Exemple #1
0
        /// <summary>
        /// Make a prim subject to physics.
        /// </summary>
        public void enableBody()
        {
            // Don't enable this body if we're a child prim
            // this should be taken care of in the parent function not here
            if (!childPrim)
            {
                // Sets the geom to a body
                Body = d.BodyCreate(_parent_scene.world);

                setMass();
                d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
                d.Quaternion myrot = new d.Quaternion();
                myrot.X = _orientation.X;
                myrot.Y = _orientation.Y;
                myrot.Z = _orientation.Z;
                myrot.W = _orientation.W;
                d.BodySetQuaternion(Body, ref myrot);
                d.GeomSetBody(prim_geom, Body);
                m_collisionCategories |= CollisionCategories.Body;
                m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);

                d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
                d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);

                d.BodySetAutoDisableFlag(Body, true);
                d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
                
                // disconnect from world gravity so we can apply buoyancy
                d.BodySetGravityMode (Body, false);

                m_interpenetrationcount = 0;
                m_collisionscore = 0;
                m_disabled = false;

                // The body doesn't already have a finite rotation mode set here
                if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null)
                {
                    createAMotor(m_angularlock);
                }
                if (m_vehicle.Type != Vehicle.TYPE_NONE)
                {
                    m_vehicle.Enable(Body, _parent_scene);
                }

                _parent_scene.addActivePrim(this);
            }
        }
Exemple #2
0
        public void changesize(float timestamp)
        {
#if SPAM
            m_log.DebugFormat("[ODE PRIM]: Called changesize");
#endif

            if (_size.X <= 0) _size.X = 0.01f;
            if (_size.Y <= 0) _size.Y = 0.01f;
            if (_size.Z <= 0) _size.Z = 0.01f;

            //kill body to rebuild
            if (IsPhysical && Body != IntPtr.Zero)
            {
                if (childPrim)
                {
                    if (_parent != null)
                    {
                        OdePrim parent = (OdePrim)_parent;
                        parent.ChildDelink(this);
                    }
                }
                else
                {
                    disableBody();
                }
            }

            if (d.SpaceQuery(m_targetSpace, prim_geom))
            {
                _parent_scene.waitForSpaceUnlock(m_targetSpace);
                d.SpaceRemove(m_targetSpace, prim_geom);
            }

            RemoveGeom();

            // we don't need to do space calculation because the client sends a position update also.

            IMesh mesh = null;

            // Construction of new prim
            if (_parent_scene.needsMeshing(_pbs))
            {
                float meshlod = _parent_scene.meshSculptLOD;

                if (IsPhysical)
                    meshlod = _parent_scene.MeshSculptphysicalLOD;
                // Don't need to re-enable body..   it's done in SetMesh

                if (_parent_scene.needsMeshing(_pbs))
                    mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
            }

            CreateGeom(m_targetSpace, mesh);
            d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
            d.Quaternion myrot = new d.Quaternion();
            myrot.X = _orientation.X;
            myrot.Y = _orientation.Y;
            myrot.Z = _orientation.Z;
            myrot.W = _orientation.W;
            d.GeomSetQuaternion(prim_geom, ref myrot);

            //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
            if (IsPhysical && Body == IntPtr.Zero && !childPrim)
            {
                // Re creates body on size.
                // EnableBody also does setMass()
                enableBody();
                d.BodyEnable(Body);
            }

            changeSelectedStatus(timestamp);
            if (childPrim)
            {
                if (_parent is OdePrim)
                {
                    OdePrim parent = (OdePrim)_parent;
                    parent.ChildSetGeom(this);
                }
            }
            resetCollisionAccounting();
            m_taintsize = _size;
        }
Exemple #3
0
        public void changeshape(float timestamp)
        {
            // Cleanup of old prim geometry and Bodies
            if (IsPhysical && Body != IntPtr.Zero)
            {
                if (childPrim)
                {
                    if (_parent != null)
                    {
                        OdePrim parent = (OdePrim)_parent;
                        parent.ChildDelink(this);
                    }
                }
                else
                {
                    disableBody();
                }
            }

            RemoveGeom();

            // we don't need to do space calculation because the client sends a position update also.
            if (_size.X <= 0) _size.X = 0.01f;
            if (_size.Y <= 0) _size.Y = 0.01f;
            if (_size.Z <= 0) _size.Z = 0.01f;
            // Construction of new prim

            IMesh mesh = null;

            if (_parent_scene.needsMeshing(_pbs))
            {
                // Don't need to re-enable body..   it's done in CreateMesh
                float meshlod = _parent_scene.meshSculptLOD;

                if (IsPhysical)
                    meshlod = _parent_scene.MeshSculptphysicalLOD;

                // createmesh returns null when it doesn't mesh.
                mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
            }

            CreateGeom(m_targetSpace, mesh);
            d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
            d.Quaternion myrot = new d.Quaternion();
            //myrot.W = _orientation.w;
            myrot.W = _orientation.W;
            myrot.X = _orientation.X;
            myrot.Y = _orientation.Y;
            myrot.Z = _orientation.Z;
            d.GeomSetQuaternion(prim_geom, ref myrot);

            //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
            if (IsPhysical && Body == IntPtr.Zero)
            {
                // Re creates body on size.
                // EnableBody also does setMass()
                enableBody();
                if (Body != IntPtr.Zero)
                {
                    d.BodyEnable(Body);
                }
            }

            changeSelectedStatus(timestamp);
            if (childPrim)
            {
                if (_parent is OdePrim)
                {
                    OdePrim parent = (OdePrim)_parent;
                    parent.ChildSetGeom(this);
                }
            }

            resetCollisionAccounting();
            m_taintshape = false;
        }
Exemple #4
0
        public void changeadd(float timestep)
        {
            int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
            IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);

            if (targetspace == IntPtr.Zero)
                targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);

            m_targetSpace = targetspace;

            IMesh mesh = null;

            if (_parent_scene.needsMeshing(_pbs))
            {
                // Don't need to re-enable body..   it's done in SetMesh
                mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
                // createmesh returns null when it's a shape that isn't a cube.
               // m_log.Debug(m_localID);
            }

            lock (_parent_scene.OdeLock)
            {
#if SPAM
Console.WriteLine("changeadd 1");
#endif
                CreateGeom(m_targetSpace, mesh);

                if (prim_geom != IntPtr.Zero)
                {
                    d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
                    d.Quaternion myrot = new d.Quaternion();
                    myrot.X = _orientation.X;
                    myrot.Y = _orientation.Y;
                    myrot.Z = _orientation.Z;
                    myrot.W = _orientation.W;
                    d.GeomSetQuaternion(prim_geom, ref myrot);
                }

                if (IsPhysical && Body == IntPtr.Zero)
                {
                    enableBody();
                }
            }

            changeSelectedStatus(timestep);

            m_taintadd = false;
        }
Exemple #5
0
 public void rotate(float timestep)
 {
     d.Quaternion myrot = new d.Quaternion();
     myrot.X = _orientation.X;
     myrot.Y = _orientation.Y;
     myrot.Z = _orientation.Z;
     myrot.W = _orientation.W;
     if (Body != IntPtr.Zero)
     {
         // KF: If this is a root prim do BodySet
         d.BodySetQuaternion(Body, ref myrot);
         if (IsPhysical)
         {
             if (!m_angularlock.ApproxEquals(Vector3.One, 0f))
                 createAMotor(m_angularlock);
         }
     }
     else
     {
         // daughter prim, do Geom set
         d.GeomSetQuaternion(prim_geom, ref myrot);
     }
     
     resetCollisionAccounting();
     m_taintrot = _orientation;
 }
Exemple #6
0
        /// <summary>
        /// Add prim in response to an add taint.
        /// </summary>
        private void changeadd()
        {
//            m_log.DebugFormat("[ODE PRIM]: Adding prim {0}", Name);
            
            int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
            IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);

            if (targetspace == IntPtr.Zero)
                targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);

            m_targetSpace = targetspace;

            IMesh mesh = null;

            if (_parent_scene.needsMeshing(_pbs))
            {
                // Don't need to re-enable body..   it's done in SetMesh
                mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
                // createmesh returns null when it's a shape that isn't a cube.
               // m_log.Debug(m_localID);
                if (mesh == null)
                    CheckMeshAsset();
                else
                    m_assetFailed = false;
            }

#if SPAM
Console.WriteLine("changeadd 1");
#endif
            CreateGeom(m_targetSpace, mesh);

            d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
            d.Quaternion myrot = new d.Quaternion();
            myrot.X = _orientation.X;
            myrot.Y = _orientation.Y;
            myrot.Z = _orientation.Z;
            myrot.W = _orientation.W;
            d.GeomSetQuaternion(prim_geom, ref myrot);

            if (IsPhysical && Body == IntPtr.Zero)
                enableBody();

            changeSelectedStatus();

            m_taintadd = false;
        }
Exemple #7
0
        /// <summary>
        /// Add a child prim to this parent prim.
        /// </summary>
        /// <param name="prim">Child prim</param>
        public void AddChildPrim(OdePrim prim)
        {
//Console.WriteLine("AddChildPrim  " + Name);
            if (this.m_localID != prim.m_localID)
            {
                if (Body == IntPtr.Zero)
                {
                    Body = d.BodyCreate(_parent_scene.world);
                    setMass();
                }
                if (Body != IntPtr.Zero)
                {
                    lock (childrenPrim)
                    {
                        if (!childrenPrim.Contains(prim))
                        {
//Console.WriteLine("childrenPrim.Add " + prim);
                            childrenPrim.Add(prim);
                            
                            foreach (OdePrim prm in childrenPrim)
                            {
                                d.Mass m2;
                                d.MassSetZero(out m2);
                                d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);

                                d.Quaternion quat = new d.Quaternion();
                                quat.W = prm._orientation.W;
                                quat.X = prm._orientation.X;
                                quat.Y = prm._orientation.Y;
                                quat.Z = prm._orientation.Z;

                                d.Matrix3 mat = new d.Matrix3();
                                d.RfromQ(out mat, ref quat);
                                d.MassRotate(ref m2, ref mat);
                                d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
                                d.MassAdd(ref pMass, ref m2);
                            }
                            
                            foreach (OdePrim prm in childrenPrim)
                            {
                                prm.m_collisionCategories |= CollisionCategories.Body;
                                prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);

                                if (prm.prim_geom == IntPtr.Zero)
                                {
                                    m_log.WarnFormat(
                                        "[PHYSICS]: Unable to link one of the linkset elements {0} for parent {1}.  No geom yet", 
                                        prm.Name, prim.Name);
                                    continue;
                                }
//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name);
                                d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
                                d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);


                                d.Quaternion quat = new d.Quaternion();
                                quat.W = prm._orientation.W;
                                quat.X = prm._orientation.X;
                                quat.Y = prm._orientation.Y;
                                quat.Z = prm._orientation.Z;

                                d.Matrix3 mat = new d.Matrix3();
                                d.RfromQ(out mat, ref quat);
                                if (Body != IntPtr.Zero)
                                {
                                    d.GeomSetBody(prm.prim_geom, Body);
                                    prm.childPrim = true;
                                    d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
                                    //d.GeomSetOffsetPosition(prim.prim_geom,
                                    //    (Position.X - prm.Position.X) - pMass.c.X,
                                    //    (Position.Y - prm.Position.Y) - pMass.c.Y,
                                    //    (Position.Z - prm.Position.Z) - pMass.c.Z);
                                    d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
                                    //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
                                    d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
                                    d.BodySetMass(Body, ref pMass);
                                }
                                else
                                {
                                    m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name);
                                }

                                prm.m_interpenetrationcount = 0;
                                prm.m_collisionscore = 0;
                                prm.m_disabled = false;

                                // The body doesn't already have a finite rotation mode set here
                                if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
                                {
                                    prm.createAMotor(m_angularlock);
                                }
                                prm.Body = Body;
                                _parent_scene.addActivePrim(prm);
                            }

                            m_collisionCategories |= CollisionCategories.Body;
                            m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);

//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name);
                            d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
//Console.WriteLine(" Post GeomSetCategoryBits 2");
                            d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);

                            d.Quaternion quat2 = new d.Quaternion();
                            quat2.W = _orientation.W;
                            quat2.X = _orientation.X;
                            quat2.Y = _orientation.Y;
                            quat2.Z = _orientation.Z;

                            d.Matrix3 mat2 = new d.Matrix3();
                            d.RfromQ(out mat2, ref quat2);
                            d.GeomSetBody(prim_geom, Body);
                            d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
                            //d.GeomSetOffsetPosition(prim.prim_geom,
                            //    (Position.X - prm.Position.X) - pMass.c.X,
                            //    (Position.Y - prm.Position.Y) - pMass.c.Y,
                            //    (Position.Z - prm.Position.Z) - pMass.c.Z);
                            //d.GeomSetOffsetRotation(prim_geom, ref mat2);
                            d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
                            d.BodySetMass(Body, ref pMass);

                            d.BodySetAutoDisableFlag(Body, true);
                            d.BodySetAutoDisableSteps(Body, body_autodisable_frames);

                            m_interpenetrationcount = 0;
                            m_collisionscore = 0;
                            m_disabled = false;

                            // The body doesn't already have a finite rotation mode set here
                            if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
                            {
                                createAMotor(m_angularlock);
                            }
                            d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
                            if (m_vehicle.Type != Vehicle.TYPE_NONE)
                                m_vehicle.Enable(Body, _parent_scene);

                            _parent_scene.addActivePrim(this);
                        }
                    }
                }
            }
        }
Exemple #8
0
        public void rotate(float timestep)
        {
            d.Quaternion myrot = new d.Quaternion();
            myrot.X = _orientation.X;
            myrot.Y = _orientation.Y;
            myrot.Z = _orientation.Z;
            myrot.W = _orientation.W;
            d.GeomSetQuaternion(prim_geom, ref myrot);
            if (m_isphysical && Body != IntPtr.Zero)
            {
                d.BodySetQuaternion(Body, ref myrot);
                if (!m_angularlock.IsIdentical(new PhysicsVector(1, 1, 1), 0))
                    createAMotor(m_angularlock);
            }

            resetCollisionAccounting();
            m_taintrot = _orientation;
        }
Exemple #9
0
 } //end MoveAngular
 internal void LimitRotation(float timestep)
 {
     d.Quaternion rot = d.BodyGetQuaternion(Body);
     Quaternion rotq = new Quaternion((float)rot.X, (float)rot.Y, (float)rot.Z, (float)rot.W);    // rotq = rotation of object
     d.Quaternion m_rot = new d.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)
         d.BodySetQuaternion(Body, ref m_rot);
 }
Exemple #10
0
        public void changeadd(float timestep)
        {
            int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
            IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);

            if (targetspace == IntPtr.Zero)
                targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);

            m_targetSpace = targetspace;

            if (_mesh == null)
            {
                if (_parent_scene.needsMeshing(_pbs))
                {
                    // Don't need to re-enable body..   it's done in SetMesh
                    _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
                    // createmesh returns null when it's a shape that isn't a cube.
                   // m_log.Debug(m_localID);
                }
            }


            lock (_parent_scene.OdeLock)
            {
                CreateGeom(m_targetSpace, _mesh);

                if (prim_geom != IntPtr.Zero)
                {
                    d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
                    d.Quaternion myrot = new d.Quaternion();
                    myrot.X = _orientation.X;
                    myrot.Y = _orientation.Y;
                    myrot.Z = _orientation.Z;
                    myrot.W = _orientation.W;
                    d.GeomSetQuaternion(prim_geom, ref myrot);
                }

                if (m_isphysical && Body == IntPtr.Zero)
                {
                    enableBody();
                }
            }

            _parent_scene.geom_name_map[prim_geom] = this.m_primName;
            _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;

            changeSelectedStatus(timestep);

            m_taintadd = false;
        }
Exemple #11
0
        public void changeshape(float timestamp)
        {
            string oldname = _parent_scene.geom_name_map[prim_geom];

            // Cleanup of old prim geometry and Bodies
            if (IsPhysical && Body != IntPtr.Zero)
            {
                if (childPrim)
                {
                    if (_parent != null)
                    {
                        OdePrim parent = (OdePrim)_parent;
                        parent.ChildDelink(this);
                    }
                }
                else
                {
                    disableBody();
                }
            }
            try
            {
                d.GeomDestroy(prim_geom);
            }
            catch (System.AccessViolationException)
            {
                prim_geom = IntPtr.Zero;
                m_log.Error("[PHYSICS]: PrimGeom dead");
            }
            prim_geom = IntPtr.Zero;
            // we don't need to do space calculation because the client sends a position update also.
            if (_size.X <= 0) _size.X = 0.01f;
            if (_size.Y <= 0) _size.Y = 0.01f;
            if (_size.Z <= 0) _size.Z = 0.01f;
            // Construction of new prim

            if (_parent_scene.needsMeshing(_pbs))
            {
                // Don't need to re-enable body..   it's done in SetMesh
                float meshlod = _parent_scene.meshSculptLOD;

                if (IsPhysical)
                    meshlod = _parent_scene.MeshSculptphysicalLOD;

                IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
                // createmesh returns null when it doesn't mesh.
                CreateGeom(m_targetSpace, mesh);
            }
            else
            {
                _mesh = null;
//Console.WriteLine("changeshape");
                CreateGeom(m_targetSpace, null);
            }

            d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
            d.Quaternion myrot = new d.Quaternion();
            //myrot.W = _orientation.w;
            myrot.W = _orientation.W;
            myrot.X = _orientation.X;
            myrot.Y = _orientation.Y;
            myrot.Z = _orientation.Z;
            d.GeomSetQuaternion(prim_geom, ref myrot);

            //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
            if (IsPhysical && Body == IntPtr.Zero)
            {
                // Re creates body on size.
                // EnableBody also does setMass()
                enableBody();
                if (Body != IntPtr.Zero)
                {
                    d.BodyEnable(Body);
                }
            }
            _parent_scene.geom_name_map[prim_geom] = oldname;

            changeSelectedStatus(timestamp);
            if (childPrim)
            {
                if (_parent is OdePrim)
                {
                    OdePrim parent = (OdePrim)_parent;
                    parent.ChildSetGeom(this);
                }
            }
            resetCollisionAccounting();
            m_taintshape = false;
        }
Exemple #12
0
        public void changesize(float timestamp)
        {
            
            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.Zero)
            {
                if (childPrim)
                {
                    if (_parent != null)
                    {
                        OdePrim parent = (OdePrim)_parent;
                        parent.ChildDelink(this);
                    }
                }
                else
                {
                    disableBody();
                }
            }
            if (d.SpaceQuery(m_targetSpace, prim_geom))
            {
                _parent_scene.waitForSpaceUnlock(m_targetSpace);
                d.SpaceRemove(m_targetSpace, prim_geom);
            }
            d.GeomDestroy(prim_geom);
            prim_geom = IntPtr.Zero;
            // 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 = null;

                if (_parent_scene.needsMeshing(_pbs))
                    mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);

                //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
//Console.WriteLine("changesize 1");
                CreateGeom(m_targetSpace, mesh);

               
            }
            else
            {
                _mesh = null;
//Console.WriteLine("changesize 2");
                CreateGeom(m_targetSpace, _mesh);
            }

            d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
            d.Quaternion myrot = new d.Quaternion();
            myrot.X = _orientation.X;
            myrot.Y = _orientation.Y;
            myrot.Z = _orientation.Z;
            myrot.W = _orientation.W;
            d.GeomSetQuaternion(prim_geom, ref myrot);

            //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
            if (IsPhysical && Body == IntPtr.Zero && !childPrim)
            {
                // Re creates body on size.
                // EnableBody also does setMass()
                enableBody();
                d.BodyEnable(Body);
            }

            _parent_scene.geom_name_map[prim_geom] = oldname;

            changeSelectedStatus(timestamp);
            if (childPrim)
            {
                if (_parent is OdePrim)
                {
                    OdePrim parent = (OdePrim)_parent;
                    parent.ChildSetGeom(this);
                }
            }
            resetCollisionAccounting();
            m_taintsize = _size;
        }
Exemple #13
0
        // rex, new function
        private void rotateogremesh(float timestep)
        {
            d.Quaternion myrot = new d.Quaternion();
            Quaternion meshRotA = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5705f);
            Quaternion meshRotB = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 3.1415f);
            Quaternion mytemprot = _orientation * meshRotA * meshRotB;

            myrot.W = mytemprot.W;
            myrot.X = mytemprot.X;
            myrot.Y = mytemprot.Y;
            myrot.Z = mytemprot.Z;
            d.GeomSetQuaternion(prim_geom, ref myrot);

            if (m_isphysical && Body != IntPtr.Zero)
            {
                d.BodySetQuaternion(Body, ref myrot);
                if (!m_angularlock.ApproxEquals(new Vector3(1, 1, 1), 0))
                    createAMotor(m_angularlock);
            }

            resetCollisionAccounting();
            m_taintrot = _orientation;
        }
Exemple #14
0
        // rex, new function
        public void changesizeogremesh(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.Zero)
            {
                if (childPrim)
                {
                    if (_parent != null)
                    {
                        OdePrim parent = (OdePrim)_parent;
                        parent.ChildDelink(this);
                    }
                }
                else
                {
                    disableBody();
                }
            }
            if (d.SpaceQuery(m_targetSpace, prim_geom))
            {
                _parent_scene.waitForSpaceUnlock(m_targetSpace);
                d.SpaceRemove(m_targetSpace, prim_geom);
            }
            d.GeomDestroy(prim_geom);
            prim_geom = IntPtr.Zero;
            // we don't need to do space calculation because the client sends a position update also.

            // Construction of new prim
            Mesh mesh = CreateMeshFromOriginal();

            CreateGeom(m_targetSpace, mesh);
            d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);

            d.Quaternion myrot = new d.Quaternion();
            Quaternion meshRotA = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5705f);
            Quaternion meshRotB = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 3.1415f);
            Quaternion mytemprot = _orientation * meshRotA * meshRotB;

            myrot.W = mytemprot.W;
            myrot.X = mytemprot.X;
            myrot.Y = mytemprot.Y;
            myrot.Z = mytemprot.Z;
            d.GeomSetQuaternion(prim_geom, ref myrot);

            //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
            if (IsPhysical && Body == IntPtr.Zero && !childPrim)
            {
                // Re creates body on size.
                // EnableBody also does setMass()
                enableBody();
                d.BodyEnable(Body);
            }

            _parent_scene.geom_name_map[prim_geom] = oldname;
            _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;

            changeSelectedStatus(timestamp);
            if (childPrim)
            {
                if (_parent is OdePrim)
                {
                    OdePrim parent = (OdePrim)_parent;
                    parent.ChildSetGeom(this);
                }
            }
            resetCollisionAccounting();
            m_taintsize = _size;
            m_ReCreateCollision = false;
        }