Esempio n. 1
0
        public AuroraODEPrim(String primName, AuroraODEPhysicsScene parent_scene, Vector3 pos, Vector3 size,
                       Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode, float Density)
        {
            m_vehicle = new AuroraODEDynamics();
            //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
            ode = dode;
            if (!pos.IsFinite())
            {
                pos = new Vector3((parent_scene.Region.RegionSizeX * 0.5f), (parent_scene.Region.RegionSizeY * 0.5f),
                    parent_scene.GetTerrainHeightAtXY((parent_scene.Region.RegionSizeX * 0.5f), (parent_scene.Region.RegionSizeY * 0.5f)));
                m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
            }
            _position = pos;
            fakepos = false;

            PID_D = parent_scene.bodyPIDD;
            PID_G = parent_scene.bodyPIDG;

            // correct for changed timestep
            PID_D /= (parent_scene.ODE_STEPSIZE * 50f); // original ode fps of 50
            PID_G /= (parent_scene.ODE_STEPSIZE * 50f);

            m_density = Density / 100;
            // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
            body_autodisable_frames = parent_scene.bodyFramesAutoDisable;


            prim_geom = IntPtr.Zero;
            prev_geom = IntPtr.Zero;

            if (!size.IsFinite())
            {
                size = new Vector3(0.5f, 0.5f, 0.5f);
                m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
            }

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

            _size = size;

            if (!QuaternionIsFinite(rotation))
            {
                rotation = Quaternion.Identity;
                m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
            }

            _orientation = rotation;
            fakeori = false;

            _mesh = mesh;
            _pbs = pbs;

            _parent_scene = parent_scene;
            m_targetSpace = (IntPtr)0;

            if (pos.Z < 0)
                m_isphysical = false;
            else
            {
                m_isphysical = pisPhysical;
                // If we're physical, we need to be in the master space for now.
                // linksets *should* be in a space together..  but are not currently
                if (m_isphysical)
                    m_targetSpace = _parent_scene.space;
            }
            m_primName = primName;

            m_forceacc = Vector3.Zero;
            m_angularforceacc = Vector3.Zero;

            m_UpdateTimecntr = 0;
            m_UpdateFPScntr = 2.5f * parent_scene.StepTime; // this parameter needs retunning and possible came from ini file
            if (m_UpdateTimecntr > .1f) // try to keep it under 100ms
                m_UpdateTimecntr = .1f;

            AddChange(changes.Add, null);
        }
Esempio n. 2
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        public AuroraODEPrim(String primName, AuroraODEPhysicsScene parent_scene, Vector3 pos, Vector3 size,
                       Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
        {
            m_vehicle = new AuroraODEDynamics();
            //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
            ode = dode;
            if (!pos.IsFinite())
            {
                pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
                    parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
                m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
            }
            _position = pos;
            m_taintposition = pos;
            PID_D = parent_scene.bodyPIDD;
            PID_G = parent_scene.bodyPIDG;
            m_density = parent_scene.geomDefaultDensity;
            // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
            body_autodisable_frames = parent_scene.bodyFramesAutoDisable;


            prim_geom = IntPtr.Zero;
            prev_geom = IntPtr.Zero;

            if (!pos.IsFinite())
            {
                size = new Vector3(0.5f, 0.5f, 0.5f);
                m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
            }

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

            _size = size;
            m_taintsize = _size;

            if (!QuaternionIsFinite(rotation))
            {
                rotation = Quaternion.Identity;
                m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
            }

            _orientation = rotation;
            m_taintrot = _orientation;
            _mesh = mesh;
            _pbs = pbs;

            _parent_scene = parent_scene;
            m_targetSpace = (IntPtr)0;

            if (pos.Z < 0)
                m_isphysical = false;
            else
            {
                m_isphysical = pisPhysical;
                // If we're physical, we need to be in the master space for now.
                // linksets *should* be in a space together..  but are not currently
                if (m_isphysical)
                    m_targetSpace = _parent_scene.space;
            }
            m_primName = primName;
            m_taintadd = true;
            _parent_scene.AddPhysicsActorTaint(this);
            //  don't do .add() here; old geoms get recycled with the same hash
        }
Esempio n. 3
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        public AuroraODEPrim(string name, byte physicsType, PrimitiveBaseShape shape, Vector3 position, Vector3 size, Quaternion rotation, 
            int material, float friction, float restitution, float gravityMultiplier, float density, AuroraODEPhysicsScene parent_scene)
        {
            m_vehicle = new AuroraODEDynamics();

            // correct for changed timestep
            PID_D /= (parent_scene.ODE_STEPSIZE*50f); // original ode fps of 50
            PID_G /= (parent_scene.ODE_STEPSIZE*50f);

            body_autodisable_frames = parent_scene.bodyFramesAutoDisable;

            prim_geom = IntPtr.Zero;

            _name = name;
            PhysicsShapeType = physicsType;
            _size = size;
            _position = position;
            fakepos = 0;
            _orientation = rotation;
            fakeori = 0;
            _pbs = shape;

            _parent_scene = parent_scene;
            m_targetSpace = IntPtr.Zero;

            /*
                        m_isphysical = pisPhysical;
                        if (m_isphysical)
                            m_targetSpace = _parent_scene.space;
            */
            m_isphysical = false;

            m_forceacc = Vector3.Zero;
            m_angularforceacc = Vector3.Zero;

            hasOOBoffsetFromMesh = false;
            _triMeshData = IntPtr.Zero;

            SetMaterial(material, friction, restitution, gravityMultiplier, density);

            CalcPrimBodyData();

            _parent_scene.AddSimulationChange(() => changeadd());
        }
Esempio n. 4
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        public AuroraODEPrim (ISceneChildEntity entity, AuroraODEPhysicsScene parent_scene, bool pisPhysical)
        {
            m_vehicle = new AuroraODEDynamics ();
            //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);

            PID_D = parent_scene.bodyPIDD;
            PID_G = parent_scene.bodyPIDG;

            // correct for changed timestep
            PID_D /= (parent_scene.ODE_STEPSIZE * 50f); // original ode fps of 50
            PID_G /= (parent_scene.ODE_STEPSIZE * 50f);

            body_autodisable_frames = parent_scene.bodyFramesAutoDisable;

            prim_geom = IntPtr.Zero;

            _size = entity.Scale;
            _position = entity.AbsolutePosition;
            fakepos = 0;
            _orientation = entity.GetWorldRotation ();
            fakeori = 0;
            _pbs = entity.Shape;
            _parent_entity = entity;

            _parent_scene = parent_scene;
            m_targetSpace = IntPtr.Zero;

            /*
                        m_isphysical = pisPhysical;
                        if (m_isphysical)
                            m_targetSpace = _parent_scene.space;
            */
            m_isphysical = false;

            m_forceacc = Vector3.Zero;
            m_angularforceacc = Vector3.Zero;

            hasOOBoffsetFromMesh = false;
            _triMeshData = IntPtr.Zero;

            CalcPrimBodyData();

            m_UpdateTimecntr = 0;
            m_UpdateFPScntr = 2.5f * parent_scene.StepTime; // this parameter needs retunning and possible came from ini file
            if (m_UpdateTimecntr > .1f) // try to keep it under 100ms
                m_UpdateTimecntr = .1f;

            AddChange (changes.Add, null);
        }
Esempio n. 5
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        public AuroraODEPrim (ISceneChildEntity entity, AuroraODEPhysicsScene parent_scene, bool pisPhysical, CollisionLocker dode)
        {
            m_vehicle = new AuroraODEDynamics ();
            //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
            ode = dode;

            PID_D = parent_scene.bodyPIDD;
            PID_G = parent_scene.bodyPIDG;

            // correct for changed timestep
            PID_D /= (parent_scene.ODE_STEPSIZE * 50f); // original ode fps of 50
            PID_G /= (parent_scene.ODE_STEPSIZE * 50f);

            // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
            body_autodisable_frames = parent_scene.bodyFramesAutoDisable;


            prim_geom = IntPtr.Zero;
            prev_geom = IntPtr.Zero;

            _size = entity.Scale;
            _position = entity.AbsolutePosition;
            fakepos = false;
            _orientation = entity.GetWorldRotation ();
            fakeori = false;
            _pbs = entity.Shape;
            _parent_entity = entity;

            _parent_scene = parent_scene;
            m_targetSpace = (IntPtr)0;

            m_isphysical = pisPhysical;
            // If we're physical, we need to be in the master space for now.
            // linksets *should* be in a space together..  but are not currently
            if (m_isphysical)
                m_targetSpace = _parent_scene.space;

            m_forceacc = Vector3.Zero;
            m_angularforceacc = Vector3.Zero;

            m_UpdateTimecntr = 0;
            m_UpdateFPScntr = 2.5f * parent_scene.StepTime; // this parameter needs retunning and possible came from ini file
            if (m_UpdateTimecntr > .1f) // try to keep it under 100ms
                m_UpdateTimecntr = .1f;

            AddChange (changes.Add, null);
        }
Esempio n. 6
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        private Vector3 showposition; // a temp hack for now rest of code expects position to be changed immediately

        public AuroraODEPrim(ISceneChildEntity entity, AuroraODEPhysicsScene parent_scene, bool pisPhysical)
        {
            m_vehicle = new AuroraODEDynamics();
            //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);

            // correct for changed timestep
            PID_D /= (parent_scene.ODE_STEPSIZE * 50f); // original ode fps of 50
            PID_G /= (parent_scene.ODE_STEPSIZE * 50f);

            body_autodisable_frames = parent_scene.bodyFramesAutoDisable;

            prim_geom = IntPtr.Zero;

            _size = entity.Scale;
            _position = entity.AbsolutePosition;
            fakepos = 0;
            _orientation = entity.GetWorldRotation();
            fakeori = 0;
            _pbs = entity.Shape;
            _parent_entity = entity;

            _parent_scene = parent_scene;
            m_targetSpace = IntPtr.Zero;

            /*
                        m_isphysical = pisPhysical;
                        if (m_isphysical)
                            m_targetSpace = _parent_scene.space;
            */
            m_isphysical = false;

            m_forceacc = Vector3.Zero;
            m_angularforceacc = Vector3.Zero;

            hasOOBoffsetFromMesh = false;
            _triMeshData = IntPtr.Zero;

            CalcPrimBodyData();

            _parent_scene.AddSimulationChange(() => changeadd());
        }