/// <summary>
        /// Called to queue a change to a prim
        /// to use in place of old taint mechanism so changes do have a time sequence
        /// </summary>
        public void AddChange(AuroraPhysXPrim prim,changes what,Object arg)
            {
            AODEchangeitem item = new AODEchangeitem();
            item.prim = prim;
            item.what = what;
            item.arg = arg;
//            lock (ChangesQueue)
                {
                ChangesQueue.Enqueue(item);
                }
            }
 public void remActivePrim(AuroraPhysXPrim deactivatePrim)
 {
     lock (_activeprimsLock)
     {
         _activeprims.Remove(deactivatePrim);
     }
 }
 /// <summary>
 /// This is called from within simulate but outside the locked portion
 /// We need to do our own locking here
 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
 ///
 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
 /// that the space was using.
 /// </summary>
 /// <param name="prim"></param>
 public void RemovePrimThreadLocked(AuroraPhysXPrim prim)
 {
     //Console.WriteLine("RemovePrimThreadLocked " +  prim.m_primName);
     lock (prim)
     {
         remCollisionEventReporting(prim);
         remActivePrim(prim);
         lock (ode)
         {
             prim.m_frozen = true;
             if (prim.prim_geom != IntPtr.Zero)
             {
                 prim.DestroyBody();
                 prim.IsPhysical = false;
                 prim.m_targetSpace = IntPtr.Zero;
                 try
                 {
                     if (prim.prim_geom != IntPtr.Zero)
                     {
                         d.GeomDestroy(prim.prim_geom);
                         prim.prim_geom = IntPtr.Zero;
                     }
                     else
                     {
                         m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
                     }
                 }
                 catch (AccessViolationException)
                 {
                     m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
                 }
             }
             if (!prim.childPrim)
             {
                 lock (prim.childrenPrim)
                 {
                     foreach (AuroraPhysXPrim prm in prim.childrenPrim)
                     {
                         RemovePrimThreadLocked (prm);
                     }
                 }
             }
             lock (_prims)
                 _prims.Remove (prim);
         }
     }
 }
        public override PhysicsObject AddPrimShape(ISceneChildEntity entity)
        {
            bool isPhysical = ((entity.ParentEntity.RootChild.Flags & PrimFlags.Physics) != 0);
            bool isPhantom = ((entity.ParentEntity.RootChild.Flags & PrimFlags.Phantom) != 0);
            bool physical = isPhysical & !isPhantom;
            /*IOpenRegionSettingsModule WSModule = entity.ParentEntity.Scene.RequestModuleInterface<IOpenRegionSettingsModule> ();
            if (WSModule != null)
                if (!WSModule.AllowPhysicalPrims)
                    physical = false;*/
            AuroraPhysXPrim newPrim;
            newPrim = new AuroraPhysXPrim (entity, this, false, ode);

            if(physical)
                newPrim.IsPhysical = physical;

            lock (_prims)
                _prims.Add(newPrim);

            return newPrim;
        }
 public void addActivePrim(AuroraPhysXPrim activatePrim)
 {
     // adds active prim..   (ones that should be iterated over in collisions_optimized
     lock (_activeprimsLock)
     {
         if (!_activeprims.Contains(activatePrim))
             _activeprims.Add(activatePrim);
         //else
         //  m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
     }
 }
示例#6
0
        } // end MoveLinear()

        private void MoveAngular (float pTimestep, AuroraODEPhysicsScene _pParentScene, AuroraPhysXPrim parent)
        {
            d.Vector3 angularVelocity = d.BodyGetAngularVel (Body);
            d.Quaternion rot = d.BodyGetQuaternion (Body);
            Quaternion rotq = new Quaternion (rot.X, rot.Y, rot.Z, rot.W);
            //         Vector3 angularVelocity = Vector3.Zero;
            
            /*if ((m_flags & VehicleFlag.MOUSELOOK_STEER) == VehicleFlag.MOUSELOOK_STEER)
            {
                if (m_userLookAt != Quaternion.Identity)
                {
                    Quaternion camrot = Quaternion.Subtract (m_userLookAt, rotq);
                    camrot.Normalize ();
                    m_angularMotorVelocity += Vector3.One * camrot;
                    Console.WriteLine (Vector3.One * camrot);
                }
            }*/
            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 * pTimestep));
            } // end motor section

            // Vertical attractor section
            Vector3 vertattr = Vector3.Zero;
            Vector3 deflection = Vector3.Zero;
            Vector3 banking = Vector3.Zero;

            if (m_verticalAttractionTimescale < 300)
            {
                float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep);
                // get present body rotation
                // 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
            
            #region Deflection

            //Forward is the prefered direction, but if the reference frame has changed, we need to take this into account as well
            Vector3 PreferredAxisOfMotion = new Vector3 ((10 * (m_angularDeflectionEfficiency / m_angularDeflectionTimescale) * pTimestep), 0, 0);
            PreferredAxisOfMotion *= Quaternion.Add(rotq, m_referenceFrame);

            //Multiply it so that it scales linearly
            //deflection = PreferredAxisOfMotion;

            //deflection = ((PreferredAxisOfMotion * m_angularDeflectionEfficiency) / (m_angularDeflectionTimescale / pTimestep));

            #endregion
            
            #region Banking

            if (m_bankingEfficiency != 0)
            {
                Vector3 angularMotorVelocity = new Vector3 ();
                if (m_angularMotorApply > 0)
                {
                    // ramp up to new value
                    //   current velocity  +=                         error                       /    (time to get there / step interval)
                    //                               requested speed            -  last motor speed
                    angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep);
                    angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
                    angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);


                    // velocity may still be acheived.

                    Vector3 dir = Vector3.One * rotq;
                    float mult = /*dir.X > 0 ?*/ -1f /*: 1*/;
                    mult *= m_bankingMix;//Changes which way it banks in and out of turns

                    //Use the square of the efficiency, as it looks much more how SL banking works
                    float effSquared = (m_bankingEfficiency * m_bankingEfficiency);
                    if (m_bankingEfficiency < 0)
                        effSquared *= -1;//Keep the negative!

                    banking.Z += (effSquared * (mult)) * (angularMotorVelocity.X);
                    m_angularMotorVelocity.X *= 1 - m_bankingEfficiency;
                    if (Math.Abs(m_lastAngularVelocity.Z) > m_bankingMix)
                    {
                        Vector3 bankingRot = new Vector3 (m_lastAngularVelocity.Z * (effSquared * 10 * (m_bankingMix * (-1))), 0, 0);
                        bankingRot *= rotq;
                        banking += bankingRot;
                        //m_angularMotorDirection.Y = m_lastAngularVelocity.Z * (m_bankingEfficiency);
                        //m_linearMotorDirectionLASTSET.Y = m_lastAngularVelocity.Z * (m_bankingEfficiency * 100);
                    }
                }
            }

            #endregion

            // Sum velocities
            m_lastAngularVelocity = m_angularMotorVelocity + vertattr + deflection + banking;

            if (!m_lastAngularVelocity.ApproxEquals (Vector3.Zero, 0.01f))
            {
                if (!d.BodyIsEnabled (Body))
                    d.BodyEnable (Body);
            }
            else
            {
                m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
            }

            #region Linear Motor Offset

            //Offset section
            if (m_linearMotorOffset != Vector3.Zero)
            {
                //Offset of linear velocity doesn't change the linear velocity,
                //   but causes a torque to be applied, for example...
                //
                //      IIIII     >>>   IIIII
                //      IIIII     >>>    IIIII
                //      IIIII     >>>     IIIII
                //          ^
                //          |  Applying a force at the arrow will cause the object to move forward, but also rotate
                //
                //
                // The torque created is the linear velocity crossed with the offset

                //Note: we use the motor, otherwise you will just spin around and we divide by 10 since otherwise we go crazy
                Vector3 torqueFromOffset = (m_linearMotorDirectionLASTSET % m_linearMotorOffset) / 10;
                d.BodyAddTorque (Body, torqueFromOffset.X, torqueFromOffset.Y, torqueFromOffset.Z);
            }

            #endregion

            /*if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
            {
                m_lastAngularVelocity.X = 0;
                m_lastAngularVelocity.Y = 0;
            }*/

            // apply friction
            Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
            m_lastAngularVelocity -= m_lastAngularVelocity * decayamount;

            // Apply to the body
            d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
        }
示例#7
0
        }   // end Step

        private void MoveLinear (float pTimestep, AuroraODEPhysicsScene _pParentScene, AuroraPhysXPrim parent)
        {
            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);  // 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))));
                decayfraction.Z = ((1 / (m_linearMotorDecayTimescale / (pTimestep * pTimestep))));
                //Console.WriteLine("decay: " + decayfraction);
                Vector3 decayAmt = (m_linearMotorDirection * decayfraction);
                m_linearMotorDirection -= decayAmt;
                //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;
            // There is some gravity, make a gravity force vector
            // that is applied after object velocity.
            // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
            grav.Z = _pParentScene.gravityz * Mass * (float)parent.ParentEntity.GravityMultiplier * (1f - m_VehicleBuoyancy);
            // Preserve the current Z velocity
            d.Vector3 vel_now = d.BodyGetLinearVel (Body);
            if(m_lastLinearVelocityVector.Z == 0 && m_verticalAttractionTimescale == 0)
                m_dir.Z = vel_now.Z;        // Preserve the accumulated falling velocity
            else if(Type != Vehicle.TYPE_AIRPLANE && Type != Vehicle.TYPE_BALLOON)
                m_dir.Z += vel_now.Z;

            d.Vector3 pos = d.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;
                    d.BodySetPosition (Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
                {
                    pos.Y -= posChange.Y + 1;
                    d.BodySetPosition (Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
                {
                    pos.Z -= posChange.Z + 1;
                    d.BodySetPosition (Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.X <= 0)
                {
                    pos.X += posChange.X + 1;
                    d.BodySetPosition (Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.Y <= 0)
                {
                    pos.Y += posChange.Y + 1;
                    d.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;
                d.BodySetPosition (Body, pos.X, pos.Y, pos.Z);
            }

            // 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
                if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
                {
                    m_VhoverTargetHeight = (float)_pParentScene.GetWaterLevel (pos.X, pos.Y) + m_VhoverHeight;
                }
                if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
                {
                    m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY (pos.X, pos.Y) + m_VhoverHeight;
                }
                if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
                {
                    m_VhoverTargetHeight = m_VhoverHeight;
                }

                if ((m_flags & 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_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
                {
                    if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2)
                    {
                        d.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.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;

            #region Limit Motor Up

            if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) //if it isn't going up, don't apply the limiting force
            {
                if (Zchange > -0.1f)
                {
                    //Requires idea of 'up', so use reference frame to rotate it
                    //Add to the X, because that will normally tilt the vehicle downward (if its rotated, it'll be rotated by the ref. frame
                    grav += (new Vector3 (0, 0, ((float)Math.Abs (Zchange) * (pTimestep * -_pParentScene.PID_D * _pParentScene.PID_D))));
                }
            }

            #endregion

            #region Deal with tainted forces

            // 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.
            // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
            Vector3 TaintedForce = new Vector3 ();
            if (m_forcelist.Count != 0)
            {
                try
                {
                    for (int i = 0; i < m_forcelist.Count; i++)
                    {
                        TaintedForce = TaintedForce + (m_forcelist[i] * 100);
                    }
                }
                catch (IndexOutOfRangeException)
                {
                    TaintedForce = Vector3.Zero;
                }
                catch (ArgumentOutOfRangeException)
                {
                    TaintedForce = Vector3.Zero;
                }
                m_forcelist = new List<Vector3> ();
            }

            #endregion

            #region Deflection

            //Forward is the prefered direction
            /*Vector3 deflectionamount = m_dir / (m_linearDeflectionTimescale / pTimestep);
            //deflectionamount *= m_linearDeflectionEfficiency;
            if (deflectionamount != Vector3.Zero)
            {
            }
            Vector3 deflection = Vector3.One / deflectionamount;
            m_dir /= deflection;*/

            #endregion

            m_lastPositionVector = d.BodyGetPosition (Body);
            #region limitations

            if (Math.Abs (m_dir.X) > 1000 ||
                Math.Abs (m_dir.Y) > 1000 ||
                Math.Abs (m_dir.Z) > 1000)
            {
                //This vehicle is f***ed
                parent.RaiseOutOfBounds (parent.Position);
                parent._zeroFlag = true;
                parent.m_disabled = true;
                parent.m_frozen = true;
                return;
            }

            #endregion

            // Apply velocity
            d.BodySetLinearVel (Body, m_dir.X, m_dir.Y, m_dir.Z);
            // apply gravity force
            d.BodyAddForce (Body, grav.X, grav.Y, grav.Z);


            // apply friction
            Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
            m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
        } // end MoveLinear()
示例#8
0
        internal void Step(IntPtr pBody, float pTimestep, AuroraODEPhysicsScene pParentScene, AuroraPhysXPrim parent)
        {
            m_body = pBody;
            if (pBody == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
                return;
            if(Mass == 0)
                GetMass (pBody);
            if (Mass == 0)
                return;//No noMass vehicles...
            if (!d.BodyIsEnabled(Body))
                d.BodyEnable(Body);

            frcount++;  // used to limit debug comment output
            if (frcount > 100)
                frcount = 0;

            MoveLinear (pTimestep, pParentScene, parent);
            MoveAngular (pTimestep, pParentScene, parent);
            LimitRotation(pTimestep);

            // WE deal with updates
            parent.RequestPhysicsterseUpdate();
        }   // end Step
示例#9
0
        internal void Disable(AuroraPhysXPrim parent)
        {
            if (!m_enabled)
                return;
            m_enabled = false;

            parent.SetMaterial((int)m_previousMaterial, false); //Revert to the original

            parent.ThrottleUpdates = true;
            //d.BodyDisable(Body);
            m_linearMotorDirection = Vector3.Zero;
            m_linearMotorDirectionLASTSET = Vector3.Zero;
            m_angularMotorDirection = Vector3.Zero;
        }
示例#10
0
        }//end SetDefaultsForType

        internal void Enable(IntPtr pBody, AuroraPhysXPrim parent, AuroraODEPhysicsScene pParentScene)
        {
            if (m_enabled)
                return;
            m_enabled = true;
            m_previousMaterial = (Material)parent.m_material;
            parent.SetMaterial((int)Material.Glass, false); //This seems to happen in SL... and its needed for here
            parent.ThrottleUpdates = false;
            m_body = pBody;
            if (pBody == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
                return;
            GetMass (pBody);
        }