private static void DMassDup(ref d.Mass src, out d.Mass dst) { dst = new d.Mass { }; dst.c.W = src.c.W; dst.c.X = src.c.X; dst.c.Y = src.c.Y; dst.c.Z = src.c.Z; dst.mass = src.mass; dst.I.M00 = src.I.M00; dst.I.M01 = src.I.M01; dst.I.M02 = src.I.M02; dst.I.M10 = src.I.M10; dst.I.M11 = src.I.M11; dst.I.M12 = src.I.M12; dst.I.M20 = src.I.M20; dst.I.M21 = src.I.M21; dst.I.M22 = src.I.M22; }
private void MakeBody() { if (!m_isphysical) // only physical get bodies return; if (childPrim) // child prims don't get bodies; return; if (m_building) return; if (prim_geom == IntPtr.Zero) { m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet"); return; } if (Body != IntPtr.Zero) { d.BodyDestroy(Body); Body = IntPtr.Zero; m_log.Warn("[PHYSICS]: MakeBody called having a body"); } d.Matrix3 mymat = new d.Matrix3(); d.Quaternion myrot = new d.Quaternion(); d.Mass objdmass = new d.Mass { }; Body = d.BodyCreate(_parent_scene.world); DMassDup(ref primdMass, out objdmass); // rotate inertia myrot.X = _orientation.X; myrot.Y = _orientation.Y; myrot.Z = _orientation.Z; myrot.W = _orientation.W; d.RfromQ(out mymat, ref myrot); d.MassRotate(ref objdmass, ref mymat); // set the body rotation and position d.BodySetRotation(Body, ref mymat); // recompute full object inertia if needed if (childrenPrim.Count > 0) { d.Matrix3 mat = new d.Matrix3(); d.Quaternion quat = new d.Quaternion(); d.Mass tmpdmass = new d.Mass { }; Vector3 rcm; rcm.X = _position.X + objdmass.c.X; rcm.Y = _position.Y + objdmass.c.Y; rcm.Z = _position.Z + objdmass.c.Z; lock (childrenPrim) { foreach (OdePrim prm in childrenPrim) { if (prm.prim_geom == IntPtr.Zero) { m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet"); continue; } DMassCopy(ref prm.primdMass, ref tmpdmass); // apply prim current rotation to inertia quat.X = prm._orientation.X; quat.Y = prm._orientation.Y; quat.Z = prm._orientation.Z; quat.W = prm._orientation.W; d.RfromQ(out mat, ref quat); d.MassRotate(ref tmpdmass, ref mat); Vector3 ppos = prm._position; ppos.X += tmpdmass.c.X - rcm.X; ppos.Y += tmpdmass.c.Y - rcm.Y; ppos.Z += tmpdmass.c.Z - rcm.Z; // refer inertia to root prim center of mass position d.MassTranslate(ref tmpdmass, ppos.X, ppos.Y, ppos.Z); d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia // fix prim colision cats d.GeomClearOffset(prm.prim_geom); d.GeomSetBody(prm.prim_geom, Body); prm.Body = Body; d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation } } } d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset // associate root geom with body d.GeomSetBody(prim_geom, Body); d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z); d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z); d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body myrot.W = -myrot.W; d.RfromQ(out mymat, ref myrot); d.MassRotate(ref objdmass, ref mymat); d.BodySetMass(Body, ref objdmass); _mass = objdmass.mass; m_collisionCategories |= CollisionCategories.Body; m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); // disconnect from world gravity so we can apply buoyancy d.BodySetGravityMode(Body, false); d.BodySetAutoDisableFlag(Body, true); d.BodySetAutoDisableSteps(Body, body_autodisable_frames); // d.BodySetLinearDampingThreshold(Body, 0.01f); // d.BodySetAngularDampingThreshold(Body, 0.001f); d.BodySetDamping(Body, .001f, .0002f); d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); m_interpenetrationcount = 0; m_collisionscore = 0; m_disabled = false; if (m_targetSpace != _parent_scene.ActiveSpace) { if (m_targetSpace != IntPtr.Zero) { _parent_scene.waitForSpaceUnlock(m_targetSpace); if (d.SpaceQuery(m_targetSpace, prim_geom)) d.SpaceRemove(m_targetSpace, prim_geom); } m_targetSpace = _parent_scene.ActiveSpace; d.SpaceAdd(m_targetSpace, prim_geom); } lock (childrenPrim) { foreach (OdePrim prm in childrenPrim) { if (prm.prim_geom == IntPtr.Zero) continue; Vector3 ppos = prm._position; d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position prm.m_collisionCategories |= CollisionCategories.Body; prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); if (prm.m_targetSpace != _parent_scene.ActiveSpace) { if (prm.m_targetSpace != IntPtr.Zero) { _parent_scene.waitForSpaceUnlock(m_targetSpace); if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom)) d.SpaceRemove(prm.m_targetSpace, prm.prim_geom); } prm.m_targetSpace = _parent_scene.ActiveSpace; d.SpaceAdd(m_targetSpace, prm.prim_geom); } prm.m_disabled = false; prm.m_interpenetrationcount = 0; prm.m_collisionscore = 0; _parent_scene.addActivePrim(prm); } } // The body doesn't already have a finite rotation mode set here if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null) { createAMotor(m_angularlock); } _parent_scene.addActivePrim(this); }