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authorMW2007-06-27 15:28:52 +0000
committerMW2007-06-27 15:28:52 +0000
commit646bbbc84b8010e0dacbeed5342cdb045f46cc49 (patch)
tree770b34d19855363c3c113ab9a0af9a56d821d887 /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
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Some work on restructuring the namespaces / project names. Note this doesn't compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces.
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
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diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
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1/*
2* Copyright (c) Contributors, http://www.openmetaverse.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4*
5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission.
15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26*
27*/
28using System;
29using System.Collections.Generic;
30using OpenSim.Physics.Manager;
31using Ode.NET;
32
33namespace OpenSim.Region.Physics.OdePlugin
34{
35 /// <summary>
36 /// ODE plugin
37 /// </summary>
38 public class OdePlugin : IPhysicsPlugin
39 {
40 private OdeScene _mScene;
41
42 public OdePlugin()
43 {
44
45 }
46
47 public bool Init()
48 {
49 return true;
50 }
51
52 public PhysicsScene GetScene()
53 {
54 if (_mScene == null)
55 {
56 _mScene = new OdeScene();
57 }
58 return (_mScene);
59 }
60
61 public string GetName()
62 {
63 return ("OpenDynamicsEngine");
64 }
65
66 public void Dispose()
67 {
68
69 }
70 }
71
72 public class OdeScene : PhysicsScene
73 {
74 static public IntPtr world;
75 static public IntPtr space;
76 static private IntPtr contactgroup;
77 static private IntPtr LandGeom;
78 //static private IntPtr Land;
79 private double[] _heightmap;
80 static private d.NearCallback nearCallback = near;
81 private List<OdeCharacter> _characters = new List<OdeCharacter>();
82 private static d.ContactGeom[] contacts = new d.ContactGeom[30];
83 private static d.Contact contact;
84
85 public OdeScene()
86 {
87 contact.surface.mode = d.ContactFlags.Bounce | d.ContactFlags.SoftCFM;
88 contact.surface.mu = d.Infinity;
89 contact.surface.mu2 = 0.0f;
90 contact.surface.bounce = 0.1f;
91 contact.surface.bounce_vel = 0.1f;
92 contact.surface.soft_cfm = 0.01f;
93
94 world = d.WorldCreate();
95 space = d.HashSpaceCreate(IntPtr.Zero);
96 contactgroup = d.JointGroupCreate(0);
97 d.WorldSetGravity(world, 0.0f, 0.0f, -0.5f);
98 //d.WorldSetCFM(world, 1e-5f);
99 d.WorldSetAutoDisableFlag(world, false);
100 d.WorldSetContactSurfaceLayer(world, 0.001f);
101 // d.CreatePlane(space, 0, 0, 1, 0);
102 this._heightmap = new double[65536];
103 }
104
105 // This function blatantly ripped off from BoxStack.cs
106 static private void near(IntPtr space, IntPtr g1, IntPtr g2)
107 {
108 IntPtr b1 = d.GeomGetBody(g1);
109 IntPtr b2 = d.GeomGetBody(g2);
110 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
111 return;
112
113 int count = d.Collide(g1, g2, 500, contacts, d.ContactGeom.SizeOf);
114 for (int i = 0; i < count; ++i)
115 {
116 contact.geom = contacts[i];
117 IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact);
118 d.JointAttach(joint, b1, b2);
119 }
120
121 }
122
123 public override PhysicsActor AddAvatar(PhysicsVector position)
124 {
125 PhysicsVector pos = new PhysicsVector();
126 pos.X = position.X;
127 pos.Y = position.Y;
128 pos.Z = position.Z + 20;
129 OdeCharacter newAv = new OdeCharacter(this, pos);
130 this._characters.Add(newAv);
131 return newAv;
132 }
133
134 public override void RemoveAvatar(PhysicsActor actor)
135 {
136
137 }
138
139 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
140 {
141 PhysicsVector pos = new PhysicsVector();
142 pos.X = position.X;
143 pos.Y = position.Y;
144 pos.Z = position.Z;
145 PhysicsVector siz = new PhysicsVector();
146 siz.X = size.X;
147 siz.Y = size.Y;
148 siz.Z = size.Z;
149 return new OdePrim();
150 }
151
152 public override void Simulate(float timeStep)
153 {
154 foreach (OdeCharacter actor in _characters)
155 {
156 actor.Move(timeStep * 5f);
157 }
158 d.SpaceCollide(space, IntPtr.Zero, nearCallback);
159 d.WorldQuickStep(world, timeStep * 5f);
160 d.JointGroupEmpty(contactgroup);
161 foreach (OdeCharacter actor in _characters)
162 {
163 actor.UpdatePosition();
164 }
165
166 }
167
168 public override void GetResults()
169 {
170
171 }
172
173 public override bool IsThreaded
174 {
175 get
176 {
177 return (false); // for now we won't be multithreaded
178 }
179 }
180
181 public override void SetTerrain(float[] heightMap)
182 {
183 for (int i = 0; i < 65536; i++)
184 {
185 // this._heightmap[i] = (double)heightMap[i];
186 // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...)
187 int x = i & 0xff;
188 int y = i >> 8;
189 this._heightmap[i] = (double)heightMap[x * 256 + y];
190 }
191 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
192 d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, 256, 256, 256, 256, 1.0f, 0.0f, 2.0f, 0);
193 d.GeomHeightfieldDataSetBounds(HeightmapData, 256, 256);
194 LandGeom = d.CreateHeightfield(space, HeightmapData, 1);
195 d.Matrix3 R = new d.Matrix3();
196
197 Axiom.MathLib.Quaternion q1 =Axiom.MathLib.Quaternion.FromAngleAxis(1.5707f, new Axiom.MathLib.Vector3(1,0,0));
198 Axiom.MathLib.Quaternion q2 =Axiom.MathLib.Quaternion.FromAngleAxis(1.5707f, new Axiom.MathLib.Vector3(0,1,0));
199 //Axiom.MathLib.Quaternion q3 = Axiom.MathLib.Quaternion.FromAngleAxis(3.14f, new Axiom.MathLib.Vector3(0, 0, 1));
200
201 q1 = q1 * q2;
202 //q1 = q1 * q3;
203 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3();
204 float angle = 0;
205 q1.ToAngleAxis(ref angle, ref v3);
206
207 d.RFromAxisAndAngle(out R, v3.x, v3.y, v3.z, angle);
208 d.GeomSetRotation(LandGeom, ref R);
209 d.GeomSetPosition(LandGeom, 128, 128, 0);
210 }
211
212 public override void DeleteTerrain()
213 {
214
215 }
216 }
217
218 public class OdeCharacter : PhysicsActor
219 {
220 private PhysicsVector _position;
221 private PhysicsVector _velocity;
222 private PhysicsVector _acceleration;
223 private bool flying;
224 //private float gravityAccel;
225 private IntPtr BoundingCapsule;
226 IntPtr capsule_geom;
227 d.Mass capsule_mass;
228
229 public OdeCharacter(OdeScene parent_scene, PhysicsVector pos)
230 {
231 _velocity = new PhysicsVector();
232 _position = pos;
233 _acceleration = new PhysicsVector();
234 d.MassSetCapsule(out capsule_mass, 5.0f, 3, 0.5f, 2f);
235 capsule_geom = d.CreateCapsule(OdeScene.space, 0.5f, 2f);
236 this.BoundingCapsule = d.BodyCreate(OdeScene.world);
237 d.BodySetMass(BoundingCapsule, ref capsule_mass);
238 d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z);
239 d.GeomSetBody(capsule_geom, BoundingCapsule);
240 }
241
242 public override bool Flying
243 {
244 get
245 {
246 return flying;
247 }
248 set
249 {
250 flying = value;
251 }
252 }
253
254 public override PhysicsVector Position
255 {
256 get
257 {
258 return _position;
259 }
260 set
261 {
262 _position = value;
263 }
264 }
265
266 public override PhysicsVector Velocity
267 {
268 get
269 {
270 return _velocity;
271 }
272 set
273 {
274 _velocity = value;
275 }
276 }
277
278 public override bool Kinematic
279 {
280 get
281 {
282 return false;
283 }
284 set
285 {
286
287 }
288 }
289
290 public override Axiom.MathLib.Quaternion Orientation
291 {
292 get
293 {
294 return Axiom.MathLib.Quaternion.Identity;
295 }
296 set
297 {
298
299 }
300 }
301
302 public override PhysicsVector Acceleration
303 {
304 get
305 {
306 return _acceleration;
307 }
308
309 }
310 public void SetAcceleration(PhysicsVector accel)
311 {
312 this._acceleration = accel;
313 }
314
315 public override void AddForce(PhysicsVector force)
316 {
317
318 }
319
320 public override void SetMomentum(PhysicsVector momentum)
321 {
322
323 }
324
325 public void Move(float timeStep)
326 {
327 PhysicsVector vec = new PhysicsVector();
328 vec.X = this._velocity.X * timeStep;
329 vec.Y = this._velocity.Y * timeStep;
330 if (flying)
331 {
332 vec.Z = (this._velocity.Z + 0.5f) * timeStep;
333 }
334 d.BodySetLinearVel(this.BoundingCapsule, vec.X, vec.Y, vec.Z);
335 }
336
337 public void UpdatePosition()
338 {
339 d.Vector3 vec = d.BodyGetPosition(BoundingCapsule);
340 this._position.X = vec.X;
341 this._position.Y = vec.Y;
342 this._position.Z = vec.Z+1.0f;
343 }
344 }
345
346 public class OdePrim : PhysicsActor
347 {
348 private PhysicsVector _position;
349 private PhysicsVector _velocity;
350 private PhysicsVector _acceleration;
351
352 public OdePrim()
353 {
354 _velocity = new PhysicsVector();
355 _position = new PhysicsVector();
356 _acceleration = new PhysicsVector();
357 }
358 public override bool Flying
359 {
360 get
361 {
362 return false; //no flying prims for you
363 }
364 set
365 {
366
367 }
368 }
369 public override PhysicsVector Position
370 {
371 get
372 {
373 PhysicsVector pos = new PhysicsVector();
374 // PhysicsVector vec = this._prim.Position;
375 //pos.X = vec.X;
376 //pos.Y = vec.Y;
377 //pos.Z = vec.Z;
378 return pos;
379
380 }
381 set
382 {
383 /*PhysicsVector vec = value;
384 PhysicsVector pos = new PhysicsVector();
385 pos.X = vec.X;
386 pos.Y = vec.Y;
387 pos.Z = vec.Z;
388 this._prim.Position = pos;*/
389 }
390 }
391
392 public override PhysicsVector Velocity
393 {
394 get
395 {
396 return _velocity;
397 }
398 set
399 {
400 _velocity = value;
401 }
402 }
403
404 public override bool Kinematic
405 {
406 get
407 {
408 return false;
409 //return this._prim.Kinematic;
410 }
411 set
412 {
413 //this._prim.Kinematic = value;
414 }
415 }
416
417 public override Axiom.MathLib.Quaternion Orientation
418 {
419 get
420 {
421 Axiom.MathLib.Quaternion res = new Axiom.MathLib.Quaternion();
422 return res;
423 }
424 set
425 {
426
427 }
428 }
429
430 public override PhysicsVector Acceleration
431 {
432 get
433 {
434 return _acceleration;
435 }
436
437 }
438 public void SetAcceleration(PhysicsVector accel)
439 {
440 this._acceleration = accel;
441 }
442
443 public override void AddForce(PhysicsVector force)
444 {
445
446 }
447
448 public override void SetMomentum(PhysicsVector momentum)
449 {
450
451 }
452
453
454 }
455
456}