diff options
Diffstat (limited to '')
34 files changed, 27032 insertions, 37 deletions
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs new file mode 100644 index 0000000..d65929a --- /dev/null +++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs | |||
@@ -0,0 +1,58 @@ | |||
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 | using System.Reflection; | ||
29 | using System.Runtime.InteropServices; | ||
30 | |||
31 | // Information about this assembly is defined by the following | ||
32 | // attributes. | ||
33 | // | ||
34 | // change them to the information which is associated with the assembly | ||
35 | // you compile. | ||
36 | |||
37 | [assembly : AssemblyTitle("OdePlugin")] | ||
38 | [assembly : AssemblyDescription("")] | ||
39 | [assembly : AssemblyConfiguration("")] | ||
40 | [assembly : AssemblyCompany("http://opensimulator.org")] | ||
41 | [assembly : AssemblyProduct("OdePlugin")] | ||
42 | [assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")] | ||
43 | [assembly : AssemblyTrademark("")] | ||
44 | [assembly : AssemblyCulture("")] | ||
45 | |||
46 | // This sets the default COM visibility of types in the assembly to invisible. | ||
47 | // If you need to expose a type to COM, use [ComVisible(true)] on that type. | ||
48 | |||
49 | [assembly : ComVisible(false)] | ||
50 | |||
51 | // The assembly version has following format : | ||
52 | // | ||
53 | // Major.Minor.Build.Revision | ||
54 | // | ||
55 | // You can specify all values by your own or you can build default build and revision | ||
56 | // numbers with the '*' character (the default): | ||
57 | |||
58 | [assembly : AssemblyVersion("0.6.5.*")] | ||
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs new file mode 100644 index 0000000..2945199 --- /dev/null +++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | |||
@@ -0,0 +1,1438 @@ | |||
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 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using OpenMetaverse; | ||
32 | using Ode.NET; | ||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | using log4net; | ||
36 | |||
37 | namespace OpenSim.Region.Physics.OdePlugin | ||
38 | { | ||
39 | /// <summary> | ||
40 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. | ||
41 | /// </summary> | ||
42 | |||
43 | public enum dParam : int | ||
44 | { | ||
45 | LowStop = 0, | ||
46 | HiStop = 1, | ||
47 | Vel = 2, | ||
48 | FMax = 3, | ||
49 | FudgeFactor = 4, | ||
50 | Bounce = 5, | ||
51 | CFM = 6, | ||
52 | StopERP = 7, | ||
53 | StopCFM = 8, | ||
54 | LoStop2 = 256, | ||
55 | HiStop2 = 257, | ||
56 | Vel2 = 258, | ||
57 | FMax2 = 259, | ||
58 | StopERP2 = 7 + 256, | ||
59 | StopCFM2 = 8 + 256, | ||
60 | LoStop3 = 512, | ||
61 | HiStop3 = 513, | ||
62 | Vel3 = 514, | ||
63 | FMax3 = 515, | ||
64 | StopERP3 = 7 + 512, | ||
65 | StopCFM3 = 8 + 512 | ||
66 | } | ||
67 | public class OdeCharacter : PhysicsActor | ||
68 | { | ||
69 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
70 | |||
71 | private Vector3 _position; | ||
72 | private d.Vector3 _zeroPosition; | ||
73 | // private d.Matrix3 m_StandUpRotation; | ||
74 | private bool _zeroFlag = false; | ||
75 | private bool m_lastUpdateSent = false; | ||
76 | private Vector3 _velocity; | ||
77 | private Vector3 _target_velocity; | ||
78 | private Vector3 _acceleration; | ||
79 | private Vector3 m_rotationalVelocity; | ||
80 | private float m_mass = 80f; | ||
81 | public float m_density = 60f; | ||
82 | private bool m_pidControllerActive = true; | ||
83 | public float PID_D = 800.0f; | ||
84 | public float PID_P = 900.0f; | ||
85 | //private static float POSTURE_SERVO = 10000.0f; | ||
86 | public float CAPSULE_RADIUS = 0.37f; | ||
87 | public float CAPSULE_LENGTH = 2.140599f; | ||
88 | public float m_tensor = 3800000f; | ||
89 | public float heightFudgeFactor = 0.52f; | ||
90 | public float walkDivisor = 1.3f; | ||
91 | public float runDivisor = 0.8f; | ||
92 | private bool flying = false; | ||
93 | private bool jumping = false; // add for jumping | ||
94 | private bool m_iscolliding = false; | ||
95 | private bool m_iscollidingGround = false; | ||
96 | private bool m_wascolliding = false; | ||
97 | private bool m_wascollidingGround = false; | ||
98 | private bool m_iscollidingObj = false; | ||
99 | private bool m_alwaysRun = false; | ||
100 | private bool m_hackSentFall = false; | ||
101 | private bool m_hackSentFly = false; | ||
102 | private int m_requestedUpdateFrequency = 0; | ||
103 | private Vector3 m_taintPosition = Vector3.Zero; | ||
104 | public uint m_localID = 0; | ||
105 | public bool m_returnCollisions = false; | ||
106 | // taints and their non-tainted counterparts | ||
107 | public bool m_isPhysical = false; // the current physical status | ||
108 | public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing) | ||
109 | public float MinimumGroundFlightOffset = 3f; | ||
110 | |||
111 | private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. | ||
112 | private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider | ||
113 | |||
114 | |||
115 | private float m_buoyancy = 0f; | ||
116 | |||
117 | // private CollisionLocker ode; | ||
118 | |||
119 | private string m_name = String.Empty; | ||
120 | |||
121 | private bool[] m_colliderarr = new bool[11]; | ||
122 | private bool[] m_colliderGroundarr = new bool[11]; | ||
123 | |||
124 | // Default we're a Character | ||
125 | private CollisionCategories m_collisionCategories = (CollisionCategories.Character); | ||
126 | |||
127 | // Default, Collide with Other Geometries, spaces, bodies and characters. | ||
128 | private CollisionCategories m_collisionFlags = (CollisionCategories.Geom | ||
129 | | CollisionCategories.Space | ||
130 | | CollisionCategories.Body | ||
131 | | CollisionCategories.Character | ||
132 | | CollisionCategories.Land); | ||
133 | public IntPtr Body = IntPtr.Zero; | ||
134 | private OdeScene _parent_scene; | ||
135 | public IntPtr Shell = IntPtr.Zero; | ||
136 | public IntPtr Amotor = IntPtr.Zero; | ||
137 | public d.Mass ShellMass; | ||
138 | public bool collidelock = false; | ||
139 | |||
140 | public int m_eventsubscription = 0; | ||
141 | private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
142 | |||
143 | // unique UUID of this character object | ||
144 | public UUID m_uuid; | ||
145 | public bool bad = false; | ||
146 | private Object m_syncRoot = new Object(); | ||
147 | |||
148 | public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) | ||
149 | { | ||
150 | m_uuid = UUID.Random(); | ||
151 | |||
152 | if (pos.IsFinite()) | ||
153 | { | ||
154 | if (pos.Z > 9999999f) | ||
155 | { | ||
156 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
157 | } | ||
158 | if (pos.Z < -90000f) | ||
159 | { | ||
160 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
161 | } | ||
162 | _position = pos; | ||
163 | m_taintPosition.X = pos.X; | ||
164 | m_taintPosition.Y = pos.Y; | ||
165 | m_taintPosition.Z = pos.Z; | ||
166 | } | ||
167 | else | ||
168 | { | ||
169 | _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); | ||
170 | m_taintPosition.X = _position.X; | ||
171 | m_taintPosition.Y = _position.Y; | ||
172 | m_taintPosition.Z = _position.Z; | ||
173 | m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); | ||
174 | } | ||
175 | |||
176 | _parent_scene = parent_scene; | ||
177 | |||
178 | PID_D = pid_d; | ||
179 | PID_P = pid_p; | ||
180 | CAPSULE_RADIUS = capsule_radius; | ||
181 | m_tensor = tensor; | ||
182 | m_density = density; | ||
183 | heightFudgeFactor = height_fudge_factor; | ||
184 | walkDivisor = walk_divisor; | ||
185 | runDivisor = rundivisor; | ||
186 | |||
187 | // m_StandUpRotation = | ||
188 | // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f, | ||
189 | // 0.5f); | ||
190 | |||
191 | for (int i = 0; i < 11; i++) | ||
192 | { | ||
193 | m_colliderarr[i] = false; | ||
194 | } | ||
195 | CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; | ||
196 | //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); | ||
197 | m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH; | ||
198 | |||
199 | m_isPhysical = false; // current status: no ODE information exists | ||
200 | m_tainted_isPhysical = true; // new tainted status: need to create ODE information | ||
201 | |||
202 | _parent_scene.AddPhysicsActorTaint(this); | ||
203 | |||
204 | m_name = avName; | ||
205 | } | ||
206 | |||
207 | public override int PhysicsActorType | ||
208 | { | ||
209 | get { return (int) ActorTypes.Agent; } | ||
210 | set { return; } | ||
211 | } | ||
212 | |||
213 | /// <summary> | ||
214 | /// If this is set, the avatar will move faster | ||
215 | /// </summary> | ||
216 | public override bool SetAlwaysRun | ||
217 | { | ||
218 | get { return m_alwaysRun; } | ||
219 | set { m_alwaysRun = value; } | ||
220 | } | ||
221 | |||
222 | public override uint LocalID | ||
223 | { | ||
224 | set { m_localID = value; } | ||
225 | } | ||
226 | |||
227 | public override bool Grabbed | ||
228 | { | ||
229 | set { return; } | ||
230 | } | ||
231 | |||
232 | public override bool Selected | ||
233 | { | ||
234 | // set { return; } | ||
235 | set { jumping = value; } // add for jumping flag | ||
236 | } | ||
237 | |||
238 | public override float Buoyancy | ||
239 | { | ||
240 | get { return m_buoyancy; } | ||
241 | set { m_buoyancy = value; } | ||
242 | } | ||
243 | |||
244 | public override bool FloatOnWater | ||
245 | { | ||
246 | set { return; } | ||
247 | } | ||
248 | |||
249 | public override bool IsPhysical | ||
250 | { | ||
251 | get { return false; } | ||
252 | set { return; } | ||
253 | } | ||
254 | |||
255 | public override bool ThrottleUpdates | ||
256 | { | ||
257 | get { return false; } | ||
258 | set { return; } | ||
259 | } | ||
260 | |||
261 | public override bool Flying | ||
262 | { | ||
263 | get { return flying; } | ||
264 | set { flying = value; } | ||
265 | } | ||
266 | |||
267 | /// <summary> | ||
268 | /// Returns if the avatar is colliding in general. | ||
269 | /// This includes the ground and objects and avatar. | ||
270 | /// </summary> | ||
271 | public override bool IsColliding | ||
272 | { | ||
273 | //#@ get { return m_iscolliding; } | ||
274 | get { //## | ||
275 | //Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //## | ||
276 | return m_iscolliding; } //## | ||
277 | set | ||
278 | { | ||
279 | int i; | ||
280 | int truecount = 0; | ||
281 | int falsecount = 0; | ||
282 | |||
283 | if (m_colliderarr.Length >= 10) | ||
284 | { | ||
285 | for (i = 0; i < 10; i++) | ||
286 | { | ||
287 | m_colliderarr[i] = m_colliderarr[i + 1]; | ||
288 | } | ||
289 | } | ||
290 | m_colliderarr[10] = value; | ||
291 | |||
292 | for (i = 0; i < 11; i++) | ||
293 | { | ||
294 | if (m_colliderarr[i]) | ||
295 | { | ||
296 | truecount++; | ||
297 | } | ||
298 | else | ||
299 | { | ||
300 | falsecount++; | ||
301 | } | ||
302 | } | ||
303 | |||
304 | // Equal truecounts and false counts means we're colliding with something. | ||
305 | |||
306 | if (falsecount > 1.2*truecount) | ||
307 | { | ||
308 | m_iscolliding = false; | ||
309 | } | ||
310 | else | ||
311 | { | ||
312 | m_iscolliding = true; | ||
313 | } | ||
314 | // ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding); | ||
315 | if (m_wascolliding != m_iscolliding) | ||
316 | { | ||
317 | //base.SendCollisionUpdate(new CollisionEventUpdate()); | ||
318 | } | ||
319 | m_wascolliding = m_iscolliding; | ||
320 | } | ||
321 | } | ||
322 | |||
323 | /// <summary> | ||
324 | /// Returns if an avatar is colliding with the ground | ||
325 | /// </summary> | ||
326 | public override bool CollidingGround | ||
327 | { | ||
328 | get { return m_iscollidingGround; } | ||
329 | set | ||
330 | { | ||
331 | // Collisions against the ground are not really reliable | ||
332 | // So, to get a consistant value we have to average the current result over time | ||
333 | // Currently we use 1 second = 10 calls to this. | ||
334 | int i; | ||
335 | int truecount = 0; | ||
336 | int falsecount = 0; | ||
337 | |||
338 | if (m_colliderGroundarr.Length >= 10) | ||
339 | { | ||
340 | for (i = 0; i < 10; i++) | ||
341 | { | ||
342 | m_colliderGroundarr[i] = m_colliderGroundarr[i + 1]; | ||
343 | } | ||
344 | } | ||
345 | m_colliderGroundarr[10] = value; | ||
346 | |||
347 | for (i = 0; i < 11; i++) | ||
348 | { | ||
349 | if (m_colliderGroundarr[i]) | ||
350 | { | ||
351 | truecount++; | ||
352 | } | ||
353 | else | ||
354 | { | ||
355 | falsecount++; | ||
356 | } | ||
357 | } | ||
358 | |||
359 | // Equal truecounts and false counts means we're colliding with something. | ||
360 | |||
361 | if (falsecount > 1.2*truecount) | ||
362 | { | ||
363 | m_iscollidingGround = false; | ||
364 | } | ||
365 | else | ||
366 | { | ||
367 | m_iscollidingGround = true; | ||
368 | } | ||
369 | if (m_wascollidingGround != m_iscollidingGround) | ||
370 | { | ||
371 | //base.SendCollisionUpdate(new CollisionEventUpdate()); | ||
372 | } | ||
373 | m_wascollidingGround = m_iscollidingGround; | ||
374 | } | ||
375 | } | ||
376 | |||
377 | /// <summary> | ||
378 | /// Returns if the avatar is colliding with an object | ||
379 | /// </summary> | ||
380 | public override bool CollidingObj | ||
381 | { | ||
382 | get { return m_iscollidingObj; } | ||
383 | set | ||
384 | { | ||
385 | m_iscollidingObj = value; | ||
386 | if (value) | ||
387 | m_pidControllerActive = false; | ||
388 | else | ||
389 | m_pidControllerActive = true; | ||
390 | } | ||
391 | } | ||
392 | |||
393 | /// <summary> | ||
394 | /// turn the PID controller on or off. | ||
395 | /// The PID Controller will turn on all by itself in many situations | ||
396 | /// </summary> | ||
397 | /// <param name="status"></param> | ||
398 | public void SetPidStatus(bool status) | ||
399 | { | ||
400 | m_pidControllerActive = status; | ||
401 | } | ||
402 | |||
403 | public override bool Stopped | ||
404 | { | ||
405 | get { return _zeroFlag; } | ||
406 | } | ||
407 | |||
408 | /// <summary> | ||
409 | /// This 'puts' an avatar somewhere in the physics space. | ||
410 | /// Not really a good choice unless you 'know' it's a good | ||
411 | /// spot otherwise you're likely to orbit the avatar. | ||
412 | /// </summary> | ||
413 | public override Vector3 Position | ||
414 | { | ||
415 | get { return _position; } | ||
416 | set | ||
417 | { | ||
418 | if (Body == IntPtr.Zero || Shell == IntPtr.Zero) | ||
419 | { | ||
420 | if (value.IsFinite()) | ||
421 | { | ||
422 | if (value.Z > 9999999f) | ||
423 | { | ||
424 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
425 | } | ||
426 | if (value.Z < -90000f) | ||
427 | { | ||
428 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
429 | } | ||
430 | |||
431 | _position.X = value.X; | ||
432 | _position.Y = value.Y; | ||
433 | _position.Z = value.Z; | ||
434 | |||
435 | m_taintPosition.X = value.X; | ||
436 | m_taintPosition.Y = value.Y; | ||
437 | m_taintPosition.Z = value.Z; | ||
438 | _parent_scene.AddPhysicsActorTaint(this); | ||
439 | } | ||
440 | else | ||
441 | { | ||
442 | m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character"); | ||
443 | } | ||
444 | } | ||
445 | } | ||
446 | } | ||
447 | |||
448 | public override Vector3 RotationalVelocity | ||
449 | { | ||
450 | get { return m_rotationalVelocity; } | ||
451 | set { m_rotationalVelocity = value; } | ||
452 | } | ||
453 | |||
454 | /// <summary> | ||
455 | /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight | ||
456 | /// and use it to offset landings properly | ||
457 | /// </summary> | ||
458 | public override Vector3 Size | ||
459 | { | ||
460 | get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } | ||
461 | set | ||
462 | { | ||
463 | if (value.IsFinite()) | ||
464 | { | ||
465 | m_pidControllerActive = true; | ||
466 | |||
467 | Vector3 SetSize = value; | ||
468 | m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f; | ||
469 | //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); | ||
470 | |||
471 | Velocity = Vector3.Zero; | ||
472 | m_taintPosition = _position; // update the stale taint position | ||
473 | _parent_scene.AddPhysicsActorTaint(this); | ||
474 | } | ||
475 | else | ||
476 | { | ||
477 | m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character"); | ||
478 | } | ||
479 | } | ||
480 | } | ||
481 | |||
482 | private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector) | ||
483 | { | ||
484 | movementVector.Z = 0f; | ||
485 | float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y)); | ||
486 | if (magnitude < 0.1f) return; | ||
487 | |||
488 | // normalize the velocity vector | ||
489 | float invMagnitude = 1.0f / magnitude; | ||
490 | movementVector.X *= invMagnitude; | ||
491 | movementVector.Y *= invMagnitude; | ||
492 | |||
493 | // if we change the capsule heading too often, the capsule can fall down | ||
494 | // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw), | ||
495 | // meaning only 4 possible capsule tilt orientations | ||
496 | if (movementVector.X > 0) | ||
497 | { | ||
498 | // east | ||
499 | if (movementVector.Y > 0) | ||
500 | { | ||
501 | // northeast | ||
502 | movementVector.X = (float)Math.Sqrt(2.0); | ||
503 | movementVector.Y = (float)Math.Sqrt(2.0); | ||
504 | } | ||
505 | else | ||
506 | { | ||
507 | // southeast | ||
508 | movementVector.X = (float)Math.Sqrt(2.0); | ||
509 | movementVector.Y = -(float)Math.Sqrt(2.0); | ||
510 | } | ||
511 | } | ||
512 | else | ||
513 | { | ||
514 | // west | ||
515 | if (movementVector.Y > 0) | ||
516 | { | ||
517 | // northwest | ||
518 | movementVector.X = -(float)Math.Sqrt(2.0); | ||
519 | movementVector.Y = (float)Math.Sqrt(2.0); | ||
520 | } | ||
521 | else | ||
522 | { | ||
523 | // southwest | ||
524 | movementVector.X = -(float)Math.Sqrt(2.0); | ||
525 | movementVector.Y = -(float)Math.Sqrt(2.0); | ||
526 | } | ||
527 | } | ||
528 | |||
529 | |||
530 | // movementVector.Z is zero | ||
531 | |||
532 | // calculate tilt components based on desired amount of tilt and current (snapped) heading. | ||
533 | // the "-" sign is to force the tilt to be OPPOSITE the direction of movement. | ||
534 | float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane; | ||
535 | float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane; | ||
536 | |||
537 | //m_log.Debug("[PHYSICS] changing avatar tilt"); | ||
538 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent); | ||
539 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced | ||
540 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent); | ||
541 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop | ||
542 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f); | ||
543 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop | ||
544 | } | ||
545 | |||
546 | /// <summary> | ||
547 | /// This creates the Avatar's physical Surrogate at the position supplied | ||
548 | /// </summary> | ||
549 | /// <param name="npositionX"></param> | ||
550 | /// <param name="npositionY"></param> | ||
551 | /// <param name="npositionZ"></param> | ||
552 | |||
553 | // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access | ||
554 | // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only | ||
555 | // place that is safe to call this routine AvatarGeomAndBodyCreation. | ||
556 | private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor) | ||
557 | { | ||
558 | //CAPSULE_LENGTH = -5; | ||
559 | //CAPSULE_RADIUS = -5; | ||
560 | int dAMotorEuler = 1; | ||
561 | _parent_scene.waitForSpaceUnlock(_parent_scene.space); | ||
562 | if (CAPSULE_LENGTH <= 0) | ||
563 | { | ||
564 | m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
565 | CAPSULE_LENGTH = 0.01f; | ||
566 | |||
567 | } | ||
568 | |||
569 | if (CAPSULE_RADIUS <= 0) | ||
570 | { | ||
571 | m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
572 | CAPSULE_RADIUS = 0.01f; | ||
573 | |||
574 | } | ||
575 | |||
576 | if(Shell != IntPtr.Zero) | ||
577 | { | ||
578 | try | ||
579 | { | ||
580 | d.GeomDestroy(Shell); | ||
581 | } | ||
582 | catch (System.AccessViolationException) | ||
583 | { | ||
584 | m_log.Error("[PHYSICS]: PrimGeom dead"); | ||
585 | } | ||
586 | // Remove any old entries | ||
587 | //string tShell; | ||
588 | //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell); | ||
589 | //Console.WriteLine("**** Remove {0}", tShell); | ||
590 | if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell); | ||
591 | if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell); | ||
592 | } | ||
593 | |||
594 | Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
595 | _parent_scene.geom_name_map[Shell] = m_name; | ||
596 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
597 | //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS); | ||
598 | |||
599 | d.GeomSetCategoryBits(Shell, (int)m_collisionCategories); | ||
600 | d.GeomSetCollideBits(Shell, (int)m_collisionFlags); | ||
601 | |||
602 | d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
603 | Body = d.BodyCreate(_parent_scene.world); | ||
604 | d.BodySetPosition(Body, npositionX, npositionY, npositionZ); | ||
605 | |||
606 | _position.X = npositionX; | ||
607 | _position.Y = npositionY; | ||
608 | _position.Z = npositionZ; | ||
609 | |||
610 | |||
611 | m_taintPosition.X = npositionX; | ||
612 | m_taintPosition.Y = npositionY; | ||
613 | m_taintPosition.Z = npositionZ; | ||
614 | |||
615 | d.BodySetMass(Body, ref ShellMass); | ||
616 | d.Matrix3 m_caprot; | ||
617 | // 90 Stand up on the cap of the capped cyllinder | ||
618 | if (_parent_scene.IsAvCapsuleTilted) | ||
619 | { | ||
620 | d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2)); | ||
621 | } | ||
622 | else | ||
623 | { | ||
624 | d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2)); | ||
625 | } | ||
626 | |||
627 | |||
628 | d.GeomSetRotation(Shell, ref m_caprot); | ||
629 | d.BodySetRotation(Body, ref m_caprot); | ||
630 | |||
631 | d.GeomSetBody(Shell, Body); | ||
632 | |||
633 | |||
634 | // The purpose of the AMotor here is to keep the avatar's physical | ||
635 | // surrogate from rotating while moving | ||
636 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
637 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
638 | d.JointSetAMotorMode(Amotor, dAMotorEuler); | ||
639 | d.JointSetAMotorNumAxes(Amotor, 3); | ||
640 | d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0); | ||
641 | d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0); | ||
642 | d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1); | ||
643 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
644 | d.JointSetAMotorAngle(Amotor, 1, 0); | ||
645 | d.JointSetAMotorAngle(Amotor, 2, 0); | ||
646 | |||
647 | // These lowstops and high stops are effectively (no wiggle room) | ||
648 | if (_parent_scene.IsAvCapsuleTilted) | ||
649 | { | ||
650 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f); | ||
651 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f); | ||
652 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f); | ||
653 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f); | ||
654 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f); | ||
655 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f); | ||
656 | } | ||
657 | else | ||
658 | { | ||
659 | #region Documentation of capsule motor LowStop and HighStop parameters | ||
660 | // Intentionally introduce some tilt into the capsule by setting | ||
661 | // the motor stops to small epsilon values. This small tilt prevents | ||
662 | // the capsule from falling into the terrain; a straight-up capsule | ||
663 | // (with -0..0 motor stops) falls into the terrain for reasons yet | ||
664 | // to be comprehended in their entirety. | ||
665 | #endregion | ||
666 | AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero); | ||
667 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f); | ||
668 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f); | ||
669 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f); | ||
670 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced | ||
671 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop | ||
672 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop | ||
673 | } | ||
674 | |||
675 | // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the | ||
676 | // capped cyllinder will fall over | ||
677 | d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); | ||
678 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor); | ||
679 | |||
680 | //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); | ||
681 | //d.QfromR( | ||
682 | //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068, | ||
683 | // | ||
684 | //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); | ||
685 | //standupStraight(); | ||
686 | } | ||
687 | |||
688 | // | ||
689 | /// <summary> | ||
690 | /// Uses the capped cyllinder volume formula to calculate the avatar's mass. | ||
691 | /// This may be used in calculations in the scene/scenepresence | ||
692 | /// </summary> | ||
693 | public override float Mass | ||
694 | { | ||
695 | get | ||
696 | { | ||
697 | float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH); | ||
698 | return m_density*AVvolume; | ||
699 | } | ||
700 | } | ||
701 | public override void link(PhysicsActor obj) | ||
702 | { | ||
703 | |||
704 | } | ||
705 | |||
706 | public override void delink() | ||
707 | { | ||
708 | |||
709 | } | ||
710 | |||
711 | public override void LockAngularMotion(Vector3 axis) | ||
712 | { | ||
713 | |||
714 | } | ||
715 | |||
716 | // This code is very useful. Written by DanX0r. We're just not using it right now. | ||
717 | // Commented out to prevent a warning. | ||
718 | // | ||
719 | // private void standupStraight() | ||
720 | // { | ||
721 | // // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air. | ||
722 | // // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you | ||
723 | // // change appearance and when you enter the simulator | ||
724 | // // After this routine is done, the amotor stabilizes much quicker | ||
725 | // d.Vector3 feet; | ||
726 | // d.Vector3 head; | ||
727 | // d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); | ||
728 | // d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); | ||
729 | // float posture = head.Z - feet.Z; | ||
730 | |||
731 | // // restoring force proportional to lack of posture: | ||
732 | // float servo = (2.5f - posture) * POSTURE_SERVO; | ||
733 | // d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); | ||
734 | // d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); | ||
735 | // //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); | ||
736 | // //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); | ||
737 | // } | ||
738 | |||
739 | public override Vector3 Force | ||
740 | { | ||
741 | get { return _target_velocity; } | ||
742 | set { return; } | ||
743 | } | ||
744 | |||
745 | public override int VehicleType | ||
746 | { | ||
747 | get { return 0; } | ||
748 | set { return; } | ||
749 | } | ||
750 | |||
751 | public override void VehicleFloatParam(int param, float value) | ||
752 | { | ||
753 | |||
754 | } | ||
755 | |||
756 | public override void VehicleVectorParam(int param, Vector3 value) | ||
757 | { | ||
758 | |||
759 | } | ||
760 | |||
761 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
762 | { | ||
763 | |||
764 | } | ||
765 | |||
766 | public override void VehicleFlags(int flags, bool remove) | ||
767 | { | ||
768 | } | ||
769 | |||
770 | public override void SetVolumeDetect(int param) | ||
771 | { | ||
772 | |||
773 | } | ||
774 | |||
775 | public override Vector3 CenterOfMass | ||
776 | { | ||
777 | get { return Vector3.Zero; } | ||
778 | } | ||
779 | |||
780 | public override Vector3 GeometricCenter | ||
781 | { | ||
782 | get { return Vector3.Zero; } | ||
783 | } | ||
784 | |||
785 | public override PrimitiveBaseShape Shape | ||
786 | { | ||
787 | set { return; } | ||
788 | } | ||
789 | |||
790 | public override Vector3 Velocity | ||
791 | { | ||
792 | get { | ||
793 | // There's a problem with Vector3.Zero! Don't Use it Here! | ||
794 | if (_zeroFlag) | ||
795 | return Vector3.Zero; | ||
796 | m_lastUpdateSent = false; | ||
797 | return _velocity; | ||
798 | } | ||
799 | set | ||
800 | { | ||
801 | if (value.IsFinite()) | ||
802 | { | ||
803 | m_pidControllerActive = true; | ||
804 | _target_velocity = value; | ||
805 | } | ||
806 | else | ||
807 | { | ||
808 | m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character"); | ||
809 | } | ||
810 | } | ||
811 | } | ||
812 | |||
813 | public override Vector3 Torque | ||
814 | { | ||
815 | get { return Vector3.Zero; } | ||
816 | set { return; } | ||
817 | } | ||
818 | |||
819 | public override float CollisionScore | ||
820 | { | ||
821 | get { return 0f; } | ||
822 | set { } | ||
823 | } | ||
824 | |||
825 | public override bool Kinematic | ||
826 | { | ||
827 | get { return false; } | ||
828 | set { } | ||
829 | } | ||
830 | |||
831 | public override Quaternion Orientation | ||
832 | { | ||
833 | get { return Quaternion.Identity; } | ||
834 | set { | ||
835 | //Matrix3 or = Orientation.ToRotationMatrix(); | ||
836 | //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22); | ||
837 | //d.BodySetRotation(Body, ref ord); | ||
838 | } | ||
839 | } | ||
840 | |||
841 | public override Vector3 Acceleration | ||
842 | { | ||
843 | get { return _acceleration; } | ||
844 | set { _acceleration = value; } | ||
845 | } | ||
846 | |||
847 | public void SetAcceleration(Vector3 accel) | ||
848 | { | ||
849 | m_pidControllerActive = true; | ||
850 | _acceleration = accel; | ||
851 | } | ||
852 | |||
853 | /// <summary> | ||
854 | /// Adds the force supplied to the Target Velocity | ||
855 | /// The PID controller takes this target velocity and tries to make it a reality | ||
856 | /// </summary> | ||
857 | /// <param name="force"></param> | ||
858 | public override void AddForce(Vector3 force, bool pushforce) | ||
859 | { | ||
860 | if (force.IsFinite()) | ||
861 | { | ||
862 | if (pushforce) | ||
863 | { | ||
864 | m_pidControllerActive = false; | ||
865 | force *= 100f; | ||
866 | //Console.WriteLine("DF 1"); // ## | ||
867 | if (!force.ApproxEquals(Vector3.Zero, 0.01f)) | ||
868 | doForce(force); | ||
869 | // If uncommented, things get pushed off world | ||
870 | // | ||
871 | // m_log.Debug("Push!"); | ||
872 | // _target_velocity.X += force.X; | ||
873 | // _target_velocity.Y += force.Y; | ||
874 | // _target_velocity.Z += force.Z; | ||
875 | } | ||
876 | else | ||
877 | { | ||
878 | m_pidControllerActive = true; | ||
879 | _target_velocity.X += force.X; | ||
880 | _target_velocity.Y += force.Y; | ||
881 | _target_velocity.Z += force.Z; | ||
882 | } | ||
883 | } | ||
884 | else | ||
885 | { | ||
886 | m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character"); | ||
887 | } | ||
888 | //m_lastUpdateSent = false; | ||
889 | } | ||
890 | |||
891 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
892 | { | ||
893 | |||
894 | } | ||
895 | |||
896 | /// <summary> | ||
897 | /// After all of the forces add up with 'add force' we apply them with doForce | ||
898 | /// </summary> | ||
899 | /// <param name="force"></param> | ||
900 | public void doForce(Vector3 force) | ||
901 | { | ||
902 | if (!collidelock) | ||
903 | { | ||
904 | d.BodyAddForce(Body, force.X, force.Y, force.Z); | ||
905 | //d.BodySetRotation(Body, ref m_StandUpRotation); | ||
906 | //standupStraight(); | ||
907 | d.Vector3 vel = d.BodyGetLinearVel(Body); //## | ||
908 | //Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //## | ||
909 | } | ||
910 | } | ||
911 | |||
912 | public override void SetMomentum(Vector3 momentum) | ||
913 | { | ||
914 | } | ||
915 | |||
916 | |||
917 | /// <summary> | ||
918 | /// Called from Simulate | ||
919 | /// This is the avatar's movement control + PID Controller | ||
920 | /// </summary> | ||
921 | /// <param name="timeStep"></param> | ||
922 | public void Move(float timeStep, List<OdeCharacter> defects) | ||
923 | { | ||
924 | // no lock; for now it's only called from within Simulate() | ||
925 | |||
926 | // If the PID Controller isn't active then we set our force | ||
927 | // calculating base velocity to the current position | ||
928 | |||
929 | if (Body == IntPtr.Zero) | ||
930 | return; | ||
931 | |||
932 | if (m_pidControllerActive == false) | ||
933 | { | ||
934 | _zeroPosition = d.BodyGetPosition(Body); | ||
935 | } | ||
936 | //PidStatus = true; | ||
937 | |||
938 | d.Vector3 localpos = d.BodyGetPosition(Body); | ||
939 | Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z); | ||
940 | |||
941 | if (!localPos.IsFinite()) | ||
942 | { | ||
943 | |||
944 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
945 | defects.Add(this); | ||
946 | // _parent_scene.RemoveCharacter(this); | ||
947 | |||
948 | // destroy avatar capsule and related ODE data | ||
949 | if (Amotor != IntPtr.Zero) | ||
950 | { | ||
951 | // Kill the Amotor | ||
952 | d.JointDestroy(Amotor); | ||
953 | Amotor = IntPtr.Zero; | ||
954 | } | ||
955 | |||
956 | //kill the Geometry | ||
957 | _parent_scene.waitForSpaceUnlock(_parent_scene.space); | ||
958 | |||
959 | if (Body != IntPtr.Zero) | ||
960 | { | ||
961 | //kill the body | ||
962 | d.BodyDestroy(Body); | ||
963 | |||
964 | Body = IntPtr.Zero; | ||
965 | } | ||
966 | |||
967 | if(Shell != IntPtr.Zero) | ||
968 | { | ||
969 | try | ||
970 | { | ||
971 | d.GeomDestroy(Shell); | ||
972 | } | ||
973 | catch (System.AccessViolationException) | ||
974 | { | ||
975 | m_log.Error("[PHYSICS]: PrimGeom dead"); | ||
976 | } | ||
977 | // Remove any old entries | ||
978 | //string tShell; | ||
979 | //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell); | ||
980 | //Console.WriteLine("**** Remove {0}", tShell); | ||
981 | |||
982 | if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell); | ||
983 | if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell); | ||
984 | Shell = IntPtr.Zero; | ||
985 | } | ||
986 | |||
987 | return; | ||
988 | } | ||
989 | |||
990 | Vector3 vec = Vector3.Zero; | ||
991 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
992 | |||
993 | float movementdivisor = 1f; | ||
994 | |||
995 | if (!m_alwaysRun) | ||
996 | { | ||
997 | movementdivisor = walkDivisor; | ||
998 | } | ||
999 | else | ||
1000 | { | ||
1001 | movementdivisor = runDivisor; | ||
1002 | } | ||
1003 | |||
1004 | // if velocity is zero, use position control; otherwise, velocity control | ||
1005 | if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding) | ||
1006 | { | ||
1007 | // keep track of where we stopped. No more slippin' & slidin' | ||
1008 | if (!_zeroFlag) | ||
1009 | { | ||
1010 | _zeroFlag = true; | ||
1011 | _zeroPosition = d.BodyGetPosition(Body); | ||
1012 | } | ||
1013 | if (m_pidControllerActive) | ||
1014 | { | ||
1015 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
1016 | // react to the physics scene by moving it's position. | ||
1017 | // Avatar to Avatar collisions | ||
1018 | // Prim to avatar collisions | ||
1019 | |||
1020 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
1021 | float errX = _zeroPosition.X - pos.X; | ||
1022 | float errY = _zeroPosition.Y - pos.Y; | ||
1023 | if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) ) | ||
1024 | { | ||
1025 | vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2); | ||
1026 | vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2); | ||
1027 | } | ||
1028 | else | ||
1029 | { // close, jump to lateral destination | ||
1030 | d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z); | ||
1031 | } | ||
1032 | // if (flying) | ||
1033 | if (flying || jumping) // add for jumping | ||
1034 | { | ||
1035 | vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; | ||
1036 | } | ||
1037 | } | ||
1038 | //PidStatus = true; | ||
1039 | } | ||
1040 | else | ||
1041 | { | ||
1042 | m_pidControllerActive = true; | ||
1043 | _zeroFlag = false; | ||
1044 | if (m_iscolliding && !flying) | ||
1045 | { | ||
1046 | // We're standing on something | ||
1047 | vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D); | ||
1048 | vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D); | ||
1049 | } | ||
1050 | else if (m_iscolliding && flying) | ||
1051 | { | ||
1052 | // We're flying and colliding with something | ||
1053 | vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16); | ||
1054 | vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16); | ||
1055 | } | ||
1056 | else if (!m_iscolliding && flying) | ||
1057 | { | ||
1058 | // we're in mid air suspended | ||
1059 | vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6); | ||
1060 | vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6); | ||
1061 | } | ||
1062 | |||
1063 | if (m_iscolliding && !flying && _target_velocity.Z > 0.0f) | ||
1064 | { | ||
1065 | // We're colliding with something and we're not flying but we're moving | ||
1066 | // This means we're walking or running. | ||
1067 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
1068 | vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P; | ||
1069 | if (_target_velocity.X > 0) | ||
1070 | { | ||
1071 | vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D; | ||
1072 | } | ||
1073 | if (_target_velocity.Y > 0) | ||
1074 | { | ||
1075 | vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D; | ||
1076 | } | ||
1077 | } | ||
1078 | else if (!m_iscolliding && !flying) | ||
1079 | { | ||
1080 | // we're not colliding and we're not flying so that means we're falling! | ||
1081 | // m_iscolliding includes collisions with the ground. | ||
1082 | |||
1083 | // d.Vector3 pos = d.BodyGetPosition(Body); | ||
1084 | if (Math.Abs(_target_velocity.X) > 0) | ||
1085 | { | ||
1086 | vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D; | ||
1087 | } | ||
1088 | if (Math.Abs(_target_velocity.Y) > 0) | ||
1089 | { | ||
1090 | vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D; | ||
1091 | } | ||
1092 | } | ||
1093 | |||
1094 | if (flying) | ||
1095 | { | ||
1096 | vec.Z = (_target_velocity.Z - vel.Z) * (PID_D); | ||
1097 | } | ||
1098 | } | ||
1099 | if (flying) | ||
1100 | { | ||
1101 | vec.Z += ((-1 * _parent_scene.gravityz)*m_mass); | ||
1102 | |||
1103 | //Added for auto fly height. Kitto Flora | ||
1104 | //d.Vector3 pos = d.BodyGetPosition(Body); | ||
1105 | float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset; | ||
1106 | |||
1107 | if (_position.Z < target_altitude) | ||
1108 | { | ||
1109 | vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f; | ||
1110 | } | ||
1111 | // end add Kitto Flora | ||
1112 | } | ||
1113 | if (vec.IsFinite()) | ||
1114 | { | ||
1115 | if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !! | ||
1116 | { | ||
1117 | //Console.WriteLine("DF 2"); // ## | ||
1118 | |||
1119 | doForce(vec); | ||
1120 | if (!_zeroFlag) | ||
1121 | { | ||
1122 | // AlignAvatarTiltWithCurrentDirectionOfMovement(vec); | ||
1123 | } | ||
1124 | } | ||
1125 | } | ||
1126 | else | ||
1127 | { | ||
1128 | m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()"); | ||
1129 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
1130 | defects.Add(this); | ||
1131 | // _parent_scene.RemoveCharacter(this); | ||
1132 | // destroy avatar capsule and related ODE data | ||
1133 | if (Amotor != IntPtr.Zero) | ||
1134 | { | ||
1135 | // Kill the Amotor | ||
1136 | d.JointDestroy(Amotor); | ||
1137 | Amotor = IntPtr.Zero; | ||
1138 | } | ||
1139 | //kill the Geometry | ||
1140 | _parent_scene.waitForSpaceUnlock(_parent_scene.space); | ||
1141 | |||
1142 | if (Body != IntPtr.Zero) | ||
1143 | { | ||
1144 | //kill the body | ||
1145 | d.BodyDestroy(Body); | ||
1146 | |||
1147 | Body = IntPtr.Zero; | ||
1148 | } | ||
1149 | |||
1150 | if(Shell != IntPtr.Zero) | ||
1151 | { | ||
1152 | try | ||
1153 | { | ||
1154 | d.GeomDestroy(Shell); | ||
1155 | } | ||
1156 | catch (System.AccessViolationException) | ||
1157 | { | ||
1158 | m_log.Error("[PHYSICS]: PrimGeom dead"); | ||
1159 | } | ||
1160 | // Remove any old entries | ||
1161 | //string tShell; | ||
1162 | //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell); | ||
1163 | //Console.WriteLine("**** Remove {0}", tShell); | ||
1164 | |||
1165 | if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell); | ||
1166 | if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell); | ||
1167 | Shell = IntPtr.Zero; | ||
1168 | } | ||
1169 | } | ||
1170 | } | ||
1171 | |||
1172 | /// <summary> | ||
1173 | /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence. | ||
1174 | /// </summary> | ||
1175 | public void UpdatePositionAndVelocity() | ||
1176 | { | ||
1177 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | ||
1178 | d.Vector3 vec; | ||
1179 | try | ||
1180 | { | ||
1181 | vec = d.BodyGetPosition(Body); | ||
1182 | } | ||
1183 | catch (NullReferenceException) | ||
1184 | { | ||
1185 | bad = true; | ||
1186 | _parent_scene.BadCharacter(this); | ||
1187 | vec = new d.Vector3(_position.X, _position.Y, _position.Z); | ||
1188 | base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem! | ||
1189 | m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid); | ||
1190 | } | ||
1191 | |||
1192 | |||
1193 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | ||
1194 | if (vec.X < 0.0f) vec.X = 0.0f; | ||
1195 | if (vec.Y < 0.0f) vec.Y = 0.0f; | ||
1196 | if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f; | ||
1197 | if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f; | ||
1198 | |||
1199 | _position.X = vec.X; | ||
1200 | _position.Y = vec.Y; | ||
1201 | _position.Z = vec.Z; | ||
1202 | |||
1203 | // Did we move last? = zeroflag | ||
1204 | // This helps keep us from sliding all over | ||
1205 | |||
1206 | if (_zeroFlag) | ||
1207 | { | ||
1208 | _velocity.X = 0.0f; | ||
1209 | _velocity.Y = 0.0f; | ||
1210 | _velocity.Z = 0.0f; | ||
1211 | |||
1212 | // Did we send out the 'stopped' message? | ||
1213 | if (!m_lastUpdateSent) | ||
1214 | { | ||
1215 | m_lastUpdateSent = true; | ||
1216 | //base.RequestPhysicsterseUpdate(); | ||
1217 | |||
1218 | } | ||
1219 | } | ||
1220 | else | ||
1221 | { | ||
1222 | m_lastUpdateSent = false; | ||
1223 | try | ||
1224 | { | ||
1225 | vec = d.BodyGetLinearVel(Body); | ||
1226 | } | ||
1227 | catch (NullReferenceException) | ||
1228 | { | ||
1229 | vec.X = _velocity.X; | ||
1230 | vec.Y = _velocity.Y; | ||
1231 | vec.Z = _velocity.Z; | ||
1232 | } | ||
1233 | _velocity.X = (vec.X); | ||
1234 | _velocity.Y = (vec.Y); | ||
1235 | |||
1236 | _velocity.Z = (vec.Z); | ||
1237 | |||
1238 | if (_velocity.Z < -6 && !m_hackSentFall) | ||
1239 | { | ||
1240 | m_hackSentFall = true; | ||
1241 | m_pidControllerActive = false; | ||
1242 | } | ||
1243 | else if (flying && !m_hackSentFly) | ||
1244 | { | ||
1245 | //m_hackSentFly = true; | ||
1246 | //base.SendCollisionUpdate(new CollisionEventUpdate()); | ||
1247 | } | ||
1248 | else | ||
1249 | { | ||
1250 | m_hackSentFly = false; | ||
1251 | m_hackSentFall = false; | ||
1252 | } | ||
1253 | } | ||
1254 | } | ||
1255 | |||
1256 | /// <summary> | ||
1257 | /// Cleanup the things we use in the scene. | ||
1258 | /// </summary> | ||
1259 | public void Destroy() | ||
1260 | { | ||
1261 | m_tainted_isPhysical = false; | ||
1262 | _parent_scene.AddPhysicsActorTaint(this); | ||
1263 | } | ||
1264 | |||
1265 | public override void CrossingFailure() | ||
1266 | { | ||
1267 | } | ||
1268 | |||
1269 | public override Vector3 PIDTarget { set { return; } } | ||
1270 | public override bool PIDActive { set { return; } } | ||
1271 | public override float PIDTau { set { return; } } | ||
1272 | |||
1273 | public override float PIDHoverHeight { set { return; } } | ||
1274 | public override bool PIDHoverActive { set { return; } } | ||
1275 | public override PIDHoverType PIDHoverType { set { return; } } | ||
1276 | public override float PIDHoverTau { set { return; } } | ||
1277 | |||
1278 | public override Quaternion APIDTarget{ set { return; } } | ||
1279 | |||
1280 | public override bool APIDActive{ set { return; } } | ||
1281 | |||
1282 | public override float APIDStrength{ set { return; } } | ||
1283 | |||
1284 | public override float APIDDamping{ set { return; } } | ||
1285 | |||
1286 | |||
1287 | public override void SubscribeEvents(int ms) | ||
1288 | { | ||
1289 | m_requestedUpdateFrequency = ms; | ||
1290 | m_eventsubscription = ms; | ||
1291 | _parent_scene.addCollisionEventReporting(this); | ||
1292 | } | ||
1293 | public override void UnSubscribeEvents() | ||
1294 | { | ||
1295 | _parent_scene.remCollisionEventReporting(this); | ||
1296 | m_requestedUpdateFrequency = 0; | ||
1297 | m_eventsubscription = 0; | ||
1298 | } | ||
1299 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||
1300 | { | ||
1301 | if (m_eventsubscription > 0) | ||
1302 | { | ||
1303 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | ||
1304 | } | ||
1305 | } | ||
1306 | |||
1307 | public void SendCollisions() | ||
1308 | { | ||
1309 | if (m_eventsubscription > m_requestedUpdateFrequency) | ||
1310 | { | ||
1311 | if (CollisionEventsThisFrame != null) | ||
1312 | { | ||
1313 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
1314 | } | ||
1315 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
1316 | m_eventsubscription = 0; | ||
1317 | } | ||
1318 | } | ||
1319 | public override bool SubscribedEvents() | ||
1320 | { | ||
1321 | if (m_eventsubscription > 0) | ||
1322 | return true; | ||
1323 | return false; | ||
1324 | } | ||
1325 | |||
1326 | public void ProcessTaints(float timestep) | ||
1327 | { | ||
1328 | lock (m_syncRoot) | ||
1329 | { | ||
1330 | |||
1331 | if (m_tainted_isPhysical != m_isPhysical) | ||
1332 | { | ||
1333 | if (m_tainted_isPhysical) | ||
1334 | { | ||
1335 | // Create avatar capsule and related ODE data | ||
1336 | if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero)) | ||
1337 | { | ||
1338 | m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - " | ||
1339 | + (Shell!=IntPtr.Zero ? "Shell ":"") | ||
1340 | + (Body!=IntPtr.Zero ? "Body ":"") | ||
1341 | + (Amotor!=IntPtr.Zero ? "Amotor ":"")); | ||
1342 | } | ||
1343 | AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor); | ||
1344 | _parent_scene.AddCharacter(this); | ||
1345 | } | ||
1346 | else | ||
1347 | { | ||
1348 | _parent_scene.RemoveCharacter(this); | ||
1349 | // destroy avatar capsule and related ODE data | ||
1350 | if (Amotor != IntPtr.Zero) | ||
1351 | { | ||
1352 | // Kill the Amotor | ||
1353 | d.JointDestroy(Amotor); | ||
1354 | Amotor = IntPtr.Zero; | ||
1355 | } | ||
1356 | //kill the Geometry | ||
1357 | _parent_scene.waitForSpaceUnlock(_parent_scene.space); | ||
1358 | |||
1359 | if (Body != IntPtr.Zero) | ||
1360 | { | ||
1361 | //kill the body | ||
1362 | d.BodyDestroy(Body); | ||
1363 | Body = IntPtr.Zero; | ||
1364 | } | ||
1365 | |||
1366 | if(Shell != IntPtr.Zero) | ||
1367 | { | ||
1368 | try | ||
1369 | { | ||
1370 | d.GeomDestroy(Shell); | ||
1371 | } | ||
1372 | catch (System.AccessViolationException) | ||
1373 | { | ||
1374 | m_log.Error("[PHYSICS]: PrimGeom dead"); | ||
1375 | } | ||
1376 | // Remove any old entries | ||
1377 | //string tShell; | ||
1378 | //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell); | ||
1379 | //Console.WriteLine("**** Remove {0}", tShell); | ||
1380 | |||
1381 | if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell); | ||
1382 | if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell); | ||
1383 | Shell = IntPtr.Zero; | ||
1384 | } | ||
1385 | } | ||
1386 | |||
1387 | m_isPhysical = m_tainted_isPhysical; | ||
1388 | } | ||
1389 | |||
1390 | if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH) | ||
1391 | { | ||
1392 | if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero) | ||
1393 | { | ||
1394 | |||
1395 | m_pidControllerActive = true; | ||
1396 | // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate() | ||
1397 | d.JointDestroy(Amotor); | ||
1398 | float prevCapsule = CAPSULE_LENGTH; | ||
1399 | CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH; | ||
1400 | //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); | ||
1401 | d.BodyDestroy(Body); | ||
1402 | AvatarGeomAndBodyCreation(_position.X, _position.Y, | ||
1403 | _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor); | ||
1404 | Velocity = Vector3.Zero; | ||
1405 | } | ||
1406 | else | ||
1407 | { | ||
1408 | m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - " | ||
1409 | + (Shell==IntPtr.Zero ? "Shell ":"") | ||
1410 | + (Body==IntPtr.Zero ? "Body ":"") | ||
1411 | + (Amotor==IntPtr.Zero ? "Amotor ":"")); | ||
1412 | } | ||
1413 | } | ||
1414 | |||
1415 | if (!m_taintPosition.ApproxEquals(_position, 0.05f)) | ||
1416 | { | ||
1417 | if (Body != IntPtr.Zero) | ||
1418 | { | ||
1419 | d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z); | ||
1420 | |||
1421 | _position.X = m_taintPosition.X; | ||
1422 | _position.Y = m_taintPosition.Y; | ||
1423 | _position.Z = m_taintPosition.Z; | ||
1424 | } | ||
1425 | } | ||
1426 | |||
1427 | } | ||
1428 | } | ||
1429 | |||
1430 | internal void AddCollisionFrameTime(int p) | ||
1431 | { | ||
1432 | // protect it from overflow crashing | ||
1433 | if (m_eventsubscription + p >= int.MaxValue) | ||
1434 | m_eventsubscription = 0; | ||
1435 | m_eventsubscription += p; | ||
1436 | } | ||
1437 | } | ||
1438 | } | ||
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs new file mode 100644 index 0000000..3e2b71c --- /dev/null +++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs | |||
@@ -0,0 +1,4082 @@ | |||
1 | /* Copyright (c) Contributors, http://opensimulator.org/ | ||
2 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
3 | * Redistribution and use in source and binary forms, with or without | ||
4 | * modification, are permitted provided that the following conditions are met: | ||
5 | * * Redistributions of source code must retain the above copyright | ||
6 | * notice, this list of conditions and the following disclaimer. | ||
7 | * * Redistributions in binary form must reproduce the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer in the | ||
9 | * documentation and/or other materials provided with the distribution. | ||
10 | * * Neither the name of the OpenSimulator Project nor the | ||
11 | * names of its contributors may be used to endorse or promote products | ||
12 | * derived from this software without specific prior written permission. | ||
13 | * | ||
14 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
15 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
16 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
17 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
18 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
19 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
20 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
21 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
22 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
23 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
24 | * | ||
25 | * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs | ||
26 | * Ubit 2012 | ||
27 | * rolled into ODEPrim.cs | ||
28 | */ | ||
29 | |||
30 | using System; | ||
31 | using System.IO; | ||
32 | using System.Collections.Generic; | ||
33 | using System.Reflection; | ||
34 | using System.Runtime.InteropServices; | ||
35 | using System.Threading; | ||
36 | using log4net; | ||
37 | using OpenMetaverse; | ||
38 | using Ode.NET; | ||
39 | using OpenSim.Framework; | ||
40 | using OpenSim.Region.Physics.Manager; | ||
41 | |||
42 | namespace OpenSim.Region.Physics.OdePlugin | ||
43 | { | ||
44 | /// <summary> | ||
45 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. | ||
46 | /// </summary> | ||
47 | |||
48 | public class OdePrim : PhysicsActor | ||
49 | { | ||
50 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
51 | |||
52 | public class SerialControl | ||
53 | { | ||
54 | public object alock = new object(); | ||
55 | public byte[] data = new byte[0]; | ||
56 | } | ||
57 | private Vector3 _position; | ||
58 | private Vector3 _velocity; | ||
59 | private Vector3 _torque; | ||
60 | private Vector3 m_lastVelocity; | ||
61 | private Vector3 m_lastposition; | ||
62 | private Quaternion m_lastorientation = new Quaternion(); | ||
63 | private Vector3 m_rotationalVelocity; | ||
64 | private Vector3 _size; | ||
65 | private Vector3 _acceleration; | ||
66 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); | ||
67 | private Quaternion _orientation; | ||
68 | private Vector3 m_taintposition; | ||
69 | private Vector3 m_taintsize; | ||
70 | private Vector3 m_taintVelocity; | ||
71 | private Vector3 m_taintTorque; | ||
72 | private Quaternion m_taintrot; | ||
73 | private Vector3 m_rotateEnable = Vector3.One; // Current setting | ||
74 | private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL | ||
75 | private bool m_rotateEnableUpdate = false; | ||
76 | private Vector3 m_lockX; | ||
77 | private Vector3 m_lockY; | ||
78 | private Vector3 m_lockZ; | ||
79 | private IntPtr Amotor = IntPtr.Zero; | ||
80 | private IntPtr AmotorX = IntPtr.Zero; | ||
81 | private IntPtr AmotorY = IntPtr.Zero; | ||
82 | private IntPtr AmotorZ = IntPtr.Zero; | ||
83 | |||
84 | private Vector3 m_PIDTarget; | ||
85 | private float m_PIDTau; | ||
86 | private float PID_D = 35f; | ||
87 | private float PID_G = 25f; | ||
88 | private bool m_usePID = false; | ||
89 | |||
90 | private Quaternion m_APIDTarget = new Quaternion(); | ||
91 | private float m_APIDStrength = 0.5f; | ||
92 | private float m_APIDDamping = 0.5f; | ||
93 | private bool m_useAPID = false; | ||
94 | private float m_APIDdamper = 1.0f; | ||
95 | |||
96 | // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), | ||
97 | // do not confuse with VEHICLE HOVER | ||
98 | |||
99 | private float m_PIDHoverHeight; | ||
100 | private float m_PIDHoverTau; | ||
101 | private bool m_useHoverPID; | ||
102 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; | ||
103 | private float m_targetHoverHeight; | ||
104 | private float m_groundHeight; | ||
105 | private float m_waterHeight; | ||
106 | private float m_buoyancy; //m_buoyancy set by llSetBuoyancy() | ||
107 | |||
108 | // private float m_tensor = 5f; | ||
109 | private int body_autodisable_frames = 20; | ||
110 | |||
111 | |||
112 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | ||
113 | | CollisionCategories.Space | ||
114 | | CollisionCategories.Body | ||
115 | | CollisionCategories.Character | ||
116 | ); | ||
117 | private bool m_taintshape; | ||
118 | private bool m_taintPhysics; | ||
119 | private bool m_collidesLand = true; | ||
120 | private bool m_collidesWater; | ||
121 | // public bool m_returnCollisions; | ||
122 | |||
123 | // Default we're a Geometry | ||
124 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | ||
125 | |||
126 | // Default, Collide with Other Geometries, spaces and Bodies | ||
127 | private CollisionCategories m_collisionFlags = m_default_collisionFlags; | ||
128 | |||
129 | public bool m_taintremove; | ||
130 | public bool m_taintdisable; | ||
131 | public bool m_disabled; | ||
132 | public bool m_taintadd; | ||
133 | public bool m_taintselected; | ||
134 | public bool m_taintphantom; | ||
135 | public bool m_taintCollidesWater; | ||
136 | |||
137 | public uint m_localID; | ||
138 | |||
139 | //public GCHandle gc; | ||
140 | private CollisionLocker ode; | ||
141 | |||
142 | private bool m_meshfailed = false; | ||
143 | private bool m_taintforce = false; | ||
144 | private bool m_taintaddangularforce = false; | ||
145 | private Vector3 m_force; | ||
146 | private List<Vector3> m_forcelist = new List<Vector3>(); | ||
147 | private List<Vector3> m_angularforcelist = new List<Vector3>(); | ||
148 | |||
149 | private IMesh _mesh; | ||
150 | private PrimitiveBaseShape _pbs; | ||
151 | private OdeScene _parent_scene; | ||
152 | public IntPtr m_targetSpace = IntPtr.Zero; | ||
153 | public IntPtr prim_geom; | ||
154 | // public IntPtr prev_geom; | ||
155 | public IntPtr _triMeshData; | ||
156 | |||
157 | private IntPtr _linkJointGroup = IntPtr.Zero; | ||
158 | private PhysicsActor _parent; | ||
159 | private PhysicsActor m_taintparent; | ||
160 | |||
161 | private List<OdePrim> childrenPrim = new List<OdePrim>(); | ||
162 | |||
163 | private bool iscolliding; | ||
164 | private bool m_isphysical; | ||
165 | private bool m_isphantom; | ||
166 | private bool m_isSelected; | ||
167 | |||
168 | private bool m_NoColide; // for now only for internal use for bad meshs | ||
169 | |||
170 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively | ||
171 | |||
172 | private bool m_throttleUpdates; | ||
173 | private int throttleCounter; | ||
174 | public int m_interpenetrationcount; | ||
175 | public float m_collisionscore; | ||
176 | // public int m_roundsUnderMotionThreshold; | ||
177 | // private int m_crossingfailures; | ||
178 | |||
179 | public bool m_outofBounds; | ||
180 | private float m_density = 10.000006836f; // Aluminum g/cm3; | ||
181 | |||
182 | private byte m_shapetype; | ||
183 | private byte m_taintshapetype; | ||
184 | |||
185 | public bool _zeroFlag; // if body has been stopped | ||
186 | private bool m_lastUpdateSent; | ||
187 | |||
188 | public IntPtr Body = IntPtr.Zero; | ||
189 | public String m_primName; | ||
190 | private Vector3 _target_velocity; | ||
191 | public d.Mass pMass; | ||
192 | |||
193 | public int m_eventsubscription; | ||
194 | private CollisionEventUpdate CollisionEventsThisFrame; | ||
195 | |||
196 | private IntPtr m_linkJoint = IntPtr.Zero; | ||
197 | |||
198 | public volatile bool childPrim; | ||
199 | |||
200 | internal int m_material = (int)Material.Wood; | ||
201 | |||
202 | private IntPtr m_body = IntPtr.Zero; | ||
203 | |||
204 | // Vehicle properties ============================================================================================ | ||
205 | private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind | ||
206 | // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier | ||
207 | private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings: | ||
208 | // HOVER_TERRAIN_ONLY | ||
209 | // HOVER_GLOBAL_HEIGHT | ||
210 | // NO_DEFLECTION_UP | ||
211 | // HOVER_WATER_ONLY | ||
212 | // HOVER_UP_ONLY | ||
213 | // LIMIT_MOTOR_UP | ||
214 | // LIMIT_ROLL_ONLY | ||
215 | |||
216 | // Linear properties | ||
217 | private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity | ||
218 | //requested by LSL | ||
219 | private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL | ||
220 | private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL | ||
221 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL | ||
222 | |||
223 | private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor | ||
224 | private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity | ||
225 | private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity | ||
226 | |||
227 | //Angular properties | ||
228 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | ||
229 | |||
230 | private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL | ||
231 | private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL | ||
232 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL | ||
233 | |||
234 | private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor | ||
235 | // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity | ||
236 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body | ||
237 | |||
238 | //Deflection properties | ||
239 | // private float m_angularDeflectionEfficiency = 0; | ||
240 | // private float m_angularDeflectionTimescale = 0; | ||
241 | // private float m_linearDeflectionEfficiency = 0; | ||
242 | // private float m_linearDeflectionTimescale = 0; | ||
243 | |||
244 | //Banking properties | ||
245 | // private float m_bankingEfficiency = 0; | ||
246 | // private float m_bankingMix = 0; | ||
247 | // private float m_bankingTimescale = 0; | ||
248 | |||
249 | //Hover and Buoyancy properties | ||
250 | private float m_VhoverHeight = 0f; | ||
251 | // private float m_VhoverEfficiency = 0f; | ||
252 | private float m_VhoverTimescale = 0f; | ||
253 | private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height | ||
254 | private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle. | ||
255 | // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) | ||
256 | // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. | ||
257 | // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. | ||
258 | |||
259 | //Attractor properties | ||
260 | private float m_verticalAttractionEfficiency = 1.0f; // damped | ||
261 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. | ||
262 | |||
263 | // SerialControl m_taintserial = null; | ||
264 | object m_taintvehicledata = null; | ||
265 | |||
266 | public void DoSetVehicle() | ||
267 | { | ||
268 | VehicleData vd = (VehicleData)m_taintvehicledata; | ||
269 | |||
270 | m_type = vd.m_type; | ||
271 | m_flags = vd.m_flags; | ||
272 | |||
273 | // Linear properties | ||
274 | m_linearMotorDirection = vd.m_linearMotorDirection; | ||
275 | m_linearFrictionTimescale = vd.m_linearFrictionTimescale; | ||
276 | m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale; | ||
277 | m_linearMotorTimescale = vd.m_linearMotorTimescale; | ||
278 | // m_linearMotorOffset = vd.m_linearMotorOffset; | ||
279 | |||
280 | //Angular properties | ||
281 | m_angularMotorDirection = vd.m_angularMotorDirection; | ||
282 | m_angularMotorTimescale = vd.m_angularMotorTimescale; | ||
283 | m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale; | ||
284 | m_angularFrictionTimescale = vd.m_angularFrictionTimescale; | ||
285 | |||
286 | //Deflection properties | ||
287 | // m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency; | ||
288 | // m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale; | ||
289 | // m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency; | ||
290 | // m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale; | ||
291 | |||
292 | //Banking properties | ||
293 | // m_bankingEfficiency = vd.m_bankingEfficiency; | ||
294 | // m_bankingMix = vd.m_bankingMix; | ||
295 | // m_bankingTimescale = vd.m_bankingTimescale; | ||
296 | |||
297 | //Hover and Buoyancy properties | ||
298 | m_VhoverHeight = vd.m_VhoverHeight; | ||
299 | // m_VhoverEfficiency = vd.m_VhoverEfficiency; | ||
300 | m_VhoverTimescale = vd.m_VhoverTimescale; | ||
301 | m_VehicleBuoyancy = vd.m_VehicleBuoyancy; | ||
302 | |||
303 | //Attractor properties | ||
304 | m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency; | ||
305 | m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale; | ||
306 | |||
307 | // Axis | ||
308 | // m_referenceFrame = vd.m_referenceFrame; | ||
309 | |||
310 | |||
311 | m_taintvehicledata = null; | ||
312 | } | ||
313 | |||
314 | public override void SetVehicle(object vdata) | ||
315 | { | ||
316 | m_taintvehicledata = vdata; | ||
317 | _parent_scene.AddPhysicsActorTaint(this); | ||
318 | } | ||
319 | |||
320 | public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, | ||
321 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, | ||
322 | bool pisPhantom,byte shapetype, CollisionLocker dode, uint localid) | ||
323 | { | ||
324 | m_localID = localid; | ||
325 | ode = dode; | ||
326 | if (!pos.IsFinite()) | ||
327 | { | ||
328 | pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), | ||
329 | parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); | ||
330 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Position"); | ||
331 | } | ||
332 | |||
333 | _position = pos; | ||
334 | m_taintposition = pos; | ||
335 | PID_D = parent_scene.bodyPIDD; | ||
336 | PID_G = parent_scene.bodyPIDG; | ||
337 | m_density = parent_scene.geomDefaultDensity; | ||
338 | // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; | ||
339 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | ||
340 | |||
341 | prim_geom = IntPtr.Zero; | ||
342 | // prev_geom = IntPtr.Zero; | ||
343 | |||
344 | if (!pos.IsFinite()) | ||
345 | { | ||
346 | size = new Vector3(0.5f, 0.5f, 0.5f); | ||
347 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Size"); | ||
348 | } | ||
349 | |||
350 | if (size.X <= 0) size.X = 0.01f; | ||
351 | if (size.Y <= 0) size.Y = 0.01f; | ||
352 | if (size.Z <= 0) size.Z = 0.01f; | ||
353 | |||
354 | _size = size; | ||
355 | m_taintsize = _size; | ||
356 | |||
357 | if (!QuaternionIsFinite(rotation)) | ||
358 | { | ||
359 | rotation = Quaternion.Identity; | ||
360 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation"); | ||
361 | } | ||
362 | |||
363 | _orientation = rotation; | ||
364 | m_taintrot = _orientation; | ||
365 | _mesh = mesh; | ||
366 | _pbs = pbs; | ||
367 | m_shapetype = shapetype; | ||
368 | m_taintshapetype = shapetype; | ||
369 | |||
370 | _parent_scene = parent_scene; | ||
371 | m_targetSpace = (IntPtr)0; | ||
372 | |||
373 | // if (pos.Z < 0) | ||
374 | if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y)) | ||
375 | m_isphysical = false; | ||
376 | else | ||
377 | { | ||
378 | m_isphysical = pisPhysical; | ||
379 | // If we're physical, we need to be in the master space for now. | ||
380 | // linksets *should* be in a space together.. but are not currently | ||
381 | if (m_isphysical) | ||
382 | m_targetSpace = _parent_scene.space; | ||
383 | } | ||
384 | |||
385 | m_isphantom = pisPhantom; | ||
386 | m_taintphantom = pisPhantom; | ||
387 | |||
388 | _triMeshData = IntPtr.Zero; | ||
389 | m_NoColide = false; | ||
390 | |||
391 | // m_taintserial = null; | ||
392 | m_primName = primName; | ||
393 | m_taintadd = true; | ||
394 | _parent_scene.AddPhysicsActorTaint(this); | ||
395 | // don't do .add() here; old geoms get recycled with the same hash | ||
396 | } | ||
397 | |||
398 | public override int PhysicsActorType | ||
399 | { | ||
400 | get { return (int)ActorTypes.Prim; } | ||
401 | set { return; } | ||
402 | } | ||
403 | |||
404 | public override bool SetAlwaysRun | ||
405 | { | ||
406 | get { return false; } | ||
407 | set { return; } | ||
408 | } | ||
409 | |||
410 | public override uint LocalID | ||
411 | { | ||
412 | set | ||
413 | { | ||
414 | //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); | ||
415 | m_localID = value; | ||
416 | } | ||
417 | } | ||
418 | |||
419 | public override bool Grabbed | ||
420 | { | ||
421 | set { return; } | ||
422 | } | ||
423 | |||
424 | public override bool Selected | ||
425 | { | ||
426 | set | ||
427 | { | ||
428 | //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical); | ||
429 | // This only makes the object not collidable if the object | ||
430 | // is physical or the object is modified somehow *IN THE FUTURE* | ||
431 | // without this, if an avatar selects prim, they can walk right | ||
432 | // through it while it's selected | ||
433 | m_collisionscore = 0; | ||
434 | if ((m_isphysical && !_zeroFlag) || !value) | ||
435 | { | ||
436 | m_taintselected = value; | ||
437 | _parent_scene.AddPhysicsActorTaint(this); | ||
438 | } | ||
439 | else | ||
440 | { | ||
441 | m_taintselected = value; | ||
442 | m_isSelected = value; | ||
443 | } | ||
444 | if (m_isSelected) disableBodySoft(); | ||
445 | } | ||
446 | } | ||
447 | |||
448 | public override bool IsPhysical | ||
449 | { | ||
450 | get { return m_isphysical; } | ||
451 | set | ||
452 | { | ||
453 | m_isphysical = value; | ||
454 | if (!m_isphysical) | ||
455 | { // Zero the remembered last velocity | ||
456 | m_lastVelocity = Vector3.Zero; | ||
457 | if (m_type != Vehicle.TYPE_NONE) Halt(); | ||
458 | } | ||
459 | } | ||
460 | } | ||
461 | |||
462 | public override bool Phantom | ||
463 | { | ||
464 | get { return m_isphantom; } | ||
465 | set | ||
466 | { | ||
467 | m_isphantom = value; | ||
468 | } | ||
469 | } | ||
470 | |||
471 | public void setPrimForRemoval() | ||
472 | { | ||
473 | m_taintremove = true; | ||
474 | } | ||
475 | |||
476 | public override bool Flying | ||
477 | { | ||
478 | // no flying prims for you | ||
479 | get { return false; } | ||
480 | set { } | ||
481 | } | ||
482 | |||
483 | public override bool IsColliding | ||
484 | { | ||
485 | get { return iscolliding; } | ||
486 | set { iscolliding = value; } | ||
487 | } | ||
488 | |||
489 | public override bool CollidingGround | ||
490 | { | ||
491 | get { return false; } | ||
492 | set { return; } | ||
493 | } | ||
494 | |||
495 | public override bool CollidingObj | ||
496 | { | ||
497 | get { return false; } | ||
498 | set { return; } | ||
499 | } | ||
500 | |||
501 | public override bool ThrottleUpdates | ||
502 | { | ||
503 | get { return m_throttleUpdates; } | ||
504 | set { m_throttleUpdates = value; } | ||
505 | } | ||
506 | |||
507 | public override bool Stopped | ||
508 | { | ||
509 | get { return _zeroFlag; } | ||
510 | } | ||
511 | |||
512 | public override Vector3 Position | ||
513 | { | ||
514 | get { return _position; } | ||
515 | |||
516 | set | ||
517 | { | ||
518 | _position = value; | ||
519 | //m_log.Info("[PHYSICS]: " + _position.ToString()); | ||
520 | } | ||
521 | } | ||
522 | |||
523 | public override Vector3 Size | ||
524 | { | ||
525 | get { return _size; } | ||
526 | set | ||
527 | { | ||
528 | if (value.IsFinite()) | ||
529 | { | ||
530 | _size = value; | ||
531 | } | ||
532 | else | ||
533 | { | ||
534 | m_log.Warn("[PHYSICS]: Got NaN Size on object"); | ||
535 | } | ||
536 | } | ||
537 | } | ||
538 | |||
539 | public override float Mass | ||
540 | { | ||
541 | get { return CalculateMass(); } | ||
542 | } | ||
543 | |||
544 | public override Vector3 Force | ||
545 | { | ||
546 | //get { return Vector3.Zero; } | ||
547 | get { return m_force; } | ||
548 | set | ||
549 | { | ||
550 | if (value.IsFinite()) | ||
551 | { | ||
552 | m_force = value; | ||
553 | } | ||
554 | else | ||
555 | { | ||
556 | m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object"); | ||
557 | } | ||
558 | } | ||
559 | } | ||
560 | |||
561 | public override int VehicleType | ||
562 | { | ||
563 | get { return (int)m_type; } | ||
564 | set { ProcessTypeChange((Vehicle)value); } | ||
565 | } | ||
566 | |||
567 | public override void VehicleFloatParam(int param, float value) | ||
568 | { | ||
569 | ProcessFloatVehicleParam((Vehicle)param, value); | ||
570 | } | ||
571 | |||
572 | public override void VehicleVectorParam(int param, Vector3 value) | ||
573 | { | ||
574 | ProcessVectorVehicleParam((Vehicle)param, value); | ||
575 | } | ||
576 | |||
577 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
578 | { | ||
579 | ProcessRotationVehicleParam((Vehicle)param, rotation); | ||
580 | } | ||
581 | |||
582 | public override void VehicleFlags(int param, bool remove) | ||
583 | { | ||
584 | ProcessVehicleFlags(param, remove); | ||
585 | } | ||
586 | |||
587 | public override void SetVolumeDetect(int param) | ||
588 | { | ||
589 | lock (_parent_scene.OdeLock) | ||
590 | { | ||
591 | m_isVolumeDetect = (param != 0); | ||
592 | } | ||
593 | } | ||
594 | |||
595 | public override Vector3 CenterOfMass | ||
596 | { | ||
597 | get { return Vector3.Zero; } | ||
598 | } | ||
599 | |||
600 | public override Vector3 GeometricCenter | ||
601 | { | ||
602 | get { return Vector3.Zero; } | ||
603 | } | ||
604 | |||
605 | public override PrimitiveBaseShape Shape | ||
606 | { | ||
607 | set | ||
608 | { | ||
609 | _pbs = value; | ||
610 | m_taintshape = true; | ||
611 | } | ||
612 | } | ||
613 | |||
614 | public override byte PhysicsShapeType | ||
615 | { | ||
616 | get | ||
617 | { | ||
618 | return m_shapetype; | ||
619 | } | ||
620 | set | ||
621 | { | ||
622 | m_taintshapetype = value; | ||
623 | _parent_scene.AddPhysicsActorTaint(this); | ||
624 | } | ||
625 | } | ||
626 | |||
627 | public override Vector3 Velocity | ||
628 | { | ||
629 | get | ||
630 | { | ||
631 | // Averate previous velocity with the new one so | ||
632 | // client object interpolation works a 'little' better | ||
633 | if (_zeroFlag) | ||
634 | return Vector3.Zero; | ||
635 | |||
636 | Vector3 returnVelocity = Vector3.Zero; | ||
637 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; | ||
638 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; | ||
639 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; | ||
640 | return returnVelocity; | ||
641 | } | ||
642 | set | ||
643 | { | ||
644 | if (value.IsFinite()) | ||
645 | { | ||
646 | _velocity = value; | ||
647 | if (_velocity.ApproxEquals(Vector3.Zero, 0.001f)) | ||
648 | _acceleration = Vector3.Zero; | ||
649 | |||
650 | m_taintVelocity = value; | ||
651 | _parent_scene.AddPhysicsActorTaint(this); | ||
652 | } | ||
653 | else | ||
654 | { | ||
655 | m_log.Warn("[PHYSICS]: Got NaN Velocity in Object"); | ||
656 | } | ||
657 | |||
658 | } | ||
659 | } | ||
660 | |||
661 | public override Vector3 Torque | ||
662 | { | ||
663 | get | ||
664 | { | ||
665 | if (!m_isphysical || Body == IntPtr.Zero) | ||
666 | return Vector3.Zero; | ||
667 | |||
668 | return _torque; | ||
669 | } | ||
670 | |||
671 | set | ||
672 | { | ||
673 | if (value.IsFinite()) | ||
674 | { | ||
675 | m_taintTorque = value; | ||
676 | _parent_scene.AddPhysicsActorTaint(this); | ||
677 | } | ||
678 | else | ||
679 | { | ||
680 | m_log.Warn("[PHYSICS]: Got NaN Torque in Object"); | ||
681 | } | ||
682 | } | ||
683 | } | ||
684 | |||
685 | public override float CollisionScore | ||
686 | { | ||
687 | get { return m_collisionscore; } | ||
688 | set { m_collisionscore = value; } | ||
689 | } | ||
690 | |||
691 | public override bool Kinematic | ||
692 | { | ||
693 | get { return false; } | ||
694 | set { } | ||
695 | } | ||
696 | |||
697 | public override Quaternion Orientation | ||
698 | { | ||
699 | get { return _orientation; } | ||
700 | set | ||
701 | { | ||
702 | if (QuaternionIsFinite(value)) | ||
703 | { | ||
704 | _orientation = value; | ||
705 | } | ||
706 | else | ||
707 | m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object"); | ||
708 | |||
709 | } | ||
710 | } | ||
711 | |||
712 | public override bool FloatOnWater | ||
713 | { | ||
714 | set | ||
715 | { | ||
716 | m_taintCollidesWater = value; | ||
717 | _parent_scene.AddPhysicsActorTaint(this); | ||
718 | } | ||
719 | } | ||
720 | |||
721 | public override void SetMomentum(Vector3 momentum) | ||
722 | { | ||
723 | } | ||
724 | |||
725 | public override Vector3 PIDTarget | ||
726 | { | ||
727 | set | ||
728 | { | ||
729 | if (value.IsFinite()) | ||
730 | { | ||
731 | m_PIDTarget = value; | ||
732 | } | ||
733 | else | ||
734 | m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object"); | ||
735 | } | ||
736 | } | ||
737 | public override bool PIDActive { set { m_usePID = value; } } | ||
738 | public override float PIDTau { set { m_PIDTau = value; } } | ||
739 | |||
740 | // For RotLookAt | ||
741 | public override Quaternion APIDTarget { set { m_APIDTarget = value; } } | ||
742 | public override bool APIDActive { set { m_useAPID = value; } } | ||
743 | public override float APIDStrength { set { m_APIDStrength = value; } } | ||
744 | public override float APIDDamping { set { m_APIDDamping = value; } } | ||
745 | |||
746 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | ||
747 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | ||
748 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | ||
749 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | ||
750 | |||
751 | internal static bool QuaternionIsFinite(Quaternion q) | ||
752 | { | ||
753 | if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) | ||
754 | return false; | ||
755 | if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y)) | ||
756 | return false; | ||
757 | if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z)) | ||
758 | return false; | ||
759 | if (Single.IsNaN(q.W) || Single.IsInfinity(q.W)) | ||
760 | return false; | ||
761 | return true; | ||
762 | } | ||
763 | |||
764 | public override Vector3 Acceleration // client updates read data via here | ||
765 | { | ||
766 | get | ||
767 | { | ||
768 | if (_zeroFlag) | ||
769 | { | ||
770 | return Vector3.Zero; | ||
771 | } | ||
772 | return _acceleration; | ||
773 | } | ||
774 | set { _acceleration = value; } | ||
775 | } | ||
776 | |||
777 | |||
778 | public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything. | ||
779 | { | ||
780 | _acceleration = accel; | ||
781 | } | ||
782 | |||
783 | public override void AddForce(Vector3 force, bool pushforce) | ||
784 | { | ||
785 | if (force.IsFinite()) | ||
786 | { | ||
787 | lock (m_forcelist) | ||
788 | m_forcelist.Add(force); | ||
789 | |||
790 | m_taintforce = true; | ||
791 | } | ||
792 | else | ||
793 | { | ||
794 | m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object"); | ||
795 | } | ||
796 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | ||
797 | } | ||
798 | |||
799 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
800 | { | ||
801 | if (force.IsFinite()) | ||
802 | { | ||
803 | m_angularforcelist.Add(force); | ||
804 | m_taintaddangularforce = true; | ||
805 | } | ||
806 | else | ||
807 | { | ||
808 | m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object"); | ||
809 | } | ||
810 | } | ||
811 | |||
812 | public override Vector3 RotationalVelocity | ||
813 | { | ||
814 | get | ||
815 | { | ||
816 | return m_rotationalVelocity; | ||
817 | } | ||
818 | set | ||
819 | { | ||
820 | if (value.IsFinite()) | ||
821 | { | ||
822 | m_rotationalVelocity = value; | ||
823 | } | ||
824 | else | ||
825 | { | ||
826 | m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object"); | ||
827 | } | ||
828 | } | ||
829 | } | ||
830 | |||
831 | public override void CrossingFailure() | ||
832 | { | ||
833 | if (m_outofBounds) | ||
834 | { | ||
835 | _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f); | ||
836 | _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f); | ||
837 | _position.Z = Util.Clip(_position.Z, -100f, 50000f); | ||
838 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
839 | |||
840 | m_lastposition = _position; | ||
841 | |||
842 | _velocity = Vector3.Zero; | ||
843 | m_lastVelocity = _velocity; | ||
844 | |||
845 | |||
846 | if (m_type != Vehicle.TYPE_NONE) | ||
847 | Halt(); | ||
848 | |||
849 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
850 | base.RequestPhysicsterseUpdate(); | ||
851 | m_outofBounds = false; | ||
852 | } | ||
853 | /* | ||
854 | int tmp = Interlocked.Increment(ref m_crossingfailures); | ||
855 | if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
856 | { | ||
857 | base.RaiseOutOfBounds(_position); | ||
858 | return; | ||
859 | } | ||
860 | else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
861 | { | ||
862 | m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); | ||
863 | } | ||
864 | */ | ||
865 | } | ||
866 | |||
867 | public override float Buoyancy | ||
868 | { | ||
869 | get { return m_buoyancy; } | ||
870 | set { m_buoyancy = value; } | ||
871 | } | ||
872 | |||
873 | public override void link(PhysicsActor obj) | ||
874 | { | ||
875 | m_taintparent = obj; | ||
876 | } | ||
877 | |||
878 | public override void delink() | ||
879 | { | ||
880 | m_taintparent = null; | ||
881 | } | ||
882 | |||
883 | public override void LockAngularMotion(Vector3 axis) | ||
884 | { | ||
885 | // This is actually ROTATION ENABLE, not a lock. | ||
886 | // default is <1,1,1> which is all enabled. | ||
887 | // The lock value is updated inside Move(), no point in using the taint system. | ||
888 | // OS 'm_taintAngularLock' etc change to m_rotateEnable. | ||
889 | if (axis.IsFinite()) | ||
890 | { | ||
891 | axis.X = (axis.X > 0) ? 1f : 0f; | ||
892 | axis.Y = (axis.Y > 0) ? 1f : 0f; | ||
893 | axis.Z = (axis.Z > 0) ? 1f : 0f; | ||
894 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | ||
895 | m_rotateEnableRequest = axis; | ||
896 | m_rotateEnableUpdate = true; | ||
897 | } | ||
898 | else | ||
899 | { | ||
900 | m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object"); | ||
901 | } | ||
902 | } | ||
903 | |||
904 | public void SetGeom(IntPtr geom) | ||
905 | { | ||
906 | if (prim_geom != IntPtr.Zero) | ||
907 | { | ||
908 | // Remove any old entries | ||
909 | //string tPA; | ||
910 | //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA); | ||
911 | //Console.WriteLine("**** Remove {0}", tPA); | ||
912 | if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom); | ||
913 | if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom); | ||
914 | d.GeomDestroy(prim_geom); | ||
915 | } | ||
916 | |||
917 | prim_geom = geom; | ||
918 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName); | ||
919 | if (prim_geom != IntPtr.Zero) | ||
920 | { | ||
921 | _parent_scene.geom_name_map[prim_geom] = this.m_primName; | ||
922 | _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; | ||
923 | //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName); | ||
924 | if (m_NoColide) | ||
925 | { | ||
926 | d.GeomSetCategoryBits(prim_geom, 0); | ||
927 | if (m_isphysical && !m_isVolumeDetect) | ||
928 | { | ||
929 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
930 | } | ||
931 | else | ||
932 | { | ||
933 | d.GeomSetCollideBits(prim_geom, 0); | ||
934 | d.GeomDisable(prim_geom); | ||
935 | } | ||
936 | } | ||
937 | else | ||
938 | { | ||
939 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
940 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
941 | } | ||
942 | } | ||
943 | |||
944 | if (childPrim) | ||
945 | { | ||
946 | if (_parent != null && _parent is OdePrim) | ||
947 | { | ||
948 | OdePrim parent = (OdePrim)_parent; | ||
949 | //Console.WriteLine("SetGeom calls ChildSetGeom"); | ||
950 | parent.ChildSetGeom(this); | ||
951 | } | ||
952 | } | ||
953 | //m_log.Warn("Setting Geom to: " + prim_geom); | ||
954 | } | ||
955 | |||
956 | public void enableBodySoft() | ||
957 | { | ||
958 | if (!childPrim) | ||
959 | { | ||
960 | if (m_isphysical && Body != IntPtr.Zero) | ||
961 | { | ||
962 | d.BodyEnable(Body); | ||
963 | if (m_type != Vehicle.TYPE_NONE) | ||
964 | Enable(Body, _parent_scene); | ||
965 | } | ||
966 | |||
967 | m_disabled = false; | ||
968 | } | ||
969 | } | ||
970 | |||
971 | public void disableBodySoft() | ||
972 | { | ||
973 | m_disabled = true; | ||
974 | |||
975 | if (m_isphysical && Body != IntPtr.Zero) | ||
976 | { | ||
977 | d.BodyDisable(Body); | ||
978 | Halt(); | ||
979 | } | ||
980 | } | ||
981 | |||
982 | public void enableBody() | ||
983 | { | ||
984 | // Don't enable this body if we're a child prim | ||
985 | // this should be taken care of in the parent function not here | ||
986 | if (!childPrim) | ||
987 | { | ||
988 | // Sets the geom to a body | ||
989 | Body = d.BodyCreate(_parent_scene.world); | ||
990 | |||
991 | setMass(); | ||
992 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
993 | d.Quaternion myrot = new d.Quaternion(); | ||
994 | myrot.X = _orientation.X; | ||
995 | myrot.Y = _orientation.Y; | ||
996 | myrot.Z = _orientation.Z; | ||
997 | myrot.W = _orientation.W; | ||
998 | d.BodySetQuaternion(Body, ref myrot); | ||
999 | d.GeomSetBody(prim_geom, Body); | ||
1000 | |||
1001 | m_collisionCategories |= CollisionCategories.Body; | ||
1002 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1003 | |||
1004 | if (m_NoColide) | ||
1005 | { | ||
1006 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1007 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
1008 | } | ||
1009 | else | ||
1010 | { | ||
1011 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1012 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1013 | } | ||
1014 | |||
1015 | d.BodySetAutoDisableFlag(Body, true); | ||
1016 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
1017 | |||
1018 | // disconnect from world gravity so we can apply buoyancy | ||
1019 | d.BodySetGravityMode(Body, false); | ||
1020 | |||
1021 | m_interpenetrationcount = 0; | ||
1022 | m_collisionscore = 0; | ||
1023 | m_disabled = false; | ||
1024 | |||
1025 | if (m_type != Vehicle.TYPE_NONE) | ||
1026 | { | ||
1027 | Enable(Body, _parent_scene); | ||
1028 | } | ||
1029 | |||
1030 | _parent_scene.addActivePrim(this); | ||
1031 | } | ||
1032 | } | ||
1033 | |||
1034 | #region Mass Calculation | ||
1035 | |||
1036 | private float CalculateMass() | ||
1037 | { | ||
1038 | float volume = _size.X * _size.Y * _size.Z; // default | ||
1039 | float tmp; | ||
1040 | |||
1041 | float returnMass = 0; | ||
1042 | float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; | ||
1043 | float hollowVolume = hollowAmount * hollowAmount; | ||
1044 | |||
1045 | switch (_pbs.ProfileShape) | ||
1046 | { | ||
1047 | case ProfileShape.Square: | ||
1048 | // default box | ||
1049 | |||
1050 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
1051 | { | ||
1052 | if (hollowAmount > 0.0) | ||
1053 | { | ||
1054 | switch (_pbs.HollowShape) | ||
1055 | { | ||
1056 | case HollowShape.Square: | ||
1057 | case HollowShape.Same: | ||
1058 | break; | ||
1059 | |||
1060 | case HollowShape.Circle: | ||
1061 | |||
1062 | hollowVolume *= 0.78539816339f; | ||
1063 | break; | ||
1064 | |||
1065 | case HollowShape.Triangle: | ||
1066 | |||
1067 | hollowVolume *= (0.5f * .5f); | ||
1068 | break; | ||
1069 | |||
1070 | default: | ||
1071 | hollowVolume = 0; | ||
1072 | break; | ||
1073 | } | ||
1074 | volume *= (1.0f - hollowVolume); | ||
1075 | } | ||
1076 | } | ||
1077 | |||
1078 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1079 | { | ||
1080 | //a tube | ||
1081 | |||
1082 | volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); | ||
1083 | tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY); | ||
1084 | volume -= volume * tmp * tmp; | ||
1085 | |||
1086 | if (hollowAmount > 0.0) | ||
1087 | { | ||
1088 | hollowVolume *= hollowAmount; | ||
1089 | |||
1090 | switch (_pbs.HollowShape) | ||
1091 | { | ||
1092 | case HollowShape.Square: | ||
1093 | case HollowShape.Same: | ||
1094 | break; | ||
1095 | |||
1096 | case HollowShape.Circle: | ||
1097 | hollowVolume *= 0.78539816339f; ; | ||
1098 | break; | ||
1099 | |||
1100 | case HollowShape.Triangle: | ||
1101 | hollowVolume *= 0.5f * 0.5f; | ||
1102 | break; | ||
1103 | default: | ||
1104 | hollowVolume = 0; | ||
1105 | break; | ||
1106 | } | ||
1107 | volume *= (1.0f - hollowVolume); | ||
1108 | } | ||
1109 | } | ||
1110 | |||
1111 | break; | ||
1112 | |||
1113 | case ProfileShape.Circle: | ||
1114 | |||
1115 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
1116 | { | ||
1117 | volume *= 0.78539816339f; // elipse base | ||
1118 | |||
1119 | if (hollowAmount > 0.0) | ||
1120 | { | ||
1121 | switch (_pbs.HollowShape) | ||
1122 | { | ||
1123 | case HollowShape.Same: | ||
1124 | case HollowShape.Circle: | ||
1125 | break; | ||
1126 | |||
1127 | case HollowShape.Square: | ||
1128 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
1129 | break; | ||
1130 | |||
1131 | case HollowShape.Triangle: | ||
1132 | hollowVolume *= .5f * 1.27323954473516f; | ||
1133 | break; | ||
1134 | |||
1135 | default: | ||
1136 | hollowVolume = 0; | ||
1137 | break; | ||
1138 | } | ||
1139 | volume *= (1.0f - hollowVolume); | ||
1140 | } | ||
1141 | } | ||
1142 | |||
1143 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1144 | { | ||
1145 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); | ||
1146 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
1147 | volume *= (1.0f - tmp * tmp); | ||
1148 | |||
1149 | if (hollowAmount > 0.0) | ||
1150 | { | ||
1151 | |||
1152 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1153 | hollowVolume *= hollowAmount; | ||
1154 | |||
1155 | switch (_pbs.HollowShape) | ||
1156 | { | ||
1157 | case HollowShape.Same: | ||
1158 | case HollowShape.Circle: | ||
1159 | break; | ||
1160 | |||
1161 | case HollowShape.Square: | ||
1162 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
1163 | break; | ||
1164 | |||
1165 | case HollowShape.Triangle: | ||
1166 | hollowVolume *= .5f * 1.27323954473516f; | ||
1167 | break; | ||
1168 | |||
1169 | default: | ||
1170 | hollowVolume = 0; | ||
1171 | break; | ||
1172 | } | ||
1173 | volume *= (1.0f - hollowVolume); | ||
1174 | } | ||
1175 | } | ||
1176 | break; | ||
1177 | |||
1178 | case ProfileShape.HalfCircle: | ||
1179 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1180 | { | ||
1181 | volume *= 0.52359877559829887307710723054658f; | ||
1182 | } | ||
1183 | break; | ||
1184 | |||
1185 | case ProfileShape.EquilateralTriangle: | ||
1186 | |||
1187 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
1188 | { | ||
1189 | volume *= 0.32475953f; | ||
1190 | |||
1191 | if (hollowAmount > 0.0) | ||
1192 | { | ||
1193 | |||
1194 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1195 | switch (_pbs.HollowShape) | ||
1196 | { | ||
1197 | case HollowShape.Same: | ||
1198 | case HollowShape.Triangle: | ||
1199 | hollowVolume *= .25f; | ||
1200 | break; | ||
1201 | |||
1202 | case HollowShape.Square: | ||
1203 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
1204 | break; | ||
1205 | |||
1206 | case HollowShape.Circle: | ||
1207 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1208 | // Cyllinder hollow volume calculation | ||
1209 | |||
1210 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
1211 | break; | ||
1212 | |||
1213 | default: | ||
1214 | hollowVolume = 0; | ||
1215 | break; | ||
1216 | } | ||
1217 | volume *= (1.0f - hollowVolume); | ||
1218 | } | ||
1219 | } | ||
1220 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1221 | { | ||
1222 | volume *= 0.32475953f; | ||
1223 | volume *= 0.01f * (float)(200 - _pbs.PathScaleX); | ||
1224 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
1225 | volume *= (1.0f - tmp * tmp); | ||
1226 | |||
1227 | if (hollowAmount > 0.0) | ||
1228 | { | ||
1229 | |||
1230 | hollowVolume *= hollowAmount; | ||
1231 | |||
1232 | switch (_pbs.HollowShape) | ||
1233 | { | ||
1234 | case HollowShape.Same: | ||
1235 | case HollowShape.Triangle: | ||
1236 | hollowVolume *= .25f; | ||
1237 | break; | ||
1238 | |||
1239 | case HollowShape.Square: | ||
1240 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
1241 | break; | ||
1242 | |||
1243 | case HollowShape.Circle: | ||
1244 | |||
1245 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
1246 | break; | ||
1247 | |||
1248 | default: | ||
1249 | hollowVolume = 0; | ||
1250 | break; | ||
1251 | } | ||
1252 | volume *= (1.0f - hollowVolume); | ||
1253 | } | ||
1254 | } | ||
1255 | break; | ||
1256 | |||
1257 | default: | ||
1258 | break; | ||
1259 | } | ||
1260 | |||
1261 | |||
1262 | |||
1263 | float taperX1; | ||
1264 | float taperY1; | ||
1265 | float taperX; | ||
1266 | float taperY; | ||
1267 | float pathBegin; | ||
1268 | float pathEnd; | ||
1269 | float profileBegin; | ||
1270 | float profileEnd; | ||
1271 | |||
1272 | if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) | ||
1273 | { | ||
1274 | taperX1 = _pbs.PathScaleX * 0.01f; | ||
1275 | if (taperX1 > 1.0f) | ||
1276 | taperX1 = 2.0f - taperX1; | ||
1277 | taperX = 1.0f - taperX1; | ||
1278 | |||
1279 | taperY1 = _pbs.PathScaleY * 0.01f; | ||
1280 | if (taperY1 > 1.0f) | ||
1281 | taperY1 = 2.0f - taperY1; | ||
1282 | taperY = 1.0f - taperY1; | ||
1283 | } | ||
1284 | else | ||
1285 | { | ||
1286 | taperX = _pbs.PathTaperX * 0.01f; | ||
1287 | if (taperX < 0.0f) | ||
1288 | taperX = -taperX; | ||
1289 | taperX1 = 1.0f - taperX; | ||
1290 | |||
1291 | taperY = _pbs.PathTaperY * 0.01f; | ||
1292 | if (taperY < 0.0f) | ||
1293 | taperY = -taperY; | ||
1294 | taperY1 = 1.0f - taperY; | ||
1295 | |||
1296 | } | ||
1297 | |||
1298 | |||
1299 | volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); | ||
1300 | |||
1301 | pathBegin = (float)_pbs.PathBegin * 2.0e-5f; | ||
1302 | pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; | ||
1303 | volume *= (pathEnd - pathBegin); | ||
1304 | |||
1305 | // this is crude aproximation | ||
1306 | profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; | ||
1307 | profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; | ||
1308 | volume *= (profileEnd - profileBegin); | ||
1309 | |||
1310 | returnMass = m_density * volume; | ||
1311 | |||
1312 | if (returnMass <= 0) | ||
1313 | returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. | ||
1314 | // else if (returnMass > _parent_scene.maximumMassObject) | ||
1315 | // returnMass = _parent_scene.maximumMassObject; | ||
1316 | |||
1317 | |||
1318 | |||
1319 | |||
1320 | // Recursively calculate mass | ||
1321 | bool HasChildPrim = false; | ||
1322 | lock (childrenPrim) | ||
1323 | { | ||
1324 | if (childrenPrim.Count > 0) | ||
1325 | { | ||
1326 | HasChildPrim = true; | ||
1327 | } | ||
1328 | |||
1329 | } | ||
1330 | if (HasChildPrim) | ||
1331 | { | ||
1332 | OdePrim[] childPrimArr = new OdePrim[0]; | ||
1333 | |||
1334 | lock (childrenPrim) | ||
1335 | childPrimArr = childrenPrim.ToArray(); | ||
1336 | |||
1337 | for (int i = 0; i < childPrimArr.Length; i++) | ||
1338 | { | ||
1339 | if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove) | ||
1340 | returnMass += childPrimArr[i].CalculateMass(); | ||
1341 | // failsafe, this shouldn't happen but with OpenSim, you never know :) | ||
1342 | if (i > 256) | ||
1343 | break; | ||
1344 | } | ||
1345 | } | ||
1346 | if (returnMass > _parent_scene.maximumMassObject) | ||
1347 | returnMass = _parent_scene.maximumMassObject; | ||
1348 | return returnMass; | ||
1349 | }// end CalculateMass | ||
1350 | |||
1351 | #endregion | ||
1352 | |||
1353 | public void setMass() | ||
1354 | { | ||
1355 | if (Body != (IntPtr)0) | ||
1356 | { | ||
1357 | float newmass = CalculateMass(); | ||
1358 | |||
1359 | //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString()); | ||
1360 | |||
1361 | d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z); | ||
1362 | d.BodySetMass(Body, ref pMass); | ||
1363 | } | ||
1364 | } | ||
1365 | |||
1366 | public void disableBody() | ||
1367 | { | ||
1368 | //this kills the body so things like 'mesh' can re-create it. | ||
1369 | lock (this) | ||
1370 | { | ||
1371 | if (!childPrim) | ||
1372 | { | ||
1373 | if (Body != IntPtr.Zero) | ||
1374 | { | ||
1375 | _parent_scene.remActivePrim(this); | ||
1376 | m_collisionCategories &= ~CollisionCategories.Body; | ||
1377 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
1378 | |||
1379 | if (prim_geom != IntPtr.Zero) | ||
1380 | { | ||
1381 | if (m_NoColide) | ||
1382 | { | ||
1383 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1384 | d.GeomSetCollideBits(prim_geom, 0); | ||
1385 | d.GeomDisable(prim_geom); | ||
1386 | } | ||
1387 | else | ||
1388 | { | ||
1389 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1390 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1391 | } | ||
1392 | } | ||
1393 | |||
1394 | d.BodyDestroy(Body); | ||
1395 | lock (childrenPrim) | ||
1396 | { | ||
1397 | if (childrenPrim.Count > 0) | ||
1398 | { | ||
1399 | foreach (OdePrim prm in childrenPrim) | ||
1400 | { | ||
1401 | if (prm.m_NoColide && prm.prim_geom != IntPtr.Zero) | ||
1402 | { | ||
1403 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
1404 | d.GeomSetCollideBits(prm.prim_geom, 0); | ||
1405 | d.GeomDisable(prm.prim_geom); | ||
1406 | } | ||
1407 | |||
1408 | _parent_scene.remActivePrim(prm); | ||
1409 | prm.Body = IntPtr.Zero; | ||
1410 | } | ||
1411 | } | ||
1412 | } | ||
1413 | Body = IntPtr.Zero; | ||
1414 | } | ||
1415 | } | ||
1416 | else | ||
1417 | { | ||
1418 | _parent_scene.remActivePrim(this); | ||
1419 | |||
1420 | m_collisionCategories &= ~CollisionCategories.Body; | ||
1421 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
1422 | |||
1423 | if (prim_geom != IntPtr.Zero) | ||
1424 | { | ||
1425 | if (m_NoColide) | ||
1426 | { | ||
1427 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1428 | d.GeomSetCollideBits(prim_geom, 0); | ||
1429 | d.GeomDisable(prim_geom); | ||
1430 | } | ||
1431 | else | ||
1432 | { | ||
1433 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1434 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1435 | } | ||
1436 | } | ||
1437 | |||
1438 | Body = IntPtr.Zero; | ||
1439 | } | ||
1440 | } | ||
1441 | m_disabled = true; | ||
1442 | m_collisionscore = 0; | ||
1443 | } | ||
1444 | |||
1445 | // private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>(); | ||
1446 | |||
1447 | public bool setMesh(OdeScene parent_scene, IMesh mesh) | ||
1448 | { | ||
1449 | //Kill Body so that mesh can re-make the geom | ||
1450 | if (IsPhysical && Body != IntPtr.Zero) | ||
1451 | { | ||
1452 | if (childPrim) | ||
1453 | { | ||
1454 | if (_parent != null) | ||
1455 | { | ||
1456 | OdePrim parent = (OdePrim)_parent; | ||
1457 | parent.ChildDelink(this); | ||
1458 | } | ||
1459 | } | ||
1460 | else | ||
1461 | { | ||
1462 | disableBody(); | ||
1463 | } | ||
1464 | } | ||
1465 | |||
1466 | IntPtr vertices, indices; | ||
1467 | int vertexCount, indexCount; | ||
1468 | int vertexStride, triStride; | ||
1469 | mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap | ||
1470 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage | ||
1471 | |||
1472 | // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid | ||
1473 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory | ||
1474 | |||
1475 | if (vertexCount == 0 || indexCount == 0) | ||
1476 | { | ||
1477 | m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString()); | ||
1478 | return false; | ||
1479 | } | ||
1480 | |||
1481 | IntPtr geo = IntPtr.Zero; | ||
1482 | try | ||
1483 | { | ||
1484 | _triMeshData = d.GeomTriMeshDataCreate(); | ||
1485 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); | ||
1486 | d.GeomTriMeshDataPreprocess(_triMeshData); | ||
1487 | |||
1488 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1489 | |||
1490 | geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null); | ||
1491 | } | ||
1492 | catch (Exception e) | ||
1493 | { | ||
1494 | m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message); | ||
1495 | |||
1496 | if (_triMeshData != IntPtr.Zero) | ||
1497 | { | ||
1498 | d.GeomTriMeshDataDestroy(_triMeshData); | ||
1499 | _triMeshData = IntPtr.Zero; | ||
1500 | } | ||
1501 | return false; | ||
1502 | } | ||
1503 | |||
1504 | SetGeom(geo); | ||
1505 | |||
1506 | return true; | ||
1507 | } | ||
1508 | |||
1509 | public void ProcessTaints(float timestep) //============================================================================= | ||
1510 | { | ||
1511 | if (m_taintadd) | ||
1512 | { | ||
1513 | changeadd(timestep); | ||
1514 | } | ||
1515 | |||
1516 | if (m_taintremove) | ||
1517 | return; | ||
1518 | |||
1519 | if (prim_geom != IntPtr.Zero) | ||
1520 | { | ||
1521 | if (!_position.ApproxEquals(m_taintposition, 0f)) | ||
1522 | { | ||
1523 | changemove(timestep); | ||
1524 | } | ||
1525 | if (m_taintrot != _orientation) | ||
1526 | { | ||
1527 | if (childPrim && IsPhysical) // For physical child prim... | ||
1528 | { | ||
1529 | rotate(timestep); | ||
1530 | // KF: ODE will also rotate the parent prim! | ||
1531 | // so rotate the root back to where it was | ||
1532 | OdePrim parent = (OdePrim)_parent; | ||
1533 | parent.rotate(timestep); | ||
1534 | } | ||
1535 | else | ||
1536 | { | ||
1537 | //Just rotate the prim | ||
1538 | rotate(timestep); | ||
1539 | } | ||
1540 | } | ||
1541 | // | ||
1542 | if (m_taintphantom != m_isphantom ) | ||
1543 | { | ||
1544 | changePhantomStatus(); | ||
1545 | }// | ||
1546 | |||
1547 | if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) | ||
1548 | { | ||
1549 | changePhysicsStatus(timestep); | ||
1550 | }// | ||
1551 | |||
1552 | |||
1553 | if (!_size.ApproxEquals(m_taintsize, 0f)) | ||
1554 | changesize(timestep); | ||
1555 | // | ||
1556 | |||
1557 | if(m_taintshapetype != m_shapetype) | ||
1558 | { | ||
1559 | m_shapetype = m_taintshapetype; | ||
1560 | changeshape(timestep); | ||
1561 | } | ||
1562 | |||
1563 | if (m_taintshape) | ||
1564 | changeshape(timestep); | ||
1565 | // | ||
1566 | |||
1567 | if (m_taintforce) | ||
1568 | changeAddForce(timestep); | ||
1569 | |||
1570 | if (m_taintaddangularforce) | ||
1571 | changeAddAngularForce(timestep); | ||
1572 | |||
1573 | if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) | ||
1574 | changeSetTorque(timestep); | ||
1575 | |||
1576 | if (m_taintdisable) | ||
1577 | changedisable(timestep); | ||
1578 | |||
1579 | if (m_taintselected != m_isSelected) | ||
1580 | changeSelectedStatus(); | ||
1581 | |||
1582 | if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) | ||
1583 | changevelocity(timestep); | ||
1584 | |||
1585 | if (m_taintparent != _parent) | ||
1586 | changelink(timestep); | ||
1587 | |||
1588 | if (m_taintCollidesWater != m_collidesWater) | ||
1589 | changefloatonwater(timestep); | ||
1590 | |||
1591 | if (m_taintvehicledata != null) | ||
1592 | DoSetVehicle(); | ||
1593 | |||
1594 | /* obsolete | ||
1595 | if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f)) | ||
1596 | changeAngularLock(timestep); | ||
1597 | */ | ||
1598 | } | ||
1599 | |||
1600 | else | ||
1601 | { | ||
1602 | m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom"); | ||
1603 | |||
1604 | // not sure this will not flame... | ||
1605 | m_taintremove = true; | ||
1606 | _parent_scene.AddPhysicsActorTaint(this); | ||
1607 | } | ||
1608 | |||
1609 | } | ||
1610 | |||
1611 | private void changelink(float timestep) | ||
1612 | { | ||
1613 | // If the newly set parent is not null | ||
1614 | // create link | ||
1615 | if (_parent == null && m_taintparent != null) | ||
1616 | { | ||
1617 | if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim) | ||
1618 | { | ||
1619 | OdePrim obj = (OdePrim)m_taintparent; | ||
1620 | obj.ParentPrim(this); | ||
1621 | } | ||
1622 | } | ||
1623 | // If the newly set parent is null | ||
1624 | // destroy link | ||
1625 | else if (_parent != null && m_taintparent == null) | ||
1626 | { | ||
1627 | if (_parent is OdePrim) | ||
1628 | { | ||
1629 | OdePrim obj = (OdePrim)_parent; | ||
1630 | obj.ChildDelink(this); | ||
1631 | childPrim = false; | ||
1632 | } | ||
1633 | } | ||
1634 | |||
1635 | _parent = m_taintparent; | ||
1636 | m_taintPhysics = m_isphysical; | ||
1637 | } | ||
1638 | |||
1639 | // I'm the parent | ||
1640 | // prim is the child | ||
1641 | public void ParentPrim(OdePrim prim) | ||
1642 | { | ||
1643 | if (this.m_localID != prim.m_localID) | ||
1644 | { | ||
1645 | if (Body == IntPtr.Zero) | ||
1646 | { | ||
1647 | Body = d.BodyCreate(_parent_scene.world); | ||
1648 | // disconnect from world gravity so we can apply buoyancy | ||
1649 | d.BodySetGravityMode(Body, false); | ||
1650 | |||
1651 | setMass(); | ||
1652 | } | ||
1653 | if (Body != IntPtr.Zero) | ||
1654 | { | ||
1655 | lock (childrenPrim) | ||
1656 | { | ||
1657 | if (!childrenPrim.Contains(prim)) | ||
1658 | { | ||
1659 | childrenPrim.Add(prim); | ||
1660 | |||
1661 | foreach (OdePrim prm in childrenPrim) | ||
1662 | { | ||
1663 | d.Mass m2; | ||
1664 | d.MassSetZero(out m2); | ||
1665 | d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); | ||
1666 | |||
1667 | |||
1668 | d.Quaternion quat = new d.Quaternion(); | ||
1669 | quat.W = prm._orientation.W; | ||
1670 | quat.X = prm._orientation.X; | ||
1671 | quat.Y = prm._orientation.Y; | ||
1672 | quat.Z = prm._orientation.Z; | ||
1673 | |||
1674 | d.Matrix3 mat = new d.Matrix3(); | ||
1675 | d.RfromQ(out mat, ref quat); | ||
1676 | d.MassRotate(ref m2, ref mat); | ||
1677 | d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z); | ||
1678 | d.MassAdd(ref pMass, ref m2); | ||
1679 | } | ||
1680 | foreach (OdePrim prm in childrenPrim) | ||
1681 | { | ||
1682 | if (m_isphantom && !prm.m_isVolumeDetect) | ||
1683 | { | ||
1684 | prm.m_collisionCategories = 0; | ||
1685 | prm.m_collisionFlags = CollisionCategories.Land; | ||
1686 | } | ||
1687 | else | ||
1688 | { | ||
1689 | prm.m_collisionCategories |= CollisionCategories.Body; | ||
1690 | prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1691 | } | ||
1692 | if (prm.prim_geom == IntPtr.Zero) | ||
1693 | { | ||
1694 | m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet"); | ||
1695 | continue; | ||
1696 | } | ||
1697 | |||
1698 | if (prm.m_NoColide) | ||
1699 | { | ||
1700 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
1701 | d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); | ||
1702 | } | ||
1703 | else | ||
1704 | { | ||
1705 | d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); | ||
1706 | d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); | ||
1707 | } | ||
1708 | |||
1709 | d.Quaternion quat = new d.Quaternion(); | ||
1710 | quat.W = prm._orientation.W; | ||
1711 | quat.X = prm._orientation.X; | ||
1712 | quat.Y = prm._orientation.Y; | ||
1713 | quat.Z = prm._orientation.Z; | ||
1714 | |||
1715 | d.Matrix3 mat = new d.Matrix3(); | ||
1716 | d.RfromQ(out mat, ref quat); | ||
1717 | if (Body != IntPtr.Zero) | ||
1718 | { | ||
1719 | d.GeomSetBody(prm.prim_geom, Body); | ||
1720 | prm.childPrim = true; | ||
1721 | d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z); | ||
1722 | //d.GeomSetOffsetPosition(prim.prim_geom, | ||
1723 | // (Position.X - prm.Position.X) - pMass.c.X, | ||
1724 | // (Position.Y - prm.Position.Y) - pMass.c.Y, | ||
1725 | // (Position.Z - prm.Position.Z) - pMass.c.Z); | ||
1726 | d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); | ||
1727 | //d.GeomSetOffsetRotation(prm.prim_geom, ref mat); | ||
1728 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | ||
1729 | d.BodySetMass(Body, ref pMass); | ||
1730 | } | ||
1731 | else | ||
1732 | { | ||
1733 | m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body"); | ||
1734 | } | ||
1735 | |||
1736 | prm.m_interpenetrationcount = 0; | ||
1737 | prm.m_collisionscore = 0; | ||
1738 | prm.m_disabled = false; | ||
1739 | |||
1740 | prm.Body = Body; | ||
1741 | |||
1742 | _parent_scene.addActivePrim(prm); | ||
1743 | } | ||
1744 | |||
1745 | if (m_isphantom && !m_isVolumeDetect) | ||
1746 | { | ||
1747 | m_collisionCategories = 0; | ||
1748 | m_collisionFlags = CollisionCategories.Land; | ||
1749 | } | ||
1750 | else | ||
1751 | { | ||
1752 | m_collisionCategories |= CollisionCategories.Body; | ||
1753 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1754 | } | ||
1755 | |||
1756 | if (m_NoColide) | ||
1757 | { | ||
1758 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1759 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
1760 | } | ||
1761 | else | ||
1762 | { | ||
1763 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1764 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1765 | } | ||
1766 | |||
1767 | d.Quaternion quat2 = new d.Quaternion(); | ||
1768 | quat2.W = _orientation.W; | ||
1769 | quat2.X = _orientation.X; | ||
1770 | quat2.Y = _orientation.Y; | ||
1771 | quat2.Z = _orientation.Z; | ||
1772 | |||
1773 | d.Matrix3 mat2 = new d.Matrix3(); | ||
1774 | d.RfromQ(out mat2, ref quat2); | ||
1775 | d.GeomSetBody(prim_geom, Body); | ||
1776 | d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z); | ||
1777 | //d.GeomSetOffsetPosition(prim.prim_geom, | ||
1778 | // (Position.X - prm.Position.X) - pMass.c.X, | ||
1779 | // (Position.Y - prm.Position.Y) - pMass.c.Y, | ||
1780 | // (Position.Z - prm.Position.Z) - pMass.c.Z); | ||
1781 | //d.GeomSetOffsetRotation(prim_geom, ref mat2); | ||
1782 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | ||
1783 | d.BodySetMass(Body, ref pMass); | ||
1784 | |||
1785 | d.BodySetAutoDisableFlag(Body, true); | ||
1786 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
1787 | |||
1788 | m_interpenetrationcount = 0; | ||
1789 | m_collisionscore = 0; | ||
1790 | m_disabled = false; | ||
1791 | |||
1792 | d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); | ||
1793 | if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene); | ||
1794 | |||
1795 | _parent_scene.addActivePrim(this); | ||
1796 | } | ||
1797 | } | ||
1798 | } | ||
1799 | } | ||
1800 | } | ||
1801 | |||
1802 | private void ChildSetGeom(OdePrim odePrim) | ||
1803 | { | ||
1804 | lock (childrenPrim) | ||
1805 | { | ||
1806 | foreach (OdePrim prm in childrenPrim) | ||
1807 | { | ||
1808 | prm.disableBody(); | ||
1809 | } | ||
1810 | } | ||
1811 | disableBody(); | ||
1812 | |||
1813 | if (Body != IntPtr.Zero) | ||
1814 | { | ||
1815 | _parent_scene.remActivePrim(this); | ||
1816 | } | ||
1817 | |||
1818 | lock (childrenPrim) | ||
1819 | { | ||
1820 | foreach (OdePrim prm in childrenPrim) | ||
1821 | { | ||
1822 | ParentPrim(prm); | ||
1823 | } | ||
1824 | } | ||
1825 | } | ||
1826 | |||
1827 | private void ChildDelink(OdePrim odePrim) | ||
1828 | { | ||
1829 | // Okay, we have a delinked child.. need to rebuild the body. | ||
1830 | lock (childrenPrim) | ||
1831 | { | ||
1832 | foreach (OdePrim prm in childrenPrim) | ||
1833 | { | ||
1834 | prm.childPrim = true; | ||
1835 | prm.disableBody(); | ||
1836 | } | ||
1837 | } | ||
1838 | disableBody(); | ||
1839 | |||
1840 | lock (childrenPrim) | ||
1841 | { | ||
1842 | childrenPrim.Remove(odePrim); | ||
1843 | } | ||
1844 | |||
1845 | if (Body != IntPtr.Zero) | ||
1846 | { | ||
1847 | _parent_scene.remActivePrim(this); | ||
1848 | } | ||
1849 | |||
1850 | lock (childrenPrim) | ||
1851 | { | ||
1852 | foreach (OdePrim prm in childrenPrim) | ||
1853 | { | ||
1854 | ParentPrim(prm); | ||
1855 | } | ||
1856 | } | ||
1857 | } | ||
1858 | |||
1859 | private void changePhantomStatus() | ||
1860 | { | ||
1861 | m_taintphantom = m_isphantom; | ||
1862 | changeSelectedStatus(); | ||
1863 | } | ||
1864 | |||
1865 | /* not in use | ||
1866 | private void SetCollider() | ||
1867 | { | ||
1868 | SetCollider(m_isSelected, m_isphysical, m_isphantom, m_isSelected); | ||
1869 | } | ||
1870 | |||
1871 | private void SetCollider(bool sel, bool phys, bool phan, bool vdtc) | ||
1872 | { | ||
1873 | if (sel) | ||
1874 | { | ||
1875 | m_collisionCategories = CollisionCategories.Selected; | ||
1876 | m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); | ||
1877 | } | ||
1878 | else | ||
1879 | { | ||
1880 | if (phan && !vdtc) | ||
1881 | { | ||
1882 | m_collisionCategories = 0; | ||
1883 | if (phys) | ||
1884 | m_collisionFlags = CollisionCategories.Land; | ||
1885 | else | ||
1886 | m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics | ||
1887 | } | ||
1888 | else | ||
1889 | { | ||
1890 | m_collisionCategories = CollisionCategories.Geom; | ||
1891 | if (phys) | ||
1892 | m_collisionCategories |= CollisionCategories.Body; | ||
1893 | |||
1894 | m_collisionFlags = m_default_collisionFlags; | ||
1895 | |||
1896 | if (m_collidesLand) | ||
1897 | m_collisionFlags |= CollisionCategories.Land; | ||
1898 | if (m_collidesWater) | ||
1899 | m_collisionFlags |= CollisionCategories.Water; | ||
1900 | } | ||
1901 | } | ||
1902 | |||
1903 | if (prim_geom != IntPtr.Zero) | ||
1904 | { | ||
1905 | if (m_NoColide) | ||
1906 | { | ||
1907 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1908 | if (phys) | ||
1909 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
1910 | else | ||
1911 | { | ||
1912 | d.GeomSetCollideBits(prim_geom, 0); | ||
1913 | d.GeomDisable(prim_geom); | ||
1914 | } | ||
1915 | } | ||
1916 | else | ||
1917 | { | ||
1918 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1919 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1920 | } | ||
1921 | } | ||
1922 | } | ||
1923 | */ | ||
1924 | |||
1925 | private void changeSelectedStatus() | ||
1926 | { | ||
1927 | if (m_taintselected) | ||
1928 | { | ||
1929 | m_collisionCategories = CollisionCategories.Selected; | ||
1930 | m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); | ||
1931 | |||
1932 | // We do the body disable soft twice because 'in theory' a collision could have happened | ||
1933 | // in between the disabling and the collision properties setting | ||
1934 | // which would wake the physical body up from a soft disabling and potentially cause it to fall | ||
1935 | // through the ground. | ||
1936 | |||
1937 | // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select | ||
1938 | // just one part of the assembly, the rest of the assembly is non-selected and still simulating, | ||
1939 | // so that causes the selected part to wake up and continue moving. | ||
1940 | |||
1941 | // even if you select all parts of a jointed assembly, it is not guaranteed that the entire | ||
1942 | // assembly will stop simulating during the selection, because of the lack of atomicity | ||
1943 | // of select operations (their processing could be interrupted by a thread switch, causing | ||
1944 | // simulation to continue before all of the selected object notifications trickle down to | ||
1945 | // the physics engine). | ||
1946 | |||
1947 | // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are | ||
1948 | // selected and disabled. then, due to a thread switch, the selection processing is | ||
1949 | // interrupted and the physics engine continues to simulate, so the last 50 items, whose | ||
1950 | // selection was not yet processed, continues to simulate. this wakes up ALL of the | ||
1951 | // first 50 again. then the last 50 are disabled. then the first 50, which were just woken | ||
1952 | // up, start simulating again, which in turn wakes up the last 50. | ||
1953 | |||
1954 | if (m_isphysical) | ||
1955 | { | ||
1956 | disableBodySoft(); | ||
1957 | } | ||
1958 | |||
1959 | if (prim_geom != IntPtr.Zero) | ||
1960 | { | ||
1961 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1962 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1963 | if (m_NoColide) | ||
1964 | d.GeomDisable(prim_geom); | ||
1965 | } | ||
1966 | |||
1967 | if (m_isphysical) | ||
1968 | { | ||
1969 | disableBodySoft(); | ||
1970 | } | ||
1971 | if (Body != IntPtr.Zero) | ||
1972 | { | ||
1973 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
1974 | d.BodySetForce(Body, 0f, 0f, 0f); | ||
1975 | d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); | ||
1976 | d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f); | ||
1977 | } | ||
1978 | } | ||
1979 | else | ||
1980 | { | ||
1981 | if (m_isphantom && !m_isVolumeDetect) | ||
1982 | { | ||
1983 | m_collisionCategories = 0; | ||
1984 | if (m_isphysical) | ||
1985 | m_collisionFlags = CollisionCategories.Land; | ||
1986 | else | ||
1987 | m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics | ||
1988 | } | ||
1989 | else | ||
1990 | { | ||
1991 | m_collisionCategories = CollisionCategories.Geom; | ||
1992 | if (m_isphysical) | ||
1993 | m_collisionCategories |= CollisionCategories.Body; | ||
1994 | |||
1995 | m_collisionFlags = m_default_collisionFlags; | ||
1996 | |||
1997 | if (m_collidesLand) | ||
1998 | m_collisionFlags |= CollisionCategories.Land; | ||
1999 | if (m_collidesWater) | ||
2000 | m_collisionFlags |= CollisionCategories.Water; | ||
2001 | } | ||
2002 | |||
2003 | if (prim_geom != IntPtr.Zero) | ||
2004 | { | ||
2005 | if (m_NoColide) | ||
2006 | { | ||
2007 | d.GeomSetCategoryBits(prim_geom, 0); | ||
2008 | if (m_isphysical) | ||
2009 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
2010 | else | ||
2011 | { | ||
2012 | d.GeomSetCollideBits(prim_geom, 0); | ||
2013 | d.GeomDisable(prim_geom); | ||
2014 | } | ||
2015 | } | ||
2016 | else | ||
2017 | { | ||
2018 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
2019 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2020 | } | ||
2021 | } | ||
2022 | if (Body != IntPtr.Zero) | ||
2023 | { | ||
2024 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
2025 | d.BodySetForce(Body, 0f, 0f, 0f); | ||
2026 | d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); | ||
2027 | d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f); | ||
2028 | } | ||
2029 | |||
2030 | if (m_isphysical) | ||
2031 | { | ||
2032 | if (Body != IntPtr.Zero) | ||
2033 | { | ||
2034 | enableBodySoft(); | ||
2035 | } | ||
2036 | } | ||
2037 | } | ||
2038 | |||
2039 | resetCollisionAccounting(); | ||
2040 | m_isSelected = m_taintselected; | ||
2041 | }//end changeSelectedStatus | ||
2042 | |||
2043 | public void ResetTaints() | ||
2044 | { | ||
2045 | m_taintposition = _position; | ||
2046 | m_taintrot = _orientation; | ||
2047 | m_taintPhysics = m_isphysical; | ||
2048 | m_taintselected = m_isSelected; | ||
2049 | m_taintsize = _size; | ||
2050 | m_taintshape = false; | ||
2051 | m_taintforce = false; | ||
2052 | m_taintdisable = false; | ||
2053 | m_taintVelocity = Vector3.Zero; | ||
2054 | } | ||
2055 | |||
2056 | public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh) | ||
2057 | { | ||
2058 | bool gottrimesh = false; | ||
2059 | |||
2060 | m_NoColide = false; // assume all will go well | ||
2061 | |||
2062 | if (_triMeshData != IntPtr.Zero) | ||
2063 | { | ||
2064 | d.GeomTriMeshDataDestroy(_triMeshData); | ||
2065 | _triMeshData = IntPtr.Zero; | ||
2066 | } | ||
2067 | |||
2068 | if (_mesh != null) | ||
2069 | { | ||
2070 | gottrimesh = setMesh(_parent_scene, _mesh); | ||
2071 | if (!gottrimesh) | ||
2072 | { | ||
2073 | // getting a mesh failed, | ||
2074 | // lets go on having a basic box or sphere, with prim size but not coliding | ||
2075 | // physical colides with land, non with nothing | ||
2076 | |||
2077 | m_NoColide = true; | ||
2078 | } | ||
2079 | } | ||
2080 | |||
2081 | if (!gottrimesh) | ||
2082 | { // we will have a basic box or sphere | ||
2083 | IntPtr geo = IntPtr.Zero; | ||
2084 | |||
2085 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1 | ||
2086 | && _size.X == _size.Y && _size.X == _size.Z) | ||
2087 | { | ||
2088 | // its a sphere | ||
2089 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
2090 | try | ||
2091 | { | ||
2092 | geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f); | ||
2093 | } | ||
2094 | catch (Exception e) | ||
2095 | { | ||
2096 | m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message); | ||
2097 | geo = IntPtr.Zero; | ||
2098 | ode.dunlock(_parent_scene.world); | ||
2099 | } | ||
2100 | } | ||
2101 | else // make it a box | ||
2102 | { | ||
2103 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
2104 | try | ||
2105 | { | ||
2106 | geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
2107 | } | ||
2108 | catch (Exception e) | ||
2109 | { | ||
2110 | m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message); | ||
2111 | geo = IntPtr.Zero; | ||
2112 | ode.dunlock(_parent_scene.world); | ||
2113 | } | ||
2114 | } | ||
2115 | |||
2116 | if (geo == IntPtr.Zero) // if this happens it must be fixed | ||
2117 | { | ||
2118 | // if it does lets stop what we can | ||
2119 | // not sure this will not flame... | ||
2120 | |||
2121 | m_taintremove = true; | ||
2122 | _parent_scene.AddPhysicsActorTaint(this); | ||
2123 | return; | ||
2124 | } | ||
2125 | |||
2126 | SetGeom(geo); // this processes the m_NoColide | ||
2127 | } | ||
2128 | } | ||
2129 | |||
2130 | public void changeadd(float timestep) | ||
2131 | { | ||
2132 | int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
2133 | IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position); | ||
2134 | |||
2135 | if (targetspace == IntPtr.Zero) | ||
2136 | targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]); | ||
2137 | |||
2138 | m_targetSpace = targetspace; | ||
2139 | |||
2140 | if (_mesh == null) // && m_meshfailed == false) | ||
2141 | { | ||
2142 | if (_parent_scene.needsMeshing(_pbs)) | ||
2143 | { | ||
2144 | bool convex; | ||
2145 | if (m_shapetype == 2) | ||
2146 | convex = true; | ||
2147 | else | ||
2148 | convex = false; | ||
2149 | try | ||
2150 | { | ||
2151 | _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true,convex); | ||
2152 | } | ||
2153 | catch | ||
2154 | { | ||
2155 | //Don't continuously try to mesh prims when meshing has failed | ||
2156 | m_meshfailed = true; | ||
2157 | _mesh = null; | ||
2158 | m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z); | ||
2159 | } | ||
2160 | } | ||
2161 | } | ||
2162 | |||
2163 | lock (_parent_scene.OdeLock) | ||
2164 | { | ||
2165 | CreateGeom(m_targetSpace, _mesh); | ||
2166 | |||
2167 | if (prim_geom != IntPtr.Zero) | ||
2168 | { | ||
2169 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2170 | d.Quaternion myrot = new d.Quaternion(); | ||
2171 | myrot.X = _orientation.X; | ||
2172 | myrot.Y = _orientation.Y; | ||
2173 | myrot.Z = _orientation.Z; | ||
2174 | myrot.W = _orientation.W; | ||
2175 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2176 | } | ||
2177 | |||
2178 | if (m_isphysical && Body == IntPtr.Zero) | ||
2179 | { | ||
2180 | enableBody(); | ||
2181 | } | ||
2182 | } | ||
2183 | |||
2184 | changeSelectedStatus(); | ||
2185 | |||
2186 | m_taintadd = false; | ||
2187 | } | ||
2188 | |||
2189 | public void changemove(float timestep) | ||
2190 | { | ||
2191 | if (m_isphysical) | ||
2192 | { | ||
2193 | // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits! | ||
2194 | if (!m_taintremove && !childPrim) | ||
2195 | { | ||
2196 | if (Body == IntPtr.Zero) | ||
2197 | enableBody(); | ||
2198 | //Prim auto disable after 20 frames, | ||
2199 | //if you move it, re-enable the prim manually. | ||
2200 | if (_parent != null) | ||
2201 | { | ||
2202 | if (m_linkJoint != IntPtr.Zero) | ||
2203 | { | ||
2204 | d.JointDestroy(m_linkJoint); | ||
2205 | m_linkJoint = IntPtr.Zero; | ||
2206 | } | ||
2207 | } | ||
2208 | if (Body != IntPtr.Zero) | ||
2209 | { | ||
2210 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
2211 | |||
2212 | if (_parent != null) | ||
2213 | { | ||
2214 | OdePrim odParent = (OdePrim)_parent; | ||
2215 | if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body) | ||
2216 | { | ||
2217 | // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used?? | ||
2218 | Console.WriteLine("ODEPrim JointCreateFixed !!!"); | ||
2219 | m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup); | ||
2220 | d.JointAttach(m_linkJoint, Body, odParent.Body); | ||
2221 | d.JointSetFixed(m_linkJoint); | ||
2222 | } | ||
2223 | } | ||
2224 | d.BodyEnable(Body); | ||
2225 | if (m_type != Vehicle.TYPE_NONE) | ||
2226 | { | ||
2227 | Enable(Body, _parent_scene); | ||
2228 | } | ||
2229 | } | ||
2230 | else | ||
2231 | { | ||
2232 | m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario."); | ||
2233 | } | ||
2234 | } | ||
2235 | //else | ||
2236 | // { | ||
2237 | //m_log.Debug("[BUG]: race!"); | ||
2238 | //} | ||
2239 | } | ||
2240 | else | ||
2241 | { | ||
2242 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
2243 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
2244 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
2245 | |||
2246 | IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); | ||
2247 | m_targetSpace = tempspace; | ||
2248 | |||
2249 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
2250 | if (prim_geom != IntPtr.Zero) | ||
2251 | { | ||
2252 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2253 | |||
2254 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
2255 | d.SpaceAdd(m_targetSpace, prim_geom); | ||
2256 | } | ||
2257 | } | ||
2258 | |||
2259 | changeSelectedStatus(); | ||
2260 | |||
2261 | resetCollisionAccounting(); | ||
2262 | m_taintposition = _position; | ||
2263 | } | ||
2264 | |||
2265 | public void rotate(float timestep) | ||
2266 | { | ||
2267 | d.Quaternion myrot = new d.Quaternion(); | ||
2268 | myrot.X = _orientation.X; | ||
2269 | myrot.Y = _orientation.Y; | ||
2270 | myrot.Z = _orientation.Z; | ||
2271 | myrot.W = _orientation.W; | ||
2272 | if (Body != IntPtr.Zero) | ||
2273 | { | ||
2274 | // KF: If this is a root prim do BodySet | ||
2275 | d.BodySetQuaternion(Body, ref myrot); | ||
2276 | } | ||
2277 | else | ||
2278 | { | ||
2279 | // daughter prim, do Geom set | ||
2280 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2281 | } | ||
2282 | |||
2283 | resetCollisionAccounting(); | ||
2284 | m_taintrot = _orientation; | ||
2285 | } | ||
2286 | |||
2287 | private void resetCollisionAccounting() | ||
2288 | { | ||
2289 | m_collisionscore = 0; | ||
2290 | m_interpenetrationcount = 0; | ||
2291 | m_disabled = false; | ||
2292 | } | ||
2293 | |||
2294 | public void changedisable(float timestep) | ||
2295 | { | ||
2296 | m_disabled = true; | ||
2297 | if (Body != IntPtr.Zero) | ||
2298 | { | ||
2299 | d.BodyDisable(Body); | ||
2300 | Body = IntPtr.Zero; | ||
2301 | } | ||
2302 | |||
2303 | m_taintdisable = false; | ||
2304 | } | ||
2305 | |||
2306 | public void changePhysicsStatus(float timestep) | ||
2307 | { | ||
2308 | if (m_isphysical == true) | ||
2309 | { | ||
2310 | if (Body == IntPtr.Zero) | ||
2311 | { | ||
2312 | if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) | ||
2313 | { | ||
2314 | changeshape(2f); | ||
2315 | } | ||
2316 | else | ||
2317 | { | ||
2318 | enableBody(); | ||
2319 | } | ||
2320 | } | ||
2321 | } | ||
2322 | else | ||
2323 | { | ||
2324 | if (Body != IntPtr.Zero) | ||
2325 | { | ||
2326 | if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) | ||
2327 | { | ||
2328 | _mesh = null; | ||
2329 | changeadd(2f); | ||
2330 | } | ||
2331 | if (childPrim) | ||
2332 | { | ||
2333 | if (_parent != null) | ||
2334 | { | ||
2335 | OdePrim parent = (OdePrim)_parent; | ||
2336 | parent.ChildDelink(this); | ||
2337 | } | ||
2338 | } | ||
2339 | else | ||
2340 | { | ||
2341 | disableBody(); | ||
2342 | } | ||
2343 | } | ||
2344 | } | ||
2345 | |||
2346 | changeSelectedStatus(); | ||
2347 | |||
2348 | resetCollisionAccounting(); | ||
2349 | m_taintPhysics = m_isphysical; | ||
2350 | } | ||
2351 | |||
2352 | public void changesize(float timestamp) | ||
2353 | { | ||
2354 | |||
2355 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
2356 | |||
2357 | if (_size.X <= 0) _size.X = 0.01f; | ||
2358 | if (_size.Y <= 0) _size.Y = 0.01f; | ||
2359 | if (_size.Z <= 0) _size.Z = 0.01f; | ||
2360 | |||
2361 | // Cleanup of old prim geometry | ||
2362 | if (_mesh != null) | ||
2363 | { | ||
2364 | // Cleanup meshing here | ||
2365 | } | ||
2366 | //kill body to rebuild | ||
2367 | if (IsPhysical && Body != IntPtr.Zero) | ||
2368 | { | ||
2369 | if (childPrim) | ||
2370 | { | ||
2371 | if (_parent != null) | ||
2372 | { | ||
2373 | OdePrim parent = (OdePrim)_parent; | ||
2374 | parent.ChildDelink(this); | ||
2375 | } | ||
2376 | } | ||
2377 | else | ||
2378 | { | ||
2379 | disableBody(); | ||
2380 | } | ||
2381 | } | ||
2382 | if (d.SpaceQuery(m_targetSpace, prim_geom)) | ||
2383 | { | ||
2384 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
2385 | d.SpaceRemove(m_targetSpace, prim_geom); | ||
2386 | } | ||
2387 | // we don't need to do space calculation because the client sends a position update also. | ||
2388 | |||
2389 | // Construction of new prim | ||
2390 | if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false) | ||
2391 | { | ||
2392 | float meshlod = _parent_scene.meshSculptLOD; | ||
2393 | |||
2394 | if (IsPhysical) | ||
2395 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
2396 | // Don't need to re-enable body.. it's done in SetMesh | ||
2397 | |||
2398 | IMesh mesh = null; | ||
2399 | |||
2400 | try | ||
2401 | { | ||
2402 | if (_parent_scene.needsMeshing(_pbs)) | ||
2403 | mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true); | ||
2404 | } | ||
2405 | catch | ||
2406 | { | ||
2407 | m_meshfailed = true; | ||
2408 | mesh = null; | ||
2409 | m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z); | ||
2410 | } | ||
2411 | |||
2412 | //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); | ||
2413 | CreateGeom(m_targetSpace, mesh); | ||
2414 | } | ||
2415 | else | ||
2416 | { | ||
2417 | _mesh = null; | ||
2418 | CreateGeom(m_targetSpace, _mesh); | ||
2419 | } | ||
2420 | |||
2421 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2422 | d.Quaternion myrot = new d.Quaternion(); | ||
2423 | myrot.X = _orientation.X; | ||
2424 | myrot.Y = _orientation.Y; | ||
2425 | myrot.Z = _orientation.Z; | ||
2426 | myrot.W = _orientation.W; | ||
2427 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2428 | |||
2429 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
2430 | if (IsPhysical && Body == IntPtr.Zero && !childPrim) | ||
2431 | { | ||
2432 | // Re creates body on size. | ||
2433 | // EnableBody also does setMass() | ||
2434 | enableBody(); | ||
2435 | d.BodyEnable(Body); | ||
2436 | } | ||
2437 | |||
2438 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
2439 | |||
2440 | changeSelectedStatus(); | ||
2441 | if (childPrim) | ||
2442 | { | ||
2443 | if (_parent is OdePrim) | ||
2444 | { | ||
2445 | OdePrim parent = (OdePrim)_parent; | ||
2446 | parent.ChildSetGeom(this); | ||
2447 | } | ||
2448 | } | ||
2449 | resetCollisionAccounting(); | ||
2450 | m_taintsize = _size; | ||
2451 | } | ||
2452 | |||
2453 | |||
2454 | |||
2455 | public void changefloatonwater(float timestep) | ||
2456 | { | ||
2457 | m_collidesWater = m_taintCollidesWater; | ||
2458 | |||
2459 | if (prim_geom != IntPtr.Zero) | ||
2460 | { | ||
2461 | if (m_collidesWater) | ||
2462 | { | ||
2463 | m_collisionFlags |= CollisionCategories.Water; | ||
2464 | } | ||
2465 | else | ||
2466 | { | ||
2467 | m_collisionFlags &= ~CollisionCategories.Water; | ||
2468 | } | ||
2469 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2470 | } | ||
2471 | } | ||
2472 | |||
2473 | public void changeshape(float timestamp) | ||
2474 | { | ||
2475 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
2476 | |||
2477 | // Cleanup of old prim geometry and Bodies | ||
2478 | if (IsPhysical && Body != IntPtr.Zero) | ||
2479 | { | ||
2480 | if (childPrim) | ||
2481 | { | ||
2482 | if (_parent != null) | ||
2483 | { | ||
2484 | OdePrim parent = (OdePrim)_parent; | ||
2485 | parent.ChildDelink(this); | ||
2486 | } | ||
2487 | } | ||
2488 | else | ||
2489 | { | ||
2490 | disableBody(); | ||
2491 | } | ||
2492 | } | ||
2493 | |||
2494 | |||
2495 | // we don't need to do space calculation because the client sends a position update also. | ||
2496 | if (_size.X <= 0) _size.X = 0.01f; | ||
2497 | if (_size.Y <= 0) _size.Y = 0.01f; | ||
2498 | if (_size.Z <= 0) _size.Z = 0.01f; | ||
2499 | // Construction of new prim | ||
2500 | |||
2501 | if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false) | ||
2502 | { | ||
2503 | // Don't need to re-enable body.. it's done in SetMesh | ||
2504 | float meshlod = _parent_scene.meshSculptLOD; | ||
2505 | IMesh mesh; | ||
2506 | |||
2507 | if (IsPhysical) | ||
2508 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
2509 | |||
2510 | bool convex; | ||
2511 | if (m_shapetype == 2) | ||
2512 | convex = true; | ||
2513 | else | ||
2514 | convex = false; | ||
2515 | |||
2516 | try | ||
2517 | { | ||
2518 | mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true, convex); | ||
2519 | } | ||
2520 | catch | ||
2521 | { | ||
2522 | mesh = null; | ||
2523 | m_meshfailed = true; | ||
2524 | m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z); | ||
2525 | } | ||
2526 | |||
2527 | CreateGeom(m_targetSpace, mesh); | ||
2528 | |||
2529 | // createmesh returns null when it doesn't mesh. | ||
2530 | } | ||
2531 | else | ||
2532 | { | ||
2533 | _mesh = null; | ||
2534 | CreateGeom(m_targetSpace, null); | ||
2535 | } | ||
2536 | |||
2537 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2538 | d.Quaternion myrot = new d.Quaternion(); | ||
2539 | //myrot.W = _orientation.w; | ||
2540 | myrot.W = _orientation.W; | ||
2541 | myrot.X = _orientation.X; | ||
2542 | myrot.Y = _orientation.Y; | ||
2543 | myrot.Z = _orientation.Z; | ||
2544 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2545 | |||
2546 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
2547 | if (IsPhysical && Body == IntPtr.Zero) | ||
2548 | { | ||
2549 | // Re creates body on size. | ||
2550 | // EnableBody also does setMass() | ||
2551 | enableBody(); | ||
2552 | if (Body != IntPtr.Zero) | ||
2553 | { | ||
2554 | d.BodyEnable(Body); | ||
2555 | } | ||
2556 | } | ||
2557 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
2558 | |||
2559 | changeSelectedStatus(); | ||
2560 | if (childPrim) | ||
2561 | { | ||
2562 | if (_parent is OdePrim) | ||
2563 | { | ||
2564 | OdePrim parent = (OdePrim)_parent; | ||
2565 | parent.ChildSetGeom(this); | ||
2566 | } | ||
2567 | } | ||
2568 | resetCollisionAccounting(); | ||
2569 | m_taintshape = false; | ||
2570 | } | ||
2571 | |||
2572 | public void changeAddForce(float timestamp) | ||
2573 | { | ||
2574 | if (!m_isSelected) | ||
2575 | { | ||
2576 | lock (m_forcelist) | ||
2577 | { | ||
2578 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
2579 | if (IsPhysical) | ||
2580 | { | ||
2581 | Vector3 iforce = Vector3.Zero; | ||
2582 | int i = 0; | ||
2583 | try | ||
2584 | { | ||
2585 | for (i = 0; i < m_forcelist.Count; i++) | ||
2586 | { | ||
2587 | |||
2588 | iforce = iforce + (m_forcelist[i] * 100); | ||
2589 | } | ||
2590 | } | ||
2591 | catch (IndexOutOfRangeException) | ||
2592 | { | ||
2593 | m_forcelist = new List<Vector3>(); | ||
2594 | m_collisionscore = 0; | ||
2595 | m_interpenetrationcount = 0; | ||
2596 | m_taintforce = false; | ||
2597 | return; | ||
2598 | } | ||
2599 | catch (ArgumentOutOfRangeException) | ||
2600 | { | ||
2601 | m_forcelist = new List<Vector3>(); | ||
2602 | m_collisionscore = 0; | ||
2603 | m_interpenetrationcount = 0; | ||
2604 | m_taintforce = false; | ||
2605 | return; | ||
2606 | } | ||
2607 | d.BodyEnable(Body); | ||
2608 | |||
2609 | d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z); | ||
2610 | } | ||
2611 | m_forcelist.Clear(); | ||
2612 | } | ||
2613 | |||
2614 | m_collisionscore = 0; | ||
2615 | m_interpenetrationcount = 0; | ||
2616 | } | ||
2617 | |||
2618 | m_taintforce = false; | ||
2619 | |||
2620 | } | ||
2621 | |||
2622 | |||
2623 | |||
2624 | public void changeSetTorque(float timestamp) | ||
2625 | { | ||
2626 | if (!m_isSelected) | ||
2627 | { | ||
2628 | if (IsPhysical && Body != IntPtr.Zero) | ||
2629 | { | ||
2630 | d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); | ||
2631 | } | ||
2632 | } | ||
2633 | |||
2634 | m_taintTorque = Vector3.Zero; | ||
2635 | } | ||
2636 | |||
2637 | public void changeAddAngularForce(float timestamp) | ||
2638 | { | ||
2639 | if (!m_isSelected) | ||
2640 | { | ||
2641 | lock (m_angularforcelist) | ||
2642 | { | ||
2643 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
2644 | if (IsPhysical) | ||
2645 | { | ||
2646 | Vector3 iforce = Vector3.Zero; | ||
2647 | for (int i = 0; i < m_angularforcelist.Count; i++) | ||
2648 | { | ||
2649 | iforce = iforce + (m_angularforcelist[i] * 100); | ||
2650 | } | ||
2651 | d.BodyEnable(Body); | ||
2652 | d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z); | ||
2653 | |||
2654 | } | ||
2655 | m_angularforcelist.Clear(); | ||
2656 | } | ||
2657 | |||
2658 | m_collisionscore = 0; | ||
2659 | m_interpenetrationcount = 0; | ||
2660 | } | ||
2661 | |||
2662 | m_taintaddangularforce = false; | ||
2663 | } | ||
2664 | |||
2665 | private void changevelocity(float timestep) | ||
2666 | { | ||
2667 | if (!m_isSelected) | ||
2668 | { | ||
2669 | Thread.Sleep(20); | ||
2670 | if (IsPhysical) | ||
2671 | { | ||
2672 | if (Body != IntPtr.Zero) | ||
2673 | d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); | ||
2674 | } | ||
2675 | |||
2676 | //resetCollisionAccounting(); | ||
2677 | } | ||
2678 | m_taintVelocity = Vector3.Zero; | ||
2679 | } | ||
2680 | |||
2681 | public void UpdatePositionAndVelocity() | ||
2682 | { | ||
2683 | return; // moved to the Move () method | ||
2684 | } | ||
2685 | |||
2686 | public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj) | ||
2687 | { | ||
2688 | obj.I.M00 = pMat[0, 0]; | ||
2689 | obj.I.M01 = pMat[0, 1]; | ||
2690 | obj.I.M02 = pMat[0, 2]; | ||
2691 | obj.I.M10 = pMat[1, 0]; | ||
2692 | obj.I.M11 = pMat[1, 1]; | ||
2693 | obj.I.M12 = pMat[1, 2]; | ||
2694 | obj.I.M20 = pMat[2, 0]; | ||
2695 | obj.I.M21 = pMat[2, 1]; | ||
2696 | obj.I.M22 = pMat[2, 2]; | ||
2697 | return obj; | ||
2698 | } | ||
2699 | |||
2700 | public override void SubscribeEvents(int ms) | ||
2701 | { | ||
2702 | m_eventsubscription = ms; | ||
2703 | _parent_scene.addCollisionEventReporting(this); | ||
2704 | } | ||
2705 | |||
2706 | public override void UnSubscribeEvents() | ||
2707 | { | ||
2708 | _parent_scene.remCollisionEventReporting(this); | ||
2709 | m_eventsubscription = 0; | ||
2710 | } | ||
2711 | |||
2712 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||
2713 | { | ||
2714 | if (CollisionEventsThisFrame == null) | ||
2715 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
2716 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | ||
2717 | } | ||
2718 | |||
2719 | public void SendCollisions() | ||
2720 | { | ||
2721 | if (CollisionEventsThisFrame == null) | ||
2722 | return; | ||
2723 | |||
2724 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
2725 | |||
2726 | if (CollisionEventsThisFrame.m_objCollisionList.Count == 0) | ||
2727 | CollisionEventsThisFrame = null; | ||
2728 | else | ||
2729 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
2730 | } | ||
2731 | |||
2732 | public override bool SubscribedEvents() | ||
2733 | { | ||
2734 | if (m_eventsubscription > 0) | ||
2735 | return true; | ||
2736 | return false; | ||
2737 | } | ||
2738 | |||
2739 | public static Matrix4 Inverse(Matrix4 pMat) | ||
2740 | { | ||
2741 | if (determinant3x3(pMat) == 0) | ||
2742 | { | ||
2743 | return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible | ||
2744 | } | ||
2745 | |||
2746 | |||
2747 | |||
2748 | return (Adjoint(pMat) / determinant3x3(pMat)); | ||
2749 | } | ||
2750 | |||
2751 | public static Matrix4 Adjoint(Matrix4 pMat) | ||
2752 | { | ||
2753 | Matrix4 adjointMatrix = new Matrix4(); | ||
2754 | for (int i = 0; i < 4; i++) | ||
2755 | { | ||
2756 | for (int j = 0; j < 4; j++) | ||
2757 | { | ||
2758 | Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j))))); | ||
2759 | } | ||
2760 | } | ||
2761 | |||
2762 | adjointMatrix = Transpose(adjointMatrix); | ||
2763 | return adjointMatrix; | ||
2764 | } | ||
2765 | |||
2766 | public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol) | ||
2767 | { | ||
2768 | Matrix4 minor = new Matrix4(); | ||
2769 | int m = 0, n = 0; | ||
2770 | for (int i = 0; i < 4; i++) | ||
2771 | { | ||
2772 | if (i == iRow) | ||
2773 | continue; | ||
2774 | n = 0; | ||
2775 | for (int j = 0; j < 4; j++) | ||
2776 | { | ||
2777 | if (j == iCol) | ||
2778 | continue; | ||
2779 | Matrix4SetValue(ref minor, m, n, matrix[i, j]); | ||
2780 | n++; | ||
2781 | } | ||
2782 | m++; | ||
2783 | } | ||
2784 | return minor; | ||
2785 | } | ||
2786 | |||
2787 | public static Matrix4 Transpose(Matrix4 pMat) | ||
2788 | { | ||
2789 | Matrix4 transposeMatrix = new Matrix4(); | ||
2790 | for (int i = 0; i < 4; i++) | ||
2791 | for (int j = 0; j < 4; j++) | ||
2792 | Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]); | ||
2793 | return transposeMatrix; | ||
2794 | } | ||
2795 | |||
2796 | public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val) | ||
2797 | { | ||
2798 | switch (r) | ||
2799 | { | ||
2800 | case 0: | ||
2801 | switch (c) | ||
2802 | { | ||
2803 | case 0: | ||
2804 | pMat.M11 = val; | ||
2805 | break; | ||
2806 | case 1: | ||
2807 | pMat.M12 = val; | ||
2808 | break; | ||
2809 | case 2: | ||
2810 | pMat.M13 = val; | ||
2811 | break; | ||
2812 | case 3: | ||
2813 | pMat.M14 = val; | ||
2814 | break; | ||
2815 | } | ||
2816 | |||
2817 | break; | ||
2818 | case 1: | ||
2819 | switch (c) | ||
2820 | { | ||
2821 | case 0: | ||
2822 | pMat.M21 = val; | ||
2823 | break; | ||
2824 | case 1: | ||
2825 | pMat.M22 = val; | ||
2826 | break; | ||
2827 | case 2: | ||
2828 | pMat.M23 = val; | ||
2829 | break; | ||
2830 | case 3: | ||
2831 | pMat.M24 = val; | ||
2832 | break; | ||
2833 | } | ||
2834 | |||
2835 | break; | ||
2836 | case 2: | ||
2837 | switch (c) | ||
2838 | { | ||
2839 | case 0: | ||
2840 | pMat.M31 = val; | ||
2841 | break; | ||
2842 | case 1: | ||
2843 | pMat.M32 = val; | ||
2844 | break; | ||
2845 | case 2: | ||
2846 | pMat.M33 = val; | ||
2847 | break; | ||
2848 | case 3: | ||
2849 | pMat.M34 = val; | ||
2850 | break; | ||
2851 | } | ||
2852 | |||
2853 | break; | ||
2854 | case 3: | ||
2855 | switch (c) | ||
2856 | { | ||
2857 | case 0: | ||
2858 | pMat.M41 = val; | ||
2859 | break; | ||
2860 | case 1: | ||
2861 | pMat.M42 = val; | ||
2862 | break; | ||
2863 | case 2: | ||
2864 | pMat.M43 = val; | ||
2865 | break; | ||
2866 | case 3: | ||
2867 | pMat.M44 = val; | ||
2868 | break; | ||
2869 | } | ||
2870 | |||
2871 | break; | ||
2872 | } | ||
2873 | } | ||
2874 | private static float determinant3x3(Matrix4 pMat) | ||
2875 | { | ||
2876 | float det = 0; | ||
2877 | float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2]; | ||
2878 | float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0]; | ||
2879 | float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1]; | ||
2880 | float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2]; | ||
2881 | float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0]; | ||
2882 | float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1]; | ||
2883 | |||
2884 | det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6); | ||
2885 | return det; | ||
2886 | |||
2887 | } | ||
2888 | |||
2889 | private static void DMassCopy(ref d.Mass src, ref d.Mass dst) | ||
2890 | { | ||
2891 | dst.c.W = src.c.W; | ||
2892 | dst.c.X = src.c.X; | ||
2893 | dst.c.Y = src.c.Y; | ||
2894 | dst.c.Z = src.c.Z; | ||
2895 | dst.mass = src.mass; | ||
2896 | dst.I.M00 = src.I.M00; | ||
2897 | dst.I.M01 = src.I.M01; | ||
2898 | dst.I.M02 = src.I.M02; | ||
2899 | dst.I.M10 = src.I.M10; | ||
2900 | dst.I.M11 = src.I.M11; | ||
2901 | dst.I.M12 = src.I.M12; | ||
2902 | dst.I.M20 = src.I.M20; | ||
2903 | dst.I.M21 = src.I.M21; | ||
2904 | dst.I.M22 = src.I.M22; | ||
2905 | } | ||
2906 | |||
2907 | public override void SetMaterial(int pMaterial) | ||
2908 | { | ||
2909 | m_material = pMaterial; | ||
2910 | } | ||
2911 | |||
2912 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | ||
2913 | { | ||
2914 | switch (pParam) | ||
2915 | { | ||
2916 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | ||
2917 | if (pValue < 0.01f) pValue = 0.01f; | ||
2918 | // m_angularDeflectionEfficiency = pValue; | ||
2919 | break; | ||
2920 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | ||
2921 | if (pValue < 0.1f) pValue = 0.1f; | ||
2922 | // m_angularDeflectionTimescale = pValue; | ||
2923 | break; | ||
2924 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | ||
2925 | if (pValue < 0.3f) pValue = 0.3f; | ||
2926 | m_angularMotorDecayTimescale = pValue; | ||
2927 | break; | ||
2928 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | ||
2929 | if (pValue < 0.3f) pValue = 0.3f; | ||
2930 | m_angularMotorTimescale = pValue; | ||
2931 | break; | ||
2932 | case Vehicle.BANKING_EFFICIENCY: | ||
2933 | if (pValue < 0.01f) pValue = 0.01f; | ||
2934 | // m_bankingEfficiency = pValue; | ||
2935 | break; | ||
2936 | case Vehicle.BANKING_MIX: | ||
2937 | if (pValue < 0.01f) pValue = 0.01f; | ||
2938 | // m_bankingMix = pValue; | ||
2939 | break; | ||
2940 | case Vehicle.BANKING_TIMESCALE: | ||
2941 | if (pValue < 0.01f) pValue = 0.01f; | ||
2942 | // m_bankingTimescale = pValue; | ||
2943 | break; | ||
2944 | case Vehicle.BUOYANCY: | ||
2945 | if (pValue < -1f) pValue = -1f; | ||
2946 | if (pValue > 1f) pValue = 1f; | ||
2947 | m_VehicleBuoyancy = pValue; | ||
2948 | break; | ||
2949 | // case Vehicle.HOVER_EFFICIENCY: | ||
2950 | // if (pValue < 0f) pValue = 0f; | ||
2951 | // if (pValue > 1f) pValue = 1f; | ||
2952 | // m_VhoverEfficiency = pValue; | ||
2953 | // break; | ||
2954 | case Vehicle.HOVER_HEIGHT: | ||
2955 | m_VhoverHeight = pValue; | ||
2956 | break; | ||
2957 | case Vehicle.HOVER_TIMESCALE: | ||
2958 | if (pValue < 0.1f) pValue = 0.1f; | ||
2959 | m_VhoverTimescale = pValue; | ||
2960 | break; | ||
2961 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | ||
2962 | if (pValue < 0.01f) pValue = 0.01f; | ||
2963 | // m_linearDeflectionEfficiency = pValue; | ||
2964 | break; | ||
2965 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | ||
2966 | if (pValue < 0.01f) pValue = 0.01f; | ||
2967 | // m_linearDeflectionTimescale = pValue; | ||
2968 | break; | ||
2969 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | ||
2970 | if (pValue < 0.3f) pValue = 0.3f; | ||
2971 | m_linearMotorDecayTimescale = pValue; | ||
2972 | break; | ||
2973 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | ||
2974 | if (pValue < 0.1f) pValue = 0.1f; | ||
2975 | m_linearMotorTimescale = pValue; | ||
2976 | break; | ||
2977 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | ||
2978 | if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable | ||
2979 | if (pValue > 1.0f) pValue = 1.0f; | ||
2980 | m_verticalAttractionEfficiency = pValue; | ||
2981 | break; | ||
2982 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | ||
2983 | if (pValue < 0.1f) pValue = 0.1f; | ||
2984 | m_verticalAttractionTimescale = pValue; | ||
2985 | break; | ||
2986 | |||
2987 | // These are vector properties but the engine lets you use a single float value to | ||
2988 | // set all of the components to the same value | ||
2989 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
2990 | if (pValue > 30f) pValue = 30f; | ||
2991 | if (pValue < 0.1f) pValue = 0.1f; | ||
2992 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
2993 | break; | ||
2994 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
2995 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | ||
2996 | UpdateAngDecay(); | ||
2997 | break; | ||
2998 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
2999 | if (pValue < 0.1f) pValue = 0.1f; | ||
3000 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
3001 | break; | ||
3002 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
3003 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | ||
3004 | UpdateLinDecay(); | ||
3005 | break; | ||
3006 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
3007 | // m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | ||
3008 | break; | ||
3009 | |||
3010 | } | ||
3011 | |||
3012 | }//end ProcessFloatVehicleParam | ||
3013 | |||
3014 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) | ||
3015 | { | ||
3016 | switch (pParam) | ||
3017 | { | ||
3018 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
3019 | if (pValue.X > 30f) pValue.X = 30f; | ||
3020 | if (pValue.X < 0.1f) pValue.X = 0.1f; | ||
3021 | if (pValue.Y > 30f) pValue.Y = 30f; | ||
3022 | if (pValue.Y < 0.1f) pValue.Y = 0.1f; | ||
3023 | if (pValue.Z > 30f) pValue.Z = 30f; | ||
3024 | if (pValue.Z < 0.1f) pValue.Z = 0.1f; | ||
3025 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
3026 | break; | ||
3027 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
3028 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
3029 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | ||
3030 | if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f; | ||
3031 | if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f; | ||
3032 | if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f; | ||
3033 | if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f; | ||
3034 | if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f; | ||
3035 | if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f; | ||
3036 | UpdateAngDecay(); | ||
3037 | break; | ||
3038 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
3039 | if (pValue.X < 0.1f) pValue.X = 0.1f; | ||
3040 | if (pValue.Y < 0.1f) pValue.Y = 0.1f; | ||
3041 | if (pValue.Z < 0.1f) pValue.Z = 0.1f; | ||
3042 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
3043 | break; | ||
3044 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
3045 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting | ||
3046 | UpdateLinDecay(); | ||
3047 | break; | ||
3048 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
3049 | // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
3050 | break; | ||
3051 | } | ||
3052 | |||
3053 | }//end ProcessVectorVehicleParam | ||
3054 | |||
3055 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | ||
3056 | { | ||
3057 | switch (pParam) | ||
3058 | { | ||
3059 | case Vehicle.REFERENCE_FRAME: | ||
3060 | // m_referenceFrame = pValue; | ||
3061 | break; | ||
3062 | } | ||
3063 | |||
3064 | }//end ProcessRotationVehicleParam | ||
3065 | |||
3066 | internal void ProcessVehicleFlags(int pParam, bool remove) | ||
3067 | { | ||
3068 | if (remove) | ||
3069 | { | ||
3070 | m_flags &= ~((VehicleFlag)pParam); | ||
3071 | } | ||
3072 | else | ||
3073 | { | ||
3074 | m_flags |= (VehicleFlag)pParam; | ||
3075 | } | ||
3076 | } | ||
3077 | |||
3078 | internal void ProcessTypeChange(Vehicle pType) | ||
3079 | { | ||
3080 | // Set Defaults For Type | ||
3081 | m_type = pType; | ||
3082 | switch (pType) | ||
3083 | { | ||
3084 | case Vehicle.TYPE_SLED: | ||
3085 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
3086 | m_angularFrictionTimescale = new Vector3(30, 30, 30); | ||
3087 | // m_lLinMotorVel = Vector3.Zero; | ||
3088 | m_linearMotorTimescale = 1000; | ||
3089 | m_linearMotorDecayTimescale = 120; | ||
3090 | m_angularMotorDirection = Vector3.Zero; | ||
3091 | m_angularMotorDVel = Vector3.Zero; | ||
3092 | m_angularMotorTimescale = 1000; | ||
3093 | m_angularMotorDecayTimescale = 120; | ||
3094 | m_VhoverHeight = 0; | ||
3095 | // m_VhoverEfficiency = 1; | ||
3096 | m_VhoverTimescale = 10; | ||
3097 | m_VehicleBuoyancy = 0; | ||
3098 | // m_linearDeflectionEfficiency = 1; | ||
3099 | // m_linearDeflectionTimescale = 1; | ||
3100 | // m_angularDeflectionEfficiency = 1; | ||
3101 | // m_angularDeflectionTimescale = 1000; | ||
3102 | // m_bankingEfficiency = 0; | ||
3103 | // m_bankingMix = 1; | ||
3104 | // m_bankingTimescale = 10; | ||
3105 | // m_referenceFrame = Quaternion.Identity; | ||
3106 | m_flags &= | ||
3107 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
3108 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | ||
3109 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
3110 | break; | ||
3111 | case Vehicle.TYPE_CAR: | ||
3112 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
3113 | m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30. | ||
3114 | // m_lLinMotorVel = Vector3.Zero; | ||
3115 | m_linearMotorTimescale = 1; | ||
3116 | m_linearMotorDecayTimescale = 60; | ||
3117 | m_angularMotorDirection = Vector3.Zero; | ||
3118 | m_angularMotorDVel = Vector3.Zero; | ||
3119 | m_angularMotorTimescale = 1; | ||
3120 | m_angularMotorDecayTimescale = 0.8f; | ||
3121 | m_VhoverHeight = 0; | ||
3122 | // m_VhoverEfficiency = 0; | ||
3123 | m_VhoverTimescale = 1000; | ||
3124 | m_VehicleBuoyancy = 0; | ||
3125 | // // m_linearDeflectionEfficiency = 1; | ||
3126 | // // m_linearDeflectionTimescale = 2; | ||
3127 | // // m_angularDeflectionEfficiency = 0; | ||
3128 | // m_angularDeflectionTimescale = 10; | ||
3129 | m_verticalAttractionEfficiency = 1f; | ||
3130 | m_verticalAttractionTimescale = 10f; | ||
3131 | // m_bankingEfficiency = -0.2f; | ||
3132 | // m_bankingMix = 1; | ||
3133 | // m_bankingTimescale = 1; | ||
3134 | // m_referenceFrame = Quaternion.Identity; | ||
3135 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
3136 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY | | ||
3137 | VehicleFlag.LIMIT_MOTOR_UP); | ||
3138 | break; | ||
3139 | case Vehicle.TYPE_BOAT: | ||
3140 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
3141 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
3142 | // m_lLinMotorVel = Vector3.Zero; | ||
3143 | m_linearMotorTimescale = 5; | ||
3144 | m_linearMotorDecayTimescale = 60; | ||
3145 | m_angularMotorDirection = Vector3.Zero; | ||
3146 | m_angularMotorDVel = Vector3.Zero; | ||
3147 | m_angularMotorTimescale = 4; | ||
3148 | m_angularMotorDecayTimescale = 4; | ||
3149 | m_VhoverHeight = 0; | ||
3150 | // m_VhoverEfficiency = 0.5f; | ||
3151 | m_VhoverTimescale = 2; | ||
3152 | m_VehicleBuoyancy = 1; | ||
3153 | // m_linearDeflectionEfficiency = 0.5f; | ||
3154 | // m_linearDeflectionTimescale = 3; | ||
3155 | // m_angularDeflectionEfficiency = 0.5f; | ||
3156 | // m_angularDeflectionTimescale = 5; | ||
3157 | m_verticalAttractionEfficiency = 0.5f; | ||
3158 | m_verticalAttractionTimescale = 5f; | ||
3159 | // m_bankingEfficiency = -0.3f; | ||
3160 | // m_bankingMix = 0.8f; | ||
3161 | // m_bankingTimescale = 1; | ||
3162 | // m_referenceFrame = Quaternion.Identity; | ||
3163 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY | | ||
3164 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | ||
3165 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | | ||
3166 | VehicleFlag.LIMIT_MOTOR_UP); | ||
3167 | break; | ||
3168 | case Vehicle.TYPE_AIRPLANE: | ||
3169 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
3170 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
3171 | // m_lLinMotorVel = Vector3.Zero; | ||
3172 | m_linearMotorTimescale = 2; | ||
3173 | m_linearMotorDecayTimescale = 60; | ||
3174 | m_angularMotorDirection = Vector3.Zero; | ||
3175 | m_angularMotorDVel = Vector3.Zero; | ||
3176 | m_angularMotorTimescale = 4; | ||
3177 | m_angularMotorDecayTimescale = 4; | ||
3178 | m_VhoverHeight = 0; | ||
3179 | // m_VhoverEfficiency = 0.5f; | ||
3180 | m_VhoverTimescale = 1000; | ||
3181 | m_VehicleBuoyancy = 0; | ||
3182 | // m_linearDeflectionEfficiency = 0.5f; | ||
3183 | // m_linearDeflectionTimescale = 3; | ||
3184 | // m_angularDeflectionEfficiency = 1; | ||
3185 | // m_angularDeflectionTimescale = 2; | ||
3186 | m_verticalAttractionEfficiency = 0.9f; | ||
3187 | m_verticalAttractionTimescale = 2f; | ||
3188 | // m_bankingEfficiency = 1; | ||
3189 | // m_bankingMix = 0.7f; | ||
3190 | // m_bankingTimescale = 2; | ||
3191 | // m_referenceFrame = Quaternion.Identity; | ||
3192 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
3193 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
3194 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | ||
3195 | break; | ||
3196 | case Vehicle.TYPE_BALLOON: | ||
3197 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
3198 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
3199 | m_linearMotorTimescale = 5; | ||
3200 | m_linearMotorDecayTimescale = 60; | ||
3201 | m_angularMotorDirection = Vector3.Zero; | ||
3202 | m_angularMotorDVel = Vector3.Zero; | ||
3203 | m_angularMotorTimescale = 6; | ||
3204 | m_angularMotorDecayTimescale = 10; | ||
3205 | m_VhoverHeight = 5; | ||
3206 | // m_VhoverEfficiency = 0.8f; | ||
3207 | m_VhoverTimescale = 10; | ||
3208 | m_VehicleBuoyancy = 1; | ||
3209 | // m_linearDeflectionEfficiency = 0; | ||
3210 | // m_linearDeflectionTimescale = 5; | ||
3211 | // m_angularDeflectionEfficiency = 0; | ||
3212 | // m_angularDeflectionTimescale = 5; | ||
3213 | m_verticalAttractionEfficiency = 1f; | ||
3214 | m_verticalAttractionTimescale = 100f; | ||
3215 | // m_bankingEfficiency = 0; | ||
3216 | // m_bankingMix = 0.7f; | ||
3217 | // m_bankingTimescale = 5; | ||
3218 | // m_referenceFrame = Quaternion.Identity; | ||
3219 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
3220 | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
3221 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
3222 | break; | ||
3223 | |||
3224 | } | ||
3225 | }//end SetDefaultsForType | ||
3226 | |||
3227 | internal void Enable(IntPtr pBody, OdeScene pParentScene) | ||
3228 | { | ||
3229 | if (m_type == Vehicle.TYPE_NONE) | ||
3230 | return; | ||
3231 | |||
3232 | m_body = pBody; | ||
3233 | } | ||
3234 | |||
3235 | |||
3236 | internal void Halt() | ||
3237 | { // Kill all motions, when non-physical | ||
3238 | // m_linearMotorDirection = Vector3.Zero; | ||
3239 | m_lLinMotorDVel = Vector3.Zero; | ||
3240 | m_lLinObjectVel = Vector3.Zero; | ||
3241 | m_wLinObjectVel = Vector3.Zero; | ||
3242 | m_angularMotorDirection = Vector3.Zero; | ||
3243 | m_lastAngularVelocity = Vector3.Zero; | ||
3244 | m_angularMotorDVel = Vector3.Zero; | ||
3245 | _acceleration = Vector3.Zero; | ||
3246 | } | ||
3247 | |||
3248 | private void UpdateLinDecay() | ||
3249 | { | ||
3250 | m_lLinMotorDVel.X = m_linearMotorDirection.X; | ||
3251 | m_lLinMotorDVel.Y = m_linearMotorDirection.Y; | ||
3252 | m_lLinMotorDVel.Z = m_linearMotorDirection.Z; | ||
3253 | } // else let the motor decay on its own | ||
3254 | |||
3255 | private void UpdateAngDecay() | ||
3256 | { | ||
3257 | m_angularMotorDVel.X = m_angularMotorDirection.X; | ||
3258 | m_angularMotorDVel.Y = m_angularMotorDirection.Y; | ||
3259 | m_angularMotorDVel.Z = m_angularMotorDirection.Z; | ||
3260 | } // else let the motor decay on its own | ||
3261 | |||
3262 | public void Move(float timestep) | ||
3263 | { | ||
3264 | float fx = 0; | ||
3265 | float fy = 0; | ||
3266 | float fz = 0; | ||
3267 | Vector3 linvel; // velocity applied, including any reversal | ||
3268 | |||
3269 | // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders. | ||
3270 | // This is a temp patch until proper region crossing is developed. | ||
3271 | |||
3272 | |||
3273 | if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims. | ||
3274 | { | ||
3275 | // Old public void UpdatePositionAndVelocity(), more accuratley calculated here | ||
3276 | bool lastZeroFlag = _zeroFlag; // was it stopped | ||
3277 | |||
3278 | d.Vector3 vec = d.BodyGetPosition(Body); | ||
3279 | Vector3 l_position = Vector3.Zero; | ||
3280 | l_position.X = vec.X; | ||
3281 | l_position.Y = vec.Y; | ||
3282 | l_position.Z = vec.Z; | ||
3283 | m_lastposition = _position; | ||
3284 | _position = l_position; | ||
3285 | |||
3286 | d.Quaternion ori = d.BodyGetQuaternion(Body); | ||
3287 | // Quaternion l_orientation = Quaternion.Identity; | ||
3288 | _orientation.X = ori.X; | ||
3289 | _orientation.Y = ori.Y; | ||
3290 | _orientation.Z = ori.Z; | ||
3291 | _orientation.W = ori.W; | ||
3292 | m_lastorientation = _orientation; | ||
3293 | |||
3294 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3295 | m_lastVelocity = _velocity; | ||
3296 | _velocity.X = vel.X; | ||
3297 | _velocity.Y = vel.Y; | ||
3298 | _velocity.Z = vel.Z; | ||
3299 | _acceleration = ((_velocity - m_lastVelocity) / timestep); | ||
3300 | |||
3301 | d.Vector3 torque = d.BodyGetTorque(Body); | ||
3302 | _torque = new Vector3(torque.X, torque.Y, torque.Z); | ||
3303 | |||
3304 | |||
3305 | if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X | ||
3306 | || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y | ||
3307 | ) | ||
3308 | { | ||
3309 | // we are outside current region | ||
3310 | // clip position to a stop just outside region and stop it only internally | ||
3311 | // do it only once using m_crossingfailures as control | ||
3312 | _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f); | ||
3313 | _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f); | ||
3314 | _position.Z = Util.Clip(l_position.Z, -100f, 50000f); | ||
3315 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
3316 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
3317 | m_outofBounds = true; | ||
3318 | base.RequestPhysicsterseUpdate(); | ||
3319 | return; | ||
3320 | } | ||
3321 | |||
3322 | base.RequestPhysicsterseUpdate(); | ||
3323 | |||
3324 | if (l_position.Z < 0) | ||
3325 | { | ||
3326 | // This is so prim that get lost underground don't fall forever and suck up | ||
3327 | // | ||
3328 | // Sim resources and memory. | ||
3329 | // Disables the prim's movement physics.... | ||
3330 | // It's a hack and will generate a console message if it fails. | ||
3331 | |||
3332 | //IsPhysical = false; | ||
3333 | if (_parent == null) base.RaiseOutOfBounds(_position); | ||
3334 | |||
3335 | |||
3336 | _acceleration.X = 0; // This stuff may stop client display but it has no | ||
3337 | _acceleration.Y = 0; // effect on the object in phys engine! | ||
3338 | _acceleration.Z = 0; | ||
3339 | |||
3340 | _velocity.X = 0; | ||
3341 | _velocity.Y = 0; | ||
3342 | _velocity.Z = 0; | ||
3343 | m_lastVelocity = Vector3.Zero; | ||
3344 | m_rotationalVelocity.X = 0; | ||
3345 | m_rotationalVelocity.Y = 0; | ||
3346 | m_rotationalVelocity.Z = 0; | ||
3347 | |||
3348 | if (_parent == null) base.RequestPhysicsterseUpdate(); | ||
3349 | |||
3350 | m_throttleUpdates = false; | ||
3351 | throttleCounter = 0; | ||
3352 | _zeroFlag = true; | ||
3353 | //outofBounds = true; | ||
3354 | } // end neg Z check | ||
3355 | |||
3356 | // Is it moving? | ||
3357 | /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | ||
3358 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | ||
3359 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */ | ||
3360 | if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly | ||
3361 | (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating | ||
3362 | (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly | ||
3363 | { | ||
3364 | _zeroFlag = true; | ||
3365 | m_throttleUpdates = false; | ||
3366 | } | ||
3367 | else | ||
3368 | { | ||
3369 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
3370 | _zeroFlag = false; | ||
3371 | m_lastUpdateSent = false; | ||
3372 | //m_throttleUpdates = false; | ||
3373 | } | ||
3374 | |||
3375 | if (_zeroFlag) | ||
3376 | { // Its stopped | ||
3377 | _velocity.X = 0.0f; | ||
3378 | _velocity.Y = 0.0f; | ||
3379 | // _velocity.Z = 0.0f; | ||
3380 | |||
3381 | _acceleration.X = 0; | ||
3382 | _acceleration.Y = 0; | ||
3383 | // _acceleration.Z = 0; | ||
3384 | |||
3385 | m_rotationalVelocity.X = 0; | ||
3386 | m_rotationalVelocity.Y = 0; | ||
3387 | m_rotationalVelocity.Z = 0; | ||
3388 | // Stop it in the phys engine | ||
3389 | d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z); | ||
3390 | d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); | ||
3391 | d.BodySetForce(Body, 0f, 0f, 0f); | ||
3392 | |||
3393 | if (!m_lastUpdateSent) | ||
3394 | { | ||
3395 | m_throttleUpdates = false; | ||
3396 | throttleCounter = 0; | ||
3397 | if (_parent == null) | ||
3398 | { | ||
3399 | base.RequestPhysicsterseUpdate(); | ||
3400 | } | ||
3401 | |||
3402 | m_lastUpdateSent = true; | ||
3403 | } | ||
3404 | } | ||
3405 | else | ||
3406 | { // Its moving | ||
3407 | if (lastZeroFlag != _zeroFlag) | ||
3408 | { | ||
3409 | if (_parent == null) | ||
3410 | { | ||
3411 | base.RequestPhysicsterseUpdate(); | ||
3412 | } | ||
3413 | } | ||
3414 | m_lastUpdateSent = false; | ||
3415 | if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | ||
3416 | { | ||
3417 | if (_parent == null) | ||
3418 | { | ||
3419 | base.RequestPhysicsterseUpdate(); | ||
3420 | } | ||
3421 | } | ||
3422 | else | ||
3423 | { | ||
3424 | throttleCounter++; | ||
3425 | } | ||
3426 | } | ||
3427 | m_lastposition = l_position; | ||
3428 | |||
3429 | /// End UpdatePositionAndVelocity insert | ||
3430 | |||
3431 | |||
3432 | // Rotation lock ===================================== | ||
3433 | if (m_rotateEnableUpdate) | ||
3434 | { | ||
3435 | // Snapshot current angles, set up Amotor(s) | ||
3436 | m_rotateEnableUpdate = false; | ||
3437 | m_rotateEnable = m_rotateEnableRequest; | ||
3438 | //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable); | ||
3439 | |||
3440 | if (Amotor != IntPtr.Zero) | ||
3441 | { | ||
3442 | d.JointDestroy(Amotor); | ||
3443 | Amotor = IntPtr.Zero; | ||
3444 | //Console.WriteLine("Old Amotor Destroyed"); | ||
3445 | } | ||
3446 | |||
3447 | if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f)) | ||
3448 | { // not all are enabled | ||
3449 | d.Quaternion r = d.BodyGetQuaternion(Body); | ||
3450 | Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W); | ||
3451 | // extract the axes vectors | ||
3452 | Vector3 vX = new Vector3(1f, 0f, 0f); | ||
3453 | Vector3 vY = new Vector3(0f, 1f, 0f); | ||
3454 | Vector3 vZ = new Vector3(0f, 0f, 1f); | ||
3455 | vX = vX * locrot; | ||
3456 | vY = vY * locrot; | ||
3457 | vZ = vZ * locrot; | ||
3458 | // snapshot the current angle vectors | ||
3459 | m_lockX = vX; | ||
3460 | m_lockY = vY; | ||
3461 | m_lockZ = vZ; | ||
3462 | // m_lockRot = locrot; | ||
3463 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
3464 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
3465 | d.JointSetAMotorMode(Amotor, 0); // User mode?? | ||
3466 | //Console.WriteLine("New Amotor Created for {0}", m_primName); | ||
3467 | |||
3468 | float axisnum = 3; // how many to lock | ||
3469 | axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z)); | ||
3470 | d.JointSetAMotorNumAxes(Amotor, (int)axisnum); | ||
3471 | //Console.WriteLine("AxisNum={0}",(int)axisnum); | ||
3472 | |||
3473 | int i = 0; | ||
3474 | |||
3475 | if (m_rotateEnable.X == 0) | ||
3476 | { | ||
3477 | d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z); | ||
3478 | //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX); | ||
3479 | i++; | ||
3480 | } | ||
3481 | |||
3482 | if (m_rotateEnable.Y == 0) | ||
3483 | { | ||
3484 | d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z); | ||
3485 | //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY); | ||
3486 | i++; | ||
3487 | } | ||
3488 | |||
3489 | if (m_rotateEnable.Z == 0) | ||
3490 | { | ||
3491 | d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z); | ||
3492 | //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); | ||
3493 | i++; | ||
3494 | } | ||
3495 | |||
3496 | // These lowstops and high stops are effectively (no wiggle room) | ||
3497 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f); | ||
3498 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f); | ||
3499 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f); | ||
3500 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f); | ||
3501 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); | ||
3502 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f); | ||
3503 | d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f); | ||
3504 | d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f); | ||
3505 | d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f); | ||
3506 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); | ||
3507 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f); | ||
3508 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f); | ||
3509 | } // else none are locked | ||
3510 | } // end Rotation Update | ||
3511 | |||
3512 | |||
3513 | // VEHICLE processing ========================================== | ||
3514 | if (m_type != Vehicle.TYPE_NONE) | ||
3515 | { | ||
3516 | // get body attitude | ||
3517 | d.Quaternion rot = d.BodyGetQuaternion(Body); | ||
3518 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object | ||
3519 | Quaternion irotq = Quaternion.Inverse(rotq); | ||
3520 | |||
3521 | // VEHICLE Linear Motion | ||
3522 | d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame | ||
3523 | Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z); | ||
3524 | m_lLinObjectVel = vel_now * irotq; | ||
3525 | if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate | ||
3526 | { | ||
3527 | if (Vector3.Mag(m_lLinMotorDVel) < 1.0f) | ||
3528 | { | ||
3529 | float decayfactor = m_linearMotorDecayTimescale / timestep; | ||
3530 | Vector3 decayAmount = (m_lLinMotorDVel / decayfactor); | ||
3531 | m_lLinMotorDVel -= decayAmount; | ||
3532 | } | ||
3533 | else | ||
3534 | { | ||
3535 | float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale))); | ||
3536 | Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep; | ||
3537 | m_lLinMotorDVel -= decel; | ||
3538 | } | ||
3539 | if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) | ||
3540 | { | ||
3541 | m_lLinMotorDVel = Vector3.Zero; | ||
3542 | } | ||
3543 | |||
3544 | /* else | ||
3545 | { | ||
3546 | if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X; | ||
3547 | if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y; | ||
3548 | if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z; | ||
3549 | } */ | ||
3550 | } // end linear motor decay | ||
3551 | |||
3552 | if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f))) | ||
3553 | { | ||
3554 | if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); | ||
3555 | if (m_linearMotorTimescale < 300.0f) | ||
3556 | { | ||
3557 | Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel; | ||
3558 | float linfactor = m_linearMotorTimescale / timestep; | ||
3559 | Vector3 attackAmount = (attack_error / linfactor) * 1.3f; | ||
3560 | m_lLinObjectVel += attackAmount; | ||
3561 | } | ||
3562 | if (m_linearFrictionTimescale.X < 300.0f) | ||
3563 | { | ||
3564 | float fricfactor = m_linearFrictionTimescale.X / timestep; | ||
3565 | float fricX = m_lLinObjectVel.X / fricfactor; | ||
3566 | m_lLinObjectVel.X -= fricX; | ||
3567 | } | ||
3568 | if (m_linearFrictionTimescale.Y < 300.0f) | ||
3569 | { | ||
3570 | float fricfactor = m_linearFrictionTimescale.Y / timestep; | ||
3571 | float fricY = m_lLinObjectVel.Y / fricfactor; | ||
3572 | m_lLinObjectVel.Y -= fricY; | ||
3573 | } | ||
3574 | if (m_linearFrictionTimescale.Z < 300.0f) | ||
3575 | { | ||
3576 | float fricfactor = m_linearFrictionTimescale.Z / timestep; | ||
3577 | float fricZ = m_lLinObjectVel.Z / fricfactor; | ||
3578 | m_lLinObjectVel.Z -= fricZ; | ||
3579 | } | ||
3580 | } | ||
3581 | m_wLinObjectVel = m_lLinObjectVel * rotq; | ||
3582 | |||
3583 | // Gravity and Buoyancy | ||
3584 | Vector3 grav = Vector3.Zero; | ||
3585 | if (m_VehicleBuoyancy < 1.0f) | ||
3586 | { | ||
3587 | // There is some gravity, make a gravity force vector | ||
3588 | // that is applied after object velocity. | ||
3589 | d.Mass objMass; | ||
3590 | d.BodyGetMass(Body, out objMass); | ||
3591 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | ||
3592 | grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force | ||
3593 | } // else its 1.0, no gravity. | ||
3594 | |||
3595 | // Hovering | ||
3596 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | ||
3597 | { | ||
3598 | // We should hover, get the target height | ||
3599 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
3600 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY) | ||
3601 | { | ||
3602 | m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight; | ||
3603 | } | ||
3604 | else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY) | ||
3605 | { | ||
3606 | m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | ||
3607 | } | ||
3608 | else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT) | ||
3609 | { | ||
3610 | m_VhoverTargetHeight = m_VhoverHeight; | ||
3611 | } | ||
3612 | |||
3613 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY) | ||
3614 | { | ||
3615 | // If body is aready heigher, use its height as target height | ||
3616 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; | ||
3617 | } | ||
3618 | |||
3619 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | ||
3620 | // m_VhoverTimescale = 0f; // time to acheive height | ||
3621 | // timestep is time since last frame,in secs | ||
3622 | float herr0 = pos.Z - m_VhoverTargetHeight; | ||
3623 | // Replace Vertical speed with correction figure if significant | ||
3624 | if (Math.Abs(herr0) > 0.01f) | ||
3625 | { | ||
3626 | //? d.Mass objMass; | ||
3627 | //? d.BodyGetMass(Body, out objMass); | ||
3628 | m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale); | ||
3629 | //KF: m_VhoverEfficiency is not yet implemented | ||
3630 | } | ||
3631 | else | ||
3632 | { | ||
3633 | m_wLinObjectVel.Z = 0f; | ||
3634 | } | ||
3635 | } | ||
3636 | else | ||
3637 | { // not hovering | ||
3638 | if (m_wLinObjectVel.Z == 0f) | ||
3639 | { // Gravity rules | ||
3640 | m_wLinObjectVel.Z = vel_now.Z; | ||
3641 | } // else the motor has it | ||
3642 | } | ||
3643 | linvel = m_wLinObjectVel; | ||
3644 | |||
3645 | // Vehicle Linear Motion done ======================================= | ||
3646 | // Apply velocity | ||
3647 | d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z); | ||
3648 | // apply gravity force | ||
3649 | d.BodyAddForce(Body, grav.X, grav.Y, grav.Z); | ||
3650 | //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav); | ||
3651 | // end MoveLinear() | ||
3652 | |||
3653 | |||
3654 | // MoveAngular | ||
3655 | /* | ||
3656 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | ||
3657 | |||
3658 | private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL | ||
3659 | private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL | ||
3660 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL | ||
3661 | |||
3662 | private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor | ||
3663 | private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body | ||
3664 | */ | ||
3665 | //if(frcount == 0) Console.WriteLine("MoveAngular "); | ||
3666 | |||
3667 | d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body); | ||
3668 | Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z); | ||
3669 | angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation | ||
3670 | |||
3671 | //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel); | ||
3672 | |||
3673 | // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack. | ||
3674 | float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep); | ||
3675 | m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor; | ||
3676 | // Decay Angular Motor 2. | ||
3677 | if (m_angularMotorDecayTimescale < 300.0f) | ||
3678 | { | ||
3679 | if (Vector3.Mag(m_angularMotorDVel) < 1.0f) | ||
3680 | { | ||
3681 | float decayfactor = (m_angularMotorDecayTimescale) / timestep; | ||
3682 | Vector3 decayAmount = (m_angularMotorDVel / decayfactor); | ||
3683 | m_angularMotorDVel -= decayAmount; | ||
3684 | } | ||
3685 | else | ||
3686 | { | ||
3687 | Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale; | ||
3688 | m_angularMotorDVel -= decel; | ||
3689 | } | ||
3690 | |||
3691 | if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) | ||
3692 | { | ||
3693 | m_angularMotorDVel = Vector3.Zero; | ||
3694 | } | ||
3695 | else | ||
3696 | { | ||
3697 | if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X; | ||
3698 | if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y; | ||
3699 | if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z; | ||
3700 | } | ||
3701 | } // end decay angular motor | ||
3702 | //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel); | ||
3703 | |||
3704 | //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel); | ||
3705 | |||
3706 | if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f))) | ||
3707 | { // if motor or object have motion | ||
3708 | if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); | ||
3709 | |||
3710 | if (m_angularMotorTimescale < 300.0f) | ||
3711 | { | ||
3712 | Vector3 attack_error = m_angularMotorDVel - angObjectVel; | ||
3713 | float angfactor = m_angularMotorTimescale / timestep; | ||
3714 | Vector3 attackAmount = (attack_error / angfactor); | ||
3715 | angObjectVel += attackAmount; | ||
3716 | //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount); | ||
3717 | //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel); | ||
3718 | } | ||
3719 | |||
3720 | angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep); | ||
3721 | angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep); | ||
3722 | angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep); | ||
3723 | } // else no signif. motion | ||
3724 | |||
3725 | //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel); | ||
3726 | // Bank section tba | ||
3727 | // Deflection section tba | ||
3728 | //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel); | ||
3729 | |||
3730 | |||
3731 | /* // Rotation Axis Disables: | ||
3732 | if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f)) | ||
3733 | { | ||
3734 | if (m_angularEnable.X == 0) | ||
3735 | angObjectVel.X = 0f; | ||
3736 | if (m_angularEnable.Y == 0) | ||
3737 | angObjectVel.Y = 0f; | ||
3738 | if (m_angularEnable.Z == 0) | ||
3739 | angObjectVel.Z = 0f; | ||
3740 | } | ||
3741 | */ | ||
3742 | angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation | ||
3743 | |||
3744 | // Vertical attractor section | ||
3745 | Vector3 vertattr = Vector3.Zero; | ||
3746 | |||
3747 | if (m_verticalAttractionTimescale < 300) | ||
3748 | { | ||
3749 | float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep); | ||
3750 | // make a vector pointing up | ||
3751 | Vector3 verterr = Vector3.Zero; | ||
3752 | verterr.Z = 1.0f; | ||
3753 | // rotate it to Body Angle | ||
3754 | verterr = verterr * rotq; | ||
3755 | // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1. | ||
3756 | // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go | ||
3757 | // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body. | ||
3758 | |||
3759 | if (verterr.Z < 0.0f) | ||
3760 | { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to | ||
3761 | // vertical, BUT for some reason a z-rotation is imparted to the object. TBI. | ||
3762 | //Console.WriteLine("InvertFlip"); | ||
3763 | verterr.X = 2.0f - verterr.X; | ||
3764 | verterr.Y = 2.0f - verterr.Y; | ||
3765 | } | ||
3766 | verterr *= 0.5f; | ||
3767 | // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt) | ||
3768 | Vector3 xyav = angObjectVel; | ||
3769 | xyav.Z = 0.0f; | ||
3770 | if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f)) | ||
3771 | { | ||
3772 | // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so | ||
3773 | // Change Body angular velocity X based on Y, and Y based on X. Z is not changed. | ||
3774 | vertattr.X = verterr.Y; | ||
3775 | vertattr.Y = -verterr.X; | ||
3776 | vertattr.Z = 0f; | ||
3777 | //if(frcount == 0) Console.WriteLine("VAerr=" + verterr); | ||
3778 | |||
3779 | // scaling appears better usingsquare-law | ||
3780 | float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency; | ||
3781 | float bounce = 1.0f - damped; | ||
3782 | // 0 = crit damp, 1 = bouncy | ||
3783 | float oavz = angObjectVel.Z; // retain z velocity | ||
3784 | // time-scaled correction, which sums, therefore is bouncy: | ||
3785 | angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce; | ||
3786 | // damped, good @ < 90: | ||
3787 | angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped); | ||
3788 | angObjectVel.Z = oavz; | ||
3789 | //if(frcount == 0) Console.WriteLine("VA+"); | ||
3790 | //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel); | ||
3791 | } | ||
3792 | else | ||
3793 | { | ||
3794 | // else error is very small | ||
3795 | angObjectVel.X = 0f; | ||
3796 | angObjectVel.Y = 0f; | ||
3797 | //if(frcount == 0) Console.WriteLine("VA0"); | ||
3798 | } | ||
3799 | } // else vertical attractor is off | ||
3800 | //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel); | ||
3801 | |||
3802 | |||
3803 | m_lastAngularVelocity = angObjectVel; | ||
3804 | // apply Angular Velocity to body | ||
3805 | d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z); | ||
3806 | //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity); | ||
3807 | |||
3808 | } // end VEHICLES | ||
3809 | else | ||
3810 | { | ||
3811 | // Dyamics (NON-'VEHICLES') are dealt with here ================================================================ | ||
3812 | |||
3813 | if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009 | ||
3814 | |||
3815 | /// Dynamics Buoyancy | ||
3816 | //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle. | ||
3817 | // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up | ||
3818 | // NB Prims in ODE are no subject to global gravity | ||
3819 | // This should only affect gravity operations | ||
3820 | |||
3821 | float m_mass = CalculateMass(); | ||
3822 | // calculate z-force due togravity on object. | ||
3823 | fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass | ||
3824 | if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget. | ||
3825 | { | ||
3826 | fz = 0; // llMoveToTarget ignores gravity. | ||
3827 | // it also ignores mass of object, and any physical resting on it. | ||
3828 | // Vector3 m_PIDTarget is where we are going | ||
3829 | // float m_PIDTau is time to get there | ||
3830 | fx = 0; | ||
3831 | fy = 0; | ||
3832 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
3833 | Vector3 error = new Vector3( | ||
3834 | (m_PIDTarget.X - pos.X), | ||
3835 | (m_PIDTarget.Y - pos.Y), | ||
3836 | (m_PIDTarget.Z - pos.Z)); | ||
3837 | if (error.ApproxEquals(Vector3.Zero, 0.01f)) | ||
3838 | { // Very close, Jump there and quit move | ||
3839 | |||
3840 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
3841 | _target_velocity = Vector3.Zero; | ||
3842 | d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z); | ||
3843 | d.BodySetForce(Body, 0f, 0f, 0f); | ||
3844 | } | ||
3845 | else | ||
3846 | { | ||
3847 | float scale = 50.0f * timestep / m_PIDTau; | ||
3848 | if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero)) | ||
3849 | { | ||
3850 | // Nearby, quit update of velocity | ||
3851 | } | ||
3852 | else | ||
3853 | { // Far, calc damped velocity | ||
3854 | _target_velocity = error * scale; | ||
3855 | } | ||
3856 | d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z); | ||
3857 | } | ||
3858 | } // end PID MoveToTarget | ||
3859 | |||
3860 | |||
3861 | /// Dynamics Hover =================================================================================== | ||
3862 | // Hover PID Controller can only run if the PIDcontroller is not in use. | ||
3863 | if (m_useHoverPID && !m_usePID) | ||
3864 | { | ||
3865 | //Console.WriteLine("Hover " + m_primName); | ||
3866 | |||
3867 | // If we're using the PID controller, then we have no gravity | ||
3868 | fz = (-1 * _parent_scene.gravityz) * m_mass; | ||
3869 | |||
3870 | // no lock; for now it's only called from within Simulate() | ||
3871 | |||
3872 | // If the PID Controller isn't active then we set our force | ||
3873 | // calculating base velocity to the current position | ||
3874 | |||
3875 | if ((m_PIDTau < 1)) | ||
3876 | { | ||
3877 | PID_G = PID_G / m_PIDTau; | ||
3878 | } | ||
3879 | |||
3880 | if ((PID_G - m_PIDTau) <= 0) | ||
3881 | { | ||
3882 | PID_G = m_PIDTau + 1; | ||
3883 | } | ||
3884 | |||
3885 | |||
3886 | // Where are we, and where are we headed? | ||
3887 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
3888 | // d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3889 | |||
3890 | |||
3891 | // Non-Vehicles have a limited set of Hover options. | ||
3892 | // determine what our target height really is based on HoverType | ||
3893 | switch (m_PIDHoverType) | ||
3894 | { | ||
3895 | case PIDHoverType.Ground: | ||
3896 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
3897 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
3898 | break; | ||
3899 | case PIDHoverType.GroundAndWater: | ||
3900 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
3901 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
3902 | if (m_groundHeight > m_waterHeight) | ||
3903 | { | ||
3904 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
3905 | } | ||
3906 | else | ||
3907 | { | ||
3908 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
3909 | } | ||
3910 | break; | ||
3911 | |||
3912 | } // end switch (m_PIDHoverType) | ||
3913 | |||
3914 | |||
3915 | _target_velocity = | ||
3916 | new Vector3(0.0f, 0.0f, | ||
3917 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | ||
3918 | ); | ||
3919 | |||
3920 | // if velocity is zero, use position control; otherwise, velocity control | ||
3921 | |||
3922 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | ||
3923 | { | ||
3924 | // keep track of where we stopped. No more slippin' & slidin' | ||
3925 | |||
3926 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
3927 | // react to the physics scene by moving it's position. | ||
3928 | // Avatar to Avatar collisions | ||
3929 | // Prim to avatar collisions | ||
3930 | d.Vector3 dlinvel = vel; | ||
3931 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | ||
3932 | d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z); | ||
3933 | d.BodyAddForce(Body, 0, 0, fz); | ||
3934 | //KF this prevents furthur motions return; | ||
3935 | } | ||
3936 | else | ||
3937 | { | ||
3938 | _zeroFlag = false; | ||
3939 | |||
3940 | // We're flying and colliding with something | ||
3941 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
3942 | } | ||
3943 | } // end m_useHoverPID && !m_usePID | ||
3944 | |||
3945 | |||
3946 | /// Dynamics Apply Forces =================================================================================== | ||
3947 | fx *= m_mass; | ||
3948 | fy *= m_mass; | ||
3949 | //fz *= m_mass; | ||
3950 | fx += m_force.X; | ||
3951 | fy += m_force.Y; | ||
3952 | fz += m_force.Z; | ||
3953 | |||
3954 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | ||
3955 | if (fx != 0 || fy != 0 || fz != 0) | ||
3956 | { | ||
3957 | //m_taintdisable = true; | ||
3958 | //base.RaiseOutOfBounds(Position); | ||
3959 | //d.BodySetLinearVel(Body, fx, fy, 0f); | ||
3960 | if (!d.BodyIsEnabled(Body)) | ||
3961 | { | ||
3962 | // A physical body at rest on a surface will auto-disable after a while, | ||
3963 | // this appears to re-enable it incase the surface it is upon vanishes, | ||
3964 | // and the body should fall again. | ||
3965 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
3966 | d.BodySetForce(Body, 0f, 0f, 0f); | ||
3967 | enableBodySoft(); | ||
3968 | } | ||
3969 | |||
3970 | // 35x10 = 350n times the mass per second applied maximum. | ||
3971 | float nmax = 35f * m_mass; | ||
3972 | float nmin = -35f * m_mass; | ||
3973 | |||
3974 | |||
3975 | if (fx > nmax) | ||
3976 | fx = nmax; | ||
3977 | if (fx < nmin) | ||
3978 | fx = nmin; | ||
3979 | if (fy > nmax) | ||
3980 | fy = nmax; | ||
3981 | if (fy < nmin) | ||
3982 | fy = nmin; | ||
3983 | d.BodyAddForce(Body, fx, fy, fz); | ||
3984 | } // end apply forces | ||
3985 | } // end Vehicle/Dynamics | ||
3986 | |||
3987 | /// RotLookAt / LookAt ================================================================================= | ||
3988 | if (m_useAPID) | ||
3989 | { | ||
3990 | // RotLookAt, apparently overrides all other rotation sources. Inputs: | ||
3991 | // Quaternion m_APIDTarget | ||
3992 | // float m_APIDStrength // From SL experiments, this is the time to get there | ||
3993 | // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly | ||
3994 | // Also in SL the mass of the object has no effect on time to get there. | ||
3995 | // Factors: | ||
3996 | // get present body rotation | ||
3997 | float limit = 1.0f; | ||
3998 | float rscaler = 50f; // adjusts rotation damping time | ||
3999 | float lscaler = 10f; // adjusts linear damping time in llLookAt | ||
4000 | float RLAservo = 0f; | ||
4001 | Vector3 diff_axis; | ||
4002 | float diff_angle; | ||
4003 | d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation | ||
4004 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); | ||
4005 | Quaternion rtarget = new Quaternion(); | ||
4006 | |||
4007 | if (m_APIDTarget.W == -99.9f) | ||
4008 | { | ||
4009 | // this is really a llLookAt(), x,y,z is the target vector | ||
4010 | Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z); | ||
4011 | Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq; | ||
4012 | Vector3 error = new Vector3(0.0f, 0.0f, 0.0f); | ||
4013 | float twopi = 2.0f * (float)Math.PI; | ||
4014 | Vector3 dir = target - _position; | ||
4015 | dir.Normalize(); | ||
4016 | float tzrot = (float)Math.Atan2(dir.Y, dir.X); | ||
4017 | float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y)); | ||
4018 | float terot = (float)Math.Atan2(dir.Z, txy); | ||
4019 | float ozrot = (float)Math.Atan2(ospin.Y, ospin.X); | ||
4020 | float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y)); | ||
4021 | float oerot = (float)Math.Atan2(ospin.Z, oxy); | ||
4022 | float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z)); | ||
4023 | float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X)); | ||
4024 | float roll = (float)Math.Atan2(ra, rb); | ||
4025 | float errorz = tzrot - ozrot; | ||
4026 | if (errorz > (float)Math.PI) errorz -= twopi; | ||
4027 | else if (errorz < -(float)Math.PI) errorz += twopi; | ||
4028 | float errory = oerot - terot; | ||
4029 | if (errory > (float)Math.PI) errory -= twopi; | ||
4030 | else if (errory < -(float)Math.PI) errory += twopi; | ||
4031 | diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll); | ||
4032 | if (diff_angle > 0.01f * m_APIDdamper) | ||
4033 | { | ||
4034 | m_APIDdamper = 1.0f; | ||
4035 | RLAservo = timestep / m_APIDStrength * rscaler; | ||
4036 | errorz *= RLAservo; | ||
4037 | errory *= RLAservo; | ||
4038 | error.X = -roll * 8.0f; | ||
4039 | error.Y = errory; | ||
4040 | error.Z = errorz; | ||
4041 | error *= rotq; | ||
4042 | d.BodySetAngularVel(Body, error.X, error.Y, error.Z); | ||
4043 | } | ||
4044 | else | ||
4045 | { | ||
4046 | d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); | ||
4047 | m_APIDdamper = 2.0f; | ||
4048 | } | ||
4049 | } | ||
4050 | else | ||
4051 | { | ||
4052 | // this is a llRotLookAt() | ||
4053 | rtarget = m_APIDTarget; | ||
4054 | |||
4055 | Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot | ||
4056 | rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle | ||
4057 | //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle); | ||
4058 | |||
4059 | // diff_axis.Normalize(); it already is! | ||
4060 | if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error | ||
4061 | { | ||
4062 | m_APIDdamper = 1.0f; | ||
4063 | Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z); | ||
4064 | rotforce = rotforce * rotq; | ||
4065 | if (diff_angle > limit) diff_angle = limit; // cap the rotate rate | ||
4066 | RLAservo = timestep / m_APIDStrength * lscaler; | ||
4067 | rotforce = rotforce * RLAservo * diff_angle; | ||
4068 | d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z); | ||
4069 | //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo); | ||
4070 | } | ||
4071 | else | ||
4072 | { // close enough | ||
4073 | d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); | ||
4074 | m_APIDdamper = 2.0f; | ||
4075 | } | ||
4076 | } // end llLookAt/llRotLookAt | ||
4077 | //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle); | ||
4078 | } // end m_useAPID | ||
4079 | } // end root prims | ||
4080 | } // end Move() | ||
4081 | } // end class | ||
4082 | } | ||
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs new file mode 100644 index 0000000..712029e --- /dev/null +++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs | |||
@@ -0,0 +1,384 @@ | |||
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 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using System.Runtime.InteropServices; | ||
32 | using System.Text; | ||
33 | using OpenMetaverse; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | using Ode.NET; | ||
36 | using log4net; | ||
37 | |||
38 | namespace OpenSim.Region.Physics.OdePlugin | ||
39 | { | ||
40 | /// <summary> | ||
41 | /// Processes raycast requests as ODE is in a state to be able to do them. | ||
42 | /// This ensures that it's thread safe and there will be no conflicts. | ||
43 | /// Requests get returned by a different thread then they were requested by. | ||
44 | /// </summary> | ||
45 | public class ODERayCastRequestManager | ||
46 | { | ||
47 | /// <summary> | ||
48 | /// Pending Raycast Requests | ||
49 | /// </summary> | ||
50 | protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>(); | ||
51 | |||
52 | /// <summary> | ||
53 | /// Scene that created this object. | ||
54 | /// </summary> | ||
55 | private OdeScene m_scene; | ||
56 | |||
57 | /// <summary> | ||
58 | /// ODE contact array to be filled by the collision testing | ||
59 | /// </summary> | ||
60 | d.ContactGeom[] contacts = new d.ContactGeom[5]; | ||
61 | |||
62 | /// <summary> | ||
63 | /// ODE near callback delegate | ||
64 | /// </summary> | ||
65 | private d.NearCallback nearCallback; | ||
66 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
67 | private List<ContactResult> m_contactResults = new List<ContactResult>(); | ||
68 | |||
69 | |||
70 | public ODERayCastRequestManager(OdeScene pScene) | ||
71 | { | ||
72 | m_scene = pScene; | ||
73 | nearCallback = near; | ||
74 | |||
75 | } | ||
76 | |||
77 | /// <summary> | ||
78 | /// Queues a raycast | ||
79 | /// </summary> | ||
80 | /// <param name="position">Origin of Ray</param> | ||
81 | /// <param name="direction">Ray normal</param> | ||
82 | /// <param name="length">Ray length</param> | ||
83 | /// <param name="retMethod">Return method to send the results</param> | ||
84 | public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
85 | { | ||
86 | lock (m_PendingRequests) | ||
87 | { | ||
88 | ODERayCastRequest req = new ODERayCastRequest(); | ||
89 | req.callbackMethod = retMethod; | ||
90 | req.length = length; | ||
91 | req.Normal = direction; | ||
92 | req.Origin = position; | ||
93 | |||
94 | m_PendingRequests.Add(req); | ||
95 | } | ||
96 | } | ||
97 | |||
98 | /// <summary> | ||
99 | /// Process all queued raycast requests | ||
100 | /// </summary> | ||
101 | /// <returns>Time in MS the raycasts took to process.</returns> | ||
102 | public int ProcessQueuedRequests() | ||
103 | { | ||
104 | int time = System.Environment.TickCount; | ||
105 | lock (m_PendingRequests) | ||
106 | { | ||
107 | if (m_PendingRequests.Count > 0) | ||
108 | { | ||
109 | ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); | ||
110 | for (int i = 0; i < reqs.Length; i++) | ||
111 | { | ||
112 | try | ||
113 | { | ||
114 | if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast | ||
115 | RayCast(reqs[i]); // if there isn't anyone to send results | ||
116 | } | ||
117 | catch | ||
118 | { | ||
119 | //Fail silently | ||
120 | //This can genuinely happen because raycast requests are queued, and the actor may have | ||
121 | //been removed from the scene since it was queued | ||
122 | } | ||
123 | } | ||
124 | /* | ||
125 | foreach (ODERayCastRequest req in m_PendingRequests) | ||
126 | { | ||
127 | if (req.callbackMethod != null) // quick optimization here, don't raycast | ||
128 | RayCast(req); // if there isn't anyone to send results to | ||
129 | |||
130 | } | ||
131 | */ | ||
132 | m_PendingRequests.Clear(); | ||
133 | } | ||
134 | } | ||
135 | |||
136 | lock (m_contactResults) | ||
137 | m_contactResults.Clear(); | ||
138 | |||
139 | return System.Environment.TickCount - time; | ||
140 | } | ||
141 | |||
142 | /// <summary> | ||
143 | /// Method that actually initiates the raycast | ||
144 | /// </summary> | ||
145 | /// <param name="req"></param> | ||
146 | private void RayCast(ODERayCastRequest req) | ||
147 | { | ||
148 | // Create the ray | ||
149 | IntPtr ray = d.CreateRay(m_scene.space, req.length); | ||
150 | d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z); | ||
151 | |||
152 | // Collide test | ||
153 | d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback); | ||
154 | |||
155 | // Remove Ray | ||
156 | d.GeomDestroy(ray); | ||
157 | |||
158 | |||
159 | // Define default results | ||
160 | bool hitYN = false; | ||
161 | uint hitConsumerID = 0; | ||
162 | float distance = 999999999999f; | ||
163 | Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f); | ||
164 | Vector3 snormal = Vector3.Zero; | ||
165 | |||
166 | // Find closest contact and object. | ||
167 | lock (m_contactResults) | ||
168 | { | ||
169 | foreach (ContactResult cResult in m_contactResults) | ||
170 | { | ||
171 | if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact)) | ||
172 | { | ||
173 | closestcontact = cResult.Pos; | ||
174 | hitConsumerID = cResult.ConsumerID; | ||
175 | distance = cResult.Depth; | ||
176 | hitYN = true; | ||
177 | snormal = cResult.Normal; | ||
178 | } | ||
179 | } | ||
180 | |||
181 | m_contactResults.Clear(); | ||
182 | } | ||
183 | |||
184 | // Return results | ||
185 | if (req.callbackMethod != null) | ||
186 | req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal); | ||
187 | } | ||
188 | |||
189 | // This is the standard Near. Uses space AABBs to speed up detection. | ||
190 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | ||
191 | { | ||
192 | |||
193 | //Don't test against heightfield Geom, or you'll be sorry! | ||
194 | |||
195 | /* | ||
196 | terminate called after throwing an instance of 'std::bad_alloc' | ||
197 | what(): std::bad_alloc | ||
198 | Stacktrace: | ||
199 | |||
200 | at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004> | ||
201 | at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff> | ||
202 | at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280> | ||
203 | at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff | ||
204 | fffff> | ||
205 | at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004> | ||
206 | at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff> | ||
207 | at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) < | ||
208 | 0x00114> | ||
209 | at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb> | ||
210 | at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6> | ||
211 | at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042> | ||
212 | at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e> | ||
213 | at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019> | ||
214 | at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff> | ||
215 | |||
216 | Native stacktrace: | ||
217 | |||
218 | mono [0x80d2a42] | ||
219 | [0xb7f5840c] | ||
220 | /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018] | ||
221 | /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988] | ||
222 | /usr/lib/libstdc++.so.6 [0xb45fa865] | ||
223 | /usr/lib/libstdc++.so.6 [0xb45fa8a2] | ||
224 | /usr/lib/libstdc++.so.6 [0xb45fa9da] | ||
225 | /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033] | ||
226 | /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d] | ||
227 | libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4] | ||
228 | libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b] | ||
229 | libode.so(dCollide+0x102) [0xb46571b2] | ||
230 | [0x95cfdec9] | ||
231 | [0x8ea07fe1] | ||
232 | [0xab260146] | ||
233 | libode.so [0xb465a5c4] | ||
234 | libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5] | ||
235 | libode.so(dSpaceCollide2+0x177) [0xb465ac67] | ||
236 | [0x95cf978e] | ||
237 | [0x8ea07945] | ||
238 | [0x95cf2bbc] | ||
239 | [0xab2787e7] | ||
240 | [0xab419fb3] | ||
241 | [0xab416657] | ||
242 | [0xab415bda] | ||
243 | [0xb609b08e] | ||
244 | mono(mono_runtime_delegate_invoke+0x34) [0x8192534] | ||
245 | mono [0x81a2f0f] | ||
246 | mono [0x81d28b6] | ||
247 | mono [0x81ea2c6] | ||
248 | /lib/i686/cmov/libpthread.so.0 [0xb7e744c0] | ||
249 | /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de] | ||
250 | */ | ||
251 | |||
252 | // Exclude heightfield geom | ||
253 | |||
254 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
255 | return; | ||
256 | if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass) | ||
257 | return; | ||
258 | |||
259 | // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms. | ||
260 | if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) | ||
261 | { | ||
262 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
263 | return; | ||
264 | |||
265 | // Separating static prim geometry spaces. | ||
266 | // We'll be calling near recursivly if one | ||
267 | // of them is a space to find all of the | ||
268 | // contact points in the space | ||
269 | try | ||
270 | { | ||
271 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); | ||
272 | } | ||
273 | catch (AccessViolationException) | ||
274 | { | ||
275 | m_log.Warn("[PHYSICS]: Unable to collide test a space"); | ||
276 | return; | ||
277 | } | ||
278 | //Colliding a space or a geom with a space or a geom. so drill down | ||
279 | |||
280 | //Collide all geoms in each space.. | ||
281 | //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback); | ||
282 | //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback); | ||
283 | return; | ||
284 | } | ||
285 | |||
286 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
287 | return; | ||
288 | |||
289 | int count = 0; | ||
290 | try | ||
291 | { | ||
292 | |||
293 | if (g1 == g2) | ||
294 | return; // Can't collide with yourself | ||
295 | |||
296 | lock (contacts) | ||
297 | { | ||
298 | count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf); | ||
299 | } | ||
300 | } | ||
301 | catch (SEHException) | ||
302 | { | ||
303 | 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."); | ||
304 | } | ||
305 | catch (Exception e) | ||
306 | { | ||
307 | m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message); | ||
308 | return; | ||
309 | } | ||
310 | |||
311 | PhysicsActor p1 = null; | ||
312 | PhysicsActor p2 = null; | ||
313 | |||
314 | if (g1 != IntPtr.Zero) | ||
315 | m_scene.actor_name_map.TryGetValue(g1, out p1); | ||
316 | |||
317 | if (g2 != IntPtr.Zero) | ||
318 | m_scene.actor_name_map.TryGetValue(g1, out p2); | ||
319 | |||
320 | // Loop over contacts, build results. | ||
321 | for (int i = 0; i < count; i++) | ||
322 | { | ||
323 | if (p1 != null) { | ||
324 | if (p1 is OdePrim) | ||
325 | { | ||
326 | ContactResult collisionresult = new ContactResult(); | ||
327 | |||
328 | collisionresult.ConsumerID = ((OdePrim)p1).m_localID; | ||
329 | collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z); | ||
330 | collisionresult.Depth = contacts[i].depth; | ||
331 | collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y, | ||
332 | contacts[i].normal.Z); | ||
333 | lock (m_contactResults) | ||
334 | m_contactResults.Add(collisionresult); | ||
335 | } | ||
336 | } | ||
337 | |||
338 | if (p2 != null) | ||
339 | { | ||
340 | if (p2 is OdePrim) | ||
341 | { | ||
342 | ContactResult collisionresult = new ContactResult(); | ||
343 | |||
344 | collisionresult.ConsumerID = ((OdePrim)p2).m_localID; | ||
345 | collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z); | ||
346 | collisionresult.Depth = contacts[i].depth; | ||
347 | collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y, | ||
348 | contacts[i].normal.Z); | ||
349 | |||
350 | lock (m_contactResults) | ||
351 | m_contactResults.Add(collisionresult); | ||
352 | } | ||
353 | } | ||
354 | |||
355 | |||
356 | } | ||
357 | |||
358 | } | ||
359 | |||
360 | /// <summary> | ||
361 | /// Dereference the creator scene so that it can be garbage collected if needed. | ||
362 | /// </summary> | ||
363 | internal void Dispose() | ||
364 | { | ||
365 | m_scene = null; | ||
366 | } | ||
367 | } | ||
368 | |||
369 | public struct ODERayCastRequest | ||
370 | { | ||
371 | public Vector3 Origin; | ||
372 | public Vector3 Normal; | ||
373 | public float length; | ||
374 | public RaycastCallback callbackMethod; | ||
375 | } | ||
376 | |||
377 | public struct ContactResult | ||
378 | { | ||
379 | public Vector3 Pos; | ||
380 | public float Depth; | ||
381 | public uint ConsumerID; | ||
382 | public Vector3 Normal; | ||
383 | } | ||
384 | } | ||
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs new file mode 100644 index 0000000..b4a3c48 --- /dev/null +++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs | |||
@@ -0,0 +1,48 @@ | |||
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 | using System; | ||
29 | using OpenMetaverse; | ||
30 | using Ode.NET; | ||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Physics.Manager; | ||
33 | using OpenSim.Region.Physics.OdePlugin; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.OdePlugin | ||
36 | { | ||
37 | class OdePhysicsJoint : PhysicsJoint | ||
38 | { | ||
39 | public override bool IsInPhysicsEngine | ||
40 | { | ||
41 | get | ||
42 | { | ||
43 | return (jointID != IntPtr.Zero); | ||
44 | } | ||
45 | } | ||
46 | public IntPtr jointID; | ||
47 | } | ||
48 | } | ||
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs new file mode 100644 index 0000000..00f5122 --- /dev/null +++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs | |||
@@ -0,0 +1,3887 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | //#define USE_DRAWSTUFF | ||
29 | |||
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 Ode.NET; | ||
40 | #if USE_DRAWSTUFF | ||
41 | using Drawstuff.NET; | ||
42 | #endif | ||
43 | using OpenSim.Framework; | ||
44 | using OpenSim.Region.Physics.Manager; | ||
45 | using OpenMetaverse; | ||
46 | |||
47 | //using OpenSim.Region.Physics.OdePlugin.Meshing; | ||
48 | |||
49 | namespace OpenSim.Region.Physics.OdePlugin | ||
50 | { | ||
51 | /// <summary> | ||
52 | /// ODE plugin | ||
53 | /// </summary> | ||
54 | public class OdePlugin : IPhysicsPlugin | ||
55 | { | ||
56 | //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
57 | |||
58 | private CollisionLocker ode; | ||
59 | private OdeScene _mScene; | ||
60 | |||
61 | public OdePlugin() | ||
62 | { | ||
63 | ode = new CollisionLocker(); | ||
64 | } | ||
65 | |||
66 | public bool Init() | ||
67 | { | ||
68 | return true; | ||
69 | } | ||
70 | |||
71 | public PhysicsScene GetScene(String sceneIdentifier) | ||
72 | { | ||
73 | if (_mScene == null) | ||
74 | { | ||
75 | if (Util.IsWindows()) | ||
76 | Util.LoadArchSpecificWindowsDll("ode.dll"); | ||
77 | |||
78 | // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to | ||
79 | // http://opensimulator.org/mantis/view.php?id=2750). | ||
80 | d.InitODE(); | ||
81 | |||
82 | _mScene = new OdeScene(ode, sceneIdentifier); | ||
83 | } | ||
84 | return (_mScene); | ||
85 | } | ||
86 | |||
87 | public string GetName() | ||
88 | { | ||
89 | return ("ChODE"); | ||
90 | } | ||
91 | |||
92 | public void Dispose() | ||
93 | { | ||
94 | } | ||
95 | } | ||
96 | |||
97 | public enum StatusIndicators : int | ||
98 | { | ||
99 | Generic = 0, | ||
100 | Start = 1, | ||
101 | End = 2 | ||
102 | } | ||
103 | |||
104 | public struct sCollisionData | ||
105 | { | ||
106 | public uint ColliderLocalId; | ||
107 | public uint CollidedWithLocalId; | ||
108 | public int NumberOfCollisions; | ||
109 | public int CollisionType; | ||
110 | public int StatusIndicator; | ||
111 | public int lastframe; | ||
112 | } | ||
113 | |||
114 | [Flags] | ||
115 | public enum CollisionCategories : int | ||
116 | { | ||
117 | Disabled = 0, | ||
118 | Geom = 0x00000001, | ||
119 | Body = 0x00000002, | ||
120 | Space = 0x00000004, | ||
121 | Character = 0x00000008, | ||
122 | Land = 0x00000010, | ||
123 | Water = 0x00000020, | ||
124 | Wind = 0x00000040, | ||
125 | Sensor = 0x00000080, | ||
126 | Selected = 0x00000100 | ||
127 | } | ||
128 | |||
129 | /// <summary> | ||
130 | /// Material type for a primitive | ||
131 | /// </summary> | ||
132 | public enum Material : int | ||
133 | { | ||
134 | /// <summary></summary> | ||
135 | Stone = 0, | ||
136 | /// <summary></summary> | ||
137 | Metal = 1, | ||
138 | /// <summary></summary> | ||
139 | Glass = 2, | ||
140 | /// <summary></summary> | ||
141 | Wood = 3, | ||
142 | /// <summary></summary> | ||
143 | Flesh = 4, | ||
144 | /// <summary></summary> | ||
145 | Plastic = 5, | ||
146 | /// <summary></summary> | ||
147 | Rubber = 6 | ||
148 | |||
149 | } | ||
150 | |||
151 | public sealed class OdeScene : PhysicsScene | ||
152 | { | ||
153 | private readonly ILog m_log; | ||
154 | // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>(); | ||
155 | |||
156 | CollisionLocker ode; | ||
157 | |||
158 | private Random fluidRandomizer = new Random(Environment.TickCount); | ||
159 | |||
160 | private const uint m_regionWidth = Constants.RegionSize; | ||
161 | private const uint m_regionHeight = Constants.RegionSize; | ||
162 | |||
163 | private float ODE_STEPSIZE = 0.020f; | ||
164 | private float metersInSpace = 29.9f; | ||
165 | private float m_timeDilation = 1.0f; | ||
166 | |||
167 | public float gravityx = 0f; | ||
168 | public float gravityy = 0f; | ||
169 | public float gravityz = -9.8f; | ||
170 | |||
171 | private float contactsurfacelayer = 0.001f; | ||
172 | |||
173 | private int worldHashspaceLow = -4; | ||
174 | private int worldHashspaceHigh = 128; | ||
175 | |||
176 | private int smallHashspaceLow = -4; | ||
177 | private int smallHashspaceHigh = 66; | ||
178 | |||
179 | private float waterlevel = 0f; | ||
180 | private int framecount = 0; | ||
181 | //private int m_returncollisions = 10; | ||
182 | |||
183 | private readonly IntPtr contactgroup; | ||
184 | |||
185 | internal IntPtr LandGeom; | ||
186 | internal IntPtr WaterGeom; | ||
187 | |||
188 | private float nmTerrainContactFriction = 255.0f; | ||
189 | private float nmTerrainContactBounce = 0.1f; | ||
190 | private float nmTerrainContactERP = 0.1025f; | ||
191 | |||
192 | private float mTerrainContactFriction = 75f; | ||
193 | private float mTerrainContactBounce = 0.1f; | ||
194 | private float mTerrainContactERP = 0.05025f; | ||
195 | |||
196 | private float nmAvatarObjectContactFriction = 250f; | ||
197 | private float nmAvatarObjectContactBounce = 0.1f; | ||
198 | |||
199 | private float mAvatarObjectContactFriction = 75f; | ||
200 | private float mAvatarObjectContactBounce = 0.1f; | ||
201 | |||
202 | private float avPIDD = 3200f; | ||
203 | private float avPIDP = 1400f; | ||
204 | private float avCapRadius = 0.37f; | ||
205 | private float avStandupTensor = 2000000f; | ||
206 | private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode | ||
207 | public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } } | ||
208 | private float avDensity = 80f; | ||
209 | private float avHeightFudgeFactor = 0.52f; | ||
210 | private float avMovementDivisorWalk = 1.3f; | ||
211 | private float avMovementDivisorRun = 0.8f; | ||
212 | private float minimumGroundFlightOffset = 3f; | ||
213 | public float maximumMassObject = 10000.01f; | ||
214 | |||
215 | public bool meshSculptedPrim = true; | ||
216 | public bool forceSimplePrimMeshing = false; | ||
217 | |||
218 | public float meshSculptLOD = 32; | ||
219 | public float MeshSculptphysicalLOD = 16; | ||
220 | |||
221 | public float geomDefaultDensity = 10.000006836f; | ||
222 | |||
223 | public int geomContactPointsStartthrottle = 3; | ||
224 | public int geomUpdatesPerThrottledUpdate = 15; | ||
225 | |||
226 | public float bodyPIDD = 35f; | ||
227 | public float bodyPIDG = 25; | ||
228 | |||
229 | public int geomCrossingFailuresBeforeOutofbounds = 5; | ||
230 | public float geomRegionFence = 0.0f; | ||
231 | |||
232 | public float bodyMotorJointMaxforceTensor = 2; | ||
233 | |||
234 | public int bodyFramesAutoDisable = 20; | ||
235 | |||
236 | private DateTime m_lastframe = DateTime.UtcNow; | ||
237 | |||
238 | private float[] _watermap; | ||
239 | private bool m_filterCollisions = true; | ||
240 | |||
241 | private d.NearCallback nearCallback; | ||
242 | public d.TriCallback triCallback; | ||
243 | public d.TriArrayCallback triArrayCallback; | ||
244 | private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>(); | ||
245 | private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>(); | ||
246 | private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>(); | ||
247 | private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>(); | ||
248 | private readonly Object _taintedPrimLock = new Object(); | ||
249 | private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>(); | ||
250 | private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>(); | ||
251 | private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); | ||
252 | private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); | ||
253 | private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>(); | ||
254 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); | ||
255 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); | ||
256 | private bool m_NINJA_physics_joints_enabled = false; | ||
257 | //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>(); | ||
258 | private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>(); | ||
259 | private d.ContactGeom[] contacts; | ||
260 | private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active | ||
261 | private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene. | ||
262 | private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene. | ||
263 | private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active | ||
264 | private Object externalJointRequestsLock = new Object(); | ||
265 | private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>(); | ||
266 | private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>(); | ||
267 | private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>(); | ||
268 | private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>(); | ||
269 | |||
270 | private d.Contact ContactCopy; // local copy that can be modified | ||
271 | private d.Contact TerrainContact; | ||
272 | private d.Contact AvatarStaticprimContact; // was 'contact' | ||
273 | private d.Contact AvatarMovementprimContact; | ||
274 | private d.Contact AvatarMovementTerrainContact; | ||
275 | private d.Contact WaterContact; | ||
276 | private d.Contact[,] m_materialContacts; | ||
277 | |||
278 | //Ckrinke: Comment out until used. We declare it, initialize it, but do not use it | ||
279 | //Ckrinke private int m_randomizeWater = 200; | ||
280 | private int m_physicsiterations = 10; | ||
281 | private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag | ||
282 | private readonly PhysicsActor PANull = new NullPhysicsActor(); | ||
283 | private float step_time = 0.0f; | ||
284 | //Ckrinke: Comment out until used. We declare it, initialize it, but do not use it | ||
285 | //Ckrinke private int ms = 0; | ||
286 | public IntPtr world; | ||
287 | //private bool returncollisions = false; | ||
288 | // private uint obj1LocalID = 0; | ||
289 | private uint obj2LocalID = 0; | ||
290 | //private int ctype = 0; | ||
291 | private OdeCharacter cc1; | ||
292 | private OdePrim cp1; | ||
293 | private OdeCharacter cc2; | ||
294 | private OdePrim cp2; | ||
295 | //private int cStartStop = 0; | ||
296 | //private string cDictKey = ""; | ||
297 | |||
298 | public IntPtr space; | ||
299 | |||
300 | //private IntPtr tmpSpace; | ||
301 | // split static geometry collision handling into spaces of 30 meters | ||
302 | public IntPtr[,] staticPrimspace; | ||
303 | |||
304 | public Object OdeLock; | ||
305 | |||
306 | public IMesher mesher; | ||
307 | |||
308 | private IConfigSource m_config; | ||
309 | |||
310 | public bool physics_logging = false; | ||
311 | public int physics_logging_interval = 0; | ||
312 | public bool physics_logging_append_existing_logfile = false; | ||
313 | |||
314 | public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f); | ||
315 | public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f); | ||
316 | |||
317 | // TODO: unused: private uint heightmapWidth = m_regionWidth + 1; | ||
318 | // TODO: unused: private uint heightmapHeight = m_regionHeight + 1; | ||
319 | // TODO: unused: private uint heightmapWidthSamples; | ||
320 | // TODO: unused: private uint heightmapHeightSamples; | ||
321 | |||
322 | private volatile int m_global_contactcount = 0; | ||
323 | |||
324 | private Vector3 m_worldOffset = Vector3.Zero; | ||
325 | public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
326 | private PhysicsScene m_parentScene = null; | ||
327 | |||
328 | private ODERayCastRequestManager m_rayCastManager; | ||
329 | |||
330 | /// <summary> | ||
331 | /// Initiailizes the scene | ||
332 | /// Sets many properties that ODE requires to be stable | ||
333 | /// These settings need to be tweaked 'exactly' right or weird stuff happens. | ||
334 | /// </summary> | ||
335 | public OdeScene(CollisionLocker dode, string sceneIdentifier) | ||
336 | { | ||
337 | m_log | ||
338 | = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier); | ||
339 | |||
340 | OdeLock = new Object(); | ||
341 | ode = dode; | ||
342 | nearCallback = near; | ||
343 | triCallback = TriCallback; | ||
344 | triArrayCallback = TriArrayCallback; | ||
345 | m_rayCastManager = new ODERayCastRequestManager(this); | ||
346 | lock (OdeLock) | ||
347 | { | ||
348 | // Create the world and the first space | ||
349 | world = d.WorldCreate(); | ||
350 | space = d.HashSpaceCreate(IntPtr.Zero); | ||
351 | |||
352 | |||
353 | contactgroup = d.JointGroupCreate(0); | ||
354 | //contactgroup | ||
355 | |||
356 | d.WorldSetAutoDisableFlag(world, false); | ||
357 | #if USE_DRAWSTUFF | ||
358 | |||
359 | Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization)); | ||
360 | viewthread.Start(); | ||
361 | #endif | ||
362 | } | ||
363 | |||
364 | |||
365 | _watermap = new float[258 * 258]; | ||
366 | |||
367 | // Zero out the prim spaces array (we split our space into smaller spaces so | ||
368 | // we can hit test less. | ||
369 | } | ||
370 | |||
371 | #if USE_DRAWSTUFF | ||
372 | public void startvisualization(object o) | ||
373 | { | ||
374 | ds.Functions fn; | ||
375 | fn.version = ds.VERSION; | ||
376 | fn.start = new ds.CallbackFunction(start); | ||
377 | fn.step = new ds.CallbackFunction(step); | ||
378 | fn.command = new ds.CallbackFunction(command); | ||
379 | fn.stop = null; | ||
380 | fn.path_to_textures = "./textures"; | ||
381 | string[] args = new string[0]; | ||
382 | ds.SimulationLoop(args.Length, args, 352, 288, ref fn); | ||
383 | } | ||
384 | #endif | ||
385 | |||
386 | // Initialize the mesh plugin | ||
387 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
388 | { | ||
389 | mesher = meshmerizer; | ||
390 | m_config = config; | ||
391 | // Defaults | ||
392 | |||
393 | if (Environment.OSVersion.Platform == PlatformID.Unix) | ||
394 | { | ||
395 | avPIDD = 3200.0f; | ||
396 | avPIDP = 1400.0f; | ||
397 | avStandupTensor = 2000000f; | ||
398 | } | ||
399 | else | ||
400 | { | ||
401 | avPIDD = 2200.0f; | ||
402 | avPIDP = 900.0f; | ||
403 | avStandupTensor = 550000f; | ||
404 | } | ||
405 | |||
406 | int contactsPerCollision = 80; | ||
407 | |||
408 | if (m_config != null) | ||
409 | { | ||
410 | IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"]; | ||
411 | if (physicsconfig != null) | ||
412 | { | ||
413 | gravityx = physicsconfig.GetFloat("world_gravityx", 0f); | ||
414 | gravityy = physicsconfig.GetFloat("world_gravityy", 0f); | ||
415 | gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f); | ||
416 | |||
417 | worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4); | ||
418 | worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128); | ||
419 | |||
420 | metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f); | ||
421 | smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4); | ||
422 | smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66); | ||
423 | |||
424 | contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f); | ||
425 | |||
426 | nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f); | ||
427 | nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f); | ||
428 | nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f); | ||
429 | |||
430 | mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f); | ||
431 | mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f); | ||
432 | mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f); | ||
433 | |||
434 | nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f); | ||
435 | nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f); | ||
436 | |||
437 | mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f); | ||
438 | mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f); | ||
439 | |||
440 | ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f); | ||
441 | m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10); | ||
442 | |||
443 | avDensity = physicsconfig.GetFloat("av_density", 80f); | ||
444 | avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f); | ||
445 | avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f); | ||
446 | avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f); | ||
447 | avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f); | ||
448 | avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false); | ||
449 | |||
450 | contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80); | ||
451 | |||
452 | geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); | ||
453 | geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); | ||
454 | geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); | ||
455 | geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f); | ||
456 | |||
457 | geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f); | ||
458 | bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20); | ||
459 | |||
460 | bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f); | ||
461 | bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f); | ||
462 | |||
463 | forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing); | ||
464 | meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true); | ||
465 | meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f); | ||
466 | MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f); | ||
467 | m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false); | ||
468 | |||
469 | if (Environment.OSVersion.Platform == PlatformID.Unix) | ||
470 | { | ||
471 | avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f); | ||
472 | avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f); | ||
473 | avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f); | ||
474 | bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f); | ||
475 | } | ||
476 | else | ||
477 | { | ||
478 | avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f); | ||
479 | avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f); | ||
480 | avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f); | ||
481 | bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f); | ||
482 | } | ||
483 | |||
484 | physics_logging = physicsconfig.GetBoolean("physics_logging", false); | ||
485 | physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0); | ||
486 | physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false); | ||
487 | |||
488 | m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false); | ||
489 | minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f); | ||
490 | maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f); | ||
491 | } | ||
492 | } | ||
493 | |||
494 | contacts = new d.ContactGeom[contactsPerCollision]; | ||
495 | |||
496 | staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)]; | ||
497 | |||
498 | // Avatar static on a Prim parameters | ||
499 | AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
500 | AvatarStaticprimContact.surface.mu = 255.0f; | ||
501 | AvatarStaticprimContact.surface.bounce = 0.0f; | ||
502 | AvatarStaticprimContact.surface.soft_cfm = 0.0f; | ||
503 | AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru | ||
504 | |||
505 | // Avatar moving on a Prim parameters | ||
506 | AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
507 | AvatarMovementprimContact.surface.mu = 255.0f; | ||
508 | AvatarMovementprimContact.surface.bounce = 0.0f; | ||
509 | AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs! | ||
510 | AvatarMovementprimContact.surface.soft_erp = 0.3f; | ||
511 | |||
512 | // Static Avatar on Terrain parameters | ||
513 | // Keeps Avatar in place better | ||
514 | TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
515 | TerrainContact.surface.mu = 255.0f; | ||
516 | TerrainContact.surface.bounce = 0.0f; | ||
517 | TerrainContact.surface.soft_cfm = 0.0f; | ||
518 | TerrainContact.surface.soft_erp = 0.05f; | ||
519 | |||
520 | // Moving Avatar on Terrain parameters | ||
521 | AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
522 | AvatarMovementTerrainContact.surface.mu = 75f; | ||
523 | AvatarMovementTerrainContact.surface.bounce = 0.0f; | ||
524 | AvatarMovementTerrainContact.surface.soft_cfm = 0.0f; | ||
525 | AvatarMovementTerrainContact.surface.soft_erp = 0.05f; | ||
526 | |||
527 | // Avatar or prim the the water, this may not be used, possibly water is same as air? | ||
528 | WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM); | ||
529 | WaterContact.surface.mu = 0.0f; // No friction | ||
530 | WaterContact.surface.bounce = 0.0f; // No bounce | ||
531 | WaterContact.surface.soft_cfm = 0.010f; | ||
532 | WaterContact.surface.soft_erp = 0.010f; | ||
533 | |||
534 | |||
535 | // Prim static or moving on a prim, depends on material type | ||
536 | m_materialContacts = new d.Contact[7,2]; | ||
537 | // V 1 = Sliding; 0 = static or fell onto | ||
538 | m_materialContacts[(int)Material.Stone, 0] = new d.Contact(); | ||
539 | m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
540 | m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip | ||
541 | m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f; | ||
542 | m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f; | ||
543 | m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction | ||
544 | |||
545 | m_materialContacts[(int)Material.Stone, 1] = new d.Contact(); | ||
546 | m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
547 | m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f; | ||
548 | m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f; | ||
549 | m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f; | ||
550 | m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f; | ||
551 | |||
552 | m_materialContacts[(int)Material.Metal, 0] = new d.Contact(); | ||
553 | m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
554 | m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f; | ||
555 | m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f; | ||
556 | m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f; | ||
557 | m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f; | ||
558 | |||
559 | m_materialContacts[(int)Material.Metal, 1] = new d.Contact(); | ||
560 | m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
561 | m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f; | ||
562 | m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f; | ||
563 | m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f; | ||
564 | m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f; | ||
565 | |||
566 | m_materialContacts[(int)Material.Glass, 0] = new d.Contact(); | ||
567 | m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
568 | m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f; | ||
569 | m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f; | ||
570 | m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f; | ||
571 | m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f; | ||
572 | |||
573 | m_materialContacts[(int)Material.Glass, 1] = new d.Contact(); | ||
574 | m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
575 | m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f; | ||
576 | m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f; | ||
577 | m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f; | ||
578 | m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f; | ||
579 | |||
580 | m_materialContacts[(int)Material.Wood, 0] = new d.Contact(); | ||
581 | m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
582 | m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f; | ||
583 | m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f; | ||
584 | m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f; | ||
585 | m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f; | ||
586 | |||
587 | m_materialContacts[(int)Material.Wood, 1] = new d.Contact(); | ||
588 | m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
589 | m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f; | ||
590 | m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f; | ||
591 | m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f; | ||
592 | m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f; | ||
593 | |||
594 | m_materialContacts[(int)Material.Flesh, 0] = new d.Contact(); | ||
595 | m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
596 | m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f; | ||
597 | m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f; | ||
598 | m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f; | ||
599 | m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f; | ||
600 | |||
601 | m_materialContacts[(int)Material.Flesh, 1] = new d.Contact(); | ||
602 | m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
603 | m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f; | ||
604 | m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f; | ||
605 | m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f; | ||
606 | m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f; | ||
607 | |||
608 | m_materialContacts[(int)Material.Plastic, 0] = new d.Contact(); | ||
609 | m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
610 | m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f; | ||
611 | m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f; | ||
612 | m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f; | ||
613 | m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f; | ||
614 | |||
615 | m_materialContacts[(int)Material.Plastic, 1] = new d.Contact(); | ||
616 | m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
617 | m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f; | ||
618 | m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f; | ||
619 | m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f; | ||
620 | m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f; | ||
621 | |||
622 | m_materialContacts[(int)Material.Rubber, 0] = new d.Contact(); | ||
623 | m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
624 | m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f; | ||
625 | m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f; | ||
626 | m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f; | ||
627 | m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f; | ||
628 | |||
629 | m_materialContacts[(int)Material.Rubber, 1] = new d.Contact(); | ||
630 | m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; | ||
631 | m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f; | ||
632 | m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f; | ||
633 | m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f; | ||
634 | m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f; | ||
635 | |||
636 | d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh); | ||
637 | |||
638 | // Set the gravity,, don't disable things automatically (we set it explicitly on some things) | ||
639 | |||
640 | d.WorldSetGravity(world, gravityx, gravityy, gravityz); | ||
641 | d.WorldSetContactSurfaceLayer(world, contactsurfacelayer); | ||
642 | |||
643 | |||
644 | d.WorldSetLinearDampingThreshold(world, 256f); | ||
645 | d.WorldSetLinearDamping(world, 256f); | ||
646 | // d.WorldSetLinearDampingThreshold(world, 0.01f); | ||
647 | // d.WorldSetLinearDamping(world, 0.1f); | ||
648 | d.WorldSetAngularDampingThreshold(world, 256f); | ||
649 | d.WorldSetAngularDamping(world, 256f); | ||
650 | d.WorldSetMaxAngularSpeed(world, 256f); | ||
651 | |||
652 | // Set how many steps we go without running collision testing | ||
653 | // This is in addition to the step size. | ||
654 | // Essentially Steps * m_physicsiterations | ||
655 | d.WorldSetQuickStepNumIterations(world, m_physicsiterations); | ||
656 | //d.WorldSetContactMaxCorrectingVel(world, 1000.0f); | ||
657 | |||
658 | |||
659 | |||
660 | for (int i = 0; i < staticPrimspace.GetLength(0); i++) | ||
661 | { | ||
662 | for (int j = 0; j < staticPrimspace.GetLength(1); j++) | ||
663 | { | ||
664 | staticPrimspace[i, j] = IntPtr.Zero; | ||
665 | } | ||
666 | } | ||
667 | } | ||
668 | |||
669 | internal void waitForSpaceUnlock(IntPtr space) | ||
670 | { | ||
671 | //if (space != IntPtr.Zero) | ||
672 | //while (d.SpaceLockQuery(space)) { } // Wait and do nothing | ||
673 | } | ||
674 | |||
675 | /// <summary> | ||
676 | /// Debug space message for printing the space that a prim/avatar is in. | ||
677 | /// </summary> | ||
678 | /// <param name="pos"></param> | ||
679 | /// <returns>Returns which split up space the given position is in.</returns> | ||
680 | public string whichspaceamIin(Vector3 pos) | ||
681 | { | ||
682 | return calculateSpaceForGeom(pos).ToString(); | ||
683 | } | ||
684 | |||
685 | #region Collision Detection | ||
686 | |||
687 | /// <summary> | ||
688 | /// This is our near callback. A geometry is near a body | ||
689 | /// </summary> | ||
690 | /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param> | ||
691 | /// <param name="g1">a geometry or space</param> | ||
692 | /// <param name="g2">another geometry or space</param> | ||
693 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | ||
694 | { | ||
695 | // no lock here! It's invoked from within Simulate(), which is thread-locked | ||
696 | |||
697 | // Test if we're colliding a geom with a space. | ||
698 | // If so we have to drill down into the space recursively | ||
699 | //Console.WriteLine("near -----------"); //## | ||
700 | if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) | ||
701 | { | ||
702 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
703 | return; | ||
704 | |||
705 | // Separating static prim geometry spaces. | ||
706 | // We'll be calling near recursivly if one | ||
707 | // of them is a space to find all of the | ||
708 | // contact points in the space | ||
709 | try | ||
710 | { | ||
711 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); | ||
712 | } | ||
713 | catch (AccessViolationException) | ||
714 | { | ||
715 | m_log.Warn("[PHYSICS]: Unable to collide test a space"); | ||
716 | return; | ||
717 | } | ||
718 | //Colliding a space or a geom with a space or a geom. so drill down | ||
719 | |||
720 | //Collide all geoms in each space.. | ||
721 | //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback); | ||
722 | //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback); | ||
723 | return; | ||
724 | } | ||
725 | |||
726 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
727 | return; | ||
728 | |||
729 | IntPtr b1 = d.GeomGetBody(g1); | ||
730 | IntPtr b2 = d.GeomGetBody(g2); | ||
731 | |||
732 | // d.GeomClassID id = d.GeomGetClass(g1); | ||
733 | |||
734 | String name1 = null; | ||
735 | String name2 = null; | ||
736 | |||
737 | if (!geom_name_map.TryGetValue(g1, out name1)) | ||
738 | { | ||
739 | name1 = "null"; | ||
740 | } | ||
741 | if (!geom_name_map.TryGetValue(g2, out name2)) | ||
742 | { | ||
743 | name2 = "null"; | ||
744 | } | ||
745 | |||
746 | //if (id == d.GeomClassId.TriMeshClass) | ||
747 | //{ | ||
748 | // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2); | ||
749 | //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2); | ||
750 | //} | ||
751 | |||
752 | // Figure out how many contact points we have | ||
753 | int count = 0; | ||
754 | try | ||
755 | { | ||
756 | // Colliding Geom To Geom | ||
757 | // This portion of the function 'was' blatantly ripped off from BoxStack.cs | ||
758 | |||
759 | if (g1 == g2) | ||
760 | return; // Can't collide with yourself | ||
761 | |||
762 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) | ||
763 | return; | ||
764 | |||
765 | lock (contacts) | ||
766 | { | ||
767 | count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf); | ||
768 | if (count > contacts.Length) | ||
769 | m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length); | ||
770 | } | ||
771 | } | ||
772 | catch (SEHException) | ||
773 | { | ||
774 | 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."); | ||
775 | ode.drelease(world); | ||
776 | base.TriggerPhysicsBasedRestart(); | ||
777 | } | ||
778 | catch (Exception e) | ||
779 | { | ||
780 | m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message); | ||
781 | return; | ||
782 | } | ||
783 | |||
784 | PhysicsActor p1; | ||
785 | PhysicsActor p2; | ||
786 | |||
787 | if (!actor_name_map.TryGetValue(g1, out p1)) | ||
788 | { | ||
789 | p1 = PANull; | ||
790 | } | ||
791 | |||
792 | if (!actor_name_map.TryGetValue(g2, out p2)) | ||
793 | { | ||
794 | p2 = PANull; | ||
795 | } | ||
796 | |||
797 | ContactPoint maxDepthContact = new ContactPoint(); | ||
798 | if (p1.CollisionScore + count >= float.MaxValue) | ||
799 | p1.CollisionScore = 0; | ||
800 | p1.CollisionScore += count; | ||
801 | |||
802 | if (p2.CollisionScore + count >= float.MaxValue) | ||
803 | p2.CollisionScore = 0; | ||
804 | p2.CollisionScore += count; | ||
805 | for (int i = 0; i < count; i++) | ||
806 | { | ||
807 | d.ContactGeom curContact = contacts[i]; | ||
808 | |||
809 | if (curContact.depth > maxDepthContact.PenetrationDepth) | ||
810 | { | ||
811 | maxDepthContact = new ContactPoint( | ||
812 | new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z), | ||
813 | new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z), | ||
814 | curContact.depth | ||
815 | ); | ||
816 | } | ||
817 | |||
818 | //m_log.Warn("[CCOUNT]: " + count); | ||
819 | IntPtr joint; | ||
820 | // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact. | ||
821 | // allows us to have different settings | ||
822 | |||
823 | // We only need to test p2 for 'jump crouch purposes' | ||
824 | if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim) | ||
825 | { | ||
826 | // Testing if the collision is at the feet of the avatar | ||
827 | |||
828 | //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); | ||
829 | //#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)) | ||
830 | //#@ p2.IsColliding = true; | ||
831 | if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //## | ||
832 | p2.IsColliding = true; //## | ||
833 | }else{ | ||
834 | |||
835 | } //## | ||
836 | } | ||
837 | else | ||
838 | { | ||
839 | p2.IsColliding = true; | ||
840 | } | ||
841 | |||
842 | //if ((framecount % m_returncollisions) == 0) | ||
843 | |||
844 | switch (p1.PhysicsActorType) | ||
845 | { | ||
846 | case (int)ActorTypes.Agent: | ||
847 | p2.CollidingObj = true; | ||
848 | break; | ||
849 | case (int)ActorTypes.Prim: | ||
850 | if (p2.Velocity.LengthSquared() > 0.0f) | ||
851 | p2.CollidingObj = true; | ||
852 | break; | ||
853 | case (int)ActorTypes.Unknown: | ||
854 | p2.CollidingGround = true; | ||
855 | break; | ||
856 | default: | ||
857 | p2.CollidingGround = true; | ||
858 | break; | ||
859 | } | ||
860 | |||
861 | // we don't want prim or avatar to explode | ||
862 | |||
863 | #region InterPenetration Handling - Unintended physics explosions | ||
864 | # region disabled code1 | ||
865 | |||
866 | if (curContact.depth >= 0.08f) | ||
867 | { | ||
868 | //This is disabled at the moment only because it needs more tweaking | ||
869 | //It will eventually be uncommented | ||
870 | /* | ||
871 | if (AvatarStaticprimContact.depth >= 1.00f) | ||
872 | { | ||
873 | //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString()); | ||
874 | } | ||
875 | |||
876 | //If you interpenetrate a prim with an agent | ||
877 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent && | ||
878 | p1.PhysicsActorType == (int) ActorTypes.Prim) || | ||
879 | (p1.PhysicsActorType == (int) ActorTypes.Agent && | ||
880 | p2.PhysicsActorType == (int) ActorTypes.Prim)) | ||
881 | { | ||
882 | |||
883 | //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f; | ||
884 | /* | ||
885 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | ||
886 | { | ||
887 | p2.CollidingObj = true; | ||
888 | AvatarStaticprimContact.depth = 0.003f; | ||
889 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); | ||
890 | OdeCharacter character = (OdeCharacter) p2; | ||
891 | character.SetPidStatus(true); | ||
892 | AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2)); | ||
893 | |||
894 | } | ||
895 | else | ||
896 | { | ||
897 | |||
898 | //AvatarStaticprimContact.depth = 0.0000000f; | ||
899 | } | ||
900 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) | ||
901 | { | ||
902 | |||
903 | p1.CollidingObj = true; | ||
904 | AvatarStaticprimContact.depth = 0.003f; | ||
905 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); | ||
906 | AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2)); | ||
907 | OdeCharacter character = (OdeCharacter)p1; | ||
908 | character.SetPidStatus(true); | ||
909 | } | ||
910 | else | ||
911 | { | ||
912 | |||
913 | //AvatarStaticprimContact.depth = 0.0000000f; | ||
914 | } | ||
915 | |||
916 | |||
917 | |||
918 | } | ||
919 | */ | ||
920 | // If you interpenetrate a prim with another prim | ||
921 | /* | ||
922 | if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) | ||
923 | { | ||
924 | #region disabledcode2 | ||
925 | //OdePrim op1 = (OdePrim)p1; | ||
926 | //OdePrim op2 = (OdePrim)p2; | ||
927 | //op1.m_collisionscore++; | ||
928 | //op2.m_collisionscore++; | ||
929 | |||
930 | //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000) | ||
931 | //{ | ||
932 | //op1.m_taintdisable = true; | ||
933 | //AddPhysicsActorTaint(p1); | ||
934 | //op2.m_taintdisable = true; | ||
935 | //AddPhysicsActorTaint(p2); | ||
936 | //} | ||
937 | |||
938 | //if (AvatarStaticprimContact.depth >= 0.25f) | ||
939 | //{ | ||
940 | // Don't collide, one or both prim will expld. | ||
941 | |||
942 | //op1.m_interpenetrationcount++; | ||
943 | //op2.m_interpenetrationcount++; | ||
944 | //interpenetrations_before_disable = 200; | ||
945 | //if (op1.m_interpenetrationcount >= interpenetrations_before_disable) | ||
946 | //{ | ||
947 | //op1.m_taintdisable = true; | ||
948 | //AddPhysicsActorTaint(p1); | ||
949 | //} | ||
950 | //if (op2.m_interpenetrationcount >= interpenetrations_before_disable) | ||
951 | //{ | ||
952 | // op2.m_taintdisable = true; | ||
953 | //AddPhysicsActorTaint(p2); | ||
954 | //} | ||
955 | |||
956 | //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f; | ||
957 | //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1); | ||
958 | //} | ||
959 | //if (op1.m_disabled || op2.m_disabled) | ||
960 | //{ | ||
961 | //Manually disabled objects stay disabled | ||
962 | //AvatarStaticprimContact.depth = 0f; | ||
963 | //} | ||
964 | #endregion | ||
965 | } | ||
966 | */ | ||
967 | #endregion | ||
968 | if (curContact.depth >= 1.00f) | ||
969 | { | ||
970 | //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString()); | ||
971 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent && | ||
972 | p1.PhysicsActorType == (int) ActorTypes.Unknown) || | ||
973 | (p1.PhysicsActorType == (int) ActorTypes.Agent && | ||
974 | p2.PhysicsActorType == (int) ActorTypes.Unknown)) | ||
975 | { | ||
976 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | ||
977 | { | ||
978 | if (p2 is OdeCharacter) | ||
979 | { | ||
980 | OdeCharacter character = (OdeCharacter) p2; | ||
981 | |||
982 | //p2.CollidingObj = true; | ||
983 | curContact.depth = 0.00000003f; | ||
984 | p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f); | ||
985 | curContact.pos = | ||
986 | new d.Vector3(curContact.pos.X + (p1.Size.X/2), | ||
987 | curContact.pos.Y + (p1.Size.Y/2), | ||
988 | curContact.pos.Z + (p1.Size.Z/2)); | ||
989 | character.SetPidStatus(true); | ||
990 | } | ||
991 | } | ||
992 | |||
993 | |||
994 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) | ||
995 | { | ||
996 | if (p1 is OdeCharacter) | ||
997 | { | ||
998 | OdeCharacter character = (OdeCharacter) p1; | ||
999 | |||
1000 | //p2.CollidingObj = true; | ||
1001 | curContact.depth = 0.00000003f; | ||
1002 | p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f); | ||
1003 | curContact.pos = | ||
1004 | new d.Vector3(curContact.pos.X + (p1.Size.X/2), | ||
1005 | curContact.pos.Y + (p1.Size.Y/2), | ||
1006 | curContact.pos.Z + (p1.Size.Z/2)); | ||
1007 | character.SetPidStatus(true); | ||
1008 | } | ||
1009 | } | ||
1010 | } | ||
1011 | } | ||
1012 | } | ||
1013 | |||
1014 | #endregion | ||
1015 | |||
1016 | // Logic for collision handling | ||
1017 | // Note, that if *all* contacts are skipped (VolumeDetect) | ||
1018 | // The prim still detects (and forwards) collision events but | ||
1019 | // appears to be phantom for the world | ||
1020 | Boolean skipThisContact = false; | ||
1021 | |||
1022 | if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect)) | ||
1023 | skipThisContact = true; // No collision on volume detect prims | ||
1024 | |||
1025 | if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect)) | ||
1026 | skipThisContact = true; // No collision on volume detect prims | ||
1027 | |||
1028 | if (!skipThisContact && curContact.depth < 0f) | ||
1029 | skipThisContact = true; | ||
1030 | |||
1031 | if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType)) | ||
1032 | skipThisContact = true; | ||
1033 | |||
1034 | const int maxContactsbeforedeath = 4000; | ||
1035 | joint = IntPtr.Zero; | ||
1036 | |||
1037 | if (!skipThisContact) | ||
1038 | { | ||
1039 | // Add contact joints with materials params---------------------------------- | ||
1040 | // p1 is what is being hit, p2 is the physical object doing the hitting | ||
1041 | int material = (int) Material.Wood; | ||
1042 | int movintYN = 0; // 1 = Sliding; 0 = static or fell onto | ||
1043 | if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1; | ||
1044 | |||
1045 | // If we're colliding against terrain | ||
1046 | if (name1 == "Terrain" || name2 == "Terrain") | ||
1047 | { | ||
1048 | // If we're moving | ||
1049 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1)) | ||
1050 | { | ||
1051 | //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact | ||
1052 | AvatarMovementTerrainContact.geom = curContact; | ||
1053 | _perloopContact.Add(curContact); | ||
1054 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1055 | { | ||
1056 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); | ||
1057 | m_global_contactcount++; | ||
1058 | } | ||
1059 | } | ||
1060 | else | ||
1061 | { | ||
1062 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) | ||
1063 | { | ||
1064 | //$ Av standing on terrain, Use the non moving Avata terrain contact | ||
1065 | TerrainContact.geom = curContact; | ||
1066 | _perloopContact.Add(curContact); | ||
1067 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1068 | { | ||
1069 | joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); | ||
1070 | m_global_contactcount++; | ||
1071 | } | ||
1072 | } | ||
1073 | else | ||
1074 | { | ||
1075 | if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim) | ||
1076 | { | ||
1077 | //& THIS NEVER HAPPENS? prim prim contact In terrain contact? | ||
1078 | // int pj294950 = 0; | ||
1079 | // prim terrain contact | ||
1080 | |||
1081 | if (p2 is OdePrim) | ||
1082 | material = ((OdePrim)p2).m_material; | ||
1083 | //m_log.DebugFormat("Material: {0}", material); | ||
1084 | m_materialContacts[material, movintYN].geom = curContact; | ||
1085 | _perloopContact.Add(curContact); | ||
1086 | |||
1087 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1088 | { | ||
1089 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); | ||
1090 | m_global_contactcount++; | ||
1091 | |||
1092 | } | ||
1093 | |||
1094 | } | ||
1095 | else | ||
1096 | { | ||
1097 | //$ prim on terrain contact | ||
1098 | if (p2 is OdePrim) | ||
1099 | material = ((OdePrim)p2).m_material; | ||
1100 | //m_log.DebugFormat("Material: {0}", material); | ||
1101 | m_materialContacts[material, movintYN].geom = curContact; | ||
1102 | _perloopContact.Add(curContact); | ||
1103 | |||
1104 | ContactCopy = m_materialContacts[material, movintYN]; | ||
1105 | if(movintYN == 1) | ||
1106 | { | ||
1107 | // prevent excessive slide on terrain | ||
1108 | ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f; | ||
1109 | } | ||
1110 | |||
1111 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1112 | { | ||
1113 | joint = d.JointCreateContact(world, contactgroup, ref ContactCopy); | ||
1114 | m_global_contactcount++; | ||
1115 | } | ||
1116 | } | ||
1117 | } | ||
1118 | } | ||
1119 | } | ||
1120 | else if (name1 == "Water" || name2 == "Water") | ||
1121 | { | ||
1122 | //$ This never happens! Perhaps water is treated like air? | ||
1123 | /* | ||
1124 | if ((p2.PhysicsActorType == (int) ActorTypes.Prim)) | ||
1125 | { | ||
1126 | } | ||
1127 | else | ||
1128 | { | ||
1129 | } | ||
1130 | */ | ||
1131 | //WaterContact.surface.soft_cfm = 0.0000f; | ||
1132 | //WaterContact.surface.soft_erp = 0.00000f; | ||
1133 | if (curContact.depth > 0.1f) | ||
1134 | { | ||
1135 | curContact.depth *= 52; | ||
1136 | //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1); | ||
1137 | //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f); | ||
1138 | } | ||
1139 | WaterContact.geom = curContact; | ||
1140 | _perloopContact.Add(curContact); | ||
1141 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1142 | { | ||
1143 | joint = d.JointCreateContact(world, contactgroup, ref WaterContact); | ||
1144 | m_global_contactcount++; | ||
1145 | } | ||
1146 | //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth); | ||
1147 | } | ||
1148 | else | ||
1149 | { | ||
1150 | |||
1151 | // no terrain and no water, we're colliding with prim or avatar | ||
1152 | // check if we're moving | ||
1153 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) | ||
1154 | { | ||
1155 | //$ Avatar on Prim or other Avatar | ||
1156 | if (movintYN == 1) | ||
1157 | { | ||
1158 | // Use the AV Movement / prim contact | ||
1159 | AvatarMovementprimContact.geom = curContact; | ||
1160 | _perloopContact.Add(curContact); | ||
1161 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1162 | { | ||
1163 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); | ||
1164 | m_global_contactcount++; | ||
1165 | } | ||
1166 | } | ||
1167 | else | ||
1168 | { | ||
1169 | // Use the Av non movement / prim contact | ||
1170 | AvatarStaticprimContact.geom = curContact; | ||
1171 | _perloopContact.Add(curContact); | ||
1172 | ContactCopy = AvatarStaticprimContact; // local copy so we can change locally | ||
1173 | |||
1174 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1175 | { | ||
1176 | if (curContact.depth > 0.2) | ||
1177 | { // embedded, eject slowly | ||
1178 | ContactCopy.surface.soft_erp = 0.1f; | ||
1179 | ContactCopy.surface.soft_cfm = 0.1f; | ||
1180 | } | ||
1181 | else | ||
1182 | { // keep on the surface | ||
1183 | ContactCopy.surface.soft_erp = 0.3f; | ||
1184 | ContactCopy.surface.soft_cfm = 0.0f; | ||
1185 | } | ||
1186 | joint = d.JointCreateContact(world, contactgroup, ref ContactCopy); | ||
1187 | m_global_contactcount++; | ||
1188 | } | ||
1189 | } | ||
1190 | } | ||
1191 | else if (p2.PhysicsActorType == (int)ActorTypes.Prim) | ||
1192 | { | ||
1193 | //$ Prim on Prim | ||
1194 | //p1.PhysicsActorType | ||
1195 | |||
1196 | if (p2 is OdePrim) material = ((OdePrim)p2).m_material; | ||
1197 | //m_log.DebugFormat("Material: {0}", material); | ||
1198 | |||
1199 | m_materialContacts[material, movintYN].geom = curContact; | ||
1200 | _perloopContact.Add(curContact); | ||
1201 | |||
1202 | if (m_global_contactcount < maxContactsbeforedeath) | ||
1203 | { | ||
1204 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); | ||
1205 | m_global_contactcount++; | ||
1206 | } | ||
1207 | } | ||
1208 | } | ||
1209 | |||
1210 | if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide! | ||
1211 | { | ||
1212 | d.JointAttach(joint, b1, b2); | ||
1213 | m_global_contactcount++; | ||
1214 | } | ||
1215 | |||
1216 | } | ||
1217 | collision_accounting_events(p1, p2, maxDepthContact); | ||
1218 | if (count > geomContactPointsStartthrottle) | ||
1219 | { | ||
1220 | // If there are more then 3 contact points, it's likely | ||
1221 | // that we've got a pile of objects, so ... | ||
1222 | // We don't want to send out hundreds of terse updates over and over again | ||
1223 | // so lets throttle them and send them again after it's somewhat sorted out. | ||
1224 | p2.ThrottleUpdates = true; | ||
1225 | } | ||
1226 | //m_log.Debug(count.ToString()); | ||
1227 | //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2); | ||
1228 | } // end for i.. loop | ||
1229 | } // end near | ||
1230 | |||
1231 | private bool checkDupe(d.ContactGeom contactGeom, int atype) | ||
1232 | { | ||
1233 | bool result = false; | ||
1234 | //return result; | ||
1235 | if (!m_filterCollisions) | ||
1236 | return false; | ||
1237 | |||
1238 | ActorTypes at = (ActorTypes)atype; | ||
1239 | lock (_perloopContact) | ||
1240 | { | ||
1241 | foreach (d.ContactGeom contact in _perloopContact) | ||
1242 | { | ||
1243 | //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2)) | ||
1244 | //{ | ||
1245 | // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2) | ||
1246 | if (at == ActorTypes.Agent) | ||
1247 | { | ||
1248 | if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) | ||
1249 | { | ||
1250 | |||
1251 | if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f) | ||
1252 | { | ||
1253 | //contactGeom.depth *= .00005f; | ||
1254 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
1255 | // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
1256 | result = true; | ||
1257 | break; | ||
1258 | } | ||
1259 | else | ||
1260 | { | ||
1261 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
1262 | } | ||
1263 | } | ||
1264 | else | ||
1265 | { | ||
1266 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
1267 | //int i = 0; | ||
1268 | } | ||
1269 | } | ||
1270 | else if (at == ActorTypes.Prim) | ||
1271 | { | ||
1272 | //d.AABB aabb1 = new d.AABB(); | ||
1273 | //d.AABB aabb2 = new d.AABB(); | ||
1274 | |||
1275 | //d.GeomGetAABB(contactGeom.g2, out aabb2); | ||
1276 | //d.GeomGetAABB(contactGeom.g1, out aabb1); | ||
1277 | //aabb1. | ||
1278 | if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) | ||
1279 | { | ||
1280 | if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z) | ||
1281 | { | ||
1282 | if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f) | ||
1283 | { | ||
1284 | result = true; | ||
1285 | break; | ||
1286 | } | ||
1287 | } | ||
1288 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | ||
1289 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | ||
1290 | } | ||
1291 | |||
1292 | } | ||
1293 | |||
1294 | //} | ||
1295 | |||
1296 | } | ||
1297 | } | ||
1298 | return result; | ||
1299 | } | ||
1300 | |||
1301 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact) | ||
1302 | { | ||
1303 | // obj1LocalID = 0; | ||
1304 | //returncollisions = false; | ||
1305 | obj2LocalID = 0; | ||
1306 | //ctype = 0; | ||
1307 | //cStartStop = 0; | ||
1308 | if (!p2.SubscribedEvents() && !p1.SubscribedEvents()) | ||
1309 | return; | ||
1310 | |||
1311 | switch ((ActorTypes)p2.PhysicsActorType) | ||
1312 | { | ||
1313 | case ActorTypes.Agent: | ||
1314 | cc2 = (OdeCharacter)p2; | ||
1315 | |||
1316 | // obj1LocalID = cc2.m_localID; | ||
1317 | switch ((ActorTypes)p1.PhysicsActorType) | ||
1318 | { | ||
1319 | case ActorTypes.Agent: | ||
1320 | cc1 = (OdeCharacter)p1; | ||
1321 | obj2LocalID = cc1.m_localID; | ||
1322 | cc1.AddCollisionEvent(cc2.m_localID, contact); | ||
1323 | //ctype = (int)CollisionCategories.Character; | ||
1324 | |||
1325 | //if (cc1.CollidingObj) | ||
1326 | //cStartStop = (int)StatusIndicators.Generic; | ||
1327 | //else | ||
1328 | //cStartStop = (int)StatusIndicators.Start; | ||
1329 | |||
1330 | //returncollisions = true; | ||
1331 | break; | ||
1332 | case ActorTypes.Prim: | ||
1333 | if (p1 is OdePrim) | ||
1334 | { | ||
1335 | cp1 = (OdePrim) p1; | ||
1336 | obj2LocalID = cp1.m_localID; | ||
1337 | cp1.AddCollisionEvent(cc2.m_localID, contact); | ||
1338 | } | ||
1339 | //ctype = (int)CollisionCategories.Geom; | ||
1340 | |||
1341 | //if (cp1.CollidingObj) | ||
1342 | //cStartStop = (int)StatusIndicators.Generic; | ||
1343 | //else | ||
1344 | //cStartStop = (int)StatusIndicators.Start; | ||
1345 | |||
1346 | //returncollisions = true; | ||
1347 | break; | ||
1348 | |||
1349 | case ActorTypes.Ground: | ||
1350 | case ActorTypes.Unknown: | ||
1351 | obj2LocalID = 0; | ||
1352 | //ctype = (int)CollisionCategories.Land; | ||
1353 | //returncollisions = true; | ||
1354 | break; | ||
1355 | } | ||
1356 | |||
1357 | cc2.AddCollisionEvent(obj2LocalID, contact); | ||
1358 | break; | ||
1359 | case ActorTypes.Prim: | ||
1360 | |||
1361 | if (p2 is OdePrim) | ||
1362 | { | ||
1363 | cp2 = (OdePrim) p2; | ||
1364 | |||
1365 | // obj1LocalID = cp2.m_localID; | ||
1366 | switch ((ActorTypes) p1.PhysicsActorType) | ||
1367 | { | ||
1368 | case ActorTypes.Agent: | ||
1369 | if (p1 is OdeCharacter) | ||
1370 | { | ||
1371 | cc1 = (OdeCharacter) p1; | ||
1372 | obj2LocalID = cc1.m_localID; | ||
1373 | cc1.AddCollisionEvent(cp2.m_localID, contact); | ||
1374 | //ctype = (int)CollisionCategories.Character; | ||
1375 | |||
1376 | //if (cc1.CollidingObj) | ||
1377 | //cStartStop = (int)StatusIndicators.Generic; | ||
1378 | //else | ||
1379 | //cStartStop = (int)StatusIndicators.Start; | ||
1380 | //returncollisions = true; | ||
1381 | } | ||
1382 | break; | ||
1383 | case ActorTypes.Prim: | ||
1384 | |||
1385 | if (p1 is OdePrim) | ||
1386 | { | ||
1387 | cp1 = (OdePrim) p1; | ||
1388 | obj2LocalID = cp1.m_localID; | ||
1389 | cp1.AddCollisionEvent(cp2.m_localID, contact); | ||
1390 | //ctype = (int)CollisionCategories.Geom; | ||
1391 | |||
1392 | //if (cp1.CollidingObj) | ||
1393 | //cStartStop = (int)StatusIndicators.Generic; | ||
1394 | //else | ||
1395 | //cStartStop = (int)StatusIndicators.Start; | ||
1396 | |||
1397 | //returncollisions = true; | ||
1398 | } | ||
1399 | break; | ||
1400 | |||
1401 | case ActorTypes.Ground: | ||
1402 | case ActorTypes.Unknown: | ||
1403 | obj2LocalID = 0; | ||
1404 | //ctype = (int)CollisionCategories.Land; | ||
1405 | |||
1406 | //returncollisions = true; | ||
1407 | break; | ||
1408 | } | ||
1409 | |||
1410 | cp2.AddCollisionEvent(obj2LocalID, contact); | ||
1411 | } | ||
1412 | break; | ||
1413 | } | ||
1414 | //if (returncollisions) | ||
1415 | //{ | ||
1416 | |||
1417 | //lock (m_storedCollisions) | ||
1418 | //{ | ||
1419 | //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString(); | ||
1420 | //if (m_storedCollisions.ContainsKey(cDictKey)) | ||
1421 | //{ | ||
1422 | //sCollisionData objd = m_storedCollisions[cDictKey]; | ||
1423 | //objd.NumberOfCollisions += 1; | ||
1424 | //objd.lastframe = framecount; | ||
1425 | //m_storedCollisions[cDictKey] = objd; | ||
1426 | //} | ||
1427 | //else | ||
1428 | //{ | ||
1429 | //sCollisionData objd = new sCollisionData(); | ||
1430 | //objd.ColliderLocalId = obj1LocalID; | ||
1431 | //objd.CollidedWithLocalId = obj2LocalID; | ||
1432 | //objd.CollisionType = ctype; | ||
1433 | //objd.NumberOfCollisions = 1; | ||
1434 | //objd.lastframe = framecount; | ||
1435 | //objd.StatusIndicator = cStartStop; | ||
1436 | //m_storedCollisions.Add(cDictKey, objd); | ||
1437 | //} | ||
1438 | //} | ||
1439 | // } | ||
1440 | } | ||
1441 | |||
1442 | public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount) | ||
1443 | { | ||
1444 | /* String name1 = null; | ||
1445 | String name2 = null; | ||
1446 | |||
1447 | if (!geom_name_map.TryGetValue(trimesh, out name1)) | ||
1448 | { | ||
1449 | name1 = "null"; | ||
1450 | } | ||
1451 | if (!geom_name_map.TryGetValue(refObject, out name2)) | ||
1452 | { | ||
1453 | name2 = "null"; | ||
1454 | } | ||
1455 | |||
1456 | m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2); | ||
1457 | */ | ||
1458 | return 1; | ||
1459 | } | ||
1460 | |||
1461 | public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex) | ||
1462 | { | ||
1463 | String name1 = null; | ||
1464 | String name2 = null; | ||
1465 | |||
1466 | if (!geom_name_map.TryGetValue(trimesh, out name1)) | ||
1467 | { | ||
1468 | name1 = "null"; | ||
1469 | } | ||
1470 | |||
1471 | if (!geom_name_map.TryGetValue(refObject, out name2)) | ||
1472 | { | ||
1473 | name2 = "null"; | ||
1474 | } | ||
1475 | |||
1476 | // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex); | ||
1477 | |||
1478 | d.Vector3 v0 = new d.Vector3(); | ||
1479 | d.Vector3 v1 = new d.Vector3(); | ||
1480 | d.Vector3 v2 = new d.Vector3(); | ||
1481 | |||
1482 | d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2); | ||
1483 | // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z); | ||
1484 | |||
1485 | return 1; | ||
1486 | } | ||
1487 | |||
1488 | /// <summary> | ||
1489 | /// This is our collision testing routine in ODE | ||
1490 | /// </summary> | ||
1491 | /// <param name="timeStep"></param> | ||
1492 | private void collision_optimized(float timeStep) | ||
1493 | { | ||
1494 | _perloopContact.Clear(); | ||
1495 | |||
1496 | lock (_characters) | ||
1497 | { | ||
1498 | foreach (OdeCharacter chr in _characters) | ||
1499 | { | ||
1500 | // Reset the collision values to false | ||
1501 | // since we don't know if we're colliding yet | ||
1502 | |||
1503 | // For some reason this can happen. Don't ask... | ||
1504 | // | ||
1505 | if (chr == null) | ||
1506 | continue; | ||
1507 | |||
1508 | if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero) | ||
1509 | continue; | ||
1510 | |||
1511 | chr.IsColliding = false; | ||
1512 | chr.CollidingGround = false; | ||
1513 | chr.CollidingObj = false; | ||
1514 | |||
1515 | // test the avatar's geometry for collision with the space | ||
1516 | // This will return near and the space that they are the closest to | ||
1517 | // And we'll run this again against the avatar and the space segment | ||
1518 | // This will return with a bunch of possible objects in the space segment | ||
1519 | // and we'll run it again on all of them. | ||
1520 | try | ||
1521 | { | ||
1522 | d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); | ||
1523 | } | ||
1524 | catch (AccessViolationException) | ||
1525 | { | ||
1526 | m_log.Warn("[PHYSICS]: Unable to space collide"); | ||
1527 | } | ||
1528 | //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y); | ||
1529 | //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10) | ||
1530 | //{ | ||
1531 | //chr.Position.Z = terrainheight + 10.0f; | ||
1532 | //forcedZ = true; | ||
1533 | //} | ||
1534 | } | ||
1535 | } | ||
1536 | |||
1537 | lock (_activeprims) | ||
1538 | { | ||
1539 | List<OdePrim> removeprims = null; | ||
1540 | foreach (OdePrim chr in _activeprims) | ||
1541 | { | ||
1542 | if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds) | ||
1543 | { | ||
1544 | try | ||
1545 | { | ||
1546 | lock (chr) | ||
1547 | { | ||
1548 | if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false) | ||
1549 | { | ||
1550 | d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback); | ||
1551 | } | ||
1552 | else | ||
1553 | { | ||
1554 | if (removeprims == null) | ||
1555 | { | ||
1556 | removeprims = new List<OdePrim>(); | ||
1557 | } | ||
1558 | removeprims.Add(chr); | ||
1559 | /// Commented this because it triggers on every bullet | ||
1560 | //m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!"); | ||
1561 | } | ||
1562 | } | ||
1563 | } | ||
1564 | catch (AccessViolationException) | ||
1565 | { | ||
1566 | m_log.Warn("[PHYSICS]: Unable to space collide"); | ||
1567 | } | ||
1568 | } | ||
1569 | } | ||
1570 | if (removeprims != null) | ||
1571 | { | ||
1572 | foreach (OdePrim chr in removeprims) | ||
1573 | { | ||
1574 | _activeprims.Remove(chr); | ||
1575 | } | ||
1576 | } | ||
1577 | } | ||
1578 | |||
1579 | _perloopContact.Clear(); | ||
1580 | } | ||
1581 | |||
1582 | #endregion | ||
1583 | |||
1584 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
1585 | { | ||
1586 | m_worldOffset = offset; | ||
1587 | WorldExtents = new Vector2(extents.X, extents.Y); | ||
1588 | m_parentScene = pScene; | ||
1589 | |||
1590 | } | ||
1591 | |||
1592 | // Recovered for use by fly height. Kitto Flora | ||
1593 | public float GetTerrainHeightAtXY(float x, float y) | ||
1594 | { | ||
1595 | |||
1596 | int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
1597 | int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
1598 | |||
1599 | IntPtr heightFieldGeom = IntPtr.Zero; | ||
1600 | |||
1601 | if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom)) | ||
1602 | { | ||
1603 | if (heightFieldGeom != IntPtr.Zero) | ||
1604 | { | ||
1605 | if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom)) | ||
1606 | { | ||
1607 | |||
1608 | int index; | ||
1609 | |||
1610 | |||
1611 | if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y || | ||
1612 | (int)x < 0.001f || (int)y < 0.001f) | ||
1613 | return 0; | ||
1614 | |||
1615 | x = x - offsetX; | ||
1616 | y = y - offsetY; | ||
1617 | |||
1618 | index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y); | ||
1619 | |||
1620 | if (index < TerrainHeightFieldHeights[heightFieldGeom].Length) | ||
1621 | { | ||
1622 | //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]); | ||
1623 | return (float)TerrainHeightFieldHeights[heightFieldGeom][index]; | ||
1624 | } | ||
1625 | |||
1626 | else | ||
1627 | return 0f; | ||
1628 | } | ||
1629 | else | ||
1630 | { | ||
1631 | return 0f; | ||
1632 | } | ||
1633 | |||
1634 | } | ||
1635 | else | ||
1636 | { | ||
1637 | return 0f; | ||
1638 | } | ||
1639 | |||
1640 | } | ||
1641 | else | ||
1642 | { | ||
1643 | return 0f; | ||
1644 | } | ||
1645 | |||
1646 | |||
1647 | } | ||
1648 | // End recovered. Kitto Flora | ||
1649 | |||
1650 | public void addCollisionEventReporting(PhysicsActor obj) | ||
1651 | { | ||
1652 | lock (_collisionEventPrim) | ||
1653 | { | ||
1654 | if (!_collisionEventPrim.Contains(obj)) | ||
1655 | _collisionEventPrim.Add(obj); | ||
1656 | } | ||
1657 | } | ||
1658 | |||
1659 | public void remCollisionEventReporting(PhysicsActor obj) | ||
1660 | { | ||
1661 | lock (_collisionEventPrim) | ||
1662 | { | ||
1663 | if (!_collisionEventPrim.Contains(obj)) | ||
1664 | _collisionEventPrim.Remove(obj); | ||
1665 | } | ||
1666 | } | ||
1667 | |||
1668 | #region Add/Remove Entities | ||
1669 | |||
1670 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
1671 | { | ||
1672 | Vector3 pos; | ||
1673 | pos.X = position.X; | ||
1674 | pos.Y = position.Y; | ||
1675 | pos.Z = position.Z; | ||
1676 | OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun); | ||
1677 | newAv.Flying = isFlying; | ||
1678 | newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset; | ||
1679 | |||
1680 | return newAv; | ||
1681 | } | ||
1682 | |||
1683 | public void AddCharacter(OdeCharacter chr) | ||
1684 | { | ||
1685 | lock (_characters) | ||
1686 | { | ||
1687 | if (!_characters.Contains(chr)) | ||
1688 | { | ||
1689 | _characters.Add(chr); | ||
1690 | if (chr.bad) | ||
1691 | m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid); | ||
1692 | } | ||
1693 | } | ||
1694 | } | ||
1695 | |||
1696 | public void RemoveCharacter(OdeCharacter chr) | ||
1697 | { | ||
1698 | lock (_characters) | ||
1699 | { | ||
1700 | if (_characters.Contains(chr)) | ||
1701 | { | ||
1702 | _characters.Remove(chr); | ||
1703 | } | ||
1704 | } | ||
1705 | } | ||
1706 | public void BadCharacter(OdeCharacter chr) | ||
1707 | { | ||
1708 | lock (_badCharacter) | ||
1709 | { | ||
1710 | if (!_badCharacter.Contains(chr)) | ||
1711 | _badCharacter.Add(chr); | ||
1712 | } | ||
1713 | } | ||
1714 | |||
1715 | public override void RemoveAvatar(PhysicsActor actor) | ||
1716 | { | ||
1717 | //m_log.Debug("[PHYSICS]:ODELOCK"); | ||
1718 | ((OdeCharacter) actor).Destroy(); | ||
1719 | |||
1720 | } | ||
1721 | |||
1722 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, | ||
1723 | IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, bool isphantom, byte shapetype, uint localid) | ||
1724 | { | ||
1725 | |||
1726 | Vector3 pos = position; | ||
1727 | Vector3 siz = size; | ||
1728 | Quaternion rot = rotation; | ||
1729 | |||
1730 | OdePrim newPrim; | ||
1731 | lock (OdeLock) | ||
1732 | { | ||
1733 | newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, isphantom, shapetype, ode, localid); | ||
1734 | |||
1735 | lock (_prims) | ||
1736 | _prims.Add(newPrim); | ||
1737 | } | ||
1738 | |||
1739 | return newPrim; | ||
1740 | } | ||
1741 | |||
1742 | |||
1743 | public void addActivePrim(OdePrim activatePrim) | ||
1744 | { | ||
1745 | // adds active prim.. (ones that should be iterated over in collisions_optimized | ||
1746 | lock (_activeprims) | ||
1747 | { | ||
1748 | if (!_activeprims.Contains(activatePrim)) | ||
1749 | _activeprims.Add(activatePrim); | ||
1750 | //else | ||
1751 | // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent"); | ||
1752 | } | ||
1753 | } | ||
1754 | |||
1755 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1756 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid) | ||
1757 | { | ||
1758 | PhysicsActor result; | ||
1759 | IMesh mesh = null; | ||
1760 | |||
1761 | if (needsMeshing(pbs)) | ||
1762 | mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true); | ||
1763 | |||
1764 | result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical,false,0, localid); | ||
1765 | |||
1766 | return result; | ||
1767 | } | ||
1768 | |||
1769 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1770 | Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid) | ||
1771 | { | ||
1772 | PhysicsActor result; | ||
1773 | IMesh mesh = null; | ||
1774 | |||
1775 | if (needsMeshing(pbs)) | ||
1776 | mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true); | ||
1777 | |||
1778 | result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom,0, localid); | ||
1779 | |||
1780 | return result; | ||
1781 | } | ||
1782 | |||
1783 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1784 | Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid) | ||
1785 | { | ||
1786 | PhysicsActor result; | ||
1787 | IMesh mesh = null; | ||
1788 | |||
1789 | if (needsMeshing(pbs)) | ||
1790 | mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true); | ||
1791 | |||
1792 | result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom, shapetype, localid); | ||
1793 | |||
1794 | return result; | ||
1795 | } | ||
1796 | |||
1797 | public override float TimeDilation | ||
1798 | { | ||
1799 | get { return m_timeDilation; } | ||
1800 | } | ||
1801 | |||
1802 | public override bool SupportsNINJAJoints | ||
1803 | { | ||
1804 | get { return m_NINJA_physics_joints_enabled; } | ||
1805 | } | ||
1806 | |||
1807 | // internal utility function: must be called within a lock (OdeLock) | ||
1808 | private void InternalAddActiveJoint(PhysicsJoint joint) | ||
1809 | { | ||
1810 | activeJoints.Add(joint); | ||
1811 | SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint); | ||
1812 | } | ||
1813 | |||
1814 | // internal utility function: must be called within a lock (OdeLock) | ||
1815 | private void InternalAddPendingJoint(OdePhysicsJoint joint) | ||
1816 | { | ||
1817 | pendingJoints.Add(joint); | ||
1818 | SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint); | ||
1819 | } | ||
1820 | |||
1821 | // internal utility function: must be called within a lock (OdeLock) | ||
1822 | private void InternalRemovePendingJoint(PhysicsJoint joint) | ||
1823 | { | ||
1824 | pendingJoints.Remove(joint); | ||
1825 | SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene); | ||
1826 | } | ||
1827 | |||
1828 | // internal utility function: must be called within a lock (OdeLock) | ||
1829 | private void InternalRemoveActiveJoint(PhysicsJoint joint) | ||
1830 | { | ||
1831 | activeJoints.Remove(joint); | ||
1832 | SOPName_to_activeJoint.Remove(joint.ObjectNameInScene); | ||
1833 | } | ||
1834 | |||
1835 | public override void DumpJointInfo() | ||
1836 | { | ||
1837 | string hdr = "[NINJA] JOINTINFO: "; | ||
1838 | foreach (PhysicsJoint j in pendingJoints) | ||
1839 | { | ||
1840 | m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams); | ||
1841 | } | ||
1842 | m_log.Debug(hdr + pendingJoints.Count + " total pending joints"); | ||
1843 | foreach (string jointName in SOPName_to_pendingJoint.Keys) | ||
1844 | { | ||
1845 | m_log.Debug(hdr + " pending joints dict contains Name: " + jointName); | ||
1846 | } | ||
1847 | m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries"); | ||
1848 | foreach (PhysicsJoint j in activeJoints) | ||
1849 | { | ||
1850 | m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams); | ||
1851 | } | ||
1852 | m_log.Debug(hdr + activeJoints.Count + " total active joints"); | ||
1853 | foreach (string jointName in SOPName_to_activeJoint.Keys) | ||
1854 | { | ||
1855 | m_log.Debug(hdr + " active joints dict contains Name: " + jointName); | ||
1856 | } | ||
1857 | m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries"); | ||
1858 | |||
1859 | m_log.Debug(hdr + " Per-body joint connectivity information follows."); | ||
1860 | m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints."); | ||
1861 | foreach (string actorName in joints_connecting_actor.Keys) | ||
1862 | { | ||
1863 | m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it"); | ||
1864 | foreach (PhysicsJoint j in joints_connecting_actor[actorName]) | ||
1865 | { | ||
1866 | m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams); | ||
1867 | } | ||
1868 | m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor"); | ||
1869 | } | ||
1870 | } | ||
1871 | |||
1872 | public override void RequestJointDeletion(string ObjectNameInScene) | ||
1873 | { | ||
1874 | lock (externalJointRequestsLock) | ||
1875 | { | ||
1876 | if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously | ||
1877 | { | ||
1878 | requestedJointsToBeDeleted.Add(ObjectNameInScene); | ||
1879 | } | ||
1880 | } | ||
1881 | } | ||
1882 | |||
1883 | private void DeleteRequestedJoints() | ||
1884 | { | ||
1885 | List<string> myRequestedJointsToBeDeleted; | ||
1886 | lock (externalJointRequestsLock) | ||
1887 | { | ||
1888 | // make a local copy of the shared list for processing (threading issues) | ||
1889 | myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted); | ||
1890 | } | ||
1891 | |||
1892 | foreach (string jointName in myRequestedJointsToBeDeleted) | ||
1893 | { | ||
1894 | lock (OdeLock) | ||
1895 | { | ||
1896 | //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName); | ||
1897 | if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName)) | ||
1898 | { | ||
1899 | OdePhysicsJoint joint = null; | ||
1900 | if (SOPName_to_activeJoint.ContainsKey(jointName)) | ||
1901 | { | ||
1902 | joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint; | ||
1903 | InternalRemoveActiveJoint(joint); | ||
1904 | } | ||
1905 | else if (SOPName_to_pendingJoint.ContainsKey(jointName)) | ||
1906 | { | ||
1907 | joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint; | ||
1908 | InternalRemovePendingJoint(joint); | ||
1909 | } | ||
1910 | |||
1911 | if (joint != null) | ||
1912 | { | ||
1913 | //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames); | ||
1914 | for (int iBodyName = 0; iBodyName < 2; iBodyName++) | ||
1915 | { | ||
1916 | string bodyName = joint.BodyNames[iBodyName]; | ||
1917 | if (bodyName != "NULL") | ||
1918 | { | ||
1919 | joints_connecting_actor[bodyName].Remove(joint); | ||
1920 | if (joints_connecting_actor[bodyName].Count == 0) | ||
1921 | { | ||
1922 | joints_connecting_actor.Remove(bodyName); | ||
1923 | } | ||
1924 | } | ||
1925 | } | ||
1926 | |||
1927 | DoJointDeactivated(joint); | ||
1928 | if (joint.jointID != IntPtr.Zero) | ||
1929 | { | ||
1930 | d.JointDestroy(joint.jointID); | ||
1931 | joint.jointID = IntPtr.Zero; | ||
1932 | //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName); | ||
1933 | } | ||
1934 | else | ||
1935 | { | ||
1936 | //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName); | ||
1937 | } | ||
1938 | } | ||
1939 | else | ||
1940 | { | ||
1941 | // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName); | ||
1942 | } | ||
1943 | } | ||
1944 | else | ||
1945 | { | ||
1946 | // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName); | ||
1947 | } | ||
1948 | } | ||
1949 | } | ||
1950 | |||
1951 | // remove processed joints from the shared list | ||
1952 | lock (externalJointRequestsLock) | ||
1953 | { | ||
1954 | foreach (string jointName in myRequestedJointsToBeDeleted) | ||
1955 | { | ||
1956 | requestedJointsToBeDeleted.Remove(jointName); | ||
1957 | } | ||
1958 | } | ||
1959 | } | ||
1960 | |||
1961 | // for pending joints we don't know if their associated bodies exist yet or not. | ||
1962 | // the joint is actually created during processing of the taints | ||
1963 | private void CreateRequestedJoints() | ||
1964 | { | ||
1965 | List<PhysicsJoint> myRequestedJointsToBeCreated; | ||
1966 | lock (externalJointRequestsLock) | ||
1967 | { | ||
1968 | // make a local copy of the shared list for processing (threading issues) | ||
1969 | myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated); | ||
1970 | } | ||
1971 | |||
1972 | foreach (PhysicsJoint joint in myRequestedJointsToBeCreated) | ||
1973 | { | ||
1974 | lock (OdeLock) | ||
1975 | { | ||
1976 | if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null) | ||
1977 | { | ||
1978 | DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation); | ||
1979 | continue; | ||
1980 | } | ||
1981 | if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null) | ||
1982 | { | ||
1983 | DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation); | ||
1984 | continue; | ||
1985 | } | ||
1986 | |||
1987 | InternalAddPendingJoint(joint as OdePhysicsJoint); | ||
1988 | |||
1989 | if (joint.BodyNames.Count >= 2) | ||
1990 | { | ||
1991 | for (int iBodyName = 0; iBodyName < 2; iBodyName++) | ||
1992 | { | ||
1993 | string bodyName = joint.BodyNames[iBodyName]; | ||
1994 | if (bodyName != "NULL") | ||
1995 | { | ||
1996 | if (!joints_connecting_actor.ContainsKey(bodyName)) | ||
1997 | { | ||
1998 | joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>()); | ||
1999 | } | ||
2000 | joints_connecting_actor[bodyName].Add(joint); | ||
2001 | } | ||
2002 | } | ||
2003 | } | ||
2004 | } | ||
2005 | } | ||
2006 | |||
2007 | // remove processed joints from shared list | ||
2008 | lock (externalJointRequestsLock) | ||
2009 | { | ||
2010 | foreach (PhysicsJoint joint in myRequestedJointsToBeCreated) | ||
2011 | { | ||
2012 | requestedJointsToBeCreated.Remove(joint); | ||
2013 | } | ||
2014 | } | ||
2015 | |||
2016 | } | ||
2017 | |||
2018 | // public function to add an request for joint creation | ||
2019 | // this joint will just be added to a waiting list that is NOT processed during the main | ||
2020 | // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests. | ||
2021 | |||
2022 | public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position, | ||
2023 | Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation) | ||
2024 | |||
2025 | { | ||
2026 | |||
2027 | OdePhysicsJoint joint = new OdePhysicsJoint(); | ||
2028 | joint.ObjectNameInScene = objectNameInScene; | ||
2029 | joint.Type = jointType; | ||
2030 | joint.Position = position; | ||
2031 | joint.Rotation = rotation; | ||
2032 | joint.RawParams = parms; | ||
2033 | joint.BodyNames = new List<string>(bodyNames); | ||
2034 | joint.TrackedBodyName = trackedBodyName; | ||
2035 | joint.LocalRotation = localRotation; | ||
2036 | joint.jointID = IntPtr.Zero; | ||
2037 | joint.ErrorMessageCount = 0; | ||
2038 | |||
2039 | lock (externalJointRequestsLock) | ||
2040 | { | ||
2041 | if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice | ||
2042 | { | ||
2043 | requestedJointsToBeCreated.Add(joint); | ||
2044 | } | ||
2045 | } | ||
2046 | return joint; | ||
2047 | } | ||
2048 | |||
2049 | private void RemoveAllJointsConnectedToActor(PhysicsActor actor) | ||
2050 | { | ||
2051 | //m_log.Debug("RemoveAllJointsConnectedToActor: start"); | ||
2052 | if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null) | ||
2053 | { | ||
2054 | |||
2055 | List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>(); | ||
2056 | //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism) | ||
2057 | foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName]) | ||
2058 | { | ||
2059 | jointsToRemove.Add(j); | ||
2060 | } | ||
2061 | foreach (PhysicsJoint j in jointsToRemove) | ||
2062 | { | ||
2063 | //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene); | ||
2064 | RequestJointDeletion(j.ObjectNameInScene); | ||
2065 | //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene); | ||
2066 | j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing) | ||
2067 | } | ||
2068 | } | ||
2069 | } | ||
2070 | |||
2071 | public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor) | ||
2072 | { | ||
2073 | //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start"); | ||
2074 | lock (OdeLock) | ||
2075 | { | ||
2076 | //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock"); | ||
2077 | RemoveAllJointsConnectedToActor(actor); | ||
2078 | } | ||
2079 | } | ||
2080 | |||
2081 | // normally called from within OnJointMoved, which is called from within a lock (OdeLock) | ||
2082 | public override Vector3 GetJointAnchor(PhysicsJoint joint) | ||
2083 | { | ||
2084 | Debug.Assert(joint.IsInPhysicsEngine); | ||
2085 | d.Vector3 pos = new d.Vector3(); | ||
2086 | |||
2087 | if (!(joint is OdePhysicsJoint)) | ||
2088 | { | ||
2089 | DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene); | ||
2090 | } | ||
2091 | else | ||
2092 | { | ||
2093 | OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint; | ||
2094 | switch (odeJoint.Type) | ||
2095 | { | ||
2096 | case PhysicsJointType.Ball: | ||
2097 | d.JointGetBallAnchor(odeJoint.jointID, out pos); | ||
2098 | break; | ||
2099 | case PhysicsJointType.Hinge: | ||
2100 | d.JointGetHingeAnchor(odeJoint.jointID, out pos); | ||
2101 | break; | ||
2102 | } | ||
2103 | } | ||
2104 | return new Vector3(pos.X, pos.Y, pos.Z); | ||
2105 | } | ||
2106 | |||
2107 | // normally called from within OnJointMoved, which is called from within a lock (OdeLock) | ||
2108 | // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function | ||
2109 | // appears to be unreliable. Fortunately we can compute the joint axis ourselves by | ||
2110 | // keeping track of the joint's original orientation relative to one of the involved bodies. | ||
2111 | public override Vector3 GetJointAxis(PhysicsJoint joint) | ||
2112 | { | ||
2113 | Debug.Assert(joint.IsInPhysicsEngine); | ||
2114 | d.Vector3 axis = new d.Vector3(); | ||
2115 | |||
2116 | if (!(joint is OdePhysicsJoint)) | ||
2117 | { | ||
2118 | DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene); | ||
2119 | } | ||
2120 | else | ||
2121 | { | ||
2122 | OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint; | ||
2123 | switch (odeJoint.Type) | ||
2124 | { | ||
2125 | case PhysicsJointType.Ball: | ||
2126 | DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene); | ||
2127 | break; | ||
2128 | case PhysicsJointType.Hinge: | ||
2129 | d.JointGetHingeAxis(odeJoint.jointID, out axis); | ||
2130 | break; | ||
2131 | } | ||
2132 | } | ||
2133 | return new Vector3(axis.X, axis.Y, axis.Z); | ||
2134 | } | ||
2135 | |||
2136 | |||
2137 | public void remActivePrim(OdePrim deactivatePrim) | ||
2138 | { | ||
2139 | lock (_activeprims) | ||
2140 | { | ||
2141 | _activeprims.Remove(deactivatePrim); | ||
2142 | } | ||
2143 | } | ||
2144 | |||
2145 | public override void RemovePrim(PhysicsActor prim) | ||
2146 | { | ||
2147 | if (prim is OdePrim) | ||
2148 | { | ||
2149 | lock (OdeLock) | ||
2150 | { | ||
2151 | OdePrim p = (OdePrim) prim; | ||
2152 | |||
2153 | p.setPrimForRemoval(); | ||
2154 | AddPhysicsActorTaint(prim); | ||
2155 | //RemovePrimThreadLocked(p); | ||
2156 | } | ||
2157 | } | ||
2158 | } | ||
2159 | |||
2160 | /// <summary> | ||
2161 | /// This is called from within simulate but outside the locked portion | ||
2162 | /// We need to do our own locking here | ||
2163 | /// Essentially, we need to remove the prim from our space segment, whatever segment it's in. | ||
2164 | /// | ||
2165 | /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory | ||
2166 | /// that the space was using. | ||
2167 | /// </summary> | ||
2168 | /// <param name="prim"></param> | ||
2169 | public void RemovePrimThreadLocked(OdePrim prim) | ||
2170 | { | ||
2171 | //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); | ||
2172 | lock (prim) | ||
2173 | { | ||
2174 | remCollisionEventReporting(prim); | ||
2175 | lock (ode) | ||
2176 | { | ||
2177 | if (prim.prim_geom != IntPtr.Zero) | ||
2178 | { | ||
2179 | prim.ResetTaints(); | ||
2180 | |||
2181 | try | ||
2182 | { | ||
2183 | if (prim._triMeshData != IntPtr.Zero) | ||
2184 | { | ||
2185 | d.GeomTriMeshDataDestroy(prim._triMeshData); | ||
2186 | prim._triMeshData = IntPtr.Zero; | ||
2187 | } | ||
2188 | } | ||
2189 | catch { }; | ||
2190 | |||
2191 | if (prim.IsPhysical) | ||
2192 | { | ||
2193 | prim.disableBody(); | ||
2194 | if (prim.childPrim) | ||
2195 | { | ||
2196 | prim.childPrim = false; | ||
2197 | prim.Body = IntPtr.Zero; | ||
2198 | prim.m_disabled = true; | ||
2199 | prim.IsPhysical = false; | ||
2200 | } | ||
2201 | |||
2202 | } | ||
2203 | // we don't want to remove the main space | ||
2204 | |||
2205 | // If the geometry is in the targetspace, remove it from the target space | ||
2206 | //m_log.Warn(prim.m_targetSpace); | ||
2207 | |||
2208 | //if (prim.m_targetSpace != IntPtr.Zero) | ||
2209 | //{ | ||
2210 | //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom)) | ||
2211 | //{ | ||
2212 | |||
2213 | //if (d.GeomIsSpace(prim.m_targetSpace)) | ||
2214 | //{ | ||
2215 | //waitForSpaceUnlock(prim.m_targetSpace); | ||
2216 | //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom); | ||
2217 | prim.m_targetSpace = IntPtr.Zero; | ||
2218 | //} | ||
2219 | //else | ||
2220 | //{ | ||
2221 | // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" + | ||
2222 | //((OdePrim)prim).m_targetSpace.ToString()); | ||
2223 | //} | ||
2224 | |||
2225 | //} | ||
2226 | //} | ||
2227 | //m_log.Warn(prim.prim_geom); | ||
2228 | try | ||
2229 | { | ||
2230 | if (prim.prim_geom != IntPtr.Zero) | ||
2231 | { | ||
2232 | |||
2233 | //string tPA; | ||
2234 | //geom_name_map.TryGetValue(prim.prim_geom, out tPA); | ||
2235 | //Console.WriteLine("**** Remove {0}", tPA); | ||
2236 | if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom); | ||
2237 | if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom); | ||
2238 | d.GeomDestroy(prim.prim_geom); | ||
2239 | prim.prim_geom = IntPtr.Zero; | ||
2240 | } | ||
2241 | else | ||
2242 | { | ||
2243 | m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene"); | ||
2244 | } | ||
2245 | } | ||
2246 | catch (AccessViolationException) | ||
2247 | { | ||
2248 | m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed."); | ||
2249 | } | ||
2250 | lock (_prims) | ||
2251 | _prims.Remove(prim); | ||
2252 | |||
2253 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore | ||
2254 | //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) | ||
2255 | //{ | ||
2256 | //if (prim.m_targetSpace != null) | ||
2257 | //{ | ||
2258 | //if (d.GeomIsSpace(prim.m_targetSpace)) | ||
2259 | //{ | ||
2260 | //waitForSpaceUnlock(prim.m_targetSpace); | ||
2261 | //d.SpaceRemove(space, prim.m_targetSpace); | ||
2262 | // free up memory used by the space. | ||
2263 | //d.SpaceDestroy(prim.m_targetSpace); | ||
2264 | //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position); | ||
2265 | //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]); | ||
2266 | //} | ||
2267 | //else | ||
2268 | //{ | ||
2269 | //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" + | ||
2270 | //((OdePrim) prim).m_targetSpace.ToString()); | ||
2271 | //} | ||
2272 | //} | ||
2273 | //} | ||
2274 | |||
2275 | if (SupportsNINJAJoints) | ||
2276 | { | ||
2277 | RemoveAllJointsConnectedToActorThreadLocked(prim); | ||
2278 | } | ||
2279 | } | ||
2280 | } | ||
2281 | } | ||
2282 | } | ||
2283 | |||
2284 | #endregion | ||
2285 | |||
2286 | #region Space Separation Calculation | ||
2287 | |||
2288 | /// <summary> | ||
2289 | /// Takes a space pointer and zeros out the array we're using to hold the spaces | ||
2290 | /// </summary> | ||
2291 | /// <param name="pSpace"></param> | ||
2292 | public void resetSpaceArrayItemToZero(IntPtr pSpace) | ||
2293 | { | ||
2294 | for (int x = 0; x < staticPrimspace.GetLength(0); x++) | ||
2295 | { | ||
2296 | for (int y = 0; y < staticPrimspace.GetLength(1); y++) | ||
2297 | { | ||
2298 | if (staticPrimspace[x, y] == pSpace) | ||
2299 | staticPrimspace[x, y] = IntPtr.Zero; | ||
2300 | } | ||
2301 | } | ||
2302 | } | ||
2303 | |||
2304 | public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY) | ||
2305 | { | ||
2306 | staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero; | ||
2307 | } | ||
2308 | |||
2309 | /// <summary> | ||
2310 | /// Called when a static prim moves. Allocates a space for the prim based on its position | ||
2311 | /// </summary> | ||
2312 | /// <param name="geom">the pointer to the geom that moved</param> | ||
2313 | /// <param name="pos">the position that the geom moved to</param> | ||
2314 | /// <param name="currentspace">a pointer to the space it was in before it was moved.</param> | ||
2315 | /// <returns>a pointer to the new space it's in</returns> | ||
2316 | public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace) | ||
2317 | { | ||
2318 | // Called from setting the Position and Size of an ODEPrim so | ||
2319 | // it's already in locked space. | ||
2320 | |||
2321 | // we don't want to remove the main space | ||
2322 | // we don't need to test physical here because this function should | ||
2323 | // never be called if the prim is physical(active) | ||
2324 | |||
2325 | // All physical prim end up in the root space | ||
2326 | //Thread.Sleep(20); | ||
2327 | if (currentspace != space) | ||
2328 | { | ||
2329 | //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString()); | ||
2330 | //if (currentspace == IntPtr.Zero) | ||
2331 | //{ | ||
2332 | //int adfadf = 0; | ||
2333 | //} | ||
2334 | if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero) | ||
2335 | { | ||
2336 | if (d.GeomIsSpace(currentspace)) | ||
2337 | { | ||
2338 | waitForSpaceUnlock(currentspace); | ||
2339 | d.SpaceRemove(currentspace, geom); | ||
2340 | } | ||
2341 | else | ||
2342 | { | ||
2343 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace + | ||
2344 | " Geom:" + geom); | ||
2345 | } | ||
2346 | } | ||
2347 | else | ||
2348 | { | ||
2349 | IntPtr sGeomIsIn = d.GeomGetSpace(geom); | ||
2350 | if (sGeomIsIn != IntPtr.Zero) | ||
2351 | { | ||
2352 | if (d.GeomIsSpace(currentspace)) | ||
2353 | { | ||
2354 | waitForSpaceUnlock(sGeomIsIn); | ||
2355 | d.SpaceRemove(sGeomIsIn, geom); | ||
2356 | } | ||
2357 | else | ||
2358 | { | ||
2359 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + | ||
2360 | sGeomIsIn + " Geom:" + geom); | ||
2361 | } | ||
2362 | } | ||
2363 | } | ||
2364 | |||
2365 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore | ||
2366 | if (d.SpaceGetNumGeoms(currentspace) == 0) | ||
2367 | { | ||
2368 | if (currentspace != IntPtr.Zero) | ||
2369 | { | ||
2370 | if (d.GeomIsSpace(currentspace)) | ||
2371 | { | ||
2372 | waitForSpaceUnlock(currentspace); | ||
2373 | waitForSpaceUnlock(space); | ||
2374 | d.SpaceRemove(space, currentspace); | ||
2375 | // free up memory used by the space. | ||
2376 | |||
2377 | //d.SpaceDestroy(currentspace); | ||
2378 | resetSpaceArrayItemToZero(currentspace); | ||
2379 | } | ||
2380 | else | ||
2381 | { | ||
2382 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + | ||
2383 | currentspace + " Geom:" + geom); | ||
2384 | } | ||
2385 | } | ||
2386 | } | ||
2387 | } | ||
2388 | else | ||
2389 | { | ||
2390 | // this is a physical object that got disabled. ;.; | ||
2391 | if (currentspace != IntPtr.Zero && geom != IntPtr.Zero) | ||
2392 | { | ||
2393 | if (d.SpaceQuery(currentspace, geom)) | ||
2394 | { | ||
2395 | if (d.GeomIsSpace(currentspace)) | ||
2396 | { | ||
2397 | waitForSpaceUnlock(currentspace); | ||
2398 | d.SpaceRemove(currentspace, geom); | ||
2399 | } | ||
2400 | else | ||
2401 | { | ||
2402 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + | ||
2403 | currentspace + " Geom:" + geom); | ||
2404 | } | ||
2405 | } | ||
2406 | else | ||
2407 | { | ||
2408 | IntPtr sGeomIsIn = d.GeomGetSpace(geom); | ||
2409 | if (sGeomIsIn != IntPtr.Zero) | ||
2410 | { | ||
2411 | if (d.GeomIsSpace(sGeomIsIn)) | ||
2412 | { | ||
2413 | waitForSpaceUnlock(sGeomIsIn); | ||
2414 | d.SpaceRemove(sGeomIsIn, geom); | ||
2415 | } | ||
2416 | else | ||
2417 | { | ||
2418 | m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + | ||
2419 | sGeomIsIn + " Geom:" + geom); | ||
2420 | } | ||
2421 | } | ||
2422 | } | ||
2423 | } | ||
2424 | } | ||
2425 | |||
2426 | // The routines in the Position and Size sections do the 'inserting' into the space, | ||
2427 | // so all we have to do is make sure that the space that we're putting the prim into | ||
2428 | // is in the 'main' space. | ||
2429 | int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos); | ||
2430 | IntPtr newspace = calculateSpaceForGeom(pos); | ||
2431 | |||
2432 | if (newspace == IntPtr.Zero) | ||
2433 | { | ||
2434 | newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]); | ||
2435 | d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh); | ||
2436 | } | ||
2437 | |||
2438 | return newspace; | ||
2439 | } | ||
2440 | |||
2441 | /// <summary> | ||
2442 | /// Creates a new space at X Y | ||
2443 | /// </summary> | ||
2444 | /// <param name="iprimspaceArrItemX"></param> | ||
2445 | /// <param name="iprimspaceArrItemY"></param> | ||
2446 | /// <returns>A pointer to the created space</returns> | ||
2447 | public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY) | ||
2448 | { | ||
2449 | // creating a new space for prim and inserting it into main space. | ||
2450 | staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero); | ||
2451 | d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space); | ||
2452 | waitForSpaceUnlock(space); | ||
2453 | d.SpaceSetSublevel(space, 1); | ||
2454 | d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]); | ||
2455 | return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]; | ||
2456 | } | ||
2457 | |||
2458 | /// <summary> | ||
2459 | /// Calculates the space the prim should be in by its position | ||
2460 | /// </summary> | ||
2461 | /// <param name="pos"></param> | ||
2462 | /// <returns>a pointer to the space. This could be a new space or reused space.</returns> | ||
2463 | public IntPtr calculateSpaceForGeom(Vector3 pos) | ||
2464 | { | ||
2465 | int[] xyspace = calculateSpaceArrayItemFromPos(pos); | ||
2466 | //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString()); | ||
2467 | return staticPrimspace[xyspace[0], xyspace[1]]; | ||
2468 | } | ||
2469 | |||
2470 | /// <summary> | ||
2471 | /// Holds the space allocation logic | ||
2472 | /// </summary> | ||
2473 | /// <param name="pos"></param> | ||
2474 | /// <returns>an array item based on the position</returns> | ||
2475 | public int[] calculateSpaceArrayItemFromPos(Vector3 pos) | ||
2476 | { | ||
2477 | int[] returnint = new int[2]; | ||
2478 | |||
2479 | returnint[0] = (int) (pos.X/metersInSpace); | ||
2480 | |||
2481 | if (returnint[0] > ((int) (259f/metersInSpace))) | ||
2482 | returnint[0] = ((int) (259f/metersInSpace)); | ||
2483 | if (returnint[0] < 0) | ||
2484 | returnint[0] = 0; | ||
2485 | |||
2486 | returnint[1] = (int) (pos.Y/metersInSpace); | ||
2487 | if (returnint[1] > ((int) (259f/metersInSpace))) | ||
2488 | returnint[1] = ((int) (259f/metersInSpace)); | ||
2489 | if (returnint[1] < 0) | ||
2490 | returnint[1] = 0; | ||
2491 | |||
2492 | return returnint; | ||
2493 | } | ||
2494 | |||
2495 | #endregion | ||
2496 | |||
2497 | /// <summary> | ||
2498 | /// Routine to figure out if we need to mesh this prim with our mesher | ||
2499 | /// </summary> | ||
2500 | /// <param name="pbs"></param> | ||
2501 | /// <returns></returns> | ||
2502 | public bool needsMeshing(PrimitiveBaseShape pbs) | ||
2503 | { | ||
2504 | // most of this is redundant now as the mesher will return null if it cant mesh a prim | ||
2505 | // but we still need to check for sculptie meshing being enabled so this is the most | ||
2506 | // convenient place to do it for now... | ||
2507 | |||
2508 | // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f) | ||
2509 | // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString()); | ||
2510 | int iPropertiesNotSupportedDefault = 0; | ||
2511 | |||
2512 | if (pbs.SculptEntry && !meshSculptedPrim) | ||
2513 | { | ||
2514 | #if SPAM | ||
2515 | m_log.Warn("NonMesh"); | ||
2516 | #endif | ||
2517 | return false; | ||
2518 | } | ||
2519 | |||
2520 | // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim | ||
2521 | if (!forceSimplePrimMeshing && !pbs.SculptEntry) | ||
2522 | { | ||
2523 | if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | ||
2524 | || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 | ||
2525 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)) | ||
2526 | { | ||
2527 | |||
2528 | if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | ||
2529 | && pbs.ProfileHollow == 0 | ||
2530 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | ||
2531 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 | ||
2532 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 | ||
2533 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | ||
2534 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) | ||
2535 | { | ||
2536 | #if SPAM | ||
2537 | m_log.Warn("NonMesh"); | ||
2538 | #endif | ||
2539 | return false; | ||
2540 | } | ||
2541 | } | ||
2542 | } | ||
2543 | |||
2544 | if (forceSimplePrimMeshing) | ||
2545 | return true; | ||
2546 | |||
2547 | if (pbs.ProfileHollow != 0) | ||
2548 | iPropertiesNotSupportedDefault++; | ||
2549 | |||
2550 | if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0)) | ||
2551 | iPropertiesNotSupportedDefault++; | ||
2552 | |||
2553 | if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) | ||
2554 | iPropertiesNotSupportedDefault++; | ||
2555 | |||
2556 | if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) | ||
2557 | iPropertiesNotSupportedDefault++; | ||
2558 | |||
2559 | if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) | ||
2560 | iPropertiesNotSupportedDefault++; | ||
2561 | |||
2562 | if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) | ||
2563 | iPropertiesNotSupportedDefault++; | ||
2564 | |||
2565 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X)) | ||
2566 | iPropertiesNotSupportedDefault++; | ||
2567 | |||
2568 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1) | ||
2569 | iPropertiesNotSupportedDefault++; | ||
2570 | |||
2571 | // test for torus | ||
2572 | if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square) | ||
2573 | { | ||
2574 | if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
2575 | { | ||
2576 | iPropertiesNotSupportedDefault++; | ||
2577 | } | ||
2578 | } | ||
2579 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) | ||
2580 | { | ||
2581 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
2582 | { | ||
2583 | iPropertiesNotSupportedDefault++; | ||
2584 | } | ||
2585 | |||
2586 | // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits | ||
2587 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
2588 | { | ||
2589 | iPropertiesNotSupportedDefault++; | ||
2590 | } | ||
2591 | } | ||
2592 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) | ||
2593 | { | ||
2594 | if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2) | ||
2595 | { | ||
2596 | iPropertiesNotSupportedDefault++; | ||
2597 | } | ||
2598 | } | ||
2599 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) | ||
2600 | { | ||
2601 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
2602 | { | ||
2603 | iPropertiesNotSupportedDefault++; | ||
2604 | } | ||
2605 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
2606 | { | ||
2607 | iPropertiesNotSupportedDefault++; | ||
2608 | } | ||
2609 | } | ||
2610 | |||
2611 | if (pbs.SculptEntry && meshSculptedPrim) | ||
2612 | iPropertiesNotSupportedDefault++; | ||
2613 | |||
2614 | if (iPropertiesNotSupportedDefault == 0) | ||
2615 | { | ||
2616 | #if SPAM | ||
2617 | m_log.Warn("NonMesh"); | ||
2618 | #endif | ||
2619 | return false; | ||
2620 | } | ||
2621 | #if SPAM | ||
2622 | m_log.Debug("Mesh"); | ||
2623 | #endif | ||
2624 | return true; | ||
2625 | } | ||
2626 | |||
2627 | /// <summary> | ||
2628 | /// Called after our prim properties are set Scale, position etc. | ||
2629 | /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex | ||
2630 | /// This assures us that we have no race conditions | ||
2631 | /// </summary> | ||
2632 | /// <param name="prim"></param> | ||
2633 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
2634 | { | ||
2635 | |||
2636 | if (prim is OdePrim) | ||
2637 | { | ||
2638 | OdePrim taintedprim = ((OdePrim) prim); | ||
2639 | lock (_taintedPrimLock) | ||
2640 | { | ||
2641 | if (!(_taintedPrimH.Contains(taintedprim))) | ||
2642 | { | ||
2643 | //Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName); | ||
2644 | _taintedPrimH.Add(taintedprim); // HashSet for searching | ||
2645 | _taintedPrimL.Add(taintedprim); // List for ordered readout | ||
2646 | } | ||
2647 | } | ||
2648 | return; | ||
2649 | } | ||
2650 | else if (prim is OdeCharacter) | ||
2651 | { | ||
2652 | OdeCharacter taintedchar = ((OdeCharacter)prim); | ||
2653 | lock (_taintedActors) | ||
2654 | { | ||
2655 | if (!(_taintedActors.Contains(taintedchar))) | ||
2656 | { | ||
2657 | _taintedActors.Add(taintedchar); | ||
2658 | if (taintedchar.bad) | ||
2659 | m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid); | ||
2660 | } | ||
2661 | } | ||
2662 | } | ||
2663 | } | ||
2664 | |||
2665 | /// <summary> | ||
2666 | /// This is our main simulate loop | ||
2667 | /// It's thread locked by a Mutex in the scene. | ||
2668 | /// It holds Collisions, it instructs ODE to step through the physical reactions | ||
2669 | /// It moves the objects around in memory | ||
2670 | /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup) | ||
2671 | /// </summary> | ||
2672 | /// <param name="timeStep"></param> | ||
2673 | /// <returns></returns> | ||
2674 | public override float Simulate(float timeStep) | ||
2675 | { | ||
2676 | if (framecount >= int.MaxValue) | ||
2677 | framecount = 0; | ||
2678 | //if (m_worldOffset != Vector3.Zero) | ||
2679 | // return 0; | ||
2680 | |||
2681 | framecount++; | ||
2682 | |||
2683 | DateTime now = DateTime.UtcNow; | ||
2684 | TimeSpan SinceLastFrame = now - m_lastframe; | ||
2685 | m_lastframe = now; | ||
2686 | float realtime = (float)SinceLastFrame.TotalSeconds; | ||
2687 | // Console.WriteLine("ts={0} rt={1}", timeStep, realtime); | ||
2688 | timeStep = realtime; | ||
2689 | |||
2690 | // float fps = 1.0f / realtime; | ||
2691 | float fps = 0.0f; // number of ODE steps in this Simulate step | ||
2692 | //m_log.Info(timeStep.ToString()); | ||
2693 | step_time += timeStep; | ||
2694 | |||
2695 | // If We're loaded down by something else, | ||
2696 | // or debugging with the Visual Studio project on pause | ||
2697 | // skip a few frames to catch up gracefully. | ||
2698 | // without shooting the physicsactors all over the place | ||
2699 | |||
2700 | if (step_time >= m_SkipFramesAtms) | ||
2701 | { | ||
2702 | // Instead of trying to catch up, it'll do 5 physics frames only | ||
2703 | step_time = ODE_STEPSIZE; | ||
2704 | m_physicsiterations = 5; | ||
2705 | } | ||
2706 | else | ||
2707 | { | ||
2708 | m_physicsiterations = 10; | ||
2709 | } | ||
2710 | |||
2711 | if (SupportsNINJAJoints) | ||
2712 | { | ||
2713 | DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks | ||
2714 | CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks | ||
2715 | } | ||
2716 | |||
2717 | lock (OdeLock) | ||
2718 | { | ||
2719 | // Process 10 frames if the sim is running normal.. | ||
2720 | // process 5 frames if the sim is running slow | ||
2721 | //try | ||
2722 | //{ | ||
2723 | //d.WorldSetQuickStepNumIterations(world, m_physicsiterations); | ||
2724 | //} | ||
2725 | //catch (StackOverflowException) | ||
2726 | //{ | ||
2727 | // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim."); | ||
2728 | // ode.drelease(world); | ||
2729 | //base.TriggerPhysicsBasedRestart(); | ||
2730 | //} | ||
2731 | |||
2732 | int i = 0; | ||
2733 | |||
2734 | // Figure out the Frames Per Second we're going at. | ||
2735 | //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size | ||
2736 | |||
2737 | // fps = (step_time / ODE_STEPSIZE) * 1000; | ||
2738 | // HACK: Using a time dilation of 1.0 to debug rubberbanding issues | ||
2739 | //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f); | ||
2740 | |||
2741 | // step_time = 0.09375f; | ||
2742 | |||
2743 | while (step_time > 0.0f) | ||
2744 | { | ||
2745 | //lock (ode) | ||
2746 | //{ | ||
2747 | //if (!ode.lockquery()) | ||
2748 | //{ | ||
2749 | // ode.dlock(world); | ||
2750 | try | ||
2751 | { | ||
2752 | // Insert, remove Characters | ||
2753 | bool processedtaints = false; | ||
2754 | |||
2755 | lock (_taintedActors) | ||
2756 | { | ||
2757 | if (_taintedActors.Count > 0) | ||
2758 | { | ||
2759 | foreach (OdeCharacter character in _taintedActors) | ||
2760 | { | ||
2761 | |||
2762 | character.ProcessTaints(ODE_STEPSIZE); | ||
2763 | |||
2764 | processedtaints = true; | ||
2765 | //character.m_collisionscore = 0; | ||
2766 | } | ||
2767 | |||
2768 | if (processedtaints) | ||
2769 | _taintedActors.Clear(); | ||
2770 | } | ||
2771 | } // end lock _taintedActors | ||
2772 | |||
2773 | // Modify other objects in the scene. | ||
2774 | processedtaints = false; | ||
2775 | |||
2776 | lock (_taintedPrimLock) | ||
2777 | { | ||
2778 | foreach (OdePrim prim in _taintedPrimL) | ||
2779 | { | ||
2780 | if (prim.m_taintremove) | ||
2781 | { | ||
2782 | //Console.WriteLine("Simulate calls RemovePrimThreadLocked"); | ||
2783 | RemovePrimThreadLocked(prim); | ||
2784 | } | ||
2785 | else | ||
2786 | { | ||
2787 | //Console.WriteLine("Simulate calls ProcessTaints"); | ||
2788 | prim.ProcessTaints(ODE_STEPSIZE); | ||
2789 | } | ||
2790 | processedtaints = true; | ||
2791 | prim.m_collisionscore = 0; | ||
2792 | |||
2793 | // This loop can block up the Heartbeat for a very long time on large regions. | ||
2794 | // We need to let the Watchdog know that the Heartbeat is not dead | ||
2795 | // NOTE: This is currently commented out, but if things like OAR loading are | ||
2796 | // timing the heartbeat out we will need to uncomment it | ||
2797 | //Watchdog.UpdateThread(); | ||
2798 | } | ||
2799 | |||
2800 | if (SupportsNINJAJoints) | ||
2801 | { | ||
2802 | // Create pending joints, if possible | ||
2803 | |||
2804 | // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating | ||
2805 | // a joint requires specifying the body id of both involved bodies | ||
2806 | if (pendingJoints.Count > 0) | ||
2807 | { | ||
2808 | List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>(); | ||
2809 | //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints"); | ||
2810 | foreach (PhysicsJoint joint in pendingJoints) | ||
2811 | { | ||
2812 | //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams); | ||
2813 | string[] jointParams = joint.RawParams.Split(" ".ToCharArray(), | ||
2814 | System.StringSplitOptions.RemoveEmptyEntries); | ||
2815 | List<IntPtr> jointBodies = new List<IntPtr>(); | ||
2816 | bool allJointBodiesAreReady = true; | ||
2817 | foreach (string jointParam in jointParams) | ||
2818 | { | ||
2819 | if (jointParam == "NULL") | ||
2820 | { | ||
2821 | //DoJointErrorMessage(joint, "attaching NULL joint to world"); | ||
2822 | jointBodies.Add(IntPtr.Zero); | ||
2823 | } | ||
2824 | else | ||
2825 | { | ||
2826 | //DoJointErrorMessage(joint, "looking for prim name: " + jointParam); | ||
2827 | bool foundPrim = false; | ||
2828 | lock (_prims) | ||
2829 | { | ||
2830 | foreach (OdePrim prim in _prims) // FIXME: inefficient | ||
2831 | { | ||
2832 | if (prim.SOPName == jointParam) | ||
2833 | { | ||
2834 | //DoJointErrorMessage(joint, "found for prim name: " + jointParam); | ||
2835 | if (prim.IsPhysical && prim.Body != IntPtr.Zero) | ||
2836 | { | ||
2837 | jointBodies.Add(prim.Body); | ||
2838 | foundPrim = true; | ||
2839 | break; | ||
2840 | } | ||
2841 | else | ||
2842 | { | ||
2843 | DoJointErrorMessage(joint, "prim name " + jointParam + | ||
2844 | " exists but is not (yet) physical; deferring joint creation. " + | ||
2845 | "IsPhysical property is " + prim.IsPhysical + | ||
2846 | " and body is " + prim.Body); | ||
2847 | foundPrim = false; | ||
2848 | break; | ||
2849 | } | ||
2850 | } | ||
2851 | } | ||
2852 | } | ||
2853 | if (foundPrim) | ||
2854 | { | ||
2855 | // all is fine | ||
2856 | } | ||
2857 | else | ||
2858 | { | ||
2859 | allJointBodiesAreReady = false; | ||
2860 | break; | ||
2861 | } | ||
2862 | } | ||
2863 | } | ||
2864 | if (allJointBodiesAreReady) | ||
2865 | { | ||
2866 | //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams); | ||
2867 | if (jointBodies[0] == jointBodies[1]) | ||
2868 | { | ||
2869 | DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams); | ||
2870 | } | ||
2871 | else | ||
2872 | { | ||
2873 | switch (joint.Type) | ||
2874 | { | ||
2875 | case PhysicsJointType.Ball: | ||
2876 | { | ||
2877 | IntPtr odeJoint; | ||
2878 | //DoJointErrorMessage(joint, "ODE creating ball joint "); | ||
2879 | odeJoint = d.JointCreateBall(world, IntPtr.Zero); | ||
2880 | //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); | ||
2881 | d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); | ||
2882 | //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position); | ||
2883 | d.JointSetBallAnchor(odeJoint, | ||
2884 | joint.Position.X, | ||
2885 | joint.Position.Y, | ||
2886 | joint.Position.Z); | ||
2887 | //DoJointErrorMessage(joint, "ODE joint setting OK"); | ||
2888 | //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: "); | ||
2889 | //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment")); | ||
2890 | //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: "); | ||
2891 | //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment")); | ||
2892 | |||
2893 | if (joint is OdePhysicsJoint) | ||
2894 | { | ||
2895 | ((OdePhysicsJoint)joint).jointID = odeJoint; | ||
2896 | } | ||
2897 | else | ||
2898 | { | ||
2899 | DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); | ||
2900 | } | ||
2901 | } | ||
2902 | break; | ||
2903 | case PhysicsJointType.Hinge: | ||
2904 | { | ||
2905 | IntPtr odeJoint; | ||
2906 | //DoJointErrorMessage(joint, "ODE creating hinge joint "); | ||
2907 | odeJoint = d.JointCreateHinge(world, IntPtr.Zero); | ||
2908 | //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); | ||
2909 | d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); | ||
2910 | //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position); | ||
2911 | d.JointSetHingeAnchor(odeJoint, | ||
2912 | joint.Position.X, | ||
2913 | joint.Position.Y, | ||
2914 | joint.Position.Z); | ||
2915 | // We use the orientation of the x-axis of the joint's coordinate frame | ||
2916 | // as the axis for the hinge. | ||
2917 | |||
2918 | // Therefore, we must get the joint's coordinate frame based on the | ||
2919 | // joint.Rotation field, which originates from the orientation of the | ||
2920 | // joint's proxy object in the scene. | ||
2921 | |||
2922 | // The joint's coordinate frame is defined as the transformation matrix | ||
2923 | // that converts a vector from joint-local coordinates into world coordinates. | ||
2924 | // World coordinates are defined as the XYZ coordinate system of the sim, | ||
2925 | // as shown in the top status-bar of the viewer. | ||
2926 | |||
2927 | // Once we have the joint's coordinate frame, we extract its X axis (AtAxis) | ||
2928 | // and use that as the hinge axis. | ||
2929 | |||
2930 | //joint.Rotation.Normalize(); | ||
2931 | Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation); | ||
2932 | |||
2933 | // Now extract the X axis of the joint's coordinate frame. | ||
2934 | |||
2935 | // Do not try to use proxyFrame.AtAxis or you will become mired in the | ||
2936 | // tar pit of transposed, inverted, and generally messed-up orientations. | ||
2937 | // (In other words, Matrix4.AtAxis() is borked.) | ||
2938 | // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness | ||
2939 | |||
2940 | // Instead, compute the X axis of the coordinate frame by transforming | ||
2941 | // the (1,0,0) vector. At least that works. | ||
2942 | |||
2943 | //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame); | ||
2944 | Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame); | ||
2945 | //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis); | ||
2946 | //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis); | ||
2947 | d.JointSetHingeAxis(odeJoint, | ||
2948 | jointAxis.X, | ||
2949 | jointAxis.Y, | ||
2950 | jointAxis.Z); | ||
2951 | //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f); | ||
2952 | if (joint is OdePhysicsJoint) | ||
2953 | { | ||
2954 | ((OdePhysicsJoint)joint).jointID = odeJoint; | ||
2955 | } | ||
2956 | else | ||
2957 | { | ||
2958 | DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); | ||
2959 | } | ||
2960 | } | ||
2961 | break; | ||
2962 | } | ||
2963 | successfullyProcessedPendingJoints.Add(joint); | ||
2964 | } | ||
2965 | } | ||
2966 | else | ||
2967 | { | ||
2968 | DoJointErrorMessage(joint, "joint could not yet be created; still pending"); | ||
2969 | } | ||
2970 | } | ||
2971 | foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints) | ||
2972 | { | ||
2973 | //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams); | ||
2974 | //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending"); | ||
2975 | InternalRemovePendingJoint(successfullyProcessedJoint); | ||
2976 | //DoJointErrorMessage(successfullyProcessedJoint, "adding to active"); | ||
2977 | InternalAddActiveJoint(successfullyProcessedJoint); | ||
2978 | //DoJointErrorMessage(successfullyProcessedJoint, "done"); | ||
2979 | } | ||
2980 | } | ||
2981 | } // end SupportsNINJAJoints | ||
2982 | |||
2983 | if (processedtaints) | ||
2984 | //Console.WriteLine("Simulate calls Clear of _taintedPrim list"); | ||
2985 | _taintedPrimH.Clear(); // ??? if this only ??? | ||
2986 | _taintedPrimL.Clear(); | ||
2987 | } // end lock _taintedPrimLock | ||
2988 | |||
2989 | // Move characters | ||
2990 | lock (_characters) | ||
2991 | { | ||
2992 | List<OdeCharacter> defects = new List<OdeCharacter>(); | ||
2993 | foreach (OdeCharacter actor in _characters) | ||
2994 | { | ||
2995 | if (actor != null) | ||
2996 | actor.Move(ODE_STEPSIZE, defects); | ||
2997 | } | ||
2998 | if (0 != defects.Count) | ||
2999 | { | ||
3000 | foreach (OdeCharacter defect in defects) | ||
3001 | { | ||
3002 | RemoveCharacter(defect); | ||
3003 | } | ||
3004 | } | ||
3005 | } // end lock _characters | ||
3006 | |||
3007 | // Move other active objects | ||
3008 | lock (_activeprims) | ||
3009 | { | ||
3010 | foreach (OdePrim prim in _activeprims) | ||
3011 | { | ||
3012 | prim.m_collisionscore = 0; | ||
3013 | prim.Move(ODE_STEPSIZE); | ||
3014 | } | ||
3015 | } // end lock _activeprims | ||
3016 | |||
3017 | //if ((framecount % m_randomizeWater) == 0) | ||
3018 | // randomizeWater(waterlevel); | ||
3019 | |||
3020 | //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); | ||
3021 | m_rayCastManager.ProcessQueuedRequests(); | ||
3022 | |||
3023 | collision_optimized(ODE_STEPSIZE); | ||
3024 | |||
3025 | lock (_collisionEventPrim) | ||
3026 | { | ||
3027 | foreach (PhysicsActor obj in _collisionEventPrim) | ||
3028 | { | ||
3029 | if (obj == null) | ||
3030 | continue; | ||
3031 | |||
3032 | switch ((ActorTypes)obj.PhysicsActorType) | ||
3033 | { | ||
3034 | case ActorTypes.Agent: | ||
3035 | OdeCharacter cobj = (OdeCharacter)obj; | ||
3036 | cobj.AddCollisionFrameTime(100); | ||
3037 | cobj.SendCollisions(); | ||
3038 | break; | ||
3039 | case ActorTypes.Prim: | ||
3040 | OdePrim pobj = (OdePrim)obj; | ||
3041 | pobj.SendCollisions(); | ||
3042 | break; | ||
3043 | } | ||
3044 | } | ||
3045 | } // end lock _collisionEventPrim | ||
3046 | |||
3047 | //if (m_global_contactcount > 5) | ||
3048 | //{ | ||
3049 | // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount); | ||
3050 | //} | ||
3051 | |||
3052 | m_global_contactcount = 0; | ||
3053 | |||
3054 | d.WorldQuickStep(world, ODE_STEPSIZE); | ||
3055 | d.JointGroupEmpty(contactgroup); | ||
3056 | fps++; | ||
3057 | //ode.dunlock(world); | ||
3058 | } // end try | ||
3059 | catch (Exception e) | ||
3060 | { | ||
3061 | m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e); | ||
3062 | ode.dunlock(world); | ||
3063 | } | ||
3064 | |||
3065 | step_time -= ODE_STEPSIZE; | ||
3066 | i++; | ||
3067 | //} | ||
3068 | //else | ||
3069 | //{ | ||
3070 | //fps = 0; | ||
3071 | //} | ||
3072 | //} | ||
3073 | } // end while (step_time > 0.0f) | ||
3074 | |||
3075 | lock (_characters) | ||
3076 | { | ||
3077 | foreach (OdeCharacter actor in _characters) | ||
3078 | { | ||
3079 | if (actor != null) | ||
3080 | { | ||
3081 | if (actor.bad) | ||
3082 | m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); | ||
3083 | actor.UpdatePositionAndVelocity(); | ||
3084 | } | ||
3085 | } | ||
3086 | } | ||
3087 | |||
3088 | lock (_badCharacter) | ||
3089 | { | ||
3090 | if (_badCharacter.Count > 0) | ||
3091 | { | ||
3092 | foreach (OdeCharacter chr in _badCharacter) | ||
3093 | { | ||
3094 | RemoveCharacter(chr); | ||
3095 | } | ||
3096 | _badCharacter.Clear(); | ||
3097 | } | ||
3098 | } | ||
3099 | |||
3100 | lock (_activeprims) | ||
3101 | { | ||
3102 | //if (timeStep < 0.2f) | ||
3103 | { | ||
3104 | foreach (OdePrim actor in _activeprims) | ||
3105 | { | ||
3106 | if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag)) | ||
3107 | { | ||
3108 | actor.UpdatePositionAndVelocity(); | ||
3109 | |||
3110 | if (SupportsNINJAJoints) | ||
3111 | { | ||
3112 | // If an actor moved, move its joint proxy objects as well. | ||
3113 | // There seems to be an event PhysicsActor.OnPositionUpdate that could be used | ||
3114 | // for this purpose but it is never called! So we just do the joint | ||
3115 | // movement code here. | ||
3116 | |||
3117 | if (actor.SOPName != null && | ||
3118 | joints_connecting_actor.ContainsKey(actor.SOPName) && | ||
3119 | joints_connecting_actor[actor.SOPName] != null && | ||
3120 | joints_connecting_actor[actor.SOPName].Count > 0) | ||
3121 | { | ||
3122 | foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName]) | ||
3123 | { | ||
3124 | if (affectedJoint.IsInPhysicsEngine) | ||
3125 | { | ||
3126 | DoJointMoved(affectedJoint); | ||
3127 | } | ||
3128 | else | ||
3129 | { | ||
3130 | DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams); | ||
3131 | } | ||
3132 | } | ||
3133 | } | ||
3134 | } | ||
3135 | } | ||
3136 | } | ||
3137 | } | ||
3138 | } // end lock _activeprims | ||
3139 | |||
3140 | //DumpJointInfo(); | ||
3141 | |||
3142 | // Finished with all sim stepping. If requested, dump world state to file for debugging. | ||
3143 | // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? | ||
3144 | // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? | ||
3145 | if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0)) | ||
3146 | { | ||
3147 | string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename | ||
3148 | string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file | ||
3149 | |||
3150 | if (physics_logging_append_existing_logfile) | ||
3151 | { | ||
3152 | string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------"; | ||
3153 | TextWriter fwriter = File.AppendText(fname); | ||
3154 | fwriter.WriteLine(header); | ||
3155 | fwriter.Close(); | ||
3156 | } | ||
3157 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); | ||
3158 | } | ||
3159 | } // end lock OdeLock | ||
3160 | |||
3161 | return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter! | ||
3162 | } // end Simulate | ||
3163 | |||
3164 | public override void GetResults() | ||
3165 | { | ||
3166 | } | ||
3167 | |||
3168 | public override bool IsThreaded | ||
3169 | { | ||
3170 | // for now we won't be multithreaded | ||
3171 | get { return (false); } | ||
3172 | } | ||
3173 | |||
3174 | #region ODE Specific Terrain Fixes | ||
3175 | public float[] ResizeTerrain512NearestNeighbour(float[] heightMap) | ||
3176 | { | ||
3177 | float[] returnarr = new float[262144]; | ||
3178 | float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y]; | ||
3179 | |||
3180 | // Filling out the array into its multi-dimensional components | ||
3181 | for (int y = 0; y < WorldExtents.Y; y++) | ||
3182 | { | ||
3183 | for (int x = 0; x < WorldExtents.X; x++) | ||
3184 | { | ||
3185 | resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x]; | ||
3186 | } | ||
3187 | } | ||
3188 | |||
3189 | // Resize using Nearest Neighbour | ||
3190 | |||
3191 | // This particular way is quick but it only works on a multiple of the original | ||
3192 | |||
3193 | // The idea behind this method can be described with the following diagrams | ||
3194 | // second pass and third pass happen in the same loop really.. just separated | ||
3195 | // them to show what this does. | ||
3196 | |||
3197 | // First Pass | ||
3198 | // ResultArr: | ||
3199 | // 1,1,1,1,1,1 | ||
3200 | // 1,1,1,1,1,1 | ||
3201 | // 1,1,1,1,1,1 | ||
3202 | // 1,1,1,1,1,1 | ||
3203 | // 1,1,1,1,1,1 | ||
3204 | // 1,1,1,1,1,1 | ||
3205 | |||
3206 | // Second Pass | ||
3207 | // ResultArr2: | ||
3208 | // 1,,1,,1,,1,,1,,1, | ||
3209 | // ,,,,,,,,,, | ||
3210 | // 1,,1,,1,,1,,1,,1, | ||
3211 | // ,,,,,,,,,, | ||
3212 | // 1,,1,,1,,1,,1,,1, | ||
3213 | // ,,,,,,,,,, | ||
3214 | // 1,,1,,1,,1,,1,,1, | ||
3215 | // ,,,,,,,,,, | ||
3216 | // 1,,1,,1,,1,,1,,1, | ||
3217 | // ,,,,,,,,,, | ||
3218 | // 1,,1,,1,,1,,1,,1, | ||
3219 | |||
3220 | // Third pass fills in the blanks | ||
3221 | // ResultArr2: | ||
3222 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3223 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3224 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3225 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3226 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3227 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3228 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3229 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3230 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3231 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3232 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3233 | |||
3234 | // X,Y = . | ||
3235 | // X+1,y = ^ | ||
3236 | // X,Y+1 = * | ||
3237 | // X+1,Y+1 = # | ||
3238 | |||
3239 | // Filling in like this; | ||
3240 | // .* | ||
3241 | // ^# | ||
3242 | // 1st . | ||
3243 | // 2nd * | ||
3244 | // 3rd ^ | ||
3245 | // 4th # | ||
3246 | // on single loop. | ||
3247 | |||
3248 | float[,] resultarr2 = new float[512, 512]; | ||
3249 | for (int y = 0; y < WorldExtents.Y; y++) | ||
3250 | { | ||
3251 | for (int x = 0; x < WorldExtents.X; x++) | ||
3252 | { | ||
3253 | resultarr2[y * 2, x * 2] = resultarr[y, x]; | ||
3254 | |||
3255 | if (y < WorldExtents.Y) | ||
3256 | { | ||
3257 | resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x]; | ||
3258 | } | ||
3259 | if (x < WorldExtents.X) | ||
3260 | { | ||
3261 | resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x]; | ||
3262 | } | ||
3263 | if (x < WorldExtents.X && y < WorldExtents.Y) | ||
3264 | { | ||
3265 | resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x]; | ||
3266 | } | ||
3267 | } | ||
3268 | } | ||
3269 | |||
3270 | //Flatten out the array | ||
3271 | int i = 0; | ||
3272 | for (int y = 0; y < 512; y++) | ||
3273 | { | ||
3274 | for (int x = 0; x < 512; x++) | ||
3275 | { | ||
3276 | if (resultarr2[y, x] <= 0) | ||
3277 | returnarr[i] = 0.0000001f; | ||
3278 | else | ||
3279 | returnarr[i] = resultarr2[y, x]; | ||
3280 | |||
3281 | i++; | ||
3282 | } | ||
3283 | } | ||
3284 | |||
3285 | return returnarr; | ||
3286 | } | ||
3287 | |||
3288 | public float[] ResizeTerrain512Interpolation(float[] heightMap) | ||
3289 | { | ||
3290 | float[] returnarr = new float[262144]; | ||
3291 | float[,] resultarr = new float[512,512]; | ||
3292 | |||
3293 | // Filling out the array into its multi-dimensional components | ||
3294 | for (int y = 0; y < 256; y++) | ||
3295 | { | ||
3296 | for (int x = 0; x < 256; x++) | ||
3297 | { | ||
3298 | resultarr[y, x] = heightMap[y * 256 + x]; | ||
3299 | } | ||
3300 | } | ||
3301 | |||
3302 | // Resize using interpolation | ||
3303 | |||
3304 | // This particular way is quick but it only works on a multiple of the original | ||
3305 | |||
3306 | // The idea behind this method can be described with the following diagrams | ||
3307 | // second pass and third pass happen in the same loop really.. just separated | ||
3308 | // them to show what this does. | ||
3309 | |||
3310 | // First Pass | ||
3311 | // ResultArr: | ||
3312 | // 1,1,1,1,1,1 | ||
3313 | // 1,1,1,1,1,1 | ||
3314 | // 1,1,1,1,1,1 | ||
3315 | // 1,1,1,1,1,1 | ||
3316 | // 1,1,1,1,1,1 | ||
3317 | // 1,1,1,1,1,1 | ||
3318 | |||
3319 | // Second Pass | ||
3320 | // ResultArr2: | ||
3321 | // 1,,1,,1,,1,,1,,1, | ||
3322 | // ,,,,,,,,,, | ||
3323 | // 1,,1,,1,,1,,1,,1, | ||
3324 | // ,,,,,,,,,, | ||
3325 | // 1,,1,,1,,1,,1,,1, | ||
3326 | // ,,,,,,,,,, | ||
3327 | // 1,,1,,1,,1,,1,,1, | ||
3328 | // ,,,,,,,,,, | ||
3329 | // 1,,1,,1,,1,,1,,1, | ||
3330 | // ,,,,,,,,,, | ||
3331 | // 1,,1,,1,,1,,1,,1, | ||
3332 | |||
3333 | // Third pass fills in the blanks | ||
3334 | // ResultArr2: | ||
3335 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3336 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3337 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3338 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3339 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3340 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3341 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3342 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3343 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3344 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3345 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3346 | |||
3347 | // X,Y = . | ||
3348 | // X+1,y = ^ | ||
3349 | // X,Y+1 = * | ||
3350 | // X+1,Y+1 = # | ||
3351 | |||
3352 | // Filling in like this; | ||
3353 | // .* | ||
3354 | // ^# | ||
3355 | // 1st . | ||
3356 | // 2nd * | ||
3357 | // 3rd ^ | ||
3358 | // 4th # | ||
3359 | // on single loop. | ||
3360 | |||
3361 | float[,] resultarr2 = new float[512,512]; | ||
3362 | for (int y = 0; y < (int)Constants.RegionSize; y++) | ||
3363 | { | ||
3364 | for (int x = 0; x < (int)Constants.RegionSize; x++) | ||
3365 | { | ||
3366 | resultarr2[y*2, x*2] = resultarr[y, x]; | ||
3367 | |||
3368 | if (y < (int)Constants.RegionSize) | ||
3369 | { | ||
3370 | if (y + 1 < (int)Constants.RegionSize) | ||
3371 | { | ||
3372 | if (x + 1 < (int)Constants.RegionSize) | ||
3373 | { | ||
3374 | resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3375 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3376 | } | ||
3377 | else | ||
3378 | { | ||
3379 | resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2); | ||
3380 | } | ||
3381 | } | ||
3382 | else | ||
3383 | { | ||
3384 | resultarr2[(y*2) + 1, x*2] = resultarr[y, x]; | ||
3385 | } | ||
3386 | } | ||
3387 | if (x < (int)Constants.RegionSize) | ||
3388 | { | ||
3389 | if (x + 1 < (int)Constants.RegionSize) | ||
3390 | { | ||
3391 | if (y + 1 < (int)Constants.RegionSize) | ||
3392 | { | ||
3393 | resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3394 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3395 | } | ||
3396 | else | ||
3397 | { | ||
3398 | resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2); | ||
3399 | } | ||
3400 | } | ||
3401 | else | ||
3402 | { | ||
3403 | resultarr2[y*2, (x*2) + 1] = resultarr[y, x]; | ||
3404 | } | ||
3405 | } | ||
3406 | if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize) | ||
3407 | { | ||
3408 | if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize)) | ||
3409 | { | ||
3410 | resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3411 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3412 | } | ||
3413 | else | ||
3414 | { | ||
3415 | resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x]; | ||
3416 | } | ||
3417 | } | ||
3418 | } | ||
3419 | } | ||
3420 | //Flatten out the array | ||
3421 | int i = 0; | ||
3422 | for (int y = 0; y < 512; y++) | ||
3423 | { | ||
3424 | for (int x = 0; x < 512; x++) | ||
3425 | { | ||
3426 | if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x])) | ||
3427 | { | ||
3428 | m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0"); | ||
3429 | resultarr2[y, x] = 0; | ||
3430 | } | ||
3431 | returnarr[i] = resultarr2[y, x]; | ||
3432 | i++; | ||
3433 | } | ||
3434 | } | ||
3435 | |||
3436 | return returnarr; | ||
3437 | } | ||
3438 | |||
3439 | #endregion | ||
3440 | |||
3441 | public override void SetTerrain(float[] heightMap) | ||
3442 | { | ||
3443 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | ||
3444 | { | ||
3445 | if (m_parentScene is OdeScene) | ||
3446 | { | ||
3447 | ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset); | ||
3448 | } | ||
3449 | } | ||
3450 | else | ||
3451 | { | ||
3452 | SetTerrain(heightMap, m_worldOffset); | ||
3453 | } | ||
3454 | } | ||
3455 | |||
3456 | public void SetTerrain(float[] heightMap, Vector3 pOffset) | ||
3457 | { | ||
3458 | |||
3459 | int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M) | ||
3460 | |||
3461 | int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra | ||
3462 | int heightmapHeight = regionsize + 2; | ||
3463 | |||
3464 | int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples | ||
3465 | int heightmapHeightSamples = (int)regionsize + 2; | ||
3466 | |||
3467 | // Array of height samples for ODE | ||
3468 | float[] _heightmap; | ||
3469 | _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258 | ||
3470 | |||
3471 | // Other ODE parameters | ||
3472 | const float scale = 1.0f; | ||
3473 | const float offset = 0.0f; | ||
3474 | const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through | ||
3475 | const int wrap = 0; | ||
3476 | |||
3477 | float hfmin = 2000f; | ||
3478 | float hfmax = -2000f; | ||
3479 | float minele = 0.0f; // Dont allow -ve heights | ||
3480 | |||
3481 | int x = 0; | ||
3482 | int y = 0; | ||
3483 | int xx = 0; | ||
3484 | int yy = 0; | ||
3485 | |||
3486 | // load the height samples array from the heightMap | ||
3487 | for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257 | ||
3488 | { | ||
3489 | for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257 | ||
3490 | { | ||
3491 | xx = x - 1; | ||
3492 | if (xx < 0) xx = 0; | ||
3493 | if (xx > (regionsize - 1)) xx = regionsize - 1; | ||
3494 | |||
3495 | yy = y - 1; | ||
3496 | if (yy < 0) yy = 0; | ||
3497 | if (yy > (regionsize - 1)) yy = regionsize - 1; | ||
3498 | // Input xx = 0 0 1 2 ..... 254 255 255 256 total in | ||
3499 | // Output x = 0 1 2 3 ..... 255 256 257 258 total out | ||
3500 | float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255> | ||
3501 | if (val < minele) val = minele; | ||
3502 | _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257> | ||
3503 | hfmin = (val < hfmin) ? val : hfmin; | ||
3504 | hfmax = (val > hfmax) ? val : hfmax; | ||
3505 | } | ||
3506 | } | ||
3507 | |||
3508 | lock (OdeLock) | ||
3509 | { | ||
3510 | IntPtr GroundGeom = IntPtr.Zero; | ||
3511 | if (RegionTerrain.TryGetValue(pOffset, out GroundGeom)) | ||
3512 | { | ||
3513 | RegionTerrain.Remove(pOffset); | ||
3514 | if (GroundGeom != IntPtr.Zero) | ||
3515 | { | ||
3516 | if (TerrainHeightFieldHeights.ContainsKey(GroundGeom)) | ||
3517 | { | ||
3518 | TerrainHeightFieldHeights.Remove(GroundGeom); | ||
3519 | } | ||
3520 | d.SpaceRemove(space, GroundGeom); | ||
3521 | d.GeomDestroy(GroundGeom); | ||
3522 | } | ||
3523 | } | ||
3524 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
3525 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, | ||
3526 | heightmapWidth, heightmapHeight, (int)heightmapWidthSamples, | ||
3527 | (int)heightmapHeightSamples, scale, offset, thickness, wrap); | ||
3528 | d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); | ||
3529 | GroundGeom = d.CreateHeightfield(space, HeightmapData, 1); | ||
3530 | if (GroundGeom != IntPtr.Zero) | ||
3531 | { | ||
3532 | d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land)); | ||
3533 | d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space)); | ||
3534 | } | ||
3535 | geom_name_map[GroundGeom] = "Terrain"; | ||
3536 | |||
3537 | d.Matrix3 R = new d.Matrix3(); | ||
3538 | |||
3539 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
3540 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
3541 | //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1)); | ||
3542 | |||
3543 | q1 = q1 * q2; | ||
3544 | //q1 = q1 * q3; | ||
3545 | Vector3 v3; | ||
3546 | float angle; | ||
3547 | q1.GetAxisAngle(out v3, out angle); | ||
3548 | |||
3549 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | ||
3550 | d.GeomSetRotation(GroundGeom, ref R); | ||
3551 | d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0); | ||
3552 | IntPtr testGround = IntPtr.Zero; | ||
3553 | if (RegionTerrain.TryGetValue(pOffset, out testGround)) | ||
3554 | { | ||
3555 | RegionTerrain.Remove(pOffset); | ||
3556 | } | ||
3557 | RegionTerrain.Add(pOffset, GroundGeom, GroundGeom); | ||
3558 | TerrainHeightFieldHeights.Add(GroundGeom,_heightmap); | ||
3559 | } | ||
3560 | } | ||
3561 | |||
3562 | public override void DeleteTerrain() | ||
3563 | { | ||
3564 | } | ||
3565 | |||
3566 | public float GetWaterLevel() | ||
3567 | { | ||
3568 | return waterlevel; | ||
3569 | } | ||
3570 | |||
3571 | public override bool SupportsCombining() | ||
3572 | { | ||
3573 | return true; | ||
3574 | } | ||
3575 | |||
3576 | public override void UnCombine(PhysicsScene pScene) | ||
3577 | { | ||
3578 | IntPtr localGround = IntPtr.Zero; | ||
3579 | // float[] localHeightfield; | ||
3580 | bool proceed = false; | ||
3581 | List<IntPtr> geomDestroyList = new List<IntPtr>(); | ||
3582 | |||
3583 | lock (OdeLock) | ||
3584 | { | ||
3585 | if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround)) | ||
3586 | { | ||
3587 | foreach (IntPtr geom in TerrainHeightFieldHeights.Keys) | ||
3588 | { | ||
3589 | if (geom == localGround) | ||
3590 | { | ||
3591 | // localHeightfield = TerrainHeightFieldHeights[geom]; | ||
3592 | proceed = true; | ||
3593 | } | ||
3594 | else | ||
3595 | { | ||
3596 | geomDestroyList.Add(geom); | ||
3597 | } | ||
3598 | } | ||
3599 | |||
3600 | if (proceed) | ||
3601 | { | ||
3602 | m_worldOffset = Vector3.Zero; | ||
3603 | WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
3604 | m_parentScene = null; | ||
3605 | |||
3606 | foreach (IntPtr g in geomDestroyList) | ||
3607 | { | ||
3608 | // removingHeightField needs to be done or the garbage collector will | ||
3609 | // collect the terrain data before we tell ODE to destroy it causing | ||
3610 | // memory corruption | ||
3611 | if (TerrainHeightFieldHeights.ContainsKey(g)) | ||
3612 | { | ||
3613 | // float[] removingHeightField = TerrainHeightFieldHeights[g]; | ||
3614 | TerrainHeightFieldHeights.Remove(g); | ||
3615 | |||
3616 | if (RegionTerrain.ContainsKey(g)) | ||
3617 | { | ||
3618 | RegionTerrain.Remove(g); | ||
3619 | } | ||
3620 | |||
3621 | d.GeomDestroy(g); | ||
3622 | //removingHeightField = new float[0]; | ||
3623 | } | ||
3624 | } | ||
3625 | |||
3626 | } | ||
3627 | else | ||
3628 | { | ||
3629 | m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data."); | ||
3630 | |||
3631 | } | ||
3632 | } | ||
3633 | } | ||
3634 | } | ||
3635 | |||
3636 | public override void SetWaterLevel(float baseheight) | ||
3637 | { | ||
3638 | waterlevel = baseheight; | ||
3639 | randomizeWater(waterlevel); | ||
3640 | } | ||
3641 | |||
3642 | public void randomizeWater(float baseheight) | ||
3643 | { | ||
3644 | const uint heightmapWidth = m_regionWidth + 2; | ||
3645 | const uint heightmapHeight = m_regionHeight + 2; | ||
3646 | const uint heightmapWidthSamples = m_regionWidth + 2; | ||
3647 | const uint heightmapHeightSamples = m_regionHeight + 2; | ||
3648 | const float scale = 1.0f; | ||
3649 | const float offset = 0.0f; | ||
3650 | const float thickness = 2.9f; | ||
3651 | const int wrap = 0; | ||
3652 | |||
3653 | for (int i = 0; i < (258 * 258); i++) | ||
3654 | { | ||
3655 | _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f); | ||
3656 | // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f)); | ||
3657 | } | ||
3658 | |||
3659 | lock (OdeLock) | ||
3660 | { | ||
3661 | if (WaterGeom != IntPtr.Zero) | ||
3662 | { | ||
3663 | d.SpaceRemove(space, WaterGeom); | ||
3664 | } | ||
3665 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
3666 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight, | ||
3667 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, | ||
3668 | offset, thickness, wrap); | ||
3669 | d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight); | ||
3670 | WaterGeom = d.CreateHeightfield(space, HeightmapData, 1); | ||
3671 | if (WaterGeom != IntPtr.Zero) | ||
3672 | { | ||
3673 | d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water)); | ||
3674 | d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space)); | ||
3675 | |||
3676 | } | ||
3677 | geom_name_map[WaterGeom] = "Water"; | ||
3678 | |||
3679 | d.Matrix3 R = new d.Matrix3(); | ||
3680 | |||
3681 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
3682 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
3683 | //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1)); | ||
3684 | |||
3685 | q1 = q1 * q2; | ||
3686 | //q1 = q1 * q3; | ||
3687 | Vector3 v3; | ||
3688 | float angle; | ||
3689 | q1.GetAxisAngle(out v3, out angle); | ||
3690 | |||
3691 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | ||
3692 | d.GeomSetRotation(WaterGeom, ref R); | ||
3693 | d.GeomSetPosition(WaterGeom, 128, 128, 0); | ||
3694 | |||
3695 | } | ||
3696 | |||
3697 | } | ||
3698 | |||
3699 | public override void Dispose() | ||
3700 | { | ||
3701 | m_rayCastManager.Dispose(); | ||
3702 | m_rayCastManager = null; | ||
3703 | |||
3704 | lock (OdeLock) | ||
3705 | { | ||
3706 | lock (_prims) | ||
3707 | { | ||
3708 | foreach (OdePrim prm in _prims) | ||
3709 | { | ||
3710 | RemovePrim(prm); | ||
3711 | } | ||
3712 | } | ||
3713 | |||
3714 | //foreach (OdeCharacter act in _characters) | ||
3715 | //{ | ||
3716 | //RemoveAvatar(act); | ||
3717 | //} | ||
3718 | d.WorldDestroy(world); | ||
3719 | //d.CloseODE(); | ||
3720 | } | ||
3721 | } | ||
3722 | public override Dictionary<uint, float> GetTopColliders() | ||
3723 | { | ||
3724 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | ||
3725 | int cnt = 0; | ||
3726 | lock (_prims) | ||
3727 | { | ||
3728 | foreach (OdePrim prm in _prims) | ||
3729 | { | ||
3730 | if (prm.CollisionScore > 0) | ||
3731 | { | ||
3732 | returncolliders.Add(prm.m_localID, prm.CollisionScore); | ||
3733 | cnt++; | ||
3734 | prm.CollisionScore = 0f; | ||
3735 | if (cnt > 25) | ||
3736 | { | ||
3737 | break; | ||
3738 | } | ||
3739 | } | ||
3740 | } | ||
3741 | } | ||
3742 | return returncolliders; | ||
3743 | } | ||
3744 | |||
3745 | public override bool SupportsRayCast() | ||
3746 | { | ||
3747 | return true; | ||
3748 | } | ||
3749 | |||
3750 | public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
3751 | { | ||
3752 | if (retMethod != null) | ||
3753 | { | ||
3754 | m_rayCastManager.QueueRequest(position, direction, length, retMethod); | ||
3755 | } | ||
3756 | } | ||
3757 | |||
3758 | #if USE_DRAWSTUFF | ||
3759 | // Keyboard callback | ||
3760 | public void command(int cmd) | ||
3761 | { | ||
3762 | IntPtr geom; | ||
3763 | d.Mass mass; | ||
3764 | d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f); | ||
3765 | |||
3766 | |||
3767 | |||
3768 | Char ch = Char.ToLower((Char)cmd); | ||
3769 | switch ((Char)ch) | ||
3770 | { | ||
3771 | case 'w': | ||
3772 | try | ||
3773 | { | ||
3774 | Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD)); | ||
3775 | |||
3776 | xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z; | ||
3777 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3778 | } | ||
3779 | catch (ArgumentException) | ||
3780 | { hpr.X = 0; } | ||
3781 | break; | ||
3782 | |||
3783 | case 'a': | ||
3784 | hpr.X++; | ||
3785 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3786 | break; | ||
3787 | |||
3788 | case 's': | ||
3789 | try | ||
3790 | { | ||
3791 | Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD)); | ||
3792 | |||
3793 | xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z; | ||
3794 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3795 | } | ||
3796 | catch (ArgumentException) | ||
3797 | { hpr.X = 0; } | ||
3798 | break; | ||
3799 | case 'd': | ||
3800 | hpr.X--; | ||
3801 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3802 | break; | ||
3803 | case 'r': | ||
3804 | xyz.Z++; | ||
3805 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3806 | break; | ||
3807 | case 'f': | ||
3808 | xyz.Z--; | ||
3809 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3810 | break; | ||
3811 | case 'e': | ||
3812 | xyz.Y++; | ||
3813 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3814 | break; | ||
3815 | case 'q': | ||
3816 | xyz.Y--; | ||
3817 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3818 | break; | ||
3819 | } | ||
3820 | } | ||
3821 | |||
3822 | public void step(int pause) | ||
3823 | { | ||
3824 | |||
3825 | ds.SetColor(1.0f, 1.0f, 0.0f); | ||
3826 | ds.SetTexture(ds.Texture.Wood); | ||
3827 | lock (_prims) | ||
3828 | { | ||
3829 | foreach (OdePrim prm in _prims) | ||
3830 | { | ||
3831 | //IntPtr body = d.GeomGetBody(prm.prim_geom); | ||
3832 | if (prm.prim_geom != IntPtr.Zero) | ||
3833 | { | ||
3834 | d.Vector3 pos; | ||
3835 | d.GeomCopyPosition(prm.prim_geom, out pos); | ||
3836 | //d.BodyCopyPosition(body, out pos); | ||
3837 | |||
3838 | d.Matrix3 R; | ||
3839 | d.GeomCopyRotation(prm.prim_geom, out R); | ||
3840 | //d.BodyCopyRotation(body, out R); | ||
3841 | |||
3842 | |||
3843 | d.Vector3 sides = new d.Vector3(); | ||
3844 | sides.X = prm.Size.X; | ||
3845 | sides.Y = prm.Size.Y; | ||
3846 | sides.Z = prm.Size.Z; | ||
3847 | |||
3848 | ds.DrawBox(ref pos, ref R, ref sides); | ||
3849 | } | ||
3850 | } | ||
3851 | } | ||
3852 | ds.SetColor(1.0f, 0.0f, 0.0f); | ||
3853 | lock (_characters) | ||
3854 | { | ||
3855 | foreach (OdeCharacter chr in _characters) | ||
3856 | { | ||
3857 | if (chr.Shell != IntPtr.Zero) | ||
3858 | { | ||
3859 | IntPtr body = d.GeomGetBody(chr.Shell); | ||
3860 | |||
3861 | d.Vector3 pos; | ||
3862 | d.GeomCopyPosition(chr.Shell, out pos); | ||
3863 | //d.BodyCopyPosition(body, out pos); | ||
3864 | |||
3865 | d.Matrix3 R; | ||
3866 | d.GeomCopyRotation(chr.Shell, out R); | ||
3867 | //d.BodyCopyRotation(body, out R); | ||
3868 | |||
3869 | ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f); | ||
3870 | d.Vector3 sides = new d.Vector3(); | ||
3871 | sides.X = 0.5f; | ||
3872 | sides.Y = 0.5f; | ||
3873 | sides.Z = 0.5f; | ||
3874 | |||
3875 | ds.DrawBox(ref pos, ref R, ref sides); | ||
3876 | } | ||
3877 | } | ||
3878 | } | ||
3879 | } | ||
3880 | |||
3881 | public void start(int unused) | ||
3882 | { | ||
3883 | ds.SetViewpoint(ref xyz, ref hpr); | ||
3884 | } | ||
3885 | #endif | ||
3886 | } | ||
3887 | } | ||
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs new file mode 100644 index 0000000..e7e7bb3 --- /dev/null +++ b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs | |||
@@ -0,0 +1,353 @@ | |||
1 | /* Ubit 2012 | ||
2 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
3 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
4 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
5 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
6 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
7 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
8 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
9 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
10 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
11 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
12 | */ | ||
13 | |||
14 | // no endian conversion. So can't be use to pass information around diferent cpus with diferent endian | ||
15 | |||
16 | using System; | ||
17 | using System.IO; | ||
18 | using OpenMetaverse; | ||
19 | |||
20 | namespace OpenSim.Region.Physics.OdePlugin | ||
21 | { | ||
22 | |||
23 | unsafe public class wstreamer | ||
24 | { | ||
25 | byte[] buf; | ||
26 | int index; | ||
27 | byte* src; | ||
28 | |||
29 | public wstreamer() | ||
30 | { | ||
31 | buf = new byte[1024]; | ||
32 | index = 0; | ||
33 | } | ||
34 | public wstreamer(int size) | ||
35 | { | ||
36 | buf = new byte[size]; | ||
37 | index = 0; | ||
38 | } | ||
39 | |||
40 | public byte[] close() | ||
41 | { | ||
42 | byte[] data = new byte[index]; | ||
43 | Buffer.BlockCopy(buf, 0, data, 0, index); | ||
44 | return data; | ||
45 | } | ||
46 | |||
47 | public void Seek(int pos) | ||
48 | { | ||
49 | index = pos; | ||
50 | } | ||
51 | |||
52 | public void Seekrel(int pos) | ||
53 | { | ||
54 | index += pos; | ||
55 | } | ||
56 | |||
57 | public void Wbyte(byte value) | ||
58 | { | ||
59 | buf[index++] = value; | ||
60 | } | ||
61 | public void Wshort(short value) | ||
62 | { | ||
63 | src = (byte*)&value; | ||
64 | buf[index++] = *src++; | ||
65 | buf[index++] = *src; | ||
66 | } | ||
67 | public void Wushort(ushort value) | ||
68 | { | ||
69 | src = (byte*)&value; | ||
70 | buf[index++] = *src++; | ||
71 | buf[index++] = *src; | ||
72 | } | ||
73 | public void Wint(int value) | ||
74 | { | ||
75 | src = (byte*)&value; | ||
76 | buf[index++] = *src++; | ||
77 | buf[index++] = *src++; | ||
78 | buf[index++] = *src++; | ||
79 | buf[index++] = *src; | ||
80 | } | ||
81 | public void Wuint(uint value) | ||
82 | { | ||
83 | src = (byte*)&value; | ||
84 | buf[index++] = *src++; | ||
85 | buf[index++] = *src++; | ||
86 | buf[index++] = *src++; | ||
87 | buf[index++] = *src; | ||
88 | } | ||
89 | public void Wlong(long value) | ||
90 | { | ||
91 | src = (byte*)&value; | ||
92 | buf[index++] = *src++; | ||
93 | buf[index++] = *src++; | ||
94 | buf[index++] = *src++; | ||
95 | buf[index++] = *src++; | ||
96 | buf[index++] = *src++; | ||
97 | buf[index++] = *src++; | ||
98 | buf[index++] = *src++; | ||
99 | buf[index++] = *src; | ||
100 | } | ||
101 | public void Wulong(ulong value) | ||
102 | { | ||
103 | src = (byte*)&value; | ||
104 | buf[index++] = *src++; | ||
105 | buf[index++] = *src++; | ||
106 | buf[index++] = *src++; | ||
107 | buf[index++] = *src++; | ||
108 | buf[index++] = *src++; | ||
109 | buf[index++] = *src++; | ||
110 | buf[index++] = *src++; | ||
111 | buf[index++] = *src; | ||
112 | } | ||
113 | |||
114 | public void Wfloat(float value) | ||
115 | { | ||
116 | src = (byte*)&value; | ||
117 | buf[index++] = *src++; | ||
118 | buf[index++] = *src++; | ||
119 | buf[index++] = *src++; | ||
120 | buf[index++] = *src; | ||
121 | } | ||
122 | |||
123 | public void Wdouble(double value) | ||
124 | { | ||
125 | src = (byte*)&value; | ||
126 | buf[index++] = *src++; | ||
127 | buf[index++] = *src++; | ||
128 | buf[index++] = *src++; | ||
129 | buf[index++] = *src++; | ||
130 | buf[index++] = *src++; | ||
131 | buf[index++] = *src++; | ||
132 | buf[index++] = *src++; | ||
133 | buf[index++] = *src; | ||
134 | } | ||
135 | |||
136 | public void Wvector3(Vector3 value) | ||
137 | { | ||
138 | src = (byte*)&value.X; | ||
139 | buf[index++] = *src++; | ||
140 | buf[index++] = *src++; | ||
141 | buf[index++] = *src++; | ||
142 | buf[index++] = *src; | ||
143 | src = (byte*)&value.Y; // it may have padding ?? | ||
144 | buf[index++] = *src++; | ||
145 | buf[index++] = *src++; | ||
146 | buf[index++] = *src++; | ||
147 | buf[index++] = *src; | ||
148 | src = (byte*)&value.Z; | ||
149 | buf[index++] = *src++; | ||
150 | buf[index++] = *src++; | ||
151 | buf[index++] = *src++; | ||
152 | buf[index++] = *src; | ||
153 | } | ||
154 | public void Wquat(Quaternion value) | ||
155 | { | ||
156 | src = (byte*)&value.X; | ||
157 | buf[index++] = *src++; | ||
158 | buf[index++] = *src++; | ||
159 | buf[index++] = *src++; | ||
160 | buf[index++] = *src; | ||
161 | src = (byte*)&value.Y; // it may have padding ?? | ||
162 | buf[index++] = *src++; | ||
163 | buf[index++] = *src++; | ||
164 | buf[index++] = *src++; | ||
165 | buf[index++] = *src; | ||
166 | src = (byte*)&value.Z; | ||
167 | buf[index++] = *src++; | ||
168 | buf[index++] = *src++; | ||
169 | buf[index++] = *src++; | ||
170 | buf[index++] = *src; | ||
171 | src = (byte*)&value.W; | ||
172 | buf[index++] = *src++; | ||
173 | buf[index++] = *src++; | ||
174 | buf[index++] = *src++; | ||
175 | buf[index++] = *src; | ||
176 | } | ||
177 | } | ||
178 | |||
179 | unsafe public class rstreamer | ||
180 | { | ||
181 | private byte[] rbuf; | ||
182 | private int ptr; | ||
183 | private byte* dst; | ||
184 | |||
185 | public rstreamer(byte[] data) | ||
186 | { | ||
187 | rbuf = data; | ||
188 | ptr = 0; | ||
189 | } | ||
190 | |||
191 | public void close() | ||
192 | { | ||
193 | } | ||
194 | |||
195 | public void Seek(int pos) | ||
196 | { | ||
197 | ptr = pos; | ||
198 | } | ||
199 | |||
200 | public void Seekrel(int pos) | ||
201 | { | ||
202 | ptr += pos; | ||
203 | } | ||
204 | |||
205 | public byte Rbyte() | ||
206 | { | ||
207 | return (byte)rbuf[ptr++]; | ||
208 | } | ||
209 | |||
210 | public short Rshort() | ||
211 | { | ||
212 | short v; | ||
213 | dst = (byte*)&v; | ||
214 | *dst++ = rbuf[ptr++]; | ||
215 | *dst = rbuf[ptr++]; | ||
216 | return v; | ||
217 | } | ||
218 | public ushort Rushort() | ||
219 | { | ||
220 | ushort v; | ||
221 | dst = (byte*)&v; | ||
222 | *dst++ = rbuf[ptr++]; | ||
223 | *dst = rbuf[ptr++]; | ||
224 | return v; | ||
225 | } | ||
226 | public int Rint() | ||
227 | { | ||
228 | int v; | ||
229 | dst = (byte*)&v; | ||
230 | *dst++ = rbuf[ptr++]; | ||
231 | *dst++ = rbuf[ptr++]; | ||
232 | *dst++ = rbuf[ptr++]; | ||
233 | *dst = rbuf[ptr++]; | ||
234 | return v; | ||
235 | } | ||
236 | public uint Ruint() | ||
237 | { | ||
238 | uint v; | ||
239 | dst = (byte*)&v; | ||
240 | *dst++ = rbuf[ptr++]; | ||
241 | *dst++ = rbuf[ptr++]; | ||
242 | *dst++ = rbuf[ptr++]; | ||
243 | *dst = rbuf[ptr++]; | ||
244 | return v; | ||
245 | } | ||
246 | public long Rlong() | ||
247 | { | ||
248 | long v; | ||
249 | dst = (byte*)&v; | ||
250 | *dst++ = rbuf[ptr++]; | ||
251 | *dst++ = rbuf[ptr++]; | ||
252 | *dst++ = rbuf[ptr++]; | ||
253 | *dst++ = rbuf[ptr++]; | ||
254 | *dst++ = rbuf[ptr++]; | ||
255 | *dst++ = rbuf[ptr++]; | ||
256 | *dst++ = rbuf[ptr++]; | ||
257 | *dst = rbuf[ptr++]; | ||
258 | return v; | ||
259 | } | ||
260 | public ulong Rulong() | ||
261 | { | ||
262 | ulong v; | ||
263 | dst = (byte*)&v; | ||
264 | *dst++ = rbuf[ptr++]; | ||
265 | *dst++ = rbuf[ptr++]; | ||
266 | *dst++ = rbuf[ptr++]; | ||
267 | *dst++ = rbuf[ptr++]; | ||
268 | *dst++ = rbuf[ptr++]; | ||
269 | *dst++ = rbuf[ptr++]; | ||
270 | *dst++ = rbuf[ptr++]; | ||
271 | *dst = rbuf[ptr++]; | ||
272 | return v; | ||
273 | } | ||
274 | public float Rfloat() | ||
275 | { | ||
276 | float v; | ||
277 | dst = (byte*)&v; | ||
278 | *dst++ = rbuf[ptr++]; | ||
279 | *dst++ = rbuf[ptr++]; | ||
280 | *dst++ = rbuf[ptr++]; | ||
281 | *dst = rbuf[ptr++]; | ||
282 | return v; | ||
283 | } | ||
284 | |||
285 | public double Rdouble() | ||
286 | { | ||
287 | double v; | ||
288 | dst = (byte*)&v; | ||
289 | *dst++ = rbuf[ptr++]; | ||
290 | *dst++ = rbuf[ptr++]; | ||
291 | *dst++ = rbuf[ptr++]; | ||
292 | *dst++ = rbuf[ptr++]; | ||
293 | *dst++ = rbuf[ptr++]; | ||
294 | *dst++ = rbuf[ptr++]; | ||
295 | *dst++ = rbuf[ptr++]; | ||
296 | *dst = rbuf[ptr++]; | ||
297 | return v; | ||
298 | } | ||
299 | |||
300 | public Vector3 Rvector3() | ||
301 | { | ||
302 | Vector3 v; | ||
303 | dst = (byte*)&v.X; | ||
304 | *dst++ = rbuf[ptr++]; | ||
305 | *dst++ = rbuf[ptr++]; | ||
306 | *dst++ = rbuf[ptr++]; | ||
307 | *dst = rbuf[ptr++]; | ||
308 | |||
309 | dst = (byte*)&v.Y; | ||
310 | *dst++ = rbuf[ptr++]; | ||
311 | *dst++ = rbuf[ptr++]; | ||
312 | *dst++ = rbuf[ptr++]; | ||
313 | *dst = rbuf[ptr++]; | ||
314 | |||
315 | dst = (byte*)&v.Z; | ||
316 | *dst++ = rbuf[ptr++]; | ||
317 | *dst++ = rbuf[ptr++]; | ||
318 | *dst++ = rbuf[ptr++]; | ||
319 | *dst = rbuf[ptr++]; | ||
320 | return v; | ||
321 | } | ||
322 | |||
323 | public Quaternion Rquat() | ||
324 | { | ||
325 | Quaternion v; | ||
326 | dst = (byte*)&v.X; | ||
327 | *dst++ = rbuf[ptr++]; | ||
328 | *dst++ = rbuf[ptr++]; | ||
329 | *dst++ = rbuf[ptr++]; | ||
330 | *dst = rbuf[ptr++]; | ||
331 | |||
332 | dst = (byte*)&v.Y; | ||
333 | *dst++ = rbuf[ptr++]; | ||
334 | *dst++ = rbuf[ptr++]; | ||
335 | *dst++ = rbuf[ptr++]; | ||
336 | *dst = rbuf[ptr++]; | ||
337 | |||
338 | dst = (byte*)&v.Z; | ||
339 | *dst++ = rbuf[ptr++]; | ||
340 | *dst++ = rbuf[ptr++]; | ||
341 | *dst++ = rbuf[ptr++]; | ||
342 | *dst = rbuf[ptr++]; | ||
343 | |||
344 | dst = (byte*)&v.W; | ||
345 | *dst++ = rbuf[ptr++]; | ||
346 | *dst++ = rbuf[ptr++]; | ||
347 | *dst++ = rbuf[ptr++]; | ||
348 | *dst = rbuf[ptr++]; | ||
349 | |||
350 | return v; | ||
351 | } | ||
352 | } | ||
353 | } | ||
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs new file mode 100644 index 0000000..69e2d03 --- /dev/null +++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs | |||
@@ -0,0 +1,122 @@ | |||
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 | using System; | ||
29 | using Nini.Config; | ||
30 | using NUnit.Framework; | ||
31 | using OpenMetaverse; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | using log4net; | ||
35 | using System.Reflection; | ||
36 | |||
37 | namespace OpenSim.Region.Physics.OdePlugin | ||
38 | { | ||
39 | [TestFixture] | ||
40 | public class ODETestClass | ||
41 | { | ||
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
43 | |||
44 | private OdePlugin cbt; | ||
45 | private PhysicsScene ps; | ||
46 | private IMeshingPlugin imp; | ||
47 | |||
48 | [SetUp] | ||
49 | public void Initialize() | ||
50 | { | ||
51 | // Loading ODEPlugin | ||
52 | cbt = new OdePlugin(); | ||
53 | // Loading Zero Mesher | ||
54 | imp = new ZeroMesherPlugin(); | ||
55 | // Getting Physics Scene | ||
56 | ps = cbt.GetScene("test"); | ||
57 | // Initializing Physics Scene. | ||
58 | ps.Initialise(imp.GetMesher(),null); | ||
59 | float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize]; | ||
60 | for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++) | ||
61 | { | ||
62 | _heightmap[i] = 21f; | ||
63 | } | ||
64 | ps.SetTerrain(_heightmap); | ||
65 | } | ||
66 | |||
67 | [TearDown] | ||
68 | public void Terminate() | ||
69 | { | ||
70 | ps.DeleteTerrain(); | ||
71 | ps.Dispose(); | ||
72 | |||
73 | } | ||
74 | |||
75 | [Test] | ||
76 | public void CreateAndDropPhysicalCube() | ||
77 | { | ||
78 | PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox(); | ||
79 | Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f); | ||
80 | Vector3 size = new Vector3(0.5f, 0.5f, 0.5f); | ||
81 | Quaternion rot = Quaternion.Identity; | ||
82 | PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true); | ||
83 | OdePrim oprim = (OdePrim)prim; | ||
84 | OdeScene pscene = (OdeScene) ps; | ||
85 | |||
86 | Assert.That(oprim.m_taintadd); | ||
87 | |||
88 | prim.LocalID = 5; | ||
89 | |||
90 | for (int i = 0; i < 58; i++) | ||
91 | { | ||
92 | ps.Simulate(0.133f); | ||
93 | |||
94 | Assert.That(oprim.prim_geom != (IntPtr)0); | ||
95 | |||
96 | Assert.That(oprim.m_targetSpace != (IntPtr)0); | ||
97 | |||
98 | //Assert.That(oprim.m_targetSpace == pscene.space); | ||
99 | m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space); | ||
100 | |||
101 | Assert.That(!oprim.m_taintadd); | ||
102 | m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString()); | ||
103 | |||
104 | // Make sure we're above the ground | ||
105 | //Assert.That(prim.Position.Z > 20f); | ||
106 | //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore); | ||
107 | |||
108 | // Make sure we've got a Body | ||
109 | Assert.That(oprim.Body != (IntPtr)0); | ||
110 | //m_log.Info( | ||
111 | } | ||
112 | |||
113 | // Make sure we're not somewhere above the ground | ||
114 | Assert.That(prim.Position.Z < 21.5f); | ||
115 | |||
116 | ps.RemovePrim(prim); | ||
117 | Assert.That(oprim.m_taintremove); | ||
118 | ps.Simulate(0.133f); | ||
119 | Assert.That(oprim.Body == (IntPtr)0); | ||
120 | } | ||
121 | } | ||
122 | } | ||
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs new file mode 100644 index 0000000..87ca446 --- /dev/null +++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs | |||
@@ -0,0 +1,98 @@ | |||
1 | /* | ||
2 | * Copyright ODE | ||
3 | * Ode.NET - .NET bindings for ODE | ||
4 | * Jason Perkins (starkos@industriousone.com) | ||
5 | * Licensed under the New BSD | ||
6 | * Part of the OpenDynamicsEngine | ||
7 | Open Dynamics Engine | ||
8 | Copyright (c) 2001-2007, Russell L. Smith. | ||
9 | All rights reserved. | ||
10 | |||
11 | Redistribution and use in source and binary forms, with or without | ||
12 | modification, are permitted provided that the following conditions | ||
13 | are met: | ||
14 | |||
15 | Redistributions of source code must retain the above copyright notice, | ||
16 | this list of conditions and the following disclaimer. | ||
17 | |||
18 | Redistributions in binary form must reproduce the above copyright notice, | ||
19 | this list of conditions and the following disclaimer in the documentation | ||
20 | and/or other materials provided with the distribution. | ||
21 | |||
22 | Neither the names of ODE's copyright owner nor the names of its | ||
23 | contributors may be used to endorse or promote products derived from | ||
24 | this software without specific prior written permission. | ||
25 | |||
26 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | ||
27 | "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT | ||
28 | LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS | ||
29 | FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT | ||
30 | OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | ||
31 | SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED | ||
32 | TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | ||
33 | PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF | ||
34 | LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING | ||
35 | NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
36 | SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
37 | * | ||
38 | * | ||
39 | */ | ||
40 | |||
41 | using System; | ||
42 | using System.Runtime.InteropServices; | ||
43 | using Ode.NET; | ||
44 | |||
45 | namespace Drawstuff.NET | ||
46 | { | ||
47 | #if dDOUBLE | ||
48 | using dReal = System.Double; | ||
49 | #else | ||
50 | using dReal = System.Single; | ||
51 | #endif | ||
52 | |||
53 | public static class ds | ||
54 | { | ||
55 | public const int VERSION = 2; | ||
56 | |||
57 | public enum Texture | ||
58 | { | ||
59 | None, | ||
60 | Wood | ||
61 | } | ||
62 | |||
63 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
64 | public delegate void CallbackFunction(int arg); | ||
65 | |||
66 | [StructLayout(LayoutKind.Sequential)] | ||
67 | public struct Functions | ||
68 | { | ||
69 | public int version; | ||
70 | public CallbackFunction start; | ||
71 | public CallbackFunction step; | ||
72 | public CallbackFunction command; | ||
73 | public CallbackFunction stop; | ||
74 | public string path_to_textures; | ||
75 | } | ||
76 | |||
77 | [DllImport("drawstuff", EntryPoint = "dsDrawBox")] | ||
78 | public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides); | ||
79 | |||
80 | [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")] | ||
81 | public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius); | ||
82 | |||
83 | [DllImport("drawstuff", EntryPoint = "dsDrawConvex")] | ||
84 | public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons); | ||
85 | |||
86 | [DllImport("drawstuff", EntryPoint = "dsSetColor")] | ||
87 | public static extern void SetColor(float red, float green, float blue); | ||
88 | |||
89 | [DllImport("drawstuff", EntryPoint = "dsSetTexture")] | ||
90 | public static extern void SetTexture(Texture texture); | ||
91 | |||
92 | [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")] | ||
93 | public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr); | ||
94 | |||
95 | [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")] | ||
96 | public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn); | ||
97 | } | ||
98 | } | ||
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs index 3a9ca1b..c32cf38 100644 --- a/OpenSim/Region/Physics/Manager/IMesher.cs +++ b/OpenSim/Region/Physics/Manager/IMesher.cs | |||
@@ -36,6 +36,7 @@ namespace OpenSim.Region.Physics.Manager | |||
36 | { | 36 | { |
37 | IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); | 37 | IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); |
38 | IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical); | 38 | IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical); |
39 | IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical,bool convex); | ||
39 | } | 40 | } |
40 | 41 | ||
41 | // Values for level of detail to be passed to the mesher. | 42 | // Values for level of detail to be passed to the mesher. |
@@ -65,5 +66,6 @@ namespace OpenSim.Region.Physics.Manager | |||
65 | void releasePinned(); | 66 | void releasePinned(); |
66 | void Append(IMesh newMesh); | 67 | void Append(IMesh newMesh); |
67 | void TransformLinear(float[,] matrix, float[] offset); | 68 | void TransformLinear(float[,] matrix, float[] offset); |
69 | Vector3 GetCentroid(); | ||
68 | } | 70 | } |
69 | } | 71 | } |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index 0587054..be67204 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs | |||
@@ -68,6 +68,19 @@ namespace OpenSim.Region.Physics.Manager | |||
68 | } | 68 | } |
69 | } | 69 | } |
70 | 70 | ||
71 | public struct ContactData | ||
72 | { | ||
73 | public float mu; | ||
74 | public float bounce; | ||
75 | public bool softcolide; | ||
76 | |||
77 | public ContactData(float _mu, float _bounce, bool _softcolide) | ||
78 | { | ||
79 | mu = _mu; | ||
80 | bounce = _bounce; | ||
81 | softcolide = _softcolide; | ||
82 | } | ||
83 | } | ||
71 | /// <summary> | 84 | /// <summary> |
72 | /// Used to pass collision information to OnCollisionUpdate listeners. | 85 | /// Used to pass collision information to OnCollisionUpdate listeners. |
73 | /// </summary> | 86 | /// </summary> |
@@ -135,6 +148,8 @@ namespace OpenSim.Region.Physics.Manager | |||
135 | /// </summary> | 148 | /// </summary> |
136 | public event CollisionUpdate OnCollisionUpdate; | 149 | public event CollisionUpdate OnCollisionUpdate; |
137 | 150 | ||
151 | public virtual void SetVehicle(object vdata) { } | ||
152 | |||
138 | public event OutOfBounds OnOutOfBounds; | 153 | public event OutOfBounds OnOutOfBounds; |
139 | #pragma warning restore 67 | 154 | #pragma warning restore 67 |
140 | 155 | ||
@@ -142,11 +157,23 @@ namespace OpenSim.Region.Physics.Manager | |||
142 | { | 157 | { |
143 | get { return new NullPhysicsActor(); } | 158 | get { return new NullPhysicsActor(); } |
144 | } | 159 | } |
160 | |||
161 | public virtual bool Building { get; set; } | ||
162 | |||
163 | public virtual void getContactData(ref ContactData cdata) | ||
164 | { | ||
165 | cdata.mu = 0; | ||
166 | cdata.bounce = 0; | ||
167 | } | ||
145 | 168 | ||
146 | public abstract bool Stopped { get; } | 169 | public abstract bool Stopped { get; } |
147 | 170 | ||
148 | public abstract Vector3 Size { get; set; } | 171 | public abstract Vector3 Size { get; set; } |
149 | 172 | ||
173 | public virtual bool Phantom { get; set; } | ||
174 | |||
175 | public virtual byte PhysicsShapeType { get; set; } | ||
176 | |||
150 | public abstract PrimitiveBaseShape Shape { set; } | 177 | public abstract PrimitiveBaseShape Shape { set; } |
151 | 178 | ||
152 | uint m_baseLocalID; | 179 | uint m_baseLocalID; |
@@ -195,6 +222,11 @@ namespace OpenSim.Region.Physics.Manager | |||
195 | } | 222 | } |
196 | } | 223 | } |
197 | 224 | ||
225 | public virtual byte[] Serialize(bool PhysIsRunning) | ||
226 | { | ||
227 | return new byte[0]; | ||
228 | } | ||
229 | |||
198 | public virtual void RaiseOutOfBounds(Vector3 pos) | 230 | public virtual void RaiseOutOfBounds(Vector3 pos) |
199 | { | 231 | { |
200 | // Make a temporary copy of the event to avoid possibility of | 232 | // Make a temporary copy of the event to avoid possibility of |
@@ -222,6 +254,11 @@ namespace OpenSim.Region.Physics.Manager | |||
222 | { | 254 | { |
223 | } | 255 | } |
224 | 256 | ||
257 | public virtual float Density { get; set; } | ||
258 | public virtual float GravModifier { get; set; } | ||
259 | public virtual float Friction { get; set; } | ||
260 | public virtual float Bounce { get; set; } | ||
261 | |||
225 | /// <summary> | 262 | /// <summary> |
226 | /// Position of this actor. | 263 | /// Position of this actor. |
227 | /// </summary> | 264 | /// </summary> |
@@ -554,5 +591,6 @@ namespace OpenSim.Region.Physics.Manager | |||
554 | { | 591 | { |
555 | return false; | 592 | return false; |
556 | } | 593 | } |
594 | |||
557 | } | 595 | } |
558 | } | 596 | } |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 2a6163c..f2c0c28 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs | |||
@@ -125,6 +125,25 @@ namespace OpenSim.Region.Physics.Manager | |||
125 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | 125 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, |
126 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid); | 126 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid); |
127 | 127 | ||
128 | public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position, | ||
129 | uint localid, byte[] sdata) | ||
130 | { | ||
131 | return null; | ||
132 | } | ||
133 | |||
134 | public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
135 | Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid) | ||
136 | { | ||
137 | return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid); | ||
138 | } | ||
139 | |||
140 | |||
141 | public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
142 | Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid) | ||
143 | { | ||
144 | return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid); | ||
145 | } | ||
146 | |||
128 | public virtual float TimeDilation | 147 | public virtual float TimeDilation |
129 | { | 148 | { |
130 | get { return 1.0f; } | 149 | get { return 1.0f; } |
@@ -222,7 +241,7 @@ namespace OpenSim.Region.Physics.Manager | |||
222 | } | 241 | } |
223 | 242 | ||
224 | public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} | 243 | public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} |
225 | 244 | public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {} | |
226 | public virtual void UnCombine(PhysicsScene pScene) {} | 245 | public virtual void UnCombine(PhysicsScene pScene) {} |
227 | 246 | ||
228 | /// <summary> | 247 | /// <summary> |
@@ -260,5 +279,13 @@ namespace OpenSim.Region.Physics.Manager | |||
260 | { | 279 | { |
261 | return new List<ContactResult>(); | 280 | return new List<ContactResult>(); |
262 | } | 281 | } |
282 | |||
283 | public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){} | ||
284 | public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { } | ||
285 | public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count) | ||
286 | { | ||
287 | return new List<ContactResult>(); | ||
288 | } | ||
289 | |||
263 | } | 290 | } |
264 | } | 291 | } |
diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/Physics/Manager/VehicleConstants.cs index f0775c1..8e24b4c 100644 --- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs +++ b/OpenSim/Region/Physics/Manager/VehicleConstants.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using OpenMetaverse; | ||
29 | 30 | ||
30 | namespace OpenSim.Region.Physics.Manager | 31 | namespace OpenSim.Region.Physics.Manager |
31 | { | 32 | { |
@@ -117,5 +118,47 @@ namespace OpenSim.Region.Physics.Manager | |||
117 | NO_DEFLECTION = 16392, | 118 | NO_DEFLECTION = 16392, |
118 | LOCK_ROTATION = 32784 | 119 | LOCK_ROTATION = 32784 |
119 | } | 120 | } |
120 | 121 | ||
122 | public struct VehicleData | ||
123 | { | ||
124 | public Vehicle m_type; | ||
125 | public VehicleFlag m_flags; | ||
126 | |||
127 | // Linear properties | ||
128 | public Vector3 m_linearMotorDirection; | ||
129 | public Vector3 m_linearFrictionTimescale; | ||
130 | public float m_linearMotorDecayTimescale; | ||
131 | public float m_linearMotorTimescale; | ||
132 | public Vector3 m_linearMotorOffset; | ||
133 | |||
134 | //Angular properties | ||
135 | public Vector3 m_angularMotorDirection; | ||
136 | public float m_angularMotorTimescale; | ||
137 | public float m_angularMotorDecayTimescale; | ||
138 | public Vector3 m_angularFrictionTimescale; | ||
139 | |||
140 | //Deflection properties | ||
141 | public float m_angularDeflectionEfficiency; | ||
142 | public float m_angularDeflectionTimescale; | ||
143 | public float m_linearDeflectionEfficiency; | ||
144 | public float m_linearDeflectionTimescale; | ||
145 | |||
146 | //Banking properties | ||
147 | public float m_bankingEfficiency; | ||
148 | public float m_bankingMix; | ||
149 | public float m_bankingTimescale; | ||
150 | |||
151 | //Hover and Buoyancy properties | ||
152 | public float m_VhoverHeight; | ||
153 | public float m_VhoverEfficiency; | ||
154 | public float m_VhoverTimescale; | ||
155 | public float m_VehicleBuoyancy; | ||
156 | |||
157 | //Attractor properties | ||
158 | public float m_verticalAttractionEfficiency; | ||
159 | public float m_verticalAttractionTimescale; | ||
160 | |||
161 | // Axis | ||
162 | public Quaternion m_referenceFrame; | ||
163 | } | ||
121 | } | 164 | } |
diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs index ba19db6..8a3b50b 100644 --- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs +++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs | |||
@@ -67,6 +67,11 @@ namespace OpenSim.Region.Physics.Manager | |||
67 | return CreateMesh(primName, primShape, size, lod, false); | 67 | return CreateMesh(primName, primShape, size, lod, false); |
68 | } | 68 | } |
69 | 69 | ||
70 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex) | ||
71 | { | ||
72 | return CreateMesh(primName, primShape, size, lod, false); | ||
73 | } | ||
74 | |||
70 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) | 75 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) |
71 | { | 76 | { |
72 | // Remove the reference to the encoded JPEG2000 data so it can be GCed | 77 | // Remove the reference to the encoded JPEG2000 data so it can be GCed |
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs index f781ff9..c715642 100644 --- a/OpenSim/Region/Physics/Meshing/Mesh.cs +++ b/OpenSim/Region/Physics/Meshing/Mesh.cs | |||
@@ -46,11 +46,36 @@ namespace OpenSim.Region.Physics.Meshing | |||
46 | IntPtr m_indicesPtr = IntPtr.Zero; | 46 | IntPtr m_indicesPtr = IntPtr.Zero; |
47 | int m_indexCount = 0; | 47 | int m_indexCount = 0; |
48 | public float[] m_normals; | 48 | public float[] m_normals; |
49 | Vector3 _centroid; | ||
50 | int _centroidDiv; | ||
51 | |||
52 | private class vertexcomp : IEqualityComparer<Vertex> | ||
53 | { | ||
54 | public bool Equals(Vertex v1, Vertex v2) | ||
55 | { | ||
56 | if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z) | ||
57 | return true; | ||
58 | else | ||
59 | return false; | ||
60 | } | ||
61 | public int GetHashCode(Vertex v) | ||
62 | { | ||
63 | int a = v.X.GetHashCode(); | ||
64 | int b = v.Y.GetHashCode(); | ||
65 | int c = v.Z.GetHashCode(); | ||
66 | return (a << 16) ^ (b << 8) ^ c; | ||
67 | } | ||
68 | |||
69 | } | ||
49 | 70 | ||
50 | public Mesh() | 71 | public Mesh() |
51 | { | 72 | { |
52 | m_vertices = new Dictionary<Vertex, int>(); | 73 | vertexcomp vcomp = new vertexcomp(); |
74 | |||
75 | m_vertices = new Dictionary<Vertex, int>(vcomp); | ||
53 | m_triangles = new List<Triangle>(); | 76 | m_triangles = new List<Triangle>(); |
77 | _centroid = Vector3.Zero; | ||
78 | _centroidDiv = 0; | ||
54 | } | 79 | } |
55 | 80 | ||
56 | public Mesh Clone() | 81 | public Mesh Clone() |
@@ -61,7 +86,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
61 | { | 86 | { |
62 | result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); | 87 | result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); |
63 | } | 88 | } |
64 | 89 | result._centroid = _centroid; | |
90 | result._centroidDiv = _centroidDiv; | ||
65 | return result; | 91 | return result; |
66 | } | 92 | } |
67 | 93 | ||
@@ -71,15 +97,57 @@ namespace OpenSim.Region.Physics.Meshing | |||
71 | throw new NotSupportedException("Attempt to Add to a pinned Mesh"); | 97 | throw new NotSupportedException("Attempt to Add to a pinned Mesh"); |
72 | // If a vertex of the triangle is not yet in the vertices list, | 98 | // If a vertex of the triangle is not yet in the vertices list, |
73 | // add it and set its index to the current index count | 99 | // add it and set its index to the current index count |
100 | // vertex == seems broken | ||
101 | // skip colapsed triangles | ||
102 | if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z) | ||
103 | || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z) | ||
104 | || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z) | ||
105 | ) | ||
106 | { | ||
107 | return; | ||
108 | } | ||
109 | |||
110 | if (m_vertices.Count == 0) | ||
111 | { | ||
112 | _centroidDiv = 0; | ||
113 | _centroid = Vector3.Zero; | ||
114 | } | ||
115 | |||
74 | if (!m_vertices.ContainsKey(triangle.v1)) | 116 | if (!m_vertices.ContainsKey(triangle.v1)) |
117 | { | ||
75 | m_vertices[triangle.v1] = m_vertices.Count; | 118 | m_vertices[triangle.v1] = m_vertices.Count; |
119 | _centroid.X += triangle.v1.X; | ||
120 | _centroid.Y += triangle.v1.Y; | ||
121 | _centroid.Z += triangle.v1.Z; | ||
122 | _centroidDiv++; | ||
123 | } | ||
76 | if (!m_vertices.ContainsKey(triangle.v2)) | 124 | if (!m_vertices.ContainsKey(triangle.v2)) |
125 | { | ||
77 | m_vertices[triangle.v2] = m_vertices.Count; | 126 | m_vertices[triangle.v2] = m_vertices.Count; |
127 | _centroid.X += triangle.v2.X; | ||
128 | _centroid.Y += triangle.v2.Y; | ||
129 | _centroid.Z += triangle.v2.Z; | ||
130 | _centroidDiv++; | ||
131 | } | ||
78 | if (!m_vertices.ContainsKey(triangle.v3)) | 132 | if (!m_vertices.ContainsKey(triangle.v3)) |
133 | { | ||
79 | m_vertices[triangle.v3] = m_vertices.Count; | 134 | m_vertices[triangle.v3] = m_vertices.Count; |
135 | _centroid.X += triangle.v3.X; | ||
136 | _centroid.Y += triangle.v3.Y; | ||
137 | _centroid.Z += triangle.v3.Z; | ||
138 | _centroidDiv++; | ||
139 | } | ||
80 | m_triangles.Add(triangle); | 140 | m_triangles.Add(triangle); |
81 | } | 141 | } |
82 | 142 | ||
143 | public Vector3 GetCentroid() | ||
144 | { | ||
145 | if (_centroidDiv > 0) | ||
146 | return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv); | ||
147 | else | ||
148 | return Vector3.Zero; | ||
149 | } | ||
150 | |||
83 | public void CalcNormals() | 151 | public void CalcNormals() |
84 | { | 152 | { |
85 | int iTriangles = m_triangles.Count; | 153 | int iTriangles = m_triangles.Count; |
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 3bd15ce..75fa1ef 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||
@@ -74,6 +74,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
74 | #endif | 74 | #endif |
75 | 75 | ||
76 | private bool cacheSculptMaps = true; | 76 | private bool cacheSculptMaps = true; |
77 | private bool cacheSculptAlphaMaps = true; | ||
78 | |||
77 | private string decodedSculptMapPath = null; | 79 | private string decodedSculptMapPath = null; |
78 | private bool useMeshiesPhysicsMesh = false; | 80 | private bool useMeshiesPhysicsMesh = false; |
79 | 81 | ||
@@ -87,7 +89,16 @@ namespace OpenSim.Region.Physics.Meshing | |||
87 | IConfig mesh_config = config.Configs["Mesh"]; | 89 | IConfig mesh_config = config.Configs["Mesh"]; |
88 | 90 | ||
89 | decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); | 91 | decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); |
92 | |||
90 | cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); | 93 | cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); |
94 | |||
95 | if (Environment.OSVersion.Platform == PlatformID.Unix) | ||
96 | { | ||
97 | cacheSculptAlphaMaps = false; | ||
98 | } | ||
99 | else | ||
100 | cacheSculptAlphaMaps = cacheSculptMaps; | ||
101 | |||
91 | if(mesh_config != null) | 102 | if(mesh_config != null) |
92 | useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); | 103 | useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); |
93 | 104 | ||
@@ -268,15 +279,18 @@ namespace OpenSim.Region.Physics.Meshing | |||
268 | { | 279 | { |
269 | if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) | 280 | if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) |
270 | return null; | 281 | return null; |
282 | // Remove the reference to any JPEG2000 sculpt data so it can be GCed | ||
283 | // don't loose it | ||
284 | // primShape.SculptData = Utils.EmptyBytes; | ||
271 | } | 285 | } |
286 | // primShape.SculptDataLoaded = true; | ||
272 | } | 287 | } |
273 | else | 288 | else |
274 | { | 289 | { |
275 | if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) | 290 | if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) |
276 | return null; | 291 | return null; |
277 | } | 292 | } |
278 | 293 | // keep compatible | |
279 | // Remove the reference to any JPEG2000 sculpt data so it can be GCed | ||
280 | primShape.SculptData = Utils.EmptyBytes; | 294 | primShape.SculptData = Utils.EmptyBytes; |
281 | 295 | ||
282 | int numCoords = coords.Count; | 296 | int numCoords = coords.Count; |
@@ -482,7 +496,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
482 | 496 | ||
483 | //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); | 497 | //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); |
484 | 498 | ||
485 | if (cacheSculptMaps) | 499 | if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0))) |
500 | // don't cache images with alpha channel in linux since mono can't load them correctly) | ||
486 | { | 501 | { |
487 | try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } | 502 | try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } |
488 | catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } | 503 | catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } |
@@ -702,6 +717,11 @@ namespace OpenSim.Region.Physics.Meshing | |||
702 | return CreateMesh(primName, primShape, size, lod, false); | 717 | return CreateMesh(primName, primShape, size, lod, false); |
703 | } | 718 | } |
704 | 719 | ||
720 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex) | ||
721 | { | ||
722 | return CreateMesh(primName, primShape, size, lod, false); | ||
723 | } | ||
724 | |||
705 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) | 725 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) |
706 | { | 726 | { |
707 | #if SPAM | 727 | #if SPAM |
diff --git a/OpenSim/Region/Physics/Meshing/SculptMap.cs b/OpenSim/Region/Physics/Meshing/SculptMap.cs index 740424e..b3d9cb6 100644 --- a/OpenSim/Region/Physics/Meshing/SculptMap.cs +++ b/OpenSim/Region/Physics/Meshing/SculptMap.cs | |||
@@ -58,28 +58,24 @@ namespace PrimMesher | |||
58 | if (bmW == 0 || bmH == 0) | 58 | if (bmW == 0 || bmH == 0) |
59 | throw new Exception("SculptMap: bitmap has no data"); | 59 | throw new Exception("SculptMap: bitmap has no data"); |
60 | 60 | ||
61 | int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image | 61 | int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image |
62 | 62 | ||
63 | bool smallMap = bmW * bmH <= numLodPixels; | ||
63 | bool needsScaling = false; | 64 | bool needsScaling = false; |
64 | 65 | ||
65 | bool smallMap = bmW * bmH <= lod * lod; | ||
66 | |||
67 | width = bmW; | 66 | width = bmW; |
68 | height = bmH; | 67 | height = bmH; |
69 | while (width * height > numLodPixels) | 68 | while (width * height > numLodPixels * 4) |
70 | { | 69 | { |
71 | width >>= 1; | 70 | width >>= 1; |
72 | height >>= 1; | 71 | height >>= 1; |
73 | needsScaling = true; | 72 | needsScaling = true; |
74 | } | 73 | } |
75 | 74 | ||
76 | |||
77 | |||
78 | try | 75 | try |
79 | { | 76 | { |
80 | if (needsScaling) | 77 | if (needsScaling) |
81 | bm = ScaleImage(bm, width, height, | 78 | bm = ScaleImage(bm, width, height); |
82 | System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor); | ||
83 | } | 79 | } |
84 | 80 | ||
85 | catch (Exception e) | 81 | catch (Exception e) |
@@ -87,7 +83,7 @@ namespace PrimMesher | |||
87 | throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); | 83 | throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); |
88 | } | 84 | } |
89 | 85 | ||
90 | if (width * height > lod * lod) | 86 | if (width * height > numLodPixels) |
91 | { | 87 | { |
92 | width >>= 1; | 88 | width >>= 1; |
93 | height >>= 1; | 89 | height >>= 1; |
@@ -144,15 +140,17 @@ namespace PrimMesher | |||
144 | int rowNdx, colNdx; | 140 | int rowNdx, colNdx; |
145 | int smNdx = 0; | 141 | int smNdx = 0; |
146 | 142 | ||
143 | |||
147 | for (rowNdx = 0; rowNdx < numRows; rowNdx++) | 144 | for (rowNdx = 0; rowNdx < numRows; rowNdx++) |
148 | { | 145 | { |
149 | List<Coord> row = new List<Coord>(numCols); | 146 | List<Coord> row = new List<Coord>(numCols); |
150 | for (colNdx = 0; colNdx < numCols; colNdx++) | 147 | for (colNdx = 0; colNdx < numCols; colNdx++) |
151 | { | 148 | { |
149 | |||
152 | if (mirror) | 150 | if (mirror) |
153 | row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f)); | 151 | row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f)); |
154 | else | 152 | else |
155 | row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f)); | 153 | row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f)); |
156 | 154 | ||
157 | ++smNdx; | 155 | ++smNdx; |
158 | } | 156 | } |
@@ -161,23 +159,39 @@ namespace PrimMesher | |||
161 | return rows; | 159 | return rows; |
162 | } | 160 | } |
163 | 161 | ||
164 | private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight, | 162 | private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight) |
165 | System.Drawing.Drawing2D.InterpolationMode interpMode) | ||
166 | { | 163 | { |
167 | Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight); | ||
168 | scaledImage.SetResolution(96.0f, 96.0f); | ||
169 | |||
170 | Graphics grPhoto = Graphics.FromImage(scaledImage); | ||
171 | grPhoto.InterpolationMode = interpMode; | ||
172 | 164 | ||
173 | grPhoto.DrawImage(srcImage, | 165 | Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb); |
174 | new Rectangle(0, 0, destWidth, destHeight), | 166 | |
175 | new Rectangle(0, 0, srcImage.Width, srcImage.Height), | 167 | Color c; |
176 | GraphicsUnit.Pixel); | 168 | float xscale = srcImage.Width / destWidth; |
169 | float yscale = srcImage.Height / destHeight; | ||
170 | |||
171 | float sy = 0.5f; | ||
172 | for (int y = 0; y < destHeight; y++) | ||
173 | { | ||
174 | float sx = 0.5f; | ||
175 | for (int x = 0; x < destWidth; x++) | ||
176 | { | ||
177 | try | ||
178 | { | ||
179 | c = srcImage.GetPixel((int)(sx), (int)(sy)); | ||
180 | scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B)); | ||
181 | } | ||
182 | catch (IndexOutOfRangeException) | ||
183 | { | ||
184 | } | ||
177 | 185 | ||
178 | grPhoto.Dispose(); | 186 | sx += xscale; |
187 | } | ||
188 | sy += yscale; | ||
189 | } | ||
190 | srcImage.Dispose(); | ||
179 | return scaledImage; | 191 | return scaledImage; |
180 | } | 192 | } |
193 | |||
194 | } | ||
195 | |||
181 | } | 196 | } |
182 | } | ||
183 | #endif | 197 | #endif |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 1f79cd8..6f37347 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -595,8 +595,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
595 | break; | 595 | break; |
596 | 596 | ||
597 | case HollowShape.Circle: | 597 | case HollowShape.Circle: |
598 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | 598 | // Hollow shape is a perfect cylinder in respect to the cube's scale |
599 | // Cyllinder hollow volume calculation | 599 | // Cylinder hollow volume calculation |
600 | 600 | ||
601 | hollowVolume *= 0.1963495f * 3.07920140172638f; | 601 | hollowVolume *= 0.1963495f * 3.07920140172638f; |
602 | break; | 602 | break; |
@@ -2845,7 +2845,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2845 | } | 2845 | } |
2846 | public override bool PIDActive { set { m_usePID = value; } } | 2846 | public override bool PIDActive { set { m_usePID = value; } } |
2847 | public override float PIDTau { set { m_PIDTau = value; } } | 2847 | public override float PIDTau { set { m_PIDTau = value; } } |
2848 | 2848 | ||
2849 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | 2849 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } |
2850 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | 2850 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } |
2851 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | 2851 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs index 8d7d3b3..7e3ec63 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs | |||
@@ -137,8 +137,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
137 | ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); | 137 | ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); |
138 | for (int i = 0; i < reqs.Length; i++) | 138 | for (int i = 0; i < reqs.Length; i++) |
139 | { | 139 | { |
140 | if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast | 140 | try |
141 | RayCast(reqs[i]); // if there isn't anyone to send results | 141 | { |
142 | if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast | ||
143 | RayCast(reqs[i]); // if there isn't anyone to send results | ||
144 | } | ||
145 | catch | ||
146 | { | ||
147 | //Fail silently | ||
148 | } | ||
142 | } | 149 | } |
143 | 150 | ||
144 | m_PendingRequests.Clear(); | 151 | m_PendingRequests.Clear(); |
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs index e4fd7eb..2ea8bfc 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs | |||
@@ -297,7 +297,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
297 | { | 297 | { |
298 | set { return; } | 298 | set { return; } |
299 | } | 299 | } |
300 | 300 | ||
301 | public override Quaternion APIDTarget | 301 | public override Quaternion APIDTarget |
302 | { | 302 | { |
303 | set { return; } | 303 | set { return; } |
diff --git a/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs new file mode 100644 index 0000000..2938257 --- /dev/null +++ b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs | |||
@@ -0,0 +1,340 @@ | |||
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 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Diagnostics; | ||
31 | using System.Globalization; | ||
32 | using OpenMetaverse; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | using OpenSim.Region.Physics.Meshing; | ||
35 | |||
36 | public class Vertex : IComparable<Vertex> | ||
37 | { | ||
38 | Vector3 vector; | ||
39 | |||
40 | public float X | ||
41 | { | ||
42 | get { return vector.X; } | ||
43 | set { vector.X = value; } | ||
44 | } | ||
45 | |||
46 | public float Y | ||
47 | { | ||
48 | get { return vector.Y; } | ||
49 | set { vector.Y = value; } | ||
50 | } | ||
51 | |||
52 | public float Z | ||
53 | { | ||
54 | get { return vector.Z; } | ||
55 | set { vector.Z = value; } | ||
56 | } | ||
57 | |||
58 | public Vertex(float x, float y, float z) | ||
59 | { | ||
60 | vector.X = x; | ||
61 | vector.Y = y; | ||
62 | vector.Z = z; | ||
63 | } | ||
64 | |||
65 | public Vertex normalize() | ||
66 | { | ||
67 | float tlength = vector.Length(); | ||
68 | if (tlength != 0f) | ||
69 | { | ||
70 | float mul = 1.0f / tlength; | ||
71 | return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul); | ||
72 | } | ||
73 | else | ||
74 | { | ||
75 | return new Vertex(0f, 0f, 0f); | ||
76 | } | ||
77 | } | ||
78 | |||
79 | public Vertex cross(Vertex v) | ||
80 | { | ||
81 | return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X); | ||
82 | } | ||
83 | |||
84 | // disable warning: mono compiler moans about overloading | ||
85 | // operators hiding base operator but should not according to C# | ||
86 | // language spec | ||
87 | #pragma warning disable 0108 | ||
88 | public static Vertex operator *(Vertex v, Quaternion q) | ||
89 | { | ||
90 | // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/ | ||
91 | |||
92 | Vertex v2 = new Vertex(0f, 0f, 0f); | ||
93 | |||
94 | v2.X = q.W * q.W * v.X + | ||
95 | 2f * q.Y * q.W * v.Z - | ||
96 | 2f * q.Z * q.W * v.Y + | ||
97 | q.X * q.X * v.X + | ||
98 | 2f * q.Y * q.X * v.Y + | ||
99 | 2f * q.Z * q.X * v.Z - | ||
100 | q.Z * q.Z * v.X - | ||
101 | q.Y * q.Y * v.X; | ||
102 | |||
103 | v2.Y = | ||
104 | 2f * q.X * q.Y * v.X + | ||
105 | q.Y * q.Y * v.Y + | ||
106 | 2f * q.Z * q.Y * v.Z + | ||
107 | 2f * q.W * q.Z * v.X - | ||
108 | q.Z * q.Z * v.Y + | ||
109 | q.W * q.W * v.Y - | ||
110 | 2f * q.X * q.W * v.Z - | ||
111 | q.X * q.X * v.Y; | ||
112 | |||
113 | v2.Z = | ||
114 | 2f * q.X * q.Z * v.X + | ||
115 | 2f * q.Y * q.Z * v.Y + | ||
116 | q.Z * q.Z * v.Z - | ||
117 | 2f * q.W * q.Y * v.X - | ||
118 | q.Y * q.Y * v.Z + | ||
119 | 2f * q.W * q.X * v.Y - | ||
120 | q.X * q.X * v.Z + | ||
121 | q.W * q.W * v.Z; | ||
122 | |||
123 | return v2; | ||
124 | } | ||
125 | |||
126 | public static Vertex operator +(Vertex v1, Vertex v2) | ||
127 | { | ||
128 | return new Vertex(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z); | ||
129 | } | ||
130 | |||
131 | public static Vertex operator -(Vertex v1, Vertex v2) | ||
132 | { | ||
133 | return new Vertex(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z); | ||
134 | } | ||
135 | |||
136 | public static Vertex operator *(Vertex v1, Vertex v2) | ||
137 | { | ||
138 | return new Vertex(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z); | ||
139 | } | ||
140 | |||
141 | public static Vertex operator +(Vertex v1, float am) | ||
142 | { | ||
143 | v1.X += am; | ||
144 | v1.Y += am; | ||
145 | v1.Z += am; | ||
146 | return v1; | ||
147 | } | ||
148 | |||
149 | public static Vertex operator -(Vertex v1, float am) | ||
150 | { | ||
151 | v1.X -= am; | ||
152 | v1.Y -= am; | ||
153 | v1.Z -= am; | ||
154 | return v1; | ||
155 | } | ||
156 | |||
157 | public static Vertex operator *(Vertex v1, float am) | ||
158 | { | ||
159 | v1.X *= am; | ||
160 | v1.Y *= am; | ||
161 | v1.Z *= am; | ||
162 | return v1; | ||
163 | } | ||
164 | |||
165 | public static Vertex operator /(Vertex v1, float am) | ||
166 | { | ||
167 | if (am == 0f) | ||
168 | { | ||
169 | return new Vertex(0f,0f,0f); | ||
170 | } | ||
171 | float mul = 1.0f / am; | ||
172 | v1.X *= mul; | ||
173 | v1.Y *= mul; | ||
174 | v1.Z *= mul; | ||
175 | return v1; | ||
176 | } | ||
177 | #pragma warning restore 0108 | ||
178 | |||
179 | |||
180 | public float dot(Vertex v) | ||
181 | { | ||
182 | return X * v.X + Y * v.Y + Z * v.Z; | ||
183 | } | ||
184 | |||
185 | public Vertex(Vector3 v) | ||
186 | { | ||
187 | vector = v; | ||
188 | } | ||
189 | |||
190 | public Vertex Clone() | ||
191 | { | ||
192 | return new Vertex(X, Y, Z); | ||
193 | } | ||
194 | |||
195 | public static Vertex FromAngle(double angle) | ||
196 | { | ||
197 | return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f); | ||
198 | } | ||
199 | |||
200 | public float Length() | ||
201 | { | ||
202 | return vector.Length(); | ||
203 | } | ||
204 | |||
205 | public virtual bool Equals(Vertex v, float tolerance) | ||
206 | { | ||
207 | Vertex diff = this - v; | ||
208 | float d = diff.Length(); | ||
209 | if (d < tolerance) | ||
210 | return true; | ||
211 | |||
212 | return false; | ||
213 | } | ||
214 | |||
215 | |||
216 | public int CompareTo(Vertex other) | ||
217 | { | ||
218 | if (X < other.X) | ||
219 | return -1; | ||
220 | |||
221 | if (X > other.X) | ||
222 | return 1; | ||
223 | |||
224 | if (Y < other.Y) | ||
225 | return -1; | ||
226 | |||
227 | if (Y > other.Y) | ||
228 | return 1; | ||
229 | |||
230 | if (Z < other.Z) | ||
231 | return -1; | ||
232 | |||
233 | if (Z > other.Z) | ||
234 | return 1; | ||
235 | |||
236 | return 0; | ||
237 | } | ||
238 | |||
239 | public static bool operator >(Vertex me, Vertex other) | ||
240 | { | ||
241 | return me.CompareTo(other) > 0; | ||
242 | } | ||
243 | |||
244 | public static bool operator <(Vertex me, Vertex other) | ||
245 | { | ||
246 | return me.CompareTo(other) < 0; | ||
247 | } | ||
248 | |||
249 | public String ToRaw() | ||
250 | { | ||
251 | // Why this stuff with the number formatter? | ||
252 | // Well, the raw format uses the english/US notation of numbers | ||
253 | // where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1. | ||
254 | // The german notation uses these characters exactly vice versa! | ||
255 | // The Float.ToString() routine is a localized one, giving different results depending on the country | ||
256 | // settings your machine works with. Unusable for a machine readable file format :-( | ||
257 | NumberFormatInfo nfi = new NumberFormatInfo(); | ||
258 | nfi.NumberDecimalSeparator = "."; | ||
259 | nfi.NumberDecimalDigits = 3; | ||
260 | |||
261 | String s1 = X.ToString("N2", nfi) + " " + Y.ToString("N2", nfi) + " " + Z.ToString("N2", nfi); | ||
262 | |||
263 | return s1; | ||
264 | } | ||
265 | } | ||
266 | |||
267 | public class Triangle | ||
268 | { | ||
269 | public Vertex v1; | ||
270 | public Vertex v2; | ||
271 | public Vertex v3; | ||
272 | |||
273 | public Triangle(Vertex _v1, Vertex _v2, Vertex _v3) | ||
274 | { | ||
275 | v1 = _v1; | ||
276 | v2 = _v2; | ||
277 | v3 = _v3; | ||
278 | } | ||
279 | |||
280 | public Triangle(float _v1x,float _v1y,float _v1z, | ||
281 | float _v2x,float _v2y,float _v2z, | ||
282 | float _v3x,float _v3y,float _v3z) | ||
283 | { | ||
284 | v1 = new Vertex(_v1x, _v1y, _v1z); | ||
285 | v2 = new Vertex(_v2x, _v2y, _v2z); | ||
286 | v3 = new Vertex(_v3x, _v3y, _v3z); | ||
287 | } | ||
288 | |||
289 | public override String ToString() | ||
290 | { | ||
291 | NumberFormatInfo nfi = new NumberFormatInfo(); | ||
292 | nfi.CurrencyDecimalDigits = 2; | ||
293 | nfi.CurrencyDecimalSeparator = "."; | ||
294 | |||
295 | String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">"; | ||
296 | String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">"; | ||
297 | String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">"; | ||
298 | |||
299 | return s1 + ";" + s2 + ";" + s3; | ||
300 | } | ||
301 | |||
302 | public Vector3 getNormal() | ||
303 | { | ||
304 | // Vertices | ||
305 | |||
306 | // Vectors for edges | ||
307 | Vector3 e1; | ||
308 | Vector3 e2; | ||
309 | |||
310 | e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z); | ||
311 | e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z); | ||
312 | |||
313 | // Cross product for normal | ||
314 | Vector3 n = Vector3.Cross(e1, e2); | ||
315 | |||
316 | // Length | ||
317 | float l = n.Length(); | ||
318 | |||
319 | // Normalized "normal" | ||
320 | n = n/l; | ||
321 | |||
322 | return n; | ||
323 | } | ||
324 | |||
325 | public void invertNormal() | ||
326 | { | ||
327 | Vertex vt; | ||
328 | vt = v1; | ||
329 | v1 = v2; | ||
330 | v2 = vt; | ||
331 | } | ||
332 | |||
333 | // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and | ||
334 | // debugging purposes | ||
335 | public String ToStringRaw() | ||
336 | { | ||
337 | String output = v1.ToRaw() + " " + v2.ToRaw() + " " + v3.ToRaw(); | ||
338 | return output; | ||
339 | } | ||
340 | } | ||
diff --git a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs new file mode 100644 index 0000000..c715642 --- /dev/null +++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs | |||
@@ -0,0 +1,401 @@ | |||
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 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.IO; | ||
31 | using System.Runtime.InteropServices; | ||
32 | using OpenSim.Region.Physics.Manager; | ||
33 | using PrimMesher; | ||
34 | using OpenMetaverse; | ||
35 | |||
36 | namespace OpenSim.Region.Physics.Meshing | ||
37 | { | ||
38 | public class Mesh : IMesh | ||
39 | { | ||
40 | private Dictionary<Vertex, int> m_vertices; | ||
41 | private List<Triangle> m_triangles; | ||
42 | GCHandle m_pinnedVertexes; | ||
43 | GCHandle m_pinnedIndex; | ||
44 | IntPtr m_verticesPtr = IntPtr.Zero; | ||
45 | int m_vertexCount = 0; | ||
46 | IntPtr m_indicesPtr = IntPtr.Zero; | ||
47 | int m_indexCount = 0; | ||
48 | public float[] m_normals; | ||
49 | Vector3 _centroid; | ||
50 | int _centroidDiv; | ||
51 | |||
52 | private class vertexcomp : IEqualityComparer<Vertex> | ||
53 | { | ||
54 | public bool Equals(Vertex v1, Vertex v2) | ||
55 | { | ||
56 | if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z) | ||
57 | return true; | ||
58 | else | ||
59 | return false; | ||
60 | } | ||
61 | public int GetHashCode(Vertex v) | ||
62 | { | ||
63 | int a = v.X.GetHashCode(); | ||
64 | int b = v.Y.GetHashCode(); | ||
65 | int c = v.Z.GetHashCode(); | ||
66 | return (a << 16) ^ (b << 8) ^ c; | ||
67 | } | ||
68 | |||
69 | } | ||
70 | |||
71 | public Mesh() | ||
72 | { | ||
73 | vertexcomp vcomp = new vertexcomp(); | ||
74 | |||
75 | m_vertices = new Dictionary<Vertex, int>(vcomp); | ||
76 | m_triangles = new List<Triangle>(); | ||
77 | _centroid = Vector3.Zero; | ||
78 | _centroidDiv = 0; | ||
79 | } | ||
80 | |||
81 | public Mesh Clone() | ||
82 | { | ||
83 | Mesh result = new Mesh(); | ||
84 | |||
85 | foreach (Triangle t in m_triangles) | ||
86 | { | ||
87 | result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); | ||
88 | } | ||
89 | result._centroid = _centroid; | ||
90 | result._centroidDiv = _centroidDiv; | ||
91 | return result; | ||
92 | } | ||
93 | |||
94 | public void Add(Triangle triangle) | ||
95 | { | ||
96 | if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) | ||
97 | throw new NotSupportedException("Attempt to Add to a pinned Mesh"); | ||
98 | // If a vertex of the triangle is not yet in the vertices list, | ||
99 | // add it and set its index to the current index count | ||
100 | // vertex == seems broken | ||
101 | // skip colapsed triangles | ||
102 | if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z) | ||
103 | || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z) | ||
104 | || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z) | ||
105 | ) | ||
106 | { | ||
107 | return; | ||
108 | } | ||
109 | |||
110 | if (m_vertices.Count == 0) | ||
111 | { | ||
112 | _centroidDiv = 0; | ||
113 | _centroid = Vector3.Zero; | ||
114 | } | ||
115 | |||
116 | if (!m_vertices.ContainsKey(triangle.v1)) | ||
117 | { | ||
118 | m_vertices[triangle.v1] = m_vertices.Count; | ||
119 | _centroid.X += triangle.v1.X; | ||
120 | _centroid.Y += triangle.v1.Y; | ||
121 | _centroid.Z += triangle.v1.Z; | ||
122 | _centroidDiv++; | ||
123 | } | ||
124 | if (!m_vertices.ContainsKey(triangle.v2)) | ||
125 | { | ||
126 | m_vertices[triangle.v2] = m_vertices.Count; | ||
127 | _centroid.X += triangle.v2.X; | ||
128 | _centroid.Y += triangle.v2.Y; | ||
129 | _centroid.Z += triangle.v2.Z; | ||
130 | _centroidDiv++; | ||
131 | } | ||
132 | if (!m_vertices.ContainsKey(triangle.v3)) | ||
133 | { | ||
134 | m_vertices[triangle.v3] = m_vertices.Count; | ||
135 | _centroid.X += triangle.v3.X; | ||
136 | _centroid.Y += triangle.v3.Y; | ||
137 | _centroid.Z += triangle.v3.Z; | ||
138 | _centroidDiv++; | ||
139 | } | ||
140 | m_triangles.Add(triangle); | ||
141 | } | ||
142 | |||
143 | public Vector3 GetCentroid() | ||
144 | { | ||
145 | if (_centroidDiv > 0) | ||
146 | return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv); | ||
147 | else | ||
148 | return Vector3.Zero; | ||
149 | } | ||
150 | |||
151 | public void CalcNormals() | ||
152 | { | ||
153 | int iTriangles = m_triangles.Count; | ||
154 | |||
155 | this.m_normals = new float[iTriangles * 3]; | ||
156 | |||
157 | int i = 0; | ||
158 | foreach (Triangle t in m_triangles) | ||
159 | { | ||
160 | float ux, uy, uz; | ||
161 | float vx, vy, vz; | ||
162 | float wx, wy, wz; | ||
163 | |||
164 | ux = t.v1.X; | ||
165 | uy = t.v1.Y; | ||
166 | uz = t.v1.Z; | ||
167 | |||
168 | vx = t.v2.X; | ||
169 | vy = t.v2.Y; | ||
170 | vz = t.v2.Z; | ||
171 | |||
172 | wx = t.v3.X; | ||
173 | wy = t.v3.Y; | ||
174 | wz = t.v3.Z; | ||
175 | |||
176 | |||
177 | // Vectors for edges | ||
178 | float e1x, e1y, e1z; | ||
179 | float e2x, e2y, e2z; | ||
180 | |||
181 | e1x = ux - vx; | ||
182 | e1y = uy - vy; | ||
183 | e1z = uz - vz; | ||
184 | |||
185 | e2x = ux - wx; | ||
186 | e2y = uy - wy; | ||
187 | e2z = uz - wz; | ||
188 | |||
189 | |||
190 | // Cross product for normal | ||
191 | float nx, ny, nz; | ||
192 | nx = e1y * e2z - e1z * e2y; | ||
193 | ny = e1z * e2x - e1x * e2z; | ||
194 | nz = e1x * e2y - e1y * e2x; | ||
195 | |||
196 | // Length | ||
197 | float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz); | ||
198 | float lReciprocal = 1.0f / l; | ||
199 | |||
200 | // Normalized "normal" | ||
201 | //nx /= l; | ||
202 | //ny /= l; | ||
203 | //nz /= l; | ||
204 | |||
205 | m_normals[i] = nx * lReciprocal; | ||
206 | m_normals[i + 1] = ny * lReciprocal; | ||
207 | m_normals[i + 2] = nz * lReciprocal; | ||
208 | |||
209 | i += 3; | ||
210 | } | ||
211 | } | ||
212 | |||
213 | public List<Vector3> getVertexList() | ||
214 | { | ||
215 | List<Vector3> result = new List<Vector3>(); | ||
216 | foreach (Vertex v in m_vertices.Keys) | ||
217 | { | ||
218 | result.Add(new Vector3(v.X, v.Y, v.Z)); | ||
219 | } | ||
220 | return result; | ||
221 | } | ||
222 | |||
223 | private float[] getVertexListAsFloat() | ||
224 | { | ||
225 | if (m_vertices == null) | ||
226 | throw new NotSupportedException(); | ||
227 | float[] result = new float[m_vertices.Count * 3]; | ||
228 | foreach (KeyValuePair<Vertex, int> kvp in m_vertices) | ||
229 | { | ||
230 | Vertex v = kvp.Key; | ||
231 | int i = kvp.Value; | ||
232 | result[3 * i + 0] = v.X; | ||
233 | result[3 * i + 1] = v.Y; | ||
234 | result[3 * i + 2] = v.Z; | ||
235 | } | ||
236 | return result; | ||
237 | } | ||
238 | |||
239 | public float[] getVertexListAsFloatLocked() | ||
240 | { | ||
241 | if (m_pinnedVertexes.IsAllocated) | ||
242 | return (float[])(m_pinnedVertexes.Target); | ||
243 | |||
244 | float[] result = getVertexListAsFloat(); | ||
245 | m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned); | ||
246 | // Inform the garbage collector of this unmanaged allocation so it can schedule | ||
247 | // the next GC round more intelligently | ||
248 | GC.AddMemoryPressure(Buffer.ByteLength(result)); | ||
249 | |||
250 | return result; | ||
251 | } | ||
252 | |||
253 | public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount) | ||
254 | { | ||
255 | // A vertex is 3 floats | ||
256 | vertexStride = 3 * sizeof(float); | ||
257 | |||
258 | // If there isn't an unmanaged array allocated yet, do it now | ||
259 | if (m_verticesPtr == IntPtr.Zero) | ||
260 | { | ||
261 | float[] vertexList = getVertexListAsFloat(); | ||
262 | // Each vertex is 3 elements (floats) | ||
263 | m_vertexCount = vertexList.Length / 3; | ||
264 | int byteCount = m_vertexCount * vertexStride; | ||
265 | m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount); | ||
266 | System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3); | ||
267 | } | ||
268 | vertices = m_verticesPtr; | ||
269 | vertexCount = m_vertexCount; | ||
270 | } | ||
271 | |||
272 | public int[] getIndexListAsInt() | ||
273 | { | ||
274 | if (m_triangles == null) | ||
275 | throw new NotSupportedException(); | ||
276 | int[] result = new int[m_triangles.Count * 3]; | ||
277 | for (int i = 0; i < m_triangles.Count; i++) | ||
278 | { | ||
279 | Triangle t = m_triangles[i]; | ||
280 | result[3 * i + 0] = m_vertices[t.v1]; | ||
281 | result[3 * i + 1] = m_vertices[t.v2]; | ||
282 | result[3 * i + 2] = m_vertices[t.v3]; | ||
283 | } | ||
284 | return result; | ||
285 | } | ||
286 | |||
287 | /// <summary> | ||
288 | /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA | ||
289 | /// </summary> | ||
290 | /// <returns></returns> | ||
291 | public int[] getIndexListAsIntLocked() | ||
292 | { | ||
293 | if (m_pinnedIndex.IsAllocated) | ||
294 | return (int[])(m_pinnedIndex.Target); | ||
295 | |||
296 | int[] result = getIndexListAsInt(); | ||
297 | m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); | ||
298 | // Inform the garbage collector of this unmanaged allocation so it can schedule | ||
299 | // the next GC round more intelligently | ||
300 | GC.AddMemoryPressure(Buffer.ByteLength(result)); | ||
301 | |||
302 | return result; | ||
303 | } | ||
304 | |||
305 | public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount) | ||
306 | { | ||
307 | // If there isn't an unmanaged array allocated yet, do it now | ||
308 | if (m_indicesPtr == IntPtr.Zero) | ||
309 | { | ||
310 | int[] indexList = getIndexListAsInt(); | ||
311 | m_indexCount = indexList.Length; | ||
312 | int byteCount = m_indexCount * sizeof(int); | ||
313 | m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount); | ||
314 | System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount); | ||
315 | } | ||
316 | // A triangle is 3 ints (indices) | ||
317 | triStride = 3 * sizeof(int); | ||
318 | indices = m_indicesPtr; | ||
319 | indexCount = m_indexCount; | ||
320 | } | ||
321 | |||
322 | public void releasePinned() | ||
323 | { | ||
324 | if (m_pinnedVertexes.IsAllocated) | ||
325 | m_pinnedVertexes.Free(); | ||
326 | if (m_pinnedIndex.IsAllocated) | ||
327 | m_pinnedIndex.Free(); | ||
328 | if (m_verticesPtr != IntPtr.Zero) | ||
329 | { | ||
330 | System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr); | ||
331 | m_verticesPtr = IntPtr.Zero; | ||
332 | } | ||
333 | if (m_indicesPtr != IntPtr.Zero) | ||
334 | { | ||
335 | System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr); | ||
336 | m_indicesPtr = IntPtr.Zero; | ||
337 | } | ||
338 | } | ||
339 | |||
340 | /// <summary> | ||
341 | /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions | ||
342 | /// </summary> | ||
343 | public void releaseSourceMeshData() | ||
344 | { | ||
345 | m_triangles = null; | ||
346 | m_vertices = null; | ||
347 | } | ||
348 | |||
349 | public void Append(IMesh newMesh) | ||
350 | { | ||
351 | if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) | ||
352 | throw new NotSupportedException("Attempt to Append to a pinned Mesh"); | ||
353 | |||
354 | if (!(newMesh is Mesh)) | ||
355 | return; | ||
356 | |||
357 | foreach (Triangle t in ((Mesh)newMesh).m_triangles) | ||
358 | Add(t); | ||
359 | } | ||
360 | |||
361 | // Do a linear transformation of mesh. | ||
362 | public void TransformLinear(float[,] matrix, float[] offset) | ||
363 | { | ||
364 | if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) | ||
365 | throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh"); | ||
366 | |||
367 | foreach (Vertex v in m_vertices.Keys) | ||
368 | { | ||
369 | if (v == null) | ||
370 | continue; | ||
371 | float x, y, z; | ||
372 | x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0]; | ||
373 | y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1]; | ||
374 | z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2]; | ||
375 | v.X = x + offset[0]; | ||
376 | v.Y = y + offset[1]; | ||
377 | v.Z = z + offset[2]; | ||
378 | } | ||
379 | } | ||
380 | |||
381 | public void DumpRaw(String path, String name, String title) | ||
382 | { | ||
383 | if (path == null) | ||
384 | return; | ||
385 | String fileName = name + "_" + title + ".raw"; | ||
386 | String completePath = System.IO.Path.Combine(path, fileName); | ||
387 | StreamWriter sw = new StreamWriter(completePath); | ||
388 | foreach (Triangle t in m_triangles) | ||
389 | { | ||
390 | String s = t.ToStringRaw(); | ||
391 | sw.WriteLine(s); | ||
392 | } | ||
393 | sw.Close(); | ||
394 | } | ||
395 | |||
396 | public void TrimExcess() | ||
397 | { | ||
398 | m_triangles.TrimExcess(); | ||
399 | } | ||
400 | } | ||
401 | } | ||
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs new file mode 100644 index 0000000..8e903e8 --- /dev/null +++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs | |||
@@ -0,0 +1,1026 @@ | |||
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 | //#define SPAM | ||
28 | |||
29 | using System; | ||
30 | using System.Collections.Generic; | ||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Physics.Manager; | ||
33 | using OpenMetaverse; | ||
34 | using OpenMetaverse.StructuredData; | ||
35 | using System.Drawing; | ||
36 | using System.Drawing.Imaging; | ||
37 | using System.IO.Compression; | ||
38 | using PrimMesher; | ||
39 | using log4net; | ||
40 | using Nini.Config; | ||
41 | using System.Reflection; | ||
42 | using System.IO; | ||
43 | using ComponentAce.Compression.Libs.zlib; | ||
44 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; | ||
45 | |||
46 | namespace OpenSim.Region.Physics.Meshing | ||
47 | { | ||
48 | public class MeshmerizerPlugin : IMeshingPlugin | ||
49 | { | ||
50 | public MeshmerizerPlugin() | ||
51 | { | ||
52 | } | ||
53 | |||
54 | public string GetName() | ||
55 | { | ||
56 | return "UbitMeshmerizer"; | ||
57 | } | ||
58 | |||
59 | public IMesher GetMesher(IConfigSource config) | ||
60 | { | ||
61 | return new Meshmerizer(config); | ||
62 | } | ||
63 | } | ||
64 | |||
65 | public class Meshmerizer : IMesher | ||
66 | { | ||
67 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
68 | |||
69 | // Setting baseDir to a path will enable the dumping of raw files | ||
70 | // raw files can be imported by blender so a visual inspection of the results can be done | ||
71 | #if SPAM | ||
72 | const string baseDir = "rawFiles"; | ||
73 | #else | ||
74 | private const string baseDir = null; //"rawFiles"; | ||
75 | #endif | ||
76 | |||
77 | private bool cacheSculptMaps = true; | ||
78 | private bool cacheSculptAlphaMaps = true; | ||
79 | |||
80 | private string decodedSculptMapPath = null; | ||
81 | private bool useMeshiesPhysicsMesh = false; | ||
82 | |||
83 | private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh | ||
84 | |||
85 | private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>(); | ||
86 | |||
87 | public Meshmerizer(IConfigSource config) | ||
88 | { | ||
89 | IConfig start_config = config.Configs["Startup"]; | ||
90 | IConfig mesh_config = config.Configs["Mesh"]; | ||
91 | |||
92 | decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); | ||
93 | |||
94 | cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); | ||
95 | |||
96 | if (Environment.OSVersion.Platform == PlatformID.Unix) | ||
97 | { | ||
98 | cacheSculptAlphaMaps = false; | ||
99 | } | ||
100 | else | ||
101 | cacheSculptAlphaMaps = cacheSculptMaps; | ||
102 | |||
103 | if(mesh_config != null) | ||
104 | useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); | ||
105 | |||
106 | try | ||
107 | { | ||
108 | if (!Directory.Exists(decodedSculptMapPath)) | ||
109 | Directory.CreateDirectory(decodedSculptMapPath); | ||
110 | } | ||
111 | catch (Exception e) | ||
112 | { | ||
113 | m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message); | ||
114 | } | ||
115 | } | ||
116 | |||
117 | /// <summary> | ||
118 | /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may | ||
119 | /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail | ||
120 | /// for some reason | ||
121 | /// </summary> | ||
122 | /// <param name="minX"></param> | ||
123 | /// <param name="maxX"></param> | ||
124 | /// <param name="minY"></param> | ||
125 | /// <param name="maxY"></param> | ||
126 | /// <param name="minZ"></param> | ||
127 | /// <param name="maxZ"></param> | ||
128 | /// <returns></returns> | ||
129 | private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ) | ||
130 | { | ||
131 | Mesh box = new Mesh(); | ||
132 | List<Vertex> vertices = new List<Vertex>(); | ||
133 | // bottom | ||
134 | |||
135 | vertices.Add(new Vertex(minX, maxY, minZ)); | ||
136 | vertices.Add(new Vertex(maxX, maxY, minZ)); | ||
137 | vertices.Add(new Vertex(maxX, minY, minZ)); | ||
138 | vertices.Add(new Vertex(minX, minY, minZ)); | ||
139 | |||
140 | box.Add(new Triangle(vertices[0], vertices[1], vertices[2])); | ||
141 | box.Add(new Triangle(vertices[0], vertices[2], vertices[3])); | ||
142 | |||
143 | // top | ||
144 | |||
145 | vertices.Add(new Vertex(maxX, maxY, maxZ)); | ||
146 | vertices.Add(new Vertex(minX, maxY, maxZ)); | ||
147 | vertices.Add(new Vertex(minX, minY, maxZ)); | ||
148 | vertices.Add(new Vertex(maxX, minY, maxZ)); | ||
149 | |||
150 | box.Add(new Triangle(vertices[4], vertices[5], vertices[6])); | ||
151 | box.Add(new Triangle(vertices[4], vertices[6], vertices[7])); | ||
152 | |||
153 | // sides | ||
154 | |||
155 | box.Add(new Triangle(vertices[5], vertices[0], vertices[3])); | ||
156 | box.Add(new Triangle(vertices[5], vertices[3], vertices[6])); | ||
157 | |||
158 | box.Add(new Triangle(vertices[1], vertices[0], vertices[5])); | ||
159 | box.Add(new Triangle(vertices[1], vertices[5], vertices[4])); | ||
160 | |||
161 | box.Add(new Triangle(vertices[7], vertices[1], vertices[4])); | ||
162 | box.Add(new Triangle(vertices[7], vertices[2], vertices[1])); | ||
163 | |||
164 | box.Add(new Triangle(vertices[3], vertices[2], vertices[7])); | ||
165 | box.Add(new Triangle(vertices[3], vertices[7], vertices[6])); | ||
166 | |||
167 | return box; | ||
168 | } | ||
169 | |||
170 | /// <summary> | ||
171 | /// Creates a simple bounding box mesh for a complex input mesh | ||
172 | /// </summary> | ||
173 | /// <param name="meshIn"></param> | ||
174 | /// <returns></returns> | ||
175 | private static Mesh CreateBoundingBoxMesh(Mesh meshIn) | ||
176 | { | ||
177 | float minX = float.MaxValue; | ||
178 | float maxX = float.MinValue; | ||
179 | float minY = float.MaxValue; | ||
180 | float maxY = float.MinValue; | ||
181 | float minZ = float.MaxValue; | ||
182 | float maxZ = float.MinValue; | ||
183 | |||
184 | foreach (Vector3 v in meshIn.getVertexList()) | ||
185 | { | ||
186 | if (v.X < minX) minX = v.X; | ||
187 | if (v.Y < minY) minY = v.Y; | ||
188 | if (v.Z < minZ) minZ = v.Z; | ||
189 | |||
190 | if (v.X > maxX) maxX = v.X; | ||
191 | if (v.Y > maxY) maxY = v.Y; | ||
192 | if (v.Z > maxZ) maxZ = v.Z; | ||
193 | } | ||
194 | |||
195 | return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ); | ||
196 | } | ||
197 | |||
198 | private void ReportPrimError(string message, string primName, PrimMesh primMesh) | ||
199 | { | ||
200 | m_log.Error(message); | ||
201 | m_log.Error("\nPrim Name: " + primName); | ||
202 | m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString()); | ||
203 | } | ||
204 | |||
205 | /// <summary> | ||
206 | /// Add a submesh to an existing list of coords and faces. | ||
207 | /// </summary> | ||
208 | /// <param name="subMeshData"></param> | ||
209 | /// <param name="size">Size of entire object</param> | ||
210 | /// <param name="coords"></param> | ||
211 | /// <param name="faces"></param> | ||
212 | private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces) | ||
213 | { | ||
214 | // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap)); | ||
215 | |||
216 | // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level | ||
217 | // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no | ||
218 | // geometry for this submesh. | ||
219 | if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"])) | ||
220 | return; | ||
221 | |||
222 | OpenMetaverse.Vector3 posMax; | ||
223 | OpenMetaverse.Vector3 posMin; | ||
224 | if (subMeshData.ContainsKey("PositionDomain")) | ||
225 | { | ||
226 | posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3(); | ||
227 | posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3(); | ||
228 | } | ||
229 | else | ||
230 | { | ||
231 | posMax = new Vector3(0.5f, 0.5f, 0.5f); | ||
232 | posMin = new Vector3(-0.5f, -0.5f, -0.5f); | ||
233 | } | ||
234 | |||
235 | ushort faceIndexOffset = (ushort)coords.Count; | ||
236 | |||
237 | byte[] posBytes = subMeshData["Position"].AsBinary(); | ||
238 | for (int i = 0; i < posBytes.Length; i += 6) | ||
239 | { | ||
240 | ushort uX = Utils.BytesToUInt16(posBytes, i); | ||
241 | ushort uY = Utils.BytesToUInt16(posBytes, i + 2); | ||
242 | ushort uZ = Utils.BytesToUInt16(posBytes, i + 4); | ||
243 | |||
244 | Coord c = new Coord( | ||
245 | Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X, | ||
246 | Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y, | ||
247 | Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z); | ||
248 | |||
249 | coords.Add(c); | ||
250 | } | ||
251 | |||
252 | byte[] triangleBytes = subMeshData["TriangleList"].AsBinary(); | ||
253 | for (int i = 0; i < triangleBytes.Length; i += 6) | ||
254 | { | ||
255 | ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset); | ||
256 | ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset); | ||
257 | ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset); | ||
258 | Face f = new Face(v1, v2, v3); | ||
259 | faces.Add(f); | ||
260 | } | ||
261 | } | ||
262 | |||
263 | /// <summary> | ||
264 | /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type. | ||
265 | /// </summary> | ||
266 | /// <param name="primName"></param> | ||
267 | /// <param name="primShape"></param> | ||
268 | /// <param name="size"></param> | ||
269 | /// <param name="lod"></param> | ||
270 | /// <returns></returns> | ||
271 | private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool convex) | ||
272 | { | ||
273 | // m_log.DebugFormat( | ||
274 | // "[MESH]: Creating physics proxy for {0}, shape {1}", | ||
275 | // primName, (OpenMetaverse.SculptType)primShape.SculptType); | ||
276 | |||
277 | List<Coord> coords; | ||
278 | List<Face> faces; | ||
279 | |||
280 | if (primShape.SculptEntry) | ||
281 | { | ||
282 | if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh) | ||
283 | { | ||
284 | if (!useMeshiesPhysicsMesh) | ||
285 | return null; | ||
286 | |||
287 | if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces, convex)) | ||
288 | return null; | ||
289 | } | ||
290 | else | ||
291 | { | ||
292 | if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) | ||
293 | return null; | ||
294 | } | ||
295 | } | ||
296 | else | ||
297 | { | ||
298 | if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) | ||
299 | return null; | ||
300 | } | ||
301 | |||
302 | primShape.SculptData = Utils.EmptyBytes; | ||
303 | |||
304 | int numCoords = coords.Count; | ||
305 | int numFaces = faces.Count; | ||
306 | |||
307 | Mesh mesh = new Mesh(); | ||
308 | // Add the corresponding triangles to the mesh | ||
309 | for (int i = 0; i < numFaces; i++) | ||
310 | { | ||
311 | Face f = faces[i]; | ||
312 | mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z, | ||
313 | coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z, | ||
314 | coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z)); | ||
315 | } | ||
316 | |||
317 | return mesh; | ||
318 | } | ||
319 | |||
320 | /// <summary> | ||
321 | /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim. | ||
322 | /// </summary> | ||
323 | /// <param name="primName"></param> | ||
324 | /// <param name="primShape"></param> | ||
325 | /// <param name="size"></param> | ||
326 | /// <param name="coords">Coords are added to this list by the method.</param> | ||
327 | /// <param name="faces">Faces are added to this list by the method.</param> | ||
328 | /// <returns>true if coords and faces were successfully generated, false if not</returns> | ||
329 | private bool GenerateCoordsAndFacesFromPrimMeshData( | ||
330 | string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces, bool convex) | ||
331 | { | ||
332 | // m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName); | ||
333 | |||
334 | bool usemesh = false; | ||
335 | |||
336 | coords = new List<Coord>(); | ||
337 | faces = new List<Face>(); | ||
338 | OSD meshOsd = null; | ||
339 | |||
340 | if (primShape.SculptData.Length <= 0) | ||
341 | { | ||
342 | m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName); | ||
343 | return false; | ||
344 | } | ||
345 | |||
346 | long start = 0; | ||
347 | using (MemoryStream data = new MemoryStream(primShape.SculptData)) | ||
348 | { | ||
349 | try | ||
350 | { | ||
351 | OSD osd = OSDParser.DeserializeLLSDBinary(data); | ||
352 | if (osd is OSDMap) | ||
353 | meshOsd = (OSDMap)osd; | ||
354 | else | ||
355 | { | ||
356 | m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap"); | ||
357 | return false; | ||
358 | } | ||
359 | } | ||
360 | catch (Exception e) | ||
361 | { | ||
362 | m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString()); | ||
363 | } | ||
364 | |||
365 | start = data.Position; | ||
366 | } | ||
367 | |||
368 | if (meshOsd is OSDMap) | ||
369 | { | ||
370 | OSDMap physicsParms = null; | ||
371 | OSDMap map = (OSDMap)meshOsd; | ||
372 | |||
373 | if (!convex) | ||
374 | { | ||
375 | if (map.ContainsKey("physics_shape")) | ||
376 | physicsParms = (OSDMap)map["physics_shape"]; // old asset format | ||
377 | else if (map.ContainsKey("physics_mesh")) | ||
378 | physicsParms = (OSDMap)map["physics_mesh"]; // new asset format | ||
379 | |||
380 | if (physicsParms != null) | ||
381 | usemesh = true; | ||
382 | } | ||
383 | |||
384 | if(!usemesh && (map.ContainsKey("physics_convex"))) | ||
385 | physicsParms = (OSDMap)map["physics_convex"]; | ||
386 | |||
387 | |||
388 | if (physicsParms == null) | ||
389 | { | ||
390 | m_log.Warn("[MESH]: unknown mesh type"); | ||
391 | return false; | ||
392 | } | ||
393 | |||
394 | int physOffset = physicsParms["offset"].AsInteger() + (int)start; | ||
395 | int physSize = physicsParms["size"].AsInteger(); | ||
396 | |||
397 | if (physOffset < 0 || physSize == 0) | ||
398 | return false; // no mesh data in asset | ||
399 | |||
400 | OSD decodedMeshOsd = new OSD(); | ||
401 | byte[] meshBytes = new byte[physSize]; | ||
402 | System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); | ||
403 | // byte[] decompressed = new byte[physSize * 5]; | ||
404 | try | ||
405 | { | ||
406 | using (MemoryStream inMs = new MemoryStream(meshBytes)) | ||
407 | { | ||
408 | using (MemoryStream outMs = new MemoryStream()) | ||
409 | { | ||
410 | using (ZOutputStream zOut = new ZOutputStream(outMs)) | ||
411 | { | ||
412 | byte[] readBuffer = new byte[2048]; | ||
413 | int readLen = 0; | ||
414 | while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0) | ||
415 | { | ||
416 | zOut.Write(readBuffer, 0, readLen); | ||
417 | } | ||
418 | zOut.Flush(); | ||
419 | outMs.Seek(0, SeekOrigin.Begin); | ||
420 | |||
421 | byte[] decompressedBuf = outMs.GetBuffer(); | ||
422 | |||
423 | decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf); | ||
424 | } | ||
425 | } | ||
426 | } | ||
427 | } | ||
428 | catch (Exception e) | ||
429 | { | ||
430 | m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString()); | ||
431 | return false; | ||
432 | } | ||
433 | |||
434 | if (usemesh) | ||
435 | { | ||
436 | OSDArray decodedMeshOsdArray = null; | ||
437 | |||
438 | // physics_shape is an array of OSDMaps, one for each submesh | ||
439 | if (decodedMeshOsd is OSDArray) | ||
440 | { | ||
441 | // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); | ||
442 | |||
443 | decodedMeshOsdArray = (OSDArray)decodedMeshOsd; | ||
444 | foreach (OSD subMeshOsd in decodedMeshOsdArray) | ||
445 | { | ||
446 | if (subMeshOsd is OSDMap) | ||
447 | AddSubMesh(subMeshOsd as OSDMap, size, coords, faces); | ||
448 | } | ||
449 | } | ||
450 | } | ||
451 | else | ||
452 | { | ||
453 | OSDMap cmap = (OSDMap)decodedMeshOsd; | ||
454 | if (cmap == null) | ||
455 | return false; | ||
456 | |||
457 | byte[] data; | ||
458 | |||
459 | List<float3> vs = new List<float3>(); | ||
460 | PHullResult hullr = new PHullResult(); | ||
461 | float3 f3; | ||
462 | Coord c; | ||
463 | Face f; | ||
464 | Vector3 range; | ||
465 | Vector3 min; | ||
466 | |||
467 | const float invMaxU16 = 1.0f / 65535f; | ||
468 | int t1; | ||
469 | int t2; | ||
470 | int t3; | ||
471 | int i; | ||
472 | int nverts; | ||
473 | int nindexs; | ||
474 | |||
475 | if (cmap.ContainsKey("Max")) | ||
476 | range = cmap["Max"].AsVector3(); | ||
477 | else | ||
478 | range = new Vector3(0.5f, 0.5f, 0.5f); | ||
479 | |||
480 | if (cmap.ContainsKey("Min")) | ||
481 | min = cmap["Min"].AsVector3(); | ||
482 | else | ||
483 | min = new Vector3(-0.5f, -0.5f, -0.5f); | ||
484 | |||
485 | range = range - min; | ||
486 | range *= invMaxU16; | ||
487 | |||
488 | if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions")) | ||
489 | { | ||
490 | List<int> hsizes = new List<int>(); | ||
491 | int totalpoints = 0; | ||
492 | data = cmap["HullList"].AsBinary(); | ||
493 | for (i = 0; i < data.Length; i++) | ||
494 | { | ||
495 | t1 = data[i]; | ||
496 | if (t1 == 0) | ||
497 | t1 = 256; | ||
498 | totalpoints += t1; | ||
499 | hsizes.Add(t1); | ||
500 | } | ||
501 | |||
502 | data = cmap["Positions"].AsBinary(); | ||
503 | int ptr = 0; | ||
504 | int vertsoffset = 0; | ||
505 | |||
506 | if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point | ||
507 | { | ||
508 | foreach (int hullsize in hsizes) | ||
509 | { | ||
510 | for (i = 0; i < hullsize; i++ ) | ||
511 | { | ||
512 | t1 = data[ptr++]; | ||
513 | t1 += data[ptr++] << 8; | ||
514 | t2 = data[ptr++]; | ||
515 | t2 += data[ptr++] << 8; | ||
516 | t3 = data[ptr++]; | ||
517 | t3 += data[ptr++] << 8; | ||
518 | |||
519 | f3 = new float3((t1 * range.X + min.X) * size.X, | ||
520 | (t2 * range.Y + min.Y) * size.Y, | ||
521 | (t3 * range.Z + min.Z) * size.Z); | ||
522 | vs.Add(f3); | ||
523 | } | ||
524 | |||
525 | if(hullsize <3) | ||
526 | { | ||
527 | vs.Clear(); | ||
528 | continue; | ||
529 | } | ||
530 | |||
531 | if (hullsize <5) | ||
532 | { | ||
533 | foreach (float3 point in vs) | ||
534 | { | ||
535 | c.X = point.x; | ||
536 | c.Y = point.y; | ||
537 | c.Z = point.z; | ||
538 | coords.Add(c); | ||
539 | } | ||
540 | f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2); | ||
541 | faces.Add(f); | ||
542 | |||
543 | if (hullsize == 4) | ||
544 | { | ||
545 | // not sure about orientation.. | ||
546 | f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3); | ||
547 | faces.Add(f); | ||
548 | f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1); | ||
549 | faces.Add(f); | ||
550 | f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1); | ||
551 | faces.Add(f); | ||
552 | } | ||
553 | vertsoffset += vs.Count; | ||
554 | vs.Clear(); | ||
555 | continue; | ||
556 | } | ||
557 | |||
558 | if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f)) | ||
559 | { | ||
560 | vs.Clear(); | ||
561 | continue; | ||
562 | } | ||
563 | |||
564 | nverts = hullr.Vertices.Count; | ||
565 | nindexs = hullr.Indices.Count; | ||
566 | |||
567 | if (nindexs % 3 != 0) | ||
568 | { | ||
569 | vs.Clear(); | ||
570 | continue; | ||
571 | } | ||
572 | |||
573 | for (i = 0; i < nverts; i++) | ||
574 | { | ||
575 | c.X = hullr.Vertices[i].x; | ||
576 | c.Y = hullr.Vertices[i].y; | ||
577 | c.Z = hullr.Vertices[i].z; | ||
578 | coords.Add(c); | ||
579 | } | ||
580 | |||
581 | for (i = 0; i < nindexs; i += 3) | ||
582 | { | ||
583 | t1 = hullr.Indices[i]; | ||
584 | if (t1 > nverts) | ||
585 | break; | ||
586 | t2 = hullr.Indices[i + 1]; | ||
587 | if (t2 > nverts) | ||
588 | break; | ||
589 | t3 = hullr.Indices[i + 2]; | ||
590 | if (t3 > nverts) | ||
591 | break; | ||
592 | f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3); | ||
593 | faces.Add(f); | ||
594 | } | ||
595 | vertsoffset += nverts; | ||
596 | vs.Clear(); | ||
597 | } | ||
598 | } | ||
599 | if (coords.Count > 0 && faces.Count > 0) | ||
600 | return true; | ||
601 | } | ||
602 | |||
603 | vs.Clear(); | ||
604 | |||
605 | if (cmap.ContainsKey("BoundingVerts")) | ||
606 | { | ||
607 | data = cmap["BoundingVerts"].AsBinary(); | ||
608 | |||
609 | for (i = 0; i < data.Length; ) | ||
610 | { | ||
611 | t1 = data[i++]; | ||
612 | t1 += data[i++] << 8; | ||
613 | t2 = data[i++]; | ||
614 | t2 += data[i++] << 8; | ||
615 | t3 = data[i++]; | ||
616 | t3 += data[i++] << 8; | ||
617 | |||
618 | f3 = new float3((t1 * range.X + min.X) * size.X, | ||
619 | (t2 * range.Y + min.Y) * size.Y, | ||
620 | (t3 * range.Z + min.Z) * size.Z); | ||
621 | vs.Add(f3); | ||
622 | } | ||
623 | |||
624 | if (vs.Count < 3) | ||
625 | { | ||
626 | vs.Clear(); | ||
627 | return false; | ||
628 | } | ||
629 | |||
630 | if (vs.Count < 5) | ||
631 | { | ||
632 | foreach (float3 point in vs) | ||
633 | { | ||
634 | c.X = point.x; | ||
635 | c.Y = point.y; | ||
636 | c.Z = point.z; | ||
637 | coords.Add(c); | ||
638 | } | ||
639 | f = new Face(0, 1, 2); | ||
640 | faces.Add(f); | ||
641 | |||
642 | if (vs.Count == 4) | ||
643 | { | ||
644 | f = new Face(0, 2, 3); | ||
645 | faces.Add(f); | ||
646 | f = new Face(0, 3, 1); | ||
647 | faces.Add(f); | ||
648 | f = new Face( 3, 2, 1); | ||
649 | faces.Add(f); | ||
650 | } | ||
651 | vs.Clear(); | ||
652 | return true; | ||
653 | } | ||
654 | |||
655 | if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f)) | ||
656 | return false; | ||
657 | |||
658 | nverts = hullr.Vertices.Count; | ||
659 | nindexs = hullr.Indices.Count; | ||
660 | |||
661 | if (nindexs % 3 != 0) | ||
662 | return false; | ||
663 | |||
664 | for (i = 0; i < nverts; i++) | ||
665 | { | ||
666 | c.X = hullr.Vertices[i].x; | ||
667 | c.Y = hullr.Vertices[i].y; | ||
668 | c.Z = hullr.Vertices[i].z; | ||
669 | coords.Add(c); | ||
670 | } | ||
671 | for (i = 0; i < nindexs; i += 3) | ||
672 | { | ||
673 | t1 = hullr.Indices[i]; | ||
674 | if (t1 > nverts) | ||
675 | break; | ||
676 | t2 = hullr.Indices[i + 1]; | ||
677 | if (t2 > nverts) | ||
678 | break; | ||
679 | t3 = hullr.Indices[i + 2]; | ||
680 | if (t3 > nverts) | ||
681 | break; | ||
682 | f = new Face(t1, t2, t3); | ||
683 | faces.Add(f); | ||
684 | } | ||
685 | |||
686 | if (coords.Count > 0 && faces.Count > 0) | ||
687 | return true; | ||
688 | } | ||
689 | else | ||
690 | return false; | ||
691 | } | ||
692 | } | ||
693 | |||
694 | return true; | ||
695 | } | ||
696 | |||
697 | /// <summary> | ||
698 | /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim. | ||
699 | /// </summary> | ||
700 | /// <param name="primName"></param> | ||
701 | /// <param name="primShape"></param> | ||
702 | /// <param name="size"></param> | ||
703 | /// <param name="lod"></param> | ||
704 | /// <param name="coords">Coords are added to this list by the method.</param> | ||
705 | /// <param name="faces">Faces are added to this list by the method.</param> | ||
706 | /// <returns>true if coords and faces were successfully generated, false if not</returns> | ||
707 | private bool GenerateCoordsAndFacesFromPrimSculptData( | ||
708 | string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces) | ||
709 | { | ||
710 | coords = new List<Coord>(); | ||
711 | faces = new List<Face>(); | ||
712 | PrimMesher.SculptMesh sculptMesh; | ||
713 | Image idata = null; | ||
714 | string decodedSculptFileName = ""; | ||
715 | |||
716 | if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero) | ||
717 | { | ||
718 | decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString()); | ||
719 | try | ||
720 | { | ||
721 | if (File.Exists(decodedSculptFileName)) | ||
722 | { | ||
723 | idata = Image.FromFile(decodedSculptFileName); | ||
724 | } | ||
725 | } | ||
726 | catch (Exception e) | ||
727 | { | ||
728 | m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message); | ||
729 | |||
730 | } | ||
731 | //if (idata != null) | ||
732 | // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString()); | ||
733 | } | ||
734 | |||
735 | if (idata == null) | ||
736 | { | ||
737 | if (primShape.SculptData == null || primShape.SculptData.Length == 0) | ||
738 | return false; | ||
739 | |||
740 | try | ||
741 | { | ||
742 | OpenMetaverse.Imaging.ManagedImage unusedData; | ||
743 | OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata); | ||
744 | |||
745 | if (idata == null) | ||
746 | { | ||
747 | // In some cases it seems that the decode can return a null bitmap without throwing | ||
748 | // an exception | ||
749 | m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName); | ||
750 | |||
751 | return false; | ||
752 | } | ||
753 | |||
754 | unusedData = null; | ||
755 | |||
756 | //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); | ||
757 | |||
758 | if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0))) | ||
759 | // don't cache images with alpha channel in linux since mono can't load them correctly) | ||
760 | { | ||
761 | try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } | ||
762 | catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } | ||
763 | } | ||
764 | } | ||
765 | catch (DllNotFoundException) | ||
766 | { | ||
767 | m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!"); | ||
768 | return false; | ||
769 | } | ||
770 | catch (IndexOutOfRangeException) | ||
771 | { | ||
772 | m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed"); | ||
773 | return false; | ||
774 | } | ||
775 | catch (Exception ex) | ||
776 | { | ||
777 | m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message); | ||
778 | return false; | ||
779 | } | ||
780 | } | ||
781 | |||
782 | PrimMesher.SculptMesh.SculptType sculptType; | ||
783 | switch ((OpenMetaverse.SculptType)primShape.SculptType) | ||
784 | { | ||
785 | case OpenMetaverse.SculptType.Cylinder: | ||
786 | sculptType = PrimMesher.SculptMesh.SculptType.cylinder; | ||
787 | break; | ||
788 | case OpenMetaverse.SculptType.Plane: | ||
789 | sculptType = PrimMesher.SculptMesh.SculptType.plane; | ||
790 | break; | ||
791 | case OpenMetaverse.SculptType.Torus: | ||
792 | sculptType = PrimMesher.SculptMesh.SculptType.torus; | ||
793 | break; | ||
794 | case OpenMetaverse.SculptType.Sphere: | ||
795 | sculptType = PrimMesher.SculptMesh.SculptType.sphere; | ||
796 | break; | ||
797 | default: | ||
798 | sculptType = PrimMesher.SculptMesh.SculptType.plane; | ||
799 | break; | ||
800 | } | ||
801 | |||
802 | bool mirror = ((primShape.SculptType & 128) != 0); | ||
803 | bool invert = ((primShape.SculptType & 64) != 0); | ||
804 | |||
805 | sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert); | ||
806 | |||
807 | idata.Dispose(); | ||
808 | |||
809 | sculptMesh.DumpRaw(baseDir, primName, "primMesh"); | ||
810 | |||
811 | sculptMesh.Scale(size.X, size.Y, size.Z); | ||
812 | |||
813 | coords = sculptMesh.coords; | ||
814 | faces = sculptMesh.faces; | ||
815 | |||
816 | return true; | ||
817 | } | ||
818 | |||
819 | /// <summary> | ||
820 | /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim. | ||
821 | /// </summary> | ||
822 | /// <param name="primName"></param> | ||
823 | /// <param name="primShape"></param> | ||
824 | /// <param name="size"></param> | ||
825 | /// <param name="coords">Coords are added to this list by the method.</param> | ||
826 | /// <param name="faces">Faces are added to this list by the method.</param> | ||
827 | /// <returns>true if coords and faces were successfully generated, false if not</returns> | ||
828 | private bool GenerateCoordsAndFacesFromPrimShapeData( | ||
829 | string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces) | ||
830 | { | ||
831 | PrimMesh primMesh; | ||
832 | coords = new List<Coord>(); | ||
833 | faces = new List<Face>(); | ||
834 | |||
835 | float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f; | ||
836 | float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f; | ||
837 | float pathBegin = (float)primShape.PathBegin * 2.0e-5f; | ||
838 | float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f; | ||
839 | float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f; | ||
840 | float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f; | ||
841 | |||
842 | float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f; | ||
843 | float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f; | ||
844 | float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f; | ||
845 | if (profileHollow > 0.95f) | ||
846 | profileHollow = 0.95f; | ||
847 | |||
848 | int sides = 4; | ||
849 | LevelOfDetail iLOD = (LevelOfDetail)lod; | ||
850 | if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) | ||
851 | sides = 3; | ||
852 | else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) | ||
853 | { | ||
854 | switch (iLOD) | ||
855 | { | ||
856 | case LevelOfDetail.High: sides = 24; break; | ||
857 | case LevelOfDetail.Medium: sides = 12; break; | ||
858 | case LevelOfDetail.Low: sides = 6; break; | ||
859 | case LevelOfDetail.VeryLow: sides = 3; break; | ||
860 | default: sides = 24; break; | ||
861 | } | ||
862 | } | ||
863 | else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) | ||
864 | { // half circle, prim is a sphere | ||
865 | switch (iLOD) | ||
866 | { | ||
867 | case LevelOfDetail.High: sides = 24; break; | ||
868 | case LevelOfDetail.Medium: sides = 12; break; | ||
869 | case LevelOfDetail.Low: sides = 6; break; | ||
870 | case LevelOfDetail.VeryLow: sides = 3; break; | ||
871 | default: sides = 24; break; | ||
872 | } | ||
873 | |||
874 | profileBegin = 0.5f * profileBegin + 0.5f; | ||
875 | profileEnd = 0.5f * profileEnd + 0.5f; | ||
876 | } | ||
877 | |||
878 | int hollowSides = sides; | ||
879 | if (primShape.HollowShape == HollowShape.Circle) | ||
880 | { | ||
881 | switch (iLOD) | ||
882 | { | ||
883 | case LevelOfDetail.High: hollowSides = 24; break; | ||
884 | case LevelOfDetail.Medium: hollowSides = 12; break; | ||
885 | case LevelOfDetail.Low: hollowSides = 6; break; | ||
886 | case LevelOfDetail.VeryLow: hollowSides = 3; break; | ||
887 | default: hollowSides = 24; break; | ||
888 | } | ||
889 | } | ||
890 | else if (primShape.HollowShape == HollowShape.Square) | ||
891 | hollowSides = 4; | ||
892 | else if (primShape.HollowShape == HollowShape.Triangle) | ||
893 | hollowSides = 3; | ||
894 | |||
895 | primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides); | ||
896 | |||
897 | if (primMesh.errorMessage != null) | ||
898 | if (primMesh.errorMessage.Length > 0) | ||
899 | m_log.Error("[ERROR] " + primMesh.errorMessage); | ||
900 | |||
901 | primMesh.topShearX = pathShearX; | ||
902 | primMesh.topShearY = pathShearY; | ||
903 | primMesh.pathCutBegin = pathBegin; | ||
904 | primMesh.pathCutEnd = pathEnd; | ||
905 | |||
906 | if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible) | ||
907 | { | ||
908 | primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10; | ||
909 | primMesh.twistEnd = primShape.PathTwist * 18 / 10; | ||
910 | primMesh.taperX = pathScaleX; | ||
911 | primMesh.taperY = pathScaleY; | ||
912 | |||
913 | if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f) | ||
914 | { | ||
915 | ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh); | ||
916 | if (profileBegin < 0.0f) profileBegin = 0.0f; | ||
917 | if (profileEnd > 1.0f) profileEnd = 1.0f; | ||
918 | } | ||
919 | #if SPAM | ||
920 | m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString()); | ||
921 | #endif | ||
922 | try | ||
923 | { | ||
924 | primMesh.ExtrudeLinear(); | ||
925 | } | ||
926 | catch (Exception ex) | ||
927 | { | ||
928 | ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh); | ||
929 | return false; | ||
930 | } | ||
931 | } | ||
932 | else | ||
933 | { | ||
934 | primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f; | ||
935 | primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f; | ||
936 | primMesh.radius = 0.01f * primShape.PathRadiusOffset; | ||
937 | primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions; | ||
938 | primMesh.skew = 0.01f * primShape.PathSkew; | ||
939 | primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10; | ||
940 | primMesh.twistEnd = primShape.PathTwist * 36 / 10; | ||
941 | primMesh.taperX = primShape.PathTaperX * 0.01f; | ||
942 | primMesh.taperY = primShape.PathTaperY * 0.01f; | ||
943 | |||
944 | if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f) | ||
945 | { | ||
946 | ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh); | ||
947 | if (profileBegin < 0.0f) profileBegin = 0.0f; | ||
948 | if (profileEnd > 1.0f) profileEnd = 1.0f; | ||
949 | } | ||
950 | #if SPAM | ||
951 | m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString()); | ||
952 | #endif | ||
953 | try | ||
954 | { | ||
955 | primMesh.ExtrudeCircular(); | ||
956 | } | ||
957 | catch (Exception ex) | ||
958 | { | ||
959 | ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh); | ||
960 | return false; | ||
961 | } | ||
962 | } | ||
963 | |||
964 | primMesh.DumpRaw(baseDir, primName, "primMesh"); | ||
965 | |||
966 | primMesh.Scale(size.X, size.Y, size.Z); | ||
967 | |||
968 | coords = primMesh.coords; | ||
969 | faces = primMesh.faces; | ||
970 | |||
971 | return true; | ||
972 | } | ||
973 | |||
974 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) | ||
975 | { | ||
976 | return CreateMesh(primName, primShape, size, lod, false,false); | ||
977 | } | ||
978 | |||
979 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) | ||
980 | { | ||
981 | return CreateMesh(primName, primShape, size, lod, false,false); | ||
982 | } | ||
983 | |||
984 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex) | ||
985 | { | ||
986 | #if SPAM | ||
987 | m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName); | ||
988 | #endif | ||
989 | |||
990 | Mesh mesh = null; | ||
991 | ulong key = 0; | ||
992 | |||
993 | // If this mesh has been created already, return it instead of creating another copy | ||
994 | // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory | ||
995 | key = primShape.GetMeshKey(size, lod, convex); | ||
996 | if (m_uniqueMeshes.TryGetValue(key, out mesh)) | ||
997 | return mesh; | ||
998 | |||
999 | if (size.X < 0.01f) size.X = 0.01f; | ||
1000 | if (size.Y < 0.01f) size.Y = 0.01f; | ||
1001 | if (size.Z < 0.01f) size.Z = 0.01f; | ||
1002 | |||
1003 | mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod,convex); | ||
1004 | |||
1005 | if (mesh != null) | ||
1006 | { | ||
1007 | if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh) | ||
1008 | { | ||
1009 | #if SPAM | ||
1010 | m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " + | ||
1011 | minSizeForComplexMesh.ToString() + " - creating simple bounding box"); | ||
1012 | #endif | ||
1013 | mesh = CreateBoundingBoxMesh(mesh); | ||
1014 | mesh.DumpRaw(baseDir, primName, "Z extruded"); | ||
1015 | } | ||
1016 | |||
1017 | // trim the vertex and triangle lists to free up memory | ||
1018 | mesh.TrimExcess(); | ||
1019 | |||
1020 | m_uniqueMeshes.Add(key, mesh); | ||
1021 | } | ||
1022 | |||
1023 | return mesh; | ||
1024 | } | ||
1025 | } | ||
1026 | } | ||
diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs new file mode 100644 index 0000000..53022ad --- /dev/null +++ b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs | |||
@@ -0,0 +1,2284 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors | ||
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 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Text; | ||
31 | using System.IO; | ||
32 | |||
33 | namespace PrimMesher | ||
34 | { | ||
35 | public struct Quat | ||
36 | { | ||
37 | /// <summary>X value</summary> | ||
38 | public float X; | ||
39 | /// <summary>Y value</summary> | ||
40 | public float Y; | ||
41 | /// <summary>Z value</summary> | ||
42 | public float Z; | ||
43 | /// <summary>W value</summary> | ||
44 | public float W; | ||
45 | |||
46 | public Quat(float x, float y, float z, float w) | ||
47 | { | ||
48 | X = x; | ||
49 | Y = y; | ||
50 | Z = z; | ||
51 | W = w; | ||
52 | } | ||
53 | |||
54 | public Quat(Coord axis, float angle) | ||
55 | { | ||
56 | axis = axis.Normalize(); | ||
57 | |||
58 | angle *= 0.5f; | ||
59 | float c = (float)Math.Cos(angle); | ||
60 | float s = (float)Math.Sin(angle); | ||
61 | |||
62 | X = axis.X * s; | ||
63 | Y = axis.Y * s; | ||
64 | Z = axis.Z * s; | ||
65 | W = c; | ||
66 | |||
67 | Normalize(); | ||
68 | } | ||
69 | |||
70 | public float Length() | ||
71 | { | ||
72 | return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W); | ||
73 | } | ||
74 | |||
75 | public Quat Normalize() | ||
76 | { | ||
77 | const float MAG_THRESHOLD = 0.0000001f; | ||
78 | float mag = Length(); | ||
79 | |||
80 | // Catch very small rounding errors when normalizing | ||
81 | if (mag > MAG_THRESHOLD) | ||
82 | { | ||
83 | float oomag = 1f / mag; | ||
84 | X *= oomag; | ||
85 | Y *= oomag; | ||
86 | Z *= oomag; | ||
87 | W *= oomag; | ||
88 | } | ||
89 | else | ||
90 | { | ||
91 | X = 0f; | ||
92 | Y = 0f; | ||
93 | Z = 0f; | ||
94 | W = 1f; | ||
95 | } | ||
96 | |||
97 | return this; | ||
98 | } | ||
99 | |||
100 | public static Quat operator *(Quat q1, Quat q2) | ||
101 | { | ||
102 | float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y; | ||
103 | float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X; | ||
104 | float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W; | ||
105 | float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z; | ||
106 | return new Quat(x, y, z, w); | ||
107 | } | ||
108 | |||
109 | public override string ToString() | ||
110 | { | ||
111 | return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">"; | ||
112 | } | ||
113 | } | ||
114 | |||
115 | public struct Coord | ||
116 | { | ||
117 | public float X; | ||
118 | public float Y; | ||
119 | public float Z; | ||
120 | |||
121 | public Coord(float x, float y, float z) | ||
122 | { | ||
123 | this.X = x; | ||
124 | this.Y = y; | ||
125 | this.Z = z; | ||
126 | } | ||
127 | |||
128 | public float Length() | ||
129 | { | ||
130 | return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z); | ||
131 | } | ||
132 | |||
133 | public Coord Invert() | ||
134 | { | ||
135 | this.X = -this.X; | ||
136 | this.Y = -this.Y; | ||
137 | this.Z = -this.Z; | ||
138 | |||
139 | return this; | ||
140 | } | ||
141 | |||
142 | public Coord Normalize() | ||
143 | { | ||
144 | const float MAG_THRESHOLD = 0.0000001f; | ||
145 | float mag = Length(); | ||
146 | |||
147 | // Catch very small rounding errors when normalizing | ||
148 | if (mag > MAG_THRESHOLD) | ||
149 | { | ||
150 | float oomag = 1.0f / mag; | ||
151 | this.X *= oomag; | ||
152 | this.Y *= oomag; | ||
153 | this.Z *= oomag; | ||
154 | } | ||
155 | else | ||
156 | { | ||
157 | this.X = 0.0f; | ||
158 | this.Y = 0.0f; | ||
159 | this.Z = 0.0f; | ||
160 | } | ||
161 | |||
162 | return this; | ||
163 | } | ||
164 | |||
165 | public override string ToString() | ||
166 | { | ||
167 | return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString(); | ||
168 | } | ||
169 | |||
170 | public static Coord Cross(Coord c1, Coord c2) | ||
171 | { | ||
172 | return new Coord( | ||
173 | c1.Y * c2.Z - c2.Y * c1.Z, | ||
174 | c1.Z * c2.X - c2.Z * c1.X, | ||
175 | c1.X * c2.Y - c2.X * c1.Y | ||
176 | ); | ||
177 | } | ||
178 | |||
179 | public static Coord operator +(Coord v, Coord a) | ||
180 | { | ||
181 | return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z); | ||
182 | } | ||
183 | |||
184 | public static Coord operator *(Coord v, Coord m) | ||
185 | { | ||
186 | return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z); | ||
187 | } | ||
188 | |||
189 | public static Coord operator *(Coord v, Quat q) | ||
190 | { | ||
191 | // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/ | ||
192 | |||
193 | Coord c2 = new Coord(0.0f, 0.0f, 0.0f); | ||
194 | |||
195 | c2.X = q.W * q.W * v.X + | ||
196 | 2f * q.Y * q.W * v.Z - | ||
197 | 2f * q.Z * q.W * v.Y + | ||
198 | q.X * q.X * v.X + | ||
199 | 2f * q.Y * q.X * v.Y + | ||
200 | 2f * q.Z * q.X * v.Z - | ||
201 | q.Z * q.Z * v.X - | ||
202 | q.Y * q.Y * v.X; | ||
203 | |||
204 | c2.Y = | ||
205 | 2f * q.X * q.Y * v.X + | ||
206 | q.Y * q.Y * v.Y + | ||
207 | 2f * q.Z * q.Y * v.Z + | ||
208 | 2f * q.W * q.Z * v.X - | ||
209 | q.Z * q.Z * v.Y + | ||
210 | q.W * q.W * v.Y - | ||
211 | 2f * q.X * q.W * v.Z - | ||
212 | q.X * q.X * v.Y; | ||
213 | |||
214 | c2.Z = | ||
215 | 2f * q.X * q.Z * v.X + | ||
216 | 2f * q.Y * q.Z * v.Y + | ||
217 | q.Z * q.Z * v.Z - | ||
218 | 2f * q.W * q.Y * v.X - | ||
219 | q.Y * q.Y * v.Z + | ||
220 | 2f * q.W * q.X * v.Y - | ||
221 | q.X * q.X * v.Z + | ||
222 | q.W * q.W * v.Z; | ||
223 | |||
224 | return c2; | ||
225 | } | ||
226 | } | ||
227 | |||
228 | public struct UVCoord | ||
229 | { | ||
230 | public float U; | ||
231 | public float V; | ||
232 | |||
233 | |||
234 | public UVCoord(float u, float v) | ||
235 | { | ||
236 | this.U = u; | ||
237 | this.V = v; | ||
238 | } | ||
239 | } | ||
240 | |||
241 | public struct Face | ||
242 | { | ||
243 | public int primFace; | ||
244 | |||
245 | // vertices | ||
246 | public int v1; | ||
247 | public int v2; | ||
248 | public int v3; | ||
249 | |||
250 | //normals | ||
251 | public int n1; | ||
252 | public int n2; | ||
253 | public int n3; | ||
254 | |||
255 | // uvs | ||
256 | public int uv1; | ||
257 | public int uv2; | ||
258 | public int uv3; | ||
259 | |||
260 | public Face(int v1, int v2, int v3) | ||
261 | { | ||
262 | primFace = 0; | ||
263 | |||
264 | this.v1 = v1; | ||
265 | this.v2 = v2; | ||
266 | this.v3 = v3; | ||
267 | |||
268 | this.n1 = 0; | ||
269 | this.n2 = 0; | ||
270 | this.n3 = 0; | ||
271 | |||
272 | this.uv1 = 0; | ||
273 | this.uv2 = 0; | ||
274 | this.uv3 = 0; | ||
275 | |||
276 | } | ||
277 | |||
278 | public Face(int v1, int v2, int v3, int n1, int n2, int n3) | ||
279 | { | ||
280 | primFace = 0; | ||
281 | |||
282 | this.v1 = v1; | ||
283 | this.v2 = v2; | ||
284 | this.v3 = v3; | ||
285 | |||
286 | this.n1 = n1; | ||
287 | this.n2 = n2; | ||
288 | this.n3 = n3; | ||
289 | |||
290 | this.uv1 = 0; | ||
291 | this.uv2 = 0; | ||
292 | this.uv3 = 0; | ||
293 | } | ||
294 | |||
295 | public Coord SurfaceNormal(List<Coord> coordList) | ||
296 | { | ||
297 | Coord c1 = coordList[this.v1]; | ||
298 | Coord c2 = coordList[this.v2]; | ||
299 | Coord c3 = coordList[this.v3]; | ||
300 | |||
301 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
302 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
303 | |||
304 | return Coord.Cross(edge1, edge2).Normalize(); | ||
305 | } | ||
306 | } | ||
307 | |||
308 | public struct ViewerFace | ||
309 | { | ||
310 | public int primFaceNumber; | ||
311 | |||
312 | public Coord v1; | ||
313 | public Coord v2; | ||
314 | public Coord v3; | ||
315 | |||
316 | public int coordIndex1; | ||
317 | public int coordIndex2; | ||
318 | public int coordIndex3; | ||
319 | |||
320 | public Coord n1; | ||
321 | public Coord n2; | ||
322 | public Coord n3; | ||
323 | |||
324 | public UVCoord uv1; | ||
325 | public UVCoord uv2; | ||
326 | public UVCoord uv3; | ||
327 | |||
328 | public ViewerFace(int primFaceNumber) | ||
329 | { | ||
330 | this.primFaceNumber = primFaceNumber; | ||
331 | |||
332 | this.v1 = new Coord(); | ||
333 | this.v2 = new Coord(); | ||
334 | this.v3 = new Coord(); | ||
335 | |||
336 | this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet | ||
337 | |||
338 | this.n1 = new Coord(); | ||
339 | this.n2 = new Coord(); | ||
340 | this.n3 = new Coord(); | ||
341 | |||
342 | this.uv1 = new UVCoord(); | ||
343 | this.uv2 = new UVCoord(); | ||
344 | this.uv3 = new UVCoord(); | ||
345 | } | ||
346 | |||
347 | public void Scale(float x, float y, float z) | ||
348 | { | ||
349 | this.v1.X *= x; | ||
350 | this.v1.Y *= y; | ||
351 | this.v1.Z *= z; | ||
352 | |||
353 | this.v2.X *= x; | ||
354 | this.v2.Y *= y; | ||
355 | this.v2.Z *= z; | ||
356 | |||
357 | this.v3.X *= x; | ||
358 | this.v3.Y *= y; | ||
359 | this.v3.Z *= z; | ||
360 | } | ||
361 | |||
362 | public void AddPos(float x, float y, float z) | ||
363 | { | ||
364 | this.v1.X += x; | ||
365 | this.v2.X += x; | ||
366 | this.v3.X += x; | ||
367 | |||
368 | this.v1.Y += y; | ||
369 | this.v2.Y += y; | ||
370 | this.v3.Y += y; | ||
371 | |||
372 | this.v1.Z += z; | ||
373 | this.v2.Z += z; | ||
374 | this.v3.Z += z; | ||
375 | } | ||
376 | |||
377 | public void AddRot(Quat q) | ||
378 | { | ||
379 | this.v1 *= q; | ||
380 | this.v2 *= q; | ||
381 | this.v3 *= q; | ||
382 | |||
383 | this.n1 *= q; | ||
384 | this.n2 *= q; | ||
385 | this.n3 *= q; | ||
386 | } | ||
387 | |||
388 | public void CalcSurfaceNormal() | ||
389 | { | ||
390 | |||
391 | Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z); | ||
392 | Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z); | ||
393 | |||
394 | this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize(); | ||
395 | } | ||
396 | } | ||
397 | |||
398 | internal struct Angle | ||
399 | { | ||
400 | internal float angle; | ||
401 | internal float X; | ||
402 | internal float Y; | ||
403 | |||
404 | internal Angle(float angle, float x, float y) | ||
405 | { | ||
406 | this.angle = angle; | ||
407 | this.X = x; | ||
408 | this.Y = y; | ||
409 | } | ||
410 | } | ||
411 | |||
412 | internal class AngleList | ||
413 | { | ||
414 | private float iX, iY; // intersection point | ||
415 | |||
416 | private static Angle[] angles3 = | ||
417 | { | ||
418 | new Angle(0.0f, 1.0f, 0.0f), | ||
419 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
420 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
421 | new Angle(1.0f, 1.0f, 0.0f) | ||
422 | }; | ||
423 | |||
424 | private static Coord[] normals3 = | ||
425 | { | ||
426 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(), | ||
427 | new Coord(-0.5f, 0.0f, 0.0f).Normalize(), | ||
428 | new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(), | ||
429 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize() | ||
430 | }; | ||
431 | |||
432 | private static Angle[] angles4 = | ||
433 | { | ||
434 | new Angle(0.0f, 1.0f, 0.0f), | ||
435 | new Angle(0.25f, 0.0f, 1.0f), | ||
436 | new Angle(0.5f, -1.0f, 0.0f), | ||
437 | new Angle(0.75f, 0.0f, -1.0f), | ||
438 | new Angle(1.0f, 1.0f, 0.0f) | ||
439 | }; | ||
440 | |||
441 | private static Coord[] normals4 = | ||
442 | { | ||
443 | new Coord(0.5f, 0.5f, 0.0f).Normalize(), | ||
444 | new Coord(-0.5f, 0.5f, 0.0f).Normalize(), | ||
445 | new Coord(-0.5f, -0.5f, 0.0f).Normalize(), | ||
446 | new Coord(0.5f, -0.5f, 0.0f).Normalize(), | ||
447 | new Coord(0.5f, 0.5f, 0.0f).Normalize() | ||
448 | }; | ||
449 | |||
450 | private static Angle[] angles24 = | ||
451 | { | ||
452 | new Angle(0.0f, 1.0f, 0.0f), | ||
453 | new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), | ||
454 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | ||
455 | new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), | ||
456 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
457 | new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), | ||
458 | new Angle(0.25f, 0.0f, 1.0f), | ||
459 | new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), | ||
460 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
461 | new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), | ||
462 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | ||
463 | new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), | ||
464 | new Angle(0.5f, -1.0f, 0.0f), | ||
465 | new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), | ||
466 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | ||
467 | new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), | ||
468 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
469 | new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), | ||
470 | new Angle(0.75f, 0.0f, -1.0f), | ||
471 | new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), | ||
472 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
473 | new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), | ||
474 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | ||
475 | new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), | ||
476 | new Angle(1.0f, 1.0f, 0.0f) | ||
477 | }; | ||
478 | |||
479 | private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) | ||
480 | { | ||
481 | float m = (newPoint - p1.angle) / (p2.angle - p1.angle); | ||
482 | return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y)); | ||
483 | } | ||
484 | |||
485 | private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4) | ||
486 | { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ | ||
487 | double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); | ||
488 | double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); | ||
489 | |||
490 | if (denom != 0.0) | ||
491 | { | ||
492 | double ua = uaNumerator / denom; | ||
493 | iX = (float)(x1 + ua * (x2 - x1)); | ||
494 | iY = (float)(y1 + ua * (y2 - y1)); | ||
495 | } | ||
496 | } | ||
497 | |||
498 | internal List<Angle> angles; | ||
499 | internal List<Coord> normals; | ||
500 | |||
501 | internal void makeAngles(int sides, float startAngle, float stopAngle) | ||
502 | { | ||
503 | angles = new List<Angle>(); | ||
504 | normals = new List<Coord>(); | ||
505 | |||
506 | double twoPi = System.Math.PI * 2.0; | ||
507 | float twoPiInv = 1.0f / (float)twoPi; | ||
508 | |||
509 | if (sides < 1) | ||
510 | throw new Exception("number of sides not greater than zero"); | ||
511 | if (stopAngle <= startAngle) | ||
512 | throw new Exception("stopAngle not greater than startAngle"); | ||
513 | |||
514 | if ((sides == 3 || sides == 4 || sides == 24)) | ||
515 | { | ||
516 | startAngle *= twoPiInv; | ||
517 | stopAngle *= twoPiInv; | ||
518 | |||
519 | Angle[] sourceAngles; | ||
520 | if (sides == 3) | ||
521 | sourceAngles = angles3; | ||
522 | else if (sides == 4) | ||
523 | sourceAngles = angles4; | ||
524 | else sourceAngles = angles24; | ||
525 | |||
526 | int startAngleIndex = (int)(startAngle * sides); | ||
527 | int endAngleIndex = sourceAngles.Length - 1; | ||
528 | if (stopAngle < 1.0f) | ||
529 | endAngleIndex = (int)(stopAngle * sides) + 1; | ||
530 | if (endAngleIndex == startAngleIndex) | ||
531 | endAngleIndex++; | ||
532 | |||
533 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) | ||
534 | { | ||
535 | angles.Add(sourceAngles[angleIndex]); | ||
536 | if (sides == 3) | ||
537 | normals.Add(normals3[angleIndex]); | ||
538 | else if (sides == 4) | ||
539 | normals.Add(normals4[angleIndex]); | ||
540 | } | ||
541 | |||
542 | if (startAngle > 0.0f) | ||
543 | angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); | ||
544 | |||
545 | if (stopAngle < 1.0f) | ||
546 | { | ||
547 | int lastAngleIndex = angles.Count - 1; | ||
548 | angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); | ||
549 | } | ||
550 | } | ||
551 | else | ||
552 | { | ||
553 | double stepSize = twoPi / sides; | ||
554 | |||
555 | int startStep = (int)(startAngle / stepSize); | ||
556 | double angle = stepSize * startStep; | ||
557 | int step = startStep; | ||
558 | double stopAngleTest = stopAngle; | ||
559 | if (stopAngle < twoPi) | ||
560 | { | ||
561 | stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); | ||
562 | if (stopAngleTest < stopAngle) | ||
563 | stopAngleTest += stepSize; | ||
564 | if (stopAngleTest > twoPi) | ||
565 | stopAngleTest = twoPi; | ||
566 | } | ||
567 | |||
568 | while (angle <= stopAngleTest) | ||
569 | { | ||
570 | Angle newAngle; | ||
571 | newAngle.angle = (float)angle; | ||
572 | newAngle.X = (float)System.Math.Cos(angle); | ||
573 | newAngle.Y = (float)System.Math.Sin(angle); | ||
574 | angles.Add(newAngle); | ||
575 | step += 1; | ||
576 | angle = stepSize * step; | ||
577 | } | ||
578 | |||
579 | if (startAngle > angles[0].angle) | ||
580 | { | ||
581 | Angle newAngle; | ||
582 | intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle)); | ||
583 | newAngle.angle = startAngle; | ||
584 | newAngle.X = iX; | ||
585 | newAngle.Y = iY; | ||
586 | angles[0] = newAngle; | ||
587 | } | ||
588 | |||
589 | int index = angles.Count - 1; | ||
590 | if (stopAngle < angles[index].angle) | ||
591 | { | ||
592 | Angle newAngle; | ||
593 | intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle)); | ||
594 | newAngle.angle = stopAngle; | ||
595 | newAngle.X = iX; | ||
596 | newAngle.Y = iY; | ||
597 | angles[index] = newAngle; | ||
598 | } | ||
599 | } | ||
600 | } | ||
601 | } | ||
602 | |||
603 | /// <summary> | ||
604 | /// generates a profile for extrusion | ||
605 | /// </summary> | ||
606 | internal class Profile | ||
607 | { | ||
608 | private const float twoPi = 2.0f * (float)Math.PI; | ||
609 | |||
610 | internal string errorMessage = null; | ||
611 | |||
612 | internal List<Coord> coords; | ||
613 | internal List<Face> faces; | ||
614 | internal List<Coord> vertexNormals; | ||
615 | internal List<float> us; | ||
616 | internal List<UVCoord> faceUVs; | ||
617 | internal List<int> faceNumbers; | ||
618 | |||
619 | // use these for making individual meshes for each prim face | ||
620 | internal List<int> outerCoordIndices = null; | ||
621 | internal List<int> hollowCoordIndices = null; | ||
622 | internal List<int> cut1CoordIndices = null; | ||
623 | internal List<int> cut2CoordIndices = null; | ||
624 | |||
625 | internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f); | ||
626 | internal Coord cutNormal1 = new Coord(); | ||
627 | internal Coord cutNormal2 = new Coord(); | ||
628 | |||
629 | internal int numOuterVerts = 0; | ||
630 | internal int numHollowVerts = 0; | ||
631 | |||
632 | internal int outerFaceNumber = -1; | ||
633 | internal int hollowFaceNumber = -1; | ||
634 | |||
635 | internal bool calcVertexNormals = false; | ||
636 | internal int bottomFaceNumber = 0; | ||
637 | internal int numPrimFaces = 0; | ||
638 | |||
639 | internal Profile() | ||
640 | { | ||
641 | this.coords = new List<Coord>(); | ||
642 | this.faces = new List<Face>(); | ||
643 | this.vertexNormals = new List<Coord>(); | ||
644 | this.us = new List<float>(); | ||
645 | this.faceUVs = new List<UVCoord>(); | ||
646 | this.faceNumbers = new List<int>(); | ||
647 | } | ||
648 | |||
649 | internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) | ||
650 | { | ||
651 | this.calcVertexNormals = calcVertexNormals; | ||
652 | this.coords = new List<Coord>(); | ||
653 | this.faces = new List<Face>(); | ||
654 | this.vertexNormals = new List<Coord>(); | ||
655 | this.us = new List<float>(); | ||
656 | this.faceUVs = new List<UVCoord>(); | ||
657 | this.faceNumbers = new List<int>(); | ||
658 | |||
659 | Coord center = new Coord(0.0f, 0.0f, 0.0f); | ||
660 | //bool hasCenter = false; | ||
661 | |||
662 | List<Coord> hollowCoords = new List<Coord>(); | ||
663 | List<Coord> hollowNormals = new List<Coord>(); | ||
664 | List<float> hollowUs = new List<float>(); | ||
665 | |||
666 | if (calcVertexNormals) | ||
667 | { | ||
668 | this.outerCoordIndices = new List<int>(); | ||
669 | this.hollowCoordIndices = new List<int>(); | ||
670 | this.cut1CoordIndices = new List<int>(); | ||
671 | this.cut2CoordIndices = new List<int>(); | ||
672 | } | ||
673 | |||
674 | bool hasHollow = (hollow > 0.0f); | ||
675 | |||
676 | bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f); | ||
677 | |||
678 | AngleList angles = new AngleList(); | ||
679 | AngleList hollowAngles = new AngleList(); | ||
680 | |||
681 | float xScale = 0.5f; | ||
682 | float yScale = 0.5f; | ||
683 | if (sides == 4) // corners of a square are sqrt(2) from center | ||
684 | { | ||
685 | xScale = 0.707f; | ||
686 | yScale = 0.707f; | ||
687 | } | ||
688 | |||
689 | float startAngle = profileStart * twoPi; | ||
690 | float stopAngle = profileEnd * twoPi; | ||
691 | |||
692 | try { angles.makeAngles(sides, startAngle, stopAngle); } | ||
693 | catch (Exception ex) | ||
694 | { | ||
695 | |||
696 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | ||
697 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | ||
698 | |||
699 | return; | ||
700 | } | ||
701 | |||
702 | this.numOuterVerts = angles.angles.Count; | ||
703 | |||
704 | // flag to create as few triangles as possible for 3 or 4 side profile | ||
705 | bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); | ||
706 | |||
707 | if (hasHollow) | ||
708 | { | ||
709 | if (sides == hollowSides) | ||
710 | hollowAngles = angles; | ||
711 | else | ||
712 | { | ||
713 | try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); } | ||
714 | catch (Exception ex) | ||
715 | { | ||
716 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | ||
717 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | ||
718 | |||
719 | return; | ||
720 | } | ||
721 | } | ||
722 | this.numHollowVerts = hollowAngles.angles.Count; | ||
723 | } | ||
724 | else if (!simpleFace) | ||
725 | { | ||
726 | this.coords.Add(center); | ||
727 | //hasCenter = true; | ||
728 | if (this.calcVertexNormals) | ||
729 | this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); | ||
730 | this.us.Add(0.0f); | ||
731 | } | ||
732 | |||
733 | float z = 0.0f; | ||
734 | |||
735 | Angle angle; | ||
736 | Coord newVert = new Coord(); | ||
737 | if (hasHollow && hollowSides != sides) | ||
738 | { | ||
739 | int numHollowAngles = hollowAngles.angles.Count; | ||
740 | for (int i = 0; i < numHollowAngles; i++) | ||
741 | { | ||
742 | angle = hollowAngles.angles[i]; | ||
743 | newVert.X = hollow * xScale * angle.X; | ||
744 | newVert.Y = hollow * yScale * angle.Y; | ||
745 | newVert.Z = z; | ||
746 | |||
747 | hollowCoords.Add(newVert); | ||
748 | if (this.calcVertexNormals) | ||
749 | { | ||
750 | if (hollowSides < 5) | ||
751 | hollowNormals.Add(hollowAngles.normals[i].Invert()); | ||
752 | else | ||
753 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | ||
754 | |||
755 | hollowUs.Add(angle.angle * hollow); | ||
756 | } | ||
757 | } | ||
758 | } | ||
759 | |||
760 | int index = 0; | ||
761 | int numAngles = angles.angles.Count; | ||
762 | |||
763 | for (int i = 0; i < numAngles; i++) | ||
764 | { | ||
765 | angle = angles.angles[i]; | ||
766 | newVert.X = angle.X * xScale; | ||
767 | newVert.Y = angle.Y * yScale; | ||
768 | newVert.Z = z; | ||
769 | this.coords.Add(newVert); | ||
770 | if (this.calcVertexNormals) | ||
771 | { | ||
772 | this.outerCoordIndices.Add(this.coords.Count - 1); | ||
773 | |||
774 | if (sides < 5) | ||
775 | { | ||
776 | this.vertexNormals.Add(angles.normals[i]); | ||
777 | float u = angle.angle; | ||
778 | this.us.Add(u); | ||
779 | } | ||
780 | else | ||
781 | { | ||
782 | this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f)); | ||
783 | this.us.Add(angle.angle); | ||
784 | } | ||
785 | } | ||
786 | |||
787 | if (hasHollow) | ||
788 | { | ||
789 | if (hollowSides == sides) | ||
790 | { | ||
791 | newVert.X *= hollow; | ||
792 | newVert.Y *= hollow; | ||
793 | newVert.Z = z; | ||
794 | hollowCoords.Add(newVert); | ||
795 | if (this.calcVertexNormals) | ||
796 | { | ||
797 | if (sides < 5) | ||
798 | { | ||
799 | hollowNormals.Add(angles.normals[i].Invert()); | ||
800 | } | ||
801 | |||
802 | else | ||
803 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | ||
804 | |||
805 | hollowUs.Add(angle.angle * hollow); | ||
806 | } | ||
807 | } | ||
808 | } | ||
809 | else if (!simpleFace && createFaces && angle.angle > 0.0001f) | ||
810 | { | ||
811 | Face newFace = new Face(); | ||
812 | newFace.v1 = 0; | ||
813 | newFace.v2 = index; | ||
814 | newFace.v3 = index + 1; | ||
815 | |||
816 | this.faces.Add(newFace); | ||
817 | } | ||
818 | index += 1; | ||
819 | } | ||
820 | |||
821 | if (hasHollow) | ||
822 | { | ||
823 | hollowCoords.Reverse(); | ||
824 | if (this.calcVertexNormals) | ||
825 | { | ||
826 | hollowNormals.Reverse(); | ||
827 | hollowUs.Reverse(); | ||
828 | } | ||
829 | |||
830 | if (createFaces) | ||
831 | { | ||
832 | //int numOuterVerts = this.coords.Count; | ||
833 | //numOuterVerts = this.coords.Count; | ||
834 | //int numHollowVerts = hollowCoords.Count; | ||
835 | int numTotalVerts = this.numOuterVerts + this.numHollowVerts; | ||
836 | |||
837 | if (this.numOuterVerts == this.numHollowVerts) | ||
838 | { | ||
839 | Face newFace = new Face(); | ||
840 | |||
841 | for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++) | ||
842 | { | ||
843 | newFace.v1 = coordIndex; | ||
844 | newFace.v2 = coordIndex + 1; | ||
845 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
846 | this.faces.Add(newFace); | ||
847 | |||
848 | newFace.v1 = coordIndex + 1; | ||
849 | newFace.v2 = numTotalVerts - coordIndex - 2; | ||
850 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
851 | this.faces.Add(newFace); | ||
852 | } | ||
853 | } | ||
854 | else | ||
855 | { | ||
856 | if (this.numOuterVerts < this.numHollowVerts) | ||
857 | { | ||
858 | Face newFace = new Face(); | ||
859 | int j = 0; // j is the index for outer vertices | ||
860 | int maxJ = this.numOuterVerts - 1; | ||
861 | for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices | ||
862 | { | ||
863 | if (j < maxJ) | ||
864 | if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f) | ||
865 | { | ||
866 | newFace.v1 = numTotalVerts - i - 1; | ||
867 | newFace.v2 = j; | ||
868 | newFace.v3 = j + 1; | ||
869 | |||
870 | this.faces.Add(newFace); | ||
871 | j += 1; | ||
872 | } | ||
873 | |||
874 | newFace.v1 = j; | ||
875 | newFace.v2 = numTotalVerts - i - 2; | ||
876 | newFace.v3 = numTotalVerts - i - 1; | ||
877 | |||
878 | this.faces.Add(newFace); | ||
879 | } | ||
880 | } | ||
881 | else // numHollowVerts < numOuterVerts | ||
882 | { | ||
883 | Face newFace = new Face(); | ||
884 | int j = 0; // j is the index for inner vertices | ||
885 | int maxJ = this.numHollowVerts - 1; | ||
886 | for (int i = 0; i < this.numOuterVerts; i++) | ||
887 | { | ||
888 | if (j < maxJ) | ||
889 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) | ||
890 | { | ||
891 | newFace.v1 = i; | ||
892 | newFace.v2 = numTotalVerts - j - 2; | ||
893 | newFace.v3 = numTotalVerts - j - 1; | ||
894 | |||
895 | this.faces.Add(newFace); | ||
896 | j += 1; | ||
897 | } | ||
898 | |||
899 | newFace.v1 = numTotalVerts - j - 1; | ||
900 | newFace.v2 = i; | ||
901 | newFace.v3 = i + 1; | ||
902 | |||
903 | this.faces.Add(newFace); | ||
904 | } | ||
905 | } | ||
906 | } | ||
907 | } | ||
908 | |||
909 | if (calcVertexNormals) | ||
910 | { | ||
911 | foreach (Coord hc in hollowCoords) | ||
912 | { | ||
913 | this.coords.Add(hc); | ||
914 | hollowCoordIndices.Add(this.coords.Count - 1); | ||
915 | } | ||
916 | } | ||
917 | else | ||
918 | this.coords.AddRange(hollowCoords); | ||
919 | |||
920 | if (this.calcVertexNormals) | ||
921 | { | ||
922 | this.vertexNormals.AddRange(hollowNormals); | ||
923 | this.us.AddRange(hollowUs); | ||
924 | |||
925 | } | ||
926 | } | ||
927 | |||
928 | if (simpleFace && createFaces) | ||
929 | { | ||
930 | if (sides == 3) | ||
931 | this.faces.Add(new Face(0, 1, 2)); | ||
932 | else if (sides == 4) | ||
933 | { | ||
934 | this.faces.Add(new Face(0, 1, 2)); | ||
935 | this.faces.Add(new Face(0, 2, 3)); | ||
936 | } | ||
937 | } | ||
938 | |||
939 | if (calcVertexNormals && hasProfileCut) | ||
940 | { | ||
941 | int lastOuterVertIndex = this.numOuterVerts - 1; | ||
942 | |||
943 | if (hasHollow) | ||
944 | { | ||
945 | this.cut1CoordIndices.Add(0); | ||
946 | this.cut1CoordIndices.Add(this.coords.Count - 1); | ||
947 | |||
948 | this.cut2CoordIndices.Add(lastOuterVertIndex + 1); | ||
949 | this.cut2CoordIndices.Add(lastOuterVertIndex); | ||
950 | |||
951 | this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y; | ||
952 | this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X); | ||
953 | |||
954 | this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y; | ||
955 | this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X); | ||
956 | } | ||
957 | |||
958 | else | ||
959 | { | ||
960 | this.cut1CoordIndices.Add(0); | ||
961 | this.cut1CoordIndices.Add(1); | ||
962 | |||
963 | this.cut2CoordIndices.Add(lastOuterVertIndex); | ||
964 | this.cut2CoordIndices.Add(0); | ||
965 | |||
966 | this.cutNormal1.X = this.vertexNormals[1].Y; | ||
967 | this.cutNormal1.Y = -this.vertexNormals[1].X; | ||
968 | |||
969 | this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y; | ||
970 | this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X; | ||
971 | |||
972 | } | ||
973 | this.cutNormal1.Normalize(); | ||
974 | this.cutNormal2.Normalize(); | ||
975 | } | ||
976 | |||
977 | this.MakeFaceUVs(); | ||
978 | |||
979 | hollowCoords = null; | ||
980 | hollowNormals = null; | ||
981 | hollowUs = null; | ||
982 | |||
983 | if (calcVertexNormals) | ||
984 | { // calculate prim face numbers | ||
985 | |||
986 | // face number order is top, outer, hollow, bottom, start cut, end cut | ||
987 | // I know it's ugly but so is the whole concept of prim face numbers | ||
988 | |||
989 | int faceNum = 1; // start with outer faces | ||
990 | this.outerFaceNumber = faceNum; | ||
991 | |||
992 | int startVert = hasProfileCut && !hasHollow ? 1 : 0; | ||
993 | if (startVert > 0) | ||
994 | this.faceNumbers.Add(-1); | ||
995 | for (int i = 0; i < this.numOuterVerts - 1; i++) | ||
996 | //this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum); | ||
997 | this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum); | ||
998 | |||
999 | //if (!hasHollow && !hasProfileCut) | ||
1000 | // this.bottomFaceNumber = faceNum++; | ||
1001 | |||
1002 | this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++); | ||
1003 | |||
1004 | if (sides > 4 && (hasHollow || hasProfileCut)) | ||
1005 | faceNum++; | ||
1006 | |||
1007 | if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides) | ||
1008 | faceNum++; | ||
1009 | |||
1010 | if (hasHollow) | ||
1011 | { | ||
1012 | for (int i = 0; i < this.numHollowVerts; i++) | ||
1013 | this.faceNumbers.Add(faceNum); | ||
1014 | |||
1015 | this.hollowFaceNumber = faceNum++; | ||
1016 | } | ||
1017 | //if (hasProfileCut || hasHollow) | ||
1018 | // this.bottomFaceNumber = faceNum++; | ||
1019 | this.bottomFaceNumber = faceNum++; | ||
1020 | |||
1021 | if (hasHollow && hasProfileCut) | ||
1022 | this.faceNumbers.Add(faceNum++); | ||
1023 | |||
1024 | for (int i = 0; i < this.faceNumbers.Count; i++) | ||
1025 | if (this.faceNumbers[i] == -1) | ||
1026 | this.faceNumbers[i] = faceNum++; | ||
1027 | |||
1028 | this.numPrimFaces = faceNum; | ||
1029 | } | ||
1030 | |||
1031 | } | ||
1032 | |||
1033 | internal void MakeFaceUVs() | ||
1034 | { | ||
1035 | this.faceUVs = new List<UVCoord>(); | ||
1036 | foreach (Coord c in this.coords) | ||
1037 | this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y)); | ||
1038 | } | ||
1039 | |||
1040 | internal Profile Copy() | ||
1041 | { | ||
1042 | return this.Copy(true); | ||
1043 | } | ||
1044 | |||
1045 | internal Profile Copy(bool needFaces) | ||
1046 | { | ||
1047 | Profile copy = new Profile(); | ||
1048 | |||
1049 | copy.coords.AddRange(this.coords); | ||
1050 | copy.faceUVs.AddRange(this.faceUVs); | ||
1051 | |||
1052 | if (needFaces) | ||
1053 | copy.faces.AddRange(this.faces); | ||
1054 | if ((copy.calcVertexNormals = this.calcVertexNormals) == true) | ||
1055 | { | ||
1056 | copy.vertexNormals.AddRange(this.vertexNormals); | ||
1057 | copy.faceNormal = this.faceNormal; | ||
1058 | copy.cutNormal1 = this.cutNormal1; | ||
1059 | copy.cutNormal2 = this.cutNormal2; | ||
1060 | copy.us.AddRange(this.us); | ||
1061 | copy.faceNumbers.AddRange(this.faceNumbers); | ||
1062 | |||
1063 | copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices); | ||
1064 | copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices); | ||
1065 | copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices); | ||
1066 | copy.outerCoordIndices = new List<int>(this.outerCoordIndices); | ||
1067 | } | ||
1068 | copy.numOuterVerts = this.numOuterVerts; | ||
1069 | copy.numHollowVerts = this.numHollowVerts; | ||
1070 | |||
1071 | return copy; | ||
1072 | } | ||
1073 | |||
1074 | internal void AddPos(Coord v) | ||
1075 | { | ||
1076 | this.AddPos(v.X, v.Y, v.Z); | ||
1077 | } | ||
1078 | |||
1079 | internal void AddPos(float x, float y, float z) | ||
1080 | { | ||
1081 | int i; | ||
1082 | int numVerts = this.coords.Count; | ||
1083 | Coord vert; | ||
1084 | |||
1085 | for (i = 0; i < numVerts; i++) | ||
1086 | { | ||
1087 | vert = this.coords[i]; | ||
1088 | vert.X += x; | ||
1089 | vert.Y += y; | ||
1090 | vert.Z += z; | ||
1091 | this.coords[i] = vert; | ||
1092 | } | ||
1093 | } | ||
1094 | |||
1095 | internal void AddRot(Quat q) | ||
1096 | { | ||
1097 | int i; | ||
1098 | int numVerts = this.coords.Count; | ||
1099 | |||
1100 | for (i = 0; i < numVerts; i++) | ||
1101 | this.coords[i] *= q; | ||
1102 | |||
1103 | if (this.calcVertexNormals) | ||
1104 | { | ||
1105 | int numNormals = this.vertexNormals.Count; | ||
1106 | for (i = 0; i < numNormals; i++) | ||
1107 | this.vertexNormals[i] *= q; | ||
1108 | |||
1109 | this.faceNormal *= q; | ||
1110 | this.cutNormal1 *= q; | ||
1111 | this.cutNormal2 *= q; | ||
1112 | |||
1113 | } | ||
1114 | } | ||
1115 | |||
1116 | internal void Scale(float x, float y) | ||
1117 | { | ||
1118 | int i; | ||
1119 | int numVerts = this.coords.Count; | ||
1120 | Coord vert; | ||
1121 | |||
1122 | for (i = 0; i < numVerts; i++) | ||
1123 | { | ||
1124 | vert = this.coords[i]; | ||
1125 | vert.X *= x; | ||
1126 | vert.Y *= y; | ||
1127 | this.coords[i] = vert; | ||
1128 | } | ||
1129 | } | ||
1130 | |||
1131 | /// <summary> | ||
1132 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices | ||
1133 | /// </summary> | ||
1134 | internal void FlipNormals() | ||
1135 | { | ||
1136 | int i; | ||
1137 | int numFaces = this.faces.Count; | ||
1138 | Face tmpFace; | ||
1139 | int tmp; | ||
1140 | |||
1141 | for (i = 0; i < numFaces; i++) | ||
1142 | { | ||
1143 | tmpFace = this.faces[i]; | ||
1144 | tmp = tmpFace.v3; | ||
1145 | tmpFace.v3 = tmpFace.v1; | ||
1146 | tmpFace.v1 = tmp; | ||
1147 | this.faces[i] = tmpFace; | ||
1148 | } | ||
1149 | |||
1150 | if (this.calcVertexNormals) | ||
1151 | { | ||
1152 | int normalCount = this.vertexNormals.Count; | ||
1153 | if (normalCount > 0) | ||
1154 | { | ||
1155 | Coord n = this.vertexNormals[normalCount - 1]; | ||
1156 | n.Z = -n.Z; | ||
1157 | this.vertexNormals[normalCount - 1] = n; | ||
1158 | } | ||
1159 | } | ||
1160 | |||
1161 | this.faceNormal.X = -this.faceNormal.X; | ||
1162 | this.faceNormal.Y = -this.faceNormal.Y; | ||
1163 | this.faceNormal.Z = -this.faceNormal.Z; | ||
1164 | |||
1165 | int numfaceUVs = this.faceUVs.Count; | ||
1166 | for (i = 0; i < numfaceUVs; i++) | ||
1167 | { | ||
1168 | UVCoord uv = this.faceUVs[i]; | ||
1169 | uv.V = 1.0f - uv.V; | ||
1170 | this.faceUVs[i] = uv; | ||
1171 | } | ||
1172 | } | ||
1173 | |||
1174 | internal void AddValue2FaceVertexIndices(int num) | ||
1175 | { | ||
1176 | int numFaces = this.faces.Count; | ||
1177 | Face tmpFace; | ||
1178 | for (int i = 0; i < numFaces; i++) | ||
1179 | { | ||
1180 | tmpFace = this.faces[i]; | ||
1181 | tmpFace.v1 += num; | ||
1182 | tmpFace.v2 += num; | ||
1183 | tmpFace.v3 += num; | ||
1184 | |||
1185 | this.faces[i] = tmpFace; | ||
1186 | } | ||
1187 | } | ||
1188 | |||
1189 | internal void AddValue2FaceNormalIndices(int num) | ||
1190 | { | ||
1191 | if (this.calcVertexNormals) | ||
1192 | { | ||
1193 | int numFaces = this.faces.Count; | ||
1194 | Face tmpFace; | ||
1195 | for (int i = 0; i < numFaces; i++) | ||
1196 | { | ||
1197 | tmpFace = this.faces[i]; | ||
1198 | tmpFace.n1 += num; | ||
1199 | tmpFace.n2 += num; | ||
1200 | tmpFace.n3 += num; | ||
1201 | |||
1202 | this.faces[i] = tmpFace; | ||
1203 | } | ||
1204 | } | ||
1205 | } | ||
1206 | |||
1207 | internal void DumpRaw(String path, String name, String title) | ||
1208 | { | ||
1209 | if (path == null) | ||
1210 | return; | ||
1211 | String fileName = name + "_" + title + ".raw"; | ||
1212 | String completePath = System.IO.Path.Combine(path, fileName); | ||
1213 | StreamWriter sw = new StreamWriter(completePath); | ||
1214 | |||
1215 | for (int i = 0; i < this.faces.Count; i++) | ||
1216 | { | ||
1217 | string s = this.coords[this.faces[i].v1].ToString(); | ||
1218 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
1219 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
1220 | |||
1221 | sw.WriteLine(s); | ||
1222 | } | ||
1223 | |||
1224 | sw.Close(); | ||
1225 | } | ||
1226 | } | ||
1227 | |||
1228 | public struct PathNode | ||
1229 | { | ||
1230 | public Coord position; | ||
1231 | public Quat rotation; | ||
1232 | public float xScale; | ||
1233 | public float yScale; | ||
1234 | public float percentOfPath; | ||
1235 | } | ||
1236 | |||
1237 | public enum PathType { Linear = 0, Circular = 1, Flexible = 2 } | ||
1238 | |||
1239 | public class Path | ||
1240 | { | ||
1241 | public List<PathNode> pathNodes = new List<PathNode>(); | ||
1242 | |||
1243 | public float twistBegin = 0.0f; | ||
1244 | public float twistEnd = 0.0f; | ||
1245 | public float topShearX = 0.0f; | ||
1246 | public float topShearY = 0.0f; | ||
1247 | public float pathCutBegin = 0.0f; | ||
1248 | public float pathCutEnd = 1.0f; | ||
1249 | public float dimpleBegin = 0.0f; | ||
1250 | public float dimpleEnd = 1.0f; | ||
1251 | public float skew = 0.0f; | ||
1252 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
1253 | public float holeSizeY = 0.25f; | ||
1254 | public float taperX = 0.0f; | ||
1255 | public float taperY = 0.0f; | ||
1256 | public float radius = 0.0f; | ||
1257 | public float revolutions = 1.0f; | ||
1258 | public int stepsPerRevolution = 24; | ||
1259 | |||
1260 | private const float twoPi = 2.0f * (float)Math.PI; | ||
1261 | |||
1262 | public void Create(PathType pathType, int steps) | ||
1263 | { | ||
1264 | if (pathType == PathType.Linear || pathType == PathType.Flexible) | ||
1265 | { | ||
1266 | int step = 0; | ||
1267 | |||
1268 | float length = this.pathCutEnd - this.pathCutBegin; | ||
1269 | float twistTotal = twistEnd - twistBegin; | ||
1270 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1271 | if (twistTotalAbs > 0.01f) | ||
1272 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
1273 | |||
1274 | float start = -0.5f; | ||
1275 | float stepSize = length / (float)steps; | ||
1276 | float percentOfPathMultiplier = stepSize; | ||
1277 | float xOffset = 0.0f; | ||
1278 | float yOffset = 0.0f; | ||
1279 | float zOffset = start; | ||
1280 | float xOffsetStepIncrement = this.topShearX / steps; | ||
1281 | float yOffsetStepIncrement = this.topShearY / steps; | ||
1282 | |||
1283 | float percentOfPath = this.pathCutBegin; | ||
1284 | zOffset += percentOfPath; | ||
1285 | |||
1286 | // sanity checks | ||
1287 | |||
1288 | bool done = false; | ||
1289 | |||
1290 | while (!done) | ||
1291 | { | ||
1292 | PathNode newNode = new PathNode(); | ||
1293 | |||
1294 | newNode.xScale = 1.0f; | ||
1295 | if (this.taperX == 0.0f) | ||
1296 | newNode.xScale = 1.0f; | ||
1297 | else if (this.taperX > 0.0f) | ||
1298 | newNode.xScale = 1.0f - percentOfPath * this.taperX; | ||
1299 | else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1300 | |||
1301 | newNode.yScale = 1.0f; | ||
1302 | if (this.taperY == 0.0f) | ||
1303 | newNode.yScale = 1.0f; | ||
1304 | else if (this.taperY > 0.0f) | ||
1305 | newNode.yScale = 1.0f - percentOfPath * this.taperY; | ||
1306 | else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1307 | |||
1308 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1309 | |||
1310 | newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | ||
1311 | newNode.position = new Coord(xOffset, yOffset, zOffset); | ||
1312 | newNode.percentOfPath = percentOfPath; | ||
1313 | |||
1314 | pathNodes.Add(newNode); | ||
1315 | |||
1316 | if (step < steps) | ||
1317 | { | ||
1318 | step += 1; | ||
1319 | percentOfPath += percentOfPathMultiplier; | ||
1320 | xOffset += xOffsetStepIncrement; | ||
1321 | yOffset += yOffsetStepIncrement; | ||
1322 | zOffset += stepSize; | ||
1323 | if (percentOfPath > this.pathCutEnd) | ||
1324 | done = true; | ||
1325 | } | ||
1326 | else done = true; | ||
1327 | } | ||
1328 | } // end of linear path code | ||
1329 | |||
1330 | else // pathType == Circular | ||
1331 | { | ||
1332 | float twistTotal = twistEnd - twistBegin; | ||
1333 | |||
1334 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | ||
1335 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't | ||
1336 | // accurately match the viewer | ||
1337 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1338 | if (twistTotalAbs > 0.01f) | ||
1339 | { | ||
1340 | if (twistTotalAbs > Math.PI * 1.5f) | ||
1341 | steps *= 2; | ||
1342 | if (twistTotalAbs > Math.PI * 3.0f) | ||
1343 | steps *= 2; | ||
1344 | } | ||
1345 | |||
1346 | float yPathScale = this.holeSizeY * 0.5f; | ||
1347 | float pathLength = this.pathCutEnd - this.pathCutBegin; | ||
1348 | float totalSkew = this.skew * 2.0f * pathLength; | ||
1349 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; | ||
1350 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); | ||
1351 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; | ||
1352 | |||
1353 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | ||
1354 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used | ||
1355 | // to calculate the sine for generating the path radius appears to approximate it's effects there | ||
1356 | // too, but there are some subtle differences in the radius which are noticeable as the prim size | ||
1357 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on | ||
1358 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | ||
1359 | // displayed by the viewer. | ||
1360 | |||
1361 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; | ||
1362 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; | ||
1363 | float stepSize = twoPi / this.stepsPerRevolution; | ||
1364 | |||
1365 | int step = (int)(startAngle / stepSize); | ||
1366 | float angle = startAngle; | ||
1367 | |||
1368 | bool done = false; | ||
1369 | while (!done) // loop through the length of the path and add the layers | ||
1370 | { | ||
1371 | PathNode newNode = new PathNode(); | ||
1372 | |||
1373 | float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; | ||
1374 | float yProfileScale = this.holeSizeY; | ||
1375 | |||
1376 | float percentOfPath = angle / (twoPi * this.revolutions); | ||
1377 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); | ||
1378 | |||
1379 | if (this.taperX > 0.01f) | ||
1380 | xProfileScale *= 1.0f - percentOfPath * this.taperX; | ||
1381 | else if (this.taperX < -0.01f) | ||
1382 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1383 | |||
1384 | if (this.taperY > 0.01f) | ||
1385 | yProfileScale *= 1.0f - percentOfPath * this.taperY; | ||
1386 | else if (this.taperY < -0.01f) | ||
1387 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1388 | |||
1389 | newNode.xScale = xProfileScale; | ||
1390 | newNode.yScale = yProfileScale; | ||
1391 | |||
1392 | float radiusScale = 1.0f; | ||
1393 | if (this.radius > 0.001f) | ||
1394 | radiusScale = 1.0f - this.radius * percentOfPath; | ||
1395 | else if (this.radius < 0.001f) | ||
1396 | radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); | ||
1397 | |||
1398 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1399 | |||
1400 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); | ||
1401 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; | ||
1402 | |||
1403 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; | ||
1404 | |||
1405 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; | ||
1406 | |||
1407 | newNode.position = new Coord(xOffset, yOffset, zOffset); | ||
1408 | |||
1409 | // now orient the rotation of the profile layer relative to it's position on the path | ||
1410 | // adding taperY to the angle used to generate the quat appears to approximate the viewer | ||
1411 | |||
1412 | newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY); | ||
1413 | |||
1414 | // next apply twist rotation to the profile layer | ||
1415 | if (twistTotal != 0.0f || twistBegin != 0.0f) | ||
1416 | newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | ||
1417 | |||
1418 | newNode.percentOfPath = percentOfPath; | ||
1419 | |||
1420 | pathNodes.Add(newNode); | ||
1421 | |||
1422 | // calculate terms for next iteration | ||
1423 | // calculate the angle for the next iteration of the loop | ||
1424 | |||
1425 | if (angle >= endAngle - 0.01) | ||
1426 | done = true; | ||
1427 | else | ||
1428 | { | ||
1429 | step += 1; | ||
1430 | angle = stepSize * step; | ||
1431 | if (angle > endAngle) | ||
1432 | angle = endAngle; | ||
1433 | } | ||
1434 | } | ||
1435 | } | ||
1436 | } | ||
1437 | } | ||
1438 | |||
1439 | public class PrimMesh | ||
1440 | { | ||
1441 | public string errorMessage = ""; | ||
1442 | private const float twoPi = 2.0f * (float)Math.PI; | ||
1443 | |||
1444 | public List<Coord> coords; | ||
1445 | public List<Coord> normals; | ||
1446 | public List<Face> faces; | ||
1447 | |||
1448 | public List<ViewerFace> viewerFaces; | ||
1449 | |||
1450 | private int sides = 4; | ||
1451 | private int hollowSides = 4; | ||
1452 | private float profileStart = 0.0f; | ||
1453 | private float profileEnd = 1.0f; | ||
1454 | private float hollow = 0.0f; | ||
1455 | public int twistBegin = 0; | ||
1456 | public int twistEnd = 0; | ||
1457 | public float topShearX = 0.0f; | ||
1458 | public float topShearY = 0.0f; | ||
1459 | public float pathCutBegin = 0.0f; | ||
1460 | public float pathCutEnd = 1.0f; | ||
1461 | public float dimpleBegin = 0.0f; | ||
1462 | public float dimpleEnd = 1.0f; | ||
1463 | public float skew = 0.0f; | ||
1464 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
1465 | public float holeSizeY = 0.25f; | ||
1466 | public float taperX = 0.0f; | ||
1467 | public float taperY = 0.0f; | ||
1468 | public float radius = 0.0f; | ||
1469 | public float revolutions = 1.0f; | ||
1470 | public int stepsPerRevolution = 24; | ||
1471 | |||
1472 | private int profileOuterFaceNumber = -1; | ||
1473 | private int profileHollowFaceNumber = -1; | ||
1474 | |||
1475 | private bool hasProfileCut = false; | ||
1476 | private bool hasHollow = false; | ||
1477 | public bool calcVertexNormals = false; | ||
1478 | private bool normalsProcessed = false; | ||
1479 | public bool viewerMode = false; | ||
1480 | public bool sphereMode = false; | ||
1481 | |||
1482 | public int numPrimFaces = 0; | ||
1483 | |||
1484 | /// <summary> | ||
1485 | /// Human readable string representation of the parameters used to create a mesh. | ||
1486 | /// </summary> | ||
1487 | /// <returns></returns> | ||
1488 | public string ParamsToDisplayString() | ||
1489 | { | ||
1490 | string s = ""; | ||
1491 | s += "sides..................: " + this.sides.ToString(); | ||
1492 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); | ||
1493 | s += "\nprofileStart.........: " + this.profileStart.ToString(); | ||
1494 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); | ||
1495 | s += "\nhollow...............: " + this.hollow.ToString(); | ||
1496 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); | ||
1497 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); | ||
1498 | s += "\ntopShearX............: " + this.topShearX.ToString(); | ||
1499 | s += "\ntopShearY............: " + this.topShearY.ToString(); | ||
1500 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); | ||
1501 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); | ||
1502 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); | ||
1503 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); | ||
1504 | s += "\nskew.................: " + this.skew.ToString(); | ||
1505 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); | ||
1506 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); | ||
1507 | s += "\ntaperX...............: " + this.taperX.ToString(); | ||
1508 | s += "\ntaperY...............: " + this.taperY.ToString(); | ||
1509 | s += "\nradius...............: " + this.radius.ToString(); | ||
1510 | s += "\nrevolutions..........: " + this.revolutions.ToString(); | ||
1511 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); | ||
1512 | s += "\nsphereMode...........: " + this.sphereMode.ToString(); | ||
1513 | s += "\nhasProfileCut........: " + this.hasProfileCut.ToString(); | ||
1514 | s += "\nhasHollow............: " + this.hasHollow.ToString(); | ||
1515 | s += "\nviewerMode...........: " + this.viewerMode.ToString(); | ||
1516 | |||
1517 | return s; | ||
1518 | } | ||
1519 | |||
1520 | public int ProfileOuterFaceNumber | ||
1521 | { | ||
1522 | get { return profileOuterFaceNumber; } | ||
1523 | } | ||
1524 | |||
1525 | public int ProfileHollowFaceNumber | ||
1526 | { | ||
1527 | get { return profileHollowFaceNumber; } | ||
1528 | } | ||
1529 | |||
1530 | public bool HasProfileCut | ||
1531 | { | ||
1532 | get { return hasProfileCut; } | ||
1533 | } | ||
1534 | |||
1535 | public bool HasHollow | ||
1536 | { | ||
1537 | get { return hasHollow; } | ||
1538 | } | ||
1539 | |||
1540 | |||
1541 | /// <summary> | ||
1542 | /// Constructs a PrimMesh object and creates the profile for extrusion. | ||
1543 | /// </summary> | ||
1544 | /// <param name="sides"></param> | ||
1545 | /// <param name="profileStart"></param> | ||
1546 | /// <param name="profileEnd"></param> | ||
1547 | /// <param name="hollow"></param> | ||
1548 | /// <param name="hollowSides"></param> | ||
1549 | public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) | ||
1550 | { | ||
1551 | this.coords = new List<Coord>(); | ||
1552 | this.faces = new List<Face>(); | ||
1553 | |||
1554 | this.sides = sides; | ||
1555 | this.profileStart = profileStart; | ||
1556 | this.profileEnd = profileEnd; | ||
1557 | this.hollow = hollow; | ||
1558 | this.hollowSides = hollowSides; | ||
1559 | |||
1560 | if (sides < 3) | ||
1561 | this.sides = 3; | ||
1562 | if (hollowSides < 3) | ||
1563 | this.hollowSides = 3; | ||
1564 | if (profileStart < 0.0f) | ||
1565 | this.profileStart = 0.0f; | ||
1566 | if (profileEnd > 1.0f) | ||
1567 | this.profileEnd = 1.0f; | ||
1568 | if (profileEnd < 0.02f) | ||
1569 | this.profileEnd = 0.02f; | ||
1570 | if (profileStart >= profileEnd) | ||
1571 | this.profileStart = profileEnd - 0.02f; | ||
1572 | if (hollow > 0.99f) | ||
1573 | this.hollow = 0.99f; | ||
1574 | if (hollow < 0.0f) | ||
1575 | this.hollow = 0.0f; | ||
1576 | |||
1577 | //if (sphereMode) | ||
1578 | // this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f; | ||
1579 | //else | ||
1580 | // //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); | ||
1581 | // this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; | ||
1582 | //this.hasHollow = (this.hollow > 0.001f); | ||
1583 | } | ||
1584 | |||
1585 | /// <summary> | ||
1586 | /// Extrudes a profile along a path. | ||
1587 | /// </summary> | ||
1588 | public void Extrude(PathType pathType) | ||
1589 | { | ||
1590 | bool needEndFaces = false; | ||
1591 | |||
1592 | this.coords = new List<Coord>(); | ||
1593 | this.faces = new List<Face>(); | ||
1594 | |||
1595 | if (this.viewerMode) | ||
1596 | { | ||
1597 | this.viewerFaces = new List<ViewerFace>(); | ||
1598 | this.calcVertexNormals = true; | ||
1599 | } | ||
1600 | |||
1601 | if (this.calcVertexNormals) | ||
1602 | this.normals = new List<Coord>(); | ||
1603 | |||
1604 | int steps = 1; | ||
1605 | |||
1606 | float length = this.pathCutEnd - this.pathCutBegin; | ||
1607 | normalsProcessed = false; | ||
1608 | |||
1609 | if (this.viewerMode && this.sides == 3) | ||
1610 | { | ||
1611 | // prisms don't taper well so add some vertical resolution | ||
1612 | // other prims may benefit from this but just do prisms for now | ||
1613 | if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01) | ||
1614 | steps = (int)(steps * 4.5 * length); | ||
1615 | } | ||
1616 | |||
1617 | if (sphereMode) | ||
1618 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f; | ||
1619 | else | ||
1620 | //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); | ||
1621 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; | ||
1622 | this.hasHollow = (this.hollow > 0.001f); | ||
1623 | |||
1624 | float twistBegin = this.twistBegin / 360.0f * twoPi; | ||
1625 | float twistEnd = this.twistEnd / 360.0f * twoPi; | ||
1626 | float twistTotal = twistEnd - twistBegin; | ||
1627 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1628 | if (twistTotalAbs > 0.01f) | ||
1629 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
1630 | |||
1631 | float hollow = this.hollow; | ||
1632 | |||
1633 | // sanity checks | ||
1634 | float initialProfileRot = 0.0f; | ||
1635 | if (pathType == PathType.Circular) | ||
1636 | { | ||
1637 | if (this.sides == 3) | ||
1638 | { | ||
1639 | initialProfileRot = (float)Math.PI; | ||
1640 | if (this.hollowSides == 4) | ||
1641 | { | ||
1642 | if (hollow > 0.7f) | ||
1643 | hollow = 0.7f; | ||
1644 | hollow *= 0.707f; | ||
1645 | } | ||
1646 | else hollow *= 0.5f; | ||
1647 | } | ||
1648 | else if (this.sides == 4) | ||
1649 | { | ||
1650 | initialProfileRot = 0.25f * (float)Math.PI; | ||
1651 | if (this.hollowSides != 4) | ||
1652 | hollow *= 0.707f; | ||
1653 | } | ||
1654 | else if (this.sides > 4) | ||
1655 | { | ||
1656 | initialProfileRot = (float)Math.PI; | ||
1657 | if (this.hollowSides == 4) | ||
1658 | { | ||
1659 | if (hollow > 0.7f) | ||
1660 | hollow = 0.7f; | ||
1661 | hollow /= 0.7f; | ||
1662 | } | ||
1663 | } | ||
1664 | } | ||
1665 | else | ||
1666 | { | ||
1667 | if (this.sides == 3) | ||
1668 | { | ||
1669 | if (this.hollowSides == 4) | ||
1670 | { | ||
1671 | if (hollow > 0.7f) | ||
1672 | hollow = 0.7f; | ||
1673 | hollow *= 0.707f; | ||
1674 | } | ||
1675 | else hollow *= 0.5f; | ||
1676 | } | ||
1677 | else if (this.sides == 4) | ||
1678 | { | ||
1679 | initialProfileRot = 1.25f * (float)Math.PI; | ||
1680 | if (this.hollowSides != 4) | ||
1681 | hollow *= 0.707f; | ||
1682 | } | ||
1683 | else if (this.sides == 24 && this.hollowSides == 4) | ||
1684 | hollow *= 1.414f; | ||
1685 | } | ||
1686 | |||
1687 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); | ||
1688 | this.errorMessage = profile.errorMessage; | ||
1689 | |||
1690 | this.numPrimFaces = profile.numPrimFaces; | ||
1691 | |||
1692 | //profileOuterFaceNumber = profile.faceNumbers[0]; | ||
1693 | //if (!needEndFaces) | ||
1694 | // profileOuterFaceNumber--; | ||
1695 | //profileOuterFaceNumber = needEndFaces ? 1 : 0; | ||
1696 | |||
1697 | |||
1698 | //if (hasHollow) | ||
1699 | //{ | ||
1700 | // if (needEndFaces) | ||
1701 | // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1]; | ||
1702 | // else | ||
1703 | // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1; | ||
1704 | //} | ||
1705 | |||
1706 | |||
1707 | profileOuterFaceNumber = profile.outerFaceNumber; | ||
1708 | if (!needEndFaces) | ||
1709 | profileOuterFaceNumber--; | ||
1710 | |||
1711 | if (hasHollow) | ||
1712 | { | ||
1713 | profileHollowFaceNumber = profile.hollowFaceNumber; | ||
1714 | if (!needEndFaces) | ||
1715 | profileHollowFaceNumber--; | ||
1716 | } | ||
1717 | |||
1718 | int cut1Vert = -1; | ||
1719 | int cut2Vert = -1; | ||
1720 | if (hasProfileCut) | ||
1721 | { | ||
1722 | cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; | ||
1723 | cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; | ||
1724 | } | ||
1725 | |||
1726 | if (initialProfileRot != 0.0f) | ||
1727 | { | ||
1728 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | ||
1729 | if (viewerMode) | ||
1730 | profile.MakeFaceUVs(); | ||
1731 | } | ||
1732 | |||
1733 | Coord lastCutNormal1 = new Coord(); | ||
1734 | Coord lastCutNormal2 = new Coord(); | ||
1735 | float lastV = 1.0f; | ||
1736 | |||
1737 | Path path = new Path(); | ||
1738 | path.twistBegin = twistBegin; | ||
1739 | path.twistEnd = twistEnd; | ||
1740 | path.topShearX = topShearX; | ||
1741 | path.topShearY = topShearY; | ||
1742 | path.pathCutBegin = pathCutBegin; | ||
1743 | path.pathCutEnd = pathCutEnd; | ||
1744 | path.dimpleBegin = dimpleBegin; | ||
1745 | path.dimpleEnd = dimpleEnd; | ||
1746 | path.skew = skew; | ||
1747 | path.holeSizeX = holeSizeX; | ||
1748 | path.holeSizeY = holeSizeY; | ||
1749 | path.taperX = taperX; | ||
1750 | path.taperY = taperY; | ||
1751 | path.radius = radius; | ||
1752 | path.revolutions = revolutions; | ||
1753 | path.stepsPerRevolution = stepsPerRevolution; | ||
1754 | |||
1755 | path.Create(pathType, steps); | ||
1756 | |||
1757 | |||
1758 | if (pathType == PathType.Circular) | ||
1759 | { | ||
1760 | needEndFaces = false; | ||
1761 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) | ||
1762 | needEndFaces = true; | ||
1763 | else if (this.taperX != 0.0f || this.taperY != 0.0f) | ||
1764 | needEndFaces = true; | ||
1765 | else if (this.skew != 0.0f) | ||
1766 | needEndFaces = true; | ||
1767 | else if (twistTotal != 0.0f) | ||
1768 | needEndFaces = true; | ||
1769 | else if (this.radius != 0.0f) | ||
1770 | needEndFaces = true; | ||
1771 | } | ||
1772 | else needEndFaces = true; | ||
1773 | |||
1774 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
1775 | { | ||
1776 | PathNode node = path.pathNodes[nodeIndex]; | ||
1777 | Profile newLayer = profile.Copy(); | ||
1778 | newLayer.Scale(node.xScale, node.yScale); | ||
1779 | |||
1780 | newLayer.AddRot(node.rotation); | ||
1781 | newLayer.AddPos(node.position); | ||
1782 | |||
1783 | if (needEndFaces && nodeIndex == 0) | ||
1784 | { | ||
1785 | newLayer.FlipNormals(); | ||
1786 | |||
1787 | // add the top faces to the viewerFaces list here | ||
1788 | if (this.viewerMode) | ||
1789 | { | ||
1790 | Coord faceNormal = newLayer.faceNormal; | ||
1791 | ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber); | ||
1792 | int numFaces = newLayer.faces.Count; | ||
1793 | List<Face> faces = newLayer.faces; | ||
1794 | |||
1795 | for (int i = 0; i < numFaces; i++) | ||
1796 | { | ||
1797 | Face face = faces[i]; | ||
1798 | newViewerFace.v1 = newLayer.coords[face.v1]; | ||
1799 | newViewerFace.v2 = newLayer.coords[face.v2]; | ||
1800 | newViewerFace.v3 = newLayer.coords[face.v3]; | ||
1801 | |||
1802 | newViewerFace.coordIndex1 = face.v1; | ||
1803 | newViewerFace.coordIndex2 = face.v2; | ||
1804 | newViewerFace.coordIndex3 = face.v3; | ||
1805 | |||
1806 | newViewerFace.n1 = faceNormal; | ||
1807 | newViewerFace.n2 = faceNormal; | ||
1808 | newViewerFace.n3 = faceNormal; | ||
1809 | |||
1810 | newViewerFace.uv1 = newLayer.faceUVs[face.v1]; | ||
1811 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; | ||
1812 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; | ||
1813 | |||
1814 | this.viewerFaces.Add(newViewerFace); | ||
1815 | } | ||
1816 | } | ||
1817 | } // if (nodeIndex == 0) | ||
1818 | |||
1819 | // append this layer | ||
1820 | |||
1821 | int coordsLen = this.coords.Count; | ||
1822 | newLayer.AddValue2FaceVertexIndices(coordsLen); | ||
1823 | |||
1824 | this.coords.AddRange(newLayer.coords); | ||
1825 | |||
1826 | if (this.calcVertexNormals) | ||
1827 | { | ||
1828 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); | ||
1829 | this.normals.AddRange(newLayer.vertexNormals); | ||
1830 | } | ||
1831 | |||
1832 | if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f) | ||
1833 | this.faces.AddRange(newLayer.faces); | ||
1834 | |||
1835 | // fill faces between layers | ||
1836 | |||
1837 | int numVerts = newLayer.coords.Count; | ||
1838 | Face newFace = new Face(); | ||
1839 | |||
1840 | if (nodeIndex > 0) | ||
1841 | { | ||
1842 | int startVert = coordsLen + 1; | ||
1843 | int endVert = this.coords.Count; | ||
1844 | |||
1845 | if (sides < 5 || this.hasProfileCut || this.hasHollow) | ||
1846 | startVert--; | ||
1847 | |||
1848 | for (int i = startVert; i < endVert; i++) | ||
1849 | { | ||
1850 | int iNext = i + 1; | ||
1851 | if (i == endVert - 1) | ||
1852 | iNext = startVert; | ||
1853 | |||
1854 | int whichVert = i - startVert; | ||
1855 | |||
1856 | newFace.v1 = i; | ||
1857 | newFace.v2 = i - numVerts; | ||
1858 | newFace.v3 = iNext - numVerts; | ||
1859 | this.faces.Add(newFace); | ||
1860 | |||
1861 | newFace.v2 = iNext - numVerts; | ||
1862 | newFace.v3 = iNext; | ||
1863 | this.faces.Add(newFace); | ||
1864 | |||
1865 | if (this.viewerMode) | ||
1866 | { | ||
1867 | // add the side faces to the list of viewerFaces here | ||
1868 | |||
1869 | int primFaceNum = profile.faceNumbers[whichVert]; | ||
1870 | if (!needEndFaces) | ||
1871 | primFaceNum -= 1; | ||
1872 | |||
1873 | ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); | ||
1874 | ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); | ||
1875 | |||
1876 | float u1 = newLayer.us[whichVert]; | ||
1877 | float u2 = 1.0f; | ||
1878 | if (whichVert < newLayer.us.Count - 1) | ||
1879 | u2 = newLayer.us[whichVert + 1]; | ||
1880 | |||
1881 | if (whichVert == cut1Vert || whichVert == cut2Vert) | ||
1882 | { | ||
1883 | u1 = 0.0f; | ||
1884 | u2 = 1.0f; | ||
1885 | } | ||
1886 | else if (sides < 5) | ||
1887 | { | ||
1888 | if (whichVert < profile.numOuterVerts) | ||
1889 | { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled | ||
1890 | // to reflect the entire texture width | ||
1891 | u1 *= sides; | ||
1892 | u2 *= sides; | ||
1893 | u2 -= (int)u1; | ||
1894 | u1 -= (int)u1; | ||
1895 | if (u2 < 0.1f) | ||
1896 | u2 = 1.0f; | ||
1897 | //this.profileOuterFaceNumber = primFaceNum; | ||
1898 | } | ||
1899 | else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1) | ||
1900 | { | ||
1901 | u1 *= 2.0f; | ||
1902 | u2 *= 2.0f; | ||
1903 | //this.profileHollowFaceNumber = primFaceNum; | ||
1904 | } | ||
1905 | } | ||
1906 | |||
1907 | newViewerFace1.uv1.U = u1; | ||
1908 | newViewerFace1.uv2.U = u1; | ||
1909 | newViewerFace1.uv3.U = u2; | ||
1910 | |||
1911 | newViewerFace1.uv1.V = 1.0f - node.percentOfPath; | ||
1912 | newViewerFace1.uv2.V = lastV; | ||
1913 | newViewerFace1.uv3.V = lastV; | ||
1914 | |||
1915 | newViewerFace2.uv1.U = u1; | ||
1916 | newViewerFace2.uv2.U = u2; | ||
1917 | newViewerFace2.uv3.U = u2; | ||
1918 | |||
1919 | newViewerFace2.uv1.V = 1.0f - node.percentOfPath; | ||
1920 | newViewerFace2.uv2.V = lastV; | ||
1921 | newViewerFace2.uv3.V = 1.0f - node.percentOfPath; | ||
1922 | |||
1923 | newViewerFace1.v1 = this.coords[i]; | ||
1924 | newViewerFace1.v2 = this.coords[i - numVerts]; | ||
1925 | newViewerFace1.v3 = this.coords[iNext - numVerts]; | ||
1926 | |||
1927 | newViewerFace2.v1 = this.coords[i]; | ||
1928 | newViewerFace2.v2 = this.coords[iNext - numVerts]; | ||
1929 | newViewerFace2.v3 = this.coords[iNext]; | ||
1930 | |||
1931 | newViewerFace1.coordIndex1 = i; | ||
1932 | newViewerFace1.coordIndex2 = i - numVerts; | ||
1933 | newViewerFace1.coordIndex3 = iNext - numVerts; | ||
1934 | |||
1935 | newViewerFace2.coordIndex1 = i; | ||
1936 | newViewerFace2.coordIndex2 = iNext - numVerts; | ||
1937 | newViewerFace2.coordIndex3 = iNext; | ||
1938 | |||
1939 | // profile cut faces | ||
1940 | if (whichVert == cut1Vert) | ||
1941 | { | ||
1942 | newViewerFace1.n1 = newLayer.cutNormal1; | ||
1943 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; | ||
1944 | |||
1945 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; | ||
1946 | newViewerFace2.n2 = lastCutNormal1; | ||
1947 | } | ||
1948 | else if (whichVert == cut2Vert) | ||
1949 | { | ||
1950 | newViewerFace1.n1 = newLayer.cutNormal2; | ||
1951 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; | ||
1952 | |||
1953 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; | ||
1954 | newViewerFace2.n2 = lastCutNormal2; | ||
1955 | } | ||
1956 | |||
1957 | else // outer and hollow faces | ||
1958 | { | ||
1959 | if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)) | ||
1960 | { // looks terrible when path is twisted... need vertex normals here | ||
1961 | newViewerFace1.CalcSurfaceNormal(); | ||
1962 | newViewerFace2.CalcSurfaceNormal(); | ||
1963 | } | ||
1964 | else | ||
1965 | { | ||
1966 | newViewerFace1.n1 = this.normals[i]; | ||
1967 | newViewerFace1.n2 = this.normals[i - numVerts]; | ||
1968 | newViewerFace1.n3 = this.normals[iNext - numVerts]; | ||
1969 | |||
1970 | newViewerFace2.n1 = this.normals[i]; | ||
1971 | newViewerFace2.n2 = this.normals[iNext - numVerts]; | ||
1972 | newViewerFace2.n3 = this.normals[iNext]; | ||
1973 | } | ||
1974 | } | ||
1975 | |||
1976 | this.viewerFaces.Add(newViewerFace1); | ||
1977 | this.viewerFaces.Add(newViewerFace2); | ||
1978 | |||
1979 | } | ||
1980 | } | ||
1981 | } | ||
1982 | |||
1983 | lastCutNormal1 = newLayer.cutNormal1; | ||
1984 | lastCutNormal2 = newLayer.cutNormal2; | ||
1985 | lastV = 1.0f - node.percentOfPath; | ||
1986 | |||
1987 | if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode) | ||
1988 | { | ||
1989 | // add the top faces to the viewerFaces list here | ||
1990 | Coord faceNormal = newLayer.faceNormal; | ||
1991 | ViewerFace newViewerFace = new ViewerFace(); | ||
1992 | newViewerFace.primFaceNumber = 0; | ||
1993 | int numFaces = newLayer.faces.Count; | ||
1994 | List<Face> faces = newLayer.faces; | ||
1995 | |||
1996 | for (int i = 0; i < numFaces; i++) | ||
1997 | { | ||
1998 | Face face = faces[i]; | ||
1999 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; | ||
2000 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; | ||
2001 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; | ||
2002 | |||
2003 | newViewerFace.coordIndex1 = face.v1 - coordsLen; | ||
2004 | newViewerFace.coordIndex2 = face.v2 - coordsLen; | ||
2005 | newViewerFace.coordIndex3 = face.v3 - coordsLen; | ||
2006 | |||
2007 | newViewerFace.n1 = faceNormal; | ||
2008 | newViewerFace.n2 = faceNormal; | ||
2009 | newViewerFace.n3 = faceNormal; | ||
2010 | |||
2011 | newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; | ||
2012 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; | ||
2013 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; | ||
2014 | |||
2015 | this.viewerFaces.Add(newViewerFace); | ||
2016 | } | ||
2017 | } | ||
2018 | |||
2019 | |||
2020 | } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
2021 | |||
2022 | } | ||
2023 | |||
2024 | |||
2025 | /// <summary> | ||
2026 | /// DEPRICATED - use Extrude(PathType.Linear) instead | ||
2027 | /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. | ||
2028 | /// </summary> | ||
2029 | /// | ||
2030 | public void ExtrudeLinear() | ||
2031 | { | ||
2032 | this.Extrude(PathType.Linear); | ||
2033 | } | ||
2034 | |||
2035 | |||
2036 | /// <summary> | ||
2037 | /// DEPRICATED - use Extrude(PathType.Circular) instead | ||
2038 | /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. | ||
2039 | /// </summary> | ||
2040 | /// | ||
2041 | public void ExtrudeCircular() | ||
2042 | { | ||
2043 | this.Extrude(PathType.Circular); | ||
2044 | } | ||
2045 | |||
2046 | |||
2047 | private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) | ||
2048 | { | ||
2049 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
2050 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
2051 | |||
2052 | Coord normal = Coord.Cross(edge1, edge2); | ||
2053 | |||
2054 | normal.Normalize(); | ||
2055 | |||
2056 | return normal; | ||
2057 | } | ||
2058 | |||
2059 | private Coord SurfaceNormal(Face face) | ||
2060 | { | ||
2061 | return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); | ||
2062 | } | ||
2063 | |||
2064 | /// <summary> | ||
2065 | /// Calculate the surface normal for a face in the list of faces | ||
2066 | /// </summary> | ||
2067 | /// <param name="faceIndex"></param> | ||
2068 | /// <returns></returns> | ||
2069 | public Coord SurfaceNormal(int faceIndex) | ||
2070 | { | ||
2071 | int numFaces = this.faces.Count; | ||
2072 | if (faceIndex < 0 || faceIndex >= numFaces) | ||
2073 | throw new Exception("faceIndex out of range"); | ||
2074 | |||
2075 | return SurfaceNormal(this.faces[faceIndex]); | ||
2076 | } | ||
2077 | |||
2078 | /// <summary> | ||
2079 | /// Duplicates a PrimMesh object. All object properties are copied by value, including lists. | ||
2080 | /// </summary> | ||
2081 | /// <returns></returns> | ||
2082 | public PrimMesh Copy() | ||
2083 | { | ||
2084 | PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides); | ||
2085 | copy.twistBegin = this.twistBegin; | ||
2086 | copy.twistEnd = this.twistEnd; | ||
2087 | copy.topShearX = this.topShearX; | ||
2088 | copy.topShearY = this.topShearY; | ||
2089 | copy.pathCutBegin = this.pathCutBegin; | ||
2090 | copy.pathCutEnd = this.pathCutEnd; | ||
2091 | copy.dimpleBegin = this.dimpleBegin; | ||
2092 | copy.dimpleEnd = this.dimpleEnd; | ||
2093 | copy.skew = this.skew; | ||
2094 | copy.holeSizeX = this.holeSizeX; | ||
2095 | copy.holeSizeY = this.holeSizeY; | ||
2096 | copy.taperX = this.taperX; | ||
2097 | copy.taperY = this.taperY; | ||
2098 | copy.radius = this.radius; | ||
2099 | copy.revolutions = this.revolutions; | ||
2100 | copy.stepsPerRevolution = this.stepsPerRevolution; | ||
2101 | copy.calcVertexNormals = this.calcVertexNormals; | ||
2102 | copy.normalsProcessed = this.normalsProcessed; | ||
2103 | copy.viewerMode = this.viewerMode; | ||
2104 | copy.numPrimFaces = this.numPrimFaces; | ||
2105 | copy.errorMessage = this.errorMessage; | ||
2106 | |||
2107 | copy.coords = new List<Coord>(this.coords); | ||
2108 | copy.faces = new List<Face>(this.faces); | ||
2109 | copy.viewerFaces = new List<ViewerFace>(this.viewerFaces); | ||
2110 | copy.normals = new List<Coord>(this.normals); | ||
2111 | |||
2112 | return copy; | ||
2113 | } | ||
2114 | |||
2115 | /// <summary> | ||
2116 | /// Calculate surface normals for all of the faces in the list of faces in this mesh | ||
2117 | /// </summary> | ||
2118 | public void CalcNormals() | ||
2119 | { | ||
2120 | if (normalsProcessed) | ||
2121 | return; | ||
2122 | |||
2123 | normalsProcessed = true; | ||
2124 | |||
2125 | int numFaces = faces.Count; | ||
2126 | |||
2127 | if (!this.calcVertexNormals) | ||
2128 | this.normals = new List<Coord>(); | ||
2129 | |||
2130 | for (int i = 0; i < numFaces; i++) | ||
2131 | { | ||
2132 | Face face = faces[i]; | ||
2133 | |||
2134 | this.normals.Add(SurfaceNormal(i).Normalize()); | ||
2135 | |||
2136 | int normIndex = normals.Count - 1; | ||
2137 | face.n1 = normIndex; | ||
2138 | face.n2 = normIndex; | ||
2139 | face.n3 = normIndex; | ||
2140 | |||
2141 | this.faces[i] = face; | ||
2142 | } | ||
2143 | } | ||
2144 | |||
2145 | /// <summary> | ||
2146 | /// Adds a value to each XYZ vertex coordinate in the mesh | ||
2147 | /// </summary> | ||
2148 | /// <param name="x"></param> | ||
2149 | /// <param name="y"></param> | ||
2150 | /// <param name="z"></param> | ||
2151 | public void AddPos(float x, float y, float z) | ||
2152 | { | ||
2153 | int i; | ||
2154 | int numVerts = this.coords.Count; | ||
2155 | Coord vert; | ||
2156 | |||
2157 | for (i = 0; i < numVerts; i++) | ||
2158 | { | ||
2159 | vert = this.coords[i]; | ||
2160 | vert.X += x; | ||
2161 | vert.Y += y; | ||
2162 | vert.Z += z; | ||
2163 | this.coords[i] = vert; | ||
2164 | } | ||
2165 | |||
2166 | if (this.viewerFaces != null) | ||
2167 | { | ||
2168 | int numViewerFaces = this.viewerFaces.Count; | ||
2169 | |||
2170 | for (i = 0; i < numViewerFaces; i++) | ||
2171 | { | ||
2172 | ViewerFace v = this.viewerFaces[i]; | ||
2173 | v.AddPos(x, y, z); | ||
2174 | this.viewerFaces[i] = v; | ||
2175 | } | ||
2176 | } | ||
2177 | } | ||
2178 | |||
2179 | /// <summary> | ||
2180 | /// Rotates the mesh | ||
2181 | /// </summary> | ||
2182 | /// <param name="q"></param> | ||
2183 | public void AddRot(Quat q) | ||
2184 | { | ||
2185 | int i; | ||
2186 | int numVerts = this.coords.Count; | ||
2187 | |||
2188 | for (i = 0; i < numVerts; i++) | ||
2189 | this.coords[i] *= q; | ||
2190 | |||
2191 | if (this.normals != null) | ||
2192 | { | ||
2193 | int numNormals = this.normals.Count; | ||
2194 | for (i = 0; i < numNormals; i++) | ||
2195 | this.normals[i] *= q; | ||
2196 | } | ||
2197 | |||
2198 | if (this.viewerFaces != null) | ||
2199 | { | ||
2200 | int numViewerFaces = this.viewerFaces.Count; | ||
2201 | |||
2202 | for (i = 0; i < numViewerFaces; i++) | ||
2203 | { | ||
2204 | ViewerFace v = this.viewerFaces[i]; | ||
2205 | v.v1 *= q; | ||
2206 | v.v2 *= q; | ||
2207 | v.v3 *= q; | ||
2208 | |||
2209 | v.n1 *= q; | ||
2210 | v.n2 *= q; | ||
2211 | v.n3 *= q; | ||
2212 | this.viewerFaces[i] = v; | ||
2213 | } | ||
2214 | } | ||
2215 | } | ||
2216 | |||
2217 | #if VERTEX_INDEXER | ||
2218 | public VertexIndexer GetVertexIndexer() | ||
2219 | { | ||
2220 | if (this.viewerMode && this.viewerFaces.Count > 0) | ||
2221 | return new VertexIndexer(this); | ||
2222 | return null; | ||
2223 | } | ||
2224 | #endif | ||
2225 | |||
2226 | /// <summary> | ||
2227 | /// Scales the mesh | ||
2228 | /// </summary> | ||
2229 | /// <param name="x"></param> | ||
2230 | /// <param name="y"></param> | ||
2231 | /// <param name="z"></param> | ||
2232 | public void Scale(float x, float y, float z) | ||
2233 | { | ||
2234 | int i; | ||
2235 | int numVerts = this.coords.Count; | ||
2236 | //Coord vert; | ||
2237 | |||
2238 | Coord m = new Coord(x, y, z); | ||
2239 | for (i = 0; i < numVerts; i++) | ||
2240 | this.coords[i] *= m; | ||
2241 | |||
2242 | if (this.viewerFaces != null) | ||
2243 | { | ||
2244 | int numViewerFaces = this.viewerFaces.Count; | ||
2245 | for (i = 0; i < numViewerFaces; i++) | ||
2246 | { | ||
2247 | ViewerFace v = this.viewerFaces[i]; | ||
2248 | v.v1 *= m; | ||
2249 | v.v2 *= m; | ||
2250 | v.v3 *= m; | ||
2251 | this.viewerFaces[i] = v; | ||
2252 | } | ||
2253 | |||
2254 | } | ||
2255 | |||
2256 | } | ||
2257 | |||
2258 | /// <summary> | ||
2259 | /// Dumps the mesh to a Blender compatible "Raw" format file | ||
2260 | /// </summary> | ||
2261 | /// <param name="path"></param> | ||
2262 | /// <param name="name"></param> | ||
2263 | /// <param name="title"></param> | ||
2264 | public void DumpRaw(String path, String name, String title) | ||
2265 | { | ||
2266 | if (path == null) | ||
2267 | return; | ||
2268 | String fileName = name + "_" + title + ".raw"; | ||
2269 | String completePath = System.IO.Path.Combine(path, fileName); | ||
2270 | StreamWriter sw = new StreamWriter(completePath); | ||
2271 | |||
2272 | for (int i = 0; i < this.faces.Count; i++) | ||
2273 | { | ||
2274 | string s = this.coords[this.faces[i].v1].ToString(); | ||
2275 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
2276 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
2277 | |||
2278 | sw.WriteLine(s); | ||
2279 | } | ||
2280 | |||
2281 | sw.Close(); | ||
2282 | } | ||
2283 | } | ||
2284 | } | ||
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs new file mode 100644 index 0000000..b3d9cb6 --- /dev/null +++ b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs | |||
@@ -0,0 +1,197 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors | ||
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 | // to build without references to System.Drawing, comment this out | ||
29 | #define SYSTEM_DRAWING | ||
30 | |||
31 | using System; | ||
32 | using System.Collections.Generic; | ||
33 | using System.Text; | ||
34 | |||
35 | #if SYSTEM_DRAWING | ||
36 | using System.Drawing; | ||
37 | using System.Drawing.Imaging; | ||
38 | |||
39 | namespace PrimMesher | ||
40 | { | ||
41 | public class SculptMap | ||
42 | { | ||
43 | public int width; | ||
44 | public int height; | ||
45 | public byte[] redBytes; | ||
46 | public byte[] greenBytes; | ||
47 | public byte[] blueBytes; | ||
48 | |||
49 | public SculptMap() | ||
50 | { | ||
51 | } | ||
52 | |||
53 | public SculptMap(Bitmap bm, int lod) | ||
54 | { | ||
55 | int bmW = bm.Width; | ||
56 | int bmH = bm.Height; | ||
57 | |||
58 | if (bmW == 0 || bmH == 0) | ||
59 | throw new Exception("SculptMap: bitmap has no data"); | ||
60 | |||
61 | int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image | ||
62 | |||
63 | bool smallMap = bmW * bmH <= numLodPixels; | ||
64 | bool needsScaling = false; | ||
65 | |||
66 | width = bmW; | ||
67 | height = bmH; | ||
68 | while (width * height > numLodPixels * 4) | ||
69 | { | ||
70 | width >>= 1; | ||
71 | height >>= 1; | ||
72 | needsScaling = true; | ||
73 | } | ||
74 | |||
75 | try | ||
76 | { | ||
77 | if (needsScaling) | ||
78 | bm = ScaleImage(bm, width, height); | ||
79 | } | ||
80 | |||
81 | catch (Exception e) | ||
82 | { | ||
83 | throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); | ||
84 | } | ||
85 | |||
86 | if (width * height > numLodPixels) | ||
87 | { | ||
88 | width >>= 1; | ||
89 | height >>= 1; | ||
90 | } | ||
91 | |||
92 | int numBytes = (width + 1) * (height + 1); | ||
93 | redBytes = new byte[numBytes]; | ||
94 | greenBytes = new byte[numBytes]; | ||
95 | blueBytes = new byte[numBytes]; | ||
96 | |||
97 | int byteNdx = 0; | ||
98 | |||
99 | try | ||
100 | { | ||
101 | for (int y = 0; y <= height; y++) | ||
102 | { | ||
103 | for (int x = 0; x <= width; x++) | ||
104 | { | ||
105 | Color c; | ||
106 | |||
107 | if (smallMap) | ||
108 | c = bm.GetPixel(x < width ? x : x - 1, | ||
109 | y < height ? y : y - 1); | ||
110 | else | ||
111 | c = bm.GetPixel(x < width ? x * 2 : x * 2 - 1, | ||
112 | y < height ? y * 2 : y * 2 - 1); | ||
113 | |||
114 | redBytes[byteNdx] = c.R; | ||
115 | greenBytes[byteNdx] = c.G; | ||
116 | blueBytes[byteNdx] = c.B; | ||
117 | |||
118 | ++byteNdx; | ||
119 | } | ||
120 | } | ||
121 | } | ||
122 | catch (Exception e) | ||
123 | { | ||
124 | throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString()); | ||
125 | } | ||
126 | |||
127 | width++; | ||
128 | height++; | ||
129 | } | ||
130 | |||
131 | public List<List<Coord>> ToRows(bool mirror) | ||
132 | { | ||
133 | int numRows = height; | ||
134 | int numCols = width; | ||
135 | |||
136 | List<List<Coord>> rows = new List<List<Coord>>(numRows); | ||
137 | |||
138 | float pixScale = 1.0f / 255; | ||
139 | |||
140 | int rowNdx, colNdx; | ||
141 | int smNdx = 0; | ||
142 | |||
143 | |||
144 | for (rowNdx = 0; rowNdx < numRows; rowNdx++) | ||
145 | { | ||
146 | List<Coord> row = new List<Coord>(numCols); | ||
147 | for (colNdx = 0; colNdx < numCols; colNdx++) | ||
148 | { | ||
149 | |||
150 | if (mirror) | ||
151 | row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f)); | ||
152 | else | ||
153 | row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f)); | ||
154 | |||
155 | ++smNdx; | ||
156 | } | ||
157 | rows.Add(row); | ||
158 | } | ||
159 | return rows; | ||
160 | } | ||
161 | |||
162 | private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight) | ||
163 | { | ||
164 | |||
165 | Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb); | ||
166 | |||
167 | Color c; | ||
168 | float xscale = srcImage.Width / destWidth; | ||
169 | float yscale = srcImage.Height / destHeight; | ||
170 | |||
171 | float sy = 0.5f; | ||
172 | for (int y = 0; y < destHeight; y++) | ||
173 | { | ||
174 | float sx = 0.5f; | ||
175 | for (int x = 0; x < destWidth; x++) | ||
176 | { | ||
177 | try | ||
178 | { | ||
179 | c = srcImage.GetPixel((int)(sx), (int)(sy)); | ||
180 | scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B)); | ||
181 | } | ||
182 | catch (IndexOutOfRangeException) | ||
183 | { | ||
184 | } | ||
185 | |||
186 | sx += xscale; | ||
187 | } | ||
188 | sy += yscale; | ||
189 | } | ||
190 | srcImage.Dispose(); | ||
191 | return scaledImage; | ||
192 | } | ||
193 | |||
194 | } | ||
195 | |||
196 | } | ||
197 | #endif | ||
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs new file mode 100644 index 0000000..4a7f3ad --- /dev/null +++ b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs | |||
@@ -0,0 +1,646 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors | ||
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 | // to build without references to System.Drawing, comment this out | ||
29 | #define SYSTEM_DRAWING | ||
30 | |||
31 | using System; | ||
32 | using System.Collections.Generic; | ||
33 | using System.Text; | ||
34 | using System.IO; | ||
35 | |||
36 | #if SYSTEM_DRAWING | ||
37 | using System.Drawing; | ||
38 | using System.Drawing.Imaging; | ||
39 | #endif | ||
40 | |||
41 | namespace PrimMesher | ||
42 | { | ||
43 | |||
44 | public class SculptMesh | ||
45 | { | ||
46 | public List<Coord> coords; | ||
47 | public List<Face> faces; | ||
48 | |||
49 | public List<ViewerFace> viewerFaces; | ||
50 | public List<Coord> normals; | ||
51 | public List<UVCoord> uvs; | ||
52 | |||
53 | public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 }; | ||
54 | |||
55 | #if SYSTEM_DRAWING | ||
56 | |||
57 | public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode) | ||
58 | { | ||
59 | Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName); | ||
60 | SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode); | ||
61 | bitmap.Dispose(); | ||
62 | return sculptMesh; | ||
63 | } | ||
64 | |||
65 | |||
66 | public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert) | ||
67 | { | ||
68 | Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName); | ||
69 | _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0); | ||
70 | bitmap.Dispose(); | ||
71 | } | ||
72 | #endif | ||
73 | |||
74 | /// <summary> | ||
75 | /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications | ||
76 | /// Construct a sculpt mesh from a 2D array of floats | ||
77 | /// </summary> | ||
78 | /// <param name="zMap"></param> | ||
79 | /// <param name="xBegin"></param> | ||
80 | /// <param name="xEnd"></param> | ||
81 | /// <param name="yBegin"></param> | ||
82 | /// <param name="yEnd"></param> | ||
83 | /// <param name="viewerMode"></param> | ||
84 | public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode) | ||
85 | { | ||
86 | float xStep, yStep; | ||
87 | float uStep, vStep; | ||
88 | |||
89 | int numYElements = zMap.GetLength(0); | ||
90 | int numXElements = zMap.GetLength(1); | ||
91 | |||
92 | try | ||
93 | { | ||
94 | xStep = (xEnd - xBegin) / (float)(numXElements - 1); | ||
95 | yStep = (yEnd - yBegin) / (float)(numYElements - 1); | ||
96 | |||
97 | uStep = 1.0f / (numXElements - 1); | ||
98 | vStep = 1.0f / (numYElements - 1); | ||
99 | } | ||
100 | catch (DivideByZeroException) | ||
101 | { | ||
102 | return; | ||
103 | } | ||
104 | |||
105 | coords = new List<Coord>(); | ||
106 | faces = new List<Face>(); | ||
107 | normals = new List<Coord>(); | ||
108 | uvs = new List<UVCoord>(); | ||
109 | |||
110 | viewerFaces = new List<ViewerFace>(); | ||
111 | |||
112 | int p1, p2, p3, p4; | ||
113 | |||
114 | int x, y; | ||
115 | int xStart = 0, yStart = 0; | ||
116 | |||
117 | for (y = yStart; y < numYElements; y++) | ||
118 | { | ||
119 | int rowOffset = y * numXElements; | ||
120 | |||
121 | for (x = xStart; x < numXElements; x++) | ||
122 | { | ||
123 | /* | ||
124 | * p1-----p2 | ||
125 | * | \ f2 | | ||
126 | * | \ | | ||
127 | * | f1 \| | ||
128 | * p3-----p4 | ||
129 | */ | ||
130 | |||
131 | p4 = rowOffset + x; | ||
132 | p3 = p4 - 1; | ||
133 | |||
134 | p2 = p4 - numXElements; | ||
135 | p1 = p3 - numXElements; | ||
136 | |||
137 | Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]); | ||
138 | this.coords.Add(c); | ||
139 | if (viewerMode) | ||
140 | { | ||
141 | this.normals.Add(new Coord()); | ||
142 | this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y)); | ||
143 | } | ||
144 | |||
145 | if (y > 0 && x > 0) | ||
146 | { | ||
147 | Face f1, f2; | ||
148 | |||
149 | if (viewerMode) | ||
150 | { | ||
151 | f1 = new Face(p1, p4, p3, p1, p4, p3); | ||
152 | f1.uv1 = p1; | ||
153 | f1.uv2 = p4; | ||
154 | f1.uv3 = p3; | ||
155 | |||
156 | f2 = new Face(p1, p2, p4, p1, p2, p4); | ||
157 | f2.uv1 = p1; | ||
158 | f2.uv2 = p2; | ||
159 | f2.uv3 = p4; | ||
160 | } | ||
161 | else | ||
162 | { | ||
163 | f1 = new Face(p1, p4, p3); | ||
164 | f2 = new Face(p1, p2, p4); | ||
165 | } | ||
166 | |||
167 | this.faces.Add(f1); | ||
168 | this.faces.Add(f2); | ||
169 | } | ||
170 | } | ||
171 | } | ||
172 | |||
173 | if (viewerMode) | ||
174 | calcVertexNormals(SculptType.plane, numXElements, numYElements); | ||
175 | } | ||
176 | |||
177 | #if SYSTEM_DRAWING | ||
178 | public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode) | ||
179 | { | ||
180 | _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false); | ||
181 | } | ||
182 | |||
183 | public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert) | ||
184 | { | ||
185 | _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert); | ||
186 | } | ||
187 | #endif | ||
188 | |||
189 | public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert) | ||
190 | { | ||
191 | _SculptMesh(rows, sculptType, viewerMode, mirror, invert); | ||
192 | } | ||
193 | |||
194 | #if SYSTEM_DRAWING | ||
195 | /// <summary> | ||
196 | /// converts a bitmap to a list of lists of coords, while scaling the image. | ||
197 | /// the scaling is done in floating point so as to allow for reduced vertex position | ||
198 | /// quantization as the position will be averaged between pixel values. this routine will | ||
199 | /// likely fail if the bitmap width and height are not powers of 2. | ||
200 | /// </summary> | ||
201 | /// <param name="bitmap"></param> | ||
202 | /// <param name="scale"></param> | ||
203 | /// <param name="mirror"></param> | ||
204 | /// <returns></returns> | ||
205 | private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror) | ||
206 | { | ||
207 | int numRows = bitmap.Height / scale; | ||
208 | int numCols = bitmap.Width / scale; | ||
209 | List<List<Coord>> rows = new List<List<Coord>>(numRows); | ||
210 | |||
211 | float pixScale = 1.0f / (scale * scale); | ||
212 | pixScale /= 255; | ||
213 | |||
214 | int imageX, imageY = 0; | ||
215 | |||
216 | int rowNdx, colNdx; | ||
217 | |||
218 | for (rowNdx = 0; rowNdx < numRows; rowNdx++) | ||
219 | { | ||
220 | List<Coord> row = new List<Coord>(numCols); | ||
221 | for (colNdx = 0; colNdx < numCols; colNdx++) | ||
222 | { | ||
223 | imageX = colNdx * scale; | ||
224 | int imageYStart = rowNdx * scale; | ||
225 | int imageYEnd = imageYStart + scale; | ||
226 | int imageXEnd = imageX + scale; | ||
227 | float rSum = 0.0f; | ||
228 | float gSum = 0.0f; | ||
229 | float bSum = 0.0f; | ||
230 | for (; imageX < imageXEnd; imageX++) | ||
231 | { | ||
232 | for (imageY = imageYStart; imageY < imageYEnd; imageY++) | ||
233 | { | ||
234 | Color c = bitmap.GetPixel(imageX, imageY); | ||
235 | if (c.A != 255) | ||
236 | { | ||
237 | bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B)); | ||
238 | c = bitmap.GetPixel(imageX, imageY); | ||
239 | } | ||
240 | rSum += c.R; | ||
241 | gSum += c.G; | ||
242 | bSum += c.B; | ||
243 | } | ||
244 | } | ||
245 | if (mirror) | ||
246 | row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f)); | ||
247 | else | ||
248 | row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f)); | ||
249 | |||
250 | } | ||
251 | rows.Add(row); | ||
252 | } | ||
253 | return rows; | ||
254 | } | ||
255 | |||
256 | private List<List<Coord>> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror) | ||
257 | { | ||
258 | int numRows = bitmap.Height / scale; | ||
259 | int numCols = bitmap.Width / scale; | ||
260 | List<List<Coord>> rows = new List<List<Coord>>(numRows); | ||
261 | |||
262 | float pixScale = 1.0f / 256.0f; | ||
263 | |||
264 | int imageX, imageY = 0; | ||
265 | |||
266 | int rowNdx, colNdx; | ||
267 | |||
268 | for (rowNdx = 0; rowNdx <= numRows; rowNdx++) | ||
269 | { | ||
270 | List<Coord> row = new List<Coord>(numCols); | ||
271 | imageY = rowNdx * scale; | ||
272 | if (rowNdx == numRows) imageY--; | ||
273 | for (colNdx = 0; colNdx <= numCols; colNdx++) | ||
274 | { | ||
275 | imageX = colNdx * scale; | ||
276 | if (colNdx == numCols) imageX--; | ||
277 | |||
278 | Color c = bitmap.GetPixel(imageX, imageY); | ||
279 | if (c.A != 255) | ||
280 | { | ||
281 | bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B)); | ||
282 | c = bitmap.GetPixel(imageX, imageY); | ||
283 | } | ||
284 | |||
285 | if (mirror) | ||
286 | row.Add(new Coord(-(c.R * pixScale - 0.5f), c.G * pixScale - 0.5f, c.B * pixScale - 0.5f)); | ||
287 | else | ||
288 | row.Add(new Coord(c.R * pixScale - 0.5f, c.G * pixScale - 0.5f, c.B * pixScale - 0.5f)); | ||
289 | |||
290 | } | ||
291 | rows.Add(row); | ||
292 | } | ||
293 | return rows; | ||
294 | } | ||
295 | |||
296 | |||
297 | void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert) | ||
298 | { | ||
299 | _SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, viewerMode, mirror, invert); | ||
300 | } | ||
301 | #endif | ||
302 | |||
303 | void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert) | ||
304 | { | ||
305 | coords = new List<Coord>(); | ||
306 | faces = new List<Face>(); | ||
307 | normals = new List<Coord>(); | ||
308 | uvs = new List<UVCoord>(); | ||
309 | |||
310 | sculptType = (SculptType)(((int)sculptType) & 0x07); | ||
311 | |||
312 | if (mirror) | ||
313 | invert = !invert; | ||
314 | |||
315 | viewerFaces = new List<ViewerFace>(); | ||
316 | |||
317 | int width = rows[0].Count; | ||
318 | |||
319 | int p1, p2, p3, p4; | ||
320 | |||
321 | int imageX, imageY; | ||
322 | |||
323 | if (sculptType != SculptType.plane) | ||
324 | { | ||
325 | if (rows.Count % 2 == 0) | ||
326 | { | ||
327 | for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++) | ||
328 | rows[rowNdx].Add(rows[rowNdx][0]); | ||
329 | } | ||
330 | else | ||
331 | { | ||
332 | int lastIndex = rows[0].Count - 1; | ||
333 | |||
334 | for (int i = 0; i < rows.Count; i++) | ||
335 | rows[i][0] = rows[i][lastIndex]; | ||
336 | } | ||
337 | } | ||
338 | |||
339 | Coord topPole = rows[0][width / 2]; | ||
340 | Coord bottomPole = rows[rows.Count - 1][width / 2]; | ||
341 | |||
342 | if (sculptType == SculptType.sphere) | ||
343 | { | ||
344 | if (rows.Count % 2 == 0) | ||
345 | { | ||
346 | int count = rows[0].Count; | ||
347 | List<Coord> topPoleRow = new List<Coord>(count); | ||
348 | List<Coord> bottomPoleRow = new List<Coord>(count); | ||
349 | |||
350 | for (int i = 0; i < count; i++) | ||
351 | { | ||
352 | topPoleRow.Add(topPole); | ||
353 | bottomPoleRow.Add(bottomPole); | ||
354 | } | ||
355 | rows.Insert(0, topPoleRow); | ||
356 | rows.Add(bottomPoleRow); | ||
357 | } | ||
358 | else | ||
359 | { | ||
360 | int count = rows[0].Count; | ||
361 | |||
362 | List<Coord> topPoleRow = rows[0]; | ||
363 | List<Coord> bottomPoleRow = rows[rows.Count - 1]; | ||
364 | |||
365 | for (int i = 0; i < count; i++) | ||
366 | { | ||
367 | topPoleRow[i] = topPole; | ||
368 | bottomPoleRow[i] = bottomPole; | ||
369 | } | ||
370 | } | ||
371 | } | ||
372 | |||
373 | if (sculptType == SculptType.torus) | ||
374 | rows.Add(rows[0]); | ||
375 | |||
376 | int coordsDown = rows.Count; | ||
377 | int coordsAcross = rows[0].Count; | ||
378 | // int lastColumn = coordsAcross - 1; | ||
379 | |||
380 | float widthUnit = 1.0f / (coordsAcross - 1); | ||
381 | float heightUnit = 1.0f / (coordsDown - 1); | ||
382 | |||
383 | for (imageY = 0; imageY < coordsDown; imageY++) | ||
384 | { | ||
385 | int rowOffset = imageY * coordsAcross; | ||
386 | |||
387 | for (imageX = 0; imageX < coordsAcross; imageX++) | ||
388 | { | ||
389 | /* | ||
390 | * p1-----p2 | ||
391 | * | \ f2 | | ||
392 | * | \ | | ||
393 | * | f1 \| | ||
394 | * p3-----p4 | ||
395 | */ | ||
396 | |||
397 | p4 = rowOffset + imageX; | ||
398 | p3 = p4 - 1; | ||
399 | |||
400 | p2 = p4 - coordsAcross; | ||
401 | p1 = p3 - coordsAcross; | ||
402 | |||
403 | this.coords.Add(rows[imageY][imageX]); | ||
404 | if (viewerMode) | ||
405 | { | ||
406 | this.normals.Add(new Coord()); | ||
407 | this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY)); | ||
408 | } | ||
409 | |||
410 | if (imageY > 0 && imageX > 0) | ||
411 | { | ||
412 | Face f1, f2; | ||
413 | |||
414 | if (viewerMode) | ||
415 | { | ||
416 | if (invert) | ||
417 | { | ||
418 | f1 = new Face(p1, p4, p3, p1, p4, p3); | ||
419 | f1.uv1 = p1; | ||
420 | f1.uv2 = p4; | ||
421 | f1.uv3 = p3; | ||
422 | |||
423 | f2 = new Face(p1, p2, p4, p1, p2, p4); | ||
424 | f2.uv1 = p1; | ||
425 | f2.uv2 = p2; | ||
426 | f2.uv3 = p4; | ||
427 | } | ||
428 | else | ||
429 | { | ||
430 | f1 = new Face(p1, p3, p4, p1, p3, p4); | ||
431 | f1.uv1 = p1; | ||
432 | f1.uv2 = p3; | ||
433 | f1.uv3 = p4; | ||
434 | |||
435 | f2 = new Face(p1, p4, p2, p1, p4, p2); | ||
436 | f2.uv1 = p1; | ||
437 | f2.uv2 = p4; | ||
438 | f2.uv3 = p2; | ||
439 | } | ||
440 | } | ||
441 | else | ||
442 | { | ||
443 | if (invert) | ||
444 | { | ||
445 | f1 = new Face(p1, p4, p3); | ||
446 | f2 = new Face(p1, p2, p4); | ||
447 | } | ||
448 | else | ||
449 | { | ||
450 | f1 = new Face(p1, p3, p4); | ||
451 | f2 = new Face(p1, p4, p2); | ||
452 | } | ||
453 | } | ||
454 | |||
455 | this.faces.Add(f1); | ||
456 | this.faces.Add(f2); | ||
457 | } | ||
458 | } | ||
459 | } | ||
460 | |||
461 | if (viewerMode) | ||
462 | calcVertexNormals(sculptType, coordsAcross, coordsDown); | ||
463 | } | ||
464 | |||
465 | /// <summary> | ||
466 | /// Duplicates a SculptMesh object. All object properties are copied by value, including lists. | ||
467 | /// </summary> | ||
468 | /// <returns></returns> | ||
469 | public SculptMesh Copy() | ||
470 | { | ||
471 | return new SculptMesh(this); | ||
472 | } | ||
473 | |||
474 | public SculptMesh(SculptMesh sm) | ||
475 | { | ||
476 | coords = new List<Coord>(sm.coords); | ||
477 | faces = new List<Face>(sm.faces); | ||
478 | viewerFaces = new List<ViewerFace>(sm.viewerFaces); | ||
479 | normals = new List<Coord>(sm.normals); | ||
480 | uvs = new List<UVCoord>(sm.uvs); | ||
481 | } | ||
482 | |||
483 | private void calcVertexNormals(SculptType sculptType, int xSize, int ySize) | ||
484 | { // compute vertex normals by summing all the surface normals of all the triangles sharing | ||
485 | // each vertex and then normalizing | ||
486 | int numFaces = this.faces.Count; | ||
487 | for (int i = 0; i < numFaces; i++) | ||
488 | { | ||
489 | Face face = this.faces[i]; | ||
490 | Coord surfaceNormal = face.SurfaceNormal(this.coords); | ||
491 | this.normals[face.n1] += surfaceNormal; | ||
492 | this.normals[face.n2] += surfaceNormal; | ||
493 | this.normals[face.n3] += surfaceNormal; | ||
494 | } | ||
495 | |||
496 | int numNormals = this.normals.Count; | ||
497 | for (int i = 0; i < numNormals; i++) | ||
498 | this.normals[i] = this.normals[i].Normalize(); | ||
499 | |||
500 | if (sculptType != SculptType.plane) | ||
501 | { // blend the vertex normals at the cylinder seam | ||
502 | for (int y = 0; y < ySize; y++) | ||
503 | { | ||
504 | int rowOffset = y * xSize; | ||
505 | |||
506 | this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize(); | ||
507 | } | ||
508 | } | ||
509 | |||
510 | foreach (Face face in this.faces) | ||
511 | { | ||
512 | ViewerFace vf = new ViewerFace(0); | ||
513 | vf.v1 = this.coords[face.v1]; | ||
514 | vf.v2 = this.coords[face.v2]; | ||
515 | vf.v3 = this.coords[face.v3]; | ||
516 | |||
517 | vf.coordIndex1 = face.v1; | ||
518 | vf.coordIndex2 = face.v2; | ||
519 | vf.coordIndex3 = face.v3; | ||
520 | |||
521 | vf.n1 = this.normals[face.n1]; | ||
522 | vf.n2 = this.normals[face.n2]; | ||
523 | vf.n3 = this.normals[face.n3]; | ||
524 | |||
525 | vf.uv1 = this.uvs[face.uv1]; | ||
526 | vf.uv2 = this.uvs[face.uv2]; | ||
527 | vf.uv3 = this.uvs[face.uv3]; | ||
528 | |||
529 | this.viewerFaces.Add(vf); | ||
530 | } | ||
531 | } | ||
532 | |||
533 | /// <summary> | ||
534 | /// Adds a value to each XYZ vertex coordinate in the mesh | ||
535 | /// </summary> | ||
536 | /// <param name="x"></param> | ||
537 | /// <param name="y"></param> | ||
538 | /// <param name="z"></param> | ||
539 | public void AddPos(float x, float y, float z) | ||
540 | { | ||
541 | int i; | ||
542 | int numVerts = this.coords.Count; | ||
543 | Coord vert; | ||
544 | |||
545 | for (i = 0; i < numVerts; i++) | ||
546 | { | ||
547 | vert = this.coords[i]; | ||
548 | vert.X += x; | ||
549 | vert.Y += y; | ||
550 | vert.Z += z; | ||
551 | this.coords[i] = vert; | ||
552 | } | ||
553 | |||
554 | if (this.viewerFaces != null) | ||
555 | { | ||
556 | int numViewerFaces = this.viewerFaces.Count; | ||
557 | |||
558 | for (i = 0; i < numViewerFaces; i++) | ||
559 | { | ||
560 | ViewerFace v = this.viewerFaces[i]; | ||
561 | v.AddPos(x, y, z); | ||
562 | this.viewerFaces[i] = v; | ||
563 | } | ||
564 | } | ||
565 | } | ||
566 | |||
567 | /// <summary> | ||
568 | /// Rotates the mesh | ||
569 | /// </summary> | ||
570 | /// <param name="q"></param> | ||
571 | public void AddRot(Quat q) | ||
572 | { | ||
573 | int i; | ||
574 | int numVerts = this.coords.Count; | ||
575 | |||
576 | for (i = 0; i < numVerts; i++) | ||
577 | this.coords[i] *= q; | ||
578 | |||
579 | int numNormals = this.normals.Count; | ||
580 | for (i = 0; i < numNormals; i++) | ||
581 | this.normals[i] *= q; | ||
582 | |||
583 | if (this.viewerFaces != null) | ||
584 | { | ||
585 | int numViewerFaces = this.viewerFaces.Count; | ||
586 | |||
587 | for (i = 0; i < numViewerFaces; i++) | ||
588 | { | ||
589 | ViewerFace v = this.viewerFaces[i]; | ||
590 | v.v1 *= q; | ||
591 | v.v2 *= q; | ||
592 | v.v3 *= q; | ||
593 | |||
594 | v.n1 *= q; | ||
595 | v.n2 *= q; | ||
596 | v.n3 *= q; | ||
597 | |||
598 | this.viewerFaces[i] = v; | ||
599 | } | ||
600 | } | ||
601 | } | ||
602 | |||
603 | public void Scale(float x, float y, float z) | ||
604 | { | ||
605 | int i; | ||
606 | int numVerts = this.coords.Count; | ||
607 | |||
608 | Coord m = new Coord(x, y, z); | ||
609 | for (i = 0; i < numVerts; i++) | ||
610 | this.coords[i] *= m; | ||
611 | |||
612 | if (this.viewerFaces != null) | ||
613 | { | ||
614 | int numViewerFaces = this.viewerFaces.Count; | ||
615 | for (i = 0; i < numViewerFaces; i++) | ||
616 | { | ||
617 | ViewerFace v = this.viewerFaces[i]; | ||
618 | v.v1 *= m; | ||
619 | v.v2 *= m; | ||
620 | v.v3 *= m; | ||
621 | this.viewerFaces[i] = v; | ||
622 | } | ||
623 | } | ||
624 | } | ||
625 | |||
626 | public void DumpRaw(String path, String name, String title) | ||
627 | { | ||
628 | if (path == null) | ||
629 | return; | ||
630 | String fileName = name + "_" + title + ".raw"; | ||
631 | String completePath = System.IO.Path.Combine(path, fileName); | ||
632 | StreamWriter sw = new StreamWriter(completePath); | ||
633 | |||
634 | for (int i = 0; i < this.faces.Count; i++) | ||
635 | { | ||
636 | string s = this.coords[this.faces[i].v1].ToString(); | ||
637 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
638 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
639 | |||
640 | sw.WriteLine(s); | ||
641 | } | ||
642 | |||
643 | sw.Close(); | ||
644 | } | ||
645 | } | ||
646 | } | ||
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs new file mode 100644 index 0000000..d46341b --- /dev/null +++ b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs | |||
@@ -0,0 +1,58 @@ | |||
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 | using System.Reflection; | ||
29 | using System.Runtime.InteropServices; | ||
30 | |||
31 | // Information about this assembly is defined by the following | ||
32 | // attributes. | ||
33 | // | ||
34 | // change them to the information which is associated with the assembly | ||
35 | // you compile. | ||
36 | |||
37 | [assembly : AssemblyTitle("OdePlugin")] | ||
38 | [assembly : AssemblyDescription("Ubit Variation")] | ||
39 | [assembly : AssemblyConfiguration("")] | ||
40 | [assembly : AssemblyCompany("http://opensimulator.org")] | ||
41 | [assembly : AssemblyProduct("OdePlugin")] | ||
42 | [assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")] | ||
43 | [assembly : AssemblyTrademark("")] | ||
44 | [assembly : AssemblyCulture("")] | ||
45 | |||
46 | // This sets the default COM visibility of types in the assembly to invisible. | ||
47 | // If you need to expose a type to COM, use [ComVisible(true)] on that type. | ||
48 | |||
49 | [assembly : ComVisible(false)] | ||
50 | |||
51 | // The assembly version has following format : | ||
52 | // | ||
53 | // Major.Minor.Build.Revision | ||
54 | // | ||
55 | // You can specify all values by your own or you can build default build and revision | ||
56 | // numbers with the '*' character (the default): | ||
57 | |||
58 | [assembly : AssemblyVersion("0.6.5.*")] | ||
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs new file mode 100644 index 0000000..4266fda --- /dev/null +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs | |||
@@ -0,0 +1,1452 @@ | |||
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 | |||
29 | // Revision by Ubit 2011/12 | ||
30 | |||
31 | using System; | ||
32 | using System.Collections.Generic; | ||
33 | using System.Reflection; | ||
34 | using OpenMetaverse; | ||
35 | using OdeAPI; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.Physics.Manager; | ||
38 | using log4net; | ||
39 | |||
40 | namespace OpenSim.Region.Physics.OdePlugin | ||
41 | { | ||
42 | /// <summary> | ||
43 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. | ||
44 | /// </summary> | ||
45 | |||
46 | public enum dParam : int | ||
47 | { | ||
48 | LowStop = 0, | ||
49 | HiStop = 1, | ||
50 | Vel = 2, | ||
51 | FMax = 3, | ||
52 | FudgeFactor = 4, | ||
53 | Bounce = 5, | ||
54 | CFM = 6, | ||
55 | StopERP = 7, | ||
56 | StopCFM = 8, | ||
57 | LoStop2 = 256, | ||
58 | HiStop2 = 257, | ||
59 | Vel2 = 258, | ||
60 | FMax2 = 259, | ||
61 | StopERP2 = 7 + 256, | ||
62 | StopCFM2 = 8 + 256, | ||
63 | LoStop3 = 512, | ||
64 | HiStop3 = 513, | ||
65 | Vel3 = 514, | ||
66 | FMax3 = 515, | ||
67 | StopERP3 = 7 + 512, | ||
68 | StopCFM3 = 8 + 512 | ||
69 | } | ||
70 | |||
71 | public class OdeCharacter : PhysicsActor | ||
72 | { | ||
73 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
74 | |||
75 | private Vector3 _position; | ||
76 | private Vector3 _zeroPosition; | ||
77 | private bool _zeroFlag = false; | ||
78 | private Vector3 _velocity; | ||
79 | private Vector3 _target_velocity; | ||
80 | private Vector3 _acceleration; | ||
81 | private Vector3 m_rotationalVelocity; | ||
82 | private float m_mass = 80f; | ||
83 | public float m_density = 60f; | ||
84 | private bool m_pidControllerActive = true; | ||
85 | public float PID_D = 800.0f; | ||
86 | public float PID_P = 900.0f; | ||
87 | //private static float POSTURE_SERVO = 10000.0f; | ||
88 | public float CAPSULE_RADIUS = 0.37f; | ||
89 | public float CAPSULE_LENGTH = 2.140599f; | ||
90 | public float walkDivisor = 1.3f; | ||
91 | public float runDivisor = 0.8f; | ||
92 | private bool flying = false; | ||
93 | private bool m_iscolliding = false; | ||
94 | private bool m_iscollidingGround = false; | ||
95 | private bool m_iscollidingObj = false; | ||
96 | private bool m_alwaysRun = false; | ||
97 | private int m_requestedUpdateFrequency = 0; | ||
98 | public uint m_localID = 0; | ||
99 | public bool m_returnCollisions = false; | ||
100 | // taints and their non-tainted counterparts | ||
101 | public bool m_isPhysical = false; // the current physical status | ||
102 | public float MinimumGroundFlightOffset = 3f; | ||
103 | |||
104 | private float m_buoyancy = 0f; | ||
105 | |||
106 | // private CollisionLocker ode; | ||
107 | |||
108 | private string m_name = String.Empty; | ||
109 | // other filter control | ||
110 | int m_colliderfilter = 0; | ||
111 | // int m_colliderGroundfilter = 0; | ||
112 | int m_colliderObjectfilter = 0; | ||
113 | |||
114 | // Default we're a Character | ||
115 | private CollisionCategories m_collisionCategories = (CollisionCategories.Character); | ||
116 | |||
117 | // Default, Collide with Other Geometries, spaces, bodies and characters. | ||
118 | private CollisionCategories m_collisionFlags = (CollisionCategories.Geom | ||
119 | | CollisionCategories.Space | ||
120 | | CollisionCategories.Body | ||
121 | | CollisionCategories.Character | ||
122 | ); | ||
123 | // we do land collisions not ode | CollisionCategories.Land); | ||
124 | public IntPtr Body = IntPtr.Zero; | ||
125 | private OdeScene _parent_scene; | ||
126 | public IntPtr Shell = IntPtr.Zero; | ||
127 | public IntPtr Amotor = IntPtr.Zero; | ||
128 | public d.Mass ShellMass; | ||
129 | // public bool collidelock = false; | ||
130 | |||
131 | private bool m_haseventsubscription = false; | ||
132 | public int m_eventsubscription = 0; | ||
133 | private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
134 | |||
135 | // unique UUID of this character object | ||
136 | public UUID m_uuid; | ||
137 | public bool bad = false; | ||
138 | |||
139 | float mu; | ||
140 | |||
141 | public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor) | ||
142 | { | ||
143 | m_uuid = UUID.Random(); | ||
144 | |||
145 | if (pos.IsFinite()) | ||
146 | { | ||
147 | if (pos.Z > 99999f) | ||
148 | { | ||
149 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
150 | } | ||
151 | if (pos.Z < -100f) // shouldn't this be 0 ? | ||
152 | { | ||
153 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
154 | } | ||
155 | _position = pos; | ||
156 | } | ||
157 | else | ||
158 | { | ||
159 | _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); | ||
160 | m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); | ||
161 | } | ||
162 | |||
163 | _parent_scene = parent_scene; | ||
164 | |||
165 | PID_D = pid_d; | ||
166 | PID_P = pid_p; | ||
167 | CAPSULE_RADIUS = capsule_radius; | ||
168 | m_density = density; | ||
169 | m_mass = 80f; // sure we have a default | ||
170 | |||
171 | mu = parent_scene.AvatarFriction; | ||
172 | |||
173 | walkDivisor = walk_divisor; | ||
174 | runDivisor = rundivisor; | ||
175 | |||
176 | CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f; | ||
177 | //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); | ||
178 | |||
179 | m_isPhysical = false; // current status: no ODE information exists | ||
180 | |||
181 | m_name = avName; | ||
182 | |||
183 | AddChange(changes.Add, null); | ||
184 | } | ||
185 | |||
186 | public override int PhysicsActorType | ||
187 | { | ||
188 | get { return (int)ActorTypes.Agent; } | ||
189 | set { return; } | ||
190 | } | ||
191 | |||
192 | public override void getContactData(ref ContactData cdata) | ||
193 | { | ||
194 | cdata.mu = mu; | ||
195 | cdata.bounce = 0; | ||
196 | cdata.softcolide = false; | ||
197 | } | ||
198 | |||
199 | public override bool Building { get; set; } | ||
200 | |||
201 | /// <summary> | ||
202 | /// If this is set, the avatar will move faster | ||
203 | /// </summary> | ||
204 | public override bool SetAlwaysRun | ||
205 | { | ||
206 | get { return m_alwaysRun; } | ||
207 | set { m_alwaysRun = value; } | ||
208 | } | ||
209 | |||
210 | public override uint LocalID | ||
211 | { | ||
212 | set { m_localID = value; } | ||
213 | } | ||
214 | |||
215 | public override bool Grabbed | ||
216 | { | ||
217 | set { return; } | ||
218 | } | ||
219 | |||
220 | public override bool Selected | ||
221 | { | ||
222 | set { return; } | ||
223 | } | ||
224 | |||
225 | public override float Buoyancy | ||
226 | { | ||
227 | get { return m_buoyancy; } | ||
228 | set { m_buoyancy = value; } | ||
229 | } | ||
230 | |||
231 | public override bool FloatOnWater | ||
232 | { | ||
233 | set { return; } | ||
234 | } | ||
235 | |||
236 | public override bool IsPhysical | ||
237 | { | ||
238 | get { return false; } | ||
239 | set { return; } | ||
240 | } | ||
241 | |||
242 | public override bool ThrottleUpdates | ||
243 | { | ||
244 | get { return false; } | ||
245 | set { return; } | ||
246 | } | ||
247 | |||
248 | public override bool Flying | ||
249 | { | ||
250 | get { return flying; } | ||
251 | set | ||
252 | { | ||
253 | flying = value; | ||
254 | // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying); | ||
255 | } | ||
256 | } | ||
257 | |||
258 | /// <summary> | ||
259 | /// Returns if the avatar is colliding in general. | ||
260 | /// This includes the ground and objects and avatar. | ||
261 | /// </summary> | ||
262 | public override bool IsColliding | ||
263 | { | ||
264 | get { return (m_iscolliding || m_iscollidingGround); } | ||
265 | set | ||
266 | { | ||
267 | if (value) | ||
268 | { | ||
269 | m_colliderfilter += 2; | ||
270 | if (m_colliderfilter > 2) | ||
271 | m_colliderfilter = 2; | ||
272 | } | ||
273 | else | ||
274 | { | ||
275 | m_colliderfilter--; | ||
276 | if (m_colliderfilter < 0) | ||
277 | m_colliderfilter = 0; | ||
278 | } | ||
279 | |||
280 | if (m_colliderfilter == 0) | ||
281 | m_iscolliding = false; | ||
282 | else | ||
283 | { | ||
284 | // SetPidStatus(false); | ||
285 | m_pidControllerActive = true; | ||
286 | m_iscolliding = true; | ||
287 | } | ||
288 | } | ||
289 | } | ||
290 | |||
291 | /// <summary> | ||
292 | /// Returns if an avatar is colliding with the ground | ||
293 | /// </summary> | ||
294 | public override bool CollidingGround | ||
295 | { | ||
296 | get { return m_iscollidingGround; } | ||
297 | set | ||
298 | { | ||
299 | /* we now control this | ||
300 | if (value) | ||
301 | { | ||
302 | m_colliderGroundfilter += 2; | ||
303 | if (m_colliderGroundfilter > 2) | ||
304 | m_colliderGroundfilter = 2; | ||
305 | } | ||
306 | else | ||
307 | { | ||
308 | m_colliderGroundfilter--; | ||
309 | if (m_colliderGroundfilter < 0) | ||
310 | m_colliderGroundfilter = 0; | ||
311 | } | ||
312 | |||
313 | if (m_colliderGroundfilter == 0) | ||
314 | m_iscollidingGround = false; | ||
315 | else | ||
316 | m_iscollidingGround = true; | ||
317 | */ | ||
318 | } | ||
319 | |||
320 | } | ||
321 | |||
322 | /// <summary> | ||
323 | /// Returns if the avatar is colliding with an object | ||
324 | /// </summary> | ||
325 | public override bool CollidingObj | ||
326 | { | ||
327 | get { return m_iscollidingObj; } | ||
328 | set | ||
329 | { | ||
330 | // Ubit filter this also | ||
331 | if (value) | ||
332 | { | ||
333 | m_colliderObjectfilter += 2; | ||
334 | if (m_colliderObjectfilter > 2) | ||
335 | m_colliderObjectfilter = 2; | ||
336 | } | ||
337 | else | ||
338 | { | ||
339 | m_colliderObjectfilter--; | ||
340 | if (m_colliderObjectfilter < 0) | ||
341 | m_colliderObjectfilter = 0; | ||
342 | } | ||
343 | |||
344 | if (m_colliderObjectfilter == 0) | ||
345 | m_iscollidingObj = false; | ||
346 | else | ||
347 | m_iscollidingObj = true; | ||
348 | |||
349 | // m_iscollidingObj = value; | ||
350 | /* | ||
351 | if (m_iscollidingObj) | ||
352 | m_pidControllerActive = false; | ||
353 | else | ||
354 | m_pidControllerActive = true; | ||
355 | */ | ||
356 | } | ||
357 | } | ||
358 | |||
359 | /// <summary> | ||
360 | /// turn the PID controller on or off. | ||
361 | /// The PID Controller will turn on all by itself in many situations | ||
362 | /// </summary> | ||
363 | /// <param name="status"></param> | ||
364 | public void SetPidStatus(bool status) | ||
365 | { | ||
366 | m_pidControllerActive = status; | ||
367 | } | ||
368 | |||
369 | public override bool Stopped | ||
370 | { | ||
371 | get { return _zeroFlag; } | ||
372 | } | ||
373 | |||
374 | /// <summary> | ||
375 | /// This 'puts' an avatar somewhere in the physics space. | ||
376 | /// Not really a good choice unless you 'know' it's a good | ||
377 | /// spot otherwise you're likely to orbit the avatar. | ||
378 | /// </summary> | ||
379 | public override Vector3 Position | ||
380 | { | ||
381 | get { return _position; } | ||
382 | set | ||
383 | { | ||
384 | if (Body == IntPtr.Zero || Shell == IntPtr.Zero) | ||
385 | { | ||
386 | if (value.IsFinite()) | ||
387 | { | ||
388 | if (value.Z > 9999999f) | ||
389 | { | ||
390 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
391 | } | ||
392 | if (value.Z < -100f) | ||
393 | { | ||
394 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
395 | } | ||
396 | AddChange(changes.Position, value); | ||
397 | } | ||
398 | else | ||
399 | { | ||
400 | m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character"); | ||
401 | } | ||
402 | } | ||
403 | } | ||
404 | } | ||
405 | |||
406 | public override Vector3 RotationalVelocity | ||
407 | { | ||
408 | get { return m_rotationalVelocity; } | ||
409 | set { m_rotationalVelocity = value; } | ||
410 | } | ||
411 | |||
412 | /// <summary> | ||
413 | /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight | ||
414 | /// and use it to offset landings properly | ||
415 | /// </summary> | ||
416 | public override Vector3 Size | ||
417 | { | ||
418 | get { | ||
419 | float d = CAPSULE_RADIUS * 2; | ||
420 | return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); } | ||
421 | set | ||
422 | { | ||
423 | if (value.IsFinite()) | ||
424 | { | ||
425 | AddChange(changes.Size, value); | ||
426 | } | ||
427 | else | ||
428 | { | ||
429 | m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character"); | ||
430 | } | ||
431 | } | ||
432 | } | ||
433 | |||
434 | /// <summary> | ||
435 | /// This creates the Avatar's physical Surrogate at the position supplied | ||
436 | /// </summary> | ||
437 | /// <param name="npositionX"></param> | ||
438 | /// <param name="npositionY"></param> | ||
439 | /// <param name="npositionZ"></param> | ||
440 | |||
441 | // | ||
442 | /// <summary> | ||
443 | /// Uses the capped cyllinder volume formula to calculate the avatar's mass. | ||
444 | /// This may be used in calculations in the scene/scenepresence | ||
445 | /// </summary> | ||
446 | public override float Mass | ||
447 | { | ||
448 | get | ||
449 | { | ||
450 | float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH)); | ||
451 | return m_density * AVvolume; | ||
452 | } | ||
453 | } | ||
454 | public override void link(PhysicsActor obj) | ||
455 | { | ||
456 | |||
457 | } | ||
458 | |||
459 | public override void delink() | ||
460 | { | ||
461 | |||
462 | } | ||
463 | |||
464 | public override void LockAngularMotion(Vector3 axis) | ||
465 | { | ||
466 | |||
467 | } | ||
468 | |||
469 | |||
470 | public override Vector3 Force | ||
471 | { | ||
472 | get { return _target_velocity; } | ||
473 | set { return; } | ||
474 | } | ||
475 | |||
476 | public override int VehicleType | ||
477 | { | ||
478 | get { return 0; } | ||
479 | set { return; } | ||
480 | } | ||
481 | |||
482 | public override void VehicleFloatParam(int param, float value) | ||
483 | { | ||
484 | |||
485 | } | ||
486 | |||
487 | public override void VehicleVectorParam(int param, Vector3 value) | ||
488 | { | ||
489 | |||
490 | } | ||
491 | |||
492 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
493 | { | ||
494 | |||
495 | } | ||
496 | |||
497 | public override void VehicleFlags(int param, bool remove) | ||
498 | { | ||
499 | |||
500 | } | ||
501 | |||
502 | public override void SetVolumeDetect(int param) | ||
503 | { | ||
504 | |||
505 | } | ||
506 | |||
507 | public override Vector3 CenterOfMass | ||
508 | { | ||
509 | get | ||
510 | { | ||
511 | Vector3 pos = _position; | ||
512 | return pos; | ||
513 | } | ||
514 | } | ||
515 | |||
516 | public override Vector3 GeometricCenter | ||
517 | { | ||
518 | get | ||
519 | { | ||
520 | Vector3 pos = _position; | ||
521 | return pos; | ||
522 | } | ||
523 | } | ||
524 | |||
525 | //UBit mess | ||
526 | /* for later use | ||
527 | public override Vector3 PrimOOBsize | ||
528 | { | ||
529 | get | ||
530 | { | ||
531 | Vector3 s=Size; | ||
532 | s.X *=0.5f; | ||
533 | s.Y *=0.5f; | ||
534 | s.Z *=0.5f; | ||
535 | return s; | ||
536 | } | ||
537 | } | ||
538 | |||
539 | public override Vector3 PrimOOBoffset | ||
540 | { | ||
541 | get | ||
542 | { | ||
543 | return Vector3.Zero; | ||
544 | } | ||
545 | } | ||
546 | */ | ||
547 | |||
548 | public override PrimitiveBaseShape Shape | ||
549 | { | ||
550 | set { return; } | ||
551 | } | ||
552 | |||
553 | public override Vector3 Velocity | ||
554 | { | ||
555 | get | ||
556 | { | ||
557 | return _velocity; | ||
558 | } | ||
559 | set | ||
560 | { | ||
561 | if (value.IsFinite()) | ||
562 | { | ||
563 | AddChange(changes.Velocity, value); | ||
564 | } | ||
565 | else | ||
566 | { | ||
567 | m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character"); | ||
568 | } | ||
569 | } | ||
570 | } | ||
571 | |||
572 | public override Vector3 Torque | ||
573 | { | ||
574 | get { return Vector3.Zero; } | ||
575 | set { return; } | ||
576 | } | ||
577 | |||
578 | public override float CollisionScore | ||
579 | { | ||
580 | get { return 0f; } | ||
581 | set { } | ||
582 | } | ||
583 | |||
584 | public override bool Kinematic | ||
585 | { | ||
586 | get { return false; } | ||
587 | set { } | ||
588 | } | ||
589 | |||
590 | public override Quaternion Orientation | ||
591 | { | ||
592 | get { return Quaternion.Identity; } | ||
593 | set | ||
594 | { | ||
595 | } | ||
596 | } | ||
597 | |||
598 | public override Vector3 Acceleration | ||
599 | { | ||
600 | get { return _acceleration; } | ||
601 | set { } | ||
602 | } | ||
603 | |||
604 | public void SetAcceleration(Vector3 accel) | ||
605 | { | ||
606 | m_pidControllerActive = true; | ||
607 | _acceleration = accel; | ||
608 | } | ||
609 | |||
610 | /// <summary> | ||
611 | /// Adds the force supplied to the Target Velocity | ||
612 | /// The PID controller takes this target velocity and tries to make it a reality | ||
613 | /// </summary> | ||
614 | /// <param name="force"></param> | ||
615 | public override void AddForce(Vector3 force, bool pushforce) | ||
616 | { | ||
617 | if (force.IsFinite()) | ||
618 | { | ||
619 | if (pushforce) | ||
620 | { | ||
621 | AddChange(changes.Force, force * m_density / _parent_scene.ODE_STEPSIZE / 28f); | ||
622 | } | ||
623 | else | ||
624 | { | ||
625 | AddChange(changes.Velocity, force); | ||
626 | } | ||
627 | } | ||
628 | else | ||
629 | { | ||
630 | m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character"); | ||
631 | } | ||
632 | //m_lastUpdateSent = false; | ||
633 | } | ||
634 | |||
635 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
636 | { | ||
637 | |||
638 | } | ||
639 | |||
640 | public override void SetMomentum(Vector3 momentum) | ||
641 | { | ||
642 | } | ||
643 | |||
644 | |||
645 | // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access | ||
646 | // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only | ||
647 | // place that is safe to call this routine AvatarGeomAndBodyCreation. | ||
648 | private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) | ||
649 | { | ||
650 | _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); | ||
651 | if (CAPSULE_LENGTH <= 0) | ||
652 | { | ||
653 | m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
654 | CAPSULE_LENGTH = 0.01f; | ||
655 | |||
656 | } | ||
657 | |||
658 | if (CAPSULE_RADIUS <= 0) | ||
659 | { | ||
660 | m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
661 | CAPSULE_RADIUS = 0.01f; | ||
662 | |||
663 | } | ||
664 | Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
665 | |||
666 | d.GeomSetCategoryBits(Shell, (int)m_collisionCategories); | ||
667 | d.GeomSetCollideBits(Shell, (int)m_collisionFlags); | ||
668 | |||
669 | d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
670 | |||
671 | m_mass = ShellMass.mass; // update mass | ||
672 | |||
673 | // rescale PID parameters | ||
674 | PID_D = _parent_scene.avPIDD; | ||
675 | PID_P = _parent_scene.avPIDP; | ||
676 | |||
677 | // rescale PID parameters so that this aren't affected by mass | ||
678 | // and so don't get unstable for some masses | ||
679 | // also scale by ode time step so you don't need to refix them | ||
680 | |||
681 | PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps | ||
682 | PID_D *= m_mass / _parent_scene.ODE_STEPSIZE; | ||
683 | PID_P /= 50 * 80; | ||
684 | PID_P *= m_mass / _parent_scene.ODE_STEPSIZE; | ||
685 | |||
686 | Body = d.BodyCreate(_parent_scene.world); | ||
687 | |||
688 | d.BodySetAutoDisableFlag(Body, false); | ||
689 | d.BodySetPosition(Body, npositionX, npositionY, npositionZ); | ||
690 | |||
691 | _position.X = npositionX; | ||
692 | _position.Y = npositionY; | ||
693 | _position.Z = npositionZ; | ||
694 | |||
695 | d.BodySetMass(Body, ref ShellMass); | ||
696 | d.GeomSetBody(Shell, Body); | ||
697 | |||
698 | // The purpose of the AMotor here is to keep the avatar's physical | ||
699 | // surrogate from rotating while moving | ||
700 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
701 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
702 | |||
703 | d.JointSetAMotorMode(Amotor, 0); | ||
704 | d.JointSetAMotorNumAxes(Amotor, 3); | ||
705 | d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0); | ||
706 | d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0); | ||
707 | d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1); | ||
708 | |||
709 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
710 | d.JointSetAMotorAngle(Amotor, 1, 0); | ||
711 | d.JointSetAMotorAngle(Amotor, 2, 0); | ||
712 | |||
713 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD | ||
714 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f); | ||
715 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f); | ||
716 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f); | ||
717 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f); | ||
718 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f); | ||
719 | |||
720 | // These lowstops and high stops are effectively (no wiggle room) | ||
721 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f); | ||
722 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f); | ||
723 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f); | ||
724 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f); | ||
725 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f); | ||
726 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f); | ||
727 | |||
728 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0); | ||
729 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0); | ||
730 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0); | ||
731 | |||
732 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f); | ||
733 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f); | ||
734 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f); | ||
735 | } | ||
736 | |||
737 | /// <summary> | ||
738 | /// Destroys the avatar body and geom | ||
739 | |||
740 | private void AvatarGeomAndBodyDestroy() | ||
741 | { | ||
742 | // Kill the Amotor | ||
743 | if (Amotor != IntPtr.Zero) | ||
744 | { | ||
745 | d.JointDestroy(Amotor); | ||
746 | Amotor = IntPtr.Zero; | ||
747 | } | ||
748 | |||
749 | if (Body != IntPtr.Zero) | ||
750 | { | ||
751 | //kill the body | ||
752 | d.BodyDestroy(Body); | ||
753 | Body = IntPtr.Zero; | ||
754 | } | ||
755 | |||
756 | //kill the Geometry | ||
757 | if (Shell != IntPtr.Zero) | ||
758 | { | ||
759 | _parent_scene.geom_name_map.Remove(Shell); | ||
760 | _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); | ||
761 | d.GeomDestroy(Shell); | ||
762 | _parent_scene.geom_name_map.Remove(Shell); | ||
763 | Shell = IntPtr.Zero; | ||
764 | } | ||
765 | } | ||
766 | |||
767 | /// <summary> | ||
768 | /// Called from Simulate | ||
769 | /// This is the avatar's movement control + PID Controller | ||
770 | /// </summary> | ||
771 | /// <param name="timeStep"></param> | ||
772 | public void Move(float timeStep, List<OdeCharacter> defects) | ||
773 | { | ||
774 | // no lock; for now it's only called from within Simulate() | ||
775 | |||
776 | // If the PID Controller isn't active then we set our force | ||
777 | // calculating base velocity to the current position | ||
778 | |||
779 | if (Body == IntPtr.Zero) | ||
780 | return; | ||
781 | |||
782 | d.Vector3 dtmp; | ||
783 | d.BodyCopyPosition(Body, out dtmp); | ||
784 | Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
785 | |||
786 | // the Amotor still lets avatar rotation to drift during colisions | ||
787 | // so force it back to identity | ||
788 | |||
789 | d.Quaternion qtmp; | ||
790 | qtmp.W = 1; | ||
791 | qtmp.X = 0; | ||
792 | qtmp.Y = 0; | ||
793 | qtmp.Z = 0; | ||
794 | d.BodySetQuaternion(Body, ref qtmp); | ||
795 | |||
796 | if (m_pidControllerActive == false) | ||
797 | { | ||
798 | _zeroPosition = localpos; | ||
799 | } | ||
800 | //PidStatus = true; | ||
801 | |||
802 | |||
803 | if (!localpos.IsFinite()) | ||
804 | { | ||
805 | |||
806 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
807 | defects.Add(this); | ||
808 | // _parent_scene.RemoveCharacter(this); | ||
809 | |||
810 | // destroy avatar capsule and related ODE data | ||
811 | AvatarGeomAndBodyDestroy(); | ||
812 | |||
813 | return; | ||
814 | } | ||
815 | |||
816 | Vector3 vec = Vector3.Zero; | ||
817 | dtmp = d.BodyGetLinearVel(Body); | ||
818 | Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
819 | |||
820 | float movementdivisor = 1f; | ||
821 | //Ubit change divisions into multiplications below | ||
822 | if (!m_alwaysRun) | ||
823 | { | ||
824 | movementdivisor = 1 / walkDivisor; | ||
825 | } | ||
826 | else | ||
827 | { | ||
828 | movementdivisor = 1 / runDivisor; | ||
829 | } | ||
830 | |||
831 | // colide with land | ||
832 | |||
833 | d.AABB aabb; | ||
834 | d.GeomGetAABB(Shell, out aabb); | ||
835 | float chrminZ = aabb.MinZ; | ||
836 | |||
837 | Vector3 posch = localpos; | ||
838 | |||
839 | float ftmp; | ||
840 | |||
841 | if (flying) | ||
842 | { | ||
843 | ftmp = timeStep; | ||
844 | posch.X += vel.X * ftmp; | ||
845 | posch.Y += vel.Y * ftmp; | ||
846 | } | ||
847 | |||
848 | float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y); | ||
849 | if (chrminZ < terrainheight) | ||
850 | { | ||
851 | float depth = terrainheight - chrminZ; | ||
852 | if (!flying) | ||
853 | { | ||
854 | vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50; | ||
855 | } | ||
856 | else | ||
857 | vec.Z = depth * PID_P * 50; | ||
858 | |||
859 | /* | ||
860 | Vector3 vtmp; | ||
861 | vtmp.X = _target_velocity.X * timeStep; | ||
862 | vtmp.Y = _target_velocity.Y * timeStep; | ||
863 | // fake and avoid squares | ||
864 | float k = (Math.Abs(vtmp.X) + Math.Abs(vtmp.Y)); | ||
865 | if (k > 0) | ||
866 | { | ||
867 | posch.X += vtmp.X; | ||
868 | posch.Y += vtmp.Y; | ||
869 | terrainheight -= _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y); | ||
870 | k = 1 + Math.Abs(terrainheight) / k; | ||
871 | movementdivisor /= k; | ||
872 | |||
873 | if (k < 1) | ||
874 | k = 1; | ||
875 | } | ||
876 | */ | ||
877 | |||
878 | |||
879 | if (depth < 0.1f) | ||
880 | { | ||
881 | m_iscolliding = true; | ||
882 | m_colliderfilter = 2; | ||
883 | m_iscollidingGround = true; | ||
884 | |||
885 | ContactPoint contact = new ContactPoint(); | ||
886 | contact.PenetrationDepth = depth; | ||
887 | contact.Position.X = localpos.X; | ||
888 | contact.Position.Y = localpos.Y; | ||
889 | contact.Position.Z = chrminZ; | ||
890 | contact.SurfaceNormal.X = 0f; | ||
891 | contact.SurfaceNormal.Y = 0f; | ||
892 | contact.SurfaceNormal.Z = -1f; | ||
893 | AddCollisionEvent(0, contact); | ||
894 | |||
895 | vec.Z *= 0.5f; | ||
896 | } | ||
897 | |||
898 | else | ||
899 | m_iscollidingGround = false; | ||
900 | } | ||
901 | else | ||
902 | m_iscollidingGround = false; | ||
903 | |||
904 | |||
905 | // if velocity is zero, use position control; otherwise, velocity control | ||
906 | if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f | ||
907 | && m_iscolliding) | ||
908 | { | ||
909 | // keep track of where we stopped. No more slippin' & slidin' | ||
910 | if (!_zeroFlag) | ||
911 | { | ||
912 | _zeroFlag = true; | ||
913 | _zeroPosition = localpos; | ||
914 | } | ||
915 | if (m_pidControllerActive) | ||
916 | { | ||
917 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
918 | // react to the physics scene by moving it's position. | ||
919 | // Avatar to Avatar collisions | ||
920 | // Prim to avatar collisions | ||
921 | |||
922 | vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2); | ||
923 | vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2); | ||
924 | if (flying) | ||
925 | { | ||
926 | vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P; | ||
927 | } | ||
928 | } | ||
929 | //PidStatus = true; | ||
930 | } | ||
931 | else | ||
932 | { | ||
933 | m_pidControllerActive = true; | ||
934 | _zeroFlag = false; | ||
935 | |||
936 | if (m_iscolliding) | ||
937 | { | ||
938 | if (!flying) | ||
939 | { | ||
940 | if (_target_velocity.Z > 0.0f) | ||
941 | { | ||
942 | // We're colliding with something and we're not flying but we're moving | ||
943 | // This means we're walking or running. JUMPING | ||
944 | vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P; | ||
945 | } | ||
946 | // We're standing on something | ||
947 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D); | ||
948 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D); | ||
949 | } | ||
950 | else | ||
951 | { | ||
952 | // We're flying and colliding with something | ||
953 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f); | ||
954 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f); | ||
955 | vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); | ||
956 | } | ||
957 | } | ||
958 | else // ie not colliding | ||
959 | { | ||
960 | if (flying) //(!m_iscolliding && flying) | ||
961 | { | ||
962 | // we're in mid air suspended | ||
963 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f); | ||
964 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f); | ||
965 | vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); | ||
966 | } | ||
967 | |||
968 | else | ||
969 | { | ||
970 | // we're not colliding and we're not flying so that means we're falling! | ||
971 | // m_iscolliding includes collisions with the ground. | ||
972 | |||
973 | // d.Vector3 pos = d.BodyGetPosition(Body); | ||
974 | vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f; | ||
975 | vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f; | ||
976 | } | ||
977 | } | ||
978 | } | ||
979 | |||
980 | if (flying) | ||
981 | { | ||
982 | vec.Z -= _parent_scene.gravityz * m_mass; | ||
983 | |||
984 | //Added for auto fly height. Kitto Flora | ||
985 | float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset; | ||
986 | |||
987 | if (localpos.Z < target_altitude) | ||
988 | { | ||
989 | vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f; | ||
990 | } | ||
991 | // end add Kitto Flora | ||
992 | } | ||
993 | |||
994 | if (vec.IsFinite()) | ||
995 | { | ||
996 | if (vec.X != 0 || vec.Y !=0 || vec.Z !=0) | ||
997 | d.BodyAddForce(Body, vec.X, vec.Y, vec.Z); | ||
998 | } | ||
999 | else | ||
1000 | { | ||
1001 | m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()"); | ||
1002 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
1003 | defects.Add(this); | ||
1004 | // _parent_scene.RemoveCharacter(this); | ||
1005 | // destroy avatar capsule and related ODE data | ||
1006 | AvatarGeomAndBodyDestroy(); | ||
1007 | } | ||
1008 | } | ||
1009 | |||
1010 | /// <summary> | ||
1011 | /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence. | ||
1012 | /// </summary> | ||
1013 | public void UpdatePositionAndVelocity() | ||
1014 | { | ||
1015 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | ||
1016 | if (Body == IntPtr.Zero) | ||
1017 | return; | ||
1018 | |||
1019 | d.Vector3 vec; | ||
1020 | try | ||
1021 | { | ||
1022 | d.BodyCopyPosition(Body, out vec); | ||
1023 | } | ||
1024 | catch (NullReferenceException) | ||
1025 | { | ||
1026 | bad = true; | ||
1027 | _parent_scene.BadCharacter(this); | ||
1028 | vec = new d.Vector3(_position.X, _position.Y, _position.Z); | ||
1029 | base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem! | ||
1030 | m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid); | ||
1031 | } | ||
1032 | |||
1033 | _position.X = vec.X; | ||
1034 | _position.Y = vec.Y; | ||
1035 | _position.Z = vec.Z; | ||
1036 | |||
1037 | bool fixbody = false; | ||
1038 | |||
1039 | if (_position.X < 0.0f) | ||
1040 | { | ||
1041 | fixbody = true; | ||
1042 | _position.X = 0.1f; | ||
1043 | } | ||
1044 | else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f) | ||
1045 | { | ||
1046 | fixbody = true; | ||
1047 | _position.X = (int)_parent_scene.WorldExtents.X - 0.1f; | ||
1048 | } | ||
1049 | |||
1050 | if (_position.Y < 0.0f) | ||
1051 | { | ||
1052 | fixbody = true; | ||
1053 | _position.Y = 0.1f; | ||
1054 | } | ||
1055 | else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1) | ||
1056 | { | ||
1057 | fixbody = true; | ||
1058 | _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f; | ||
1059 | } | ||
1060 | |||
1061 | if (fixbody) | ||
1062 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
1063 | |||
1064 | // Did we move last? = zeroflag | ||
1065 | // This helps keep us from sliding all over | ||
1066 | /* | ||
1067 | if (_zeroFlag) | ||
1068 | { | ||
1069 | _velocity.X = 0.0f; | ||
1070 | _velocity.Y = 0.0f; | ||
1071 | _velocity.Z = 0.0f; | ||
1072 | |||
1073 | // Did we send out the 'stopped' message? | ||
1074 | if (!m_lastUpdateSent) | ||
1075 | { | ||
1076 | m_lastUpdateSent = true; | ||
1077 | base.RequestPhysicsterseUpdate(); | ||
1078 | } | ||
1079 | } | ||
1080 | else | ||
1081 | { | ||
1082 | m_lastUpdateSent = false; | ||
1083 | */ | ||
1084 | try | ||
1085 | { | ||
1086 | vec = d.BodyGetLinearVel(Body); | ||
1087 | } | ||
1088 | catch (NullReferenceException) | ||
1089 | { | ||
1090 | vec.X = _velocity.X; | ||
1091 | vec.Y = _velocity.Y; | ||
1092 | vec.Z = _velocity.Z; | ||
1093 | } | ||
1094 | _velocity.X = (vec.X); | ||
1095 | _velocity.Y = (vec.Y); | ||
1096 | _velocity.Z = (vec.Z); | ||
1097 | // } | ||
1098 | } | ||
1099 | |||
1100 | /// <summary> | ||
1101 | /// Cleanup the things we use in the scene. | ||
1102 | /// </summary> | ||
1103 | public void Destroy() | ||
1104 | { | ||
1105 | AddChange(changes.Remove, null); | ||
1106 | } | ||
1107 | |||
1108 | public override void CrossingFailure() | ||
1109 | { | ||
1110 | } | ||
1111 | |||
1112 | public override Vector3 PIDTarget { set { return; } } | ||
1113 | public override bool PIDActive { set { return; } } | ||
1114 | public override float PIDTau { set { return; } } | ||
1115 | |||
1116 | public override float PIDHoverHeight { set { return; } } | ||
1117 | public override bool PIDHoverActive { set { return; } } | ||
1118 | public override PIDHoverType PIDHoverType { set { return; } } | ||
1119 | public override float PIDHoverTau { set { return; } } | ||
1120 | |||
1121 | public override Quaternion APIDTarget { set { return; } } | ||
1122 | |||
1123 | public override bool APIDActive { set { return; } } | ||
1124 | |||
1125 | public override float APIDStrength { set { return; } } | ||
1126 | |||
1127 | public override float APIDDamping { set { return; } } | ||
1128 | |||
1129 | |||
1130 | public override void SubscribeEvents(int ms) | ||
1131 | { | ||
1132 | m_requestedUpdateFrequency = ms; | ||
1133 | m_eventsubscription = ms; | ||
1134 | _parent_scene.AddCollisionEventReporting(this); | ||
1135 | m_haseventsubscription = true; | ||
1136 | } | ||
1137 | |||
1138 | public override void UnSubscribeEvents() | ||
1139 | { | ||
1140 | m_haseventsubscription = false; | ||
1141 | _parent_scene.RemoveCollisionEventReporting(this); | ||
1142 | m_requestedUpdateFrequency = 0; | ||
1143 | m_eventsubscription = 0; | ||
1144 | } | ||
1145 | |||
1146 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||
1147 | { | ||
1148 | if (m_haseventsubscription) | ||
1149 | { | ||
1150 | // m_log.DebugFormat( | ||
1151 | // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact); | ||
1152 | |||
1153 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | ||
1154 | } | ||
1155 | } | ||
1156 | |||
1157 | public void SendCollisions() | ||
1158 | { | ||
1159 | if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency) | ||
1160 | { | ||
1161 | if (CollisionEventsThisFrame != null) | ||
1162 | { | ||
1163 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
1164 | } | ||
1165 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
1166 | m_eventsubscription = 0; | ||
1167 | } | ||
1168 | } | ||
1169 | |||
1170 | public override bool SubscribedEvents() | ||
1171 | { | ||
1172 | return m_haseventsubscription; | ||
1173 | } | ||
1174 | |||
1175 | private void changePhysicsStatus(bool NewStatus) | ||
1176 | { | ||
1177 | if (NewStatus != m_isPhysical) | ||
1178 | { | ||
1179 | if (NewStatus) | ||
1180 | { | ||
1181 | // Create avatar capsule and related ODE data | ||
1182 | if ((Shell != IntPtr.Zero)) | ||
1183 | { | ||
1184 | // a lost shell ? | ||
1185 | m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - " | ||
1186 | + (Shell != IntPtr.Zero ? "Shell " : "") | ||
1187 | + (Body != IntPtr.Zero ? "Body " : "") | ||
1188 | + (Amotor != IntPtr.Zero ? "Amotor " : "")); | ||
1189 | AvatarGeomAndBodyDestroy(); | ||
1190 | } | ||
1191 | |||
1192 | AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z); | ||
1193 | _parent_scene.geom_name_map[Shell] = m_name; | ||
1194 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
1195 | _parent_scene.AddCharacter(this); | ||
1196 | } | ||
1197 | else | ||
1198 | { | ||
1199 | _parent_scene.RemoveCharacter(this); | ||
1200 | // destroy avatar capsule and related ODE data | ||
1201 | AvatarGeomAndBodyDestroy(); | ||
1202 | } | ||
1203 | |||
1204 | m_isPhysical = NewStatus; | ||
1205 | } | ||
1206 | } | ||
1207 | |||
1208 | private void changeAdd() | ||
1209 | { | ||
1210 | changePhysicsStatus(true); | ||
1211 | } | ||
1212 | |||
1213 | private void changeRemove() | ||
1214 | { | ||
1215 | changePhysicsStatus(false); | ||
1216 | } | ||
1217 | |||
1218 | private void changeShape(PrimitiveBaseShape arg) | ||
1219 | { | ||
1220 | } | ||
1221 | |||
1222 | private void changeSize(Vector3 Size) | ||
1223 | { | ||
1224 | if (Size.IsFinite()) | ||
1225 | { | ||
1226 | float caplen = Size.Z; | ||
1227 | |||
1228 | caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f; | ||
1229 | |||
1230 | if (caplen != CAPSULE_LENGTH) | ||
1231 | { | ||
1232 | if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero) | ||
1233 | { | ||
1234 | AvatarGeomAndBodyDestroy(); | ||
1235 | |||
1236 | float prevCapsule = CAPSULE_LENGTH; | ||
1237 | CAPSULE_LENGTH = caplen; | ||
1238 | |||
1239 | AvatarGeomAndBodyCreation(_position.X, _position.Y, | ||
1240 | _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2)); | ||
1241 | |||
1242 | Velocity = Vector3.Zero; | ||
1243 | |||
1244 | _parent_scene.geom_name_map[Shell] = m_name; | ||
1245 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
1246 | } | ||
1247 | else | ||
1248 | { | ||
1249 | m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - " | ||
1250 | + (Shell == IntPtr.Zero ? "Shell " : "") | ||
1251 | + (Body == IntPtr.Zero ? "Body " : "") | ||
1252 | + (Amotor == IntPtr.Zero ? "Amotor " : "")); | ||
1253 | } | ||
1254 | } | ||
1255 | |||
1256 | m_pidControllerActive = true; | ||
1257 | } | ||
1258 | else | ||
1259 | { | ||
1260 | m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character"); | ||
1261 | } | ||
1262 | } | ||
1263 | |||
1264 | private void changePosition( Vector3 newPos) | ||
1265 | { | ||
1266 | if (Body != IntPtr.Zero) | ||
1267 | d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z); | ||
1268 | _position = newPos; | ||
1269 | } | ||
1270 | |||
1271 | private void changeOrientation(Quaternion newOri) | ||
1272 | { | ||
1273 | } | ||
1274 | |||
1275 | private void changeVelocity(Vector3 newVel) | ||
1276 | { | ||
1277 | m_pidControllerActive = true; | ||
1278 | _target_velocity = newVel; | ||
1279 | } | ||
1280 | |||
1281 | private void changeSetTorque(Vector3 newTorque) | ||
1282 | { | ||
1283 | } | ||
1284 | |||
1285 | private void changeAddForce(Vector3 newForce) | ||
1286 | { | ||
1287 | } | ||
1288 | |||
1289 | private void changeAddAngularForce(Vector3 arg) | ||
1290 | { | ||
1291 | } | ||
1292 | |||
1293 | private void changeAngularLock(Vector3 arg) | ||
1294 | { | ||
1295 | } | ||
1296 | |||
1297 | private void changeFloatOnWater(bool arg) | ||
1298 | { | ||
1299 | } | ||
1300 | |||
1301 | private void changeVolumedetetion(bool arg) | ||
1302 | { | ||
1303 | } | ||
1304 | |||
1305 | private void changeSelectedStatus(bool arg) | ||
1306 | { | ||
1307 | } | ||
1308 | |||
1309 | private void changeDisable(bool arg) | ||
1310 | { | ||
1311 | } | ||
1312 | |||
1313 | private void changeBuilding(bool arg) | ||
1314 | { | ||
1315 | } | ||
1316 | |||
1317 | private void changeForce(Vector3 newForce) | ||
1318 | { | ||
1319 | m_pidControllerActive = false; | ||
1320 | if (Body != IntPtr.Zero) | ||
1321 | { | ||
1322 | if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0) | ||
1323 | d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z); | ||
1324 | } | ||
1325 | } | ||
1326 | |||
1327 | private void donullchange() | ||
1328 | { | ||
1329 | } | ||
1330 | |||
1331 | public bool DoAChange(changes what, object arg) | ||
1332 | { | ||
1333 | if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove) | ||
1334 | { | ||
1335 | return false; | ||
1336 | } | ||
1337 | |||
1338 | // nasty switch | ||
1339 | switch (what) | ||
1340 | { | ||
1341 | case changes.Add: | ||
1342 | changeAdd(); | ||
1343 | break; | ||
1344 | case changes.Remove: | ||
1345 | changeRemove(); | ||
1346 | break; | ||
1347 | |||
1348 | case changes.Position: | ||
1349 | changePosition((Vector3)arg); | ||
1350 | break; | ||
1351 | |||
1352 | case changes.Orientation: | ||
1353 | changeOrientation((Quaternion)arg); | ||
1354 | break; | ||
1355 | |||
1356 | case changes.PosOffset: | ||
1357 | donullchange(); | ||
1358 | break; | ||
1359 | |||
1360 | case changes.OriOffset: | ||
1361 | donullchange(); | ||
1362 | break; | ||
1363 | |||
1364 | case changes.Velocity: | ||
1365 | changeVelocity((Vector3)arg); | ||
1366 | break; | ||
1367 | |||
1368 | // case changes.Acceleration: | ||
1369 | // changeacceleration((Vector3)arg); | ||
1370 | // break; | ||
1371 | // case changes.AngVelocity: | ||
1372 | // changeangvelocity((Vector3)arg); | ||
1373 | // break; | ||
1374 | |||
1375 | case changes.Force: | ||
1376 | changeForce((Vector3)arg); | ||
1377 | break; | ||
1378 | |||
1379 | case changes.Torque: | ||
1380 | changeSetTorque((Vector3)arg); | ||
1381 | break; | ||
1382 | |||
1383 | case changes.AddForce: | ||
1384 | changeAddForce((Vector3)arg); | ||
1385 | break; | ||
1386 | |||
1387 | case changes.AddAngForce: | ||
1388 | changeAddAngularForce((Vector3)arg); | ||
1389 | break; | ||
1390 | |||
1391 | case changes.AngLock: | ||
1392 | changeAngularLock((Vector3)arg); | ||
1393 | break; | ||
1394 | |||
1395 | case changes.Size: | ||
1396 | changeSize((Vector3)arg); | ||
1397 | break; | ||
1398 | /* not in use for now | ||
1399 | case changes.Shape: | ||
1400 | changeShape((PrimitiveBaseShape)arg); | ||
1401 | break; | ||
1402 | |||
1403 | case changes.CollidesWater: | ||
1404 | changeFloatOnWater((bool)arg); | ||
1405 | break; | ||
1406 | |||
1407 | case changes.VolumeDtc: | ||
1408 | changeVolumedetetion((bool)arg); | ||
1409 | break; | ||
1410 | |||
1411 | case changes.Physical: | ||
1412 | changePhysicsStatus((bool)arg); | ||
1413 | break; | ||
1414 | |||
1415 | case changes.Selected: | ||
1416 | changeSelectedStatus((bool)arg); | ||
1417 | break; | ||
1418 | |||
1419 | case changes.disabled: | ||
1420 | changeDisable((bool)arg); | ||
1421 | break; | ||
1422 | |||
1423 | case changes.building: | ||
1424 | changeBuilding((bool)arg); | ||
1425 | break; | ||
1426 | */ | ||
1427 | case changes.Null: | ||
1428 | donullchange(); | ||
1429 | break; | ||
1430 | |||
1431 | default: | ||
1432 | donullchange(); | ||
1433 | break; | ||
1434 | } | ||
1435 | return false; | ||
1436 | } | ||
1437 | |||
1438 | public void AddChange(changes what, object arg) | ||
1439 | { | ||
1440 | _parent_scene.AddChange((PhysicsActor)this, what, arg); | ||
1441 | } | ||
1442 | |||
1443 | |||
1444 | internal void AddCollisionFrameTime(int p) | ||
1445 | { | ||
1446 | // protect it from overflow crashing | ||
1447 | if (m_eventsubscription + p >= int.MaxValue) | ||
1448 | m_eventsubscription = 0; | ||
1449 | m_eventsubscription += p; | ||
1450 | } | ||
1451 | } | ||
1452 | } | ||
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs new file mode 100644 index 0000000..dcd02e2 --- /dev/null +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs | |||
@@ -0,0 +1,997 @@ | |||
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 | /* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces | ||
29 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: | ||
30 | * ODEPrim.cs contains methods dealing with Prim editing, Prim | ||
31 | * characteristics and Kinetic motion. | ||
32 | * ODEDynamics.cs contains methods dealing with Prim Physical motion | ||
33 | * (dynamics) and the associated settings. Old Linear and angular | ||
34 | * motors for dynamic motion have been replace with MoveLinear() | ||
35 | * and MoveAngular(); 'Physical' is used only to switch ODE dynamic | ||
36 | * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to | ||
37 | * switch between 'VEHICLE' parameter use and general dynamics | ||
38 | * settings use. | ||
39 | */ | ||
40 | |||
41 | // Extensive change Ubit 2012 | ||
42 | |||
43 | using System; | ||
44 | using System.Collections.Generic; | ||
45 | using System.Reflection; | ||
46 | using System.Runtime.InteropServices; | ||
47 | using log4net; | ||
48 | using OpenMetaverse; | ||
49 | using OdeAPI; | ||
50 | using OpenSim.Framework; | ||
51 | using OpenSim.Region.Physics.Manager; | ||
52 | |||
53 | namespace OpenSim.Region.Physics.OdePlugin | ||
54 | { | ||
55 | public class ODEDynamics | ||
56 | { | ||
57 | public Vehicle Type | ||
58 | { | ||
59 | get { return m_type; } | ||
60 | } | ||
61 | |||
62 | private OdePrim rootPrim; | ||
63 | private OdeScene _pParentScene; | ||
64 | |||
65 | // Vehicle properties | ||
66 | private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier | ||
67 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ? | ||
68 | |||
69 | private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind | ||
70 | |||
71 | private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings: | ||
72 | // HOVER_TERRAIN_ONLY | ||
73 | // HOVER_GLOBAL_HEIGHT | ||
74 | // NO_DEFLECTION_UP | ||
75 | // HOVER_WATER_ONLY | ||
76 | // HOVER_UP_ONLY | ||
77 | // LIMIT_MOTOR_UP | ||
78 | // LIMIT_ROLL_ONLY | ||
79 | private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl | ||
80 | |||
81 | // Linear properties | ||
82 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | ||
83 | private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
84 | private float m_linearMotorDecayTimescale = 120; | ||
85 | private float m_linearMotorTimescale = 1000; | ||
86 | private Vector3 m_linearMotorOffset = Vector3.Zero; | ||
87 | |||
88 | //Angular properties | ||
89 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | ||
90 | private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate | ||
91 | private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate | ||
92 | private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate | ||
93 | |||
94 | //Deflection properties | ||
95 | private float m_angularDeflectionEfficiency = 0; | ||
96 | private float m_angularDeflectionTimescale = 1000; | ||
97 | private float m_linearDeflectionEfficiency = 0; | ||
98 | private float m_linearDeflectionTimescale = 1000; | ||
99 | |||
100 | //Banking properties | ||
101 | private float m_bankingEfficiency = 0; | ||
102 | private float m_bankingMix = 0; | ||
103 | private float m_bankingTimescale = 1000; | ||
104 | |||
105 | //Hover and Buoyancy properties | ||
106 | private float m_VhoverHeight = 0f; | ||
107 | private float m_VhoverEfficiency = 0f; | ||
108 | private float m_VhoverTimescale = 1000f; | ||
109 | private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. | ||
110 | // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) | ||
111 | // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. | ||
112 | // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. | ||
113 | |||
114 | //Attractor properties | ||
115 | private float m_verticalAttractionEfficiency = 1.0f; // damped | ||
116 | private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor. | ||
117 | |||
118 | |||
119 | // auxiliar | ||
120 | private float m_lmEfect = 0; // current linear motor eficiency | ||
121 | private float m_amEfect = 0; // current angular motor eficiency | ||
122 | private float m_ffactor = 1.0f; | ||
123 | |||
124 | public float FrictionFactor | ||
125 | { | ||
126 | get | ||
127 | { | ||
128 | return m_ffactor; | ||
129 | } | ||
130 | } | ||
131 | |||
132 | public ODEDynamics(OdePrim rootp) | ||
133 | { | ||
134 | rootPrim = rootp; | ||
135 | _pParentScene = rootPrim._parent_scene; | ||
136 | } | ||
137 | |||
138 | public void DoSetVehicle(VehicleData vd) | ||
139 | { | ||
140 | |||
141 | float timestep = _pParentScene.ODE_STEPSIZE; | ||
142 | float invtimestep = 1.0f / timestep; | ||
143 | |||
144 | m_type = vd.m_type; | ||
145 | m_flags = vd.m_flags; | ||
146 | |||
147 | // Linear properties | ||
148 | m_linearMotorDirection = vd.m_linearMotorDirection; | ||
149 | |||
150 | m_linearFrictionTimescale = vd.m_linearFrictionTimescale; | ||
151 | if (m_linearFrictionTimescale.X < timestep) m_linearFrictionTimescale.X = timestep; | ||
152 | if (m_linearFrictionTimescale.Y < timestep) m_linearFrictionTimescale.Y = timestep; | ||
153 | if (m_linearFrictionTimescale.Z < timestep) m_linearFrictionTimescale.Z = timestep; | ||
154 | |||
155 | m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale; | ||
156 | if (m_linearMotorDecayTimescale < timestep) m_linearMotorDecayTimescale = timestep; | ||
157 | m_linearMotorDecayTimescale *= invtimestep; | ||
158 | |||
159 | m_linearMotorTimescale = vd.m_linearMotorTimescale; | ||
160 | if (m_linearMotorTimescale < timestep) m_linearMotorTimescale = timestep; | ||
161 | |||
162 | |||
163 | m_linearMotorOffset = vd.m_linearMotorOffset; | ||
164 | |||
165 | //Angular properties | ||
166 | m_angularMotorDirection = vd.m_angularMotorDirection; | ||
167 | m_angularMotorTimescale = vd.m_angularMotorTimescale; | ||
168 | if (m_angularMotorTimescale < timestep) m_angularMotorTimescale = timestep; | ||
169 | |||
170 | m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale; | ||
171 | if (m_angularMotorDecayTimescale < timestep) m_angularMotorDecayTimescale = timestep; | ||
172 | m_angularMotorDecayTimescale *= invtimestep; | ||
173 | |||
174 | m_angularFrictionTimescale = vd.m_angularFrictionTimescale; | ||
175 | if (m_angularFrictionTimescale.X < timestep) m_angularFrictionTimescale.X = timestep; | ||
176 | if (m_angularFrictionTimescale.Y < timestep) m_angularFrictionTimescale.Y = timestep; | ||
177 | if (m_angularFrictionTimescale.Z < timestep) m_angularFrictionTimescale.Z = timestep; | ||
178 | |||
179 | //Deflection properties | ||
180 | m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency; | ||
181 | m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale; | ||
182 | if (m_angularDeflectionTimescale < timestep) m_angularDeflectionTimescale = timestep; | ||
183 | |||
184 | m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency; | ||
185 | m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale; | ||
186 | if (m_linearDeflectionTimescale < timestep) m_linearDeflectionTimescale = timestep; | ||
187 | |||
188 | //Banking properties | ||
189 | m_bankingEfficiency = vd.m_bankingEfficiency; | ||
190 | m_bankingMix = vd.m_bankingMix; | ||
191 | m_bankingTimescale = vd.m_bankingTimescale; | ||
192 | if (m_bankingTimescale < timestep) m_bankingTimescale = timestep; | ||
193 | |||
194 | //Hover and Buoyancy properties | ||
195 | m_VhoverHeight = vd.m_VhoverHeight; | ||
196 | m_VhoverEfficiency = vd.m_VhoverEfficiency; | ||
197 | m_VhoverTimescale = vd.m_VhoverTimescale; | ||
198 | if (m_VhoverTimescale < timestep) m_VhoverTimescale = timestep; | ||
199 | |||
200 | m_VehicleBuoyancy = vd.m_VehicleBuoyancy; | ||
201 | |||
202 | //Attractor properties | ||
203 | m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency; | ||
204 | m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale; | ||
205 | if (m_verticalAttractionTimescale < timestep) m_verticalAttractionTimescale = timestep; | ||
206 | |||
207 | // Axis | ||
208 | m_referenceFrame = vd.m_referenceFrame; | ||
209 | |||
210 | m_lmEfect = 0; | ||
211 | m_amEfect = 0; | ||
212 | m_ffactor = 1.0f; | ||
213 | } | ||
214 | |||
215 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | ||
216 | { | ||
217 | float len; | ||
218 | float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE; | ||
219 | float timestep = _pParentScene.ODE_STEPSIZE; | ||
220 | |||
221 | switch (pParam) | ||
222 | { | ||
223 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | ||
224 | if (pValue < 0f) pValue = 0f; | ||
225 | if (pValue > 1f) pValue = 1f; | ||
226 | m_angularDeflectionEfficiency = pValue; | ||
227 | break; | ||
228 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | ||
229 | if (pValue < timestep) pValue = timestep; | ||
230 | m_angularDeflectionTimescale = pValue; | ||
231 | break; | ||
232 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | ||
233 | if (pValue < timestep) pValue = timestep; | ||
234 | // try to make impulses to work a bit better | ||
235 | // if (pValue < 0.5f) pValue = 0.5f; | ||
236 | else if (pValue > 120) pValue = 120; | ||
237 | m_angularMotorDecayTimescale = pValue * invtimestep; | ||
238 | break; | ||
239 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | ||
240 | if (pValue < timestep) pValue = timestep; | ||
241 | m_angularMotorTimescale = pValue; | ||
242 | break; | ||
243 | case Vehicle.BANKING_EFFICIENCY: | ||
244 | if (pValue < -1f) pValue = -1f; | ||
245 | if (pValue > 1f) pValue = 1f; | ||
246 | m_bankingEfficiency = pValue; | ||
247 | break; | ||
248 | case Vehicle.BANKING_MIX: | ||
249 | if (pValue < 0f) pValue = 0f; | ||
250 | if (pValue > 1f) pValue = 1f; | ||
251 | m_bankingMix = pValue; | ||
252 | break; | ||
253 | case Vehicle.BANKING_TIMESCALE: | ||
254 | if (pValue < timestep) pValue = timestep; | ||
255 | m_bankingTimescale = pValue; | ||
256 | break; | ||
257 | case Vehicle.BUOYANCY: | ||
258 | if (pValue < -1f) pValue = -1f; | ||
259 | if (pValue > 1f) pValue = 1f; | ||
260 | m_VehicleBuoyancy = pValue; | ||
261 | break; | ||
262 | case Vehicle.HOVER_EFFICIENCY: | ||
263 | if (pValue < 0f) pValue = 0f; | ||
264 | if (pValue > 1f) pValue = 1f; | ||
265 | m_VhoverEfficiency = pValue; | ||
266 | break; | ||
267 | case Vehicle.HOVER_HEIGHT: | ||
268 | m_VhoverHeight = pValue; | ||
269 | break; | ||
270 | case Vehicle.HOVER_TIMESCALE: | ||
271 | if (pValue < timestep) pValue = timestep; | ||
272 | m_VhoverTimescale = pValue; | ||
273 | break; | ||
274 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | ||
275 | if (pValue < 0f) pValue = 0f; | ||
276 | if (pValue > 1f) pValue = 1f; | ||
277 | m_linearDeflectionEfficiency = pValue; | ||
278 | break; | ||
279 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | ||
280 | if (pValue < timestep) pValue = timestep; | ||
281 | m_linearDeflectionTimescale = pValue; | ||
282 | break; | ||
283 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | ||
284 | if (pValue < timestep) pValue = timestep; | ||
285 | // try to make impulses to work a bit better | ||
286 | //if (pValue < 0.5f) pValue = 0.5f; | ||
287 | else if (pValue > 120) pValue = 120; | ||
288 | m_linearMotorDecayTimescale = pValue * invtimestep; | ||
289 | break; | ||
290 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | ||
291 | if (pValue < timestep) pValue = timestep; | ||
292 | m_linearMotorTimescale = pValue; | ||
293 | break; | ||
294 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | ||
295 | if (pValue < 0f) pValue = 0f; | ||
296 | if (pValue > 1f) pValue = 1f; | ||
297 | m_verticalAttractionEfficiency = pValue; | ||
298 | break; | ||
299 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | ||
300 | if (pValue < timestep) pValue = timestep; | ||
301 | m_verticalAttractionTimescale = pValue; | ||
302 | break; | ||
303 | |||
304 | // These are vector properties but the engine lets you use a single float value to | ||
305 | // set all of the components to the same value | ||
306 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
307 | if (pValue < timestep) pValue = timestep; | ||
308 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
309 | break; | ||
310 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
311 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | ||
312 | len = m_angularMotorDirection.Length(); | ||
313 | if (len > 12.566f) | ||
314 | m_angularMotorDirection *= (12.566f / len); | ||
315 | m_amEfect = 1.0f; // turn it on | ||
316 | if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body) | ||
317 | && !rootPrim.m_isSelected && !rootPrim.m_disabled) | ||
318 | d.BodyEnable(rootPrim.Body); | ||
319 | break; | ||
320 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
321 | if (pValue < timestep) pValue = timestep; | ||
322 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
323 | break; | ||
324 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
325 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | ||
326 | len = m_linearMotorDirection.Length(); | ||
327 | if (len > 30.0f) | ||
328 | m_linearMotorDirection *= (30.0f / len); | ||
329 | m_lmEfect = 1.0f; // turn it on | ||
330 | m_ffactor = 0.01f; | ||
331 | if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body) | ||
332 | && !rootPrim.m_isSelected && !rootPrim.m_disabled) | ||
333 | d.BodyEnable(rootPrim.Body); | ||
334 | break; | ||
335 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
336 | m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | ||
337 | len = m_linearMotorOffset.Length(); | ||
338 | if (len > 100.0f) | ||
339 | m_linearMotorOffset *= (100.0f / len); | ||
340 | break; | ||
341 | } | ||
342 | }//end ProcessFloatVehicleParam | ||
343 | |||
344 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) | ||
345 | { | ||
346 | float len; | ||
347 | float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE; | ||
348 | float timestep = _pParentScene.ODE_STEPSIZE; | ||
349 | switch (pParam) | ||
350 | { | ||
351 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
352 | if (pValue.X < timestep) pValue.X = timestep; | ||
353 | if (pValue.Y < timestep) pValue.Y = timestep; | ||
354 | if (pValue.Z < timestep) pValue.Z = timestep; | ||
355 | |||
356 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
357 | break; | ||
358 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
359 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
360 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | ||
361 | len = m_angularMotorDirection.Length(); | ||
362 | if (len > 12.566f) | ||
363 | m_angularMotorDirection *= (12.566f / len); | ||
364 | m_amEfect = 1.0f; // turn it on | ||
365 | if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body) | ||
366 | && !rootPrim.m_isSelected && !rootPrim.m_disabled) | ||
367 | d.BodyEnable(rootPrim.Body); | ||
368 | break; | ||
369 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
370 | if (pValue.X < timestep) pValue.X = timestep; | ||
371 | if (pValue.Y < timestep) pValue.Y = timestep; | ||
372 | if (pValue.Z < timestep) pValue.Z = timestep; | ||
373 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
374 | break; | ||
375 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
376 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
377 | len = m_linearMotorDirection.Length(); | ||
378 | if (len > 30.0f) | ||
379 | m_linearMotorDirection *= (30.0f / len); | ||
380 | m_lmEfect = 1.0f; // turn it on | ||
381 | m_ffactor = 0.01f; | ||
382 | if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body) | ||
383 | && !rootPrim.m_isSelected && !rootPrim.m_disabled) | ||
384 | d.BodyEnable(rootPrim.Body); | ||
385 | break; | ||
386 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
387 | m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
388 | len = m_linearMotorOffset.Length(); | ||
389 | if (len > 100.0f) | ||
390 | m_linearMotorOffset *= (100.0f / len); | ||
391 | break; | ||
392 | case Vehicle.BLOCK_EXIT: | ||
393 | m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
394 | break; | ||
395 | } | ||
396 | }//end ProcessVectorVehicleParam | ||
397 | |||
398 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | ||
399 | { | ||
400 | switch (pParam) | ||
401 | { | ||
402 | case Vehicle.REFERENCE_FRAME: | ||
403 | m_referenceFrame = Quaternion.Inverse(pValue); | ||
404 | break; | ||
405 | case Vehicle.ROLL_FRAME: | ||
406 | m_RollreferenceFrame = pValue; | ||
407 | break; | ||
408 | } | ||
409 | }//end ProcessRotationVehicleParam | ||
410 | |||
411 | internal void ProcessVehicleFlags(int pParam, bool remove) | ||
412 | { | ||
413 | if (remove) | ||
414 | { | ||
415 | m_flags &= ~((VehicleFlag)pParam); | ||
416 | } | ||
417 | else | ||
418 | { | ||
419 | m_flags |= (VehicleFlag)pParam; | ||
420 | } | ||
421 | }//end ProcessVehicleFlags | ||
422 | |||
423 | internal void ProcessTypeChange(Vehicle pType) | ||
424 | { | ||
425 | float invtimestep = _pParentScene.ODE_STEPSIZE; | ||
426 | m_lmEfect = 0; | ||
427 | m_amEfect = 0; | ||
428 | m_ffactor = 1f; | ||
429 | |||
430 | m_linearMotorDirection = Vector3.Zero; | ||
431 | m_angularMotorDirection = Vector3.Zero; | ||
432 | |||
433 | m_BlockingEndPoint = Vector3.Zero; | ||
434 | m_RollreferenceFrame = Quaternion.Identity; | ||
435 | m_linearMotorOffset = Vector3.Zero; | ||
436 | |||
437 | m_referenceFrame = Quaternion.Identity; | ||
438 | |||
439 | // Set Defaults For Type | ||
440 | m_type = pType; | ||
441 | switch (pType) | ||
442 | { | ||
443 | case Vehicle.TYPE_NONE: | ||
444 | m_linearFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
445 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
446 | m_linearMotorTimescale = 1000; | ||
447 | m_linearMotorDecayTimescale = 120 * invtimestep; | ||
448 | m_angularMotorTimescale = 1000; | ||
449 | m_angularMotorDecayTimescale = 1000 * invtimestep; | ||
450 | m_VhoverHeight = 0; | ||
451 | m_VhoverEfficiency = 1; | ||
452 | m_VhoverTimescale = 1000; | ||
453 | m_VehicleBuoyancy = 0; | ||
454 | m_linearDeflectionEfficiency = 0; | ||
455 | m_linearDeflectionTimescale = 1000; | ||
456 | m_angularDeflectionEfficiency = 0; | ||
457 | m_angularDeflectionTimescale = 1000; | ||
458 | m_bankingEfficiency = 0; | ||
459 | m_bankingMix = 1; | ||
460 | m_bankingTimescale = 1000; | ||
461 | m_verticalAttractionEfficiency = 0; | ||
462 | m_verticalAttractionTimescale = 1000; | ||
463 | |||
464 | m_flags = (VehicleFlag)0; | ||
465 | break; | ||
466 | |||
467 | case Vehicle.TYPE_SLED: | ||
468 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
469 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
470 | m_linearMotorTimescale = 1000; | ||
471 | m_linearMotorDecayTimescale = 120 * invtimestep; | ||
472 | m_angularMotorTimescale = 1000; | ||
473 | m_angularMotorDecayTimescale = 120 * invtimestep; | ||
474 | m_VhoverHeight = 0; | ||
475 | m_VhoverEfficiency = 1; | ||
476 | m_VhoverTimescale = 10; | ||
477 | m_VehicleBuoyancy = 0; | ||
478 | m_linearDeflectionEfficiency = 1; | ||
479 | m_linearDeflectionTimescale = 1; | ||
480 | m_angularDeflectionEfficiency = 0; | ||
481 | m_angularDeflectionTimescale = 1000; | ||
482 | m_bankingEfficiency = 0; | ||
483 | m_bankingMix = 1; | ||
484 | m_bankingTimescale = 10; | ||
485 | m_flags &= | ||
486 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
487 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | ||
488 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
489 | break; | ||
490 | case Vehicle.TYPE_CAR: | ||
491 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
492 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
493 | m_linearMotorTimescale = 1; | ||
494 | m_linearMotorDecayTimescale = 60 * invtimestep; | ||
495 | m_angularMotorTimescale = 1; | ||
496 | m_angularMotorDecayTimescale = 0.8f * invtimestep; | ||
497 | m_VhoverHeight = 0; | ||
498 | m_VhoverEfficiency = 0; | ||
499 | m_VhoverTimescale = 1000; | ||
500 | m_VehicleBuoyancy = 0; | ||
501 | m_linearDeflectionEfficiency = 1; | ||
502 | m_linearDeflectionTimescale = 2; | ||
503 | m_angularDeflectionEfficiency = 0; | ||
504 | m_angularDeflectionTimescale = 10; | ||
505 | m_verticalAttractionEfficiency = 1f; | ||
506 | m_verticalAttractionTimescale = 10f; | ||
507 | m_bankingEfficiency = -0.2f; | ||
508 | m_bankingMix = 1; | ||
509 | m_bankingTimescale = 1; | ||
510 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
511 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | | ||
512 | VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY); | ||
513 | break; | ||
514 | case Vehicle.TYPE_BOAT: | ||
515 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
516 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
517 | m_linearMotorTimescale = 5; | ||
518 | m_linearMotorDecayTimescale = 60 * invtimestep; | ||
519 | m_angularMotorTimescale = 4; | ||
520 | m_angularMotorDecayTimescale = 4 * invtimestep; | ||
521 | m_VhoverHeight = 0; | ||
522 | m_VhoverEfficiency = 0.5f; | ||
523 | m_VhoverTimescale = 2; | ||
524 | m_VehicleBuoyancy = 1; | ||
525 | m_linearDeflectionEfficiency = 0.5f; | ||
526 | m_linearDeflectionTimescale = 3; | ||
527 | m_angularDeflectionEfficiency = 0.5f; | ||
528 | m_angularDeflectionTimescale = 5; | ||
529 | m_verticalAttractionEfficiency = 0.5f; | ||
530 | m_verticalAttractionTimescale = 5f; | ||
531 | m_bankingEfficiency = -0.3f; | ||
532 | m_bankingMix = 0.8f; | ||
533 | m_bankingTimescale = 1; | ||
534 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | | ||
535 | VehicleFlag.HOVER_GLOBAL_HEIGHT | | ||
536 | VehicleFlag.HOVER_UP_ONLY | | ||
537 | VehicleFlag.LIMIT_ROLL_ONLY); | ||
538 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | | ||
539 | VehicleFlag.LIMIT_MOTOR_UP | | ||
540 | VehicleFlag.HOVER_WATER_ONLY); | ||
541 | break; | ||
542 | case Vehicle.TYPE_AIRPLANE: | ||
543 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
544 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
545 | m_linearMotorTimescale = 2; | ||
546 | m_linearMotorDecayTimescale = 60 * invtimestep; | ||
547 | m_angularMotorTimescale = 4; | ||
548 | m_angularMotorDecayTimescale = 8 * invtimestep; | ||
549 | m_VhoverHeight = 0; | ||
550 | m_VhoverEfficiency = 0.5f; | ||
551 | m_VhoverTimescale = 1000; | ||
552 | m_VehicleBuoyancy = 0; | ||
553 | m_linearDeflectionEfficiency = 0.5f; | ||
554 | m_linearDeflectionTimescale = 0.5f; | ||
555 | m_angularDeflectionEfficiency = 1; | ||
556 | m_angularDeflectionTimescale = 2; | ||
557 | m_verticalAttractionEfficiency = 0.9f; | ||
558 | m_verticalAttractionTimescale = 2f; | ||
559 | m_bankingEfficiency = 1; | ||
560 | m_bankingMix = 0.7f; | ||
561 | m_bankingTimescale = 2; | ||
562 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | | ||
563 | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
564 | VehicleFlag.HOVER_GLOBAL_HEIGHT | | ||
565 | VehicleFlag.HOVER_UP_ONLY | | ||
566 | VehicleFlag.NO_DEFLECTION_UP | | ||
567 | VehicleFlag.LIMIT_MOTOR_UP); | ||
568 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | ||
569 | break; | ||
570 | case Vehicle.TYPE_BALLOON: | ||
571 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
572 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
573 | m_linearMotorTimescale = 5; | ||
574 | m_linearMotorDecayTimescale = 60 * invtimestep; | ||
575 | m_angularMotorTimescale = 6; | ||
576 | m_angularMotorDecayTimescale = 10 * invtimestep; | ||
577 | m_VhoverHeight = 5; | ||
578 | m_VhoverEfficiency = 0.8f; | ||
579 | m_VhoverTimescale = 10; | ||
580 | m_VehicleBuoyancy = 1; | ||
581 | m_linearDeflectionEfficiency = 0; | ||
582 | m_linearDeflectionTimescale = 5 * invtimestep; | ||
583 | m_angularDeflectionEfficiency = 0; | ||
584 | m_angularDeflectionTimescale = 5; | ||
585 | m_verticalAttractionEfficiency = 0f; | ||
586 | m_verticalAttractionTimescale = 1000f; | ||
587 | m_bankingEfficiency = 0; | ||
588 | m_bankingMix = 0.7f; | ||
589 | m_bankingTimescale = 5; | ||
590 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | | ||
591 | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
592 | VehicleFlag.HOVER_UP_ONLY | | ||
593 | VehicleFlag.NO_DEFLECTION_UP | | ||
594 | VehicleFlag.LIMIT_MOTOR_UP); | ||
595 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | | ||
596 | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
597 | break; | ||
598 | } | ||
599 | |||
600 | }//end SetDefaultsForType | ||
601 | |||
602 | internal void Stop() | ||
603 | { | ||
604 | m_lmEfect = 0; | ||
605 | m_amEfect = 0; | ||
606 | m_ffactor = 1f; | ||
607 | } | ||
608 | |||
609 | public static Vector3 Xrot(Quaternion rot) | ||
610 | { | ||
611 | Vector3 vec; | ||
612 | rot.Normalize(); // just in case | ||
613 | vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1; | ||
614 | vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W); | ||
615 | vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W); | ||
616 | return vec; | ||
617 | } | ||
618 | |||
619 | public static Vector3 Zrot(Quaternion rot) | ||
620 | { | ||
621 | Vector3 vec; | ||
622 | rot.Normalize(); // just in case | ||
623 | vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W); | ||
624 | vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W); | ||
625 | vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1; | ||
626 | |||
627 | return vec; | ||
628 | } | ||
629 | |||
630 | private const float pi = (float)Math.PI; | ||
631 | private const float halfpi = 0.5f * (float)Math.PI; | ||
632 | |||
633 | public static Vector3 ubitRot2Euler(Quaternion rot) | ||
634 | { | ||
635 | // returns roll in X | ||
636 | // pitch in Y | ||
637 | // yaw in Z | ||
638 | Vector3 vec; | ||
639 | |||
640 | // assuming rot is normalised | ||
641 | // rot.Normalize(); | ||
642 | |||
643 | float zX = rot.X * rot.Z + rot.Y * rot.W; | ||
644 | |||
645 | if (zX < -0.49999f) | ||
646 | { | ||
647 | vec.X = 0; | ||
648 | vec.Y = -halfpi; | ||
649 | vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W)); | ||
650 | } | ||
651 | else if (zX > 0.49999f) | ||
652 | { | ||
653 | vec.X = 0; | ||
654 | vec.Y = halfpi; | ||
655 | vec.Z = (float)(2d * Math.Atan(rot.X / rot.W)); | ||
656 | } | ||
657 | else | ||
658 | { | ||
659 | vec.Y = (float)Math.Asin(2 * zX); | ||
660 | |||
661 | float sqw = rot.W * rot.W; | ||
662 | |||
663 | float minuszY = rot.X * rot.W - rot.Y * rot.Z; | ||
664 | float zZ = rot.Z * rot.Z + sqw - 0.5f; | ||
665 | |||
666 | vec.X = (float)Math.Atan2(minuszY, zZ); | ||
667 | |||
668 | float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?) | ||
669 | float yY = rot.X * rot.X + sqw - 0.5f; | ||
670 | vec.Z = (float)Math.Atan2(yX, yY); | ||
671 | } | ||
672 | return vec; | ||
673 | } | ||
674 | |||
675 | public static void GetRollPitch(Quaternion rot, out float roll, out float pitch) | ||
676 | { | ||
677 | // assuming rot is normalised | ||
678 | // rot.Normalize(); | ||
679 | |||
680 | float zX = rot.X * rot.Z + rot.Y * rot.W; | ||
681 | |||
682 | if (zX < -0.49999f) | ||
683 | { | ||
684 | roll = 0; | ||
685 | pitch = -halfpi; | ||
686 | } | ||
687 | else if (zX > 0.49999f) | ||
688 | { | ||
689 | roll = 0; | ||
690 | pitch = halfpi; | ||
691 | } | ||
692 | else | ||
693 | { | ||
694 | pitch = (float)Math.Asin(2 * zX); | ||
695 | |||
696 | float minuszY = rot.X * rot.W - rot.Y * rot.Z; | ||
697 | float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f; | ||
698 | |||
699 | roll = (float)Math.Atan2(minuszY, zZ); | ||
700 | } | ||
701 | return ; | ||
702 | } | ||
703 | |||
704 | internal void Step()//float pTimestep) | ||
705 | { | ||
706 | IntPtr Body = rootPrim.Body; | ||
707 | |||
708 | d.Quaternion rot = d.BodyGetQuaternion(Body); | ||
709 | Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object | ||
710 | Quaternion rotq = objrotq; // rotq = rotation of object | ||
711 | rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame | ||
712 | Quaternion irotq = Quaternion.Inverse(rotq); | ||
713 | |||
714 | d.Vector3 dvtmp; | ||
715 | Vector3 tmpV; | ||
716 | Vector3 curVel; // velocity in world | ||
717 | Vector3 curAngVel; // angular velocity in world | ||
718 | Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame | ||
719 | Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame | ||
720 | d.Vector3 dtorque = new d.Vector3(); | ||
721 | |||
722 | dvtmp = d.BodyGetLinearVel(Body); | ||
723 | curVel.X = dvtmp.X; | ||
724 | curVel.Y = dvtmp.Y; | ||
725 | curVel.Z = dvtmp.Z; | ||
726 | Vector3 curLocalVel = curVel * irotq; // current velocity in local | ||
727 | |||
728 | dvtmp = d.BodyGetAngularVel(Body); | ||
729 | curAngVel.X = dvtmp.X; | ||
730 | curAngVel.Y = dvtmp.Y; | ||
731 | curAngVel.Z = dvtmp.Z; | ||
732 | Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local | ||
733 | |||
734 | // linear motor | ||
735 | if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000) | ||
736 | { | ||
737 | tmpV = m_linearMotorDirection - curLocalVel; // velocity error | ||
738 | tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep | ||
739 | tmpV *= rotq; // to world | ||
740 | |||
741 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0) | ||
742 | tmpV.Z = 0; | ||
743 | |||
744 | if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0) | ||
745 | { | ||
746 | // have offset, do it now | ||
747 | tmpV *= rootPrim.Mass; | ||
748 | d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z); | ||
749 | } | ||
750 | else | ||
751 | { | ||
752 | force.X += tmpV.X; | ||
753 | force.Y += tmpV.Y; | ||
754 | force.Z += tmpV.Z; | ||
755 | } | ||
756 | m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale); | ||
757 | |||
758 | m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared(); | ||
759 | } | ||
760 | else | ||
761 | { | ||
762 | m_lmEfect = 0; | ||
763 | m_ffactor = 1f; | ||
764 | } | ||
765 | |||
766 | // friction | ||
767 | if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0) | ||
768 | { | ||
769 | tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X; | ||
770 | tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y; | ||
771 | tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z; | ||
772 | tmpV *= rotq; // to world | ||
773 | force.X += tmpV.X; | ||
774 | force.Y += tmpV.Y; | ||
775 | force.Z += tmpV.Z; | ||
776 | } | ||
777 | |||
778 | // hover | ||
779 | if (m_VhoverTimescale < 300) | ||
780 | { | ||
781 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
782 | |||
783 | // default to global | ||
784 | float perr = m_VhoverHeight - pos.Z;; | ||
785 | |||
786 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | ||
787 | { | ||
788 | perr += _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
789 | } | ||
790 | else if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) | ||
791 | { | ||
792 | perr += _pParentScene.GetWaterLevel(); | ||
793 | } | ||
794 | else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0) | ||
795 | { | ||
796 | float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
797 | float w = _pParentScene.GetWaterLevel(); | ||
798 | if (t > w) | ||
799 | perr += t; | ||
800 | else | ||
801 | perr += w; | ||
802 | } | ||
803 | |||
804 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0) | ||
805 | { | ||
806 | force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / _pParentScene.ODE_STEPSIZE; | ||
807 | force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy); | ||
808 | } | ||
809 | else // no buoyancy | ||
810 | force.Z += _pParentScene.gravityz; | ||
811 | } | ||
812 | else | ||
813 | { | ||
814 | // default gravity and buoancy | ||
815 | force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy); | ||
816 | } | ||
817 | |||
818 | // linear deflection | ||
819 | if (m_linearDeflectionEfficiency > 0) | ||
820 | { | ||
821 | float len = curVel.Length(); | ||
822 | Vector3 atAxis; | ||
823 | atAxis = Xrot(rotq); // where are we pointing to | ||
824 | atAxis *= len; // make it same size as world velocity vector | ||
825 | tmpV = -atAxis; // oposite direction | ||
826 | atAxis -= curVel; // error to one direction | ||
827 | len = atAxis.LengthSquared(); | ||
828 | tmpV -= curVel; // error to oposite | ||
829 | float lens = tmpV.LengthSquared(); | ||
830 | if (len > 0.01 || lens > 0.01) // do nothing if close enougth | ||
831 | { | ||
832 | if (len < lens) | ||
833 | tmpV = atAxis; | ||
834 | |||
835 | tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep | ||
836 | force.X += tmpV.X; | ||
837 | force.Y += tmpV.Y; | ||
838 | if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0) | ||
839 | force.Z += tmpV.Z; | ||
840 | } | ||
841 | } | ||
842 | |||
843 | // angular motor | ||
844 | if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000) | ||
845 | { | ||
846 | tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error | ||
847 | tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep | ||
848 | torque.X += tmpV.X; | ||
849 | torque.Y += tmpV.Y; | ||
850 | torque.Z += tmpV.Z; | ||
851 | m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale); | ||
852 | } | ||
853 | else | ||
854 | m_amEfect = 0; | ||
855 | |||
856 | // angular friction | ||
857 | if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0) | ||
858 | { | ||
859 | torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X; | ||
860 | torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y; | ||
861 | torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z; | ||
862 | } | ||
863 | |||
864 | // angular deflection | ||
865 | if (m_angularDeflectionEfficiency > 0) | ||
866 | { | ||
867 | Vector3 dirv; | ||
868 | |||
869 | if (curLocalVel.X > 0.01f) | ||
870 | dirv = curLocalVel; | ||
871 | else if (curLocalVel.X < -0.01f) | ||
872 | // use oposite | ||
873 | dirv = -curLocalVel; | ||
874 | else | ||
875 | { | ||
876 | // make it fall into small positive x case | ||
877 | dirv.X = 0.01f; | ||
878 | dirv.Y = curLocalVel.Y; | ||
879 | dirv.Z = curLocalVel.Z; | ||
880 | } | ||
881 | |||
882 | float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale; | ||
883 | |||
884 | if (Math.Abs(dirv.Z) > 0.01) | ||
885 | { | ||
886 | torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp; | ||
887 | } | ||
888 | |||
889 | if (Math.Abs(dirv.Y) > 0.01) | ||
890 | { | ||
891 | torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp; | ||
892 | } | ||
893 | } | ||
894 | |||
895 | // vertical atractor | ||
896 | if (m_verticalAttractionTimescale < 300) | ||
897 | { | ||
898 | float roll; | ||
899 | float pitch; | ||
900 | |||
901 | GetRollPitch(irotq, out roll, out pitch); | ||
902 | |||
903 | float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale / _pParentScene.ODE_STEPSIZE; | ||
904 | float ftmp2; | ||
905 | if (m_bankingEfficiency == 0) | ||
906 | ftmp2 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE; | ||
907 | else | ||
908 | ftmp2 = 0; | ||
909 | |||
910 | if (roll > halfpi) | ||
911 | roll = pi - roll; | ||
912 | else if (roll < -halfpi) | ||
913 | roll = -pi - roll; | ||
914 | |||
915 | float effroll = pitch / halfpi; | ||
916 | effroll *= effroll; | ||
917 | effroll = 1 - effroll; | ||
918 | effroll *= roll; | ||
919 | |||
920 | if (Math.Abs(effroll) > 0.01) // roll | ||
921 | { | ||
922 | torque.X -= -effroll * ftmp + curLocalAngVel.X * ftmp2; | ||
923 | } | ||
924 | |||
925 | if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0) | ||
926 | { | ||
927 | float effpitch = roll / halfpi; | ||
928 | effpitch *= effpitch; | ||
929 | effpitch = 1 - effpitch; | ||
930 | effpitch *= pitch; | ||
931 | |||
932 | if (Math.Abs(effpitch) > 0.01) // pitch | ||
933 | { | ||
934 | torque.Y -= -effpitch * ftmp + curLocalAngVel.Y * ftmp2; | ||
935 | } | ||
936 | } | ||
937 | |||
938 | if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01) | ||
939 | { | ||
940 | |||
941 | float broll = effroll; | ||
942 | /* | ||
943 | if (broll > halfpi) | ||
944 | broll = pi - broll; | ||
945 | else if (broll < -halfpi) | ||
946 | broll = -pi - broll; | ||
947 | */ | ||
948 | broll *= m_bankingEfficiency; | ||
949 | if (m_bankingMix != 0) | ||
950 | { | ||
951 | float vfact = Math.Abs(curLocalVel.X) / 10.0f; | ||
952 | if (vfact > 1.0f) vfact = 1.0f; | ||
953 | |||
954 | if (curLocalVel.X >= 0) | ||
955 | broll *= (1 + (vfact - 1) * m_bankingMix); | ||
956 | else | ||
957 | broll *= -(1 + (vfact - 1) * m_bankingMix); | ||
958 | } | ||
959 | // make z rot be in world Z not local as seems to be in sl | ||
960 | |||
961 | broll = broll / m_bankingTimescale; | ||
962 | |||
963 | ftmp = -Math.Abs(m_bankingEfficiency) / m_bankingTimescale; | ||
964 | |||
965 | tmpV.X = ftmp * curAngVel.X; | ||
966 | tmpV.Y = ftmp * curAngVel.Y; | ||
967 | tmpV.Z = broll + ftmp * curAngVel.Z; | ||
968 | tmpV *= irotq; | ||
969 | |||
970 | torque.X += tmpV.X; | ||
971 | torque.Y += tmpV.Y; | ||
972 | torque.Z += tmpV.Z; | ||
973 | } | ||
974 | } | ||
975 | |||
976 | d.Mass dmass; | ||
977 | d.BodyGetMass(Body,out dmass); | ||
978 | |||
979 | if (force.X != 0 || force.Y != 0 || force.Z != 0) | ||
980 | { | ||
981 | force *= dmass.mass; | ||
982 | d.BodySetForce(Body, force.X, force.Y, force.Z); | ||
983 | } | ||
984 | |||
985 | if (torque.X != 0 || torque.Y != 0 || torque.Z != 0) | ||
986 | { | ||
987 | torque *= m_referenceFrame; // to object frame | ||
988 | dtorque.X = torque.X; | ||
989 | dtorque.Y = torque.Y; | ||
990 | dtorque.Z = torque.Z; | ||
991 | |||
992 | d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque); | ||
993 | d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame | ||
994 | } | ||
995 | } | ||
996 | } | ||
997 | } | ||
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs new file mode 100644 index 0000000..c4dc793 --- /dev/null +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | |||
@@ -0,0 +1,4024 @@ | |||
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 | /* Revision 2011/12 by Ubit Umarov | ||
29 | * | ||
30 | * | ||
31 | */ | ||
32 | |||
33 | /* | ||
34 | * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces | ||
35 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: | ||
36 | * ODEPrim.cs contains methods dealing with Prim editing, Prim | ||
37 | * characteristics and Kinetic motion. | ||
38 | * ODEDynamics.cs contains methods dealing with Prim Physical motion | ||
39 | * (dynamics) and the associated settings. Old Linear and angular | ||
40 | * motors for dynamic motion have been replace with MoveLinear() | ||
41 | * and MoveAngular(); 'Physical' is used only to switch ODE dynamic | ||
42 | * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to | ||
43 | * switch between 'VEHICLE' parameter use and general dynamics | ||
44 | * settings use. | ||
45 | */ | ||
46 | |||
47 | //#define SPAM | ||
48 | |||
49 | using System; | ||
50 | using System.Collections.Generic; | ||
51 | using System.Reflection; | ||
52 | using System.Runtime.InteropServices; | ||
53 | using System.Threading; | ||
54 | using log4net; | ||
55 | using OpenMetaverse; | ||
56 | using OdeAPI; | ||
57 | using OpenSim.Framework; | ||
58 | using OpenSim.Region.Physics.Manager; | ||
59 | |||
60 | |||
61 | namespace OpenSim.Region.Physics.OdePlugin | ||
62 | { | ||
63 | public class OdePrim : PhysicsActor | ||
64 | { | ||
65 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
66 | |||
67 | private bool m_isphysical; | ||
68 | private bool m_fakeisphysical; | ||
69 | private bool m_isphantom; | ||
70 | private bool m_fakeisphantom; | ||
71 | |||
72 | protected bool m_building; | ||
73 | protected bool m_forcePosOrRotation; | ||
74 | |||
75 | private Quaternion m_lastorientation = new Quaternion(); | ||
76 | private Quaternion _orientation; | ||
77 | |||
78 | private Vector3 _position; | ||
79 | private Vector3 _velocity; | ||
80 | private Vector3 _torque; | ||
81 | private Vector3 m_lastVelocity; | ||
82 | private Vector3 m_lastposition; | ||
83 | private Vector3 m_rotationalVelocity; | ||
84 | private Vector3 _size; | ||
85 | private Vector3 _acceleration; | ||
86 | private Vector3 m_angularlock = Vector3.One; | ||
87 | private IntPtr Amotor = IntPtr.Zero; | ||
88 | |||
89 | private Vector3 m_force; | ||
90 | private Vector3 m_forceacc; | ||
91 | private Vector3 m_angularForceacc; | ||
92 | |||
93 | private Vector3 m_PIDTarget; | ||
94 | private float m_PIDTau; | ||
95 | private float PID_D = 35f; | ||
96 | private float PID_G = 25f; | ||
97 | private bool m_usePID; | ||
98 | |||
99 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), | ||
100 | // and are for non-VEHICLES only. | ||
101 | |||
102 | private float m_PIDHoverHeight; | ||
103 | private float m_PIDHoverTau; | ||
104 | private bool m_useHoverPID; | ||
105 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; | ||
106 | private float m_targetHoverHeight; | ||
107 | private float m_groundHeight; | ||
108 | private float m_waterHeight; | ||
109 | private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. | ||
110 | |||
111 | private int body_autodisable_frames = 20; | ||
112 | |||
113 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | ||
114 | | CollisionCategories.Space | ||
115 | | CollisionCategories.Body | ||
116 | | CollisionCategories.Character | ||
117 | ); | ||
118 | // private bool m_collidesLand = true; | ||
119 | private bool m_collidesWater; | ||
120 | public bool m_returnCollisions; | ||
121 | private bool m_softcolide; | ||
122 | |||
123 | private bool m_NoColide; // for now only for internal use for bad meshs | ||
124 | |||
125 | // Default we're a Geometry | ||
126 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | ||
127 | |||
128 | // Default, Collide with Other Geometries, spaces and Bodies | ||
129 | private CollisionCategories m_collisionFlags = m_default_collisionFlags; | ||
130 | |||
131 | public bool m_disabled; | ||
132 | |||
133 | public uint m_localID; | ||
134 | |||
135 | private IMesh m_mesh; | ||
136 | private object m_meshlock = new object(); | ||
137 | private PrimitiveBaseShape _pbs; | ||
138 | public OdeScene _parent_scene; | ||
139 | |||
140 | /// <summary> | ||
141 | /// The physics space which contains prim geometry | ||
142 | /// </summary> | ||
143 | public IntPtr m_targetSpace = IntPtr.Zero; | ||
144 | |||
145 | public IntPtr prim_geom; | ||
146 | public IntPtr _triMeshData; | ||
147 | |||
148 | private PhysicsActor _parent; | ||
149 | |||
150 | private List<OdePrim> childrenPrim = new List<OdePrim>(); | ||
151 | |||
152 | private bool m_iscolliding; | ||
153 | |||
154 | public bool m_isSelected; | ||
155 | private bool m_delaySelect; | ||
156 | private bool m_lastdoneSelected; | ||
157 | public bool m_outbounds; | ||
158 | |||
159 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively | ||
160 | |||
161 | private bool m_throttleUpdates; | ||
162 | private int throttleCounter; | ||
163 | public float m_collisionscore; | ||
164 | int m_colliderfilter = 0; | ||
165 | |||
166 | public IntPtr collide_geom; // for objects: geom if single prim space it linkset | ||
167 | |||
168 | private float m_density = 10.000006836f; // Aluminum g/cm3; | ||
169 | private byte m_shapetype; | ||
170 | public bool _zeroFlag; | ||
171 | private bool m_lastUpdateSent; | ||
172 | |||
173 | public IntPtr Body = IntPtr.Zero; | ||
174 | public String Name { get; private set; } | ||
175 | private Vector3 _target_velocity; | ||
176 | |||
177 | public Vector3 primOOBsize; // prim real dimensions from mesh | ||
178 | public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb | ||
179 | public float primOOBradiusSQ; | ||
180 | public d.Mass primdMass; // prim inertia information on it's own referencial | ||
181 | float primMass; // prim own mass | ||
182 | float _mass; // object mass acording to case | ||
183 | private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb | ||
184 | |||
185 | public int givefakepos = 0; | ||
186 | private Vector3 fakepos; | ||
187 | public int givefakeori = 0; | ||
188 | private Quaternion fakeori; | ||
189 | |||
190 | public int m_eventsubscription; | ||
191 | private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
192 | |||
193 | public volatile bool childPrim; | ||
194 | |||
195 | public ODEDynamics m_vehicle; | ||
196 | |||
197 | internal int m_material = (int)Material.Wood; | ||
198 | private float mu; | ||
199 | private float bounce; | ||
200 | |||
201 | /// <summary> | ||
202 | /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. | ||
203 | /// </summary> | ||
204 | public override bool IsPhysical // this is not reliable for internal use | ||
205 | { | ||
206 | get { return m_fakeisphysical; } | ||
207 | set | ||
208 | { | ||
209 | m_fakeisphysical = value; // we show imediatly to outside that we changed physical | ||
210 | // and also to stop imediatly some updates | ||
211 | // but real change will only happen in taintprocessing | ||
212 | |||
213 | if (!value) // Zero the remembered last velocity | ||
214 | m_lastVelocity = Vector3.Zero; | ||
215 | AddChange(changes.Physical, value); | ||
216 | } | ||
217 | } | ||
218 | |||
219 | public override bool Phantom // this is not reliable for internal use | ||
220 | { | ||
221 | get { return m_fakeisphantom; } | ||
222 | set | ||
223 | { | ||
224 | m_fakeisphantom = value; // we show imediatly to outside that we changed physical | ||
225 | // and also to stop imediatly some updates | ||
226 | // but real change will only happen in taintprocessing | ||
227 | |||
228 | AddChange(changes.Phantom, value); | ||
229 | } | ||
230 | } | ||
231 | |||
232 | public override bool Building // this is not reliable for internal use | ||
233 | { | ||
234 | get { return m_building; } | ||
235 | set | ||
236 | { | ||
237 | if (value) | ||
238 | m_building = true; | ||
239 | AddChange(changes.building, value); | ||
240 | } | ||
241 | } | ||
242 | |||
243 | public override void getContactData(ref ContactData cdata) | ||
244 | { | ||
245 | cdata.mu = mu; | ||
246 | cdata.bounce = bounce; | ||
247 | |||
248 | // cdata.softcolide = m_softcolide; | ||
249 | cdata.softcolide = false; | ||
250 | |||
251 | if (m_isphysical) | ||
252 | { | ||
253 | ODEDynamics veh; | ||
254 | if (_parent != null) | ||
255 | veh = ((OdePrim)_parent).m_vehicle; | ||
256 | else | ||
257 | veh = m_vehicle; | ||
258 | |||
259 | if (veh != null && veh.Type != Vehicle.TYPE_NONE) | ||
260 | cdata.mu *= veh.FrictionFactor; | ||
261 | } | ||
262 | } | ||
263 | |||
264 | public override int PhysicsActorType | ||
265 | { | ||
266 | get { return (int)ActorTypes.Prim; } | ||
267 | set { return; } | ||
268 | } | ||
269 | |||
270 | public override bool SetAlwaysRun | ||
271 | { | ||
272 | get { return false; } | ||
273 | set { return; } | ||
274 | } | ||
275 | |||
276 | public override uint LocalID | ||
277 | { | ||
278 | get | ||
279 | { | ||
280 | return m_localID; | ||
281 | } | ||
282 | set | ||
283 | { | ||
284 | //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); | ||
285 | m_localID = value; | ||
286 | } | ||
287 | } | ||
288 | |||
289 | public override bool Grabbed | ||
290 | { | ||
291 | set { return; } | ||
292 | } | ||
293 | |||
294 | public override bool Selected | ||
295 | { | ||
296 | set | ||
297 | { | ||
298 | if (value) | ||
299 | m_isSelected = value; // if true set imediatly to stop moves etc | ||
300 | AddChange(changes.Selected, value); | ||
301 | } | ||
302 | } | ||
303 | |||
304 | public override bool Flying | ||
305 | { | ||
306 | // no flying prims for you | ||
307 | get { return false; } | ||
308 | set { } | ||
309 | } | ||
310 | |||
311 | public override bool IsColliding | ||
312 | { | ||
313 | get { return m_iscolliding; } | ||
314 | set | ||
315 | { | ||
316 | if (value) | ||
317 | { | ||
318 | m_colliderfilter += 2; | ||
319 | if (m_colliderfilter > 2) | ||
320 | m_colliderfilter = 2; | ||
321 | } | ||
322 | else | ||
323 | { | ||
324 | m_colliderfilter--; | ||
325 | if (m_colliderfilter < 0) | ||
326 | m_colliderfilter = 0; | ||
327 | } | ||
328 | |||
329 | if (m_colliderfilter == 0) | ||
330 | { | ||
331 | m_softcolide = false; | ||
332 | m_iscolliding = false; | ||
333 | } | ||
334 | else | ||
335 | m_iscolliding = true; | ||
336 | } | ||
337 | } | ||
338 | |||
339 | public override bool CollidingGround | ||
340 | { | ||
341 | get { return false; } | ||
342 | set { return; } | ||
343 | } | ||
344 | |||
345 | public override bool CollidingObj | ||
346 | { | ||
347 | get { return false; } | ||
348 | set { return; } | ||
349 | } | ||
350 | |||
351 | public override bool ThrottleUpdates | ||
352 | { | ||
353 | get { return m_throttleUpdates; } | ||
354 | set { m_throttleUpdates = value; } | ||
355 | } | ||
356 | |||
357 | public override bool Stopped | ||
358 | { | ||
359 | get { return _zeroFlag; } | ||
360 | } | ||
361 | |||
362 | public override Vector3 Position | ||
363 | { | ||
364 | get | ||
365 | { | ||
366 | if (givefakepos > 0) | ||
367 | return fakepos; | ||
368 | else | ||
369 | return _position; | ||
370 | } | ||
371 | |||
372 | set | ||
373 | { | ||
374 | fakepos = value; | ||
375 | givefakepos++; | ||
376 | AddChange(changes.Position, value); | ||
377 | } | ||
378 | } | ||
379 | |||
380 | public override Vector3 Size | ||
381 | { | ||
382 | get { return _size; } | ||
383 | set | ||
384 | { | ||
385 | if (value.IsFinite()) | ||
386 | { | ||
387 | AddChange(changes.Size, value); | ||
388 | } | ||
389 | else | ||
390 | { | ||
391 | m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name); | ||
392 | } | ||
393 | } | ||
394 | } | ||
395 | |||
396 | public override float Mass | ||
397 | { | ||
398 | get { return _mass; } | ||
399 | } | ||
400 | |||
401 | public override Vector3 Force | ||
402 | { | ||
403 | //get { return Vector3.Zero; } | ||
404 | get { return m_force; } | ||
405 | set | ||
406 | { | ||
407 | if (value.IsFinite()) | ||
408 | { | ||
409 | AddChange(changes.Force, value); | ||
410 | } | ||
411 | else | ||
412 | { | ||
413 | m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name); | ||
414 | } | ||
415 | } | ||
416 | } | ||
417 | |||
418 | public override void SetVolumeDetect(int param) | ||
419 | { | ||
420 | AddChange(changes.VolumeDtc, (param != 0)); | ||
421 | } | ||
422 | |||
423 | public override Vector3 GeometricCenter | ||
424 | { | ||
425 | get | ||
426 | { | ||
427 | return Vector3.Zero; | ||
428 | } | ||
429 | } | ||
430 | |||
431 | public override Vector3 CenterOfMass | ||
432 | { | ||
433 | get | ||
434 | { | ||
435 | d.Vector3 dtmp; | ||
436 | if (IsPhysical && !childPrim && Body != IntPtr.Zero) | ||
437 | { | ||
438 | dtmp = d.BodyGetPosition(Body); | ||
439 | return new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
440 | } | ||
441 | else if (prim_geom != IntPtr.Zero) | ||
442 | { | ||
443 | d.Quaternion dq; | ||
444 | d.GeomCopyQuaternion(prim_geom, out dq); | ||
445 | Quaternion q; | ||
446 | q.X = dq.X; | ||
447 | q.Y = dq.Y; | ||
448 | q.Z = dq.Z; | ||
449 | q.W = dq.W; | ||
450 | |||
451 | Vector3 vtmp = primOOBoffset * q; | ||
452 | dtmp = d.GeomGetPosition(prim_geom); | ||
453 | return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z); | ||
454 | } | ||
455 | else | ||
456 | return Vector3.Zero; | ||
457 | } | ||
458 | } | ||
459 | /* | ||
460 | public override Vector3 PrimOOBsize | ||
461 | { | ||
462 | get | ||
463 | { | ||
464 | return primOOBsize; | ||
465 | } | ||
466 | } | ||
467 | |||
468 | public override Vector3 PrimOOBoffset | ||
469 | { | ||
470 | get | ||
471 | { | ||
472 | return primOOBoffset; | ||
473 | } | ||
474 | } | ||
475 | |||
476 | public override float PrimOOBRadiusSQ | ||
477 | { | ||
478 | get | ||
479 | { | ||
480 | return primOOBradiusSQ; | ||
481 | } | ||
482 | } | ||
483 | */ | ||
484 | public override PrimitiveBaseShape Shape | ||
485 | { | ||
486 | set | ||
487 | { | ||
488 | /* | ||
489 | IMesh mesh = null; | ||
490 | if (_parent_scene.needsMeshing(value)) | ||
491 | { | ||
492 | bool convex; | ||
493 | if (m_shapetype == 0) | ||
494 | convex = false; | ||
495 | else | ||
496 | convex = true; | ||
497 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex); | ||
498 | } | ||
499 | |||
500 | if (mesh != null) | ||
501 | { | ||
502 | lock (m_meshlock) | ||
503 | m_mesh = mesh; | ||
504 | } | ||
505 | */ | ||
506 | AddChange(changes.Shape, value); | ||
507 | } | ||
508 | } | ||
509 | |||
510 | public override byte PhysicsShapeType | ||
511 | { | ||
512 | get | ||
513 | { | ||
514 | return m_shapetype; | ||
515 | } | ||
516 | set | ||
517 | { | ||
518 | m_shapetype = value; | ||
519 | AddChange(changes.Shape, null); | ||
520 | } | ||
521 | } | ||
522 | |||
523 | |||
524 | public override Vector3 Velocity | ||
525 | { | ||
526 | get | ||
527 | { | ||
528 | if (_zeroFlag) | ||
529 | return Vector3.Zero; | ||
530 | return _velocity; | ||
531 | } | ||
532 | set | ||
533 | { | ||
534 | if (value.IsFinite()) | ||
535 | { | ||
536 | AddChange(changes.Velocity, value); | ||
537 | // _velocity = value; | ||
538 | |||
539 | } | ||
540 | else | ||
541 | { | ||
542 | m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name); | ||
543 | } | ||
544 | |||
545 | } | ||
546 | } | ||
547 | |||
548 | public override Vector3 Torque | ||
549 | { | ||
550 | get | ||
551 | { | ||
552 | if (!IsPhysical || Body == IntPtr.Zero) | ||
553 | return Vector3.Zero; | ||
554 | |||
555 | return _torque; | ||
556 | } | ||
557 | |||
558 | set | ||
559 | { | ||
560 | if (value.IsFinite()) | ||
561 | { | ||
562 | AddChange(changes.Torque, value); | ||
563 | } | ||
564 | else | ||
565 | { | ||
566 | m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name); | ||
567 | } | ||
568 | } | ||
569 | } | ||
570 | |||
571 | public override float CollisionScore | ||
572 | { | ||
573 | get { return m_collisionscore; } | ||
574 | set { m_collisionscore = value; } | ||
575 | } | ||
576 | |||
577 | public override bool Kinematic | ||
578 | { | ||
579 | get { return false; } | ||
580 | set { } | ||
581 | } | ||
582 | |||
583 | public override Quaternion Orientation | ||
584 | { | ||
585 | get | ||
586 | { | ||
587 | if (givefakeori > 0) | ||
588 | return fakeori; | ||
589 | else | ||
590 | |||
591 | return _orientation; | ||
592 | } | ||
593 | set | ||
594 | { | ||
595 | if (QuaternionIsFinite(value)) | ||
596 | { | ||
597 | fakeori = value; | ||
598 | givefakeori++; | ||
599 | AddChange(changes.Orientation, value); | ||
600 | } | ||
601 | else | ||
602 | m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name); | ||
603 | |||
604 | } | ||
605 | } | ||
606 | |||
607 | public override Vector3 Acceleration | ||
608 | { | ||
609 | get { return _acceleration; } | ||
610 | set { } | ||
611 | } | ||
612 | |||
613 | public override Vector3 RotationalVelocity | ||
614 | { | ||
615 | get | ||
616 | { | ||
617 | Vector3 pv = Vector3.Zero; | ||
618 | if (_zeroFlag) | ||
619 | return pv; | ||
620 | m_lastUpdateSent = false; | ||
621 | |||
622 | if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f)) | ||
623 | return pv; | ||
624 | |||
625 | return m_rotationalVelocity; | ||
626 | } | ||
627 | set | ||
628 | { | ||
629 | if (value.IsFinite()) | ||
630 | { | ||
631 | m_rotationalVelocity = value; | ||
632 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
633 | d.BodyEnable(Body); | ||
634 | } | ||
635 | else | ||
636 | { | ||
637 | m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name); | ||
638 | } | ||
639 | } | ||
640 | } | ||
641 | |||
642 | |||
643 | public override float Buoyancy | ||
644 | { | ||
645 | get { return m_buoyancy; } | ||
646 | set | ||
647 | { | ||
648 | m_buoyancy = value; | ||
649 | } | ||
650 | } | ||
651 | |||
652 | public override bool FloatOnWater | ||
653 | { | ||
654 | set | ||
655 | { | ||
656 | AddChange(changes.CollidesWater, value); | ||
657 | } | ||
658 | } | ||
659 | |||
660 | public override Vector3 PIDTarget | ||
661 | { | ||
662 | set | ||
663 | { | ||
664 | if (value.IsFinite()) | ||
665 | { | ||
666 | m_PIDTarget = value; | ||
667 | } | ||
668 | else | ||
669 | m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name); | ||
670 | } | ||
671 | } | ||
672 | |||
673 | public override bool PIDActive { set { m_usePID = value; } } | ||
674 | public override float PIDTau { set { m_PIDTau = value; } } | ||
675 | |||
676 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | ||
677 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | ||
678 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | ||
679 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | ||
680 | |||
681 | public override Quaternion APIDTarget { set { return; } } | ||
682 | |||
683 | public override bool APIDActive { set { return; } } | ||
684 | |||
685 | public override float APIDStrength { set { return; } } | ||
686 | |||
687 | public override float APIDDamping { set { return; } } | ||
688 | |||
689 | public override int VehicleType | ||
690 | { | ||
691 | // we may need to put a fake on this | ||
692 | get | ||
693 | { | ||
694 | if (m_vehicle == null) | ||
695 | return (int)Vehicle.TYPE_NONE; | ||
696 | else | ||
697 | return (int)m_vehicle.Type; | ||
698 | } | ||
699 | set | ||
700 | { | ||
701 | AddChange(changes.VehicleType, value); | ||
702 | } | ||
703 | } | ||
704 | |||
705 | public override void VehicleFloatParam(int param, float value) | ||
706 | { | ||
707 | strVehicleFloatParam fp = new strVehicleFloatParam(); | ||
708 | fp.param = param; | ||
709 | fp.value = value; | ||
710 | AddChange(changes.VehicleFloatParam, fp); | ||
711 | } | ||
712 | |||
713 | public override void VehicleVectorParam(int param, Vector3 value) | ||
714 | { | ||
715 | strVehicleVectorParam fp = new strVehicleVectorParam(); | ||
716 | fp.param = param; | ||
717 | fp.value = value; | ||
718 | AddChange(changes.VehicleVectorParam, fp); | ||
719 | } | ||
720 | |||
721 | public override void VehicleRotationParam(int param, Quaternion value) | ||
722 | { | ||
723 | strVehicleQuatParam fp = new strVehicleQuatParam(); | ||
724 | fp.param = param; | ||
725 | fp.value = value; | ||
726 | AddChange(changes.VehicleRotationParam, fp); | ||
727 | } | ||
728 | |||
729 | public override void VehicleFlags(int param, bool value) | ||
730 | { | ||
731 | strVehicleBoolParam bp = new strVehicleBoolParam(); | ||
732 | bp.param = param; | ||
733 | bp.value = value; | ||
734 | AddChange(changes.VehicleFlags, bp); | ||
735 | } | ||
736 | |||
737 | public override void SetVehicle(object vdata) | ||
738 | { | ||
739 | AddChange(changes.SetVehicle, vdata); | ||
740 | } | ||
741 | public void SetAcceleration(Vector3 accel) | ||
742 | { | ||
743 | _acceleration = accel; | ||
744 | } | ||
745 | |||
746 | public override void AddForce(Vector3 force, bool pushforce) | ||
747 | { | ||
748 | if (force.IsFinite()) | ||
749 | { | ||
750 | AddChange(changes.AddForce, force / _parent_scene.ODE_STEPSIZE); | ||
751 | } | ||
752 | else | ||
753 | { | ||
754 | m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name); | ||
755 | } | ||
756 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | ||
757 | } | ||
758 | |||
759 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
760 | { | ||
761 | if (force.IsFinite()) | ||
762 | { | ||
763 | AddChange(changes.AddAngForce, force / _parent_scene.ODE_STEPSIZE); | ||
764 | } | ||
765 | else | ||
766 | { | ||
767 | m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name); | ||
768 | } | ||
769 | } | ||
770 | |||
771 | public override void CrossingFailure() | ||
772 | { | ||
773 | if (m_outbounds) | ||
774 | { | ||
775 | _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f); | ||
776 | _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f); | ||
777 | _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f); | ||
778 | |||
779 | m_lastposition = _position; | ||
780 | _velocity.X = 0; | ||
781 | _velocity.Y = 0; | ||
782 | _velocity.Z = 0; | ||
783 | |||
784 | m_lastVelocity = _velocity; | ||
785 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | ||
786 | m_vehicle.Stop(); | ||
787 | |||
788 | if(Body != IntPtr.Zero) | ||
789 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it | ||
790 | if (prim_geom != IntPtr.Zero) | ||
791 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
792 | |||
793 | m_outbounds = false; | ||
794 | changeDisable(false); | ||
795 | base.RequestPhysicsterseUpdate(); | ||
796 | } | ||
797 | } | ||
798 | |||
799 | public override void SetMomentum(Vector3 momentum) | ||
800 | { | ||
801 | } | ||
802 | |||
803 | public override void SetMaterial(int pMaterial) | ||
804 | { | ||
805 | m_material = pMaterial; | ||
806 | mu = _parent_scene.m_materialContactsData[pMaterial].mu; | ||
807 | bounce = _parent_scene.m_materialContactsData[pMaterial].bounce; | ||
808 | } | ||
809 | |||
810 | public void setPrimForRemoval() | ||
811 | { | ||
812 | AddChange(changes.Remove, null); | ||
813 | } | ||
814 | |||
815 | public override void link(PhysicsActor obj) | ||
816 | { | ||
817 | AddChange(changes.Link, obj); | ||
818 | } | ||
819 | |||
820 | public override void delink() | ||
821 | { | ||
822 | AddChange(changes.DeLink, null); | ||
823 | } | ||
824 | |||
825 | public override void LockAngularMotion(Vector3 axis) | ||
826 | { | ||
827 | // reverse the zero/non zero values for ODE. | ||
828 | if (axis.IsFinite()) | ||
829 | { | ||
830 | axis.X = (axis.X > 0) ? 1f : 0f; | ||
831 | axis.Y = (axis.Y > 0) ? 1f : 0f; | ||
832 | axis.Z = (axis.Z > 0) ? 1f : 0f; | ||
833 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | ||
834 | AddChange(changes.AngLock, axis); | ||
835 | } | ||
836 | else | ||
837 | { | ||
838 | m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name); | ||
839 | } | ||
840 | } | ||
841 | |||
842 | public override void SubscribeEvents(int ms) | ||
843 | { | ||
844 | m_eventsubscription = ms; | ||
845 | _parent_scene.AddCollisionEventReporting(this); | ||
846 | } | ||
847 | |||
848 | public override void UnSubscribeEvents() | ||
849 | { | ||
850 | _parent_scene.RemoveCollisionEventReporting(this); | ||
851 | m_eventsubscription = 0; | ||
852 | } | ||
853 | |||
854 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||
855 | { | ||
856 | if (CollisionEventsThisFrame == null) | ||
857 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
858 | |||
859 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | ||
860 | } | ||
861 | |||
862 | public void SendCollisions() | ||
863 | { | ||
864 | if (CollisionEventsThisFrame == null) | ||
865 | return; | ||
866 | |||
867 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
868 | |||
869 | if (CollisionEventsThisFrame.m_objCollisionList.Count == 0) | ||
870 | CollisionEventsThisFrame = null; | ||
871 | else | ||
872 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
873 | } | ||
874 | |||
875 | public override bool SubscribedEvents() | ||
876 | { | ||
877 | if (m_eventsubscription > 0) | ||
878 | return true; | ||
879 | return false; | ||
880 | } | ||
881 | |||
882 | |||
883 | public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, | ||
884 | Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID) | ||
885 | { | ||
886 | Name = primName; | ||
887 | LocalID = plocalID; | ||
888 | |||
889 | m_vehicle = null; | ||
890 | |||
891 | if (!pos.IsFinite()) | ||
892 | { | ||
893 | pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), | ||
894 | parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); | ||
895 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name); | ||
896 | } | ||
897 | _position = pos; | ||
898 | givefakepos = 0; | ||
899 | |||
900 | PID_D = parent_scene.bodyPIDD; | ||
901 | PID_G = parent_scene.bodyPIDG; | ||
902 | m_density = parent_scene.geomDefaultDensity; | ||
903 | // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; | ||
904 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | ||
905 | |||
906 | prim_geom = IntPtr.Zero; | ||
907 | collide_geom = IntPtr.Zero; | ||
908 | Body = IntPtr.Zero; | ||
909 | |||
910 | if (!size.IsFinite()) | ||
911 | { | ||
912 | size = new Vector3(0.5f, 0.5f, 0.5f); | ||
913 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name); | ||
914 | } | ||
915 | |||
916 | if (size.X <= 0) size.X = 0.01f; | ||
917 | if (size.Y <= 0) size.Y = 0.01f; | ||
918 | if (size.Z <= 0) size.Z = 0.01f; | ||
919 | |||
920 | _size = size; | ||
921 | |||
922 | if (!QuaternionIsFinite(rotation)) | ||
923 | { | ||
924 | rotation = Quaternion.Identity; | ||
925 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name); | ||
926 | } | ||
927 | |||
928 | _orientation = rotation; | ||
929 | givefakeori = 0; | ||
930 | |||
931 | _pbs = pbs; | ||
932 | |||
933 | _parent_scene = parent_scene; | ||
934 | m_targetSpace = IntPtr.Zero; | ||
935 | |||
936 | if (pos.Z < 0) | ||
937 | { | ||
938 | m_isphysical = false; | ||
939 | } | ||
940 | else | ||
941 | { | ||
942 | m_isphysical = pisPhysical; | ||
943 | } | ||
944 | m_fakeisphysical = m_isphysical; | ||
945 | |||
946 | m_isVolumeDetect = false; | ||
947 | |||
948 | m_force = Vector3.Zero; | ||
949 | |||
950 | m_iscolliding = false; | ||
951 | m_colliderfilter = 0; | ||
952 | m_softcolide = true; | ||
953 | m_NoColide = false; | ||
954 | |||
955 | hasOOBoffsetFromMesh = false; | ||
956 | _triMeshData = IntPtr.Zero; | ||
957 | |||
958 | m_shapetype = _shapeType; | ||
959 | |||
960 | m_lastdoneSelected = false; | ||
961 | m_isSelected = false; | ||
962 | m_delaySelect = false; | ||
963 | |||
964 | m_isphantom = pisPhantom; | ||
965 | m_fakeisphantom = pisPhantom; | ||
966 | |||
967 | mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu; | ||
968 | bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce; | ||
969 | |||
970 | CalcPrimBodyData(); | ||
971 | |||
972 | m_mesh = null; | ||
973 | if (_parent_scene.needsMeshing(pbs)) | ||
974 | { | ||
975 | bool convex; | ||
976 | if (m_shapetype == 0) | ||
977 | convex = false; | ||
978 | else | ||
979 | convex = true; | ||
980 | |||
981 | m_mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex); | ||
982 | } | ||
983 | |||
984 | |||
985 | m_building = true; // control must set this to false when done | ||
986 | |||
987 | AddChange(changes.Add, null); | ||
988 | } | ||
989 | |||
990 | private void resetCollisionAccounting() | ||
991 | { | ||
992 | m_collisionscore = 0; | ||
993 | } | ||
994 | |||
995 | private void createAMotor(Vector3 axis) | ||
996 | { | ||
997 | if (Body == IntPtr.Zero) | ||
998 | return; | ||
999 | |||
1000 | if (Amotor != IntPtr.Zero) | ||
1001 | { | ||
1002 | d.JointDestroy(Amotor); | ||
1003 | Amotor = IntPtr.Zero; | ||
1004 | } | ||
1005 | |||
1006 | int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z); | ||
1007 | |||
1008 | if (axisnum <= 0) | ||
1009 | return; | ||
1010 | |||
1011 | // stop it | ||
1012 | d.BodySetTorque(Body, 0, 0, 0); | ||
1013 | d.BodySetAngularVel(Body, 0, 0, 0); | ||
1014 | |||
1015 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
1016 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
1017 | |||
1018 | d.JointSetAMotorMode(Amotor, 0); | ||
1019 | |||
1020 | d.JointSetAMotorNumAxes(Amotor, axisnum); | ||
1021 | |||
1022 | // get current orientation to lock | ||
1023 | |||
1024 | d.Quaternion dcur = d.BodyGetQuaternion(Body); | ||
1025 | Quaternion curr; // crap convertion between identical things | ||
1026 | curr.X = dcur.X; | ||
1027 | curr.Y = dcur.Y; | ||
1028 | curr.Z = dcur.Z; | ||
1029 | curr.W = dcur.W; | ||
1030 | Vector3 ax; | ||
1031 | |||
1032 | int i = 0; | ||
1033 | int j = 0; | ||
1034 | if (axis.X == 0) | ||
1035 | { | ||
1036 | ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X | ||
1037 | // ODE should do this with axis relative to body 1 but seems to fail | ||
1038 | d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z); | ||
1039 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
1040 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f); | ||
1041 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f); | ||
1042 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0); | ||
1043 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f); | ||
1044 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f); | ||
1045 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f); | ||
1046 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f); | ||
1047 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f); | ||
1048 | i++; | ||
1049 | j = 256; // move to next axis set | ||
1050 | } | ||
1051 | |||
1052 | if (axis.Y == 0) | ||
1053 | { | ||
1054 | ax = (new Vector3(0, 1, 0)) * curr; | ||
1055 | d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z); | ||
1056 | d.JointSetAMotorAngle(Amotor, i, 0); | ||
1057 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f); | ||
1058 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f); | ||
1059 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0); | ||
1060 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f); | ||
1061 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f); | ||
1062 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f); | ||
1063 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f); | ||
1064 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f); | ||
1065 | i++; | ||
1066 | j += 256; | ||
1067 | } | ||
1068 | |||
1069 | if (axis.Z == 0) | ||
1070 | { | ||
1071 | ax = (new Vector3(0, 0, 1)) * curr; | ||
1072 | d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z); | ||
1073 | d.JointSetAMotorAngle(Amotor, i, 0); | ||
1074 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f); | ||
1075 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f); | ||
1076 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0); | ||
1077 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f); | ||
1078 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f); | ||
1079 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f); | ||
1080 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f); | ||
1081 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f); | ||
1082 | } | ||
1083 | } | ||
1084 | |||
1085 | private bool setMesh(OdeScene parent_scene) | ||
1086 | { | ||
1087 | IntPtr vertices, indices; | ||
1088 | int vertexCount, indexCount; | ||
1089 | int vertexStride, triStride; | ||
1090 | |||
1091 | if (Body != IntPtr.Zero) | ||
1092 | { | ||
1093 | if (childPrim) | ||
1094 | { | ||
1095 | if (_parent != null) | ||
1096 | { | ||
1097 | OdePrim parent = (OdePrim)_parent; | ||
1098 | parent.ChildDelink(this, false); | ||
1099 | } | ||
1100 | } | ||
1101 | else | ||
1102 | { | ||
1103 | DestroyBody(); | ||
1104 | } | ||
1105 | } | ||
1106 | |||
1107 | IMesh mesh = null; | ||
1108 | |||
1109 | |||
1110 | lock (m_meshlock) | ||
1111 | { | ||
1112 | if (m_mesh == null) | ||
1113 | { | ||
1114 | bool convex; | ||
1115 | if (m_shapetype == 0) | ||
1116 | convex = false; | ||
1117 | else | ||
1118 | convex = true; | ||
1119 | |||
1120 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex); | ||
1121 | } | ||
1122 | else | ||
1123 | { | ||
1124 | mesh = m_mesh; | ||
1125 | } | ||
1126 | |||
1127 | if (mesh == null) | ||
1128 | { | ||
1129 | m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z); | ||
1130 | return false; | ||
1131 | } | ||
1132 | |||
1133 | |||
1134 | mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap | ||
1135 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage | ||
1136 | |||
1137 | if (vertexCount == 0 || indexCount == 0) | ||
1138 | { | ||
1139 | m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", | ||
1140 | Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString()); | ||
1141 | mesh.releaseSourceMeshData(); | ||
1142 | return false; | ||
1143 | } | ||
1144 | |||
1145 | primOOBoffset = mesh.GetCentroid(); | ||
1146 | hasOOBoffsetFromMesh = true; | ||
1147 | |||
1148 | mesh.releaseSourceMeshData(); | ||
1149 | m_mesh = null; | ||
1150 | } | ||
1151 | |||
1152 | IntPtr geo = IntPtr.Zero; | ||
1153 | |||
1154 | try | ||
1155 | { | ||
1156 | _triMeshData = d.GeomTriMeshDataCreate(); | ||
1157 | |||
1158 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); | ||
1159 | d.GeomTriMeshDataPreprocess(_triMeshData); | ||
1160 | |||
1161 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1162 | geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null); | ||
1163 | } | ||
1164 | |||
1165 | catch (Exception e) | ||
1166 | { | ||
1167 | m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e); | ||
1168 | if (_triMeshData != IntPtr.Zero) | ||
1169 | { | ||
1170 | d.GeomTriMeshDataDestroy(_triMeshData); | ||
1171 | _triMeshData = IntPtr.Zero; | ||
1172 | } | ||
1173 | return false; | ||
1174 | } | ||
1175 | |||
1176 | SetGeom(geo); | ||
1177 | return true; | ||
1178 | } | ||
1179 | |||
1180 | private void SetGeom(IntPtr geom) | ||
1181 | { | ||
1182 | prim_geom = geom; | ||
1183 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); | ||
1184 | if (prim_geom != IntPtr.Zero) | ||
1185 | { | ||
1186 | if (m_NoColide) | ||
1187 | { | ||
1188 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1189 | if (m_isphysical) | ||
1190 | { | ||
1191 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
1192 | } | ||
1193 | else | ||
1194 | { | ||
1195 | d.GeomSetCollideBits(prim_geom, 0); | ||
1196 | d.GeomDisable(prim_geom); | ||
1197 | } | ||
1198 | } | ||
1199 | else | ||
1200 | { | ||
1201 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1202 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1203 | } | ||
1204 | |||
1205 | CalcPrimBodyData(); | ||
1206 | |||
1207 | _parent_scene.geom_name_map[prim_geom] = Name; | ||
1208 | _parent_scene.actor_name_map[prim_geom] = this; | ||
1209 | |||
1210 | } | ||
1211 | else | ||
1212 | m_log.Warn("Setting bad Geom"); | ||
1213 | } | ||
1214 | |||
1215 | |||
1216 | /// <summary> | ||
1217 | /// Create a geometry for the given mesh in the given target space. | ||
1218 | /// </summary> | ||
1219 | /// <param name="m_targetSpace"></param> | ||
1220 | /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param> | ||
1221 | private void CreateGeom() | ||
1222 | { | ||
1223 | if (_triMeshData != IntPtr.Zero) | ||
1224 | { | ||
1225 | d.GeomTriMeshDataDestroy(_triMeshData); | ||
1226 | _triMeshData = IntPtr.Zero; | ||
1227 | } | ||
1228 | |||
1229 | bool haveMesh = false; | ||
1230 | hasOOBoffsetFromMesh = false; | ||
1231 | m_NoColide = false; | ||
1232 | |||
1233 | if (_parent_scene.needsMeshing(_pbs)) | ||
1234 | { | ||
1235 | haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims | ||
1236 | if (!haveMesh) | ||
1237 | m_NoColide = true; | ||
1238 | } | ||
1239 | |||
1240 | if (!haveMesh) | ||
1241 | { | ||
1242 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1 | ||
1243 | && _size.X == _size.Y && _size.Y == _size.Z) | ||
1244 | { // it's a sphere | ||
1245 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1246 | try | ||
1247 | { | ||
1248 | SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f)); | ||
1249 | } | ||
1250 | catch (Exception e) | ||
1251 | { | ||
1252 | m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e); | ||
1253 | return; | ||
1254 | } | ||
1255 | } | ||
1256 | else | ||
1257 | {// do it as a box | ||
1258 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1259 | try | ||
1260 | { | ||
1261 | //Console.WriteLine(" CreateGeom 4"); | ||
1262 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | ||
1263 | } | ||
1264 | catch (Exception e) | ||
1265 | { | ||
1266 | m_log.Warn("[PHYSICS]: Create box failed: {0}", e); | ||
1267 | return; | ||
1268 | } | ||
1269 | } | ||
1270 | } | ||
1271 | } | ||
1272 | |||
1273 | /// <summary> | ||
1274 | /// Set a new geometry for this prim. | ||
1275 | /// </summary> | ||
1276 | /// <param name="geom"></param> | ||
1277 | private void RemoveGeom() | ||
1278 | { | ||
1279 | if (prim_geom != IntPtr.Zero) | ||
1280 | { | ||
1281 | _parent_scene.geom_name_map.Remove(prim_geom); | ||
1282 | _parent_scene.actor_name_map.Remove(prim_geom); | ||
1283 | try | ||
1284 | { | ||
1285 | d.GeomDestroy(prim_geom); | ||
1286 | if (_triMeshData != IntPtr.Zero) | ||
1287 | { | ||
1288 | d.GeomTriMeshDataDestroy(_triMeshData); | ||
1289 | _triMeshData = IntPtr.Zero; | ||
1290 | } | ||
1291 | } | ||
1292 | // catch (System.AccessViolationException) | ||
1293 | catch (Exception e) | ||
1294 | { | ||
1295 | m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e); | ||
1296 | } | ||
1297 | |||
1298 | prim_geom = IntPtr.Zero; | ||
1299 | } | ||
1300 | else | ||
1301 | { | ||
1302 | m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name); | ||
1303 | } | ||
1304 | Body = IntPtr.Zero; | ||
1305 | hasOOBoffsetFromMesh = false; | ||
1306 | CalcPrimBodyData(); | ||
1307 | } | ||
1308 | |||
1309 | private void ChildSetGeom(OdePrim odePrim) | ||
1310 | { | ||
1311 | // well.. | ||
1312 | DestroyBody(); | ||
1313 | MakeBody(); | ||
1314 | } | ||
1315 | |||
1316 | //sets non physical prim m_targetSpace to right space in spaces grid for static prims | ||
1317 | // should only be called for non physical prims unless they are becoming non physical | ||
1318 | private void SetInStaticSpace(OdePrim prim) | ||
1319 | { | ||
1320 | IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace); | ||
1321 | prim.m_targetSpace = targetSpace; | ||
1322 | d.GeomEnable(prim_geom); | ||
1323 | } | ||
1324 | |||
1325 | public void enableBodySoft() | ||
1326 | { | ||
1327 | if (!childPrim && !m_isSelected) | ||
1328 | { | ||
1329 | if (m_isphysical && Body != IntPtr.Zero) | ||
1330 | { | ||
1331 | if (m_isphantom && !m_isVolumeDetect) | ||
1332 | { | ||
1333 | m_collisionCategories = 0; | ||
1334 | m_collisionFlags = CollisionCategories.Land; | ||
1335 | } | ||
1336 | else | ||
1337 | { | ||
1338 | m_collisionCategories |= CollisionCategories.Body; | ||
1339 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1340 | } | ||
1341 | |||
1342 | foreach (OdePrim prm in childrenPrim) | ||
1343 | { | ||
1344 | prm.m_collisionCategories = m_collisionCategories; | ||
1345 | prm.m_collisionFlags = m_collisionFlags; | ||
1346 | |||
1347 | if (prm.prim_geom != IntPtr.Zero) | ||
1348 | { | ||
1349 | if (prm.m_NoColide) | ||
1350 | { | ||
1351 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
1352 | d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); | ||
1353 | } | ||
1354 | else | ||
1355 | { | ||
1356 | d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); | ||
1357 | d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); | ||
1358 | } | ||
1359 | d.GeomEnable(prm.prim_geom); | ||
1360 | } | ||
1361 | } | ||
1362 | |||
1363 | if (prim_geom != IntPtr.Zero) | ||
1364 | { | ||
1365 | if (m_NoColide) | ||
1366 | { | ||
1367 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1368 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
1369 | } | ||
1370 | else | ||
1371 | { | ||
1372 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1373 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1374 | } | ||
1375 | d.GeomEnable(prim_geom); | ||
1376 | } | ||
1377 | d.BodyEnable(Body); | ||
1378 | } | ||
1379 | } | ||
1380 | m_disabled = false; | ||
1381 | resetCollisionAccounting(); // this sets m_disable to false | ||
1382 | } | ||
1383 | |||
1384 | private void disableBodySoft() | ||
1385 | { | ||
1386 | m_disabled = true; | ||
1387 | if (!childPrim) | ||
1388 | { | ||
1389 | if (m_isphysical && Body != IntPtr.Zero) | ||
1390 | { | ||
1391 | m_collisionCategories &= ~CollisionCategories.Body; | ||
1392 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
1393 | |||
1394 | foreach (OdePrim prm in childrenPrim) | ||
1395 | { | ||
1396 | prm.m_collisionCategories = m_collisionCategories; | ||
1397 | prm.m_collisionFlags = m_collisionFlags; | ||
1398 | |||
1399 | if (prm.prim_geom != IntPtr.Zero) | ||
1400 | { | ||
1401 | if (prm.m_NoColide) | ||
1402 | { | ||
1403 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
1404 | d.GeomSetCollideBits(prm.prim_geom, 0); | ||
1405 | } | ||
1406 | else | ||
1407 | { | ||
1408 | d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); | ||
1409 | d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); | ||
1410 | } | ||
1411 | d.GeomDisable(prm.prim_geom); | ||
1412 | } | ||
1413 | } | ||
1414 | |||
1415 | if (prim_geom != IntPtr.Zero) | ||
1416 | { | ||
1417 | if (m_NoColide) | ||
1418 | { | ||
1419 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1420 | d.GeomSetCollideBits(prim_geom, 0); | ||
1421 | } | ||
1422 | else | ||
1423 | { | ||
1424 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1425 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1426 | } | ||
1427 | d.GeomDisable(prim_geom); | ||
1428 | } | ||
1429 | |||
1430 | d.BodyDisable(Body); | ||
1431 | } | ||
1432 | } | ||
1433 | } | ||
1434 | |||
1435 | private void MakeBody() | ||
1436 | { | ||
1437 | if (!m_isphysical) // only physical get bodies | ||
1438 | return; | ||
1439 | |||
1440 | if (childPrim) // child prims don't get bodies; | ||
1441 | return; | ||
1442 | |||
1443 | if (m_building) | ||
1444 | return; | ||
1445 | |||
1446 | if (prim_geom == IntPtr.Zero) | ||
1447 | { | ||
1448 | m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet"); | ||
1449 | return; | ||
1450 | } | ||
1451 | |||
1452 | if (Body != IntPtr.Zero) | ||
1453 | { | ||
1454 | d.BodyDestroy(Body); | ||
1455 | Body = IntPtr.Zero; | ||
1456 | m_log.Warn("[PHYSICS]: MakeBody called having a body"); | ||
1457 | } | ||
1458 | |||
1459 | |||
1460 | if (d.GeomGetBody(prim_geom) != IntPtr.Zero) | ||
1461 | { | ||
1462 | d.GeomSetBody(prim_geom, IntPtr.Zero); | ||
1463 | m_log.Warn("[PHYSICS]: MakeBody root geom already had a body"); | ||
1464 | } | ||
1465 | |||
1466 | d.Matrix3 mymat = new d.Matrix3(); | ||
1467 | d.Quaternion myrot = new d.Quaternion(); | ||
1468 | d.Mass objdmass = new d.Mass { }; | ||
1469 | |||
1470 | Body = d.BodyCreate(_parent_scene.world); | ||
1471 | |||
1472 | DMassDup(ref primdMass, out objdmass); | ||
1473 | |||
1474 | // rotate inertia | ||
1475 | myrot.X = _orientation.X; | ||
1476 | myrot.Y = _orientation.Y; | ||
1477 | myrot.Z = _orientation.Z; | ||
1478 | myrot.W = _orientation.W; | ||
1479 | |||
1480 | d.RfromQ(out mymat, ref myrot); | ||
1481 | d.MassRotate(ref objdmass, ref mymat); | ||
1482 | |||
1483 | // set the body rotation | ||
1484 | d.BodySetRotation(Body, ref mymat); | ||
1485 | |||
1486 | // recompute full object inertia if needed | ||
1487 | if (childrenPrim.Count > 0) | ||
1488 | { | ||
1489 | d.Matrix3 mat = new d.Matrix3(); | ||
1490 | d.Quaternion quat = new d.Quaternion(); | ||
1491 | d.Mass tmpdmass = new d.Mass { }; | ||
1492 | Vector3 rcm; | ||
1493 | |||
1494 | rcm.X = _position.X + objdmass.c.X; | ||
1495 | rcm.Y = _position.Y + objdmass.c.Y; | ||
1496 | rcm.Z = _position.Z + objdmass.c.Z; | ||
1497 | |||
1498 | lock (childrenPrim) | ||
1499 | { | ||
1500 | foreach (OdePrim prm in childrenPrim) | ||
1501 | { | ||
1502 | if (prm.prim_geom == IntPtr.Zero) | ||
1503 | { | ||
1504 | m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet"); | ||
1505 | continue; | ||
1506 | } | ||
1507 | |||
1508 | DMassCopy(ref prm.primdMass, ref tmpdmass); | ||
1509 | |||
1510 | // apply prim current rotation to inertia | ||
1511 | quat.X = prm._orientation.X; | ||
1512 | quat.Y = prm._orientation.Y; | ||
1513 | quat.Z = prm._orientation.Z; | ||
1514 | quat.W = prm._orientation.W; | ||
1515 | d.RfromQ(out mat, ref quat); | ||
1516 | d.MassRotate(ref tmpdmass, ref mat); | ||
1517 | |||
1518 | Vector3 ppos = prm._position; | ||
1519 | ppos.X += tmpdmass.c.X - rcm.X; | ||
1520 | ppos.Y += tmpdmass.c.Y - rcm.Y; | ||
1521 | ppos.Z += tmpdmass.c.Z - rcm.Z; | ||
1522 | |||
1523 | // refer inertia to root prim center of mass position | ||
1524 | d.MassTranslate(ref tmpdmass, | ||
1525 | ppos.X, | ||
1526 | ppos.Y, | ||
1527 | ppos.Z); | ||
1528 | |||
1529 | d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia | ||
1530 | // fix prim colision cats | ||
1531 | |||
1532 | if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero) | ||
1533 | { | ||
1534 | d.GeomSetBody(prm.prim_geom, IntPtr.Zero); | ||
1535 | m_log.Warn("[PHYSICS]: MakeBody child geom already had a body"); | ||
1536 | } | ||
1537 | |||
1538 | d.GeomClearOffset(prm.prim_geom); | ||
1539 | d.GeomSetBody(prm.prim_geom, Body); | ||
1540 | prm.Body = Body; | ||
1541 | d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation | ||
1542 | } | ||
1543 | } | ||
1544 | } | ||
1545 | |||
1546 | d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset | ||
1547 | // associate root geom with body | ||
1548 | d.GeomSetBody(prim_geom, Body); | ||
1549 | |||
1550 | d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z); | ||
1551 | d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1552 | |||
1553 | d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body | ||
1554 | myrot.W = -myrot.W; | ||
1555 | d.RfromQ(out mymat, ref myrot); | ||
1556 | d.MassRotate(ref objdmass, ref mymat); | ||
1557 | d.BodySetMass(Body, ref objdmass); | ||
1558 | _mass = objdmass.mass; | ||
1559 | |||
1560 | // disconnect from world gravity so we can apply buoyancy | ||
1561 | d.BodySetGravityMode(Body, false); | ||
1562 | |||
1563 | d.BodySetAutoDisableFlag(Body, true); | ||
1564 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
1565 | // d.BodySetLinearDampingThreshold(Body, 0.01f); | ||
1566 | // d.BodySetAngularDampingThreshold(Body, 0.001f); | ||
1567 | d.BodySetDamping(Body, .002f, .002f); | ||
1568 | |||
1569 | |||
1570 | if (m_targetSpace != IntPtr.Zero) | ||
1571 | { | ||
1572 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1573 | if (d.SpaceQuery(m_targetSpace, prim_geom)) | ||
1574 | d.SpaceRemove(m_targetSpace, prim_geom); | ||
1575 | } | ||
1576 | |||
1577 | |||
1578 | if (childrenPrim.Count == 0) | ||
1579 | { | ||
1580 | collide_geom = prim_geom; | ||
1581 | m_targetSpace = _parent_scene.ActiveSpace; | ||
1582 | d.SpaceAdd(m_targetSpace, prim_geom); | ||
1583 | } | ||
1584 | else | ||
1585 | { | ||
1586 | m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace); | ||
1587 | d.HashSpaceSetLevels(m_targetSpace, -2, 8); | ||
1588 | d.SpaceSetSublevel(m_targetSpace, 3); | ||
1589 | d.SpaceSetCleanup(m_targetSpace, false); | ||
1590 | d.SpaceAdd(m_targetSpace, prim_geom); | ||
1591 | collide_geom = m_targetSpace; | ||
1592 | } | ||
1593 | |||
1594 | if (m_delaySelect) | ||
1595 | { | ||
1596 | m_isSelected = true; | ||
1597 | m_delaySelect = false; | ||
1598 | } | ||
1599 | |||
1600 | lock (childrenPrim) | ||
1601 | { | ||
1602 | foreach (OdePrim prm in childrenPrim) | ||
1603 | { | ||
1604 | if (prm.prim_geom == IntPtr.Zero) | ||
1605 | continue; | ||
1606 | |||
1607 | Vector3 ppos = prm._position; | ||
1608 | d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position | ||
1609 | |||
1610 | if (prm.m_targetSpace != m_targetSpace) | ||
1611 | { | ||
1612 | if (prm.m_targetSpace != IntPtr.Zero) | ||
1613 | { | ||
1614 | _parent_scene.waitForSpaceUnlock(prm.m_targetSpace); | ||
1615 | if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom)) | ||
1616 | d.SpaceRemove(prm.m_targetSpace, prm.prim_geom); | ||
1617 | } | ||
1618 | prm.m_targetSpace = m_targetSpace; | ||
1619 | d.SpaceAdd(m_targetSpace, prm.prim_geom); | ||
1620 | } | ||
1621 | |||
1622 | if (m_isSelected || m_disabled) | ||
1623 | { | ||
1624 | prm.m_collisionCategories &= ~CollisionCategories.Body; | ||
1625 | prm.m_collisionFlags &= ~(CollisionCategories.Land | CollisionCategories.Wind); | ||
1626 | d.GeomDisable(prm.prim_geom); | ||
1627 | } | ||
1628 | else | ||
1629 | { | ||
1630 | if (m_isphantom && !m_isVolumeDetect) | ||
1631 | { | ||
1632 | prm.m_collisionCategories = 0; | ||
1633 | prm.m_collisionFlags = CollisionCategories.Land; | ||
1634 | } | ||
1635 | else | ||
1636 | { | ||
1637 | prm.m_collisionCategories |= CollisionCategories.Body; | ||
1638 | prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1639 | } | ||
1640 | d.GeomEnable(prm.prim_geom); | ||
1641 | } | ||
1642 | |||
1643 | if (prm.m_NoColide) | ||
1644 | { | ||
1645 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
1646 | d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); | ||
1647 | d.GeomEnable(prm.prim_geom); | ||
1648 | } | ||
1649 | else | ||
1650 | { | ||
1651 | d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); | ||
1652 | d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); | ||
1653 | } | ||
1654 | prm.m_collisionscore = 0; | ||
1655 | |||
1656 | if(!m_disabled) | ||
1657 | prm.m_disabled = false; | ||
1658 | |||
1659 | _parent_scene.addActivePrim(prm); | ||
1660 | } | ||
1661 | } | ||
1662 | |||
1663 | // The body doesn't already have a finite rotation mode set here | ||
1664 | if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null) | ||
1665 | { | ||
1666 | createAMotor(m_angularlock); | ||
1667 | } | ||
1668 | |||
1669 | if (m_isSelected || m_disabled) | ||
1670 | { | ||
1671 | m_collisionCategories &= ~CollisionCategories.Body; | ||
1672 | m_collisionFlags &= ~(CollisionCategories.Land | CollisionCategories.Wind); | ||
1673 | |||
1674 | d.GeomDisable(prim_geom); | ||
1675 | d.BodyDisable(Body); | ||
1676 | } | ||
1677 | else | ||
1678 | { | ||
1679 | if (m_isphantom && !m_isVolumeDetect) | ||
1680 | { | ||
1681 | m_collisionCategories = 0; | ||
1682 | m_collisionFlags = CollisionCategories.Land; | ||
1683 | } | ||
1684 | else | ||
1685 | { | ||
1686 | m_collisionCategories |= CollisionCategories.Body; | ||
1687 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1688 | } | ||
1689 | |||
1690 | d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z); | ||
1691 | d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z); | ||
1692 | } | ||
1693 | |||
1694 | if (m_NoColide) | ||
1695 | { | ||
1696 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1697 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
1698 | } | ||
1699 | else | ||
1700 | { | ||
1701 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1702 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1703 | } | ||
1704 | |||
1705 | m_collisionscore = 0; | ||
1706 | |||
1707 | m_softcolide = true; | ||
1708 | _parent_scene.addActivePrim(this); | ||
1709 | _parent_scene.addActiveGroups(this); | ||
1710 | } | ||
1711 | |||
1712 | private void DestroyBody() | ||
1713 | { | ||
1714 | if (Body != IntPtr.Zero) | ||
1715 | { | ||
1716 | _parent_scene.remActivePrim(this); | ||
1717 | m_collisionCategories &= ~CollisionCategories.Body; | ||
1718 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
1719 | if (prim_geom != IntPtr.Zero) | ||
1720 | { | ||
1721 | if (m_NoColide) | ||
1722 | { | ||
1723 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1724 | d.GeomSetCollideBits(prim_geom, 0); | ||
1725 | } | ||
1726 | else | ||
1727 | { | ||
1728 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1729 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1730 | } | ||
1731 | UpdateDataFromGeom(); | ||
1732 | d.GeomSetBody(prim_geom, IntPtr.Zero); | ||
1733 | SetInStaticSpace(this); | ||
1734 | } | ||
1735 | |||
1736 | if (!childPrim) | ||
1737 | { | ||
1738 | lock (childrenPrim) | ||
1739 | { | ||
1740 | foreach (OdePrim prm in childrenPrim) | ||
1741 | { | ||
1742 | _parent_scene.remActivePrim(prm); | ||
1743 | prm.m_collisionCategories = m_collisionCategories; | ||
1744 | prm.m_collisionFlags = m_collisionFlags; | ||
1745 | if (prm.prim_geom != IntPtr.Zero) | ||
1746 | { | ||
1747 | if (prm.m_NoColide) | ||
1748 | { | ||
1749 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
1750 | d.GeomSetCollideBits(prm.prim_geom, 0); | ||
1751 | } | ||
1752 | else | ||
1753 | { | ||
1754 | d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); | ||
1755 | d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); | ||
1756 | } | ||
1757 | prm.UpdateDataFromGeom(); | ||
1758 | SetInStaticSpace(prm); | ||
1759 | } | ||
1760 | prm.Body = IntPtr.Zero; | ||
1761 | prm._mass = prm.primMass; | ||
1762 | prm.m_collisionscore = 0; | ||
1763 | } | ||
1764 | } | ||
1765 | if (Amotor != IntPtr.Zero) | ||
1766 | { | ||
1767 | d.JointDestroy(Amotor); | ||
1768 | Amotor = IntPtr.Zero; | ||
1769 | } | ||
1770 | _parent_scene.remActiveGroup(this); | ||
1771 | d.BodyDestroy(Body); | ||
1772 | } | ||
1773 | Body = IntPtr.Zero; | ||
1774 | } | ||
1775 | _mass = primMass; | ||
1776 | m_collisionscore = 0; | ||
1777 | } | ||
1778 | |||
1779 | private void FixInertia(Vector3 NewPos,Quaternion newrot) | ||
1780 | { | ||
1781 | d.Matrix3 mat = new d.Matrix3(); | ||
1782 | d.Quaternion quat = new d.Quaternion(); | ||
1783 | |||
1784 | d.Mass tmpdmass = new d.Mass { }; | ||
1785 | d.Mass objdmass = new d.Mass { }; | ||
1786 | |||
1787 | d.BodyGetMass(Body, out tmpdmass); | ||
1788 | objdmass = tmpdmass; | ||
1789 | |||
1790 | d.Vector3 dobjpos; | ||
1791 | d.Vector3 thispos; | ||
1792 | |||
1793 | // get current object position and rotation | ||
1794 | dobjpos = d.BodyGetPosition(Body); | ||
1795 | |||
1796 | // get prim own inertia in its local frame | ||
1797 | tmpdmass = primdMass; | ||
1798 | |||
1799 | // transform to object frame | ||
1800 | mat = d.GeomGetOffsetRotation(prim_geom); | ||
1801 | d.MassRotate(ref tmpdmass, ref mat); | ||
1802 | |||
1803 | thispos = d.GeomGetOffsetPosition(prim_geom); | ||
1804 | d.MassTranslate(ref tmpdmass, | ||
1805 | thispos.X, | ||
1806 | thispos.Y, | ||
1807 | thispos.Z); | ||
1808 | |||
1809 | // subtract current prim inertia from object | ||
1810 | DMassSubPartFromObj(ref tmpdmass, ref objdmass); | ||
1811 | |||
1812 | // back prim own inertia | ||
1813 | tmpdmass = primdMass; | ||
1814 | |||
1815 | // update to new position and orientation | ||
1816 | _position = NewPos; | ||
1817 | d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z); | ||
1818 | _orientation = newrot; | ||
1819 | quat.X = newrot.X; | ||
1820 | quat.Y = newrot.Y; | ||
1821 | quat.Z = newrot.Z; | ||
1822 | quat.W = newrot.W; | ||
1823 | d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat); | ||
1824 | |||
1825 | mat = d.GeomGetOffsetRotation(prim_geom); | ||
1826 | d.MassRotate(ref tmpdmass, ref mat); | ||
1827 | |||
1828 | thispos = d.GeomGetOffsetPosition(prim_geom); | ||
1829 | d.MassTranslate(ref tmpdmass, | ||
1830 | thispos.X, | ||
1831 | thispos.Y, | ||
1832 | thispos.Z); | ||
1833 | |||
1834 | d.MassAdd(ref objdmass, ref tmpdmass); | ||
1835 | |||
1836 | // fix all positions | ||
1837 | IntPtr g = d.BodyGetFirstGeom(Body); | ||
1838 | while (g != IntPtr.Zero) | ||
1839 | { | ||
1840 | thispos = d.GeomGetOffsetPosition(g); | ||
1841 | thispos.X -= objdmass.c.X; | ||
1842 | thispos.Y -= objdmass.c.Y; | ||
1843 | thispos.Z -= objdmass.c.Z; | ||
1844 | d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z); | ||
1845 | g = d.dBodyGetNextGeom(g); | ||
1846 | } | ||
1847 | d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos); | ||
1848 | |||
1849 | d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); | ||
1850 | d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body | ||
1851 | d.BodySetMass(Body, ref objdmass); | ||
1852 | _mass = objdmass.mass; | ||
1853 | } | ||
1854 | |||
1855 | |||
1856 | |||
1857 | private void FixInertia(Vector3 NewPos) | ||
1858 | { | ||
1859 | d.Matrix3 primmat = new d.Matrix3(); | ||
1860 | d.Mass tmpdmass = new d.Mass { }; | ||
1861 | d.Mass objdmass = new d.Mass { }; | ||
1862 | d.Mass primmass = new d.Mass { }; | ||
1863 | |||
1864 | d.Vector3 dobjpos; | ||
1865 | d.Vector3 thispos; | ||
1866 | |||
1867 | d.BodyGetMass(Body, out objdmass); | ||
1868 | |||
1869 | // get prim own inertia in its local frame | ||
1870 | primmass = primdMass; | ||
1871 | // transform to object frame | ||
1872 | primmat = d.GeomGetOffsetRotation(prim_geom); | ||
1873 | d.MassRotate(ref primmass, ref primmat); | ||
1874 | |||
1875 | tmpdmass = primmass; | ||
1876 | |||
1877 | thispos = d.GeomGetOffsetPosition(prim_geom); | ||
1878 | d.MassTranslate(ref tmpdmass, | ||
1879 | thispos.X, | ||
1880 | thispos.Y, | ||
1881 | thispos.Z); | ||
1882 | |||
1883 | // subtract current prim inertia from object | ||
1884 | DMassSubPartFromObj(ref tmpdmass, ref objdmass); | ||
1885 | |||
1886 | // update to new position | ||
1887 | _position = NewPos; | ||
1888 | d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z); | ||
1889 | |||
1890 | thispos = d.GeomGetOffsetPosition(prim_geom); | ||
1891 | d.MassTranslate(ref primmass, | ||
1892 | thispos.X, | ||
1893 | thispos.Y, | ||
1894 | thispos.Z); | ||
1895 | |||
1896 | d.MassAdd(ref objdmass, ref primmass); | ||
1897 | |||
1898 | // fix all positions | ||
1899 | IntPtr g = d.BodyGetFirstGeom(Body); | ||
1900 | while (g != IntPtr.Zero) | ||
1901 | { | ||
1902 | thispos = d.GeomGetOffsetPosition(g); | ||
1903 | thispos.X -= objdmass.c.X; | ||
1904 | thispos.Y -= objdmass.c.Y; | ||
1905 | thispos.Z -= objdmass.c.Z; | ||
1906 | d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z); | ||
1907 | g = d.dBodyGetNextGeom(g); | ||
1908 | } | ||
1909 | |||
1910 | d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos); | ||
1911 | |||
1912 | // get current object position and rotation | ||
1913 | dobjpos = d.BodyGetPosition(Body); | ||
1914 | |||
1915 | d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); | ||
1916 | d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body | ||
1917 | d.BodySetMass(Body, ref objdmass); | ||
1918 | _mass = objdmass.mass; | ||
1919 | } | ||
1920 | |||
1921 | private void FixInertia(Quaternion newrot) | ||
1922 | { | ||
1923 | d.Matrix3 mat = new d.Matrix3(); | ||
1924 | d.Quaternion quat = new d.Quaternion(); | ||
1925 | |||
1926 | d.Mass tmpdmass = new d.Mass { }; | ||
1927 | d.Mass objdmass = new d.Mass { }; | ||
1928 | d.Vector3 dobjpos; | ||
1929 | d.Vector3 thispos; | ||
1930 | |||
1931 | d.BodyGetMass(Body, out objdmass); | ||
1932 | |||
1933 | // get prim own inertia in its local frame | ||
1934 | tmpdmass = primdMass; | ||
1935 | mat = d.GeomGetOffsetRotation(prim_geom); | ||
1936 | d.MassRotate(ref tmpdmass, ref mat); | ||
1937 | // transform to object frame | ||
1938 | thispos = d.GeomGetOffsetPosition(prim_geom); | ||
1939 | d.MassTranslate(ref tmpdmass, | ||
1940 | thispos.X, | ||
1941 | thispos.Y, | ||
1942 | thispos.Z); | ||
1943 | |||
1944 | // subtract current prim inertia from object | ||
1945 | DMassSubPartFromObj(ref tmpdmass, ref objdmass); | ||
1946 | |||
1947 | // update to new orientation | ||
1948 | _orientation = newrot; | ||
1949 | quat.X = newrot.X; | ||
1950 | quat.Y = newrot.Y; | ||
1951 | quat.Z = newrot.Z; | ||
1952 | quat.W = newrot.W; | ||
1953 | d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat); | ||
1954 | |||
1955 | tmpdmass = primdMass; | ||
1956 | mat = d.GeomGetOffsetRotation(prim_geom); | ||
1957 | d.MassRotate(ref tmpdmass, ref mat); | ||
1958 | d.MassTranslate(ref tmpdmass, | ||
1959 | thispos.X, | ||
1960 | thispos.Y, | ||
1961 | thispos.Z); | ||
1962 | |||
1963 | d.MassAdd(ref objdmass, ref tmpdmass); | ||
1964 | |||
1965 | // fix all positions | ||
1966 | IntPtr g = d.BodyGetFirstGeom(Body); | ||
1967 | while (g != IntPtr.Zero) | ||
1968 | { | ||
1969 | thispos = d.GeomGetOffsetPosition(g); | ||
1970 | thispos.X -= objdmass.c.X; | ||
1971 | thispos.Y -= objdmass.c.Y; | ||
1972 | thispos.Z -= objdmass.c.Z; | ||
1973 | d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z); | ||
1974 | g = d.dBodyGetNextGeom(g); | ||
1975 | } | ||
1976 | |||
1977 | d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos); | ||
1978 | // get current object position and rotation | ||
1979 | dobjpos = d.BodyGetPosition(Body); | ||
1980 | |||
1981 | d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); | ||
1982 | d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body | ||
1983 | d.BodySetMass(Body, ref objdmass); | ||
1984 | _mass = objdmass.mass; | ||
1985 | } | ||
1986 | |||
1987 | |||
1988 | #region Mass Calculation | ||
1989 | |||
1990 | private float CalculatePrimVolume() | ||
1991 | { | ||
1992 | float volume = _size.X * _size.Y * _size.Z; // default | ||
1993 | float tmp; | ||
1994 | |||
1995 | float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; | ||
1996 | float hollowVolume = hollowAmount * hollowAmount; | ||
1997 | |||
1998 | switch (_pbs.ProfileShape) | ||
1999 | { | ||
2000 | case ProfileShape.Square: | ||
2001 | // default box | ||
2002 | |||
2003 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
2004 | { | ||
2005 | if (hollowAmount > 0.0) | ||
2006 | { | ||
2007 | switch (_pbs.HollowShape) | ||
2008 | { | ||
2009 | case HollowShape.Square: | ||
2010 | case HollowShape.Same: | ||
2011 | break; | ||
2012 | |||
2013 | case HollowShape.Circle: | ||
2014 | |||
2015 | hollowVolume *= 0.78539816339f; | ||
2016 | break; | ||
2017 | |||
2018 | case HollowShape.Triangle: | ||
2019 | |||
2020 | hollowVolume *= (0.5f * .5f); | ||
2021 | break; | ||
2022 | |||
2023 | default: | ||
2024 | hollowVolume = 0; | ||
2025 | break; | ||
2026 | } | ||
2027 | volume *= (1.0f - hollowVolume); | ||
2028 | } | ||
2029 | } | ||
2030 | |||
2031 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
2032 | { | ||
2033 | //a tube | ||
2034 | |||
2035 | volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); | ||
2036 | tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY); | ||
2037 | volume -= volume * tmp * tmp; | ||
2038 | |||
2039 | if (hollowAmount > 0.0) | ||
2040 | { | ||
2041 | hollowVolume *= hollowAmount; | ||
2042 | |||
2043 | switch (_pbs.HollowShape) | ||
2044 | { | ||
2045 | case HollowShape.Square: | ||
2046 | case HollowShape.Same: | ||
2047 | break; | ||
2048 | |||
2049 | case HollowShape.Circle: | ||
2050 | hollowVolume *= 0.78539816339f; | ||
2051 | break; | ||
2052 | |||
2053 | case HollowShape.Triangle: | ||
2054 | hollowVolume *= 0.5f * 0.5f; | ||
2055 | break; | ||
2056 | default: | ||
2057 | hollowVolume = 0; | ||
2058 | break; | ||
2059 | } | ||
2060 | volume *= (1.0f - hollowVolume); | ||
2061 | } | ||
2062 | } | ||
2063 | |||
2064 | break; | ||
2065 | |||
2066 | case ProfileShape.Circle: | ||
2067 | |||
2068 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
2069 | { | ||
2070 | volume *= 0.78539816339f; // elipse base | ||
2071 | |||
2072 | if (hollowAmount > 0.0) | ||
2073 | { | ||
2074 | switch (_pbs.HollowShape) | ||
2075 | { | ||
2076 | case HollowShape.Same: | ||
2077 | case HollowShape.Circle: | ||
2078 | break; | ||
2079 | |||
2080 | case HollowShape.Square: | ||
2081 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
2082 | break; | ||
2083 | |||
2084 | case HollowShape.Triangle: | ||
2085 | hollowVolume *= .5f * 1.27323954473516f; | ||
2086 | break; | ||
2087 | |||
2088 | default: | ||
2089 | hollowVolume = 0; | ||
2090 | break; | ||
2091 | } | ||
2092 | volume *= (1.0f - hollowVolume); | ||
2093 | } | ||
2094 | } | ||
2095 | |||
2096 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
2097 | { | ||
2098 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); | ||
2099 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
2100 | volume *= (1.0f - tmp * tmp); | ||
2101 | |||
2102 | if (hollowAmount > 0.0) | ||
2103 | { | ||
2104 | |||
2105 | // calculate the hollow volume by it's shape compared to the prim shape | ||
2106 | hollowVolume *= hollowAmount; | ||
2107 | |||
2108 | switch (_pbs.HollowShape) | ||
2109 | { | ||
2110 | case HollowShape.Same: | ||
2111 | case HollowShape.Circle: | ||
2112 | break; | ||
2113 | |||
2114 | case HollowShape.Square: | ||
2115 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
2116 | break; | ||
2117 | |||
2118 | case HollowShape.Triangle: | ||
2119 | hollowVolume *= .5f * 1.27323954473516f; | ||
2120 | break; | ||
2121 | |||
2122 | default: | ||
2123 | hollowVolume = 0; | ||
2124 | break; | ||
2125 | } | ||
2126 | volume *= (1.0f - hollowVolume); | ||
2127 | } | ||
2128 | } | ||
2129 | break; | ||
2130 | |||
2131 | case ProfileShape.HalfCircle: | ||
2132 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
2133 | { | ||
2134 | volume *= 0.52359877559829887307710723054658f; | ||
2135 | } | ||
2136 | break; | ||
2137 | |||
2138 | case ProfileShape.EquilateralTriangle: | ||
2139 | |||
2140 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
2141 | { | ||
2142 | volume *= 0.32475953f; | ||
2143 | |||
2144 | if (hollowAmount > 0.0) | ||
2145 | { | ||
2146 | |||
2147 | // calculate the hollow volume by it's shape compared to the prim shape | ||
2148 | switch (_pbs.HollowShape) | ||
2149 | { | ||
2150 | case HollowShape.Same: | ||
2151 | case HollowShape.Triangle: | ||
2152 | hollowVolume *= .25f; | ||
2153 | break; | ||
2154 | |||
2155 | case HollowShape.Square: | ||
2156 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
2157 | break; | ||
2158 | |||
2159 | case HollowShape.Circle: | ||
2160 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
2161 | // Cyllinder hollow volume calculation | ||
2162 | |||
2163 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
2164 | break; | ||
2165 | |||
2166 | default: | ||
2167 | hollowVolume = 0; | ||
2168 | break; | ||
2169 | } | ||
2170 | volume *= (1.0f - hollowVolume); | ||
2171 | } | ||
2172 | } | ||
2173 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
2174 | { | ||
2175 | volume *= 0.32475953f; | ||
2176 | volume *= 0.01f * (float)(200 - _pbs.PathScaleX); | ||
2177 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
2178 | volume *= (1.0f - tmp * tmp); | ||
2179 | |||
2180 | if (hollowAmount > 0.0) | ||
2181 | { | ||
2182 | |||
2183 | hollowVolume *= hollowAmount; | ||
2184 | |||
2185 | switch (_pbs.HollowShape) | ||
2186 | { | ||
2187 | case HollowShape.Same: | ||
2188 | case HollowShape.Triangle: | ||
2189 | hollowVolume *= .25f; | ||
2190 | break; | ||
2191 | |||
2192 | case HollowShape.Square: | ||
2193 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
2194 | break; | ||
2195 | |||
2196 | case HollowShape.Circle: | ||
2197 | |||
2198 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
2199 | break; | ||
2200 | |||
2201 | default: | ||
2202 | hollowVolume = 0; | ||
2203 | break; | ||
2204 | } | ||
2205 | volume *= (1.0f - hollowVolume); | ||
2206 | } | ||
2207 | } | ||
2208 | break; | ||
2209 | |||
2210 | default: | ||
2211 | break; | ||
2212 | } | ||
2213 | |||
2214 | float taperX1; | ||
2215 | float taperY1; | ||
2216 | float taperX; | ||
2217 | float taperY; | ||
2218 | float pathBegin; | ||
2219 | float pathEnd; | ||
2220 | float profileBegin; | ||
2221 | float profileEnd; | ||
2222 | |||
2223 | if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) | ||
2224 | { | ||
2225 | taperX1 = _pbs.PathScaleX * 0.01f; | ||
2226 | if (taperX1 > 1.0f) | ||
2227 | taperX1 = 2.0f - taperX1; | ||
2228 | taperX = 1.0f - taperX1; | ||
2229 | |||
2230 | taperY1 = _pbs.PathScaleY * 0.01f; | ||
2231 | if (taperY1 > 1.0f) | ||
2232 | taperY1 = 2.0f - taperY1; | ||
2233 | taperY = 1.0f - taperY1; | ||
2234 | } | ||
2235 | else | ||
2236 | { | ||
2237 | taperX = _pbs.PathTaperX * 0.01f; | ||
2238 | if (taperX < 0.0f) | ||
2239 | taperX = -taperX; | ||
2240 | taperX1 = 1.0f - taperX; | ||
2241 | |||
2242 | taperY = _pbs.PathTaperY * 0.01f; | ||
2243 | if (taperY < 0.0f) | ||
2244 | taperY = -taperY; | ||
2245 | taperY1 = 1.0f - taperY; | ||
2246 | } | ||
2247 | |||
2248 | volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); | ||
2249 | |||
2250 | pathBegin = (float)_pbs.PathBegin * 2.0e-5f; | ||
2251 | pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; | ||
2252 | volume *= (pathEnd - pathBegin); | ||
2253 | |||
2254 | // this is crude aproximation | ||
2255 | profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; | ||
2256 | profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; | ||
2257 | volume *= (profileEnd - profileBegin); | ||
2258 | |||
2259 | return volume; | ||
2260 | } | ||
2261 | |||
2262 | |||
2263 | private void CalcPrimBodyData() | ||
2264 | { | ||
2265 | float volume; | ||
2266 | |||
2267 | if (prim_geom == IntPtr.Zero) | ||
2268 | { | ||
2269 | // Ubit let's have a initial basic OOB | ||
2270 | primOOBsize.X = _size.X; | ||
2271 | primOOBsize.Y = _size.Y; | ||
2272 | primOOBsize.Z = _size.Z; | ||
2273 | primOOBoffset = Vector3.Zero; | ||
2274 | } | ||
2275 | else | ||
2276 | { | ||
2277 | d.AABB AABB; | ||
2278 | d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom | ||
2279 | |||
2280 | primOOBsize.X = (AABB.MaxX - AABB.MinX); | ||
2281 | primOOBsize.Y = (AABB.MaxY - AABB.MinY); | ||
2282 | primOOBsize.Z = (AABB.MaxZ - AABB.MinZ); | ||
2283 | if (!hasOOBoffsetFromMesh) | ||
2284 | { | ||
2285 | primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f; | ||
2286 | primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f; | ||
2287 | primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f; | ||
2288 | } | ||
2289 | } | ||
2290 | |||
2291 | // also its own inertia and mass | ||
2292 | // keep using basic shape mass for now | ||
2293 | volume = CalculatePrimVolume(); | ||
2294 | |||
2295 | primMass = m_density * volume; | ||
2296 | |||
2297 | if (primMass <= 0) | ||
2298 | primMass = 0.0001f;//ckrinke: Mass must be greater then zero. | ||
2299 | if (primMass > _parent_scene.maximumMassObject) | ||
2300 | primMass = _parent_scene.maximumMassObject; | ||
2301 | |||
2302 | _mass = primMass; // just in case | ||
2303 | |||
2304 | d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z); | ||
2305 | |||
2306 | d.MassTranslate(ref primdMass, | ||
2307 | primOOBoffset.X, | ||
2308 | primOOBoffset.Y, | ||
2309 | primOOBoffset.Z); | ||
2310 | |||
2311 | primOOBsize *= 0.5f; // let obb size be a corner coords | ||
2312 | primOOBradiusSQ = primOOBsize.LengthSquared(); | ||
2313 | } | ||
2314 | |||
2315 | |||
2316 | #endregion | ||
2317 | |||
2318 | |||
2319 | /// <summary> | ||
2320 | /// Add a child prim to this parent prim. | ||
2321 | /// </summary> | ||
2322 | /// <param name="prim">Child prim</param> | ||
2323 | // I'm the parent | ||
2324 | // prim is the child | ||
2325 | public void ParentPrim(OdePrim prim) | ||
2326 | { | ||
2327 | //Console.WriteLine("ParentPrim " + m_primName); | ||
2328 | if (this.m_localID != prim.m_localID) | ||
2329 | { | ||
2330 | DestroyBody(); // for now we need to rebuil entire object on link change | ||
2331 | |||
2332 | lock (childrenPrim) | ||
2333 | { | ||
2334 | // adopt the prim | ||
2335 | if (!childrenPrim.Contains(prim)) | ||
2336 | childrenPrim.Add(prim); | ||
2337 | |||
2338 | // see if this prim has kids and adopt them also | ||
2339 | // should not happen for now | ||
2340 | foreach (OdePrim prm in prim.childrenPrim) | ||
2341 | { | ||
2342 | if (!childrenPrim.Contains(prm)) | ||
2343 | { | ||
2344 | if (prm.Body != IntPtr.Zero) | ||
2345 | { | ||
2346 | if (prm.prim_geom != IntPtr.Zero) | ||
2347 | d.GeomSetBody(prm.prim_geom, IntPtr.Zero); | ||
2348 | if (prm.Body != prim.Body) | ||
2349 | prm.DestroyBody(); // don't loose bodies around | ||
2350 | prm.Body = IntPtr.Zero; | ||
2351 | } | ||
2352 | |||
2353 | childrenPrim.Add(prm); | ||
2354 | prm._parent = this; | ||
2355 | } | ||
2356 | } | ||
2357 | } | ||
2358 | //Remove old children from the prim | ||
2359 | prim.childrenPrim.Clear(); | ||
2360 | |||
2361 | if (prim.Body != IntPtr.Zero) | ||
2362 | { | ||
2363 | if (prim.prim_geom != IntPtr.Zero) | ||
2364 | d.GeomSetBody(prim.prim_geom, IntPtr.Zero); | ||
2365 | prim.DestroyBody(); // don't loose bodies around | ||
2366 | prim.Body = IntPtr.Zero; | ||
2367 | } | ||
2368 | |||
2369 | prim.childPrim = true; | ||
2370 | prim._parent = this; | ||
2371 | |||
2372 | MakeBody(); // full nasty reconstruction | ||
2373 | } | ||
2374 | } | ||
2375 | |||
2376 | private void UpdateChildsfromgeom() | ||
2377 | { | ||
2378 | if (childrenPrim.Count > 0) | ||
2379 | { | ||
2380 | foreach (OdePrim prm in childrenPrim) | ||
2381 | prm.UpdateDataFromGeom(); | ||
2382 | } | ||
2383 | } | ||
2384 | |||
2385 | private void UpdateDataFromGeom() | ||
2386 | { | ||
2387 | if (prim_geom != IntPtr.Zero) | ||
2388 | { | ||
2389 | d.Quaternion qtmp = new d.Quaternion { }; | ||
2390 | d.GeomCopyQuaternion(prim_geom, out qtmp); | ||
2391 | _orientation.W = qtmp.W; | ||
2392 | _orientation.X = qtmp.X; | ||
2393 | _orientation.Y = qtmp.Y; | ||
2394 | _orientation.Z = qtmp.Z; | ||
2395 | |||
2396 | d.Vector3 lpos; | ||
2397 | d.GeomCopyPosition(prim_geom, out lpos); | ||
2398 | _position.X = lpos.X; | ||
2399 | _position.Y = lpos.Y; | ||
2400 | _position.Z = lpos.Z; | ||
2401 | } | ||
2402 | } | ||
2403 | |||
2404 | private void ChildDelink(OdePrim odePrim, bool remakebodies) | ||
2405 | { | ||
2406 | // Okay, we have a delinked child.. destroy all body and remake | ||
2407 | if (odePrim != this && !childrenPrim.Contains(odePrim)) | ||
2408 | return; | ||
2409 | |||
2410 | DestroyBody(); | ||
2411 | |||
2412 | if (odePrim == this) // delinking the root prim | ||
2413 | { | ||
2414 | OdePrim newroot = null; | ||
2415 | lock (childrenPrim) | ||
2416 | { | ||
2417 | if (childrenPrim.Count > 0) | ||
2418 | { | ||
2419 | newroot = childrenPrim[0]; | ||
2420 | childrenPrim.RemoveAt(0); | ||
2421 | foreach (OdePrim prm in childrenPrim) | ||
2422 | { | ||
2423 | newroot.childrenPrim.Add(prm); | ||
2424 | } | ||
2425 | childrenPrim.Clear(); | ||
2426 | } | ||
2427 | if (newroot != null) | ||
2428 | { | ||
2429 | newroot.childPrim = false; | ||
2430 | newroot._parent = null; | ||
2431 | if (remakebodies) | ||
2432 | newroot.MakeBody(); | ||
2433 | } | ||
2434 | } | ||
2435 | } | ||
2436 | |||
2437 | else | ||
2438 | { | ||
2439 | lock (childrenPrim) | ||
2440 | { | ||
2441 | childrenPrim.Remove(odePrim); | ||
2442 | odePrim.childPrim = false; | ||
2443 | odePrim._parent = null; | ||
2444 | // odePrim.UpdateDataFromGeom(); | ||
2445 | if (remakebodies) | ||
2446 | odePrim.MakeBody(); | ||
2447 | } | ||
2448 | } | ||
2449 | if (remakebodies) | ||
2450 | MakeBody(); | ||
2451 | } | ||
2452 | |||
2453 | protected void ChildRemove(OdePrim odePrim, bool reMakeBody) | ||
2454 | { | ||
2455 | // Okay, we have a delinked child.. destroy all body and remake | ||
2456 | if (odePrim != this && !childrenPrim.Contains(odePrim)) | ||
2457 | return; | ||
2458 | |||
2459 | DestroyBody(); | ||
2460 | |||
2461 | if (odePrim == this) | ||
2462 | { | ||
2463 | OdePrim newroot = null; | ||
2464 | lock (childrenPrim) | ||
2465 | { | ||
2466 | if (childrenPrim.Count > 0) | ||
2467 | { | ||
2468 | newroot = childrenPrim[0]; | ||
2469 | childrenPrim.RemoveAt(0); | ||
2470 | foreach (OdePrim prm in childrenPrim) | ||
2471 | { | ||
2472 | newroot.childrenPrim.Add(prm); | ||
2473 | } | ||
2474 | childrenPrim.Clear(); | ||
2475 | } | ||
2476 | if (newroot != null) | ||
2477 | { | ||
2478 | newroot.childPrim = false; | ||
2479 | newroot._parent = null; | ||
2480 | newroot.MakeBody(); | ||
2481 | } | ||
2482 | } | ||
2483 | if (reMakeBody) | ||
2484 | MakeBody(); | ||
2485 | return; | ||
2486 | } | ||
2487 | else | ||
2488 | { | ||
2489 | lock (childrenPrim) | ||
2490 | { | ||
2491 | childrenPrim.Remove(odePrim); | ||
2492 | odePrim.childPrim = false; | ||
2493 | odePrim._parent = null; | ||
2494 | if (reMakeBody) | ||
2495 | odePrim.MakeBody(); | ||
2496 | } | ||
2497 | } | ||
2498 | MakeBody(); | ||
2499 | } | ||
2500 | |||
2501 | #region changes | ||
2502 | |||
2503 | private void changeadd() | ||
2504 | { | ||
2505 | CreateGeom(); | ||
2506 | |||
2507 | if (prim_geom != IntPtr.Zero) | ||
2508 | { | ||
2509 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2510 | d.Quaternion myrot = new d.Quaternion(); | ||
2511 | myrot.X = _orientation.X; | ||
2512 | myrot.Y = _orientation.Y; | ||
2513 | myrot.Z = _orientation.Z; | ||
2514 | myrot.W = _orientation.W; | ||
2515 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2516 | |||
2517 | if (!m_isphysical) | ||
2518 | SetInStaticSpace(this); | ||
2519 | } | ||
2520 | |||
2521 | if (m_isphysical && Body == IntPtr.Zero) | ||
2522 | { | ||
2523 | MakeBody(); | ||
2524 | } | ||
2525 | } | ||
2526 | |||
2527 | private void changeAngularLock(Vector3 newLock) | ||
2528 | { | ||
2529 | // do we have a Physical object? | ||
2530 | if (Body != IntPtr.Zero) | ||
2531 | { | ||
2532 | //Check that we have a Parent | ||
2533 | //If we have a parent then we're not authorative here | ||
2534 | if (_parent == null) | ||
2535 | { | ||
2536 | if (!newLock.ApproxEquals(Vector3.One, 0f)) | ||
2537 | { | ||
2538 | createAMotor(newLock); | ||
2539 | } | ||
2540 | else | ||
2541 | { | ||
2542 | if (Amotor != IntPtr.Zero) | ||
2543 | { | ||
2544 | d.JointDestroy(Amotor); | ||
2545 | Amotor = IntPtr.Zero; | ||
2546 | } | ||
2547 | } | ||
2548 | } | ||
2549 | } | ||
2550 | // Store this for later in case we get turned into a separate body | ||
2551 | m_angularlock = newLock; | ||
2552 | } | ||
2553 | |||
2554 | private void changeLink(OdePrim NewParent) | ||
2555 | { | ||
2556 | if (_parent == null && NewParent != null) | ||
2557 | { | ||
2558 | NewParent.ParentPrim(this); | ||
2559 | } | ||
2560 | else if (_parent != null) | ||
2561 | { | ||
2562 | if (_parent is OdePrim) | ||
2563 | { | ||
2564 | if (NewParent != _parent) | ||
2565 | { | ||
2566 | (_parent as OdePrim).ChildDelink(this, false); // for now... | ||
2567 | childPrim = false; | ||
2568 | |||
2569 | if (NewParent != null) | ||
2570 | { | ||
2571 | NewParent.ParentPrim(this); | ||
2572 | } | ||
2573 | } | ||
2574 | } | ||
2575 | } | ||
2576 | _parent = NewParent; | ||
2577 | } | ||
2578 | |||
2579 | |||
2580 | private void Stop() | ||
2581 | { | ||
2582 | if (!childPrim) | ||
2583 | { | ||
2584 | m_force = Vector3.Zero; | ||
2585 | m_forceacc = Vector3.Zero; | ||
2586 | m_angularForceacc = Vector3.Zero; | ||
2587 | _torque = Vector3.Zero; | ||
2588 | _velocity = Vector3.Zero; | ||
2589 | _acceleration = Vector3.Zero; | ||
2590 | m_rotationalVelocity = Vector3.Zero; | ||
2591 | _target_velocity = Vector3.Zero; | ||
2592 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | ||
2593 | m_vehicle.Stop(); | ||
2594 | } | ||
2595 | |||
2596 | if (Body != IntPtr.Zero) | ||
2597 | { | ||
2598 | d.BodySetForce(Body, 0f, 0f, 0f); | ||
2599 | d.BodySetTorque(Body, 0f, 0f, 0f); | ||
2600 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
2601 | d.BodySetAngularVel(Body, 0f, 0f, 0f); | ||
2602 | } | ||
2603 | } | ||
2604 | |||
2605 | |||
2606 | private void changePhantomStatus(bool newval) | ||
2607 | { | ||
2608 | m_isphantom = newval; | ||
2609 | |||
2610 | if (m_isSelected) | ||
2611 | { | ||
2612 | m_collisionCategories = CollisionCategories.Selected; | ||
2613 | m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); | ||
2614 | } | ||
2615 | else | ||
2616 | { | ||
2617 | if (m_isphantom && !m_isVolumeDetect) | ||
2618 | { | ||
2619 | m_collisionCategories = 0; | ||
2620 | if (m_isphysical) | ||
2621 | m_collisionFlags = CollisionCategories.Land; | ||
2622 | else | ||
2623 | m_collisionFlags = 0; // should never happen | ||
2624 | } | ||
2625 | |||
2626 | else | ||
2627 | { | ||
2628 | m_collisionCategories = CollisionCategories.Geom; | ||
2629 | if (m_isphysical) | ||
2630 | m_collisionCategories |= CollisionCategories.Body; | ||
2631 | |||
2632 | m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land; | ||
2633 | |||
2634 | if (m_collidesWater) | ||
2635 | m_collisionFlags |= CollisionCategories.Water; | ||
2636 | } | ||
2637 | } | ||
2638 | |||
2639 | if (!childPrim) | ||
2640 | { | ||
2641 | foreach (OdePrim prm in childrenPrim) | ||
2642 | { | ||
2643 | prm.m_collisionCategories = m_collisionCategories; | ||
2644 | prm.m_collisionFlags = m_collisionFlags; | ||
2645 | |||
2646 | if (!prm.m_disabled && prm.prim_geom != IntPtr.Zero) | ||
2647 | { | ||
2648 | if (prm.m_NoColide) | ||
2649 | { | ||
2650 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
2651 | if (m_isphysical) | ||
2652 | d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); | ||
2653 | else | ||
2654 | d.GeomSetCollideBits(prm.prim_geom, 0); | ||
2655 | } | ||
2656 | else | ||
2657 | { | ||
2658 | d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); | ||
2659 | d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); | ||
2660 | } | ||
2661 | if(!m_isSelected) | ||
2662 | d.GeomEnable(prm.prim_geom); | ||
2663 | } | ||
2664 | } | ||
2665 | } | ||
2666 | |||
2667 | if (!m_disabled && prim_geom != IntPtr.Zero) | ||
2668 | { | ||
2669 | if (m_NoColide) | ||
2670 | { | ||
2671 | d.GeomSetCategoryBits(prim_geom, 0); | ||
2672 | if (m_isphysical) | ||
2673 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
2674 | else | ||
2675 | d.GeomSetCollideBits(prim_geom, 0); | ||
2676 | } | ||
2677 | else | ||
2678 | { | ||
2679 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
2680 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2681 | } | ||
2682 | if(!m_isSelected) | ||
2683 | d.GeomEnable(prim_geom); | ||
2684 | } | ||
2685 | } | ||
2686 | |||
2687 | private void changeSelectedStatus(bool newval) | ||
2688 | { | ||
2689 | if (m_lastdoneSelected == newval) | ||
2690 | return; | ||
2691 | |||
2692 | m_lastdoneSelected = newval; | ||
2693 | DoSelectedStatus(newval); | ||
2694 | } | ||
2695 | |||
2696 | private void CheckDelaySelect() | ||
2697 | { | ||
2698 | if (m_delaySelect) | ||
2699 | { | ||
2700 | DoSelectedStatus(m_isSelected); | ||
2701 | } | ||
2702 | } | ||
2703 | |||
2704 | private void DoSelectedStatus(bool newval) | ||
2705 | { | ||
2706 | m_isSelected = newval; | ||
2707 | Stop(); | ||
2708 | |||
2709 | if (newval) | ||
2710 | { | ||
2711 | if (!childPrim && Body != IntPtr.Zero) | ||
2712 | d.BodyDisable(Body); | ||
2713 | |||
2714 | if (m_delaySelect || m_isphysical) | ||
2715 | { | ||
2716 | m_collisionCategories = CollisionCategories.Selected; | ||
2717 | m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); | ||
2718 | |||
2719 | if (!childPrim) | ||
2720 | { | ||
2721 | foreach (OdePrim prm in childrenPrim) | ||
2722 | { | ||
2723 | prm.m_collisionCategories = m_collisionCategories; | ||
2724 | prm.m_collisionFlags = m_collisionFlags; | ||
2725 | |||
2726 | if (prm.prim_geom != null) | ||
2727 | { | ||
2728 | |||
2729 | if (prm.m_NoColide) | ||
2730 | { | ||
2731 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
2732 | d.GeomSetCollideBits(prm.prim_geom, 0); | ||
2733 | } | ||
2734 | else | ||
2735 | { | ||
2736 | d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); | ||
2737 | d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); | ||
2738 | } | ||
2739 | d.GeomDisable(prm.prim_geom); | ||
2740 | } | ||
2741 | prm.m_delaySelect = false; | ||
2742 | } | ||
2743 | } | ||
2744 | |||
2745 | if (prim_geom != null) | ||
2746 | { | ||
2747 | if (m_NoColide) | ||
2748 | { | ||
2749 | d.GeomSetCategoryBits(prim_geom, 0); | ||
2750 | d.GeomSetCollideBits(prim_geom, 0); | ||
2751 | } | ||
2752 | else | ||
2753 | { | ||
2754 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
2755 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2756 | } | ||
2757 | d.GeomDisable(prim_geom); | ||
2758 | } | ||
2759 | |||
2760 | m_delaySelect = false; | ||
2761 | } | ||
2762 | else if(!m_isphysical) | ||
2763 | { | ||
2764 | m_delaySelect = true; | ||
2765 | } | ||
2766 | } | ||
2767 | else | ||
2768 | { | ||
2769 | if (!childPrim && Body != IntPtr.Zero && !m_disabled) | ||
2770 | d.BodyEnable(Body); | ||
2771 | |||
2772 | if (m_isphantom && !m_isVolumeDetect) | ||
2773 | { | ||
2774 | m_collisionCategories = 0; | ||
2775 | if(m_isphysical) | ||
2776 | m_collisionFlags = CollisionCategories.Land; | ||
2777 | else | ||
2778 | m_collisionFlags = 0; | ||
2779 | } | ||
2780 | else | ||
2781 | { | ||
2782 | m_collisionCategories = CollisionCategories.Geom; | ||
2783 | if (m_isphysical) | ||
2784 | m_collisionCategories |= CollisionCategories.Body; | ||
2785 | |||
2786 | m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land; | ||
2787 | |||
2788 | if (m_collidesWater) | ||
2789 | m_collisionFlags |= CollisionCategories.Water; | ||
2790 | } | ||
2791 | |||
2792 | if (!childPrim) | ||
2793 | { | ||
2794 | foreach (OdePrim prm in childrenPrim) | ||
2795 | { | ||
2796 | prm.m_collisionCategories = m_collisionCategories; | ||
2797 | prm.m_collisionFlags = m_collisionFlags; | ||
2798 | |||
2799 | if (!prm.m_disabled && prm.prim_geom != IntPtr.Zero) | ||
2800 | { | ||
2801 | if (prm.m_NoColide) | ||
2802 | { | ||
2803 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
2804 | if (m_isphysical) | ||
2805 | d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); | ||
2806 | else | ||
2807 | d.GeomSetCollideBits(prm.prim_geom, 0); | ||
2808 | } | ||
2809 | else | ||
2810 | { | ||
2811 | d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); | ||
2812 | d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); | ||
2813 | } | ||
2814 | d.GeomEnable(prm.prim_geom); | ||
2815 | } | ||
2816 | prm.m_delaySelect = false; | ||
2817 | prm.m_softcolide = true; | ||
2818 | } | ||
2819 | } | ||
2820 | |||
2821 | if (!m_disabled && prim_geom != IntPtr.Zero) | ||
2822 | { | ||
2823 | if (m_NoColide) | ||
2824 | { | ||
2825 | d.GeomSetCategoryBits(prim_geom, 0); | ||
2826 | if (m_isphysical) | ||
2827 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
2828 | else | ||
2829 | d.GeomSetCollideBits(prim_geom, 0); | ||
2830 | } | ||
2831 | else | ||
2832 | { | ||
2833 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
2834 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2835 | } | ||
2836 | d.GeomEnable(prim_geom); | ||
2837 | } | ||
2838 | |||
2839 | m_delaySelect = false; | ||
2840 | m_softcolide = true; | ||
2841 | } | ||
2842 | |||
2843 | resetCollisionAccounting(); | ||
2844 | } | ||
2845 | |||
2846 | private void changePosition(Vector3 newPos) | ||
2847 | { | ||
2848 | CheckDelaySelect(); | ||
2849 | if (m_isphysical) | ||
2850 | { | ||
2851 | if (childPrim) // inertia is messed, must rebuild | ||
2852 | { | ||
2853 | if (m_building) | ||
2854 | { | ||
2855 | _position = newPos; | ||
2856 | } | ||
2857 | |||
2858 | else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero) | ||
2859 | { | ||
2860 | FixInertia(newPos); | ||
2861 | if (!d.BodyIsEnabled(Body)) | ||
2862 | d.BodyEnable(Body); | ||
2863 | } | ||
2864 | } | ||
2865 | else | ||
2866 | { | ||
2867 | if (_position != newPos) | ||
2868 | { | ||
2869 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); | ||
2870 | _position = newPos; | ||
2871 | } | ||
2872 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2873 | d.BodyEnable(Body); | ||
2874 | } | ||
2875 | } | ||
2876 | else | ||
2877 | { | ||
2878 | if (prim_geom != IntPtr.Zero) | ||
2879 | { | ||
2880 | if (newPos != _position) | ||
2881 | { | ||
2882 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); | ||
2883 | _position = newPos; | ||
2884 | |||
2885 | m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace); | ||
2886 | } | ||
2887 | } | ||
2888 | } | ||
2889 | givefakepos--; | ||
2890 | if (givefakepos < 0) | ||
2891 | givefakepos = 0; | ||
2892 | // changeSelectedStatus(); | ||
2893 | m_softcolide = true; | ||
2894 | resetCollisionAccounting(); | ||
2895 | } | ||
2896 | |||
2897 | private void changeOrientation(Quaternion newOri) | ||
2898 | { | ||
2899 | CheckDelaySelect(); | ||
2900 | if (m_isphysical) | ||
2901 | { | ||
2902 | if (childPrim) // inertia is messed, must rebuild | ||
2903 | { | ||
2904 | if (m_building) | ||
2905 | { | ||
2906 | _orientation = newOri; | ||
2907 | } | ||
2908 | /* | ||
2909 | else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero) | ||
2910 | { | ||
2911 | FixInertia(_position, newOri); | ||
2912 | if (!d.BodyIsEnabled(Body)) | ||
2913 | d.BodyEnable(Body); | ||
2914 | } | ||
2915 | */ | ||
2916 | } | ||
2917 | else | ||
2918 | { | ||
2919 | if (newOri != _orientation) | ||
2920 | { | ||
2921 | d.Quaternion myrot = new d.Quaternion(); | ||
2922 | myrot.X = newOri.X; | ||
2923 | myrot.Y = newOri.Y; | ||
2924 | myrot.Z = newOri.Z; | ||
2925 | myrot.W = newOri.W; | ||
2926 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2927 | _orientation = newOri; | ||
2928 | if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f)) | ||
2929 | createAMotor(m_angularlock); | ||
2930 | } | ||
2931 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2932 | d.BodyEnable(Body); | ||
2933 | } | ||
2934 | } | ||
2935 | else | ||
2936 | { | ||
2937 | if (prim_geom != IntPtr.Zero) | ||
2938 | { | ||
2939 | if (newOri != _orientation) | ||
2940 | { | ||
2941 | d.Quaternion myrot = new d.Quaternion(); | ||
2942 | myrot.X = newOri.X; | ||
2943 | myrot.Y = newOri.Y; | ||
2944 | myrot.Z = newOri.Z; | ||
2945 | myrot.W = newOri.W; | ||
2946 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2947 | _orientation = newOri; | ||
2948 | } | ||
2949 | } | ||
2950 | } | ||
2951 | givefakeori--; | ||
2952 | if (givefakeori < 0) | ||
2953 | givefakeori = 0; | ||
2954 | m_softcolide = true; | ||
2955 | resetCollisionAccounting(); | ||
2956 | } | ||
2957 | |||
2958 | private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri) | ||
2959 | { | ||
2960 | CheckDelaySelect(); | ||
2961 | if (m_isphysical) | ||
2962 | { | ||
2963 | if (childPrim && m_building) // inertia is messed, must rebuild | ||
2964 | { | ||
2965 | _position = newPos; | ||
2966 | _orientation = newOri; | ||
2967 | } | ||
2968 | else | ||
2969 | { | ||
2970 | if (newOri != _orientation) | ||
2971 | { | ||
2972 | d.Quaternion myrot = new d.Quaternion(); | ||
2973 | myrot.X = newOri.X; | ||
2974 | myrot.Y = newOri.Y; | ||
2975 | myrot.Z = newOri.Z; | ||
2976 | myrot.W = newOri.W; | ||
2977 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2978 | _orientation = newOri; | ||
2979 | if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f)) | ||
2980 | createAMotor(m_angularlock); | ||
2981 | } | ||
2982 | if (_position != newPos) | ||
2983 | { | ||
2984 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); | ||
2985 | _position = newPos; | ||
2986 | } | ||
2987 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2988 | d.BodyEnable(Body); | ||
2989 | } | ||
2990 | } | ||
2991 | else | ||
2992 | { | ||
2993 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
2994 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
2995 | |||
2996 | if (prim_geom != IntPtr.Zero) | ||
2997 | { | ||
2998 | if (newOri != _orientation) | ||
2999 | { | ||
3000 | d.Quaternion myrot = new d.Quaternion(); | ||
3001 | myrot.X = newOri.X; | ||
3002 | myrot.Y = newOri.Y; | ||
3003 | myrot.Z = newOri.Z; | ||
3004 | myrot.W = newOri.W; | ||
3005 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
3006 | _orientation = newOri; | ||
3007 | } | ||
3008 | |||
3009 | if (newPos != _position) | ||
3010 | { | ||
3011 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); | ||
3012 | _position = newPos; | ||
3013 | |||
3014 | m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace); | ||
3015 | } | ||
3016 | } | ||
3017 | } | ||
3018 | givefakepos--; | ||
3019 | if (givefakepos < 0) | ||
3020 | givefakepos = 0; | ||
3021 | givefakeori--; | ||
3022 | if (givefakeori < 0) | ||
3023 | givefakeori = 0; | ||
3024 | |||
3025 | m_softcolide = true; | ||
3026 | resetCollisionAccounting(); | ||
3027 | } | ||
3028 | |||
3029 | |||
3030 | private void changeDisable(bool disable) | ||
3031 | { | ||
3032 | if (disable) | ||
3033 | { | ||
3034 | if (!m_disabled) | ||
3035 | disableBodySoft(); | ||
3036 | } | ||
3037 | else | ||
3038 | { | ||
3039 | if (m_disabled) | ||
3040 | enableBodySoft(); | ||
3041 | } | ||
3042 | } | ||
3043 | |||
3044 | private void changePhysicsStatus(bool NewStatus) | ||
3045 | { | ||
3046 | CheckDelaySelect(); | ||
3047 | |||
3048 | m_isphysical = NewStatus; | ||
3049 | |||
3050 | if (!childPrim) | ||
3051 | { | ||
3052 | if (NewStatus) | ||
3053 | { | ||
3054 | if (Body == IntPtr.Zero) | ||
3055 | MakeBody(); | ||
3056 | } | ||
3057 | else | ||
3058 | { | ||
3059 | if (Body != IntPtr.Zero) | ||
3060 | { | ||
3061 | DestroyBody(); | ||
3062 | } | ||
3063 | Stop(); | ||
3064 | } | ||
3065 | } | ||
3066 | |||
3067 | resetCollisionAccounting(); | ||
3068 | } | ||
3069 | |||
3070 | private void changeprimsizeshape() | ||
3071 | { | ||
3072 | CheckDelaySelect(); | ||
3073 | |||
3074 | OdePrim parent = (OdePrim)_parent; | ||
3075 | |||
3076 | bool chp = childPrim; | ||
3077 | |||
3078 | if (chp) | ||
3079 | { | ||
3080 | if (parent != null) | ||
3081 | { | ||
3082 | parent.DestroyBody(); | ||
3083 | } | ||
3084 | } | ||
3085 | else | ||
3086 | { | ||
3087 | DestroyBody(); | ||
3088 | } | ||
3089 | |||
3090 | RemoveGeom(); | ||
3091 | |||
3092 | // we don't need to do space calculation because the client sends a position update also. | ||
3093 | if (_size.X <= 0) | ||
3094 | _size.X = 0.01f; | ||
3095 | if (_size.Y <= 0) | ||
3096 | _size.Y = 0.01f; | ||
3097 | if (_size.Z <= 0) | ||
3098 | _size.Z = 0.01f; | ||
3099 | // Construction of new prim | ||
3100 | |||
3101 | CreateGeom(); | ||
3102 | |||
3103 | if (prim_geom != IntPtr.Zero) | ||
3104 | { | ||
3105 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
3106 | d.Quaternion myrot = new d.Quaternion(); | ||
3107 | myrot.X = _orientation.X; | ||
3108 | myrot.Y = _orientation.Y; | ||
3109 | myrot.Z = _orientation.Z; | ||
3110 | myrot.W = _orientation.W; | ||
3111 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
3112 | } | ||
3113 | |||
3114 | if (chp) | ||
3115 | { | ||
3116 | if (parent != null) | ||
3117 | { | ||
3118 | parent.MakeBody(); | ||
3119 | } | ||
3120 | } | ||
3121 | else | ||
3122 | MakeBody(); | ||
3123 | |||
3124 | m_softcolide = true; | ||
3125 | resetCollisionAccounting(); | ||
3126 | } | ||
3127 | |||
3128 | private void changeSize(Vector3 newSize) | ||
3129 | { | ||
3130 | _size = newSize; | ||
3131 | changeprimsizeshape(); | ||
3132 | } | ||
3133 | |||
3134 | private void changeShape(PrimitiveBaseShape newShape) | ||
3135 | { | ||
3136 | if(newShape != null) | ||
3137 | _pbs = newShape; | ||
3138 | changeprimsizeshape(); | ||
3139 | } | ||
3140 | |||
3141 | private void changeFloatOnWater(bool newval) | ||
3142 | { | ||
3143 | m_collidesWater = newval; | ||
3144 | |||
3145 | if (prim_geom != IntPtr.Zero && !m_isphantom) | ||
3146 | { | ||
3147 | if (m_collidesWater) | ||
3148 | { | ||
3149 | m_collisionFlags |= CollisionCategories.Water; | ||
3150 | } | ||
3151 | else | ||
3152 | { | ||
3153 | m_collisionFlags &= ~CollisionCategories.Water; | ||
3154 | } | ||
3155 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
3156 | } | ||
3157 | } | ||
3158 | |||
3159 | private void changeSetTorque(Vector3 newtorque) | ||
3160 | { | ||
3161 | if (!m_isSelected) | ||
3162 | { | ||
3163 | if (m_isphysical && Body != IntPtr.Zero) | ||
3164 | { | ||
3165 | if (m_disabled) | ||
3166 | enableBodySoft(); | ||
3167 | else if (!d.BodyIsEnabled(Body)) | ||
3168 | d.BodyEnable(Body); | ||
3169 | |||
3170 | } | ||
3171 | _torque = newtorque; | ||
3172 | } | ||
3173 | } | ||
3174 | |||
3175 | private void changeForce(Vector3 force) | ||
3176 | { | ||
3177 | m_force = force; | ||
3178 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
3179 | d.BodyEnable(Body); | ||
3180 | } | ||
3181 | |||
3182 | private void changeAddForce(Vector3 force) | ||
3183 | { | ||
3184 | m_forceacc += force; | ||
3185 | if (!m_isSelected) | ||
3186 | { | ||
3187 | lock (this) | ||
3188 | { | ||
3189 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
3190 | if (m_isphysical && Body != IntPtr.Zero) | ||
3191 | { | ||
3192 | if (m_disabled) | ||
3193 | enableBodySoft(); | ||
3194 | else if (!d.BodyIsEnabled(Body)) | ||
3195 | d.BodyEnable(Body); | ||
3196 | } | ||
3197 | } | ||
3198 | |||
3199 | m_collisionscore = 0; | ||
3200 | } | ||
3201 | } | ||
3202 | |||
3203 | private void changeAddAngularForce(Vector3 aforce) | ||
3204 | { | ||
3205 | m_angularForceacc += aforce; | ||
3206 | if (!m_isSelected) | ||
3207 | { | ||
3208 | lock (this) | ||
3209 | { | ||
3210 | if (m_isphysical && Body != IntPtr.Zero) | ||
3211 | { | ||
3212 | if (m_disabled) | ||
3213 | enableBodySoft(); | ||
3214 | else if (!d.BodyIsEnabled(Body)) | ||
3215 | d.BodyEnable(Body); | ||
3216 | } | ||
3217 | } | ||
3218 | m_collisionscore = 0; | ||
3219 | } | ||
3220 | } | ||
3221 | |||
3222 | private void changevelocity(Vector3 newVel) | ||
3223 | { | ||
3224 | if (!m_isSelected) | ||
3225 | { | ||
3226 | if (Body != IntPtr.Zero) | ||
3227 | { | ||
3228 | if (m_disabled) | ||
3229 | enableBodySoft(); | ||
3230 | else if (!d.BodyIsEnabled(Body)) | ||
3231 | d.BodyEnable(Body); | ||
3232 | |||
3233 | d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z); | ||
3234 | } | ||
3235 | //resetCollisionAccounting(); | ||
3236 | } | ||
3237 | _velocity = newVel; | ||
3238 | } | ||
3239 | |||
3240 | private void changeVolumedetetion(bool newVolDtc) | ||
3241 | { | ||
3242 | m_isVolumeDetect = newVolDtc; | ||
3243 | } | ||
3244 | |||
3245 | protected void changeBuilding(bool newbuilding) | ||
3246 | { | ||
3247 | if ((bool)newbuilding) | ||
3248 | { | ||
3249 | m_building = true; | ||
3250 | if (!childPrim) | ||
3251 | DestroyBody(); | ||
3252 | } | ||
3253 | else | ||
3254 | { | ||
3255 | m_building = false; | ||
3256 | CheckDelaySelect(); | ||
3257 | if (!childPrim) | ||
3258 | MakeBody(); | ||
3259 | } | ||
3260 | if (!childPrim && childrenPrim.Count > 0) | ||
3261 | { | ||
3262 | foreach (OdePrim prm in childrenPrim) | ||
3263 | prm.changeBuilding(m_building); // call directly | ||
3264 | } | ||
3265 | } | ||
3266 | |||
3267 | public void changeSetVehicle(VehicleData vdata) | ||
3268 | { | ||
3269 | if (m_vehicle == null) | ||
3270 | m_vehicle = new ODEDynamics(this); | ||
3271 | m_vehicle.DoSetVehicle(vdata); | ||
3272 | } | ||
3273 | private void changeVehicleType(int value) | ||
3274 | { | ||
3275 | if (value == (int)Vehicle.TYPE_NONE) | ||
3276 | { | ||
3277 | if (m_vehicle != null) | ||
3278 | m_vehicle = null; | ||
3279 | } | ||
3280 | else | ||
3281 | { | ||
3282 | if (m_vehicle == null) | ||
3283 | m_vehicle = new ODEDynamics(this); | ||
3284 | |||
3285 | m_vehicle.ProcessTypeChange((Vehicle)value); | ||
3286 | } | ||
3287 | } | ||
3288 | |||
3289 | private void changeVehicleFloatParam(strVehicleFloatParam fp) | ||
3290 | { | ||
3291 | if (m_vehicle == null) | ||
3292 | return; | ||
3293 | |||
3294 | m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value); | ||
3295 | } | ||
3296 | |||
3297 | private void changeVehicleVectorParam(strVehicleVectorParam vp) | ||
3298 | { | ||
3299 | if (m_vehicle == null) | ||
3300 | return; | ||
3301 | m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value); | ||
3302 | } | ||
3303 | |||
3304 | private void changeVehicleRotationParam(strVehicleQuatParam qp) | ||
3305 | { | ||
3306 | if (m_vehicle == null) | ||
3307 | return; | ||
3308 | m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value); | ||
3309 | } | ||
3310 | |||
3311 | private void changeVehicleFlags(strVehicleBoolParam bp) | ||
3312 | { | ||
3313 | if (m_vehicle == null) | ||
3314 | return; | ||
3315 | m_vehicle.ProcessVehicleFlags(bp.param, bp.value); | ||
3316 | } | ||
3317 | |||
3318 | #endregion | ||
3319 | |||
3320 | public void Move() | ||
3321 | { | ||
3322 | if (!childPrim && m_isphysical && Body != IntPtr.Zero && | ||
3323 | !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building && !m_outbounds) | ||
3324 | // !m_disabled && !m_isSelected && !m_building && !m_outbounds) | ||
3325 | { | ||
3326 | // if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009 | ||
3327 | |||
3328 | float timestep = _parent_scene.ODE_STEPSIZE; | ||
3329 | |||
3330 | // check outside region | ||
3331 | d.Vector3 lpos; | ||
3332 | d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator | ||
3333 | |||
3334 | if (lpos.Z < -100 || lpos.Z > 100000f) | ||
3335 | { | ||
3336 | m_outbounds = true; | ||
3337 | |||
3338 | lpos.Z = Util.Clip(lpos.Z, -100f, 100000f); | ||
3339 | _acceleration.X = 0; | ||
3340 | _acceleration.Y = 0; | ||
3341 | _acceleration.Z = 0; | ||
3342 | |||
3343 | _velocity.X = 0; | ||
3344 | _velocity.Y = 0; | ||
3345 | _velocity.Z = 0; | ||
3346 | m_rotationalVelocity.X = 0; | ||
3347 | m_rotationalVelocity.Y = 0; | ||
3348 | m_rotationalVelocity.Z = 0; | ||
3349 | |||
3350 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it | ||
3351 | d.BodySetAngularVel(Body, 0, 0, 0); // stop it | ||
3352 | d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere | ||
3353 | m_lastposition = _position; | ||
3354 | m_lastorientation = _orientation; | ||
3355 | |||
3356 | base.RequestPhysicsterseUpdate(); | ||
3357 | |||
3358 | m_throttleUpdates = false; | ||
3359 | throttleCounter = 0; | ||
3360 | _zeroFlag = true; | ||
3361 | |||
3362 | disableBodySoft(); // disable it and colisions | ||
3363 | base.RaiseOutOfBounds(_position); | ||
3364 | return; | ||
3365 | } | ||
3366 | |||
3367 | if (lpos.X < 0f) | ||
3368 | { | ||
3369 | _position.X = Util.Clip(lpos.X, -2f, -0.1f); | ||
3370 | m_outbounds = true; | ||
3371 | } | ||
3372 | else if(lpos.X > _parent_scene.WorldExtents.X) | ||
3373 | { | ||
3374 | _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f); | ||
3375 | m_outbounds = true; | ||
3376 | } | ||
3377 | if (lpos.Y < 0f) | ||
3378 | { | ||
3379 | _position.Y = Util.Clip(lpos.Y, -2f, -0.1f); | ||
3380 | m_outbounds = true; | ||
3381 | } | ||
3382 | else if(lpos.Y > _parent_scene.WorldExtents.Y) | ||
3383 | { | ||
3384 | _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f); | ||
3385 | m_outbounds = true; | ||
3386 | } | ||
3387 | |||
3388 | if(m_outbounds) | ||
3389 | { | ||
3390 | m_lastposition = _position; | ||
3391 | m_lastorientation = _orientation; | ||
3392 | |||
3393 | d.Vector3 dtmp = d.BodyGetAngularVel(Body); | ||
3394 | m_rotationalVelocity.X = dtmp.X; | ||
3395 | m_rotationalVelocity.Y = dtmp.Y; | ||
3396 | m_rotationalVelocity.Z = dtmp.Z; | ||
3397 | |||
3398 | dtmp = d.BodyGetLinearVel(Body); | ||
3399 | _velocity.X = dtmp.X; | ||
3400 | _velocity.Y = dtmp.Y; | ||
3401 | _velocity.Z = dtmp.Z; | ||
3402 | |||
3403 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it | ||
3404 | d.BodySetAngularVel(Body, 0, 0, 0); | ||
3405 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
3406 | disableBodySoft(); // stop collisions | ||
3407 | base.RequestPhysicsterseUpdate(); | ||
3408 | return; | ||
3409 | } | ||
3410 | |||
3411 | |||
3412 | float fx = 0; | ||
3413 | float fy = 0; | ||
3414 | float fz = 0; | ||
3415 | |||
3416 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | ||
3417 | { | ||
3418 | // 'VEHICLES' are dealt with in ODEDynamics.cs | ||
3419 | m_vehicle.Step(); | ||
3420 | } | ||
3421 | else | ||
3422 | { | ||
3423 | float m_mass = _mass; | ||
3424 | |||
3425 | // fz = 0f; | ||
3426 | //m_log.Info(m_collisionFlags.ToString()); | ||
3427 | if (m_usePID) | ||
3428 | { | ||
3429 | |||
3430 | // If the PID Controller isn't active then we set our force | ||
3431 | // calculating base velocity to the current position | ||
3432 | |||
3433 | if ((m_PIDTau < 1) && (m_PIDTau != 0)) | ||
3434 | { | ||
3435 | //PID_G = PID_G / m_PIDTau; | ||
3436 | m_PIDTau = 1; | ||
3437 | } | ||
3438 | |||
3439 | if ((PID_G - m_PIDTau) <= 0) | ||
3440 | { | ||
3441 | PID_G = m_PIDTau + 1; | ||
3442 | } | ||
3443 | |||
3444 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3445 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
3446 | _target_velocity = | ||
3447 | new Vector3( | ||
3448 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | ||
3449 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | ||
3450 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | ||
3451 | ); | ||
3452 | |||
3453 | // if velocity is zero, use position control; otherwise, velocity control | ||
3454 | |||
3455 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | ||
3456 | { | ||
3457 | // keep track of where we stopped. No more slippin' & slidin' | ||
3458 | |||
3459 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
3460 | // react to the physics scene by moving it's position. | ||
3461 | // Avatar to Avatar collisions | ||
3462 | // Prim to avatar collisions | ||
3463 | |||
3464 | //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2); | ||
3465 | //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2); | ||
3466 | //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; | ||
3467 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
3468 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
3469 | d.BodyAddForce(Body, 0, 0, fz); | ||
3470 | return; | ||
3471 | } | ||
3472 | else | ||
3473 | { | ||
3474 | _zeroFlag = false; | ||
3475 | |||
3476 | // We're flying and colliding with something | ||
3477 | fx = ((_target_velocity.X) - vel.X) * (PID_D); | ||
3478 | fy = ((_target_velocity.Y) - vel.Y) * (PID_D); | ||
3479 | |||
3480 | // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | ||
3481 | |||
3482 | fz = ((_target_velocity.Z - vel.Z) * (PID_D)); | ||
3483 | } | ||
3484 | } // end if (m_usePID) | ||
3485 | |||
3486 | // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller | ||
3487 | else if (m_useHoverPID) | ||
3488 | { | ||
3489 | //Console.WriteLine("Hover " + Name); | ||
3490 | |||
3491 | // If we're using the PID controller, then we have no gravity | ||
3492 | |||
3493 | // no lock; for now it's only called from within Simulate() | ||
3494 | |||
3495 | // If the PID Controller isn't active then we set our force | ||
3496 | // calculating base velocity to the current position | ||
3497 | |||
3498 | if ((m_PIDTau < 1)) | ||
3499 | { | ||
3500 | PID_G = PID_G / m_PIDTau; | ||
3501 | } | ||
3502 | |||
3503 | if ((PID_G - m_PIDTau) <= 0) | ||
3504 | { | ||
3505 | PID_G = m_PIDTau + 1; | ||
3506 | } | ||
3507 | |||
3508 | // Where are we, and where are we headed? | ||
3509 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
3510 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3511 | |||
3512 | // Non-Vehicles have a limited set of Hover options. | ||
3513 | // determine what our target height really is based on HoverType | ||
3514 | switch (m_PIDHoverType) | ||
3515 | { | ||
3516 | case PIDHoverType.Ground: | ||
3517 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
3518 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
3519 | break; | ||
3520 | case PIDHoverType.GroundAndWater: | ||
3521 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
3522 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
3523 | if (m_groundHeight > m_waterHeight) | ||
3524 | { | ||
3525 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
3526 | } | ||
3527 | else | ||
3528 | { | ||
3529 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
3530 | } | ||
3531 | break; | ||
3532 | |||
3533 | } // end switch (m_PIDHoverType) | ||
3534 | |||
3535 | |||
3536 | _target_velocity = | ||
3537 | new Vector3(0.0f, 0.0f, | ||
3538 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | ||
3539 | ); | ||
3540 | |||
3541 | // if velocity is zero, use position control; otherwise, velocity control | ||
3542 | |||
3543 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | ||
3544 | { | ||
3545 | // keep track of where we stopped. No more slippin' & slidin' | ||
3546 | |||
3547 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
3548 | // react to the physics scene by moving it's position. | ||
3549 | // Avatar to Avatar collisions | ||
3550 | // Prim to avatar collisions | ||
3551 | |||
3552 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | ||
3553 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | ||
3554 | // ? d.BodyAddForce(Body, 0, 0, fz); | ||
3555 | return; | ||
3556 | } | ||
3557 | else | ||
3558 | { | ||
3559 | _zeroFlag = false; | ||
3560 | |||
3561 | // We're flying and colliding with something | ||
3562 | fz = ((_target_velocity.Z - vel.Z) * (PID_D)); | ||
3563 | } | ||
3564 | } | ||
3565 | else | ||
3566 | { | ||
3567 | float b = (1.0f - m_buoyancy); | ||
3568 | fx = _parent_scene.gravityx * b; | ||
3569 | fy = _parent_scene.gravityy * b; | ||
3570 | fz = _parent_scene.gravityz * b; | ||
3571 | } | ||
3572 | |||
3573 | fx *= m_mass; | ||
3574 | fy *= m_mass; | ||
3575 | fz *= m_mass; | ||
3576 | |||
3577 | // constant force | ||
3578 | fx += m_force.X; | ||
3579 | fy += m_force.Y; | ||
3580 | fz += m_force.Z; | ||
3581 | |||
3582 | fx += m_forceacc.X; | ||
3583 | fy += m_forceacc.Y; | ||
3584 | fz += m_forceacc.Z; | ||
3585 | |||
3586 | m_forceacc = Vector3.Zero; | ||
3587 | |||
3588 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | ||
3589 | if (fx != 0 || fy != 0 || fz != 0) | ||
3590 | { | ||
3591 | d.BodyAddForce(Body, fx, fy, fz); | ||
3592 | //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); | ||
3593 | } | ||
3594 | |||
3595 | Vector3 trq; | ||
3596 | |||
3597 | trq = _torque; | ||
3598 | trq += m_angularForceacc; | ||
3599 | m_angularForceacc = Vector3.Zero; | ||
3600 | if (trq.X != 0 || trq.Y != 0 || trq.Z != 0) | ||
3601 | { | ||
3602 | d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z); | ||
3603 | } | ||
3604 | |||
3605 | } | ||
3606 | } | ||
3607 | else | ||
3608 | { // is not physical, or is not a body or is selected | ||
3609 | // _zeroPosition = d.BodyGetPosition(Body); | ||
3610 | return; | ||
3611 | //Console.WriteLine("Nothing " + Name); | ||
3612 | |||
3613 | } | ||
3614 | } | ||
3615 | |||
3616 | |||
3617 | public void UpdatePositionAndVelocity(float simulatedtime) | ||
3618 | { | ||
3619 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | ||
3620 | if (_parent == null && !m_disabled && !m_building && !m_outbounds) | ||
3621 | { | ||
3622 | if (Body != IntPtr.Zero) | ||
3623 | { | ||
3624 | Vector3 pv = Vector3.Zero; | ||
3625 | bool lastZeroFlag = _zeroFlag; | ||
3626 | |||
3627 | d.Vector3 lpos; | ||
3628 | d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator | ||
3629 | |||
3630 | |||
3631 | d.Quaternion ori; | ||
3632 | d.GeomCopyQuaternion(prim_geom, out ori); | ||
3633 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3634 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); | ||
3635 | |||
3636 | if ((Math.Abs(m_lastposition.X - lpos.X) < 0.01) | ||
3637 | && (Math.Abs(m_lastposition.Y - lpos.Y) < 0.01) | ||
3638 | && (Math.Abs(m_lastposition.Z - lpos.Z) < 0.01) | ||
3639 | && (Math.Abs(m_lastorientation.X - ori.X) < 0.0001) | ||
3640 | && (Math.Abs(m_lastorientation.Y - ori.Y) < 0.0001) | ||
3641 | && (Math.Abs(m_lastorientation.Z - ori.Z) < 0.0001) | ||
3642 | ) | ||
3643 | { | ||
3644 | _zeroFlag = true; | ||
3645 | //Console.WriteLine("ZFT 2"); | ||
3646 | m_throttleUpdates = false; | ||
3647 | } | ||
3648 | else | ||
3649 | { | ||
3650 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
3651 | _zeroFlag = false; | ||
3652 | m_lastUpdateSent = false; | ||
3653 | //m_throttleUpdates = false; | ||
3654 | } | ||
3655 | |||
3656 | if (_zeroFlag) | ||
3657 | { | ||
3658 | m_lastposition = _position; | ||
3659 | m_lastorientation = _orientation; | ||
3660 | |||
3661 | _velocity.X = 0.0f; | ||
3662 | _velocity.Y = 0.0f; | ||
3663 | _velocity.Z = 0.0f; | ||
3664 | |||
3665 | _acceleration.X = 0; | ||
3666 | _acceleration.Y = 0; | ||
3667 | _acceleration.Z = 0; | ||
3668 | |||
3669 | m_rotationalVelocity.X = 0; | ||
3670 | m_rotationalVelocity.Y = 0; | ||
3671 | m_rotationalVelocity.Z = 0; | ||
3672 | if (!m_lastUpdateSent) | ||
3673 | { | ||
3674 | m_throttleUpdates = false; | ||
3675 | throttleCounter = 0; | ||
3676 | m_rotationalVelocity = pv; | ||
3677 | |||
3678 | base.RequestPhysicsterseUpdate(); | ||
3679 | |||
3680 | m_lastUpdateSent = true; | ||
3681 | } | ||
3682 | } | ||
3683 | else | ||
3684 | { | ||
3685 | if (lastZeroFlag != _zeroFlag) | ||
3686 | { | ||
3687 | base.RequestPhysicsterseUpdate(); | ||
3688 | } | ||
3689 | |||
3690 | m_lastVelocity = _velocity; | ||
3691 | |||
3692 | _position.X = lpos.X; | ||
3693 | _position.Y = lpos.Y; | ||
3694 | _position.Z = lpos.Z; | ||
3695 | |||
3696 | _velocity.X = vel.X; | ||
3697 | _velocity.Y = vel.Y; | ||
3698 | _velocity.Z = vel.Z; | ||
3699 | |||
3700 | _orientation.X = ori.X; | ||
3701 | _orientation.Y = ori.Y; | ||
3702 | _orientation.Z = ori.Z; | ||
3703 | _orientation.W = ori.W; | ||
3704 | |||
3705 | _acceleration = ((_velocity - m_lastVelocity) / simulatedtime); | ||
3706 | |||
3707 | if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f)) | ||
3708 | { | ||
3709 | m_rotationalVelocity = pv; | ||
3710 | } | ||
3711 | else | ||
3712 | { | ||
3713 | m_rotationalVelocity.X = rotvel.X; | ||
3714 | m_rotationalVelocity.Y = rotvel.Y; | ||
3715 | m_rotationalVelocity.Z = rotvel.Z; | ||
3716 | } | ||
3717 | |||
3718 | m_lastUpdateSent = false; | ||
3719 | if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | ||
3720 | { | ||
3721 | m_lastposition = _position; | ||
3722 | m_lastorientation = _orientation; | ||
3723 | base.RequestPhysicsterseUpdate(); | ||
3724 | } | ||
3725 | else | ||
3726 | { | ||
3727 | throttleCounter++; | ||
3728 | } | ||
3729 | } | ||
3730 | } | ||
3731 | else if (!m_lastUpdateSent || !_zeroFlag) | ||
3732 | { | ||
3733 | // Not a body.. so Make sure the client isn't interpolating | ||
3734 | _velocity.X = 0; | ||
3735 | _velocity.Y = 0; | ||
3736 | _velocity.Z = 0; | ||
3737 | |||
3738 | _acceleration.X = 0; | ||
3739 | _acceleration.Y = 0; | ||
3740 | _acceleration.Z = 0; | ||
3741 | |||
3742 | m_rotationalVelocity.X = 0; | ||
3743 | m_rotationalVelocity.Y = 0; | ||
3744 | m_rotationalVelocity.Z = 0; | ||
3745 | _zeroFlag = true; | ||
3746 | |||
3747 | if (!m_lastUpdateSent) | ||
3748 | { | ||
3749 | m_throttleUpdates = false; | ||
3750 | throttleCounter = 0; | ||
3751 | |||
3752 | base.RequestPhysicsterseUpdate(); | ||
3753 | |||
3754 | m_lastUpdateSent = true; | ||
3755 | } | ||
3756 | } | ||
3757 | } | ||
3758 | } | ||
3759 | |||
3760 | internal static bool QuaternionIsFinite(Quaternion q) | ||
3761 | { | ||
3762 | if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) | ||
3763 | return false; | ||
3764 | if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y)) | ||
3765 | return false; | ||
3766 | if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z)) | ||
3767 | return false; | ||
3768 | if (Single.IsNaN(q.W) || Single.IsInfinity(q.W)) | ||
3769 | return false; | ||
3770 | return true; | ||
3771 | } | ||
3772 | |||
3773 | internal static void DMassCopy(ref d.Mass src, ref d.Mass dst) | ||
3774 | { | ||
3775 | dst.c.W = src.c.W; | ||
3776 | dst.c.X = src.c.X; | ||
3777 | dst.c.Y = src.c.Y; | ||
3778 | dst.c.Z = src.c.Z; | ||
3779 | dst.mass = src.mass; | ||
3780 | dst.I.M00 = src.I.M00; | ||
3781 | dst.I.M01 = src.I.M01; | ||
3782 | dst.I.M02 = src.I.M02; | ||
3783 | dst.I.M10 = src.I.M10; | ||
3784 | dst.I.M11 = src.I.M11; | ||
3785 | dst.I.M12 = src.I.M12; | ||
3786 | dst.I.M20 = src.I.M20; | ||
3787 | dst.I.M21 = src.I.M21; | ||
3788 | dst.I.M22 = src.I.M22; | ||
3789 | } | ||
3790 | |||
3791 | internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj) | ||
3792 | { | ||
3793 | // assumes object center of mass is zero | ||
3794 | float smass = part.mass; | ||
3795 | theobj.mass -= smass; | ||
3796 | |||
3797 | smass *= 1.0f / (theobj.mass); ; | ||
3798 | |||
3799 | theobj.c.X -= part.c.X * smass; | ||
3800 | theobj.c.Y -= part.c.Y * smass; | ||
3801 | theobj.c.Z -= part.c.Z * smass; | ||
3802 | |||
3803 | theobj.I.M00 -= part.I.M00; | ||
3804 | theobj.I.M01 -= part.I.M01; | ||
3805 | theobj.I.M02 -= part.I.M02; | ||
3806 | theobj.I.M10 -= part.I.M10; | ||
3807 | theobj.I.M11 -= part.I.M11; | ||
3808 | theobj.I.M12 -= part.I.M12; | ||
3809 | theobj.I.M20 -= part.I.M20; | ||
3810 | theobj.I.M21 -= part.I.M21; | ||
3811 | theobj.I.M22 -= part.I.M22; | ||
3812 | } | ||
3813 | |||
3814 | private static void DMassDup(ref d.Mass src, out d.Mass dst) | ||
3815 | { | ||
3816 | dst = new d.Mass { }; | ||
3817 | |||
3818 | dst.c.W = src.c.W; | ||
3819 | dst.c.X = src.c.X; | ||
3820 | dst.c.Y = src.c.Y; | ||
3821 | dst.c.Z = src.c.Z; | ||
3822 | dst.mass = src.mass; | ||
3823 | dst.I.M00 = src.I.M00; | ||
3824 | dst.I.M01 = src.I.M01; | ||
3825 | dst.I.M02 = src.I.M02; | ||
3826 | dst.I.M10 = src.I.M10; | ||
3827 | dst.I.M11 = src.I.M11; | ||
3828 | dst.I.M12 = src.I.M12; | ||
3829 | dst.I.M20 = src.I.M20; | ||
3830 | dst.I.M21 = src.I.M21; | ||
3831 | dst.I.M22 = src.I.M22; | ||
3832 | } | ||
3833 | private void donullchange() | ||
3834 | { | ||
3835 | } | ||
3836 | |||
3837 | public bool DoAChange(changes what, object arg) | ||
3838 | { | ||
3839 | if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove) | ||
3840 | { | ||
3841 | return false; | ||
3842 | } | ||
3843 | |||
3844 | // nasty switch | ||
3845 | switch (what) | ||
3846 | { | ||
3847 | case changes.Add: | ||
3848 | changeadd(); | ||
3849 | break; | ||
3850 | case changes.Remove: | ||
3851 | //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff... | ||
3852 | //When we return true, it destroys all of the prims in the linkset anyway | ||
3853 | if (_parent != null) | ||
3854 | { | ||
3855 | OdePrim parent = (OdePrim)_parent; | ||
3856 | parent.ChildRemove(this, false); | ||
3857 | } | ||
3858 | else | ||
3859 | ChildRemove(this, false); | ||
3860 | |||
3861 | m_vehicle = null; | ||
3862 | RemoveGeom(); | ||
3863 | m_targetSpace = IntPtr.Zero; | ||
3864 | if (m_eventsubscription > 0) | ||
3865 | UnSubscribeEvents(); | ||
3866 | return true; | ||
3867 | |||
3868 | case changes.Link: | ||
3869 | OdePrim tmp = (OdePrim)arg; | ||
3870 | changeLink(tmp); | ||
3871 | break; | ||
3872 | |||
3873 | case changes.DeLink: | ||
3874 | changeLink(null); | ||
3875 | break; | ||
3876 | |||
3877 | case changes.Position: | ||
3878 | changePosition((Vector3)arg); | ||
3879 | break; | ||
3880 | |||
3881 | case changes.Orientation: | ||
3882 | changeOrientation((Quaternion)arg); | ||
3883 | break; | ||
3884 | |||
3885 | case changes.PosOffset: | ||
3886 | donullchange(); | ||
3887 | break; | ||
3888 | |||
3889 | case changes.OriOffset: | ||
3890 | donullchange(); | ||
3891 | break; | ||
3892 | |||
3893 | case changes.Velocity: | ||
3894 | changevelocity((Vector3)arg); | ||
3895 | break; | ||
3896 | |||
3897 | // case changes.Acceleration: | ||
3898 | // changeacceleration((Vector3)arg); | ||
3899 | // break; | ||
3900 | // case changes.AngVelocity: | ||
3901 | // changeangvelocity((Vector3)arg); | ||
3902 | // break; | ||
3903 | |||
3904 | case changes.Force: | ||
3905 | changeForce((Vector3)arg); | ||
3906 | break; | ||
3907 | |||
3908 | case changes.Torque: | ||
3909 | changeSetTorque((Vector3)arg); | ||
3910 | break; | ||
3911 | |||
3912 | case changes.AddForce: | ||
3913 | changeAddForce((Vector3)arg); | ||
3914 | break; | ||
3915 | |||
3916 | case changes.AddAngForce: | ||
3917 | changeAddAngularForce((Vector3)arg); | ||
3918 | break; | ||
3919 | |||
3920 | case changes.AngLock: | ||
3921 | changeAngularLock((Vector3)arg); | ||
3922 | break; | ||
3923 | |||
3924 | case changes.Size: | ||
3925 | changeSize((Vector3)arg); | ||
3926 | break; | ||
3927 | |||
3928 | case changes.Shape: | ||
3929 | changeShape((PrimitiveBaseShape)arg); | ||
3930 | break; | ||
3931 | |||
3932 | case changes.CollidesWater: | ||
3933 | changeFloatOnWater((bool)arg); | ||
3934 | break; | ||
3935 | |||
3936 | case changes.VolumeDtc: | ||
3937 | changeVolumedetetion((bool)arg); | ||
3938 | break; | ||
3939 | |||
3940 | case changes.Phantom: | ||
3941 | changePhantomStatus((bool)arg); | ||
3942 | break; | ||
3943 | |||
3944 | case changes.Physical: | ||
3945 | changePhysicsStatus((bool)arg); | ||
3946 | break; | ||
3947 | |||
3948 | case changes.Selected: | ||
3949 | changeSelectedStatus((bool)arg); | ||
3950 | break; | ||
3951 | |||
3952 | case changes.disabled: | ||
3953 | changeDisable((bool)arg); | ||
3954 | break; | ||
3955 | |||
3956 | case changes.building: | ||
3957 | changeBuilding((bool)arg); | ||
3958 | break; | ||
3959 | |||
3960 | case changes.VehicleType: | ||
3961 | changeVehicleType((int)arg); | ||
3962 | break; | ||
3963 | |||
3964 | case changes.VehicleFlags: | ||
3965 | changeVehicleFlags((strVehicleBoolParam) arg); | ||
3966 | break; | ||
3967 | |||
3968 | case changes.VehicleFloatParam: | ||
3969 | changeVehicleFloatParam((strVehicleFloatParam) arg); | ||
3970 | break; | ||
3971 | |||
3972 | case changes.VehicleVectorParam: | ||
3973 | changeVehicleVectorParam((strVehicleVectorParam) arg); | ||
3974 | break; | ||
3975 | |||
3976 | case changes.VehicleRotationParam: | ||
3977 | changeVehicleRotationParam((strVehicleQuatParam) arg); | ||
3978 | break; | ||
3979 | |||
3980 | case changes.SetVehicle: | ||
3981 | changeSetVehicle((VehicleData) arg); | ||
3982 | break; | ||
3983 | case changes.Null: | ||
3984 | donullchange(); | ||
3985 | break; | ||
3986 | |||
3987 | default: | ||
3988 | donullchange(); | ||
3989 | break; | ||
3990 | } | ||
3991 | return false; | ||
3992 | } | ||
3993 | |||
3994 | public void AddChange(changes what, object arg) | ||
3995 | { | ||
3996 | _parent_scene.AddChange((PhysicsActor) this, what, arg); | ||
3997 | } | ||
3998 | |||
3999 | |||
4000 | private struct strVehicleBoolParam | ||
4001 | { | ||
4002 | public int param; | ||
4003 | public bool value; | ||
4004 | } | ||
4005 | |||
4006 | private struct strVehicleFloatParam | ||
4007 | { | ||
4008 | public int param; | ||
4009 | public float value; | ||
4010 | } | ||
4011 | |||
4012 | private struct strVehicleQuatParam | ||
4013 | { | ||
4014 | public int param; | ||
4015 | public Quaternion value; | ||
4016 | } | ||
4017 | |||
4018 | private struct strVehicleVectorParam | ||
4019 | { | ||
4020 | public int param; | ||
4021 | public Vector3 value; | ||
4022 | } | ||
4023 | } | ||
4024 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs new file mode 100644 index 0000000..4b3f83b --- /dev/null +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs | |||
@@ -0,0 +1,443 @@ | |||
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 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using System.Runtime.InteropServices; | ||
32 | using System.Text; | ||
33 | using OpenMetaverse; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | using OdeAPI; | ||
36 | using log4net; | ||
37 | |||
38 | namespace OpenSim.Region.Physics.OdePlugin | ||
39 | { | ||
40 | /// <summary> | ||
41 | /// Processes raycast requests as ODE is in a state to be able to do them. | ||
42 | /// This ensures that it's thread safe and there will be no conflicts. | ||
43 | /// Requests get returned by a different thread then they were requested by. | ||
44 | /// </summary> | ||
45 | public class ODERayCastRequestManager | ||
46 | { | ||
47 | /// <summary> | ||
48 | /// Pending ray requests | ||
49 | /// </summary> | ||
50 | protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>(); | ||
51 | |||
52 | /// <summary> | ||
53 | /// Scene that created this object. | ||
54 | /// </summary> | ||
55 | private OdeScene m_scene; | ||
56 | |||
57 | IntPtr ray; | ||
58 | |||
59 | private const int ColisionContactGeomsPerTest = 5; | ||
60 | |||
61 | /// <summary> | ||
62 | /// ODE near callback delegate | ||
63 | /// </summary> | ||
64 | private d.NearCallback nearCallback; | ||
65 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
66 | private List<ContactResult> m_contactResults = new List<ContactResult>(); | ||
67 | |||
68 | public ODERayCastRequestManager(OdeScene pScene) | ||
69 | { | ||
70 | m_scene = pScene; | ||
71 | nearCallback = near; | ||
72 | ray = d.CreateRay(IntPtr.Zero, 1.0f); | ||
73 | } | ||
74 | |||
75 | /// <summary> | ||
76 | /// Queues a raycast | ||
77 | /// </summary> | ||
78 | /// <param name="position">Origin of Ray</param> | ||
79 | /// <param name="direction">Ray normal</param> | ||
80 | /// <param name="length">Ray length</param> | ||
81 | /// <param name="retMethod">Return method to send the results</param> | ||
82 | public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod) | ||
83 | { | ||
84 | ODERayRequest req = new ODERayRequest(); | ||
85 | req.geom = IntPtr.Zero; | ||
86 | req.callbackMethod = retMethod; | ||
87 | req.Count = 0; | ||
88 | req.length = length; | ||
89 | req.Normal = direction; | ||
90 | req.Origin = position; | ||
91 | |||
92 | m_PendingRequests.Enqueue(req); | ||
93 | } | ||
94 | |||
95 | public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod) | ||
96 | { | ||
97 | ODERayRequest req = new ODERayRequest(); | ||
98 | req.geom = geom; | ||
99 | req.callbackMethod = retMethod; | ||
100 | req.length = length; | ||
101 | req.Normal = direction; | ||
102 | req.Origin = position; | ||
103 | req.Count = 0; | ||
104 | |||
105 | m_PendingRequests.Enqueue(req); | ||
106 | } | ||
107 | |||
108 | public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
109 | { | ||
110 | ODERayRequest req = new ODERayRequest(); | ||
111 | req.geom = IntPtr.Zero; | ||
112 | req.callbackMethod = retMethod; | ||
113 | req.Count = 0; | ||
114 | req.length = length; | ||
115 | req.Normal = direction; | ||
116 | req.Origin = position; | ||
117 | |||
118 | m_PendingRequests.Enqueue(req); | ||
119 | } | ||
120 | |||
121 | public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
122 | { | ||
123 | ODERayRequest req = new ODERayRequest(); | ||
124 | req.geom = geom; | ||
125 | req.callbackMethod = retMethod; | ||
126 | req.length = length; | ||
127 | req.Normal = direction; | ||
128 | req.Origin = position; | ||
129 | req.Count = 0; | ||
130 | |||
131 | m_PendingRequests.Enqueue(req); | ||
132 | } | ||
133 | |||
134 | /// <summary> | ||
135 | /// Queues a raycast | ||
136 | /// </summary> | ||
137 | /// <param name="position">Origin of Ray</param> | ||
138 | /// <param name="direction">Ray normal</param> | ||
139 | /// <param name="length">Ray length</param> | ||
140 | /// <param name="count"></param> | ||
141 | /// <param name="retMethod">Return method to send the results</param> | ||
142 | public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod) | ||
143 | { | ||
144 | ODERayRequest req = new ODERayRequest(); | ||
145 | req.geom = IntPtr.Zero; | ||
146 | req.callbackMethod = retMethod; | ||
147 | req.length = length; | ||
148 | req.Normal = direction; | ||
149 | req.Origin = position; | ||
150 | req.Count = count; | ||
151 | |||
152 | m_PendingRequests.Enqueue(req); | ||
153 | } | ||
154 | |||
155 | public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod) | ||
156 | { | ||
157 | ODERayRequest req = new ODERayRequest(); | ||
158 | req.geom = geom; | ||
159 | req.callbackMethod = retMethod; | ||
160 | req.length = length; | ||
161 | req.Normal = direction; | ||
162 | req.Origin = position; | ||
163 | req.Count = count; | ||
164 | |||
165 | m_PendingRequests.Enqueue(req); | ||
166 | } | ||
167 | |||
168 | public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod) | ||
169 | { | ||
170 | ODERayRequest req = new ODERayRequest(); | ||
171 | req.geom = IntPtr.Zero; | ||
172 | req.callbackMethod = retMethod; | ||
173 | req.length = length; | ||
174 | req.Normal = direction; | ||
175 | req.Origin = position; | ||
176 | req.Count = count; | ||
177 | |||
178 | m_PendingRequests.Enqueue(req); | ||
179 | } | ||
180 | |||
181 | public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod) | ||
182 | { | ||
183 | ODERayRequest req = new ODERayRequest(); | ||
184 | req.geom = geom; | ||
185 | req.callbackMethod = retMethod; | ||
186 | req.length = length; | ||
187 | req.Normal = direction; | ||
188 | req.Origin = position; | ||
189 | req.Count = count; | ||
190 | |||
191 | m_PendingRequests.Enqueue(req); | ||
192 | } | ||
193 | |||
194 | /// <summary> | ||
195 | /// Process all queued raycast requests | ||
196 | /// </summary> | ||
197 | /// <returns>Time in MS the raycasts took to process.</returns> | ||
198 | public int ProcessQueuedRequests() | ||
199 | { | ||
200 | int time = System.Environment.TickCount; | ||
201 | |||
202 | if (m_PendingRequests.Count <= 0) | ||
203 | return 0; | ||
204 | |||
205 | if (m_scene.ContactgeomsArray == IntPtr.Zero) // oops something got wrong or scene isn't ready still | ||
206 | { | ||
207 | m_PendingRequests.Clear(); | ||
208 | return 0; | ||
209 | } | ||
210 | |||
211 | ODERayRequest req; | ||
212 | |||
213 | int i = 50; // arbitary limit of processed tests per frame | ||
214 | |||
215 | while(m_PendingRequests.Dequeue(out req)) | ||
216 | { | ||
217 | if (req.geom == IntPtr.Zero) | ||
218 | doSpaceRay(req); | ||
219 | else | ||
220 | doGeomRay(req); | ||
221 | if(--i < 0) | ||
222 | break; | ||
223 | } | ||
224 | |||
225 | lock (m_contactResults) | ||
226 | m_contactResults.Clear(); | ||
227 | |||
228 | return System.Environment.TickCount - time; | ||
229 | } | ||
230 | /// <summary> | ||
231 | /// Method that actually initiates the raycast with full top space | ||
232 | /// </summary> | ||
233 | /// <param name="req"></param> | ||
234 | private void doSpaceRay(ODERayRequest req) | ||
235 | { | ||
236 | // Create the ray | ||
237 | // IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length); | ||
238 | d.GeomRaySetLength(ray, req.length); | ||
239 | d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z); | ||
240 | |||
241 | // Collide test | ||
242 | d.SpaceCollide2(m_scene.TopSpace, ray, IntPtr.Zero, nearCallback); | ||
243 | |||
244 | // Remove Ray | ||
245 | // d.GeomDestroy(ray); | ||
246 | |||
247 | if (req.callbackMethod == null) | ||
248 | return; | ||
249 | |||
250 | if (req.callbackMethod is RaycastCallback) | ||
251 | { | ||
252 | // Define default results | ||
253 | bool hitYN = false; | ||
254 | uint hitConsumerID = 0; | ||
255 | float distance = 999999999999f; | ||
256 | Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f); | ||
257 | Vector3 snormal = Vector3.Zero; | ||
258 | |||
259 | // Find closest contact and object. | ||
260 | lock (m_contactResults) | ||
261 | { | ||
262 | foreach (ContactResult cResult in m_contactResults) | ||
263 | { | ||
264 | if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact)) | ||
265 | { | ||
266 | closestcontact = cResult.Pos; | ||
267 | hitConsumerID = cResult.ConsumerID; | ||
268 | distance = cResult.Depth; | ||
269 | hitYN = true; | ||
270 | snormal = cResult.Normal; | ||
271 | } | ||
272 | } | ||
273 | m_contactResults.Clear(); | ||
274 | } | ||
275 | |||
276 | ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal); | ||
277 | } | ||
278 | else | ||
279 | { | ||
280 | ((RayCallback)req.callbackMethod)(m_contactResults); | ||
281 | lock (m_PendingRequests) | ||
282 | m_contactResults.Clear(); | ||
283 | } | ||
284 | } | ||
285 | |||
286 | /// <summary> | ||
287 | /// Method that actually initiates the raycast with a geom | ||
288 | /// </summary> | ||
289 | /// <param name="req"></param> | ||
290 | private void doGeomRay(ODERayRequest req) | ||
291 | { | ||
292 | // Create the ray | ||
293 | // IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length); | ||
294 | d.GeomRaySetLength(ray, req.length); | ||
295 | d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z); | ||
296 | |||
297 | // Collide test | ||
298 | d.SpaceCollide2(req.geom, ray, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test | ||
299 | |||
300 | // Remove Ray | ||
301 | // d.GeomDestroy(ray); | ||
302 | |||
303 | if (req.callbackMethod == null) | ||
304 | return; | ||
305 | |||
306 | if (req.callbackMethod is RaycastCallback) | ||
307 | { | ||
308 | // Define default results | ||
309 | bool hitYN = false; | ||
310 | uint hitConsumerID = 0; | ||
311 | float distance = 999999999999f; | ||
312 | Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f); | ||
313 | Vector3 snormal = Vector3.Zero; | ||
314 | |||
315 | // Find closest contact and object. | ||
316 | lock (m_contactResults) | ||
317 | { | ||
318 | foreach (ContactResult cResult in m_contactResults) | ||
319 | { | ||
320 | if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact)) | ||
321 | { | ||
322 | closestcontact = cResult.Pos; | ||
323 | hitConsumerID = cResult.ConsumerID; | ||
324 | distance = cResult.Depth; | ||
325 | hitYN = true; | ||
326 | snormal = cResult.Normal; | ||
327 | } | ||
328 | } | ||
329 | m_contactResults.Clear(); | ||
330 | } | ||
331 | |||
332 | ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal); | ||
333 | } | ||
334 | else | ||
335 | { | ||
336 | ((RayCallback)req.callbackMethod)(m_contactResults); | ||
337 | lock (m_PendingRequests) | ||
338 | m_contactResults.Clear(); | ||
339 | } | ||
340 | } | ||
341 | |||
342 | private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom) | ||
343 | { | ||
344 | IntPtr ContactgeomsArray = m_scene.ContactgeomsArray; | ||
345 | if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest) | ||
346 | return false; | ||
347 | |||
348 | IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf)); | ||
349 | newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom)); | ||
350 | return true; | ||
351 | } | ||
352 | |||
353 | // This is the standard Near. g2 is the ray | ||
354 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | ||
355 | { | ||
356 | //Don't test against heightfield Geom, or you'll be sorry! | ||
357 | // Exclude heightfield geom | ||
358 | |||
359 | if (g1 == IntPtr.Zero || g1 == g2) | ||
360 | return; | ||
361 | |||
362 | if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass) | ||
363 | return; | ||
364 | |||
365 | // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms. | ||
366 | if (d.GeomIsSpace(g1)) | ||
367 | { | ||
368 | try | ||
369 | { | ||
370 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); | ||
371 | } | ||
372 | catch (Exception e) | ||
373 | { | ||
374 | m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message); | ||
375 | } | ||
376 | return; | ||
377 | } | ||
378 | |||
379 | int count = 0; | ||
380 | try | ||
381 | { | ||
382 | count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf); | ||
383 | } | ||
384 | catch (SEHException) | ||
385 | { | ||
386 | m_log.Error("[PHYSICS Ray]: 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."); | ||
387 | } | ||
388 | catch (Exception e) | ||
389 | { | ||
390 | m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message); | ||
391 | return; | ||
392 | } | ||
393 | |||
394 | if (count == 0) | ||
395 | return; | ||
396 | |||
397 | PhysicsActor p1 = null; | ||
398 | |||
399 | if (g1 != IntPtr.Zero) | ||
400 | m_scene.actor_name_map.TryGetValue(g1, out p1); | ||
401 | |||
402 | d.ContactGeom curcontact = new d.ContactGeom(); | ||
403 | // Loop over contacts, build results. | ||
404 | for (int i = 0; i < count; i++) | ||
405 | { | ||
406 | if (!GetCurContactGeom(i, ref curcontact)) | ||
407 | break; | ||
408 | if (p1 != null) { | ||
409 | if (p1 is OdePrim) | ||
410 | { | ||
411 | ContactResult collisionresult = new ContactResult(); | ||
412 | |||
413 | collisionresult.ConsumerID = ((OdePrim)p1).m_localID; | ||
414 | collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z); | ||
415 | collisionresult.Depth = curcontact.depth; | ||
416 | collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y, | ||
417 | curcontact.normal.Z); | ||
418 | lock (m_contactResults) | ||
419 | m_contactResults.Add(collisionresult); | ||
420 | } | ||
421 | } | ||
422 | } | ||
423 | } | ||
424 | |||
425 | /// <summary> | ||
426 | /// Dereference the creator scene so that it can be garbage collected if needed. | ||
427 | /// </summary> | ||
428 | internal void Dispose() | ||
429 | { | ||
430 | m_scene = null; | ||
431 | } | ||
432 | } | ||
433 | |||
434 | public struct ODERayRequest | ||
435 | { | ||
436 | public IntPtr geom; | ||
437 | public Vector3 Origin; | ||
438 | public Vector3 Normal; | ||
439 | public int Count; | ||
440 | public float length; | ||
441 | public object callbackMethod; | ||
442 | } | ||
443 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs new file mode 100644 index 0000000..2b6bc59 --- /dev/null +++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs | |||
@@ -0,0 +1,1960 @@ | |||
1 | /* | ||
2 | * based on: | ||
3 | * Ode.NET - .NET bindings for ODE | ||
4 | * Jason Perkins (starkos@industriousone.com) | ||
5 | * Licensed under the New BSD | ||
6 | * Part of the OpenDynamicsEngine | ||
7 | Open Dynamics Engine | ||
8 | Copyright (c) 2001-2007, Russell L. Smith. | ||
9 | All rights reserved. | ||
10 | |||
11 | Redistribution and use in source and binary forms, with or without | ||
12 | modification, are permitted provided that the following conditions | ||
13 | are met: | ||
14 | |||
15 | Redistributions of source code must retain the above copyright notice, | ||
16 | this list of conditions and the following disclaimer. | ||
17 | |||
18 | Redistributions in binary form must reproduce the above copyright notice, | ||
19 | this list of conditions and the following disclaimer in the documentation | ||
20 | and/or other materials provided with the distribution. | ||
21 | |||
22 | Neither the names of ODE's copyright owner nor the names of its | ||
23 | contributors may be used to endorse or promote products derived from | ||
24 | this software without specific prior written permission. | ||
25 | |||
26 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | ||
27 | "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT | ||
28 | LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS | ||
29 | FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT | ||
30 | OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | ||
31 | SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED | ||
32 | TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | ||
33 | PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF | ||
34 | LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING | ||
35 | NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
36 | SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
37 | * | ||
38 | * changes by opensim team; | ||
39 | * changes by Aurora team http://www.aurora-sim.org/ | ||
40 | |||
41 | * Revision/fixs by Ubit Umarov | ||
42 | */ | ||
43 | |||
44 | using System; | ||
45 | using System.Runtime.InteropServices; | ||
46 | using System.Security; | ||
47 | |||
48 | namespace OdeAPI | ||
49 | { | ||
50 | //#if dDOUBLE | ||
51 | // don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim | ||
52 | // at least we save same memory and memory access time, FPU performance on intel usually is similar | ||
53 | // using dReal = System.Double; | ||
54 | //#else | ||
55 | using dReal = System.Single; | ||
56 | //#endif | ||
57 | |||
58 | public static class d | ||
59 | { | ||
60 | public static dReal Infinity = dReal.MaxValue; | ||
61 | public static int NTotalBodies = 0; | ||
62 | public static int NTotalGeoms = 0; | ||
63 | |||
64 | #region Flags and Enumerations | ||
65 | |||
66 | [Flags] | ||
67 | public enum AllocateODEDataFlags : uint | ||
68 | { | ||
69 | BasicData = 0, | ||
70 | CollisionData = 0x00000001, | ||
71 | All = ~0u | ||
72 | } | ||
73 | |||
74 | [Flags] | ||
75 | public enum IniteODEFlags : uint | ||
76 | { | ||
77 | dInitFlagManualThreadCleanup = 0x00000001 | ||
78 | } | ||
79 | |||
80 | [Flags] | ||
81 | public enum ContactFlags : int | ||
82 | { | ||
83 | Mu2 = 0x001, | ||
84 | FDir1 = 0x002, | ||
85 | Bounce = 0x004, | ||
86 | SoftERP = 0x008, | ||
87 | SoftCFM = 0x010, | ||
88 | Motion1 = 0x020, | ||
89 | Motion2 = 0x040, | ||
90 | MotionN = 0x080, | ||
91 | Slip1 = 0x100, | ||
92 | Slip2 = 0x200, | ||
93 | Approx0 = 0x0000, | ||
94 | Approx1_1 = 0x1000, | ||
95 | Approx1_2 = 0x2000, | ||
96 | Approx1 = 0x3000 | ||
97 | } | ||
98 | |||
99 | public enum GeomClassID : int | ||
100 | { | ||
101 | SphereClass, | ||
102 | BoxClass, | ||
103 | CapsuleClass, | ||
104 | CylinderClass, | ||
105 | PlaneClass, | ||
106 | RayClass, | ||
107 | ConvexClass, | ||
108 | GeomTransformClass, | ||
109 | TriMeshClass, | ||
110 | HeightfieldClass, | ||
111 | FirstSpaceClass, | ||
112 | SimpleSpaceClass = FirstSpaceClass, | ||
113 | HashSpaceClass, | ||
114 | QuadTreeSpaceClass, | ||
115 | LastSpaceClass = QuadTreeSpaceClass, | ||
116 | FirstUserClass, | ||
117 | LastUserClass = FirstUserClass + MaxUserClasses - 1, | ||
118 | NumClasses, | ||
119 | MaxUserClasses = 4 | ||
120 | } | ||
121 | |||
122 | public enum JointType : int | ||
123 | { | ||
124 | None, | ||
125 | Ball, | ||
126 | Hinge, | ||
127 | Slider, | ||
128 | Contact, | ||
129 | Universal, | ||
130 | Hinge2, | ||
131 | Fixed, | ||
132 | Null, | ||
133 | AMotor, | ||
134 | LMotor, | ||
135 | Plane2D | ||
136 | } | ||
137 | |||
138 | public enum JointParam : int | ||
139 | { | ||
140 | LoStop, | ||
141 | HiStop, | ||
142 | Vel, | ||
143 | FMax, | ||
144 | FudgeFactor, | ||
145 | Bounce, | ||
146 | CFM, | ||
147 | StopERP, | ||
148 | StopCFM, | ||
149 | SuspensionERP, | ||
150 | SuspensionCFM, | ||
151 | LoStop2 = 256, | ||
152 | HiStop2, | ||
153 | Vel2, | ||
154 | FMax2, | ||
155 | FudgeFactor2, | ||
156 | Bounce2, | ||
157 | CFM2, | ||
158 | StopERP2, | ||
159 | StopCFM2, | ||
160 | SuspensionERP2, | ||
161 | SuspensionCFM2, | ||
162 | LoStop3 = 512, | ||
163 | HiStop3, | ||
164 | Vel3, | ||
165 | FMax3, | ||
166 | FudgeFactor3, | ||
167 | Bounce3, | ||
168 | CFM3, | ||
169 | StopERP3, | ||
170 | StopCFM3, | ||
171 | SuspensionERP3, | ||
172 | SuspensionCFM3 | ||
173 | } | ||
174 | |||
175 | public enum dSweepAndPruneAxis : int | ||
176 | { | ||
177 | XYZ = ((0)|(1<<2)|(2<<4)), | ||
178 | XZY = ((0)|(2<<2)|(1<<4)), | ||
179 | YXZ = ((1)|(0<<2)|(2<<4)), | ||
180 | YZX = ((1)|(2<<2)|(0<<4)), | ||
181 | ZXY = ((2)|(0<<2)|(1<<4)), | ||
182 | ZYX = ((2)|(1<<2)|(0<<4)) | ||
183 | } | ||
184 | |||
185 | #endregion | ||
186 | |||
187 | #region Callbacks | ||
188 | |||
189 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
190 | public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb); | ||
191 | |||
192 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
193 | public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip); | ||
194 | |||
195 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
196 | public delegate void GetAABBFn(IntPtr geom, out AABB aabb); | ||
197 | |||
198 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
199 | public delegate ColliderFn GetColliderFnFn(int num); | ||
200 | |||
201 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
202 | public delegate void GeomDtorFn(IntPtr o); | ||
203 | |||
204 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
205 | public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z); | ||
206 | |||
207 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
208 | public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2); | ||
209 | |||
210 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
211 | public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex); | ||
212 | |||
213 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
214 | public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount); | ||
215 | |||
216 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
217 | public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v); | ||
218 | |||
219 | #endregion | ||
220 | |||
221 | #region Structs | ||
222 | |||
223 | [StructLayout(LayoutKind.Sequential)] | ||
224 | public struct AABB | ||
225 | { | ||
226 | public dReal MinX, MaxX; | ||
227 | public dReal MinY, MaxY; | ||
228 | public dReal MinZ, MaxZ; | ||
229 | } | ||
230 | |||
231 | |||
232 | [StructLayout(LayoutKind.Sequential)] | ||
233 | public struct Contact | ||
234 | { | ||
235 | public SurfaceParameters surface; | ||
236 | public ContactGeom geom; | ||
237 | public Vector3 fdir1; | ||
238 | public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact)); | ||
239 | } | ||
240 | |||
241 | |||
242 | [StructLayout(LayoutKind.Sequential)] | ||
243 | public struct ContactGeom | ||
244 | { | ||
245 | |||
246 | public Vector3 pos; | ||
247 | public Vector3 normal; | ||
248 | public dReal depth; | ||
249 | public IntPtr g1; | ||
250 | public IntPtr g2; | ||
251 | public int side1; | ||
252 | public int side2; | ||
253 | public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom)); | ||
254 | } | ||
255 | |||
256 | [StructLayout(LayoutKind.Sequential)] | ||
257 | public struct GeomClass | ||
258 | { | ||
259 | public int bytes; | ||
260 | public GetColliderFnFn collider; | ||
261 | public GetAABBFn aabb; | ||
262 | public AABBTestFn aabb_test; | ||
263 | public GeomDtorFn dtor; | ||
264 | } | ||
265 | |||
266 | |||
267 | [StructLayout(LayoutKind.Sequential)] | ||
268 | public struct JointFeedback | ||
269 | { | ||
270 | public Vector3 f1; | ||
271 | public Vector3 t1; | ||
272 | public Vector3 f2; | ||
273 | public Vector3 t2; | ||
274 | } | ||
275 | |||
276 | |||
277 | [StructLayout(LayoutKind.Sequential)] | ||
278 | public struct Mass | ||
279 | { | ||
280 | public dReal mass; | ||
281 | public Vector4 c; | ||
282 | public Matrix3 I; | ||
283 | } | ||
284 | |||
285 | |||
286 | [StructLayout(LayoutKind.Sequential)] | ||
287 | public struct Matrix3 | ||
288 | { | ||
289 | public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22) | ||
290 | { | ||
291 | M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f; | ||
292 | M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f; | ||
293 | M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f; | ||
294 | } | ||
295 | public dReal M00, M10, M20; | ||
296 | private dReal _m30; | ||
297 | public dReal M01, M11, M21; | ||
298 | private dReal _m31; | ||
299 | public dReal M02, M12, M22; | ||
300 | private dReal _m32; | ||
301 | } | ||
302 | |||
303 | [StructLayout(LayoutKind.Sequential)] | ||
304 | public struct Matrix4 | ||
305 | { | ||
306 | public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30, | ||
307 | dReal m01, dReal m11, dReal m21, dReal m31, | ||
308 | dReal m02, dReal m12, dReal m22, dReal m32, | ||
309 | dReal m03, dReal m13, dReal m23, dReal m33) | ||
310 | { | ||
311 | M00 = m00; M10 = m10; M20 = m20; M30 = m30; | ||
312 | M01 = m01; M11 = m11; M21 = m21; M31 = m31; | ||
313 | M02 = m02; M12 = m12; M22 = m22; M32 = m32; | ||
314 | M03 = m03; M13 = m13; M23 = m23; M33 = m33; | ||
315 | } | ||
316 | public dReal M00, M10, M20, M30; | ||
317 | public dReal M01, M11, M21, M31; | ||
318 | public dReal M02, M12, M22, M32; | ||
319 | public dReal M03, M13, M23, M33; | ||
320 | } | ||
321 | |||
322 | [StructLayout(LayoutKind.Sequential)] | ||
323 | public struct Quaternion | ||
324 | { | ||
325 | public dReal W, X, Y, Z; | ||
326 | } | ||
327 | |||
328 | |||
329 | [StructLayout(LayoutKind.Sequential)] | ||
330 | public struct SurfaceParameters | ||
331 | { | ||
332 | public ContactFlags mode; | ||
333 | public dReal mu; | ||
334 | public dReal mu2; | ||
335 | public dReal bounce; | ||
336 | public dReal bounce_vel; | ||
337 | public dReal soft_erp; | ||
338 | public dReal soft_cfm; | ||
339 | public dReal motion1; | ||
340 | public dReal motion2; | ||
341 | public dReal motionN; | ||
342 | public dReal slip1; | ||
343 | public dReal slip2; | ||
344 | } | ||
345 | |||
346 | |||
347 | [StructLayout(LayoutKind.Sequential)] | ||
348 | public struct Vector3 | ||
349 | { | ||
350 | public Vector3(dReal x, dReal y, dReal z) | ||
351 | { | ||
352 | X = x; Y = y; Z = z; _w = 0.0f; | ||
353 | } | ||
354 | public dReal X, Y, Z; | ||
355 | private dReal _w; | ||
356 | } | ||
357 | |||
358 | |||
359 | [StructLayout(LayoutKind.Sequential)] | ||
360 | public struct Vector4 | ||
361 | { | ||
362 | public Vector4(dReal x, dReal y, dReal z, dReal w) | ||
363 | { | ||
364 | X = x; Y = y; Z = z; W = w; | ||
365 | } | ||
366 | public dReal X, Y, Z, W; | ||
367 | } | ||
368 | |||
369 | #endregion | ||
370 | |||
371 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity] | ||
372 | public static extern int AllocateODEDataForThread(uint ODEInitFlags); | ||
373 | |||
374 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity] | ||
375 | public static extern bool AreConnected(IntPtr b1, IntPtr b2); | ||
376 | |||
377 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity] | ||
378 | public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type); | ||
379 | |||
380 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity] | ||
381 | public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz); | ||
382 | |||
383 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity] | ||
384 | public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz); | ||
385 | |||
386 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity] | ||
387 | public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz); | ||
388 | |||
389 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity] | ||
390 | public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz); | ||
391 | |||
392 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity] | ||
393 | public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz); | ||
394 | |||
395 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity] | ||
396 | public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz); | ||
397 | |||
398 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity] | ||
399 | public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz); | ||
400 | |||
401 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity] | ||
402 | public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz); | ||
403 | |||
404 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity] | ||
405 | public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos); | ||
406 | |||
407 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity] | ||
408 | public static extern void BodyCopyPosition(IntPtr body, out dReal X); | ||
409 | |||
410 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity] | ||
411 | public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat); | ||
412 | |||
413 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity] | ||
414 | public static extern void BodyCopyQuaternion(IntPtr body, out dReal X); | ||
415 | |||
416 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity] | ||
417 | public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R); | ||
418 | |||
419 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity] | ||
420 | public static extern void BodyCopyRotation(IntPtr body, out dReal M00); | ||
421 | |||
422 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity] | ||
423 | public static extern IntPtr BodyiCreate(IntPtr world); | ||
424 | public static IntPtr BodyCreate(IntPtr world) | ||
425 | { | ||
426 | NTotalBodies++; | ||
427 | return BodyiCreate(world); | ||
428 | } | ||
429 | |||
430 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity] | ||
431 | public static extern void BodyiDestroy(IntPtr body); | ||
432 | public static void BodyDestroy(IntPtr body) | ||
433 | { | ||
434 | NTotalBodies--; | ||
435 | BodyiDestroy(body); | ||
436 | } | ||
437 | |||
438 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity] | ||
439 | public static extern void BodyDisable(IntPtr body); | ||
440 | |||
441 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity] | ||
442 | public static extern void BodyEnable(IntPtr body); | ||
443 | |||
444 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity] | ||
445 | public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body); | ||
446 | |||
447 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity] | ||
448 | public static extern bool BodyGetAutoDisableFlag(IntPtr body); | ||
449 | |||
450 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity] | ||
451 | public static extern void BodyGetAutoDisableDefaults(IntPtr body); | ||
452 | |||
453 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity] | ||
454 | public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body); | ||
455 | |||
456 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity] | ||
457 | public static extern int BodyGetAutoDisableSteps(IntPtr body); | ||
458 | |||
459 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity] | ||
460 | public static extern dReal BodyGetAutoDisableTime(IntPtr body); | ||
461 | |||
462 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity] | ||
463 | public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body); | ||
464 | public static Vector3 BodyGetAngularVel(IntPtr body) | ||
465 | { | ||
466 | unsafe { return *(BodyGetAngularVelUnsafe(body)); } | ||
467 | } | ||
468 | |||
469 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity] | ||
470 | public static extern IntPtr BodyGetData(IntPtr body); | ||
471 | |||
472 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity] | ||
473 | public static extern int BodyGetFiniteRotationMode(IntPtr body); | ||
474 | |||
475 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity] | ||
476 | public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result); | ||
477 | |||
478 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity] | ||
479 | public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body); | ||
480 | public static Vector3 BodyGetForce(IntPtr body) | ||
481 | { | ||
482 | unsafe { return *(BodyGetForceUnsafe(body)); } | ||
483 | } | ||
484 | |||
485 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity] | ||
486 | public static extern bool BodyGetGravityMode(IntPtr body); | ||
487 | |||
488 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity] | ||
489 | public static extern int BodyGetGyroscopicMode(IntPtr body); | ||
490 | |||
491 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity] | ||
492 | public static extern IntPtr BodyGetJoint(IntPtr body, int index); | ||
493 | |||
494 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity] | ||
495 | public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body); | ||
496 | public static Vector3 BodyGetLinearVel(IntPtr body) | ||
497 | { | ||
498 | unsafe { return *(BodyGetLinearVelUnsafe(body)); } | ||
499 | } | ||
500 | |||
501 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity] | ||
502 | public static extern void BodyGetMass(IntPtr body, out Mass mass); | ||
503 | |||
504 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity] | ||
505 | public static extern int BodyGetNumJoints(IntPtr body); | ||
506 | |||
507 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity] | ||
508 | public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result); | ||
509 | |||
510 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity] | ||
511 | public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body); | ||
512 | public static Vector3 BodyGetPosition(IntPtr body) | ||
513 | { | ||
514 | unsafe { return *(BodyGetPositionUnsafe(body)); } | ||
515 | } | ||
516 | |||
517 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity] | ||
518 | public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result); | ||
519 | |||
520 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity] | ||
521 | public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body); | ||
522 | public static Quaternion BodyGetQuaternion(IntPtr body) | ||
523 | { | ||
524 | unsafe { return *(BodyGetQuaternionUnsafe(body)); } | ||
525 | } | ||
526 | |||
527 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity] | ||
528 | public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result); | ||
529 | |||
530 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity] | ||
531 | public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result); | ||
532 | |||
533 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity] | ||
534 | public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body); | ||
535 | public static Matrix3 BodyGetRotation(IntPtr body) | ||
536 | { | ||
537 | unsafe { return *(BodyGetRotationUnsafe(body)); } | ||
538 | } | ||
539 | |||
540 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity] | ||
541 | public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body); | ||
542 | public static Vector3 BodyGetTorque(IntPtr body) | ||
543 | { | ||
544 | unsafe { return *(BodyGetTorqueUnsafe(body)); } | ||
545 | } | ||
546 | |||
547 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity] | ||
548 | public static extern IntPtr BodyGetWorld(IntPtr body); | ||
549 | |||
550 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity] | ||
551 | public static extern IntPtr BodyGetFirstGeom(IntPtr body); | ||
552 | |||
553 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity] | ||
554 | public static extern IntPtr dBodyGetNextGeom(IntPtr Geom); | ||
555 | |||
556 | |||
557 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity] | ||
558 | public static extern bool BodyIsEnabled(IntPtr body); | ||
559 | |||
560 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity] | ||
561 | public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z); | ||
562 | |||
563 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity] | ||
564 | public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold); | ||
565 | |||
566 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity] | ||
567 | public static extern void BodySetAutoDisableDefaults(IntPtr body); | ||
568 | |||
569 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity] | ||
570 | public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable); | ||
571 | |||
572 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity] | ||
573 | public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold); | ||
574 | |||
575 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity] | ||
576 | public static extern void BodySetAutoDisableSteps(IntPtr body, int steps); | ||
577 | |||
578 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity] | ||
579 | public static extern void BodySetAutoDisableTime(IntPtr body, dReal time); | ||
580 | |||
581 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity] | ||
582 | public static extern void BodySetData(IntPtr body, IntPtr data); | ||
583 | |||
584 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity] | ||
585 | public static extern void BodySetFiniteRotationMode(IntPtr body, int mode); | ||
586 | |||
587 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity] | ||
588 | public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z); | ||
589 | |||
590 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity] | ||
591 | public static extern void BodySetLinearDamping(IntPtr body, dReal scale); | ||
592 | |||
593 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity] | ||
594 | public static extern void BodySetAngularDamping(IntPtr body, dReal scale); | ||
595 | |||
596 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity] | ||
597 | public static extern dReal BodyGetLinearDamping(IntPtr body); | ||
598 | |||
599 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity] | ||
600 | public static extern dReal BodyGetAngularDamping(IntPtr body); | ||
601 | |||
602 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity] | ||
603 | public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale); | ||
604 | |||
605 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity] | ||
606 | public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold); | ||
607 | |||
608 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity] | ||
609 | public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold); | ||
610 | |||
611 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity] | ||
612 | public static extern dReal BodyGetLinearDampingThreshold(IntPtr body); | ||
613 | |||
614 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity] | ||
615 | public static extern dReal BodyGetAngularDampingThreshold(IntPtr body); | ||
616 | |||
617 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity] | ||
618 | public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z); | ||
619 | |||
620 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity] | ||
621 | public static extern void BodySetGravityMode(IntPtr body, bool mode); | ||
622 | |||
623 | /// <summary> | ||
624 | /// Sets the Gyroscopic term status on the body specified. | ||
625 | /// </summary> | ||
626 | /// <param name="body">Pointer to body</param> | ||
627 | /// <param name="enabled">NonZero enabled, Zero disabled</param> | ||
628 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity] | ||
629 | public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled); | ||
630 | |||
631 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity] | ||
632 | public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z); | ||
633 | |||
634 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity] | ||
635 | public static extern void BodySetMass(IntPtr body, ref Mass mass); | ||
636 | |||
637 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity] | ||
638 | public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z); | ||
639 | |||
640 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity] | ||
641 | public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q); | ||
642 | |||
643 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity] | ||
644 | public static extern void BodySetQuaternion(IntPtr body, ref dReal w); | ||
645 | |||
646 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity] | ||
647 | public static extern void BodySetRotation(IntPtr body, ref Matrix3 R); | ||
648 | |||
649 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity] | ||
650 | public static extern void BodySetRotation(IntPtr body, ref dReal M00); | ||
651 | |||
652 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity] | ||
653 | public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z); | ||
654 | |||
655 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity] | ||
656 | public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result); | ||
657 | |||
658 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity] | ||
659 | public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result); | ||
660 | |||
661 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity] | ||
662 | public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1, | ||
663 | ref Vector3 side1, ref Vector3 p2, | ||
664 | ref Matrix3 R2, ref Vector3 side2, | ||
665 | ref Vector3 normal, out dReal depth, out int return_code, | ||
666 | int maxc, out ContactGeom contact, int skip); | ||
667 | |||
668 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity] | ||
669 | public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1, | ||
670 | ref Vector3 side1, ref Vector3 _p2, | ||
671 | ref Matrix3 R2, ref Vector3 side2); | ||
672 | |||
673 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity] | ||
674 | public static extern void CleanupODEAllDataForThread(); | ||
675 | |||
676 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity] | ||
677 | public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2, | ||
678 | ref Vector3 b1, ref Vector3 b2, | ||
679 | ref Vector3 cp1, ref Vector3 cp2); | ||
680 | |||
681 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity] | ||
682 | public static extern void CloseODE(); | ||
683 | |||
684 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity] | ||
685 | public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip); | ||
686 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity] | ||
687 | public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip); | ||
688 | |||
689 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity] | ||
690 | public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2); | ||
691 | |||
692 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity] | ||
693 | public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz); | ||
694 | public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz) | ||
695 | { | ||
696 | NTotalGeoms++; | ||
697 | return CreateiBox(space, lx, ly, lz); | ||
698 | } | ||
699 | |||
700 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity] | ||
701 | public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length); | ||
702 | public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length) | ||
703 | { | ||
704 | NTotalGeoms++; | ||
705 | return CreateiCapsule(space, radius, length); | ||
706 | } | ||
707 | |||
708 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity] | ||
709 | public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons); | ||
710 | public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons) | ||
711 | { | ||
712 | NTotalGeoms++; | ||
713 | return CreateiConvex(space, planes, planeCount, points, pointCount, polygons); | ||
714 | } | ||
715 | |||
716 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity] | ||
717 | public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length); | ||
718 | public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length) | ||
719 | { | ||
720 | NTotalGeoms++; | ||
721 | return CreateiCylinder(space, radius, length); | ||
722 | } | ||
723 | |||
724 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity] | ||
725 | public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable); | ||
726 | public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable) | ||
727 | { | ||
728 | NTotalGeoms++; | ||
729 | return CreateiHeightfield(space, data, bPlaceable); | ||
730 | } | ||
731 | |||
732 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity] | ||
733 | public static extern IntPtr CreateiGeom(int classnum); | ||
734 | public static IntPtr CreateGeom(int classnum) | ||
735 | { | ||
736 | NTotalGeoms++; | ||
737 | return CreateiGeom(classnum); | ||
738 | } | ||
739 | |||
740 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity] | ||
741 | public static extern int CreateGeomClass(ref GeomClass classptr); | ||
742 | |||
743 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity] | ||
744 | public static extern IntPtr CreateGeomTransform(IntPtr space); | ||
745 | |||
746 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity] | ||
747 | public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d); | ||
748 | public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d) | ||
749 | { | ||
750 | NTotalGeoms++; | ||
751 | return CreateiPlane(space, a, b, c, d); | ||
752 | } | ||
753 | |||
754 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity] | ||
755 | public static extern IntPtr CreateiRay(IntPtr space, dReal length); | ||
756 | public static IntPtr CreateRay(IntPtr space, dReal length) | ||
757 | { | ||
758 | NTotalGeoms++; | ||
759 | return CreateiRay(space, length); | ||
760 | } | ||
761 | |||
762 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity] | ||
763 | public static extern IntPtr CreateiSphere(IntPtr space, dReal radius); | ||
764 | public static IntPtr CreateSphere(IntPtr space, dReal radius) | ||
765 | { | ||
766 | NTotalGeoms++; | ||
767 | return CreateiSphere(space, radius); | ||
768 | } | ||
769 | |||
770 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity] | ||
771 | public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data, | ||
772 | TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback); | ||
773 | public static IntPtr CreateTriMesh(IntPtr space, IntPtr data, | ||
774 | TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback) | ||
775 | { | ||
776 | NTotalGeoms++; | ||
777 | return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback); | ||
778 | } | ||
779 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity] | ||
780 | public static extern dReal Dot(ref dReal X0, ref dReal X1, int n); | ||
781 | |||
782 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity] | ||
783 | public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q); | ||
784 | |||
785 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity] | ||
786 | public static extern int FactorCholesky(ref dReal A00, int n); | ||
787 | |||
788 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity] | ||
789 | public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip); | ||
790 | |||
791 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity] | ||
792 | public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len); | ||
793 | |||
794 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity] | ||
795 | public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x); | ||
796 | |||
797 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity] | ||
798 | public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z); | ||
799 | |||
800 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity] | ||
801 | public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z); | ||
802 | |||
803 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity] | ||
804 | public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length); | ||
805 | |||
806 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity] | ||
807 | public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z); | ||
808 | |||
809 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity] | ||
810 | public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length); | ||
811 | |||
812 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity] | ||
813 | public static extern void GeomClearOffset(IntPtr geom); | ||
814 | |||
815 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity] | ||
816 | public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos); | ||
817 | |||
818 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity] | ||
819 | public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X); | ||
820 | |||
821 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity] | ||
822 | public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q); | ||
823 | |||
824 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity] | ||
825 | public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X); | ||
826 | |||
827 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity] | ||
828 | public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R); | ||
829 | |||
830 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity] | ||
831 | public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00); | ||
832 | |||
833 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity] | ||
834 | public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos); | ||
835 | |||
836 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity] | ||
837 | public static extern void GeomCopyPosition(IntPtr geom, out dReal X); | ||
838 | |||
839 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity] | ||
840 | public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R); | ||
841 | |||
842 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity] | ||
843 | public static extern void GeomCopyRotation(IntPtr geom, out dReal M00); | ||
844 | |||
845 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity] | ||
846 | public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length); | ||
847 | |||
848 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity] | ||
849 | public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length); | ||
850 | |||
851 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity] | ||
852 | public static extern void GeomiDestroy(IntPtr geom); | ||
853 | public static void GeomDestroy(IntPtr geom) | ||
854 | { | ||
855 | NTotalGeoms--; | ||
856 | GeomiDestroy(geom); | ||
857 | } | ||
858 | |||
859 | |||
860 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity] | ||
861 | public static extern void GeomDisable(IntPtr geom); | ||
862 | |||
863 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity] | ||
864 | public static extern void GeomEnable(IntPtr geom); | ||
865 | |||
866 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity] | ||
867 | public static extern void GeomGetAABB(IntPtr geom, out AABB aabb); | ||
868 | |||
869 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity] | ||
870 | public static extern void GeomGetAABB(IntPtr geom, out dReal minX); | ||
871 | |||
872 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity] | ||
873 | public static extern IntPtr GeomGetBody(IntPtr geom); | ||
874 | |||
875 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity] | ||
876 | public static extern int GeomGetCategoryBits(IntPtr geom); | ||
877 | |||
878 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity] | ||
879 | public static extern IntPtr GeomGetClassData(IntPtr geom); | ||
880 | |||
881 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity] | ||
882 | public static extern int GeomGetCollideBits(IntPtr geom); | ||
883 | |||
884 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity] | ||
885 | public static extern GeomClassID GeomGetClass(IntPtr geom); | ||
886 | |||
887 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity] | ||
888 | public static extern IntPtr GeomGetData(IntPtr geom); | ||
889 | |||
890 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity] | ||
891 | public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom); | ||
892 | public static Vector3 GeomGetOffsetPosition(IntPtr geom) | ||
893 | { | ||
894 | unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); } | ||
895 | } | ||
896 | |||
897 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity] | ||
898 | public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom); | ||
899 | public static Matrix3 GeomGetOffsetRotation(IntPtr geom) | ||
900 | { | ||
901 | unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); } | ||
902 | } | ||
903 | |||
904 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity] | ||
905 | public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom); | ||
906 | public static Vector3 GeomGetPosition(IntPtr geom) | ||
907 | { | ||
908 | unsafe { return *(GeomGetPositionUnsafe(geom)); } | ||
909 | } | ||
910 | |||
911 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity] | ||
912 | public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q); | ||
913 | |||
914 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity] | ||
915 | public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X); | ||
916 | |||
917 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity] | ||
918 | public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom); | ||
919 | public static Matrix3 GeomGetRotation(IntPtr geom) | ||
920 | { | ||
921 | unsafe { return *(GeomGetRotationUnsafe(geom)); } | ||
922 | } | ||
923 | |||
924 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity] | ||
925 | public static extern IntPtr GeomGetSpace(IntPtr geom); | ||
926 | |||
927 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity] | ||
928 | public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData, | ||
929 | dReal width, dReal depth, int widthSamples, int depthSamples, | ||
930 | dReal scale, dReal offset, dReal thickness, int bWrap); | ||
931 | |||
932 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity] | ||
933 | public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData, | ||
934 | dReal width, dReal depth, int widthSamples, int depthSamples, | ||
935 | dReal scale, dReal offset, dReal thickness, int bWrap); | ||
936 | |||
937 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity] | ||
938 | public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback, | ||
939 | dReal width, dReal depth, int widthSamples, int depthSamples, | ||
940 | dReal scale, dReal offset, dReal thickness, int bWrap); | ||
941 | |||
942 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity] | ||
943 | public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData, | ||
944 | dReal width, dReal depth, int widthSamples, int depthSamples, | ||
945 | dReal scale, dReal offset, dReal thickness, int bWrap); | ||
946 | |||
947 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity] | ||
948 | public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData, | ||
949 | dReal width, dReal depth, int widthSamples, int depthSamples, | ||
950 | dReal scale, dReal offset, dReal thickness, int bWrap); | ||
951 | |||
952 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity] | ||
953 | public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData, | ||
954 | dReal width, dReal depth, int widthSamples, int depthSamples, | ||
955 | dReal scale, dReal offset, dReal thickness, int bWrap); | ||
956 | |||
957 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity] | ||
958 | public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData, | ||
959 | dReal width, dReal depth, int widthSamples, int depthSamples, | ||
960 | dReal scale, dReal offset, dReal thickness, int bWrap); | ||
961 | |||
962 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity] | ||
963 | public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData, | ||
964 | dReal width, dReal depth, int widthSamples, int depthSamples, | ||
965 | dReal scale, dReal offset, dReal thickness, int bWrap); | ||
966 | |||
967 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity] | ||
968 | public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData, | ||
969 | dReal width, dReal depth, int widthSamples, int depthSamples, | ||
970 | dReal scale, dReal offset, dReal thickness, int bWrap); | ||
971 | |||
972 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity] | ||
973 | public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData, | ||
974 | dReal width, dReal depth, int widthSamples, int depthSamples, | ||
975 | dReal scale, dReal offset, dReal thickness, int bWrap); | ||
976 | |||
977 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity] | ||
978 | public static extern IntPtr GeomHeightfieldDataCreate(); | ||
979 | |||
980 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity] | ||
981 | public static extern void GeomHeightfieldDataDestroy(IntPtr d); | ||
982 | |||
983 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity] | ||
984 | public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight); | ||
985 | |||
986 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity] | ||
987 | public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g); | ||
988 | |||
989 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity] | ||
990 | public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d); | ||
991 | |||
992 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity] | ||
993 | public static extern bool GeomIsEnabled(IntPtr geom); | ||
994 | |||
995 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity] | ||
996 | public static extern bool GeomIsOffset(IntPtr geom); | ||
997 | |||
998 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity] | ||
999 | public static extern bool GeomIsSpace(IntPtr geom); | ||
1000 | |||
1001 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity] | ||
1002 | public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result); | ||
1003 | |||
1004 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity] | ||
1005 | public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A); | ||
1006 | |||
1007 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity] | ||
1008 | public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z); | ||
1009 | |||
1010 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity] | ||
1011 | public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d); | ||
1012 | |||
1013 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity] | ||
1014 | public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir); | ||
1015 | |||
1016 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity] | ||
1017 | public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX); | ||
1018 | |||
1019 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity] | ||
1020 | public static extern int GeomRayGetClosestHit(IntPtr ray); | ||
1021 | |||
1022 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity] | ||
1023 | public static extern dReal GeomRayGetLength(IntPtr ray); | ||
1024 | |||
1025 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity] | ||
1026 | public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull); | ||
1027 | |||
1028 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity] | ||
1029 | public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz); | ||
1030 | |||
1031 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity] | ||
1032 | public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit); | ||
1033 | |||
1034 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity] | ||
1035 | public static extern void GeomRaySetLength(IntPtr ray, dReal length); | ||
1036 | |||
1037 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity] | ||
1038 | public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull); | ||
1039 | |||
1040 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity] | ||
1041 | public static extern void GeomSetBody(IntPtr geom, IntPtr body); | ||
1042 | |||
1043 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity] | ||
1044 | public static extern void GeomSetCategoryBits(IntPtr geom, int bits); | ||
1045 | |||
1046 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity] | ||
1047 | public static extern void GeomSetCollideBits(IntPtr geom, int bits); | ||
1048 | |||
1049 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity] | ||
1050 | public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons); | ||
1051 | |||
1052 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity] | ||
1053 | public static extern void GeomSetData(IntPtr geom, IntPtr data); | ||
1054 | |||
1055 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity] | ||
1056 | public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z); | ||
1057 | |||
1058 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity] | ||
1059 | public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q); | ||
1060 | |||
1061 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity] | ||
1062 | public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X); | ||
1063 | |||
1064 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity] | ||
1065 | public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R); | ||
1066 | |||
1067 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity] | ||
1068 | public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00); | ||
1069 | |||
1070 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity] | ||
1071 | public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z); | ||
1072 | |||
1073 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity] | ||
1074 | public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q); | ||
1075 | |||
1076 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity] | ||
1077 | public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X); | ||
1078 | |||
1079 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity] | ||
1080 | public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R); | ||
1081 | |||
1082 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity] | ||
1083 | public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00); | ||
1084 | |||
1085 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity] | ||
1086 | public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z); | ||
1087 | |||
1088 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity] | ||
1089 | public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat); | ||
1090 | |||
1091 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity] | ||
1092 | public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w); | ||
1093 | |||
1094 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity] | ||
1095 | public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R); | ||
1096 | |||
1097 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity] | ||
1098 | public static extern void GeomSetRotation(IntPtr geom, ref dReal M00); | ||
1099 | |||
1100 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity] | ||
1101 | public static extern dReal GeomSphereGetRadius(IntPtr geom); | ||
1102 | |||
1103 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity] | ||
1104 | public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z); | ||
1105 | |||
1106 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity] | ||
1107 | public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius); | ||
1108 | |||
1109 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity] | ||
1110 | public static extern int GeomTransformGetCleanup(IntPtr geom); | ||
1111 | |||
1112 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity] | ||
1113 | public static extern IntPtr GeomTransformGetGeom(IntPtr geom); | ||
1114 | |||
1115 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity] | ||
1116 | public static extern int GeomTransformGetInfo(IntPtr geom); | ||
1117 | |||
1118 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity] | ||
1119 | public static extern void GeomTransformSetCleanup(IntPtr geom, int mode); | ||
1120 | |||
1121 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity] | ||
1122 | public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj); | ||
1123 | |||
1124 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity] | ||
1125 | public static extern void GeomTransformSetInfo(IntPtr geom, int info); | ||
1126 | |||
1127 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity] | ||
1128 | public static extern void GeomTriMeshDataBuildDouble(IntPtr d, | ||
1129 | double[] vertices, int vertexStride, int vertexCount, | ||
1130 | int[] indices, int indexCount, int triStride); | ||
1131 | |||
1132 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity] | ||
1133 | public static extern void GeomTriMeshDataBuildDouble(IntPtr d, | ||
1134 | IntPtr vertices, int vertexStride, int vertexCount, | ||
1135 | IntPtr indices, int indexCount, int triStride); | ||
1136 | |||
1137 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity] | ||
1138 | public static extern void GeomTriMeshDataBuildDouble1(IntPtr d, | ||
1139 | double[] vertices, int vertexStride, int vertexCount, | ||
1140 | int[] indices, int indexCount, int triStride, | ||
1141 | double[] normals); | ||
1142 | |||
1143 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity] | ||
1144 | public static extern void GeomTriMeshDataBuildDouble(IntPtr d, | ||
1145 | IntPtr vertices, int vertexStride, int vertexCount, | ||
1146 | IntPtr indices, int indexCount, int triStride, | ||
1147 | IntPtr normals); | ||
1148 | |||
1149 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity] | ||
1150 | public static extern void GeomTriMeshDataBuildSingle(IntPtr d, | ||
1151 | dReal[] vertices, int vertexStride, int vertexCount, | ||
1152 | int[] indices, int indexCount, int triStride); | ||
1153 | |||
1154 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity] | ||
1155 | public static extern void GeomTriMeshDataBuildSingle(IntPtr d, | ||
1156 | IntPtr vertices, int vertexStride, int vertexCount, | ||
1157 | IntPtr indices, int indexCount, int triStride); | ||
1158 | |||
1159 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity] | ||
1160 | public static extern void GeomTriMeshDataBuildSingle1(IntPtr d, | ||
1161 | dReal[] vertices, int vertexStride, int vertexCount, | ||
1162 | int[] indices, int indexCount, int triStride, | ||
1163 | dReal[] normals); | ||
1164 | |||
1165 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity] | ||
1166 | public static extern void GeomTriMeshDataBuildSingle1(IntPtr d, | ||
1167 | IntPtr vertices, int vertexStride, int vertexCount, | ||
1168 | IntPtr indices, int indexCount, int triStride, | ||
1169 | IntPtr normals); | ||
1170 | |||
1171 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity] | ||
1172 | public static extern void GeomTriMeshDataBuildSimple(IntPtr d, | ||
1173 | float[] vertices, int vertexStride, int vertexCount, | ||
1174 | int[] indices, int indexCount, int triStride); | ||
1175 | |||
1176 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity] | ||
1177 | public static extern void GeomTriMeshDataBuildSimple(IntPtr d, | ||
1178 | IntPtr vertices, int vertexStride, int vertexCount, | ||
1179 | IntPtr indices, int indexCount, int triStride); | ||
1180 | |||
1181 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity] | ||
1182 | public static extern void GeomTriMeshDataBuildSimple1(IntPtr d, | ||
1183 | float[] vertices, int vertexStride, int vertexCount, | ||
1184 | int[] indices, int indexCount, int triStride, | ||
1185 | float[] normals); | ||
1186 | |||
1187 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity] | ||
1188 | public static extern void GeomTriMeshDataBuildSimple1(IntPtr d, | ||
1189 | IntPtr vertices, int vertexStride, int vertexCount, | ||
1190 | IntPtr indices, int indexCount, int triStride, | ||
1191 | IntPtr normals); | ||
1192 | |||
1193 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity] | ||
1194 | public static extern void GeomTriMeshClearTCCache(IntPtr g); | ||
1195 | |||
1196 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity] | ||
1197 | public static extern IntPtr GeomTriMeshDataCreate(); | ||
1198 | |||
1199 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity] | ||
1200 | public static extern void GeomTriMeshDataDestroy(IntPtr d); | ||
1201 | |||
1202 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity] | ||
1203 | public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id); | ||
1204 | |||
1205 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity] | ||
1206 | public static extern void GeomTriMeshDataPreprocess(IntPtr d); | ||
1207 | |||
1208 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity] | ||
1209 | public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data); | ||
1210 | |||
1211 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity] | ||
1212 | public static extern void GeomTriMeshDataUpdate(IntPtr d); | ||
1213 | |||
1214 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity] | ||
1215 | public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable); | ||
1216 | |||
1217 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity] | ||
1218 | public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g); | ||
1219 | |||
1220 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity] | ||
1221 | public static extern TriCallback GeomTriMeshGetCallback(IntPtr g); | ||
1222 | |||
1223 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity] | ||
1224 | public static extern IntPtr GeomTriMeshGetData(IntPtr g); | ||
1225 | |||
1226 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity] | ||
1227 | public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom); | ||
1228 | public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom) | ||
1229 | { | ||
1230 | unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); } | ||
1231 | } | ||
1232 | |||
1233 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity] | ||
1234 | public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec); | ||
1235 | |||
1236 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity] | ||
1237 | public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g); | ||
1238 | |||
1239 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity] | ||
1240 | public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2); | ||
1241 | |||
1242 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity] | ||
1243 | public extern static int GeomTriMeshGetTriangleCount(IntPtr g); | ||
1244 | |||
1245 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity] | ||
1246 | public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g); | ||
1247 | |||
1248 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity] | ||
1249 | public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass); | ||
1250 | |||
1251 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity] | ||
1252 | public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback); | ||
1253 | |||
1254 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity] | ||
1255 | public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback); | ||
1256 | |||
1257 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity] | ||
1258 | public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data); | ||
1259 | |||
1260 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity] | ||
1261 | public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans); | ||
1262 | |||
1263 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity] | ||
1264 | public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00); | ||
1265 | |||
1266 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity] | ||
1267 | public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback); | ||
1268 | |||
1269 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity] | ||
1270 | public static extern string GetConfiguration(string str); | ||
1271 | |||
1272 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity] | ||
1273 | public static extern IntPtr HashSpaceCreate(IntPtr space); | ||
1274 | |||
1275 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity] | ||
1276 | public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel); | ||
1277 | |||
1278 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity] | ||
1279 | public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel); | ||
1280 | |||
1281 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity] | ||
1282 | public static extern void InfiniteAABB(IntPtr geom, out AABB aabb); | ||
1283 | |||
1284 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity] | ||
1285 | public static extern void InitODE(); | ||
1286 | |||
1287 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity] | ||
1288 | public static extern int InitODE2(uint ODEInitFlags); | ||
1289 | |||
1290 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity] | ||
1291 | public static extern int IsPositiveDefinite(ref dReal A, int n); | ||
1292 | |||
1293 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity] | ||
1294 | public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n); | ||
1295 | |||
1296 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity] | ||
1297 | public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3); | ||
1298 | |||
1299 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity] | ||
1300 | public static extern void JointAddHingeTorque(IntPtr joint, dReal torque); | ||
1301 | |||
1302 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity] | ||
1303 | public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2); | ||
1304 | |||
1305 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity] | ||
1306 | public static extern void JointAddPRTorque(IntPtr joint, dReal torque); | ||
1307 | |||
1308 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity] | ||
1309 | public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2); | ||
1310 | |||
1311 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity] | ||
1312 | public static extern void JointAddSliderForce(IntPtr joint, dReal force); | ||
1313 | |||
1314 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity] | ||
1315 | public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2); | ||
1316 | |||
1317 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity] | ||
1318 | public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group); | ||
1319 | |||
1320 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity] | ||
1321 | public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group); | ||
1322 | |||
1323 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity] | ||
1324 | public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact); | ||
1325 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity] | ||
1326 | public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact); | ||
1327 | |||
1328 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity] | ||
1329 | public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group); | ||
1330 | |||
1331 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity] | ||
1332 | public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group); | ||
1333 | |||
1334 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity] | ||
1335 | public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group); | ||
1336 | |||
1337 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity] | ||
1338 | public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group); | ||
1339 | |||
1340 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity] | ||
1341 | public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group); | ||
1342 | |||
1343 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity] | ||
1344 | public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group); | ||
1345 | |||
1346 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity] | ||
1347 | public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group); | ||
1348 | |||
1349 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity] | ||
1350 | public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group); | ||
1351 | |||
1352 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity] | ||
1353 | public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group); | ||
1354 | |||
1355 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity] | ||
1356 | public static extern void JointDestroy(IntPtr j); | ||
1357 | |||
1358 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity] | ||
1359 | public static extern dReal JointGetAMotorAngle(IntPtr j, int anum); | ||
1360 | |||
1361 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity] | ||
1362 | public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum); | ||
1363 | |||
1364 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity] | ||
1365 | public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result); | ||
1366 | |||
1367 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity] | ||
1368 | public static extern int JointGetAMotorAxisRel(IntPtr j, int anum); | ||
1369 | |||
1370 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity] | ||
1371 | public static extern int JointGetAMotorMode(IntPtr j); | ||
1372 | |||
1373 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity] | ||
1374 | public static extern int JointGetAMotorNumAxes(IntPtr j); | ||
1375 | |||
1376 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity] | ||
1377 | public static extern dReal JointGetAMotorParam(IntPtr j, int parameter); | ||
1378 | |||
1379 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity] | ||
1380 | public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result); | ||
1381 | |||
1382 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity] | ||
1383 | public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result); | ||
1384 | |||
1385 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity] | ||
1386 | public static extern IntPtr JointGetBody(IntPtr j); | ||
1387 | |||
1388 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity] | ||
1389 | public static extern IntPtr JointGetData(IntPtr j); | ||
1390 | |||
1391 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity] | ||
1392 | public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j); | ||
1393 | public static JointFeedback JointGetFeedback(IntPtr j) | ||
1394 | { | ||
1395 | unsafe { return *(JointGetFeedbackUnsafe(j)); } | ||
1396 | } | ||
1397 | |||
1398 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity] | ||
1399 | public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result); | ||
1400 | |||
1401 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity] | ||
1402 | public static extern dReal JointGetHingeAngle(IntPtr j); | ||
1403 | |||
1404 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity] | ||
1405 | public static extern dReal JointGetHingeAngleRate(IntPtr j); | ||
1406 | |||
1407 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity] | ||
1408 | public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result); | ||
1409 | |||
1410 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity] | ||
1411 | public static extern dReal JointGetHingeParam(IntPtr j, int parameter); | ||
1412 | |||
1413 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity] | ||
1414 | public static extern dReal JointGetHinge2Angle1(IntPtr j); | ||
1415 | |||
1416 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity] | ||
1417 | public static extern dReal JointGetHinge2Angle1Rate(IntPtr j); | ||
1418 | |||
1419 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity] | ||
1420 | public static extern dReal JointGetHinge2Angle2Rate(IntPtr j); | ||
1421 | |||
1422 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity] | ||
1423 | public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result); | ||
1424 | |||
1425 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity] | ||
1426 | public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result); | ||
1427 | |||
1428 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity] | ||
1429 | public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result); | ||
1430 | |||
1431 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity] | ||
1432 | public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result); | ||
1433 | |||
1434 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity] | ||
1435 | public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result); | ||
1436 | |||
1437 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity] | ||
1438 | public static extern dReal JointGetHinge2Param(IntPtr j, int parameter); | ||
1439 | |||
1440 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity] | ||
1441 | public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result); | ||
1442 | |||
1443 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity] | ||
1444 | public static extern int JointGetLMotorNumAxes(IntPtr j); | ||
1445 | |||
1446 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity] | ||
1447 | public static extern dReal JointGetLMotorParam(IntPtr j, int parameter); | ||
1448 | |||
1449 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity] | ||
1450 | public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result); | ||
1451 | |||
1452 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity] | ||
1453 | public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result); | ||
1454 | |||
1455 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity] | ||
1456 | public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result); | ||
1457 | |||
1458 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity] | ||
1459 | public static extern dReal JointGetPRParam(IntPtr j, int parameter); | ||
1460 | |||
1461 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity] | ||
1462 | public static extern dReal JointGetPRPosition(IntPtr j); | ||
1463 | |||
1464 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity] | ||
1465 | public static extern dReal JointGetPRPositionRate(IntPtr j); | ||
1466 | |||
1467 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity] | ||
1468 | public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result); | ||
1469 | |||
1470 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity] | ||
1471 | public static extern dReal JointGetSliderParam(IntPtr j, int parameter); | ||
1472 | |||
1473 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity] | ||
1474 | public static extern dReal JointGetSliderPosition(IntPtr j); | ||
1475 | |||
1476 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity] | ||
1477 | public static extern dReal JointGetSliderPositionRate(IntPtr j); | ||
1478 | |||
1479 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity] | ||
1480 | public static extern JointType JointGetType(IntPtr j); | ||
1481 | |||
1482 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity] | ||
1483 | public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result); | ||
1484 | |||
1485 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity] | ||
1486 | public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result); | ||
1487 | |||
1488 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity] | ||
1489 | public static extern dReal JointGetUniversalAngle1(IntPtr j); | ||
1490 | |||
1491 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity] | ||
1492 | public static extern dReal JointGetUniversalAngle1Rate(IntPtr j); | ||
1493 | |||
1494 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity] | ||
1495 | public static extern dReal JointGetUniversalAngle2(IntPtr j); | ||
1496 | |||
1497 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity] | ||
1498 | public static extern dReal JointGetUniversalAngle2Rate(IntPtr j); | ||
1499 | |||
1500 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity] | ||
1501 | public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2); | ||
1502 | |||
1503 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity] | ||
1504 | public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result); | ||
1505 | |||
1506 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity] | ||
1507 | public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result); | ||
1508 | |||
1509 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity] | ||
1510 | public static extern dReal JointGetUniversalParam(IntPtr j, int parameter); | ||
1511 | |||
1512 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity] | ||
1513 | public static extern IntPtr JointGroupCreate(int max_size); | ||
1514 | |||
1515 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity] | ||
1516 | public static extern void JointGroupDestroy(IntPtr group); | ||
1517 | |||
1518 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity] | ||
1519 | public static extern void JointGroupEmpty(IntPtr group); | ||
1520 | |||
1521 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity] | ||
1522 | public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle); | ||
1523 | |||
1524 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity] | ||
1525 | public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z); | ||
1526 | |||
1527 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity] | ||
1528 | public static extern void JointSetAMotorMode(IntPtr j, int mode); | ||
1529 | |||
1530 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity] | ||
1531 | public static extern void JointSetAMotorNumAxes(IntPtr group, int num); | ||
1532 | |||
1533 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity] | ||
1534 | public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value); | ||
1535 | |||
1536 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity] | ||
1537 | public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z); | ||
1538 | |||
1539 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity] | ||
1540 | public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z); | ||
1541 | |||
1542 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity] | ||
1543 | public static extern void JointSetData(IntPtr j, IntPtr data); | ||
1544 | |||
1545 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity] | ||
1546 | public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback); | ||
1547 | |||
1548 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity] | ||
1549 | public static extern void JointSetFixed(IntPtr j); | ||
1550 | |||
1551 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity] | ||
1552 | public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z); | ||
1553 | |||
1554 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity] | ||
1555 | public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az); | ||
1556 | |||
1557 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity] | ||
1558 | public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z); | ||
1559 | |||
1560 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity] | ||
1561 | public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value); | ||
1562 | |||
1563 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity] | ||
1564 | public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z); | ||
1565 | |||
1566 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity] | ||
1567 | public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z); | ||
1568 | |||
1569 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity] | ||
1570 | public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z); | ||
1571 | |||
1572 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity] | ||
1573 | public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value); | ||
1574 | |||
1575 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity] | ||
1576 | public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z); | ||
1577 | |||
1578 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity] | ||
1579 | public static extern void JointSetLMotorNumAxes(IntPtr j, int num); | ||
1580 | |||
1581 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity] | ||
1582 | public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value); | ||
1583 | |||
1584 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity] | ||
1585 | public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value); | ||
1586 | |||
1587 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity] | ||
1588 | public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value); | ||
1589 | |||
1590 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity] | ||
1591 | public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value); | ||
1592 | |||
1593 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity] | ||
1594 | public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z); | ||
1595 | |||
1596 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity] | ||
1597 | public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z); | ||
1598 | |||
1599 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity] | ||
1600 | public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z); | ||
1601 | |||
1602 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity] | ||
1603 | public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value); | ||
1604 | |||
1605 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity] | ||
1606 | public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z); | ||
1607 | |||
1608 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity] | ||
1609 | public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az); | ||
1610 | |||
1611 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity] | ||
1612 | public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value); | ||
1613 | |||
1614 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity] | ||
1615 | public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z); | ||
1616 | |||
1617 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity] | ||
1618 | public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z); | ||
1619 | |||
1620 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity] | ||
1621 | public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z); | ||
1622 | |||
1623 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity] | ||
1624 | public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value); | ||
1625 | |||
1626 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity] | ||
1627 | public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip); | ||
1628 | |||
1629 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity] | ||
1630 | public static extern void MassAdd(ref Mass a, ref Mass b); | ||
1631 | |||
1632 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity] | ||
1633 | public static extern void MassAdjust(ref Mass m, dReal newmass); | ||
1634 | |||
1635 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity] | ||
1636 | public static extern bool MassCheck(ref Mass m); | ||
1637 | |||
1638 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity] | ||
1639 | public static extern void MassRotate(ref Mass mass, ref Matrix3 R); | ||
1640 | |||
1641 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity] | ||
1642 | public static extern void MassRotate(ref Mass mass, ref dReal M00); | ||
1643 | |||
1644 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity] | ||
1645 | public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz); | ||
1646 | |||
1647 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity] | ||
1648 | public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz); | ||
1649 | |||
1650 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity] | ||
1651 | public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length); | ||
1652 | |||
1653 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity] | ||
1654 | public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length); | ||
1655 | |||
1656 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity] | ||
1657 | public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length); | ||
1658 | |||
1659 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity] | ||
1660 | public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length); | ||
1661 | |||
1662 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity] | ||
1663 | public static extern void MassSetParameters(out Mass mass, dReal themass, | ||
1664 | dReal cgx, dReal cgy, dReal cgz, | ||
1665 | dReal i11, dReal i22, dReal i33, | ||
1666 | dReal i12, dReal i13, dReal i23); | ||
1667 | |||
1668 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity] | ||
1669 | public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius); | ||
1670 | |||
1671 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity] | ||
1672 | public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius); | ||
1673 | |||
1674 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity] | ||
1675 | public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g); | ||
1676 | |||
1677 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity] | ||
1678 | public static extern void MassSetZero(out Mass mass); | ||
1679 | |||
1680 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity] | ||
1681 | public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z); | ||
1682 | |||
1683 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity] | ||
1684 | public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r); | ||
1685 | |||
1686 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity] | ||
1687 | private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r); | ||
1688 | public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector) | ||
1689 | { | ||
1690 | MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1); | ||
1691 | } | ||
1692 | |||
1693 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity] | ||
1694 | public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r); | ||
1695 | |||
1696 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity] | ||
1697 | public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r); | ||
1698 | |||
1699 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity] | ||
1700 | public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle); | ||
1701 | |||
1702 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity] | ||
1703 | public static extern void QfromR(out Quaternion q, ref Matrix3 R); | ||
1704 | |||
1705 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity] | ||
1706 | public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc); | ||
1707 | |||
1708 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity] | ||
1709 | public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc); | ||
1710 | |||
1711 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity] | ||
1712 | public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc); | ||
1713 | |||
1714 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity] | ||
1715 | public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc); | ||
1716 | |||
1717 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity] | ||
1718 | public static extern void QSetIdentity(out Quaternion q); | ||
1719 | |||
1720 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity] | ||
1721 | public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth); | ||
1722 | |||
1723 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity] | ||
1724 | public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth); | ||
1725 | |||
1726 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity] | ||
1727 | public static extern dReal RandReal(); | ||
1728 | |||
1729 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity] | ||
1730 | public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz); | ||
1731 | |||
1732 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity] | ||
1733 | public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle); | ||
1734 | |||
1735 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity] | ||
1736 | public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi); | ||
1737 | |||
1738 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity] | ||
1739 | public static extern void RfromQ(out Matrix3 R, ref Quaternion q); | ||
1740 | |||
1741 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity] | ||
1742 | public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az); | ||
1743 | |||
1744 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity] | ||
1745 | public static extern void RSetIdentity(out Matrix3 R); | ||
1746 | |||
1747 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity] | ||
1748 | public static extern void SetValue(out dReal a, int n); | ||
1749 | |||
1750 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity] | ||
1751 | public static extern void SetZero(out dReal a, int n); | ||
1752 | |||
1753 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity] | ||
1754 | public static extern IntPtr SimpleSpaceCreate(IntPtr space); | ||
1755 | |||
1756 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity] | ||
1757 | public static extern void SolveCholesky(ref dReal L, out dReal b, int n); | ||
1758 | |||
1759 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity] | ||
1760 | public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip); | ||
1761 | |||
1762 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity] | ||
1763 | public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip); | ||
1764 | |||
1765 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity] | ||
1766 | public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip); | ||
1767 | |||
1768 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity] | ||
1769 | public static extern void SpaceAdd(IntPtr space, IntPtr geom); | ||
1770 | |||
1771 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity] | ||
1772 | public static extern bool SpaceLockQuery(IntPtr space); | ||
1773 | |||
1774 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity] | ||
1775 | public static extern void SpaceClean(IntPtr space); | ||
1776 | |||
1777 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity] | ||
1778 | public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback); | ||
1779 | |||
1780 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity] | ||
1781 | public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback); | ||
1782 | |||
1783 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity] | ||
1784 | public static extern void SpaceDestroy(IntPtr space); | ||
1785 | |||
1786 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity] | ||
1787 | public static extern bool SpaceGetCleanup(IntPtr space); | ||
1788 | |||
1789 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity] | ||
1790 | public static extern int SpaceGetNumGeoms(IntPtr space); | ||
1791 | |||
1792 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity] | ||
1793 | public static extern IntPtr SpaceGetGeom(IntPtr space, int i); | ||
1794 | |||
1795 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity] | ||
1796 | public static extern int SpaceGetSublevel(IntPtr space); | ||
1797 | |||
1798 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity] | ||
1799 | public static extern bool SpaceQuery(IntPtr space, IntPtr geom); | ||
1800 | |||
1801 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity] | ||
1802 | public static extern void SpaceRemove(IntPtr space, IntPtr geom); | ||
1803 | |||
1804 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity] | ||
1805 | public static extern void SpaceSetCleanup(IntPtr space, bool mode); | ||
1806 | |||
1807 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity] | ||
1808 | public static extern void SpaceSetSublevel(IntPtr space, int sublevel); | ||
1809 | |||
1810 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity] | ||
1811 | public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder); | ||
1812 | |||
1813 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity] | ||
1814 | public static extern void VectorScale(out dReal a, ref dReal d, int n); | ||
1815 | |||
1816 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity] | ||
1817 | public static extern IntPtr WorldCreate(); | ||
1818 | |||
1819 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity] | ||
1820 | public static extern void WorldDestroy(IntPtr world); | ||
1821 | |||
1822 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity] | ||
1823 | public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world); | ||
1824 | |||
1825 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity] | ||
1826 | public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world); | ||
1827 | |||
1828 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity] | ||
1829 | public static extern bool WorldGetAutoDisableFlag(IntPtr world); | ||
1830 | |||
1831 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity] | ||
1832 | public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world); | ||
1833 | |||
1834 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity] | ||
1835 | public static extern int WorldGetAutoDisableSteps(IntPtr world); | ||
1836 | |||
1837 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity] | ||
1838 | public static extern dReal WorldGetAutoDisableTime(IntPtr world); | ||
1839 | |||
1840 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity] | ||
1841 | public static extern int WorldGetAutoEnableDepthSF1(IntPtr world); | ||
1842 | |||
1843 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity] | ||
1844 | public static extern dReal WorldGetCFM(IntPtr world); | ||
1845 | |||
1846 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity] | ||
1847 | public static extern dReal WorldGetERP(IntPtr world); | ||
1848 | |||
1849 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity] | ||
1850 | public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity); | ||
1851 | |||
1852 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity] | ||
1853 | public static extern void WorldGetGravity(IntPtr world, out dReal X); | ||
1854 | |||
1855 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity] | ||
1856 | public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world); | ||
1857 | |||
1858 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity] | ||
1859 | public static extern dReal WorldGetContactSurfaceLayer(IntPtr world); | ||
1860 | |||
1861 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity] | ||
1862 | public static extern dReal WorldGetAngularDamping(IntPtr world); | ||
1863 | |||
1864 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity] | ||
1865 | public static extern dReal WorldGetAngularDampingThreshold(IntPtr world); | ||
1866 | |||
1867 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity] | ||
1868 | public static extern dReal WorldGetLinearDamping(IntPtr world); | ||
1869 | |||
1870 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity] | ||
1871 | public static extern dReal WorldGetLinearDampingThreshold(IntPtr world); | ||
1872 | |||
1873 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity] | ||
1874 | public static extern int WorldGetQuickStepNumIterations(IntPtr world); | ||
1875 | |||
1876 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity] | ||
1877 | public static extern dReal WorldGetQuickStepW(IntPtr world); | ||
1878 | |||
1879 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity] | ||
1880 | public static extern dReal WorldGetMaxAngularSpeed(IntPtr world); | ||
1881 | |||
1882 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity] | ||
1883 | public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force); | ||
1884 | |||
1885 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity] | ||
1886 | public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX); | ||
1887 | |||
1888 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity] | ||
1889 | public static extern void WorldQuickStep(IntPtr world, dReal stepsize); | ||
1890 | |||
1891 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity] | ||
1892 | public static extern void WorldSetAngularDamping(IntPtr world, dReal scale); | ||
1893 | |||
1894 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity] | ||
1895 | public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold); | ||
1896 | |||
1897 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity] | ||
1898 | public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold); | ||
1899 | |||
1900 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity] | ||
1901 | public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count); | ||
1902 | |||
1903 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity] | ||
1904 | public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable); | ||
1905 | |||
1906 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity] | ||
1907 | public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold); | ||
1908 | |||
1909 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity] | ||
1910 | public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps); | ||
1911 | |||
1912 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity] | ||
1913 | public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time); | ||
1914 | |||
1915 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity] | ||
1916 | public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth); | ||
1917 | |||
1918 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity] | ||
1919 | public static extern void WorldSetCFM(IntPtr world, dReal cfm); | ||
1920 | |||
1921 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity] | ||
1922 | public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel); | ||
1923 | |||
1924 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity] | ||
1925 | public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth); | ||
1926 | |||
1927 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity] | ||
1928 | public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale); | ||
1929 | |||
1930 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity] | ||
1931 | public static extern void WorldSetERP(IntPtr world, dReal erp); | ||
1932 | |||
1933 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity] | ||
1934 | public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z); | ||
1935 | |||
1936 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity] | ||
1937 | public static extern void WorldSetLinearDamping(IntPtr world, dReal scale); | ||
1938 | |||
1939 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity] | ||
1940 | public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold); | ||
1941 | |||
1942 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity] | ||
1943 | public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num); | ||
1944 | |||
1945 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity] | ||
1946 | public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation); | ||
1947 | |||
1948 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity] | ||
1949 | public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed); | ||
1950 | |||
1951 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity] | ||
1952 | public static extern void WorldStep(IntPtr world, dReal stepsize); | ||
1953 | |||
1954 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity] | ||
1955 | public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations); | ||
1956 | |||
1957 | [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity] | ||
1958 | public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix); | ||
1959 | } | ||
1960 | } | ||
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs new file mode 100644 index 0000000..d32188e --- /dev/null +++ b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs | |||
@@ -0,0 +1,90 @@ | |||
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 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using System.Runtime.InteropServices; | ||
32 | using System.Threading; | ||
33 | using System.IO; | ||
34 | using System.Diagnostics; | ||
35 | using log4net; | ||
36 | using Nini.Config; | ||
37 | using OdeAPI; | ||
38 | using OpenSim.Framework; | ||
39 | using OpenSim.Region.Physics.Manager; | ||
40 | using OpenMetaverse; | ||
41 | |||
42 | namespace OpenSim.Region.Physics.OdePlugin | ||
43 | { | ||
44 | /// <summary> | ||
45 | /// ODE plugin | ||
46 | /// </summary> | ||
47 | public class OdePlugin : IPhysicsPlugin | ||
48 | { | ||
49 | //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
50 | |||
51 | private OdeScene m_scene; | ||
52 | |||
53 | public bool Init() | ||
54 | { | ||
55 | if (Util.IsWindows()) | ||
56 | Util.LoadArchSpecificWindowsDll("ode.dll"); | ||
57 | |||
58 | if (d.InitODE2(0) != 0) | ||
59 | { | ||
60 | if (d.AllocateODEDataForThread(~0U) == 0) | ||
61 | { | ||
62 | d.CloseODE(); | ||
63 | return false; | ||
64 | } | ||
65 | return true; | ||
66 | } | ||
67 | return false; | ||
68 | } | ||
69 | |||
70 | public PhysicsScene GetScene(String sceneIdentifier) | ||
71 | { | ||
72 | if (m_scene == null) | ||
73 | { | ||
74 | |||
75 | m_scene = new OdeScene(sceneIdentifier); | ||
76 | } | ||
77 | return (m_scene); | ||
78 | } | ||
79 | |||
80 | public string GetName() | ||
81 | { | ||
82 | return ("UbitODE"); | ||
83 | } | ||
84 | |||
85 | public void Dispose() | ||
86 | { | ||
87 | d.CloseODE(); | ||
88 | } | ||
89 | } | ||
90 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs new file mode 100644 index 0000000..1a6907d --- /dev/null +++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs | |||
@@ -0,0 +1,2383 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | //#define SPAM | ||
29 | |||
30 | using System; | ||
31 | using System.Collections.Generic; | ||
32 | using System.Reflection; | ||
33 | using System.Runtime.InteropServices; | ||
34 | using System.Threading; | ||
35 | using System.IO; | ||
36 | using System.Diagnostics; | ||
37 | using log4net; | ||
38 | using Nini.Config; | ||
39 | using OdeAPI; | ||
40 | using OpenSim.Framework; | ||
41 | using OpenSim.Region.Physics.Manager; | ||
42 | using OpenMetaverse; | ||
43 | |||
44 | namespace OpenSim.Region.Physics.OdePlugin | ||
45 | { | ||
46 | public enum StatusIndicators : int | ||
47 | { | ||
48 | Generic = 0, | ||
49 | Start = 1, | ||
50 | End = 2 | ||
51 | } | ||
52 | |||
53 | public struct sCollisionData | ||
54 | { | ||
55 | public uint ColliderLocalId; | ||
56 | public uint CollidedWithLocalId; | ||
57 | public int NumberOfCollisions; | ||
58 | public int CollisionType; | ||
59 | public int StatusIndicator; | ||
60 | public int lastframe; | ||
61 | } | ||
62 | |||
63 | [Flags] | ||
64 | public enum CollisionCategories : int | ||
65 | { | ||
66 | Disabled = 0, | ||
67 | Geom = 0x00000001, | ||
68 | Body = 0x00000002, | ||
69 | Space = 0x00000004, | ||
70 | Character = 0x00000008, | ||
71 | Land = 0x00000010, | ||
72 | Water = 0x00000020, | ||
73 | Wind = 0x00000040, | ||
74 | Sensor = 0x00000080, | ||
75 | Selected = 0x00000100 | ||
76 | } | ||
77 | |||
78 | /// <summary> | ||
79 | /// Material type for a primitive | ||
80 | /// </summary> | ||
81 | public enum Material : int | ||
82 | { | ||
83 | /// <summary></summary> | ||
84 | Stone = 0, | ||
85 | /// <summary></summary> | ||
86 | Metal = 1, | ||
87 | /// <summary></summary> | ||
88 | Glass = 2, | ||
89 | /// <summary></summary> | ||
90 | Wood = 3, | ||
91 | /// <summary></summary> | ||
92 | Flesh = 4, | ||
93 | /// <summary></summary> | ||
94 | Plastic = 5, | ||
95 | /// <summary></summary> | ||
96 | Rubber = 6, | ||
97 | |||
98 | light = 7 // compatibility with old viewers | ||
99 | } | ||
100 | |||
101 | public enum changes : int | ||
102 | { | ||
103 | Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?) | ||
104 | Remove, | ||
105 | Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root | ||
106 | // or removes from a object if arg is null | ||
107 | DeLink, | ||
108 | Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child | ||
109 | Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child | ||
110 | PosOffset, // not in use | ||
111 | // arg Vector3 new position in local coords. Changes prim position in object | ||
112 | OriOffset, // not in use | ||
113 | // arg Vector3 new position in local coords. Changes prim position in object | ||
114 | Velocity, | ||
115 | AngVelocity, | ||
116 | Acceleration, | ||
117 | Force, | ||
118 | Torque, | ||
119 | |||
120 | AddForce, | ||
121 | AddAngForce, | ||
122 | AngLock, | ||
123 | |||
124 | Size, | ||
125 | Shape, | ||
126 | |||
127 | CollidesWater, | ||
128 | VolumeDtc, | ||
129 | |||
130 | Physical, | ||
131 | Phantom, | ||
132 | Selected, | ||
133 | disabled, | ||
134 | building, | ||
135 | |||
136 | VehicleType, | ||
137 | VehicleFloatParam, | ||
138 | VehicleVectorParam, | ||
139 | VehicleRotationParam, | ||
140 | VehicleFlags, | ||
141 | SetVehicle, | ||
142 | |||
143 | Null //keep this last used do dim the methods array. does nothing but pulsing the prim | ||
144 | } | ||
145 | |||
146 | public struct ODEchangeitem | ||
147 | { | ||
148 | public PhysicsActor actor; | ||
149 | public OdeCharacter character; | ||
150 | public changes what; | ||
151 | public Object arg; | ||
152 | } | ||
153 | |||
154 | public class OdeScene : PhysicsScene | ||
155 | { | ||
156 | private readonly ILog m_log; | ||
157 | // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>(); | ||
158 | |||
159 | // private int threadid = 0; | ||
160 | private Random fluidRandomizer = new Random(Environment.TickCount); | ||
161 | |||
162 | const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce; | ||
163 | const float MaxERP = 0.8f; | ||
164 | const float minERP = 0.1f; | ||
165 | const float comumContactCFM = 0.0001f; | ||
166 | |||
167 | float frictionMovementMult = 0.3f; | ||
168 | |||
169 | float TerrainBounce = 0.1f; | ||
170 | float TerrainFriction = 0.3f; | ||
171 | |||
172 | public float AvatarFriction = 0;// 0.9f * 0.5f; | ||
173 | |||
174 | private const uint m_regionWidth = Constants.RegionSize; | ||
175 | private const uint m_regionHeight = Constants.RegionSize; | ||
176 | |||
177 | public float ODE_STEPSIZE = 0.020f; | ||
178 | private float metersInSpace = 25.6f; | ||
179 | private float m_timeDilation = 1.0f; | ||
180 | |||
181 | public float gravityx = 0f; | ||
182 | public float gravityy = 0f; | ||
183 | public float gravityz = -9.8f; | ||
184 | |||
185 | private float waterlevel = 0f; | ||
186 | private int framecount = 0; | ||
187 | |||
188 | internal IntPtr WaterGeom; | ||
189 | |||
190 | public float avPIDD = 2200f; // make it visible | ||
191 | public float avPIDP = 900f; // make it visible | ||
192 | private float avCapRadius = 0.37f; | ||
193 | private float avDensity = 3f; | ||
194 | private float avMovementDivisorWalk = 1.3f; | ||
195 | private float avMovementDivisorRun = 0.8f; | ||
196 | private float minimumGroundFlightOffset = 3f; | ||
197 | public float maximumMassObject = 10000.01f; | ||
198 | |||
199 | public bool meshSculptedPrim = true; | ||
200 | public bool forceSimplePrimMeshing = false; | ||
201 | |||
202 | public float meshSculptLOD = 32; | ||
203 | public float MeshSculptphysicalLOD = 32; | ||
204 | |||
205 | public float geomDefaultDensity = 10.000006836f; | ||
206 | |||
207 | public int geomContactPointsStartthrottle = 3; | ||
208 | public int geomUpdatesPerThrottledUpdate = 15; | ||
209 | |||
210 | public float bodyPIDD = 35f; | ||
211 | public float bodyPIDG = 25; | ||
212 | |||
213 | // public int geomCrossingFailuresBeforeOutofbounds = 6; | ||
214 | |||
215 | public int bodyFramesAutoDisable = 20; | ||
216 | |||
217 | private float[] _watermap; | ||
218 | |||
219 | private d.NearCallback nearCallback; | ||
220 | |||
221 | private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>(); | ||
222 | private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>(); | ||
223 | private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>(); | ||
224 | private readonly HashSet<OdePrim> _activegroups = new HashSet<OdePrim>(); | ||
225 | |||
226 | public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>(); | ||
227 | |||
228 | /// <summary> | ||
229 | /// A list of actors that should receive collision events. | ||
230 | /// </summary> | ||
231 | private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); | ||
232 | |||
233 | private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>(); | ||
234 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); | ||
235 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); | ||
236 | |||
237 | private float contactsurfacelayer = 0.002f; | ||
238 | |||
239 | private int contactsPerCollision = 80; | ||
240 | internal IntPtr ContactgeomsArray = IntPtr.Zero; | ||
241 | private IntPtr GlobalContactsArray = IntPtr.Zero; | ||
242 | |||
243 | const int maxContactsbeforedeath = 4000; | ||
244 | private volatile int m_global_contactcount = 0; | ||
245 | |||
246 | |||
247 | private readonly IntPtr contactgroup; | ||
248 | |||
249 | public ContactData[] m_materialContactsData = new ContactData[8]; | ||
250 | |||
251 | private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>(); | ||
252 | private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>(); | ||
253 | private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>(); | ||
254 | |||
255 | private int m_physicsiterations = 10; | ||
256 | private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag | ||
257 | private readonly PhysicsActor PANull = new NullPhysicsActor(); | ||
258 | private float step_time = 0.0f; | ||
259 | |||
260 | public IntPtr world; | ||
261 | |||
262 | private uint obj2LocalID = 0; | ||
263 | private OdeCharacter cc1; | ||
264 | private OdePrim cp1; | ||
265 | private OdeCharacter cc2; | ||
266 | private OdePrim cp2; | ||
267 | |||
268 | // split the spaces acording to contents type | ||
269 | // ActiveSpace contains characters and active prims | ||
270 | // StaticSpace contains land and other that is mostly static in enviroment | ||
271 | // this can contain subspaces, like the grid in staticspace | ||
272 | // as now space only contains this 2 top spaces | ||
273 | |||
274 | public IntPtr TopSpace; // the global space | ||
275 | public IntPtr ActiveSpace; // space for active prims | ||
276 | public IntPtr StaticSpace; // space for the static things around | ||
277 | |||
278 | // some speedup variables | ||
279 | private int spaceGridMaxX; | ||
280 | private int spaceGridMaxY; | ||
281 | private float spacesPerMeter; | ||
282 | |||
283 | // split static geometry collision into a grid as before | ||
284 | private IntPtr[,] staticPrimspace; | ||
285 | |||
286 | private Object OdeLock; | ||
287 | private static Object SimulationLock; | ||
288 | |||
289 | public IMesher mesher; | ||
290 | |||
291 | private IConfigSource m_config; | ||
292 | |||
293 | public bool physics_logging = false; | ||
294 | public int physics_logging_interval = 0; | ||
295 | public bool physics_logging_append_existing_logfile = false; | ||
296 | |||
297 | private Vector3 m_worldOffset = Vector3.Zero; | ||
298 | public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
299 | private PhysicsScene m_parentScene = null; | ||
300 | |||
301 | private ODERayCastRequestManager m_rayCastManager; | ||
302 | |||
303 | |||
304 | /* maybe needed if ode uses tls | ||
305 | private void checkThread() | ||
306 | { | ||
307 | |||
308 | int th = Thread.CurrentThread.ManagedThreadId; | ||
309 | if(th != threadid) | ||
310 | { | ||
311 | threadid = th; | ||
312 | d.AllocateODEDataForThread(~0U); | ||
313 | } | ||
314 | } | ||
315 | */ | ||
316 | /// <summary> | ||
317 | /// Initiailizes the scene | ||
318 | /// Sets many properties that ODE requires to be stable | ||
319 | /// These settings need to be tweaked 'exactly' right or weird stuff happens. | ||
320 | /// </summary> | ||
321 | public OdeScene(string sceneIdentifier) | ||
322 | { | ||
323 | m_log | ||
324 | = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier); | ||
325 | |||
326 | // checkThread(); | ||
327 | Name = sceneIdentifier; | ||
328 | |||
329 | OdeLock = new Object(); | ||
330 | SimulationLock = new Object(); | ||
331 | |||
332 | nearCallback = near; | ||
333 | |||
334 | m_rayCastManager = new ODERayCastRequestManager(this); | ||
335 | lock (OdeLock) | ||
336 | { | ||
337 | // Create the world and the first space | ||
338 | try | ||
339 | { | ||
340 | world = d.WorldCreate(); | ||
341 | TopSpace = d.HashSpaceCreate(IntPtr.Zero); | ||
342 | |||
343 | // now the major subspaces | ||
344 | ActiveSpace = d.HashSpaceCreate(TopSpace); | ||
345 | StaticSpace = d.HashSpaceCreate(TopSpace); | ||
346 | } | ||
347 | catch | ||
348 | { | ||
349 | // i must RtC#FM | ||
350 | } | ||
351 | |||
352 | d.HashSpaceSetLevels(TopSpace, -2, 8); // cell sizes from .25 to 256 ?? need check what this really does | ||
353 | d.HashSpaceSetLevels(ActiveSpace, -2, 8); | ||
354 | d.HashSpaceSetLevels(StaticSpace, -2, 8); | ||
355 | |||
356 | // demote to second level | ||
357 | d.SpaceSetSublevel(ActiveSpace, 1); | ||
358 | d.SpaceSetSublevel(StaticSpace, 1); | ||
359 | |||
360 | contactgroup = d.JointGroupCreate(0); | ||
361 | //contactgroup | ||
362 | |||
363 | d.WorldSetAutoDisableFlag(world, false); | ||
364 | } | ||
365 | |||
366 | _watermap = new float[258 * 258]; | ||
367 | } | ||
368 | |||
369 | // Initialize the mesh plugin | ||
370 | // public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region ) | ||
371 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
372 | { | ||
373 | // checkThread(); | ||
374 | mesher = meshmerizer; | ||
375 | m_config = config; | ||
376 | |||
377 | // m_log.WarnFormat("ODE configuration: {0}", d.GetConfiguration("ODE")); | ||
378 | /* | ||
379 | if (region != null) | ||
380 | { | ||
381 | WorldExtents.X = region.RegionSizeX; | ||
382 | WorldExtents.Y = region.RegionSizeY; | ||
383 | } | ||
384 | */ | ||
385 | |||
386 | // Defaults | ||
387 | |||
388 | int contactsPerCollision = 80; | ||
389 | |||
390 | if (m_config != null) | ||
391 | { | ||
392 | IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"]; | ||
393 | if (physicsconfig != null) | ||
394 | { | ||
395 | gravityx = physicsconfig.GetFloat("world_gravityx", gravityx); | ||
396 | gravityy = physicsconfig.GetFloat("world_gravityy", gravityy); | ||
397 | gravityz = physicsconfig.GetFloat("world_gravityz", gravityz); | ||
398 | |||
399 | metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace); | ||
400 | |||
401 | contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer); | ||
402 | |||
403 | ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE); | ||
404 | m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations); | ||
405 | |||
406 | avDensity = physicsconfig.GetFloat("av_density", avDensity); | ||
407 | avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk); | ||
408 | avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun); | ||
409 | avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius); | ||
410 | |||
411 | contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision); | ||
412 | |||
413 | geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); | ||
414 | geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); | ||
415 | // geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); | ||
416 | |||
417 | geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity); | ||
418 | bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable); | ||
419 | |||
420 | bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD); | ||
421 | bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG); | ||
422 | |||
423 | forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing); | ||
424 | meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim); | ||
425 | meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD); | ||
426 | MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD); | ||
427 | |||
428 | if (Environment.OSVersion.Platform == PlatformID.Unix) | ||
429 | { | ||
430 | avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD); | ||
431 | avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", avPIDP); | ||
432 | } | ||
433 | else | ||
434 | { | ||
435 | avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD); | ||
436 | avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP); | ||
437 | } | ||
438 | |||
439 | physics_logging = physicsconfig.GetBoolean("physics_logging", false); | ||
440 | physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0); | ||
441 | physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false); | ||
442 | |||
443 | minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset); | ||
444 | maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject); | ||
445 | } | ||
446 | } | ||
447 | |||
448 | ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf); | ||
449 | GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf); | ||
450 | |||
451 | m_materialContactsData[(int)Material.Stone].mu = 0.8f; | ||
452 | m_materialContactsData[(int)Material.Stone].bounce = 0.4f; | ||
453 | |||
454 | m_materialContactsData[(int)Material.Metal].mu = 0.3f; | ||
455 | m_materialContactsData[(int)Material.Metal].bounce = 0.4f; | ||
456 | |||
457 | m_materialContactsData[(int)Material.Glass].mu = 0.2f; | ||
458 | m_materialContactsData[(int)Material.Glass].bounce = 0.7f; | ||
459 | |||
460 | m_materialContactsData[(int)Material.Wood].mu = 0.6f; | ||
461 | m_materialContactsData[(int)Material.Wood].bounce = 0.5f; | ||
462 | |||
463 | m_materialContactsData[(int)Material.Flesh].mu = 0.9f; | ||
464 | m_materialContactsData[(int)Material.Flesh].bounce = 0.3f; | ||
465 | |||
466 | m_materialContactsData[(int)Material.Plastic].mu = 0.4f; | ||
467 | m_materialContactsData[(int)Material.Plastic].bounce = 0.7f; | ||
468 | |||
469 | m_materialContactsData[(int)Material.Rubber].mu = 0.9f; | ||
470 | m_materialContactsData[(int)Material.Rubber].bounce = 0.95f; | ||
471 | |||
472 | m_materialContactsData[(int)Material.light].mu = 0.0f; | ||
473 | m_materialContactsData[(int)Material.light].bounce = 0.0f; | ||
474 | |||
475 | // Set the gravity,, don't disable things automatically (we set it explicitly on some things) | ||
476 | |||
477 | d.WorldSetGravity(world, gravityx, gravityy, gravityz); | ||
478 | d.WorldSetContactSurfaceLayer(world, contactsurfacelayer); | ||
479 | |||
480 | d.WorldSetLinearDamping(world, 0.001f); | ||
481 | d.WorldSetAngularDamping(world, 0.001f); | ||
482 | d.WorldSetAngularDampingThreshold(world, 0f); | ||
483 | d.WorldSetLinearDampingThreshold(world, 0f); | ||
484 | d.WorldSetMaxAngularSpeed(world, 256f); | ||
485 | |||
486 | d.WorldSetCFM(world,1e-6f); // a bit harder than default | ||
487 | //d.WorldSetCFM(world, 1e-4f); // a bit harder than default | ||
488 | d.WorldSetERP(world, 0.6f); // higher than original | ||
489 | |||
490 | // Set how many steps we go without running collision testing | ||
491 | // This is in addition to the step size. | ||
492 | // Essentially Steps * m_physicsiterations | ||
493 | d.WorldSetQuickStepNumIterations(world, m_physicsiterations); | ||
494 | d.WorldSetContactMaxCorrectingVel(world, 100.0f); | ||
495 | |||
496 | spacesPerMeter = 1 / metersInSpace; | ||
497 | spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter); | ||
498 | spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter); | ||
499 | |||
500 | staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY]; | ||
501 | |||
502 | // create all spaces now | ||
503 | int i, j; | ||
504 | IntPtr newspace; | ||
505 | for (i = 0; i < spaceGridMaxX; i++) | ||
506 | for (j = 0; j < spaceGridMaxY; j++) | ||
507 | { | ||
508 | newspace = d.HashSpaceCreate(StaticSpace); | ||
509 | d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space); | ||
510 | waitForSpaceUnlock(newspace); | ||
511 | d.SpaceSetSublevel(newspace, 2); | ||
512 | d.HashSpaceSetLevels(newspace, -2, 8); | ||
513 | staticPrimspace[i, j] = newspace; | ||
514 | } | ||
515 | // let this now be real maximum values | ||
516 | spaceGridMaxX--; | ||
517 | spaceGridMaxY--; | ||
518 | } | ||
519 | |||
520 | internal void waitForSpaceUnlock(IntPtr space) | ||
521 | { | ||
522 | //if (space != IntPtr.Zero) | ||
523 | //while (d.SpaceLockQuery(space)) { } // Wait and do nothing | ||
524 | } | ||
525 | |||
526 | #region Collision Detection | ||
527 | |||
528 | // sets a global contact for a joint for contactgeom , and base contact description) | ||
529 | |||
530 | private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce,float cfm,float erp) | ||
531 | { | ||
532 | if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath) | ||
533 | return IntPtr.Zero; | ||
534 | |||
535 | d.Contact newcontact = new d.Contact(); | ||
536 | newcontact.geom.depth = contactGeom.depth; | ||
537 | newcontact.geom.g1 = contactGeom.g1; | ||
538 | newcontact.geom.g2 = contactGeom.g2; | ||
539 | newcontact.geom.pos = contactGeom.pos; | ||
540 | newcontact.geom.normal = contactGeom.normal; | ||
541 | newcontact.geom.side1 = contactGeom.side1; | ||
542 | newcontact.geom.side2 = contactGeom.side2; | ||
543 | |||
544 | // this needs bounce also | ||
545 | newcontact.surface.mode = comumContactFlags; | ||
546 | newcontact.surface.mu = mu; | ||
547 | newcontact.surface.bounce = bounce; | ||
548 | newcontact.surface.soft_cfm = cfm; | ||
549 | newcontact.surface.soft_erp = erp; | ||
550 | |||
551 | IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf)); | ||
552 | Marshal.StructureToPtr(newcontact, contact, true); | ||
553 | return d.JointCreateContactPtr(world, contactgroup, contact); | ||
554 | } | ||
555 | |||
556 | |||
557 | |||
558 | private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom) | ||
559 | { | ||
560 | if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision) | ||
561 | return false; | ||
562 | |||
563 | IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf)); | ||
564 | newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom)); | ||
565 | return true; | ||
566 | } | ||
567 | |||
568 | /// <summary> | ||
569 | /// This is our near callback. A geometry is near a body | ||
570 | /// </summary> | ||
571 | /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param> | ||
572 | /// <param name="g1">a geometry or space</param> | ||
573 | /// <param name="g2">another geometry or space</param> | ||
574 | /// | ||
575 | |||
576 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | ||
577 | { | ||
578 | // no lock here! It's invoked from within Simulate(), which is thread-locked | ||
579 | |||
580 | if (m_global_contactcount >= maxContactsbeforedeath) | ||
581 | return; | ||
582 | |||
583 | // Test if we're colliding a geom with a space. | ||
584 | // If so we have to drill down into the space recursively | ||
585 | |||
586 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
587 | return; | ||
588 | |||
589 | if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) | ||
590 | { | ||
591 | // We'll be calling near recursivly if one | ||
592 | // of them is a space to find all of the | ||
593 | // contact points in the space | ||
594 | try | ||
595 | { | ||
596 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); | ||
597 | } | ||
598 | catch (AccessViolationException) | ||
599 | { | ||
600 | m_log.Warn("[PHYSICS]: Unable to collide test a space"); | ||
601 | return; | ||
602 | } | ||
603 | //here one should check collisions of geoms inside a space | ||
604 | // but on each space we only should have geoms that not colide amoung each other | ||
605 | // so we don't dig inside spaces | ||
606 | return; | ||
607 | } | ||
608 | |||
609 | // get geom bodies to check if we already a joint contact | ||
610 | // guess this shouldn't happen now | ||
611 | IntPtr b1 = d.GeomGetBody(g1); | ||
612 | IntPtr b2 = d.GeomGetBody(g2); | ||
613 | |||
614 | // d.GeomClassID id = d.GeomGetClass(g1); | ||
615 | |||
616 | // Figure out how many contact points we have | ||
617 | int count = 0; | ||
618 | try | ||
619 | { | ||
620 | // Colliding Geom To Geom | ||
621 | // This portion of the function 'was' blatantly ripped off from BoxStack.cs | ||
622 | |||
623 | if (g1 == g2) | ||
624 | return; // Can't collide with yourself | ||
625 | |||
626 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) | ||
627 | return; | ||
628 | |||
629 | count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf); | ||
630 | } | ||
631 | catch (SEHException) | ||
632 | { | ||
633 | 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."); | ||
634 | // ode.drelease(world); | ||
635 | base.TriggerPhysicsBasedRestart(); | ||
636 | } | ||
637 | catch (Exception e) | ||
638 | { | ||
639 | m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message); | ||
640 | return; | ||
641 | } | ||
642 | |||
643 | // id contacts done | ||
644 | if (count == 0) | ||
645 | return; | ||
646 | |||
647 | // try get physical actors | ||
648 | PhysicsActor p1; | ||
649 | PhysicsActor p2; | ||
650 | |||
651 | if (!actor_name_map.TryGetValue(g1, out p1)) | ||
652 | { | ||
653 | p1 = PANull; | ||
654 | } | ||
655 | |||
656 | if (!actor_name_map.TryGetValue(g2, out p2)) | ||
657 | { | ||
658 | p2 = PANull; | ||
659 | } | ||
660 | |||
661 | // update actors collision score | ||
662 | if (p1.CollisionScore >= float.MaxValue - count) | ||
663 | p1.CollisionScore = 0; | ||
664 | p1.CollisionScore += count; | ||
665 | |||
666 | if (p2.CollisionScore >= float.MaxValue - count) | ||
667 | p2.CollisionScore = 0; | ||
668 | p2.CollisionScore += count; | ||
669 | |||
670 | |||
671 | // get first contact | ||
672 | d.ContactGeom curContact = new d.ContactGeom(); | ||
673 | if (!GetCurContactGeom(0, ref curContact)) | ||
674 | return; | ||
675 | // for now it's the one with max depth | ||
676 | ContactPoint maxDepthContact = new ContactPoint( | ||
677 | new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z), | ||
678 | new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z), | ||
679 | curContact.depth | ||
680 | ); | ||
681 | // do volume detection case | ||
682 | if ( | ||
683 | (p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect) || | ||
684 | (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect)) | ||
685 | { | ||
686 | collision_accounting_events(p1, p2, maxDepthContact); | ||
687 | return; | ||
688 | } | ||
689 | |||
690 | // big messy collision analises | ||
691 | float mu = 0; | ||
692 | float bounce = 0; | ||
693 | float cfm = 0.0001f; | ||
694 | float erp = 0.1f; | ||
695 | |||
696 | ContactData contactdata1 = new ContactData(0, 0, false); | ||
697 | ContactData contactdata2 = new ContactData(0, 0, false); | ||
698 | |||
699 | String name = null; | ||
700 | bool dop1foot = false; | ||
701 | bool dop2foot = false; | ||
702 | bool ignore = false; | ||
703 | |||
704 | switch (p1.PhysicsActorType) | ||
705 | { | ||
706 | case (int)ActorTypes.Agent: | ||
707 | { | ||
708 | bounce = 0; | ||
709 | mu = 0; | ||
710 | cfm = 0.0001f; | ||
711 | |||
712 | switch (p2.PhysicsActorType) | ||
713 | { | ||
714 | case (int)ActorTypes.Agent: | ||
715 | /* | ||
716 | p1.getContactData(ref contactdata1); | ||
717 | p2.getContactData(ref contactdata2); | ||
718 | |||
719 | mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); | ||
720 | |||
721 | if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f)) | ||
722 | mu *= frictionMovementMult; | ||
723 | */ | ||
724 | p1.CollidingObj = true; | ||
725 | p2.CollidingObj = true; | ||
726 | break; | ||
727 | case (int)ActorTypes.Prim: | ||
728 | /* | ||
729 | p1.getContactData(ref contactdata1); | ||
730 | p2.getContactData(ref contactdata2); | ||
731 | |||
732 | |||
733 | mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); | ||
734 | |||
735 | if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f)) | ||
736 | mu *= frictionMovementMult; | ||
737 | */ | ||
738 | if (p2.Velocity.LengthSquared() > 0.0f) | ||
739 | p2.CollidingObj = true; | ||
740 | |||
741 | dop1foot = true; | ||
742 | break; | ||
743 | default: | ||
744 | ignore = true; // avatar to terrain and water ignored | ||
745 | break; | ||
746 | } | ||
747 | break; | ||
748 | } | ||
749 | |||
750 | case (int)ActorTypes.Prim: | ||
751 | switch (p2.PhysicsActorType) | ||
752 | { | ||
753 | case (int)ActorTypes.Agent: | ||
754 | // p1.getContactData(ref contactdata1); | ||
755 | // p2.getContactData(ref contactdata2); | ||
756 | |||
757 | bounce = 0; | ||
758 | mu = 0; | ||
759 | cfm = 0.0001f; | ||
760 | /* | ||
761 | mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); | ||
762 | |||
763 | if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f)) | ||
764 | mu *= frictionMovementMult; | ||
765 | */ | ||
766 | dop2foot = true; | ||
767 | if (p1.Velocity.LengthSquared() > 0.0f) | ||
768 | p1.CollidingObj = true; | ||
769 | break; | ||
770 | case (int)ActorTypes.Prim: | ||
771 | if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f) | ||
772 | { | ||
773 | p1.CollidingObj = true; | ||
774 | p2.CollidingObj = true; | ||
775 | } | ||
776 | p1.getContactData(ref contactdata1); | ||
777 | p2.getContactData(ref contactdata2); | ||
778 | bounce = contactdata1.bounce * contactdata2.bounce; | ||
779 | mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); | ||
780 | |||
781 | cfm = p1.Mass; | ||
782 | if (cfm > p2.Mass) | ||
783 | cfm = p2.Mass; | ||
784 | cfm = (float)Math.Sqrt(cfm); | ||
785 | cfm *= 0.0001f; | ||
786 | if (cfm > 0.8f) | ||
787 | cfm = 0.8f; | ||
788 | |||
789 | if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f)) | ||
790 | mu *= frictionMovementMult; | ||
791 | |||
792 | break; | ||
793 | default: | ||
794 | if (geom_name_map.TryGetValue(g2, out name)) | ||
795 | { | ||
796 | if (name == "Terrain") | ||
797 | { | ||
798 | p1.getContactData(ref contactdata1); | ||
799 | bounce = contactdata1.bounce * TerrainBounce; | ||
800 | mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction); | ||
801 | if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f) | ||
802 | mu *= frictionMovementMult; | ||
803 | p1.CollidingGround = true; | ||
804 | cfm = p1.Mass; | ||
805 | cfm = (float)Math.Sqrt(cfm); | ||
806 | cfm *= 0.0001f; | ||
807 | if (cfm > 0.8f) | ||
808 | cfm = 0.8f; | ||
809 | |||
810 | } | ||
811 | else if (name == "Water") | ||
812 | { | ||
813 | ignore = true; | ||
814 | } | ||
815 | } | ||
816 | else | ||
817 | ignore=true; | ||
818 | break; | ||
819 | } | ||
820 | break; | ||
821 | |||
822 | default: | ||
823 | if (geom_name_map.TryGetValue(g1, out name)) | ||
824 | { | ||
825 | if (name == "Terrain") | ||
826 | { | ||
827 | if (p2.PhysicsActorType == (int)ActorTypes.Prim) | ||
828 | { | ||
829 | p2.CollidingGround = true; | ||
830 | p2.getContactData(ref contactdata2); | ||
831 | bounce = contactdata2.bounce * TerrainBounce; | ||
832 | mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction); | ||
833 | cfm = p2.Mass; | ||
834 | cfm = (float)Math.Sqrt(cfm); | ||
835 | cfm *= 0.0001f; | ||
836 | if (cfm > 0.8f) | ||
837 | cfm = 0.8f; | ||
838 | |||
839 | if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f) | ||
840 | mu *= frictionMovementMult; | ||
841 | } | ||
842 | else | ||
843 | ignore = true; | ||
844 | |||
845 | } | ||
846 | else if (name == "Water" && | ||
847 | (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent)) | ||
848 | { | ||
849 | ignore = true; | ||
850 | } | ||
851 | } | ||
852 | else | ||
853 | ignore = true; | ||
854 | break; | ||
855 | } | ||
856 | |||
857 | if (ignore) | ||
858 | return; | ||
859 | |||
860 | IntPtr Joint; | ||
861 | |||
862 | int i = 0; | ||
863 | while(true) | ||
864 | { | ||
865 | if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f) | ||
866 | p1.IsColliding = true; | ||
867 | if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f) | ||
868 | p2.IsColliding = true; | ||
869 | |||
870 | |||
871 | erp = curContact.depth; | ||
872 | if (erp < minERP) | ||
873 | erp = minERP; | ||
874 | else if (erp > MaxERP) | ||
875 | erp = MaxERP; | ||
876 | |||
877 | Joint = CreateContacJoint(ref curContact, mu, bounce,cfm,erp); | ||
878 | d.JointAttach(Joint, b1, b2); | ||
879 | |||
880 | if (++m_global_contactcount >= maxContactsbeforedeath) | ||
881 | break; | ||
882 | |||
883 | if(++i >= count) | ||
884 | break; | ||
885 | |||
886 | if (!GetCurContactGeom(i, ref curContact)) | ||
887 | break; | ||
888 | |||
889 | if (curContact.depth > maxDepthContact.PenetrationDepth) | ||
890 | { | ||
891 | maxDepthContact.Position.X = curContact.pos.X; | ||
892 | maxDepthContact.Position.Y = curContact.pos.Y; | ||
893 | maxDepthContact.Position.Z = curContact.pos.Z; | ||
894 | maxDepthContact.SurfaceNormal.X = curContact.normal.X; | ||
895 | maxDepthContact.SurfaceNormal.Y = curContact.normal.Y; | ||
896 | maxDepthContact.SurfaceNormal.Z = curContact.normal.Z; | ||
897 | maxDepthContact.PenetrationDepth = curContact.depth; | ||
898 | } | ||
899 | } | ||
900 | |||
901 | collision_accounting_events(p1, p2, maxDepthContact); | ||
902 | |||
903 | /* | ||
904 | if (notskipedcount > geomContactPointsStartthrottle) | ||
905 | { | ||
906 | // If there are more then 3 contact points, it's likely | ||
907 | // that we've got a pile of objects, so ... | ||
908 | // We don't want to send out hundreds of terse updates over and over again | ||
909 | // so lets throttle them and send them again after it's somewhat sorted out. | ||
910 | this needs checking so out for now | ||
911 | if (b1 != IntPtr.Zero) | ||
912 | p1.ThrottleUpdates = true; | ||
913 | if (b2 != IntPtr.Zero) | ||
914 | p2.ThrottleUpdates = true; | ||
915 | |||
916 | } | ||
917 | */ | ||
918 | } | ||
919 | |||
920 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact) | ||
921 | { | ||
922 | // obj1LocalID = 0; | ||
923 | //returncollisions = false; | ||
924 | obj2LocalID = 0; | ||
925 | //ctype = 0; | ||
926 | //cStartStop = 0; | ||
927 | if (!(p2.SubscribedEvents() || p1.SubscribedEvents())) | ||
928 | return; | ||
929 | |||
930 | switch ((ActorTypes)p1.PhysicsActorType) | ||
931 | { | ||
932 | case ActorTypes.Agent: | ||
933 | cc1 = (OdeCharacter)p1; | ||
934 | switch ((ActorTypes)p2.PhysicsActorType) | ||
935 | { | ||
936 | case ActorTypes.Agent: | ||
937 | cc2 = (OdeCharacter)p2; | ||
938 | obj2LocalID = cc2.m_localID; | ||
939 | if (p2.SubscribedEvents()) | ||
940 | cc2.AddCollisionEvent(cc1.m_localID, contact); | ||
941 | break; | ||
942 | |||
943 | case ActorTypes.Prim: | ||
944 | if (p2 is OdePrim) | ||
945 | { | ||
946 | cp2 = (OdePrim)p2; | ||
947 | obj2LocalID = cp2.m_localID; | ||
948 | if (p2.SubscribedEvents()) | ||
949 | cp2.AddCollisionEvent(cc1.m_localID, contact); | ||
950 | } | ||
951 | break; | ||
952 | |||
953 | case ActorTypes.Ground: | ||
954 | case ActorTypes.Unknown: | ||
955 | default: | ||
956 | obj2LocalID = 0; | ||
957 | break; | ||
958 | } | ||
959 | if (p1.SubscribedEvents()) | ||
960 | { | ||
961 | contact.SurfaceNormal = -contact.SurfaceNormal; | ||
962 | cc1.AddCollisionEvent(obj2LocalID, contact); | ||
963 | } | ||
964 | break; | ||
965 | |||
966 | case ActorTypes.Prim: | ||
967 | |||
968 | if (p1 is OdePrim) | ||
969 | { | ||
970 | cp1 = (OdePrim)p1; | ||
971 | |||
972 | // obj1LocalID = cp2.m_localID; | ||
973 | switch ((ActorTypes)p2.PhysicsActorType) | ||
974 | { | ||
975 | case ActorTypes.Agent: | ||
976 | if (p2 is OdeCharacter) | ||
977 | { | ||
978 | cc2 = (OdeCharacter)p2; | ||
979 | obj2LocalID = cc2.m_localID; | ||
980 | if (p2.SubscribedEvents()) | ||
981 | cc2.AddCollisionEvent(cp1.m_localID, contact); | ||
982 | } | ||
983 | break; | ||
984 | case ActorTypes.Prim: | ||
985 | |||
986 | if (p2 is OdePrim) | ||
987 | { | ||
988 | cp2 = (OdePrim)p2; | ||
989 | obj2LocalID = cp2.m_localID; | ||
990 | if (p2.SubscribedEvents()) | ||
991 | cp2.AddCollisionEvent(cp1.m_localID, contact); | ||
992 | } | ||
993 | break; | ||
994 | |||
995 | case ActorTypes.Ground: | ||
996 | case ActorTypes.Unknown: | ||
997 | default: | ||
998 | obj2LocalID = 0; | ||
999 | break; | ||
1000 | } | ||
1001 | if (p1.SubscribedEvents()) | ||
1002 | { | ||
1003 | contact.SurfaceNormal = -contact.SurfaceNormal; | ||
1004 | cp1.AddCollisionEvent(obj2LocalID, contact); | ||
1005 | } | ||
1006 | } | ||
1007 | break; | ||
1008 | } | ||
1009 | } | ||
1010 | |||
1011 | /// <summary> | ||
1012 | /// This is our collision testing routine in ODE | ||
1013 | /// </summary> | ||
1014 | /// <param name="timeStep"></param> | ||
1015 | private void collision_optimized() | ||
1016 | { | ||
1017 | lock (_characters) | ||
1018 | { | ||
1019 | try | ||
1020 | { | ||
1021 | foreach (OdeCharacter chr in _characters) | ||
1022 | { | ||
1023 | if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero) | ||
1024 | continue; | ||
1025 | |||
1026 | chr.IsColliding = false; | ||
1027 | // chr.CollidingGround = false; not done here | ||
1028 | chr.CollidingObj = false; | ||
1029 | // do colisions with static space | ||
1030 | d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback); | ||
1031 | } | ||
1032 | } | ||
1033 | catch (AccessViolationException) | ||
1034 | { | ||
1035 | m_log.Warn("[PHYSICS]: Unable to collide Character to static space"); | ||
1036 | } | ||
1037 | |||
1038 | } | ||
1039 | |||
1040 | lock (_activeprims) | ||
1041 | { | ||
1042 | foreach (OdePrim aprim in _activeprims) | ||
1043 | { | ||
1044 | aprim.CollisionScore = 0; | ||
1045 | aprim.IsColliding = false; | ||
1046 | } | ||
1047 | } | ||
1048 | |||
1049 | // collide active prims with static enviroment | ||
1050 | lock (_activegroups) | ||
1051 | { | ||
1052 | try | ||
1053 | { | ||
1054 | foreach (OdePrim prm in _activegroups) | ||
1055 | { | ||
1056 | if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds) | ||
1057 | d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback); | ||
1058 | } | ||
1059 | } | ||
1060 | catch (AccessViolationException) | ||
1061 | { | ||
1062 | m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space"); | ||
1063 | } | ||
1064 | } | ||
1065 | // finally colide active things amoung them | ||
1066 | try | ||
1067 | { | ||
1068 | d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback); | ||
1069 | } | ||
1070 | catch (AccessViolationException) | ||
1071 | { | ||
1072 | m_log.Warn("[PHYSICS]: Unable to collide in Active space"); | ||
1073 | } | ||
1074 | // _perloopContact.Clear(); | ||
1075 | } | ||
1076 | |||
1077 | #endregion | ||
1078 | |||
1079 | |||
1080 | |||
1081 | /// <summary> | ||
1082 | /// Add actor to the list that should receive collision events in the simulate loop. | ||
1083 | /// </summary> | ||
1084 | /// <param name="obj"></param> | ||
1085 | public void AddCollisionEventReporting(PhysicsActor obj) | ||
1086 | { | ||
1087 | lock (_collisionEventPrim) | ||
1088 | { | ||
1089 | if (!_collisionEventPrim.Contains(obj)) | ||
1090 | _collisionEventPrim.Add(obj); | ||
1091 | } | ||
1092 | } | ||
1093 | |||
1094 | /// <summary> | ||
1095 | /// Remove actor from the list that should receive collision events in the simulate loop. | ||
1096 | /// </summary> | ||
1097 | /// <param name="obj"></param> | ||
1098 | public void RemoveCollisionEventReporting(PhysicsActor obj) | ||
1099 | { | ||
1100 | lock (_collisionEventPrim) | ||
1101 | { | ||
1102 | if (_collisionEventPrim.Contains(obj)) | ||
1103 | _collisionEventPrim.Remove(obj); | ||
1104 | } | ||
1105 | } | ||
1106 | |||
1107 | #region Add/Remove Entities | ||
1108 | |||
1109 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
1110 | { | ||
1111 | Vector3 pos; | ||
1112 | pos.X = position.X; | ||
1113 | pos.Y = position.Y; | ||
1114 | pos.Z = position.Z; | ||
1115 | OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun); | ||
1116 | newAv.Flying = isFlying; | ||
1117 | newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset; | ||
1118 | |||
1119 | return newAv; | ||
1120 | } | ||
1121 | |||
1122 | public void AddCharacter(OdeCharacter chr) | ||
1123 | { | ||
1124 | lock (_characters) | ||
1125 | { | ||
1126 | if (!_characters.Contains(chr)) | ||
1127 | { | ||
1128 | _characters.Add(chr); | ||
1129 | if (chr.bad) | ||
1130 | m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid); | ||
1131 | } | ||
1132 | } | ||
1133 | } | ||
1134 | |||
1135 | public void RemoveCharacter(OdeCharacter chr) | ||
1136 | { | ||
1137 | lock (_characters) | ||
1138 | { | ||
1139 | if (_characters.Contains(chr)) | ||
1140 | { | ||
1141 | _characters.Remove(chr); | ||
1142 | } | ||
1143 | } | ||
1144 | } | ||
1145 | |||
1146 | public void BadCharacter(OdeCharacter chr) | ||
1147 | { | ||
1148 | lock (_badCharacter) | ||
1149 | { | ||
1150 | if (!_badCharacter.Contains(chr)) | ||
1151 | _badCharacter.Add(chr); | ||
1152 | } | ||
1153 | } | ||
1154 | |||
1155 | public override void RemoveAvatar(PhysicsActor actor) | ||
1156 | { | ||
1157 | //m_log.Debug("[PHYSICS]:ODELOCK"); | ||
1158 | ((OdeCharacter) actor).Destroy(); | ||
1159 | } | ||
1160 | |||
1161 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, | ||
1162 | PrimitiveBaseShape pbs, bool isphysical, uint localID) | ||
1163 | { | ||
1164 | Vector3 pos = position; | ||
1165 | Vector3 siz = size; | ||
1166 | Quaternion rot = rotation; | ||
1167 | |||
1168 | OdePrim newPrim; | ||
1169 | lock (OdeLock) | ||
1170 | { | ||
1171 | newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,0,localID); | ||
1172 | |||
1173 | lock (_prims) | ||
1174 | _prims.Add(newPrim); | ||
1175 | } | ||
1176 | return newPrim; | ||
1177 | } | ||
1178 | |||
1179 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, | ||
1180 | PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID) | ||
1181 | { | ||
1182 | Vector3 pos = position; | ||
1183 | Vector3 siz = size; | ||
1184 | Quaternion rot = rotation; | ||
1185 | |||
1186 | OdePrim newPrim; | ||
1187 | lock (OdeLock) | ||
1188 | { | ||
1189 | newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, 0, localID); | ||
1190 | |||
1191 | lock (_prims) | ||
1192 | _prims.Add(newPrim); | ||
1193 | } | ||
1194 | return newPrim; | ||
1195 | } | ||
1196 | |||
1197 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, | ||
1198 | PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID) | ||
1199 | { | ||
1200 | Vector3 pos = position; | ||
1201 | Vector3 siz = size; | ||
1202 | Quaternion rot = rotation; | ||
1203 | |||
1204 | OdePrim newPrim; | ||
1205 | lock (OdeLock) | ||
1206 | { | ||
1207 | newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, shapeType, localID); | ||
1208 | |||
1209 | lock (_prims) | ||
1210 | _prims.Add(newPrim); | ||
1211 | } | ||
1212 | return newPrim; | ||
1213 | } | ||
1214 | |||
1215 | public void addActivePrim(OdePrim activatePrim) | ||
1216 | { | ||
1217 | // adds active prim.. | ||
1218 | lock (_activeprims) | ||
1219 | { | ||
1220 | if (!_activeprims.Contains(activatePrim)) | ||
1221 | _activeprims.Add(activatePrim); | ||
1222 | } | ||
1223 | } | ||
1224 | |||
1225 | public void addActiveGroups(OdePrim activatePrim) | ||
1226 | { | ||
1227 | lock (_activegroups) | ||
1228 | { | ||
1229 | if (!_activegroups.Contains(activatePrim)) | ||
1230 | _activegroups.Add(activatePrim); | ||
1231 | } | ||
1232 | } | ||
1233 | |||
1234 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1235 | Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid) | ||
1236 | { | ||
1237 | return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid); | ||
1238 | } | ||
1239 | |||
1240 | |||
1241 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1242 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid) | ||
1243 | { | ||
1244 | #if SPAM | ||
1245 | m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName); | ||
1246 | #endif | ||
1247 | |||
1248 | return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid); | ||
1249 | } | ||
1250 | |||
1251 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
1252 | Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid) | ||
1253 | { | ||
1254 | #if SPAM | ||
1255 | m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName); | ||
1256 | #endif | ||
1257 | |||
1258 | return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid); | ||
1259 | } | ||
1260 | |||
1261 | public override float TimeDilation | ||
1262 | { | ||
1263 | get { return m_timeDilation; } | ||
1264 | } | ||
1265 | |||
1266 | public override bool SupportsNINJAJoints | ||
1267 | { | ||
1268 | get { return false; } | ||
1269 | } | ||
1270 | |||
1271 | |||
1272 | public void remActivePrim(OdePrim deactivatePrim) | ||
1273 | { | ||
1274 | lock (_activeprims) | ||
1275 | { | ||
1276 | _activeprims.Remove(deactivatePrim); | ||
1277 | } | ||
1278 | } | ||
1279 | public void remActiveGroup(OdePrim deactivatePrim) | ||
1280 | { | ||
1281 | lock (_activegroups) | ||
1282 | { | ||
1283 | _activegroups.Remove(deactivatePrim); | ||
1284 | } | ||
1285 | } | ||
1286 | |||
1287 | public override void RemovePrim(PhysicsActor prim) | ||
1288 | { | ||
1289 | // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be | ||
1290 | // removed in the next physics simulate pass. | ||
1291 | if (prim is OdePrim) | ||
1292 | { | ||
1293 | // lock (OdeLock) | ||
1294 | { | ||
1295 | OdePrim p = (OdePrim)prim; | ||
1296 | p.setPrimForRemoval(); | ||
1297 | } | ||
1298 | } | ||
1299 | } | ||
1300 | /// <summary> | ||
1301 | /// This is called from within simulate but outside the locked portion | ||
1302 | /// We need to do our own locking here | ||
1303 | /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in | ||
1304 | /// Simulate() -- justincc). | ||
1305 | /// | ||
1306 | /// Essentially, we need to remove the prim from our space segment, whatever segment it's in. | ||
1307 | /// | ||
1308 | /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory | ||
1309 | /// that the space was using. | ||
1310 | /// </summary> | ||
1311 | /// <param name="prim"></param> | ||
1312 | public void RemovePrimThreadLocked(OdePrim prim) | ||
1313 | { | ||
1314 | //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); | ||
1315 | lock (prim) | ||
1316 | { | ||
1317 | RemoveCollisionEventReporting(prim); | ||
1318 | lock (_prims) | ||
1319 | _prims.Remove(prim); | ||
1320 | } | ||
1321 | |||
1322 | } | ||
1323 | #endregion | ||
1324 | |||
1325 | #region Space Separation Calculation | ||
1326 | |||
1327 | /// <summary> | ||
1328 | /// Called when a static prim moves or becomes static | ||
1329 | /// Places the prim in a space one the static sub-spaces grid | ||
1330 | /// </summary> | ||
1331 | /// <param name="geom">the pointer to the geom that moved</param> | ||
1332 | /// <param name="pos">the position that the geom moved to</param> | ||
1333 | /// <param name="currentspace">a pointer to the space it was in before it was moved.</param> | ||
1334 | /// <returns>a pointer to the new space it's in</returns> | ||
1335 | public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace) | ||
1336 | { | ||
1337 | // moves a prim into another static sub-space or from another space into a static sub-space | ||
1338 | |||
1339 | // Called ODEPrim so | ||
1340 | // it's already in locked space. | ||
1341 | |||
1342 | if (geom == IntPtr.Zero) // shouldn't happen | ||
1343 | return IntPtr.Zero; | ||
1344 | |||
1345 | // get the static sub-space for current position | ||
1346 | IntPtr newspace = calculateSpaceForGeom(pos); | ||
1347 | |||
1348 | if (newspace == currentspace) // if we are there all done | ||
1349 | return newspace; | ||
1350 | |||
1351 | // else remove it from its current space | ||
1352 | if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom)) | ||
1353 | { | ||
1354 | if (d.GeomIsSpace(currentspace)) | ||
1355 | { | ||
1356 | waitForSpaceUnlock(currentspace); | ||
1357 | d.SpaceRemove(currentspace, geom); | ||
1358 | |||
1359 | if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0) | ||
1360 | { | ||
1361 | d.SpaceDestroy(currentspace); | ||
1362 | } | ||
1363 | } | ||
1364 | else | ||
1365 | { | ||
1366 | m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace + | ||
1367 | " Geom:" + geom); | ||
1368 | } | ||
1369 | } | ||
1370 | else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space | ||
1371 | { | ||
1372 | currentspace = d.GeomGetSpace(geom); | ||
1373 | if (currentspace != IntPtr.Zero) | ||
1374 | { | ||
1375 | if (d.GeomIsSpace(currentspace)) | ||
1376 | { | ||
1377 | waitForSpaceUnlock(currentspace); | ||
1378 | d.SpaceRemove(currentspace, geom); | ||
1379 | |||
1380 | if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0) | ||
1381 | { | ||
1382 | d.SpaceDestroy(currentspace); | ||
1383 | } | ||
1384 | |||
1385 | } | ||
1386 | } | ||
1387 | } | ||
1388 | |||
1389 | // put the geom in the newspace | ||
1390 | waitForSpaceUnlock(newspace); | ||
1391 | d.SpaceAdd(newspace, geom); | ||
1392 | |||
1393 | // let caller know this newspace | ||
1394 | return newspace; | ||
1395 | } | ||
1396 | |||
1397 | /// <summary> | ||
1398 | /// Calculates the space the prim should be in by its position | ||
1399 | /// </summary> | ||
1400 | /// <param name="pos"></param> | ||
1401 | /// <returns>a pointer to the space. This could be a new space or reused space.</returns> | ||
1402 | public IntPtr calculateSpaceForGeom(Vector3 pos) | ||
1403 | { | ||
1404 | int x, y; | ||
1405 | x = (int)(pos.X * spacesPerMeter); | ||
1406 | if (x < 0) | ||
1407 | x = 0; | ||
1408 | else if (x > spaceGridMaxX) | ||
1409 | x = spaceGridMaxX; | ||
1410 | |||
1411 | y = (int)(pos.Y * spacesPerMeter); | ||
1412 | if (y < 0) | ||
1413 | y = 0; | ||
1414 | else if (y >spaceGridMaxY) | ||
1415 | y = spaceGridMaxY; | ||
1416 | |||
1417 | IntPtr tmpSpace = staticPrimspace[x, y]; | ||
1418 | return tmpSpace; | ||
1419 | } | ||
1420 | |||
1421 | #endregion | ||
1422 | |||
1423 | /// <summary> | ||
1424 | /// Routine to figure out if we need to mesh this prim with our mesher | ||
1425 | /// </summary> | ||
1426 | /// <param name="pbs"></param> | ||
1427 | /// <returns></returns> | ||
1428 | public bool needsMeshing(PrimitiveBaseShape pbs) | ||
1429 | { | ||
1430 | // most of this is redundant now as the mesher will return null if it cant mesh a prim | ||
1431 | // but we still need to check for sculptie meshing being enabled so this is the most | ||
1432 | // convenient place to do it for now... | ||
1433 | |||
1434 | // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f) | ||
1435 | // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString()); | ||
1436 | int iPropertiesNotSupportedDefault = 0; | ||
1437 | |||
1438 | if (pbs.SculptEntry) | ||
1439 | { | ||
1440 | if(!meshSculptedPrim) | ||
1441 | return false; | ||
1442 | } | ||
1443 | |||
1444 | // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim | ||
1445 | if (!forceSimplePrimMeshing && !pbs.SculptEntry) | ||
1446 | { | ||
1447 | if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | ||
1448 | || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 | ||
1449 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)) | ||
1450 | { | ||
1451 | |||
1452 | if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | ||
1453 | && pbs.ProfileHollow == 0 | ||
1454 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | ||
1455 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 | ||
1456 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 | ||
1457 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | ||
1458 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) | ||
1459 | { | ||
1460 | #if SPAM | ||
1461 | m_log.Warn("NonMesh"); | ||
1462 | #endif | ||
1463 | return false; | ||
1464 | } | ||
1465 | } | ||
1466 | } | ||
1467 | |||
1468 | // following code doesn't give meshs to boxes and spheres ever | ||
1469 | // and it's odd.. so for now just return true if asked to force meshs | ||
1470 | // hopefully mesher will fail if doesn't suport so things still get basic boxes | ||
1471 | |||
1472 | if (forceSimplePrimMeshing) | ||
1473 | return true; | ||
1474 | |||
1475 | if (pbs.ProfileHollow != 0) | ||
1476 | iPropertiesNotSupportedDefault++; | ||
1477 | |||
1478 | if ((pbs.PathBegin != 0) || pbs.PathEnd != 0) | ||
1479 | iPropertiesNotSupportedDefault++; | ||
1480 | |||
1481 | if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0)) | ||
1482 | iPropertiesNotSupportedDefault++; | ||
1483 | |||
1484 | if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) | ||
1485 | iPropertiesNotSupportedDefault++; | ||
1486 | |||
1487 | if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) | ||
1488 | iPropertiesNotSupportedDefault++; | ||
1489 | |||
1490 | if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) | ||
1491 | iPropertiesNotSupportedDefault++; | ||
1492 | |||
1493 | if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) | ||
1494 | iPropertiesNotSupportedDefault++; | ||
1495 | |||
1496 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X)) | ||
1497 | iPropertiesNotSupportedDefault++; | ||
1498 | |||
1499 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1) | ||
1500 | iPropertiesNotSupportedDefault++; | ||
1501 | |||
1502 | // test for torus | ||
1503 | if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square) | ||
1504 | { | ||
1505 | if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1506 | { | ||
1507 | iPropertiesNotSupportedDefault++; | ||
1508 | } | ||
1509 | } | ||
1510 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) | ||
1511 | { | ||
1512 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
1513 | { | ||
1514 | iPropertiesNotSupportedDefault++; | ||
1515 | } | ||
1516 | |||
1517 | // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits | ||
1518 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1519 | { | ||
1520 | iPropertiesNotSupportedDefault++; | ||
1521 | } | ||
1522 | } | ||
1523 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) | ||
1524 | { | ||
1525 | if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2) | ||
1526 | { | ||
1527 | iPropertiesNotSupportedDefault++; | ||
1528 | } | ||
1529 | } | ||
1530 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) | ||
1531 | { | ||
1532 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
1533 | { | ||
1534 | iPropertiesNotSupportedDefault++; | ||
1535 | } | ||
1536 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1537 | { | ||
1538 | iPropertiesNotSupportedDefault++; | ||
1539 | } | ||
1540 | } | ||
1541 | |||
1542 | if (pbs.SculptEntry && meshSculptedPrim) | ||
1543 | iPropertiesNotSupportedDefault++; | ||
1544 | |||
1545 | if (iPropertiesNotSupportedDefault == 0) | ||
1546 | { | ||
1547 | #if SPAM | ||
1548 | m_log.Warn("NonMesh"); | ||
1549 | #endif | ||
1550 | return false; | ||
1551 | } | ||
1552 | #if SPAM | ||
1553 | m_log.Debug("Mesh"); | ||
1554 | #endif | ||
1555 | return true; | ||
1556 | } | ||
1557 | |||
1558 | /// <summary> | ||
1559 | /// Called to queue a change to a actor | ||
1560 | /// to use in place of old taint mechanism so changes do have a time sequence | ||
1561 | /// </summary> | ||
1562 | |||
1563 | public void AddChange(PhysicsActor actor, changes what, Object arg) | ||
1564 | { | ||
1565 | ODEchangeitem item = new ODEchangeitem(); | ||
1566 | item.actor = actor; | ||
1567 | item.what = what; | ||
1568 | item.arg = arg; | ||
1569 | ChangesQueue.Enqueue(item); | ||
1570 | } | ||
1571 | |||
1572 | /// <summary> | ||
1573 | /// Called after our prim properties are set Scale, position etc. | ||
1574 | /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex | ||
1575 | /// This assures us that we have no race conditions | ||
1576 | /// </summary> | ||
1577 | /// <param name="prim"></param> | ||
1578 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
1579 | { | ||
1580 | } | ||
1581 | |||
1582 | /// <summary> | ||
1583 | /// This is our main simulate loop | ||
1584 | /// It's thread locked by a Mutex in the scene. | ||
1585 | /// It holds Collisions, it instructs ODE to step through the physical reactions | ||
1586 | /// It moves the objects around in memory | ||
1587 | /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup) | ||
1588 | /// </summary> | ||
1589 | /// <param name="timeStep"></param> | ||
1590 | /// <returns></returns> | ||
1591 | public override float Simulate(float timeStep) | ||
1592 | { | ||
1593 | int statstart; | ||
1594 | int statchanges = 0; | ||
1595 | int statchmove = 0; | ||
1596 | int statactmove = 0; | ||
1597 | int statray = 0; | ||
1598 | int statcol = 0; | ||
1599 | int statstep = 0; | ||
1600 | int statmovchar = 0; | ||
1601 | int statmovprim; | ||
1602 | int totjcontact = 0; | ||
1603 | |||
1604 | // acumulate time so we can reduce error | ||
1605 | step_time += timeStep; | ||
1606 | |||
1607 | if (step_time < ODE_STEPSIZE) | ||
1608 | return 0; | ||
1609 | |||
1610 | if (framecount >= int.MaxValue) | ||
1611 | framecount = 0; | ||
1612 | |||
1613 | framecount++; | ||
1614 | |||
1615 | int curphysiteractions = m_physicsiterations; | ||
1616 | |||
1617 | if (step_time >= m_SkipFramesAtms) | ||
1618 | { | ||
1619 | // if in trouble reduce step resolution | ||
1620 | curphysiteractions /= 2; | ||
1621 | } | ||
1622 | |||
1623 | int nodeframes = 0; | ||
1624 | |||
1625 | // checkThread(); | ||
1626 | |||
1627 | lock (SimulationLock) | ||
1628 | { | ||
1629 | // adjust number of iterations per step | ||
1630 | try | ||
1631 | { | ||
1632 | d.WorldSetQuickStepNumIterations(world, curphysiteractions); | ||
1633 | } | ||
1634 | catch (StackOverflowException) | ||
1635 | { | ||
1636 | m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim."); | ||
1637 | // ode.drelease(world); | ||
1638 | base.TriggerPhysicsBasedRestart(); | ||
1639 | } | ||
1640 | |||
1641 | |||
1642 | while (step_time >= ODE_STEPSIZE && nodeframes < 10) //limit number of steps so we don't say here for ever | ||
1643 | { | ||
1644 | try | ||
1645 | { | ||
1646 | statstart = Util.EnvironmentTickCount(); | ||
1647 | |||
1648 | // clear pointer/counter to contacts to pass into joints | ||
1649 | m_global_contactcount = 0; | ||
1650 | |||
1651 | ODEchangeitem item; | ||
1652 | |||
1653 | if(ChangesQueue.Count >0) | ||
1654 | { | ||
1655 | int ttmpstart = Util.EnvironmentTickCount(); | ||
1656 | int ttmp; | ||
1657 | int ttmp2; | ||
1658 | |||
1659 | while(ChangesQueue.Dequeue(out item)) | ||
1660 | { | ||
1661 | if (item.actor != null) | ||
1662 | { | ||
1663 | try | ||
1664 | { | ||
1665 | if (item.actor is OdeCharacter) | ||
1666 | ((OdeCharacter)item.actor).DoAChange(item.what, item.arg); | ||
1667 | else if (((OdePrim)item.actor).DoAChange(item.what, item.arg)) | ||
1668 | RemovePrimThreadLocked((OdePrim)item.actor); | ||
1669 | } | ||
1670 | catch | ||
1671 | { | ||
1672 | m_log.Warn("[PHYSICS]: doChange failed for a actor"); | ||
1673 | }; | ||
1674 | } | ||
1675 | ttmp = Util.EnvironmentTickCountSubtract(ttmpstart); | ||
1676 | if (ttmp > 20) | ||
1677 | break; | ||
1678 | } | ||
1679 | |||
1680 | ttmp2 = Util.EnvironmentTickCountSubtract(ttmpstart); | ||
1681 | if (ttmp2 > 50) | ||
1682 | ttmp2 = 0; | ||
1683 | |||
1684 | } | ||
1685 | |||
1686 | statchanges += Util.EnvironmentTickCountSubtract(statstart); | ||
1687 | |||
1688 | statactmove += Util.EnvironmentTickCountSubtract(statstart); | ||
1689 | //if ((framecount % m_randomizeWater) == 0) | ||
1690 | // randomizeWater(waterlevel); | ||
1691 | |||
1692 | m_rayCastManager.ProcessQueuedRequests(); | ||
1693 | |||
1694 | |||
1695 | |||
1696 | statray += Util.EnvironmentTickCountSubtract(statstart); | ||
1697 | collision_optimized(); | ||
1698 | statcol += Util.EnvironmentTickCountSubtract(statstart); | ||
1699 | |||
1700 | lock (_collisionEventPrim) | ||
1701 | { | ||
1702 | foreach (PhysicsActor obj in _collisionEventPrim) | ||
1703 | { | ||
1704 | if (obj == null) | ||
1705 | continue; | ||
1706 | |||
1707 | switch ((ActorTypes)obj.PhysicsActorType) | ||
1708 | { | ||
1709 | case ActorTypes.Agent: | ||
1710 | OdeCharacter cobj = (OdeCharacter)obj; | ||
1711 | cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE*1000.0f)); | ||
1712 | cobj.SendCollisions(); | ||
1713 | break; | ||
1714 | |||
1715 | case ActorTypes.Prim: | ||
1716 | OdePrim pobj = (OdePrim)obj; | ||
1717 | pobj.SendCollisions(); | ||
1718 | break; | ||
1719 | } | ||
1720 | } | ||
1721 | } | ||
1722 | |||
1723 | d.WorldQuickStep(world, ODE_STEPSIZE); | ||
1724 | statstep += Util.EnvironmentTickCountSubtract(statstart); | ||
1725 | |||
1726 | // Move characters | ||
1727 | lock (_characters) | ||
1728 | { | ||
1729 | List<OdeCharacter> defects = new List<OdeCharacter>(); | ||
1730 | foreach (OdeCharacter actor in _characters) | ||
1731 | { | ||
1732 | if (actor != null) | ||
1733 | actor.Move(ODE_STEPSIZE, defects); | ||
1734 | } | ||
1735 | if (defects.Count != 0) | ||
1736 | { | ||
1737 | foreach (OdeCharacter defect in defects) | ||
1738 | { | ||
1739 | RemoveCharacter(defect); | ||
1740 | } | ||
1741 | } | ||
1742 | } | ||
1743 | statchmove += Util.EnvironmentTickCountSubtract(statstart); | ||
1744 | |||
1745 | // Move other active objects | ||
1746 | lock (_activegroups) | ||
1747 | { | ||
1748 | foreach (OdePrim aprim in _activegroups) | ||
1749 | { | ||
1750 | aprim.Move(); | ||
1751 | } | ||
1752 | } | ||
1753 | |||
1754 | //ode.dunlock(world); | ||
1755 | } | ||
1756 | catch (Exception e) | ||
1757 | { | ||
1758 | m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e); | ||
1759 | // ode.dunlock(world); | ||
1760 | } | ||
1761 | |||
1762 | d.JointGroupEmpty(contactgroup); | ||
1763 | totjcontact += m_global_contactcount; | ||
1764 | |||
1765 | step_time -= ODE_STEPSIZE; | ||
1766 | nodeframes++; | ||
1767 | } | ||
1768 | |||
1769 | statstart = Util.EnvironmentTickCount(); | ||
1770 | |||
1771 | lock (_characters) | ||
1772 | { | ||
1773 | foreach (OdeCharacter actor in _characters) | ||
1774 | { | ||
1775 | if (actor != null) | ||
1776 | { | ||
1777 | if (actor.bad) | ||
1778 | m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); | ||
1779 | |||
1780 | actor.UpdatePositionAndVelocity(); | ||
1781 | } | ||
1782 | } | ||
1783 | } | ||
1784 | |||
1785 | lock (_badCharacter) | ||
1786 | { | ||
1787 | if (_badCharacter.Count > 0) | ||
1788 | { | ||
1789 | foreach (OdeCharacter chr in _badCharacter) | ||
1790 | { | ||
1791 | RemoveCharacter(chr); | ||
1792 | } | ||
1793 | |||
1794 | _badCharacter.Clear(); | ||
1795 | } | ||
1796 | } | ||
1797 | statmovchar = Util.EnvironmentTickCountSubtract(statstart); | ||
1798 | |||
1799 | lock (_activegroups) | ||
1800 | { | ||
1801 | { | ||
1802 | foreach (OdePrim actor in _activegroups) | ||
1803 | { | ||
1804 | if (actor.IsPhysical) | ||
1805 | { | ||
1806 | actor.UpdatePositionAndVelocity((float)nodeframes * ODE_STEPSIZE); | ||
1807 | } | ||
1808 | } | ||
1809 | } | ||
1810 | } | ||
1811 | |||
1812 | statmovprim = Util.EnvironmentTickCountSubtract(statstart); | ||
1813 | |||
1814 | int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace); | ||
1815 | int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace); | ||
1816 | int ntopgeoms = d.SpaceGetNumGeoms(TopSpace); | ||
1817 | int nbodies = d.NTotalBodies; | ||
1818 | int ngeoms = d.NTotalGeoms; | ||
1819 | |||
1820 | // Finished with all sim stepping. If requested, dump world state to file for debugging. | ||
1821 | // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? | ||
1822 | // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? | ||
1823 | if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0)) | ||
1824 | { | ||
1825 | string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename | ||
1826 | string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file | ||
1827 | |||
1828 | if (physics_logging_append_existing_logfile) | ||
1829 | { | ||
1830 | string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------"; | ||
1831 | TextWriter fwriter = File.AppendText(fname); | ||
1832 | fwriter.WriteLine(header); | ||
1833 | fwriter.Close(); | ||
1834 | } | ||
1835 | |||
1836 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); | ||
1837 | } | ||
1838 | |||
1839 | // think time dilation is not a physics issue alone.. but ok let's fake something | ||
1840 | if (step_time < ODE_STEPSIZE) // we did the required loops | ||
1841 | m_timeDilation = 1.0f; | ||
1842 | else | ||
1843 | { // we didn't forget the lost ones and let user know something | ||
1844 | m_timeDilation = 1 - step_time / timeStep; | ||
1845 | if (m_timeDilation < 0) | ||
1846 | m_timeDilation = 0; | ||
1847 | step_time = 0; | ||
1848 | } | ||
1849 | } | ||
1850 | |||
1851 | // return nodeframes * ODE_STEPSIZE; // return real simulated time | ||
1852 | return 1000 * nodeframes; // return steps for now * 1000 to keep core happy | ||
1853 | } | ||
1854 | |||
1855 | /// <summary> | ||
1856 | public override void GetResults() | ||
1857 | { | ||
1858 | } | ||
1859 | |||
1860 | public override bool IsThreaded | ||
1861 | { | ||
1862 | // for now we won't be multithreaded | ||
1863 | get { return (false); } | ||
1864 | } | ||
1865 | |||
1866 | public float GetTerrainHeightAtXY(float x, float y) | ||
1867 | { | ||
1868 | // assumes 1m size grid and constante size square regions | ||
1869 | // needs to know about sims around in future | ||
1870 | // region offset in mega position | ||
1871 | |||
1872 | int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
1873 | int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
1874 | |||
1875 | IntPtr heightFieldGeom = IntPtr.Zero; | ||
1876 | |||
1877 | // get region map | ||
1878 | if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom)) | ||
1879 | return 0f; | ||
1880 | |||
1881 | if (heightFieldGeom == IntPtr.Zero) | ||
1882 | return 0f; | ||
1883 | |||
1884 | if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom)) | ||
1885 | return 0f; | ||
1886 | |||
1887 | // TerrainHeightField for ODE as offset 1m | ||
1888 | x += 1f - offsetX; | ||
1889 | y += 1f - offsetY; | ||
1890 | |||
1891 | // make position fit into array | ||
1892 | if (x < 0) | ||
1893 | x = 0; | ||
1894 | if (y < 0) | ||
1895 | y = 0; | ||
1896 | |||
1897 | // integer indexs | ||
1898 | int ix; | ||
1899 | int iy; | ||
1900 | // interpolators offset | ||
1901 | float dx; | ||
1902 | float dy; | ||
1903 | |||
1904 | int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples | ||
1905 | |||
1906 | // we still have square fixed size regions | ||
1907 | // also flip x and y because of how map is done for ODE fliped axis | ||
1908 | // so ix,iy,dx and dy are inter exchanged | ||
1909 | if (x < regsize - 1) | ||
1910 | { | ||
1911 | iy = (int)x; | ||
1912 | dy = x - (float)iy; | ||
1913 | } | ||
1914 | else // out world use external height | ||
1915 | { | ||
1916 | iy = regsize - 1; | ||
1917 | dy = 0; | ||
1918 | } | ||
1919 | if (y < regsize - 1) | ||
1920 | { | ||
1921 | ix = (int)y; | ||
1922 | dx = y - (float)ix; | ||
1923 | } | ||
1924 | else | ||
1925 | { | ||
1926 | ix = regsize - 1; | ||
1927 | dx = 0; | ||
1928 | } | ||
1929 | |||
1930 | float h0; | ||
1931 | float h1; | ||
1932 | float h2; | ||
1933 | |||
1934 | iy *= regsize; | ||
1935 | iy += ix; // all indexes have iy + ix | ||
1936 | |||
1937 | float[] heights = TerrainHeightFieldHeights[heightFieldGeom]; | ||
1938 | |||
1939 | if ((dx + dy) <= 1.0f) | ||
1940 | { | ||
1941 | h0 = ((float)heights[iy]); // 0,0 vertice | ||
1942 | h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0 | ||
1943 | h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0 | ||
1944 | } | ||
1945 | else | ||
1946 | { | ||
1947 | h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice | ||
1948 | h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0 | ||
1949 | h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1 | ||
1950 | } | ||
1951 | |||
1952 | return h0 + h1 + h2; | ||
1953 | } | ||
1954 | public override void SetTerrain(float[] heightMap) | ||
1955 | { | ||
1956 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | ||
1957 | { | ||
1958 | if (m_parentScene is OdeScene) | ||
1959 | { | ||
1960 | ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset); | ||
1961 | } | ||
1962 | } | ||
1963 | else | ||
1964 | { | ||
1965 | SetTerrain(heightMap, m_worldOffset); | ||
1966 | } | ||
1967 | } | ||
1968 | |||
1969 | public override void CombineTerrain(float[] heightMap, Vector3 pOffset) | ||
1970 | { | ||
1971 | SetTerrain(heightMap, pOffset); | ||
1972 | } | ||
1973 | |||
1974 | public void SetTerrain(float[] heightMap, Vector3 pOffset) | ||
1975 | { | ||
1976 | // assumes 1m size grid and constante size square regions | ||
1977 | // needs to know about sims around in future | ||
1978 | |||
1979 | float[] _heightmap; | ||
1980 | |||
1981 | uint heightmapWidth = Constants.RegionSize + 2; | ||
1982 | uint heightmapHeight = Constants.RegionSize + 2; | ||
1983 | |||
1984 | uint heightmapWidthSamples = heightmapWidth + 1; | ||
1985 | uint heightmapHeightSamples = heightmapHeight + 1; | ||
1986 | |||
1987 | _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples]; | ||
1988 | |||
1989 | const float scale = 1.0f; | ||
1990 | const float offset = 0.0f; | ||
1991 | const float thickness = 10f; | ||
1992 | const int wrap = 0; | ||
1993 | |||
1994 | uint regionsize = Constants.RegionSize; | ||
1995 | |||
1996 | float hfmin = float.MaxValue; | ||
1997 | float hfmax = float.MinValue; | ||
1998 | float val; | ||
1999 | uint xx; | ||
2000 | uint yy; | ||
2001 | |||
2002 | uint maxXXYY = regionsize - 1; | ||
2003 | // flipping map adding one margin all around so things don't fall in edges | ||
2004 | |||
2005 | uint xt = 0; | ||
2006 | xx = 0; | ||
2007 | |||
2008 | for (uint x = 0; x < heightmapWidthSamples; x++) | ||
2009 | { | ||
2010 | if (x > 1 && xx < maxXXYY) | ||
2011 | xx++; | ||
2012 | yy = 0; | ||
2013 | for (uint y = 0; y < heightmapHeightSamples; y++) | ||
2014 | { | ||
2015 | if (y > 1 && y < maxXXYY) | ||
2016 | yy += regionsize; | ||
2017 | |||
2018 | val = heightMap[yy + xx]; | ||
2019 | if (val < 0.0f) | ||
2020 | val = 0.0f; // no neg terrain as in chode | ||
2021 | _heightmap[xt + y] = val; | ||
2022 | |||
2023 | if (hfmin > val) | ||
2024 | hfmin = val; | ||
2025 | if (hfmax < val) | ||
2026 | hfmax = val; | ||
2027 | } | ||
2028 | xt += heightmapHeightSamples; | ||
2029 | } | ||
2030 | lock (OdeLock) | ||
2031 | { | ||
2032 | IntPtr GroundGeom = IntPtr.Zero; | ||
2033 | if (RegionTerrain.TryGetValue(pOffset, out GroundGeom)) | ||
2034 | { | ||
2035 | RegionTerrain.Remove(pOffset); | ||
2036 | if (GroundGeom != IntPtr.Zero) | ||
2037 | { | ||
2038 | if (TerrainHeightFieldHeights.ContainsKey(GroundGeom)) | ||
2039 | { | ||
2040 | TerrainHeightFieldHeightsHandlers[GroundGeom].Free(); | ||
2041 | TerrainHeightFieldHeightsHandlers.Remove(GroundGeom); | ||
2042 | TerrainHeightFieldHeights.Remove(GroundGeom); | ||
2043 | } | ||
2044 | d.SpaceRemove(StaticSpace, GroundGeom); | ||
2045 | d.GeomDestroy(GroundGeom); | ||
2046 | } | ||
2047 | } | ||
2048 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
2049 | |||
2050 | GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned); | ||
2051 | |||
2052 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight, | ||
2053 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, | ||
2054 | offset, thickness, wrap); | ||
2055 | |||
2056 | d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); | ||
2057 | GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1); | ||
2058 | if (GroundGeom != IntPtr.Zero) | ||
2059 | { | ||
2060 | d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land)); | ||
2061 | d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space)); | ||
2062 | |||
2063 | } | ||
2064 | geom_name_map[GroundGeom] = "Terrain"; | ||
2065 | |||
2066 | d.Matrix3 R = new d.Matrix3(); | ||
2067 | |||
2068 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
2069 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
2070 | |||
2071 | |||
2072 | q1 = q1 * q2; | ||
2073 | |||
2074 | Vector3 v3; | ||
2075 | float angle; | ||
2076 | q1.GetAxisAngle(out v3, out angle); | ||
2077 | |||
2078 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | ||
2079 | d.GeomSetRotation(GroundGeom, ref R); | ||
2080 | d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0); | ||
2081 | RegionTerrain.Add(pOffset, GroundGeom, GroundGeom); | ||
2082 | // TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap); | ||
2083 | TerrainHeightFieldHeights.Add(GroundGeom, _heightmap); | ||
2084 | TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler); | ||
2085 | |||
2086 | } | ||
2087 | } | ||
2088 | |||
2089 | public override void DeleteTerrain() | ||
2090 | { | ||
2091 | } | ||
2092 | |||
2093 | public float GetWaterLevel() | ||
2094 | { | ||
2095 | return waterlevel; | ||
2096 | } | ||
2097 | |||
2098 | public override bool SupportsCombining() | ||
2099 | { | ||
2100 | return true; | ||
2101 | } | ||
2102 | /* | ||
2103 | public override void UnCombine(PhysicsScene pScene) | ||
2104 | { | ||
2105 | IntPtr localGround = IntPtr.Zero; | ||
2106 | // float[] localHeightfield; | ||
2107 | bool proceed = false; | ||
2108 | List<IntPtr> geomDestroyList = new List<IntPtr>(); | ||
2109 | |||
2110 | lock (OdeLock) | ||
2111 | { | ||
2112 | if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround)) | ||
2113 | { | ||
2114 | foreach (IntPtr geom in TerrainHeightFieldHeights.Keys) | ||
2115 | { | ||
2116 | if (geom == localGround) | ||
2117 | { | ||
2118 | // localHeightfield = TerrainHeightFieldHeights[geom]; | ||
2119 | proceed = true; | ||
2120 | } | ||
2121 | else | ||
2122 | { | ||
2123 | geomDestroyList.Add(geom); | ||
2124 | } | ||
2125 | } | ||
2126 | |||
2127 | if (proceed) | ||
2128 | { | ||
2129 | m_worldOffset = Vector3.Zero; | ||
2130 | WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
2131 | m_parentScene = null; | ||
2132 | |||
2133 | foreach (IntPtr g in geomDestroyList) | ||
2134 | { | ||
2135 | // removingHeightField needs to be done or the garbage collector will | ||
2136 | // collect the terrain data before we tell ODE to destroy it causing | ||
2137 | // memory corruption | ||
2138 | if (TerrainHeightFieldHeights.ContainsKey(g)) | ||
2139 | { | ||
2140 | // float[] removingHeightField = TerrainHeightFieldHeights[g]; | ||
2141 | TerrainHeightFieldHeights.Remove(g); | ||
2142 | |||
2143 | if (RegionTerrain.ContainsKey(g)) | ||
2144 | { | ||
2145 | RegionTerrain.Remove(g); | ||
2146 | } | ||
2147 | |||
2148 | d.GeomDestroy(g); | ||
2149 | //removingHeightField = new float[0]; | ||
2150 | } | ||
2151 | } | ||
2152 | |||
2153 | } | ||
2154 | else | ||
2155 | { | ||
2156 | m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data."); | ||
2157 | } | ||
2158 | } | ||
2159 | } | ||
2160 | } | ||
2161 | */ | ||
2162 | public override void SetWaterLevel(float baseheight) | ||
2163 | { | ||
2164 | waterlevel = baseheight; | ||
2165 | randomizeWater(waterlevel); | ||
2166 | } | ||
2167 | |||
2168 | public void randomizeWater(float baseheight) | ||
2169 | { | ||
2170 | const uint heightmapWidth = m_regionWidth + 2; | ||
2171 | const uint heightmapHeight = m_regionHeight + 2; | ||
2172 | const uint heightmapWidthSamples = m_regionWidth + 2; | ||
2173 | const uint heightmapHeightSamples = m_regionHeight + 2; | ||
2174 | const float scale = 1.0f; | ||
2175 | const float offset = 0.0f; | ||
2176 | const float thickness = 2.9f; | ||
2177 | const int wrap = 0; | ||
2178 | |||
2179 | for (int i = 0; i < (258 * 258); i++) | ||
2180 | { | ||
2181 | _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f); | ||
2182 | // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f)); | ||
2183 | } | ||
2184 | |||
2185 | lock (OdeLock) | ||
2186 | { | ||
2187 | if (WaterGeom != IntPtr.Zero) | ||
2188 | { | ||
2189 | d.SpaceRemove(StaticSpace, WaterGeom); | ||
2190 | } | ||
2191 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
2192 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight, | ||
2193 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, | ||
2194 | offset, thickness, wrap); | ||
2195 | d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight); | ||
2196 | WaterGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1); | ||
2197 | if (WaterGeom != IntPtr.Zero) | ||
2198 | { | ||
2199 | d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water)); | ||
2200 | d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space)); | ||
2201 | |||
2202 | } | ||
2203 | geom_name_map[WaterGeom] = "Water"; | ||
2204 | |||
2205 | d.Matrix3 R = new d.Matrix3(); | ||
2206 | |||
2207 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | ||
2208 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | ||
2209 | |||
2210 | q1 = q1 * q2; | ||
2211 | Vector3 v3; | ||
2212 | float angle; | ||
2213 | q1.GetAxisAngle(out v3, out angle); | ||
2214 | |||
2215 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | ||
2216 | d.GeomSetRotation(WaterGeom, ref R); | ||
2217 | d.GeomSetPosition(WaterGeom, 128, 128, 0); | ||
2218 | |||
2219 | } | ||
2220 | |||
2221 | } | ||
2222 | |||
2223 | public override void Dispose() | ||
2224 | { | ||
2225 | m_rayCastManager.Dispose(); | ||
2226 | m_rayCastManager = null; | ||
2227 | |||
2228 | lock (OdeLock) | ||
2229 | { | ||
2230 | lock (_prims) | ||
2231 | { | ||
2232 | foreach (OdePrim prm in _prims) | ||
2233 | { | ||
2234 | RemovePrim(prm); | ||
2235 | } | ||
2236 | } | ||
2237 | |||
2238 | if (ContactgeomsArray != IntPtr.Zero) | ||
2239 | Marshal.FreeHGlobal(ContactgeomsArray); | ||
2240 | if (GlobalContactsArray != IntPtr.Zero) | ||
2241 | Marshal.FreeHGlobal(GlobalContactsArray); | ||
2242 | |||
2243 | d.WorldDestroy(world); | ||
2244 | //d.CloseODE(); | ||
2245 | } | ||
2246 | } | ||
2247 | |||
2248 | public override Dictionary<uint, float> GetTopColliders() | ||
2249 | { | ||
2250 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | ||
2251 | int cnt = 0; | ||
2252 | lock (_prims) | ||
2253 | { | ||
2254 | foreach (OdePrim prm in _prims) | ||
2255 | { | ||
2256 | if (prm.CollisionScore > 0) | ||
2257 | { | ||
2258 | returncolliders.Add(prm.m_localID, prm.CollisionScore); | ||
2259 | cnt++; | ||
2260 | prm.CollisionScore = 0f; | ||
2261 | if (cnt > 25) | ||
2262 | { | ||
2263 | break; | ||
2264 | } | ||
2265 | } | ||
2266 | } | ||
2267 | } | ||
2268 | return returncolliders; | ||
2269 | } | ||
2270 | |||
2271 | public override bool SupportsRayCast() | ||
2272 | { | ||
2273 | return true; | ||
2274 | } | ||
2275 | |||
2276 | public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
2277 | { | ||
2278 | if (retMethod != null) | ||
2279 | { | ||
2280 | m_rayCastManager.QueueRequest(position, direction, length, retMethod); | ||
2281 | } | ||
2282 | } | ||
2283 | |||
2284 | public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) | ||
2285 | { | ||
2286 | if (retMethod != null) | ||
2287 | { | ||
2288 | m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod); | ||
2289 | } | ||
2290 | } | ||
2291 | |||
2292 | // don't like this | ||
2293 | public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count) | ||
2294 | { | ||
2295 | ContactResult[] ourResults = null; | ||
2296 | RayCallback retMethod = delegate(List<ContactResult> results) | ||
2297 | { | ||
2298 | ourResults = new ContactResult[results.Count]; | ||
2299 | results.CopyTo(ourResults, 0); | ||
2300 | }; | ||
2301 | int waitTime = 0; | ||
2302 | m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod); | ||
2303 | while (ourResults == null && waitTime < 1000) | ||
2304 | { | ||
2305 | Thread.Sleep(1); | ||
2306 | waitTime++; | ||
2307 | } | ||
2308 | if (ourResults == null) | ||
2309 | return new List<ContactResult>(); | ||
2310 | return new List<ContactResult>(ourResults); | ||
2311 | } | ||
2312 | |||
2313 | public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
2314 | { | ||
2315 | if (retMethod != null && actor !=null) | ||
2316 | { | ||
2317 | IntPtr geom; | ||
2318 | if (actor is OdePrim) | ||
2319 | geom = ((OdePrim)actor).prim_geom; | ||
2320 | else if (actor is OdeCharacter) | ||
2321 | geom = ((OdePrim)actor).prim_geom; | ||
2322 | else | ||
2323 | return; | ||
2324 | if (geom == IntPtr.Zero) | ||
2325 | return; | ||
2326 | m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod); | ||
2327 | } | ||
2328 | } | ||
2329 | |||
2330 | public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) | ||
2331 | { | ||
2332 | if (retMethod != null && actor != null) | ||
2333 | { | ||
2334 | IntPtr geom; | ||
2335 | if (actor is OdePrim) | ||
2336 | geom = ((OdePrim)actor).prim_geom; | ||
2337 | else if (actor is OdeCharacter) | ||
2338 | geom = ((OdePrim)actor).prim_geom; | ||
2339 | else | ||
2340 | return; | ||
2341 | if (geom == IntPtr.Zero) | ||
2342 | return; | ||
2343 | |||
2344 | m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod); | ||
2345 | } | ||
2346 | } | ||
2347 | |||
2348 | // don't like this | ||
2349 | public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count) | ||
2350 | { | ||
2351 | if (actor != null) | ||
2352 | { | ||
2353 | IntPtr geom; | ||
2354 | if (actor is OdePrim) | ||
2355 | geom = ((OdePrim)actor).prim_geom; | ||
2356 | else if (actor is OdeCharacter) | ||
2357 | geom = ((OdePrim)actor).prim_geom; | ||
2358 | else | ||
2359 | return new List<ContactResult>(); | ||
2360 | if (geom == IntPtr.Zero) | ||
2361 | return new List<ContactResult>(); | ||
2362 | |||
2363 | ContactResult[] ourResults = null; | ||
2364 | RayCallback retMethod = delegate(List<ContactResult> results) | ||
2365 | { | ||
2366 | ourResults = new ContactResult[results.Count]; | ||
2367 | results.CopyTo(ourResults, 0); | ||
2368 | }; | ||
2369 | int waitTime = 0; | ||
2370 | m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod); | ||
2371 | while (ourResults == null && waitTime < 1000) | ||
2372 | { | ||
2373 | Thread.Sleep(1); | ||
2374 | waitTime++; | ||
2375 | } | ||
2376 | if (ourResults == null) | ||
2377 | return new List<ContactResult>(); | ||
2378 | return new List<ContactResult>(ourResults); | ||
2379 | } | ||
2380 | return new List<ContactResult>(); | ||
2381 | } | ||
2382 | } | ||
2383 | } | ||