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Diffstat (limited to 'OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs')
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs | 2859 |
1 files changed, 2859 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs new file mode 100644 index 0000000..754bc86 --- /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 | AvatarSize, | ||
151 | Shape, | ||
152 | PhysRepData, | ||
153 | AddPhysRep, | ||
154 | |||
155 | CollidesWater, | ||
156 | VolumeDtc, | ||
157 | |||
158 | Physical, | ||
159 | Phantom, | ||
160 | Selected, | ||
161 | disabled, | ||
162 | building, | ||
163 | |||
164 | VehicleType, | ||
165 | VehicleFloatParam, | ||
166 | VehicleVectorParam, | ||
167 | VehicleRotationParam, | ||
168 | VehicleFlags, | ||
169 | SetVehicle, | ||
170 | |||
171 | Null //keep this last used do dim the methods array. does nothing but pulsing the prim | ||
172 | } | ||
173 | |||
174 | public struct ODEchangeitem | ||
175 | { | ||
176 | public PhysicsActor actor; | ||
177 | public OdeCharacter character; | ||
178 | public changes what; | ||
179 | public Object arg; | ||
180 | } | ||
181 | |||
182 | |||
183 | |||
184 | public class OdeScene : PhysicsScene | ||
185 | { | ||
186 | private readonly ILog m_log; | ||
187 | // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>(); | ||
188 | |||
189 | public bool OdeUbitLib = false; | ||
190 | // private int threadid = 0; | ||
191 | private Random fluidRandomizer = new Random(Environment.TickCount); | ||
192 | |||
193 | const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce; | ||
194 | const float MaxERP = 0.8f; | ||
195 | const float minERP = 0.1f; | ||
196 | const float comumContactCFM = 0.0001f; | ||
197 | |||
198 | float frictionMovementMult = 0.8f; | ||
199 | |||
200 | float TerrainBounce = 0.1f; | ||
201 | float TerrainFriction = 0.3f; | ||
202 | |||
203 | public float AvatarFriction = 0;// 0.9f * 0.5f; | ||
204 | |||
205 | private const uint m_regionWidth = Constants.RegionSize; | ||
206 | private const uint m_regionHeight = Constants.RegionSize; | ||
207 | |||
208 | public float ODE_STEPSIZE = 0.020f; | ||
209 | public float HalfOdeStep = 0.01f; | ||
210 | public int odetimestepMS = 20; // rounded | ||
211 | private float metersInSpace = 25.6f; | ||
212 | private float m_timeDilation = 1.0f; | ||
213 | |||
214 | private DateTime m_lastframe; | ||
215 | private DateTime m_lastMeshExpire; | ||
216 | |||
217 | public float gravityx = 0f; | ||
218 | public float gravityy = 0f; | ||
219 | public float gravityz = -9.8f; | ||
220 | |||
221 | private float waterlevel = 0f; | ||
222 | private int framecount = 0; | ||
223 | |||
224 | private int m_meshExpireCntr; | ||
225 | |||
226 | // private IntPtr WaterGeom = IntPtr.Zero; | ||
227 | // private IntPtr WaterHeightmapData = IntPtr.Zero; | ||
228 | // private GCHandle WaterMapHandler = new GCHandle(); | ||
229 | |||
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 CharsSpace; // space for active prims | ||
303 | public IntPtr StaticSpace; // space for the static things around | ||
304 | public IntPtr GroundSpace; // space for ground | ||
305 | |||
306 | public IntPtr SharedRay; | ||
307 | |||
308 | // some speedup variables | ||
309 | private int spaceGridMaxX; | ||
310 | private int spaceGridMaxY; | ||
311 | private float spacesPerMeter; | ||
312 | |||
313 | // split static geometry collision into a grid as before | ||
314 | private IntPtr[,] staticPrimspace; | ||
315 | private IntPtr[] staticPrimspaceOffRegion; | ||
316 | |||
317 | public Object OdeLock; | ||
318 | public static Object SimulationLock; | ||
319 | |||
320 | public IMesher mesher; | ||
321 | |||
322 | private IConfigSource m_config; | ||
323 | |||
324 | public bool physics_logging = false; | ||
325 | public int physics_logging_interval = 0; | ||
326 | public bool physics_logging_append_existing_logfile = false; | ||
327 | |||
328 | private Vector3 m_worldOffset = Vector3.Zero; | ||
329 | public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
330 | private PhysicsScene m_parentScene = null; | ||
331 | |||
332 | private ODERayCastRequestManager m_rayCastManager; | ||
333 | public ODEMeshWorker m_meshWorker; | ||
334 | |||
335 | /* maybe needed if ode uses tls | ||
336 | private void checkThread() | ||
337 | { | ||
338 | |||
339 | int th = Thread.CurrentThread.ManagedThreadId; | ||
340 | if(th != threadid) | ||
341 | { | ||
342 | threadid = th; | ||
343 | d.AllocateODEDataForThread(~0U); | ||
344 | } | ||
345 | } | ||
346 | */ | ||
347 | /// <summary> | ||
348 | /// Initiailizes the scene | ||
349 | /// Sets many properties that ODE requires to be stable | ||
350 | /// These settings need to be tweaked 'exactly' right or weird stuff happens. | ||
351 | /// </summary> | ||
352 | public OdeScene(string sceneIdentifier) | ||
353 | { | ||
354 | m_log | ||
355 | = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier); | ||
356 | |||
357 | // checkThread(); | ||
358 | Name = sceneIdentifier; | ||
359 | |||
360 | OdeLock = new Object(); | ||
361 | SimulationLock = new Object(); | ||
362 | |||
363 | nearCallback = near; | ||
364 | |||
365 | m_rayCastManager = new ODERayCastRequestManager(this); | ||
366 | |||
367 | lock (OdeLock) | ||
368 | { | ||
369 | // Create the world and the first space | ||
370 | try | ||
371 | { | ||
372 | world = d.WorldCreate(); | ||
373 | TopSpace = d.HashSpaceCreate(IntPtr.Zero); | ||
374 | |||
375 | // now the major subspaces | ||
376 | ActiveSpace = d.HashSpaceCreate(TopSpace); | ||
377 | CharsSpace = d.HashSpaceCreate(TopSpace); | ||
378 | StaticSpace = d.HashSpaceCreate(TopSpace); | ||
379 | GroundSpace = d.HashSpaceCreate(TopSpace); | ||
380 | } | ||
381 | catch | ||
382 | { | ||
383 | // i must RtC#FM | ||
384 | // i did! | ||
385 | } | ||
386 | |||
387 | d.HashSpaceSetLevels(TopSpace, -2, 8); | ||
388 | d.HashSpaceSetLevels(ActiveSpace, -2, 8); | ||
389 | d.HashSpaceSetLevels(CharsSpace, -4, 3); | ||
390 | d.HashSpaceSetLevels(StaticSpace, -2, 8); | ||
391 | d.HashSpaceSetLevels(GroundSpace, 0, 8); | ||
392 | |||
393 | // demote to second level | ||
394 | d.SpaceSetSublevel(ActiveSpace, 1); | ||
395 | d.SpaceSetSublevel(CharsSpace, 1); | ||
396 | d.SpaceSetSublevel(StaticSpace, 1); | ||
397 | d.SpaceSetSublevel(GroundSpace, 1); | ||
398 | |||
399 | d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space | | ||
400 | CollisionCategories.Geom | | ||
401 | CollisionCategories.Character | | ||
402 | CollisionCategories.Phantom | | ||
403 | CollisionCategories.VolumeDtc | ||
404 | )); | ||
405 | d.GeomSetCollideBits(ActiveSpace, (uint)(CollisionCategories.Space | | ||
406 | CollisionCategories.Geom | | ||
407 | CollisionCategories.Character | | ||
408 | CollisionCategories.Phantom | | ||
409 | CollisionCategories.VolumeDtc | ||
410 | )); | ||
411 | d.GeomSetCategoryBits(CharsSpace, (uint)(CollisionCategories.Space | | ||
412 | CollisionCategories.Geom | | ||
413 | CollisionCategories.Character | | ||
414 | CollisionCategories.Phantom | | ||
415 | CollisionCategories.VolumeDtc | ||
416 | )); | ||
417 | d.GeomSetCollideBits(CharsSpace, 0); | ||
418 | |||
419 | d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space | | ||
420 | CollisionCategories.Geom | | ||
421 | // CollisionCategories.Land | | ||
422 | // CollisionCategories.Water | | ||
423 | CollisionCategories.Phantom | | ||
424 | CollisionCategories.VolumeDtc | ||
425 | )); | ||
426 | d.GeomSetCollideBits(StaticSpace, 0); | ||
427 | |||
428 | d.GeomSetCategoryBits(GroundSpace, (uint)(CollisionCategories.Land)); | ||
429 | d.GeomSetCollideBits(GroundSpace, 0); | ||
430 | |||
431 | contactgroup = d.JointGroupCreate(0); | ||
432 | //contactgroup | ||
433 | |||
434 | SharedRay = d.CreateRay(TopSpace, 1.0f); | ||
435 | |||
436 | d.WorldSetAutoDisableFlag(world, false); | ||
437 | } | ||
438 | } | ||
439 | |||
440 | // Initialize the mesh plugin | ||
441 | // public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region ) | ||
442 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
443 | { | ||
444 | // checkThread(); | ||
445 | mesher = meshmerizer; | ||
446 | m_config = config; | ||
447 | |||
448 | string ode_config = d.GetConfiguration(); | ||
449 | if (ode_config != null && ode_config != "") | ||
450 | { | ||
451 | m_log.WarnFormat("ODE configuration: {0}", ode_config); | ||
452 | |||
453 | if (ode_config.Contains("ODE_Ubit")) | ||
454 | { | ||
455 | OdeUbitLib = true; | ||
456 | } | ||
457 | } | ||
458 | |||
459 | /* | ||
460 | if (region != null) | ||
461 | { | ||
462 | WorldExtents.X = region.RegionSizeX; | ||
463 | WorldExtents.Y = region.RegionSizeY; | ||
464 | } | ||
465 | */ | ||
466 | |||
467 | // Defaults | ||
468 | |||
469 | int contactsPerCollision = 80; | ||
470 | |||
471 | IConfig physicsconfig = null; | ||
472 | |||
473 | if (m_config != null) | ||
474 | { | ||
475 | physicsconfig = m_config.Configs["ODEPhysicsSettings"]; | ||
476 | if (physicsconfig != null) | ||
477 | { | ||
478 | gravityx = physicsconfig.GetFloat("world_gravityx", gravityx); | ||
479 | gravityy = physicsconfig.GetFloat("world_gravityy", gravityy); | ||
480 | gravityz = physicsconfig.GetFloat("world_gravityz", gravityz); | ||
481 | |||
482 | metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace); | ||
483 | |||
484 | contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer); | ||
485 | |||
486 | ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE); | ||
487 | m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations); | ||
488 | |||
489 | avDensity = physicsconfig.GetFloat("av_density", avDensity); | ||
490 | avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk); | ||
491 | avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun); | ||
492 | |||
493 | contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision); | ||
494 | |||
495 | geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); | ||
496 | geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); | ||
497 | // geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); | ||
498 | |||
499 | geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity); | ||
500 | bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable); | ||
501 | |||
502 | physics_logging = physicsconfig.GetBoolean("physics_logging", false); | ||
503 | physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0); | ||
504 | physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false); | ||
505 | |||
506 | minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset); | ||
507 | maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject); | ||
508 | } | ||
509 | } | ||
510 | |||
511 | m_meshWorker = new ODEMeshWorker(this, m_log, meshmerizer, physicsconfig); | ||
512 | |||
513 | HalfOdeStep = ODE_STEPSIZE * 0.5f; | ||
514 | odetimestepMS = (int)(1000.0f * ODE_STEPSIZE +0.5f); | ||
515 | |||
516 | ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf); | ||
517 | GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf); | ||
518 | |||
519 | m_materialContactsData[(int)Material.Stone].mu = 0.8f; | ||
520 | m_materialContactsData[(int)Material.Stone].bounce = 0.4f; | ||
521 | |||
522 | m_materialContactsData[(int)Material.Metal].mu = 0.3f; | ||
523 | m_materialContactsData[(int)Material.Metal].bounce = 0.4f; | ||
524 | |||
525 | m_materialContactsData[(int)Material.Glass].mu = 0.2f; | ||
526 | m_materialContactsData[(int)Material.Glass].bounce = 0.7f; | ||
527 | |||
528 | m_materialContactsData[(int)Material.Wood].mu = 0.6f; | ||
529 | m_materialContactsData[(int)Material.Wood].bounce = 0.5f; | ||
530 | |||
531 | m_materialContactsData[(int)Material.Flesh].mu = 0.9f; | ||
532 | m_materialContactsData[(int)Material.Flesh].bounce = 0.3f; | ||
533 | |||
534 | m_materialContactsData[(int)Material.Plastic].mu = 0.4f; | ||
535 | m_materialContactsData[(int)Material.Plastic].bounce = 0.7f; | ||
536 | |||
537 | m_materialContactsData[(int)Material.Rubber].mu = 0.9f; | ||
538 | m_materialContactsData[(int)Material.Rubber].bounce = 0.95f; | ||
539 | |||
540 | m_materialContactsData[(int)Material.light].mu = 0.0f; | ||
541 | m_materialContactsData[(int)Material.light].bounce = 0.0f; | ||
542 | |||
543 | // Set the gravity,, don't disable things automatically (we set it explicitly on some things) | ||
544 | |||
545 | d.WorldSetGravity(world, gravityx, gravityy, gravityz); | ||
546 | d.WorldSetContactSurfaceLayer(world, contactsurfacelayer); | ||
547 | |||
548 | d.WorldSetLinearDamping(world, 0.002f); | ||
549 | d.WorldSetAngularDamping(world, 0.002f); | ||
550 | d.WorldSetAngularDampingThreshold(world, 0f); | ||
551 | d.WorldSetLinearDampingThreshold(world, 0f); | ||
552 | d.WorldSetMaxAngularSpeed(world, 100f); | ||
553 | |||
554 | d.WorldSetCFM(world,1e-6f); // a bit harder than default | ||
555 | //d.WorldSetCFM(world, 1e-4f); // a bit harder than default | ||
556 | d.WorldSetERP(world, 0.6f); // higher than original | ||
557 | |||
558 | // Set how many steps we go without running collision testing | ||
559 | // This is in addition to the step size. | ||
560 | // Essentially Steps * m_physicsiterations | ||
561 | d.WorldSetQuickStepNumIterations(world, m_physicsiterations); | ||
562 | |||
563 | d.WorldSetContactMaxCorrectingVel(world, 60.0f); | ||
564 | |||
565 | spacesPerMeter = 1 / metersInSpace; | ||
566 | spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter); | ||
567 | spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter); | ||
568 | |||
569 | staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY]; | ||
570 | |||
571 | // create all spaces now | ||
572 | int i, j; | ||
573 | IntPtr newspace; | ||
574 | |||
575 | for (i = 0; i < spaceGridMaxX; i++) | ||
576 | for (j = 0; j < spaceGridMaxY; j++) | ||
577 | { | ||
578 | newspace = d.HashSpaceCreate(StaticSpace); | ||
579 | d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space); | ||
580 | waitForSpaceUnlock(newspace); | ||
581 | d.SpaceSetSublevel(newspace, 2); | ||
582 | d.HashSpaceSetLevels(newspace, -2, 8); | ||
583 | d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space | | ||
584 | CollisionCategories.Geom | | ||
585 | CollisionCategories.Land | | ||
586 | CollisionCategories.Water | | ||
587 | CollisionCategories.Phantom | | ||
588 | CollisionCategories.VolumeDtc | ||
589 | )); | ||
590 | d.GeomSetCollideBits(newspace, 0); | ||
591 | |||
592 | staticPrimspace[i, j] = newspace; | ||
593 | } | ||
594 | // let this now be real maximum values | ||
595 | spaceGridMaxX--; | ||
596 | spaceGridMaxY--; | ||
597 | |||
598 | // create 4 off world spaces (x<0,x>max,y<0,y>max) | ||
599 | staticPrimspaceOffRegion = new IntPtr[4]; | ||
600 | |||
601 | for (i = 0; i < 4; i++) | ||
602 | { | ||
603 | newspace = d.HashSpaceCreate(StaticSpace); | ||
604 | d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space); | ||
605 | waitForSpaceUnlock(newspace); | ||
606 | d.SpaceSetSublevel(newspace, 2); | ||
607 | d.HashSpaceSetLevels(newspace, -2, 8); | ||
608 | d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space | | ||
609 | CollisionCategories.Geom | | ||
610 | CollisionCategories.Land | | ||
611 | CollisionCategories.Water | | ||
612 | CollisionCategories.Phantom | | ||
613 | CollisionCategories.VolumeDtc | ||
614 | )); | ||
615 | d.GeomSetCollideBits(newspace, 0); | ||
616 | |||
617 | staticPrimspaceOffRegion[i] = newspace; | ||
618 | } | ||
619 | |||
620 | m_lastframe = DateTime.UtcNow; | ||
621 | m_lastMeshExpire = m_lastframe; | ||
622 | } | ||
623 | |||
624 | internal void waitForSpaceUnlock(IntPtr space) | ||
625 | { | ||
626 | //if (space != IntPtr.Zero) | ||
627 | //while (d.SpaceLockQuery(space)) { } // Wait and do nothing | ||
628 | } | ||
629 | |||
630 | #region Collision Detection | ||
631 | |||
632 | // sets a global contact for a joint for contactgeom , and base contact description) | ||
633 | |||
634 | private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale) | ||
635 | { | ||
636 | if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath) | ||
637 | return IntPtr.Zero; | ||
638 | |||
639 | float erp = contactGeom.depth; | ||
640 | erp *= erpscale; | ||
641 | if (erp < minERP) | ||
642 | erp = minERP; | ||
643 | else if (erp > MaxERP) | ||
644 | erp = MaxERP; | ||
645 | |||
646 | float depth = contactGeom.depth * dscale; | ||
647 | if (depth > 0.5f) | ||
648 | depth = 0.5f; | ||
649 | |||
650 | d.Contact newcontact = new d.Contact(); | ||
651 | newcontact.geom.depth = depth; | ||
652 | newcontact.geom.g1 = contactGeom.g1; | ||
653 | newcontact.geom.g2 = contactGeom.g2; | ||
654 | newcontact.geom.pos = contactGeom.pos; | ||
655 | newcontact.geom.normal = contactGeom.normal; | ||
656 | newcontact.geom.side1 = contactGeom.side1; | ||
657 | newcontact.geom.side2 = contactGeom.side2; | ||
658 | |||
659 | // this needs bounce also | ||
660 | newcontact.surface.mode = comumContactFlags; | ||
661 | newcontact.surface.mu = mu; | ||
662 | newcontact.surface.bounce = bounce; | ||
663 | newcontact.surface.soft_cfm = cfm; | ||
664 | newcontact.surface.soft_erp = erp; | ||
665 | |||
666 | IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf)); | ||
667 | Marshal.StructureToPtr(newcontact, contact, true); | ||
668 | return d.JointCreateContactPtr(world, contactgroup, contact); | ||
669 | } | ||
670 | |||
671 | private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom) | ||
672 | { | ||
673 | if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision) | ||
674 | return false; | ||
675 | |||
676 | IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf)); | ||
677 | newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom)); | ||
678 | return true; | ||
679 | } | ||
680 | |||
681 | /// <summary> | ||
682 | /// This is our near callback. A geometry is near a body | ||
683 | /// </summary> | ||
684 | /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param> | ||
685 | /// <param name="g1">a geometry or space</param> | ||
686 | /// <param name="g2">another geometry or space</param> | ||
687 | /// | ||
688 | |||
689 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | ||
690 | { | ||
691 | // no lock here! It's invoked from within Simulate(), which is thread-locked | ||
692 | |||
693 | if (m_global_contactcount >= maxContactsbeforedeath) | ||
694 | return; | ||
695 | |||
696 | // Test if we're colliding a geom with a space. | ||
697 | // If so we have to drill down into the space recursively | ||
698 | |||
699 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
700 | return; | ||
701 | |||
702 | if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) | ||
703 | { | ||
704 | // We'll be calling near recursivly if one | ||
705 | // of them is a space to find all of the | ||
706 | // contact points in the space | ||
707 | try | ||
708 | { | ||
709 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); | ||
710 | } | ||
711 | catch (AccessViolationException) | ||
712 | { | ||
713 | m_log.Warn("[PHYSICS]: Unable to collide test a space"); | ||
714 | return; | ||
715 | } | ||
716 | //here one should check collisions of geoms inside a space | ||
717 | // but on each space we only should have geoms that not colide amoung each other | ||
718 | // so we don't dig inside spaces | ||
719 | return; | ||
720 | } | ||
721 | |||
722 | // get geom bodies to check if we already a joint contact | ||
723 | // guess this shouldn't happen now | ||
724 | IntPtr b1 = d.GeomGetBody(g1); | ||
725 | IntPtr b2 = d.GeomGetBody(g2); | ||
726 | |||
727 | // d.GeomClassID id = d.GeomGetClass(g1); | ||
728 | |||
729 | // Figure out how many contact points we have | ||
730 | int count = 0; | ||
731 | try | ||
732 | { | ||
733 | // Colliding Geom To Geom | ||
734 | // This portion of the function 'was' blatantly ripped off from BoxStack.cs | ||
735 | |||
736 | if (g1 == g2) | ||
737 | return; // Can't collide with yourself | ||
738 | |||
739 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) | ||
740 | return; | ||
741 | /* | ||
742 | // debug | ||
743 | PhysicsActor dp2; | ||
744 | if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass) | ||
745 | { | ||
746 | d.AABB aabb; | ||
747 | d.GeomGetAABB(g2, out aabb); | ||
748 | float x = aabb.MaxX - aabb.MinX; | ||
749 | float y = aabb.MaxY - aabb.MinY; | ||
750 | float z = aabb.MaxZ - aabb.MinZ; | ||
751 | if (x > 60.0f || y > 60.0f || z > 60.0f) | ||
752 | { | ||
753 | if (!actor_name_map.TryGetValue(g2, out dp2)) | ||
754 | m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2"); | ||
755 | else | ||
756 | m_log.WarnFormat("[PHYSICS]: land versus large prim geo {0},size {1}, AABBsize <{2},{3},{4}>, at {5} ori {6},({7})", | ||
757 | dp2.Name, dp2.Size, x, y, z, | ||
758 | dp2.Position.ToString(), | ||
759 | dp2.Orientation.ToString(), | ||
760 | dp2.Orientation.Length()); | ||
761 | return; | ||
762 | } | ||
763 | } | ||
764 | // | ||
765 | */ | ||
766 | |||
767 | |||
768 | if (d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc || | ||
769 | d.GeomGetCategoryBits(g2) == (uint)CollisionCategories.VolumeDtc) | ||
770 | { | ||
771 | int cflags; | ||
772 | unchecked | ||
773 | { | ||
774 | cflags = (int)(1 | d.CONTACTS_UNIMPORTANT); | ||
775 | } | ||
776 | count = d.CollidePtr(g1, g2, cflags, ContactgeomsArray, d.ContactGeom.unmanagedSizeOf); | ||
777 | } | ||
778 | else | ||
779 | count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf); | ||
780 | } | ||
781 | catch (SEHException) | ||
782 | { | ||
783 | 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."); | ||
784 | // ode.drelease(world); | ||
785 | base.TriggerPhysicsBasedRestart(); | ||
786 | } | ||
787 | catch (Exception e) | ||
788 | { | ||
789 | m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message); | ||
790 | return; | ||
791 | } | ||
792 | |||
793 | // contacts done | ||
794 | if (count == 0) | ||
795 | return; | ||
796 | |||
797 | // try get physical actors | ||
798 | PhysicsActor p1; | ||
799 | PhysicsActor p2; | ||
800 | |||
801 | if (!actor_name_map.TryGetValue(g1, out p1)) | ||
802 | { | ||
803 | m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 1"); | ||
804 | return; | ||
805 | } | ||
806 | |||
807 | if (!actor_name_map.TryGetValue(g2, out p2)) | ||
808 | { | ||
809 | m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2"); | ||
810 | return; | ||
811 | } | ||
812 | |||
813 | // update actors collision score | ||
814 | if (p1.CollisionScore >= float.MaxValue - count) | ||
815 | p1.CollisionScore = 0; | ||
816 | p1.CollisionScore += count; | ||
817 | |||
818 | if (p2.CollisionScore >= float.MaxValue - count) | ||
819 | p2.CollisionScore = 0; | ||
820 | p2.CollisionScore += count; | ||
821 | |||
822 | // get first contact | ||
823 | d.ContactGeom curContact = new d.ContactGeom(); | ||
824 | |||
825 | if (!GetCurContactGeom(0, ref curContact)) | ||
826 | return; | ||
827 | |||
828 | // do volume detection case | ||
829 | if ((p1.IsVolumeDtc || p2.IsVolumeDtc)) | ||
830 | { | ||
831 | ContactPoint maxDepthContact = new ContactPoint( | ||
832 | new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z), | ||
833 | new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z), | ||
834 | curContact.depth, false | ||
835 | ); | ||
836 | |||
837 | collision_accounting_events(p1, p2, maxDepthContact); | ||
838 | return; | ||
839 | } | ||
840 | |||
841 | // big messy collision analises | ||
842 | |||
843 | float mu = 0; | ||
844 | float bounce = 0; | ||
845 | float cfm = 0.0001f; | ||
846 | float erpscale = 1.0f; | ||
847 | float dscale = 1.0f; | ||
848 | bool IgnoreNegSides = false; | ||
849 | |||
850 | ContactData contactdata1 = new ContactData(0, 0, false); | ||
851 | ContactData contactdata2 = new ContactData(0, 0, false); | ||
852 | |||
853 | bool dop1ava = false; | ||
854 | bool dop2ava = false; | ||
855 | bool ignore = false; | ||
856 | |||
857 | switch (p1.PhysicsActorType) | ||
858 | { | ||
859 | case (int)ActorTypes.Agent: | ||
860 | { | ||
861 | dop1ava = true; | ||
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 | break; | ||
873 | |||
874 | default: | ||
875 | ignore = true; // avatar to terrain and water ignored | ||
876 | break; | ||
877 | } | ||
878 | break; | ||
879 | } | ||
880 | |||
881 | case (int)ActorTypes.Prim: | ||
882 | switch (p2.PhysicsActorType) | ||
883 | { | ||
884 | case (int)ActorTypes.Agent: | ||
885 | |||
886 | dop2ava = true; | ||
887 | |||
888 | if (p1.Velocity.LengthSquared() > 0.0f) | ||
889 | p1.CollidingObj = true; | ||
890 | break; | ||
891 | |||
892 | case (int)ActorTypes.Prim: | ||
893 | if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f) | ||
894 | { | ||
895 | p1.CollidingObj = true; | ||
896 | p2.CollidingObj = true; | ||
897 | } | ||
898 | p1.getContactData(ref contactdata1); | ||
899 | p2.getContactData(ref contactdata2); | ||
900 | bounce = contactdata1.bounce * contactdata2.bounce; | ||
901 | mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); | ||
902 | |||
903 | cfm = p1.Mass; | ||
904 | if (cfm > p2.Mass) | ||
905 | cfm = p2.Mass; | ||
906 | dscale = 10 / cfm; | ||
907 | dscale = (float)Math.Sqrt(dscale); | ||
908 | if (dscale > 1.0f) | ||
909 | dscale = 1.0f; | ||
910 | erpscale = cfm * 0.01f; | ||
911 | cfm = 0.0001f / cfm; | ||
912 | if (cfm > 0.01f) | ||
913 | cfm = 0.01f; | ||
914 | else if (cfm < 0.00001f) | ||
915 | cfm = 0.00001f; | ||
916 | |||
917 | if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f)) | ||
918 | mu *= frictionMovementMult; | ||
919 | |||
920 | break; | ||
921 | |||
922 | case (int)ActorTypes.Ground: | ||
923 | p1.getContactData(ref contactdata1); | ||
924 | bounce = contactdata1.bounce * TerrainBounce; | ||
925 | mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction); | ||
926 | if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f) | ||
927 | mu *= frictionMovementMult; | ||
928 | p1.CollidingGround = true; | ||
929 | |||
930 | cfm = p1.Mass; | ||
931 | dscale = 10 / cfm; | ||
932 | dscale = (float)Math.Sqrt(dscale); | ||
933 | if (dscale > 1.0f) | ||
934 | dscale = 1.0f; | ||
935 | erpscale = cfm * 0.01f; | ||
936 | cfm = 0.0001f / cfm; | ||
937 | if (cfm > 0.01f) | ||
938 | cfm = 0.01f; | ||
939 | else if (cfm < 0.00001f) | ||
940 | cfm = 0.00001f; | ||
941 | |||
942 | if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass) | ||
943 | { | ||
944 | if (curContact.side1 > 0) | ||
945 | IgnoreNegSides = true; | ||
946 | } | ||
947 | break; | ||
948 | |||
949 | case (int)ActorTypes.Water: | ||
950 | default: | ||
951 | ignore = true; | ||
952 | break; | ||
953 | } | ||
954 | break; | ||
955 | |||
956 | case (int)ActorTypes.Ground: | ||
957 | if (p2.PhysicsActorType == (int)ActorTypes.Prim) | ||
958 | { | ||
959 | p2.CollidingGround = true; | ||
960 | p2.getContactData(ref contactdata2); | ||
961 | bounce = contactdata2.bounce * TerrainBounce; | ||
962 | mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction); | ||
963 | |||
964 | cfm = p2.Mass; | ||
965 | dscale = 10 / cfm; | ||
966 | dscale = (float)Math.Sqrt(dscale); | ||
967 | |||
968 | if (dscale > 1.0f) | ||
969 | dscale = 1.0f; | ||
970 | |||
971 | erpscale = cfm * 0.01f; | ||
972 | cfm = 0.0001f / cfm; | ||
973 | if (cfm > 0.01f) | ||
974 | cfm = 0.01f; | ||
975 | else if (cfm < 0.00001f) | ||
976 | cfm = 0.00001f; | ||
977 | |||
978 | if (curContact.side1 > 0) // should be 2 ? | ||
979 | IgnoreNegSides = true; | ||
980 | |||
981 | if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f) | ||
982 | mu *= frictionMovementMult; | ||
983 | } | ||
984 | else | ||
985 | ignore = true; | ||
986 | break; | ||
987 | |||
988 | case (int)ActorTypes.Water: | ||
989 | default: | ||
990 | break; | ||
991 | } | ||
992 | |||
993 | if (ignore) | ||
994 | return; | ||
995 | |||
996 | |||
997 | d.ContactGeom maxContact = curContact; | ||
998 | // if (IgnoreNegSides && curContact.side1 < 0) | ||
999 | // maxContact.depth = float.MinValue; | ||
1000 | |||
1001 | d.ContactGeom minContact = curContact; | ||
1002 | // if (IgnoreNegSides && curContact.side1 < 0) | ||
1003 | // minContact.depth = float.MaxValue; | ||
1004 | |||
1005 | IntPtr Joint; | ||
1006 | bool FeetCollision = false; | ||
1007 | int ncontacts = 0; | ||
1008 | |||
1009 | |||
1010 | int i = 0; | ||
1011 | |||
1012 | while (true) | ||
1013 | { | ||
1014 | |||
1015 | // if (!(IgnoreNegSides && curContact.side1 < 0)) | ||
1016 | { | ||
1017 | bool noskip = true; | ||
1018 | if (dop1ava) | ||
1019 | { | ||
1020 | if (!(((OdeCharacter)p1).Collide(g1, false, ref curContact, ref FeetCollision))) | ||
1021 | |||
1022 | noskip = false; | ||
1023 | } | ||
1024 | else if (dop2ava) | ||
1025 | { | ||
1026 | if (!(((OdeCharacter)p2).Collide(g2, true, ref curContact, ref FeetCollision))) | ||
1027 | noskip = false; | ||
1028 | } | ||
1029 | |||
1030 | if (noskip) | ||
1031 | { | ||
1032 | m_global_contactcount++; | ||
1033 | if (m_global_contactcount >= maxContactsbeforedeath) | ||
1034 | break; | ||
1035 | |||
1036 | ncontacts++; | ||
1037 | |||
1038 | Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale); | ||
1039 | if (Joint == IntPtr.Zero) | ||
1040 | break; | ||
1041 | |||
1042 | d.JointAttach(Joint, b1, b2); | ||
1043 | |||
1044 | if (curContact.depth > maxContact.depth) | ||
1045 | maxContact = curContact; | ||
1046 | |||
1047 | if (curContact.depth < minContact.depth) | ||
1048 | minContact = curContact; | ||
1049 | } | ||
1050 | } | ||
1051 | |||
1052 | if (++i >= count) | ||
1053 | break; | ||
1054 | |||
1055 | if (!GetCurContactGeom(i, ref curContact)) | ||
1056 | break; | ||
1057 | } | ||
1058 | |||
1059 | if (ncontacts > 0) | ||
1060 | { | ||
1061 | ContactPoint maxDepthContact = new ContactPoint( | ||
1062 | new Vector3(maxContact.pos.X, maxContact.pos.Y, maxContact.pos.Z), | ||
1063 | new Vector3(minContact.normal.X, minContact.normal.Y, minContact.normal.Z), | ||
1064 | maxContact.depth, FeetCollision | ||
1065 | ); | ||
1066 | collision_accounting_events(p1, p2, maxDepthContact); | ||
1067 | } | ||
1068 | } | ||
1069 | |||
1070 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact) | ||
1071 | { | ||
1072 | uint obj2LocalID = 0; | ||
1073 | |||
1074 | bool p1events = p1.SubscribedEvents(); | ||
1075 | bool p2events = p2.SubscribedEvents(); | ||
1076 | |||
1077 | if (p1.IsVolumeDtc) | ||
1078 | p2events = false; | ||
1079 | if (p2.IsVolumeDtc) | ||
1080 | p1events = false; | ||
1081 | |||
1082 | if (!p2events && !p1events) | ||
1083 | return; | ||
1084 | |||
1085 | Vector3 vel = Vector3.Zero; | ||
1086 | if (p2 != null && p2.IsPhysical) | ||
1087 | vel = p2.Velocity; | ||
1088 | |||
1089 | if (p1 != null && p1.IsPhysical) | ||
1090 | vel -= p1.Velocity; | ||
1091 | |||
1092 | contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal); | ||
1093 | |||
1094 | switch ((ActorTypes)p1.PhysicsActorType) | ||
1095 | { | ||
1096 | case ActorTypes.Agent: | ||
1097 | case ActorTypes.Prim: | ||
1098 | { | ||
1099 | switch ((ActorTypes)p2.PhysicsActorType) | ||
1100 | { | ||
1101 | case ActorTypes.Agent: | ||
1102 | case ActorTypes.Prim: | ||
1103 | if (p2events) | ||
1104 | { | ||
1105 | AddCollisionEventReporting(p2); | ||
1106 | p2.AddCollisionEvent(p1.ParentActor.LocalID, contact); | ||
1107 | } | ||
1108 | obj2LocalID = p2.ParentActor.LocalID; | ||
1109 | break; | ||
1110 | |||
1111 | case ActorTypes.Ground: | ||
1112 | case ActorTypes.Unknown: | ||
1113 | default: | ||
1114 | obj2LocalID = 0; | ||
1115 | break; | ||
1116 | } | ||
1117 | if (p1events) | ||
1118 | { | ||
1119 | contact.SurfaceNormal = -contact.SurfaceNormal; | ||
1120 | AddCollisionEventReporting(p1); | ||
1121 | p1.AddCollisionEvent(obj2LocalID, contact); | ||
1122 | } | ||
1123 | break; | ||
1124 | } | ||
1125 | case ActorTypes.Ground: | ||
1126 | case ActorTypes.Unknown: | ||
1127 | default: | ||
1128 | { | ||
1129 | if (p2events && !p2.IsVolumeDtc) | ||
1130 | { | ||
1131 | AddCollisionEventReporting(p2); | ||
1132 | p2.AddCollisionEvent(0, contact); | ||
1133 | } | ||
1134 | break; | ||
1135 | } | ||
1136 | } | ||
1137 | } | ||
1138 | |||
1139 | /// <summary> | ||
1140 | /// This is our collision testing routine in ODE | ||
1141 | /// </summary> | ||
1142 | /// <param name="timeStep"></param> | ||
1143 | private void collision_optimized() | ||
1144 | { | ||
1145 | lock (_characters) | ||
1146 | { | ||
1147 | try | ||
1148 | { | ||
1149 | foreach (OdeCharacter chr in _characters) | ||
1150 | { | ||
1151 | if (chr == null || chr.Body == IntPtr.Zero) | ||
1152 | continue; | ||
1153 | |||
1154 | chr.IsColliding = false; | ||
1155 | // chr.CollidingGround = false; not done here | ||
1156 | chr.CollidingObj = false; | ||
1157 | // do colisions with static space | ||
1158 | d.SpaceCollide2(chr.collider, StaticSpace, IntPtr.Zero, nearCallback); | ||
1159 | |||
1160 | // chars with chars | ||
1161 | d.SpaceCollide(CharsSpace, IntPtr.Zero, nearCallback); | ||
1162 | // no coll with gnd | ||
1163 | } | ||
1164 | } | ||
1165 | catch (AccessViolationException) | ||
1166 | { | ||
1167 | m_log.Warn("[PHYSICS]: Unable to collide Character to static space"); | ||
1168 | } | ||
1169 | |||
1170 | } | ||
1171 | |||
1172 | lock (_activeprims) | ||
1173 | { | ||
1174 | foreach (OdePrim aprim in _activeprims) | ||
1175 | { | ||
1176 | aprim.CollisionScore = 0; | ||
1177 | aprim.IsColliding = false; | ||
1178 | } | ||
1179 | } | ||
1180 | |||
1181 | // collide active prims with static enviroment | ||
1182 | lock (_activegroups) | ||
1183 | { | ||
1184 | try | ||
1185 | { | ||
1186 | foreach (OdePrim prm in _activegroups) | ||
1187 | { | ||
1188 | if (!prm.m_outbounds) | ||
1189 | { | ||
1190 | if (d.BodyIsEnabled(prm.Body)) | ||
1191 | { | ||
1192 | d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback); | ||
1193 | d.SpaceCollide2(GroundSpace, prm.collide_geom, IntPtr.Zero, nearCallback); | ||
1194 | } | ||
1195 | } | ||
1196 | } | ||
1197 | } | ||
1198 | catch (AccessViolationException) | ||
1199 | { | ||
1200 | m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space"); | ||
1201 | } | ||
1202 | } | ||
1203 | // colide active amoung them | ||
1204 | try | ||
1205 | { | ||
1206 | d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback); | ||
1207 | } | ||
1208 | catch (AccessViolationException) | ||
1209 | { | ||
1210 | m_log.Warn("[PHYSICS]: Unable to collide Active with Characters space"); | ||
1211 | } | ||
1212 | // and with chars | ||
1213 | try | ||
1214 | { | ||
1215 | d.SpaceCollide2(CharsSpace,ActiveSpace, IntPtr.Zero, nearCallback); | ||
1216 | } | ||
1217 | catch (AccessViolationException) | ||
1218 | { | ||
1219 | m_log.Warn("[PHYSICS]: Unable to collide in Active space"); | ||
1220 | } | ||
1221 | // _perloopContact.Clear(); | ||
1222 | } | ||
1223 | |||
1224 | #endregion | ||
1225 | /// <summary> | ||
1226 | /// Add actor to the list that should receive collision events in the simulate loop. | ||
1227 | /// </summary> | ||
1228 | /// <param name="obj"></param> | ||
1229 | public void AddCollisionEventReporting(PhysicsActor obj) | ||
1230 | { | ||
1231 | if (!_collisionEventPrim.Contains(obj)) | ||
1232 | _collisionEventPrim.Add(obj); | ||
1233 | } | ||
1234 | |||
1235 | /// <summary> | ||
1236 | /// Remove actor from the list that should receive collision events in the simulate loop. | ||
1237 | /// </summary> | ||
1238 | /// <param name="obj"></param> | ||
1239 | public void RemoveCollisionEventReporting(PhysicsActor obj) | ||
1240 | { | ||
1241 | if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj)) | ||
1242 | _collisionEventPrimRemove.Add(obj); | ||
1243 | } | ||
1244 | |||
1245 | public override float TimeDilation | ||
1246 | { | ||
1247 | get { return m_timeDilation; } | ||
1248 | } | ||
1249 | |||
1250 | public override bool SupportsNINJAJoints | ||
1251 | { | ||
1252 | get { return false; } | ||
1253 | } | ||
1254 | |||
1255 | #region Add/Remove Entities | ||
1256 | |||
1257 | public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying) | ||
1258 | { | ||
1259 | Vector3 pos; | ||
1260 | pos.X = position.X; | ||
1261 | pos.Y = position.Y; | ||
1262 | pos.Z = position.Z; | ||
1263 | OdeCharacter newAv = new OdeCharacter(localID,avName, this, pos, size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun); | ||
1264 | newAv.Flying = isFlying; | ||
1265 | newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset; | ||
1266 | |||
1267 | return newAv; | ||
1268 | } | ||
1269 | |||
1270 | public void AddCharacter(OdeCharacter chr) | ||
1271 | { | ||
1272 | lock (_characters) | ||
1273 | { | ||
1274 | if (!_characters.Contains(chr)) | ||
1275 | { | ||
1276 | _characters.Add(chr); | ||
1277 | if (chr.bad) | ||
1278 | m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid); | ||
1279 | } | ||
1280 | } | ||
1281 | } | ||
1282 | |||
1283 | public void RemoveCharacter(OdeCharacter chr) | ||
1284 | { | ||
1285 | lock (_characters) | ||
1286 | { | ||
1287 | if (_characters.Contains(chr)) | ||
1288 | { | ||
1289 | _characters.Remove(chr); | ||
1290 | } | ||
1291 | } | ||
1292 | } | ||
1293 | |||
1294 | public void BadCharacter(OdeCharacter chr) | ||
1295 | { | ||
1296 | lock (_badCharacter) | ||
1297 | { | ||
1298 | if (!_badCharacter.Contains(chr)) | ||
1299 | _badCharacter.Add(chr); | ||
1300 | } | ||
1301 | } | ||
1302 | |||
1303 | public override void RemoveAvatar(PhysicsActor actor) | ||
1304 | { | ||
1305 | //m_log.Debug("[PHYSICS]:ODELOCK"); | ||
1306 | ((OdeCharacter) actor).Destroy(); | ||
1307 | } | ||
1308 | |||
1309 | |||
1310 | public void addActivePrim(OdePrim activatePrim) | ||
1311 | { | ||
1312 | // adds active prim.. | ||
1313 | lock (_activeprims) | ||
1314 | { | ||
1315 | if (!_activeprims.Contains(activatePrim)) | ||
1316 | _activeprims.Add(activatePrim); | ||
1317 | } | ||
1318 | } | ||
1319 | |||
1320 | public void addActiveGroups(OdePrim activatePrim) | ||
1321 | { | ||
1322 | lock (_activegroups) | ||
1323 | { | ||
1324 | if (!_activegroups.Contains(activatePrim)) | ||
1325 | _activegroups.Add(activatePrim); | ||
1326 | } | ||
1327 | } | ||
1328 | |||
1329 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, | ||
1330 | PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID) | ||
1331 | { | ||
1332 | OdePrim newPrim; | ||
1333 | lock (OdeLock) | ||
1334 | { | ||
1335 | newPrim = new OdePrim(name, this, position, size, rotation, pbs, isphysical, isPhantom, shapeType, localID); | ||
1336 | lock (_prims) | ||
1337 | _prims.Add(newPrim); | ||
1338 | } | ||
1339 | return newPrim; | ||
1340 | } | ||
1341 | |||
1342 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1343 | Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid) | ||
1344 | { | ||
1345 | return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, 0 , localid); | ||
1346 | } | ||
1347 | |||
1348 | |||
1349 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1350 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid) | ||
1351 | { | ||
1352 | return AddPrim(primName, position, size, rotation, pbs, isPhysical,false, 0, localid); | ||
1353 | } | ||
1354 | |||
1355 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1356 | Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid) | ||
1357 | { | ||
1358 | |||
1359 | return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid); | ||
1360 | } | ||
1361 | |||
1362 | public void remActivePrim(OdePrim deactivatePrim) | ||
1363 | { | ||
1364 | lock (_activeprims) | ||
1365 | { | ||
1366 | _activeprims.Remove(deactivatePrim); | ||
1367 | } | ||
1368 | } | ||
1369 | public void remActiveGroup(OdePrim deactivatePrim) | ||
1370 | { | ||
1371 | lock (_activegroups) | ||
1372 | { | ||
1373 | _activegroups.Remove(deactivatePrim); | ||
1374 | } | ||
1375 | } | ||
1376 | |||
1377 | public override void RemovePrim(PhysicsActor prim) | ||
1378 | { | ||
1379 | // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be | ||
1380 | // removed in the next physics simulate pass. | ||
1381 | if (prim is OdePrim) | ||
1382 | { | ||
1383 | // lock (OdeLock) | ||
1384 | { | ||
1385 | |||
1386 | OdePrim p = (OdePrim)prim; | ||
1387 | p.setPrimForRemoval(); | ||
1388 | } | ||
1389 | } | ||
1390 | } | ||
1391 | /// <summary> | ||
1392 | /// This is called from within simulate but outside the locked portion | ||
1393 | /// We need to do our own locking here | ||
1394 | /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in | ||
1395 | /// Simulate() -- justincc). | ||
1396 | /// | ||
1397 | /// Essentially, we need to remove the prim from our space segment, whatever segment it's in. | ||
1398 | /// | ||
1399 | /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory | ||
1400 | /// that the space was using. | ||
1401 | /// </summary> | ||
1402 | /// <param name="prim"></param> | ||
1403 | public void RemovePrimThreadLocked(OdePrim prim) | ||
1404 | { | ||
1405 | //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); | ||
1406 | lock (prim) | ||
1407 | { | ||
1408 | // RemoveCollisionEventReporting(prim); | ||
1409 | lock (_prims) | ||
1410 | _prims.Remove(prim); | ||
1411 | } | ||
1412 | |||
1413 | } | ||
1414 | |||
1415 | public bool havePrim(OdePrim prm) | ||
1416 | { | ||
1417 | lock (_prims) | ||
1418 | return _prims.Contains(prm); | ||
1419 | } | ||
1420 | |||
1421 | public bool haveActor(PhysicsActor actor) | ||
1422 | { | ||
1423 | if (actor is OdePrim) | ||
1424 | { | ||
1425 | lock (_prims) | ||
1426 | return _prims.Contains((OdePrim)actor); | ||
1427 | } | ||
1428 | else if (actor is OdeCharacter) | ||
1429 | { | ||
1430 | lock (_characters) | ||
1431 | return _characters.Contains((OdeCharacter)actor); | ||
1432 | } | ||
1433 | return false; | ||
1434 | } | ||
1435 | |||
1436 | #endregion | ||
1437 | |||
1438 | #region Space Separation Calculation | ||
1439 | |||
1440 | /// <summary> | ||
1441 | /// Called when a static prim moves or becomes static | ||
1442 | /// Places the prim in a space one the static sub-spaces grid | ||
1443 | /// </summary> | ||
1444 | /// <param name="geom">the pointer to the geom that moved</param> | ||
1445 | /// <param name="pos">the position that the geom moved to</param> | ||
1446 | /// <param name="currentspace">a pointer to the space it was in before it was moved.</param> | ||
1447 | /// <returns>a pointer to the new space it's in</returns> | ||
1448 | public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace) | ||
1449 | { | ||
1450 | // moves a prim into another static sub-space or from another space into a static sub-space | ||
1451 | |||
1452 | // Called ODEPrim so | ||
1453 | // it's already in locked space. | ||
1454 | |||
1455 | if (geom == IntPtr.Zero) // shouldn't happen | ||
1456 | return IntPtr.Zero; | ||
1457 | |||
1458 | // get the static sub-space for current position | ||
1459 | IntPtr newspace = calculateSpaceForGeom(pos); | ||
1460 | |||
1461 | if (newspace == currentspace) // if we are there all done | ||
1462 | return newspace; | ||
1463 | |||
1464 | // else remove it from its current space | ||
1465 | if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom)) | ||
1466 | { | ||
1467 | if (d.GeomIsSpace(currentspace)) | ||
1468 | { | ||
1469 | waitForSpaceUnlock(currentspace); | ||
1470 | d.SpaceRemove(currentspace, geom); | ||
1471 | |||
1472 | if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0) | ||
1473 | { | ||
1474 | d.SpaceDestroy(currentspace); | ||
1475 | } | ||
1476 | } | ||
1477 | else | ||
1478 | { | ||
1479 | m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace + | ||
1480 | " Geom:" + geom); | ||
1481 | } | ||
1482 | } | ||
1483 | else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space | ||
1484 | { | ||
1485 | currentspace = d.GeomGetSpace(geom); | ||
1486 | if (currentspace != IntPtr.Zero) | ||
1487 | { | ||
1488 | if (d.GeomIsSpace(currentspace)) | ||
1489 | { | ||
1490 | waitForSpaceUnlock(currentspace); | ||
1491 | d.SpaceRemove(currentspace, geom); | ||
1492 | |||
1493 | if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0) | ||
1494 | { | ||
1495 | d.SpaceDestroy(currentspace); | ||
1496 | } | ||
1497 | |||
1498 | } | ||
1499 | } | ||
1500 | } | ||
1501 | |||
1502 | // put the geom in the newspace | ||
1503 | waitForSpaceUnlock(newspace); | ||
1504 | d.SpaceAdd(newspace, geom); | ||
1505 | |||
1506 | // let caller know this newspace | ||
1507 | return newspace; | ||
1508 | } | ||
1509 | |||
1510 | /// <summary> | ||
1511 | /// Calculates the space the prim should be in by its position | ||
1512 | /// </summary> | ||
1513 | /// <param name="pos"></param> | ||
1514 | /// <returns>a pointer to the space. This could be a new space or reused space.</returns> | ||
1515 | public IntPtr calculateSpaceForGeom(Vector3 pos) | ||
1516 | { | ||
1517 | int x, y; | ||
1518 | |||
1519 | if (pos.X < 0) | ||
1520 | return staticPrimspaceOffRegion[0]; | ||
1521 | |||
1522 | if (pos.Y < 0) | ||
1523 | return staticPrimspaceOffRegion[2]; | ||
1524 | |||
1525 | x = (int)(pos.X * spacesPerMeter); | ||
1526 | if (x > spaceGridMaxX) | ||
1527 | return staticPrimspaceOffRegion[1]; | ||
1528 | |||
1529 | y = (int)(pos.Y * spacesPerMeter); | ||
1530 | if (y > spaceGridMaxY) | ||
1531 | return staticPrimspaceOffRegion[3]; | ||
1532 | |||
1533 | return staticPrimspace[x, y]; | ||
1534 | } | ||
1535 | |||
1536 | #endregion | ||
1537 | |||
1538 | |||
1539 | /// <summary> | ||
1540 | /// Called to queue a change to a actor | ||
1541 | /// to use in place of old taint mechanism so changes do have a time sequence | ||
1542 | /// </summary> | ||
1543 | |||
1544 | public void AddChange(PhysicsActor actor, changes what, Object arg) | ||
1545 | { | ||
1546 | ODEchangeitem item = new ODEchangeitem(); | ||
1547 | item.actor = actor; | ||
1548 | item.what = what; | ||
1549 | item.arg = arg; | ||
1550 | ChangesQueue.Enqueue(item); | ||
1551 | } | ||
1552 | |||
1553 | /// <summary> | ||
1554 | /// Called after our prim properties are set Scale, position etc. | ||
1555 | /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex | ||
1556 | /// This assures us that we have no race conditions | ||
1557 | /// </summary> | ||
1558 | /// <param name="prim"></param> | ||
1559 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
1560 | { | ||
1561 | } | ||
1562 | |||
1563 | // does all pending changes generated during region load process | ||
1564 | public override void PrepareSimulation() | ||
1565 | { | ||
1566 | lock (OdeLock) | ||
1567 | { | ||
1568 | if (world == IntPtr.Zero) | ||
1569 | { | ||
1570 | ChangesQueue.Clear(); | ||
1571 | return; | ||
1572 | } | ||
1573 | |||
1574 | ODEchangeitem item; | ||
1575 | |||
1576 | int donechanges = 0; | ||
1577 | if (ChangesQueue.Count > 0) | ||
1578 | { | ||
1579 | m_log.InfoFormat("[ODE] start processing pending actor operations"); | ||
1580 | int tstart = Util.EnvironmentTickCount(); | ||
1581 | |||
1582 | while (ChangesQueue.Dequeue(out item)) | ||
1583 | { | ||
1584 | if (item.actor != null) | ||
1585 | { | ||
1586 | try | ||
1587 | { | ||
1588 | if (item.actor is OdeCharacter) | ||
1589 | ((OdeCharacter)item.actor).DoAChange(item.what, item.arg); | ||
1590 | else if (((OdePrim)item.actor).DoAChange(item.what, item.arg)) | ||
1591 | RemovePrimThreadLocked((OdePrim)item.actor); | ||
1592 | } | ||
1593 | catch | ||
1594 | { | ||
1595 | m_log.WarnFormat("[PHYSICS]: Operation failed for a actor {0} {1}", | ||
1596 | item.actor.Name, item.what.ToString()); | ||
1597 | } | ||
1598 | } | ||
1599 | donechanges++; | ||
1600 | } | ||
1601 | int time = Util.EnvironmentTickCountSubtract(tstart); | ||
1602 | m_log.InfoFormat("[ODE] finished {0} operations in {1}ms", donechanges, time); | ||
1603 | } | ||
1604 | } | ||
1605 | } | ||
1606 | |||
1607 | /// <summary> | ||
1608 | /// This is our main simulate loop | ||
1609 | /// It's thread locked by a Mutex in the scene. | ||
1610 | /// It holds Collisions, it instructs ODE to step through the physical reactions | ||
1611 | /// It moves the objects around in memory | ||
1612 | /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup) | ||
1613 | /// </summary> | ||
1614 | /// <param name="timeStep"></param> | ||
1615 | /// <returns></returns> | ||
1616 | public override float Simulate(float timeStep) | ||
1617 | { | ||
1618 | DateTime now = DateTime.UtcNow; | ||
1619 | TimeSpan timedif = now - m_lastframe; | ||
1620 | timeStep = (float)timedif.TotalSeconds; | ||
1621 | m_lastframe = now; | ||
1622 | |||
1623 | // acumulate time so we can reduce error | ||
1624 | step_time += timeStep; | ||
1625 | |||
1626 | if (step_time < HalfOdeStep) | ||
1627 | return 0; | ||
1628 | |||
1629 | if (framecount < 0) | ||
1630 | framecount = 0; | ||
1631 | |||
1632 | |||
1633 | framecount++; | ||
1634 | |||
1635 | int curphysiteractions; | ||
1636 | |||
1637 | // if in trouble reduce step resolution | ||
1638 | if (step_time >= m_SkipFramesAtms) | ||
1639 | curphysiteractions = m_physicsiterations / 2; | ||
1640 | else | ||
1641 | curphysiteractions = m_physicsiterations; | ||
1642 | |||
1643 | // checkThread(); | ||
1644 | int nodeframes = 0; | ||
1645 | |||
1646 | lock (SimulationLock) | ||
1647 | lock(OdeLock) | ||
1648 | { | ||
1649 | if (world == IntPtr.Zero) | ||
1650 | { | ||
1651 | ChangesQueue.Clear(); | ||
1652 | return 0; | ||
1653 | } | ||
1654 | |||
1655 | ODEchangeitem item; | ||
1656 | |||
1657 | |||
1658 | |||
1659 | d.WorldSetQuickStepNumIterations(world, curphysiteractions); | ||
1660 | |||
1661 | int loopstartMS = Util.EnvironmentTickCount(); | ||
1662 | int looptimeMS = 0; | ||
1663 | |||
1664 | |||
1665 | while (step_time > HalfOdeStep) | ||
1666 | { | ||
1667 | try | ||
1668 | { | ||
1669 | // clear pointer/counter to contacts to pass into joints | ||
1670 | m_global_contactcount = 0; | ||
1671 | |||
1672 | if (ChangesQueue.Count > 0) | ||
1673 | { | ||
1674 | int changestartMS = Util.EnvironmentTickCount(); | ||
1675 | int ttmp; | ||
1676 | while (ChangesQueue.Dequeue(out item)) | ||
1677 | { | ||
1678 | if (item.actor != null) | ||
1679 | { | ||
1680 | try | ||
1681 | { | ||
1682 | if (item.actor is OdeCharacter) | ||
1683 | ((OdeCharacter)item.actor).DoAChange(item.what, item.arg); | ||
1684 | else if (((OdePrim)item.actor).DoAChange(item.what, item.arg)) | ||
1685 | RemovePrimThreadLocked((OdePrim)item.actor); | ||
1686 | } | ||
1687 | catch | ||
1688 | { | ||
1689 | m_log.WarnFormat("[PHYSICS]: doChange failed for a actor {0} {1}", | ||
1690 | item.actor.Name, item.what.ToString()); | ||
1691 | } | ||
1692 | } | ||
1693 | ttmp = Util.EnvironmentTickCountSubtract(changestartMS); | ||
1694 | if (ttmp > 20) | ||
1695 | break; | ||
1696 | } | ||
1697 | } | ||
1698 | |||
1699 | // Move characters | ||
1700 | lock (_characters) | ||
1701 | { | ||
1702 | List<OdeCharacter> defects = new List<OdeCharacter>(); | ||
1703 | foreach (OdeCharacter actor in _characters) | ||
1704 | { | ||
1705 | if (actor != null) | ||
1706 | actor.Move(defects); | ||
1707 | } | ||
1708 | if (defects.Count != 0) | ||
1709 | { | ||
1710 | foreach (OdeCharacter defect in defects) | ||
1711 | { | ||
1712 | RemoveCharacter(defect); | ||
1713 | } | ||
1714 | defects.Clear(); | ||
1715 | } | ||
1716 | } | ||
1717 | |||
1718 | // Move other active objects | ||
1719 | lock (_activegroups) | ||
1720 | { | ||
1721 | foreach (OdePrim aprim in _activegroups) | ||
1722 | { | ||
1723 | aprim.Move(); | ||
1724 | } | ||
1725 | } | ||
1726 | |||
1727 | //if ((framecount % m_randomizeWater) == 0) | ||
1728 | // randomizeWater(waterlevel); | ||
1729 | |||
1730 | m_rayCastManager.ProcessQueuedRequests(); | ||
1731 | |||
1732 | collision_optimized(); | ||
1733 | |||
1734 | foreach (PhysicsActor obj in _collisionEventPrim) | ||
1735 | { | ||
1736 | if (obj == null) | ||
1737 | continue; | ||
1738 | |||
1739 | switch ((ActorTypes)obj.PhysicsActorType) | ||
1740 | { | ||
1741 | case ActorTypes.Agent: | ||
1742 | OdeCharacter cobj = (OdeCharacter)obj; | ||
1743 | cobj.AddCollisionFrameTime((int)(odetimestepMS)); | ||
1744 | cobj.SendCollisions(); | ||
1745 | break; | ||
1746 | |||
1747 | case ActorTypes.Prim: | ||
1748 | OdePrim pobj = (OdePrim)obj; | ||
1749 | if (pobj.Body == IntPtr.Zero || (d.BodyIsEnabled(pobj.Body) && !pobj.m_outbounds)) | ||
1750 | if (!pobj.m_outbounds) | ||
1751 | { | ||
1752 | pobj.AddCollisionFrameTime((int)(odetimestepMS)); | ||
1753 | pobj.SendCollisions(); | ||
1754 | } | ||
1755 | break; | ||
1756 | } | ||
1757 | } | ||
1758 | |||
1759 | foreach (PhysicsActor obj in _collisionEventPrimRemove) | ||
1760 | _collisionEventPrim.Remove(obj); | ||
1761 | |||
1762 | _collisionEventPrimRemove.Clear(); | ||
1763 | |||
1764 | // do a ode simulation step | ||
1765 | d.WorldQuickStep(world, ODE_STEPSIZE); | ||
1766 | d.JointGroupEmpty(contactgroup); | ||
1767 | |||
1768 | // update managed ideia of physical data and do updates to core | ||
1769 | /* | ||
1770 | lock (_characters) | ||
1771 | { | ||
1772 | foreach (OdeCharacter actor in _characters) | ||
1773 | { | ||
1774 | if (actor != null) | ||
1775 | { | ||
1776 | if (actor.bad) | ||
1777 | m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); | ||
1778 | |||
1779 | actor.UpdatePositionAndVelocity(); | ||
1780 | } | ||
1781 | } | ||
1782 | } | ||
1783 | */ | ||
1784 | |||
1785 | lock (_activegroups) | ||
1786 | { | ||
1787 | { | ||
1788 | foreach (OdePrim actor in _activegroups) | ||
1789 | { | ||
1790 | if (actor.IsPhysical) | ||
1791 | { | ||
1792 | actor.UpdatePositionAndVelocity(); | ||
1793 | } | ||
1794 | } | ||
1795 | } | ||
1796 | } | ||
1797 | } | ||
1798 | catch (Exception e) | ||
1799 | { | ||
1800 | m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e); | ||
1801 | // ode.dunlock(world); | ||
1802 | } | ||
1803 | |||
1804 | step_time -= ODE_STEPSIZE; | ||
1805 | nodeframes++; | ||
1806 | |||
1807 | looptimeMS = Util.EnvironmentTickCountSubtract(loopstartMS); | ||
1808 | if (looptimeMS > 100) | ||
1809 | break; | ||
1810 | } | ||
1811 | |||
1812 | lock (_badCharacter) | ||
1813 | { | ||
1814 | if (_badCharacter.Count > 0) | ||
1815 | { | ||
1816 | foreach (OdeCharacter chr in _badCharacter) | ||
1817 | { | ||
1818 | RemoveCharacter(chr); | ||
1819 | } | ||
1820 | |||
1821 | _badCharacter.Clear(); | ||
1822 | } | ||
1823 | } | ||
1824 | |||
1825 | timedif = now - m_lastMeshExpire; | ||
1826 | |||
1827 | if (timedif.Seconds > 10) | ||
1828 | { | ||
1829 | mesher.ExpireReleaseMeshs(); | ||
1830 | m_lastMeshExpire = now; | ||
1831 | } | ||
1832 | |||
1833 | // information block running in debug only | ||
1834 | /* | ||
1835 | int ntopactivegeoms = d.SpaceGetNumGeoms(ActiveSpace); | ||
1836 | int ntopstaticgeoms = d.SpaceGetNumGeoms(StaticSpace); | ||
1837 | int ngroundgeoms = d.SpaceGetNumGeoms(GroundSpace); | ||
1838 | |||
1839 | int nactivegeoms = 0; | ||
1840 | int nactivespaces = 0; | ||
1841 | |||
1842 | int nstaticgeoms = 0; | ||
1843 | int nstaticspaces = 0; | ||
1844 | IntPtr sp; | ||
1845 | |||
1846 | for (int i = 0; i < ntopactivegeoms; i++) | ||
1847 | { | ||
1848 | sp = d.SpaceGetGeom(ActiveSpace, i); | ||
1849 | if (d.GeomIsSpace(sp)) | ||
1850 | { | ||
1851 | nactivespaces++; | ||
1852 | nactivegeoms += d.SpaceGetNumGeoms(sp); | ||
1853 | } | ||
1854 | else | ||
1855 | nactivegeoms++; | ||
1856 | } | ||
1857 | |||
1858 | for (int i = 0; i < ntopstaticgeoms; i++) | ||
1859 | { | ||
1860 | sp = d.SpaceGetGeom(StaticSpace, i); | ||
1861 | if (d.GeomIsSpace(sp)) | ||
1862 | { | ||
1863 | nstaticspaces++; | ||
1864 | nstaticgeoms += d.SpaceGetNumGeoms(sp); | ||
1865 | } | ||
1866 | else | ||
1867 | nstaticgeoms++; | ||
1868 | } | ||
1869 | |||
1870 | int ntopgeoms = d.SpaceGetNumGeoms(TopSpace); | ||
1871 | |||
1872 | int totgeoms = nstaticgeoms + nactivegeoms + ngroundgeoms + 1; // one ray | ||
1873 | int nbodies = d.NTotalBodies; | ||
1874 | int ngeoms = d.NTotalGeoms; | ||
1875 | */ | ||
1876 | // Finished with all sim stepping. If requested, dump world state to file for debugging. | ||
1877 | // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? | ||
1878 | // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? | ||
1879 | if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0)) | ||
1880 | { | ||
1881 | string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename | ||
1882 | string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file | ||
1883 | |||
1884 | if (physics_logging_append_existing_logfile) | ||
1885 | { | ||
1886 | string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------"; | ||
1887 | TextWriter fwriter = File.AppendText(fname); | ||
1888 | fwriter.WriteLine(header); | ||
1889 | fwriter.Close(); | ||
1890 | } | ||
1891 | |||
1892 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); | ||
1893 | } | ||
1894 | |||
1895 | // think time dilation as to do with dinamic step size that we dont' have | ||
1896 | // even so tell something to world | ||
1897 | if (looptimeMS < 100) // we did the requested loops | ||
1898 | m_timeDilation = 1.0f; | ||
1899 | else if (step_time > 0) | ||
1900 | { | ||
1901 | m_timeDilation = timeStep / step_time; | ||
1902 | if (m_timeDilation > 1) | ||
1903 | m_timeDilation = 1; | ||
1904 | if (step_time > m_SkipFramesAtms) | ||
1905 | step_time = 0; | ||
1906 | m_lastframe = DateTime.UtcNow; // skip also the time lost | ||
1907 | } | ||
1908 | } | ||
1909 | |||
1910 | // return nodeframes * ODE_STEPSIZE; // return real simulated time | ||
1911 | return 1000 * nodeframes; // return steps for now * 1000 to keep core happy | ||
1912 | } | ||
1913 | |||
1914 | /// <summary> | ||
1915 | public override void GetResults() | ||
1916 | { | ||
1917 | } | ||
1918 | |||
1919 | public override bool IsThreaded | ||
1920 | { | ||
1921 | // for now we won't be multithreaded | ||
1922 | get { return (false); } | ||
1923 | } | ||
1924 | |||
1925 | public float GetTerrainHeightAtXY(float x, float y) | ||
1926 | { | ||
1927 | |||
1928 | |||
1929 | int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
1930 | int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
1931 | |||
1932 | |||
1933 | IntPtr heightFieldGeom = IntPtr.Zero; | ||
1934 | |||
1935 | // get region map | ||
1936 | if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom)) | ||
1937 | return 0f; | ||
1938 | |||
1939 | if (heightFieldGeom == IntPtr.Zero) | ||
1940 | return 0f; | ||
1941 | |||
1942 | if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom)) | ||
1943 | return 0f; | ||
1944 | |||
1945 | // TerrainHeightField for ODE as offset 1m | ||
1946 | x += 1f - offsetX; | ||
1947 | y += 1f - offsetY; | ||
1948 | |||
1949 | // make position fit into array | ||
1950 | if (x < 0) | ||
1951 | x = 0; | ||
1952 | if (y < 0) | ||
1953 | y = 0; | ||
1954 | |||
1955 | // integer indexs | ||
1956 | int ix; | ||
1957 | int iy; | ||
1958 | // interpolators offset | ||
1959 | float dx; | ||
1960 | float dy; | ||
1961 | |||
1962 | int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples | ||
1963 | |||
1964 | if (OdeUbitLib) | ||
1965 | { | ||
1966 | if (x < regsize - 1) | ||
1967 | { | ||
1968 | ix = (int)x; | ||
1969 | dx = x - (float)ix; | ||
1970 | } | ||
1971 | else // out world use external height | ||
1972 | { | ||
1973 | ix = regsize - 2; | ||
1974 | dx = 0; | ||
1975 | } | ||
1976 | if (y < regsize - 1) | ||
1977 | { | ||
1978 | iy = (int)y; | ||
1979 | dy = y - (float)iy; | ||
1980 | } | ||
1981 | else | ||
1982 | { | ||
1983 | iy = regsize - 2; | ||
1984 | dy = 0; | ||
1985 | } | ||
1986 | } | ||
1987 | |||
1988 | else | ||
1989 | { | ||
1990 | // we still have square fixed size regions | ||
1991 | // also flip x and y because of how map is done for ODE fliped axis | ||
1992 | // so ix,iy,dx and dy are inter exchanged | ||
1993 | if (x < regsize - 1) | ||
1994 | { | ||
1995 | iy = (int)x; | ||
1996 | dy = x - (float)iy; | ||
1997 | } | ||
1998 | else // out world use external height | ||
1999 | { | ||
2000 | iy = regsize - 2; | ||
2001 | dy = 0; | ||
2002 | } | ||
2003 | if (y < regsize - 1) | ||
2004 | { | ||
2005 | ix = (int)y; | ||
2006 | dx = y - (float)ix; | ||
2007 | } | ||
2008 | else | ||
2009 | { | ||
2010 | ix = regsize - 2; | ||
2011 | dx = 0; | ||
2012 | } | ||
2013 | } | ||
2014 | |||
2015 | float h0; | ||
2016 | float h1; | ||
2017 | float h2; | ||
2018 | |||
2019 | iy *= regsize; | ||
2020 | iy += ix; // all indexes have iy + ix | ||
2021 | |||
2022 | float[] heights = TerrainHeightFieldHeights[heightFieldGeom]; | ||
2023 | /* | ||
2024 | if ((dx + dy) <= 1.0f) | ||
2025 | { | ||
2026 | h0 = ((float)heights[iy]); // 0,0 vertice | ||
2027 | h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0 | ||
2028 | h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0 | ||
2029 | } | ||
2030 | else | ||
2031 | { | ||
2032 | h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice | ||
2033 | h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0 | ||
2034 | h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1 | ||
2035 | } | ||
2036 | */ | ||
2037 | h0 = ((float)heights[iy]); // 0,0 vertice | ||
2038 | |||
2039 | if ((dy > dx)) | ||
2040 | { | ||
2041 | iy += regsize; | ||
2042 | h2 = (float)heights[iy]; // 0,1 vertice | ||
2043 | h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0 | ||
2044 | h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1 | ||
2045 | } | ||
2046 | else | ||
2047 | { | ||
2048 | iy++; | ||
2049 | h2 = (float)heights[iy]; // vertice 1,0 | ||
2050 | h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0 | ||
2051 | h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0 | ||
2052 | } | ||
2053 | |||
2054 | return h0 + h1 + h2; | ||
2055 | } | ||
2056 | |||
2057 | |||
2058 | public override void SetTerrain(float[] heightMap) | ||
2059 | { | ||
2060 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | ||
2061 | { | ||
2062 | if (m_parentScene is OdeScene) | ||
2063 | { | ||
2064 | ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset); | ||
2065 | } | ||
2066 | } | ||
2067 | else | ||
2068 | { | ||
2069 | SetTerrain(heightMap, m_worldOffset); | ||
2070 | } | ||
2071 | } | ||
2072 | |||
2073 | public override void CombineTerrain(float[] heightMap, Vector3 pOffset) | ||
2074 | { | ||
2075 | SetTerrain(heightMap, pOffset); | ||
2076 | } | ||
2077 | |||
2078 | public void SetTerrain(float[] heightMap, Vector3 pOffset) | ||
2079 | { | ||
2080 | if (OdeUbitLib) | ||
2081 | UbitSetTerrain(heightMap, pOffset); | ||
2082 | else | ||
2083 | OriSetTerrain(heightMap, pOffset); | ||
2084 | } | ||
2085 | |||
2086 | public void OriSetTerrain(float[] heightMap, Vector3 pOffset) | ||
2087 | { | ||
2088 | // assumes 1m size grid and constante size square regions | ||
2089 | // needs to know about sims around in future | ||
2090 | |||
2091 | float[] _heightmap; | ||
2092 | |||
2093 | uint heightmapWidth = Constants.RegionSize + 2; | ||
2094 | uint heightmapHeight = Constants.RegionSize + 2; | ||
2095 | |||
2096 | uint heightmapWidthSamples = heightmapWidth + 1; | ||
2097 | uint heightmapHeightSamples = heightmapHeight + 1; | ||
2098 | |||
2099 | _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples]; | ||
2100 | |||
2101 | const float scale = 1.0f; | ||
2102 | const float offset = 0.0f; | ||
2103 | const float thickness = 10f; | ||
2104 | const int wrap = 0; | ||
2105 | |||
2106 | uint regionsize = Constants.RegionSize; | ||
2107 | |||
2108 | float hfmin = float.MaxValue; | ||
2109 | float hfmax = float.MinValue; | ||
2110 | float val; | ||
2111 | uint xx; | ||
2112 | uint yy; | ||
2113 | |||
2114 | uint maxXXYY = regionsize - 1; | ||
2115 | // flipping map adding one margin all around so things don't fall in edges | ||
2116 | |||
2117 | uint xt = 0; | ||
2118 | xx = 0; | ||
2119 | |||
2120 | for (uint x = 0; x < heightmapWidthSamples; x++) | ||
2121 | { | ||
2122 | if (x > 1 && xx < maxXXYY) | ||
2123 | xx++; | ||
2124 | yy = 0; | ||
2125 | for (uint y = 0; y < heightmapHeightSamples; y++) | ||
2126 | { | ||
2127 | if (y > 1 && y < maxXXYY) | ||
2128 | yy += regionsize; | ||
2129 | |||
2130 | val = heightMap[yy + xx]; | ||
2131 | if (val < 0.0f) | ||
2132 | val = 0.0f; // no neg terrain as in chode | ||
2133 | _heightmap[xt + y] = val; | ||
2134 | |||
2135 | if (hfmin > val) | ||
2136 | hfmin = val; | ||
2137 | if (hfmax < val) | ||
2138 | hfmax = val; | ||
2139 | } | ||
2140 | xt += heightmapHeightSamples; | ||
2141 | } | ||
2142 | lock (OdeLock) | ||
2143 | { | ||
2144 | IntPtr GroundGeom = IntPtr.Zero; | ||
2145 | if (RegionTerrain.TryGetValue(pOffset, out GroundGeom)) | ||
2146 | { | ||
2147 | RegionTerrain.Remove(pOffset); | ||
2148 | if (GroundGeom != IntPtr.Zero) | ||
2149 | { | ||
2150 | actor_name_map.Remove(GroundGeom); | ||
2151 | d.GeomDestroy(GroundGeom); | ||
2152 | |||
2153 | if (TerrainHeightFieldHeights.ContainsKey(GroundGeom)) | ||
2154 | { | ||
2155 | TerrainHeightFieldHeightsHandlers[GroundGeom].Free(); | ||
2156 | TerrainHeightFieldHeightsHandlers.Remove(GroundGeom); | ||
2157 | TerrainHeightFieldHeights.Remove(GroundGeom); | ||
2158 | } | ||
2159 | } | ||
2160 | } | ||
2161 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
2162 | |||
2163 | GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned); | ||
2164 | |||
2165 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight, | ||
2166 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, | ||
2167 | offset, thickness, wrap); | ||
2168 | |||
2169 | d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); | ||
2170 | |||
2171 | GroundGeom = d.CreateHeightfield(GroundSpace, HeightmapData, 1); | ||
2172 | |||
2173 | if (GroundGeom != IntPtr.Zero) | ||
2174 | { | ||
2175 | d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land)); | ||
2176 | d.GeomSetCollideBits(GroundGeom, 0); | ||
2177 | |||
2178 | PhysicsActor pa = new NullPhysicsActor(); | ||
2179 | pa.Name = "Terrain"; | ||
2180 | pa.PhysicsActorType = (int)ActorTypes.Ground; | ||
2181 | actor_name_map[GroundGeom] = pa; | ||
2182 | |||
2183 | // geom_name_map[GroundGeom] = "Terrain"; | ||
2184 | |||
2185 | d.Matrix3 R = new d.Matrix3(); | ||
2186 | |||
2187 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
2188 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
2189 | |||
2190 | |||
2191 | q1 = q1 * q2; | ||
2192 | |||
2193 | Vector3 v3; | ||
2194 | float angle; | ||
2195 | q1.GetAxisAngle(out v3, out angle); | ||
2196 | |||
2197 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | ||
2198 | d.GeomSetRotation(GroundGeom, ref R); | ||
2199 | d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0); | ||
2200 | RegionTerrain.Add(pOffset, GroundGeom); | ||
2201 | TerrainHeightFieldHeights.Add(GroundGeom, _heightmap); | ||
2202 | TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler); | ||
2203 | } | ||
2204 | } | ||
2205 | } | ||
2206 | |||
2207 | public void UbitSetTerrain(float[] heightMap, Vector3 pOffset) | ||
2208 | { | ||
2209 | // assumes 1m size grid and constante size square regions | ||
2210 | // needs to know about sims around in future | ||
2211 | |||
2212 | float[] _heightmap; | ||
2213 | |||
2214 | uint heightmapWidth = Constants.RegionSize + 2; | ||
2215 | uint heightmapHeight = Constants.RegionSize + 2; | ||
2216 | |||
2217 | uint heightmapWidthSamples = heightmapWidth + 1; | ||
2218 | uint heightmapHeightSamples = heightmapHeight + 1; | ||
2219 | |||
2220 | _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples]; | ||
2221 | |||
2222 | |||
2223 | uint regionsize = Constants.RegionSize; | ||
2224 | |||
2225 | float hfmin = float.MaxValue; | ||
2226 | // float hfmax = float.MinValue; | ||
2227 | float val; | ||
2228 | |||
2229 | |||
2230 | uint maxXXYY = regionsize - 1; | ||
2231 | // adding one margin all around so things don't fall in edges | ||
2232 | |||
2233 | uint xx; | ||
2234 | uint yy = 0; | ||
2235 | uint yt = 0; | ||
2236 | |||
2237 | for (uint y = 0; y < heightmapHeightSamples; y++) | ||
2238 | { | ||
2239 | if (y > 1 && y < maxXXYY) | ||
2240 | yy += regionsize; | ||
2241 | xx = 0; | ||
2242 | for (uint x = 0; x < heightmapWidthSamples; x++) | ||
2243 | { | ||
2244 | if (x > 1 && x < maxXXYY) | ||
2245 | xx++; | ||
2246 | |||
2247 | val = heightMap[yy + xx]; | ||
2248 | if (val < 0.0f) | ||
2249 | val = 0.0f; // no neg terrain as in chode | ||
2250 | _heightmap[yt + x] = val; | ||
2251 | |||
2252 | if (hfmin > val) | ||
2253 | hfmin = val; | ||
2254 | // if (hfmax < val) | ||
2255 | // hfmax = val; | ||
2256 | } | ||
2257 | yt += heightmapWidthSamples; | ||
2258 | } | ||
2259 | lock (OdeLock) | ||
2260 | { | ||
2261 | IntPtr GroundGeom = IntPtr.Zero; | ||
2262 | if (RegionTerrain.TryGetValue(pOffset, out GroundGeom)) | ||
2263 | { | ||
2264 | RegionTerrain.Remove(pOffset); | ||
2265 | if (GroundGeom != IntPtr.Zero) | ||
2266 | { | ||
2267 | actor_name_map.Remove(GroundGeom); | ||
2268 | d.GeomDestroy(GroundGeom); | ||
2269 | |||
2270 | if (TerrainHeightFieldHeights.ContainsKey(GroundGeom)) | ||
2271 | { | ||
2272 | if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated) | ||
2273 | TerrainHeightFieldHeightsHandlers[GroundGeom].Free(); | ||
2274 | TerrainHeightFieldHeightsHandlers.Remove(GroundGeom); | ||
2275 | TerrainHeightFieldHeights.Remove(GroundGeom); | ||
2276 | } | ||
2277 | } | ||
2278 | } | ||
2279 | IntPtr HeightmapData = d.GeomUbitTerrainDataCreate(); | ||
2280 | |||
2281 | const int wrap = 0; | ||
2282 | float thickness = hfmin; | ||
2283 | if (thickness < 0) | ||
2284 | thickness = 1; | ||
2285 | |||
2286 | GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned); | ||
2287 | |||
2288 | d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f, | ||
2289 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, | ||
2290 | thickness, wrap); | ||
2291 | |||
2292 | // d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); | ||
2293 | GroundGeom = d.CreateUbitTerrain(GroundSpace, HeightmapData, 1); | ||
2294 | if (GroundGeom != IntPtr.Zero) | ||
2295 | { | ||
2296 | d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land)); | ||
2297 | d.GeomSetCollideBits(GroundGeom, 0); | ||
2298 | |||
2299 | |||
2300 | PhysicsActor pa = new NullPhysicsActor(); | ||
2301 | pa.Name = "Terrain"; | ||
2302 | pa.PhysicsActorType = (int)ActorTypes.Ground; | ||
2303 | actor_name_map[GroundGeom] = pa; | ||
2304 | |||
2305 | // geom_name_map[GroundGeom] = "Terrain"; | ||
2306 | |||
2307 | d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0); | ||
2308 | RegionTerrain.Add(pOffset, GroundGeom); | ||
2309 | TerrainHeightFieldHeights.Add(GroundGeom, _heightmap); | ||
2310 | TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler); | ||
2311 | } | ||
2312 | } | ||
2313 | } | ||
2314 | |||
2315 | |||
2316 | public override void DeleteTerrain() | ||
2317 | { | ||
2318 | } | ||
2319 | |||
2320 | public float GetWaterLevel() | ||
2321 | { | ||
2322 | return waterlevel; | ||
2323 | } | ||
2324 | |||
2325 | public override bool SupportsCombining() | ||
2326 | { | ||
2327 | return true; | ||
2328 | } | ||
2329 | /* | ||
2330 | public override void UnCombine(PhysicsScene pScene) | ||
2331 | { | ||
2332 | IntPtr localGround = IntPtr.Zero; | ||
2333 | // float[] localHeightfield; | ||
2334 | bool proceed = false; | ||
2335 | List<IntPtr> geomDestroyList = new List<IntPtr>(); | ||
2336 | |||
2337 | lock (OdeLock) | ||
2338 | { | ||
2339 | if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround)) | ||
2340 | { | ||
2341 | foreach (IntPtr geom in TerrainHeightFieldHeights.Keys) | ||
2342 | { | ||
2343 | if (geom == localGround) | ||
2344 | { | ||
2345 | // localHeightfield = TerrainHeightFieldHeights[geom]; | ||
2346 | proceed = true; | ||
2347 | } | ||
2348 | else | ||
2349 | { | ||
2350 | geomDestroyList.Add(geom); | ||
2351 | } | ||
2352 | } | ||
2353 | |||
2354 | if (proceed) | ||
2355 | { | ||
2356 | m_worldOffset = Vector3.Zero; | ||
2357 | WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
2358 | m_parentScene = null; | ||
2359 | |||
2360 | foreach (IntPtr g in geomDestroyList) | ||
2361 | { | ||
2362 | // removingHeightField needs to be done or the garbage collector will | ||
2363 | // collect the terrain data before we tell ODE to destroy it causing | ||
2364 | // memory corruption | ||
2365 | if (TerrainHeightFieldHeights.ContainsKey(g)) | ||
2366 | { | ||
2367 | // float[] removingHeightField = TerrainHeightFieldHeights[g]; | ||
2368 | TerrainHeightFieldHeights.Remove(g); | ||
2369 | |||
2370 | if (RegionTerrain.ContainsKey(g)) | ||
2371 | { | ||
2372 | RegionTerrain.Remove(g); | ||
2373 | } | ||
2374 | |||
2375 | d.GeomDestroy(g); | ||
2376 | //removingHeightField = new float[0]; | ||
2377 | } | ||
2378 | } | ||
2379 | |||
2380 | } | ||
2381 | else | ||
2382 | { | ||
2383 | m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data."); | ||
2384 | } | ||
2385 | } | ||
2386 | } | ||
2387 | } | ||
2388 | */ | ||
2389 | public override void SetWaterLevel(float baseheight) | ||
2390 | { | ||
2391 | waterlevel = baseheight; | ||
2392 | // randomizeWater(waterlevel); | ||
2393 | } | ||
2394 | /* | ||
2395 | public void randomizeWater(float baseheight) | ||
2396 | { | ||
2397 | const uint heightmapWidth = Constants.RegionSize + 2; | ||
2398 | const uint heightmapHeight = Constants.RegionSize + 2; | ||
2399 | const uint heightmapWidthSamples = heightmapWidth + 1; | ||
2400 | const uint heightmapHeightSamples = heightmapHeight + 1; | ||
2401 | |||
2402 | const float scale = 1.0f; | ||
2403 | const float offset = 0.0f; | ||
2404 | const int wrap = 0; | ||
2405 | |||
2406 | float[] _watermap = new float[heightmapWidthSamples * heightmapWidthSamples]; | ||
2407 | |||
2408 | float maxheigh = float.MinValue; | ||
2409 | float minheigh = float.MaxValue; | ||
2410 | float val; | ||
2411 | for (int i = 0; i < (heightmapWidthSamples * heightmapHeightSamples); i++) | ||
2412 | { | ||
2413 | |||
2414 | val = (baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f); | ||
2415 | _watermap[i] = val; | ||
2416 | if (maxheigh < val) | ||
2417 | maxheigh = val; | ||
2418 | if (minheigh > val) | ||
2419 | minheigh = val; | ||
2420 | } | ||
2421 | |||
2422 | float thickness = minheigh; | ||
2423 | |||
2424 | lock (OdeLock) | ||
2425 | { | ||
2426 | if (WaterGeom != IntPtr.Zero) | ||
2427 | { | ||
2428 | actor_name_map.Remove(WaterGeom); | ||
2429 | d.GeomDestroy(WaterGeom); | ||
2430 | d.GeomHeightfieldDataDestroy(WaterHeightmapData); | ||
2431 | WaterGeom = IntPtr.Zero; | ||
2432 | WaterHeightmapData = IntPtr.Zero; | ||
2433 | if(WaterMapHandler.IsAllocated) | ||
2434 | WaterMapHandler.Free(); | ||
2435 | } | ||
2436 | |||
2437 | WaterHeightmapData = d.GeomHeightfieldDataCreate(); | ||
2438 | |||
2439 | WaterMapHandler = GCHandle.Alloc(_watermap, GCHandleType.Pinned); | ||
2440 | |||
2441 | d.GeomHeightfieldDataBuildSingle(WaterHeightmapData, WaterMapHandler.AddrOfPinnedObject(), 0, heightmapWidth, heightmapHeight, | ||
2442 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, | ||
2443 | offset, thickness, wrap); | ||
2444 | d.GeomHeightfieldDataSetBounds(WaterHeightmapData, minheigh, maxheigh); | ||
2445 | WaterGeom = d.CreateHeightfield(StaticSpace, WaterHeightmapData, 1); | ||
2446 | if (WaterGeom != IntPtr.Zero) | ||
2447 | { | ||
2448 | d.GeomSetCategoryBits(WaterGeom, (uint)(CollisionCategories.Water)); | ||
2449 | d.GeomSetCollideBits(WaterGeom, 0); | ||
2450 | |||
2451 | |||
2452 | PhysicsActor pa = new NullPhysicsActor(); | ||
2453 | pa.Name = "Water"; | ||
2454 | pa.PhysicsActorType = (int)ActorTypes.Water; | ||
2455 | |||
2456 | actor_name_map[WaterGeom] = pa; | ||
2457 | // geom_name_map[WaterGeom] = "Water"; | ||
2458 | |||
2459 | d.Matrix3 R = new d.Matrix3(); | ||
2460 | |||
2461 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
2462 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
2463 | |||
2464 | q1 = q1 * q2; | ||
2465 | Vector3 v3; | ||
2466 | float angle; | ||
2467 | q1.GetAxisAngle(out v3, out angle); | ||
2468 | |||
2469 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | ||
2470 | d.GeomSetRotation(WaterGeom, ref R); | ||
2471 | d.GeomSetPosition(WaterGeom, (float)Constants.RegionSize * 0.5f, (float)Constants.RegionSize * 0.5f, 0); | ||
2472 | } | ||
2473 | } | ||
2474 | } | ||
2475 | */ | ||
2476 | public override void Dispose() | ||
2477 | { | ||
2478 | if (m_meshWorker != null) | ||
2479 | m_meshWorker.Stop(); | ||
2480 | |||
2481 | lock (OdeLock) | ||
2482 | { | ||
2483 | m_rayCastManager.Dispose(); | ||
2484 | m_rayCastManager = null; | ||
2485 | |||
2486 | lock (_prims) | ||
2487 | { | ||
2488 | ChangesQueue.Clear(); | ||
2489 | foreach (OdePrim prm in _prims) | ||
2490 | { | ||
2491 | prm.DoAChange(changes.Remove, null); | ||
2492 | _collisionEventPrim.Remove(prm); | ||
2493 | } | ||
2494 | _prims.Clear(); | ||
2495 | } | ||
2496 | |||
2497 | OdeCharacter[] chtorem; | ||
2498 | lock (_characters) | ||
2499 | { | ||
2500 | chtorem = new OdeCharacter[_characters.Count]; | ||
2501 | _characters.CopyTo(chtorem); | ||
2502 | } | ||
2503 | |||
2504 | ChangesQueue.Clear(); | ||
2505 | foreach (OdeCharacter ch in chtorem) | ||
2506 | ch.DoAChange(changes.Remove, null); | ||
2507 | |||
2508 | |||
2509 | foreach (IntPtr GroundGeom in RegionTerrain.Values) | ||
2510 | { | ||
2511 | if (GroundGeom != IntPtr.Zero) | ||
2512 | d.GeomDestroy(GroundGeom); | ||
2513 | } | ||
2514 | |||
2515 | |||
2516 | RegionTerrain.Clear(); | ||
2517 | |||
2518 | if (TerrainHeightFieldHeightsHandlers.Count > 0) | ||
2519 | { | ||
2520 | foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values) | ||
2521 | { | ||
2522 | if (gch.IsAllocated) | ||
2523 | gch.Free(); | ||
2524 | } | ||
2525 | } | ||
2526 | |||
2527 | TerrainHeightFieldHeightsHandlers.Clear(); | ||
2528 | TerrainHeightFieldHeights.Clear(); | ||
2529 | /* | ||
2530 | if (WaterGeom != IntPtr.Zero) | ||
2531 | { | ||
2532 | d.GeomDestroy(WaterGeom); | ||
2533 | WaterGeom = IntPtr.Zero; | ||
2534 | if (WaterHeightmapData != IntPtr.Zero) | ||
2535 | d.GeomHeightfieldDataDestroy(WaterHeightmapData); | ||
2536 | WaterHeightmapData = IntPtr.Zero; | ||
2537 | |||
2538 | if (WaterMapHandler.IsAllocated) | ||
2539 | WaterMapHandler.Free(); | ||
2540 | } | ||
2541 | */ | ||
2542 | if (ContactgeomsArray != IntPtr.Zero) | ||
2543 | Marshal.FreeHGlobal(ContactgeomsArray); | ||
2544 | if (GlobalContactsArray != IntPtr.Zero) | ||
2545 | Marshal.FreeHGlobal(GlobalContactsArray); | ||
2546 | |||
2547 | |||
2548 | d.WorldDestroy(world); | ||
2549 | world = IntPtr.Zero; | ||
2550 | //d.CloseODE(); | ||
2551 | } | ||
2552 | } | ||
2553 | |||
2554 | public override Dictionary<uint, float> GetTopColliders() | ||
2555 | { | ||
2556 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | ||
2557 | int cnt = 0; | ||
2558 | lock (_prims) | ||
2559 | { | ||
2560 | foreach (OdePrim prm in _prims) | ||
2561 | { | ||
2562 | if (prm.CollisionScore > 0) | ||
2563 | { | ||
2564 | returncolliders.Add(prm.LocalID, prm.CollisionScore); | ||
2565 | cnt++; | ||
2566 | prm.CollisionScore = 0f; | ||
2567 | if (cnt > 25) | ||
2568 | { | ||
2569 | break; | ||
2570 | } | ||
2571 | } | ||
2572 | } | ||
2573 | } | ||
2574 | return returncolliders; | ||
2575 | } | ||
2576 | |||
2577 | public override bool SupportsRayCast() | ||
2578 | { | ||
2579 | return true; | ||
2580 | } | ||
2581 | |||
2582 | public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
2583 | { | ||
2584 | if (retMethod != null) | ||
2585 | { | ||
2586 | ODERayRequest req = new ODERayRequest(); | ||
2587 | req.actor = null; | ||
2588 | req.callbackMethod = retMethod; | ||
2589 | req.length = length; | ||
2590 | req.Normal = direction; | ||
2591 | req.Origin = position; | ||
2592 | req.Count = 0; | ||
2593 | req.filter = RayFilterFlags.AllPrims; | ||
2594 | |||
2595 | m_rayCastManager.QueueRequest(req); | ||
2596 | } | ||
2597 | } | ||
2598 | |||
2599 | public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) | ||
2600 | { | ||
2601 | if (retMethod != null) | ||
2602 | { | ||
2603 | ODERayRequest req = new ODERayRequest(); | ||
2604 | req.actor = null; | ||
2605 | req.callbackMethod = retMethod; | ||
2606 | req.length = length; | ||
2607 | req.Normal = direction; | ||
2608 | req.Origin = position; | ||
2609 | req.Count = Count; | ||
2610 | req.filter = RayFilterFlags.AllPrims; | ||
2611 | |||
2612 | m_rayCastManager.QueueRequest(req); | ||
2613 | } | ||
2614 | } | ||
2615 | |||
2616 | |||
2617 | public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count) | ||
2618 | { | ||
2619 | List<ContactResult> ourresults = new List<ContactResult>(); | ||
2620 | object SyncObject = new object(); | ||
2621 | |||
2622 | RayCallback retMethod = delegate(List<ContactResult> results) | ||
2623 | { | ||
2624 | lock (SyncObject) | ||
2625 | { | ||
2626 | ourresults = results; | ||
2627 | Monitor.PulseAll(SyncObject); | ||
2628 | } | ||
2629 | }; | ||
2630 | |||
2631 | ODERayRequest req = new ODERayRequest(); | ||
2632 | req.actor = null; | ||
2633 | req.callbackMethod = retMethod; | ||
2634 | req.length = length; | ||
2635 | req.Normal = direction; | ||
2636 | req.Origin = position; | ||
2637 | req.Count = Count; | ||
2638 | req.filter = RayFilterFlags.AllPrims; | ||
2639 | |||
2640 | lock (SyncObject) | ||
2641 | { | ||
2642 | m_rayCastManager.QueueRequest(req); | ||
2643 | if (!Monitor.Wait(SyncObject, 500)) | ||
2644 | return null; | ||
2645 | else | ||
2646 | return ourresults; | ||
2647 | } | ||
2648 | } | ||
2649 | |||
2650 | public override bool SupportsRaycastWorldFiltered() | ||
2651 | { | ||
2652 | return true; | ||
2653 | } | ||
2654 | |||
2655 | public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) | ||
2656 | { | ||
2657 | object SyncObject = new object(); | ||
2658 | List<ContactResult> ourresults = new List<ContactResult>(); | ||
2659 | |||
2660 | RayCallback retMethod = delegate(List<ContactResult> results) | ||
2661 | { | ||
2662 | lock (SyncObject) | ||
2663 | { | ||
2664 | ourresults = results; | ||
2665 | Monitor.PulseAll(SyncObject); | ||
2666 | } | ||
2667 | }; | ||
2668 | |||
2669 | ODERayRequest req = new ODERayRequest(); | ||
2670 | req.actor = null; | ||
2671 | req.callbackMethod = retMethod; | ||
2672 | req.length = length; | ||
2673 | req.Normal = direction; | ||
2674 | req.Origin = position; | ||
2675 | req.Count = Count; | ||
2676 | req.filter = filter; | ||
2677 | |||
2678 | lock (SyncObject) | ||
2679 | { | ||
2680 | m_rayCastManager.QueueRequest(req); | ||
2681 | if (!Monitor.Wait(SyncObject, 500)) | ||
2682 | return null; | ||
2683 | else | ||
2684 | return ourresults; | ||
2685 | } | ||
2686 | } | ||
2687 | |||
2688 | public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags flags) | ||
2689 | { | ||
2690 | if (actor == null) | ||
2691 | return new List<ContactResult>(); | ||
2692 | |||
2693 | IntPtr geom; | ||
2694 | if (actor is OdePrim) | ||
2695 | geom = ((OdePrim)actor).prim_geom; | ||
2696 | else if (actor is OdeCharacter) | ||
2697 | geom = ((OdePrim)actor).prim_geom; | ||
2698 | else | ||
2699 | return new List<ContactResult>(); | ||
2700 | |||
2701 | if (geom == IntPtr.Zero) | ||
2702 | return new List<ContactResult>(); | ||
2703 | |||
2704 | List<ContactResult> ourResults = null; | ||
2705 | object SyncObject = new object(); | ||
2706 | |||
2707 | RayCallback retMethod = delegate(List<ContactResult> results) | ||
2708 | { | ||
2709 | lock (SyncObject) | ||
2710 | { | ||
2711 | ourResults = results; | ||
2712 | Monitor.PulseAll(SyncObject); | ||
2713 | } | ||
2714 | }; | ||
2715 | |||
2716 | ODERayRequest req = new ODERayRequest(); | ||
2717 | req.actor = actor; | ||
2718 | req.callbackMethod = retMethod; | ||
2719 | req.length = length; | ||
2720 | req.Normal = direction; | ||
2721 | req.Origin = position; | ||
2722 | req.Count = Count; | ||
2723 | req.filter = flags; | ||
2724 | |||
2725 | lock (SyncObject) | ||
2726 | { | ||
2727 | m_rayCastManager.QueueRequest(req); | ||
2728 | if (!Monitor.Wait(SyncObject, 500)) | ||
2729 | return new List<ContactResult>(); | ||
2730 | } | ||
2731 | |||
2732 | if (ourResults == null) | ||
2733 | return new List<ContactResult>(); | ||
2734 | return ourResults; | ||
2735 | } | ||
2736 | |||
2737 | public override List<ContactResult> BoxProbe(Vector3 position, Vector3 size, Quaternion orientation, int Count, RayFilterFlags flags) | ||
2738 | { | ||
2739 | List<ContactResult> ourResults = null; | ||
2740 | object SyncObject = new object(); | ||
2741 | |||
2742 | ProbeBoxCallback retMethod = delegate(List<ContactResult> results) | ||
2743 | { | ||
2744 | lock (SyncObject) | ||
2745 | { | ||
2746 | ourResults = results; | ||
2747 | Monitor.PulseAll(SyncObject); | ||
2748 | } | ||
2749 | }; | ||
2750 | |||
2751 | ODERayRequest req = new ODERayRequest(); | ||
2752 | req.actor = null; | ||
2753 | req.callbackMethod = retMethod; | ||
2754 | req.Normal = size; | ||
2755 | req.Origin = position; | ||
2756 | req.orientation = orientation; | ||
2757 | req.Count = Count; | ||
2758 | req.filter = flags; | ||
2759 | |||
2760 | lock (SyncObject) | ||
2761 | { | ||
2762 | m_rayCastManager.QueueRequest(req); | ||
2763 | if (!Monitor.Wait(SyncObject, 500)) | ||
2764 | return new List<ContactResult>(); | ||
2765 | } | ||
2766 | |||
2767 | if (ourResults == null) | ||
2768 | return new List<ContactResult>(); | ||
2769 | return ourResults; | ||
2770 | } | ||
2771 | |||
2772 | public override List<ContactResult> SphereProbe(Vector3 position, float radius, int Count, RayFilterFlags flags) | ||
2773 | { | ||
2774 | List<ContactResult> ourResults = null; | ||
2775 | object SyncObject = new object(); | ||
2776 | |||
2777 | ProbeSphereCallback retMethod = delegate(List<ContactResult> results) | ||
2778 | { | ||
2779 | ourResults = results; | ||
2780 | Monitor.PulseAll(SyncObject); | ||
2781 | }; | ||
2782 | |||
2783 | ODERayRequest req = new ODERayRequest(); | ||
2784 | req.actor = null; | ||
2785 | req.callbackMethod = retMethod; | ||
2786 | req.length = radius; | ||
2787 | req.Origin = position; | ||
2788 | req.Count = Count; | ||
2789 | req.filter = flags; | ||
2790 | |||
2791 | |||
2792 | lock (SyncObject) | ||
2793 | { | ||
2794 | m_rayCastManager.QueueRequest(req); | ||
2795 | if (!Monitor.Wait(SyncObject, 500)) | ||
2796 | return new List<ContactResult>(); | ||
2797 | } | ||
2798 | |||
2799 | if (ourResults == null) | ||
2800 | return new List<ContactResult>(); | ||
2801 | return ourResults; | ||
2802 | } | ||
2803 | |||
2804 | public override List<ContactResult> PlaneProbe(PhysicsActor actor, Vector4 plane, int Count, RayFilterFlags flags) | ||
2805 | { | ||
2806 | IntPtr geom = IntPtr.Zero;; | ||
2807 | |||
2808 | if (actor != null) | ||
2809 | { | ||
2810 | if (actor is OdePrim) | ||
2811 | geom = ((OdePrim)actor).prim_geom; | ||
2812 | else if (actor is OdeCharacter) | ||
2813 | geom = ((OdePrim)actor).prim_geom; | ||
2814 | } | ||
2815 | |||
2816 | List<ContactResult> ourResults = null; | ||
2817 | object SyncObject = new object(); | ||
2818 | |||
2819 | ProbePlaneCallback retMethod = delegate(List<ContactResult> results) | ||
2820 | { | ||
2821 | ourResults = results; | ||
2822 | Monitor.PulseAll(SyncObject); | ||
2823 | }; | ||
2824 | |||
2825 | ODERayRequest req = new ODERayRequest(); | ||
2826 | req.actor = null; | ||
2827 | req.callbackMethod = retMethod; | ||
2828 | req.length = plane.W; | ||
2829 | req.Normal.X = plane.X; | ||
2830 | req.Normal.Y = plane.Y; | ||
2831 | req.Normal.Z = plane.Z; | ||
2832 | req.Count = Count; | ||
2833 | req.filter = flags; | ||
2834 | |||
2835 | lock (SyncObject) | ||
2836 | { | ||
2837 | m_rayCastManager.QueueRequest(req); | ||
2838 | if (!Monitor.Wait(SyncObject, 500)) | ||
2839 | return new List<ContactResult>(); | ||
2840 | } | ||
2841 | |||
2842 | if (ourResults == null) | ||
2843 | return new List<ContactResult>(); | ||
2844 | return ourResults; | ||
2845 | } | ||
2846 | |||
2847 | public override int SitAvatar(PhysicsActor actor, Vector3 AbsolutePosition, Vector3 CameraPosition, Vector3 offset, Vector3 AvatarSize, SitAvatarCallback PhysicsSitResponse) | ||
2848 | { | ||
2849 | Util.FireAndForget( delegate | ||
2850 | { | ||
2851 | ODESitAvatar sitAvatar = new ODESitAvatar(this, m_rayCastManager); | ||
2852 | if(sitAvatar != null) | ||
2853 | sitAvatar.Sit(actor, AbsolutePosition, CameraPosition, offset, AvatarSize, PhysicsSitResponse); | ||
2854 | }); | ||
2855 | return 1; | ||
2856 | } | ||
2857 | |||
2858 | } | ||
2859 | } | ||