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-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs | 2792 |
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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..54bc29f --- /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 | |||
64 | // colision flags of things others can colide with | ||
65 | // rays, sensors, probes removed since can't be colided with | ||
66 | // The top space where things are placed provided further selection | ||
67 | // ie physical are in active space nonphysical in static | ||
68 | // this should be exclusive as possible | ||
69 | |||
70 | [Flags] | ||
71 | public enum CollisionCategories : uint | ||
72 | { | ||
73 | Disabled = 0, | ||
74 | //by 'things' types | ||
75 | Space = 0x01, | ||
76 | Geom = 0x02, // aka prim/part | ||
77 | Character = 0x04, | ||
78 | Land = 0x08, | ||
79 | Water = 0x010, | ||
80 | |||
81 | // by state | ||
82 | Phantom = 0x01000, | ||
83 | VolumeDtc = 0x02000, | ||
84 | Selected = 0x04000, | ||
85 | NoShape = 0x08000, | ||
86 | |||
87 | |||
88 | All = 0xffffffff | ||
89 | } | ||
90 | |||
91 | /// <summary> | ||
92 | /// Material type for a primitive | ||
93 | /// </summary> | ||
94 | public enum Material : int | ||
95 | { | ||
96 | /// <summary></summary> | ||
97 | Stone = 0, | ||
98 | /// <summary></summary> | ||
99 | Metal = 1, | ||
100 | /// <summary></summary> | ||
101 | Glass = 2, | ||
102 | /// <summary></summary> | ||
103 | Wood = 3, | ||
104 | /// <summary></summary> | ||
105 | Flesh = 4, | ||
106 | /// <summary></summary> | ||
107 | Plastic = 5, | ||
108 | /// <summary></summary> | ||
109 | Rubber = 6, | ||
110 | |||
111 | light = 7 // compatibility with old viewers | ||
112 | } | ||
113 | |||
114 | public enum changes : int | ||
115 | { | ||
116 | Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?) | ||
117 | Remove, | ||
118 | Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root | ||
119 | // or removes from a object if arg is null | ||
120 | DeLink, | ||
121 | Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child | ||
122 | Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child | ||
123 | PosOffset, // not in use | ||
124 | // arg Vector3 new position in local coords. Changes prim position in object | ||
125 | OriOffset, // not in use | ||
126 | // arg Vector3 new position in local coords. Changes prim position in object | ||
127 | Velocity, | ||
128 | AngVelocity, | ||
129 | Acceleration, | ||
130 | Force, | ||
131 | Torque, | ||
132 | Momentum, | ||
133 | |||
134 | AddForce, | ||
135 | AddAngForce, | ||
136 | AngLock, | ||
137 | |||
138 | Buoyancy, | ||
139 | |||
140 | PIDTarget, | ||
141 | PIDTau, | ||
142 | PIDActive, | ||
143 | |||
144 | PIDHoverHeight, | ||
145 | PIDHoverType, | ||
146 | PIDHoverTau, | ||
147 | PIDHoverActive, | ||
148 | |||
149 | Size, | ||
150 | Shape, | ||
151 | PhysRepData, | ||
152 | AddPhysRep, | ||
153 | |||
154 | CollidesWater, | ||
155 | VolumeDtc, | ||
156 | |||
157 | Physical, | ||
158 | Phantom, | ||
159 | Selected, | ||
160 | disabled, | ||
161 | building, | ||
162 | |||
163 | VehicleType, | ||
164 | VehicleFloatParam, | ||
165 | VehicleVectorParam, | ||
166 | VehicleRotationParam, | ||
167 | VehicleFlags, | ||
168 | SetVehicle, | ||
169 | |||
170 | Null //keep this last used do dim the methods array. does nothing but pulsing the prim | ||
171 | } | ||
172 | |||
173 | public struct ODEchangeitem | ||
174 | { | ||
175 | public PhysicsActor actor; | ||
176 | public OdeCharacter character; | ||
177 | public changes what; | ||
178 | public Object arg; | ||
179 | } | ||
180 | |||
181 | public class OdeScene : PhysicsScene | ||
182 | { | ||
183 | private readonly ILog m_log; | ||
184 | // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>(); | ||
185 | |||
186 | public bool OdeUbitLib = false; | ||
187 | // private int threadid = 0; | ||
188 | private Random fluidRandomizer = new Random(Environment.TickCount); | ||
189 | |||
190 | const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce; | ||
191 | const float MaxERP = 0.8f; | ||
192 | const float minERP = 0.1f; | ||
193 | const float comumContactCFM = 0.0001f; | ||
194 | |||
195 | float frictionMovementMult = 0.8f; | ||
196 | |||
197 | float TerrainBounce = 0.1f; | ||
198 | float TerrainFriction = 0.3f; | ||
199 | |||
200 | public float AvatarFriction = 0;// 0.9f * 0.5f; | ||
201 | |||
202 | private const uint m_regionWidth = Constants.RegionSize; | ||
203 | private const uint m_regionHeight = Constants.RegionSize; | ||
204 | |||
205 | public float ODE_STEPSIZE = 0.020f; | ||
206 | public float HalfOdeStep = 0.01f; | ||
207 | public int odetimestepMS = 20; // rounded | ||
208 | private float metersInSpace = 25.6f; | ||
209 | private float m_timeDilation = 1.0f; | ||
210 | |||
211 | private DateTime m_lastframe; | ||
212 | private DateTime m_lastMeshExpire; | ||
213 | |||
214 | public float gravityx = 0f; | ||
215 | public float gravityy = 0f; | ||
216 | public float gravityz = -9.8f; | ||
217 | |||
218 | private float waterlevel = 0f; | ||
219 | private int framecount = 0; | ||
220 | |||
221 | private int m_meshExpireCntr; | ||
222 | |||
223 | // private IntPtr WaterGeom = IntPtr.Zero; | ||
224 | // private IntPtr WaterHeightmapData = IntPtr.Zero; | ||
225 | // private GCHandle WaterMapHandler = new GCHandle(); | ||
226 | |||
227 | public float avPIDD = 2200f; // make it visible | ||
228 | public float avPIDP = 900f; // make it visible | ||
229 | private float avCapRadius = 0.37f; | ||
230 | private float avDensity = 3f; | ||
231 | private float avMovementDivisorWalk = 1.3f; | ||
232 | private float avMovementDivisorRun = 0.8f; | ||
233 | private float minimumGroundFlightOffset = 3f; | ||
234 | public float maximumMassObject = 10000.01f; | ||
235 | |||
236 | |||
237 | public float geomDefaultDensity = 10.000006836f; | ||
238 | |||
239 | public int geomContactPointsStartthrottle = 3; | ||
240 | public int geomUpdatesPerThrottledUpdate = 15; | ||
241 | |||
242 | public float bodyPIDD = 35f; | ||
243 | public float bodyPIDG = 25; | ||
244 | |||
245 | // public int geomCrossingFailuresBeforeOutofbounds = 6; | ||
246 | |||
247 | public int bodyFramesAutoDisable = 5; | ||
248 | |||
249 | |||
250 | private d.NearCallback nearCallback; | ||
251 | |||
252 | private HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>(); | ||
253 | private HashSet<OdePrim> _prims = new HashSet<OdePrim>(); | ||
254 | private HashSet<OdePrim> _activeprims = new HashSet<OdePrim>(); | ||
255 | private HashSet<OdePrim> _activegroups = new HashSet<OdePrim>(); | ||
256 | |||
257 | public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>(); | ||
258 | |||
259 | /// <summary> | ||
260 | /// A list of actors that should receive collision events. | ||
261 | /// </summary> | ||
262 | private List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); | ||
263 | private List<PhysicsActor> _collisionEventPrimRemove = new List<PhysicsActor>(); | ||
264 | |||
265 | private HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>(); | ||
266 | // public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); | ||
267 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); | ||
268 | |||
269 | private float contactsurfacelayer = 0.002f; | ||
270 | |||
271 | private int contactsPerCollision = 80; | ||
272 | internal IntPtr ContactgeomsArray = IntPtr.Zero; | ||
273 | private IntPtr GlobalContactsArray = IntPtr.Zero; | ||
274 | |||
275 | const int maxContactsbeforedeath = 4000; | ||
276 | private volatile int m_global_contactcount = 0; | ||
277 | |||
278 | private IntPtr contactgroup; | ||
279 | |||
280 | public ContactData[] m_materialContactsData = new ContactData[8]; | ||
281 | |||
282 | private Dictionary<Vector3, IntPtr> RegionTerrain = new Dictionary<Vector3, IntPtr>(); | ||
283 | private Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>(); | ||
284 | private Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>(); | ||
285 | |||
286 | private int m_physicsiterations = 10; | ||
287 | private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag | ||
288 | // private PhysicsActor PANull = new NullPhysicsActor(); | ||
289 | private float step_time = 0.0f; | ||
290 | |||
291 | public IntPtr world; | ||
292 | |||
293 | |||
294 | // split the spaces acording to contents type | ||
295 | // ActiveSpace contains characters and active prims | ||
296 | // StaticSpace contains land and other that is mostly static in enviroment | ||
297 | // this can contain subspaces, like the grid in staticspace | ||
298 | // as now space only contains this 2 top spaces | ||
299 | |||
300 | public IntPtr TopSpace; // the global space | ||
301 | public IntPtr ActiveSpace; // space for active prims | ||
302 | public IntPtr StaticSpace; // space for the static things around | ||
303 | public IntPtr GroundSpace; // space for ground | ||
304 | |||
305 | // some speedup variables | ||
306 | private int spaceGridMaxX; | ||
307 | private int spaceGridMaxY; | ||
308 | private float spacesPerMeter; | ||
309 | |||
310 | // split static geometry collision into a grid as before | ||
311 | private IntPtr[,] staticPrimspace; | ||
312 | private IntPtr[] staticPrimspaceOffRegion; | ||
313 | |||
314 | public Object OdeLock; | ||
315 | public static Object SimulationLock; | ||
316 | |||
317 | public IMesher mesher; | ||
318 | |||
319 | private IConfigSource m_config; | ||
320 | |||
321 | public bool physics_logging = false; | ||
322 | public int physics_logging_interval = 0; | ||
323 | public bool physics_logging_append_existing_logfile = false; | ||
324 | |||
325 | private Vector3 m_worldOffset = Vector3.Zero; | ||
326 | public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
327 | private PhysicsScene m_parentScene = null; | ||
328 | |||
329 | private ODERayCastRequestManager m_rayCastManager; | ||
330 | public ODEMeshWorker m_meshWorker; | ||
331 | |||
332 | /* maybe needed if ode uses tls | ||
333 | private void checkThread() | ||
334 | { | ||
335 | |||
336 | int th = Thread.CurrentThread.ManagedThreadId; | ||
337 | if(th != threadid) | ||
338 | { | ||
339 | threadid = th; | ||
340 | d.AllocateODEDataForThread(~0U); | ||
341 | } | ||
342 | } | ||
343 | */ | ||
344 | /// <summary> | ||
345 | /// Initiailizes the scene | ||
346 | /// Sets many properties that ODE requires to be stable | ||
347 | /// These settings need to be tweaked 'exactly' right or weird stuff happens. | ||
348 | /// </summary> | ||
349 | public OdeScene(string sceneIdentifier) | ||
350 | { | ||
351 | m_log | ||
352 | = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier); | ||
353 | |||
354 | // checkThread(); | ||
355 | Name = sceneIdentifier; | ||
356 | |||
357 | OdeLock = new Object(); | ||
358 | SimulationLock = new Object(); | ||
359 | |||
360 | nearCallback = near; | ||
361 | |||
362 | m_rayCastManager = new ODERayCastRequestManager(this); | ||
363 | |||
364 | |||
365 | lock (OdeLock) | ||
366 | { | ||
367 | // Create the world and the first space | ||
368 | try | ||
369 | { | ||
370 | world = d.WorldCreate(); | ||
371 | TopSpace = d.HashSpaceCreate(IntPtr.Zero); | ||
372 | |||
373 | // now the major subspaces | ||
374 | ActiveSpace = d.HashSpaceCreate(TopSpace); | ||
375 | StaticSpace = d.HashSpaceCreate(TopSpace); | ||
376 | GroundSpace = d.HashSpaceCreate(TopSpace); | ||
377 | } | ||
378 | catch | ||
379 | { | ||
380 | // i must RtC#FM | ||
381 | } | ||
382 | |||
383 | d.HashSpaceSetLevels(TopSpace, -2, 8); | ||
384 | d.HashSpaceSetLevels(ActiveSpace, -2, 8); | ||
385 | d.HashSpaceSetLevels(StaticSpace, -2, 8); | ||
386 | d.HashSpaceSetLevels(GroundSpace, 0, 8); | ||
387 | |||
388 | // demote to second level | ||
389 | d.SpaceSetSublevel(ActiveSpace, 1); | ||
390 | d.SpaceSetSublevel(StaticSpace, 1); | ||
391 | d.SpaceSetSublevel(GroundSpace, 1); | ||
392 | |||
393 | d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space | | ||
394 | CollisionCategories.Geom | | ||
395 | CollisionCategories.Character | | ||
396 | CollisionCategories.Phantom | | ||
397 | CollisionCategories.VolumeDtc | ||
398 | )); | ||
399 | d.GeomSetCollideBits(ActiveSpace, 0); | ||
400 | d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space | | ||
401 | CollisionCategories.Geom | | ||
402 | CollisionCategories.Land | | ||
403 | CollisionCategories.Water | | ||
404 | CollisionCategories.Phantom | | ||
405 | CollisionCategories.VolumeDtc | ||
406 | )); | ||
407 | d.GeomSetCollideBits(StaticSpace, 0); | ||
408 | |||
409 | d.GeomSetCategoryBits(GroundSpace, (uint)(CollisionCategories.Land)); | ||
410 | d.GeomSetCollideBits(GroundSpace, 0); | ||
411 | |||
412 | contactgroup = d.JointGroupCreate(0); | ||
413 | //contactgroup | ||
414 | |||
415 | d.WorldSetAutoDisableFlag(world, false); | ||
416 | } | ||
417 | } | ||
418 | |||
419 | // Initialize the mesh plugin | ||
420 | // public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region ) | ||
421 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
422 | { | ||
423 | // checkThread(); | ||
424 | mesher = meshmerizer; | ||
425 | m_config = config; | ||
426 | |||
427 | string ode_config = d.GetConfiguration(); | ||
428 | if (ode_config != null && ode_config != "") | ||
429 | { | ||
430 | m_log.WarnFormat("ODE configuration: {0}", ode_config); | ||
431 | |||
432 | if (ode_config.Contains("ODE_Ubit")) | ||
433 | { | ||
434 | OdeUbitLib = true; | ||
435 | } | ||
436 | } | ||
437 | |||
438 | /* | ||
439 | if (region != null) | ||
440 | { | ||
441 | WorldExtents.X = region.RegionSizeX; | ||
442 | WorldExtents.Y = region.RegionSizeY; | ||
443 | } | ||
444 | */ | ||
445 | |||
446 | // Defaults | ||
447 | |||
448 | int contactsPerCollision = 80; | ||
449 | |||
450 | IConfig physicsconfig = null; | ||
451 | |||
452 | if (m_config != null) | ||
453 | { | ||
454 | physicsconfig = m_config.Configs["ODEPhysicsSettings"]; | ||
455 | if (physicsconfig != null) | ||
456 | { | ||
457 | gravityx = physicsconfig.GetFloat("world_gravityx", gravityx); | ||
458 | gravityy = physicsconfig.GetFloat("world_gravityy", gravityy); | ||
459 | gravityz = physicsconfig.GetFloat("world_gravityz", gravityz); | ||
460 | |||
461 | metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace); | ||
462 | |||
463 | contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer); | ||
464 | |||
465 | ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE); | ||
466 | m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations); | ||
467 | |||
468 | avDensity = physicsconfig.GetFloat("av_density", avDensity); | ||
469 | avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk); | ||
470 | avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun); | ||
471 | avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius); | ||
472 | |||
473 | contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision); | ||
474 | |||
475 | geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); | ||
476 | geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); | ||
477 | // geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); | ||
478 | |||
479 | geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity); | ||
480 | bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable); | ||
481 | |||
482 | physics_logging = physicsconfig.GetBoolean("physics_logging", false); | ||
483 | physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0); | ||
484 | physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false); | ||
485 | |||
486 | minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset); | ||
487 | maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject); | ||
488 | } | ||
489 | } | ||
490 | |||
491 | m_meshWorker = new ODEMeshWorker(this, m_log, meshmerizer, physicsconfig); | ||
492 | |||
493 | HalfOdeStep = ODE_STEPSIZE * 0.5f; | ||
494 | odetimestepMS = (int)(1000.0f * ODE_STEPSIZE +0.5f); | ||
495 | |||
496 | ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf); | ||
497 | GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf); | ||
498 | |||
499 | m_materialContactsData[(int)Material.Stone].mu = 0.8f; | ||
500 | m_materialContactsData[(int)Material.Stone].bounce = 0.4f; | ||
501 | |||
502 | m_materialContactsData[(int)Material.Metal].mu = 0.3f; | ||
503 | m_materialContactsData[(int)Material.Metal].bounce = 0.4f; | ||
504 | |||
505 | m_materialContactsData[(int)Material.Glass].mu = 0.2f; | ||
506 | m_materialContactsData[(int)Material.Glass].bounce = 0.7f; | ||
507 | |||
508 | m_materialContactsData[(int)Material.Wood].mu = 0.6f; | ||
509 | m_materialContactsData[(int)Material.Wood].bounce = 0.5f; | ||
510 | |||
511 | m_materialContactsData[(int)Material.Flesh].mu = 0.9f; | ||
512 | m_materialContactsData[(int)Material.Flesh].bounce = 0.3f; | ||
513 | |||
514 | m_materialContactsData[(int)Material.Plastic].mu = 0.4f; | ||
515 | m_materialContactsData[(int)Material.Plastic].bounce = 0.7f; | ||
516 | |||
517 | m_materialContactsData[(int)Material.Rubber].mu = 0.9f; | ||
518 | m_materialContactsData[(int)Material.Rubber].bounce = 0.95f; | ||
519 | |||
520 | m_materialContactsData[(int)Material.light].mu = 0.0f; | ||
521 | m_materialContactsData[(int)Material.light].bounce = 0.0f; | ||
522 | |||
523 | // Set the gravity,, don't disable things automatically (we set it explicitly on some things) | ||
524 | |||
525 | d.WorldSetGravity(world, gravityx, gravityy, gravityz); | ||
526 | d.WorldSetContactSurfaceLayer(world, contactsurfacelayer); | ||
527 | |||
528 | d.WorldSetLinearDamping(world, 0.002f); | ||
529 | d.WorldSetAngularDamping(world, 0.002f); | ||
530 | d.WorldSetAngularDampingThreshold(world, 0f); | ||
531 | d.WorldSetLinearDampingThreshold(world, 0f); | ||
532 | d.WorldSetMaxAngularSpeed(world, 100f); | ||
533 | |||
534 | d.WorldSetCFM(world,1e-6f); // a bit harder than default | ||
535 | //d.WorldSetCFM(world, 1e-4f); // a bit harder than default | ||
536 | d.WorldSetERP(world, 0.6f); // higher than original | ||
537 | |||
538 | // Set how many steps we go without running collision testing | ||
539 | // This is in addition to the step size. | ||
540 | // Essentially Steps * m_physicsiterations | ||
541 | d.WorldSetQuickStepNumIterations(world, m_physicsiterations); | ||
542 | |||
543 | d.WorldSetContactMaxCorrectingVel(world, 60.0f); | ||
544 | |||
545 | spacesPerMeter = 1 / metersInSpace; | ||
546 | spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter); | ||
547 | spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter); | ||
548 | |||
549 | staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY]; | ||
550 | |||
551 | // create all spaces now | ||
552 | int i, j; | ||
553 | IntPtr newspace; | ||
554 | |||
555 | for (i = 0; i < spaceGridMaxX; i++) | ||
556 | for (j = 0; j < spaceGridMaxY; j++) | ||
557 | { | ||
558 | newspace = d.HashSpaceCreate(StaticSpace); | ||
559 | d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space); | ||
560 | waitForSpaceUnlock(newspace); | ||
561 | d.SpaceSetSublevel(newspace, 2); | ||
562 | d.HashSpaceSetLevels(newspace, -2, 8); | ||
563 | d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space | | ||
564 | CollisionCategories.Geom | | ||
565 | CollisionCategories.Land | | ||
566 | CollisionCategories.Water | | ||
567 | CollisionCategories.Phantom | | ||
568 | CollisionCategories.VolumeDtc | ||
569 | )); | ||
570 | d.GeomSetCollideBits(newspace, 0); | ||
571 | |||
572 | staticPrimspace[i, j] = newspace; | ||
573 | } | ||
574 | // let this now be real maximum values | ||
575 | spaceGridMaxX--; | ||
576 | spaceGridMaxY--; | ||
577 | |||
578 | // create 4 off world spaces (x<0,x>max,y<0,y>max) | ||
579 | staticPrimspaceOffRegion = new IntPtr[4]; | ||
580 | |||
581 | for (i = 0; i < 4; i++) | ||
582 | { | ||
583 | newspace = d.HashSpaceCreate(StaticSpace); | ||
584 | d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space); | ||
585 | waitForSpaceUnlock(newspace); | ||
586 | d.SpaceSetSublevel(newspace, 2); | ||
587 | d.HashSpaceSetLevels(newspace, -2, 8); | ||
588 | d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space | | ||
589 | CollisionCategories.Geom | | ||
590 | CollisionCategories.Land | | ||
591 | CollisionCategories.Water | | ||
592 | CollisionCategories.Phantom | | ||
593 | CollisionCategories.VolumeDtc | ||
594 | )); | ||
595 | d.GeomSetCollideBits(newspace, 0); | ||
596 | |||
597 | staticPrimspaceOffRegion[i] = newspace; | ||
598 | } | ||
599 | |||
600 | m_lastframe = DateTime.UtcNow; | ||
601 | m_lastMeshExpire = m_lastframe; | ||
602 | } | ||
603 | |||
604 | internal void waitForSpaceUnlock(IntPtr space) | ||
605 | { | ||
606 | //if (space != IntPtr.Zero) | ||
607 | //while (d.SpaceLockQuery(space)) { } // Wait and do nothing | ||
608 | } | ||
609 | |||
610 | #region Collision Detection | ||
611 | |||
612 | // sets a global contact for a joint for contactgeom , and base contact description) | ||
613 | |||
614 | private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale) | ||
615 | { | ||
616 | if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath) | ||
617 | return IntPtr.Zero; | ||
618 | |||
619 | float erp = contactGeom.depth; | ||
620 | erp *= erpscale; | ||
621 | if (erp < minERP) | ||
622 | erp = minERP; | ||
623 | else if (erp > MaxERP) | ||
624 | erp = MaxERP; | ||
625 | |||
626 | float depth = contactGeom.depth * dscale; | ||
627 | if (depth > 0.5f) | ||
628 | depth = 0.5f; | ||
629 | |||
630 | d.Contact newcontact = new d.Contact(); | ||
631 | newcontact.geom.depth = depth; | ||
632 | newcontact.geom.g1 = contactGeom.g1; | ||
633 | newcontact.geom.g2 = contactGeom.g2; | ||
634 | newcontact.geom.pos = contactGeom.pos; | ||
635 | newcontact.geom.normal = contactGeom.normal; | ||
636 | newcontact.geom.side1 = contactGeom.side1; | ||
637 | newcontact.geom.side2 = contactGeom.side2; | ||
638 | |||
639 | // this needs bounce also | ||
640 | newcontact.surface.mode = comumContactFlags; | ||
641 | newcontact.surface.mu = mu; | ||
642 | newcontact.surface.bounce = bounce; | ||
643 | newcontact.surface.soft_cfm = cfm; | ||
644 | newcontact.surface.soft_erp = erp; | ||
645 | |||
646 | IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf)); | ||
647 | Marshal.StructureToPtr(newcontact, contact, true); | ||
648 | return d.JointCreateContactPtr(world, contactgroup, contact); | ||
649 | } | ||
650 | |||
651 | private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom) | ||
652 | { | ||
653 | if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision) | ||
654 | return false; | ||
655 | |||
656 | IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf)); | ||
657 | newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom)); | ||
658 | return true; | ||
659 | } | ||
660 | |||
661 | /// <summary> | ||
662 | /// This is our near callback. A geometry is near a body | ||
663 | /// </summary> | ||
664 | /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param> | ||
665 | /// <param name="g1">a geometry or space</param> | ||
666 | /// <param name="g2">another geometry or space</param> | ||
667 | /// | ||
668 | |||
669 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | ||
670 | { | ||
671 | // no lock here! It's invoked from within Simulate(), which is thread-locked | ||
672 | |||
673 | if (m_global_contactcount >= maxContactsbeforedeath) | ||
674 | return; | ||
675 | |||
676 | // Test if we're colliding a geom with a space. | ||
677 | // If so we have to drill down into the space recursively | ||
678 | |||
679 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
680 | return; | ||
681 | |||
682 | if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) | ||
683 | { | ||
684 | // We'll be calling near recursivly if one | ||
685 | // of them is a space to find all of the | ||
686 | // contact points in the space | ||
687 | try | ||
688 | { | ||
689 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); | ||
690 | } | ||
691 | catch (AccessViolationException) | ||
692 | { | ||
693 | m_log.Warn("[PHYSICS]: Unable to collide test a space"); | ||
694 | return; | ||
695 | } | ||
696 | //here one should check collisions of geoms inside a space | ||
697 | // but on each space we only should have geoms that not colide amoung each other | ||
698 | // so we don't dig inside spaces | ||
699 | return; | ||
700 | } | ||
701 | |||
702 | // get geom bodies to check if we already a joint contact | ||
703 | // guess this shouldn't happen now | ||
704 | IntPtr b1 = d.GeomGetBody(g1); | ||
705 | IntPtr b2 = d.GeomGetBody(g2); | ||
706 | |||
707 | // d.GeomClassID id = d.GeomGetClass(g1); | ||
708 | |||
709 | // Figure out how many contact points we have | ||
710 | int count = 0; | ||
711 | try | ||
712 | { | ||
713 | // Colliding Geom To Geom | ||
714 | // This portion of the function 'was' blatantly ripped off from BoxStack.cs | ||
715 | |||
716 | if (g1 == g2) | ||
717 | return; // Can't collide with yourself | ||
718 | |||
719 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) | ||
720 | return; | ||
721 | /* | ||
722 | // debug | ||
723 | PhysicsActor dp2; | ||
724 | if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass) | ||
725 | { | ||
726 | d.AABB aabb; | ||
727 | d.GeomGetAABB(g2, out aabb); | ||
728 | float x = aabb.MaxX - aabb.MinX; | ||
729 | float y = aabb.MaxY - aabb.MinY; | ||
730 | float z = aabb.MaxZ - aabb.MinZ; | ||
731 | if (x > 60.0f || y > 60.0f || z > 60.0f) | ||
732 | { | ||
733 | if (!actor_name_map.TryGetValue(g2, out dp2)) | ||
734 | m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2"); | ||
735 | else | ||
736 | m_log.WarnFormat("[PHYSICS]: land versus large prim geo {0},size {1}, AABBsize <{2},{3},{4}>, at {5} ori {6},({7})", | ||
737 | dp2.Name, dp2.Size, x, y, z, | ||
738 | dp2.Position.ToString(), | ||
739 | dp2.Orientation.ToString(), | ||
740 | dp2.Orientation.Length()); | ||
741 | return; | ||
742 | } | ||
743 | } | ||
744 | // | ||
745 | */ | ||
746 | |||
747 | |||
748 | if(d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc || | ||
749 | d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc) | ||
750 | { | ||
751 | int cflags; | ||
752 | unchecked | ||
753 | { | ||
754 | cflags = (int)(1 | d.CONTACTS_UNIMPORTANT); | ||
755 | } | ||
756 | count = d.CollidePtr(g1, g2, cflags, ContactgeomsArray, d.ContactGeom.unmanagedSizeOf); | ||
757 | } | ||
758 | else | ||
759 | count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf); | ||
760 | } | ||
761 | catch (SEHException) | ||
762 | { | ||
763 | 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."); | ||
764 | // ode.drelease(world); | ||
765 | base.TriggerPhysicsBasedRestart(); | ||
766 | } | ||
767 | catch (Exception e) | ||
768 | { | ||
769 | m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message); | ||
770 | return; | ||
771 | } | ||
772 | |||
773 | // contacts done | ||
774 | if (count == 0) | ||
775 | return; | ||
776 | |||
777 | // try get physical actors | ||
778 | PhysicsActor p1; | ||
779 | PhysicsActor p2; | ||
780 | |||
781 | if (!actor_name_map.TryGetValue(g1, out p1)) | ||
782 | { | ||
783 | m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 1"); | ||
784 | return; | ||
785 | } | ||
786 | |||
787 | if (!actor_name_map.TryGetValue(g2, out p2)) | ||
788 | { | ||
789 | m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2"); | ||
790 | return; | ||
791 | } | ||
792 | |||
793 | // update actors collision score | ||
794 | if (p1.CollisionScore >= float.MaxValue - count) | ||
795 | p1.CollisionScore = 0; | ||
796 | p1.CollisionScore += count; | ||
797 | |||
798 | if (p2.CollisionScore >= float.MaxValue - count) | ||
799 | p2.CollisionScore = 0; | ||
800 | p2.CollisionScore += count; | ||
801 | |||
802 | // get first contact | ||
803 | d.ContactGeom curContact = new d.ContactGeom(); | ||
804 | if (!GetCurContactGeom(0, ref curContact)) | ||
805 | return; | ||
806 | // for now it's the one with max depth | ||
807 | ContactPoint maxDepthContact = new ContactPoint( | ||
808 | new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z), | ||
809 | new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z), | ||
810 | curContact.depth | ||
811 | ); | ||
812 | // do volume detection case | ||
813 | if ( | ||
814 | (p1.IsVolumeDtc || p2.IsVolumeDtc)) | ||
815 | { | ||
816 | collision_accounting_events(p1, p2, maxDepthContact); | ||
817 | return; | ||
818 | } | ||
819 | |||
820 | // big messy collision analises | ||
821 | |||
822 | Vector3 normoverride = Vector3.Zero; //damm c# | ||
823 | |||
824 | float mu = 0; | ||
825 | float bounce = 0; | ||
826 | float cfm = 0.0001f; | ||
827 | float erpscale = 1.0f; | ||
828 | float dscale = 1.0f; | ||
829 | bool IgnoreNegSides = false; | ||
830 | |||
831 | ContactData contactdata1 = new ContactData(0, 0, false); | ||
832 | ContactData contactdata2 = new ContactData(0, 0, false); | ||
833 | |||
834 | bool dop1foot = false; | ||
835 | bool dop2foot = false; | ||
836 | bool ignore = false; | ||
837 | bool AvanormOverride = false; | ||
838 | |||
839 | switch (p1.PhysicsActorType) | ||
840 | { | ||
841 | case (int)ActorTypes.Agent: | ||
842 | { | ||
843 | AvanormOverride = true; | ||
844 | Vector3 tmp = p2.Position - p1.Position; | ||
845 | normoverride = p2.Velocity - p1.Velocity; | ||
846 | mu = normoverride.LengthSquared(); | ||
847 | |||
848 | if (mu > 1e-6) | ||
849 | { | ||
850 | mu = 1.0f / (float)Math.Sqrt(mu); | ||
851 | normoverride *= mu; | ||
852 | mu = Vector3.Dot(tmp, normoverride); | ||
853 | if (mu > 0) | ||
854 | normoverride *= -1; | ||
855 | } | ||
856 | else | ||
857 | { | ||
858 | tmp.Normalize(); | ||
859 | normoverride = -tmp; | ||
860 | } | ||
861 | |||
862 | switch (p2.PhysicsActorType) | ||
863 | { | ||
864 | case (int)ActorTypes.Agent: | ||
865 | p1.CollidingObj = true; | ||
866 | p2.CollidingObj = true; | ||
867 | break; | ||
868 | |||
869 | case (int)ActorTypes.Prim: | ||
870 | if (p2.Velocity.LengthSquared() > 0.0f) | ||
871 | p2.CollidingObj = true; | ||
872 | dop1foot = true; | ||
873 | break; | ||
874 | |||
875 | default: | ||
876 | ignore = true; // avatar to terrain and water ignored | ||
877 | break; | ||
878 | } | ||
879 | break; | ||
880 | } | ||
881 | |||
882 | case (int)ActorTypes.Prim: | ||
883 | switch (p2.PhysicsActorType) | ||
884 | { | ||
885 | case (int)ActorTypes.Agent: | ||
886 | AvanormOverride = true; | ||
887 | |||
888 | Vector3 tmp = p2.Position - p1.Position; | ||
889 | normoverride = p2.Velocity - p1.Velocity; | ||
890 | mu = normoverride.LengthSquared(); | ||
891 | if (mu > 1e-6) | ||
892 | { | ||
893 | mu = 1.0f / (float)Math.Sqrt(mu); | ||
894 | normoverride *= mu; | ||
895 | mu = Vector3.Dot(tmp, normoverride); | ||
896 | if (mu > 0) | ||
897 | normoverride *= -1; | ||
898 | } | ||
899 | else | ||
900 | { | ||
901 | tmp.Normalize(); | ||
902 | normoverride = -tmp; | ||
903 | } | ||
904 | |||
905 | bounce = 0; | ||
906 | mu = 0; | ||
907 | cfm = 0.0001f; | ||
908 | |||
909 | dop2foot = true; | ||
910 | if (p1.Velocity.LengthSquared() > 0.0f) | ||
911 | p1.CollidingObj = true; | ||
912 | break; | ||
913 | |||
914 | case (int)ActorTypes.Prim: | ||
915 | if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f) | ||
916 | { | ||
917 | p1.CollidingObj = true; | ||
918 | p2.CollidingObj = true; | ||
919 | } | ||
920 | p1.getContactData(ref contactdata1); | ||
921 | p2.getContactData(ref contactdata2); | ||
922 | bounce = contactdata1.bounce * contactdata2.bounce; | ||
923 | mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); | ||
924 | |||
925 | cfm = p1.Mass; | ||
926 | if (cfm > p2.Mass) | ||
927 | cfm = p2.Mass; | ||
928 | dscale = 10 / cfm; | ||
929 | dscale = (float)Math.Sqrt(dscale); | ||
930 | if (dscale > 1.0f) | ||
931 | dscale = 1.0f; | ||
932 | erpscale = cfm * 0.01f; | ||
933 | cfm = 0.0001f / cfm; | ||
934 | if (cfm > 0.01f) | ||
935 | cfm = 0.01f; | ||
936 | else if (cfm < 0.00001f) | ||
937 | cfm = 0.00001f; | ||
938 | |||
939 | if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f)) | ||
940 | mu *= frictionMovementMult; | ||
941 | |||
942 | break; | ||
943 | |||
944 | case (int)ActorTypes.Ground: | ||
945 | p1.getContactData(ref contactdata1); | ||
946 | bounce = contactdata1.bounce * TerrainBounce; | ||
947 | mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction); | ||
948 | if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f) | ||
949 | mu *= frictionMovementMult; | ||
950 | p1.CollidingGround = true; | ||
951 | |||
952 | cfm = p1.Mass; | ||
953 | dscale = 10 / cfm; | ||
954 | dscale = (float)Math.Sqrt(dscale); | ||
955 | if (dscale > 1.0f) | ||
956 | dscale = 1.0f; | ||
957 | erpscale = cfm * 0.01f; | ||
958 | cfm = 0.0001f / cfm; | ||
959 | if (cfm > 0.01f) | ||
960 | cfm = 0.01f; | ||
961 | else if (cfm < 0.00001f) | ||
962 | cfm = 0.00001f; | ||
963 | |||
964 | if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass) | ||
965 | { | ||
966 | if (curContact.side1 > 0) | ||
967 | IgnoreNegSides = true; | ||
968 | } | ||
969 | break; | ||
970 | |||
971 | case (int)ActorTypes.Water: | ||
972 | default: | ||
973 | ignore = true; | ||
974 | break; | ||
975 | } | ||
976 | break; | ||
977 | |||
978 | case (int)ActorTypes.Ground: | ||
979 | if (p2.PhysicsActorType == (int)ActorTypes.Prim) | ||
980 | { | ||
981 | p2.CollidingGround = true; | ||
982 | p2.getContactData(ref contactdata2); | ||
983 | bounce = contactdata2.bounce * TerrainBounce; | ||
984 | mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction); | ||
985 | |||
986 | cfm = p2.Mass; | ||
987 | dscale = 10 / cfm; | ||
988 | dscale = (float)Math.Sqrt(dscale); | ||
989 | |||
990 | if (dscale > 1.0f) | ||
991 | dscale = 1.0f; | ||
992 | |||
993 | erpscale = cfm * 0.01f; | ||
994 | cfm = 0.0001f / cfm; | ||
995 | if (cfm > 0.01f) | ||
996 | cfm = 0.01f; | ||
997 | else if (cfm < 0.00001f) | ||
998 | cfm = 0.00001f; | ||
999 | |||
1000 | if (curContact.side1 > 0) // should be 2 ? | ||
1001 | IgnoreNegSides = true; | ||
1002 | |||
1003 | if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f) | ||
1004 | mu *= frictionMovementMult; | ||
1005 | } | ||
1006 | else | ||
1007 | ignore = true; | ||
1008 | break; | ||
1009 | |||
1010 | case (int)ActorTypes.Water: | ||
1011 | default: | ||
1012 | break; | ||
1013 | } | ||
1014 | if (ignore) | ||
1015 | return; | ||
1016 | |||
1017 | IntPtr Joint; | ||
1018 | |||
1019 | int i = 0; | ||
1020 | while(true) | ||
1021 | { | ||
1022 | |||
1023 | if (IgnoreNegSides && curContact.side1 < 0) | ||
1024 | { | ||
1025 | if (++i >= count) | ||
1026 | break; | ||
1027 | |||
1028 | if (!GetCurContactGeom(i, ref curContact)) | ||
1029 | break; | ||
1030 | } | ||
1031 | else | ||
1032 | |||
1033 | { | ||
1034 | |||
1035 | if (AvanormOverride) | ||
1036 | { | ||
1037 | if (curContact.depth > 0.3f) | ||
1038 | { | ||
1039 | if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f) | ||
1040 | p1.IsColliding = true; | ||
1041 | if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f) | ||
1042 | p2.IsColliding = true; | ||
1043 | curContact.normal.X = normoverride.X; | ||
1044 | curContact.normal.Y = normoverride.Y; | ||
1045 | curContact.normal.Z = normoverride.Z; | ||
1046 | } | ||
1047 | |||
1048 | else | ||
1049 | { | ||
1050 | if (dop1foot) | ||
1051 | { | ||
1052 | float sz = p1.Size.Z; | ||
1053 | Vector3 vtmp = p1.Position; | ||
1054 | float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f; | ||
1055 | if (ppos > 0f) | ||
1056 | { | ||
1057 | if (!p1.Flying) | ||
1058 | { | ||
1059 | d.AABB aabb; | ||
1060 | d.GeomGetAABB(g2, out aabb); | ||
1061 | float tmp = vtmp.Z - sz * .18f; | ||
1062 | |||
1063 | if (aabb.MaxZ < tmp) | ||
1064 | { | ||
1065 | vtmp.X = curContact.pos.X - vtmp.X; | ||
1066 | vtmp.Y = curContact.pos.Y - vtmp.Y; | ||
1067 | vtmp.Z = -0.2f; | ||
1068 | vtmp.Normalize(); | ||
1069 | curContact.normal.X = vtmp.X; | ||
1070 | curContact.normal.Y = vtmp.Y; | ||
1071 | curContact.normal.Z = vtmp.Z; | ||
1072 | } | ||
1073 | } | ||
1074 | } | ||
1075 | else | ||
1076 | p1.IsColliding = true; | ||
1077 | |||
1078 | } | ||
1079 | |||
1080 | if (dop2foot) | ||
1081 | { | ||
1082 | float sz = p2.Size.Z; | ||
1083 | Vector3 vtmp = p2.Position; | ||
1084 | float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f; | ||
1085 | if (ppos > 0f) | ||
1086 | { | ||
1087 | if (!p2.Flying) | ||
1088 | { | ||
1089 | d.AABB aabb; | ||
1090 | d.GeomGetAABB(g1, out aabb); | ||
1091 | float tmp = vtmp.Z - sz * .18f; | ||
1092 | |||
1093 | if (aabb.MaxZ < tmp) | ||
1094 | { | ||
1095 | vtmp.X = curContact.pos.X - vtmp.X; | ||
1096 | vtmp.Y = curContact.pos.Y - vtmp.Y; | ||
1097 | vtmp.Z = -0.2f; | ||
1098 | vtmp.Normalize(); | ||
1099 | curContact.normal.X = vtmp.X; | ||
1100 | curContact.normal.Y = vtmp.Y; | ||
1101 | curContact.normal.Z = vtmp.Z; | ||
1102 | } | ||
1103 | } | ||
1104 | } | ||
1105 | else | ||
1106 | p2.IsColliding = true; | ||
1107 | |||
1108 | } | ||
1109 | } | ||
1110 | } | ||
1111 | |||
1112 | Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale); | ||
1113 | d.JointAttach(Joint, b1, b2); | ||
1114 | |||
1115 | if (++m_global_contactcount >= maxContactsbeforedeath) | ||
1116 | break; | ||
1117 | |||
1118 | if (++i >= count) | ||
1119 | break; | ||
1120 | |||
1121 | if (!GetCurContactGeom(i, ref curContact)) | ||
1122 | break; | ||
1123 | |||
1124 | if (curContact.depth > maxDepthContact.PenetrationDepth) | ||
1125 | { | ||
1126 | maxDepthContact.Position.X = curContact.pos.X; | ||
1127 | maxDepthContact.Position.Y = curContact.pos.Y; | ||
1128 | maxDepthContact.Position.Z = curContact.pos.Z; | ||
1129 | maxDepthContact.SurfaceNormal.X = curContact.normal.X; | ||
1130 | maxDepthContact.SurfaceNormal.Y = curContact.normal.Y; | ||
1131 | maxDepthContact.SurfaceNormal.Z = curContact.normal.Z; | ||
1132 | maxDepthContact.PenetrationDepth = curContact.depth; | ||
1133 | } | ||
1134 | } | ||
1135 | } | ||
1136 | |||
1137 | collision_accounting_events(p1, p2, maxDepthContact); | ||
1138 | |||
1139 | /* | ||
1140 | if (notskipedcount > geomContactPointsStartthrottle) | ||
1141 | { | ||
1142 | // If there are more then 3 contact points, it's likely | ||
1143 | // that we've got a pile of objects, so ... | ||
1144 | // We don't want to send out hundreds of terse updates over and over again | ||
1145 | // so lets throttle them and send them again after it's somewhat sorted out. | ||
1146 | this needs checking so out for now | ||
1147 | if (b1 != IntPtr.Zero) | ||
1148 | p1.ThrottleUpdates = true; | ||
1149 | if (b2 != IntPtr.Zero) | ||
1150 | p2.ThrottleUpdates = true; | ||
1151 | |||
1152 | } | ||
1153 | */ | ||
1154 | } | ||
1155 | |||
1156 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact) | ||
1157 | { | ||
1158 | uint obj2LocalID = 0; | ||
1159 | |||
1160 | bool p1events = p1.SubscribedEvents(); | ||
1161 | bool p2events = p2.SubscribedEvents(); | ||
1162 | |||
1163 | if (p1.IsVolumeDtc) | ||
1164 | p2events = false; | ||
1165 | if (p2.IsVolumeDtc) | ||
1166 | p1events = false; | ||
1167 | |||
1168 | if (!p2events && !p1events) | ||
1169 | return; | ||
1170 | |||
1171 | Vector3 vel = Vector3.Zero; | ||
1172 | if (p2 != null && p2.IsPhysical) | ||
1173 | vel = p2.Velocity; | ||
1174 | |||
1175 | if (p1 != null && p1.IsPhysical) | ||
1176 | vel -= p1.Velocity; | ||
1177 | |||
1178 | contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal); | ||
1179 | |||
1180 | switch ((ActorTypes)p1.PhysicsActorType) | ||
1181 | { | ||
1182 | case ActorTypes.Agent: | ||
1183 | case ActorTypes.Prim: | ||
1184 | { | ||
1185 | switch ((ActorTypes)p2.PhysicsActorType) | ||
1186 | { | ||
1187 | case ActorTypes.Agent: | ||
1188 | case ActorTypes.Prim: | ||
1189 | if (p2events) | ||
1190 | { | ||
1191 | AddCollisionEventReporting(p2); | ||
1192 | p2.AddCollisionEvent(p1.ParentActor.LocalID, contact); | ||
1193 | } | ||
1194 | obj2LocalID = p2.ParentActor.LocalID; | ||
1195 | break; | ||
1196 | |||
1197 | case ActorTypes.Ground: | ||
1198 | case ActorTypes.Unknown: | ||
1199 | default: | ||
1200 | obj2LocalID = 0; | ||
1201 | break; | ||
1202 | } | ||
1203 | if (p1events) | ||
1204 | { | ||
1205 | contact.SurfaceNormal = -contact.SurfaceNormal; | ||
1206 | AddCollisionEventReporting(p1); | ||
1207 | p1.AddCollisionEvent(obj2LocalID, contact); | ||
1208 | } | ||
1209 | break; | ||
1210 | } | ||
1211 | case ActorTypes.Ground: | ||
1212 | case ActorTypes.Unknown: | ||
1213 | default: | ||
1214 | { | ||
1215 | if (p2events && !p2.IsVolumeDtc) | ||
1216 | { | ||
1217 | AddCollisionEventReporting(p2); | ||
1218 | p2.AddCollisionEvent(0, contact); | ||
1219 | } | ||
1220 | break; | ||
1221 | } | ||
1222 | } | ||
1223 | } | ||
1224 | |||
1225 | /// <summary> | ||
1226 | /// This is our collision testing routine in ODE | ||
1227 | /// </summary> | ||
1228 | /// <param name="timeStep"></param> | ||
1229 | private void collision_optimized() | ||
1230 | { | ||
1231 | lock (_characters) | ||
1232 | { | ||
1233 | try | ||
1234 | { | ||
1235 | foreach (OdeCharacter chr in _characters) | ||
1236 | { | ||
1237 | if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero) | ||
1238 | continue; | ||
1239 | |||
1240 | chr.IsColliding = false; | ||
1241 | // chr.CollidingGround = false; not done here | ||
1242 | chr.CollidingObj = false; | ||
1243 | // do colisions with static space | ||
1244 | d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback); | ||
1245 | // no coll with gnd | ||
1246 | } | ||
1247 | } | ||
1248 | catch (AccessViolationException) | ||
1249 | { | ||
1250 | m_log.Warn("[PHYSICS]: Unable to collide Character to static space"); | ||
1251 | } | ||
1252 | |||
1253 | } | ||
1254 | |||
1255 | lock (_activeprims) | ||
1256 | { | ||
1257 | foreach (OdePrim aprim in _activeprims) | ||
1258 | { | ||
1259 | aprim.CollisionScore = 0; | ||
1260 | aprim.IsColliding = false; | ||
1261 | } | ||
1262 | } | ||
1263 | |||
1264 | // collide active prims with static enviroment | ||
1265 | lock (_activegroups) | ||
1266 | { | ||
1267 | try | ||
1268 | { | ||
1269 | foreach (OdePrim prm in _activegroups) | ||
1270 | { | ||
1271 | if (!prm.m_outbounds) | ||
1272 | { | ||
1273 | if (d.BodyIsEnabled(prm.Body)) | ||
1274 | { | ||
1275 | d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback); | ||
1276 | d.SpaceCollide2(GroundSpace, prm.collide_geom, IntPtr.Zero, nearCallback); | ||
1277 | } | ||
1278 | } | ||
1279 | } | ||
1280 | } | ||
1281 | catch (AccessViolationException) | ||
1282 | { | ||
1283 | m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space"); | ||
1284 | } | ||
1285 | } | ||
1286 | // finally colide active things amoung them | ||
1287 | try | ||
1288 | { | ||
1289 | d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback); | ||
1290 | } | ||
1291 | catch (AccessViolationException) | ||
1292 | { | ||
1293 | m_log.Warn("[PHYSICS]: Unable to collide in Active space"); | ||
1294 | } | ||
1295 | // _perloopContact.Clear(); | ||
1296 | } | ||
1297 | |||
1298 | #endregion | ||
1299 | /// <summary> | ||
1300 | /// Add actor to the list that should receive collision events in the simulate loop. | ||
1301 | /// </summary> | ||
1302 | /// <param name="obj"></param> | ||
1303 | public void AddCollisionEventReporting(PhysicsActor obj) | ||
1304 | { | ||
1305 | if (!_collisionEventPrim.Contains(obj)) | ||
1306 | _collisionEventPrim.Add(obj); | ||
1307 | } | ||
1308 | |||
1309 | /// <summary> | ||
1310 | /// Remove actor from the list that should receive collision events in the simulate loop. | ||
1311 | /// </summary> | ||
1312 | /// <param name="obj"></param> | ||
1313 | public void RemoveCollisionEventReporting(PhysicsActor obj) | ||
1314 | { | ||
1315 | if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj)) | ||
1316 | _collisionEventPrimRemove.Add(obj); | ||
1317 | } | ||
1318 | |||
1319 | public override float TimeDilation | ||
1320 | { | ||
1321 | get { return m_timeDilation; } | ||
1322 | } | ||
1323 | |||
1324 | public override bool SupportsNINJAJoints | ||
1325 | { | ||
1326 | get { return false; } | ||
1327 | } | ||
1328 | |||
1329 | #region Add/Remove Entities | ||
1330 | |||
1331 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
1332 | { | ||
1333 | Vector3 pos; | ||
1334 | pos.X = position.X; | ||
1335 | pos.Y = position.Y; | ||
1336 | pos.Z = position.Z; | ||
1337 | OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun); | ||
1338 | newAv.Flying = isFlying; | ||
1339 | newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset; | ||
1340 | |||
1341 | return newAv; | ||
1342 | } | ||
1343 | |||
1344 | public void AddCharacter(OdeCharacter chr) | ||
1345 | { | ||
1346 | lock (_characters) | ||
1347 | { | ||
1348 | if (!_characters.Contains(chr)) | ||
1349 | { | ||
1350 | _characters.Add(chr); | ||
1351 | if (chr.bad) | ||
1352 | m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid); | ||
1353 | } | ||
1354 | } | ||
1355 | } | ||
1356 | |||
1357 | public void RemoveCharacter(OdeCharacter chr) | ||
1358 | { | ||
1359 | lock (_characters) | ||
1360 | { | ||
1361 | if (_characters.Contains(chr)) | ||
1362 | { | ||
1363 | _characters.Remove(chr); | ||
1364 | } | ||
1365 | } | ||
1366 | } | ||
1367 | |||
1368 | public void BadCharacter(OdeCharacter chr) | ||
1369 | { | ||
1370 | lock (_badCharacter) | ||
1371 | { | ||
1372 | if (!_badCharacter.Contains(chr)) | ||
1373 | _badCharacter.Add(chr); | ||
1374 | } | ||
1375 | } | ||
1376 | |||
1377 | public override void RemoveAvatar(PhysicsActor actor) | ||
1378 | { | ||
1379 | //m_log.Debug("[PHYSICS]:ODELOCK"); | ||
1380 | ((OdeCharacter) actor).Destroy(); | ||
1381 | } | ||
1382 | |||
1383 | |||
1384 | public void addActivePrim(OdePrim activatePrim) | ||
1385 | { | ||
1386 | // adds active prim.. | ||
1387 | lock (_activeprims) | ||
1388 | { | ||
1389 | if (!_activeprims.Contains(activatePrim)) | ||
1390 | _activeprims.Add(activatePrim); | ||
1391 | } | ||
1392 | } | ||
1393 | |||
1394 | public void addActiveGroups(OdePrim activatePrim) | ||
1395 | { | ||
1396 | lock (_activegroups) | ||
1397 | { | ||
1398 | if (!_activegroups.Contains(activatePrim)) | ||
1399 | _activegroups.Add(activatePrim); | ||
1400 | } | ||
1401 | } | ||
1402 | |||
1403 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, | ||
1404 | PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID) | ||
1405 | { | ||
1406 | OdePrim newPrim; | ||
1407 | lock (OdeLock) | ||
1408 | { | ||
1409 | newPrim = new OdePrim(name, this, position, size, rotation, pbs, isphysical, isPhantom, shapeType, localID); | ||
1410 | lock (_prims) | ||
1411 | _prims.Add(newPrim); | ||
1412 | } | ||
1413 | return newPrim; | ||
1414 | } | ||
1415 | |||
1416 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1417 | Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid) | ||
1418 | { | ||
1419 | return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, 0 , localid); | ||
1420 | } | ||
1421 | |||
1422 | |||
1423 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1424 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid) | ||
1425 | { | ||
1426 | return AddPrim(primName, position, size, rotation, pbs, isPhysical,false, 0, localid); | ||
1427 | } | ||
1428 | |||
1429 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1430 | Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid) | ||
1431 | { | ||
1432 | |||
1433 | return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid); | ||
1434 | } | ||
1435 | |||
1436 | public void remActivePrim(OdePrim deactivatePrim) | ||
1437 | { | ||
1438 | lock (_activeprims) | ||
1439 | { | ||
1440 | _activeprims.Remove(deactivatePrim); | ||
1441 | } | ||
1442 | } | ||
1443 | public void remActiveGroup(OdePrim deactivatePrim) | ||
1444 | { | ||
1445 | lock (_activegroups) | ||
1446 | { | ||
1447 | _activegroups.Remove(deactivatePrim); | ||
1448 | } | ||
1449 | } | ||
1450 | |||
1451 | public override void RemovePrim(PhysicsActor prim) | ||
1452 | { | ||
1453 | // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be | ||
1454 | // removed in the next physics simulate pass. | ||
1455 | if (prim is OdePrim) | ||
1456 | { | ||
1457 | // lock (OdeLock) | ||
1458 | { | ||
1459 | |||
1460 | OdePrim p = (OdePrim)prim; | ||
1461 | p.setPrimForRemoval(); | ||
1462 | } | ||
1463 | } | ||
1464 | } | ||
1465 | /// <summary> | ||
1466 | /// This is called from within simulate but outside the locked portion | ||
1467 | /// We need to do our own locking here | ||
1468 | /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in | ||
1469 | /// Simulate() -- justincc). | ||
1470 | /// | ||
1471 | /// Essentially, we need to remove the prim from our space segment, whatever segment it's in. | ||
1472 | /// | ||
1473 | /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory | ||
1474 | /// that the space was using. | ||
1475 | /// </summary> | ||
1476 | /// <param name="prim"></param> | ||
1477 | public void RemovePrimThreadLocked(OdePrim prim) | ||
1478 | { | ||
1479 | //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); | ||
1480 | lock (prim) | ||
1481 | { | ||
1482 | // RemoveCollisionEventReporting(prim); | ||
1483 | lock (_prims) | ||
1484 | _prims.Remove(prim); | ||
1485 | } | ||
1486 | |||
1487 | } | ||
1488 | |||
1489 | public bool havePrim(OdePrim prm) | ||
1490 | { | ||
1491 | lock (_prims) | ||
1492 | return _prims.Contains(prm); | ||
1493 | } | ||
1494 | |||
1495 | public bool haveActor(PhysicsActor actor) | ||
1496 | { | ||
1497 | if (actor is OdePrim) | ||
1498 | { | ||
1499 | lock (_prims) | ||
1500 | return _prims.Contains((OdePrim)actor); | ||
1501 | } | ||
1502 | else if (actor is OdeCharacter) | ||
1503 | { | ||
1504 | lock (_characters) | ||
1505 | return _characters.Contains((OdeCharacter)actor); | ||
1506 | } | ||
1507 | return false; | ||
1508 | } | ||
1509 | |||
1510 | #endregion | ||
1511 | |||
1512 | #region Space Separation Calculation | ||
1513 | |||
1514 | /// <summary> | ||
1515 | /// Called when a static prim moves or becomes static | ||
1516 | /// Places the prim in a space one the static sub-spaces grid | ||
1517 | /// </summary> | ||
1518 | /// <param name="geom">the pointer to the geom that moved</param> | ||
1519 | /// <param name="pos">the position that the geom moved to</param> | ||
1520 | /// <param name="currentspace">a pointer to the space it was in before it was moved.</param> | ||
1521 | /// <returns>a pointer to the new space it's in</returns> | ||
1522 | public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace) | ||
1523 | { | ||
1524 | // moves a prim into another static sub-space or from another space into a static sub-space | ||
1525 | |||
1526 | // Called ODEPrim so | ||
1527 | // it's already in locked space. | ||
1528 | |||
1529 | if (geom == IntPtr.Zero) // shouldn't happen | ||
1530 | return IntPtr.Zero; | ||
1531 | |||
1532 | // get the static sub-space for current position | ||
1533 | IntPtr newspace = calculateSpaceForGeom(pos); | ||
1534 | |||
1535 | if (newspace == currentspace) // if we are there all done | ||
1536 | return newspace; | ||
1537 | |||
1538 | // else remove it from its current space | ||
1539 | if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom)) | ||
1540 | { | ||
1541 | if (d.GeomIsSpace(currentspace)) | ||
1542 | { | ||
1543 | waitForSpaceUnlock(currentspace); | ||
1544 | d.SpaceRemove(currentspace, geom); | ||
1545 | |||
1546 | if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0) | ||
1547 | { | ||
1548 | d.SpaceDestroy(currentspace); | ||
1549 | } | ||
1550 | } | ||
1551 | else | ||
1552 | { | ||
1553 | m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace + | ||
1554 | " Geom:" + geom); | ||
1555 | } | ||
1556 | } | ||
1557 | else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space | ||
1558 | { | ||
1559 | currentspace = d.GeomGetSpace(geom); | ||
1560 | if (currentspace != IntPtr.Zero) | ||
1561 | { | ||
1562 | if (d.GeomIsSpace(currentspace)) | ||
1563 | { | ||
1564 | waitForSpaceUnlock(currentspace); | ||
1565 | d.SpaceRemove(currentspace, geom); | ||
1566 | |||
1567 | if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0) | ||
1568 | { | ||
1569 | d.SpaceDestroy(currentspace); | ||
1570 | } | ||
1571 | |||
1572 | } | ||
1573 | } | ||
1574 | } | ||
1575 | |||
1576 | // put the geom in the newspace | ||
1577 | waitForSpaceUnlock(newspace); | ||
1578 | d.SpaceAdd(newspace, geom); | ||
1579 | |||
1580 | // let caller know this newspace | ||
1581 | return newspace; | ||
1582 | } | ||
1583 | |||
1584 | /// <summary> | ||
1585 | /// Calculates the space the prim should be in by its position | ||
1586 | /// </summary> | ||
1587 | /// <param name="pos"></param> | ||
1588 | /// <returns>a pointer to the space. This could be a new space or reused space.</returns> | ||
1589 | public IntPtr calculateSpaceForGeom(Vector3 pos) | ||
1590 | { | ||
1591 | int x, y; | ||
1592 | |||
1593 | if (pos.X < 0) | ||
1594 | return staticPrimspaceOffRegion[0]; | ||
1595 | |||
1596 | if (pos.Y < 0) | ||
1597 | return staticPrimspaceOffRegion[2]; | ||
1598 | |||
1599 | x = (int)(pos.X * spacesPerMeter); | ||
1600 | if (x > spaceGridMaxX) | ||
1601 | return staticPrimspaceOffRegion[1]; | ||
1602 | |||
1603 | y = (int)(pos.Y * spacesPerMeter); | ||
1604 | if (y > spaceGridMaxY) | ||
1605 | return staticPrimspaceOffRegion[3]; | ||
1606 | |||
1607 | return staticPrimspace[x, y]; | ||
1608 | } | ||
1609 | |||
1610 | #endregion | ||
1611 | |||
1612 | |||
1613 | /// <summary> | ||
1614 | /// Called to queue a change to a actor | ||
1615 | /// to use in place of old taint mechanism so changes do have a time sequence | ||
1616 | /// </summary> | ||
1617 | |||
1618 | public void AddChange(PhysicsActor actor, changes what, Object arg) | ||
1619 | { | ||
1620 | ODEchangeitem item = new ODEchangeitem(); | ||
1621 | item.actor = actor; | ||
1622 | item.what = what; | ||
1623 | item.arg = arg; | ||
1624 | ChangesQueue.Enqueue(item); | ||
1625 | } | ||
1626 | |||
1627 | /// <summary> | ||
1628 | /// Called after our prim properties are set Scale, position etc. | ||
1629 | /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex | ||
1630 | /// This assures us that we have no race conditions | ||
1631 | /// </summary> | ||
1632 | /// <param name="prim"></param> | ||
1633 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
1634 | { | ||
1635 | } | ||
1636 | |||
1637 | // does all pending changes generated during region load process | ||
1638 | public override void PrepareSimulation() | ||
1639 | { | ||
1640 | lock (OdeLock) | ||
1641 | { | ||
1642 | if (world == IntPtr.Zero) | ||
1643 | { | ||
1644 | ChangesQueue.Clear(); | ||
1645 | return; | ||
1646 | } | ||
1647 | |||
1648 | ODEchangeitem item; | ||
1649 | |||
1650 | int donechanges = 0; | ||
1651 | if (ChangesQueue.Count > 0) | ||
1652 | { | ||
1653 | m_log.InfoFormat("[ODE] start processing pending actor operations"); | ||
1654 | int tstart = Util.EnvironmentTickCount(); | ||
1655 | |||
1656 | while (ChangesQueue.Dequeue(out item)) | ||
1657 | { | ||
1658 | if (item.actor != null) | ||
1659 | { | ||
1660 | try | ||
1661 | { | ||
1662 | if (item.actor is OdeCharacter) | ||
1663 | ((OdeCharacter)item.actor).DoAChange(item.what, item.arg); | ||
1664 | else if (((OdePrim)item.actor).DoAChange(item.what, item.arg)) | ||
1665 | RemovePrimThreadLocked((OdePrim)item.actor); | ||
1666 | } | ||
1667 | catch | ||
1668 | { | ||
1669 | m_log.WarnFormat("[PHYSICS]: Operation failed for a actor {0} {1}", | ||
1670 | item.actor.Name, item.what.ToString()); | ||
1671 | } | ||
1672 | } | ||
1673 | donechanges++; | ||
1674 | } | ||
1675 | int time = Util.EnvironmentTickCountSubtract(tstart); | ||
1676 | m_log.InfoFormat("[ODE] finished {0} operations in {1}ms", donechanges, time); | ||
1677 | } | ||
1678 | } | ||
1679 | } | ||
1680 | |||
1681 | /// <summary> | ||
1682 | /// This is our main simulate loop | ||
1683 | /// It's thread locked by a Mutex in the scene. | ||
1684 | /// It holds Collisions, it instructs ODE to step through the physical reactions | ||
1685 | /// It moves the objects around in memory | ||
1686 | /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup) | ||
1687 | /// </summary> | ||
1688 | /// <param name="timeStep"></param> | ||
1689 | /// <returns></returns> | ||
1690 | public override float Simulate(float timeStep) | ||
1691 | { | ||
1692 | DateTime now = DateTime.UtcNow; | ||
1693 | TimeSpan timedif = now - m_lastframe; | ||
1694 | timeStep = (float)timedif.TotalSeconds; | ||
1695 | m_lastframe = now; | ||
1696 | |||
1697 | // acumulate time so we can reduce error | ||
1698 | step_time += timeStep; | ||
1699 | |||
1700 | if (step_time < HalfOdeStep) | ||
1701 | return 0; | ||
1702 | |||
1703 | if (framecount < 0) | ||
1704 | framecount = 0; | ||
1705 | |||
1706 | |||
1707 | framecount++; | ||
1708 | |||
1709 | int curphysiteractions; | ||
1710 | |||
1711 | // if in trouble reduce step resolution | ||
1712 | if (step_time >= m_SkipFramesAtms) | ||
1713 | curphysiteractions = m_physicsiterations / 2; | ||
1714 | else | ||
1715 | curphysiteractions = m_physicsiterations; | ||
1716 | |||
1717 | // checkThread(); | ||
1718 | int nodeframes = 0; | ||
1719 | |||
1720 | lock (SimulationLock) | ||
1721 | lock(OdeLock) | ||
1722 | { | ||
1723 | if (world == IntPtr.Zero) | ||
1724 | { | ||
1725 | ChangesQueue.Clear(); | ||
1726 | return 0; | ||
1727 | } | ||
1728 | |||
1729 | ODEchangeitem item; | ||
1730 | |||
1731 | |||
1732 | |||
1733 | d.WorldSetQuickStepNumIterations(world, curphysiteractions); | ||
1734 | |||
1735 | int loopstartMS = Util.EnvironmentTickCount(); | ||
1736 | int looptimeMS = 0; | ||
1737 | |||
1738 | |||
1739 | while (step_time > HalfOdeStep) | ||
1740 | { | ||
1741 | try | ||
1742 | { | ||
1743 | // clear pointer/counter to contacts to pass into joints | ||
1744 | m_global_contactcount = 0; | ||
1745 | |||
1746 | if (ChangesQueue.Count > 0) | ||
1747 | { | ||
1748 | int changestartMS = Util.EnvironmentTickCount(); | ||
1749 | int ttmp; | ||
1750 | while (ChangesQueue.Dequeue(out item)) | ||
1751 | { | ||
1752 | if (item.actor != null) | ||
1753 | { | ||
1754 | try | ||
1755 | { | ||
1756 | if (item.actor is OdeCharacter) | ||
1757 | ((OdeCharacter)item.actor).DoAChange(item.what, item.arg); | ||
1758 | else if (((OdePrim)item.actor).DoAChange(item.what, item.arg)) | ||
1759 | RemovePrimThreadLocked((OdePrim)item.actor); | ||
1760 | } | ||
1761 | catch | ||
1762 | { | ||
1763 | m_log.WarnFormat("[PHYSICS]: doChange failed for a actor {0} {1}", | ||
1764 | item.actor.Name, item.what.ToString()); | ||
1765 | } | ||
1766 | } | ||
1767 | ttmp = Util.EnvironmentTickCountSubtract(changestartMS); | ||
1768 | if (ttmp > 20) | ||
1769 | break; | ||
1770 | } | ||
1771 | } | ||
1772 | |||
1773 | // Move characters | ||
1774 | lock (_characters) | ||
1775 | { | ||
1776 | List<OdeCharacter> defects = new List<OdeCharacter>(); | ||
1777 | foreach (OdeCharacter actor in _characters) | ||
1778 | { | ||
1779 | if (actor != null) | ||
1780 | actor.Move(ODE_STEPSIZE, defects); | ||
1781 | } | ||
1782 | if (defects.Count != 0) | ||
1783 | { | ||
1784 | foreach (OdeCharacter defect in defects) | ||
1785 | { | ||
1786 | RemoveCharacter(defect); | ||
1787 | } | ||
1788 | defects.Clear(); | ||
1789 | } | ||
1790 | } | ||
1791 | |||
1792 | // Move other active objects | ||
1793 | lock (_activegroups) | ||
1794 | { | ||
1795 | foreach (OdePrim aprim in _activegroups) | ||
1796 | { | ||
1797 | aprim.Move(); | ||
1798 | } | ||
1799 | } | ||
1800 | |||
1801 | //if ((framecount % m_randomizeWater) == 0) | ||
1802 | // randomizeWater(waterlevel); | ||
1803 | |||
1804 | m_rayCastManager.ProcessQueuedRequests(); | ||
1805 | |||
1806 | collision_optimized(); | ||
1807 | |||
1808 | foreach (PhysicsActor obj in _collisionEventPrim) | ||
1809 | { | ||
1810 | if (obj == null) | ||
1811 | continue; | ||
1812 | |||
1813 | switch ((ActorTypes)obj.PhysicsActorType) | ||
1814 | { | ||
1815 | case ActorTypes.Agent: | ||
1816 | OdeCharacter cobj = (OdeCharacter)obj; | ||
1817 | cobj.AddCollisionFrameTime((int)(odetimestepMS)); | ||
1818 | cobj.SendCollisions(); | ||
1819 | break; | ||
1820 | |||
1821 | case ActorTypes.Prim: | ||
1822 | OdePrim pobj = (OdePrim)obj; | ||
1823 | if (pobj.Body == IntPtr.Zero || (d.BodyIsEnabled(pobj.Body) && !pobj.m_outbounds)) | ||
1824 | if (!pobj.m_outbounds) | ||
1825 | { | ||
1826 | pobj.AddCollisionFrameTime((int)(odetimestepMS)); | ||
1827 | pobj.SendCollisions(); | ||
1828 | } | ||
1829 | break; | ||
1830 | } | ||
1831 | } | ||
1832 | |||
1833 | foreach (PhysicsActor obj in _collisionEventPrimRemove) | ||
1834 | _collisionEventPrim.Remove(obj); | ||
1835 | |||
1836 | _collisionEventPrimRemove.Clear(); | ||
1837 | |||
1838 | // do a ode simulation step | ||
1839 | d.WorldQuickStep(world, ODE_STEPSIZE); | ||
1840 | d.JointGroupEmpty(contactgroup); | ||
1841 | |||
1842 | // update managed ideia of physical data and do updates to core | ||
1843 | /* | ||
1844 | lock (_characters) | ||
1845 | { | ||
1846 | foreach (OdeCharacter actor in _characters) | ||
1847 | { | ||
1848 | if (actor != null) | ||
1849 | { | ||
1850 | if (actor.bad) | ||
1851 | m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); | ||
1852 | |||
1853 | actor.UpdatePositionAndVelocity(); | ||
1854 | } | ||
1855 | } | ||
1856 | } | ||
1857 | */ | ||
1858 | |||
1859 | lock (_activegroups) | ||
1860 | { | ||
1861 | { | ||
1862 | foreach (OdePrim actor in _activegroups) | ||
1863 | { | ||
1864 | if (actor.IsPhysical) | ||
1865 | { | ||
1866 | actor.UpdatePositionAndVelocity(); | ||
1867 | } | ||
1868 | } | ||
1869 | } | ||
1870 | } | ||
1871 | } | ||
1872 | catch (Exception e) | ||
1873 | { | ||
1874 | m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e); | ||
1875 | // ode.dunlock(world); | ||
1876 | } | ||
1877 | |||
1878 | step_time -= ODE_STEPSIZE; | ||
1879 | nodeframes++; | ||
1880 | |||
1881 | looptimeMS = Util.EnvironmentTickCountSubtract(loopstartMS); | ||
1882 | if (looptimeMS > 100) | ||
1883 | break; | ||
1884 | } | ||
1885 | |||
1886 | lock (_badCharacter) | ||
1887 | { | ||
1888 | if (_badCharacter.Count > 0) | ||
1889 | { | ||
1890 | foreach (OdeCharacter chr in _badCharacter) | ||
1891 | { | ||
1892 | RemoveCharacter(chr); | ||
1893 | } | ||
1894 | |||
1895 | _badCharacter.Clear(); | ||
1896 | } | ||
1897 | } | ||
1898 | |||
1899 | timedif = now - m_lastMeshExpire; | ||
1900 | |||
1901 | if (timedif.Seconds > 10) | ||
1902 | { | ||
1903 | mesher.ExpireReleaseMeshs(); | ||
1904 | m_lastMeshExpire = now; | ||
1905 | } | ||
1906 | |||
1907 | // information block running in debug only | ||
1908 | /* | ||
1909 | int ntopactivegeoms = d.SpaceGetNumGeoms(ActiveSpace); | ||
1910 | int ntopstaticgeoms = d.SpaceGetNumGeoms(StaticSpace); | ||
1911 | int ngroundgeoms = d.SpaceGetNumGeoms(GroundSpace); | ||
1912 | |||
1913 | int nactivegeoms = 0; | ||
1914 | int nactivespaces = 0; | ||
1915 | |||
1916 | int nstaticgeoms = 0; | ||
1917 | int nstaticspaces = 0; | ||
1918 | IntPtr sp; | ||
1919 | |||
1920 | for (int i = 0; i < ntopactivegeoms; i++) | ||
1921 | { | ||
1922 | sp = d.SpaceGetGeom(ActiveSpace, i); | ||
1923 | if (d.GeomIsSpace(sp)) | ||
1924 | { | ||
1925 | nactivespaces++; | ||
1926 | nactivegeoms += d.SpaceGetNumGeoms(sp); | ||
1927 | } | ||
1928 | else | ||
1929 | nactivegeoms++; | ||
1930 | } | ||
1931 | |||
1932 | for (int i = 0; i < ntopstaticgeoms; i++) | ||
1933 | { | ||
1934 | sp = d.SpaceGetGeom(StaticSpace, i); | ||
1935 | if (d.GeomIsSpace(sp)) | ||
1936 | { | ||
1937 | nstaticspaces++; | ||
1938 | nstaticgeoms += d.SpaceGetNumGeoms(sp); | ||
1939 | } | ||
1940 | else | ||
1941 | nstaticgeoms++; | ||
1942 | } | ||
1943 | |||
1944 | int ntopgeoms = d.SpaceGetNumGeoms(TopSpace); | ||
1945 | |||
1946 | int totgeoms = nstaticgeoms + nactivegeoms + ngroundgeoms + 1; // one ray | ||
1947 | int nbodies = d.NTotalBodies; | ||
1948 | int ngeoms = d.NTotalGeoms; | ||
1949 | */ | ||
1950 | // Finished with all sim stepping. If requested, dump world state to file for debugging. | ||
1951 | // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? | ||
1952 | // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? | ||
1953 | if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0)) | ||
1954 | { | ||
1955 | string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename | ||
1956 | string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file | ||
1957 | |||
1958 | if (physics_logging_append_existing_logfile) | ||
1959 | { | ||
1960 | string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------"; | ||
1961 | TextWriter fwriter = File.AppendText(fname); | ||
1962 | fwriter.WriteLine(header); | ||
1963 | fwriter.Close(); | ||
1964 | } | ||
1965 | |||
1966 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); | ||
1967 | } | ||
1968 | |||
1969 | // think time dilation as to do with dinamic step size that we dont' have | ||
1970 | // even so tell something to world | ||
1971 | if (looptimeMS < 100) // we did the requested loops | ||
1972 | m_timeDilation = 1.0f; | ||
1973 | else if (step_time > 0) | ||
1974 | { | ||
1975 | m_timeDilation = timeStep / step_time; | ||
1976 | if (m_timeDilation > 1) | ||
1977 | m_timeDilation = 1; | ||
1978 | if (step_time > m_SkipFramesAtms) | ||
1979 | step_time = 0; | ||
1980 | m_lastframe = DateTime.UtcNow; // skip also the time lost | ||
1981 | } | ||
1982 | } | ||
1983 | |||
1984 | // return nodeframes * ODE_STEPSIZE; // return real simulated time | ||
1985 | return 1000 * nodeframes; // return steps for now * 1000 to keep core happy | ||
1986 | } | ||
1987 | |||
1988 | /// <summary> | ||
1989 | public override void GetResults() | ||
1990 | { | ||
1991 | } | ||
1992 | |||
1993 | public override bool IsThreaded | ||
1994 | { | ||
1995 | // for now we won't be multithreaded | ||
1996 | get { return (false); } | ||
1997 | } | ||
1998 | |||
1999 | public float GetTerrainHeightAtXY(float x, float y) | ||
2000 | { | ||
2001 | |||
2002 | |||
2003 | int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
2004 | int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
2005 | |||
2006 | |||
2007 | IntPtr heightFieldGeom = IntPtr.Zero; | ||
2008 | |||
2009 | // get region map | ||
2010 | if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom)) | ||
2011 | return 0f; | ||
2012 | |||
2013 | if (heightFieldGeom == IntPtr.Zero) | ||
2014 | return 0f; | ||
2015 | |||
2016 | if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom)) | ||
2017 | return 0f; | ||
2018 | |||
2019 | // TerrainHeightField for ODE as offset 1m | ||
2020 | x += 1f - offsetX; | ||
2021 | y += 1f - offsetY; | ||
2022 | |||
2023 | // make position fit into array | ||
2024 | if (x < 0) | ||
2025 | x = 0; | ||
2026 | if (y < 0) | ||
2027 | y = 0; | ||
2028 | |||
2029 | // integer indexs | ||
2030 | int ix; | ||
2031 | int iy; | ||
2032 | // interpolators offset | ||
2033 | float dx; | ||
2034 | float dy; | ||
2035 | |||
2036 | int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples | ||
2037 | |||
2038 | if (OdeUbitLib) | ||
2039 | { | ||
2040 | if (x < regsize - 1) | ||
2041 | { | ||
2042 | ix = (int)x; | ||
2043 | dx = x - (float)ix; | ||
2044 | } | ||
2045 | else // out world use external height | ||
2046 | { | ||
2047 | ix = regsize - 2; | ||
2048 | dx = 0; | ||
2049 | } | ||
2050 | if (y < regsize - 1) | ||
2051 | { | ||
2052 | iy = (int)y; | ||
2053 | dy = y - (float)iy; | ||
2054 | } | ||
2055 | else | ||
2056 | { | ||
2057 | iy = regsize - 2; | ||
2058 | dy = 0; | ||
2059 | } | ||
2060 | } | ||
2061 | |||
2062 | else | ||
2063 | { | ||
2064 | // we still have square fixed size regions | ||
2065 | // also flip x and y because of how map is done for ODE fliped axis | ||
2066 | // so ix,iy,dx and dy are inter exchanged | ||
2067 | if (x < regsize - 1) | ||
2068 | { | ||
2069 | iy = (int)x; | ||
2070 | dy = x - (float)iy; | ||
2071 | } | ||
2072 | else // out world use external height | ||
2073 | { | ||
2074 | iy = regsize - 2; | ||
2075 | dy = 0; | ||
2076 | } | ||
2077 | if (y < regsize - 1) | ||
2078 | { | ||
2079 | ix = (int)y; | ||
2080 | dx = y - (float)ix; | ||
2081 | } | ||
2082 | else | ||
2083 | { | ||
2084 | ix = regsize - 2; | ||
2085 | dx = 0; | ||
2086 | } | ||
2087 | } | ||
2088 | |||
2089 | float h0; | ||
2090 | float h1; | ||
2091 | float h2; | ||
2092 | |||
2093 | iy *= regsize; | ||
2094 | iy += ix; // all indexes have iy + ix | ||
2095 | |||
2096 | float[] heights = TerrainHeightFieldHeights[heightFieldGeom]; | ||
2097 | /* | ||
2098 | if ((dx + dy) <= 1.0f) | ||
2099 | { | ||
2100 | h0 = ((float)heights[iy]); // 0,0 vertice | ||
2101 | h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0 | ||
2102 | h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0 | ||
2103 | } | ||
2104 | else | ||
2105 | { | ||
2106 | h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice | ||
2107 | h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0 | ||
2108 | h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1 | ||
2109 | } | ||
2110 | */ | ||
2111 | h0 = ((float)heights[iy]); // 0,0 vertice | ||
2112 | |||
2113 | if ((dy > dx)) | ||
2114 | { | ||
2115 | iy += regsize; | ||
2116 | h2 = (float)heights[iy]; // 0,1 vertice | ||
2117 | h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0 | ||
2118 | h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1 | ||
2119 | } | ||
2120 | else | ||
2121 | { | ||
2122 | iy++; | ||
2123 | h2 = (float)heights[iy]; // vertice 1,0 | ||
2124 | h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0 | ||
2125 | h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0 | ||
2126 | } | ||
2127 | |||
2128 | return h0 + h1 + h2; | ||
2129 | } | ||
2130 | |||
2131 | |||
2132 | public override void SetTerrain(float[] heightMap) | ||
2133 | { | ||
2134 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | ||
2135 | { | ||
2136 | if (m_parentScene is OdeScene) | ||
2137 | { | ||
2138 | ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset); | ||
2139 | } | ||
2140 | } | ||
2141 | else | ||
2142 | { | ||
2143 | SetTerrain(heightMap, m_worldOffset); | ||
2144 | } | ||
2145 | } | ||
2146 | |||
2147 | public override void CombineTerrain(float[] heightMap, Vector3 pOffset) | ||
2148 | { | ||
2149 | SetTerrain(heightMap, pOffset); | ||
2150 | } | ||
2151 | |||
2152 | public void SetTerrain(float[] heightMap, Vector3 pOffset) | ||
2153 | { | ||
2154 | if (OdeUbitLib) | ||
2155 | UbitSetTerrain(heightMap, pOffset); | ||
2156 | else | ||
2157 | OriSetTerrain(heightMap, pOffset); | ||
2158 | } | ||
2159 | |||
2160 | public void OriSetTerrain(float[] heightMap, Vector3 pOffset) | ||
2161 | { | ||
2162 | // assumes 1m size grid and constante size square regions | ||
2163 | // needs to know about sims around in future | ||
2164 | |||
2165 | float[] _heightmap; | ||
2166 | |||
2167 | uint heightmapWidth = Constants.RegionSize + 2; | ||
2168 | uint heightmapHeight = Constants.RegionSize + 2; | ||
2169 | |||
2170 | uint heightmapWidthSamples = heightmapWidth + 1; | ||
2171 | uint heightmapHeightSamples = heightmapHeight + 1; | ||
2172 | |||
2173 | _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples]; | ||
2174 | |||
2175 | const float scale = 1.0f; | ||
2176 | const float offset = 0.0f; | ||
2177 | const float thickness = 10f; | ||
2178 | const int wrap = 0; | ||
2179 | |||
2180 | uint regionsize = Constants.RegionSize; | ||
2181 | |||
2182 | float hfmin = float.MaxValue; | ||
2183 | float hfmax = float.MinValue; | ||
2184 | float val; | ||
2185 | uint xx; | ||
2186 | uint yy; | ||
2187 | |||
2188 | uint maxXXYY = regionsize - 1; | ||
2189 | // flipping map adding one margin all around so things don't fall in edges | ||
2190 | |||
2191 | uint xt = 0; | ||
2192 | xx = 0; | ||
2193 | |||
2194 | for (uint x = 0; x < heightmapWidthSamples; x++) | ||
2195 | { | ||
2196 | if (x > 1 && xx < maxXXYY) | ||
2197 | xx++; | ||
2198 | yy = 0; | ||
2199 | for (uint y = 0; y < heightmapHeightSamples; y++) | ||
2200 | { | ||
2201 | if (y > 1 && y < maxXXYY) | ||
2202 | yy += regionsize; | ||
2203 | |||
2204 | val = heightMap[yy + xx]; | ||
2205 | if (val < 0.0f) | ||
2206 | val = 0.0f; // no neg terrain as in chode | ||
2207 | _heightmap[xt + y] = val; | ||
2208 | |||
2209 | if (hfmin > val) | ||
2210 | hfmin = val; | ||
2211 | if (hfmax < val) | ||
2212 | hfmax = val; | ||
2213 | } | ||
2214 | xt += heightmapHeightSamples; | ||
2215 | } | ||
2216 | lock (OdeLock) | ||
2217 | { | ||
2218 | IntPtr GroundGeom = IntPtr.Zero; | ||
2219 | if (RegionTerrain.TryGetValue(pOffset, out GroundGeom)) | ||
2220 | { | ||
2221 | RegionTerrain.Remove(pOffset); | ||
2222 | if (GroundGeom != IntPtr.Zero) | ||
2223 | { | ||
2224 | actor_name_map.Remove(GroundGeom); | ||
2225 | d.GeomDestroy(GroundGeom); | ||
2226 | |||
2227 | if (TerrainHeightFieldHeights.ContainsKey(GroundGeom)) | ||
2228 | { | ||
2229 | TerrainHeightFieldHeightsHandlers[GroundGeom].Free(); | ||
2230 | TerrainHeightFieldHeightsHandlers.Remove(GroundGeom); | ||
2231 | TerrainHeightFieldHeights.Remove(GroundGeom); | ||
2232 | } | ||
2233 | } | ||
2234 | } | ||
2235 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
2236 | |||
2237 | GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned); | ||
2238 | |||
2239 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight, | ||
2240 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, | ||
2241 | offset, thickness, wrap); | ||
2242 | |||
2243 | d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); | ||
2244 | |||
2245 | GroundGeom = d.CreateHeightfield(GroundSpace, HeightmapData, 1); | ||
2246 | |||
2247 | if (GroundGeom != IntPtr.Zero) | ||
2248 | { | ||
2249 | d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land)); | ||
2250 | d.GeomSetCollideBits(GroundGeom, 0); | ||
2251 | |||
2252 | PhysicsActor pa = new NullPhysicsActor(); | ||
2253 | pa.Name = "Terrain"; | ||
2254 | pa.PhysicsActorType = (int)ActorTypes.Ground; | ||
2255 | actor_name_map[GroundGeom] = pa; | ||
2256 | |||
2257 | // geom_name_map[GroundGeom] = "Terrain"; | ||
2258 | |||
2259 | d.Matrix3 R = new d.Matrix3(); | ||
2260 | |||
2261 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
2262 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
2263 | |||
2264 | |||
2265 | q1 = q1 * q2; | ||
2266 | |||
2267 | Vector3 v3; | ||
2268 | float angle; | ||
2269 | q1.GetAxisAngle(out v3, out angle); | ||
2270 | |||
2271 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | ||
2272 | d.GeomSetRotation(GroundGeom, ref R); | ||
2273 | d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0); | ||
2274 | RegionTerrain.Add(pOffset, GroundGeom); | ||
2275 | TerrainHeightFieldHeights.Add(GroundGeom, _heightmap); | ||
2276 | TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler); | ||
2277 | } | ||
2278 | } | ||
2279 | } | ||
2280 | |||
2281 | public void UbitSetTerrain(float[] heightMap, Vector3 pOffset) | ||
2282 | { | ||
2283 | // assumes 1m size grid and constante size square regions | ||
2284 | // needs to know about sims around in future | ||
2285 | |||
2286 | float[] _heightmap; | ||
2287 | |||
2288 | uint heightmapWidth = Constants.RegionSize + 2; | ||
2289 | uint heightmapHeight = Constants.RegionSize + 2; | ||
2290 | |||
2291 | uint heightmapWidthSamples = heightmapWidth + 1; | ||
2292 | uint heightmapHeightSamples = heightmapHeight + 1; | ||
2293 | |||
2294 | _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples]; | ||
2295 | |||
2296 | |||
2297 | uint regionsize = Constants.RegionSize; | ||
2298 | |||
2299 | float hfmin = float.MaxValue; | ||
2300 | // float hfmax = float.MinValue; | ||
2301 | float val; | ||
2302 | |||
2303 | |||
2304 | uint maxXXYY = regionsize - 1; | ||
2305 | // adding one margin all around so things don't fall in edges | ||
2306 | |||
2307 | uint xx; | ||
2308 | uint yy = 0; | ||
2309 | uint yt = 0; | ||
2310 | |||
2311 | for (uint y = 0; y < heightmapHeightSamples; y++) | ||
2312 | { | ||
2313 | if (y > 1 && y < maxXXYY) | ||
2314 | yy += regionsize; | ||
2315 | xx = 0; | ||
2316 | for (uint x = 0; x < heightmapWidthSamples; x++) | ||
2317 | { | ||
2318 | if (x > 1 && x < maxXXYY) | ||
2319 | xx++; | ||
2320 | |||
2321 | val = heightMap[yy + xx]; | ||
2322 | if (val < 0.0f) | ||
2323 | val = 0.0f; // no neg terrain as in chode | ||
2324 | _heightmap[yt + x] = val; | ||
2325 | |||
2326 | if (hfmin > val) | ||
2327 | hfmin = val; | ||
2328 | // if (hfmax < val) | ||
2329 | // hfmax = val; | ||
2330 | } | ||
2331 | yt += heightmapWidthSamples; | ||
2332 | } | ||
2333 | lock (OdeLock) | ||
2334 | { | ||
2335 | IntPtr GroundGeom = IntPtr.Zero; | ||
2336 | if (RegionTerrain.TryGetValue(pOffset, out GroundGeom)) | ||
2337 | { | ||
2338 | RegionTerrain.Remove(pOffset); | ||
2339 | if (GroundGeom != IntPtr.Zero) | ||
2340 | { | ||
2341 | actor_name_map.Remove(GroundGeom); | ||
2342 | d.GeomDestroy(GroundGeom); | ||
2343 | |||
2344 | if (TerrainHeightFieldHeights.ContainsKey(GroundGeom)) | ||
2345 | { | ||
2346 | if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated) | ||
2347 | TerrainHeightFieldHeightsHandlers[GroundGeom].Free(); | ||
2348 | TerrainHeightFieldHeightsHandlers.Remove(GroundGeom); | ||
2349 | TerrainHeightFieldHeights.Remove(GroundGeom); | ||
2350 | } | ||
2351 | } | ||
2352 | } | ||
2353 | IntPtr HeightmapData = d.GeomUbitTerrainDataCreate(); | ||
2354 | |||
2355 | const int wrap = 0; | ||
2356 | float thickness = hfmin; | ||
2357 | if (thickness < 0) | ||
2358 | thickness = 1; | ||
2359 | |||
2360 | GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned); | ||
2361 | |||
2362 | d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f, | ||
2363 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, | ||
2364 | thickness, wrap); | ||
2365 | |||
2366 | // d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); | ||
2367 | GroundGeom = d.CreateUbitTerrain(GroundSpace, HeightmapData, 1); | ||
2368 | if (GroundGeom != IntPtr.Zero) | ||
2369 | { | ||
2370 | d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land)); | ||
2371 | d.GeomSetCollideBits(GroundGeom, 0); | ||
2372 | |||
2373 | |||
2374 | PhysicsActor pa = new NullPhysicsActor(); | ||
2375 | pa.Name = "Terrain"; | ||
2376 | pa.PhysicsActorType = (int)ActorTypes.Ground; | ||
2377 | actor_name_map[GroundGeom] = pa; | ||
2378 | |||
2379 | // geom_name_map[GroundGeom] = "Terrain"; | ||
2380 | |||
2381 | d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0); | ||
2382 | RegionTerrain.Add(pOffset, GroundGeom); | ||
2383 | TerrainHeightFieldHeights.Add(GroundGeom, _heightmap); | ||
2384 | TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler); | ||
2385 | } | ||
2386 | } | ||
2387 | } | ||
2388 | |||
2389 | |||
2390 | public override void DeleteTerrain() | ||
2391 | { | ||
2392 | } | ||
2393 | |||
2394 | public float GetWaterLevel() | ||
2395 | { | ||
2396 | return waterlevel; | ||
2397 | } | ||
2398 | |||
2399 | public override bool SupportsCombining() | ||
2400 | { | ||
2401 | return true; | ||
2402 | } | ||
2403 | /* | ||
2404 | public override void UnCombine(PhysicsScene pScene) | ||
2405 | { | ||
2406 | IntPtr localGround = IntPtr.Zero; | ||
2407 | // float[] localHeightfield; | ||
2408 | bool proceed = false; | ||
2409 | List<IntPtr> geomDestroyList = new List<IntPtr>(); | ||
2410 | |||
2411 | lock (OdeLock) | ||
2412 | { | ||
2413 | if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround)) | ||
2414 | { | ||
2415 | foreach (IntPtr geom in TerrainHeightFieldHeights.Keys) | ||
2416 | { | ||
2417 | if (geom == localGround) | ||
2418 | { | ||
2419 | // localHeightfield = TerrainHeightFieldHeights[geom]; | ||
2420 | proceed = true; | ||
2421 | } | ||
2422 | else | ||
2423 | { | ||
2424 | geomDestroyList.Add(geom); | ||
2425 | } | ||
2426 | } | ||
2427 | |||
2428 | if (proceed) | ||
2429 | { | ||
2430 | m_worldOffset = Vector3.Zero; | ||
2431 | WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
2432 | m_parentScene = null; | ||
2433 | |||
2434 | foreach (IntPtr g in geomDestroyList) | ||
2435 | { | ||
2436 | // removingHeightField needs to be done or the garbage collector will | ||
2437 | // collect the terrain data before we tell ODE to destroy it causing | ||
2438 | // memory corruption | ||
2439 | if (TerrainHeightFieldHeights.ContainsKey(g)) | ||
2440 | { | ||
2441 | // float[] removingHeightField = TerrainHeightFieldHeights[g]; | ||
2442 | TerrainHeightFieldHeights.Remove(g); | ||
2443 | |||
2444 | if (RegionTerrain.ContainsKey(g)) | ||
2445 | { | ||
2446 | RegionTerrain.Remove(g); | ||
2447 | } | ||
2448 | |||
2449 | d.GeomDestroy(g); | ||
2450 | //removingHeightField = new float[0]; | ||
2451 | } | ||
2452 | } | ||
2453 | |||
2454 | } | ||
2455 | else | ||
2456 | { | ||
2457 | m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data."); | ||
2458 | } | ||
2459 | } | ||
2460 | } | ||
2461 | } | ||
2462 | */ | ||
2463 | public override void SetWaterLevel(float baseheight) | ||
2464 | { | ||
2465 | waterlevel = baseheight; | ||
2466 | // randomizeWater(waterlevel); | ||
2467 | } | ||
2468 | /* | ||
2469 | public void randomizeWater(float baseheight) | ||
2470 | { | ||
2471 | const uint heightmapWidth = Constants.RegionSize + 2; | ||
2472 | const uint heightmapHeight = Constants.RegionSize + 2; | ||
2473 | const uint heightmapWidthSamples = heightmapWidth + 1; | ||
2474 | const uint heightmapHeightSamples = heightmapHeight + 1; | ||
2475 | |||
2476 | const float scale = 1.0f; | ||
2477 | const float offset = 0.0f; | ||
2478 | const int wrap = 0; | ||
2479 | |||
2480 | float[] _watermap = new float[heightmapWidthSamples * heightmapWidthSamples]; | ||
2481 | |||
2482 | float maxheigh = float.MinValue; | ||
2483 | float minheigh = float.MaxValue; | ||
2484 | float val; | ||
2485 | for (int i = 0; i < (heightmapWidthSamples * heightmapHeightSamples); i++) | ||
2486 | { | ||
2487 | |||
2488 | val = (baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f); | ||
2489 | _watermap[i] = val; | ||
2490 | if (maxheigh < val) | ||
2491 | maxheigh = val; | ||
2492 | if (minheigh > val) | ||
2493 | minheigh = val; | ||
2494 | } | ||
2495 | |||
2496 | float thickness = minheigh; | ||
2497 | |||
2498 | lock (OdeLock) | ||
2499 | { | ||
2500 | if (WaterGeom != IntPtr.Zero) | ||
2501 | { | ||
2502 | actor_name_map.Remove(WaterGeom); | ||
2503 | d.GeomDestroy(WaterGeom); | ||
2504 | d.GeomHeightfieldDataDestroy(WaterHeightmapData); | ||
2505 | WaterGeom = IntPtr.Zero; | ||
2506 | WaterHeightmapData = IntPtr.Zero; | ||
2507 | if(WaterMapHandler.IsAllocated) | ||
2508 | WaterMapHandler.Free(); | ||
2509 | } | ||
2510 | |||
2511 | WaterHeightmapData = d.GeomHeightfieldDataCreate(); | ||
2512 | |||
2513 | WaterMapHandler = GCHandle.Alloc(_watermap, GCHandleType.Pinned); | ||
2514 | |||
2515 | d.GeomHeightfieldDataBuildSingle(WaterHeightmapData, WaterMapHandler.AddrOfPinnedObject(), 0, heightmapWidth, heightmapHeight, | ||
2516 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, | ||
2517 | offset, thickness, wrap); | ||
2518 | d.GeomHeightfieldDataSetBounds(WaterHeightmapData, minheigh, maxheigh); | ||
2519 | WaterGeom = d.CreateHeightfield(StaticSpace, WaterHeightmapData, 1); | ||
2520 | if (WaterGeom != IntPtr.Zero) | ||
2521 | { | ||
2522 | d.GeomSetCategoryBits(WaterGeom, (uint)(CollisionCategories.Water)); | ||
2523 | d.GeomSetCollideBits(WaterGeom, 0); | ||
2524 | |||
2525 | |||
2526 | PhysicsActor pa = new NullPhysicsActor(); | ||
2527 | pa.Name = "Water"; | ||
2528 | pa.PhysicsActorType = (int)ActorTypes.Water; | ||
2529 | |||
2530 | actor_name_map[WaterGeom] = pa; | ||
2531 | // geom_name_map[WaterGeom] = "Water"; | ||
2532 | |||
2533 | d.Matrix3 R = new d.Matrix3(); | ||
2534 | |||
2535 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
2536 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
2537 | |||
2538 | q1 = q1 * q2; | ||
2539 | Vector3 v3; | ||
2540 | float angle; | ||
2541 | q1.GetAxisAngle(out v3, out angle); | ||
2542 | |||
2543 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | ||
2544 | d.GeomSetRotation(WaterGeom, ref R); | ||
2545 | d.GeomSetPosition(WaterGeom, (float)Constants.RegionSize * 0.5f, (float)Constants.RegionSize * 0.5f, 0); | ||
2546 | } | ||
2547 | } | ||
2548 | } | ||
2549 | */ | ||
2550 | public override void Dispose() | ||
2551 | { | ||
2552 | if (m_meshWorker != null) | ||
2553 | m_meshWorker.Stop(); | ||
2554 | |||
2555 | lock (OdeLock) | ||
2556 | { | ||
2557 | m_rayCastManager.Dispose(); | ||
2558 | m_rayCastManager = null; | ||
2559 | |||
2560 | lock (_prims) | ||
2561 | { | ||
2562 | ChangesQueue.Clear(); | ||
2563 | foreach (OdePrim prm in _prims) | ||
2564 | { | ||
2565 | prm.DoAChange(changes.Remove, null); | ||
2566 | _collisionEventPrim.Remove(prm); | ||
2567 | } | ||
2568 | _prims.Clear(); | ||
2569 | } | ||
2570 | |||
2571 | OdeCharacter[] chtorem; | ||
2572 | lock (_characters) | ||
2573 | { | ||
2574 | chtorem = new OdeCharacter[_characters.Count]; | ||
2575 | _characters.CopyTo(chtorem); | ||
2576 | } | ||
2577 | |||
2578 | ChangesQueue.Clear(); | ||
2579 | foreach (OdeCharacter ch in chtorem) | ||
2580 | ch.DoAChange(changes.Remove, null); | ||
2581 | |||
2582 | |||
2583 | foreach (IntPtr GroundGeom in RegionTerrain.Values) | ||
2584 | { | ||
2585 | if (GroundGeom != IntPtr.Zero) | ||
2586 | d.GeomDestroy(GroundGeom); | ||
2587 | } | ||
2588 | |||
2589 | |||
2590 | RegionTerrain.Clear(); | ||
2591 | |||
2592 | if (TerrainHeightFieldHeightsHandlers.Count > 0) | ||
2593 | { | ||
2594 | foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values) | ||
2595 | { | ||
2596 | if (gch.IsAllocated) | ||
2597 | gch.Free(); | ||
2598 | } | ||
2599 | } | ||
2600 | |||
2601 | TerrainHeightFieldHeightsHandlers.Clear(); | ||
2602 | TerrainHeightFieldHeights.Clear(); | ||
2603 | /* | ||
2604 | if (WaterGeom != IntPtr.Zero) | ||
2605 | { | ||
2606 | d.GeomDestroy(WaterGeom); | ||
2607 | WaterGeom = IntPtr.Zero; | ||
2608 | if (WaterHeightmapData != IntPtr.Zero) | ||
2609 | d.GeomHeightfieldDataDestroy(WaterHeightmapData); | ||
2610 | WaterHeightmapData = IntPtr.Zero; | ||
2611 | |||
2612 | if (WaterMapHandler.IsAllocated) | ||
2613 | WaterMapHandler.Free(); | ||
2614 | } | ||
2615 | */ | ||
2616 | if (ContactgeomsArray != IntPtr.Zero) | ||
2617 | Marshal.FreeHGlobal(ContactgeomsArray); | ||
2618 | if (GlobalContactsArray != IntPtr.Zero) | ||
2619 | Marshal.FreeHGlobal(GlobalContactsArray); | ||
2620 | |||
2621 | |||
2622 | d.WorldDestroy(world); | ||
2623 | world = IntPtr.Zero; | ||
2624 | //d.CloseODE(); | ||
2625 | } | ||
2626 | } | ||
2627 | |||
2628 | public override Dictionary<uint, float> GetTopColliders() | ||
2629 | { | ||
2630 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | ||
2631 | int cnt = 0; | ||
2632 | lock (_prims) | ||
2633 | { | ||
2634 | foreach (OdePrim prm in _prims) | ||
2635 | { | ||
2636 | if (prm.CollisionScore > 0) | ||
2637 | { | ||
2638 | returncolliders.Add(prm.LocalID, prm.CollisionScore); | ||
2639 | cnt++; | ||
2640 | prm.CollisionScore = 0f; | ||
2641 | if (cnt > 25) | ||
2642 | { | ||
2643 | break; | ||
2644 | } | ||
2645 | } | ||
2646 | } | ||
2647 | } | ||
2648 | return returncolliders; | ||
2649 | } | ||
2650 | |||
2651 | public override bool SupportsRayCast() | ||
2652 | { | ||
2653 | return true; | ||
2654 | } | ||
2655 | |||
2656 | public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
2657 | { | ||
2658 | if (retMethod != null) | ||
2659 | { | ||
2660 | m_rayCastManager.QueueRequest(position, direction, length, retMethod); | ||
2661 | } | ||
2662 | } | ||
2663 | |||
2664 | public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) | ||
2665 | { | ||
2666 | if (retMethod != null) | ||
2667 | { | ||
2668 | m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod); | ||
2669 | } | ||
2670 | } | ||
2671 | |||
2672 | // don't like this | ||
2673 | public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count) | ||
2674 | { | ||
2675 | ContactResult[] ourResults = null; | ||
2676 | RayCallback retMethod = delegate(List<ContactResult> results) | ||
2677 | { | ||
2678 | ourResults = new ContactResult[results.Count]; | ||
2679 | results.CopyTo(ourResults, 0); | ||
2680 | }; | ||
2681 | int waitTime = 0; | ||
2682 | m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod); | ||
2683 | while (ourResults == null && waitTime < 1000) | ||
2684 | { | ||
2685 | Thread.Sleep(1); | ||
2686 | waitTime++; | ||
2687 | } | ||
2688 | if (ourResults == null) | ||
2689 | return new List<ContactResult>(); | ||
2690 | return new List<ContactResult>(ourResults); | ||
2691 | } | ||
2692 | |||
2693 | public override bool SuportsRaycastWorldFiltered() | ||
2694 | { | ||
2695 | return true; | ||
2696 | } | ||
2697 | |||
2698 | public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) | ||
2699 | { | ||
2700 | object SyncObject = new object(); | ||
2701 | List<ContactResult> ourresults = new List<ContactResult>(); | ||
2702 | |||
2703 | RayCallback retMethod = delegate(List<ContactResult> results) | ||
2704 | { | ||
2705 | lock (SyncObject) | ||
2706 | { | ||
2707 | ourresults = results; | ||
2708 | Monitor.PulseAll(SyncObject); | ||
2709 | } | ||
2710 | }; | ||
2711 | |||
2712 | lock (SyncObject) | ||
2713 | { | ||
2714 | m_rayCastManager.QueueRequest(position, direction, length, Count,filter, retMethod); | ||
2715 | if (!Monitor.Wait(SyncObject, 500)) | ||
2716 | return null; | ||
2717 | else | ||
2718 | return ourresults; | ||
2719 | } | ||
2720 | } | ||
2721 | |||
2722 | public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
2723 | { | ||
2724 | if (retMethod != null && actor !=null) | ||
2725 | { | ||
2726 | IntPtr geom; | ||
2727 | if (actor is OdePrim) | ||
2728 | geom = ((OdePrim)actor).prim_geom; | ||
2729 | else if (actor is OdeCharacter) | ||
2730 | geom = ((OdePrim)actor).prim_geom; | ||
2731 | else | ||
2732 | return; | ||
2733 | if (geom == IntPtr.Zero) | ||
2734 | return; | ||
2735 | m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod); | ||
2736 | } | ||
2737 | } | ||
2738 | |||
2739 | public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) | ||
2740 | { | ||
2741 | if (retMethod != null && actor != null) | ||
2742 | { | ||
2743 | IntPtr geom; | ||
2744 | if (actor is OdePrim) | ||
2745 | geom = ((OdePrim)actor).prim_geom; | ||
2746 | else if (actor is OdeCharacter) | ||
2747 | geom = ((OdePrim)actor).prim_geom; | ||
2748 | else | ||
2749 | return; | ||
2750 | if (geom == IntPtr.Zero) | ||
2751 | return; | ||
2752 | |||
2753 | m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod); | ||
2754 | } | ||
2755 | } | ||
2756 | |||
2757 | // don't like this | ||
2758 | public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count) | ||
2759 | { | ||
2760 | if (actor != null) | ||
2761 | { | ||
2762 | IntPtr geom; | ||
2763 | if (actor is OdePrim) | ||
2764 | geom = ((OdePrim)actor).prim_geom; | ||
2765 | else if (actor is OdeCharacter) | ||
2766 | geom = ((OdePrim)actor).prim_geom; | ||
2767 | else | ||
2768 | return new List<ContactResult>(); | ||
2769 | if (geom == IntPtr.Zero) | ||
2770 | return new List<ContactResult>(); | ||
2771 | |||
2772 | ContactResult[] ourResults = null; | ||
2773 | RayCallback retMethod = delegate(List<ContactResult> results) | ||
2774 | { | ||
2775 | ourResults = new ContactResult[results.Count]; | ||
2776 | results.CopyTo(ourResults, 0); | ||
2777 | }; | ||
2778 | int waitTime = 0; | ||
2779 | m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod); | ||
2780 | while (ourResults == null && waitTime < 1000) | ||
2781 | { | ||
2782 | Thread.Sleep(1); | ||
2783 | waitTime++; | ||
2784 | } | ||
2785 | if (ourResults == null) | ||
2786 | return new List<ContactResult>(); | ||
2787 | return new List<ContactResult>(ourResults); | ||
2788 | } | ||
2789 | return new List<ContactResult>(); | ||
2790 | } | ||
2791 | } | ||
2792 | } | ||