* Adding some organization of vehicle type stuff in the ODEPlugin.

* Vehicles do NOT work.  This is just organization and a bit of logical code to make doing vehicles easier
This commit is contained in:
Teravus Ovares
2009-04-14 09:03:18 +00:00
parent a0417f5791
commit d34d5eb3f7
3 changed files with 535 additions and 183 deletions

View File

@@ -166,10 +166,13 @@ namespace OpenSim.Region.Physics.OdePlugin
public volatile bool childPrim = false;
private ODEVehicleSettings m_vehicle;
public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size,
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
{
_target_velocity = new PhysicsVector(0, 0, 0);
m_vehicle = new ODEVehicleSettings();
//gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
ode = dode;
_velocity = new PhysicsVector();
@@ -308,7 +311,10 @@ namespace OpenSim.Region.Physics.OdePlugin
if (!childPrim)
{
if (m_isphysical && Body != IntPtr.Zero)
{
d.BodyEnable(Body);
m_vehicle.Enable(Body, _parent_scene);
}
m_disabled = false;
}
@@ -319,7 +325,10 @@ namespace OpenSim.Region.Physics.OdePlugin
m_disabled = true;
if (m_isphysical && Body != IntPtr.Zero)
{
d.BodyDisable(Body);
m_vehicle.Disable();
}
}
public void enableBody()
@@ -358,6 +367,10 @@ namespace OpenSim.Region.Physics.OdePlugin
{
createAMotor(m_angularlock);
}
if (m_vehicle.Type != Vehicle.TYPE_NONE)
{
m_vehicle.Enable(Body, _parent_scene);
}
_parent_scene.addActivePrim(this);
}
@@ -722,7 +735,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (Body != IntPtr.Zero)
{
_parent_scene.remActivePrim(this);
m_vehicle.Destroy();
m_collisionCategories &= ~CollisionCategories.Body;
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
@@ -925,10 +938,16 @@ namespace OpenSim.Region.Physics.OdePlugin
Amotor = IntPtr.Zero;
}
}
if (m_vehicle.Type != Vehicle.TYPE_NONE)
{
m_vehicle.Reset();
}
}
}
// Store this for later in case we get turned into a separate body
m_angularlock = new PhysicsVector(m_taintAngularLock.X, m_taintAngularLock.Y, m_taintAngularLock.Z);
}
private void changelink(float timestep)
@@ -1113,7 +1132,7 @@ namespace OpenSim.Region.Physics.OdePlugin
createAMotor(m_angularlock);
}
d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
m_vehicle.Enable(Body, _parent_scene);
_parent_scene.addActivePrim(this);
}
}
@@ -1706,6 +1725,8 @@ namespace OpenSim.Region.Physics.OdePlugin
fy = nmin;
d.BodyAddForce(Body, fx, fy, fz);
}
m_vehicle.Step(timestep);
}
else
{
@@ -1816,11 +1837,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public void changesize(float timestamp)
{
//if (!_parent_scene.geom_name_map.ContainsKey(prim_geom))
//{
// m_taintsize = _size;
//return;
//}
string oldname = _parent_scene.geom_name_map[prim_geom];
if (_size.X <= 0) _size.X = 0.01f;
@@ -1915,177 +1932,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_taintsize = _size;
}
//public void changesize(float timestamp)
//{
// //if (!_parent_scene.geom_name_map.ContainsKey(prim_geom))
// //{
// // m_taintsize = _size;
// //return;
// //}
// string oldname = _parent_scene.geom_name_map[prim_geom];
// if (_size.X <= 0) _size.X = 0.01f;
// if (_size.Y <= 0) _size.Y = 0.01f;
// if (_size.Z <= 0) _size.Z = 0.01f;
// // Cleanup of old prim geometry
// if (_mesh != null)
// {
// // Cleanup meshing here
// }
// //kill body to rebuild
// if (IsPhysical && Body != (IntPtr) 0)
// {
// disableBody();
// }
// if (d.SpaceQuery(m_targetSpace, prim_geom))
// {
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// d.SpaceRemove(m_targetSpace, prim_geom);
// }
// d.GeomDestroy(prim_geom);
// prim_geom = (IntPtr)0;
// // we don't need to do space calculation because the client sends a position update also.
// // Construction of new prim
// if (_parent_scene.needsMeshing(_pbs))
// {
// float meshlod = _parent_scene.meshSculptLOD;
// if (IsPhysical)
// meshlod = _parent_scene.MeshSculptphysicalLOD;
// // Don't need to re-enable body.. it's done in SetMesh
// IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
// // createmesh returns null when it's a shape that isn't a cube.
// if (mesh != null)
// {
// setMesh(_parent_scene, mesh);
// d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
// d.Quaternion myrot = new d.Quaternion();
// myrot.W = _orientation.w;
// myrot.X = _orientation.X;
// myrot.Y = _orientation.Y;
// myrot.Z = _orientation.Z;
// d.GeomSetQuaternion(prim_geom, ref myrot);
// //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
// if (IsPhysical && Body == (IntPtr)0)
// {
// // Re creates body on size.
// // EnableBody also does setMass()
// enableBody();
// d.BodyEnable(Body);
// }
// }
// else
// {
// if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
// {
// if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
// {
// if (((_size.X / 2f) > 0f) && ((_size.X / 2f) < 1000))
// {
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
// }
// else
// {
// m_log.Info("[PHYSICS]: Failed to load a sphere bad size");
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
// }
// }
// else
// {
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
// }
// }
// //else if (_pbs.ProfileShape == ProfileShape.Circle && _pbs.PathCurve == (byte)Extrusion.Straight)
// //{
// //Cyllinder
// //if (_size.X == _size.Y)
// //{
// // prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
// //}
// //else
// //{
// //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
// //}
// //}
// else
// {
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// SetGeom(prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
// }
// //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
// d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
// d.Quaternion myrot = new d.Quaternion();
// myrot.W = _orientation.w;
// myrot.X = _orientation.X;
// myrot.Y = _orientation.Y;
// myrot.Z = _orientation.Z;
// d.GeomSetQuaternion(prim_geom, ref myrot);
// }
// }
// else
// {
// if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
// {
// if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
// {
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
// }
// else
// {
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
// }
// }
// //else if (_pbs.ProfileShape == ProfileShape.Circle && _pbs.PathCurve == (byte)Extrusion.Straight)
// //{
// //Cyllinder
// //if (_size.X == _size.Y)
// //{
// //prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
// //}
// //else
// //{
// //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
// //}
// //}
// else
// {
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
// }
// d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
// d.Quaternion myrot = new d.Quaternion();
// myrot.W = _orientation.w;
// myrot.X = _orientation.X;
// myrot.Y = _orientation.Y;
// myrot.Z = _orientation.Z;
// d.GeomSetQuaternion(prim_geom, ref myrot);
// //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
// if (IsPhysical && Body == (IntPtr) 0)
// {
// // Re creates body on size.
// // EnableBody also does setMass()
// enableBody();
// d.BodyEnable(Body);
// }
// }
// _parent_scene.geom_name_map[prim_geom] = oldname;
// changeSelectedStatus(timestamp);
// resetCollisionAccounting();
// m_taintsize = _size;
//}
public void changefloatonwater(float timestep)
{
@@ -2380,23 +2227,23 @@ namespace OpenSim.Region.Physics.OdePlugin
public override int VehicleType
{
get { return 0; }
set { return; }
get { return (int)m_vehicle.Type; }
set { m_vehicle.ProcessTypeChange((Vehicle)value); }
}
public override void VehicleFloatParam(int param, float value)
{
m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value);
}
public override void VehicleVectorParam(int param, PhysicsVector value)
{
m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value);
}
public override void VehicleRotationParam(int param, Quaternion rotation)
{
m_vehicle.ProcessRotationVehicleParam((Vehicle) param, rotation);
}
public override void SetVolumeDetect(int param)