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libremetaverse/Programs/Simian/SceneExtensions/PhysicsSimple.cs

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using System;
using ExtensionLoader;
using OpenMetaverse;
using OpenMetaverse.Rendering;
namespace Simian
{
public class PhysicsSimple : IExtension<ISceneProvider>, IPhysicsProvider
{
// Run our own frames per second limiter on top of the limiting done by ISceneProvider
const int FRAMES_PER_SECOND = 10;
const float GRAVITY = 9.8f; //meters/sec
const float WALK_SPEED = 3f; //meters/sec
const float RUN_SPEED = 5f; //meters/sec
const float FLY_SPEED = 10f; //meters/sec
const float FALL_DELAY = 0.33f; //seconds before starting animation
const float FALL_FORGIVENESS = .25f; //fall buffer in meters
const float JUMP_IMPULSE_VERTICAL = 8.5f; //boost amount in meters/sec
const float JUMP_IMPULSE_HORIZONTAL = 10f; //boost amount in meters/sec
const float INITIAL_HOVER_IMPULSE = 2f; //boost amount in meters/sec
const float PREJUMP_DELAY = 0.25f; //seconds before actually jumping
const float AVATAR_TERMINAL_VELOCITY = 54f; //~120mph
const float SQRT_TWO = 1.41421356f;
ISceneProvider scene;
float elapsedSinceUpdate;
public PhysicsSimple()
{
}
public bool Start(ISceneProvider scene)
{
this.scene = scene;
scene.OnObjectAddOrUpdate += Scene_OnObjectAddOrUpdate;
return true;
}
public void Stop()
{
}
public void Update(float elapsedTime)
{
if (elapsedSinceUpdate >= 1f / (float)FRAMES_PER_SECOND)
{
elapsedTime = elapsedSinceUpdate;
elapsedSinceUpdate = 0f;
}
else
{
elapsedSinceUpdate += elapsedTime;
return;
}
scene.ForEachAgent(
delegate(Agent agent)
{
if ((agent.Avatar.Prim.Flags & PrimFlags.Physics) == 0)
return;
bool animsChanged = false;
// Create forward and left vectors from the current avatar rotation
Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(agent.Avatar.Prim.Rotation);
Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix);
Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
// Check control flags
bool heldForward = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
bool heldBack = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
bool heldLeft = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
bool heldRight = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
//bool heldTurnLeft = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
//bool heldTurnRight = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
bool heldUp = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
bool heldDown = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
bool flying = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
//bool mouselook = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
// direction in which the avatar is trying to move
Vector3 move = Vector3.Zero;
if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
if (heldLeft) { move.X += left.X; move.Y += left.Y; }
if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
if (heldUp) { move.Z += 1; }
if (heldDown) { move.Z -= 1; }
// is the avatar trying to move?
bool moving = move != Vector3.Zero;
bool jumping = agent.TickJump != 0;
// 2-dimensional speed multipler
float speed = elapsedTime * (flying ? FLY_SPEED : agent.Running && !jumping ? RUN_SPEED : WALK_SPEED);
if ((heldForward || heldBack) && (heldLeft || heldRight))
speed /= SQRT_TWO;
Vector3 agentPosition = agent.Avatar.GetSimulatorPosition();
float oldFloor = scene.GetTerrainHeightAt(agentPosition.X, agentPosition.Y);
agentPosition += (move * speed);
float newFloor = scene.GetTerrainHeightAt(agentPosition.X, agentPosition.Y);
if (!flying && newFloor != oldFloor)
speed /= (1 + (SQRT_TWO * Math.Abs(newFloor - oldFloor)));
//HACK: distance from avatar center to the bottom of its feet
float distanceFromFloor = agent.Avatar.Prim.Scale.Z * .5f;
float lowerLimit = newFloor + distanceFromFloor;
//"bridge" physics
if (agent.Avatar.Prim.Velocity != Vector3.Zero)
{
//start ray at our feet
Vector3 rayStart = new Vector3(
agent.Avatar.Prim.Position.X,
agent.Avatar.Prim.Position.Y,
agent.Avatar.Prim.Position.Z - distanceFromFloor
);
//end ray at 0.01m below our feet
Vector3 rayEnd = new Vector3(
rayStart.X,
rayStart.Y,
rayStart.Z - 0.01f
);
scene.ForEachObject(delegate(SimulationObject obj)
{
//HACK: check nearby objects (what did you expect, octree?)
if (Vector3.Distance(rayStart, obj.Prim.Position) <= 15f)
{
Vector3 collision = scene.Physics.ObjectCollisionTest(rayStart, rayEnd, obj);
if (collision != rayEnd) //we collided!
{
//check if we are any higher than before
float height = collision.Z + distanceFromFloor;
if (height > lowerLimit) lowerLimit = height;
}
}
});
}
// Z acceleration resulting from gravity
float gravity = 0f;
float waterChestHeight = scene.WaterHeight - (agent.Avatar.Prim.Scale.Z * .33f);
if (flying)
{
agent.TickFall = 0;
agent.TickJump = 0;
//velocity falloff while flying
agent.Avatar.Prim.Velocity.X *= 0.66f;
agent.Avatar.Prim.Velocity.Y *= 0.66f;
agent.Avatar.Prim.Velocity.Z *= 0.33f;
if (agent.Avatar.Prim.Position.Z == lowerLimit)
agent.Avatar.Prim.Velocity.Z += INITIAL_HOVER_IMPULSE;
if (move.X != 0 || move.Y != 0)
{ //flying horizontally
if (scene.Avatars.SetDefaultAnimation(agent, Animations.FLY))
animsChanged = true;
}
else if (move.Z > 0)
{ //flying straight up
if (scene.Avatars.SetDefaultAnimation(agent, Animations.HOVER_UP))
animsChanged = true;
}
else if (move.Z < 0)
{ //flying straight down
if (scene.Avatars.SetDefaultAnimation(agent, Animations.HOVER_DOWN))
animsChanged = true;
}
else
{ //hovering in the air
if (scene.Avatars.SetDefaultAnimation(agent, Animations.HOVER))
animsChanged = true;
}
}
else if (agent.Avatar.Prim.Position.Z > lowerLimit + FALL_FORGIVENESS || agent.Avatar.Prim.Position.Z <= waterChestHeight)
{ //falling, floating, or landing from a jump
if (agent.Avatar.Prim.Position.Z > scene.WaterHeight)
{ //above water
//override controls while drifting
move = Vector3.Zero;
//keep most of our horizontal inertia
agent.Avatar.Prim.Velocity.X *= 0.975f;
agent.Avatar.Prim.Velocity.Y *= 0.975f;
float fallElapsed = (float)(Environment.TickCount - agent.TickFall) / 1000f;
if (agent.TickFall == 0 || (fallElapsed > FALL_DELAY && agent.Avatar.Prim.Velocity.Z >= 0f))
{ //just started falling
agent.TickFall = Environment.TickCount;
}
else
{
gravity = GRAVITY * fallElapsed * elapsedTime; //normal gravity
if (!jumping)
{ //falling
if (fallElapsed > FALL_DELAY)
{ //falling long enough to trigger the animation
if (scene.Avatars.SetDefaultAnimation(agent, Animations.FALLDOWN))
animsChanged = true;
}
}
}
}
else if (agent.Avatar.Prim.Position.Z >= waterChestHeight)
{ //at the water line
gravity = 0f;
agent.Avatar.Prim.Velocity *= 0.5f;
agent.Avatar.Prim.Velocity.Z = 0f;
if (move.Z < 1) agent.Avatar.Prim.Position.Z = waterChestHeight;
if (move.Z > 0)
{
if (scene.Avatars.SetDefaultAnimation(agent, Animations.HOVER_UP))
animsChanged = true;
}
else if (move.X != 0 || move.Y != 0)
{
if (scene.Avatars.SetDefaultAnimation(agent, Animations.FLYSLOW))
animsChanged = true;
}
else
{
if (scene.Avatars.SetDefaultAnimation(agent, Animations.HOVER))
animsChanged = true;
}
}
else
{ //underwater
gravity = 0f; //buoyant
agent.Avatar.Prim.Velocity *= 0.5f * elapsedTime;
agent.Avatar.Prim.Velocity.Z += 0.75f * elapsedTime;
if (scene.Avatars.SetDefaultAnimation(agent, Animations.FALLDOWN))
animsChanged = true;
}
}
else
{ //on the ground
agent.TickFall = 0;
//friction
agent.Avatar.Prim.Acceleration *= 0.2f;
agent.Avatar.Prim.Velocity *= 0.2f;
agent.Avatar.Prim.Position.Z = lowerLimit;
if (move.Z > 0)
{ //jumping
if (!jumping)
{ //begin prejump
move.Z = 0; //override Z control
if (scene.Avatars.SetDefaultAnimation(agent, Animations.PRE_JUMP))
animsChanged = true;
agent.TickJump = Environment.TickCount;
}
else if (Environment.TickCount - agent.TickJump > PREJUMP_DELAY * 1000)
{ //start actual jump
if (agent.TickJump == -1)
{
//already jumping! end current jump
agent.TickJump = 0;
return;
}
if (scene.Avatars.SetDefaultAnimation(agent, Animations.JUMP))
animsChanged = true;
agent.Avatar.Prim.Velocity.X += agent.Avatar.Prim.Acceleration.X * JUMP_IMPULSE_HORIZONTAL;
agent.Avatar.Prim.Velocity.Y += agent.Avatar.Prim.Acceleration.Y * JUMP_IMPULSE_HORIZONTAL;
agent.Avatar.Prim.Velocity.Z = JUMP_IMPULSE_VERTICAL * elapsedTime;
agent.TickJump = -1; //flag that we are currently jumping
}
else move.Z = 0; //override Z control
}
else
{ //not jumping
agent.TickJump = 0;
if (move.X != 0 || move.Y != 0)
{ //not walking
if (move.Z < 0)
{ //crouchwalking
if (scene.Avatars.SetDefaultAnimation(agent, Animations.CROUCHWALK))
animsChanged = true;
}
else if (agent.Running)
{ //running
if (scene.Avatars.SetDefaultAnimation(agent, Animations.RUN))
animsChanged = true;
}
else
{ //walking
if (scene.Avatars.SetDefaultAnimation(agent, Animations.WALK))
animsChanged = true;
}
}
else
{ //walking
if (move.Z < 0)
{ //crouching
if (scene.Avatars.SetDefaultAnimation(agent, Animations.CROUCH))
animsChanged = true;
}
else
{ //standing
if (scene.Avatars.SetDefaultAnimation(agent, Animations.STAND))
animsChanged = true;
}
}
}
}
if (animsChanged)
scene.Avatars.SendAnimations(agent);
float maxVel = AVATAR_TERMINAL_VELOCITY * elapsedTime;
// static acceleration when any control is held, otherwise none
if (moving)
{
agent.Avatar.Prim.Acceleration = move * speed;
if (agent.Avatar.Prim.Acceleration.Z < -maxVel)
agent.Avatar.Prim.Acceleration.Z = -maxVel;
else if (agent.Avatar.Prim.Acceleration.Z > maxVel)
agent.Avatar.Prim.Acceleration.Z = maxVel;
}
else agent.Avatar.Prim.Acceleration = Vector3.Zero;
agent.Avatar.Prim.Velocity += agent.Avatar.Prim.Acceleration - new Vector3(0f, 0f, gravity);
if (agent.Avatar.Prim.Velocity.Z < -maxVel)
agent.Avatar.Prim.Velocity.Z = -maxVel;
else if (agent.Avatar.Prim.Velocity.Z > maxVel)
agent.Avatar.Prim.Velocity.Z = maxVel;
agent.Avatar.Prim.Position += agent.Avatar.Prim.Velocity;
if (agent.Avatar.Prim.Position.X < 0) agent.Avatar.Prim.Position.X = 0f;
else if (agent.Avatar.Prim.Position.X > 255) agent.Avatar.Prim.Position.X = 255f;
if (agent.Avatar.Prim.Position.Y < 0) agent.Avatar.Prim.Position.Y = 0f;
else if (agent.Avatar.Prim.Position.Y > 255) agent.Avatar.Prim.Position.Y = 255f;
if (agent.Avatar.Prim.Position.Z < lowerLimit) agent.Avatar.Prim.Position.Z = lowerLimit;
}
);
}
public Vector3 ObjectCollisionTest(Vector3 rayStart, Vector3 rayEnd, SimulationObject obj)
{
Vector3 closestPoint = rayEnd;
if (rayStart == rayEnd)
{
Logger.DebugLog("RayStart is equal to RayEnd, returning given location");
return closestPoint;
}
Vector3 direction = Vector3.Normalize(rayEnd - rayStart);
// Get the mesh that has been transformed into world-space
SimpleMesh mesh = obj.GetWorldMesh(DetailLevel.Low, false, false);
if (mesh != null)
{
// Iterate through all of the triangles in the mesh, doing a ray-triangle intersection
float closestDistance = Single.MaxValue;
for (int i = 0; i < mesh.Indices.Count; i += 3)
{
Vector3 point0 = mesh.Vertices[mesh.Indices[i + 0]].Position;
Vector3 point1 = mesh.Vertices[mesh.Indices[i + 1]].Position;
Vector3 point2 = mesh.Vertices[mesh.Indices[i + 2]].Position;
Vector3 collisionPoint;
if (RayTriangleIntersection(rayStart, direction, point0, point1, point2, out collisionPoint))
{
if ((collisionPoint - rayStart).Length() < closestDistance)
closestPoint = collisionPoint;
}
}
}
return closestPoint;
}
public bool TryGetObjectMass(UUID objectID, out float mass)
{
SimulationObject obj;
if (scene.TryGetObject(objectID, out obj))
{
mass = CalculateMass(obj.Prim);
return true;
}
else
{
mass = 0f;
return false;
}
}
void Scene_OnObjectAddOrUpdate(object sender, SimulationObject obj, UUID ownerID, int scriptStartParam, PrimFlags creatorFlags, UpdateFlags update)
{
// Recompute meshes for
bool forceMeshing = false;
bool forceTransform = false;
if ((update & UpdateFlags.Scale) != 0 ||
(update & UpdateFlags.Position) != 0 ||
(update & UpdateFlags.Rotation) != 0)
{
forceTransform = true;
}
if ((update & UpdateFlags.PrimData) != 0)
{
forceMeshing = true;
}
// TODO: This doesn't update children prims when their parents move
obj.GetWorldMesh(DetailLevel.Low, forceMeshing, forceTransform);
}
/// <summary>
/// Adapted from http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf
/// </summary>
/// <param name="origin">Origin point of the ray</param>
/// <param name="direction">Unit vector representing the direction of the ray</param>
/// <param name="vert0">Position of the first triangle corner</param>
/// <param name="vert1">Position of the second triangle corner</param>
/// <param name="vert2">Position of the third triangle corner</param>
/// <param name="collisionPoint">The collision point in the triangle</param>
/// <returns>True if the ray passes through the triangle, otherwise false</returns>
static bool RayTriangleIntersection(Vector3 origin, Vector3 direction, Vector3 vert0, Vector3 vert1, Vector3 vert2, out Vector3 collisionPoint)
{
const float EPSILON = 0.00001f;
Vector3 edge1, edge2, pvec;
float determinant, invDeterminant;
// Find vectors for two edges sharing vert0
edge1 = vert1 - vert0;
edge2 = vert2 - vert0;
// Begin calculating the determinant
pvec = Vector3.Cross(direction, edge2);
// If the determinant is near zero, ray lies in plane of triangle
determinant = Vector3.Dot(edge1, pvec);
if (determinant > -EPSILON && determinant < EPSILON)
{
collisionPoint = Vector3.Zero;
return false;
}
invDeterminant = 1f / determinant;
// Calculate distance from vert0 to ray origin
Vector3 tvec = origin - vert0;
// Calculate U parameter and test bounds
float u = Vector3.Dot(tvec, pvec) * invDeterminant;
if (u < 0.0f || u > 1.0f)
{
collisionPoint = Vector3.Zero;
return false;
}
// Prepare to test V parameter
Vector3 qvec = Vector3.Cross(tvec, edge1);
// Calculate V parameter and test bounds
float v = Vector3.Dot(direction, qvec) * invDeterminant;
if (v < 0.0f || u + v > 1.0f)
{
collisionPoint = Vector3.Zero;
return false;
}
//t = Vector3.Dot(edge2, qvec) * invDeterminant;
collisionPoint = new Vector3(
vert0.X + u * (vert1.X - vert0.X) + v * (vert2.X - vert0.X),
vert0.Y + u * (vert1.Y - vert0.Y) + v * (vert2.Y - vert0.Y),
vert0.Z + u * (vert1.Z - vert0.Z) + v * (vert2.Z - vert0.Z));
return true;
}
/// <summary>
/// Adapted from code written by Teravus for OpenSim
/// </summary>
/// <param name="prim">Primitive to calculate the mass of</param>
/// <returns>Estimated mass of the given primitive</returns>
static float CalculateMass(Primitive prim)
{
const float PRIM_DENSITY = 10.000006836f; // Aluminum g/cm3
float volume = 0f;
float returnMass = 0f;
// TODO: Use the prim material in mass calculations once our physics
// engine supports different materials
switch (prim.PrimData.ProfileCurve)
{
case ProfileCurve.Square:
// Profile Volume
volume = prim.Scale.X * prim.Scale.Y * prim.Scale.Z;
// If the user has 'hollowed out'
if (prim.PrimData.ProfileHollow > 0.0f)
{
float hollowAmount = prim.PrimData.ProfileHollow;
// calculate the hollow volume by it's shape compared to the prim shape
float hollowVolume = 0;
switch (prim.PrimData.ProfileHole)
{
case HoleType.Square:
case HoleType.Same:
// Cube Hollow volume calculation
float hollowsizex = prim.Scale.X * hollowAmount;
float hollowsizey = prim.Scale.Y * hollowAmount;
float hollowsizez = prim.Scale.Z * hollowAmount;
hollowVolume = hollowsizex * hollowsizey * hollowsizez;
break;
case HoleType.Circle:
// Hollow shape is a perfect cyllinder in respect to the cube's scale
// Cyllinder hollow volume calculation
float hRadius = prim.Scale.X * 0.5f;
float hLength = prim.Scale.Z;
// pi * r2 * h
hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
break;
case HoleType.Triangle:
// Equilateral Triangular Prism volume hollow calculation
// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
float aLength = prim.Scale.Y;
// 1/2 abh
hollowVolume = (float)((0.5 * aLength * prim.Scale.X * prim.Scale.Z) * hollowAmount);
break;
default:
hollowVolume = 0;
break;
}
volume = volume - hollowVolume;
}
break;
case ProfileCurve.Circle:
if (prim.PrimData.PathCurve == PathCurve.Line)
{
// Cylinder
float volume1 = (float)(Math.PI * Math.Pow(prim.Scale.X / 2, 2) * prim.Scale.Z);
float volume2 = (float)(Math.PI * Math.Pow(prim.Scale.Y / 2, 2) * prim.Scale.Z);
// Approximating the cylinder's irregularity.
if (volume1 > volume2)
{
volume = (float)volume1 - (volume1 - volume2);
}
else if (volume2 > volume1)
{
volume = (float)volume2 - (volume2 - volume1);
}
else
{
// Regular cylinder
volume = volume1;
}
}
else
{
// We don't know what the shape is yet, so use default
volume = prim.Scale.X * prim.Scale.Y * prim.Scale.Z;
}
// If the user has 'hollowed out'
if (prim.PrimData.ProfileHollow > 0.0f)
{
float hollowAmount = prim.PrimData.ProfileHollow;
// calculate the hollow volume by it's shape compared to the prim shape
float hollowVolume = 0f;
switch (prim.PrimData.ProfileHole)
{
case HoleType.Circle:
case HoleType.Same:
// Hollow shape is a perfect cyllinder in respect to the cube's scale
// Cyllinder hollow volume calculation
float hRadius = prim.Scale.X * 0.5f;
float hLength = prim.Scale.Z;
// pi * r2 * h
hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
break;
case HoleType.Square:
// Cube Hollow volume calculation
float hollowsizex = prim.Scale.X * hollowAmount;
float hollowsizey = prim.Scale.Y * hollowAmount;
float hollowsizez = prim.Scale.Z * hollowAmount;
hollowVolume = hollowsizex * hollowsizey * hollowsizez;
break;
case HoleType.Triangle:
// Equilateral Triangular Prism volume hollow calculation
// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
float aLength = prim.Scale.Y;
// 1/2 abh
hollowVolume = (0.5f * aLength * prim.Scale.X * prim.Scale.Z) * hollowAmount;
break;
default:
hollowVolume = 0;
break;
}
volume = volume - hollowVolume;
}
break;
case ProfileCurve.HalfCircle:
if (prim.PrimData.PathCurve == PathCurve.Circle)
{
if (prim.Scale.X == prim.Scale.Y && prim.Scale.Y == prim.Scale.Z)
{
// regular sphere
// v = 4/3 * pi * r^3
float sradius3 = (float)Math.Pow((prim.Scale.X * 0.5f), 3);
volume = (4f / 3f) * (float)Math.PI * sradius3;
}
else
{
// we treat this as a box currently
volume = prim.Scale.X * prim.Scale.Y * prim.Scale.Z;
}
}
else
{
// We don't know what the shape is yet, so use default
volume = prim.Scale.X * prim.Scale.Y * prim.Scale.Z;
}
break;
case ProfileCurve.EqualTriangle:
float xA = -0.25f * prim.Scale.X;
float yA = -0.45f * prim.Scale.Y;
float xB = 0.5f * prim.Scale.X;
float yB = 0;
float xC = -0.25f * prim.Scale.X;
float yC = 0.45f * prim.Scale.Y;
volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * prim.Scale.Z);
// If the user has 'hollowed out'
// ProfileHollow is one of those 0 to 50000 values :P
// we like percentages better.. so turning into a percentage
if (prim.PrimData.ProfileHollow > 0.0f)
{
float hollowAmount = prim.PrimData.ProfileHollow;
// calculate the hollow volume by it's shape compared to the prim shape
float hollowVolume = 0f;
switch (prim.PrimData.ProfileHole)
{
case HoleType.Triangle:
case HoleType.Same:
// Equilateral Triangular Prism volume hollow calculation
// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
float aLength = prim.Scale.Y;
// 1/2 abh
hollowVolume = (0.5f * aLength * prim.Scale.X * prim.Scale.Z) * hollowAmount;
break;
case HoleType.Square:
// Cube Hollow volume calculation
float hollowsizex = prim.Scale.X * hollowAmount;
float hollowsizey = prim.Scale.Y * hollowAmount;
float hollowsizez = prim.Scale.Z * hollowAmount;
hollowVolume = hollowsizex * hollowsizey * hollowsizez;
break;
case HoleType.Circle:
// Hollow shape is a perfect cyllinder in respect to the cube's scale
// Cyllinder hollow volume calculation
float hRadius = prim.Scale.X * 0.5f;
float hLength = prim.Scale.Z;
// pi * r2 * h
hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength) / 2) * hollowAmount);
break;
default:
hollowVolume = 0;
break;
}
volume = volume - hollowVolume;
}
break;
default:
// we don't have all of the volume formulas yet so
// use the common volume formula for all
volume = prim.Scale.X * prim.Scale.Y * prim.Scale.Z;
break;
}
// Calculate Path cut effect on volume
// Not exact, in the triangle hollow example
// They should never be zero or less then zero..
// we'll ignore it if it's less then zero
if (prim.PrimData.ProfileBegin + prim.PrimData.ProfileEnd > 0.0f)
{
float pathCutAmount = prim.PrimData.ProfileBegin + prim.PrimData.ProfileEnd;
// Check the return amount for sanity
if (pathCutAmount >= 0.99f)
pathCutAmount = 0.99f;
volume = volume - (volume * pathCutAmount);
}
// Mass = density * volume
if (prim.PrimData.PathTaperX != 1f)
volume *= (prim.PrimData.PathTaperX / 3f) + 0.001f;
if (prim.PrimData.PathTaperY != 1f)
volume *= (prim.PrimData.PathTaperY / 3f) + 0.001f;
returnMass = PRIM_DENSITY * volume;
if (returnMass <= 0f)
returnMass = 0.0001f; //ckrinke: Mass must be greater then zero.
return returnMass;
}
}
}