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-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs | 2575 |
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diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs new file mode 100644 index 0000000..3e0ccef --- /dev/null +++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs | |||
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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 SPAM | ||
29 | |||
30 | using System; | ||
31 | using System.Collections.Generic; | ||
32 | using System.Reflection; | ||
33 | using System.Runtime.InteropServices; | ||
34 | using System.Threading; | ||
35 | using System.IO; | ||
36 | using System.Diagnostics; | ||
37 | using log4net; | ||
38 | using Nini.Config; | ||
39 | using OdeAPI; | ||
40 | using OpenSim.Framework; | ||
41 | using OpenSim.Region.Physics.Manager; | ||
42 | using OpenMetaverse; | ||
43 | |||
44 | namespace OpenSim.Region.Physics.OdePlugin | ||
45 | { | ||
46 | public enum StatusIndicators : int | ||
47 | { | ||
48 | Generic = 0, | ||
49 | Start = 1, | ||
50 | End = 2 | ||
51 | } | ||
52 | |||
53 | public struct sCollisionData | ||
54 | { | ||
55 | public uint ColliderLocalId; | ||
56 | public uint CollidedWithLocalId; | ||
57 | public int NumberOfCollisions; | ||
58 | public int CollisionType; | ||
59 | public int StatusIndicator; | ||
60 | public int lastframe; | ||
61 | } | ||
62 | |||
63 | [Flags] | ||
64 | public enum CollisionCategories : int | ||
65 | { | ||
66 | Disabled = 0, | ||
67 | Geom = 0x00000001, | ||
68 | Body = 0x00000002, | ||
69 | Space = 0x00000004, | ||
70 | Character = 0x00000008, | ||
71 | Land = 0x00000010, | ||
72 | Water = 0x00000020, | ||
73 | Wind = 0x00000040, | ||
74 | Sensor = 0x00000080, | ||
75 | Selected = 0x00000100 | ||
76 | } | ||
77 | |||
78 | /// <summary> | ||
79 | /// Material type for a primitive | ||
80 | /// </summary> | ||
81 | public enum Material : int | ||
82 | { | ||
83 | /// <summary></summary> | ||
84 | Stone = 0, | ||
85 | /// <summary></summary> | ||
86 | Metal = 1, | ||
87 | /// <summary></summary> | ||
88 | Glass = 2, | ||
89 | /// <summary></summary> | ||
90 | Wood = 3, | ||
91 | /// <summary></summary> | ||
92 | Flesh = 4, | ||
93 | /// <summary></summary> | ||
94 | Plastic = 5, | ||
95 | /// <summary></summary> | ||
96 | Rubber = 6, | ||
97 | |||
98 | light = 7 // compatibility with old viewers | ||
99 | } | ||
100 | |||
101 | public enum changes : int | ||
102 | { | ||
103 | Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?) | ||
104 | Remove, | ||
105 | Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root | ||
106 | // or removes from a object if arg is null | ||
107 | DeLink, | ||
108 | Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child | ||
109 | Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child | ||
110 | PosOffset, // not in use | ||
111 | // arg Vector3 new position in local coords. Changes prim position in object | ||
112 | OriOffset, // not in use | ||
113 | // arg Vector3 new position in local coords. Changes prim position in object | ||
114 | Velocity, | ||
115 | AngVelocity, | ||
116 | Acceleration, | ||
117 | Force, | ||
118 | Torque, | ||
119 | |||
120 | AddForce, | ||
121 | AddAngForce, | ||
122 | AngLock, | ||
123 | |||
124 | Size, | ||
125 | Shape, | ||
126 | |||
127 | CollidesWater, | ||
128 | VolumeDtc, | ||
129 | |||
130 | Physical, | ||
131 | Phantom, | ||
132 | Selected, | ||
133 | disabled, | ||
134 | building, | ||
135 | |||
136 | VehicleType, | ||
137 | VehicleFloatParam, | ||
138 | VehicleVectorParam, | ||
139 | VehicleRotationParam, | ||
140 | VehicleFlags, | ||
141 | SetVehicle, | ||
142 | |||
143 | Null //keep this last used do dim the methods array. does nothing but pulsing the prim | ||
144 | } | ||
145 | |||
146 | public struct ODEchangeitem | ||
147 | { | ||
148 | public PhysicsActor actor; | ||
149 | public OdeCharacter character; | ||
150 | public changes what; | ||
151 | public Object arg; | ||
152 | } | ||
153 | |||
154 | public class OdeScene : PhysicsScene | ||
155 | { | ||
156 | private readonly ILog m_log; | ||
157 | // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>(); | ||
158 | |||
159 | public bool OdeUbitLib = false; | ||
160 | // private int threadid = 0; | ||
161 | private Random fluidRandomizer = new Random(Environment.TickCount); | ||
162 | |||
163 | const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce; | ||
164 | const float MaxERP = 0.8f; | ||
165 | const float minERP = 0.1f; | ||
166 | const float comumContactCFM = 0.0001f; | ||
167 | |||
168 | float frictionMovementMult = 0.3f; | ||
169 | |||
170 | float TerrainBounce = 0.1f; | ||
171 | float TerrainFriction = 0.3f; | ||
172 | |||
173 | public float AvatarFriction = 0;// 0.9f * 0.5f; | ||
174 | |||
175 | private const uint m_regionWidth = Constants.RegionSize; | ||
176 | private const uint m_regionHeight = Constants.RegionSize; | ||
177 | |||
178 | public float ODE_STEPSIZE = 0.020f; | ||
179 | private float metersInSpace = 25.6f; | ||
180 | private float m_timeDilation = 1.0f; | ||
181 | |||
182 | public float gravityx = 0f; | ||
183 | public float gravityy = 0f; | ||
184 | public float gravityz = -9.8f; | ||
185 | |||
186 | private float waterlevel = 0f; | ||
187 | private int framecount = 0; | ||
188 | |||
189 | internal IntPtr WaterGeom; | ||
190 | |||
191 | public float avPIDD = 2200f; // make it visible | ||
192 | public float avPIDP = 900f; // make it visible | ||
193 | private float avCapRadius = 0.37f; | ||
194 | private float avDensity = 3f; | ||
195 | private float avMovementDivisorWalk = 1.3f; | ||
196 | private float avMovementDivisorRun = 0.8f; | ||
197 | private float minimumGroundFlightOffset = 3f; | ||
198 | public float maximumMassObject = 10000.01f; | ||
199 | |||
200 | public bool meshSculptedPrim = true; | ||
201 | public bool forceSimplePrimMeshing = false; | ||
202 | |||
203 | public float meshSculptLOD = 32; | ||
204 | public float MeshSculptphysicalLOD = 32; | ||
205 | |||
206 | public float geomDefaultDensity = 10.000006836f; | ||
207 | |||
208 | public int geomContactPointsStartthrottle = 3; | ||
209 | public int geomUpdatesPerThrottledUpdate = 15; | ||
210 | |||
211 | public float bodyPIDD = 35f; | ||
212 | public float bodyPIDG = 25; | ||
213 | |||
214 | // public int geomCrossingFailuresBeforeOutofbounds = 6; | ||
215 | |||
216 | public int bodyFramesAutoDisable = 20; | ||
217 | |||
218 | private float[] _watermap; | ||
219 | |||
220 | private d.NearCallback nearCallback; | ||
221 | |||
222 | private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>(); | ||
223 | private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>(); | ||
224 | private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>(); | ||
225 | private readonly HashSet<OdePrim> _activegroups = new HashSet<OdePrim>(); | ||
226 | |||
227 | public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>(); | ||
228 | |||
229 | /// <summary> | ||
230 | /// A list of actors that should receive collision events. | ||
231 | /// </summary> | ||
232 | private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); | ||
233 | |||
234 | private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>(); | ||
235 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); | ||
236 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); | ||
237 | |||
238 | private float contactsurfacelayer = 0.002f; | ||
239 | |||
240 | private int contactsPerCollision = 80; | ||
241 | internal IntPtr ContactgeomsArray = IntPtr.Zero; | ||
242 | private IntPtr GlobalContactsArray = IntPtr.Zero; | ||
243 | |||
244 | const int maxContactsbeforedeath = 4000; | ||
245 | private volatile int m_global_contactcount = 0; | ||
246 | |||
247 | |||
248 | private readonly IntPtr contactgroup; | ||
249 | |||
250 | public ContactData[] m_materialContactsData = new ContactData[8]; | ||
251 | |||
252 | private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>(); | ||
253 | private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>(); | ||
254 | private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>(); | ||
255 | |||
256 | private int m_physicsiterations = 10; | ||
257 | private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag | ||
258 | private readonly PhysicsActor PANull = new NullPhysicsActor(); | ||
259 | private float step_time = 0.0f; | ||
260 | |||
261 | public IntPtr world; | ||
262 | |||
263 | private uint obj2LocalID = 0; | ||
264 | private OdeCharacter cc1; | ||
265 | private OdePrim cp1; | ||
266 | private OdeCharacter cc2; | ||
267 | private OdePrim cp2; | ||
268 | |||
269 | // split the spaces acording to contents type | ||
270 | // ActiveSpace contains characters and active prims | ||
271 | // StaticSpace contains land and other that is mostly static in enviroment | ||
272 | // this can contain subspaces, like the grid in staticspace | ||
273 | // as now space only contains this 2 top spaces | ||
274 | |||
275 | public IntPtr TopSpace; // the global space | ||
276 | public IntPtr ActiveSpace; // space for active prims | ||
277 | public IntPtr StaticSpace; // space for the static things around | ||
278 | |||
279 | // some speedup variables | ||
280 | private int spaceGridMaxX; | ||
281 | private int spaceGridMaxY; | ||
282 | private float spacesPerMeter; | ||
283 | |||
284 | // split static geometry collision into a grid as before | ||
285 | private IntPtr[,] staticPrimspace; | ||
286 | |||
287 | private Object OdeLock; | ||
288 | private static Object SimulationLock; | ||
289 | |||
290 | public IMesher mesher; | ||
291 | |||
292 | private IConfigSource m_config; | ||
293 | |||
294 | public bool physics_logging = false; | ||
295 | public int physics_logging_interval = 0; | ||
296 | public bool physics_logging_append_existing_logfile = false; | ||
297 | |||
298 | private Vector3 m_worldOffset = Vector3.Zero; | ||
299 | public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
300 | private PhysicsScene m_parentScene = null; | ||
301 | |||
302 | private ODERayCastRequestManager m_rayCastManager; | ||
303 | |||
304 | |||
305 | /* maybe needed if ode uses tls | ||
306 | private void checkThread() | ||
307 | { | ||
308 | |||
309 | int th = Thread.CurrentThread.ManagedThreadId; | ||
310 | if(th != threadid) | ||
311 | { | ||
312 | threadid = th; | ||
313 | d.AllocateODEDataForThread(~0U); | ||
314 | } | ||
315 | } | ||
316 | */ | ||
317 | /// <summary> | ||
318 | /// Initiailizes the scene | ||
319 | /// Sets many properties that ODE requires to be stable | ||
320 | /// These settings need to be tweaked 'exactly' right or weird stuff happens. | ||
321 | /// </summary> | ||
322 | public OdeScene(string sceneIdentifier) | ||
323 | { | ||
324 | m_log | ||
325 | = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier); | ||
326 | |||
327 | // checkThread(); | ||
328 | Name = sceneIdentifier; | ||
329 | |||
330 | OdeLock = new Object(); | ||
331 | SimulationLock = new Object(); | ||
332 | |||
333 | nearCallback = near; | ||
334 | |||
335 | m_rayCastManager = new ODERayCastRequestManager(this); | ||
336 | lock (OdeLock) | ||
337 | { | ||
338 | // Create the world and the first space | ||
339 | try | ||
340 | { | ||
341 | world = d.WorldCreate(); | ||
342 | TopSpace = d.HashSpaceCreate(IntPtr.Zero); | ||
343 | |||
344 | // now the major subspaces | ||
345 | ActiveSpace = d.HashSpaceCreate(TopSpace); | ||
346 | StaticSpace = d.HashSpaceCreate(TopSpace); | ||
347 | } | ||
348 | catch | ||
349 | { | ||
350 | // i must RtC#FM | ||
351 | } | ||
352 | |||
353 | d.HashSpaceSetLevels(TopSpace, -2, 8); // cell sizes from .25 to 256 ?? need check what this really does | ||
354 | d.HashSpaceSetLevels(ActiveSpace, -2, 8); | ||
355 | d.HashSpaceSetLevels(StaticSpace, -2, 8); | ||
356 | |||
357 | // demote to second level | ||
358 | d.SpaceSetSublevel(ActiveSpace, 1); | ||
359 | d.SpaceSetSublevel(StaticSpace, 1); | ||
360 | |||
361 | contactgroup = d.JointGroupCreate(0); | ||
362 | //contactgroup | ||
363 | |||
364 | d.WorldSetAutoDisableFlag(world, false); | ||
365 | } | ||
366 | |||
367 | _watermap = new float[258 * 258]; | ||
368 | } | ||
369 | |||
370 | // Initialize the mesh plugin | ||
371 | // public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region ) | ||
372 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
373 | { | ||
374 | // checkThread(); | ||
375 | mesher = meshmerizer; | ||
376 | m_config = config; | ||
377 | |||
378 | string ode_config = d.GetConfiguration("ODE"); | ||
379 | m_log.WarnFormat("ODE configuration: {0}", ode_config); | ||
380 | |||
381 | if (ode_config.Contains("ODE_Ubit")) | ||
382 | { | ||
383 | OdeUbitLib = true; | ||
384 | } | ||
385 | |||
386 | /* | ||
387 | if (region != null) | ||
388 | { | ||
389 | WorldExtents.X = region.RegionSizeX; | ||
390 | WorldExtents.Y = region.RegionSizeY; | ||
391 | } | ||
392 | */ | ||
393 | |||
394 | // Defaults | ||
395 | |||
396 | int contactsPerCollision = 80; | ||
397 | |||
398 | if (m_config != null) | ||
399 | { | ||
400 | IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"]; | ||
401 | if (physicsconfig != null) | ||
402 | { | ||
403 | gravityx = physicsconfig.GetFloat("world_gravityx", gravityx); | ||
404 | gravityy = physicsconfig.GetFloat("world_gravityy", gravityy); | ||
405 | gravityz = physicsconfig.GetFloat("world_gravityz", gravityz); | ||
406 | |||
407 | metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace); | ||
408 | |||
409 | contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer); | ||
410 | |||
411 | ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE); | ||
412 | m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations); | ||
413 | |||
414 | avDensity = physicsconfig.GetFloat("av_density", avDensity); | ||
415 | avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk); | ||
416 | avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun); | ||
417 | avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius); | ||
418 | |||
419 | contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision); | ||
420 | |||
421 | geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); | ||
422 | geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); | ||
423 | // geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); | ||
424 | |||
425 | geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity); | ||
426 | bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable); | ||
427 | |||
428 | bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD); | ||
429 | bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG); | ||
430 | |||
431 | forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing); | ||
432 | meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim); | ||
433 | meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD); | ||
434 | MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD); | ||
435 | |||
436 | if (Environment.OSVersion.Platform == PlatformID.Unix) | ||
437 | { | ||
438 | avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD); | ||
439 | avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", avPIDP); | ||
440 | } | ||
441 | else | ||
442 | { | ||
443 | avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD); | ||
444 | avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP); | ||
445 | } | ||
446 | |||
447 | physics_logging = physicsconfig.GetBoolean("physics_logging", false); | ||
448 | physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0); | ||
449 | physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false); | ||
450 | |||
451 | minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset); | ||
452 | maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject); | ||
453 | } | ||
454 | } | ||
455 | |||
456 | ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf); | ||
457 | GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf); | ||
458 | |||
459 | m_materialContactsData[(int)Material.Stone].mu = 0.8f; | ||
460 | m_materialContactsData[(int)Material.Stone].bounce = 0.4f; | ||
461 | |||
462 | m_materialContactsData[(int)Material.Metal].mu = 0.3f; | ||
463 | m_materialContactsData[(int)Material.Metal].bounce = 0.4f; | ||
464 | |||
465 | m_materialContactsData[(int)Material.Glass].mu = 0.2f; | ||
466 | m_materialContactsData[(int)Material.Glass].bounce = 0.7f; | ||
467 | |||
468 | m_materialContactsData[(int)Material.Wood].mu = 0.6f; | ||
469 | m_materialContactsData[(int)Material.Wood].bounce = 0.5f; | ||
470 | |||
471 | m_materialContactsData[(int)Material.Flesh].mu = 0.9f; | ||
472 | m_materialContactsData[(int)Material.Flesh].bounce = 0.3f; | ||
473 | |||
474 | m_materialContactsData[(int)Material.Plastic].mu = 0.4f; | ||
475 | m_materialContactsData[(int)Material.Plastic].bounce = 0.7f; | ||
476 | |||
477 | m_materialContactsData[(int)Material.Rubber].mu = 0.9f; | ||
478 | m_materialContactsData[(int)Material.Rubber].bounce = 0.95f; | ||
479 | |||
480 | m_materialContactsData[(int)Material.light].mu = 0.0f; | ||
481 | m_materialContactsData[(int)Material.light].bounce = 0.0f; | ||
482 | |||
483 | // Set the gravity,, don't disable things automatically (we set it explicitly on some things) | ||
484 | |||
485 | d.WorldSetGravity(world, gravityx, gravityy, gravityz); | ||
486 | d.WorldSetContactSurfaceLayer(world, contactsurfacelayer); | ||
487 | |||
488 | d.WorldSetLinearDamping(world, 0.001f); | ||
489 | d.WorldSetAngularDamping(world, 0.001f); | ||
490 | d.WorldSetAngularDampingThreshold(world, 0f); | ||
491 | d.WorldSetLinearDampingThreshold(world, 0f); | ||
492 | d.WorldSetMaxAngularSpeed(world, 256f); | ||
493 | |||
494 | d.WorldSetCFM(world,1e-6f); // a bit harder than default | ||
495 | //d.WorldSetCFM(world, 1e-4f); // a bit harder than default | ||
496 | d.WorldSetERP(world, 0.6f); // higher than original | ||
497 | |||
498 | // Set how many steps we go without running collision testing | ||
499 | // This is in addition to the step size. | ||
500 | // Essentially Steps * m_physicsiterations | ||
501 | d.WorldSetQuickStepNumIterations(world, m_physicsiterations); | ||
502 | d.WorldSetContactMaxCorrectingVel(world, 100.0f); | ||
503 | |||
504 | spacesPerMeter = 1 / metersInSpace; | ||
505 | spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter); | ||
506 | spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter); | ||
507 | |||
508 | staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY]; | ||
509 | |||
510 | // create all spaces now | ||
511 | int i, j; | ||
512 | IntPtr newspace; | ||
513 | for (i = 0; i < spaceGridMaxX; i++) | ||
514 | for (j = 0; j < spaceGridMaxY; j++) | ||
515 | { | ||
516 | newspace = d.HashSpaceCreate(StaticSpace); | ||
517 | d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space); | ||
518 | waitForSpaceUnlock(newspace); | ||
519 | d.SpaceSetSublevel(newspace, 2); | ||
520 | d.HashSpaceSetLevels(newspace, -2, 8); | ||
521 | staticPrimspace[i, j] = newspace; | ||
522 | } | ||
523 | // let this now be real maximum values | ||
524 | spaceGridMaxX--; | ||
525 | spaceGridMaxY--; | ||
526 | } | ||
527 | |||
528 | internal void waitForSpaceUnlock(IntPtr space) | ||
529 | { | ||
530 | //if (space != IntPtr.Zero) | ||
531 | //while (d.SpaceLockQuery(space)) { } // Wait and do nothing | ||
532 | } | ||
533 | |||
534 | #region Collision Detection | ||
535 | |||
536 | // sets a global contact for a joint for contactgeom , and base contact description) | ||
537 | |||
538 | private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale) | ||
539 | { | ||
540 | if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath) | ||
541 | return IntPtr.Zero; | ||
542 | |||
543 | float erp = contactGeom.depth; | ||
544 | erp *= erpscale; | ||
545 | if (erp < minERP) | ||
546 | erp = minERP; | ||
547 | else if (erp > MaxERP) | ||
548 | erp = MaxERP; | ||
549 | |||
550 | float depth = contactGeom.depth * dscale; | ||
551 | if (depth > 0.5f) | ||
552 | depth = 0.5f; | ||
553 | |||
554 | d.Contact newcontact = new d.Contact(); | ||
555 | newcontact.geom.depth = depth; | ||
556 | newcontact.geom.g1 = contactGeom.g1; | ||
557 | newcontact.geom.g2 = contactGeom.g2; | ||
558 | newcontact.geom.pos = contactGeom.pos; | ||
559 | newcontact.geom.normal = contactGeom.normal; | ||
560 | newcontact.geom.side1 = contactGeom.side1; | ||
561 | newcontact.geom.side2 = contactGeom.side2; | ||
562 | |||
563 | // this needs bounce also | ||
564 | newcontact.surface.mode = comumContactFlags; | ||
565 | newcontact.surface.mu = mu; | ||
566 | newcontact.surface.bounce = bounce; | ||
567 | newcontact.surface.soft_cfm = cfm; | ||
568 | newcontact.surface.soft_erp = erp; | ||
569 | |||
570 | IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf)); | ||
571 | Marshal.StructureToPtr(newcontact, contact, true); | ||
572 | return d.JointCreateContactPtr(world, contactgroup, contact); | ||
573 | } | ||
574 | |||
575 | |||
576 | |||
577 | private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom) | ||
578 | { | ||
579 | if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision) | ||
580 | return false; | ||
581 | |||
582 | IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf)); | ||
583 | newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom)); | ||
584 | return true; | ||
585 | } | ||
586 | |||
587 | /// <summary> | ||
588 | /// This is our near callback. A geometry is near a body | ||
589 | /// </summary> | ||
590 | /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param> | ||
591 | /// <param name="g1">a geometry or space</param> | ||
592 | /// <param name="g2">another geometry or space</param> | ||
593 | /// | ||
594 | |||
595 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | ||
596 | { | ||
597 | // no lock here! It's invoked from within Simulate(), which is thread-locked | ||
598 | |||
599 | if (m_global_contactcount >= maxContactsbeforedeath) | ||
600 | return; | ||
601 | |||
602 | // Test if we're colliding a geom with a space. | ||
603 | // If so we have to drill down into the space recursively | ||
604 | |||
605 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
606 | return; | ||
607 | |||
608 | if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) | ||
609 | { | ||
610 | // We'll be calling near recursivly if one | ||
611 | // of them is a space to find all of the | ||
612 | // contact points in the space | ||
613 | try | ||
614 | { | ||
615 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); | ||
616 | } | ||
617 | catch (AccessViolationException) | ||
618 | { | ||
619 | m_log.Warn("[PHYSICS]: Unable to collide test a space"); | ||
620 | return; | ||
621 | } | ||
622 | //here one should check collisions of geoms inside a space | ||
623 | // but on each space we only should have geoms that not colide amoung each other | ||
624 | // so we don't dig inside spaces | ||
625 | return; | ||
626 | } | ||
627 | |||
628 | // get geom bodies to check if we already a joint contact | ||
629 | // guess this shouldn't happen now | ||
630 | IntPtr b1 = d.GeomGetBody(g1); | ||
631 | IntPtr b2 = d.GeomGetBody(g2); | ||
632 | |||
633 | // d.GeomClassID id = d.GeomGetClass(g1); | ||
634 | |||
635 | // Figure out how many contact points we have | ||
636 | int count = 0; | ||
637 | try | ||
638 | { | ||
639 | // Colliding Geom To Geom | ||
640 | // This portion of the function 'was' blatantly ripped off from BoxStack.cs | ||
641 | |||
642 | if (g1 == g2) | ||
643 | return; // Can't collide with yourself | ||
644 | |||
645 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) | ||
646 | return; | ||
647 | |||
648 | count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf); | ||
649 | } | ||
650 | catch (SEHException) | ||
651 | { | ||
652 | 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."); | ||
653 | // ode.drelease(world); | ||
654 | base.TriggerPhysicsBasedRestart(); | ||
655 | } | ||
656 | catch (Exception e) | ||
657 | { | ||
658 | m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message); | ||
659 | return; | ||
660 | } | ||
661 | |||
662 | // id contacts done | ||
663 | if (count == 0) | ||
664 | return; | ||
665 | |||
666 | // try get physical actors | ||
667 | PhysicsActor p1; | ||
668 | PhysicsActor p2; | ||
669 | |||
670 | if (!actor_name_map.TryGetValue(g1, out p1)) | ||
671 | { | ||
672 | p1 = PANull; | ||
673 | } | ||
674 | |||
675 | if (!actor_name_map.TryGetValue(g2, out p2)) | ||
676 | { | ||
677 | p2 = PANull; | ||
678 | } | ||
679 | |||
680 | // update actors collision score | ||
681 | if (p1.CollisionScore >= float.MaxValue - count) | ||
682 | p1.CollisionScore = 0; | ||
683 | p1.CollisionScore += count; | ||
684 | |||
685 | if (p2.CollisionScore >= float.MaxValue - count) | ||
686 | p2.CollisionScore = 0; | ||
687 | p2.CollisionScore += count; | ||
688 | |||
689 | |||
690 | // get first contact | ||
691 | d.ContactGeom curContact = new d.ContactGeom(); | ||
692 | if (!GetCurContactGeom(0, ref curContact)) | ||
693 | return; | ||
694 | // for now it's the one with max depth | ||
695 | ContactPoint maxDepthContact = new ContactPoint( | ||
696 | new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z), | ||
697 | new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z), | ||
698 | curContact.depth | ||
699 | ); | ||
700 | // do volume detection case | ||
701 | if ( | ||
702 | (p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect) || | ||
703 | (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect)) | ||
704 | { | ||
705 | collision_accounting_events(p1, p2, maxDepthContact); | ||
706 | return; | ||
707 | } | ||
708 | |||
709 | // big messy collision analises | ||
710 | float mu = 0; | ||
711 | float bounce = 0; | ||
712 | float cfm = 0.0001f; | ||
713 | float erp = 0.1f; | ||
714 | float erpscale = 1.0f; | ||
715 | float dscale = 1.0f; | ||
716 | bool IgnoreNegSides = false; | ||
717 | |||
718 | |||
719 | ContactData contactdata1 = new ContactData(0, 0, false); | ||
720 | ContactData contactdata2 = new ContactData(0, 0, false); | ||
721 | |||
722 | String name = null; | ||
723 | bool dop1foot = false; | ||
724 | bool dop2foot = false; | ||
725 | bool ignore = false; | ||
726 | |||
727 | switch (p1.PhysicsActorType) | ||
728 | { | ||
729 | case (int)ActorTypes.Agent: | ||
730 | { | ||
731 | bounce = 0; | ||
732 | mu = 0; | ||
733 | cfm = 0.0001f; | ||
734 | |||
735 | switch (p2.PhysicsActorType) | ||
736 | { | ||
737 | case (int)ActorTypes.Agent: | ||
738 | /* | ||
739 | p1.getContactData(ref contactdata1); | ||
740 | p2.getContactData(ref contactdata2); | ||
741 | |||
742 | mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); | ||
743 | |||
744 | if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f)) | ||
745 | mu *= frictionMovementMult; | ||
746 | */ | ||
747 | p1.CollidingObj = true; | ||
748 | p2.CollidingObj = true; | ||
749 | break; | ||
750 | case (int)ActorTypes.Prim: | ||
751 | /* | ||
752 | p1.getContactData(ref contactdata1); | ||
753 | p2.getContactData(ref contactdata2); | ||
754 | |||
755 | |||
756 | mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); | ||
757 | |||
758 | if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f)) | ||
759 | mu *= frictionMovementMult; | ||
760 | */ | ||
761 | if (p2.Velocity.LengthSquared() > 0.0f) | ||
762 | p2.CollidingObj = true; | ||
763 | |||
764 | dop1foot = true; | ||
765 | break; | ||
766 | default: | ||
767 | ignore = true; // avatar to terrain and water ignored | ||
768 | break; | ||
769 | } | ||
770 | break; | ||
771 | } | ||
772 | |||
773 | case (int)ActorTypes.Prim: | ||
774 | switch (p2.PhysicsActorType) | ||
775 | { | ||
776 | case (int)ActorTypes.Agent: | ||
777 | // p1.getContactData(ref contactdata1); | ||
778 | // p2.getContactData(ref contactdata2); | ||
779 | |||
780 | bounce = 0; | ||
781 | mu = 0; | ||
782 | cfm = 0.0001f; | ||
783 | /* | ||
784 | mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); | ||
785 | |||
786 | if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f)) | ||
787 | mu *= frictionMovementMult; | ||
788 | */ | ||
789 | dop2foot = true; | ||
790 | if (p1.Velocity.LengthSquared() > 0.0f) | ||
791 | p1.CollidingObj = true; | ||
792 | break; | ||
793 | case (int)ActorTypes.Prim: | ||
794 | if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f) | ||
795 | { | ||
796 | p1.CollidingObj = true; | ||
797 | p2.CollidingObj = true; | ||
798 | } | ||
799 | p1.getContactData(ref contactdata1); | ||
800 | p2.getContactData(ref contactdata2); | ||
801 | bounce = contactdata1.bounce * contactdata2.bounce; | ||
802 | mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); | ||
803 | |||
804 | cfm = p1.Mass; | ||
805 | if (cfm > p2.Mass) | ||
806 | cfm = p2.Mass; | ||
807 | dscale = 10 / cfm; | ||
808 | dscale = (float)Math.Sqrt(dscale); | ||
809 | if (dscale > 1.0f) | ||
810 | dscale = 1.0f; | ||
811 | erpscale = cfm * 0.01f; | ||
812 | cfm = 0.0001f / cfm; | ||
813 | if (cfm > 0.01f) | ||
814 | cfm = 0.01f; | ||
815 | |||
816 | if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f)) | ||
817 | mu *= frictionMovementMult; | ||
818 | |||
819 | break; | ||
820 | default: | ||
821 | if (geom_name_map.TryGetValue(g2, out name)) | ||
822 | { | ||
823 | if (name == "Terrain") | ||
824 | { | ||
825 | p1.getContactData(ref contactdata1); | ||
826 | bounce = contactdata1.bounce * TerrainBounce; | ||
827 | mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction); | ||
828 | if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f) | ||
829 | mu *= frictionMovementMult; | ||
830 | p1.CollidingGround = true; | ||
831 | |||
832 | cfm = p1.Mass; | ||
833 | dscale = 10 / cfm; | ||
834 | dscale = (float)Math.Sqrt(dscale); | ||
835 | if (dscale > 1.0f) | ||
836 | dscale = 1.0f; | ||
837 | erpscale = cfm * 0.01f; | ||
838 | cfm = 0.0001f / cfm; | ||
839 | if (cfm > 0.01f) | ||
840 | cfm = 0.01f; | ||
841 | |||
842 | if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass) | ||
843 | { | ||
844 | if (curContact.side1 > 0) | ||
845 | IgnoreNegSides = true; | ||
846 | } | ||
847 | |||
848 | } | ||
849 | else if (name == "Water") | ||
850 | { | ||
851 | ignore = true; | ||
852 | } | ||
853 | } | ||
854 | else | ||
855 | ignore=true; | ||
856 | break; | ||
857 | } | ||
858 | break; | ||
859 | |||
860 | default: | ||
861 | if (geom_name_map.TryGetValue(g1, out name)) | ||
862 | { | ||
863 | if (name == "Terrain") | ||
864 | { | ||
865 | if (p2.PhysicsActorType == (int)ActorTypes.Prim) | ||
866 | { | ||
867 | p2.CollidingGround = true; | ||
868 | p2.getContactData(ref contactdata2); | ||
869 | bounce = contactdata2.bounce * TerrainBounce; | ||
870 | mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction); | ||
871 | |||
872 | cfm = p2.Mass; | ||
873 | dscale = 10 / cfm; | ||
874 | dscale = (float)Math.Sqrt(dscale); | ||
875 | |||
876 | if (dscale > 1.0f) | ||
877 | dscale = 1.0f; | ||
878 | |||
879 | erpscale = cfm * 0.01f; | ||
880 | cfm = 0.0001f / cfm; | ||
881 | if (cfm > 0.01f) | ||
882 | cfm = 0.01f; | ||
883 | |||
884 | if (curContact.side1 > 0) // should be 2 ? | ||
885 | IgnoreNegSides = true; | ||
886 | |||
887 | if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f) | ||
888 | mu *= frictionMovementMult; | ||
889 | } | ||
890 | else | ||
891 | ignore = true; | ||
892 | |||
893 | } | ||
894 | else if (name == "Water" && | ||
895 | (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent)) | ||
896 | { | ||
897 | ignore = true; | ||
898 | } | ||
899 | } | ||
900 | else | ||
901 | ignore = true; | ||
902 | break; | ||
903 | } | ||
904 | |||
905 | if (ignore) | ||
906 | return; | ||
907 | |||
908 | IntPtr Joint; | ||
909 | |||
910 | int i = 0; | ||
911 | while(true) | ||
912 | { | ||
913 | |||
914 | if (IgnoreNegSides && curContact.side1 < 0) | ||
915 | { | ||
916 | if (++i >= count) | ||
917 | break; | ||
918 | |||
919 | if (!GetCurContactGeom(i, ref curContact)) | ||
920 | break; | ||
921 | } | ||
922 | else | ||
923 | |||
924 | { | ||
925 | if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f) | ||
926 | p1.IsColliding = true; | ||
927 | if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f) | ||
928 | p2.IsColliding = true; | ||
929 | |||
930 | Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale); | ||
931 | d.JointAttach(Joint, b1, b2); | ||
932 | |||
933 | if (++m_global_contactcount >= maxContactsbeforedeath) | ||
934 | break; | ||
935 | |||
936 | if (++i >= count) | ||
937 | break; | ||
938 | |||
939 | if (!GetCurContactGeom(i, ref curContact)) | ||
940 | break; | ||
941 | |||
942 | if (curContact.depth > maxDepthContact.PenetrationDepth) | ||
943 | { | ||
944 | maxDepthContact.Position.X = curContact.pos.X; | ||
945 | maxDepthContact.Position.Y = curContact.pos.Y; | ||
946 | maxDepthContact.Position.Z = curContact.pos.Z; | ||
947 | maxDepthContact.SurfaceNormal.X = curContact.normal.X; | ||
948 | maxDepthContact.SurfaceNormal.Y = curContact.normal.Y; | ||
949 | maxDepthContact.SurfaceNormal.Z = curContact.normal.Z; | ||
950 | maxDepthContact.PenetrationDepth = curContact.depth; | ||
951 | } | ||
952 | } | ||
953 | } | ||
954 | |||
955 | collision_accounting_events(p1, p2, maxDepthContact); | ||
956 | |||
957 | /* | ||
958 | if (notskipedcount > geomContactPointsStartthrottle) | ||
959 | { | ||
960 | // If there are more then 3 contact points, it's likely | ||
961 | // that we've got a pile of objects, so ... | ||
962 | // We don't want to send out hundreds of terse updates over and over again | ||
963 | // so lets throttle them and send them again after it's somewhat sorted out. | ||
964 | this needs checking so out for now | ||
965 | if (b1 != IntPtr.Zero) | ||
966 | p1.ThrottleUpdates = true; | ||
967 | if (b2 != IntPtr.Zero) | ||
968 | p2.ThrottleUpdates = true; | ||
969 | |||
970 | } | ||
971 | */ | ||
972 | } | ||
973 | |||
974 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact) | ||
975 | { | ||
976 | // obj1LocalID = 0; | ||
977 | //returncollisions = false; | ||
978 | obj2LocalID = 0; | ||
979 | //ctype = 0; | ||
980 | //cStartStop = 0; | ||
981 | if (!(p2.SubscribedEvents() || p1.SubscribedEvents())) | ||
982 | return; | ||
983 | |||
984 | switch ((ActorTypes)p1.PhysicsActorType) | ||
985 | { | ||
986 | case ActorTypes.Agent: | ||
987 | cc1 = (OdeCharacter)p1; | ||
988 | switch ((ActorTypes)p2.PhysicsActorType) | ||
989 | { | ||
990 | case ActorTypes.Agent: | ||
991 | cc2 = (OdeCharacter)p2; | ||
992 | obj2LocalID = cc2.m_localID; | ||
993 | if (p2.SubscribedEvents()) | ||
994 | cc2.AddCollisionEvent(cc1.m_localID, contact); | ||
995 | break; | ||
996 | |||
997 | case ActorTypes.Prim: | ||
998 | if (p2 is OdePrim) | ||
999 | { | ||
1000 | cp2 = (OdePrim)p2; | ||
1001 | obj2LocalID = cp2.m_localID; | ||
1002 | if (p2.SubscribedEvents()) | ||
1003 | cp2.AddCollisionEvent(cc1.m_localID, contact); | ||
1004 | } | ||
1005 | break; | ||
1006 | |||
1007 | case ActorTypes.Ground: | ||
1008 | case ActorTypes.Unknown: | ||
1009 | default: | ||
1010 | obj2LocalID = 0; | ||
1011 | break; | ||
1012 | } | ||
1013 | if (p1.SubscribedEvents()) | ||
1014 | { | ||
1015 | contact.SurfaceNormal = -contact.SurfaceNormal; | ||
1016 | cc1.AddCollisionEvent(obj2LocalID, contact); | ||
1017 | } | ||
1018 | break; | ||
1019 | |||
1020 | case ActorTypes.Prim: | ||
1021 | |||
1022 | if (p1 is OdePrim) | ||
1023 | { | ||
1024 | cp1 = (OdePrim)p1; | ||
1025 | |||
1026 | // obj1LocalID = cp2.m_localID; | ||
1027 | switch ((ActorTypes)p2.PhysicsActorType) | ||
1028 | { | ||
1029 | case ActorTypes.Agent: | ||
1030 | if (p2 is OdeCharacter) | ||
1031 | { | ||
1032 | cc2 = (OdeCharacter)p2; | ||
1033 | obj2LocalID = cc2.m_localID; | ||
1034 | if (p2.SubscribedEvents()) | ||
1035 | cc2.AddCollisionEvent(cp1.m_localID, contact); | ||
1036 | } | ||
1037 | break; | ||
1038 | case ActorTypes.Prim: | ||
1039 | |||
1040 | if (p2 is OdePrim) | ||
1041 | { | ||
1042 | cp2 = (OdePrim)p2; | ||
1043 | obj2LocalID = cp2.m_localID; | ||
1044 | if (p2.SubscribedEvents()) | ||
1045 | cp2.AddCollisionEvent(cp1.m_localID, contact); | ||
1046 | } | ||
1047 | break; | ||
1048 | |||
1049 | case ActorTypes.Ground: | ||
1050 | case ActorTypes.Unknown: | ||
1051 | default: | ||
1052 | obj2LocalID = 0; | ||
1053 | break; | ||
1054 | } | ||
1055 | if (p1.SubscribedEvents()) | ||
1056 | { | ||
1057 | contact.SurfaceNormal = -contact.SurfaceNormal; | ||
1058 | cp1.AddCollisionEvent(obj2LocalID, contact); | ||
1059 | } | ||
1060 | } | ||
1061 | break; | ||
1062 | } | ||
1063 | } | ||
1064 | |||
1065 | /// <summary> | ||
1066 | /// This is our collision testing routine in ODE | ||
1067 | /// </summary> | ||
1068 | /// <param name="timeStep"></param> | ||
1069 | private void collision_optimized() | ||
1070 | { | ||
1071 | lock (_characters) | ||
1072 | { | ||
1073 | try | ||
1074 | { | ||
1075 | foreach (OdeCharacter chr in _characters) | ||
1076 | { | ||
1077 | if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero) | ||
1078 | continue; | ||
1079 | |||
1080 | chr.IsColliding = false; | ||
1081 | // chr.CollidingGround = false; not done here | ||
1082 | chr.CollidingObj = false; | ||
1083 | // do colisions with static space | ||
1084 | d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback); | ||
1085 | } | ||
1086 | } | ||
1087 | catch (AccessViolationException) | ||
1088 | { | ||
1089 | m_log.Warn("[PHYSICS]: Unable to collide Character to static space"); | ||
1090 | } | ||
1091 | |||
1092 | } | ||
1093 | |||
1094 | lock (_activeprims) | ||
1095 | { | ||
1096 | foreach (OdePrim aprim in _activeprims) | ||
1097 | { | ||
1098 | aprim.CollisionScore = 0; | ||
1099 | aprim.IsColliding = false; | ||
1100 | } | ||
1101 | } | ||
1102 | |||
1103 | // collide active prims with static enviroment | ||
1104 | lock (_activegroups) | ||
1105 | { | ||
1106 | try | ||
1107 | { | ||
1108 | foreach (OdePrim prm in _activegroups) | ||
1109 | { | ||
1110 | if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds) | ||
1111 | d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback); | ||
1112 | } | ||
1113 | } | ||
1114 | catch (AccessViolationException) | ||
1115 | { | ||
1116 | m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space"); | ||
1117 | } | ||
1118 | } | ||
1119 | // finally colide active things amoung them | ||
1120 | try | ||
1121 | { | ||
1122 | d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback); | ||
1123 | } | ||
1124 | catch (AccessViolationException) | ||
1125 | { | ||
1126 | m_log.Warn("[PHYSICS]: Unable to collide in Active space"); | ||
1127 | } | ||
1128 | // _perloopContact.Clear(); | ||
1129 | } | ||
1130 | |||
1131 | #endregion | ||
1132 | |||
1133 | |||
1134 | |||
1135 | /// <summary> | ||
1136 | /// Add actor to the list that should receive collision events in the simulate loop. | ||
1137 | /// </summary> | ||
1138 | /// <param name="obj"></param> | ||
1139 | public void AddCollisionEventReporting(PhysicsActor obj) | ||
1140 | { | ||
1141 | lock (_collisionEventPrim) | ||
1142 | { | ||
1143 | if (!_collisionEventPrim.Contains(obj)) | ||
1144 | _collisionEventPrim.Add(obj); | ||
1145 | } | ||
1146 | } | ||
1147 | |||
1148 | /// <summary> | ||
1149 | /// Remove actor from the list that should receive collision events in the simulate loop. | ||
1150 | /// </summary> | ||
1151 | /// <param name="obj"></param> | ||
1152 | public void RemoveCollisionEventReporting(PhysicsActor obj) | ||
1153 | { | ||
1154 | lock (_collisionEventPrim) | ||
1155 | { | ||
1156 | if (_collisionEventPrim.Contains(obj)) | ||
1157 | _collisionEventPrim.Remove(obj); | ||
1158 | } | ||
1159 | } | ||
1160 | |||
1161 | #region Add/Remove Entities | ||
1162 | |||
1163 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
1164 | { | ||
1165 | Vector3 pos; | ||
1166 | pos.X = position.X; | ||
1167 | pos.Y = position.Y; | ||
1168 | pos.Z = position.Z; | ||
1169 | OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun); | ||
1170 | newAv.Flying = isFlying; | ||
1171 | newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset; | ||
1172 | |||
1173 | return newAv; | ||
1174 | } | ||
1175 | |||
1176 | public void AddCharacter(OdeCharacter chr) | ||
1177 | { | ||
1178 | lock (_characters) | ||
1179 | { | ||
1180 | if (!_characters.Contains(chr)) | ||
1181 | { | ||
1182 | _characters.Add(chr); | ||
1183 | if (chr.bad) | ||
1184 | m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid); | ||
1185 | } | ||
1186 | } | ||
1187 | } | ||
1188 | |||
1189 | public void RemoveCharacter(OdeCharacter chr) | ||
1190 | { | ||
1191 | lock (_characters) | ||
1192 | { | ||
1193 | if (_characters.Contains(chr)) | ||
1194 | { | ||
1195 | _characters.Remove(chr); | ||
1196 | } | ||
1197 | } | ||
1198 | } | ||
1199 | |||
1200 | public void BadCharacter(OdeCharacter chr) | ||
1201 | { | ||
1202 | lock (_badCharacter) | ||
1203 | { | ||
1204 | if (!_badCharacter.Contains(chr)) | ||
1205 | _badCharacter.Add(chr); | ||
1206 | } | ||
1207 | } | ||
1208 | |||
1209 | public override void RemoveAvatar(PhysicsActor actor) | ||
1210 | { | ||
1211 | //m_log.Debug("[PHYSICS]:ODELOCK"); | ||
1212 | ((OdeCharacter) actor).Destroy(); | ||
1213 | } | ||
1214 | |||
1215 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, | ||
1216 | PrimitiveBaseShape pbs, bool isphysical, uint localID) | ||
1217 | { | ||
1218 | Vector3 pos = position; | ||
1219 | Vector3 siz = size; | ||
1220 | Quaternion rot = rotation; | ||
1221 | |||
1222 | OdePrim newPrim; | ||
1223 | lock (OdeLock) | ||
1224 | { | ||
1225 | newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,0,localID); | ||
1226 | |||
1227 | lock (_prims) | ||
1228 | _prims.Add(newPrim); | ||
1229 | } | ||
1230 | return newPrim; | ||
1231 | } | ||
1232 | |||
1233 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, | ||
1234 | PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID) | ||
1235 | { | ||
1236 | Vector3 pos = position; | ||
1237 | Vector3 siz = size; | ||
1238 | Quaternion rot = rotation; | ||
1239 | |||
1240 | OdePrim newPrim; | ||
1241 | lock (OdeLock) | ||
1242 | { | ||
1243 | newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, 0, localID); | ||
1244 | |||
1245 | lock (_prims) | ||
1246 | _prims.Add(newPrim); | ||
1247 | } | ||
1248 | return newPrim; | ||
1249 | } | ||
1250 | |||
1251 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, | ||
1252 | PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID) | ||
1253 | { | ||
1254 | Vector3 pos = position; | ||
1255 | Vector3 siz = size; | ||
1256 | Quaternion rot = rotation; | ||
1257 | |||
1258 | OdePrim newPrim; | ||
1259 | lock (OdeLock) | ||
1260 | { | ||
1261 | newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, shapeType, localID); | ||
1262 | |||
1263 | lock (_prims) | ||
1264 | _prims.Add(newPrim); | ||
1265 | } | ||
1266 | return newPrim; | ||
1267 | } | ||
1268 | |||
1269 | public void addActivePrim(OdePrim activatePrim) | ||
1270 | { | ||
1271 | // adds active prim.. | ||
1272 | lock (_activeprims) | ||
1273 | { | ||
1274 | if (!_activeprims.Contains(activatePrim)) | ||
1275 | _activeprims.Add(activatePrim); | ||
1276 | } | ||
1277 | } | ||
1278 | |||
1279 | public void addActiveGroups(OdePrim activatePrim) | ||
1280 | { | ||
1281 | lock (_activegroups) | ||
1282 | { | ||
1283 | if (!_activegroups.Contains(activatePrim)) | ||
1284 | _activegroups.Add(activatePrim); | ||
1285 | } | ||
1286 | } | ||
1287 | |||
1288 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1289 | Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid) | ||
1290 | { | ||
1291 | return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid); | ||
1292 | } | ||
1293 | |||
1294 | |||
1295 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1296 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid) | ||
1297 | { | ||
1298 | #if SPAM | ||
1299 | m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName); | ||
1300 | #endif | ||
1301 | |||
1302 | return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid); | ||
1303 | } | ||
1304 | |||
1305 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1306 | Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid) | ||
1307 | { | ||
1308 | #if SPAM | ||
1309 | m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName); | ||
1310 | #endif | ||
1311 | |||
1312 | return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid); | ||
1313 | } | ||
1314 | |||
1315 | public override float TimeDilation | ||
1316 | { | ||
1317 | get { return m_timeDilation; } | ||
1318 | } | ||
1319 | |||
1320 | public override bool SupportsNINJAJoints | ||
1321 | { | ||
1322 | get { return false; } | ||
1323 | } | ||
1324 | |||
1325 | |||
1326 | public void remActivePrim(OdePrim deactivatePrim) | ||
1327 | { | ||
1328 | lock (_activeprims) | ||
1329 | { | ||
1330 | _activeprims.Remove(deactivatePrim); | ||
1331 | } | ||
1332 | } | ||
1333 | public void remActiveGroup(OdePrim deactivatePrim) | ||
1334 | { | ||
1335 | lock (_activegroups) | ||
1336 | { | ||
1337 | _activegroups.Remove(deactivatePrim); | ||
1338 | } | ||
1339 | } | ||
1340 | |||
1341 | public override void RemovePrim(PhysicsActor prim) | ||
1342 | { | ||
1343 | // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be | ||
1344 | // removed in the next physics simulate pass. | ||
1345 | if (prim is OdePrim) | ||
1346 | { | ||
1347 | // lock (OdeLock) | ||
1348 | { | ||
1349 | OdePrim p = (OdePrim)prim; | ||
1350 | p.setPrimForRemoval(); | ||
1351 | } | ||
1352 | } | ||
1353 | } | ||
1354 | /// <summary> | ||
1355 | /// This is called from within simulate but outside the locked portion | ||
1356 | /// We need to do our own locking here | ||
1357 | /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in | ||
1358 | /// Simulate() -- justincc). | ||
1359 | /// | ||
1360 | /// Essentially, we need to remove the prim from our space segment, whatever segment it's in. | ||
1361 | /// | ||
1362 | /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory | ||
1363 | /// that the space was using. | ||
1364 | /// </summary> | ||
1365 | /// <param name="prim"></param> | ||
1366 | public void RemovePrimThreadLocked(OdePrim prim) | ||
1367 | { | ||
1368 | //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); | ||
1369 | lock (prim) | ||
1370 | { | ||
1371 | RemoveCollisionEventReporting(prim); | ||
1372 | lock (_prims) | ||
1373 | _prims.Remove(prim); | ||
1374 | } | ||
1375 | |||
1376 | } | ||
1377 | #endregion | ||
1378 | |||
1379 | #region Space Separation Calculation | ||
1380 | |||
1381 | /// <summary> | ||
1382 | /// Called when a static prim moves or becomes static | ||
1383 | /// Places the prim in a space one the static sub-spaces grid | ||
1384 | /// </summary> | ||
1385 | /// <param name="geom">the pointer to the geom that moved</param> | ||
1386 | /// <param name="pos">the position that the geom moved to</param> | ||
1387 | /// <param name="currentspace">a pointer to the space it was in before it was moved.</param> | ||
1388 | /// <returns>a pointer to the new space it's in</returns> | ||
1389 | public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace) | ||
1390 | { | ||
1391 | // moves a prim into another static sub-space or from another space into a static sub-space | ||
1392 | |||
1393 | // Called ODEPrim so | ||
1394 | // it's already in locked space. | ||
1395 | |||
1396 | if (geom == IntPtr.Zero) // shouldn't happen | ||
1397 | return IntPtr.Zero; | ||
1398 | |||
1399 | // get the static sub-space for current position | ||
1400 | IntPtr newspace = calculateSpaceForGeom(pos); | ||
1401 | |||
1402 | if (newspace == currentspace) // if we are there all done | ||
1403 | return newspace; | ||
1404 | |||
1405 | // else remove it from its current space | ||
1406 | if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom)) | ||
1407 | { | ||
1408 | if (d.GeomIsSpace(currentspace)) | ||
1409 | { | ||
1410 | waitForSpaceUnlock(currentspace); | ||
1411 | d.SpaceRemove(currentspace, geom); | ||
1412 | |||
1413 | if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0) | ||
1414 | { | ||
1415 | d.SpaceDestroy(currentspace); | ||
1416 | } | ||
1417 | } | ||
1418 | else | ||
1419 | { | ||
1420 | m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace + | ||
1421 | " Geom:" + geom); | ||
1422 | } | ||
1423 | } | ||
1424 | else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space | ||
1425 | { | ||
1426 | currentspace = d.GeomGetSpace(geom); | ||
1427 | if (currentspace != IntPtr.Zero) | ||
1428 | { | ||
1429 | if (d.GeomIsSpace(currentspace)) | ||
1430 | { | ||
1431 | waitForSpaceUnlock(currentspace); | ||
1432 | d.SpaceRemove(currentspace, geom); | ||
1433 | |||
1434 | if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0) | ||
1435 | { | ||
1436 | d.SpaceDestroy(currentspace); | ||
1437 | } | ||
1438 | |||
1439 | } | ||
1440 | } | ||
1441 | } | ||
1442 | |||
1443 | // put the geom in the newspace | ||
1444 | waitForSpaceUnlock(newspace); | ||
1445 | d.SpaceAdd(newspace, geom); | ||
1446 | |||
1447 | // let caller know this newspace | ||
1448 | return newspace; | ||
1449 | } | ||
1450 | |||
1451 | /// <summary> | ||
1452 | /// Calculates the space the prim should be in by its position | ||
1453 | /// </summary> | ||
1454 | /// <param name="pos"></param> | ||
1455 | /// <returns>a pointer to the space. This could be a new space or reused space.</returns> | ||
1456 | public IntPtr calculateSpaceForGeom(Vector3 pos) | ||
1457 | { | ||
1458 | int x, y; | ||
1459 | x = (int)(pos.X * spacesPerMeter); | ||
1460 | if (x < 0) | ||
1461 | x = 0; | ||
1462 | else if (x > spaceGridMaxX) | ||
1463 | x = spaceGridMaxX; | ||
1464 | |||
1465 | y = (int)(pos.Y * spacesPerMeter); | ||
1466 | if (y < 0) | ||
1467 | y = 0; | ||
1468 | else if (y >spaceGridMaxY) | ||
1469 | y = spaceGridMaxY; | ||
1470 | |||
1471 | IntPtr tmpSpace = staticPrimspace[x, y]; | ||
1472 | return tmpSpace; | ||
1473 | } | ||
1474 | |||
1475 | #endregion | ||
1476 | |||
1477 | /// <summary> | ||
1478 | /// Routine to figure out if we need to mesh this prim with our mesher | ||
1479 | /// </summary> | ||
1480 | /// <param name="pbs"></param> | ||
1481 | /// <returns></returns> | ||
1482 | public bool needsMeshing(PrimitiveBaseShape pbs) | ||
1483 | { | ||
1484 | // most of this is redundant now as the mesher will return null if it cant mesh a prim | ||
1485 | // but we still need to check for sculptie meshing being enabled so this is the most | ||
1486 | // convenient place to do it for now... | ||
1487 | |||
1488 | // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f) | ||
1489 | // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString()); | ||
1490 | int iPropertiesNotSupportedDefault = 0; | ||
1491 | |||
1492 | if (pbs.SculptEntry) | ||
1493 | { | ||
1494 | if(!meshSculptedPrim) | ||
1495 | return false; | ||
1496 | } | ||
1497 | |||
1498 | // 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 | ||
1499 | if (!forceSimplePrimMeshing && !pbs.SculptEntry) | ||
1500 | { | ||
1501 | if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | ||
1502 | || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 | ||
1503 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)) | ||
1504 | { | ||
1505 | |||
1506 | if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | ||
1507 | && pbs.ProfileHollow == 0 | ||
1508 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | ||
1509 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 | ||
1510 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 | ||
1511 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | ||
1512 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) | ||
1513 | { | ||
1514 | #if SPAM | ||
1515 | m_log.Warn("NonMesh"); | ||
1516 | #endif | ||
1517 | return false; | ||
1518 | } | ||
1519 | } | ||
1520 | } | ||
1521 | |||
1522 | // following code doesn't give meshs to boxes and spheres ever | ||
1523 | // and it's odd.. so for now just return true if asked to force meshs | ||
1524 | // hopefully mesher will fail if doesn't suport so things still get basic boxes | ||
1525 | |||
1526 | if (forceSimplePrimMeshing) | ||
1527 | return true; | ||
1528 | |||
1529 | if (pbs.ProfileHollow != 0) | ||
1530 | iPropertiesNotSupportedDefault++; | ||
1531 | |||
1532 | if ((pbs.PathBegin != 0) || pbs.PathEnd != 0) | ||
1533 | iPropertiesNotSupportedDefault++; | ||
1534 | |||
1535 | if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0)) | ||
1536 | iPropertiesNotSupportedDefault++; | ||
1537 | |||
1538 | if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) | ||
1539 | iPropertiesNotSupportedDefault++; | ||
1540 | |||
1541 | if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) | ||
1542 | iPropertiesNotSupportedDefault++; | ||
1543 | |||
1544 | if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) | ||
1545 | iPropertiesNotSupportedDefault++; | ||
1546 | |||
1547 | if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) | ||
1548 | iPropertiesNotSupportedDefault++; | ||
1549 | |||
1550 | 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)) | ||
1551 | iPropertiesNotSupportedDefault++; | ||
1552 | |||
1553 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1) | ||
1554 | iPropertiesNotSupportedDefault++; | ||
1555 | |||
1556 | // test for torus | ||
1557 | if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square) | ||
1558 | { | ||
1559 | if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1560 | { | ||
1561 | iPropertiesNotSupportedDefault++; | ||
1562 | } | ||
1563 | } | ||
1564 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) | ||
1565 | { | ||
1566 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
1567 | { | ||
1568 | iPropertiesNotSupportedDefault++; | ||
1569 | } | ||
1570 | |||
1571 | // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits | ||
1572 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1573 | { | ||
1574 | iPropertiesNotSupportedDefault++; | ||
1575 | } | ||
1576 | } | ||
1577 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) | ||
1578 | { | ||
1579 | if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2) | ||
1580 | { | ||
1581 | iPropertiesNotSupportedDefault++; | ||
1582 | } | ||
1583 | } | ||
1584 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) | ||
1585 | { | ||
1586 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
1587 | { | ||
1588 | iPropertiesNotSupportedDefault++; | ||
1589 | } | ||
1590 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1591 | { | ||
1592 | iPropertiesNotSupportedDefault++; | ||
1593 | } | ||
1594 | } | ||
1595 | |||
1596 | if (pbs.SculptEntry && meshSculptedPrim) | ||
1597 | iPropertiesNotSupportedDefault++; | ||
1598 | |||
1599 | if (iPropertiesNotSupportedDefault == 0) | ||
1600 | { | ||
1601 | #if SPAM | ||
1602 | m_log.Warn("NonMesh"); | ||
1603 | #endif | ||
1604 | return false; | ||
1605 | } | ||
1606 | #if SPAM | ||
1607 | m_log.Debug("Mesh"); | ||
1608 | #endif | ||
1609 | return true; | ||
1610 | } | ||
1611 | |||
1612 | /// <summary> | ||
1613 | /// Called to queue a change to a actor | ||
1614 | /// to use in place of old taint mechanism so changes do have a time sequence | ||
1615 | /// </summary> | ||
1616 | |||
1617 | public void AddChange(PhysicsActor actor, changes what, Object arg) | ||
1618 | { | ||
1619 | ODEchangeitem item = new ODEchangeitem(); | ||
1620 | item.actor = actor; | ||
1621 | item.what = what; | ||
1622 | item.arg = arg; | ||
1623 | ChangesQueue.Enqueue(item); | ||
1624 | } | ||
1625 | |||
1626 | /// <summary> | ||
1627 | /// Called after our prim properties are set Scale, position etc. | ||
1628 | /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex | ||
1629 | /// This assures us that we have no race conditions | ||
1630 | /// </summary> | ||
1631 | /// <param name="prim"></param> | ||
1632 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
1633 | { | ||
1634 | } | ||
1635 | |||
1636 | /// <summary> | ||
1637 | /// This is our main simulate loop | ||
1638 | /// It's thread locked by a Mutex in the scene. | ||
1639 | /// It holds Collisions, it instructs ODE to step through the physical reactions | ||
1640 | /// It moves the objects around in memory | ||
1641 | /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup) | ||
1642 | /// </summary> | ||
1643 | /// <param name="timeStep"></param> | ||
1644 | /// <returns></returns> | ||
1645 | public override float Simulate(float timeStep) | ||
1646 | { | ||
1647 | int statstart; | ||
1648 | int statchanges = 0; | ||
1649 | int statchmove = 0; | ||
1650 | int statactmove = 0; | ||
1651 | int statray = 0; | ||
1652 | int statcol = 0; | ||
1653 | int statstep = 0; | ||
1654 | int statmovchar = 0; | ||
1655 | int statmovprim; | ||
1656 | int totjcontact = 0; | ||
1657 | |||
1658 | // acumulate time so we can reduce error | ||
1659 | step_time += timeStep; | ||
1660 | |||
1661 | if (step_time < ODE_STEPSIZE) | ||
1662 | return 0; | ||
1663 | |||
1664 | if (framecount >= int.MaxValue) | ||
1665 | framecount = 0; | ||
1666 | |||
1667 | framecount++; | ||
1668 | |||
1669 | int curphysiteractions = m_physicsiterations; | ||
1670 | |||
1671 | if (step_time >= m_SkipFramesAtms) | ||
1672 | { | ||
1673 | // if in trouble reduce step resolution | ||
1674 | curphysiteractions /= 2; | ||
1675 | } | ||
1676 | |||
1677 | int nodeframes = 0; | ||
1678 | |||
1679 | // checkThread(); | ||
1680 | |||
1681 | lock (SimulationLock) | ||
1682 | { | ||
1683 | // adjust number of iterations per step | ||
1684 | try | ||
1685 | { | ||
1686 | d.WorldSetQuickStepNumIterations(world, curphysiteractions); | ||
1687 | } | ||
1688 | catch (StackOverflowException) | ||
1689 | { | ||
1690 | m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim."); | ||
1691 | // ode.drelease(world); | ||
1692 | base.TriggerPhysicsBasedRestart(); | ||
1693 | } | ||
1694 | |||
1695 | |||
1696 | while (step_time >= ODE_STEPSIZE && nodeframes < 10) //limit number of steps so we don't say here for ever | ||
1697 | { | ||
1698 | try | ||
1699 | { | ||
1700 | statstart = Util.EnvironmentTickCount(); | ||
1701 | |||
1702 | // clear pointer/counter to contacts to pass into joints | ||
1703 | m_global_contactcount = 0; | ||
1704 | |||
1705 | ODEchangeitem item; | ||
1706 | |||
1707 | if(ChangesQueue.Count >0) | ||
1708 | { | ||
1709 | int ttmpstart = Util.EnvironmentTickCount(); | ||
1710 | int ttmp; | ||
1711 | int ttmp2; | ||
1712 | |||
1713 | while(ChangesQueue.Dequeue(out item)) | ||
1714 | { | ||
1715 | if (item.actor != null) | ||
1716 | { | ||
1717 | try | ||
1718 | { | ||
1719 | if (item.actor is OdeCharacter) | ||
1720 | ((OdeCharacter)item.actor).DoAChange(item.what, item.arg); | ||
1721 | else if (((OdePrim)item.actor).DoAChange(item.what, item.arg)) | ||
1722 | RemovePrimThreadLocked((OdePrim)item.actor); | ||
1723 | } | ||
1724 | catch | ||
1725 | { | ||
1726 | m_log.Warn("[PHYSICS]: doChange failed for a actor"); | ||
1727 | }; | ||
1728 | } | ||
1729 | ttmp = Util.EnvironmentTickCountSubtract(ttmpstart); | ||
1730 | if (ttmp > 20) | ||
1731 | break; | ||
1732 | } | ||
1733 | |||
1734 | ttmp2 = Util.EnvironmentTickCountSubtract(ttmpstart); | ||
1735 | if (ttmp2 > 50) | ||
1736 | ttmp2 = 0; | ||
1737 | |||
1738 | } | ||
1739 | |||
1740 | statchanges += Util.EnvironmentTickCountSubtract(statstart); | ||
1741 | |||
1742 | statactmove += Util.EnvironmentTickCountSubtract(statstart); | ||
1743 | //if ((framecount % m_randomizeWater) == 0) | ||
1744 | // randomizeWater(waterlevel); | ||
1745 | |||
1746 | m_rayCastManager.ProcessQueuedRequests(); | ||
1747 | |||
1748 | |||
1749 | |||
1750 | statray += Util.EnvironmentTickCountSubtract(statstart); | ||
1751 | collision_optimized(); | ||
1752 | statcol += Util.EnvironmentTickCountSubtract(statstart); | ||
1753 | |||
1754 | lock (_collisionEventPrim) | ||
1755 | { | ||
1756 | foreach (PhysicsActor obj in _collisionEventPrim) | ||
1757 | { | ||
1758 | if (obj == null) | ||
1759 | continue; | ||
1760 | |||
1761 | switch ((ActorTypes)obj.PhysicsActorType) | ||
1762 | { | ||
1763 | case ActorTypes.Agent: | ||
1764 | OdeCharacter cobj = (OdeCharacter)obj; | ||
1765 | cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE*1000.0f)); | ||
1766 | cobj.SendCollisions(); | ||
1767 | break; | ||
1768 | |||
1769 | case ActorTypes.Prim: | ||
1770 | OdePrim pobj = (OdePrim)obj; | ||
1771 | pobj.SendCollisions(); | ||
1772 | break; | ||
1773 | } | ||
1774 | } | ||
1775 | } | ||
1776 | |||
1777 | d.WorldQuickStep(world, ODE_STEPSIZE); | ||
1778 | statstep += Util.EnvironmentTickCountSubtract(statstart); | ||
1779 | |||
1780 | // Move characters | ||
1781 | lock (_characters) | ||
1782 | { | ||
1783 | List<OdeCharacter> defects = new List<OdeCharacter>(); | ||
1784 | foreach (OdeCharacter actor in _characters) | ||
1785 | { | ||
1786 | if (actor != null) | ||
1787 | actor.Move(ODE_STEPSIZE, defects); | ||
1788 | } | ||
1789 | if (defects.Count != 0) | ||
1790 | { | ||
1791 | foreach (OdeCharacter defect in defects) | ||
1792 | { | ||
1793 | RemoveCharacter(defect); | ||
1794 | } | ||
1795 | } | ||
1796 | } | ||
1797 | statchmove += Util.EnvironmentTickCountSubtract(statstart); | ||
1798 | |||
1799 | // Move other active objects | ||
1800 | lock (_activegroups) | ||
1801 | { | ||
1802 | foreach (OdePrim aprim in _activegroups) | ||
1803 | { | ||
1804 | aprim.Move(); | ||
1805 | } | ||
1806 | } | ||
1807 | |||
1808 | //ode.dunlock(world); | ||
1809 | } | ||
1810 | catch (Exception e) | ||
1811 | { | ||
1812 | m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e); | ||
1813 | // ode.dunlock(world); | ||
1814 | } | ||
1815 | |||
1816 | d.JointGroupEmpty(contactgroup); | ||
1817 | totjcontact += m_global_contactcount; | ||
1818 | |||
1819 | step_time -= ODE_STEPSIZE; | ||
1820 | nodeframes++; | ||
1821 | } | ||
1822 | |||
1823 | statstart = Util.EnvironmentTickCount(); | ||
1824 | |||
1825 | lock (_characters) | ||
1826 | { | ||
1827 | foreach (OdeCharacter actor in _characters) | ||
1828 | { | ||
1829 | if (actor != null) | ||
1830 | { | ||
1831 | if (actor.bad) | ||
1832 | m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); | ||
1833 | |||
1834 | actor.UpdatePositionAndVelocity(); | ||
1835 | } | ||
1836 | } | ||
1837 | } | ||
1838 | |||
1839 | lock (_badCharacter) | ||
1840 | { | ||
1841 | if (_badCharacter.Count > 0) | ||
1842 | { | ||
1843 | foreach (OdeCharacter chr in _badCharacter) | ||
1844 | { | ||
1845 | RemoveCharacter(chr); | ||
1846 | } | ||
1847 | |||
1848 | _badCharacter.Clear(); | ||
1849 | } | ||
1850 | } | ||
1851 | statmovchar = Util.EnvironmentTickCountSubtract(statstart); | ||
1852 | |||
1853 | lock (_activegroups) | ||
1854 | { | ||
1855 | { | ||
1856 | foreach (OdePrim actor in _activegroups) | ||
1857 | { | ||
1858 | if (actor.IsPhysical) | ||
1859 | { | ||
1860 | actor.UpdatePositionAndVelocity((float)nodeframes * ODE_STEPSIZE); | ||
1861 | } | ||
1862 | } | ||
1863 | } | ||
1864 | } | ||
1865 | |||
1866 | statmovprim = Util.EnvironmentTickCountSubtract(statstart); | ||
1867 | |||
1868 | int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace); | ||
1869 | int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace); | ||
1870 | int ntopgeoms = d.SpaceGetNumGeoms(TopSpace); | ||
1871 | int nbodies = d.NTotalBodies; | ||
1872 | int ngeoms = d.NTotalGeoms; | ||
1873 | |||
1874 | // Finished with all sim stepping. If requested, dump world state to file for debugging. | ||
1875 | // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? | ||
1876 | // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? | ||
1877 | if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0)) | ||
1878 | { | ||
1879 | string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename | ||
1880 | string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file | ||
1881 | |||
1882 | if (physics_logging_append_existing_logfile) | ||
1883 | { | ||
1884 | string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------"; | ||
1885 | TextWriter fwriter = File.AppendText(fname); | ||
1886 | fwriter.WriteLine(header); | ||
1887 | fwriter.Close(); | ||
1888 | } | ||
1889 | |||
1890 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); | ||
1891 | } | ||
1892 | |||
1893 | // think time dilation is not a physics issue alone.. but ok let's fake something | ||
1894 | if (step_time < ODE_STEPSIZE) // we did the required loops | ||
1895 | m_timeDilation = 1.0f; | ||
1896 | else | ||
1897 | { // we didn't forget the lost ones and let user know something | ||
1898 | m_timeDilation = 1 - step_time / timeStep; | ||
1899 | if (m_timeDilation < 0) | ||
1900 | m_timeDilation = 0; | ||
1901 | step_time = 0; | ||
1902 | } | ||
1903 | } | ||
1904 | |||
1905 | // return nodeframes * ODE_STEPSIZE; // return real simulated time | ||
1906 | return 1000 * nodeframes; // return steps for now * 1000 to keep core happy | ||
1907 | } | ||
1908 | |||
1909 | /// <summary> | ||
1910 | public override void GetResults() | ||
1911 | { | ||
1912 | } | ||
1913 | |||
1914 | public override bool IsThreaded | ||
1915 | { | ||
1916 | // for now we won't be multithreaded | ||
1917 | get { return (false); } | ||
1918 | } | ||
1919 | |||
1920 | public float GetTerrainHeightAtXY(float x, float y) | ||
1921 | { | ||
1922 | |||
1923 | |||
1924 | int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
1925 | int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
1926 | |||
1927 | |||
1928 | IntPtr heightFieldGeom = IntPtr.Zero; | ||
1929 | |||
1930 | // get region map | ||
1931 | if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom)) | ||
1932 | return 0f; | ||
1933 | |||
1934 | if (heightFieldGeom == IntPtr.Zero) | ||
1935 | return 0f; | ||
1936 | |||
1937 | if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom)) | ||
1938 | return 0f; | ||
1939 | |||
1940 | // TerrainHeightField for ODE as offset 1m | ||
1941 | x += 1f - offsetX; | ||
1942 | y += 1f - offsetY; | ||
1943 | |||
1944 | // make position fit into array | ||
1945 | if (x < 0) | ||
1946 | x = 0; | ||
1947 | if (y < 0) | ||
1948 | y = 0; | ||
1949 | |||
1950 | // integer indexs | ||
1951 | int ix; | ||
1952 | int iy; | ||
1953 | // interpolators offset | ||
1954 | float dx; | ||
1955 | float dy; | ||
1956 | |||
1957 | int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples | ||
1958 | |||
1959 | if (OdeUbitLib) | ||
1960 | { | ||
1961 | if (x < regsize - 1) | ||
1962 | { | ||
1963 | ix = (int)x; | ||
1964 | dx = x - (float)ix; | ||
1965 | } | ||
1966 | else // out world use external height | ||
1967 | { | ||
1968 | ix = regsize - 1; | ||
1969 | dx = 0; | ||
1970 | } | ||
1971 | if (y < regsize - 1) | ||
1972 | { | ||
1973 | iy = (int)y; | ||
1974 | dy = y - (float)iy; | ||
1975 | } | ||
1976 | else | ||
1977 | { | ||
1978 | iy = regsize - 1; | ||
1979 | dy = 0; | ||
1980 | } | ||
1981 | } | ||
1982 | |||
1983 | else | ||
1984 | { | ||
1985 | // we still have square fixed size regions | ||
1986 | // also flip x and y because of how map is done for ODE fliped axis | ||
1987 | // so ix,iy,dx and dy are inter exchanged | ||
1988 | if (x < regsize - 1) | ||
1989 | { | ||
1990 | iy = (int)x; | ||
1991 | dy = x - (float)iy; | ||
1992 | } | ||
1993 | else // out world use external height | ||
1994 | { | ||
1995 | iy = regsize - 1; | ||
1996 | dy = 0; | ||
1997 | } | ||
1998 | if (y < regsize - 1) | ||
1999 | { | ||
2000 | ix = (int)y; | ||
2001 | dx = y - (float)ix; | ||
2002 | } | ||
2003 | else | ||
2004 | { | ||
2005 | ix = regsize - 1; | ||
2006 | dx = 0; | ||
2007 | } | ||
2008 | } | ||
2009 | |||
2010 | float h0; | ||
2011 | float h1; | ||
2012 | float h2; | ||
2013 | |||
2014 | iy *= regsize; | ||
2015 | iy += ix; // all indexes have iy + ix | ||
2016 | |||
2017 | float[] heights = TerrainHeightFieldHeights[heightFieldGeom]; | ||
2018 | |||
2019 | if ((dx + dy) <= 1.0f) | ||
2020 | { | ||
2021 | h0 = ((float)heights[iy]); // 0,0 vertice | ||
2022 | h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0 | ||
2023 | h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0 | ||
2024 | } | ||
2025 | else | ||
2026 | { | ||
2027 | h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice | ||
2028 | h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0 | ||
2029 | h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1 | ||
2030 | } | ||
2031 | |||
2032 | return h0 + h1 + h2; | ||
2033 | } | ||
2034 | |||
2035 | |||
2036 | public override void SetTerrain(float[] heightMap) | ||
2037 | { | ||
2038 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | ||
2039 | { | ||
2040 | if (m_parentScene is OdeScene) | ||
2041 | { | ||
2042 | ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset); | ||
2043 | } | ||
2044 | } | ||
2045 | else | ||
2046 | { | ||
2047 | SetTerrain(heightMap, m_worldOffset); | ||
2048 | } | ||
2049 | } | ||
2050 | |||
2051 | public override void CombineTerrain(float[] heightMap, Vector3 pOffset) | ||
2052 | { | ||
2053 | SetTerrain(heightMap, pOffset); | ||
2054 | } | ||
2055 | |||
2056 | public void SetTerrain(float[] heightMap, Vector3 pOffset) | ||
2057 | { | ||
2058 | if (OdeUbitLib) | ||
2059 | UbitSetTerrain(heightMap, pOffset); | ||
2060 | else | ||
2061 | OriSetTerrain(heightMap, pOffset); | ||
2062 | } | ||
2063 | |||
2064 | public void OriSetTerrain(float[] heightMap, Vector3 pOffset) | ||
2065 | { | ||
2066 | // assumes 1m size grid and constante size square regions | ||
2067 | // needs to know about sims around in future | ||
2068 | |||
2069 | float[] _heightmap; | ||
2070 | |||
2071 | uint heightmapWidth = Constants.RegionSize + 2; | ||
2072 | uint heightmapHeight = Constants.RegionSize + 2; | ||
2073 | |||
2074 | uint heightmapWidthSamples = heightmapWidth + 1; | ||
2075 | uint heightmapHeightSamples = heightmapHeight + 1; | ||
2076 | |||
2077 | _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples]; | ||
2078 | |||
2079 | const float scale = 1.0f; | ||
2080 | const float offset = 0.0f; | ||
2081 | const float thickness = 10f; | ||
2082 | const int wrap = 0; | ||
2083 | |||
2084 | uint regionsize = Constants.RegionSize; | ||
2085 | |||
2086 | float hfmin = float.MaxValue; | ||
2087 | float hfmax = float.MinValue; | ||
2088 | float val; | ||
2089 | uint xx; | ||
2090 | uint yy; | ||
2091 | |||
2092 | uint maxXXYY = regionsize - 1; | ||
2093 | // flipping map adding one margin all around so things don't fall in edges | ||
2094 | |||
2095 | uint xt = 0; | ||
2096 | xx = 0; | ||
2097 | |||
2098 | for (uint x = 0; x < heightmapWidthSamples; x++) | ||
2099 | { | ||
2100 | if (x > 1 && xx < maxXXYY) | ||
2101 | xx++; | ||
2102 | yy = 0; | ||
2103 | for (uint y = 0; y < heightmapHeightSamples; y++) | ||
2104 | { | ||
2105 | if (y > 1 && y < maxXXYY) | ||
2106 | yy += regionsize; | ||
2107 | |||
2108 | val = heightMap[yy + xx]; | ||
2109 | if (val < 0.0f) | ||
2110 | val = 0.0f; // no neg terrain as in chode | ||
2111 | _heightmap[xt + y] = val; | ||
2112 | |||
2113 | if (hfmin > val) | ||
2114 | hfmin = val; | ||
2115 | if (hfmax < val) | ||
2116 | hfmax = val; | ||
2117 | } | ||
2118 | xt += heightmapHeightSamples; | ||
2119 | } | ||
2120 | lock (OdeLock) | ||
2121 | { | ||
2122 | IntPtr GroundGeom = IntPtr.Zero; | ||
2123 | if (RegionTerrain.TryGetValue(pOffset, out GroundGeom)) | ||
2124 | { | ||
2125 | RegionTerrain.Remove(pOffset); | ||
2126 | if (GroundGeom != IntPtr.Zero) | ||
2127 | { | ||
2128 | if (TerrainHeightFieldHeights.ContainsKey(GroundGeom)) | ||
2129 | { | ||
2130 | TerrainHeightFieldHeightsHandlers[GroundGeom].Free(); | ||
2131 | TerrainHeightFieldHeightsHandlers.Remove(GroundGeom); | ||
2132 | TerrainHeightFieldHeights.Remove(GroundGeom); | ||
2133 | } | ||
2134 | d.SpaceRemove(StaticSpace, GroundGeom); | ||
2135 | d.GeomDestroy(GroundGeom); | ||
2136 | } | ||
2137 | } | ||
2138 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
2139 | |||
2140 | GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned); | ||
2141 | |||
2142 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight, | ||
2143 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, | ||
2144 | offset, thickness, wrap); | ||
2145 | |||
2146 | d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); | ||
2147 | GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1); | ||
2148 | if (GroundGeom != IntPtr.Zero) | ||
2149 | { | ||
2150 | d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land)); | ||
2151 | d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space)); | ||
2152 | |||
2153 | } | ||
2154 | geom_name_map[GroundGeom] = "Terrain"; | ||
2155 | |||
2156 | d.Matrix3 R = new d.Matrix3(); | ||
2157 | |||
2158 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
2159 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
2160 | |||
2161 | |||
2162 | q1 = q1 * q2; | ||
2163 | |||
2164 | Vector3 v3; | ||
2165 | float angle; | ||
2166 | q1.GetAxisAngle(out v3, out angle); | ||
2167 | |||
2168 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | ||
2169 | d.GeomSetRotation(GroundGeom, ref R); | ||
2170 | d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0); | ||
2171 | RegionTerrain.Add(pOffset, GroundGeom, GroundGeom); | ||
2172 | // TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap); | ||
2173 | TerrainHeightFieldHeights.Add(GroundGeom, _heightmap); | ||
2174 | TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler); | ||
2175 | |||
2176 | } | ||
2177 | } | ||
2178 | |||
2179 | public void UbitSetTerrain(float[] heightMap, Vector3 pOffset) | ||
2180 | { | ||
2181 | // assumes 1m size grid and constante size square regions | ||
2182 | // needs to know about sims around in future | ||
2183 | |||
2184 | float[] _heightmap; | ||
2185 | |||
2186 | uint heightmapWidth = Constants.RegionSize + 2; | ||
2187 | uint heightmapHeight = Constants.RegionSize + 2; | ||
2188 | |||
2189 | uint heightmapWidthSamples = heightmapWidth + 1; | ||
2190 | uint heightmapHeightSamples = heightmapHeight + 1; | ||
2191 | |||
2192 | _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples]; | ||
2193 | |||
2194 | |||
2195 | uint regionsize = Constants.RegionSize; | ||
2196 | |||
2197 | float hfmin = float.MaxValue; | ||
2198 | // float hfmax = float.MinValue; | ||
2199 | float val; | ||
2200 | |||
2201 | |||
2202 | uint maxXXYY = regionsize - 1; | ||
2203 | // adding one margin all around so things don't fall in edges | ||
2204 | |||
2205 | uint xx; | ||
2206 | uint yy = 0; | ||
2207 | uint yt = 0; | ||
2208 | |||
2209 | for (uint y = 0; y < heightmapHeightSamples; y++) | ||
2210 | { | ||
2211 | if (y > 1 && y < maxXXYY) | ||
2212 | yy += regionsize; | ||
2213 | xx = 0; | ||
2214 | for (uint x = 0; x < heightmapWidthSamples; x++) | ||
2215 | { | ||
2216 | if (x > 1 && x < maxXXYY) | ||
2217 | xx++; | ||
2218 | |||
2219 | val = heightMap[yy + xx]; | ||
2220 | if (val < 0.0f) | ||
2221 | val = 0.0f; // no neg terrain as in chode | ||
2222 | _heightmap[yt + x] = val; | ||
2223 | |||
2224 | if (hfmin > val) | ||
2225 | hfmin = val; | ||
2226 | // if (hfmax < val) | ||
2227 | // hfmax = val; | ||
2228 | } | ||
2229 | yt += heightmapWidthSamples; | ||
2230 | } | ||
2231 | lock (OdeLock) | ||
2232 | { | ||
2233 | IntPtr GroundGeom = IntPtr.Zero; | ||
2234 | if (RegionTerrain.TryGetValue(pOffset, out GroundGeom)) | ||
2235 | { | ||
2236 | RegionTerrain.Remove(pOffset); | ||
2237 | if (GroundGeom != IntPtr.Zero) | ||
2238 | { | ||
2239 | if (TerrainHeightFieldHeights.ContainsKey(GroundGeom)) | ||
2240 | { | ||
2241 | TerrainHeightFieldHeightsHandlers[GroundGeom].Free(); | ||
2242 | TerrainHeightFieldHeightsHandlers.Remove(GroundGeom); | ||
2243 | TerrainHeightFieldHeights.Remove(GroundGeom); | ||
2244 | } | ||
2245 | d.SpaceRemove(StaticSpace, GroundGeom); | ||
2246 | d.GeomDestroy(GroundGeom); | ||
2247 | } | ||
2248 | } | ||
2249 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
2250 | |||
2251 | const int wrap = 0; | ||
2252 | float thickness = hfmin; | ||
2253 | if (thickness < 0) | ||
2254 | thickness = 1; | ||
2255 | |||
2256 | GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned); | ||
2257 | |||
2258 | d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f, | ||
2259 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, | ||
2260 | thickness, wrap); | ||
2261 | |||
2262 | // d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); | ||
2263 | GroundGeom = d.CreateUbitTerrain(StaticSpace, HeightmapData, 1); | ||
2264 | if (GroundGeom != IntPtr.Zero) | ||
2265 | { | ||
2266 | d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land)); | ||
2267 | d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space)); | ||
2268 | |||
2269 | } | ||
2270 | geom_name_map[GroundGeom] = "Terrain"; | ||
2271 | |||
2272 | d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0); | ||
2273 | RegionTerrain.Add(pOffset, GroundGeom, GroundGeom); | ||
2274 | // TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap); | ||
2275 | TerrainHeightFieldHeights.Add(GroundGeom, _heightmap); | ||
2276 | TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler); | ||
2277 | } | ||
2278 | } | ||
2279 | |||
2280 | |||
2281 | public override void DeleteTerrain() | ||
2282 | { | ||
2283 | } | ||
2284 | |||
2285 | public float GetWaterLevel() | ||
2286 | { | ||
2287 | return waterlevel; | ||
2288 | } | ||
2289 | |||
2290 | public override bool SupportsCombining() | ||
2291 | { | ||
2292 | return true; | ||
2293 | } | ||
2294 | /* | ||
2295 | public override void UnCombine(PhysicsScene pScene) | ||
2296 | { | ||
2297 | IntPtr localGround = IntPtr.Zero; | ||
2298 | // float[] localHeightfield; | ||
2299 | bool proceed = false; | ||
2300 | List<IntPtr> geomDestroyList = new List<IntPtr>(); | ||
2301 | |||
2302 | lock (OdeLock) | ||
2303 | { | ||
2304 | if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround)) | ||
2305 | { | ||
2306 | foreach (IntPtr geom in TerrainHeightFieldHeights.Keys) | ||
2307 | { | ||
2308 | if (geom == localGround) | ||
2309 | { | ||
2310 | // localHeightfield = TerrainHeightFieldHeights[geom]; | ||
2311 | proceed = true; | ||
2312 | } | ||
2313 | else | ||
2314 | { | ||
2315 | geomDestroyList.Add(geom); | ||
2316 | } | ||
2317 | } | ||
2318 | |||
2319 | if (proceed) | ||
2320 | { | ||
2321 | m_worldOffset = Vector3.Zero; | ||
2322 | WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
2323 | m_parentScene = null; | ||
2324 | |||
2325 | foreach (IntPtr g in geomDestroyList) | ||
2326 | { | ||
2327 | // removingHeightField needs to be done or the garbage collector will | ||
2328 | // collect the terrain data before we tell ODE to destroy it causing | ||
2329 | // memory corruption | ||
2330 | if (TerrainHeightFieldHeights.ContainsKey(g)) | ||
2331 | { | ||
2332 | // float[] removingHeightField = TerrainHeightFieldHeights[g]; | ||
2333 | TerrainHeightFieldHeights.Remove(g); | ||
2334 | |||
2335 | if (RegionTerrain.ContainsKey(g)) | ||
2336 | { | ||
2337 | RegionTerrain.Remove(g); | ||
2338 | } | ||
2339 | |||
2340 | d.GeomDestroy(g); | ||
2341 | //removingHeightField = new float[0]; | ||
2342 | } | ||
2343 | } | ||
2344 | |||
2345 | } | ||
2346 | else | ||
2347 | { | ||
2348 | m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data."); | ||
2349 | } | ||
2350 | } | ||
2351 | } | ||
2352 | } | ||
2353 | */ | ||
2354 | public override void SetWaterLevel(float baseheight) | ||
2355 | { | ||
2356 | waterlevel = baseheight; | ||
2357 | randomizeWater(waterlevel); | ||
2358 | } | ||
2359 | |||
2360 | public void randomizeWater(float baseheight) | ||
2361 | { | ||
2362 | const uint heightmapWidth = m_regionWidth + 2; | ||
2363 | const uint heightmapHeight = m_regionHeight + 2; | ||
2364 | const uint heightmapWidthSamples = m_regionWidth + 2; | ||
2365 | const uint heightmapHeightSamples = m_regionHeight + 2; | ||
2366 | const float scale = 1.0f; | ||
2367 | const float offset = 0.0f; | ||
2368 | const float thickness = 2.9f; | ||
2369 | const int wrap = 0; | ||
2370 | |||
2371 | for (int i = 0; i < (258 * 258); i++) | ||
2372 | { | ||
2373 | _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f); | ||
2374 | // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f)); | ||
2375 | } | ||
2376 | |||
2377 | lock (OdeLock) | ||
2378 | { | ||
2379 | if (WaterGeom != IntPtr.Zero) | ||
2380 | { | ||
2381 | d.SpaceRemove(StaticSpace, WaterGeom); | ||
2382 | } | ||
2383 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
2384 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight, | ||
2385 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, | ||
2386 | offset, thickness, wrap); | ||
2387 | d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight); | ||
2388 | WaterGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1); | ||
2389 | if (WaterGeom != IntPtr.Zero) | ||
2390 | { | ||
2391 | d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water)); | ||
2392 | d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space)); | ||
2393 | |||
2394 | } | ||
2395 | geom_name_map[WaterGeom] = "Water"; | ||
2396 | |||
2397 | d.Matrix3 R = new d.Matrix3(); | ||
2398 | |||
2399 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
2400 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
2401 | |||
2402 | q1 = q1 * q2; | ||
2403 | Vector3 v3; | ||
2404 | float angle; | ||
2405 | q1.GetAxisAngle(out v3, out angle); | ||
2406 | |||
2407 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | ||
2408 | d.GeomSetRotation(WaterGeom, ref R); | ||
2409 | d.GeomSetPosition(WaterGeom, 128, 128, 0); | ||
2410 | |||
2411 | } | ||
2412 | |||
2413 | } | ||
2414 | |||
2415 | public override void Dispose() | ||
2416 | { | ||
2417 | m_rayCastManager.Dispose(); | ||
2418 | m_rayCastManager = null; | ||
2419 | |||
2420 | lock (OdeLock) | ||
2421 | { | ||
2422 | lock (_prims) | ||
2423 | { | ||
2424 | foreach (OdePrim prm in _prims) | ||
2425 | { | ||
2426 | RemovePrim(prm); | ||
2427 | } | ||
2428 | } | ||
2429 | |||
2430 | if (ContactgeomsArray != IntPtr.Zero) | ||
2431 | Marshal.FreeHGlobal(ContactgeomsArray); | ||
2432 | if (GlobalContactsArray != IntPtr.Zero) | ||
2433 | Marshal.FreeHGlobal(GlobalContactsArray); | ||
2434 | |||
2435 | d.WorldDestroy(world); | ||
2436 | //d.CloseODE(); | ||
2437 | } | ||
2438 | } | ||
2439 | |||
2440 | public override Dictionary<uint, float> GetTopColliders() | ||
2441 | { | ||
2442 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | ||
2443 | int cnt = 0; | ||
2444 | lock (_prims) | ||
2445 | { | ||
2446 | foreach (OdePrim prm in _prims) | ||
2447 | { | ||
2448 | if (prm.CollisionScore > 0) | ||
2449 | { | ||
2450 | returncolliders.Add(prm.m_localID, prm.CollisionScore); | ||
2451 | cnt++; | ||
2452 | prm.CollisionScore = 0f; | ||
2453 | if (cnt > 25) | ||
2454 | { | ||
2455 | break; | ||
2456 | } | ||
2457 | } | ||
2458 | } | ||
2459 | } | ||
2460 | return returncolliders; | ||
2461 | } | ||
2462 | |||
2463 | public override bool SupportsRayCast() | ||
2464 | { | ||
2465 | return true; | ||
2466 | } | ||
2467 | |||
2468 | public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
2469 | { | ||
2470 | if (retMethod != null) | ||
2471 | { | ||
2472 | m_rayCastManager.QueueRequest(position, direction, length, retMethod); | ||
2473 | } | ||
2474 | } | ||
2475 | |||
2476 | public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) | ||
2477 | { | ||
2478 | if (retMethod != null) | ||
2479 | { | ||
2480 | m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod); | ||
2481 | } | ||
2482 | } | ||
2483 | |||
2484 | // don't like this | ||
2485 | public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count) | ||
2486 | { | ||
2487 | ContactResult[] ourResults = null; | ||
2488 | RayCallback retMethod = delegate(List<ContactResult> results) | ||
2489 | { | ||
2490 | ourResults = new ContactResult[results.Count]; | ||
2491 | results.CopyTo(ourResults, 0); | ||
2492 | }; | ||
2493 | int waitTime = 0; | ||
2494 | m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod); | ||
2495 | while (ourResults == null && waitTime < 1000) | ||
2496 | { | ||
2497 | Thread.Sleep(1); | ||
2498 | waitTime++; | ||
2499 | } | ||
2500 | if (ourResults == null) | ||
2501 | return new List<ContactResult>(); | ||
2502 | return new List<ContactResult>(ourResults); | ||
2503 | } | ||
2504 | |||
2505 | public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
2506 | { | ||
2507 | if (retMethod != null && actor !=null) | ||
2508 | { | ||
2509 | IntPtr geom; | ||
2510 | if (actor is OdePrim) | ||
2511 | geom = ((OdePrim)actor).prim_geom; | ||
2512 | else if (actor is OdeCharacter) | ||
2513 | geom = ((OdePrim)actor).prim_geom; | ||
2514 | else | ||
2515 | return; | ||
2516 | if (geom == IntPtr.Zero) | ||
2517 | return; | ||
2518 | m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod); | ||
2519 | } | ||
2520 | } | ||
2521 | |||
2522 | public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) | ||
2523 | { | ||
2524 | if (retMethod != null && actor != null) | ||
2525 | { | ||
2526 | IntPtr geom; | ||
2527 | if (actor is OdePrim) | ||
2528 | geom = ((OdePrim)actor).prim_geom; | ||
2529 | else if (actor is OdeCharacter) | ||
2530 | geom = ((OdePrim)actor).prim_geom; | ||
2531 | else | ||
2532 | return; | ||
2533 | if (geom == IntPtr.Zero) | ||
2534 | return; | ||
2535 | |||
2536 | m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod); | ||
2537 | } | ||
2538 | } | ||
2539 | |||
2540 | // don't like this | ||
2541 | public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count) | ||
2542 | { | ||
2543 | if (actor != null) | ||
2544 | { | ||
2545 | IntPtr geom; | ||
2546 | if (actor is OdePrim) | ||
2547 | geom = ((OdePrim)actor).prim_geom; | ||
2548 | else if (actor is OdeCharacter) | ||
2549 | geom = ((OdePrim)actor).prim_geom; | ||
2550 | else | ||
2551 | return new List<ContactResult>(); | ||
2552 | if (geom == IntPtr.Zero) | ||
2553 | return new List<ContactResult>(); | ||
2554 | |||
2555 | ContactResult[] ourResults = null; | ||
2556 | RayCallback retMethod = delegate(List<ContactResult> results) | ||
2557 | { | ||
2558 | ourResults = new ContactResult[results.Count]; | ||
2559 | results.CopyTo(ourResults, 0); | ||
2560 | }; | ||
2561 | int waitTime = 0; | ||
2562 | m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod); | ||
2563 | while (ourResults == null && waitTime < 1000) | ||
2564 | { | ||
2565 | Thread.Sleep(1); | ||
2566 | waitTime++; | ||
2567 | } | ||
2568 | if (ourResults == null) | ||
2569 | return new List<ContactResult>(); | ||
2570 | return new List<ContactResult>(ourResults); | ||
2571 | } | ||
2572 | return new List<ContactResult>(); | ||
2573 | } | ||
2574 | } | ||
2575 | } | ||