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1/*
2 * Copyright (c) Contributors, http://opensimulator.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 OpenSimulator 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
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227 public float geomRegionFence = 0.0f;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact ContactCopy; // local copy that can be modified
268 private d.Contact TerrainContact;
269 private d.Contact AvatarStaticprimContact; // was 'contact'
270 private d.Contact AvatarMovementprimContact;
271 private d.Contact AvatarMovementTerrainContact;
272 private d.Contact WaterContact;
273 private d.Contact[,] m_materialContacts;
274
275//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
276//Ckrinke private int m_randomizeWater = 200;
277 private int m_physicsiterations = 10;
278 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
279 private readonly PhysicsActor PANull = new NullPhysicsActor();
280 private float step_time = 0.0f;
281//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
282//Ckrinke private int ms = 0;
283 public IntPtr world;
284 //private bool returncollisions = false;
285 // private uint obj1LocalID = 0;
286 private uint obj2LocalID = 0;
287 //private int ctype = 0;
288 private OdeCharacter cc1;
289 private OdePrim cp1;
290 private OdeCharacter cc2;
291 private OdePrim cp2;
292 //private int cStartStop = 0;
293 //private string cDictKey = "";
294
295 public IntPtr space;
296
297 //private IntPtr tmpSpace;
298 // split static geometry collision handling into spaces of 30 meters
299 public IntPtr[,] staticPrimspace;
300
301 public Object OdeLock;
302
303 public IMesher mesher;
304
305 private IConfigSource m_config;
306
307 public bool physics_logging = false;
308 public int physics_logging_interval = 0;
309 public bool physics_logging_append_existing_logfile = false;
310
311 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
312 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
313
314 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
315 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
316 // TODO: unused: private uint heightmapWidthSamples;
317 // TODO: unused: private uint heightmapHeightSamples;
318
319 private volatile int m_global_contactcount = 0;
320
321 private Vector3 m_worldOffset = Vector3.Zero;
322 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
323 private PhysicsScene m_parentScene = null;
324
325 private ODERayCastRequestManager m_rayCastManager;
326
327 /// <summary>
328 /// Initiailizes the scene
329 /// Sets many properties that ODE requires to be stable
330 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
331 /// </summary>
332 public OdeScene(CollisionLocker dode, string sceneIdentifier)
333 {
334 m_log
335 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
336
337 OdeLock = new Object();
338 ode = dode;
339 nearCallback = near;
340 triCallback = TriCallback;
341 triArrayCallback = TriArrayCallback;
342 m_rayCastManager = new ODERayCastRequestManager(this);
343 lock (OdeLock)
344 {
345 // Create the world and the first space
346 world = d.WorldCreate();
347 space = d.HashSpaceCreate(IntPtr.Zero);
348
349
350 contactgroup = d.JointGroupCreate(0);
351 //contactgroup
352
353 d.WorldSetAutoDisableFlag(world, false);
354 #if USE_DRAWSTUFF
355
356 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
357 viewthread.Start();
358 #endif
359 }
360
361
362 _watermap = new float[258 * 258];
363
364 // Zero out the prim spaces array (we split our space into smaller spaces so
365 // we can hit test less.
366 }
367
368#if USE_DRAWSTUFF
369 public void startvisualization(object o)
370 {
371 ds.Functions fn;
372 fn.version = ds.VERSION;
373 fn.start = new ds.CallbackFunction(start);
374 fn.step = new ds.CallbackFunction(step);
375 fn.command = new ds.CallbackFunction(command);
376 fn.stop = null;
377 fn.path_to_textures = "./textures";
378 string[] args = new string[0];
379 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
380 }
381#endif
382
383 // Initialize the mesh plugin
384 public override void Initialise(IMesher meshmerizer, IConfigSource config)
385 {
386 mesher = meshmerizer;
387 m_config = config;
388 // Defaults
389
390 if (Environment.OSVersion.Platform == PlatformID.Unix)
391 {
392 avPIDD = 3200.0f;
393 avPIDP = 1400.0f;
394 avStandupTensor = 2000000f;
395 }
396 else
397 {
398 avPIDD = 2200.0f;
399 avPIDP = 900.0f;
400 avStandupTensor = 550000f;
401 }
402
403 int contactsPerCollision = 80;
404
405 if (m_config != null)
406 {
407 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
408 if (physicsconfig != null)
409 {
410 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
411 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
412 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
413
414 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
415 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
416
417 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
418 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
419 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
420
421 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
422
423 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
424 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
425 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
426
427 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
428 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
429 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
430
431 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
432 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
433
434 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
435 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
436
437 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
438 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
439
440 avDensity = physicsconfig.GetFloat("av_density", 80f);
441 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
442 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
443 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
444 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
445 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
446
447 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
448
449 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
450 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
451 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
452 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
453
454 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
455 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
456
457 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
458 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
459
460 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
461 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
462 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
463 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
464 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
465
466 if (Environment.OSVersion.Platform == PlatformID.Unix)
467 {
468 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
469 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
470 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
471 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
472 }
473 else
474 {
475 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
476 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
477 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
478 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
479 }
480
481 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
482 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
483 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
484
485 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
486 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
487 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
488 }
489 }
490
491 contacts = new d.ContactGeom[contactsPerCollision];
492
493 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
494
495 // Avatar static on a Prim parameters
496 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
497 AvatarStaticprimContact.surface.mu = 255.0f;
498 AvatarStaticprimContact.surface.bounce = 0.0f;
499 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
500 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
501
502 // Avatar moving on a Prim parameters
503 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
504 AvatarMovementprimContact.surface.mu = 255.0f;
505 AvatarMovementprimContact.surface.bounce = 0.0f;
506 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
507 AvatarMovementprimContact.surface.soft_erp = 0.3f;
508
509 // Static Avatar on Terrain parameters
510 // Keeps Avatar in place better
511 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
512 TerrainContact.surface.mu = 255.0f;
513 TerrainContact.surface.bounce = 0.0f;
514 TerrainContact.surface.soft_cfm = 0.0f;
515 TerrainContact.surface.soft_erp = 0.05f;
516
517 // Moving Avatar on Terrain parameters
518 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
519 AvatarMovementTerrainContact.surface.mu = 75f;
520 AvatarMovementTerrainContact.surface.bounce = 0.0f;
521 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
522 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
523
524 // Avatar or prim the the water, this may not be used, possibly water is same as air?
525 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
526 WaterContact.surface.mu = 0.0f; // No friction
527 WaterContact.surface.bounce = 0.0f; // No bounce
528 WaterContact.surface.soft_cfm = 0.010f;
529 WaterContact.surface.soft_erp = 0.010f;
530
531
532 // Prim static or moving on a prim, depends on material type
533 m_materialContacts = new d.Contact[7,2];
534 // V 1 = Sliding; 0 = static or fell onto
535 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
536 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
537 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
538 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
539 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
540 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
541
542 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
543 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
544 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
545 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
546 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
547 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
548
549 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
550 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
551 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
552 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
553 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
554 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
555
556 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
557 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
558 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
559 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
560 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
561 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
562
563 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
564 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
565 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
566 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
567 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
568 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
569
570 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
571 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
572 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
573 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
574 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
575 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
576
577 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
578 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
579 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
580 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
581 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
582 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
583
584 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
585 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
586 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
587 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
588 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
589 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
590
591 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
592 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
593 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
594 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
595 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
596 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
597
598 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
599 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
600 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
601 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
602 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
603 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
604
605 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
606 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
607 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
608 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
609 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
610 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
611
612 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
613 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
614 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
615 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
616 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
617 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
618
619 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
620 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
621 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
622 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
623 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
624 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
625
626 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
627 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
628 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
629 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
630 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
631 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
632
633 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
634
635 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
636
637 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
638 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
639
640
641 d.WorldSetLinearDampingThreshold(world, 256f);
642 d.WorldSetLinearDamping(world, 256f);
643// d.WorldSetLinearDampingThreshold(world, 0.01f);
644// d.WorldSetLinearDamping(world, 0.1f);
645 d.WorldSetAngularDampingThreshold(world, 256f);
646 d.WorldSetAngularDamping(world, 256f);
647 d.WorldSetMaxAngularSpeed(world, 256f);
648
649 // Set how many steps we go without running collision testing
650 // This is in addition to the step size.
651 // Essentially Steps * m_physicsiterations
652 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
653 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
654
655
656
657 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
658 {
659 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
660 {
661 staticPrimspace[i, j] = IntPtr.Zero;
662 }
663 }
664 }
665
666 internal void waitForSpaceUnlock(IntPtr space)
667 {
668 //if (space != IntPtr.Zero)
669 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
670 }
671
672 /// <summary>
673 /// Debug space message for printing the space that a prim/avatar is in.
674 /// </summary>
675 /// <param name="pos"></param>
676 /// <returns>Returns which split up space the given position is in.</returns>
677 public string whichspaceamIin(Vector3 pos)
678 {
679 return calculateSpaceForGeom(pos).ToString();
680 }
681
682 #region Collision Detection
683
684 /// <summary>
685 /// This is our near callback. A geometry is near a body
686 /// </summary>
687 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
688 /// <param name="g1">a geometry or space</param>
689 /// <param name="g2">another geometry or space</param>
690 private void near(IntPtr space, IntPtr g1, IntPtr g2)
691 {
692 // no lock here! It's invoked from within Simulate(), which is thread-locked
693
694 // Test if we're colliding a geom with a space.
695 // If so we have to drill down into the space recursively
696//Console.WriteLine("near -----------"); //##
697 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
698 {
699 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
700 return;
701
702 // Separating static prim geometry spaces.
703 // We'll be calling near recursivly if one
704 // of them is a space to find all of the
705 // contact points in the space
706 try
707 {
708 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
709 }
710 catch (AccessViolationException)
711 {
712 m_log.Warn("[PHYSICS]: Unable to collide test a space");
713 return;
714 }
715 //Colliding a space or a geom with a space or a geom. so drill down
716
717 //Collide all geoms in each space..
718 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
719 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
720 return;
721 }
722
723 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
724 return;
725
726 IntPtr b1 = d.GeomGetBody(g1);
727 IntPtr b2 = d.GeomGetBody(g2);
728
729 // d.GeomClassID id = d.GeomGetClass(g1);
730
731 String name1 = null;
732 String name2 = null;
733
734 if (!geom_name_map.TryGetValue(g1, out name1))
735 {
736 name1 = "null";
737 }
738 if (!geom_name_map.TryGetValue(g2, out name2))
739 {
740 name2 = "null";
741 }
742
743 //if (id == d.GeomClassId.TriMeshClass)
744 //{
745 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
746 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
747 //}
748
749 // Figure out how many contact points we have
750 int count = 0;
751 try
752 {
753 // Colliding Geom To Geom
754 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
755
756 if (g1 == g2)
757 return; // Can't collide with yourself
758
759 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
760 return;
761
762 lock (contacts)
763 {
764 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
765 if (count > contacts.Length)
766 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
767 }
768 }
769 catch (SEHException)
770 {
771 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
772 ode.drelease(world);
773 base.TriggerPhysicsBasedRestart();
774 }
775 catch (Exception e)
776 {
777 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
778 return;
779 }
780
781 PhysicsActor p1;
782 PhysicsActor p2;
783
784 if (!actor_name_map.TryGetValue(g1, out p1))
785 {
786 p1 = PANull;
787 }
788
789 if (!actor_name_map.TryGetValue(g2, out p2))
790 {
791 p2 = PANull;
792 }
793
794 ContactPoint maxDepthContact = new ContactPoint();
795 if (p1.CollisionScore + count >= float.MaxValue)
796 p1.CollisionScore = 0;
797 p1.CollisionScore += count;
798
799 if (p2.CollisionScore + count >= float.MaxValue)
800 p2.CollisionScore = 0;
801 p2.CollisionScore += count;
802 for (int i = 0; i < count; i++)
803 {
804 d.ContactGeom curContact = contacts[i];
805
806 if (curContact.depth > maxDepthContact.PenetrationDepth)
807 {
808 maxDepthContact = new ContactPoint(
809 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
810 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
811 curContact.depth
812 );
813 }
814
815 //m_log.Warn("[CCOUNT]: " + count);
816 IntPtr joint;
817 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
818 // allows us to have different settings
819
820 // We only need to test p2 for 'jump crouch purposes'
821 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
822 {
823 // Testing if the collision is at the feet of the avatar
824
825 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
826//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
827//#@ p2.IsColliding = true;
828 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
829 p2.IsColliding = true; //##
830 }else{
831
832 } //##
833 }
834 else
835 {
836 p2.IsColliding = true;
837 }
838
839 //if ((framecount % m_returncollisions) == 0)
840
841 switch (p1.PhysicsActorType)
842 {
843 case (int)ActorTypes.Agent:
844 p2.CollidingObj = true;
845 break;
846 case (int)ActorTypes.Prim:
847 if (p2.Velocity.LengthSquared() > 0.0f)
848 p2.CollidingObj = true;
849 break;
850 case (int)ActorTypes.Unknown:
851 p2.CollidingGround = true;
852 break;
853 default:
854 p2.CollidingGround = true;
855 break;
856 }
857
858 // we don't want prim or avatar to explode
859
860 #region InterPenetration Handling - Unintended physics explosions
861# region disabled code1
862
863 if (curContact.depth >= 0.08f)
864 {
865 //This is disabled at the moment only because it needs more tweaking
866 //It will eventually be uncommented
867 /*
868 if (AvatarStaticprimContact.depth >= 1.00f)
869 {
870 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
871 }
872
873 //If you interpenetrate a prim with an agent
874 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
875 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
876 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
877 p2.PhysicsActorType == (int) ActorTypes.Prim))
878 {
879
880 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
881 /*
882 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
883 {
884 p2.CollidingObj = true;
885 AvatarStaticprimContact.depth = 0.003f;
886 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
887 OdeCharacter character = (OdeCharacter) p2;
888 character.SetPidStatus(true);
889 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
890
891 }
892 else
893 {
894
895 //AvatarStaticprimContact.depth = 0.0000000f;
896 }
897 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
898 {
899
900 p1.CollidingObj = true;
901 AvatarStaticprimContact.depth = 0.003f;
902 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
903 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
904 OdeCharacter character = (OdeCharacter)p1;
905 character.SetPidStatus(true);
906 }
907 else
908 {
909
910 //AvatarStaticprimContact.depth = 0.0000000f;
911 }
912
913
914
915 }
916*/
917 // If you interpenetrate a prim with another prim
918 /*
919 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
920 {
921 #region disabledcode2
922 //OdePrim op1 = (OdePrim)p1;
923 //OdePrim op2 = (OdePrim)p2;
924 //op1.m_collisionscore++;
925 //op2.m_collisionscore++;
926
927 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
928 //{
929 //op1.m_taintdisable = true;
930 //AddPhysicsActorTaint(p1);
931 //op2.m_taintdisable = true;
932 //AddPhysicsActorTaint(p2);
933 //}
934
935 //if (AvatarStaticprimContact.depth >= 0.25f)
936 //{
937 // Don't collide, one or both prim will expld.
938
939 //op1.m_interpenetrationcount++;
940 //op2.m_interpenetrationcount++;
941 //interpenetrations_before_disable = 200;
942 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
943 //{
944 //op1.m_taintdisable = true;
945 //AddPhysicsActorTaint(p1);
946 //}
947 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
948 //{
949 // op2.m_taintdisable = true;
950 //AddPhysicsActorTaint(p2);
951 //}
952
953 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
954 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
955 //}
956 //if (op1.m_disabled || op2.m_disabled)
957 //{
958 //Manually disabled objects stay disabled
959 //AvatarStaticprimContact.depth = 0f;
960 //}
961 #endregion
962 }
963 */
964#endregion
965 if (curContact.depth >= 1.00f)
966 {
967 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
968 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
969 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
970 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
971 p2.PhysicsActorType == (int) ActorTypes.Unknown))
972 {
973 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
974 {
975 if (p2 is OdeCharacter)
976 {
977 OdeCharacter character = (OdeCharacter) p2;
978
979 //p2.CollidingObj = true;
980 curContact.depth = 0.00000003f;
981 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
982 curContact.pos =
983 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
984 curContact.pos.Y + (p1.Size.Y/2),
985 curContact.pos.Z + (p1.Size.Z/2));
986 character.SetPidStatus(true);
987 }
988 }
989
990
991 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
992 {
993 if (p1 is OdeCharacter)
994 {
995 OdeCharacter character = (OdeCharacter) p1;
996
997 //p2.CollidingObj = true;
998 curContact.depth = 0.00000003f;
999 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1000 curContact.pos =
1001 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1002 curContact.pos.Y + (p1.Size.Y/2),
1003 curContact.pos.Z + (p1.Size.Z/2));
1004 character.SetPidStatus(true);
1005 }
1006 }
1007 }
1008 }
1009 }
1010
1011 #endregion
1012
1013 // Logic for collision handling
1014 // Note, that if *all* contacts are skipped (VolumeDetect)
1015 // The prim still detects (and forwards) collision events but
1016 // appears to be phantom for the world
1017 Boolean skipThisContact = false;
1018
1019 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1020 skipThisContact = true; // No collision on volume detect prims
1021
1022 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && curContact.depth < 0f)
1026 skipThisContact = true;
1027
1028 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1029 skipThisContact = true;
1030
1031 const int maxContactsbeforedeath = 4000;
1032 joint = IntPtr.Zero;
1033
1034 if (!skipThisContact)
1035 {
1036 // Add contact joints with materials params----------------------------------
1037 // p1 is what is being hit, p2 is the physical object doing the hitting
1038 int material = (int) Material.Wood;
1039 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1040 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1041
1042 // If we're colliding against terrain
1043 if (name1 == "Terrain" || name2 == "Terrain")
1044 {
1045 // If we're moving
1046 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1047 {
1048 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1049 AvatarMovementTerrainContact.geom = curContact;
1050 _perloopContact.Add(curContact);
1051 if (m_global_contactcount < maxContactsbeforedeath)
1052 {
1053 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1054 m_global_contactcount++;
1055 }
1056 }
1057 else
1058 {
1059 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1060 {
1061 //$ Av standing on terrain, Use the non moving Avata terrain contact
1062 TerrainContact.geom = curContact;
1063 _perloopContact.Add(curContact);
1064 if (m_global_contactcount < maxContactsbeforedeath)
1065 {
1066 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1067 m_global_contactcount++;
1068 }
1069 }
1070 else
1071 {
1072 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1073 {
1074 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1075 // int pj294950 = 0;
1076 // prim terrain contact
1077
1078 if (p2 is OdePrim)
1079 material = ((OdePrim)p2).m_material;
1080 //m_log.DebugFormat("Material: {0}", material);
1081 m_materialContacts[material, movintYN].geom = curContact;
1082 _perloopContact.Add(curContact);
1083
1084 if (m_global_contactcount < maxContactsbeforedeath)
1085 {
1086 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1087 m_global_contactcount++;
1088
1089 }
1090
1091 }
1092 else
1093 {
1094 //$ prim on terrain contact
1095 if (p2 is OdePrim)
1096 material = ((OdePrim)p2).m_material;
1097 //m_log.DebugFormat("Material: {0}", material);
1098 m_materialContacts[material, movintYN].geom = curContact;
1099 _perloopContact.Add(curContact);
1100
1101 ContactCopy = m_materialContacts[material, movintYN];
1102 if(movintYN == 1)
1103 {
1104 // prevent excessive slide on terrain
1105 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1106 }
1107
1108 if (m_global_contactcount < maxContactsbeforedeath)
1109 {
1110 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1111 m_global_contactcount++;
1112 }
1113 }
1114 }
1115 }
1116 }
1117 else if (name1 == "Water" || name2 == "Water")
1118 {
1119 //$ This never happens! Perhaps water is treated like air?
1120 /*
1121 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1122 {
1123 }
1124 else
1125 {
1126 }
1127 */
1128 //WaterContact.surface.soft_cfm = 0.0000f;
1129 //WaterContact.surface.soft_erp = 0.00000f;
1130 if (curContact.depth > 0.1f)
1131 {
1132 curContact.depth *= 52;
1133 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1134 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1135 }
1136 WaterContact.geom = curContact;
1137 _perloopContact.Add(curContact);
1138 if (m_global_contactcount < maxContactsbeforedeath)
1139 {
1140 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1141 m_global_contactcount++;
1142 }
1143 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1144 }
1145 else
1146 {
1147
1148 // no terrain and no water, we're colliding with prim or avatar
1149 // check if we're moving
1150 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1151 {
1152 //$ Avatar on Prim or other Avatar
1153 if (movintYN == 1)
1154 {
1155 // Use the AV Movement / prim contact
1156 AvatarMovementprimContact.geom = curContact;
1157 _perloopContact.Add(curContact);
1158 if (m_global_contactcount < maxContactsbeforedeath)
1159 {
1160 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1161 m_global_contactcount++;
1162 }
1163 }
1164 else
1165 {
1166 // Use the Av non movement / prim contact
1167 AvatarStaticprimContact.geom = curContact;
1168 _perloopContact.Add(curContact);
1169 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1170
1171 if (m_global_contactcount < maxContactsbeforedeath)
1172 {
1173 if (curContact.depth > 0.2)
1174 { // embedded, eject slowly
1175 ContactCopy.surface.soft_erp = 0.1f;
1176 ContactCopy.surface.soft_cfm = 0.1f;
1177 }
1178 else
1179 { // keep on the surface
1180 ContactCopy.surface.soft_erp = 0.3f;
1181 ContactCopy.surface.soft_cfm = 0.0f;
1182 }
1183 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1184 m_global_contactcount++;
1185 }
1186 }
1187 }
1188 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1189 {
1190 //$ Prim on Prim
1191 //p1.PhysicsActorType
1192
1193 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1194 //m_log.DebugFormat("Material: {0}", material);
1195
1196 m_materialContacts[material, movintYN].geom = curContact;
1197 _perloopContact.Add(curContact);
1198
1199 if (m_global_contactcount < maxContactsbeforedeath)
1200 {
1201 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1202 m_global_contactcount++;
1203 }
1204 }
1205 }
1206
1207 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1208 {
1209 d.JointAttach(joint, b1, b2);
1210 m_global_contactcount++;
1211 }
1212
1213 }
1214 collision_accounting_events(p1, p2, maxDepthContact);
1215 if (count > geomContactPointsStartthrottle)
1216 {
1217 // If there are more then 3 contact points, it's likely
1218 // that we've got a pile of objects, so ...
1219 // We don't want to send out hundreds of terse updates over and over again
1220 // so lets throttle them and send them again after it's somewhat sorted out.
1221 p2.ThrottleUpdates = true;
1222 }
1223 //m_log.Debug(count.ToString());
1224 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1225 } // end for i.. loop
1226 } // end near
1227
1228 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1229 {
1230 bool result = false;
1231 //return result;
1232 if (!m_filterCollisions)
1233 return false;
1234
1235 ActorTypes at = (ActorTypes)atype;
1236 lock (_perloopContact)
1237 {
1238 foreach (d.ContactGeom contact in _perloopContact)
1239 {
1240 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1241 //{
1242 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1243 if (at == ActorTypes.Agent)
1244 {
1245 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1246 {
1247
1248 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1249 {
1250 //contactGeom.depth *= .00005f;
1251 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1252 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1253 result = true;
1254 break;
1255 }
1256 else
1257 {
1258 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1259 }
1260 }
1261 else
1262 {
1263 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1264 //int i = 0;
1265 }
1266 }
1267 else if (at == ActorTypes.Prim)
1268 {
1269 //d.AABB aabb1 = new d.AABB();
1270 //d.AABB aabb2 = new d.AABB();
1271
1272 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1273 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1274 //aabb1.
1275 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1276 {
1277 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1278 {
1279 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1280 {
1281 result = true;
1282 break;
1283 }
1284 }
1285 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1286 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1287 }
1288
1289 }
1290
1291 //}
1292
1293 }
1294 }
1295 return result;
1296 }
1297
1298 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1299 {
1300 // obj1LocalID = 0;
1301 //returncollisions = false;
1302 obj2LocalID = 0;
1303 //ctype = 0;
1304 //cStartStop = 0;
1305 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1306 return;
1307
1308 switch ((ActorTypes)p2.PhysicsActorType)
1309 {
1310 case ActorTypes.Agent:
1311 cc2 = (OdeCharacter)p2;
1312
1313 // obj1LocalID = cc2.m_localID;
1314 switch ((ActorTypes)p1.PhysicsActorType)
1315 {
1316 case ActorTypes.Agent:
1317 cc1 = (OdeCharacter)p1;
1318 obj2LocalID = cc1.m_localID;
1319 cc1.AddCollisionEvent(cc2.m_localID, contact);
1320 //ctype = (int)CollisionCategories.Character;
1321
1322 //if (cc1.CollidingObj)
1323 //cStartStop = (int)StatusIndicators.Generic;
1324 //else
1325 //cStartStop = (int)StatusIndicators.Start;
1326
1327 //returncollisions = true;
1328 break;
1329 case ActorTypes.Prim:
1330 if (p1 is OdePrim)
1331 {
1332 cp1 = (OdePrim) p1;
1333 obj2LocalID = cp1.m_localID;
1334 cp1.AddCollisionEvent(cc2.m_localID, contact);
1335 }
1336 //ctype = (int)CollisionCategories.Geom;
1337
1338 //if (cp1.CollidingObj)
1339 //cStartStop = (int)StatusIndicators.Generic;
1340 //else
1341 //cStartStop = (int)StatusIndicators.Start;
1342
1343 //returncollisions = true;
1344 break;
1345
1346 case ActorTypes.Ground:
1347 case ActorTypes.Unknown:
1348 obj2LocalID = 0;
1349 //ctype = (int)CollisionCategories.Land;
1350 //returncollisions = true;
1351 break;
1352 }
1353
1354 cc2.AddCollisionEvent(obj2LocalID, contact);
1355 break;
1356 case ActorTypes.Prim:
1357
1358 if (p2 is OdePrim)
1359 {
1360 cp2 = (OdePrim) p2;
1361
1362 // obj1LocalID = cp2.m_localID;
1363 switch ((ActorTypes) p1.PhysicsActorType)
1364 {
1365 case ActorTypes.Agent:
1366 if (p1 is OdeCharacter)
1367 {
1368 cc1 = (OdeCharacter) p1;
1369 obj2LocalID = cc1.m_localID;
1370 cc1.AddCollisionEvent(cp2.m_localID, contact);
1371 //ctype = (int)CollisionCategories.Character;
1372
1373 //if (cc1.CollidingObj)
1374 //cStartStop = (int)StatusIndicators.Generic;
1375 //else
1376 //cStartStop = (int)StatusIndicators.Start;
1377 //returncollisions = true;
1378 }
1379 break;
1380 case ActorTypes.Prim:
1381
1382 if (p1 is OdePrim)
1383 {
1384 cp1 = (OdePrim) p1;
1385 obj2LocalID = cp1.m_localID;
1386 cp1.AddCollisionEvent(cp2.m_localID, contact);
1387 //ctype = (int)CollisionCategories.Geom;
1388
1389 //if (cp1.CollidingObj)
1390 //cStartStop = (int)StatusIndicators.Generic;
1391 //else
1392 //cStartStop = (int)StatusIndicators.Start;
1393
1394 //returncollisions = true;
1395 }
1396 break;
1397
1398 case ActorTypes.Ground:
1399 case ActorTypes.Unknown:
1400 obj2LocalID = 0;
1401 //ctype = (int)CollisionCategories.Land;
1402
1403 //returncollisions = true;
1404 break;
1405 }
1406
1407 cp2.AddCollisionEvent(obj2LocalID, contact);
1408 }
1409 break;
1410 }
1411 //if (returncollisions)
1412 //{
1413
1414 //lock (m_storedCollisions)
1415 //{
1416 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1417 //if (m_storedCollisions.ContainsKey(cDictKey))
1418 //{
1419 //sCollisionData objd = m_storedCollisions[cDictKey];
1420 //objd.NumberOfCollisions += 1;
1421 //objd.lastframe = framecount;
1422 //m_storedCollisions[cDictKey] = objd;
1423 //}
1424 //else
1425 //{
1426 //sCollisionData objd = new sCollisionData();
1427 //objd.ColliderLocalId = obj1LocalID;
1428 //objd.CollidedWithLocalId = obj2LocalID;
1429 //objd.CollisionType = ctype;
1430 //objd.NumberOfCollisions = 1;
1431 //objd.lastframe = framecount;
1432 //objd.StatusIndicator = cStartStop;
1433 //m_storedCollisions.Add(cDictKey, objd);
1434 //}
1435 //}
1436 // }
1437 }
1438
1439 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1440 {
1441 /* String name1 = null;
1442 String name2 = null;
1443
1444 if (!geom_name_map.TryGetValue(trimesh, out name1))
1445 {
1446 name1 = "null";
1447 }
1448 if (!geom_name_map.TryGetValue(refObject, out name2))
1449 {
1450 name2 = "null";
1451 }
1452
1453 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1454 */
1455 return 1;
1456 }
1457
1458 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1459 {
1460 String name1 = null;
1461 String name2 = null;
1462
1463 if (!geom_name_map.TryGetValue(trimesh, out name1))
1464 {
1465 name1 = "null";
1466 }
1467
1468 if (!geom_name_map.TryGetValue(refObject, out name2))
1469 {
1470 name2 = "null";
1471 }
1472
1473 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1474
1475 d.Vector3 v0 = new d.Vector3();
1476 d.Vector3 v1 = new d.Vector3();
1477 d.Vector3 v2 = new d.Vector3();
1478
1479 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1480 // 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);
1481
1482 return 1;
1483 }
1484
1485 /// <summary>
1486 /// This is our collision testing routine in ODE
1487 /// </summary>
1488 /// <param name="timeStep"></param>
1489 private void collision_optimized(float timeStep)
1490 {
1491 _perloopContact.Clear();
1492
1493 lock (_characters)
1494 {
1495 foreach (OdeCharacter chr in _characters)
1496 {
1497 // Reset the collision values to false
1498 // since we don't know if we're colliding yet
1499
1500 // For some reason this can happen. Don't ask...
1501 //
1502 if (chr == null)
1503 continue;
1504
1505 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1506 continue;
1507
1508 chr.IsColliding = false;
1509 chr.CollidingGround = false;
1510 chr.CollidingObj = false;
1511
1512 // test the avatar's geometry for collision with the space
1513 // This will return near and the space that they are the closest to
1514 // And we'll run this again against the avatar and the space segment
1515 // This will return with a bunch of possible objects in the space segment
1516 // and we'll run it again on all of them.
1517 try
1518 {
1519 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1520 }
1521 catch (AccessViolationException)
1522 {
1523 m_log.Warn("[PHYSICS]: Unable to space collide");
1524 }
1525 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1526 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1527 //{
1528 //chr.Position.Z = terrainheight + 10.0f;
1529 //forcedZ = true;
1530 //}
1531 }
1532 }
1533
1534 lock (_activeprims)
1535 {
1536 List<OdePrim> removeprims = null;
1537 foreach (OdePrim chr in _activeprims)
1538 {
1539 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
1540 {
1541 try
1542 {
1543 lock (chr)
1544 {
1545 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1546 {
1547 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1548 }
1549 else
1550 {
1551 if (removeprims == null)
1552 {
1553 removeprims = new List<OdePrim>();
1554 }
1555 removeprims.Add(chr);
1556 /// Commented this because it triggers on every bullet
1557 //m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1558 }
1559 }
1560 }
1561 catch (AccessViolationException)
1562 {
1563 m_log.Warn("[PHYSICS]: Unable to space collide");
1564 }
1565 }
1566 }
1567 if (removeprims != null)
1568 {
1569 foreach (OdePrim chr in removeprims)
1570 {
1571 _activeprims.Remove(chr);
1572 }
1573 }
1574 }
1575
1576 _perloopContact.Clear();
1577 }
1578
1579 #endregion
1580
1581 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1582 {
1583 m_worldOffset = offset;
1584 WorldExtents = new Vector2(extents.X, extents.Y);
1585 m_parentScene = pScene;
1586
1587 }
1588
1589 // Recovered for use by fly height. Kitto Flora
1590 public float GetTerrainHeightAtXY(float x, float y)
1591 {
1592
1593 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1594 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1595
1596 IntPtr heightFieldGeom = IntPtr.Zero;
1597
1598 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1599 {
1600 if (heightFieldGeom != IntPtr.Zero)
1601 {
1602 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1603 {
1604
1605 int index;
1606
1607
1608 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1609 (int)x < 0.001f || (int)y < 0.001f)
1610 return 0;
1611
1612 x = x - offsetX;
1613 y = y - offsetY;
1614
1615 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1616
1617 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1618 {
1619 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1620 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1621 }
1622
1623 else
1624 return 0f;
1625 }
1626 else
1627 {
1628 return 0f;
1629 }
1630
1631 }
1632 else
1633 {
1634 return 0f;
1635 }
1636
1637 }
1638 else
1639 {
1640 return 0f;
1641 }
1642
1643
1644 }
1645// End recovered. Kitto Flora
1646
1647 public void addCollisionEventReporting(PhysicsActor obj)
1648 {
1649 lock (_collisionEventPrim)
1650 {
1651 if (!_collisionEventPrim.Contains(obj))
1652 _collisionEventPrim.Add(obj);
1653 }
1654 }
1655
1656 public void remCollisionEventReporting(PhysicsActor obj)
1657 {
1658 lock (_collisionEventPrim)
1659 {
1660 if (!_collisionEventPrim.Contains(obj))
1661 _collisionEventPrim.Remove(obj);
1662 }
1663 }
1664
1665 #region Add/Remove Entities
1666
1667 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1668 {
1669 Vector3 pos;
1670 pos.X = position.X;
1671 pos.Y = position.Y;
1672 pos.Z = position.Z;
1673 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1674 newAv.Flying = isFlying;
1675 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1676
1677 return newAv;
1678 }
1679
1680 public void AddCharacter(OdeCharacter chr)
1681 {
1682 lock (_characters)
1683 {
1684 if (!_characters.Contains(chr))
1685 {
1686 _characters.Add(chr);
1687 if (chr.bad)
1688 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1689 }
1690 }
1691 }
1692
1693 public void RemoveCharacter(OdeCharacter chr)
1694 {
1695 lock (_characters)
1696 {
1697 if (_characters.Contains(chr))
1698 {
1699 _characters.Remove(chr);
1700 }
1701 }
1702 }
1703 public void BadCharacter(OdeCharacter chr)
1704 {
1705 lock (_badCharacter)
1706 {
1707 if (!_badCharacter.Contains(chr))
1708 _badCharacter.Add(chr);
1709 }
1710 }
1711
1712 public override void RemoveAvatar(PhysicsActor actor)
1713 {
1714 //m_log.Debug("[PHYSICS]:ODELOCK");
1715 ((OdeCharacter) actor).Destroy();
1716
1717 }
1718
1719 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1720 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localid)
1721 {
1722
1723 Vector3 pos = position;
1724 Vector3 siz = size;
1725 Quaternion rot = rotation;
1726
1727 OdePrim newPrim;
1728 lock (OdeLock)
1729 {
1730 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode, localid);
1731
1732 lock (_prims)
1733 _prims.Add(newPrim);
1734 }
1735
1736 return newPrim;
1737 }
1738/*
1739 private PhysicsActor AddPrim(String name, Vector3 position, PhysicsActor parent,
1740 PrimitiveBaseShape pbs, uint localid, byte[] sdata)
1741 {
1742 Vector3 pos = position;
1743
1744 OdePrim newPrim;
1745 lock (OdeLock)
1746 {
1747 newPrim = new OdePrim(name, this, pos, parent, pbs, ode, localid, sdata);
1748 lock (_prims)
1749 _prims.Add(newPrim);
1750 }
1751
1752 return newPrim;
1753 }
1754*/
1755
1756 public void addActivePrim(OdePrim activatePrim)
1757 {
1758 // adds active prim.. (ones that should be iterated over in collisions_optimized
1759 lock (_activeprims)
1760 {
1761 if (!_activeprims.Contains(activatePrim))
1762 _activeprims.Add(activatePrim);
1763 //else
1764 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1765 }
1766 }
1767
1768 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1769 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1770 {
1771 PhysicsActor result;
1772 IMesh mesh = null;
1773
1774 if (needsMeshing(pbs))
1775 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1776
1777 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
1778
1779 return result;
1780 }
1781/*
1782 public override PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
1783 uint localid, byte[] sdata)
1784 {
1785 PhysicsActor result;
1786
1787 result = AddPrim(primName, position, parent,
1788 pbs, localid, sdata);
1789
1790 return result;
1791 }
1792*/
1793 public override float TimeDilation
1794 {
1795 get { return m_timeDilation; }
1796 }
1797
1798 public override bool SupportsNINJAJoints
1799 {
1800 get { return m_NINJA_physics_joints_enabled; }
1801 }
1802
1803 // internal utility function: must be called within a lock (OdeLock)
1804 private void InternalAddActiveJoint(PhysicsJoint joint)
1805 {
1806 activeJoints.Add(joint);
1807 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1808 }
1809
1810 // internal utility function: must be called within a lock (OdeLock)
1811 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1812 {
1813 pendingJoints.Add(joint);
1814 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1815 }
1816
1817 // internal utility function: must be called within a lock (OdeLock)
1818 private void InternalRemovePendingJoint(PhysicsJoint joint)
1819 {
1820 pendingJoints.Remove(joint);
1821 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1822 }
1823
1824 // internal utility function: must be called within a lock (OdeLock)
1825 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1826 {
1827 activeJoints.Remove(joint);
1828 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1829 }
1830
1831 public override void DumpJointInfo()
1832 {
1833 string hdr = "[NINJA] JOINTINFO: ";
1834 foreach (PhysicsJoint j in pendingJoints)
1835 {
1836 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1837 }
1838 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1839 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1840 {
1841 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1842 }
1843 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1844 foreach (PhysicsJoint j in activeJoints)
1845 {
1846 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1847 }
1848 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1849 foreach (string jointName in SOPName_to_activeJoint.Keys)
1850 {
1851 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1852 }
1853 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1854
1855 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1856 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1857 foreach (string actorName in joints_connecting_actor.Keys)
1858 {
1859 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1860 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1861 {
1862 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1863 }
1864 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1865 }
1866 }
1867
1868 public override void RequestJointDeletion(string ObjectNameInScene)
1869 {
1870 lock (externalJointRequestsLock)
1871 {
1872 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1873 {
1874 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1875 }
1876 }
1877 }
1878
1879 private void DeleteRequestedJoints()
1880 {
1881 List<string> myRequestedJointsToBeDeleted;
1882 lock (externalJointRequestsLock)
1883 {
1884 // make a local copy of the shared list for processing (threading issues)
1885 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1886 }
1887
1888 foreach (string jointName in myRequestedJointsToBeDeleted)
1889 {
1890 lock (OdeLock)
1891 {
1892 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1893 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1894 {
1895 OdePhysicsJoint joint = null;
1896 if (SOPName_to_activeJoint.ContainsKey(jointName))
1897 {
1898 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1899 InternalRemoveActiveJoint(joint);
1900 }
1901 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1902 {
1903 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1904 InternalRemovePendingJoint(joint);
1905 }
1906
1907 if (joint != null)
1908 {
1909 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1910 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1911 {
1912 string bodyName = joint.BodyNames[iBodyName];
1913 if (bodyName != "NULL")
1914 {
1915 joints_connecting_actor[bodyName].Remove(joint);
1916 if (joints_connecting_actor[bodyName].Count == 0)
1917 {
1918 joints_connecting_actor.Remove(bodyName);
1919 }
1920 }
1921 }
1922
1923 DoJointDeactivated(joint);
1924 if (joint.jointID != IntPtr.Zero)
1925 {
1926 d.JointDestroy(joint.jointID);
1927 joint.jointID = IntPtr.Zero;
1928 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1929 }
1930 else
1931 {
1932 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1933 }
1934 }
1935 else
1936 {
1937 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1938 }
1939 }
1940 else
1941 {
1942 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1943 }
1944 }
1945 }
1946
1947 // remove processed joints from the shared list
1948 lock (externalJointRequestsLock)
1949 {
1950 foreach (string jointName in myRequestedJointsToBeDeleted)
1951 {
1952 requestedJointsToBeDeleted.Remove(jointName);
1953 }
1954 }
1955 }
1956
1957 // for pending joints we don't know if their associated bodies exist yet or not.
1958 // the joint is actually created during processing of the taints
1959 private void CreateRequestedJoints()
1960 {
1961 List<PhysicsJoint> myRequestedJointsToBeCreated;
1962 lock (externalJointRequestsLock)
1963 {
1964 // make a local copy of the shared list for processing (threading issues)
1965 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1966 }
1967
1968 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1969 {
1970 lock (OdeLock)
1971 {
1972 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1973 {
1974 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1975 continue;
1976 }
1977 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1978 {
1979 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1980 continue;
1981 }
1982
1983 InternalAddPendingJoint(joint as OdePhysicsJoint);
1984
1985 if (joint.BodyNames.Count >= 2)
1986 {
1987 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1988 {
1989 string bodyName = joint.BodyNames[iBodyName];
1990 if (bodyName != "NULL")
1991 {
1992 if (!joints_connecting_actor.ContainsKey(bodyName))
1993 {
1994 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1995 }
1996 joints_connecting_actor[bodyName].Add(joint);
1997 }
1998 }
1999 }
2000 }
2001 }
2002
2003 // remove processed joints from shared list
2004 lock (externalJointRequestsLock)
2005 {
2006 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2007 {
2008 requestedJointsToBeCreated.Remove(joint);
2009 }
2010 }
2011
2012 }
2013
2014 // public function to add an request for joint creation
2015 // this joint will just be added to a waiting list that is NOT processed during the main
2016 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2017
2018 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2019 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2020
2021 {
2022
2023 OdePhysicsJoint joint = new OdePhysicsJoint();
2024 joint.ObjectNameInScene = objectNameInScene;
2025 joint.Type = jointType;
2026 joint.Position = position;
2027 joint.Rotation = rotation;
2028 joint.RawParams = parms;
2029 joint.BodyNames = new List<string>(bodyNames);
2030 joint.TrackedBodyName = trackedBodyName;
2031 joint.LocalRotation = localRotation;
2032 joint.jointID = IntPtr.Zero;
2033 joint.ErrorMessageCount = 0;
2034
2035 lock (externalJointRequestsLock)
2036 {
2037 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2038 {
2039 requestedJointsToBeCreated.Add(joint);
2040 }
2041 }
2042 return joint;
2043 }
2044
2045 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2046 {
2047 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2048 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2049 {
2050
2051 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2052 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2053 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2054 {
2055 jointsToRemove.Add(j);
2056 }
2057 foreach (PhysicsJoint j in jointsToRemove)
2058 {
2059 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2060 RequestJointDeletion(j.ObjectNameInScene);
2061 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2062 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2063 }
2064 }
2065 }
2066
2067 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2068 {
2069 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2070 lock (OdeLock)
2071 {
2072 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2073 RemoveAllJointsConnectedToActor(actor);
2074 }
2075 }
2076
2077 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2078 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2079 {
2080 Debug.Assert(joint.IsInPhysicsEngine);
2081 d.Vector3 pos = new d.Vector3();
2082
2083 if (!(joint is OdePhysicsJoint))
2084 {
2085 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2086 }
2087 else
2088 {
2089 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2090 switch (odeJoint.Type)
2091 {
2092 case PhysicsJointType.Ball:
2093 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2094 break;
2095 case PhysicsJointType.Hinge:
2096 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2097 break;
2098 }
2099 }
2100 return new Vector3(pos.X, pos.Y, pos.Z);
2101 }
2102
2103 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2104 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2105 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2106 // keeping track of the joint's original orientation relative to one of the involved bodies.
2107 public override Vector3 GetJointAxis(PhysicsJoint joint)
2108 {
2109 Debug.Assert(joint.IsInPhysicsEngine);
2110 d.Vector3 axis = new d.Vector3();
2111
2112 if (!(joint is OdePhysicsJoint))
2113 {
2114 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2115 }
2116 else
2117 {
2118 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2119 switch (odeJoint.Type)
2120 {
2121 case PhysicsJointType.Ball:
2122 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2123 break;
2124 case PhysicsJointType.Hinge:
2125 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2126 break;
2127 }
2128 }
2129 return new Vector3(axis.X, axis.Y, axis.Z);
2130 }
2131
2132
2133 public void remActivePrim(OdePrim deactivatePrim)
2134 {
2135 lock (_activeprims)
2136 {
2137 _activeprims.Remove(deactivatePrim);
2138 }
2139 }
2140
2141 public override void RemovePrim(PhysicsActor prim)
2142 {
2143 if (prim is OdePrim)
2144 {
2145 lock (OdeLock)
2146 {
2147 OdePrim p = (OdePrim) prim;
2148
2149 p.setPrimForRemoval();
2150 AddPhysicsActorTaint(prim);
2151 //RemovePrimThreadLocked(p);
2152 }
2153 }
2154 }
2155
2156 /// <summary>
2157 /// This is called from within simulate but outside the locked portion
2158 /// We need to do our own locking here
2159 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2160 ///
2161 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2162 /// that the space was using.
2163 /// </summary>
2164 /// <param name="prim"></param>
2165 public void RemovePrimThreadLocked(OdePrim prim)
2166 {
2167//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2168 lock (prim)
2169 {
2170 remCollisionEventReporting(prim);
2171 lock (ode)
2172 {
2173 if (prim.prim_geom != IntPtr.Zero)
2174 {
2175 prim.ResetTaints();
2176
2177 try
2178 {
2179 if (prim._triMeshData != IntPtr.Zero)
2180 {
2181 d.GeomTriMeshDataDestroy(prim._triMeshData);
2182 prim._triMeshData = IntPtr.Zero;
2183 }
2184 }
2185 catch { };
2186
2187 if (prim.IsPhysical)
2188 {
2189 prim.disableBody();
2190 if (prim.childPrim)
2191 {
2192 prim.childPrim = false;
2193 prim.Body = IntPtr.Zero;
2194 prim.m_disabled = true;
2195 prim.IsPhysical = false;
2196 }
2197
2198 }
2199 // we don't want to remove the main space
2200
2201 // If the geometry is in the targetspace, remove it from the target space
2202 //m_log.Warn(prim.m_targetSpace);
2203
2204 //if (prim.m_targetSpace != IntPtr.Zero)
2205 //{
2206 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2207 //{
2208
2209 //if (d.GeomIsSpace(prim.m_targetSpace))
2210 //{
2211 //waitForSpaceUnlock(prim.m_targetSpace);
2212 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2213 prim.m_targetSpace = IntPtr.Zero;
2214 //}
2215 //else
2216 //{
2217 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2218 //((OdePrim)prim).m_targetSpace.ToString());
2219 //}
2220
2221 //}
2222 //}
2223 //m_log.Warn(prim.prim_geom);
2224 try
2225 {
2226 if (prim.prim_geom != IntPtr.Zero)
2227 {
2228
2229//string tPA;
2230//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2231//Console.WriteLine("**** Remove {0}", tPA);
2232 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2233 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2234 d.GeomDestroy(prim.prim_geom);
2235 prim.prim_geom = IntPtr.Zero;
2236 }
2237 else
2238 {
2239 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2240 }
2241 }
2242 catch (AccessViolationException)
2243 {
2244 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2245 }
2246 lock (_prims)
2247 _prims.Remove(prim);
2248
2249 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2250 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2251 //{
2252 //if (prim.m_targetSpace != null)
2253 //{
2254 //if (d.GeomIsSpace(prim.m_targetSpace))
2255 //{
2256 //waitForSpaceUnlock(prim.m_targetSpace);
2257 //d.SpaceRemove(space, prim.m_targetSpace);
2258 // free up memory used by the space.
2259 //d.SpaceDestroy(prim.m_targetSpace);
2260 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2261 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2262 //}
2263 //else
2264 //{
2265 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2266 //((OdePrim) prim).m_targetSpace.ToString());
2267 //}
2268 //}
2269 //}
2270
2271 if (SupportsNINJAJoints)
2272 {
2273 RemoveAllJointsConnectedToActorThreadLocked(prim);
2274 }
2275 }
2276 }
2277 }
2278 }
2279
2280 #endregion
2281
2282 #region Space Separation Calculation
2283
2284 /// <summary>
2285 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2286 /// </summary>
2287 /// <param name="pSpace"></param>
2288 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2289 {
2290 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2291 {
2292 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2293 {
2294 if (staticPrimspace[x, y] == pSpace)
2295 staticPrimspace[x, y] = IntPtr.Zero;
2296 }
2297 }
2298 }
2299
2300 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2301 {
2302 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2303 }
2304
2305 /// <summary>
2306 /// Called when a static prim moves. Allocates a space for the prim based on its position
2307 /// </summary>
2308 /// <param name="geom">the pointer to the geom that moved</param>
2309 /// <param name="pos">the position that the geom moved to</param>
2310 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2311 /// <returns>a pointer to the new space it's in</returns>
2312 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2313 {
2314 // Called from setting the Position and Size of an ODEPrim so
2315 // it's already in locked space.
2316
2317 // we don't want to remove the main space
2318 // we don't need to test physical here because this function should
2319 // never be called if the prim is physical(active)
2320
2321 // All physical prim end up in the root space
2322 //Thread.Sleep(20);
2323 if (currentspace != space)
2324 {
2325 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2326 //if (currentspace == IntPtr.Zero)
2327 //{
2328 //int adfadf = 0;
2329 //}
2330 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2331 {
2332 if (d.GeomIsSpace(currentspace))
2333 {
2334 waitForSpaceUnlock(currentspace);
2335 d.SpaceRemove(currentspace, geom);
2336 }
2337 else
2338 {
2339 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2340 " Geom:" + geom);
2341 }
2342 }
2343 else
2344 {
2345 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2346 if (sGeomIsIn != IntPtr.Zero)
2347 {
2348 if (d.GeomIsSpace(currentspace))
2349 {
2350 waitForSpaceUnlock(sGeomIsIn);
2351 d.SpaceRemove(sGeomIsIn, geom);
2352 }
2353 else
2354 {
2355 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2356 sGeomIsIn + " Geom:" + geom);
2357 }
2358 }
2359 }
2360
2361 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2362 if (d.SpaceGetNumGeoms(currentspace) == 0)
2363 {
2364 if (currentspace != IntPtr.Zero)
2365 {
2366 if (d.GeomIsSpace(currentspace))
2367 {
2368 waitForSpaceUnlock(currentspace);
2369 waitForSpaceUnlock(space);
2370 d.SpaceRemove(space, currentspace);
2371 // free up memory used by the space.
2372
2373 //d.SpaceDestroy(currentspace);
2374 resetSpaceArrayItemToZero(currentspace);
2375 }
2376 else
2377 {
2378 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2379 currentspace + " Geom:" + geom);
2380 }
2381 }
2382 }
2383 }
2384 else
2385 {
2386 // this is a physical object that got disabled. ;.;
2387 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2388 {
2389 if (d.SpaceQuery(currentspace, geom))
2390 {
2391 if (d.GeomIsSpace(currentspace))
2392 {
2393 waitForSpaceUnlock(currentspace);
2394 d.SpaceRemove(currentspace, geom);
2395 }
2396 else
2397 {
2398 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2399 currentspace + " Geom:" + geom);
2400 }
2401 }
2402 else
2403 {
2404 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2405 if (sGeomIsIn != IntPtr.Zero)
2406 {
2407 if (d.GeomIsSpace(sGeomIsIn))
2408 {
2409 waitForSpaceUnlock(sGeomIsIn);
2410 d.SpaceRemove(sGeomIsIn, geom);
2411 }
2412 else
2413 {
2414 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2415 sGeomIsIn + " Geom:" + geom);
2416 }
2417 }
2418 }
2419 }
2420 }
2421
2422 // The routines in the Position and Size sections do the 'inserting' into the space,
2423 // so all we have to do is make sure that the space that we're putting the prim into
2424 // is in the 'main' space.
2425 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2426 IntPtr newspace = calculateSpaceForGeom(pos);
2427
2428 if (newspace == IntPtr.Zero)
2429 {
2430 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2431 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2432 }
2433
2434 return newspace;
2435 }
2436
2437 /// <summary>
2438 /// Creates a new space at X Y
2439 /// </summary>
2440 /// <param name="iprimspaceArrItemX"></param>
2441 /// <param name="iprimspaceArrItemY"></param>
2442 /// <returns>A pointer to the created space</returns>
2443 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2444 {
2445 // creating a new space for prim and inserting it into main space.
2446 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2447 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2448 waitForSpaceUnlock(space);
2449 d.SpaceSetSublevel(space, 1);
2450 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2451 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2452 }
2453
2454 /// <summary>
2455 /// Calculates the space the prim should be in by its position
2456 /// </summary>
2457 /// <param name="pos"></param>
2458 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2459 public IntPtr calculateSpaceForGeom(Vector3 pos)
2460 {
2461 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2462 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2463 return staticPrimspace[xyspace[0], xyspace[1]];
2464 }
2465
2466 /// <summary>
2467 /// Holds the space allocation logic
2468 /// </summary>
2469 /// <param name="pos"></param>
2470 /// <returns>an array item based on the position</returns>
2471 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2472 {
2473 int[] returnint = new int[2];
2474
2475 returnint[0] = (int) (pos.X/metersInSpace);
2476
2477 if (returnint[0] > ((int) (259f/metersInSpace)))
2478 returnint[0] = ((int) (259f/metersInSpace));
2479 if (returnint[0] < 0)
2480 returnint[0] = 0;
2481
2482 returnint[1] = (int) (pos.Y/metersInSpace);
2483 if (returnint[1] > ((int) (259f/metersInSpace)))
2484 returnint[1] = ((int) (259f/metersInSpace));
2485 if (returnint[1] < 0)
2486 returnint[1] = 0;
2487
2488 return returnint;
2489 }
2490
2491 #endregion
2492
2493 /// <summary>
2494 /// Routine to figure out if we need to mesh this prim with our mesher
2495 /// </summary>
2496 /// <param name="pbs"></param>
2497 /// <returns></returns>
2498 public bool needsMeshing(PrimitiveBaseShape pbs)
2499 {
2500 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2501 // but we still need to check for sculptie meshing being enabled so this is the most
2502 // convenient place to do it for now...
2503
2504 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2505 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2506 int iPropertiesNotSupportedDefault = 0;
2507
2508 if (pbs.SculptEntry && !meshSculptedPrim)
2509 {
2510#if SPAM
2511 m_log.Warn("NonMesh");
2512#endif
2513 return false;
2514 }
2515
2516 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
2517 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
2518 {
2519 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2520 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2521 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2522 {
2523
2524 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2525 && pbs.ProfileHollow == 0
2526 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2527 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2528 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2529 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2530 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2531 {
2532#if SPAM
2533 m_log.Warn("NonMesh");
2534#endif
2535 return false;
2536 }
2537 }
2538 }
2539
2540 if (forceSimplePrimMeshing)
2541 return true;
2542
2543 if (pbs.ProfileHollow != 0)
2544 iPropertiesNotSupportedDefault++;
2545
2546 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2547 iPropertiesNotSupportedDefault++;
2548
2549 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2550 iPropertiesNotSupportedDefault++;
2551
2552 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2553 iPropertiesNotSupportedDefault++;
2554
2555 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2556 iPropertiesNotSupportedDefault++;
2557
2558 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2559 iPropertiesNotSupportedDefault++;
2560
2561 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
2562 iPropertiesNotSupportedDefault++;
2563
2564 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2565 iPropertiesNotSupportedDefault++;
2566
2567 // test for torus
2568 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2569 {
2570 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2571 {
2572 iPropertiesNotSupportedDefault++;
2573 }
2574 }
2575 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2576 {
2577 if (pbs.PathCurve == (byte)Extrusion.Straight)
2578 {
2579 iPropertiesNotSupportedDefault++;
2580 }
2581
2582 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2583 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2584 {
2585 iPropertiesNotSupportedDefault++;
2586 }
2587 }
2588 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2589 {
2590 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2591 {
2592 iPropertiesNotSupportedDefault++;
2593 }
2594 }
2595 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2596 {
2597 if (pbs.PathCurve == (byte)Extrusion.Straight)
2598 {
2599 iPropertiesNotSupportedDefault++;
2600 }
2601 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2602 {
2603 iPropertiesNotSupportedDefault++;
2604 }
2605 }
2606
2607 if (pbs.SculptEntry && meshSculptedPrim)
2608 iPropertiesNotSupportedDefault++;
2609
2610 if (iPropertiesNotSupportedDefault == 0)
2611 {
2612#if SPAM
2613 m_log.Warn("NonMesh");
2614#endif
2615 return false;
2616 }
2617#if SPAM
2618 m_log.Debug("Mesh");
2619#endif
2620 return true;
2621 }
2622
2623 /// <summary>
2624 /// Called after our prim properties are set Scale, position etc.
2625 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2626 /// This assures us that we have no race conditions
2627 /// </summary>
2628 /// <param name="prim"></param>
2629 public override void AddPhysicsActorTaint(PhysicsActor prim)
2630 {
2631
2632 if (prim is OdePrim)
2633 {
2634 OdePrim taintedprim = ((OdePrim) prim);
2635 lock (_taintedPrimLock)
2636 {
2637 if (!(_taintedPrimH.Contains(taintedprim)))
2638 {
2639//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2640 _taintedPrimH.Add(taintedprim); // HashSet for searching
2641 _taintedPrimL.Add(taintedprim); // List for ordered readout
2642 }
2643 }
2644 return;
2645 }
2646 else if (prim is OdeCharacter)
2647 {
2648 OdeCharacter taintedchar = ((OdeCharacter)prim);
2649 lock (_taintedActors)
2650 {
2651 if (!(_taintedActors.Contains(taintedchar)))
2652 {
2653 _taintedActors.Add(taintedchar);
2654 if (taintedchar.bad)
2655 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2656 }
2657 }
2658 }
2659 }
2660
2661 /// <summary>
2662 /// This is our main simulate loop
2663 /// It's thread locked by a Mutex in the scene.
2664 /// It holds Collisions, it instructs ODE to step through the physical reactions
2665 /// It moves the objects around in memory
2666 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2667 /// </summary>
2668 /// <param name="timeStep"></param>
2669 /// <returns></returns>
2670 public override float Simulate(float timeStep)
2671 {
2672 if (framecount >= int.MaxValue)
2673 framecount = 0;
2674 //if (m_worldOffset != Vector3.Zero)
2675 // return 0;
2676
2677 framecount++;
2678
2679 DateTime now = DateTime.UtcNow;
2680 TimeSpan SinceLastFrame = now - m_lastframe;
2681 m_lastframe = now;
2682 float realtime = (float)SinceLastFrame.TotalSeconds;
2683// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2684 timeStep = realtime;
2685
2686 // float fps = 1.0f / realtime;
2687 float fps = 0.0f; // number of ODE steps in this Simulate step
2688 //m_log.Info(timeStep.ToString());
2689 step_time += timeStep;
2690
2691 // If We're loaded down by something else,
2692 // or debugging with the Visual Studio project on pause
2693 // skip a few frames to catch up gracefully.
2694 // without shooting the physicsactors all over the place
2695
2696 if (step_time >= m_SkipFramesAtms)
2697 {
2698 // Instead of trying to catch up, it'll do 5 physics frames only
2699 step_time = ODE_STEPSIZE;
2700 m_physicsiterations = 5;
2701 }
2702 else
2703 {
2704 m_physicsiterations = 10;
2705 }
2706
2707 if (SupportsNINJAJoints)
2708 {
2709 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2710 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2711 }
2712
2713 lock (OdeLock)
2714 {
2715 // Process 10 frames if the sim is running normal..
2716 // process 5 frames if the sim is running slow
2717 //try
2718 //{
2719 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2720 //}
2721 //catch (StackOverflowException)
2722 //{
2723 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2724 // ode.drelease(world);
2725 //base.TriggerPhysicsBasedRestart();
2726 //}
2727
2728 int i = 0;
2729
2730 // Figure out the Frames Per Second we're going at.
2731 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2732
2733 // fps = (step_time / ODE_STEPSIZE) * 1000;
2734 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2735 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2736
2737 // step_time = 0.09375f;
2738
2739 while (step_time > 0.0f)
2740 {
2741 //lock (ode)
2742 //{
2743 //if (!ode.lockquery())
2744 //{
2745 // ode.dlock(world);
2746 try
2747 {
2748 // Insert, remove Characters
2749 bool processedtaints = false;
2750
2751 lock (_taintedActors)
2752 {
2753 if (_taintedActors.Count > 0)
2754 {
2755 foreach (OdeCharacter character in _taintedActors)
2756 {
2757
2758 character.ProcessTaints(ODE_STEPSIZE);
2759
2760 processedtaints = true;
2761 //character.m_collisionscore = 0;
2762 }
2763
2764 if (processedtaints)
2765 _taintedActors.Clear();
2766 }
2767 } // end lock _taintedActors
2768
2769 // Modify other objects in the scene.
2770 processedtaints = false;
2771
2772 lock (_taintedPrimLock)
2773 {
2774 foreach (OdePrim prim in _taintedPrimL)
2775 {
2776 if (prim.m_taintremove)
2777 {
2778 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2779 RemovePrimThreadLocked(prim);
2780 }
2781 else
2782 {
2783 //Console.WriteLine("Simulate calls ProcessTaints");
2784 prim.ProcessTaints(ODE_STEPSIZE);
2785 }
2786 processedtaints = true;
2787 prim.m_collisionscore = 0;
2788
2789 // This loop can block up the Heartbeat for a very long time on large regions.
2790 // We need to let the Watchdog know that the Heartbeat is not dead
2791 // NOTE: This is currently commented out, but if things like OAR loading are
2792 // timing the heartbeat out we will need to uncomment it
2793 //Watchdog.UpdateThread();
2794 }
2795
2796 if (SupportsNINJAJoints)
2797 {
2798 // Create pending joints, if possible
2799
2800 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2801 // a joint requires specifying the body id of both involved bodies
2802 if (pendingJoints.Count > 0)
2803 {
2804 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2805 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2806 foreach (PhysicsJoint joint in pendingJoints)
2807 {
2808 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2809 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2810 System.StringSplitOptions.RemoveEmptyEntries);
2811 List<IntPtr> jointBodies = new List<IntPtr>();
2812 bool allJointBodiesAreReady = true;
2813 foreach (string jointParam in jointParams)
2814 {
2815 if (jointParam == "NULL")
2816 {
2817 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2818 jointBodies.Add(IntPtr.Zero);
2819 }
2820 else
2821 {
2822 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2823 bool foundPrim = false;
2824 lock (_prims)
2825 {
2826 foreach (OdePrim prim in _prims) // FIXME: inefficient
2827 {
2828 if (prim.SOPName == jointParam)
2829 {
2830 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2831 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2832 {
2833 jointBodies.Add(prim.Body);
2834 foundPrim = true;
2835 break;
2836 }
2837 else
2838 {
2839 DoJointErrorMessage(joint, "prim name " + jointParam +
2840 " exists but is not (yet) physical; deferring joint creation. " +
2841 "IsPhysical property is " + prim.IsPhysical +
2842 " and body is " + prim.Body);
2843 foundPrim = false;
2844 break;
2845 }
2846 }
2847 }
2848 }
2849 if (foundPrim)
2850 {
2851 // all is fine
2852 }
2853 else
2854 {
2855 allJointBodiesAreReady = false;
2856 break;
2857 }
2858 }
2859 }
2860 if (allJointBodiesAreReady)
2861 {
2862 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2863 if (jointBodies[0] == jointBodies[1])
2864 {
2865 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2866 }
2867 else
2868 {
2869 switch (joint.Type)
2870 {
2871 case PhysicsJointType.Ball:
2872 {
2873 IntPtr odeJoint;
2874 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2875 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2876 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2877 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2878 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2879 d.JointSetBallAnchor(odeJoint,
2880 joint.Position.X,
2881 joint.Position.Y,
2882 joint.Position.Z);
2883 //DoJointErrorMessage(joint, "ODE joint setting OK");
2884 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2885 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2886 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2887 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2888
2889 if (joint is OdePhysicsJoint)
2890 {
2891 ((OdePhysicsJoint)joint).jointID = odeJoint;
2892 }
2893 else
2894 {
2895 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2896 }
2897 }
2898 break;
2899 case PhysicsJointType.Hinge:
2900 {
2901 IntPtr odeJoint;
2902 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2903 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2904 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2905 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2906 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2907 d.JointSetHingeAnchor(odeJoint,
2908 joint.Position.X,
2909 joint.Position.Y,
2910 joint.Position.Z);
2911 // We use the orientation of the x-axis of the joint's coordinate frame
2912 // as the axis for the hinge.
2913
2914 // Therefore, we must get the joint's coordinate frame based on the
2915 // joint.Rotation field, which originates from the orientation of the
2916 // joint's proxy object in the scene.
2917
2918 // The joint's coordinate frame is defined as the transformation matrix
2919 // that converts a vector from joint-local coordinates into world coordinates.
2920 // World coordinates are defined as the XYZ coordinate system of the sim,
2921 // as shown in the top status-bar of the viewer.
2922
2923 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2924 // and use that as the hinge axis.
2925
2926 //joint.Rotation.Normalize();
2927 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2928
2929 // Now extract the X axis of the joint's coordinate frame.
2930
2931 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2932 // tar pit of transposed, inverted, and generally messed-up orientations.
2933 // (In other words, Matrix4.AtAxis() is borked.)
2934 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2935
2936 // Instead, compute the X axis of the coordinate frame by transforming
2937 // the (1,0,0) vector. At least that works.
2938
2939 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2940 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2941 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2942 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2943 d.JointSetHingeAxis(odeJoint,
2944 jointAxis.X,
2945 jointAxis.Y,
2946 jointAxis.Z);
2947 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2948 if (joint is OdePhysicsJoint)
2949 {
2950 ((OdePhysicsJoint)joint).jointID = odeJoint;
2951 }
2952 else
2953 {
2954 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2955 }
2956 }
2957 break;
2958 }
2959 successfullyProcessedPendingJoints.Add(joint);
2960 }
2961 }
2962 else
2963 {
2964 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2965 }
2966 }
2967 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2968 {
2969 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2970 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2971 InternalRemovePendingJoint(successfullyProcessedJoint);
2972 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2973 InternalAddActiveJoint(successfullyProcessedJoint);
2974 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2975 }
2976 }
2977 } // end SupportsNINJAJoints
2978
2979 if (processedtaints)
2980//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2981 _taintedPrimH.Clear(); // ??? if this only ???
2982 _taintedPrimL.Clear();
2983 } // end lock _taintedPrimLock
2984
2985 // Move characters
2986 lock (_characters)
2987 {
2988 List<OdeCharacter> defects = new List<OdeCharacter>();
2989 foreach (OdeCharacter actor in _characters)
2990 {
2991 if (actor != null)
2992 actor.Move(ODE_STEPSIZE, defects);
2993 }
2994 if (0 != defects.Count)
2995 {
2996 foreach (OdeCharacter defect in defects)
2997 {
2998 RemoveCharacter(defect);
2999 }
3000 }
3001 } // end lock _characters
3002
3003 // Move other active objects
3004 lock (_activeprims)
3005 {
3006 foreach (OdePrim prim in _activeprims)
3007 {
3008 prim.m_collisionscore = 0;
3009 prim.Move(ODE_STEPSIZE);
3010 }
3011 } // end lock _activeprims
3012
3013 //if ((framecount % m_randomizeWater) == 0)
3014 // randomizeWater(waterlevel);
3015
3016 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3017 m_rayCastManager.ProcessQueuedRequests();
3018
3019 collision_optimized(ODE_STEPSIZE);
3020
3021 lock (_collisionEventPrim)
3022 {
3023 foreach (PhysicsActor obj in _collisionEventPrim)
3024 {
3025 if (obj == null)
3026 continue;
3027
3028 switch ((ActorTypes)obj.PhysicsActorType)
3029 {
3030 case ActorTypes.Agent:
3031 OdeCharacter cobj = (OdeCharacter)obj;
3032 cobj.AddCollisionFrameTime(100);
3033 cobj.SendCollisions();
3034 break;
3035 case ActorTypes.Prim:
3036 OdePrim pobj = (OdePrim)obj;
3037 pobj.SendCollisions();
3038 break;
3039 }
3040 }
3041 } // end lock _collisionEventPrim
3042
3043 //if (m_global_contactcount > 5)
3044 //{
3045 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3046 //}
3047
3048 m_global_contactcount = 0;
3049
3050 d.WorldQuickStep(world, ODE_STEPSIZE);
3051 d.JointGroupEmpty(contactgroup);
3052 fps++;
3053 //ode.dunlock(world);
3054 } // end try
3055 catch (Exception e)
3056 {
3057 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3058 ode.dunlock(world);
3059 }
3060
3061 step_time -= ODE_STEPSIZE;
3062 i++;
3063 //}
3064 //else
3065 //{
3066 //fps = 0;
3067 //}
3068 //}
3069 } // end while (step_time > 0.0f)
3070
3071 lock (_characters)
3072 {
3073 foreach (OdeCharacter actor in _characters)
3074 {
3075 if (actor != null)
3076 {
3077 if (actor.bad)
3078 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3079 actor.UpdatePositionAndVelocity();
3080 }
3081 }
3082 }
3083
3084 lock (_badCharacter)
3085 {
3086 if (_badCharacter.Count > 0)
3087 {
3088 foreach (OdeCharacter chr in _badCharacter)
3089 {
3090 RemoveCharacter(chr);
3091 }
3092 _badCharacter.Clear();
3093 }
3094 }
3095
3096 lock (_activeprims)
3097 {
3098 //if (timeStep < 0.2f)
3099 {
3100 foreach (OdePrim actor in _activeprims)
3101 {
3102 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3103 {
3104 actor.UpdatePositionAndVelocity();
3105
3106 if (SupportsNINJAJoints)
3107 {
3108 // If an actor moved, move its joint proxy objects as well.
3109 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3110 // for this purpose but it is never called! So we just do the joint
3111 // movement code here.
3112
3113 if (actor.SOPName != null &&
3114 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3115 joints_connecting_actor[actor.SOPName] != null &&
3116 joints_connecting_actor[actor.SOPName].Count > 0)
3117 {
3118 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3119 {
3120 if (affectedJoint.IsInPhysicsEngine)
3121 {
3122 DoJointMoved(affectedJoint);
3123 }
3124 else
3125 {
3126 DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
3127 }
3128 }
3129 }
3130 }
3131 }
3132 }
3133 }
3134 } // end lock _activeprims
3135
3136 //DumpJointInfo();
3137
3138 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3139 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3140 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3141 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3142 {
3143 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3144 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3145
3146 if (physics_logging_append_existing_logfile)
3147 {
3148 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3149 TextWriter fwriter = File.AppendText(fname);
3150 fwriter.WriteLine(header);
3151 fwriter.Close();
3152 }
3153 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3154 }
3155 } // end lock OdeLock
3156
3157 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3158 } // end Simulate
3159
3160 public override void GetResults()
3161 {
3162 }
3163
3164 public override bool IsThreaded
3165 {
3166 // for now we won't be multithreaded
3167 get { return (false); }
3168 }
3169
3170 #region ODE Specific Terrain Fixes
3171 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3172 {
3173 float[] returnarr = new float[262144];
3174 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3175
3176 // Filling out the array into its multi-dimensional components
3177 for (int y = 0; y < WorldExtents.Y; y++)
3178 {
3179 for (int x = 0; x < WorldExtents.X; x++)
3180 {
3181 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3182 }
3183 }
3184
3185 // Resize using Nearest Neighbour
3186
3187 // This particular way is quick but it only works on a multiple of the original
3188
3189 // The idea behind this method can be described with the following diagrams
3190 // second pass and third pass happen in the same loop really.. just separated
3191 // them to show what this does.
3192
3193 // First Pass
3194 // ResultArr:
3195 // 1,1,1,1,1,1
3196 // 1,1,1,1,1,1
3197 // 1,1,1,1,1,1
3198 // 1,1,1,1,1,1
3199 // 1,1,1,1,1,1
3200 // 1,1,1,1,1,1
3201
3202 // Second Pass
3203 // ResultArr2:
3204 // 1,,1,,1,,1,,1,,1,
3205 // ,,,,,,,,,,
3206 // 1,,1,,1,,1,,1,,1,
3207 // ,,,,,,,,,,
3208 // 1,,1,,1,,1,,1,,1,
3209 // ,,,,,,,,,,
3210 // 1,,1,,1,,1,,1,,1,
3211 // ,,,,,,,,,,
3212 // 1,,1,,1,,1,,1,,1,
3213 // ,,,,,,,,,,
3214 // 1,,1,,1,,1,,1,,1,
3215
3216 // Third pass fills in the blanks
3217 // ResultArr2:
3218 // 1,1,1,1,1,1,1,1,1,1,1,1
3219 // 1,1,1,1,1,1,1,1,1,1,1,1
3220 // 1,1,1,1,1,1,1,1,1,1,1,1
3221 // 1,1,1,1,1,1,1,1,1,1,1,1
3222 // 1,1,1,1,1,1,1,1,1,1,1,1
3223 // 1,1,1,1,1,1,1,1,1,1,1,1
3224 // 1,1,1,1,1,1,1,1,1,1,1,1
3225 // 1,1,1,1,1,1,1,1,1,1,1,1
3226 // 1,1,1,1,1,1,1,1,1,1,1,1
3227 // 1,1,1,1,1,1,1,1,1,1,1,1
3228 // 1,1,1,1,1,1,1,1,1,1,1,1
3229
3230 // X,Y = .
3231 // X+1,y = ^
3232 // X,Y+1 = *
3233 // X+1,Y+1 = #
3234
3235 // Filling in like this;
3236 // .*
3237 // ^#
3238 // 1st .
3239 // 2nd *
3240 // 3rd ^
3241 // 4th #
3242 // on single loop.
3243
3244 float[,] resultarr2 = new float[512, 512];
3245 for (int y = 0; y < WorldExtents.Y; y++)
3246 {
3247 for (int x = 0; x < WorldExtents.X; x++)
3248 {
3249 resultarr2[y * 2, x * 2] = resultarr[y, x];
3250
3251 if (y < WorldExtents.Y)
3252 {
3253 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3254 }
3255 if (x < WorldExtents.X)
3256 {
3257 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3258 }
3259 if (x < WorldExtents.X && y < WorldExtents.Y)
3260 {
3261 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3262 }
3263 }
3264 }
3265
3266 //Flatten out the array
3267 int i = 0;
3268 for (int y = 0; y < 512; y++)
3269 {
3270 for (int x = 0; x < 512; x++)
3271 {
3272 if (resultarr2[y, x] <= 0)
3273 returnarr[i] = 0.0000001f;
3274 else
3275 returnarr[i] = resultarr2[y, x];
3276
3277 i++;
3278 }
3279 }
3280
3281 return returnarr;
3282 }
3283
3284 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3285 {
3286 float[] returnarr = new float[262144];
3287 float[,] resultarr = new float[512,512];
3288
3289 // Filling out the array into its multi-dimensional components
3290 for (int y = 0; y < 256; y++)
3291 {
3292 for (int x = 0; x < 256; x++)
3293 {
3294 resultarr[y, x] = heightMap[y * 256 + x];
3295 }
3296 }
3297
3298 // Resize using interpolation
3299
3300 // This particular way is quick but it only works on a multiple of the original
3301
3302 // The idea behind this method can be described with the following diagrams
3303 // second pass and third pass happen in the same loop really.. just separated
3304 // them to show what this does.
3305
3306 // First Pass
3307 // ResultArr:
3308 // 1,1,1,1,1,1
3309 // 1,1,1,1,1,1
3310 // 1,1,1,1,1,1
3311 // 1,1,1,1,1,1
3312 // 1,1,1,1,1,1
3313 // 1,1,1,1,1,1
3314
3315 // Second Pass
3316 // ResultArr2:
3317 // 1,,1,,1,,1,,1,,1,
3318 // ,,,,,,,,,,
3319 // 1,,1,,1,,1,,1,,1,
3320 // ,,,,,,,,,,
3321 // 1,,1,,1,,1,,1,,1,
3322 // ,,,,,,,,,,
3323 // 1,,1,,1,,1,,1,,1,
3324 // ,,,,,,,,,,
3325 // 1,,1,,1,,1,,1,,1,
3326 // ,,,,,,,,,,
3327 // 1,,1,,1,,1,,1,,1,
3328
3329 // Third pass fills in the blanks
3330 // ResultArr2:
3331 // 1,1,1,1,1,1,1,1,1,1,1,1
3332 // 1,1,1,1,1,1,1,1,1,1,1,1
3333 // 1,1,1,1,1,1,1,1,1,1,1,1
3334 // 1,1,1,1,1,1,1,1,1,1,1,1
3335 // 1,1,1,1,1,1,1,1,1,1,1,1
3336 // 1,1,1,1,1,1,1,1,1,1,1,1
3337 // 1,1,1,1,1,1,1,1,1,1,1,1
3338 // 1,1,1,1,1,1,1,1,1,1,1,1
3339 // 1,1,1,1,1,1,1,1,1,1,1,1
3340 // 1,1,1,1,1,1,1,1,1,1,1,1
3341 // 1,1,1,1,1,1,1,1,1,1,1,1
3342
3343 // X,Y = .
3344 // X+1,y = ^
3345 // X,Y+1 = *
3346 // X+1,Y+1 = #
3347
3348 // Filling in like this;
3349 // .*
3350 // ^#
3351 // 1st .
3352 // 2nd *
3353 // 3rd ^
3354 // 4th #
3355 // on single loop.
3356
3357 float[,] resultarr2 = new float[512,512];
3358 for (int y = 0; y < (int)Constants.RegionSize; y++)
3359 {
3360 for (int x = 0; x < (int)Constants.RegionSize; x++)
3361 {
3362 resultarr2[y*2, x*2] = resultarr[y, x];
3363
3364 if (y < (int)Constants.RegionSize)
3365 {
3366 if (y + 1 < (int)Constants.RegionSize)
3367 {
3368 if (x + 1 < (int)Constants.RegionSize)
3369 {
3370 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3371 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3372 }
3373 else
3374 {
3375 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3376 }
3377 }
3378 else
3379 {
3380 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3381 }
3382 }
3383 if (x < (int)Constants.RegionSize)
3384 {
3385 if (x + 1 < (int)Constants.RegionSize)
3386 {
3387 if (y + 1 < (int)Constants.RegionSize)
3388 {
3389 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3390 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3391 }
3392 else
3393 {
3394 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3395 }
3396 }
3397 else
3398 {
3399 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3400 }
3401 }
3402 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3403 {
3404 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3405 {
3406 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3407 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3408 }
3409 else
3410 {
3411 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3412 }
3413 }
3414 }
3415 }
3416 //Flatten out the array
3417 int i = 0;
3418 for (int y = 0; y < 512; y++)
3419 {
3420 for (int x = 0; x < 512; x++)
3421 {
3422 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3423 {
3424 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3425 resultarr2[y, x] = 0;
3426 }
3427 returnarr[i] = resultarr2[y, x];
3428 i++;
3429 }
3430 }
3431
3432 return returnarr;
3433 }
3434
3435 #endregion
3436
3437 public override void SetTerrain(float[] heightMap)
3438 {
3439 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3440 {
3441 if (m_parentScene is OdeScene)
3442 {
3443 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3444 }
3445 }
3446 else
3447 {
3448 SetTerrain(heightMap, m_worldOffset);
3449 }
3450 }
3451
3452 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3453 {
3454
3455 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3456
3457 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3458 int heightmapHeight = regionsize + 2;
3459
3460 int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
3461 int heightmapHeightSamples = (int)regionsize + 2;
3462
3463 // Array of height samples for ODE
3464 float[] _heightmap;
3465 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3466
3467 // Other ODE parameters
3468 const float scale = 1.0f;
3469 const float offset = 0.0f;
3470 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3471 const int wrap = 0;
3472
3473 float hfmin = 2000f;
3474 float hfmax = -2000f;
3475 float minele = 0.0f; // Dont allow -ve heights
3476
3477 int x = 0;
3478 int y = 0;
3479 int xx = 0;
3480 int yy = 0;
3481
3482 // load the height samples array from the heightMap
3483 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3484 {
3485 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3486 {
3487 xx = x - 1;
3488 if (xx < 0) xx = 0;
3489 if (xx > (regionsize - 1)) xx = regionsize - 1;
3490
3491 yy = y - 1;
3492 if (yy < 0) yy = 0;
3493 if (yy > (regionsize - 1)) yy = regionsize - 1;
3494 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3495 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3496 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3497 if (val < minele) val = minele;
3498 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3499 hfmin = (val < hfmin) ? val : hfmin;
3500 hfmax = (val > hfmax) ? val : hfmax;
3501 }
3502 }
3503
3504 lock (OdeLock)
3505 {
3506 IntPtr GroundGeom = IntPtr.Zero;
3507 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3508 {
3509 RegionTerrain.Remove(pOffset);
3510 if (GroundGeom != IntPtr.Zero)
3511 {
3512 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3513 {
3514 TerrainHeightFieldHeights.Remove(GroundGeom);
3515 }
3516 d.SpaceRemove(space, GroundGeom);
3517 d.GeomDestroy(GroundGeom);
3518 }
3519 }
3520 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3521 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3522 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3523 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3524 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3525 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3526 if (GroundGeom != IntPtr.Zero)
3527 {
3528 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3529 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3530 }
3531 geom_name_map[GroundGeom] = "Terrain";
3532
3533 d.Matrix3 R = new d.Matrix3();
3534
3535 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3536 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3537 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3538
3539 q1 = q1 * q2;
3540 //q1 = q1 * q3;
3541 Vector3 v3;
3542 float angle;
3543 q1.GetAxisAngle(out v3, out angle);
3544
3545 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3546 d.GeomSetRotation(GroundGeom, ref R);
3547 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3548 IntPtr testGround = IntPtr.Zero;
3549 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3550 {
3551 RegionTerrain.Remove(pOffset);
3552 }
3553 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3554 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3555 }
3556 }
3557
3558 public override void DeleteTerrain()
3559 {
3560 }
3561
3562 public float GetWaterLevel()
3563 {
3564 return waterlevel;
3565 }
3566
3567 public override bool SupportsCombining()
3568 {
3569 return true;
3570 }
3571
3572 public override void UnCombine(PhysicsScene pScene)
3573 {
3574 IntPtr localGround = IntPtr.Zero;
3575// float[] localHeightfield;
3576 bool proceed = false;
3577 List<IntPtr> geomDestroyList = new List<IntPtr>();
3578
3579 lock (OdeLock)
3580 {
3581 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3582 {
3583 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3584 {
3585 if (geom == localGround)
3586 {
3587// localHeightfield = TerrainHeightFieldHeights[geom];
3588 proceed = true;
3589 }
3590 else
3591 {
3592 geomDestroyList.Add(geom);
3593 }
3594 }
3595
3596 if (proceed)
3597 {
3598 m_worldOffset = Vector3.Zero;
3599 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3600 m_parentScene = null;
3601
3602 foreach (IntPtr g in geomDestroyList)
3603 {
3604 // removingHeightField needs to be done or the garbage collector will
3605 // collect the terrain data before we tell ODE to destroy it causing
3606 // memory corruption
3607 if (TerrainHeightFieldHeights.ContainsKey(g))
3608 {
3609// float[] removingHeightField = TerrainHeightFieldHeights[g];
3610 TerrainHeightFieldHeights.Remove(g);
3611
3612 if (RegionTerrain.ContainsKey(g))
3613 {
3614 RegionTerrain.Remove(g);
3615 }
3616
3617 d.GeomDestroy(g);
3618 //removingHeightField = new float[0];
3619 }
3620 }
3621
3622 }
3623 else
3624 {
3625 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3626
3627 }
3628 }
3629 }
3630 }
3631
3632 public override void SetWaterLevel(float baseheight)
3633 {
3634 waterlevel = baseheight;
3635 randomizeWater(waterlevel);
3636 }
3637
3638 public void randomizeWater(float baseheight)
3639 {
3640 const uint heightmapWidth = m_regionWidth + 2;
3641 const uint heightmapHeight = m_regionHeight + 2;
3642 const uint heightmapWidthSamples = m_regionWidth + 2;
3643 const uint heightmapHeightSamples = m_regionHeight + 2;
3644 const float scale = 1.0f;
3645 const float offset = 0.0f;
3646 const float thickness = 2.9f;
3647 const int wrap = 0;
3648
3649 for (int i = 0; i < (258 * 258); i++)
3650 {
3651 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3652 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3653 }
3654
3655 lock (OdeLock)
3656 {
3657 if (WaterGeom != IntPtr.Zero)
3658 {
3659 d.SpaceRemove(space, WaterGeom);
3660 }
3661 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3662 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3663 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3664 offset, thickness, wrap);
3665 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3666 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3667 if (WaterGeom != IntPtr.Zero)
3668 {
3669 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3670 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3671
3672 }
3673 geom_name_map[WaterGeom] = "Water";
3674
3675 d.Matrix3 R = new d.Matrix3();
3676
3677 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3678 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3679 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3680
3681 q1 = q1 * q2;
3682 //q1 = q1 * q3;
3683 Vector3 v3;
3684 float angle;
3685 q1.GetAxisAngle(out v3, out angle);
3686
3687 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3688 d.GeomSetRotation(WaterGeom, ref R);
3689 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3690
3691 }
3692
3693 }
3694
3695 public override void Dispose()
3696 {
3697 m_rayCastManager.Dispose();
3698 m_rayCastManager = null;
3699
3700 lock (OdeLock)
3701 {
3702 lock (_prims)
3703 {
3704 foreach (OdePrim prm in _prims)
3705 {
3706 RemovePrim(prm);
3707 }
3708 }
3709
3710 //foreach (OdeCharacter act in _characters)
3711 //{
3712 //RemoveAvatar(act);
3713 //}
3714 d.WorldDestroy(world);
3715 //d.CloseODE();
3716 }
3717 }
3718 public override Dictionary<uint, float> GetTopColliders()
3719 {
3720 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3721 int cnt = 0;
3722 lock (_prims)
3723 {
3724 foreach (OdePrim prm in _prims)
3725 {
3726 if (prm.CollisionScore > 0)
3727 {
3728 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3729 cnt++;
3730 prm.CollisionScore = 0f;
3731 if (cnt > 25)
3732 {
3733 break;
3734 }
3735 }
3736 }
3737 }
3738 return returncolliders;
3739 }
3740
3741 public override bool SupportsRayCast()
3742 {
3743 return true;
3744 }
3745
3746 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3747 {
3748 if (retMethod != null)
3749 {
3750 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3751 }
3752 }
3753
3754#if USE_DRAWSTUFF
3755 // Keyboard callback
3756 public void command(int cmd)
3757 {
3758 IntPtr geom;
3759 d.Mass mass;
3760 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3761
3762
3763
3764 Char ch = Char.ToLower((Char)cmd);
3765 switch ((Char)ch)
3766 {
3767 case 'w':
3768 try
3769 {
3770 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));
3771
3772 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3773 ds.SetViewpoint(ref xyz, ref hpr);
3774 }
3775 catch (ArgumentException)
3776 { hpr.X = 0; }
3777 break;
3778
3779 case 'a':
3780 hpr.X++;
3781 ds.SetViewpoint(ref xyz, ref hpr);
3782 break;
3783
3784 case 's':
3785 try
3786 {
3787 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));
3788
3789 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3790 ds.SetViewpoint(ref xyz, ref hpr);
3791 }
3792 catch (ArgumentException)
3793 { hpr.X = 0; }
3794 break;
3795 case 'd':
3796 hpr.X--;
3797 ds.SetViewpoint(ref xyz, ref hpr);
3798 break;
3799 case 'r':
3800 xyz.Z++;
3801 ds.SetViewpoint(ref xyz, ref hpr);
3802 break;
3803 case 'f':
3804 xyz.Z--;
3805 ds.SetViewpoint(ref xyz, ref hpr);
3806 break;
3807 case 'e':
3808 xyz.Y++;
3809 ds.SetViewpoint(ref xyz, ref hpr);
3810 break;
3811 case 'q':
3812 xyz.Y--;
3813 ds.SetViewpoint(ref xyz, ref hpr);
3814 break;
3815 }
3816 }
3817
3818 public void step(int pause)
3819 {
3820
3821 ds.SetColor(1.0f, 1.0f, 0.0f);
3822 ds.SetTexture(ds.Texture.Wood);
3823 lock (_prims)
3824 {
3825 foreach (OdePrim prm in _prims)
3826 {
3827 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3828 if (prm.prim_geom != IntPtr.Zero)
3829 {
3830 d.Vector3 pos;
3831 d.GeomCopyPosition(prm.prim_geom, out pos);
3832 //d.BodyCopyPosition(body, out pos);
3833
3834 d.Matrix3 R;
3835 d.GeomCopyRotation(prm.prim_geom, out R);
3836 //d.BodyCopyRotation(body, out R);
3837
3838
3839 d.Vector3 sides = new d.Vector3();
3840 sides.X = prm.Size.X;
3841 sides.Y = prm.Size.Y;
3842 sides.Z = prm.Size.Z;
3843
3844 ds.DrawBox(ref pos, ref R, ref sides);
3845 }
3846 }
3847 }
3848 ds.SetColor(1.0f, 0.0f, 0.0f);
3849 lock (_characters)
3850 {
3851 foreach (OdeCharacter chr in _characters)
3852 {
3853 if (chr.Shell != IntPtr.Zero)
3854 {
3855 IntPtr body = d.GeomGetBody(chr.Shell);
3856
3857 d.Vector3 pos;
3858 d.GeomCopyPosition(chr.Shell, out pos);
3859 //d.BodyCopyPosition(body, out pos);
3860
3861 d.Matrix3 R;
3862 d.GeomCopyRotation(chr.Shell, out R);
3863 //d.BodyCopyRotation(body, out R);
3864
3865 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3866 d.Vector3 sides = new d.Vector3();
3867 sides.X = 0.5f;
3868 sides.Y = 0.5f;
3869 sides.Z = 0.5f;
3870
3871 ds.DrawBox(ref pos, ref R, ref sides);
3872 }
3873 }
3874 }
3875 }
3876
3877 public void start(int unused)
3878 {
3879 ds.SetViewpoint(ref xyz, ref hpr);
3880 }
3881#endif
3882 }
3883}