// Keyboard callback public void command(int cmd) { IntPtr geom; d.Mass mass; d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f); Char ch = Char.ToLower((Char)cmd); switch ((Char)ch) { case 'w': try { Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD)); xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z; ds.SetViewpoint(ref xyz, ref hpr); } catch (ArgumentException) { hpr.X = 0; } break; case 'a': hpr.X++; ds.SetViewpoint(ref xyz, ref hpr); break; case 's': try { Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD)); xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z; ds.SetViewpoint(ref xyz, ref hpr); } catch (ArgumentException) { hpr.X = 0; } break; case 'd': hpr.X--; ds.SetViewpoint(ref xyz, ref hpr); break; case 'r': xyz.Z++; ds.SetViewpoint(ref xyz, ref hpr); break; case 'f': xyz.Z--; ds.SetViewpoint(ref xyz, ref hpr); break; case 'e': xyz.Y++; ds.SetViewpoint(ref xyz, ref hpr); break; case 'q': xyz.Y--; ds.SetViewpoint(ref xyz, ref hpr); break; } }
public void step(int pause) { ds.SetColor(1.0f, 1.0f, 0.0f); ds.SetTexture(ds.Texture.Wood); lock (_prims) { foreach (OdePrim prm in _prims) { //IntPtr body = d.GeomGetBody(prm.prim_geom); if (prm.prim_geom != IntPtr.Zero) { d.Vector3 pos; d.GeomCopyPosition(prm.prim_geom, out pos); //d.BodyCopyPosition(body, out pos); d.Matrix3 R; d.GeomCopyRotation(prm.prim_geom, out R); //d.BodyCopyRotation(body, out R); d.Vector3 sides = new d.Vector3(); sides.X = prm.Size.X; sides.Y = prm.Size.Y; sides.Z = prm.Size.Z; ds.DrawBox(ref pos, ref R, ref sides); } } } ds.SetColor(1.0f, 0.0f, 0.0f); lock (_characters) { foreach (OdeCharacter chr in _characters) { if (chr.Shell != IntPtr.Zero) { IntPtr body = d.GeomGetBody(chr.Shell); d.Vector3 pos; d.GeomCopyPosition(chr.Shell, out pos); //d.BodyCopyPosition(body, out pos); d.Matrix3 R; d.GeomCopyRotation(chr.Shell, out R); //d.BodyCopyRotation(body, out R); ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f); d.Vector3 sides = new d.Vector3(); sides.X = 0.5f; sides.Y = 0.5f; sides.Z = 0.5f; ds.DrawBox(ref pos, ref R, ref sides); } } } }
/// <summary> /// Get joint axis. /// </summary> /// <remarks> /// normally called from within OnJointMoved, which is called from within a lock (OdeLock) /// WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function /// appears to be unreliable. Fortunately we can compute the joint axis ourselves by /// keeping track of the joint's original orientation relative to one of the involved bodies. /// </remarks> /// <param name="joint"></param> /// <returns></returns> public override Vector3 GetJointAxis(PhysicsJoint joint) { Debug.Assert(joint.IsInPhysicsEngine); d.Vector3 axis = new d.Vector3(); if (!(joint is OdePhysicsJoint)) { DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene); } else { OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint; switch (odeJoint.Type) { case PhysicsJointType.Ball: DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene); break; case PhysicsJointType.Hinge: d.JointGetHingeAxis(odeJoint.jointID, out axis); break; } } return new Vector3(axis.X, axis.Y, axis.Z); }
/// <summary> /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence. /// </summary> public void UpdatePositionAndVelocity() { // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! if (Body == IntPtr.Zero) return; d.Vector3 vec; try { d.BodyCopyPosition(Body, out vec); } catch (NullReferenceException) { bad = true; _parent_scene.BadCharacter(this); vec = new d.Vector3(_position.X, _position.Y, _position.Z); base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem! m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid); } _position.X = vec.X; _position.Y = vec.Y; _position.Z = vec.Z; bool fixbody = false; if (_position.X < 0.0f) { fixbody = true; _position.X = 0.1f; } else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f) { fixbody = true; _position.X = (int)_parent_scene.WorldExtents.X - 0.1f; } if (_position.Y < 0.0f) { fixbody = true; _position.Y = 0.1f; } else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1) { fixbody = true; _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f; } if (fixbody) d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); // Did we move last? = zeroflag // This helps keep us from sliding all over /* if (_zeroFlag) { _velocity.X = 0.0f; _velocity.Y = 0.0f; _velocity.Z = 0.0f; // Did we send out the 'stopped' message? if (!m_lastUpdateSent) { m_lastUpdateSent = true; base.RequestPhysicsterseUpdate(); } } else { m_lastUpdateSent = false; */ try { vec = d.BodyGetLinearVel(Body); } catch (NullReferenceException) { vec.X = _velocity.X; vec.Y = _velocity.Y; vec.Z = _velocity.Z; } _velocity.X = (vec.X); _velocity.Y = (vec.Y); _velocity.Z = (vec.Z); // } }
internal void Step() { IntPtr Body = rootPrim.Body; d.Mass dmass; d.BodyGetMass(Body, out dmass); d.Quaternion rot = d.BodyGetQuaternion(Body); Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object Quaternion rotq = objrotq; // rotq = rotation of object rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame Quaternion irotq = Quaternion.Inverse(rotq); d.Vector3 dvtmp; Vector3 tmpV; Vector3 curVel; // velocity in world Vector3 curAngVel; // angular velocity in world Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame d.Vector3 dtorque = new d.Vector3(); dvtmp = d.BodyGetLinearVel(Body); curVel.X = dvtmp.X; curVel.Y = dvtmp.Y; curVel.Z = dvtmp.Z; Vector3 curLocalVel = curVel * irotq; // current velocity in local dvtmp = d.BodyGetAngularVel(Body); curAngVel.X = dvtmp.X; curAngVel.Y = dvtmp.Y; curAngVel.Z = dvtmp.Z; Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local float ldampZ = 0; // linear motor if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000) { tmpV = m_linearMotorDirection - curLocalVel; // velocity error tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep tmpV *= rotq; // to world if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0) tmpV.Z = 0; if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0) { // have offset, do it now tmpV *= dmass.mass; d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z); } else { force.X += tmpV.X; force.Y += tmpV.Y; force.Z += tmpV.Z; } m_lmEfect *= m_lmDecay; // m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared(); m_ffactor = 0.0f; } else { m_lmEfect = 0; m_ffactor = 1f; } // hover if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero) { // d.Vector3 pos = d.BodyGetPosition(Body); d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom); pos.Z -= 0.21f; // minor offset that seems to be always there in sl float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y); float perr; // default to global but don't go underground perr = m_VhoverHeight - pos.Z; if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0) { if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) { perr += _pParentScene.GetWaterLevel(); } else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) { perr += t; } else { float w = _pParentScene.GetWaterLevel(); if (t > w) perr += t; else perr += w; } } else if (t > m_VhoverHeight) perr = t - pos.Z; ; if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > -0.1) { ldampZ = m_VhoverEfficiency * m_invtimestep; perr *= (1.0f + ldampZ) / m_VhoverTimescale; // force.Z += perr - curVel.Z * tmp; force.Z += perr; ldampZ *= -curVel.Z; force.Z += _pParentScene.gravityz * m_gravmod * (1f - m_VehicleBuoyancy); } else // no buoyancy force.Z += _pParentScene.gravityz; } else { // default gravity and Buoyancy force.Z += _pParentScene.gravityz * m_gravmod * (1f - m_VehicleBuoyancy); } // linear deflection if (m_linearDeflectionEfficiency > 0) { float len = curVel.Length(); if (len > 0.01) // if moving { Vector3 atAxis; atAxis = Xrot(rotq); // where are we pointing to atAxis *= len; // make it same size as world velocity vector tmpV = -atAxis; // oposite direction atAxis -= curVel; // error to one direction len = atAxis.LengthSquared(); tmpV -= curVel; // error to oposite float lens = tmpV.LengthSquared(); if (len > 0.01 || lens > 0.01) // do nothing if close enougth { if (len < lens) tmpV = atAxis; tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep force.X += tmpV.X; force.Y += tmpV.Y; if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0) force.Z += tmpV.Z; } } } // linear friction/damping if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0) { tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X; tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y; tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z; tmpV *= rotq; // to world if(ldampZ != 0 && Math.Abs(ldampZ) > Math.Abs(tmpV.Z)) tmpV.Z = ldampZ; force.X += tmpV.X; force.Y += tmpV.Y; force.Z += tmpV.Z; } // vertical atractor if (m_verticalAttractionTimescale < 300) { float roll; float pitch; float ftmp = m_invtimestep / m_verticalAttractionTimescale / m_verticalAttractionTimescale; float ftmp2; ftmp2 = 0.5f * m_verticalAttractionEfficiency * m_invtimestep; m_amdampX = ftmp2; m_ampwr = 1.0f - 0.8f * m_verticalAttractionEfficiency; GetRollPitch(irotq, out roll, out pitch); if (roll > halfpi) roll = pi - roll; else if (roll < -halfpi) roll = -pi - roll; float effroll = pitch / halfpi; effroll *= effroll; effroll = 1 - effroll; effroll *= roll; torque.X += effroll * ftmp; if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0) { float effpitch = roll / halfpi; effpitch *= effpitch; effpitch = 1 - effpitch; effpitch *= pitch; torque.Y += effpitch * ftmp; } if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01) { float broll = effroll; /* if (broll > halfpi) broll = pi - broll; else if (broll < -halfpi) broll = -pi - broll; */ broll *= m_bankingEfficiency; if (m_bankingMix != 0) { float vfact = Math.Abs(curLocalVel.X) / 10.0f; if (vfact > 1.0f) vfact = 1.0f; if (curLocalVel.X >= 0) broll *= (1 + (vfact - 1) * m_bankingMix); else broll *= -(1 + (vfact - 1) * m_bankingMix); } // make z rot be in world Z not local as seems to be in sl broll = broll / m_bankingTimescale; tmpV = Zrot(irotq); tmpV *= broll; torque.X += tmpV.X; torque.Y += tmpV.Y; torque.Z += tmpV.Z; m_amdampZ = Math.Abs(m_bankingEfficiency) / m_bankingTimescale; m_amdampY = m_amdampZ; } else { m_amdampZ = 1 / m_angularFrictionTimescale.Z; m_amdampY = m_amdampX; } } else { m_ampwr = 1.0f; m_amdampX = 1 / m_angularFrictionTimescale.X; m_amdampY = 1 / m_angularFrictionTimescale.Y; m_amdampZ = 1 / m_angularFrictionTimescale.Z; } // angular motor if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000) { tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep torque.X += tmpV.X * m_ampwr; torque.Y += tmpV.Y * m_ampwr; torque.Z += tmpV.Z; m_amEfect *= m_amDecay; } else m_amEfect = 0; // angular deflection if (m_angularDeflectionEfficiency > 0) { Vector3 dirv; if (curLocalVel.X > 0.01f) dirv = curLocalVel; else if (curLocalVel.X < -0.01f) // use oposite dirv = -curLocalVel; else { // make it fall into small positive x case dirv.X = 0.01f; dirv.Y = curLocalVel.Y; dirv.Z = curLocalVel.Z; } float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale; if (Math.Abs(dirv.Z) > 0.01) { torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp; } if (Math.Abs(dirv.Y) > 0.01) { torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp; } } // angular friction if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0) { torque.X -= curLocalAngVel.X * m_amdampX; torque.Y -= curLocalAngVel.Y * m_amdampY; torque.Z -= curLocalAngVel.Z * m_amdampZ; } if (force.X != 0 || force.Y != 0 || force.Z != 0) { force *= dmass.mass; d.BodyAddForce(Body, force.X, force.Y, force.Z); } if (torque.X != 0 || torque.Y != 0 || torque.Z != 0) { torque *= m_referenceFrame; // to object frame dtorque.X = torque.X ; dtorque.Y = torque.Y; dtorque.Z = torque.Z; d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque); d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame } }
private void MoveLinear(float pTimestep, OdeScene _pParentScene, IntPtr Body) { 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*10); // 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))); //Console.WriteLine("decay: " + decayfraction); m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; //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. d.Mass objMass; d.BodyGetMass(Body, out objMass); // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Preserve the current Z velocity d.Vector3 vel_now = d.BodyGetLinearVel(Body); m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity 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_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) { // We should hover, get the target height if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0) { m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight; } if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) { m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; } if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) { m_VhoverTargetHeight = m_VhoverHeight; } if ((m_Hoverflags & 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_Hoverflags & 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.LIMIT_MOTOR_UP)) != 0) { //Start Experimental Values if (Zchange > .3) { grav.Z = (float)(grav.Z * 3); } if (Zchange > .15) { grav.Z = (float)(grav.Z * 2); } if (Zchange > .75) { grav.Z = (float)(grav.Z * 1.5); } if (Zchange > .05) { grav.Z = (float)(grav.Z * 1.25); } if (Zchange > .025) { grav.Z = (float)(grav.Z * 1.125); } float terraintemp = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y); float postemp = (pos.Z - terraintemp); if (postemp > 2.5f) { grav.Z = (float)(grav.Z * 1.037125); } //End Experimental Values } 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; } m_lastPositionVector = d.BodyGetPosition(Body); // 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()
public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex) { // String name1 = null; // String name2 = null; // // if (!geom_name_map.TryGetValue(trimesh, out name1)) // { // name1 = "null"; // } // // if (!geom_name_map.TryGetValue(refObject, out name2)) // { // name2 = "null"; // } // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex); d.Vector3 v0 = new d.Vector3(); d.Vector3 v1 = new d.Vector3(); d.Vector3 v2 = new d.Vector3(); d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2); // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z); return 1; }