehicleParam
|
||||
|
||||
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
|
||||
{
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||
m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
||||
m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
// Limit requested angular speed to 2 rps= 4 pi rads/sec
|
||||
if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
|
||||
if (m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
|
||||
if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
|
||||
if (m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
|
||||
if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
|
||||
if (m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
|
||||
m_angularMotorApply = 10;
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||
m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||
// m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.BLOCK_EXIT:
|
||||
m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
}
|
||||
}//end ProcessVectorVehicleParam
|
||||
|
||||
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
|
||||
{
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.REFERENCE_FRAME:
|
||||
// m_referenceFrame = pValue;
|
||||
break;
|
||||
case Vehicle.ROLL_FRAME:
|
||||
m_RollreferenceFrame = pValue;
|
||||
break;
|
||||
}
|
||||
}//end ProcessRotationVehicleParam
|
||||
|
||||
internal void ProcessVehicleFlags(int pParam, bool remove)
|
||||
{
|
||||
if (remove)
|
||||
{
|
||||
if (pParam == -1)
|
||||
{
|
||||
m_flags = (VehicleFlag)0;
|
||||
m_Hoverflags = (VehicleFlag)0;
|
||||
return;
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT)
|
||||
{
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != (VehicleFlag)0)
|
||||
m_Hoverflags &= ~(VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY)
|
||||
{
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != (VehicleFlag)0)
|
||||
m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY)
|
||||
{
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != (VehicleFlag)0)
|
||||
m_Hoverflags &= ~(VehicleFlag.HOVER_UP_ONLY);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY)
|
||||
{
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != (VehicleFlag)0)
|
||||
m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP)
|
||||
{
|
||||
if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != (VehicleFlag)0)
|
||||
m_flags &= ~(VehicleFlag.LIMIT_MOTOR_UP);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.LIMIT_ROLL_ONLY) == (int)VehicleFlag.LIMIT_ROLL_ONLY)
|
||||
{
|
||||
if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) != (VehicleFlag)0)
|
||||
m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK)
|
||||
{
|
||||
if ((m_flags & VehicleFlag.MOUSELOOK_BANK) != (VehicleFlag)0)
|
||||
m_flags &= ~(VehicleFlag.MOUSELOOK_BANK);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER)
|
||||
{
|
||||
if ((m_flags & VehicleFlag.MOUSELOOK_STEER) != (VehicleFlag)0)
|
||||
m_flags &= ~(VehicleFlag.MOUSELOOK_STEER);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP)
|
||||
{
|
||||
if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) != (VehicleFlag)0)
|
||||
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED)
|
||||
{
|
||||
if ((m_flags & VehicleFlag.CAMERA_DECOUPLED) != (VehicleFlag)0)
|
||||
m_flags &= ~(VehicleFlag.CAMERA_DECOUPLED);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X)
|
||||
{
|
||||
if ((m_flags & VehicleFlag.NO_X) != (VehicleFlag)0)
|
||||
m_flags &= ~(VehicleFlag.NO_X);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y)
|
||||
{
|
||||
if ((m_flags & VehicleFlag.NO_Y) != (VehicleFlag)0)
|
||||
m_flags &= ~(VehicleFlag.NO_Y);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z)
|
||||
{
|
||||
if ((m_flags & VehicleFlag.NO_Z) != (VehicleFlag)0)
|
||||
m_flags &= ~(VehicleFlag.NO_Z);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT)
|
||||
{
|
||||
if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != (VehicleFlag)0)
|
||||
m_Hoverflags &= ~(VehicleFlag.LOCK_HOVER_HEIGHT);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION)
|
||||
{
|
||||
if ((m_flags & VehicleFlag.NO_DEFLECTION) != (VehicleFlag)0)
|
||||
m_flags &= ~(VehicleFlag.NO_DEFLECTION);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION)
|
||||
{
|
||||
if ((m_flags & VehicleFlag.LOCK_ROTATION) != (VehicleFlag)0)
|
||||
m_flags &= ~(VehicleFlag.LOCK_ROTATION);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT)
|
||||
{
|
||||
m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT | m_flags);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY)
|
||||
{
|
||||
m_Hoverflags |= (VehicleFlag.HOVER_TERRAIN_ONLY | m_flags);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY)
|
||||
{
|
||||
m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY | m_flags);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY)
|
||||
{
|
||||
m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY | m_flags);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP)
|
||||
{
|
||||
m_flags |= (VehicleFlag.LIMIT_MOTOR_UP | m_flags);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK)
|
||||
{
|
||||
m_flags |= (VehicleFlag.MOUSELOOK_BANK | m_flags);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER)
|
||||
{
|
||||
m_flags |= (VehicleFlag.MOUSELOOK_STEER | m_flags);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP)
|
||||
{
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | m_flags);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED)
|
||||
{
|
||||
m_flags |= (VehicleFlag.CAMERA_DECOUPLED | m_flags);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X)
|
||||
{
|
||||
m_flags |= (VehicleFlag.NO_X);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y)
|
||||
{
|
||||
m_flags |= (VehicleFlag.NO_Y);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z)
|
||||
{
|
||||
m_flags |= (VehicleFlag.NO_Z);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT)
|
||||
{
|
||||
m_Hoverflags |= (VehicleFlag.LOCK_HOVER_HEIGHT);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION)
|
||||
{
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION);
|
||||
}
|
||||
if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION)
|
||||
{
|
||||
m_flags |= (VehicleFlag.LOCK_ROTATION);
|
||||
}
|
||||
}
|
||||
}//end ProcessVehicleFlags
|
||||
|
||||
internal void ProcessTypeChange(Vehicle pType)
|
||||
{
|
||||
// Set Defaults For Type
|
||||
m_type = pType;
|
||||
switch (pType)
|
||||
{
|
||||
case Vehicle.TYPE_NONE:
|
||||
m_linearFrictionTimescale = new Vector3(0, 0, 0);
|
||||
m_angularFrictionTimescale = new Vector3(0, 0, 0);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 0;
|
||||
m_linearMotorDecayTimescale = 0;
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 0;
|
||||
m_angularMotorDecayTimescale = 0;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverTimescale = 0;
|
||||
m_VehicleBuoyancy = 0;
|
||||
m_flags = (VehicleFlag)0;
|
||||
break;
|
||||
|
||||
case Vehicle.TYPE_SLED:
|
||||
m_linearFrictionTimescale = new Vector3(30, 1, 1000);
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 1000;
|
||||
m_linearMotorDecayTimescale = 120;
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 1000;
|
||||
m_angularMotorDecayTimescale = 120;
|
||||
m_VhoverHeight = 0;
|
||||
// m_VhoverEfficiency = 1;
|
||||
m_VhoverTimescale = 10;
|
||||
m_VehicleBuoyancy = 0;
|
||||
// m_linearDeflectionEfficiency = 1;
|
||||
// m_linearDeflectionTimescale = 1;
|
||||
// m_angularDeflectionEfficiency = 1;
|
||||
// m_angularDeflectionTimescale = 1000;
|
||||
// m_bankingEfficiency = 0;
|
||||
// m_bankingMix = 1;
|
||||
// m_bankingTimescale = 10;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_Hoverflags &=
|
||||
~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
|
||||
break;
|
||||
case Vehicle.TYPE_CAR:
|
||||
m_linearFrictionTimescale = new Vector3(100, 2, 1000);
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 1;
|
||||
m_linearMotorDecayTimescale = 60;
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 1;
|
||||
m_angularMotorDecayTimescale = 0.8f;
|
||||
m_VhoverHeight = 0;
|
||||
// m_VhoverEfficiency = 0;
|
||||
m_VhoverTimescale = 1000;
|
||||
m_VehicleBuoyancy = 0;
|
||||
// // m_linearDeflectionEfficiency = 1;
|
||||
// // m_linearDeflectionTimescale = 2;
|
||||
// // m_angularDeflectionEfficiency = 0;
|
||||
// m_angularDeflectionTimescale = 10;
|
||||
m_verticalAttractionEfficiency = 1f;
|
||||
m_verticalAttractionTimescale = 10f;
|
||||
// m_bankingEfficiency = -0.2f;
|
||||
// m_bankingMix = 1;
|
||||
// m_bankingTimescale = 1;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
|
||||
VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_BOAT:
|
||||
m_linearFrictionTimescale = new Vector3(10, 3, 2);
|
||||
m_angularFrictionTimescale = new Vector3(10,10,10);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 5;
|
||||
m_linearMotorDecayTimescale = 60;
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 4;
|
||||
m_angularMotorDecayTimescale = 4;
|
||||
m_VhoverHeight = 0;
|
||||
// m_VhoverEfficiency = 0.5f;
|
||||
m_VhoverTimescale = 2;
|
||||
m_VehicleBuoyancy = 1;
|
||||
// m_linearDeflectionEfficiency = 0.5f;
|
||||
// m_linearDeflectionTimescale = 3;
|
||||
// m_angularDeflectionEfficiency = 0.5f;
|
||||
// m_angularDeflectionTimescale = 5;
|
||||
m_verticalAttractionEfficiency = 0.5f;
|
||||
m_verticalAttractionTimescale = 5f;
|
||||
// m_bankingEfficiency = -0.3f;
|
||||
// m_bankingMix = 0.8f;
|
||||
// m_bankingTimescale = 1;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
|
||||
VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_AIRPLANE:
|
||||
m_linearFrictionTimescale = new Vector3(200, 10, 5);
|
||||
m_angularFrictionTimescale = new Vector3(20, 20, 20);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 2;
|
||||
m_linearMotorDecayTimescale = 60;
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 4;
|
||||
m_angularMotorDecayTimescale = 4;
|
||||
m_VhoverHeight = 0;
|
||||
// m_VhoverEfficiency = 0.5f;
|
||||
m_VhoverTimescale = 1000;
|
||||
m_VehicleBuoyancy = 0;
|
||||
// m_linearDeflectionEfficiency = 0.5f;
|
||||
// m_linearDeflectionTimescale = 3;
|
||||
// m_angularDeflectionEfficiency = 1;
|
||||
// m_angularDeflectionTimescale = 2;
|
||||
m_verticalAttractionEfficiency = 0.9f;
|
||||
m_verticalAttractionTimescale = 2f;
|
||||
// m_bankingEfficiency = 1;
|
||||
// m_bankingMix = 0.7f;
|
||||
// m_bankingTimescale = 2;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_BALLOON:
|
||||
m_linearFrictionTimescale = new Vector3(5, 5, 5);
|
||||
m_angularFrictionTimescale = new Vector3(10, 10, 10);
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_linearMotorTimescale = 5;
|
||||
m_linearMotorDecayTimescale = 60;
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
m_angularMotorTimescale = 6;
|
||||
m_angularMotorDecayTimescale = 10;
|
||||
m_VhoverHeight = 5;
|
||||
// m_VhoverEfficiency = 0.8f;
|
||||
m_VhoverTimescale = 10;
|
||||
m_VehicleBuoyancy = 1;
|
||||
// m_linearDeflectionEfficiency = 0;
|
||||
// m_linearDeflectionTimescale = 5;
|
||||
// m_angularDeflectionEfficiency = 0;
|
||||
// m_angularDeflectionTimescale = 5;
|
||||
m_verticalAttractionEfficiency = 1f;
|
||||
m_verticalAttractionTimescale = 100f;
|
||||
// m_bankingEfficiency = 0;
|
||||
// m_bankingMix = 0.7f;
|
||||
// m_bankingTimescale = 5;
|
||||
// m_referenceFrame = Quaternion.Identity;
|
||||
m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
break;
|
||||
|
||||
}
|
||||
}//end SetDefaultsForType
|
||||
|
||||
internal void Enable(IntPtr pBody, OdeScene pParentScene)
|
||||
{
|
||||
if (m_type == Vehicle.TYPE_NONE)
|
||||
return;
|
||||
|
||||
m_body = pBody;
|
||||
}
|
||||
|
||||
internal void Stop()
|
||||
{
|
||||
m_lastLinearVelocityVector = Vector3.Zero;
|
||||
m_lastAngularVelocity = Vector3.Zero;
|
||||
m_lastPositionVector = OdeNative.BodyGetPosition(Body);
|
||||
}
|
||||
|
||||
internal void Step(float pTimestep, OdeScene pParentScene)
|
||||
{
|
||||
if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
|
||||
return;
|
||||
frcount++; // used to limit debug comment output
|
||||
if (frcount > 100)
|
||||
frcount = 0;
|
||||
|
||||
MoveLinear(pTimestep, pParentScene);
|
||||
MoveAngular(pTimestep);
|
||||
LimitRotation(pTimestep);
|
||||
}// end Step
|
||||
|
||||
private void MoveLinear(float pTimestep, OdeScene _pParentScene)
|
||||
{
|
||||
if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
|
||||
{
|
||||
if (!OdeNative.BodyIsEnabled(Body))
|
||||
OdeNative.BodyEnable(Body);
|
||||
|
||||
// add drive to body
|
||||
Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
|
||||
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))
|
||||
m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
|
||||
if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
|
||||
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);
|
||||
m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f;
|
||||
//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
|
||||
m_dir = m_lastLinearVelocityVector;
|
||||
OdeNative.Quaternion rot = OdeNative.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
|
||||
|
||||
// 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;
|
||||
// There is some gravity, make a gravity force vector
|
||||
// that is applied after object velocity.
|
||||
OdeNative.Mass objMass;
|
||||
OdeNative.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
|
||||
OdeNative.Vector3 vel_now = OdeNative.BodyGetLinearVel(Body);
|
||||
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
|
||||
|
||||
OdeNative.Vector3 pos = OdeNative.BodyGetPosition(Body);
|
||||
// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
|
||||
Vector3 posChange = new Vector3();
|
||||
posChange.X = pos.X - m_lastPositionVector.X;
|
||||
posChange.Y = pos.Y - m_lastPositionVector.Y;
|
||||
posChange.Z = pos.Z - m_lastPositionVector.Z;
|
||||
double Zchange = Math.Abs(posChange.Z);
|
||||
if (m_BlockingEndPoint != Vector3.Zero)
|
||||
{
|
||||
if (pos.X >= (m_BlockingEndPoint.X - (float)1))
|
||||
{
|
||||
pos.X -= posChange.X + 1;
|
||||
OdeNative.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
|
||||
}
|
||||
if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
|
||||
{
|
||||
pos.Y -= posChange.Y + 1;
|
||||
OdeNative.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
|
||||
}
|
||||
if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
|
||||
{
|
||||
pos.Z -= posChange.Z + 1;
|
||||
OdeNative.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
|
||||
}
|
||||
if (pos.X <= 0)
|
||||
{
|
||||
pos.X += posChange.X + 1;
|
||||
OdeNative.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
|
||||
}
|
||||
if (pos.Y <= 0)
|
||||
{
|
||||
pos.Y += posChange.Y + 1;
|
||||
OdeNative.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
|
||||
}
|
||||
}
|
||||
if (pos.Z < _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y))
|
||||
{
|
||||
pos.Z = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + 2;
|
||||
OdeNative.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
|
||||
}
|
||||
|
||||
// Check if hovering
|
||||
if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
|
||||
{
|
||||
// We should hover, get the target height
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0)
|
||||
{
|
||||
m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
|
||||
}
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
|
||||
{
|
||||
m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
|
||||
}
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
|
||||
{
|
||||
m_VhoverTargetHeight = m_VhoverHeight;
|
||||
}
|
||||
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0)
|
||||
{
|
||||
// If body is aready heigher, use its height as target height
|
||||
if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
|
||||
}
|
||||
if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
|
||||
{
|
||||
if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2)
|
||||
{
|
||||
OdeNative.BodySetPosition(Body, pos.X, pos.Y, m_VhoverTargetHeight);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float herr0 = pos.Z - m_VhoverTargetHeight;
|
||||
// Replace Vertical speed with correction figure if significant
|
||||
if (Math.Abs(herr0) > 0.01f)
|
||||
{
|
||||
m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
|
||||
//KF: m_VhoverEfficiency is not yet implemented
|
||||
}
|
||||
else
|
||||
{
|
||||
m_dir.Z = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
|
||||
// m_VhoverTimescale = 0f; // time to acheive height
|
||||
// pTimestep is time since last frame,in secs
|
||||
}
|
||||
|
||||
if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
|
||||
{
|
||||
//Start Experimental Values
|
||||
if (Zchange > .3)
|
||||
{
|
||||
grav.Z = (float)(grav.Z * 3);
|
||||
}
|
||||
if (Zchange > .15)
|
||||
{
|
||||
grav.Z = (float)(grav.Z * 2);
|
||||
}
|
||||
if (Zchange > .75)
|
||||
{
|
||||
grav.Z = (float)(grav.Z * 1.5);
|
||||
}
|
||||
if (Zchange > .05)
|
||||
{
|
||||
grav.Z = (float)(grav.Z * 1.25);
|
||||
}
|
||||
if (Zchange > .025)
|
||||
{
|
||||
grav.Z = (float)(grav.Z * 1.125);
|
||||
}
|
||||
float terraintemp = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
|
||||
float postemp = (pos.Z - terraintemp);
|
||||
if (postemp > 2.5f)
|
||||
{
|
||||
grav.Z = (float)(grav.Z * 1.037125);
|
||||
}
|
||||
//End Experimental Values
|
||||
}
|
||||
if ((m_flags & (VehicleFlag.NO_X)) != 0)
|
||||
{
|
||||
m_dir.X = 0;
|
||||
}
|
||||
if ((m_flags & (VehicleFlag.NO_Y)) != 0)
|
||||
{
|
||||
m_dir.Y = 0;
|
||||
}
|
||||
if ((m_flags & (VehicleFlag.NO_Z)) != 0)
|
||||
{
|
||||
m_dir.Z = 0;
|
||||
}
|
||||
|
||||
m_lastPositionVector = OdeNative.BodyGetPosition(Body);
|
||||
|
||||
// Apply velocity
|
||||
OdeNative.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z);
|
||||
// apply gravity force
|
||||
OdeNative.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
|
||||
|
||||
|
||||
// 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
|
||||
OdeNative.Vector3 angularVelocity = OdeNative.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
|
||||
OdeNative.Quaternion rot = OdeNative.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_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
|
||||
{
|
||||
m_lastAngularVelocity.X = 0;
|
||||
m_lastAngularVelocity.Y = 0;
|
||||
}
|
||||
|
||||
if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
{
|
||||
if (!OdeNative.BodyIsEnabled (Body)) OdeNative.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
|
||||
OdeNative.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
|
||||
|
||||
} //end MoveAngular
|
||||
internal void LimitRotation(float timestep)
|
||||
{
|
||||
OdeNative.Quaternion rot = OdeNative.BodyGetQuaternion(Body);
|
||||
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
|
||||
OdeNative.Quaternion m_rot = new OdeNative.Quaternion();
|
||||
bool changed = false;
|
||||
m_rot.X = rotq.X;
|
||||
m_rot.Y = rotq.Y;
|
||||
m_rot.Z = rotq.Z;
|
||||
m_rot.W = rotq.W;
|
||||
if (m_RollreferenceFrame != Quaternion.Identity)
|
||||
{
|
||||
if (rotq.X >= m_RollreferenceFrame.X)
|
||||
{
|
||||
m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2);
|
||||
}
|
||||
if (rotq.Y >= m_RollreferenceFrame.Y)
|
||||
{
|
||||
m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2);
|
||||
}
|
||||
if (rotq.X <= -m_RollreferenceFrame.X)
|
||||
{
|
||||
m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2);
|
||||
}
|
||||
if (rotq.Y <= -m_RollreferenceFrame.Y)
|
||||
{
|
||||
m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2);
|
||||
}
|
||||
changed = true;
|
||||
}
|
||||
if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0)
|
||||
{
|
||||
m_rot.X = 0;
|
||||
m_rot.Y = 0;
|
||||
changed = true;
|
||||
}
|
||||
if (changed)
|
||||
OdeNative.BodySetQuaternion(Body, ref m_rot);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,96 +0,0 @@
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using Mono.Addins;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
|
||||
namespace OpenSim.Region.PhysicsModule.ODE
|
||||
{
|
||||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "ODEPhysicsScene")]
|
||||
public class OdeModule : INonSharedRegionModule
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private bool m_Enabled = false;
|
||||
private IConfigSource m_config;
|
||||
private OdeScene m_scene;
|
||||
|
||||
#region INonSharedRegionModule
|
||||
|
||||
public string Name
|
||||
{
|
||||
get { return "OpenDynamicsEngine"; }
|
||||
}
|
||||
|
||||
public string Version
|
||||
{
|
||||
get { return "1.0"; }
|
||||
}
|
||||
|
||||
public Type ReplaceableInterface
|
||||
{
|
||||
get { return null; }
|
||||
}
|
||||
|
||||
public void Initialise(IConfigSource source)
|
||||
{
|
||||
IConfig config = source.Configs["Startup"];
|
||||
if (config != null)
|
||||
{
|
||||
string physics = config.GetString("physics", string.Empty);
|
||||
if (physics == Name)
|
||||
{
|
||||
m_config = source;
|
||||
string mesher = config.GetString("meshing", string.Empty);
|
||||
if (string.IsNullOrEmpty(mesher) || !mesher.Equals("Meshmerizer"))
|
||||
{
|
||||
m_log.Error("[ODE] Opensim.ini meshing option must be set to \"Meshmerizer\"");
|
||||
throw new Exception("Invalid physics meshing option");
|
||||
}
|
||||
|
||||
m_Enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
}
|
||||
|
||||
public void AddRegion(Scene scene)
|
||||
{
|
||||
if (!m_Enabled)
|
||||
return;
|
||||
|
||||
if (Util.IsWindows())
|
||||
Util.LoadArchSpecificWindowsDll("ubode.dll");
|
||||
|
||||
// Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
|
||||
// http://opensimulator.org/mantis/view.php?id=2750).
|
||||
OdeNative.InitODE();
|
||||
|
||||
m_scene = new OdeScene(scene, m_config, Name, Version);
|
||||
}
|
||||
|
||||
public void RemoveRegion(Scene scene)
|
||||
{
|
||||
if (!m_Enabled || m_scene == null)
|
||||
return;
|
||||
|
||||
m_scene.Dispose();
|
||||
m_scene = null;
|
||||
}
|
||||
|
||||
public void RegionLoaded(Scene scene)
|
||||
{
|
||||
if (!m_Enabled || m_scene == null)
|
||||
return;
|
||||
|
||||
m_scene.RegionLoaded();
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,384 +0,0 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Region.PhysicsModules.SharedBase;
|
||||
using log4net;
|
||||
|
||||
namespace OpenSim.Region.PhysicsModule.ODE
|
||||
{
|
||||
/// <summary>
|
||||
/// Processes raycast requests as ODE is in a state to be able to do them.
|
||||
/// This ensures that it's thread safe and there will be no conflicts.
|
||||
/// Requests get returned by a different thread then they were requested by.
|
||||
/// </summary>
|
||||
public class ODERayCastRequestManager
|
||||
{
|
||||
/// <summary>
|
||||
/// Pending raycast requests
|
||||
/// </summary>
|
||||
protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
|
||||
|
||||
/// <summary>
|
||||
/// Pending ray requests
|
||||
/// </summary>
|
||||
protected List<ODERayRequest> m_PendingRayRequests = new List<ODERayRequest>();
|
||||
|
||||
/// <summary>
|
||||
/// Scene that created this object.
|
||||
/// </summary>
|
||||
private OdeScene m_scene;
|
||||
|
||||
/// <summary>
|
||||
/// ODE contact array to be filled by the collision testing
|
||||
/// </summary>
|
||||
OdeNative.ContactGeom[] contacts = new OdeNative.ContactGeom[5];
|
||||
|
||||
/// <summary>
|
||||
/// ODE near callback delegate
|
||||
/// </summary>
|
||||
private OdeNative.NearCallback nearCallback;
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private List<ContactResult> m_contactResults = new List<ContactResult>();
|
||||
|
||||
|
||||
public ODERayCastRequestManager(OdeScene pScene)
|
||||
{
|
||||
m_scene = pScene;
|
||||
nearCallback = near;
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queues a raycast
|
||||
/// </summary>
|
||||
/// <param name="position">Origin of Ray</param>
|
||||
/// <param name="direction">Ray normal</param>
|
||||
/// <param name="length">Ray length</param>
|
||||
/// <param name="retMethod">Return method to send the results</param>
|
||||
public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
|
||||
{
|
||||
lock (m_PendingRequests)
|
||||
{
|
||||
ODERayCastRequest req = new ODERayCastRequest();
|
||||
req.callbackMethod = retMethod;
|
||||
req.length = length;
|
||||
req.Normal = direction;
|
||||
req.Origin = position;
|
||||
|
||||
m_PendingRequests.Add(req);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queues a raycast
|
||||
/// </summary>
|
||||
/// <param name="position">Origin of Ray</param>
|
||||
/// <param name="direction">Ray normal</param>
|
||||
/// <param name="length">Ray length</param>
|
||||
/// <param name="count"></param>
|
||||
/// <param name="retMethod">Return method to send the results</param>
|
||||
public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
|
||||
{
|
||||
lock (m_PendingRequests)
|
||||
{
|
||||
ODERayRequest req = new ODERayRequest();
|
||||
req.callbackMethod = retMethod;
|
||||
req.length = length;
|
||||
req.Normal = direction;
|
||||
req.Origin = position;
|
||||
req.Count = count;
|
||||
|
||||
m_PendingRayRequests.Add(req);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Process all queued raycast requests
|
||||
/// </summary>
|
||||
/// <returns>Time in MS the raycasts took to process.</returns>
|
||||
public int ProcessQueuedRequests()
|
||||
{
|
||||
int time = System.Environment.TickCount;
|
||||
lock (m_PendingRequests)
|
||||
{
|
||||
if (m_PendingRequests.Count > 0)
|
||||
{
|
||||
ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
|
||||
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
|
||||
}
|
||||
|
||||
m_PendingRequests.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
lock (m_PendingRayRequests)
|
||||
{
|
||||
if (m_PendingRayRequests.Count > 0)
|
||||
{
|
||||
ODERayRequest[] reqs = m_PendingRayRequests.ToArray();
|
||||
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
|
||||
}
|
||||
|
||||
m_PendingRayRequests.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
lock (m_contactResults)
|
||||
m_contactResults.Clear();
|
||||
|
||||
return System.Environment.TickCount - time;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method that actually initiates the raycast
|
||||
/// </summary>
|
||||
/// <param name="req"></param>
|
||||
private void RayCast(ODERayCastRequest req)
|
||||
{
|
||||
// NOTE: limit ray length or collisions will take all avaiable stack space
|
||||
// this value may still be too large, depending on machine configuration
|
||||
// of maximum stack
|
||||
float len = req.length;
|
||||
if (len > 100f)
|
||||
len = 100f;
|
||||
|
||||
// Create the ray
|
||||
IntPtr ray = OdeNative.CreateRay(m_scene.space, len);
|
||||
OdeNative.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
|
||||
|
||||
// Collide test
|
||||
OdeNative.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
|
||||
|
||||
// Remove Ray
|
||||
OdeNative.GeomDestroy(ray);
|
||||
|
||||
// Define default results
|
||||
bool hitYN = false;
|
||||
uint hitConsumerID = 0;
|
||||
float distance = 999999999999f;
|
||||
Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
|
||||
Vector3 snormal = Vector3.Zero;
|
||||
|
||||
// Find closest contact and object.
|
||||
lock (m_contactResults)
|
||||
{
|
||||
foreach (ContactResult cResult in m_contactResults)
|
||||
{
|
||||
if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
|
||||
{
|
||||
closestcontact = cResult.Pos;
|
||||
hitConsumerID = cResult.ConsumerID;
|
||||
distance = cResult.Depth;
|
||||
hitYN = true;
|
||||
snormal = cResult.Normal;
|
||||
}
|
||||
}
|
||||
|
||||
m_contactResults.Clear();
|
||||
}
|
||||
|
||||
// Return results
|
||||
if (req.callbackMethod != null)
|
||||
req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method that actually initiates the raycast
|
||||
/// </summary>
|
||||
/// <param name="req"></param>
|
||||
private void RayCast(ODERayRequest req)
|
||||
{
|
||||
// limit ray length or collisions will take all avaiable stack space
|
||||
float len = req.length;
|
||||
if (len > 100f)
|
||||
len = 100f;
|
||||
|
||||
// Create the ray
|
||||
IntPtr ray = OdeNative.CreateRay(m_scene.space, len);
|
||||
OdeNative.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
|
||||
|
||||
// Collide test
|
||||
OdeNative.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
|
||||
|
||||
// Remove Ray
|
||||
OdeNative.GeomDestroy(ray);
|
||||
|
||||
// Find closest contact and object.
|
||||
lock (m_contactResults)
|
||||
{
|
||||
// Return results
|
||||
if (req.callbackMethod != null)
|
||||
req.callbackMethod(m_contactResults);
|
||||
}
|
||||
}
|
||||
|
||||
// This is the standard Near. Uses space AABBs to speed up detection.
|
||||
private void near(IntPtr space, IntPtr g1, IntPtr g2)
|
||||
{
|
||||
|
||||
if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
|
||||
return;
|
||||
// if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
|
||||
// return;
|
||||
|
||||
// Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
|
||||
if (OdeNative.GeomIsSpace(g1) || OdeNative.GeomIsSpace(g2))
|
||||
{
|
||||
if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
|
||||
return;
|
||||
|
||||
// Separating static prim geometry spaces.
|
||||
// We'll be calling near recursivly if one
|
||||
// of them is a space to find all of the
|
||||
// contact points in the space
|
||||
try
|
||||
{
|
||||
OdeNative.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
|
||||
}
|
||||
catch (AccessViolationException)
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Unable to collide test a space");
|
||||
return;
|
||||
}
|
||||
//Colliding a space or a geom with a space or a geom. so drill down
|
||||
|
||||
//Collide all geoms in each space..
|
||||
//if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
|
||||
//if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
|
||||
return;
|
||||
}
|
||||
|
||||
if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
|
||||
return;
|
||||
|
||||
int count = 0;
|
||||
try
|
||||
{
|
||||
|
||||
if (g1 == g2)
|
||||
return; // Can't collide with yourself
|
||||
|
||||
lock (contacts)
|
||||
{
|
||||
count = OdeNative.Collide(g1, g2, contacts.GetLength(0), contacts, OdeNative.ContactGeom.unmanagedSizeOf);
|
||||
}
|
||||
}
|
||||
catch (SEHException)
|
||||
{
|
||||
m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
|
||||
return;
|
||||
}
|
||||
|
||||
PhysicsActor p1 = null;
|
||||
PhysicsActor p2 = null;
|
||||
|
||||
if (g1 != IntPtr.Zero)
|
||||
m_scene.actor_name_map.TryGetValue(g1, out p1);
|
||||
|
||||
if (g2 != IntPtr.Zero)
|
||||
m_scene.actor_name_map.TryGetValue(g1, out p2);
|
||||
|
||||
// Loop over contacts, build results.
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
if (p1 != null)
|
||||
{
|
||||
if (p1 is OdePrim)
|
||||
{
|
||||
ContactResult collisionresult = new ContactResult();
|
||||
|
||||
collisionresult.ConsumerID = p1.LocalID;
|
||||
collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
|
||||
collisionresult.Depth = contacts[i].depth;
|
||||
collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
|
||||
contacts[i].normal.Z);
|
||||
lock (m_contactResults)
|
||||
m_contactResults.Add(collisionresult);
|
||||
}
|
||||
}
|
||||
|
||||
if (p2 != null)
|
||||
{
|
||||
if (p2 is OdePrim)
|
||||
{
|
||||
ContactResult collisionresult = new ContactResult();
|
||||
|
||||
collisionresult.ConsumerID = p2.LocalID;
|
||||
collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
|
||||
collisionresult.Depth = contacts[i].depth;
|
||||
collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
|
||||
contacts[i].normal.Z);
|
||||
|
||||
lock (m_contactResults)
|
||||
m_contactResults.Add(collisionresult);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Dereference the creator scene so that it can be garbage collected if needed.
|
||||
/// </summary>
|
||||
internal void Dispose()
|
||||
{
|
||||
m_scene = null;
|
||||
}
|
||||
}
|
||||
|
||||
public struct ODERayCastRequest
|
||||
{
|
||||
public Vector3 Origin;
|
||||
public Vector3 Normal;
|
||||
public float length;
|
||||
public RaycastCallback callbackMethod;
|
||||
}
|
||||
|
||||
public struct ODERayRequest
|
||||
{
|
||||
public Vector3 Origin;
|
||||
public Vector3 Normal;
|
||||
public int Count;
|
||||
public float length;
|
||||
public RayCallback callbackMethod;
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,153 +0,0 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.PhysicsModules.SharedBase;
|
||||
using OpenSim.Region.PhysicsModule.ODE;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Tests.Common;
|
||||
using log4net;
|
||||
using System.Reflection;
|
||||
|
||||
namespace OpenSim.Region.PhysicsModule.ODE.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class ODETestClass : OpenSimTestCase
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
//private OpenSim.Region.PhysicsModule.ODE.OdePlugin cbt;
|
||||
private PhysicsScene pScene;
|
||||
private OpenSim.Region.PhysicsModule.ODE.OdeModule odemodule;
|
||||
|
||||
|
||||
[SetUp]
|
||||
public void Initialize()
|
||||
{
|
||||
IConfigSource openSimINI = new IniConfigSource();
|
||||
IConfig startupConfig = openSimINI.AddConfig("Startup");
|
||||
startupConfig.Set("physics", "OpenDynamicsEngine");
|
||||
startupConfig.Set("DecodedSculptMapPath", "j2kDecodeCache");
|
||||
|
||||
Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
|
||||
|
||||
//PhysicsScene pScene = physicsPluginManager.GetPhysicsScene(
|
||||
// "BulletSim", "Meshmerizer", openSimINI, "BSTestRegion", regionExtent);
|
||||
RegionInfo info = new RegionInfo();
|
||||
info.RegionName = "ODETestRegion";
|
||||
info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize;
|
||||
OpenSim.Region.Framework.Scenes.Scene scene = new OpenSim.Region.Framework.Scenes.Scene(info);
|
||||
|
||||
//IMesher mesher = new OpenSim.Region.PhysicsModule.Meshing.Meshmerizer();
|
||||
//INonSharedRegionModule mod = mesher as INonSharedRegionModule;
|
||||
//mod.Initialise(openSimINI);
|
||||
//mod.AddRegion(scene);
|
||||
//mod.RegionLoaded(scene);
|
||||
|
||||
// pScene = new OdeScene();
|
||||
odemodule = new OpenSim.Region.PhysicsModule.ODE.OdeModule();
|
||||
Console.WriteLine("HERE " + (odemodule == null ? "Null" : "Not null"));
|
||||
odemodule.Initialise(openSimINI);
|
||||
odemodule.AddRegion(scene);
|
||||
odemodule.RegionLoaded(scene);
|
||||
|
||||
// Loading ODEPlugin
|
||||
//cbt = new OdePlugin();
|
||||
// Getting Physics Scene
|
||||
//ps = cbt.GetScene("test");
|
||||
// Initializing Physics Scene.
|
||||
//ps.Initialise(imp.GetMesher(TopConfig), null, Vector3.Zero);
|
||||
float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
|
||||
for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
|
||||
{
|
||||
_heightmap[i] = 21f;
|
||||
}
|
||||
pScene = scene.PhysicsScene;
|
||||
pScene.SetTerrain(_heightmap);
|
||||
}
|
||||
|
||||
[TearDown]
|
||||
public void Terminate()
|
||||
{
|
||||
pScene.DeleteTerrain();
|
||||
pScene.Dispose();
|
||||
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void CreateAndDropPhysicalCube()
|
||||
{
|
||||
PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
|
||||
Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
|
||||
Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
|
||||
Quaternion rot = Quaternion.Identity;
|
||||
PhysicsActor prim = pScene.AddPrimShape("CoolShape", newcube, position, size, rot, true, 0);
|
||||
OdePrim oprim = (OdePrim)prim;
|
||||
OdeScene pscene = (OdeScene)pScene;
|
||||
|
||||
Assert.That(oprim.m_taintadd);
|
||||
|
||||
prim.LocalID = 5;
|
||||
|
||||
for (int i = 0; i < 58; i++)
|
||||
{
|
||||
pScene.Simulate(0.133f);
|
||||
|
||||
Assert.That(oprim.prim_geom != (IntPtr)0);
|
||||
|
||||
Assert.That(oprim.m_targetSpace != (IntPtr)0);
|
||||
|
||||
//Assert.That(oprim.m_targetSpace == pscene.space);
|
||||
m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
|
||||
|
||||
Assert.That(!oprim.m_taintadd);
|
||||
m_log.Info("Prim Position (" + oprim.LocalID + "): " + prim.Position);
|
||||
|
||||
// Make sure we're above the ground
|
||||
//Assert.That(prim.Position.Z > 20f);
|
||||
//m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
|
||||
|
||||
// Make sure we've got a Body
|
||||
Assert.That(oprim.Body != (IntPtr)0);
|
||||
//m_log.Info(
|
||||
}
|
||||
|
||||
// Make sure we're not somewhere above the ground
|
||||
Assert.That(prim.Position.Z < 21.5f);
|
||||
|
||||
pScene.RemovePrim(prim);
|
||||
Assert.That(oprim.m_taintremove);
|
||||
pScene.Simulate(0.133f);
|
||||
Assert.That(oprim.Body == (IntPtr)0);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
<configuration>
|
||||
<dllmap os="osx" dll="ode" target="lib64/libode.dylib" />
|
||||
<dllmap os="!windows,osx" cpu="x86-64,ia64" dll="ode" target="lib64/libode-x86_64" />
|
||||
<dllmap os="!windows,osx" cpu="x86" dll="ode" target="lib32/libode" />
|
||||
<dllmap os="!windows,osx" cpu="ppc64" dll="ode" target="lib64/libode-ppc64" />
|
||||
<dllmap os="!windows,osx" cpu="s390x" dll="ode" target="lib64/libode-s390x" />
|
||||
</configuration>
|
||||
@@ -104,7 +104,6 @@
|
||||
;; However, this will only log crashes within OpenSimulator that cause the
|
||||
;; entire program to exit
|
||||
;; It will not log crashes caused by virtual machine failures, which
|
||||
;; includes mono and ODE failures.
|
||||
;; You will need to capture these native stack traces by recording the
|
||||
;; session log itself.
|
||||
; save_crashes = false
|
||||
@@ -238,10 +237,6 @@
|
||||
|
||||
;; Select a mesher here.
|
||||
;;
|
||||
;; Meshmerizer properly handles complex prims by using triangle meshes.
|
||||
;; Note that only the ODE physics engine currently deals with meshed
|
||||
;; prims in a satisfactory way.
|
||||
|
||||
;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
|
||||
;; ZeroMesher is faster but leaves the physics engine to model the mesh
|
||||
;; using the basic shapes that it supports.
|
||||
@@ -260,14 +255,13 @@
|
||||
;; It continues to provide a workable physics implementation. It does not currently support varregions.
|
||||
;; basicphysics effectively does not model physics at all, making all objects phantom.
|
||||
;; Default is BulletSim
|
||||
; physics = OpenDynamicsEngine
|
||||
; physics = BulletSim
|
||||
; physics = basicphysics
|
||||
; physics = POS
|
||||
;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
|
||||
; physics = ubODE
|
||||
|
||||
; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit
|
||||
; ubODE does allocate a lot of memory on stack. On linux you may need to increase its limit
|
||||
; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
|
||||
; edit the line ulimit -s 262144, and change this last value
|
||||
|
||||
@@ -797,14 +791,6 @@
|
||||
AvatarToAvatarCollisionsByDefault = true
|
||||
|
||||
|
||||
[ODEPhysicsSettings]
|
||||
;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
|
||||
;; Do we want to mesh sculpted prim to collide like they look?
|
||||
;; If you are seeing sculpt texture decode problems
|
||||
;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
|
||||
;; then you might want to try setting this to false.
|
||||
; mesh_sculpted_prim = true
|
||||
|
||||
[RemoteAdmin]
|
||||
;; This is the remote admin module, which uses XMLRPC requests to
|
||||
;; manage regions from a web interface.
|
||||
|
||||
@@ -269,16 +269,15 @@
|
||||
|
||||
; Select a mesher here.
|
||||
;
|
||||
; Meshmerizer properly handles complex prims by using triangle meshes.
|
||||
; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way
|
||||
;
|
||||
; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
|
||||
; Usually this is only a box
|
||||
; select ubODEMeshmerizer with and only with ubOde physics engine
|
||||
; meshing = ubODEMeshmerizer
|
||||
|
||||
meshing = Meshmerizer
|
||||
;meshing = ZeroMesher
|
||||
;; select ubODEMeshmerizer only with ubOde physics engine
|
||||
; meshing = ubODEMeshmerizer
|
||||
|
||||
; Path to decoded sculpty maps
|
||||
; Defaults to "j2kDecodeCache
|
||||
@@ -299,10 +298,8 @@
|
||||
;; Default is BulletSim
|
||||
physics = BulletSim
|
||||
;physics = modified_BulletX
|
||||
;physics = OpenDynamicsEngine
|
||||
;physics = basicphysics
|
||||
;physics = POS
|
||||
; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
|
||||
; physics = ubODE
|
||||
|
||||
; ##
|
||||
@@ -1036,20 +1033,12 @@
|
||||
; more steps may increase CPU load. No real gain in changing
|
||||
world_solver_iterations = 10
|
||||
|
||||
;Spaces level settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
|
||||
; defines spaces partition cells min and max sizes == 2^value
|
||||
world_hashspace_level_low = -5
|
||||
world_hashSpace_level_high = 12
|
||||
|
||||
meters_in_small_space = 29.9
|
||||
|
||||
|
||||
; ##
|
||||
; ## Contact properties. (the stuff that happens when things come in contact with each other)
|
||||
; ##
|
||||
|
||||
; surface layer around geometries other geometries can sink into before generating a contact
|
||||
world_contact_surface_layer = 0.001
|
||||
|
||||
; Filtering collisions helps keep things stable physics wise, but sometimes
|
||||
; it can be overzealous. If you notice bouncing, chances are it's that.
|
||||
@@ -1073,27 +1062,6 @@
|
||||
objectcontact_friction = 250.0
|
||||
objectcontact_bounce = 0.2
|
||||
|
||||
; ##
|
||||
; ## Avatar Control
|
||||
; ##
|
||||
|
||||
; PID Controller Settings. These affect the math that causes the avatar to reach the
|
||||
; desired velocity
|
||||
; See http://en.wikipedia.org/wiki/PID_controller
|
||||
|
||||
av_pid_derivative = 2200.0
|
||||
av_pid_proportional = 900.0
|
||||
|
||||
;girth of the avatar. Adds radius to the height also
|
||||
av_capsule_radius = 0.37
|
||||
|
||||
; Max force permissible to use to keep the avatar standing up straight
|
||||
av_capsule_standup_tensor = 550000
|
||||
|
||||
; specifies if the capsule should be tilted (=true; old compatibility mode)
|
||||
; or straight up-and-down (=false; better and more consistent physics behavior)
|
||||
av_capsule_tilted = false
|
||||
|
||||
; used to calculate mass of avatar.
|
||||
; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
|
||||
; av_density * AVvolume;
|
||||
@@ -1111,18 +1079,6 @@
|
||||
; speed of movement with Always Run on
|
||||
av_movement_divisor_run = 0.8
|
||||
|
||||
; When the avatar flies, it will be moved up by this amount off the ground (in meters)
|
||||
minimum_ground_flight_offset = 3.0
|
||||
|
||||
; Plant avatar. This reduces the effect of physical contacts with the avatar.
|
||||
; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive.
|
||||
; The avatar still allows a small movement based on the PID settings above. Stronger PID settings AND this active
|
||||
; will lock the avatar in place
|
||||
av_planted = false
|
||||
|
||||
; No Avatar Avatar Collissions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment
|
||||
av_av_collisions_off = false
|
||||
|
||||
; ##
|
||||
; ## Object options
|
||||
; ##
|
||||
@@ -1133,16 +1089,6 @@
|
||||
; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
|
||||
body_frames_auto_disable = 20
|
||||
|
||||
; used to control llMove2Target
|
||||
body_pid_derivative = 35
|
||||
body_pid_gain = 25
|
||||
|
||||
; maximum number of contact points to generate per collision
|
||||
contacts_per_collision = 80
|
||||
|
||||
; start throttling the object updates if object comes in contact with 3 or more other objects
|
||||
geom_contactpoints_start_throttling = 3
|
||||
|
||||
; send 1 update for every x updates below when throttled
|
||||
geom_updates_before_throttled_update = 15
|
||||
|
||||
|
||||
30
prebuild.xml
30
prebuild.xml
@@ -1534,36 +1534,6 @@
|
||||
|
||||
</Project>
|
||||
|
||||
<Project name="OpenSim.Region.PhysicsModule.Ode" path="OpenSim/Region/PhysicsModules/Ode" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
<Configuration name="Release">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
|
||||
<ReferencePath>../../../../bin/</ReferencePath>
|
||||
<Reference name="OpenMetaverseTypes" path="../../../../bin/"/>
|
||||
<Reference name="Nini" path="../../../../bin/"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Region.PhysicsModules.SharedBase"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="Mono.Addins" path="../../../../bin/"/>
|
||||
<Reference name="log4net" path="../../../../bin/"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="true">
|
||||
<Exclude name="obj" pattern="obj"/>
|
||||
<Exclude name="Tests" pattern="Tests"/>
|
||||
</Match>
|
||||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project name="OpenSim.Region.PhysicsModule.ubOde" path="OpenSim/Region/PhysicsModules/ubOde" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
|
||||
Reference in New Issue
Block a user