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-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1467
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs4124
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs48
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3887
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs353
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs16
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs204
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs69
-rw-r--r--OpenSim/Region/Physics/Manager/VehicleConstants.cs45
-rw-r--r--OpenSim/Region/Physics/Manager/ZeroMesher.cs7
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs72
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs30
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMap.cs62
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs11
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs340
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Mesh.cs412
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs1187
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs2324
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMap.cs244
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs220
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs1477
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs1087
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs4112
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs624
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs2014
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs90
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2838
34 files changed, 27965 insertions, 127 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
28using System.Reflection;
29using 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..ec717d7
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1467 @@
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
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace 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 private Vector3 m_taintMomentum = Vector3.Zero;
144 private bool m_haveTaintMomentum = false;
145
146
147 // unique UUID of this character object
148 public UUID m_uuid;
149 public bool bad = false;
150 private Object m_syncRoot = new Object();
151
152 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)
153 {
154 m_uuid = UUID.Random();
155
156 if (pos.IsFinite())
157 {
158 if (pos.Z > 9999999f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 if (pos.Z < -90000f)
163 {
164 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
165 }
166 _position = pos;
167 m_taintPosition.X = pos.X;
168 m_taintPosition.Y = pos.Y;
169 m_taintPosition.Z = pos.Z;
170 }
171 else
172 {
173 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
174 m_taintPosition.X = _position.X;
175 m_taintPosition.Y = _position.Y;
176 m_taintPosition.Z = _position.Z;
177 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
178 }
179
180 _parent_scene = parent_scene;
181
182 PID_D = pid_d;
183 PID_P = pid_p;
184 CAPSULE_RADIUS = capsule_radius;
185 m_tensor = tensor;
186 m_density = density;
187 heightFudgeFactor = height_fudge_factor;
188 walkDivisor = walk_divisor;
189 runDivisor = rundivisor;
190
191 // m_StandUpRotation =
192 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
193 // 0.5f);
194
195 for (int i = 0; i < 11; i++)
196 {
197 m_colliderarr[i] = false;
198 }
199 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
200 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
201 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
202
203 m_isPhysical = false; // current status: no ODE information exists
204 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
205
206 _parent_scene.AddPhysicsActorTaint(this);
207
208 m_name = avName;
209 }
210
211 public override int PhysicsActorType
212 {
213 get { return (int) ActorTypes.Agent; }
214 set { return; }
215 }
216
217 /// <summary>
218 /// If this is set, the avatar will move faster
219 /// </summary>
220 public override bool SetAlwaysRun
221 {
222 get { return m_alwaysRun; }
223 set { m_alwaysRun = value; }
224 }
225
226 public override uint LocalID
227 {
228 set { m_localID = value; }
229 }
230
231 public override bool Grabbed
232 {
233 set { return; }
234 }
235
236 public override bool Selected
237 {
238// set { return; }
239 set { jumping = value; } // add for jumping flag
240 }
241
242 public override float Buoyancy
243 {
244 get { return m_buoyancy; }
245 set { m_buoyancy = value; }
246 }
247
248 public override bool FloatOnWater
249 {
250 set { return; }
251 }
252
253 public override bool IsPhysical
254 {
255 get { return false; }
256 set { return; }
257 }
258
259 public override bool ThrottleUpdates
260 {
261 get { return false; }
262 set { return; }
263 }
264
265 public override bool Flying
266 {
267 get { return flying; }
268 set { flying = value; }
269 }
270
271 /// <summary>
272 /// Returns if the avatar is colliding in general.
273 /// This includes the ground and objects and avatar.
274 /// </summary>
275 public override bool IsColliding
276 {
277//#@ get { return m_iscolliding; }
278 get { //##
279//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
280 return m_iscolliding; } //##
281 set
282 {
283 int i;
284 int truecount = 0;
285 int falsecount = 0;
286
287 if (m_colliderarr.Length >= 10)
288 {
289 for (i = 0; i < 10; i++)
290 {
291 m_colliderarr[i] = m_colliderarr[i + 1];
292 }
293 }
294 m_colliderarr[10] = value;
295
296 for (i = 0; i < 11; i++)
297 {
298 if (m_colliderarr[i])
299 {
300 truecount++;
301 }
302 else
303 {
304 falsecount++;
305 }
306 }
307
308 // Equal truecounts and false counts means we're colliding with something.
309
310 if (falsecount > 1.2*truecount)
311 {
312 m_iscolliding = false;
313 }
314 else
315 {
316 m_iscolliding = true;
317 }
318// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
319 if (m_wascolliding != m_iscolliding)
320 {
321 //base.SendCollisionUpdate(new CollisionEventUpdate());
322 }
323 m_wascolliding = m_iscolliding;
324 }
325 }
326
327 /// <summary>
328 /// Returns if an avatar is colliding with the ground
329 /// </summary>
330 public override bool CollidingGround
331 {
332 get { return m_iscollidingGround; }
333 set
334 {
335 // Collisions against the ground are not really reliable
336 // So, to get a consistant value we have to average the current result over time
337 // Currently we use 1 second = 10 calls to this.
338 int i;
339 int truecount = 0;
340 int falsecount = 0;
341
342 if (m_colliderGroundarr.Length >= 10)
343 {
344 for (i = 0; i < 10; i++)
345 {
346 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
347 }
348 }
349 m_colliderGroundarr[10] = value;
350
351 for (i = 0; i < 11; i++)
352 {
353 if (m_colliderGroundarr[i])
354 {
355 truecount++;
356 }
357 else
358 {
359 falsecount++;
360 }
361 }
362
363 // Equal truecounts and false counts means we're colliding with something.
364
365 if (falsecount > 1.2*truecount)
366 {
367 m_iscollidingGround = false;
368 }
369 else
370 {
371 m_iscollidingGround = true;
372 }
373 if (m_wascollidingGround != m_iscollidingGround)
374 {
375 //base.SendCollisionUpdate(new CollisionEventUpdate());
376 }
377 m_wascollidingGround = m_iscollidingGround;
378 }
379 }
380
381 /// <summary>
382 /// Returns if the avatar is colliding with an object
383 /// </summary>
384 public override bool CollidingObj
385 {
386 get { return m_iscollidingObj; }
387 set
388 {
389 m_iscollidingObj = value;
390 if (value)
391 m_pidControllerActive = false;
392 else
393 m_pidControllerActive = true;
394 }
395 }
396
397 /// <summary>
398 /// turn the PID controller on or off.
399 /// The PID Controller will turn on all by itself in many situations
400 /// </summary>
401 /// <param name="status"></param>
402 public void SetPidStatus(bool status)
403 {
404 m_pidControllerActive = status;
405 }
406
407 public override bool Stopped
408 {
409 get { return _zeroFlag; }
410 }
411
412 /// <summary>
413 /// This 'puts' an avatar somewhere in the physics space.
414 /// Not really a good choice unless you 'know' it's a good
415 /// spot otherwise you're likely to orbit the avatar.
416 /// </summary>
417 public override Vector3 Position
418 {
419 get { return _position; }
420 set
421 {
422 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
423 {
424 if (value.IsFinite())
425 {
426 if (value.Z > 9999999f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430 if (value.Z < -90000f)
431 {
432 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
433 }
434
435 _position.X = value.X;
436 _position.Y = value.Y;
437 _position.Z = value.Z;
438
439 m_taintPosition.X = value.X;
440 m_taintPosition.Y = value.Y;
441 m_taintPosition.Z = value.Z;
442 _parent_scene.AddPhysicsActorTaint(this);
443 }
444 else
445 {
446 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
447 }
448 }
449 }
450 }
451
452 public override Vector3 RotationalVelocity
453 {
454 get { return m_rotationalVelocity; }
455 set { m_rotationalVelocity = value; }
456 }
457
458 /// <summary>
459 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
460 /// and use it to offset landings properly
461 /// </summary>
462 public override Vector3 Size
463 {
464 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
465 set
466 {
467 if (value.IsFinite())
468 {
469 m_pidControllerActive = true;
470
471 Vector3 SetSize = value;
472 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
473 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
474
475 Velocity = Vector3.Zero;
476 m_taintPosition = _position; // update the stale taint position
477 _parent_scene.AddPhysicsActorTaint(this);
478 }
479 else
480 {
481 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
482 }
483 }
484 }
485
486 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
487 {
488 movementVector.Z = 0f;
489 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
490 if (magnitude < 0.1f) return;
491
492 // normalize the velocity vector
493 float invMagnitude = 1.0f / magnitude;
494 movementVector.X *= invMagnitude;
495 movementVector.Y *= invMagnitude;
496
497 // if we change the capsule heading too often, the capsule can fall down
498 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
499 // meaning only 4 possible capsule tilt orientations
500 if (movementVector.X > 0)
501 {
502 // east
503 if (movementVector.Y > 0)
504 {
505 // northeast
506 movementVector.X = (float)Math.Sqrt(2.0);
507 movementVector.Y = (float)Math.Sqrt(2.0);
508 }
509 else
510 {
511 // southeast
512 movementVector.X = (float)Math.Sqrt(2.0);
513 movementVector.Y = -(float)Math.Sqrt(2.0);
514 }
515 }
516 else
517 {
518 // west
519 if (movementVector.Y > 0)
520 {
521 // northwest
522 movementVector.X = -(float)Math.Sqrt(2.0);
523 movementVector.Y = (float)Math.Sqrt(2.0);
524 }
525 else
526 {
527 // southwest
528 movementVector.X = -(float)Math.Sqrt(2.0);
529 movementVector.Y = -(float)Math.Sqrt(2.0);
530 }
531 }
532
533
534 // movementVector.Z is zero
535
536 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
537 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
538 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
539 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
540
541 //m_log.Debug("[PHYSICS] changing avatar tilt");
542 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
544 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
545 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
546 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
547 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
548 }
549
550 /// <summary>
551 /// This creates the Avatar's physical Surrogate at the position supplied
552 /// </summary>
553 /// <param name="npositionX"></param>
554 /// <param name="npositionY"></param>
555 /// <param name="npositionZ"></param>
556
557 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
558 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
559 // place that is safe to call this routine AvatarGeomAndBodyCreation.
560 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
561 {
562 //CAPSULE_LENGTH = -5;
563 //CAPSULE_RADIUS = -5;
564 int dAMotorEuler = 1;
565 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
566 if (CAPSULE_LENGTH <= 0)
567 {
568 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
569 CAPSULE_LENGTH = 0.01f;
570
571 }
572
573 if (CAPSULE_RADIUS <= 0)
574 {
575 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
576 CAPSULE_RADIUS = 0.01f;
577
578 }
579
580 if(Shell != IntPtr.Zero)
581 {
582 try
583 {
584 d.GeomDestroy(Shell);
585 }
586 catch (System.AccessViolationException)
587 {
588 m_log.Error("[PHYSICS]: PrimGeom dead");
589 }
590 // Remove any old entries
591//string tShell;
592//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
593//Console.WriteLine("**** Remove {0}", tShell);
594 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
595 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
596 }
597
598 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
599 _parent_scene.geom_name_map[Shell] = m_name;
600 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
601//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);
602
603 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
604 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
605
606 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
607 Body = d.BodyCreate(_parent_scene.world);
608 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
609
610 _position.X = npositionX;
611 _position.Y = npositionY;
612 _position.Z = npositionZ;
613
614
615 m_taintPosition.X = npositionX;
616 m_taintPosition.Y = npositionY;
617 m_taintPosition.Z = npositionZ;
618
619 d.BodySetMass(Body, ref ShellMass);
620 d.Matrix3 m_caprot;
621 // 90 Stand up on the cap of the capped cyllinder
622 if (_parent_scene.IsAvCapsuleTilted)
623 {
624 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
625 }
626 else
627 {
628 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
629 }
630
631
632 d.GeomSetRotation(Shell, ref m_caprot);
633 d.BodySetRotation(Body, ref m_caprot);
634
635 d.GeomSetBody(Shell, Body);
636
637
638 // The purpose of the AMotor here is to keep the avatar's physical
639 // surrogate from rotating while moving
640 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
641 d.JointAttach(Amotor, Body, IntPtr.Zero);
642 d.JointSetAMotorMode(Amotor, dAMotorEuler);
643 d.JointSetAMotorNumAxes(Amotor, 3);
644 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
645 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
646 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
647 d.JointSetAMotorAngle(Amotor, 0, 0);
648 d.JointSetAMotorAngle(Amotor, 1, 0);
649 d.JointSetAMotorAngle(Amotor, 2, 0);
650
651 // These lowstops and high stops are effectively (no wiggle room)
652 if (_parent_scene.IsAvCapsuleTilted)
653 {
654 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
656 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
657 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
658 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
659 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
660 }
661 else
662 {
663 #region Documentation of capsule motor LowStop and HighStop parameters
664 // Intentionally introduce some tilt into the capsule by setting
665 // the motor stops to small epsilon values. This small tilt prevents
666 // the capsule from falling into the terrain; a straight-up capsule
667 // (with -0..0 motor stops) falls into the terrain for reasons yet
668 // to be comprehended in their entirety.
669 #endregion
670 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
671 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
672 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
673 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
674 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
675 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
676 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
677 }
678
679 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
680 // capped cyllinder will fall over
681 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
682 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
683
684 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
685 //d.QfromR(
686 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
687 //
688 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
689 //standupStraight();
690 }
691
692 //
693 /// <summary>
694 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
695 /// This may be used in calculations in the scene/scenepresence
696 /// </summary>
697 public override float Mass
698 {
699 get
700 {
701 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
702 return m_density*AVvolume;
703 }
704 }
705 public override void link(PhysicsActor obj)
706 {
707
708 }
709
710 public override void delink()
711 {
712
713 }
714
715 public override void LockAngularMotion(Vector3 axis)
716 {
717
718 }
719
720// This code is very useful. Written by DanX0r. We're just not using it right now.
721// Commented out to prevent a warning.
722//
723// private void standupStraight()
724// {
725// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
726// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
727// // change appearance and when you enter the simulator
728// // After this routine is done, the amotor stabilizes much quicker
729// d.Vector3 feet;
730// d.Vector3 head;
731// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
732// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
733// float posture = head.Z - feet.Z;
734
735// // restoring force proportional to lack of posture:
736// float servo = (2.5f - posture) * POSTURE_SERVO;
737// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
738// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
739// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
740// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
741// }
742
743 public override Vector3 Force
744 {
745 get { return _target_velocity; }
746 set { return; }
747 }
748
749 public override int VehicleType
750 {
751 get { return 0; }
752 set { return; }
753 }
754
755 public override void VehicleFloatParam(int param, float value)
756 {
757
758 }
759
760 public override void VehicleVectorParam(int param, Vector3 value)
761 {
762
763 }
764
765 public override void VehicleRotationParam(int param, Quaternion rotation)
766 {
767
768 }
769
770 public override void VehicleFlags(int flags, bool remove)
771 {
772 }
773
774 public override void SetVolumeDetect(int param)
775 {
776
777 }
778
779 public override Vector3 CenterOfMass
780 {
781 get { return Vector3.Zero; }
782 }
783
784 public override Vector3 GeometricCenter
785 {
786 get { return Vector3.Zero; }
787 }
788
789 public override PrimitiveBaseShape Shape
790 {
791 set { return; }
792 }
793
794 public override Vector3 Velocity
795 {
796 get {
797 // There's a problem with Vector3.Zero! Don't Use it Here!
798 if (_zeroFlag)
799 return Vector3.Zero;
800 m_lastUpdateSent = false;
801 return _velocity;
802 }
803 set
804 {
805 if (value.IsFinite())
806 {
807 _target_velocity = value;
808 m_pidControllerActive = true;
809 }
810 else
811 {
812 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
813 }
814 }
815 }
816
817 public override Vector3 Torque
818 {
819 get { return Vector3.Zero; }
820 set { return; }
821 }
822
823 public override float CollisionScore
824 {
825 get { return 0f; }
826 set { }
827 }
828
829 public override bool Kinematic
830 {
831 get { return false; }
832 set { }
833 }
834
835 public override Quaternion Orientation
836 {
837 get { return Quaternion.Identity; }
838 set {
839 //Matrix3 or = Orientation.ToRotationMatrix();
840 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
841 //d.BodySetRotation(Body, ref ord);
842 }
843 }
844
845 public override Vector3 Acceleration
846 {
847 get { return _acceleration; }
848 set { _acceleration = value; }
849 }
850
851 public void SetAcceleration(Vector3 accel)
852 {
853 m_pidControllerActive = true;
854 _acceleration = accel;
855 }
856
857 /// <summary>
858 /// Adds the force supplied to the Target Velocity
859 /// The PID controller takes this target velocity and tries to make it a reality
860 /// </summary>
861 /// <param name="force"></param>
862 public override void AddForce(Vector3 force, bool pushforce)
863 {
864 if (force.IsFinite())
865 {
866 if (pushforce)
867 {
868 m_pidControllerActive = false;
869 force *= 100f;
870//Console.WriteLine("DF 1"); // ##
871 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
872 doForce(force);
873 // If uncommented, things get pushed off world
874 //
875 // m_log.Debug("Push!");
876 // _target_velocity.X += force.X;
877 // _target_velocity.Y += force.Y;
878 // _target_velocity.Z += force.Z;
879 }
880 else
881 {
882 m_pidControllerActive = true;
883 _target_velocity.X += force.X;
884 _target_velocity.Y += force.Y;
885 _target_velocity.Z += force.Z;
886 }
887 }
888 else
889 {
890 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
891 }
892 //m_lastUpdateSent = false;
893 }
894
895 public override void AddAngularForce(Vector3 force, bool pushforce)
896 {
897
898 }
899
900 /// <summary>
901 /// After all of the forces add up with 'add force' we apply them with doForce
902 /// </summary>
903 /// <param name="force"></param>
904 public void doForce(Vector3 force)
905 {
906 if (!collidelock)
907 {
908 d.BodyAddForce(Body, force.X, force.Y, force.Z);
909 //d.BodySetRotation(Body, ref m_StandUpRotation);
910 //standupStraight();
911 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
912//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
913 }
914 }
915
916 public override void SetMomentum(Vector3 momentum)
917 {
918 if (momentum.IsFinite())
919 {
920 m_taintMomentum = momentum;
921 m_haveTaintMomentum = true;
922 _parent_scene.AddPhysicsActorTaint(this);
923 }
924 else
925 m_log.Warn("[PHYSICS] !isFinite momentum");
926 }
927
928
929 /// <summary>
930 /// Called from Simulate
931 /// This is the avatar's movement control + PID Controller
932 /// </summary>
933 /// <param name="timeStep"></param>
934 public void Move(float timeStep, List<OdeCharacter> defects)
935 {
936 // no lock; for now it's only called from within Simulate()
937
938 // If the PID Controller isn't active then we set our force
939 // calculating base velocity to the current position
940
941 if (Body == IntPtr.Zero)
942 return;
943
944 if (m_pidControllerActive == false)
945 {
946 _zeroPosition = d.BodyGetPosition(Body);
947 }
948 //PidStatus = true;
949
950 d.Vector3 localpos = d.BodyGetPosition(Body);
951 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
952
953 if (!localPos.IsFinite())
954 {
955
956 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
957 defects.Add(this);
958 // _parent_scene.RemoveCharacter(this);
959
960 // destroy avatar capsule and related ODE data
961 if (Amotor != IntPtr.Zero)
962 {
963 // Kill the Amotor
964 d.JointDestroy(Amotor);
965 Amotor = IntPtr.Zero;
966 }
967
968 //kill the Geometry
969 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
970
971 if (Body != IntPtr.Zero)
972 {
973 //kill the body
974 d.BodyDestroy(Body);
975
976 Body = IntPtr.Zero;
977 }
978
979 if(Shell != IntPtr.Zero)
980 {
981 try
982 {
983 d.GeomDestroy(Shell);
984 }
985 catch (System.AccessViolationException)
986 {
987 m_log.Error("[PHYSICS]: PrimGeom dead");
988 }
989 // Remove any old entries
990//string tShell;
991//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
992//Console.WriteLine("**** Remove {0}", tShell);
993
994 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
995 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
996 Shell = IntPtr.Zero;
997 }
998
999 return;
1000 }
1001
1002 Vector3 vec = Vector3.Zero;
1003 d.Vector3 vel = d.BodyGetLinearVel(Body);
1004
1005 float movementdivisor = 1f;
1006
1007 if (!m_alwaysRun)
1008 {
1009 movementdivisor = walkDivisor;
1010 }
1011 else
1012 {
1013 movementdivisor = runDivisor;
1014 }
1015
1016 // if velocity is zero, use position control; otherwise, velocity control
1017 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1018 {
1019 // keep track of where we stopped. No more slippin' & slidin'
1020 if (!_zeroFlag)
1021 {
1022 _zeroFlag = true;
1023 _zeroPosition = d.BodyGetPosition(Body);
1024 }
1025 if (m_pidControllerActive)
1026 {
1027 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1028 // react to the physics scene by moving it's position.
1029 // Avatar to Avatar collisions
1030 // Prim to avatar collisions
1031
1032 d.Vector3 pos = d.BodyGetPosition(Body);
1033 float errX = _zeroPosition.X - pos.X;
1034 float errY = _zeroPosition.Y - pos.Y;
1035 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1036 {
1037 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1038 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1039 }
1040 else
1041 { // close, jump to lateral destination
1042 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1043 }
1044// if (flying)
1045 if (flying || jumping) // add for jumping
1046 {
1047 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1048 }
1049 }
1050 //PidStatus = true;
1051 }
1052 else
1053 {
1054 m_pidControllerActive = true;
1055 _zeroFlag = false;
1056 if (m_iscolliding && !flying)
1057 {
1058 // We're standing on something
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1061 }
1062 else if (m_iscolliding && flying)
1063 {
1064 // We're flying and colliding with something
1065 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1066 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1067 }
1068 else if (!m_iscolliding && flying)
1069 {
1070 // we're in mid air suspended
1071 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1072 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1073 }
1074
1075 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1076 {
1077 // We're colliding with something and we're not flying but we're moving
1078 // This means we're walking or running.
1079 d.Vector3 pos = d.BodyGetPosition(Body);
1080 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1081 if (_target_velocity.X > 0)
1082 {
1083 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1084 }
1085 if (_target_velocity.Y > 0)
1086 {
1087 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1088 }
1089 }
1090 else if (!m_iscolliding && !flying)
1091 {
1092 // we're not colliding and we're not flying so that means we're falling!
1093 // m_iscolliding includes collisions with the ground.
1094
1095 // d.Vector3 pos = d.BodyGetPosition(Body);
1096 if (Math.Abs(_target_velocity.X) > 0)
1097 {
1098 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1099 }
1100 if (Math.Abs(_target_velocity.Y) > 0)
1101 {
1102 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1103 }
1104 }
1105
1106 if (flying)
1107 {
1108 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1109 }
1110 }
1111 if (flying)
1112 {
1113 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1114
1115 //Added for auto fly height. Kitto Flora
1116 //d.Vector3 pos = d.BodyGetPosition(Body);
1117 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1118
1119 if (_position.Z < target_altitude)
1120 {
1121 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1122 }
1123 // end add Kitto Flora
1124 }
1125
1126 if (vel.X * vel.X + vel.Y * vel.Y + vel.Z * vel.Z > 2500.0f) // 50ms apply breaks
1127 {
1128 float breakfactor = 0.16f * m_mass; // will give aprox 60m/s terminal velocity at free fall
1129 vec.X -= breakfactor * vel.X;
1130 vec.Y -= breakfactor * vel.Y;
1131 vec.Z -= breakfactor * vel.Z;
1132 }
1133
1134 if (vec.IsFinite())
1135 {
1136 if (vec.LengthSquared() > 0.0004f) // 0.01 allows 0.002 !!
1137 {
1138//Console.WriteLine("DF 2"); // ##
1139
1140 doForce(vec);
1141 if (!_zeroFlag)
1142 {
1143// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1144 }
1145 }
1146 }
1147 else
1148 {
1149 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1150 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1151 defects.Add(this);
1152 // _parent_scene.RemoveCharacter(this);
1153 // destroy avatar capsule and related ODE data
1154 if (Amotor != IntPtr.Zero)
1155 {
1156 // Kill the Amotor
1157 d.JointDestroy(Amotor);
1158 Amotor = IntPtr.Zero;
1159 }
1160 //kill the Geometry
1161 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1162
1163 if (Body != IntPtr.Zero)
1164 {
1165 //kill the body
1166 d.BodyDestroy(Body);
1167
1168 Body = IntPtr.Zero;
1169 }
1170
1171 if(Shell != IntPtr.Zero)
1172 {
1173 try
1174 {
1175 d.GeomDestroy(Shell);
1176 }
1177 catch (System.AccessViolationException)
1178 {
1179 m_log.Error("[PHYSICS]: PrimGeom dead");
1180 }
1181 // Remove any old entries
1182//string tShell;
1183//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1184//Console.WriteLine("**** Remove {0}", tShell);
1185
1186 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1187 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1188 Shell = IntPtr.Zero;
1189 }
1190 }
1191 }
1192
1193 /// <summary>
1194 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1195 /// </summary>
1196 public void UpdatePositionAndVelocity()
1197 {
1198 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1199 d.Vector3 vec;
1200 try
1201 {
1202 vec = d.BodyGetPosition(Body);
1203 }
1204 catch (NullReferenceException)
1205 {
1206 bad = true;
1207 _parent_scene.BadCharacter(this);
1208 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1209 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1210 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1211 }
1212
1213
1214 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1215 if (vec.X < 0.0f) vec.X = 0.0f;
1216 if (vec.Y < 0.0f) vec.Y = 0.0f;
1217 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1218 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1219
1220 _position.X = vec.X;
1221 _position.Y = vec.Y;
1222 _position.Z = vec.Z;
1223
1224 // Did we move last? = zeroflag
1225 // This helps keep us from sliding all over
1226
1227 if (_zeroFlag)
1228 {
1229 _velocity.X = 0.0f;
1230 _velocity.Y = 0.0f;
1231 _velocity.Z = 0.0f;
1232
1233 // Did we send out the 'stopped' message?
1234 if (!m_lastUpdateSent)
1235 {
1236 m_lastUpdateSent = true;
1237 //base.RequestPhysicsterseUpdate();
1238
1239 }
1240 }
1241 else
1242 {
1243 m_lastUpdateSent = false;
1244 try
1245 {
1246 vec = d.BodyGetLinearVel(Body);
1247 }
1248 catch (NullReferenceException)
1249 {
1250 vec.X = _velocity.X;
1251 vec.Y = _velocity.Y;
1252 vec.Z = _velocity.Z;
1253 }
1254 _velocity.X = (vec.X);
1255 _velocity.Y = (vec.Y);
1256
1257 _velocity.Z = (vec.Z);
1258
1259 if (_velocity.Z < -6 && !m_hackSentFall)
1260 {
1261 m_hackSentFall = true;
1262 m_pidControllerActive = false;
1263 }
1264 else if (flying && !m_hackSentFly)
1265 {
1266 //m_hackSentFly = true;
1267 //base.SendCollisionUpdate(new CollisionEventUpdate());
1268 }
1269 else
1270 {
1271 m_hackSentFly = false;
1272 m_hackSentFall = false;
1273 }
1274 }
1275 }
1276
1277 /// <summary>
1278 /// Cleanup the things we use in the scene.
1279 /// </summary>
1280 public void Destroy()
1281 {
1282 m_tainted_isPhysical = false;
1283 _parent_scene.AddPhysicsActorTaint(this);
1284 }
1285
1286 public override void CrossingFailure()
1287 {
1288 }
1289
1290 public override Vector3 PIDTarget { set { return; } }
1291 public override bool PIDActive { set { return; } }
1292 public override float PIDTau { set { return; } }
1293
1294 public override float PIDHoverHeight { set { return; } }
1295 public override bool PIDHoverActive { set { return; } }
1296 public override PIDHoverType PIDHoverType { set { return; } }
1297 public override float PIDHoverTau { set { return; } }
1298
1299 public override Quaternion APIDTarget{ set { return; } }
1300
1301 public override bool APIDActive{ set { return; } }
1302
1303 public override float APIDStrength{ set { return; } }
1304
1305 public override float APIDDamping{ set { return; } }
1306
1307
1308 public override void SubscribeEvents(int ms)
1309 {
1310 m_requestedUpdateFrequency = ms;
1311 m_eventsubscription = ms;
1312 _parent_scene.addCollisionEventReporting(this);
1313 }
1314 public override void UnSubscribeEvents()
1315 {
1316 _parent_scene.remCollisionEventReporting(this);
1317 m_requestedUpdateFrequency = 0;
1318 m_eventsubscription = 0;
1319 }
1320 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1321 {
1322 if (m_eventsubscription > 0)
1323 {
1324 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1325 }
1326 }
1327
1328 public void SendCollisions()
1329 {
1330 if (m_eventsubscription > m_requestedUpdateFrequency)
1331 {
1332 if (CollisionEventsThisFrame != null)
1333 {
1334 base.SendCollisionUpdate(CollisionEventsThisFrame);
1335 }
1336 CollisionEventsThisFrame = new CollisionEventUpdate();
1337 m_eventsubscription = 0;
1338 }
1339 }
1340 public override bool SubscribedEvents()
1341 {
1342 if (m_eventsubscription > 0)
1343 return true;
1344 return false;
1345 }
1346
1347 public void ProcessTaints(float timestep)
1348 {
1349 lock (m_syncRoot)
1350 {
1351 if (m_tainted_isPhysical != m_isPhysical)
1352 {
1353 if (m_tainted_isPhysical)
1354 {
1355 // Create avatar capsule and related ODE data
1356 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1357 {
1358 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1359 + (Shell!=IntPtr.Zero ? "Shell ":"")
1360 + (Body!=IntPtr.Zero ? "Body ":"")
1361 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1362 }
1363 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1364 _parent_scene.AddCharacter(this);
1365 }
1366 else
1367 {
1368 _parent_scene.RemoveCharacter(this);
1369 // destroy avatar capsule and related ODE data
1370 if (Amotor != IntPtr.Zero)
1371 {
1372 // Kill the Amotor
1373 d.JointDestroy(Amotor);
1374 Amotor = IntPtr.Zero;
1375 }
1376 //kill the Geometry
1377 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1378
1379 if (Body != IntPtr.Zero)
1380 {
1381 //kill the body
1382 d.BodyDestroy(Body);
1383 Body = IntPtr.Zero;
1384 }
1385
1386 if(Shell != IntPtr.Zero)
1387 {
1388 try
1389 {
1390 d.GeomDestroy(Shell);
1391 }
1392 catch (Exception e)
1393 {
1394 m_log.ErrorFormat("[PHYSICS]: Failed to destroy character shell {0}",e.Message);
1395 }
1396 // Remove any old entries
1397 //string tShell;
1398 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1399 //Console.WriteLine("**** Remove {0}", tShell);
1400
1401 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1402 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1403 Shell = IntPtr.Zero;
1404 }
1405 }
1406
1407 m_isPhysical = m_tainted_isPhysical;
1408 }
1409
1410 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1411 {
1412 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1413 {
1414
1415 m_pidControllerActive = true;
1416 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1417 d.JointDestroy(Amotor);
1418 float prevCapsule = CAPSULE_LENGTH;
1419 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1420 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1421 d.BodyDestroy(Body);
1422 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1423 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1424 Velocity = Vector3.Zero;
1425 }
1426 else
1427 {
1428 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1429 + (Shell==IntPtr.Zero ? "Shell ":"")
1430 + (Body==IntPtr.Zero ? "Body ":"")
1431 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1432 }
1433 }
1434
1435 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1436 {
1437 if (Body != IntPtr.Zero)
1438 {
1439 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1440
1441 }
1442 _position.X = m_taintPosition.X;
1443 _position.Y = m_taintPosition.Y;
1444 _position.Z = m_taintPosition.Z;
1445 }
1446
1447 if (m_haveTaintMomentum)
1448 {
1449 m_haveTaintMomentum = false;
1450 _velocity = m_taintMomentum;
1451 _target_velocity = m_taintMomentum;
1452 m_pidControllerActive = true;
1453 if (Body != IntPtr.Zero)
1454 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1455 }
1456 }
1457 }
1458
1459 internal void AddCollisionFrameTime(int p)
1460 {
1461 // protect it from overflow crashing
1462 if (m_eventsubscription + p >= int.MaxValue)
1463 m_eventsubscription = 0;
1464 m_eventsubscription += p;
1465 }
1466 }
1467}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..5b743e8
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4124 @@
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
30using System;
31using System.IO;
32using System.Collections.Generic;
33using System.Reflection;
34using System.Runtime.InteropServices;
35using System.Threading;
36using log4net;
37using OpenMetaverse;
38using Ode.NET;
39using OpenSim.Framework;
40using OpenSim.Region.Physics.Manager;
41
42namespace 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 float m_primMass = 10.000006836f; // Aluminum g/cm3;
183
184 private byte m_shapetype;
185 private byte m_taintshapetype;
186
187 public bool _zeroFlag; // if body has been stopped
188 private bool m_lastUpdateSent;
189
190 public IntPtr Body = IntPtr.Zero;
191 public String m_primName;
192 private Vector3 _target_velocity;
193 public d.Mass pMass;
194
195 public int m_eventsubscription;
196 private CollisionEventUpdate CollisionEventsThisFrame;
197
198 private IntPtr m_linkJoint = IntPtr.Zero;
199
200 public volatile bool childPrim;
201
202 internal int m_material = (int)Material.Wood;
203
204 private IntPtr m_body = IntPtr.Zero;
205
206 // Vehicle properties ============================================================================================
207 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
208 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
209 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
210 // HOVER_TERRAIN_ONLY
211 // HOVER_GLOBAL_HEIGHT
212 // NO_DEFLECTION_UP
213 // HOVER_WATER_ONLY
214 // HOVER_UP_ONLY
215 // LIMIT_MOTOR_UP
216 // LIMIT_ROLL_ONLY
217
218 // Linear properties
219 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
220 //requested by LSL
221 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
222 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
223 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
224
225 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
226 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
227 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
228
229 //Angular properties
230 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
231
232 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
233 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
234 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
235
236 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
237 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
238 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
239
240 //Deflection properties
241 // private float m_angularDeflectionEfficiency = 0;
242 // private float m_angularDeflectionTimescale = 0;
243 // private float m_linearDeflectionEfficiency = 0;
244 // private float m_linearDeflectionTimescale = 0;
245
246 //Banking properties
247 // private float m_bankingEfficiency = 0;
248 // private float m_bankingMix = 0;
249 // private float m_bankingTimescale = 0;
250
251 //Hover and Buoyancy properties
252 private float m_VhoverHeight = 0f;
253 // private float m_VhoverEfficiency = 0f;
254 private float m_VhoverTimescale = 0f;
255 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
256 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
257 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
258 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
259 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
260
261 //Attractor properties
262 private float m_verticalAttractionEfficiency = 1.0f; // damped
263 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
264
265// SerialControl m_taintserial = null;
266 object m_taintvehicledata = null;
267
268 public void DoSetVehicle()
269 {
270 VehicleData vd = (VehicleData)m_taintvehicledata;
271
272 m_type = vd.m_type;
273 m_flags = vd.m_flags;
274
275 // Linear properties
276 m_linearMotorDirection = vd.m_linearMotorDirection;
277 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
278 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
279 m_linearMotorTimescale = vd.m_linearMotorTimescale;
280// m_linearMotorOffset = vd.m_linearMotorOffset;
281
282 //Angular properties
283 m_angularMotorDirection = vd.m_angularMotorDirection;
284 m_angularMotorTimescale = vd.m_angularMotorTimescale;
285 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
286 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
287
288 //Deflection properties
289// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
290// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
291// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
292// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
293
294 //Banking properties
295// m_bankingEfficiency = vd.m_bankingEfficiency;
296// m_bankingMix = vd.m_bankingMix;
297// m_bankingTimescale = vd.m_bankingTimescale;
298
299 //Hover and Buoyancy properties
300 m_VhoverHeight = vd.m_VhoverHeight;
301// m_VhoverEfficiency = vd.m_VhoverEfficiency;
302 m_VhoverTimescale = vd.m_VhoverTimescale;
303 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
304
305 //Attractor properties
306 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
307 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
308
309 // Axis
310// m_referenceFrame = vd.m_referenceFrame;
311
312
313 m_taintvehicledata = null;
314 }
315
316 public override void SetVehicle(object vdata)
317 {
318 m_taintvehicledata = vdata;
319 _parent_scene.AddPhysicsActorTaint(this);
320 }
321
322 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
323 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical,
324 bool pisPhantom,byte shapetype, CollisionLocker dode, uint localid)
325 {
326 m_localID = localid;
327 ode = dode;
328 if (!pos.IsFinite())
329 {
330 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
331 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
332 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
333 }
334
335 _position = pos;
336 m_taintposition = pos;
337 PID_D = parent_scene.bodyPIDD;
338 PID_G = parent_scene.bodyPIDG;
339 m_density = parent_scene.geomDefaultDensity;
340 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
341 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
342
343 prim_geom = IntPtr.Zero;
344 // prev_geom = IntPtr.Zero;
345
346 if (!pos.IsFinite())
347 {
348 size = new Vector3(0.5f, 0.5f, 0.5f);
349 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
350 }
351
352 if (size.X <= 0) size.X = 0.01f;
353 if (size.Y <= 0) size.Y = 0.01f;
354 if (size.Z <= 0) size.Z = 0.01f;
355
356 _size = size;
357 m_taintsize = _size;
358
359 if (!QuaternionIsFinite(rotation))
360 {
361 rotation = Quaternion.Identity;
362 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
363 }
364
365 _orientation = rotation;
366 m_taintrot = _orientation;
367 _mesh = mesh;
368 _pbs = pbs;
369 m_shapetype = shapetype;
370 m_taintshapetype = shapetype;
371
372 _parent_scene = parent_scene;
373 m_targetSpace = (IntPtr)0;
374
375 // if (pos.Z < 0)
376 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
377 m_isphysical = false;
378 else
379 {
380 m_isphysical = pisPhysical;
381 // If we're physical, we need to be in the master space for now.
382 // linksets *should* be in a space together.. but are not currently
383 if (m_isphysical)
384 m_targetSpace = _parent_scene.space;
385 }
386
387 m_isphantom = pisPhantom;
388 m_taintphantom = pisPhantom;
389
390 _triMeshData = IntPtr.Zero;
391 m_NoColide = false;
392
393// m_taintserial = null;
394 m_primName = primName;
395 m_taintadd = true;
396 _parent_scene.AddPhysicsActorTaint(this);
397 // don't do .add() here; old geoms get recycled with the same hash
398 }
399
400 public override int PhysicsActorType
401 {
402 get { return (int)ActorTypes.Prim; }
403 set { return; }
404 }
405
406 public override bool SetAlwaysRun
407 {
408 get { return false; }
409 set { return; }
410 }
411
412 public override uint LocalID
413 {
414 set
415 {
416 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
417 m_localID = value;
418 }
419 }
420
421 public override bool Grabbed
422 {
423 set { return; }
424 }
425
426 public override bool Selected
427 {
428 set
429 {
430 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
431 // This only makes the object not collidable if the object
432 // is physical or the object is modified somehow *IN THE FUTURE*
433 // without this, if an avatar selects prim, they can walk right
434 // through it while it's selected
435 m_collisionscore = 0;
436 if ((m_isphysical && !_zeroFlag) || !value)
437 {
438 m_taintselected = value;
439 _parent_scene.AddPhysicsActorTaint(this);
440 }
441 else
442 {
443 m_taintselected = value;
444 m_isSelected = value;
445 }
446 if (m_isSelected) disableBodySoft();
447 }
448 }
449
450 public override bool IsPhysical
451 {
452 get { return m_isphysical; }
453 set
454 {
455 m_isphysical = value;
456 if (!m_isphysical)
457 { // Zero the remembered last velocity
458 m_lastVelocity = Vector3.Zero;
459 if (m_type != Vehicle.TYPE_NONE) Halt();
460 }
461 }
462 }
463
464 public override bool IsVolumeDtc
465 {
466 set { return; }
467 get { return m_isVolumeDetect; }
468
469 }
470
471 public override bool Phantom
472 {
473 get { return m_isphantom; }
474 set
475 {
476 m_isphantom = value;
477 }
478 }
479
480 public void setPrimForRemoval()
481 {
482 m_taintremove = true;
483 }
484
485 public override bool Flying
486 {
487 // no flying prims for you
488 get { return false; }
489 set { }
490 }
491
492 public override bool IsColliding
493 {
494 get { return iscolliding; }
495 set { iscolliding = value; }
496 }
497
498 public override bool CollidingGround
499 {
500 get { return false; }
501 set { return; }
502 }
503
504 public override bool CollidingObj
505 {
506 get { return false; }
507 set { return; }
508 }
509
510 public override bool ThrottleUpdates
511 {
512 get { return m_throttleUpdates; }
513 set { m_throttleUpdates = value; }
514 }
515
516 public override bool Stopped
517 {
518 get { return _zeroFlag; }
519 }
520
521 public override Vector3 Position
522 {
523 get { return _position; }
524
525 set
526 {
527 _position = value;
528 //m_log.Info("[PHYSICS]: " + _position.ToString());
529 }
530 }
531
532 public override Vector3 Size
533 {
534 get { return _size; }
535 set
536 {
537 if (value.IsFinite())
538 {
539 _size = value;
540 }
541 else
542 {
543 m_log.Warn("[PHYSICS]: Got NaN Size on object");
544 }
545 }
546 }
547
548 public override float Mass
549 {
550 get
551 {
552 CalculateMass();
553 return m_primMass;
554 }
555 }
556
557 public override Vector3 Force
558 {
559 //get { return Vector3.Zero; }
560 get { return m_force; }
561 set
562 {
563 if (value.IsFinite())
564 {
565 m_force = value;
566 }
567 else
568 {
569 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
570 }
571 }
572 }
573
574 public override int VehicleType
575 {
576 get { return (int)m_type; }
577 set { ProcessTypeChange((Vehicle)value); }
578 }
579
580 public override void VehicleFloatParam(int param, float value)
581 {
582 ProcessFloatVehicleParam((Vehicle)param, value);
583 }
584
585 public override void VehicleVectorParam(int param, Vector3 value)
586 {
587 ProcessVectorVehicleParam((Vehicle)param, value);
588 }
589
590 public override void VehicleRotationParam(int param, Quaternion rotation)
591 {
592 ProcessRotationVehicleParam((Vehicle)param, rotation);
593 }
594
595 public override void VehicleFlags(int param, bool remove)
596 {
597 ProcessVehicleFlags(param, remove);
598 }
599
600 public override void SetVolumeDetect(int param)
601 {
602 lock (_parent_scene.OdeLock)
603 {
604 m_isVolumeDetect = (param != 0);
605 }
606 }
607
608
609 public override Vector3 CenterOfMass
610 {
611 get { return Vector3.Zero; }
612 }
613
614 public override Vector3 GeometricCenter
615 {
616 get { return Vector3.Zero; }
617 }
618
619 public override PrimitiveBaseShape Shape
620 {
621 set
622 {
623 _pbs = value;
624 m_taintshape = true;
625 }
626 }
627
628 public override byte PhysicsShapeType
629 {
630 get
631 {
632 return m_shapetype;
633 }
634 set
635 {
636 m_taintshapetype = value;
637 _parent_scene.AddPhysicsActorTaint(this);
638 }
639 }
640
641 public override Vector3 Velocity
642 {
643 get
644 {
645 // Averate previous velocity with the new one so
646 // client object interpolation works a 'little' better
647 if (_zeroFlag)
648 return Vector3.Zero;
649
650 Vector3 returnVelocity = Vector3.Zero;
651 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
652 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
653 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
654 return returnVelocity;
655 }
656 set
657 {
658 if (value.IsFinite())
659 {
660 _velocity = value;
661 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
662 _acceleration = Vector3.Zero;
663
664 m_taintVelocity = value;
665 _parent_scene.AddPhysicsActorTaint(this);
666 }
667 else
668 {
669 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
670 }
671
672 }
673 }
674
675 public override Vector3 Torque
676 {
677 get
678 {
679 if (!m_isphysical || Body == IntPtr.Zero)
680 return Vector3.Zero;
681
682 return _torque;
683 }
684
685 set
686 {
687 if (value.IsFinite())
688 {
689 m_taintTorque = value;
690 _parent_scene.AddPhysicsActorTaint(this);
691 }
692 else
693 {
694 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
695 }
696 }
697 }
698
699 public override float CollisionScore
700 {
701 get { return m_collisionscore; }
702 set { m_collisionscore = value; }
703 }
704
705 public override bool Kinematic
706 {
707 get { return false; }
708 set { }
709 }
710
711 public override Quaternion Orientation
712 {
713 get { return _orientation; }
714 set
715 {
716 if (QuaternionIsFinite(value))
717 {
718 _orientation = value;
719 }
720 else
721 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
722
723 }
724 }
725
726 public override bool FloatOnWater
727 {
728 set
729 {
730 m_taintCollidesWater = value;
731 _parent_scene.AddPhysicsActorTaint(this);
732 }
733 }
734
735 public override void SetMomentum(Vector3 momentum)
736 {
737 }
738
739 public override Vector3 PIDTarget
740 {
741 set
742 {
743 if (value.IsFinite())
744 {
745 m_PIDTarget = value;
746 }
747 else
748 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
749 }
750 }
751 public override bool PIDActive { set { m_usePID = value; } }
752 public override float PIDTau { set { m_PIDTau = value; } }
753
754 // For RotLookAt
755 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
756 public override bool APIDActive { set { m_useAPID = value; } }
757 public override float APIDStrength { set { m_APIDStrength = value; } }
758 public override float APIDDamping { set { m_APIDDamping = value; } }
759
760 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
761 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
762 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
763 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
764
765 internal static bool QuaternionIsFinite(Quaternion q)
766 {
767 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
768 return false;
769 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
770 return false;
771 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
772 return false;
773 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
774 return false;
775 return true;
776 }
777
778 public override Vector3 Acceleration // client updates read data via here
779 {
780 get
781 {
782 if (_zeroFlag)
783 {
784 return Vector3.Zero;
785 }
786 return _acceleration;
787 }
788 set { _acceleration = value; }
789 }
790
791
792 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
793 {
794 _acceleration = accel;
795 }
796
797 public override void AddForce(Vector3 force, bool pushforce)
798 {
799 if (force.IsFinite())
800 {
801 lock (m_forcelist)
802 m_forcelist.Add(force);
803
804 m_taintforce = true;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
809 }
810 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
811 }
812
813 public override void AddAngularForce(Vector3 force, bool pushforce)
814 {
815 if (force.IsFinite())
816 {
817 m_angularforcelist.Add(force);
818 m_taintaddangularforce = true;
819 }
820 else
821 {
822 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
823 }
824 }
825
826 public override Vector3 RotationalVelocity
827 {
828 get
829 {
830 return m_rotationalVelocity;
831 }
832 set
833 {
834 if (value.IsFinite())
835 {
836 m_rotationalVelocity = value;
837 }
838 else
839 {
840 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
841 }
842 }
843 }
844
845 public override void CrossingFailure()
846 {
847 if (m_outofBounds)
848 {
849 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
850 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
851 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
852 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
853
854 m_lastposition = _position;
855
856 _velocity = Vector3.Zero;
857 m_lastVelocity = _velocity;
858
859
860 if (m_type != Vehicle.TYPE_NONE)
861 Halt();
862
863 d.BodySetLinearVel(Body, 0, 0, 0);
864 base.RequestPhysicsterseUpdate();
865 m_outofBounds = false;
866 }
867 /*
868 int tmp = Interlocked.Increment(ref m_crossingfailures);
869 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
870 {
871 base.RaiseOutOfBounds(_position);
872 return;
873 }
874 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
875 {
876 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
877 }
878 */
879 }
880
881 public override float Buoyancy
882 {
883 get { return m_buoyancy; }
884 set { m_buoyancy = value; }
885 }
886
887 public override void link(PhysicsActor obj)
888 {
889 m_taintparent = obj;
890 }
891
892 public override void delink()
893 {
894 m_taintparent = null;
895 }
896
897 public override void LockAngularMotion(Vector3 axis)
898 {
899 // This is actually ROTATION ENABLE, not a lock.
900 // default is <1,1,1> which is all enabled.
901 // The lock value is updated inside Move(), no point in using the taint system.
902 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
903 if (axis.IsFinite())
904 {
905 axis.X = (axis.X > 0) ? 1f : 0f;
906 axis.Y = (axis.Y > 0) ? 1f : 0f;
907 axis.Z = (axis.Z > 0) ? 1f : 0f;
908 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
909 m_rotateEnableRequest = axis;
910 m_rotateEnableUpdate = true;
911 }
912 else
913 {
914 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
915 }
916 }
917
918 public void SetGeom(IntPtr geom)
919 {
920 if (prim_geom != IntPtr.Zero)
921 {
922 // Remove any old entries
923 //string tPA;
924 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
925 //Console.WriteLine("**** Remove {0}", tPA);
926 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
927 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
928 d.GeomDestroy(prim_geom);
929 }
930
931 prim_geom = geom;
932 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
933 if (prim_geom != IntPtr.Zero)
934 {
935 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
936 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
937 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
938 if (m_NoColide)
939 {
940 d.GeomSetCategoryBits(prim_geom, 0);
941 if (m_isphysical && !m_isVolumeDetect)
942 {
943 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
944 }
945 else
946 {
947 d.GeomSetCollideBits(prim_geom, 0);
948 d.GeomDisable(prim_geom);
949 }
950 }
951 else
952 {
953 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
954 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
955 }
956 }
957
958 if (childPrim)
959 {
960 if (_parent != null && _parent is OdePrim)
961 {
962 OdePrim parent = (OdePrim)_parent;
963 //Console.WriteLine("SetGeom calls ChildSetGeom");
964 parent.ChildSetGeom(this);
965 }
966 }
967 //m_log.Warn("Setting Geom to: " + prim_geom);
968 }
969
970 public void enableBodySoft()
971 {
972 if (!childPrim)
973 {
974 if (m_isphysical && Body != IntPtr.Zero)
975 {
976 d.BodyEnable(Body);
977 if (m_type != Vehicle.TYPE_NONE)
978 Enable(Body, _parent_scene);
979 }
980
981 m_disabled = false;
982 }
983 }
984
985 public void disableBodySoft()
986 {
987 m_disabled = true;
988
989 if (m_isphysical && Body != IntPtr.Zero)
990 {
991 d.BodyDisable(Body);
992 Halt();
993 }
994 }
995
996 public void enableBody()
997 {
998 // Don't enable this body if we're a child prim
999 // this should be taken care of in the parent function not here
1000 if (!childPrim)
1001 {
1002 // Sets the geom to a body
1003 Body = d.BodyCreate(_parent_scene.world);
1004
1005 setMass();
1006 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1007 d.Quaternion myrot = new d.Quaternion();
1008 myrot.X = _orientation.X;
1009 myrot.Y = _orientation.Y;
1010 myrot.Z = _orientation.Z;
1011 myrot.W = _orientation.W;
1012 d.BodySetQuaternion(Body, ref myrot);
1013 d.GeomSetBody(prim_geom, Body);
1014
1015 m_collisionCategories |= CollisionCategories.Body;
1016 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1017
1018 if (m_NoColide)
1019 {
1020 d.GeomSetCategoryBits(prim_geom, 0);
1021 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1022 }
1023 else
1024 {
1025 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1026 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1027 }
1028
1029 d.BodySetAutoDisableFlag(Body, true);
1030 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1031
1032 // disconnect from world gravity so we can apply buoyancy
1033 d.BodySetGravityMode(Body, false);
1034
1035 m_interpenetrationcount = 0;
1036 m_collisionscore = 0;
1037 m_disabled = false;
1038
1039 if (m_type != Vehicle.TYPE_NONE)
1040 {
1041 Enable(Body, _parent_scene);
1042 }
1043
1044 _parent_scene.addActivePrim(this);
1045 }
1046 }
1047
1048 #region Mass Calculation
1049
1050 private float CalculateMass()
1051 {
1052 float volume = _size.X * _size.Y * _size.Z; // default
1053 float tmp;
1054
1055 float returnMass = 0;
1056 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1057 float hollowVolume = hollowAmount * hollowAmount;
1058
1059 switch (_pbs.ProfileShape)
1060 {
1061 case ProfileShape.Square:
1062 // default box
1063
1064 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1065 {
1066 if (hollowAmount > 0.0)
1067 {
1068 switch (_pbs.HollowShape)
1069 {
1070 case HollowShape.Square:
1071 case HollowShape.Same:
1072 break;
1073
1074 case HollowShape.Circle:
1075
1076 hollowVolume *= 0.78539816339f;
1077 break;
1078
1079 case HollowShape.Triangle:
1080
1081 hollowVolume *= (0.5f * .5f);
1082 break;
1083
1084 default:
1085 hollowVolume = 0;
1086 break;
1087 }
1088 volume *= (1.0f - hollowVolume);
1089 }
1090 }
1091
1092 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1093 {
1094 //a tube
1095
1096 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1097 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1098 volume -= volume * tmp * tmp;
1099
1100 if (hollowAmount > 0.0)
1101 {
1102 hollowVolume *= hollowAmount;
1103
1104 switch (_pbs.HollowShape)
1105 {
1106 case HollowShape.Square:
1107 case HollowShape.Same:
1108 break;
1109
1110 case HollowShape.Circle:
1111 hollowVolume *= 0.78539816339f; ;
1112 break;
1113
1114 case HollowShape.Triangle:
1115 hollowVolume *= 0.5f * 0.5f;
1116 break;
1117 default:
1118 hollowVolume = 0;
1119 break;
1120 }
1121 volume *= (1.0f - hollowVolume);
1122 }
1123 }
1124
1125 break;
1126
1127 case ProfileShape.Circle:
1128
1129 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1130 {
1131 volume *= 0.78539816339f; // elipse base
1132
1133 if (hollowAmount > 0.0)
1134 {
1135 switch (_pbs.HollowShape)
1136 {
1137 case HollowShape.Same:
1138 case HollowShape.Circle:
1139 break;
1140
1141 case HollowShape.Square:
1142 hollowVolume *= 0.5f * 2.5984480504799f;
1143 break;
1144
1145 case HollowShape.Triangle:
1146 hollowVolume *= .5f * 1.27323954473516f;
1147 break;
1148
1149 default:
1150 hollowVolume = 0;
1151 break;
1152 }
1153 volume *= (1.0f - hollowVolume);
1154 }
1155 }
1156
1157 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1158 {
1159 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1160 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1161 volume *= (1.0f - tmp * tmp);
1162
1163 if (hollowAmount > 0.0)
1164 {
1165
1166 // calculate the hollow volume by it's shape compared to the prim shape
1167 hollowVolume *= hollowAmount;
1168
1169 switch (_pbs.HollowShape)
1170 {
1171 case HollowShape.Same:
1172 case HollowShape.Circle:
1173 break;
1174
1175 case HollowShape.Square:
1176 hollowVolume *= 0.5f * 2.5984480504799f;
1177 break;
1178
1179 case HollowShape.Triangle:
1180 hollowVolume *= .5f * 1.27323954473516f;
1181 break;
1182
1183 default:
1184 hollowVolume = 0;
1185 break;
1186 }
1187 volume *= (1.0f - hollowVolume);
1188 }
1189 }
1190 break;
1191
1192 case ProfileShape.HalfCircle:
1193 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1194 {
1195 volume *= 0.52359877559829887307710723054658f;
1196 }
1197 break;
1198
1199 case ProfileShape.EquilateralTriangle:
1200
1201 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1202 {
1203 volume *= 0.32475953f;
1204
1205 if (hollowAmount > 0.0)
1206 {
1207
1208 // calculate the hollow volume by it's shape compared to the prim shape
1209 switch (_pbs.HollowShape)
1210 {
1211 case HollowShape.Same:
1212 case HollowShape.Triangle:
1213 hollowVolume *= .25f;
1214 break;
1215
1216 case HollowShape.Square:
1217 hollowVolume *= 0.499849f * 3.07920140172638f;
1218 break;
1219
1220 case HollowShape.Circle:
1221 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1222 // Cyllinder hollow volume calculation
1223
1224 hollowVolume *= 0.1963495f * 3.07920140172638f;
1225 break;
1226
1227 default:
1228 hollowVolume = 0;
1229 break;
1230 }
1231 volume *= (1.0f - hollowVolume);
1232 }
1233 }
1234 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1235 {
1236 volume *= 0.32475953f;
1237 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1238 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1239 volume *= (1.0f - tmp * tmp);
1240
1241 if (hollowAmount > 0.0)
1242 {
1243
1244 hollowVolume *= hollowAmount;
1245
1246 switch (_pbs.HollowShape)
1247 {
1248 case HollowShape.Same:
1249 case HollowShape.Triangle:
1250 hollowVolume *= .25f;
1251 break;
1252
1253 case HollowShape.Square:
1254 hollowVolume *= 0.499849f * 3.07920140172638f;
1255 break;
1256
1257 case HollowShape.Circle:
1258
1259 hollowVolume *= 0.1963495f * 3.07920140172638f;
1260 break;
1261
1262 default:
1263 hollowVolume = 0;
1264 break;
1265 }
1266 volume *= (1.0f - hollowVolume);
1267 }
1268 }
1269 break;
1270
1271 default:
1272 break;
1273 }
1274
1275
1276
1277 float taperX1;
1278 float taperY1;
1279 float taperX;
1280 float taperY;
1281 float pathBegin;
1282 float pathEnd;
1283 float profileBegin;
1284 float profileEnd;
1285
1286 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1287 {
1288 taperX1 = _pbs.PathScaleX * 0.01f;
1289 if (taperX1 > 1.0f)
1290 taperX1 = 2.0f - taperX1;
1291 taperX = 1.0f - taperX1;
1292
1293 taperY1 = _pbs.PathScaleY * 0.01f;
1294 if (taperY1 > 1.0f)
1295 taperY1 = 2.0f - taperY1;
1296 taperY = 1.0f - taperY1;
1297 }
1298 else
1299 {
1300 taperX = _pbs.PathTaperX * 0.01f;
1301 if (taperX < 0.0f)
1302 taperX = -taperX;
1303 taperX1 = 1.0f - taperX;
1304
1305 taperY = _pbs.PathTaperY * 0.01f;
1306 if (taperY < 0.0f)
1307 taperY = -taperY;
1308 taperY1 = 1.0f - taperY;
1309
1310 }
1311
1312
1313 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1314
1315 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1316 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1317 volume *= (pathEnd - pathBegin);
1318
1319 // this is crude aproximation
1320 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1321 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1322 volume *= (profileEnd - profileBegin);
1323
1324 returnMass = m_density * volume;
1325
1326 if (returnMass <= 0)
1327 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1328 // else if (returnMass > _parent_scene.maximumMassObject)
1329 // returnMass = _parent_scene.maximumMassObject;
1330
1331
1332
1333 m_primMass = returnMass;
1334 if (m_primMass > _parent_scene.maximumMassObject)
1335 m_primMass = _parent_scene.maximumMassObject;
1336
1337 // Recursively calculate mass
1338 bool HasChildPrim = false;
1339 lock (childrenPrim)
1340 {
1341 if (childrenPrim.Count > 0)
1342 {
1343 HasChildPrim = true;
1344 }
1345
1346 }
1347 if (HasChildPrim)
1348 {
1349 OdePrim[] childPrimArr = new OdePrim[0];
1350
1351 lock (childrenPrim)
1352 childPrimArr = childrenPrim.ToArray();
1353
1354 for (int i = 0; i < childPrimArr.Length; i++)
1355 {
1356 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1357 returnMass += childPrimArr[i].CalculateMass();
1358 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1359 if (i > 256)
1360 break;
1361 }
1362 }
1363 if (returnMass > _parent_scene.maximumMassObject)
1364 returnMass = _parent_scene.maximumMassObject;
1365 return returnMass;
1366 }// end CalculateMass
1367
1368 #endregion
1369
1370 public void setMass()
1371 {
1372 if (Body != (IntPtr)0)
1373 {
1374 float newmass = CalculateMass();
1375
1376 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1377
1378 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1379 d.BodySetMass(Body, ref pMass);
1380 }
1381 }
1382
1383
1384 private void UpdateDataFromGeom()
1385 {
1386 if (prim_geom != IntPtr.Zero)
1387 {
1388 d.Quaternion qtmp;
1389 d.GeomCopyQuaternion(prim_geom, out qtmp);
1390 _orientation.W = qtmp.W;
1391 _orientation.X = qtmp.X;
1392 _orientation.Y = qtmp.Y;
1393 _orientation.Z = qtmp.Z;
1394
1395 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
1396 _position.X = lpos.X;
1397 _position.Y = lpos.Y;
1398 _position.Z = lpos.Z;
1399 }
1400 }
1401
1402 public void disableBody()
1403 {
1404 //this kills the body so things like 'mesh' can re-create it.
1405 lock (this)
1406 {
1407 if (!childPrim)
1408 {
1409 if (Body != IntPtr.Zero)
1410 {
1411 _parent_scene.remActivePrim(this);
1412 m_collisionCategories &= ~CollisionCategories.Body;
1413 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
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 d.GeomDisable(prim_geom);
1422 }
1423 else
1424 {
1425 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1426 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1427 }
1428 }
1429
1430 UpdateDataFromGeom();
1431
1432 lock (childrenPrim)
1433 {
1434 if (childrenPrim.Count > 0)
1435 {
1436 foreach (OdePrim prm in childrenPrim)
1437 {
1438 if (prm.prim_geom != IntPtr.Zero)
1439 {
1440 if (prm.m_NoColide)
1441 {
1442 d.GeomSetCategoryBits(prm.prim_geom, 0);
1443 d.GeomSetCollideBits(prm.prim_geom, 0);
1444 d.GeomDisable(prm.prim_geom);
1445
1446 }
1447 prm.UpdateDataFromGeom();
1448 }
1449 _parent_scene.remActivePrim(prm);
1450 prm.Body = IntPtr.Zero;
1451 }
1452 }
1453 }
1454 d.BodyDestroy(Body);
1455 Body = IntPtr.Zero;
1456 }
1457 }
1458 else
1459 {
1460 _parent_scene.remActivePrim(this);
1461
1462 m_collisionCategories &= ~CollisionCategories.Body;
1463 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1464
1465 if (prim_geom != IntPtr.Zero)
1466 {
1467 if (m_NoColide)
1468 {
1469 d.GeomSetCategoryBits(prim_geom, 0);
1470 d.GeomSetCollideBits(prim_geom, 0);
1471 d.GeomDisable(prim_geom);
1472 }
1473 else
1474 {
1475 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1476 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1477 }
1478 }
1479
1480 Body = IntPtr.Zero;
1481 }
1482 }
1483 m_disabled = true;
1484 m_collisionscore = 0;
1485 }
1486
1487// private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1488
1489 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1490 {
1491 //Kill Body so that mesh can re-make the geom
1492 if (IsPhysical && Body != IntPtr.Zero)
1493 {
1494 if (childPrim)
1495 {
1496 if (_parent != null)
1497 {
1498 OdePrim parent = (OdePrim)_parent;
1499 parent.ChildDelink(this);
1500 }
1501 }
1502 else
1503 {
1504 disableBody();
1505 }
1506 }
1507
1508 IntPtr vertices, indices;
1509 int vertexCount, indexCount;
1510 int vertexStride, triStride;
1511 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1512 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1513
1514 // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
1515 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1516
1517 if (vertexCount == 0 || indexCount == 0)
1518 {
1519 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());
1520 return false;
1521 }
1522
1523 IntPtr geo = IntPtr.Zero;
1524 try
1525 {
1526 _triMeshData = d.GeomTriMeshDataCreate();
1527 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1528 d.GeomTriMeshDataPreprocess(_triMeshData);
1529
1530 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1531
1532 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1533 }
1534 catch (Exception e)
1535 {
1536 m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
1537
1538 if (_triMeshData != IntPtr.Zero)
1539 {
1540 d.GeomTriMeshDataDestroy(_triMeshData);
1541 _triMeshData = IntPtr.Zero;
1542 }
1543 return false;
1544 }
1545
1546 SetGeom(geo);
1547
1548 return true;
1549 }
1550
1551 public void ProcessTaints(float timestep) //=============================================================================
1552 {
1553 if (m_taintadd)
1554 {
1555 changeadd(timestep);
1556 }
1557
1558 if (m_taintremove)
1559 return;
1560
1561 if (prim_geom != IntPtr.Zero)
1562 {
1563 if (!_position.ApproxEquals(m_taintposition, 0f))
1564 {
1565 changemove(timestep);
1566 }
1567 if (m_taintrot != _orientation)
1568 {
1569 if (childPrim && IsPhysical) // For physical child prim...
1570 {
1571 rotate(timestep);
1572 // KF: ODE will also rotate the parent prim!
1573 // so rotate the root back to where it was
1574 OdePrim parent = (OdePrim)_parent;
1575 parent.rotate(timestep);
1576 }
1577 else
1578 {
1579 //Just rotate the prim
1580 rotate(timestep);
1581 }
1582 }
1583 //
1584 if (m_taintphantom != m_isphantom )
1585 {
1586 changePhantomStatus();
1587 }//
1588
1589 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1590 {
1591 changePhysicsStatus(timestep);
1592 }//
1593
1594
1595 if (!_size.ApproxEquals(m_taintsize, 0f))
1596 changesize(timestep);
1597 //
1598
1599 if(m_taintshapetype != m_shapetype)
1600 {
1601 m_shapetype = m_taintshapetype;
1602 changeshape(timestep);
1603 }
1604
1605 if (m_taintshape)
1606 changeshape(timestep);
1607 //
1608
1609 if (m_taintforce)
1610 changeAddForce(timestep);
1611
1612 if (m_taintaddangularforce)
1613 changeAddAngularForce(timestep);
1614
1615 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1616 changeSetTorque(timestep);
1617
1618 if (m_taintdisable)
1619 changedisable(timestep);
1620
1621 if (m_taintselected != m_isSelected)
1622 changeSelectedStatus();
1623
1624 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1625 changevelocity(timestep);
1626
1627 if (m_taintparent != _parent)
1628 changelink(timestep);
1629
1630 if (m_taintCollidesWater != m_collidesWater)
1631 changefloatonwater(timestep);
1632
1633 if (m_taintvehicledata != null)
1634 DoSetVehicle();
1635
1636 /* obsolete
1637 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1638 changeAngularLock(timestep);
1639 */
1640 }
1641
1642 else
1643 {
1644 m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom");
1645
1646 // not sure this will not flame...
1647 m_taintremove = true;
1648 _parent_scene.AddPhysicsActorTaint(this);
1649 }
1650
1651 }
1652
1653 private void changelink(float timestep)
1654 {
1655 // If the newly set parent is not null
1656 // create link
1657 if (_parent == null && m_taintparent != null)
1658 {
1659 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1660 {
1661 OdePrim obj = (OdePrim)m_taintparent;
1662 obj.ParentPrim(this);
1663 }
1664 }
1665 // If the newly set parent is null
1666 // destroy link
1667 else if (_parent != null && m_taintparent == null)
1668 {
1669 if (_parent is OdePrim)
1670 {
1671 OdePrim obj = (OdePrim)_parent;
1672 obj.ChildDelink(this);
1673 childPrim = false;
1674 }
1675 }
1676
1677 _parent = m_taintparent;
1678 m_taintPhysics = m_isphysical;
1679 }
1680
1681 // I'm the parent
1682 // prim is the child
1683 public void ParentPrim(OdePrim prim)
1684 {
1685 if (this.m_localID != prim.m_localID)
1686 {
1687 if (Body == IntPtr.Zero)
1688 {
1689 Body = d.BodyCreate(_parent_scene.world);
1690 // disconnect from world gravity so we can apply buoyancy
1691 d.BodySetGravityMode(Body, false);
1692
1693 setMass();
1694 }
1695 if (Body != IntPtr.Zero)
1696 {
1697 lock (childrenPrim)
1698 {
1699 if (!childrenPrim.Contains(prim))
1700 {
1701 childrenPrim.Add(prim);
1702
1703 foreach (OdePrim prm in childrenPrim)
1704 {
1705 d.Mass m2;
1706 d.MassSetZero(out m2);
1707 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1708
1709
1710 d.Quaternion quat = new d.Quaternion();
1711 quat.W = prm._orientation.W;
1712 quat.X = prm._orientation.X;
1713 quat.Y = prm._orientation.Y;
1714 quat.Z = prm._orientation.Z;
1715
1716 d.Matrix3 mat = new d.Matrix3();
1717 d.RfromQ(out mat, ref quat);
1718 d.MassRotate(ref m2, ref mat);
1719 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1720 d.MassAdd(ref pMass, ref m2);
1721 }
1722 foreach (OdePrim prm in childrenPrim)
1723 {
1724 if (m_isphantom && !prm.m_isVolumeDetect)
1725 {
1726 prm.m_collisionCategories = 0;
1727 prm.m_collisionFlags = CollisionCategories.Land;
1728 }
1729 else
1730 {
1731 prm.m_collisionCategories |= CollisionCategories.Body;
1732 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1733 }
1734 if (prm.prim_geom == IntPtr.Zero)
1735 {
1736 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1737 continue;
1738 }
1739
1740 if (prm.m_NoColide)
1741 {
1742 d.GeomSetCategoryBits(prm.prim_geom, 0);
1743 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1744 }
1745 else
1746 {
1747 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1748 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1749 }
1750
1751 d.Quaternion quat = new d.Quaternion();
1752 quat.W = prm._orientation.W;
1753 quat.X = prm._orientation.X;
1754 quat.Y = prm._orientation.Y;
1755 quat.Z = prm._orientation.Z;
1756
1757 d.Matrix3 mat = new d.Matrix3();
1758 d.RfromQ(out mat, ref quat);
1759 if (Body != IntPtr.Zero)
1760 {
1761 d.GeomSetBody(prm.prim_geom, Body);
1762 prm.childPrim = true;
1763 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
1764 //d.GeomSetOffsetPosition(prim.prim_geom,
1765 // (Position.X - prm.Position.X) - pMass.c.X,
1766 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1767 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1768 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1769 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1770 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1771 d.BodySetMass(Body, ref pMass);
1772 }
1773 else
1774 {
1775 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1776 }
1777
1778 prm.m_interpenetrationcount = 0;
1779 prm.m_collisionscore = 0;
1780 prm.m_disabled = false;
1781
1782 prm.Body = Body;
1783
1784 _parent_scene.addActivePrim(prm);
1785 }
1786
1787 if (m_isphantom && !m_isVolumeDetect)
1788 {
1789 m_collisionCategories = 0;
1790 m_collisionFlags = CollisionCategories.Land;
1791 }
1792 else
1793 {
1794 m_collisionCategories |= CollisionCategories.Body;
1795 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1796 }
1797
1798 if (m_NoColide)
1799 {
1800 d.GeomSetCategoryBits(prim_geom, 0);
1801 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1802 }
1803 else
1804 {
1805 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1806 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1807 }
1808
1809 d.Quaternion quat2 = new d.Quaternion();
1810 quat2.W = _orientation.W;
1811 quat2.X = _orientation.X;
1812 quat2.Y = _orientation.Y;
1813 quat2.Z = _orientation.Z;
1814
1815 d.Matrix3 mat2 = new d.Matrix3();
1816 d.RfromQ(out mat2, ref quat2);
1817 d.GeomSetBody(prim_geom, Body);
1818 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1819 //d.GeomSetOffsetPosition(prim.prim_geom,
1820 // (Position.X - prm.Position.X) - pMass.c.X,
1821 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1822 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1823 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1824 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1825 d.BodySetMass(Body, ref pMass);
1826
1827 d.BodySetAutoDisableFlag(Body, true);
1828 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1829
1830 m_interpenetrationcount = 0;
1831 m_collisionscore = 0;
1832 m_disabled = false;
1833
1834 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1835 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1836
1837 _parent_scene.addActivePrim(this);
1838 }
1839 }
1840 }
1841 }
1842 }
1843
1844 private void ChildSetGeom(OdePrim odePrim)
1845 {
1846 lock (childrenPrim)
1847 {
1848 foreach (OdePrim prm in childrenPrim)
1849 {
1850 prm.disableBody();
1851 }
1852 }
1853 disableBody();
1854
1855 if (Body != IntPtr.Zero)
1856 {
1857 _parent_scene.remActivePrim(this);
1858 }
1859
1860 lock (childrenPrim)
1861 {
1862 foreach (OdePrim prm in childrenPrim)
1863 {
1864 ParentPrim(prm);
1865 }
1866 }
1867 }
1868
1869 private void ChildDelink(OdePrim odePrim)
1870 {
1871 // Okay, we have a delinked child.. need to rebuild the body.
1872 lock (childrenPrim)
1873 {
1874 foreach (OdePrim prm in childrenPrim)
1875 {
1876 prm.childPrim = true;
1877 prm.disableBody();
1878 }
1879 }
1880 disableBody();
1881
1882 lock (childrenPrim)
1883 {
1884 childrenPrim.Remove(odePrim);
1885 }
1886
1887 if (Body != IntPtr.Zero)
1888 {
1889 _parent_scene.remActivePrim(this);
1890 }
1891
1892 lock (childrenPrim)
1893 {
1894 foreach (OdePrim prm in childrenPrim)
1895 {
1896 ParentPrim(prm);
1897 }
1898 }
1899 }
1900
1901 private void changePhantomStatus()
1902 {
1903 m_taintphantom = m_isphantom;
1904 changeSelectedStatus();
1905 }
1906
1907/* not in use
1908 private void SetCollider()
1909 {
1910 SetCollider(m_isSelected, m_isphysical, m_isphantom, m_isSelected);
1911 }
1912
1913 private void SetCollider(bool sel, bool phys, bool phan, bool vdtc)
1914 {
1915 if (sel)
1916 {
1917 m_collisionCategories = CollisionCategories.Selected;
1918 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1919 }
1920 else
1921 {
1922 if (phan && !vdtc)
1923 {
1924 m_collisionCategories = 0;
1925 if (phys)
1926 m_collisionFlags = CollisionCategories.Land;
1927 else
1928 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1929 }
1930 else
1931 {
1932 m_collisionCategories = CollisionCategories.Geom;
1933 if (phys)
1934 m_collisionCategories |= CollisionCategories.Body;
1935
1936 m_collisionFlags = m_default_collisionFlags;
1937
1938 if (m_collidesLand)
1939 m_collisionFlags |= CollisionCategories.Land;
1940 if (m_collidesWater)
1941 m_collisionFlags |= CollisionCategories.Water;
1942 }
1943 }
1944
1945 if (prim_geom != IntPtr.Zero)
1946 {
1947 if (m_NoColide)
1948 {
1949 d.GeomSetCategoryBits(prim_geom, 0);
1950 if (phys)
1951 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1952 else
1953 {
1954 d.GeomSetCollideBits(prim_geom, 0);
1955 d.GeomDisable(prim_geom);
1956 }
1957 }
1958 else
1959 {
1960 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1961 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1962 }
1963 }
1964 }
1965*/
1966
1967 private void changeSelectedStatus()
1968 {
1969 if (m_taintselected)
1970 {
1971 m_collisionCategories = CollisionCategories.Selected;
1972 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1973
1974 // We do the body disable soft twice because 'in theory' a collision could have happened
1975 // in between the disabling and the collision properties setting
1976 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1977 // through the ground.
1978
1979 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1980 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1981 // so that causes the selected part to wake up and continue moving.
1982
1983 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1984 // assembly will stop simulating during the selection, because of the lack of atomicity
1985 // of select operations (their processing could be interrupted by a thread switch, causing
1986 // simulation to continue before all of the selected object notifications trickle down to
1987 // the physics engine).
1988
1989 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1990 // selected and disabled. then, due to a thread switch, the selection processing is
1991 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1992 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1993 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1994 // up, start simulating again, which in turn wakes up the last 50.
1995
1996 if (m_isphysical)
1997 {
1998 disableBodySoft();
1999 }
2000
2001 if (prim_geom != IntPtr.Zero)
2002 {
2003 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2004 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2005 if (m_NoColide)
2006 d.GeomDisable(prim_geom);
2007 }
2008
2009 if (m_isphysical)
2010 {
2011 disableBodySoft();
2012 }
2013 if (Body != IntPtr.Zero)
2014 {
2015 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2016 d.BodySetForce(Body, 0f, 0f, 0f);
2017 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2018 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2019 }
2020 }
2021 else
2022 {
2023 if (m_isphantom && !m_isVolumeDetect)
2024 {
2025 m_collisionCategories = 0;
2026 if (m_isphysical)
2027 m_collisionFlags = CollisionCategories.Land;
2028 else
2029 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
2030 }
2031 else
2032 {
2033 m_collisionCategories = CollisionCategories.Geom;
2034 if (m_isphysical)
2035 m_collisionCategories |= CollisionCategories.Body;
2036
2037 m_collisionFlags = m_default_collisionFlags;
2038
2039 if (m_collidesLand)
2040 m_collisionFlags |= CollisionCategories.Land;
2041 if (m_collidesWater)
2042 m_collisionFlags |= CollisionCategories.Water;
2043 }
2044
2045 if (prim_geom != IntPtr.Zero)
2046 {
2047 if (m_NoColide)
2048 {
2049 d.GeomSetCategoryBits(prim_geom, 0);
2050 if (m_isphysical)
2051 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2052 else
2053 {
2054 d.GeomSetCollideBits(prim_geom, 0);
2055 d.GeomDisable(prim_geom);
2056 }
2057 }
2058 else
2059 {
2060 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2061 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2062 }
2063 }
2064 if (Body != IntPtr.Zero)
2065 {
2066 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2067 d.BodySetForce(Body, 0f, 0f, 0f);
2068 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2069 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2070 }
2071
2072 if (m_isphysical)
2073 {
2074 if (Body != IntPtr.Zero)
2075 {
2076 enableBodySoft();
2077 }
2078 }
2079 }
2080
2081 resetCollisionAccounting();
2082 m_isSelected = m_taintselected;
2083 }//end changeSelectedStatus
2084
2085 public void ResetTaints()
2086 {
2087 m_taintposition = _position;
2088 m_taintrot = _orientation;
2089 m_taintPhysics = m_isphysical;
2090 m_taintselected = m_isSelected;
2091 m_taintsize = _size;
2092 m_taintshape = false;
2093 m_taintforce = false;
2094 m_taintdisable = false;
2095 m_taintVelocity = Vector3.Zero;
2096 }
2097
2098 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2099 {
2100 bool gottrimesh = false;
2101
2102 m_NoColide = false; // assume all will go well
2103
2104 if (_triMeshData != IntPtr.Zero)
2105 {
2106 d.GeomTriMeshDataDestroy(_triMeshData);
2107 _triMeshData = IntPtr.Zero;
2108 }
2109
2110 if (_mesh != null)
2111 {
2112 gottrimesh = setMesh(_parent_scene, _mesh);
2113 if (!gottrimesh)
2114 {
2115 // getting a mesh failed,
2116 // lets go on having a basic box or sphere, with prim size but not coliding
2117 // physical colides with land, non with nothing
2118
2119 m_NoColide = true;
2120 }
2121 }
2122
2123 if (!gottrimesh)
2124 { // we will have a basic box or sphere
2125 IntPtr geo = IntPtr.Zero;
2126
2127 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
2128 && _size.X == _size.Y && _size.X == _size.Z)
2129 {
2130 // its a sphere
2131 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2132 try
2133 {
2134 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
2135 }
2136 catch (Exception e)
2137 {
2138 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2139 geo = IntPtr.Zero;
2140 ode.dunlock(_parent_scene.world);
2141 }
2142 }
2143 else // make it a box
2144 {
2145 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2146 try
2147 {
2148 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
2149 }
2150 catch (Exception e)
2151 {
2152 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2153 geo = IntPtr.Zero;
2154 ode.dunlock(_parent_scene.world);
2155 }
2156 }
2157
2158 if (geo == IntPtr.Zero) // if this happens it must be fixed
2159 {
2160 // if it does lets stop what we can
2161 // not sure this will not flame...
2162
2163 m_taintremove = true;
2164 _parent_scene.AddPhysicsActorTaint(this);
2165 return;
2166 }
2167
2168 SetGeom(geo); // this processes the m_NoColide
2169 }
2170 }
2171
2172 public void changeadd(float timestep)
2173 {
2174 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2175 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2176
2177 if (targetspace == IntPtr.Zero)
2178 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2179
2180 m_targetSpace = targetspace;
2181
2182 if (_mesh == null) // && m_meshfailed == false)
2183 {
2184 if (_parent_scene.needsMeshing(_pbs))
2185 {
2186 bool convex;
2187 if (m_shapetype == 2)
2188 convex = true;
2189 else
2190 convex = false;
2191 try
2192 {
2193 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true,convex);
2194 }
2195 catch
2196 {
2197 //Don't continuously try to mesh prims when meshing has failed
2198 m_meshfailed = true;
2199 _mesh = null;
2200 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2201 }
2202 }
2203 }
2204
2205 lock (_parent_scene.OdeLock)
2206 {
2207 CreateGeom(m_targetSpace, _mesh);
2208
2209 if (prim_geom != IntPtr.Zero)
2210 {
2211 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2212 d.Quaternion myrot = new d.Quaternion();
2213 myrot.X = _orientation.X;
2214 myrot.Y = _orientation.Y;
2215 myrot.Z = _orientation.Z;
2216 myrot.W = _orientation.W;
2217 d.GeomSetQuaternion(prim_geom, ref myrot);
2218 }
2219
2220 if (m_isphysical && Body == IntPtr.Zero)
2221 {
2222 enableBody();
2223 }
2224 }
2225
2226 changeSelectedStatus();
2227
2228 m_taintadd = false;
2229 }
2230
2231 public void changemove(float timestep)
2232 {
2233 if (m_isphysical)
2234 {
2235 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2236 if (!m_taintremove && !childPrim)
2237 {
2238 if (Body == IntPtr.Zero)
2239 enableBody();
2240 //Prim auto disable after 20 frames,
2241 //if you move it, re-enable the prim manually.
2242 if (_parent != null)
2243 {
2244 if (m_linkJoint != IntPtr.Zero)
2245 {
2246 d.JointDestroy(m_linkJoint);
2247 m_linkJoint = IntPtr.Zero;
2248 }
2249 }
2250 if (Body != IntPtr.Zero)
2251 {
2252 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2253
2254 if (_parent != null)
2255 {
2256 OdePrim odParent = (OdePrim)_parent;
2257 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2258 {
2259 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2260 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2261 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2262 d.JointAttach(m_linkJoint, Body, odParent.Body);
2263 d.JointSetFixed(m_linkJoint);
2264 }
2265 }
2266 d.BodyEnable(Body);
2267 if (m_type != Vehicle.TYPE_NONE)
2268 {
2269 Enable(Body, _parent_scene);
2270 }
2271 }
2272 else
2273 {
2274 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2275 }
2276 }
2277 //else
2278 // {
2279 //m_log.Debug("[BUG]: race!");
2280 //}
2281 }
2282 else
2283 {
2284 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2285 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2286 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2287
2288 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2289 m_targetSpace = tempspace;
2290
2291 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2292 if (prim_geom != IntPtr.Zero)
2293 {
2294 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2295
2296 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2297 d.SpaceAdd(m_targetSpace, prim_geom);
2298 }
2299 }
2300
2301 changeSelectedStatus();
2302
2303 resetCollisionAccounting();
2304 m_taintposition = _position;
2305 }
2306
2307 public void rotate(float timestep)
2308 {
2309 d.Quaternion myrot = new d.Quaternion();
2310 myrot.X = _orientation.X;
2311 myrot.Y = _orientation.Y;
2312 myrot.Z = _orientation.Z;
2313 myrot.W = _orientation.W;
2314 if (Body != IntPtr.Zero)
2315 {
2316 // KF: If this is a root prim do BodySet
2317 d.BodySetQuaternion(Body, ref myrot);
2318 }
2319 else
2320 {
2321 // daughter prim, do Geom set
2322 d.GeomSetQuaternion(prim_geom, ref myrot);
2323 }
2324
2325 resetCollisionAccounting();
2326 m_taintrot = _orientation;
2327 }
2328
2329 private void resetCollisionAccounting()
2330 {
2331 m_collisionscore = 0;
2332 m_interpenetrationcount = 0;
2333 m_disabled = false;
2334 }
2335
2336 public void changedisable(float timestep)
2337 {
2338 m_disabled = true;
2339 if (Body != IntPtr.Zero)
2340 {
2341 d.BodyDisable(Body);
2342 Body = IntPtr.Zero;
2343 }
2344
2345 m_taintdisable = false;
2346 }
2347
2348 public void changePhysicsStatus(float timestep)
2349 {
2350 if (m_isphysical == true)
2351 {
2352 if (Body == IntPtr.Zero)
2353 {
2354 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2355 {
2356 changeshape(2f);
2357 }
2358 else
2359 {
2360 enableBody();
2361 }
2362 }
2363 }
2364 else
2365 {
2366 if (Body != IntPtr.Zero)
2367 {
2368 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2369 {
2370 _mesh = null;
2371 changeadd(2f);
2372 }
2373 if (childPrim)
2374 {
2375 if (_parent != null)
2376 {
2377 OdePrim parent = (OdePrim)_parent;
2378 parent.ChildDelink(this);
2379 }
2380 }
2381 else
2382 {
2383 disableBody();
2384 }
2385 }
2386 }
2387
2388 changeSelectedStatus();
2389
2390 resetCollisionAccounting();
2391 m_taintPhysics = m_isphysical;
2392 }
2393
2394 public void changesize(float timestamp)
2395 {
2396
2397 string oldname = _parent_scene.geom_name_map[prim_geom];
2398
2399 if (_size.X <= 0) _size.X = 0.01f;
2400 if (_size.Y <= 0) _size.Y = 0.01f;
2401 if (_size.Z <= 0) _size.Z = 0.01f;
2402
2403 // Cleanup of old prim geometry
2404 if (_mesh != null)
2405 {
2406 // Cleanup meshing here
2407 }
2408 //kill body to rebuild
2409 if (IsPhysical && Body != IntPtr.Zero)
2410 {
2411 if (childPrim)
2412 {
2413 if (_parent != null)
2414 {
2415 OdePrim parent = (OdePrim)_parent;
2416 parent.ChildDelink(this);
2417 }
2418 }
2419 else
2420 {
2421 disableBody();
2422 }
2423 }
2424 if (d.SpaceQuery(m_targetSpace, prim_geom))
2425 {
2426 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2427 d.SpaceRemove(m_targetSpace, prim_geom);
2428 }
2429 // we don't need to do space calculation because the client sends a position update also.
2430
2431 // Construction of new prim
2432 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2433 {
2434 float meshlod = _parent_scene.meshSculptLOD;
2435
2436 if (IsPhysical)
2437 meshlod = _parent_scene.MeshSculptphysicalLOD;
2438 // Don't need to re-enable body.. it's done in SetMesh
2439
2440 IMesh mesh = null;
2441
2442 try
2443 {
2444 if (_parent_scene.needsMeshing(_pbs))
2445 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2446 }
2447 catch
2448 {
2449 m_meshfailed = true;
2450 mesh = null;
2451 m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2452 }
2453
2454 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2455 CreateGeom(m_targetSpace, mesh);
2456 }
2457 else
2458 {
2459 _mesh = null;
2460 CreateGeom(m_targetSpace, _mesh);
2461 }
2462
2463 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2464 d.Quaternion myrot = new d.Quaternion();
2465 myrot.X = _orientation.X;
2466 myrot.Y = _orientation.Y;
2467 myrot.Z = _orientation.Z;
2468 myrot.W = _orientation.W;
2469 d.GeomSetQuaternion(prim_geom, ref myrot);
2470
2471 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2472 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2473 {
2474 // Re creates body on size.
2475 // EnableBody also does setMass()
2476 enableBody();
2477 d.BodyEnable(Body);
2478 }
2479
2480 _parent_scene.geom_name_map[prim_geom] = oldname;
2481
2482 changeSelectedStatus();
2483 if (childPrim)
2484 {
2485 if (_parent is OdePrim)
2486 {
2487 OdePrim parent = (OdePrim)_parent;
2488 parent.ChildSetGeom(this);
2489 }
2490 }
2491 resetCollisionAccounting();
2492 m_taintsize = _size;
2493 }
2494
2495
2496
2497 public void changefloatonwater(float timestep)
2498 {
2499 m_collidesWater = m_taintCollidesWater;
2500
2501 if (prim_geom != IntPtr.Zero)
2502 {
2503 if (m_collidesWater)
2504 {
2505 m_collisionFlags |= CollisionCategories.Water;
2506 }
2507 else
2508 {
2509 m_collisionFlags &= ~CollisionCategories.Water;
2510 }
2511 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2512 }
2513 }
2514
2515 public void changeshape(float timestamp)
2516 {
2517 string oldname = _parent_scene.geom_name_map[prim_geom];
2518
2519 // Cleanup of old prim geometry and Bodies
2520 if (IsPhysical && Body != IntPtr.Zero)
2521 {
2522 if (childPrim)
2523 {
2524 if (_parent != null)
2525 {
2526 OdePrim parent = (OdePrim)_parent;
2527 parent.ChildDelink(this);
2528 }
2529 }
2530 else
2531 {
2532 disableBody();
2533 }
2534 }
2535
2536
2537 // we don't need to do space calculation because the client sends a position update also.
2538 if (_size.X <= 0) _size.X = 0.01f;
2539 if (_size.Y <= 0) _size.Y = 0.01f;
2540 if (_size.Z <= 0) _size.Z = 0.01f;
2541 // Construction of new prim
2542
2543 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2544 {
2545 // Don't need to re-enable body.. it's done in SetMesh
2546 float meshlod = _parent_scene.meshSculptLOD;
2547 IMesh mesh;
2548
2549 if (IsPhysical)
2550 meshlod = _parent_scene.MeshSculptphysicalLOD;
2551
2552 bool convex;
2553 if (m_shapetype == 2)
2554 convex = true;
2555 else
2556 convex = false;
2557
2558 try
2559 {
2560 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true, convex);
2561 }
2562 catch
2563 {
2564 mesh = null;
2565 m_meshfailed = true;
2566 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2567 }
2568
2569 CreateGeom(m_targetSpace, mesh);
2570
2571 // createmesh returns null when it doesn't mesh.
2572 }
2573 else
2574 {
2575 _mesh = null;
2576 CreateGeom(m_targetSpace, null);
2577 }
2578
2579 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2580 d.Quaternion myrot = new d.Quaternion();
2581 //myrot.W = _orientation.w;
2582 myrot.W = _orientation.W;
2583 myrot.X = _orientation.X;
2584 myrot.Y = _orientation.Y;
2585 myrot.Z = _orientation.Z;
2586 d.GeomSetQuaternion(prim_geom, ref myrot);
2587
2588 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2589 if (IsPhysical && Body == IntPtr.Zero)
2590 {
2591 // Re creates body on size.
2592 // EnableBody also does setMass()
2593 enableBody();
2594 if (Body != IntPtr.Zero)
2595 {
2596 d.BodyEnable(Body);
2597 }
2598 }
2599 _parent_scene.geom_name_map[prim_geom] = oldname;
2600
2601 changeSelectedStatus();
2602 if (childPrim)
2603 {
2604 if (_parent is OdePrim)
2605 {
2606 OdePrim parent = (OdePrim)_parent;
2607 parent.ChildSetGeom(this);
2608 }
2609 }
2610 resetCollisionAccounting();
2611 m_taintshape = false;
2612 }
2613
2614 public void changeAddForce(float timestamp)
2615 {
2616 if (!m_isSelected)
2617 {
2618 lock (m_forcelist)
2619 {
2620 //m_log.Info("[PHYSICS]: dequeing forcelist");
2621 if (IsPhysical)
2622 {
2623 Vector3 iforce = Vector3.Zero;
2624 int i = 0;
2625 try
2626 {
2627 for (i = 0; i < m_forcelist.Count; i++)
2628 {
2629
2630 iforce = iforce + (m_forcelist[i] * 100);
2631 }
2632 }
2633 catch (IndexOutOfRangeException)
2634 {
2635 m_forcelist = new List<Vector3>();
2636 m_collisionscore = 0;
2637 m_interpenetrationcount = 0;
2638 m_taintforce = false;
2639 return;
2640 }
2641 catch (ArgumentOutOfRangeException)
2642 {
2643 m_forcelist = new List<Vector3>();
2644 m_collisionscore = 0;
2645 m_interpenetrationcount = 0;
2646 m_taintforce = false;
2647 return;
2648 }
2649 d.BodyEnable(Body);
2650
2651 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2652 }
2653 m_forcelist.Clear();
2654 }
2655
2656 m_collisionscore = 0;
2657 m_interpenetrationcount = 0;
2658 }
2659
2660 m_taintforce = false;
2661
2662 }
2663
2664
2665
2666 public void changeSetTorque(float timestamp)
2667 {
2668 if (!m_isSelected)
2669 {
2670 if (IsPhysical && Body != IntPtr.Zero)
2671 {
2672 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2673 }
2674 }
2675
2676 m_taintTorque = Vector3.Zero;
2677 }
2678
2679 public void changeAddAngularForce(float timestamp)
2680 {
2681 if (!m_isSelected)
2682 {
2683 lock (m_angularforcelist)
2684 {
2685 //m_log.Info("[PHYSICS]: dequeing forcelist");
2686 if (IsPhysical)
2687 {
2688 Vector3 iforce = Vector3.Zero;
2689 for (int i = 0; i < m_angularforcelist.Count; i++)
2690 {
2691 iforce = iforce + (m_angularforcelist[i] * 100);
2692 }
2693 d.BodyEnable(Body);
2694 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2695
2696 }
2697 m_angularforcelist.Clear();
2698 }
2699
2700 m_collisionscore = 0;
2701 m_interpenetrationcount = 0;
2702 }
2703
2704 m_taintaddangularforce = false;
2705 }
2706
2707 private void changevelocity(float timestep)
2708 {
2709 if (!m_isSelected)
2710 {
2711 Thread.Sleep(20);
2712 if (IsPhysical)
2713 {
2714 if (Body != IntPtr.Zero)
2715 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2716 }
2717
2718 //resetCollisionAccounting();
2719 }
2720 m_taintVelocity = Vector3.Zero;
2721 }
2722
2723 public void UpdatePositionAndVelocity()
2724 {
2725 return; // moved to the Move () method
2726 }
2727
2728 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2729 {
2730 obj.I.M00 = pMat[0, 0];
2731 obj.I.M01 = pMat[0, 1];
2732 obj.I.M02 = pMat[0, 2];
2733 obj.I.M10 = pMat[1, 0];
2734 obj.I.M11 = pMat[1, 1];
2735 obj.I.M12 = pMat[1, 2];
2736 obj.I.M20 = pMat[2, 0];
2737 obj.I.M21 = pMat[2, 1];
2738 obj.I.M22 = pMat[2, 2];
2739 return obj;
2740 }
2741
2742 public override void SubscribeEvents(int ms)
2743 {
2744 m_eventsubscription = ms;
2745 _parent_scene.addCollisionEventReporting(this);
2746 }
2747
2748 public override void UnSubscribeEvents()
2749 {
2750 _parent_scene.remCollisionEventReporting(this);
2751 m_eventsubscription = 0;
2752 }
2753
2754 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2755 {
2756 if (CollisionEventsThisFrame == null)
2757 CollisionEventsThisFrame = new CollisionEventUpdate();
2758 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2759 }
2760
2761 public void SendCollisions()
2762 {
2763 if (CollisionEventsThisFrame == null)
2764 return;
2765
2766 base.SendCollisionUpdate(CollisionEventsThisFrame);
2767
2768 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2769 CollisionEventsThisFrame = null;
2770 else
2771 CollisionEventsThisFrame = new CollisionEventUpdate();
2772 }
2773
2774 public override bool SubscribedEvents()
2775 {
2776 if (m_eventsubscription > 0)
2777 return true;
2778 return false;
2779 }
2780
2781 public static Matrix4 Inverse(Matrix4 pMat)
2782 {
2783 if (determinant3x3(pMat) == 0)
2784 {
2785 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2786 }
2787
2788
2789
2790 return (Adjoint(pMat) / determinant3x3(pMat));
2791 }
2792
2793 public static Matrix4 Adjoint(Matrix4 pMat)
2794 {
2795 Matrix4 adjointMatrix = new Matrix4();
2796 for (int i = 0; i < 4; i++)
2797 {
2798 for (int j = 0; j < 4; j++)
2799 {
2800 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2801 }
2802 }
2803
2804 adjointMatrix = Transpose(adjointMatrix);
2805 return adjointMatrix;
2806 }
2807
2808 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2809 {
2810 Matrix4 minor = new Matrix4();
2811 int m = 0, n = 0;
2812 for (int i = 0; i < 4; i++)
2813 {
2814 if (i == iRow)
2815 continue;
2816 n = 0;
2817 for (int j = 0; j < 4; j++)
2818 {
2819 if (j == iCol)
2820 continue;
2821 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
2822 n++;
2823 }
2824 m++;
2825 }
2826 return minor;
2827 }
2828
2829 public static Matrix4 Transpose(Matrix4 pMat)
2830 {
2831 Matrix4 transposeMatrix = new Matrix4();
2832 for (int i = 0; i < 4; i++)
2833 for (int j = 0; j < 4; j++)
2834 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2835 return transposeMatrix;
2836 }
2837
2838 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2839 {
2840 switch (r)
2841 {
2842 case 0:
2843 switch (c)
2844 {
2845 case 0:
2846 pMat.M11 = val;
2847 break;
2848 case 1:
2849 pMat.M12 = val;
2850 break;
2851 case 2:
2852 pMat.M13 = val;
2853 break;
2854 case 3:
2855 pMat.M14 = val;
2856 break;
2857 }
2858
2859 break;
2860 case 1:
2861 switch (c)
2862 {
2863 case 0:
2864 pMat.M21 = val;
2865 break;
2866 case 1:
2867 pMat.M22 = val;
2868 break;
2869 case 2:
2870 pMat.M23 = val;
2871 break;
2872 case 3:
2873 pMat.M24 = val;
2874 break;
2875 }
2876
2877 break;
2878 case 2:
2879 switch (c)
2880 {
2881 case 0:
2882 pMat.M31 = val;
2883 break;
2884 case 1:
2885 pMat.M32 = val;
2886 break;
2887 case 2:
2888 pMat.M33 = val;
2889 break;
2890 case 3:
2891 pMat.M34 = val;
2892 break;
2893 }
2894
2895 break;
2896 case 3:
2897 switch (c)
2898 {
2899 case 0:
2900 pMat.M41 = val;
2901 break;
2902 case 1:
2903 pMat.M42 = val;
2904 break;
2905 case 2:
2906 pMat.M43 = val;
2907 break;
2908 case 3:
2909 pMat.M44 = val;
2910 break;
2911 }
2912
2913 break;
2914 }
2915 }
2916 private static float determinant3x3(Matrix4 pMat)
2917 {
2918 float det = 0;
2919 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
2920 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
2921 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
2922 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
2923 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
2924 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
2925
2926 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2927 return det;
2928
2929 }
2930
2931 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2932 {
2933 dst.c.W = src.c.W;
2934 dst.c.X = src.c.X;
2935 dst.c.Y = src.c.Y;
2936 dst.c.Z = src.c.Z;
2937 dst.mass = src.mass;
2938 dst.I.M00 = src.I.M00;
2939 dst.I.M01 = src.I.M01;
2940 dst.I.M02 = src.I.M02;
2941 dst.I.M10 = src.I.M10;
2942 dst.I.M11 = src.I.M11;
2943 dst.I.M12 = src.I.M12;
2944 dst.I.M20 = src.I.M20;
2945 dst.I.M21 = src.I.M21;
2946 dst.I.M22 = src.I.M22;
2947 }
2948
2949 public override void SetMaterial(int pMaterial)
2950 {
2951 m_material = pMaterial;
2952 }
2953
2954 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2955 {
2956 switch (pParam)
2957 {
2958 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2959 if (pValue < 0.01f) pValue = 0.01f;
2960 // m_angularDeflectionEfficiency = pValue;
2961 break;
2962 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2963 if (pValue < 0.1f) pValue = 0.1f;
2964 // m_angularDeflectionTimescale = pValue;
2965 break;
2966 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2967 if (pValue < 0.3f) pValue = 0.3f;
2968 m_angularMotorDecayTimescale = pValue;
2969 break;
2970 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2971 if (pValue < 0.3f) pValue = 0.3f;
2972 m_angularMotorTimescale = pValue;
2973 break;
2974 case Vehicle.BANKING_EFFICIENCY:
2975 if (pValue < 0.01f) pValue = 0.01f;
2976 // m_bankingEfficiency = pValue;
2977 break;
2978 case Vehicle.BANKING_MIX:
2979 if (pValue < 0.01f) pValue = 0.01f;
2980 // m_bankingMix = pValue;
2981 break;
2982 case Vehicle.BANKING_TIMESCALE:
2983 if (pValue < 0.01f) pValue = 0.01f;
2984 // m_bankingTimescale = pValue;
2985 break;
2986 case Vehicle.BUOYANCY:
2987 if (pValue < -1f) pValue = -1f;
2988 if (pValue > 1f) pValue = 1f;
2989 m_VehicleBuoyancy = pValue;
2990 break;
2991 // case Vehicle.HOVER_EFFICIENCY:
2992 // if (pValue < 0f) pValue = 0f;
2993 // if (pValue > 1f) pValue = 1f;
2994 // m_VhoverEfficiency = pValue;
2995 // break;
2996 case Vehicle.HOVER_HEIGHT:
2997 m_VhoverHeight = pValue;
2998 break;
2999 case Vehicle.HOVER_TIMESCALE:
3000 if (pValue < 0.1f) pValue = 0.1f;
3001 m_VhoverTimescale = pValue;
3002 break;
3003 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
3004 if (pValue < 0.01f) pValue = 0.01f;
3005 // m_linearDeflectionEfficiency = pValue;
3006 break;
3007 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
3008 if (pValue < 0.01f) pValue = 0.01f;
3009 // m_linearDeflectionTimescale = pValue;
3010 break;
3011 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
3012 if (pValue < 0.3f) pValue = 0.3f;
3013 m_linearMotorDecayTimescale = pValue;
3014 break;
3015 case Vehicle.LINEAR_MOTOR_TIMESCALE:
3016 if (pValue < 0.1f) pValue = 0.1f;
3017 m_linearMotorTimescale = pValue;
3018 break;
3019 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
3020 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
3021 if (pValue > 1.0f) pValue = 1.0f;
3022 m_verticalAttractionEfficiency = pValue;
3023 break;
3024 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
3025 if (pValue < 0.1f) pValue = 0.1f;
3026 m_verticalAttractionTimescale = pValue;
3027 break;
3028
3029 // These are vector properties but the engine lets you use a single float value to
3030 // set all of the components to the same value
3031 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3032 if (pValue > 30f) pValue = 30f;
3033 if (pValue < 0.1f) pValue = 0.1f;
3034 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
3035 break;
3036 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3037 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
3038 UpdateAngDecay();
3039 break;
3040 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3041 if (pValue < 0.1f) pValue = 0.1f;
3042 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
3043 break;
3044 case Vehicle.LINEAR_MOTOR_DIRECTION:
3045 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
3046 UpdateLinDecay();
3047 break;
3048 case Vehicle.LINEAR_MOTOR_OFFSET:
3049 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
3050 break;
3051
3052 }
3053
3054 }//end ProcessFloatVehicleParam
3055
3056 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
3057 {
3058 switch (pParam)
3059 {
3060 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3061 if (pValue.X > 30f) pValue.X = 30f;
3062 if (pValue.X < 0.1f) pValue.X = 0.1f;
3063 if (pValue.Y > 30f) pValue.Y = 30f;
3064 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3065 if (pValue.Z > 30f) pValue.Z = 30f;
3066 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3067 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3068 break;
3069 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3070 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
3071 // Limit requested angular speed to 2 rps= 4 pi rads/sec
3072 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
3073 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
3074 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
3075 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
3076 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
3077 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
3078 UpdateAngDecay();
3079 break;
3080 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3081 if (pValue.X < 0.1f) pValue.X = 0.1f;
3082 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3083 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3084 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3085 break;
3086 case Vehicle.LINEAR_MOTOR_DIRECTION:
3087 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3088 UpdateLinDecay();
3089 break;
3090 case Vehicle.LINEAR_MOTOR_OFFSET:
3091 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3092 break;
3093 }
3094
3095 }//end ProcessVectorVehicleParam
3096
3097 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3098 {
3099 switch (pParam)
3100 {
3101 case Vehicle.REFERENCE_FRAME:
3102 // m_referenceFrame = pValue;
3103 break;
3104 }
3105
3106 }//end ProcessRotationVehicleParam
3107
3108 internal void ProcessVehicleFlags(int pParam, bool remove)
3109 {
3110 if (remove)
3111 {
3112 m_flags &= ~((VehicleFlag)pParam);
3113 }
3114 else
3115 {
3116 m_flags |= (VehicleFlag)pParam;
3117 }
3118 }
3119
3120 internal void ProcessTypeChange(Vehicle pType)
3121 {
3122 // Set Defaults For Type
3123 m_type = pType;
3124 switch (pType)
3125 {
3126 case Vehicle.TYPE_SLED:
3127 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3128 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3129 // m_lLinMotorVel = Vector3.Zero;
3130 m_linearMotorTimescale = 1000;
3131 m_linearMotorDecayTimescale = 120;
3132 m_angularMotorDirection = Vector3.Zero;
3133 m_angularMotorDVel = Vector3.Zero;
3134 m_angularMotorTimescale = 1000;
3135 m_angularMotorDecayTimescale = 120;
3136 m_VhoverHeight = 0;
3137 // m_VhoverEfficiency = 1;
3138 m_VhoverTimescale = 10;
3139 m_VehicleBuoyancy = 0;
3140 // m_linearDeflectionEfficiency = 1;
3141 // m_linearDeflectionTimescale = 1;
3142 // m_angularDeflectionEfficiency = 1;
3143 // m_angularDeflectionTimescale = 1000;
3144 // m_bankingEfficiency = 0;
3145 // m_bankingMix = 1;
3146 // m_bankingTimescale = 10;
3147 // m_referenceFrame = Quaternion.Identity;
3148 m_flags &=
3149 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3150 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3151 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3152 break;
3153 case Vehicle.TYPE_CAR:
3154 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3155 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3156 // m_lLinMotorVel = Vector3.Zero;
3157 m_linearMotorTimescale = 1;
3158 m_linearMotorDecayTimescale = 60;
3159 m_angularMotorDirection = Vector3.Zero;
3160 m_angularMotorDVel = Vector3.Zero;
3161 m_angularMotorTimescale = 1;
3162 m_angularMotorDecayTimescale = 0.8f;
3163 m_VhoverHeight = 0;
3164 // m_VhoverEfficiency = 0;
3165 m_VhoverTimescale = 1000;
3166 m_VehicleBuoyancy = 0;
3167 // // m_linearDeflectionEfficiency = 1;
3168 // // m_linearDeflectionTimescale = 2;
3169 // // m_angularDeflectionEfficiency = 0;
3170 // m_angularDeflectionTimescale = 10;
3171 m_verticalAttractionEfficiency = 1f;
3172 m_verticalAttractionTimescale = 10f;
3173 // m_bankingEfficiency = -0.2f;
3174 // m_bankingMix = 1;
3175 // m_bankingTimescale = 1;
3176 // m_referenceFrame = Quaternion.Identity;
3177 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3178 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3179 VehicleFlag.LIMIT_MOTOR_UP);
3180 break;
3181 case Vehicle.TYPE_BOAT:
3182 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3183 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3184 // m_lLinMotorVel = Vector3.Zero;
3185 m_linearMotorTimescale = 5;
3186 m_linearMotorDecayTimescale = 60;
3187 m_angularMotorDirection = Vector3.Zero;
3188 m_angularMotorDVel = Vector3.Zero;
3189 m_angularMotorTimescale = 4;
3190 m_angularMotorDecayTimescale = 4;
3191 m_VhoverHeight = 0;
3192 // m_VhoverEfficiency = 0.5f;
3193 m_VhoverTimescale = 2;
3194 m_VehicleBuoyancy = 1;
3195 // m_linearDeflectionEfficiency = 0.5f;
3196 // m_linearDeflectionTimescale = 3;
3197 // m_angularDeflectionEfficiency = 0.5f;
3198 // m_angularDeflectionTimescale = 5;
3199 m_verticalAttractionEfficiency = 0.5f;
3200 m_verticalAttractionTimescale = 5f;
3201 // m_bankingEfficiency = -0.3f;
3202 // m_bankingMix = 0.8f;
3203 // m_bankingTimescale = 1;
3204 // m_referenceFrame = Quaternion.Identity;
3205 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3206 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3207 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3208 VehicleFlag.LIMIT_MOTOR_UP);
3209 break;
3210 case Vehicle.TYPE_AIRPLANE:
3211 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3212 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3213 // m_lLinMotorVel = Vector3.Zero;
3214 m_linearMotorTimescale = 2;
3215 m_linearMotorDecayTimescale = 60;
3216 m_angularMotorDirection = Vector3.Zero;
3217 m_angularMotorDVel = Vector3.Zero;
3218 m_angularMotorTimescale = 4;
3219 m_angularMotorDecayTimescale = 4;
3220 m_VhoverHeight = 0;
3221 // m_VhoverEfficiency = 0.5f;
3222 m_VhoverTimescale = 1000;
3223 m_VehicleBuoyancy = 0;
3224 // m_linearDeflectionEfficiency = 0.5f;
3225 // m_linearDeflectionTimescale = 3;
3226 // m_angularDeflectionEfficiency = 1;
3227 // m_angularDeflectionTimescale = 2;
3228 m_verticalAttractionEfficiency = 0.9f;
3229 m_verticalAttractionTimescale = 2f;
3230 // m_bankingEfficiency = 1;
3231 // m_bankingMix = 0.7f;
3232 // m_bankingTimescale = 2;
3233 // m_referenceFrame = Quaternion.Identity;
3234 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3235 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3236 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3237 break;
3238 case Vehicle.TYPE_BALLOON:
3239 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3240 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3241 m_linearMotorTimescale = 5;
3242 m_linearMotorDecayTimescale = 60;
3243 m_angularMotorDirection = Vector3.Zero;
3244 m_angularMotorDVel = Vector3.Zero;
3245 m_angularMotorTimescale = 6;
3246 m_angularMotorDecayTimescale = 10;
3247 m_VhoverHeight = 5;
3248 // m_VhoverEfficiency = 0.8f;
3249 m_VhoverTimescale = 10;
3250 m_VehicleBuoyancy = 1;
3251 // m_linearDeflectionEfficiency = 0;
3252 // m_linearDeflectionTimescale = 5;
3253 // m_angularDeflectionEfficiency = 0;
3254 // m_angularDeflectionTimescale = 5;
3255 m_verticalAttractionEfficiency = 1f;
3256 m_verticalAttractionTimescale = 100f;
3257 // m_bankingEfficiency = 0;
3258 // m_bankingMix = 0.7f;
3259 // m_bankingTimescale = 5;
3260 // m_referenceFrame = Quaternion.Identity;
3261 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3262 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3263 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3264 break;
3265
3266 }
3267 }//end SetDefaultsForType
3268
3269 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3270 {
3271 if (m_type == Vehicle.TYPE_NONE)
3272 return;
3273
3274 m_body = pBody;
3275 }
3276
3277
3278 internal void Halt()
3279 { // Kill all motions, when non-physical
3280 // m_linearMotorDirection = Vector3.Zero;
3281 m_lLinMotorDVel = Vector3.Zero;
3282 m_lLinObjectVel = Vector3.Zero;
3283 m_wLinObjectVel = Vector3.Zero;
3284 m_angularMotorDirection = Vector3.Zero;
3285 m_lastAngularVelocity = Vector3.Zero;
3286 m_angularMotorDVel = Vector3.Zero;
3287 _acceleration = Vector3.Zero;
3288 }
3289
3290 private void UpdateLinDecay()
3291 {
3292 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3293 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3294 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3295 } // else let the motor decay on its own
3296
3297 private void UpdateAngDecay()
3298 {
3299 m_angularMotorDVel.X = m_angularMotorDirection.X;
3300 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3301 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3302 } // else let the motor decay on its own
3303
3304 public void Move(float timestep)
3305 {
3306 float fx = 0;
3307 float fy = 0;
3308 float fz = 0;
3309 Vector3 linvel; // velocity applied, including any reversal
3310
3311 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3312 // This is a temp patch until proper region crossing is developed.
3313
3314
3315 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3316 {
3317 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3318 bool lastZeroFlag = _zeroFlag; // was it stopped
3319
3320 d.Vector3 vec = d.BodyGetPosition(Body);
3321 Vector3 l_position = Vector3.Zero;
3322 l_position.X = vec.X;
3323 l_position.Y = vec.Y;
3324 l_position.Z = vec.Z;
3325 m_lastposition = _position;
3326 _position = l_position;
3327
3328 d.Quaternion ori = d.BodyGetQuaternion(Body);
3329 // Quaternion l_orientation = Quaternion.Identity;
3330 _orientation.X = ori.X;
3331 _orientation.Y = ori.Y;
3332 _orientation.Z = ori.Z;
3333 _orientation.W = ori.W;
3334 m_lastorientation = _orientation;
3335
3336 d.Vector3 vel = d.BodyGetLinearVel(Body);
3337 m_lastVelocity = _velocity;
3338 _velocity.X = vel.X;
3339 _velocity.Y = vel.Y;
3340 _velocity.Z = vel.Z;
3341 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3342
3343 d.Vector3 torque = d.BodyGetTorque(Body);
3344 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3345
3346
3347 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3348 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3349 )
3350 {
3351 // we are outside current region
3352 // clip position to a stop just outside region and stop it only internally
3353 // do it only once using m_crossingfailures as control
3354 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3355 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3356 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3357 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3358 d.BodySetLinearVel(Body, 0, 0, 0);
3359 m_outofBounds = true;
3360 base.RequestPhysicsterseUpdate();
3361 return;
3362 }
3363
3364 base.RequestPhysicsterseUpdate();
3365
3366 if (l_position.Z < 0)
3367 {
3368 // This is so prim that get lost underground don't fall forever and suck up
3369 //
3370 // Sim resources and memory.
3371 // Disables the prim's movement physics....
3372 // It's a hack and will generate a console message if it fails.
3373
3374 //IsPhysical = false;
3375 if (_parent == null) base.RaiseOutOfBounds(_position);
3376
3377
3378 _acceleration.X = 0; // This stuff may stop client display but it has no
3379 _acceleration.Y = 0; // effect on the object in phys engine!
3380 _acceleration.Z = 0;
3381
3382 _velocity.X = 0;
3383 _velocity.Y = 0;
3384 _velocity.Z = 0;
3385 m_lastVelocity = Vector3.Zero;
3386 m_rotationalVelocity.X = 0;
3387 m_rotationalVelocity.Y = 0;
3388 m_rotationalVelocity.Z = 0;
3389
3390 if (_parent == null) base.RequestPhysicsterseUpdate();
3391
3392 m_throttleUpdates = false;
3393 throttleCounter = 0;
3394 _zeroFlag = true;
3395 //outofBounds = true;
3396 } // end neg Z check
3397
3398 // Is it moving?
3399 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3400 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3401 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3402 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3403 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3404 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3405 {
3406 _zeroFlag = true;
3407 m_throttleUpdates = false;
3408 }
3409 else
3410 {
3411 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3412 _zeroFlag = false;
3413 m_lastUpdateSent = false;
3414 //m_throttleUpdates = false;
3415 }
3416
3417 if (_zeroFlag)
3418 { // Its stopped
3419 _velocity.X = 0.0f;
3420 _velocity.Y = 0.0f;
3421 // _velocity.Z = 0.0f;
3422
3423 _acceleration.X = 0;
3424 _acceleration.Y = 0;
3425 // _acceleration.Z = 0;
3426
3427 m_rotationalVelocity.X = 0;
3428 m_rotationalVelocity.Y = 0;
3429 m_rotationalVelocity.Z = 0;
3430 // Stop it in the phys engine
3431 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3432 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3433 d.BodySetForce(Body, 0f, 0f, 0f);
3434
3435 if (!m_lastUpdateSent)
3436 {
3437 m_throttleUpdates = false;
3438 throttleCounter = 0;
3439 if (_parent == null)
3440 {
3441 base.RequestPhysicsterseUpdate();
3442 }
3443
3444 m_lastUpdateSent = true;
3445 }
3446 }
3447 else
3448 { // Its moving
3449 if (lastZeroFlag != _zeroFlag)
3450 {
3451 if (_parent == null)
3452 {
3453 base.RequestPhysicsterseUpdate();
3454 }
3455 }
3456 m_lastUpdateSent = false;
3457 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3458 {
3459 if (_parent == null)
3460 {
3461 base.RequestPhysicsterseUpdate();
3462 }
3463 }
3464 else
3465 {
3466 throttleCounter++;
3467 }
3468 }
3469 m_lastposition = l_position;
3470
3471 /// End UpdatePositionAndVelocity insert
3472
3473
3474 // Rotation lock =====================================
3475 if (m_rotateEnableUpdate)
3476 {
3477 // Snapshot current angles, set up Amotor(s)
3478 m_rotateEnableUpdate = false;
3479 m_rotateEnable = m_rotateEnableRequest;
3480 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3481
3482 if (Amotor != IntPtr.Zero)
3483 {
3484 d.JointDestroy(Amotor);
3485 Amotor = IntPtr.Zero;
3486 //Console.WriteLine("Old Amotor Destroyed");
3487 }
3488
3489 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3490 { // not all are enabled
3491 d.Quaternion r = d.BodyGetQuaternion(Body);
3492 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3493 // extract the axes vectors
3494 Vector3 vX = new Vector3(1f, 0f, 0f);
3495 Vector3 vY = new Vector3(0f, 1f, 0f);
3496 Vector3 vZ = new Vector3(0f, 0f, 1f);
3497 vX = vX * locrot;
3498 vY = vY * locrot;
3499 vZ = vZ * locrot;
3500 // snapshot the current angle vectors
3501 m_lockX = vX;
3502 m_lockY = vY;
3503 m_lockZ = vZ;
3504 // m_lockRot = locrot;
3505 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3506 d.JointAttach(Amotor, Body, IntPtr.Zero);
3507 d.JointSetAMotorMode(Amotor, 0); // User mode??
3508 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3509
3510 float axisnum = 3; // how many to lock
3511 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3512 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3513 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3514
3515 int i = 0;
3516
3517 if (m_rotateEnable.X == 0)
3518 {
3519 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3520 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3521 i++;
3522 }
3523
3524 if (m_rotateEnable.Y == 0)
3525 {
3526 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3527 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3528 i++;
3529 }
3530
3531 if (m_rotateEnable.Z == 0)
3532 {
3533 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3534 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3535 i++;
3536 }
3537
3538 // These lowstops and high stops are effectively (no wiggle room)
3539 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3541 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3542 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3544 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3545 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3546 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3547 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3548 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3549 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3550 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3551 } // else none are locked
3552 } // end Rotation Update
3553
3554
3555 // VEHICLE processing ==========================================
3556 if (m_type != Vehicle.TYPE_NONE)
3557 {
3558 // get body attitude
3559 d.Quaternion rot = d.BodyGetQuaternion(Body);
3560 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3561 Quaternion irotq = Quaternion.Inverse(rotq);
3562
3563 // VEHICLE Linear Motion
3564 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3565 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3566 m_lLinObjectVel = vel_now * irotq;
3567 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3568 {
3569 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3570 {
3571 float decayfactor = m_linearMotorDecayTimescale / timestep;
3572 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3573 m_lLinMotorDVel -= decayAmount;
3574 }
3575 else
3576 {
3577 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3578 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3579 m_lLinMotorDVel -= decel;
3580 }
3581 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3582 {
3583 m_lLinMotorDVel = Vector3.Zero;
3584 }
3585
3586 /* else
3587 {
3588 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3589 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3590 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3591 } */
3592 } // end linear motor decay
3593
3594 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3595 {
3596 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3597 if (m_linearMotorTimescale < 300.0f)
3598 {
3599 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3600 float linfactor = m_linearMotorTimescale / timestep;
3601 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3602 m_lLinObjectVel += attackAmount;
3603 }
3604 if (m_linearFrictionTimescale.X < 300.0f)
3605 {
3606 float fricfactor = m_linearFrictionTimescale.X / timestep;
3607 float fricX = m_lLinObjectVel.X / fricfactor;
3608 m_lLinObjectVel.X -= fricX;
3609 }
3610 if (m_linearFrictionTimescale.Y < 300.0f)
3611 {
3612 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3613 float fricY = m_lLinObjectVel.Y / fricfactor;
3614 m_lLinObjectVel.Y -= fricY;
3615 }
3616 if (m_linearFrictionTimescale.Z < 300.0f)
3617 {
3618 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3619 float fricZ = m_lLinObjectVel.Z / fricfactor;
3620 m_lLinObjectVel.Z -= fricZ;
3621 }
3622 }
3623 m_wLinObjectVel = m_lLinObjectVel * rotq;
3624
3625 // Gravity and Buoyancy
3626 Vector3 grav = Vector3.Zero;
3627 if (m_VehicleBuoyancy < 1.0f)
3628 {
3629 // There is some gravity, make a gravity force vector
3630 // that is applied after object velocity.
3631 d.Mass objMass;
3632 d.BodyGetMass(Body, out objMass);
3633 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3634 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3635 } // else its 1.0, no gravity.
3636
3637 // Hovering
3638 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3639 {
3640 // We should hover, get the target height
3641 d.Vector3 pos = d.BodyGetPosition(Body);
3642 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3643 {
3644 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3645 }
3646 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3647 {
3648 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3649 }
3650 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3651 {
3652 m_VhoverTargetHeight = m_VhoverHeight;
3653 }
3654
3655 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3656 {
3657 // If body is aready heigher, use its height as target height
3658 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3659 }
3660
3661 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3662 // m_VhoverTimescale = 0f; // time to acheive height
3663 // timestep is time since last frame,in secs
3664 float herr0 = pos.Z - m_VhoverTargetHeight;
3665 // Replace Vertical speed with correction figure if significant
3666 if (Math.Abs(herr0) > 0.01f)
3667 {
3668 //? d.Mass objMass;
3669 //? d.BodyGetMass(Body, out objMass);
3670 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3671 //KF: m_VhoverEfficiency is not yet implemented
3672 }
3673 else
3674 {
3675 m_wLinObjectVel.Z = 0f;
3676 }
3677 }
3678 else
3679 { // not hovering
3680 if (m_wLinObjectVel.Z == 0f)
3681 { // Gravity rules
3682 m_wLinObjectVel.Z = vel_now.Z;
3683 } // else the motor has it
3684 }
3685 linvel = m_wLinObjectVel;
3686
3687 // Vehicle Linear Motion done =======================================
3688 // Apply velocity
3689 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3690 // apply gravity force
3691 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3692 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3693 // end MoveLinear()
3694
3695
3696 // MoveAngular
3697 /*
3698 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3699
3700 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3701 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3702 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3703
3704 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3705 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3706 */
3707 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3708
3709 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3710 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3711 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3712
3713 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3714
3715 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3716 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3717 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3718 // Decay Angular Motor 2.
3719 if (m_angularMotorDecayTimescale < 300.0f)
3720 {
3721 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3722 {
3723 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3724 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3725 m_angularMotorDVel -= decayAmount;
3726 }
3727 else
3728 {
3729 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3730 m_angularMotorDVel -= decel;
3731 }
3732
3733 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3734 {
3735 m_angularMotorDVel = Vector3.Zero;
3736 }
3737 else
3738 {
3739 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3740 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3741 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3742 }
3743 } // end decay angular motor
3744 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3745
3746 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3747
3748 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3749 { // if motor or object have motion
3750 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3751
3752 if (m_angularMotorTimescale < 300.0f)
3753 {
3754 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3755 float angfactor = m_angularMotorTimescale / timestep;
3756 Vector3 attackAmount = (attack_error / angfactor);
3757 angObjectVel += attackAmount;
3758 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3759 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3760 }
3761
3762 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3763 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3764 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3765 } // else no signif. motion
3766
3767 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3768 // Bank section tba
3769 // Deflection section tba
3770 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3771
3772
3773 /* // Rotation Axis Disables:
3774 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3775 {
3776 if (m_angularEnable.X == 0)
3777 angObjectVel.X = 0f;
3778 if (m_angularEnable.Y == 0)
3779 angObjectVel.Y = 0f;
3780 if (m_angularEnable.Z == 0)
3781 angObjectVel.Z = 0f;
3782 }
3783 */
3784 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3785
3786 // Vertical attractor section
3787 Vector3 vertattr = Vector3.Zero;
3788
3789 if (m_verticalAttractionTimescale < 300)
3790 {
3791 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3792 // make a vector pointing up
3793 Vector3 verterr = Vector3.Zero;
3794 verterr.Z = 1.0f;
3795 // rotate it to Body Angle
3796 verterr = verterr * rotq;
3797 // 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.
3798 // 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
3799 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3800
3801 if (verterr.Z < 0.0f)
3802 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3803 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3804 //Console.WriteLine("InvertFlip");
3805 verterr.X = 2.0f - verterr.X;
3806 verterr.Y = 2.0f - verterr.Y;
3807 }
3808 verterr *= 0.5f;
3809 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3810 Vector3 xyav = angObjectVel;
3811 xyav.Z = 0.0f;
3812 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3813 {
3814 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3815 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3816 vertattr.X = verterr.Y;
3817 vertattr.Y = -verterr.X;
3818 vertattr.Z = 0f;
3819 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3820
3821 // scaling appears better usingsquare-law
3822 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3823 float bounce = 1.0f - damped;
3824 // 0 = crit damp, 1 = bouncy
3825 float oavz = angObjectVel.Z; // retain z velocity
3826 // time-scaled correction, which sums, therefore is bouncy:
3827 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3828 // damped, good @ < 90:
3829 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3830 angObjectVel.Z = oavz;
3831 //if(frcount == 0) Console.WriteLine("VA+");
3832 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3833 }
3834 else
3835 {
3836 // else error is very small
3837 angObjectVel.X = 0f;
3838 angObjectVel.Y = 0f;
3839 //if(frcount == 0) Console.WriteLine("VA0");
3840 }
3841 } // else vertical attractor is off
3842 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3843
3844
3845 m_lastAngularVelocity = angObjectVel;
3846 // apply Angular Velocity to body
3847 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3848 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3849
3850 } // end VEHICLES
3851 else
3852 {
3853 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3854
3855 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3856
3857 /// Dynamics Buoyancy
3858 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3859 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3860 // NB Prims in ODE are no subject to global gravity
3861 // This should only affect gravity operations
3862
3863 float m_mass = CalculateMass();
3864 // calculate z-force due togravity on object.
3865 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3866 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3867 {
3868 fz = 0; // llMoveToTarget ignores gravity.
3869 // it also ignores mass of object, and any physical resting on it.
3870 // Vector3 m_PIDTarget is where we are going
3871 // float m_PIDTau is time to get there
3872 fx = 0;
3873 fy = 0;
3874 d.Vector3 pos = d.BodyGetPosition(Body);
3875 Vector3 error = new Vector3(
3876 (m_PIDTarget.X - pos.X),
3877 (m_PIDTarget.Y - pos.Y),
3878 (m_PIDTarget.Z - pos.Z));
3879 if (error.ApproxEquals(Vector3.Zero, 0.01f))
3880 { // Very close, Jump there and quit move
3881
3882 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3883 _target_velocity = Vector3.Zero;
3884 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3885 d.BodySetForce(Body, 0f, 0f, 0f);
3886 }
3887 else
3888 {
3889 float scale = 50.0f * timestep / m_PIDTau;
3890 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
3891 {
3892 // Nearby, quit update of velocity
3893 }
3894 else
3895 { // Far, calc damped velocity
3896 _target_velocity = error * scale;
3897 }
3898 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3899 }
3900 } // end PID MoveToTarget
3901
3902
3903 /// Dynamics Hover ===================================================================================
3904 // Hover PID Controller can only run if the PIDcontroller is not in use.
3905 if (m_useHoverPID && !m_usePID)
3906 {
3907 //Console.WriteLine("Hover " + m_primName);
3908
3909 // If we're using the PID controller, then we have no gravity
3910 fz = (-1 * _parent_scene.gravityz) * m_mass;
3911
3912 // no lock; for now it's only called from within Simulate()
3913
3914 // If the PID Controller isn't active then we set our force
3915 // calculating base velocity to the current position
3916
3917 if ((m_PIDTau < 1))
3918 {
3919 PID_G = PID_G / m_PIDTau;
3920 }
3921
3922 if ((PID_G - m_PIDTau) <= 0)
3923 {
3924 PID_G = m_PIDTau + 1;
3925 }
3926
3927
3928 // Where are we, and where are we headed?
3929 d.Vector3 pos = d.BodyGetPosition(Body);
3930 // d.Vector3 vel = d.BodyGetLinearVel(Body);
3931
3932
3933 // Non-Vehicles have a limited set of Hover options.
3934 // determine what our target height really is based on HoverType
3935 switch (m_PIDHoverType)
3936 {
3937 case PIDHoverType.Ground:
3938 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3939 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3940 break;
3941 case PIDHoverType.GroundAndWater:
3942 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3943 m_waterHeight = _parent_scene.GetWaterLevel();
3944 if (m_groundHeight > m_waterHeight)
3945 {
3946 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3947 }
3948 else
3949 {
3950 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3951 }
3952 break;
3953
3954 } // end switch (m_PIDHoverType)
3955
3956
3957 _target_velocity =
3958 new Vector3(0.0f, 0.0f,
3959 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3960 );
3961
3962 // if velocity is zero, use position control; otherwise, velocity control
3963
3964 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3965 {
3966 // keep track of where we stopped. No more slippin' & slidin'
3967
3968 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3969 // react to the physics scene by moving it's position.
3970 // Avatar to Avatar collisions
3971 // Prim to avatar collisions
3972 d.Vector3 dlinvel = vel;
3973 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3974 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3975 d.BodyAddForce(Body, 0, 0, fz);
3976 //KF this prevents furthur motions return;
3977 }
3978 else
3979 {
3980 _zeroFlag = false;
3981
3982 // We're flying and colliding with something
3983 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3984 }
3985 } // end m_useHoverPID && !m_usePID
3986
3987
3988 /// Dynamics Apply Forces ===================================================================================
3989 fx *= m_mass;
3990 fy *= m_mass;
3991 //fz *= m_mass;
3992 fx += m_force.X;
3993 fy += m_force.Y;
3994 fz += m_force.Z;
3995
3996 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3997 if (fx != 0 || fy != 0 || fz != 0)
3998 {
3999 //m_taintdisable = true;
4000 //base.RaiseOutOfBounds(Position);
4001 //d.BodySetLinearVel(Body, fx, fy, 0f);
4002 if (!d.BodyIsEnabled(Body))
4003 {
4004 // A physical body at rest on a surface will auto-disable after a while,
4005 // this appears to re-enable it incase the surface it is upon vanishes,
4006 // and the body should fall again.
4007 d.BodySetLinearVel(Body, 0f, 0f, 0f);
4008 d.BodySetForce(Body, 0f, 0f, 0f);
4009 enableBodySoft();
4010 }
4011
4012 // 35x10 = 350n times the mass per second applied maximum.
4013 float nmax = 35f * m_mass;
4014 float nmin = -35f * m_mass;
4015
4016
4017 if (fx > nmax)
4018 fx = nmax;
4019 if (fx < nmin)
4020 fx = nmin;
4021 if (fy > nmax)
4022 fy = nmax;
4023 if (fy < nmin)
4024 fy = nmin;
4025 d.BodyAddForce(Body, fx, fy, fz);
4026 } // end apply forces
4027 } // end Vehicle/Dynamics
4028
4029 /// RotLookAt / LookAt =================================================================================
4030 if (m_useAPID)
4031 {
4032 // RotLookAt, apparently overrides all other rotation sources. Inputs:
4033 // Quaternion m_APIDTarget
4034 // float m_APIDStrength // From SL experiments, this is the time to get there
4035 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
4036 // Also in SL the mass of the object has no effect on time to get there.
4037 // Factors:
4038 // get present body rotation
4039 float limit = 1.0f;
4040 float rscaler = 50f; // adjusts rotation damping time
4041 float lscaler = 10f; // adjusts linear damping time in llLookAt
4042 float RLAservo = 0f;
4043 Vector3 diff_axis;
4044 float diff_angle;
4045 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
4046 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
4047 Quaternion rtarget = new Quaternion();
4048
4049 if (m_APIDTarget.W == -99.9f)
4050 {
4051 // this is really a llLookAt(), x,y,z is the target vector
4052 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
4053 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
4054 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
4055 float twopi = 2.0f * (float)Math.PI;
4056 Vector3 dir = target - _position;
4057 dir.Normalize();
4058 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
4059 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
4060 float terot = (float)Math.Atan2(dir.Z, txy);
4061 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
4062 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
4063 float oerot = (float)Math.Atan2(ospin.Z, oxy);
4064 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
4065 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
4066 float roll = (float)Math.Atan2(ra, rb);
4067 float errorz = tzrot - ozrot;
4068 if (errorz > (float)Math.PI) errorz -= twopi;
4069 else if (errorz < -(float)Math.PI) errorz += twopi;
4070 float errory = oerot - terot;
4071 if (errory > (float)Math.PI) errory -= twopi;
4072 else if (errory < -(float)Math.PI) errory += twopi;
4073 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
4074 if (diff_angle > 0.01f * m_APIDdamper)
4075 {
4076 m_APIDdamper = 1.0f;
4077 RLAservo = timestep / m_APIDStrength * rscaler;
4078 errorz *= RLAservo;
4079 errory *= RLAservo;
4080 error.X = -roll * 8.0f;
4081 error.Y = errory;
4082 error.Z = errorz;
4083 error *= rotq;
4084 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4085 }
4086 else
4087 {
4088 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4089 m_APIDdamper = 2.0f;
4090 }
4091 }
4092 else
4093 {
4094 // this is a llRotLookAt()
4095 rtarget = m_APIDTarget;
4096
4097 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4098 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4099 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4100
4101 // diff_axis.Normalize(); it already is!
4102 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4103 {
4104 m_APIDdamper = 1.0f;
4105 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4106 rotforce = rotforce * rotq;
4107 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4108 RLAservo = timestep / m_APIDStrength * lscaler;
4109 rotforce = rotforce * RLAservo * diff_angle;
4110 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4111 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4112 }
4113 else
4114 { // close enough
4115 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4116 m_APIDdamper = 2.0f;
4117 }
4118 } // end llLookAt/llRotLookAt
4119 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4120 } // end m_useAPID
4121 } // end root prims
4122 } // end Move()
4123 } // end class
4124}
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
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace 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
28using System;
29using OpenMetaverse;
30using Ode.NET;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenSim.Region.Physics.OdePlugin;
34
35namespace 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
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 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
16using System;
17using System.IO;
18using OpenMetaverse;
19
20namespace 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
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace 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
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace 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..a8c99f7 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Runtime.InteropServices;
30using OpenSim.Framework; 31using OpenSim.Framework;
31using OpenMetaverse; 32using OpenMetaverse;
32 33
@@ -36,6 +37,9 @@ namespace OpenSim.Region.Physics.Manager
36 { 37 {
37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); 38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
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);
40 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical,bool convex);
41 void ReleaseMesh(IMesh mesh);
42 void ExpireReleaseMeshs();
39 } 43 }
40 44
41 // Values for level of detail to be passed to the mesher. 45 // Values for level of detail to be passed to the mesher.
@@ -53,6 +57,17 @@ namespace OpenSim.Region.Physics.Manager
53 { 57 {
54 } 58 }
55 59
60 [StructLayout(LayoutKind.Explicit)]
61 public struct AMeshKey
62 {
63 [FieldOffset(0)]
64 public UUID uuid;
65 [FieldOffset(0)]
66 public ulong hashA;
67 [FieldOffset(8)]
68 public ulong hashB;
69 }
70
56 public interface IMesh 71 public interface IMesh
57 { 72 {
58 List<Vector3> getVertexList(); 73 List<Vector3> getVertexList();
@@ -65,5 +80,6 @@ namespace OpenSim.Region.Physics.Manager
65 void releasePinned(); 80 void releasePinned();
66 void Append(IMesh newMesh); 81 void Append(IMesh newMesh);
67 void TransformLinear(float[,] matrix, float[] offset); 82 void TransformLinear(float[,] matrix, float[] offset);
83 Vector3 GetCentroid();
68 } 84 }
69} 85}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 0587054..a2c72c3 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -43,7 +43,8 @@ namespace OpenSim.Region.Physics.Manager
43 Unknown = 0, 43 Unknown = 0,
44 Agent = 1, 44 Agent = 1,
45 Prim = 2, 45 Prim = 2,
46 Ground = 3 46 Ground = 3,
47 Water = 4
47 } 48 }
48 49
49 public enum PIDHoverType 50 public enum PIDHoverType
@@ -59,15 +60,30 @@ namespace OpenSim.Region.Physics.Manager
59 public Vector3 Position; 60 public Vector3 Position;
60 public Vector3 SurfaceNormal; 61 public Vector3 SurfaceNormal;
61 public float PenetrationDepth; 62 public float PenetrationDepth;
63 public float RelativeSpeed;
62 64
63 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth) 65 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
64 { 66 {
65 Position = position; 67 Position = position;
66 SurfaceNormal = surfaceNormal; 68 SurfaceNormal = surfaceNormal;
67 PenetrationDepth = penetrationDepth; 69 PenetrationDepth = penetrationDepth;
70 RelativeSpeed = 0f; // for now let this one be set explicity
68 } 71 }
69 } 72 }
70 73
74 public struct ContactData
75 {
76 public float mu;
77 public float bounce;
78 public bool softcolide;
79
80 public ContactData(float _mu, float _bounce, bool _softcolide)
81 {
82 mu = _mu;
83 bounce = _bounce;
84 softcolide = _softcolide;
85 }
86 }
71 /// <summary> 87 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 88 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 89 /// </summary>
@@ -99,7 +115,7 @@ namespace OpenSim.Region.Physics.Manager
99 m_objCollisionList.Add(localID, contact); 115 m_objCollisionList.Add(localID, contact);
100 } 116 }
101 else 117 else
102 { 118 {
103 if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth) 119 if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth)
104 m_objCollisionList[localID] = contact; 120 m_objCollisionList[localID] = contact;
105 } 121 }
@@ -135,6 +151,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 151 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 152 public event CollisionUpdate OnCollisionUpdate;
137 153
154 public virtual void SetVehicle(object vdata) { }
155
138 public event OutOfBounds OnOutOfBounds; 156 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 157#pragma warning restore 67
140 158
@@ -142,11 +160,29 @@ namespace OpenSim.Region.Physics.Manager
142 { 160 {
143 get { return new NullPhysicsActor(); } 161 get { return new NullPhysicsActor(); }
144 } 162 }
163
164 public virtual bool Building { get; set; }
165
166 public virtual void getContactData(ref ContactData cdata)
167 {
168 cdata.mu = 0;
169 cdata.bounce = 0;
170 }
145 171
146 public abstract bool Stopped { get; } 172 public abstract bool Stopped { get; }
147 173
148 public abstract Vector3 Size { get; set; } 174 public abstract Vector3 Size { get; set; }
149 175
176 public virtual bool Phantom { get; set; }
177
178 public virtual bool IsVolumeDtc
179 {
180 get { return false; }
181 set { return; }
182 }
183
184 public virtual byte PhysicsShapeType { get; set; }
185
150 public abstract PrimitiveBaseShape Shape { set; } 186 public abstract PrimitiveBaseShape Shape { set; }
151 187
152 uint m_baseLocalID; 188 uint m_baseLocalID;
@@ -167,7 +203,7 @@ namespace OpenSim.Region.Physics.Manager
167 /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or 203 /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or
168 /// water. This is not a problem due to the formatting of names given by prims and avatars. 204 /// water. This is not a problem due to the formatting of names given by prims and avatars.
169 /// </remarks> 205 /// </remarks>
170 public string Name { get; protected set; } 206 public string Name { get; set; }
171 207
172 /// <summary> 208 /// <summary>
173 /// This is being used by ODE joint code. 209 /// This is being used by ODE joint code.
@@ -218,9 +254,11 @@ namespace OpenSim.Region.Physics.Manager
218 handler(e); 254 handler(e);
219 } 255 }
220 256
221 public virtual void SetMaterial (int material) 257 public virtual void SetMaterial (int material) { }
222 { 258 public virtual float Density { get; set; }
223 } 259 public virtual float GravModifier { get; set; }
260 public virtual float Friction { get; set; }
261 public virtual float Bounce { get; set; }
224 262
225 /// <summary> 263 /// <summary>
226 /// Position of this actor. 264 /// Position of this actor.
@@ -249,6 +287,34 @@ namespace OpenSim.Region.Physics.Manager
249 public abstract Vector3 GeometricCenter { get; } 287 public abstract Vector3 GeometricCenter { get; }
250 public abstract Vector3 CenterOfMass { get; } 288 public abstract Vector3 CenterOfMass { get; }
251 289
290 public virtual Vector3 OOBsize
291 {
292 get
293 {
294 Vector3 s=Size;
295 s.X *=0.5f;
296 s.Y *=0.5f;
297 s.Z *=0.5f;
298 return s;
299 }
300 }
301
302 public virtual Vector3 OOBoffset
303 {
304 get
305 {
306 return Vector3.Zero;
307 }
308 }
309
310 public virtual float OOBRadiusSQ
311 {
312 get
313 {
314 return Size.LengthSquared() * 0.25f; // ((0.5^2)
315 }
316 }
317
252 /// <summary> 318 /// <summary>
253 /// Velocity of this actor. 319 /// Velocity of this actor.
254 /// </summary> 320 /// </summary>
@@ -300,13 +366,21 @@ namespace OpenSim.Region.Physics.Manager
300 public abstract void SubscribeEvents(int ms); 366 public abstract void SubscribeEvents(int ms);
301 public abstract void UnSubscribeEvents(); 367 public abstract void UnSubscribeEvents();
302 public abstract bool SubscribedEvents(); 368 public abstract bool SubscribedEvents();
369
370 public virtual void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { }
371
372 // Warning in a parent part it returns itself, not null
373 public virtual PhysicsActor ParentActor { get { return this; } }
374
303 } 375 }
304 376
305 public class NullPhysicsActor : PhysicsActor 377 public class NullPhysicsActor : PhysicsActor
306 { 378 {
379 private ActorTypes m_actorType = ActorTypes.Unknown;
380
307 public override bool Stopped 381 public override bool Stopped
308 { 382 {
309 get{ return false; } 383 get{ return true; }
310 } 384 }
311 385
312 public override Vector3 Position 386 public override Vector3 Position
@@ -323,6 +397,7 @@ namespace OpenSim.Region.Physics.Manager
323 397
324 public override uint LocalID 398 public override uint LocalID
325 { 399 {
400 get { return 0; }
326 set { return; } 401 set { return; }
327 } 402 }
328 403
@@ -382,50 +457,17 @@ namespace OpenSim.Region.Physics.Manager
382 set { return; } 457 set { return; }
383 } 458 }
384 459
385 public override void VehicleFloatParam(int param, float value) 460 public override void VehicleFloatParam(int param, float value) {}
386 { 461 public override void VehicleVectorParam(int param, Vector3 value) { }
387 462 public override void VehicleRotationParam(int param, Quaternion rotation) { }
388 } 463 public override void VehicleFlags(int param, bool remove) { }
389 464 public override void SetVolumeDetect(int param) {}
390 public override void VehicleVectorParam(int param, Vector3 value) 465 public override void SetMaterial(int material) {}
391 { 466 public override Vector3 CenterOfMass { get { return Vector3.Zero; }}
392
393 }
394
395 public override void VehicleRotationParam(int param, Quaternion rotation)
396 {
397
398 }
399
400 public override void VehicleFlags(int param, bool remove)
401 {
402
403 }
404
405 public override void SetVolumeDetect(int param)
406 {
407
408 }
409
410 public override void SetMaterial(int material)
411 {
412
413 }
414
415 public override Vector3 CenterOfMass
416 {
417 get { return Vector3.Zero; }
418 }
419 467
420 public override Vector3 GeometricCenter 468 public override Vector3 GeometricCenter { get { return Vector3.Zero; }}
421 {
422 get { return Vector3.Zero; }
423 }
424 469
425 public override PrimitiveBaseShape Shape 470 public override PrimitiveBaseShape Shape { set { return; }}
426 {
427 set { return; }
428 }
429 471
430 public override Vector3 Velocity 472 public override Vector3 Velocity
431 { 473 {
@@ -445,9 +487,7 @@ namespace OpenSim.Region.Physics.Manager
445 set { } 487 set { }
446 } 488 }
447 489
448 public override void CrossingFailure() 490 public override void CrossingFailure() {}
449 {
450 }
451 491
452 public override Quaternion Orientation 492 public override Quaternion Orientation
453 { 493 {
@@ -487,8 +527,20 @@ namespace OpenSim.Region.Physics.Manager
487 527
488 public override int PhysicsActorType 528 public override int PhysicsActorType
489 { 529 {
490 get { return (int) ActorTypes.Unknown; } 530 get { return (int)m_actorType; }
491 set { return; } 531 set {
532 ActorTypes type = (ActorTypes)value;
533 switch (type)
534 {
535 case ActorTypes.Ground:
536 case ActorTypes.Water:
537 m_actorType = type;
538 break;
539 default:
540 m_actorType = ActorTypes.Unknown;
541 break;
542 }
543 }
492 } 544 }
493 545
494 public override bool Kinematic 546 public override bool Kinematic
@@ -497,26 +549,11 @@ namespace OpenSim.Region.Physics.Manager
497 set { return; } 549 set { return; }
498 } 550 }
499 551
500 public override void link(PhysicsActor obj) 552 public override void link(PhysicsActor obj) { }
501 { 553 public override void delink() { }
502 } 554 public override void LockAngularMotion(Vector3 axis) { }
503 555 public override void AddForce(Vector3 force, bool pushforce) { }
504 public override void delink() 556 public override void AddAngularForce(Vector3 force, bool pushforce) { }
505 {
506 }
507
508 public override void LockAngularMotion(Vector3 axis)
509 {
510 }
511
512 public override void AddForce(Vector3 force, bool pushforce)
513 {
514 }
515
516 public override void AddAngularForce(Vector3 force, bool pushforce)
517 {
518
519 }
520 557
521 public override Vector3 RotationalVelocity 558 public override Vector3 RotationalVelocity
522 { 559 {
@@ -538,21 +575,10 @@ namespace OpenSim.Region.Physics.Manager
538 public override float APIDStrength { set { return; } } 575 public override float APIDStrength { set { return; } }
539 public override float APIDDamping { set { return; } } 576 public override float APIDDamping { set { return; } }
540 577
541 public override void SetMomentum(Vector3 momentum) 578 public override void SetMomentum(Vector3 momentum) { }
542 {
543 }
544
545 public override void SubscribeEvents(int ms)
546 {
547 579
548 } 580 public override void SubscribeEvents(int ms) { }
549 public override void UnSubscribeEvents() 581 public override void UnSubscribeEvents() { }
550 { 582 public override bool SubscribedEvents() { return false; }
551
552 }
553 public override bool SubscribedEvents()
554 {
555 return false;
556 }
557 } 583 }
558} 584}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 6a0558a..5274f3b 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -43,6 +43,34 @@ namespace OpenSim.Region.Physics.Manager
43 public delegate void JointDeactivated(PhysicsJoint joint); 43 public delegate void JointDeactivated(PhysicsJoint joint);
44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" 44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
45 45
46 public enum RayFilterFlags:ushort
47 {
48 // the flags
49 water = 0x01,
50 land = 0x02,
51 agent = 0x04,
52 nonphysical = 0x08,
53 physical = 0x10,
54 phantom = 0x20,
55 volumedtc = 0x40,
56
57 // ray cast colision control (may only work for meshs)
58 BackFaceCull = 0x4000,
59 ClosestHit = 0x8000,
60
61 // some combinations
62 LSLPhanton = phantom | volumedtc,
63 PrimsNonPhantom = nonphysical | physical,
64 PrimsNonPhantomAgents = nonphysical | physical | agent,
65
66 AllPrims = nonphysical | phantom | volumedtc | physical,
67 AllButLand = agent | nonphysical | physical | phantom | volumedtc,
68
69 ClosestAndBackCull = ClosestHit | BackFaceCull,
70
71 All = 0x3f
72 }
73
46 public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback); 74 public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback);
47 public delegate void AssetReceivedDelegate(AssetBase asset); 75 public delegate void AssetReceivedDelegate(AssetBase asset);
48 76
@@ -57,6 +85,8 @@ namespace OpenSim.Region.Physics.Manager
57 public Vector3 Normal; 85 public Vector3 Normal;
58 } 86 }
59 87
88
89
60 public abstract class PhysicsScene 90 public abstract class PhysicsScene
61 { 91 {
62// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 92// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -130,6 +160,25 @@ namespace OpenSim.Region.Physics.Manager
130 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 160 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
131 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 161 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
132 162
163 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
164 uint localid, byte[] sdata)
165 {
166 return null;
167 }
168
169 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
170 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
171 {
172 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
173 }
174
175
176 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
177 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
178 {
179 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
180 }
181
133 public virtual float TimeDilation 182 public virtual float TimeDilation
134 { 183 {
135 get { return 1.0f; } 184 get { return 1.0f; }
@@ -241,7 +290,7 @@ namespace OpenSim.Region.Physics.Manager
241 } 290 }
242 291
243 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 292 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
244 293 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
245 public virtual void UnCombine(PhysicsScene pScene) {} 294 public virtual void UnCombine(PhysicsScene pScene) {}
246 295
247 /// <summary> 296 /// <summary>
@@ -279,5 +328,23 @@ namespace OpenSim.Region.Physics.Manager
279 { 328 {
280 return new List<ContactResult>(); 329 return new List<ContactResult>();
281 } 330 }
331
332 public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
333 {
334 return null;
335 }
336
337 public virtual bool SuportsRaycastWorldFiltered()
338 {
339 return false;
340 }
341
342 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
343 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
344 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
345 {
346 return new List<ContactResult>();
347 }
348
282 } 349 }
283} 350}
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
28using System; 28using System;
29using OpenMetaverse;
29 30
30namespace OpenSim.Region.Physics.Manager 31namespace 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..f555cb9 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
@@ -74,5 +79,7 @@ namespace OpenSim.Region.Physics.Manager
74 79
75 return null; 80 return null;
76 } 81 }
82 public void ReleaseMesh(IMesh mesh) { }
83 public void ExpireReleaseMeshs() { }
77 } 84 }
78} 85}
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..3c4f737 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;
@@ -321,7 +335,7 @@ namespace OpenSim.Region.Physics.Meshing
321 335
322 if (primShape.SculptData.Length <= 0) 336 if (primShape.SculptData.Length <= 0)
323 { 337 {
324 m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName); 338 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
325 return false; 339 return false;
326 } 340 }
327 341
@@ -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
@@ -743,5 +763,7 @@ namespace OpenSim.Region.Physics.Meshing
743 763
744 return mesh; 764 return mesh;
745 } 765 }
766 public void ReleaseMesh(IMesh imesh) { }
767 public void ExpireReleaseMeshs() { }
746 } 768 }
747} 769}
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 e7b3b2b..eb02536 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -604,8 +604,8 @@ namespace OpenSim.Region.Physics.OdePlugin
604 break; 604 break;
605 605
606 case HollowShape.Circle: 606 case HollowShape.Circle:
607 // Hollow shape is a perfect cyllinder in respect to the cube's scale 607 // Hollow shape is a perfect cylinder in respect to the cube's scale
608 // Cyllinder hollow volume calculation 608 // Cylinder hollow volume calculation
609 609
610 hollowVolume *= 0.1963495f * 3.07920140172638f; 610 hollowVolume *= 0.1963495f * 3.07920140172638f;
611 break; 611 break;
@@ -2850,7 +2850,7 @@ Console.WriteLine(" JointCreateFixed");
2850 } 2850 }
2851 public override bool PIDActive { set { m_usePID = value; } } 2851 public override bool PIDActive { set { m_usePID = value; } }
2852 public override float PIDTau { set { m_PIDTau = value; } } 2852 public override float PIDTau { set { m_PIDTau = value; } }
2853 2853
2854 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2854 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2855 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2855 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2856 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2856 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
28using System;
29using System.Collections.Generic;
30using System.Diagnostics;
31using System.Globalization;
32using OpenMetaverse;
33using OpenSim.Region.Physics.Manager;
34using OpenSim.Region.Physics.Meshing;
35
36public 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
267public 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..98c0f0b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -0,0 +1,412 @@
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
28using System;
29using System.Collections.Generic;
30using System.IO;
31using System.Runtime.InteropServices;
32using OpenSim.Region.Physics.Manager;
33using PrimMesher;
34using OpenMetaverse;
35
36namespace OpenSim.Region.Physics.Meshing
37{
38 public class Mesh : IMesh
39 {
40
41 private Dictionary<Vertex, int> m_vertices;
42 private List<Triangle> m_triangles;
43 GCHandle m_pinnedVertexes;
44 GCHandle m_pinnedIndex;
45 IntPtr m_verticesPtr = IntPtr.Zero;
46 int m_vertexCount = 0;
47 IntPtr m_indicesPtr = IntPtr.Zero;
48 int m_indexCount = 0;
49 public float[] m_normals;
50 Vector3 m_centroid;
51 int m_centroidDiv;
52
53
54 private class vertexcomp : IEqualityComparer<Vertex>
55 {
56 public bool Equals(Vertex v1, Vertex v2)
57 {
58 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
59 return true;
60 else
61 return false;
62 }
63 public int GetHashCode(Vertex v)
64 {
65 int a = v.X.GetHashCode();
66 int b = v.Y.GetHashCode();
67 int c = v.Z.GetHashCode();
68 return (a << 16) ^ (b << 8) ^ c;
69 }
70 }
71
72 public Mesh()
73 {
74 vertexcomp vcomp = new vertexcomp();
75
76 m_vertices = new Dictionary<Vertex, int>(vcomp);
77 m_triangles = new List<Triangle>();
78 m_centroid = Vector3.Zero;
79 m_centroidDiv = 0;
80 }
81
82 public int RefCount { get; set; }
83
84 public AMeshKey Key { get; set; }
85
86 public void Scale(Vector3 scale)
87 {
88
89
90 }
91
92 public Mesh Clone()
93 {
94 Mesh result = new Mesh();
95
96 foreach (Triangle t in m_triangles)
97 {
98 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
99 }
100 result.m_centroid = m_centroid;
101 result.m_centroidDiv = m_centroidDiv;
102 return result;
103 }
104
105 public void Add(Triangle triangle)
106 {
107 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
108 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
109 // If a vertex of the triangle is not yet in the vertices list,
110 // add it and set its index to the current index count
111 // vertex == seems broken
112 // skip colapsed triangles
113 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
114 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
115 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
116 )
117 {
118 return;
119 }
120
121 if (m_vertices.Count == 0)
122 {
123 m_centroidDiv = 0;
124 m_centroid = Vector3.Zero;
125 }
126
127 if (!m_vertices.ContainsKey(triangle.v1))
128 {
129 m_vertices[triangle.v1] = m_vertices.Count;
130 m_centroid.X += triangle.v1.X;
131 m_centroid.Y += triangle.v1.Y;
132 m_centroid.Z += triangle.v1.Z;
133 m_centroidDiv++;
134 }
135 if (!m_vertices.ContainsKey(triangle.v2))
136 {
137 m_vertices[triangle.v2] = m_vertices.Count;
138 m_centroid.X += triangle.v2.X;
139 m_centroid.Y += triangle.v2.Y;
140 m_centroid.Z += triangle.v2.Z;
141 m_centroidDiv++;
142 }
143 if (!m_vertices.ContainsKey(triangle.v3))
144 {
145 m_vertices[triangle.v3] = m_vertices.Count;
146 m_centroid.X += triangle.v3.X;
147 m_centroid.Y += triangle.v3.Y;
148 m_centroid.Z += triangle.v3.Z;
149 m_centroidDiv++;
150 }
151 m_triangles.Add(triangle);
152 }
153
154 public Vector3 GetCentroid()
155 {
156 if (m_centroidDiv > 0)
157 return new Vector3(m_centroid.X / m_centroidDiv, m_centroid.Y / m_centroidDiv, m_centroid.Z / m_centroidDiv);
158 else
159 return Vector3.Zero;
160 }
161
162 public void CalcNormals()
163 {
164 int iTriangles = m_triangles.Count;
165
166 this.m_normals = new float[iTriangles * 3];
167
168 int i = 0;
169 foreach (Triangle t in m_triangles)
170 {
171 float ux, uy, uz;
172 float vx, vy, vz;
173 float wx, wy, wz;
174
175 ux = t.v1.X;
176 uy = t.v1.Y;
177 uz = t.v1.Z;
178
179 vx = t.v2.X;
180 vy = t.v2.Y;
181 vz = t.v2.Z;
182
183 wx = t.v3.X;
184 wy = t.v3.Y;
185 wz = t.v3.Z;
186
187
188 // Vectors for edges
189 float e1x, e1y, e1z;
190 float e2x, e2y, e2z;
191
192 e1x = ux - vx;
193 e1y = uy - vy;
194 e1z = uz - vz;
195
196 e2x = ux - wx;
197 e2y = uy - wy;
198 e2z = uz - wz;
199
200
201 // Cross product for normal
202 float nx, ny, nz;
203 nx = e1y * e2z - e1z * e2y;
204 ny = e1z * e2x - e1x * e2z;
205 nz = e1x * e2y - e1y * e2x;
206
207 // Length
208 float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
209 float lReciprocal = 1.0f / l;
210
211 // Normalized "normal"
212 //nx /= l;
213 //ny /= l;
214 //nz /= l;
215
216 m_normals[i] = nx * lReciprocal;
217 m_normals[i + 1] = ny * lReciprocal;
218 m_normals[i + 2] = nz * lReciprocal;
219
220 i += 3;
221 }
222 }
223
224 public List<Vector3> getVertexList()
225 {
226 List<Vector3> result = new List<Vector3>();
227 foreach (Vertex v in m_vertices.Keys)
228 {
229 result.Add(new Vector3(v.X, v.Y, v.Z));
230 }
231 return result;
232 }
233
234 private float[] getVertexListAsFloat()
235 {
236 if (m_vertices == null)
237 throw new NotSupportedException();
238 float[] result = new float[m_vertices.Count * 3];
239 foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
240 {
241 Vertex v = kvp.Key;
242 int i = kvp.Value;
243 result[3 * i + 0] = v.X;
244 result[3 * i + 1] = v.Y;
245 result[3 * i + 2] = v.Z;
246 }
247 return result;
248 }
249
250 public float[] getVertexListAsFloatLocked()
251 {
252 if (m_pinnedVertexes.IsAllocated)
253 return (float[])(m_pinnedVertexes.Target);
254
255 float[] result = getVertexListAsFloat();
256 m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned);
257 // Inform the garbage collector of this unmanaged allocation so it can schedule
258 // the next GC round more intelligently
259 GC.AddMemoryPressure(Buffer.ByteLength(result));
260
261 return result;
262 }
263
264 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
265 {
266 // A vertex is 3 floats
267 vertexStride = 3 * sizeof(float);
268
269 // If there isn't an unmanaged array allocated yet, do it now
270 if (m_verticesPtr == IntPtr.Zero)
271 {
272 float[] vertexList = getVertexListAsFloat();
273 // Each vertex is 3 elements (floats)
274 m_vertexCount = vertexList.Length / 3;
275 int byteCount = m_vertexCount * vertexStride;
276 m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
277 System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3);
278 }
279 vertices = m_verticesPtr;
280 vertexCount = m_vertexCount;
281 }
282
283 public int[] getIndexListAsInt()
284 {
285 if (m_triangles == null)
286 throw new NotSupportedException();
287 int[] result = new int[m_triangles.Count * 3];
288 for (int i = 0; i < m_triangles.Count; i++)
289 {
290 Triangle t = m_triangles[i];
291 result[3 * i + 0] = m_vertices[t.v1];
292 result[3 * i + 1] = m_vertices[t.v2];
293 result[3 * i + 2] = m_vertices[t.v3];
294 }
295 return result;
296 }
297
298 /// <summary>
299 /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
300 /// </summary>
301 /// <returns></returns>
302 public int[] getIndexListAsIntLocked()
303 {
304 if (m_pinnedIndex.IsAllocated)
305 return (int[])(m_pinnedIndex.Target);
306
307 int[] result = getIndexListAsInt();
308 m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
309 // Inform the garbage collector of this unmanaged allocation so it can schedule
310 // the next GC round more intelligently
311 GC.AddMemoryPressure(Buffer.ByteLength(result));
312
313 return result;
314 }
315
316 public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
317 {
318 // If there isn't an unmanaged array allocated yet, do it now
319 if (m_indicesPtr == IntPtr.Zero)
320 {
321 int[] indexList = getIndexListAsInt();
322 m_indexCount = indexList.Length;
323 int byteCount = m_indexCount * sizeof(int);
324 m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
325 System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount);
326 }
327 // A triangle is 3 ints (indices)
328 triStride = 3 * sizeof(int);
329 indices = m_indicesPtr;
330 indexCount = m_indexCount;
331 }
332
333 public void releasePinned()
334 {
335 if (m_pinnedVertexes.IsAllocated)
336 m_pinnedVertexes.Free();
337 if (m_pinnedIndex.IsAllocated)
338 m_pinnedIndex.Free();
339 if (m_verticesPtr != IntPtr.Zero)
340 {
341 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr);
342 m_verticesPtr = IntPtr.Zero;
343 }
344 if (m_indicesPtr != IntPtr.Zero)
345 {
346 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr);
347 m_indicesPtr = IntPtr.Zero;
348 }
349 }
350
351 /// <summary>
352 /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
353 /// </summary>
354 public void releaseSourceMeshData()
355 {
356 m_triangles = null;
357 m_vertices = null;
358 }
359
360 public void Append(IMesh newMesh)
361 {
362 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
363 throw new NotSupportedException("Attempt to Append to a pinned Mesh");
364
365 if (!(newMesh is Mesh))
366 return;
367
368 foreach (Triangle t in ((Mesh)newMesh).m_triangles)
369 Add(t);
370 }
371
372 // Do a linear transformation of mesh.
373 public void TransformLinear(float[,] matrix, float[] offset)
374 {
375 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
376 throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
377
378 foreach (Vertex v in m_vertices.Keys)
379 {
380 if (v == null)
381 continue;
382 float x, y, z;
383 x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
384 y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
385 z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
386 v.X = x + offset[0];
387 v.Y = y + offset[1];
388 v.Z = z + offset[2];
389 }
390 }
391
392 public void DumpRaw(String path, String name, String title)
393 {
394 if (path == null)
395 return;
396 String fileName = name + "_" + title + ".raw";
397 String completePath = System.IO.Path.Combine(path, fileName);
398 StreamWriter sw = new StreamWriter(completePath);
399 foreach (Triangle t in m_triangles)
400 {
401 String s = t.ToStringRaw();
402 sw.WriteLine(s);
403 }
404 sw.Close();
405 }
406
407 public void TrimExcess()
408 {
409 m_triangles.TrimExcess();
410 }
411 }
412}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
new file mode 100644
index 0000000..4c40175
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -0,0 +1,1187 @@
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
29using System;
30using System.Collections.Generic;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenMetaverse;
34using OpenMetaverse.StructuredData;
35using System.Drawing;
36using System.Drawing.Imaging;
37using System.IO.Compression;
38using PrimMesher;
39using log4net;
40using Nini.Config;
41using System.Reflection;
42using System.IO;
43using ComponentAce.Compression.Libs.zlib;
44using OpenSim.Region.Physics.ConvexDecompositionDotNet;
45
46namespace 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// private Dictionary<ulong, Mesh> m_uniqueReleasedMeshes = new Dictionary<ulong, Mesh>();
87 private Dictionary<AMeshKey, Mesh> m_uniqueMeshes = new Dictionary<AMeshKey, Mesh>();
88 private Dictionary<AMeshKey, Mesh> m_uniqueReleasedMeshes = new Dictionary<AMeshKey, Mesh>();
89
90 public Meshmerizer(IConfigSource config)
91 {
92 IConfig start_config = config.Configs["Startup"];
93 IConfig mesh_config = config.Configs["Mesh"];
94
95 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
96
97 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
98
99 if (Environment.OSVersion.Platform == PlatformID.Unix)
100 {
101 cacheSculptAlphaMaps = false;
102 }
103 else
104 cacheSculptAlphaMaps = cacheSculptMaps;
105
106 if(mesh_config != null)
107 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
108
109 try
110 {
111 if (!Directory.Exists(decodedSculptMapPath))
112 Directory.CreateDirectory(decodedSculptMapPath);
113 }
114 catch (Exception e)
115 {
116 m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
117 }
118 }
119
120 /// <summary>
121 /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
122 /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
123 /// for some reason
124 /// </summary>
125 /// <param name="minX"></param>
126 /// <param name="maxX"></param>
127 /// <param name="minY"></param>
128 /// <param name="maxY"></param>
129 /// <param name="minZ"></param>
130 /// <param name="maxZ"></param>
131 /// <returns></returns>
132 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
133 {
134 Mesh box = new Mesh();
135 List<Vertex> vertices = new List<Vertex>();
136 // bottom
137
138 vertices.Add(new Vertex(minX, maxY, minZ));
139 vertices.Add(new Vertex(maxX, maxY, minZ));
140 vertices.Add(new Vertex(maxX, minY, minZ));
141 vertices.Add(new Vertex(minX, minY, minZ));
142
143 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
144 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
145
146 // top
147
148 vertices.Add(new Vertex(maxX, maxY, maxZ));
149 vertices.Add(new Vertex(minX, maxY, maxZ));
150 vertices.Add(new Vertex(minX, minY, maxZ));
151 vertices.Add(new Vertex(maxX, minY, maxZ));
152
153 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
154 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
155
156 // sides
157
158 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
159 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
160
161 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
162 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
163
164 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
165 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
166
167 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
168 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
169
170 return box;
171 }
172
173 /// <summary>
174 /// Creates a simple bounding box mesh for a complex input mesh
175 /// </summary>
176 /// <param name="meshIn"></param>
177 /// <returns></returns>
178 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
179 {
180 float minX = float.MaxValue;
181 float maxX = float.MinValue;
182 float minY = float.MaxValue;
183 float maxY = float.MinValue;
184 float minZ = float.MaxValue;
185 float maxZ = float.MinValue;
186
187 foreach (Vector3 v in meshIn.getVertexList())
188 {
189 if (v.X < minX) minX = v.X;
190 if (v.Y < minY) minY = v.Y;
191 if (v.Z < minZ) minZ = v.Z;
192
193 if (v.X > maxX) maxX = v.X;
194 if (v.Y > maxY) maxY = v.Y;
195 if (v.Z > maxZ) maxZ = v.Z;
196 }
197
198 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
199 }
200
201 private void ReportPrimError(string message, string primName, PrimMesh primMesh)
202 {
203 m_log.Error(message);
204 m_log.Error("\nPrim Name: " + primName);
205 m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
206 }
207
208 /// <summary>
209 /// Add a submesh to an existing list of coords and faces.
210 /// </summary>
211 /// <param name="subMeshData"></param>
212 /// <param name="size">Size of entire object</param>
213 /// <param name="coords"></param>
214 /// <param name="faces"></param>
215 private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces)
216 {
217 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
218
219 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
220 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
221 // geometry for this submesh.
222 if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
223 return;
224
225 OpenMetaverse.Vector3 posMax;
226 OpenMetaverse.Vector3 posMin;
227 if (subMeshData.ContainsKey("PositionDomain"))
228 {
229 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
230 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
231 }
232 else
233 {
234 posMax = new Vector3(0.5f, 0.5f, 0.5f);
235 posMin = new Vector3(-0.5f, -0.5f, -0.5f);
236 }
237
238 ushort faceIndexOffset = (ushort)coords.Count;
239
240 byte[] posBytes = subMeshData["Position"].AsBinary();
241 for (int i = 0; i < posBytes.Length; i += 6)
242 {
243 ushort uX = Utils.BytesToUInt16(posBytes, i);
244 ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
245 ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
246
247 Coord c = new Coord(
248 Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
249 Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
250 Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
251
252 coords.Add(c);
253 }
254
255 byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
256 for (int i = 0; i < triangleBytes.Length; i += 6)
257 {
258 ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
259 ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
260 ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
261 Face f = new Face(v1, v2, v3);
262 faces.Add(f);
263 }
264 }
265
266 /// <summary>
267 /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
268 /// </summary>
269 /// <param name="primName"></param>
270 /// <param name="primShape"></param>
271 /// <param name="size"></param>
272 /// <param name="lod"></param>
273 /// <returns></returns>
274 private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool convex)
275 {
276// m_log.DebugFormat(
277// "[MESH]: Creating physics proxy for {0}, shape {1}",
278// primName, (OpenMetaverse.SculptType)primShape.SculptType);
279
280 List<Coord> coords;
281 List<Face> faces;
282
283 if (primShape.SculptEntry)
284 {
285 if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
286 {
287 if (!useMeshiesPhysicsMesh)
288 return null;
289
290 if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces, convex))
291 return null;
292 }
293 else
294 {
295 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
296 return null;
297 }
298 }
299 else
300 {
301 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
302 return null;
303 }
304
305 primShape.SculptData = Utils.EmptyBytes;
306
307 int numCoords = coords.Count;
308 int numFaces = faces.Count;
309
310 Mesh mesh = new Mesh();
311 // Add the corresponding triangles to the mesh
312 for (int i = 0; i < numFaces; i++)
313 {
314 Face f = faces[i];
315 mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z,
316 coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z,
317 coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z));
318 }
319
320 coords.Clear();
321 faces.Clear();
322
323 return mesh;
324 }
325
326 /// <summary>
327 /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
328 /// </summary>
329 /// <param name="primName"></param>
330 /// <param name="primShape"></param>
331 /// <param name="size"></param>
332 /// <param name="coords">Coords are added to this list by the method.</param>
333 /// <param name="faces">Faces are added to this list by the method.</param>
334 /// <returns>true if coords and faces were successfully generated, false if not</returns>
335 private bool GenerateCoordsAndFacesFromPrimMeshData(
336 string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces, bool convex)
337 {
338// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
339
340 bool usemesh = false;
341
342 coords = new List<Coord>();
343 faces = new List<Face>();
344 OSD meshOsd = null;
345
346 if (primShape.SculptData.Length <= 0)
347 {
348 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
349 return false;
350 }
351
352 long start = 0;
353 using (MemoryStream data = new MemoryStream(primShape.SculptData))
354 {
355 try
356 {
357 OSD osd = OSDParser.DeserializeLLSDBinary(data);
358 if (osd is OSDMap)
359 meshOsd = (OSDMap)osd;
360 else
361 {
362 m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
363 return false;
364 }
365 }
366 catch (Exception e)
367 {
368 m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
369 }
370
371 start = data.Position;
372 }
373
374 if (meshOsd is OSDMap)
375 {
376 OSDMap physicsParms = null;
377 OSDMap map = (OSDMap)meshOsd;
378
379 if (!convex)
380 {
381 if (map.ContainsKey("physics_shape"))
382 physicsParms = (OSDMap)map["physics_shape"]; // old asset format
383 else if (map.ContainsKey("physics_mesh"))
384 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
385
386 if (physicsParms != null)
387 usemesh = true;
388 }
389
390 if(!usemesh && (map.ContainsKey("physics_convex")))
391 physicsParms = (OSDMap)map["physics_convex"];
392
393
394 if (physicsParms == null)
395 {
396 m_log.Warn("[MESH]: unknown mesh type");
397 return false;
398 }
399
400 int physOffset = physicsParms["offset"].AsInteger() + (int)start;
401 int physSize = physicsParms["size"].AsInteger();
402
403 if (physOffset < 0 || physSize == 0)
404 return false; // no mesh data in asset
405
406 OSD decodedMeshOsd = new OSD();
407 byte[] meshBytes = new byte[physSize];
408 System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
409// byte[] decompressed = new byte[physSize * 5];
410 try
411 {
412 using (MemoryStream inMs = new MemoryStream(meshBytes))
413 {
414 using (MemoryStream outMs = new MemoryStream())
415 {
416 using (ZOutputStream zOut = new ZOutputStream(outMs))
417 {
418 byte[] readBuffer = new byte[2048];
419 int readLen = 0;
420 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
421 {
422 zOut.Write(readBuffer, 0, readLen);
423 }
424 zOut.Flush();
425 outMs.Seek(0, SeekOrigin.Begin);
426
427 byte[] decompressedBuf = outMs.GetBuffer();
428
429 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
430 }
431 }
432 }
433 }
434 catch (Exception e)
435 {
436 m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
437 return false;
438 }
439
440 if (usemesh)
441 {
442 OSDArray decodedMeshOsdArray = null;
443
444 // physics_shape is an array of OSDMaps, one for each submesh
445 if (decodedMeshOsd is OSDArray)
446 {
447 // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
448
449 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
450 foreach (OSD subMeshOsd in decodedMeshOsdArray)
451 {
452 if (subMeshOsd is OSDMap)
453 AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
454 }
455 }
456 }
457 else
458 {
459 OSDMap cmap = (OSDMap)decodedMeshOsd;
460 if (cmap == null)
461 return false;
462
463 byte[] data;
464
465 List<float3> vs = new List<float3>();
466 PHullResult hullr = new PHullResult();
467 float3 f3;
468 Coord c;
469 Face f;
470 Vector3 range;
471 Vector3 min;
472
473 const float invMaxU16 = 1.0f / 65535f;
474 int t1;
475 int t2;
476 int t3;
477 int i;
478 int nverts;
479 int nindexs;
480
481 if (cmap.ContainsKey("Max"))
482 range = cmap["Max"].AsVector3();
483 else
484 range = new Vector3(0.5f, 0.5f, 0.5f);
485
486 if (cmap.ContainsKey("Min"))
487 min = cmap["Min"].AsVector3();
488 else
489 min = new Vector3(-0.5f, -0.5f, -0.5f);
490
491 range = range - min;
492 range *= invMaxU16;
493
494 if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions"))
495 {
496 List<int> hsizes = new List<int>();
497 int totalpoints = 0;
498 data = cmap["HullList"].AsBinary();
499 for (i = 0; i < data.Length; i++)
500 {
501 t1 = data[i];
502 if (t1 == 0)
503 t1 = 256;
504 totalpoints += t1;
505 hsizes.Add(t1);
506 }
507
508 data = cmap["Positions"].AsBinary();
509 int ptr = 0;
510 int vertsoffset = 0;
511
512 if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point
513 {
514 foreach (int hullsize in hsizes)
515 {
516 for (i = 0; i < hullsize; i++ )
517 {
518 t1 = data[ptr++];
519 t1 += data[ptr++] << 8;
520 t2 = data[ptr++];
521 t2 += data[ptr++] << 8;
522 t3 = data[ptr++];
523 t3 += data[ptr++] << 8;
524
525 f3 = new float3((t1 * range.X + min.X) * size.X,
526 (t2 * range.Y + min.Y) * size.Y,
527 (t3 * range.Z + min.Z) * size.Z);
528 vs.Add(f3);
529 }
530
531 if(hullsize <3)
532 {
533 vs.Clear();
534 continue;
535 }
536
537 if (hullsize <5)
538 {
539 foreach (float3 point in vs)
540 {
541 c.X = point.x;
542 c.Y = point.y;
543 c.Z = point.z;
544 coords.Add(c);
545 }
546 f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2);
547 faces.Add(f);
548
549 if (hullsize == 4)
550 {
551 // not sure about orientation..
552 f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3);
553 faces.Add(f);
554 f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1);
555 faces.Add(f);
556 f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1);
557 faces.Add(f);
558 }
559 vertsoffset += vs.Count;
560 vs.Clear();
561 continue;
562 }
563
564 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
565 {
566 vs.Clear();
567 continue;
568 }
569
570 nverts = hullr.Vertices.Count;
571 nindexs = hullr.Indices.Count;
572
573 if (nindexs % 3 != 0)
574 {
575 vs.Clear();
576 continue;
577 }
578
579 for (i = 0; i < nverts; i++)
580 {
581 c.X = hullr.Vertices[i].x;
582 c.Y = hullr.Vertices[i].y;
583 c.Z = hullr.Vertices[i].z;
584 coords.Add(c);
585 }
586
587 for (i = 0; i < nindexs; i += 3)
588 {
589 t1 = hullr.Indices[i];
590 if (t1 > nverts)
591 break;
592 t2 = hullr.Indices[i + 1];
593 if (t2 > nverts)
594 break;
595 t3 = hullr.Indices[i + 2];
596 if (t3 > nverts)
597 break;
598 f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3);
599 faces.Add(f);
600 }
601 vertsoffset += nverts;
602 vs.Clear();
603 }
604 }
605 if (coords.Count > 0 && faces.Count > 0)
606 return true;
607 }
608
609 vs.Clear();
610
611 if (cmap.ContainsKey("BoundingVerts"))
612 {
613 data = cmap["BoundingVerts"].AsBinary();
614
615 for (i = 0; i < data.Length; )
616 {
617 t1 = data[i++];
618 t1 += data[i++] << 8;
619 t2 = data[i++];
620 t2 += data[i++] << 8;
621 t3 = data[i++];
622 t3 += data[i++] << 8;
623
624 f3 = new float3((t1 * range.X + min.X) * size.X,
625 (t2 * range.Y + min.Y) * size.Y,
626 (t3 * range.Z + min.Z) * size.Z);
627 vs.Add(f3);
628 }
629
630 if (vs.Count < 3)
631 {
632 vs.Clear();
633 return false;
634 }
635
636 if (vs.Count < 5)
637 {
638 foreach (float3 point in vs)
639 {
640 c.X = point.x;
641 c.Y = point.y;
642 c.Z = point.z;
643 coords.Add(c);
644 }
645 f = new Face(0, 1, 2);
646 faces.Add(f);
647
648 if (vs.Count == 4)
649 {
650 f = new Face(0, 2, 3);
651 faces.Add(f);
652 f = new Face(0, 3, 1);
653 faces.Add(f);
654 f = new Face( 3, 2, 1);
655 faces.Add(f);
656 }
657 vs.Clear();
658 return true;
659 }
660
661 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
662 return false;
663
664 nverts = hullr.Vertices.Count;
665 nindexs = hullr.Indices.Count;
666
667 if (nindexs % 3 != 0)
668 return false;
669
670 for (i = 0; i < nverts; i++)
671 {
672 c.X = hullr.Vertices[i].x;
673 c.Y = hullr.Vertices[i].y;
674 c.Z = hullr.Vertices[i].z;
675 coords.Add(c);
676 }
677 for (i = 0; i < nindexs; i += 3)
678 {
679 t1 = hullr.Indices[i];
680 if (t1 > nverts)
681 break;
682 t2 = hullr.Indices[i + 1];
683 if (t2 > nverts)
684 break;
685 t3 = hullr.Indices[i + 2];
686 if (t3 > nverts)
687 break;
688 f = new Face(t1, t2, t3);
689 faces.Add(f);
690 }
691
692 if (coords.Count > 0 && faces.Count > 0)
693 return true;
694 }
695 else
696 return false;
697 }
698 }
699
700 return true;
701 }
702
703 /// <summary>
704 /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
705 /// </summary>
706 /// <param name="primName"></param>
707 /// <param name="primShape"></param>
708 /// <param name="size"></param>
709 /// <param name="lod"></param>
710 /// <param name="coords">Coords are added to this list by the method.</param>
711 /// <param name="faces">Faces are added to this list by the method.</param>
712 /// <returns>true if coords and faces were successfully generated, false if not</returns>
713 private bool GenerateCoordsAndFacesFromPrimSculptData(
714 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
715 {
716 coords = new List<Coord>();
717 faces = new List<Face>();
718 PrimMesher.SculptMesh sculptMesh;
719 Image idata = null;
720 string decodedSculptFileName = "";
721
722 if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
723 {
724 decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
725 try
726 {
727 if (File.Exists(decodedSculptFileName))
728 {
729 idata = Image.FromFile(decodedSculptFileName);
730 }
731 }
732 catch (Exception e)
733 {
734 m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
735
736 }
737 //if (idata != null)
738 // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
739 }
740
741 if (idata == null)
742 {
743 if (primShape.SculptData == null || primShape.SculptData.Length == 0)
744 return false;
745
746 try
747 {
748 OpenMetaverse.Imaging.ManagedImage unusedData;
749 OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
750
751 if (idata == null)
752 {
753 // In some cases it seems that the decode can return a null bitmap without throwing
754 // an exception
755 m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
756
757 return false;
758 }
759
760 unusedData = null;
761
762 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
763
764 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
765 // don't cache images with alpha channel in linux since mono can't load them correctly)
766 {
767 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
768 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
769 }
770 }
771 catch (DllNotFoundException)
772 {
773 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!");
774 return false;
775 }
776 catch (IndexOutOfRangeException)
777 {
778 m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
779 return false;
780 }
781 catch (Exception ex)
782 {
783 m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
784 return false;
785 }
786 }
787
788 PrimMesher.SculptMesh.SculptType sculptType;
789 // remove mirror and invert bits
790 OpenMetaverse.SculptType pbsSculptType = ((OpenMetaverse.SculptType)(primShape.SculptType & 0x3f));
791 switch (pbsSculptType)
792 {
793 case OpenMetaverse.SculptType.Cylinder:
794 sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
795 break;
796 case OpenMetaverse.SculptType.Plane:
797 sculptType = PrimMesher.SculptMesh.SculptType.plane;
798 break;
799 case OpenMetaverse.SculptType.Torus:
800 sculptType = PrimMesher.SculptMesh.SculptType.torus;
801 break;
802 case OpenMetaverse.SculptType.Sphere:
803 sculptType = PrimMesher.SculptMesh.SculptType.sphere;
804 break;
805 default:
806 sculptType = PrimMesher.SculptMesh.SculptType.plane;
807 break;
808 }
809
810 bool mirror = ((primShape.SculptType & 128) != 0);
811 bool invert = ((primShape.SculptType & 64) != 0);
812
813 sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, mirror, invert);
814
815 idata.Dispose();
816
817 sculptMesh.DumpRaw(baseDir, primName, "primMesh");
818
819 sculptMesh.Scale(size.X, size.Y, size.Z);
820
821 coords = sculptMesh.coords;
822 faces = sculptMesh.faces;
823
824 return true;
825 }
826
827 /// <summary>
828 /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
829 /// </summary>
830 /// <param name="primName"></param>
831 /// <param name="primShape"></param>
832 /// <param name="size"></param>
833 /// <param name="coords">Coords are added to this list by the method.</param>
834 /// <param name="faces">Faces are added to this list by the method.</param>
835 /// <returns>true if coords and faces were successfully generated, false if not</returns>
836 private bool GenerateCoordsAndFacesFromPrimShapeData(
837 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
838 {
839 PrimMesh primMesh;
840 coords = new List<Coord>();
841 faces = new List<Face>();
842
843 float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
844 float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
845 float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
846 float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
847 float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
848 float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
849
850 float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
851 float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
852 float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
853 if (profileHollow > 0.95f)
854 profileHollow = 0.95f;
855
856 int sides = 4;
857 LevelOfDetail iLOD = (LevelOfDetail)lod;
858 if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
859 sides = 3;
860 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
861 {
862 switch (iLOD)
863 {
864 case LevelOfDetail.High: sides = 24; break;
865 case LevelOfDetail.Medium: sides = 12; break;
866 case LevelOfDetail.Low: sides = 6; break;
867 case LevelOfDetail.VeryLow: sides = 3; break;
868 default: sides = 24; break;
869 }
870 }
871 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
872 { // half circle, prim is a sphere
873 switch (iLOD)
874 {
875 case LevelOfDetail.High: sides = 24; break;
876 case LevelOfDetail.Medium: sides = 12; break;
877 case LevelOfDetail.Low: sides = 6; break;
878 case LevelOfDetail.VeryLow: sides = 3; break;
879 default: sides = 24; break;
880 }
881
882 profileBegin = 0.5f * profileBegin + 0.5f;
883 profileEnd = 0.5f * profileEnd + 0.5f;
884 }
885
886 int hollowSides = sides;
887 if (primShape.HollowShape == HollowShape.Circle)
888 {
889 switch (iLOD)
890 {
891 case LevelOfDetail.High: hollowSides = 24; break;
892 case LevelOfDetail.Medium: hollowSides = 12; break;
893 case LevelOfDetail.Low: hollowSides = 6; break;
894 case LevelOfDetail.VeryLow: hollowSides = 3; break;
895 default: hollowSides = 24; break;
896 }
897 }
898 else if (primShape.HollowShape == HollowShape.Square)
899 hollowSides = 4;
900 else if (primShape.HollowShape == HollowShape.Triangle)
901 hollowSides = 3;
902
903 primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
904
905 if (primMesh.errorMessage != null)
906 if (primMesh.errorMessage.Length > 0)
907 m_log.Error("[ERROR] " + primMesh.errorMessage);
908
909 primMesh.topShearX = pathShearX;
910 primMesh.topShearY = pathShearY;
911 primMesh.pathCutBegin = pathBegin;
912 primMesh.pathCutEnd = pathEnd;
913
914 if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
915 {
916 primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
917 primMesh.twistEnd = primShape.PathTwist * 18 / 10;
918 primMesh.taperX = pathScaleX;
919 primMesh.taperY = pathScaleY;
920
921 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
922 {
923 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
924 if (profileBegin < 0.0f) profileBegin = 0.0f;
925 if (profileEnd > 1.0f) profileEnd = 1.0f;
926 }
927#if SPAM
928 m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
929#endif
930 try
931 {
932 primMesh.ExtrudeLinear();
933 }
934 catch (Exception ex)
935 {
936 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
937 return false;
938 }
939 }
940 else
941 {
942 primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
943 primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
944 primMesh.radius = 0.01f * primShape.PathRadiusOffset;
945 primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
946 primMesh.skew = 0.01f * primShape.PathSkew;
947 primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
948 primMesh.twistEnd = primShape.PathTwist * 36 / 10;
949 primMesh.taperX = primShape.PathTaperX * 0.01f;
950 primMesh.taperY = primShape.PathTaperY * 0.01f;
951
952 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
953 {
954 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
955 if (profileBegin < 0.0f) profileBegin = 0.0f;
956 if (profileEnd > 1.0f) profileEnd = 1.0f;
957 }
958#if SPAM
959 m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
960#endif
961 try
962 {
963 primMesh.ExtrudeCircular();
964 }
965 catch (Exception ex)
966 {
967 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
968 return false;
969 }
970 }
971
972 primMesh.DumpRaw(baseDir, primName, "primMesh");
973
974 primMesh.Scale(size.X, size.Y, size.Z);
975
976 coords = primMesh.coords;
977 faces = primMesh.faces;
978
979 return true;
980 }
981
982 public AMeshKey GetMeshUniqueKey(PrimitiveBaseShape primShape, Vector3 size, byte lod, bool convex)
983 {
984 AMeshKey key = new AMeshKey();
985 Byte[] someBytes;
986
987 key.hashB = 5181;
988 ulong hash = 5381;
989
990 if (primShape.SculptEntry)
991 {
992 key.uuid = primShape.SculptTexture;
993 key.hashB = mdjb2(key.hashB, primShape.SculptType);
994 }
995 else
996 {
997 hash = mdjb2(hash, primShape.PathCurve);
998 hash = mdjb2(hash, (byte)primShape.HollowShape);
999 hash = mdjb2(hash, (byte)primShape.ProfileShape);
1000 hash = mdjb2(hash, primShape.PathBegin);
1001 hash = mdjb2(hash, primShape.PathEnd);
1002 hash = mdjb2(hash, primShape.PathScaleX);
1003 hash = mdjb2(hash, primShape.PathScaleY);
1004 hash = mdjb2(hash, primShape.PathShearX);
1005 hash = mdjb2(hash, primShape.PathShearY);
1006 hash = mdjb2(hash, (byte)primShape.PathTwist);
1007 hash = mdjb2(hash, (byte)primShape.PathTwistBegin);
1008 hash = mdjb2(hash, (byte)primShape.PathRadiusOffset);
1009 hash = mdjb2(hash, (byte)primShape.PathTaperX);
1010 hash = mdjb2(hash, (byte)primShape.PathTaperY);
1011 hash = mdjb2(hash, primShape.PathRevolutions);
1012 hash = mdjb2(hash, (byte)primShape.PathSkew);
1013 hash = mdjb2(hash, primShape.ProfileBegin);
1014 hash = mdjb2(hash, primShape.ProfileEnd);
1015 hash = mdjb2(hash, primShape.ProfileHollow);
1016 key.hashA = hash;
1017 }
1018
1019 hash = key.hashB;
1020
1021 someBytes = size.GetBytes();
1022 for (int i = 0; i < someBytes.Length; i++)
1023 hash = mdjb2(hash, someBytes[i]);
1024
1025 hash = mdjb2(hash, lod);
1026
1027 hash &= 0x3fffffffffffffff;
1028
1029 if (convex)
1030 hash |= 0x4000000000000000;
1031
1032 if (primShape.SculptEntry)
1033 hash |= 0x8000000000000000;
1034
1035 key.hashB = hash;
1036
1037 return key;
1038 }
1039
1040 private ulong mdjb2(ulong hash, byte c)
1041 {
1042 return ((hash << 5) + hash) + (ulong)c;
1043 }
1044
1045 private ulong mdjb2(ulong hash, ushort c)
1046 {
1047 hash = ((hash << 5) + hash) + (ulong)((byte)c);
1048 return ((hash << 5) + hash) + (ulong)(c >> 8);
1049 }
1050
1051
1052 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
1053 {
1054 return CreateMesh(primName, primShape, size, lod, false,false);
1055 }
1056
1057 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
1058 {
1059 return CreateMesh(primName, primShape, size, lod, false,false);
1060 }
1061
1062 private static Vector3 m_MeshUnitSize = new Vector3(0.5f, 0.5f, 0.5f);
1063
1064 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
1065 {
1066#if SPAM
1067 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
1068#endif
1069
1070 Mesh mesh = null;
1071// ulong key = 0;
1072
1073
1074 if (size.X < 0.01f) size.X = 0.01f;
1075 if (size.Y < 0.01f) size.Y = 0.01f;
1076 if (size.Z < 0.01f) size.Z = 0.01f;
1077
1078 // try to find a identical mesh on meshs in use
1079// key = primShape.GetMeshKey(size, lod, convex);
1080 AMeshKey key = GetMeshUniqueKey(primShape,size,(byte)lod, convex);
1081
1082 lock (m_uniqueMeshes)
1083 {
1084 m_uniqueMeshes.TryGetValue(key, out mesh);
1085
1086 if (mesh != null)
1087 {
1088 mesh.RefCount++;
1089 return mesh;
1090 }
1091 }
1092
1093 // try to find a identical mesh on meshs recently released
1094 lock (m_uniqueReleasedMeshes)
1095 {
1096 m_uniqueReleasedMeshes.TryGetValue(key, out mesh);
1097 if (mesh != null)
1098 {
1099 m_uniqueReleasedMeshes.Remove(key);
1100 lock (m_uniqueMeshes)
1101 m_uniqueMeshes.Add(key, mesh);
1102 mesh.RefCount = 1;
1103 return mesh;
1104 }
1105 }
1106
1107 mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod,convex);
1108
1109 if (mesh != null)
1110 {
1111 if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
1112 {
1113#if SPAM
1114 m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
1115 minSizeForComplexMesh.ToString() + " - creating simple bounding box");
1116#endif
1117 mesh = CreateBoundingBoxMesh(mesh);
1118 mesh.DumpRaw(baseDir, primName, "Z extruded");
1119 }
1120
1121 // trim the vertex and triangle lists to free up memory
1122 mesh.TrimExcess();
1123 mesh.Key = key;
1124 mesh.RefCount = 1;
1125
1126 lock(m_uniqueMeshes)
1127 m_uniqueMeshes.Add(key, mesh);
1128 }
1129
1130 return mesh;
1131 }
1132
1133 public void ReleaseMesh(IMesh imesh)
1134 {
1135 if (imesh == null)
1136 return;
1137
1138 Mesh mesh = (Mesh)imesh;
1139
1140 int curRefCount = mesh.RefCount;
1141 curRefCount--;
1142
1143 if (curRefCount > 0)
1144 {
1145 mesh.RefCount = curRefCount;
1146 return;
1147 }
1148
1149 lock (m_uniqueMeshes)
1150 {
1151 mesh.RefCount = 0;
1152 m_uniqueMeshes.Remove(mesh.Key);
1153 lock (m_uniqueReleasedMeshes)
1154 m_uniqueReleasedMeshes.Add(mesh.Key, mesh);
1155 }
1156 }
1157
1158 public void ExpireReleaseMeshs()
1159 {
1160 if (m_uniqueReleasedMeshes.Count == 0)
1161 return;
1162
1163 List<Mesh> meshstodelete = new List<Mesh>();
1164 int refcntr;
1165
1166 lock (m_uniqueReleasedMeshes)
1167 {
1168 foreach (Mesh m in m_uniqueReleasedMeshes.Values)
1169 {
1170 refcntr = m.RefCount;
1171 refcntr--;
1172 if (refcntr > -6)
1173 m.RefCount = refcntr;
1174 else
1175 meshstodelete.Add(m);
1176 }
1177
1178 foreach (Mesh m in meshstodelete)
1179 {
1180 m_uniqueReleasedMeshes.Remove(m.Key);
1181 m.releaseSourceMeshData();
1182 m.releasePinned();
1183 }
1184 }
1185 }
1186 }
1187}
diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
new file mode 100644
index 0000000..4049ee1
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
@@ -0,0 +1,2324 @@
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
28using System;
29using System.Collections.Generic;
30using System.Text;
31using System.IO;
32
33namespace 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 public UVCoord Flip()
241 {
242 this.U = 1.0f - this.U;
243 this.V = 1.0f - this.V;
244 return this;
245 }
246 }
247
248 public struct Face
249 {
250 public int primFace;
251
252 // vertices
253 public int v1;
254 public int v2;
255 public int v3;
256
257 //normals
258 public int n1;
259 public int n2;
260 public int n3;
261
262 // uvs
263 public int uv1;
264 public int uv2;
265 public int uv3;
266
267 public Face(int v1, int v2, int v3)
268 {
269 primFace = 0;
270
271 this.v1 = v1;
272 this.v2 = v2;
273 this.v3 = v3;
274
275 this.n1 = 0;
276 this.n2 = 0;
277 this.n3 = 0;
278
279 this.uv1 = 0;
280 this.uv2 = 0;
281 this.uv3 = 0;
282
283 }
284
285 public Face(int v1, int v2, int v3, int n1, int n2, int n3)
286 {
287 primFace = 0;
288
289 this.v1 = v1;
290 this.v2 = v2;
291 this.v3 = v3;
292
293 this.n1 = n1;
294 this.n2 = n2;
295 this.n3 = n3;
296
297 this.uv1 = 0;
298 this.uv2 = 0;
299 this.uv3 = 0;
300 }
301
302 public Coord SurfaceNormal(List<Coord> coordList)
303 {
304 Coord c1 = coordList[this.v1];
305 Coord c2 = coordList[this.v2];
306 Coord c3 = coordList[this.v3];
307
308 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
309 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
310
311 return Coord.Cross(edge1, edge2).Normalize();
312 }
313 }
314
315 public struct ViewerFace
316 {
317 public int primFaceNumber;
318
319 public Coord v1;
320 public Coord v2;
321 public Coord v3;
322
323 public int coordIndex1;
324 public int coordIndex2;
325 public int coordIndex3;
326
327 public Coord n1;
328 public Coord n2;
329 public Coord n3;
330
331 public UVCoord uv1;
332 public UVCoord uv2;
333 public UVCoord uv3;
334
335 public ViewerFace(int primFaceNumber)
336 {
337 this.primFaceNumber = primFaceNumber;
338
339 this.v1 = new Coord();
340 this.v2 = new Coord();
341 this.v3 = new Coord();
342
343 this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
344
345 this.n1 = new Coord();
346 this.n2 = new Coord();
347 this.n3 = new Coord();
348
349 this.uv1 = new UVCoord();
350 this.uv2 = new UVCoord();
351 this.uv3 = new UVCoord();
352 }
353
354 public void Scale(float x, float y, float z)
355 {
356 this.v1.X *= x;
357 this.v1.Y *= y;
358 this.v1.Z *= z;
359
360 this.v2.X *= x;
361 this.v2.Y *= y;
362 this.v2.Z *= z;
363
364 this.v3.X *= x;
365 this.v3.Y *= y;
366 this.v3.Z *= z;
367 }
368
369 public void AddPos(float x, float y, float z)
370 {
371 this.v1.X += x;
372 this.v2.X += x;
373 this.v3.X += x;
374
375 this.v1.Y += y;
376 this.v2.Y += y;
377 this.v3.Y += y;
378
379 this.v1.Z += z;
380 this.v2.Z += z;
381 this.v3.Z += z;
382 }
383
384 public void AddRot(Quat q)
385 {
386 this.v1 *= q;
387 this.v2 *= q;
388 this.v3 *= q;
389
390 this.n1 *= q;
391 this.n2 *= q;
392 this.n3 *= q;
393 }
394
395 public void CalcSurfaceNormal()
396 {
397
398 Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
399 Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
400
401 this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
402 }
403 }
404
405 internal struct Angle
406 {
407 internal float angle;
408 internal float X;
409 internal float Y;
410
411 internal Angle(float angle, float x, float y)
412 {
413 this.angle = angle;
414 this.X = x;
415 this.Y = y;
416 }
417 }
418
419 internal class AngleList
420 {
421 private float iX, iY; // intersection point
422
423 private static Angle[] angles3 =
424 {
425 new Angle(0.0f, 1.0f, 0.0f),
426 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
427 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
428 new Angle(1.0f, 1.0f, 0.0f)
429 };
430
431 private static Coord[] normals3 =
432 {
433 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
434 new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
435 new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
436 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
437 };
438
439 private static Angle[] angles4 =
440 {
441 new Angle(0.0f, 1.0f, 0.0f),
442 new Angle(0.25f, 0.0f, 1.0f),
443 new Angle(0.5f, -1.0f, 0.0f),
444 new Angle(0.75f, 0.0f, -1.0f),
445 new Angle(1.0f, 1.0f, 0.0f)
446 };
447
448 private static Coord[] normals4 =
449 {
450 new Coord(0.5f, 0.5f, 0.0f).Normalize(),
451 new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
452 new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
453 new Coord(0.5f, -0.5f, 0.0f).Normalize(),
454 new Coord(0.5f, 0.5f, 0.0f).Normalize()
455 };
456
457 private static Angle[] angles24 =
458 {
459 new Angle(0.0f, 1.0f, 0.0f),
460 new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
461 new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
462 new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
463 new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
464 new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
465 new Angle(0.25f, 0.0f, 1.0f),
466 new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
467 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
468 new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
469 new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
470 new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
471 new Angle(0.5f, -1.0f, 0.0f),
472 new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
473 new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
474 new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
475 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
476 new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
477 new Angle(0.75f, 0.0f, -1.0f),
478 new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
479 new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
480 new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
481 new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
482 new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
483 new Angle(1.0f, 1.0f, 0.0f)
484 };
485
486 private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
487 {
488 float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
489 return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
490 }
491
492 private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
493 { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
494 double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
495 double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
496
497 if (denom != 0.0)
498 {
499 double ua = uaNumerator / denom;
500 iX = (float)(x1 + ua * (x2 - x1));
501 iY = (float)(y1 + ua * (y2 - y1));
502 }
503 }
504
505 internal List<Angle> angles;
506 internal List<Coord> normals;
507
508 internal void makeAngles(int sides, float startAngle, float stopAngle)
509 {
510 angles = new List<Angle>();
511 normals = new List<Coord>();
512
513 double twoPi = System.Math.PI * 2.0;
514 float twoPiInv = 1.0f / (float)twoPi;
515
516 if (sides < 1)
517 throw new Exception("number of sides not greater than zero");
518 if (stopAngle <= startAngle)
519 throw new Exception("stopAngle not greater than startAngle");
520
521 if ((sides == 3 || sides == 4 || sides == 24))
522 {
523 startAngle *= twoPiInv;
524 stopAngle *= twoPiInv;
525
526 Angle[] sourceAngles;
527 if (sides == 3)
528 sourceAngles = angles3;
529 else if (sides == 4)
530 sourceAngles = angles4;
531 else sourceAngles = angles24;
532
533 int startAngleIndex = (int)(startAngle * sides);
534 int endAngleIndex = sourceAngles.Length - 1;
535 if (stopAngle < 1.0f)
536 endAngleIndex = (int)(stopAngle * sides) + 1;
537 if (endAngleIndex == startAngleIndex)
538 endAngleIndex++;
539
540 for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
541 {
542 angles.Add(sourceAngles[angleIndex]);
543 if (sides == 3)
544 normals.Add(normals3[angleIndex]);
545 else if (sides == 4)
546 normals.Add(normals4[angleIndex]);
547 }
548
549 if (startAngle > 0.0f)
550 angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
551
552 if (stopAngle < 1.0f)
553 {
554 int lastAngleIndex = angles.Count - 1;
555 angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
556 }
557 }
558 else
559 {
560 double stepSize = twoPi / sides;
561
562 int startStep = (int)(startAngle / stepSize);
563 double angle = stepSize * startStep;
564 int step = startStep;
565 double stopAngleTest = stopAngle;
566 if (stopAngle < twoPi)
567 {
568 stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
569 if (stopAngleTest < stopAngle)
570 stopAngleTest += stepSize;
571 if (stopAngleTest > twoPi)
572 stopAngleTest = twoPi;
573 }
574
575 while (angle <= stopAngleTest)
576 {
577 Angle newAngle;
578 newAngle.angle = (float)angle;
579 newAngle.X = (float)System.Math.Cos(angle);
580 newAngle.Y = (float)System.Math.Sin(angle);
581 angles.Add(newAngle);
582 step += 1;
583 angle = stepSize * step;
584 }
585
586 if (startAngle > angles[0].angle)
587 {
588 Angle newAngle;
589 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));
590 newAngle.angle = startAngle;
591 newAngle.X = iX;
592 newAngle.Y = iY;
593 angles[0] = newAngle;
594 }
595
596 int index = angles.Count - 1;
597 if (stopAngle < angles[index].angle)
598 {
599 Angle newAngle;
600 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));
601 newAngle.angle = stopAngle;
602 newAngle.X = iX;
603 newAngle.Y = iY;
604 angles[index] = newAngle;
605 }
606 }
607 }
608 }
609
610 /// <summary>
611 /// generates a profile for extrusion
612 /// </summary>
613 public class Profile
614 {
615 private const float twoPi = 2.0f * (float)Math.PI;
616
617 public string errorMessage = null;
618
619 public List<Coord> coords;
620 public List<Face> faces;
621 public List<Coord> vertexNormals;
622 public List<float> us;
623 public List<UVCoord> faceUVs;
624 public List<int> faceNumbers;
625
626 // use these for making individual meshes for each prim face
627 public List<int> outerCoordIndices = null;
628 public List<int> hollowCoordIndices = null;
629 public List<int> cut1CoordIndices = null;
630 public List<int> cut2CoordIndices = null;
631
632 public Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
633 public Coord cutNormal1 = new Coord();
634 public Coord cutNormal2 = new Coord();
635
636 public int numOuterVerts = 0;
637 public int numHollowVerts = 0;
638
639 public int outerFaceNumber = -1;
640 public int hollowFaceNumber = -1;
641
642 public bool calcVertexNormals = false;
643 public int bottomFaceNumber = 0;
644 public int numPrimFaces = 0;
645
646 public Profile()
647 {
648 this.coords = new List<Coord>();
649 this.faces = new List<Face>();
650 this.vertexNormals = new List<Coord>();
651 this.us = new List<float>();
652 this.faceUVs = new List<UVCoord>();
653 this.faceNumbers = new List<int>();
654 }
655
656 public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
657 {
658 this.calcVertexNormals = calcVertexNormals;
659 this.coords = new List<Coord>();
660 this.faces = new List<Face>();
661 this.vertexNormals = new List<Coord>();
662 this.us = new List<float>();
663 this.faceUVs = new List<UVCoord>();
664 this.faceNumbers = new List<int>();
665
666 Coord center = new Coord(0.0f, 0.0f, 0.0f);
667
668 List<Coord> hollowCoords = new List<Coord>();
669 List<Coord> hollowNormals = new List<Coord>();
670 List<float> hollowUs = new List<float>();
671
672 if (calcVertexNormals)
673 {
674 this.outerCoordIndices = new List<int>();
675 this.hollowCoordIndices = new List<int>();
676 this.cut1CoordIndices = new List<int>();
677 this.cut2CoordIndices = new List<int>();
678 }
679
680 bool hasHollow = (hollow > 0.0f);
681
682 bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
683
684 AngleList angles = new AngleList();
685 AngleList hollowAngles = new AngleList();
686
687 float xScale = 0.5f;
688 float yScale = 0.5f;
689 if (sides == 4) // corners of a square are sqrt(2) from center
690 {
691 xScale = 0.707107f;
692 yScale = 0.707107f;
693 }
694
695 float startAngle = profileStart * twoPi;
696 float stopAngle = profileEnd * twoPi;
697
698 try { angles.makeAngles(sides, startAngle, stopAngle); }
699 catch (Exception ex)
700 {
701
702 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
703 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
704
705 return;
706 }
707
708 this.numOuterVerts = angles.angles.Count;
709
710 // flag to create as few triangles as possible for 3 or 4 side profile
711 bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
712
713 if (hasHollow)
714 {
715 if (sides == hollowSides)
716 hollowAngles = angles;
717 else
718 {
719 try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
720 catch (Exception ex)
721 {
722 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
723 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
724
725 return;
726 }
727 }
728 this.numHollowVerts = hollowAngles.angles.Count;
729 }
730 else if (!simpleFace)
731 {
732 this.coords.Add(center);
733 if (this.calcVertexNormals)
734 this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
735 this.us.Add(0.0f);
736 }
737
738 float z = 0.0f;
739
740 Angle angle;
741 Coord newVert = new Coord();
742 if (hasHollow && hollowSides != sides)
743 {
744 int numHollowAngles = hollowAngles.angles.Count;
745 for (int i = 0; i < numHollowAngles; i++)
746 {
747 angle = hollowAngles.angles[i];
748 newVert.X = hollow * xScale * angle.X;
749 newVert.Y = hollow * yScale * angle.Y;
750 newVert.Z = z;
751
752 hollowCoords.Add(newVert);
753 if (this.calcVertexNormals)
754 {
755 if (hollowSides < 5)
756 hollowNormals.Add(hollowAngles.normals[i].Invert());
757 else
758 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
759
760 if (hollowSides == 4)
761 hollowUs.Add(angle.angle * hollow * 0.707107f);
762 else
763 hollowUs.Add(angle.angle * hollow);
764 }
765 }
766 }
767
768 int index = 0;
769 int numAngles = angles.angles.Count;
770
771 for (int i = 0; i < numAngles; i++)
772 {
773 angle = angles.angles[i];
774 newVert.X = angle.X * xScale;
775 newVert.Y = angle.Y * yScale;
776 newVert.Z = z;
777 this.coords.Add(newVert);
778 if (this.calcVertexNormals)
779 {
780 this.outerCoordIndices.Add(this.coords.Count - 1);
781
782 if (sides < 5)
783 {
784 this.vertexNormals.Add(angles.normals[i]);
785 float u = angle.angle;
786 this.us.Add(u);
787 }
788 else
789 {
790 this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
791 this.us.Add(angle.angle);
792 }
793 }
794
795 if (hasHollow)
796 {
797 if (hollowSides == sides)
798 {
799 newVert.X *= hollow;
800 newVert.Y *= hollow;
801 newVert.Z = z;
802 hollowCoords.Add(newVert);
803 if (this.calcVertexNormals)
804 {
805 if (sides < 5)
806 {
807 hollowNormals.Add(angles.normals[i].Invert());
808 }
809
810 else
811 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
812
813 hollowUs.Add(angle.angle * hollow);
814 }
815 }
816 }
817 else if (!simpleFace && createFaces && angle.angle > 0.0001f)
818 {
819 Face newFace = new Face();
820 newFace.v1 = 0;
821 newFace.v2 = index;
822 newFace.v3 = index + 1;
823
824 this.faces.Add(newFace);
825 }
826 index += 1;
827 }
828
829 if (hasHollow)
830 {
831 hollowCoords.Reverse();
832 if (this.calcVertexNormals)
833 {
834 hollowNormals.Reverse();
835 hollowUs.Reverse();
836 }
837
838 if (createFaces)
839 {
840 int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
841
842 if (this.numOuterVerts == this.numHollowVerts)
843 {
844 Face newFace = new Face();
845
846 for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
847 {
848 newFace.v1 = coordIndex;
849 newFace.v2 = coordIndex + 1;
850 newFace.v3 = numTotalVerts - coordIndex - 1;
851 this.faces.Add(newFace);
852
853 newFace.v1 = coordIndex + 1;
854 newFace.v2 = numTotalVerts - coordIndex - 2;
855 newFace.v3 = numTotalVerts - coordIndex - 1;
856 this.faces.Add(newFace);
857 }
858 }
859 else
860 {
861 if (this.numOuterVerts < this.numHollowVerts)
862 {
863 Face newFace = new Face();
864 int j = 0; // j is the index for outer vertices
865 int maxJ = this.numOuterVerts - 1;
866 for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
867 {
868 if (j < maxJ)
869 if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
870 {
871 newFace.v1 = numTotalVerts - i - 1;
872 newFace.v2 = j;
873 newFace.v3 = j + 1;
874
875 this.faces.Add(newFace);
876 j += 1;
877 }
878
879 newFace.v1 = j;
880 newFace.v2 = numTotalVerts - i - 2;
881 newFace.v3 = numTotalVerts - i - 1;
882
883 this.faces.Add(newFace);
884 }
885 }
886 else // numHollowVerts < numOuterVerts
887 {
888 Face newFace = new Face();
889 int j = 0; // j is the index for inner vertices
890 int maxJ = this.numHollowVerts - 1;
891 for (int i = 0; i < this.numOuterVerts; i++)
892 {
893 if (j < maxJ)
894 if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
895 {
896 newFace.v1 = i;
897 newFace.v2 = numTotalVerts - j - 2;
898 newFace.v3 = numTotalVerts - j - 1;
899
900 this.faces.Add(newFace);
901 j += 1;
902 }
903
904 newFace.v1 = numTotalVerts - j - 1;
905 newFace.v2 = i;
906 newFace.v3 = i + 1;
907
908 this.faces.Add(newFace);
909 }
910 }
911 }
912 }
913
914 if (calcVertexNormals)
915 {
916 foreach (Coord hc in hollowCoords)
917 {
918 this.coords.Add(hc);
919 hollowCoordIndices.Add(this.coords.Count - 1);
920 }
921 }
922 else
923 this.coords.AddRange(hollowCoords);
924
925 if (this.calcVertexNormals)
926 {
927 this.vertexNormals.AddRange(hollowNormals);
928 this.us.AddRange(hollowUs);
929
930 }
931 }
932
933 if (simpleFace && createFaces)
934 {
935 if (sides == 3)
936 this.faces.Add(new Face(0, 1, 2));
937 else if (sides == 4)
938 {
939 this.faces.Add(new Face(0, 1, 2));
940 this.faces.Add(new Face(0, 2, 3));
941 }
942 }
943
944 if (calcVertexNormals && hasProfileCut)
945 {
946 int lastOuterVertIndex = this.numOuterVerts - 1;
947
948 if (hasHollow)
949 {
950 this.cut1CoordIndices.Add(0);
951 this.cut1CoordIndices.Add(this.coords.Count - 1);
952
953 this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
954 this.cut2CoordIndices.Add(lastOuterVertIndex);
955
956 this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
957 this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
958
959 this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
960 this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
961 }
962
963 else
964 {
965 this.cut1CoordIndices.Add(0);
966 this.cut1CoordIndices.Add(1);
967
968 this.cut2CoordIndices.Add(lastOuterVertIndex);
969 this.cut2CoordIndices.Add(0);
970
971 this.cutNormal1.X = this.vertexNormals[1].Y;
972 this.cutNormal1.Y = -this.vertexNormals[1].X;
973
974 this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
975 this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
976
977 }
978 this.cutNormal1.Normalize();
979 this.cutNormal2.Normalize();
980 }
981
982 this.MakeFaceUVs();
983
984 hollowCoords = null;
985 hollowNormals = null;
986 hollowUs = null;
987
988 if (calcVertexNormals)
989 { // calculate prim face numbers
990
991 // face number order is top, outer, hollow, bottom, start cut, end cut
992 // I know it's ugly but so is the whole concept of prim face numbers
993
994 int faceNum = 1; // start with outer faces
995 this.outerFaceNumber = faceNum;
996
997 int startVert = hasProfileCut && !hasHollow ? 1 : 0;
998 if (startVert > 0)
999 this.faceNumbers.Add(-1);
1000 for (int i = 0; i < this.numOuterVerts - 1; i++)
1001 this.faceNumbers.Add(sides < 5 && i <= sides ? faceNum++ : faceNum);
1002
1003 this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
1004
1005 if (sides > 4 && (hasHollow || hasProfileCut))
1006 faceNum++;
1007
1008 if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides)
1009 faceNum++;
1010
1011 if (hasHollow)
1012 {
1013 for (int i = 0; i < this.numHollowVerts; i++)
1014 this.faceNumbers.Add(faceNum);
1015
1016 this.hollowFaceNumber = faceNum++;
1017 }
1018
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 public void MakeFaceUVs()
1034 {
1035 this.faceUVs = new List<UVCoord>();
1036 foreach (Coord c in this.coords)
1037 this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y)));
1038 }
1039
1040 public Profile Copy()
1041 {
1042 return this.Copy(true);
1043 }
1044
1045 public 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 public void AddPos(Coord v)
1075 {
1076 this.AddPos(v.X, v.Y, v.Z);
1077 }
1078
1079 public 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 public 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 public 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 public 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 public 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 public 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 public 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 (this.taperX > 0.999f)
1265 this.taperX = 0.999f;
1266 if (this.taperX < -0.999f)
1267 this.taperX = -0.999f;
1268 if (this.taperY > 0.999f)
1269 this.taperY = 0.999f;
1270 if (this.taperY < -0.999f)
1271 this.taperY = -0.999f;
1272
1273 if (pathType == PathType.Linear || pathType == PathType.Flexible)
1274 {
1275 int step = 0;
1276
1277 float length = this.pathCutEnd - this.pathCutBegin;
1278 float twistTotal = twistEnd - twistBegin;
1279 float twistTotalAbs = Math.Abs(twistTotal);
1280 if (twistTotalAbs > 0.01f)
1281 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1282
1283 float start = -0.5f;
1284 float stepSize = length / (float)steps;
1285 float percentOfPathMultiplier = stepSize * 0.999999f;
1286 float xOffset = this.topShearX * this.pathCutBegin;
1287 float yOffset = this.topShearY * this.pathCutBegin;
1288 float zOffset = start;
1289 float xOffsetStepIncrement = this.topShearX * length / steps;
1290 float yOffsetStepIncrement = this.topShearY * length / steps;
1291
1292 float percentOfPath = this.pathCutBegin;
1293 zOffset += percentOfPath;
1294
1295 // sanity checks
1296
1297 bool done = false;
1298
1299 while (!done)
1300 {
1301 PathNode newNode = new PathNode();
1302
1303 newNode.xScale = 1.0f;
1304 if (this.taperX == 0.0f)
1305 newNode.xScale = 1.0f;
1306 else if (this.taperX > 0.0f)
1307 newNode.xScale = 1.0f - percentOfPath * this.taperX;
1308 else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
1309
1310 newNode.yScale = 1.0f;
1311 if (this.taperY == 0.0f)
1312 newNode.yScale = 1.0f;
1313 else if (this.taperY > 0.0f)
1314 newNode.yScale = 1.0f - percentOfPath * this.taperY;
1315 else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
1316
1317 float twist = twistBegin + twistTotal * percentOfPath;
1318
1319 newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1320 newNode.position = new Coord(xOffset, yOffset, zOffset);
1321 newNode.percentOfPath = percentOfPath;
1322
1323 pathNodes.Add(newNode);
1324
1325 if (step < steps)
1326 {
1327 step += 1;
1328 percentOfPath += percentOfPathMultiplier;
1329 xOffset += xOffsetStepIncrement;
1330 yOffset += yOffsetStepIncrement;
1331 zOffset += stepSize;
1332 if (percentOfPath > this.pathCutEnd)
1333 done = true;
1334 }
1335 else done = true;
1336 }
1337 } // end of linear path code
1338
1339 else // pathType == Circular
1340 {
1341 float twistTotal = twistEnd - twistBegin;
1342
1343 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
1344 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
1345 // accurately match the viewer
1346 float twistTotalAbs = Math.Abs(twistTotal);
1347 if (twistTotalAbs > 0.01f)
1348 {
1349 if (twistTotalAbs > Math.PI * 1.5f)
1350 steps *= 2;
1351 if (twistTotalAbs > Math.PI * 3.0f)
1352 steps *= 2;
1353 }
1354
1355 float yPathScale = this.holeSizeY * 0.5f;
1356 float pathLength = this.pathCutEnd - this.pathCutBegin;
1357 float totalSkew = this.skew * 2.0f * pathLength;
1358 float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
1359 float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
1360 float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
1361
1362 // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
1363 // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
1364 // to calculate the sine for generating the path radius appears to approximate it's effects there
1365 // too, but there are some subtle differences in the radius which are noticeable as the prim size
1366 // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
1367 // the meshes generated with this technique appear nearly identical in shape to the same prims when
1368 // displayed by the viewer.
1369
1370 float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
1371 float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
1372 float stepSize = twoPi / this.stepsPerRevolution;
1373
1374 int step = (int)(startAngle / stepSize);
1375 float angle = startAngle;
1376
1377 bool done = false;
1378 while (!done) // loop through the length of the path and add the layers
1379 {
1380 PathNode newNode = new PathNode();
1381
1382 float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
1383 float yProfileScale = this.holeSizeY;
1384
1385 float percentOfPath = angle / (twoPi * this.revolutions);
1386 float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
1387
1388 if (this.taperX > 0.01f)
1389 xProfileScale *= 1.0f - percentOfPath * this.taperX;
1390 else if (this.taperX < -0.01f)
1391 xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
1392
1393 if (this.taperY > 0.01f)
1394 yProfileScale *= 1.0f - percentOfPath * this.taperY;
1395 else if (this.taperY < -0.01f)
1396 yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
1397
1398 newNode.xScale = xProfileScale;
1399 newNode.yScale = yProfileScale;
1400
1401 float radiusScale = 1.0f;
1402 if (this.radius > 0.001f)
1403 radiusScale = 1.0f - this.radius * percentOfPath;
1404 else if (this.radius < 0.001f)
1405 radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
1406
1407 float twist = twistBegin + twistTotal * percentOfPath;
1408
1409 float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
1410 xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
1411
1412 float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
1413
1414 float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
1415
1416 newNode.position = new Coord(xOffset, yOffset, zOffset);
1417
1418 // now orient the rotation of the profile layer relative to it's position on the path
1419 // adding taperY to the angle used to generate the quat appears to approximate the viewer
1420
1421 newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
1422
1423 // next apply twist rotation to the profile layer
1424 if (twistTotal != 0.0f || twistBegin != 0.0f)
1425 newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1426
1427 newNode.percentOfPath = percentOfPath;
1428
1429 pathNodes.Add(newNode);
1430
1431 // calculate terms for next iteration
1432 // calculate the angle for the next iteration of the loop
1433
1434 if (angle >= endAngle - 0.01)
1435 done = true;
1436 else
1437 {
1438 step += 1;
1439 angle = stepSize * step;
1440 if (angle > endAngle)
1441 angle = endAngle;
1442 }
1443 }
1444 }
1445 }
1446 }
1447
1448 public class PrimMesh
1449 {
1450 public string errorMessage = "";
1451 private const float twoPi = 2.0f * (float)Math.PI;
1452
1453 public List<Coord> coords;
1454 public List<Coord> normals;
1455 public List<Face> faces;
1456
1457 public List<ViewerFace> viewerFaces;
1458
1459 private int sides = 4;
1460 private int hollowSides = 4;
1461 private float profileStart = 0.0f;
1462 private float profileEnd = 1.0f;
1463 private float hollow = 0.0f;
1464 public int twistBegin = 0;
1465 public int twistEnd = 0;
1466 public float topShearX = 0.0f;
1467 public float topShearY = 0.0f;
1468 public float pathCutBegin = 0.0f;
1469 public float pathCutEnd = 1.0f;
1470 public float dimpleBegin = 0.0f;
1471 public float dimpleEnd = 1.0f;
1472 public float skew = 0.0f;
1473 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1474 public float holeSizeY = 0.25f;
1475 public float taperX = 0.0f;
1476 public float taperY = 0.0f;
1477 public float radius = 0.0f;
1478 public float revolutions = 1.0f;
1479 public int stepsPerRevolution = 24;
1480
1481 private int profileOuterFaceNumber = -1;
1482 private int profileHollowFaceNumber = -1;
1483
1484 private bool hasProfileCut = false;
1485 private bool hasHollow = false;
1486 public bool calcVertexNormals = false;
1487 private bool normalsProcessed = false;
1488 public bool viewerMode = false;
1489 public bool sphereMode = false;
1490
1491 public int numPrimFaces = 0;
1492
1493 /// <summary>
1494 /// Human readable string representation of the parameters used to create a mesh.
1495 /// </summary>
1496 /// <returns></returns>
1497 public string ParamsToDisplayString()
1498 {
1499 string s = "";
1500 s += "sides..................: " + this.sides.ToString();
1501 s += "\nhollowSides..........: " + this.hollowSides.ToString();
1502 s += "\nprofileStart.........: " + this.profileStart.ToString();
1503 s += "\nprofileEnd...........: " + this.profileEnd.ToString();
1504 s += "\nhollow...............: " + this.hollow.ToString();
1505 s += "\ntwistBegin...........: " + this.twistBegin.ToString();
1506 s += "\ntwistEnd.............: " + this.twistEnd.ToString();
1507 s += "\ntopShearX............: " + this.topShearX.ToString();
1508 s += "\ntopShearY............: " + this.topShearY.ToString();
1509 s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
1510 s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
1511 s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
1512 s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
1513 s += "\nskew.................: " + this.skew.ToString();
1514 s += "\nholeSizeX............: " + this.holeSizeX.ToString();
1515 s += "\nholeSizeY............: " + this.holeSizeY.ToString();
1516 s += "\ntaperX...............: " + this.taperX.ToString();
1517 s += "\ntaperY...............: " + this.taperY.ToString();
1518 s += "\nradius...............: " + this.radius.ToString();
1519 s += "\nrevolutions..........: " + this.revolutions.ToString();
1520 s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
1521 s += "\nsphereMode...........: " + this.sphereMode.ToString();
1522 s += "\nhasProfileCut........: " + this.hasProfileCut.ToString();
1523 s += "\nhasHollow............: " + this.hasHollow.ToString();
1524 s += "\nviewerMode...........: " + this.viewerMode.ToString();
1525
1526 return s;
1527 }
1528
1529 public int ProfileOuterFaceNumber
1530 {
1531 get { return profileOuterFaceNumber; }
1532 }
1533
1534 public int ProfileHollowFaceNumber
1535 {
1536 get { return profileHollowFaceNumber; }
1537 }
1538
1539 public bool HasProfileCut
1540 {
1541 get { return hasProfileCut; }
1542 }
1543
1544 public bool HasHollow
1545 {
1546 get { return hasHollow; }
1547 }
1548
1549
1550 /// <summary>
1551 /// Constructs a PrimMesh object and creates the profile for extrusion.
1552 /// </summary>
1553 /// <param name="sides"></param>
1554 /// <param name="profileStart"></param>
1555 /// <param name="profileEnd"></param>
1556 /// <param name="hollow"></param>
1557 /// <param name="hollowSides"></param>
1558 public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
1559 {
1560 this.coords = new List<Coord>();
1561 this.faces = new List<Face>();
1562
1563 this.sides = sides;
1564 this.profileStart = profileStart;
1565 this.profileEnd = profileEnd;
1566 this.hollow = hollow;
1567 this.hollowSides = hollowSides;
1568
1569 if (sides < 3)
1570 this.sides = 3;
1571 if (hollowSides < 3)
1572 this.hollowSides = 3;
1573 if (profileStart < 0.0f)
1574 this.profileStart = 0.0f;
1575 if (profileEnd > 1.0f)
1576 this.profileEnd = 1.0f;
1577 if (profileEnd < 0.02f)
1578 this.profileEnd = 0.02f;
1579 if (profileStart >= profileEnd)
1580 this.profileStart = profileEnd - 0.02f;
1581 if (hollow > 0.99f)
1582 this.hollow = 0.99f;
1583 if (hollow < 0.0f)
1584 this.hollow = 0.0f;
1585 }
1586
1587 /// <summary>
1588 /// Extrudes a profile along a path.
1589 /// </summary>
1590 public void Extrude(PathType pathType)
1591 {
1592 bool needEndFaces = false;
1593
1594 this.coords = new List<Coord>();
1595 this.faces = new List<Face>();
1596
1597 if (this.viewerMode)
1598 {
1599 this.viewerFaces = new List<ViewerFace>();
1600 this.calcVertexNormals = true;
1601 }
1602
1603 if (this.calcVertexNormals)
1604 this.normals = new List<Coord>();
1605
1606 int steps = 1;
1607
1608 float length = this.pathCutEnd - this.pathCutBegin;
1609 normalsProcessed = false;
1610
1611 if (this.viewerMode && this.sides == 3)
1612 {
1613 // prisms don't taper well so add some vertical resolution
1614 // other prims may benefit from this but just do prisms for now
1615 if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
1616 steps = (int)(steps * 4.5 * length);
1617 }
1618
1619 if (this.sphereMode)
1620 this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1621 else
1622 this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1623 this.hasHollow = (this.hollow > 0.001f);
1624
1625 float twistBegin = this.twistBegin / 360.0f * twoPi;
1626 float twistEnd = this.twistEnd / 360.0f * twoPi;
1627 float twistTotal = twistEnd - twistBegin;
1628 float twistTotalAbs = Math.Abs(twistTotal);
1629 if (twistTotalAbs > 0.01f)
1630 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1631
1632 float hollow = this.hollow;
1633
1634 if (pathType == PathType.Circular)
1635 {
1636 needEndFaces = false;
1637 if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
1638 needEndFaces = true;
1639 else if (this.taperX != 0.0f || this.taperY != 0.0f)
1640 needEndFaces = true;
1641 else if (this.skew != 0.0f)
1642 needEndFaces = true;
1643 else if (twistTotal != 0.0f)
1644 needEndFaces = true;
1645 else if (this.radius != 0.0f)
1646 needEndFaces = true;
1647 }
1648 else needEndFaces = true;
1649
1650 // sanity checks
1651 float initialProfileRot = 0.0f;
1652 if (pathType == PathType.Circular)
1653 {
1654 if (this.sides == 3)
1655 {
1656 initialProfileRot = (float)Math.PI;
1657 if (this.hollowSides == 4)
1658 {
1659 if (hollow > 0.7f)
1660 hollow = 0.7f;
1661 hollow *= 0.707f;
1662 }
1663 else hollow *= 0.5f;
1664 }
1665 else if (this.sides == 4)
1666 {
1667 initialProfileRot = 0.25f * (float)Math.PI;
1668 if (this.hollowSides != 4)
1669 hollow *= 0.707f;
1670 }
1671 else if (this.sides > 4)
1672 {
1673 initialProfileRot = (float)Math.PI;
1674 if (this.hollowSides == 4)
1675 {
1676 if (hollow > 0.7f)
1677 hollow = 0.7f;
1678 hollow /= 0.7f;
1679 }
1680 }
1681 }
1682 else
1683 {
1684 if (this.sides == 3)
1685 {
1686 if (this.hollowSides == 4)
1687 {
1688 if (hollow > 0.7f)
1689 hollow = 0.7f;
1690 hollow *= 0.707f;
1691 }
1692 else hollow *= 0.5f;
1693 }
1694 else if (this.sides == 4)
1695 {
1696 initialProfileRot = 1.25f * (float)Math.PI;
1697 if (this.hollowSides != 4)
1698 hollow *= 0.707f;
1699 }
1700 else if (this.sides == 24 && this.hollowSides == 4)
1701 hollow *= 1.414f;
1702 }
1703
1704 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
1705 this.errorMessage = profile.errorMessage;
1706
1707 this.numPrimFaces = profile.numPrimFaces;
1708
1709 int cut1FaceNumber = profile.bottomFaceNumber + 1;
1710 int cut2FaceNumber = cut1FaceNumber + 1;
1711 if (!needEndFaces)
1712 {
1713 cut1FaceNumber -= 2;
1714 cut2FaceNumber -= 2;
1715 }
1716
1717 profileOuterFaceNumber = profile.outerFaceNumber;
1718 if (!needEndFaces)
1719 profileOuterFaceNumber--;
1720
1721 if (hasHollow)
1722 {
1723 profileHollowFaceNumber = profile.hollowFaceNumber;
1724 if (!needEndFaces)
1725 profileHollowFaceNumber--;
1726 }
1727
1728 int cut1Vert = -1;
1729 int cut2Vert = -1;
1730 if (hasProfileCut)
1731 {
1732 cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
1733 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
1734 }
1735
1736 if (initialProfileRot != 0.0f)
1737 {
1738 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
1739 if (viewerMode)
1740 profile.MakeFaceUVs();
1741 }
1742
1743 Coord lastCutNormal1 = new Coord();
1744 Coord lastCutNormal2 = new Coord();
1745 float thisV = 0.0f;
1746 float lastV = 0.0f;
1747
1748 Path path = new Path();
1749 path.twistBegin = twistBegin;
1750 path.twistEnd = twistEnd;
1751 path.topShearX = topShearX;
1752 path.topShearY = topShearY;
1753 path.pathCutBegin = pathCutBegin;
1754 path.pathCutEnd = pathCutEnd;
1755 path.dimpleBegin = dimpleBegin;
1756 path.dimpleEnd = dimpleEnd;
1757 path.skew = skew;
1758 path.holeSizeX = holeSizeX;
1759 path.holeSizeY = holeSizeY;
1760 path.taperX = taperX;
1761 path.taperY = taperY;
1762 path.radius = radius;
1763 path.revolutions = revolutions;
1764 path.stepsPerRevolution = stepsPerRevolution;
1765
1766 path.Create(pathType, steps);
1767
1768 for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
1769 {
1770 PathNode node = path.pathNodes[nodeIndex];
1771 Profile newLayer = profile.Copy();
1772 newLayer.Scale(node.xScale, node.yScale);
1773
1774 newLayer.AddRot(node.rotation);
1775 newLayer.AddPos(node.position);
1776
1777 if (needEndFaces && nodeIndex == 0)
1778 {
1779 newLayer.FlipNormals();
1780
1781 // add the bottom faces to the viewerFaces list
1782 if (this.viewerMode)
1783 {
1784 Coord faceNormal = newLayer.faceNormal;
1785 ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
1786 int numFaces = newLayer.faces.Count;
1787 List<Face> faces = newLayer.faces;
1788
1789 for (int i = 0; i < numFaces; i++)
1790 {
1791 Face face = faces[i];
1792 newViewerFace.v1 = newLayer.coords[face.v1];
1793 newViewerFace.v2 = newLayer.coords[face.v2];
1794 newViewerFace.v3 = newLayer.coords[face.v3];
1795
1796 newViewerFace.coordIndex1 = face.v1;
1797 newViewerFace.coordIndex2 = face.v2;
1798 newViewerFace.coordIndex3 = face.v3;
1799
1800 newViewerFace.n1 = faceNormal;
1801 newViewerFace.n2 = faceNormal;
1802 newViewerFace.n3 = faceNormal;
1803
1804 newViewerFace.uv1 = newLayer.faceUVs[face.v1];
1805 newViewerFace.uv2 = newLayer.faceUVs[face.v2];
1806 newViewerFace.uv3 = newLayer.faceUVs[face.v3];
1807
1808 if (pathType == PathType.Linear)
1809 {
1810 newViewerFace.uv1.Flip();
1811 newViewerFace.uv2.Flip();
1812 newViewerFace.uv3.Flip();
1813 }
1814
1815 this.viewerFaces.Add(newViewerFace);
1816 }
1817 }
1818 } // if (nodeIndex == 0)
1819
1820 // append this layer
1821
1822 int coordsLen = this.coords.Count;
1823 newLayer.AddValue2FaceVertexIndices(coordsLen);
1824
1825 this.coords.AddRange(newLayer.coords);
1826
1827 if (this.calcVertexNormals)
1828 {
1829 newLayer.AddValue2FaceNormalIndices(this.normals.Count);
1830 this.normals.AddRange(newLayer.vertexNormals);
1831 }
1832
1833 if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
1834 this.faces.AddRange(newLayer.faces);
1835
1836 // fill faces between layers
1837
1838 int numVerts = newLayer.coords.Count;
1839 Face newFace1 = new Face();
1840 Face newFace2 = new Face();
1841
1842 thisV = 1.0f - node.percentOfPath;
1843
1844 if (nodeIndex > 0)
1845 {
1846 int startVert = coordsLen + 1;
1847 int endVert = this.coords.Count;
1848
1849 if (sides < 5 || this.hasProfileCut || this.hasHollow)
1850 startVert--;
1851
1852 for (int i = startVert; i < endVert; i++)
1853 {
1854 int iNext = i + 1;
1855 if (i == endVert - 1)
1856 iNext = startVert;
1857
1858 int whichVert = i - startVert;
1859
1860 newFace1.v1 = i;
1861 newFace1.v2 = i - numVerts;
1862 newFace1.v3 = iNext;
1863
1864 newFace1.n1 = newFace1.v1;
1865 newFace1.n2 = newFace1.v2;
1866 newFace1.n3 = newFace1.v3;
1867 this.faces.Add(newFace1);
1868
1869 newFace2.v1 = iNext;
1870 newFace2.v2 = i - numVerts;
1871 newFace2.v3 = iNext - numVerts;
1872
1873 newFace2.n1 = newFace2.v1;
1874 newFace2.n2 = newFace2.v2;
1875 newFace2.n3 = newFace2.v3;
1876 this.faces.Add(newFace2);
1877
1878 if (this.viewerMode)
1879 {
1880 // add the side faces to the list of viewerFaces here
1881
1882 int primFaceNum = profile.faceNumbers[whichVert];
1883 if (!needEndFaces)
1884 primFaceNum -= 1;
1885
1886 ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
1887 ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
1888
1889 int uIndex = whichVert;
1890 if (!hasHollow && sides > 4 && uIndex < newLayer.us.Count - 1)
1891 {
1892 uIndex++;
1893 }
1894
1895 float u1 = newLayer.us[uIndex];
1896 float u2 = 1.0f;
1897 if (uIndex < (int)newLayer.us.Count - 1)
1898 u2 = newLayer.us[uIndex + 1];
1899
1900 if (whichVert == cut1Vert || whichVert == cut2Vert)
1901 {
1902 u1 = 0.0f;
1903 u2 = 1.0f;
1904 }
1905 else if (sides < 5)
1906 {
1907 if (whichVert < profile.numOuterVerts)
1908 { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
1909 // to reflect the entire texture width
1910 u1 *= sides;
1911 u2 *= sides;
1912 u2 -= (int)u1;
1913 u1 -= (int)u1;
1914 if (u2 < 0.1f)
1915 u2 = 1.0f;
1916 }
1917 }
1918
1919 if (this.sphereMode)
1920 {
1921 if (whichVert != cut1Vert && whichVert != cut2Vert)
1922 {
1923 u1 = u1 * 2.0f - 1.0f;
1924 u2 = u2 * 2.0f - 1.0f;
1925
1926 if (whichVert >= newLayer.numOuterVerts)
1927 {
1928 u1 -= hollow;
1929 u2 -= hollow;
1930 }
1931
1932 }
1933 }
1934
1935 newViewerFace1.uv1.U = u1;
1936 newViewerFace1.uv2.U = u1;
1937 newViewerFace1.uv3.U = u2;
1938
1939 newViewerFace1.uv1.V = thisV;
1940 newViewerFace1.uv2.V = lastV;
1941 newViewerFace1.uv3.V = thisV;
1942
1943 newViewerFace2.uv1.U = u2;
1944 newViewerFace2.uv2.U = u1;
1945 newViewerFace2.uv3.U = u2;
1946
1947 newViewerFace2.uv1.V = thisV;
1948 newViewerFace2.uv2.V = lastV;
1949 newViewerFace2.uv3.V = lastV;
1950
1951 newViewerFace1.v1 = this.coords[newFace1.v1];
1952 newViewerFace1.v2 = this.coords[newFace1.v2];
1953 newViewerFace1.v3 = this.coords[newFace1.v3];
1954
1955 newViewerFace2.v1 = this.coords[newFace2.v1];
1956 newViewerFace2.v2 = this.coords[newFace2.v2];
1957 newViewerFace2.v3 = this.coords[newFace2.v3];
1958
1959 newViewerFace1.coordIndex1 = newFace1.v1;
1960 newViewerFace1.coordIndex2 = newFace1.v2;
1961 newViewerFace1.coordIndex3 = newFace1.v3;
1962
1963 newViewerFace2.coordIndex1 = newFace2.v1;
1964 newViewerFace2.coordIndex2 = newFace2.v2;
1965 newViewerFace2.coordIndex3 = newFace2.v3;
1966
1967 // profile cut faces
1968 if (whichVert == cut1Vert)
1969 {
1970 newViewerFace1.primFaceNumber = cut1FaceNumber;
1971 newViewerFace2.primFaceNumber = cut1FaceNumber;
1972 newViewerFace1.n1 = newLayer.cutNormal1;
1973 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
1974
1975 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
1976 newViewerFace2.n2 = lastCutNormal1;
1977 }
1978 else if (whichVert == cut2Vert)
1979 {
1980 newViewerFace1.primFaceNumber = cut2FaceNumber;
1981 newViewerFace2.primFaceNumber = cut2FaceNumber;
1982 newViewerFace1.n1 = newLayer.cutNormal2;
1983 newViewerFace1.n2 = lastCutNormal2;
1984 newViewerFace1.n3 = lastCutNormal2;
1985
1986 newViewerFace2.n1 = newLayer.cutNormal2;
1987 newViewerFace2.n3 = newLayer.cutNormal2;
1988 newViewerFace2.n2 = lastCutNormal2;
1989 }
1990
1991 else // outer and hollow faces
1992 {
1993 if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
1994 { // looks terrible when path is twisted... need vertex normals here
1995 newViewerFace1.CalcSurfaceNormal();
1996 newViewerFace2.CalcSurfaceNormal();
1997 }
1998 else
1999 {
2000 newViewerFace1.n1 = this.normals[newFace1.n1];
2001 newViewerFace1.n2 = this.normals[newFace1.n2];
2002 newViewerFace1.n3 = this.normals[newFace1.n3];
2003
2004 newViewerFace2.n1 = this.normals[newFace2.n1];
2005 newViewerFace2.n2 = this.normals[newFace2.n2];
2006 newViewerFace2.n3 = this.normals[newFace2.n3];
2007 }
2008 }
2009
2010 this.viewerFaces.Add(newViewerFace1);
2011 this.viewerFaces.Add(newViewerFace2);
2012
2013 }
2014 }
2015 }
2016
2017 lastCutNormal1 = newLayer.cutNormal1;
2018 lastCutNormal2 = newLayer.cutNormal2;
2019 lastV = thisV;
2020
2021 if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
2022 {
2023 // add the top faces to the viewerFaces list here
2024 Coord faceNormal = newLayer.faceNormal;
2025 ViewerFace newViewerFace = new ViewerFace(0);
2026 int numFaces = newLayer.faces.Count;
2027 List<Face> faces = newLayer.faces;
2028
2029 for (int i = 0; i < numFaces; i++)
2030 {
2031 Face face = faces[i];
2032 newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
2033 newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
2034 newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
2035
2036 newViewerFace.coordIndex1 = face.v1 - coordsLen;
2037 newViewerFace.coordIndex2 = face.v2 - coordsLen;
2038 newViewerFace.coordIndex3 = face.v3 - coordsLen;
2039
2040 newViewerFace.n1 = faceNormal;
2041 newViewerFace.n2 = faceNormal;
2042 newViewerFace.n3 = faceNormal;
2043
2044 newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
2045 newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
2046 newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
2047
2048 if (pathType == PathType.Linear)
2049 {
2050 newViewerFace.uv1.Flip();
2051 newViewerFace.uv2.Flip();
2052 newViewerFace.uv3.Flip();
2053 }
2054
2055 this.viewerFaces.Add(newViewerFace);
2056 }
2057 }
2058
2059
2060 } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
2061
2062 }
2063
2064
2065 /// <summary>
2066 /// DEPRICATED - use Extrude(PathType.Linear) instead
2067 /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
2068 /// </summary>
2069 ///
2070 public void ExtrudeLinear()
2071 {
2072 this.Extrude(PathType.Linear);
2073 }
2074
2075
2076 /// <summary>
2077 /// DEPRICATED - use Extrude(PathType.Circular) instead
2078 /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
2079 /// </summary>
2080 ///
2081 public void ExtrudeCircular()
2082 {
2083 this.Extrude(PathType.Circular);
2084 }
2085
2086
2087 private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
2088 {
2089 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
2090 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
2091
2092 Coord normal = Coord.Cross(edge1, edge2);
2093
2094 normal.Normalize();
2095
2096 return normal;
2097 }
2098
2099 private Coord SurfaceNormal(Face face)
2100 {
2101 return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
2102 }
2103
2104 /// <summary>
2105 /// Calculate the surface normal for a face in the list of faces
2106 /// </summary>
2107 /// <param name="faceIndex"></param>
2108 /// <returns></returns>
2109 public Coord SurfaceNormal(int faceIndex)
2110 {
2111 int numFaces = this.faces.Count;
2112 if (faceIndex < 0 || faceIndex >= numFaces)
2113 throw new Exception("faceIndex out of range");
2114
2115 return SurfaceNormal(this.faces[faceIndex]);
2116 }
2117
2118 /// <summary>
2119 /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
2120 /// </summary>
2121 /// <returns></returns>
2122 public PrimMesh Copy()
2123 {
2124 PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
2125 copy.twistBegin = this.twistBegin;
2126 copy.twistEnd = this.twistEnd;
2127 copy.topShearX = this.topShearX;
2128 copy.topShearY = this.topShearY;
2129 copy.pathCutBegin = this.pathCutBegin;
2130 copy.pathCutEnd = this.pathCutEnd;
2131 copy.dimpleBegin = this.dimpleBegin;
2132 copy.dimpleEnd = this.dimpleEnd;
2133 copy.skew = this.skew;
2134 copy.holeSizeX = this.holeSizeX;
2135 copy.holeSizeY = this.holeSizeY;
2136 copy.taperX = this.taperX;
2137 copy.taperY = this.taperY;
2138 copy.radius = this.radius;
2139 copy.revolutions = this.revolutions;
2140 copy.stepsPerRevolution = this.stepsPerRevolution;
2141 copy.calcVertexNormals = this.calcVertexNormals;
2142 copy.normalsProcessed = this.normalsProcessed;
2143 copy.viewerMode = this.viewerMode;
2144 copy.numPrimFaces = this.numPrimFaces;
2145 copy.errorMessage = this.errorMessage;
2146
2147 copy.coords = new List<Coord>(this.coords);
2148 copy.faces = new List<Face>(this.faces);
2149 copy.viewerFaces = new List<ViewerFace>(this.viewerFaces);
2150 copy.normals = new List<Coord>(this.normals);
2151
2152 return copy;
2153 }
2154
2155 /// <summary>
2156 /// Calculate surface normals for all of the faces in the list of faces in this mesh
2157 /// </summary>
2158 public void CalcNormals()
2159 {
2160 if (normalsProcessed)
2161 return;
2162
2163 normalsProcessed = true;
2164
2165 int numFaces = faces.Count;
2166
2167 if (!this.calcVertexNormals)
2168 this.normals = new List<Coord>();
2169
2170 for (int i = 0; i < numFaces; i++)
2171 {
2172 Face face = faces[i];
2173
2174 this.normals.Add(SurfaceNormal(i).Normalize());
2175
2176 int normIndex = normals.Count - 1;
2177 face.n1 = normIndex;
2178 face.n2 = normIndex;
2179 face.n3 = normIndex;
2180
2181 this.faces[i] = face;
2182 }
2183 }
2184
2185 /// <summary>
2186 /// Adds a value to each XYZ vertex coordinate in the mesh
2187 /// </summary>
2188 /// <param name="x"></param>
2189 /// <param name="y"></param>
2190 /// <param name="z"></param>
2191 public void AddPos(float x, float y, float z)
2192 {
2193 int i;
2194 int numVerts = this.coords.Count;
2195 Coord vert;
2196
2197 for (i = 0; i < numVerts; i++)
2198 {
2199 vert = this.coords[i];
2200 vert.X += x;
2201 vert.Y += y;
2202 vert.Z += z;
2203 this.coords[i] = vert;
2204 }
2205
2206 if (this.viewerFaces != null)
2207 {
2208 int numViewerFaces = this.viewerFaces.Count;
2209
2210 for (i = 0; i < numViewerFaces; i++)
2211 {
2212 ViewerFace v = this.viewerFaces[i];
2213 v.AddPos(x, y, z);
2214 this.viewerFaces[i] = v;
2215 }
2216 }
2217 }
2218
2219 /// <summary>
2220 /// Rotates the mesh
2221 /// </summary>
2222 /// <param name="q"></param>
2223 public void AddRot(Quat q)
2224 {
2225 int i;
2226 int numVerts = this.coords.Count;
2227
2228 for (i = 0; i < numVerts; i++)
2229 this.coords[i] *= q;
2230
2231 if (this.normals != null)
2232 {
2233 int numNormals = this.normals.Count;
2234 for (i = 0; i < numNormals; i++)
2235 this.normals[i] *= q;
2236 }
2237
2238 if (this.viewerFaces != null)
2239 {
2240 int numViewerFaces = this.viewerFaces.Count;
2241
2242 for (i = 0; i < numViewerFaces; i++)
2243 {
2244 ViewerFace v = this.viewerFaces[i];
2245 v.v1 *= q;
2246 v.v2 *= q;
2247 v.v3 *= q;
2248
2249 v.n1 *= q;
2250 v.n2 *= q;
2251 v.n3 *= q;
2252 this.viewerFaces[i] = v;
2253 }
2254 }
2255 }
2256
2257#if VERTEX_INDEXER
2258 public VertexIndexer GetVertexIndexer()
2259 {
2260 if (this.viewerMode && this.viewerFaces.Count > 0)
2261 return new VertexIndexer(this);
2262 return null;
2263 }
2264#endif
2265
2266 /// <summary>
2267 /// Scales the mesh
2268 /// </summary>
2269 /// <param name="x"></param>
2270 /// <param name="y"></param>
2271 /// <param name="z"></param>
2272 public void Scale(float x, float y, float z)
2273 {
2274 int i;
2275 int numVerts = this.coords.Count;
2276 //Coord vert;
2277
2278 Coord m = new Coord(x, y, z);
2279 for (i = 0; i < numVerts; i++)
2280 this.coords[i] *= m;
2281
2282 if (this.viewerFaces != null)
2283 {
2284 int numViewerFaces = this.viewerFaces.Count;
2285 for (i = 0; i < numViewerFaces; i++)
2286 {
2287 ViewerFace v = this.viewerFaces[i];
2288 v.v1 *= m;
2289 v.v2 *= m;
2290 v.v3 *= m;
2291 this.viewerFaces[i] = v;
2292 }
2293
2294 }
2295
2296 }
2297
2298 /// <summary>
2299 /// Dumps the mesh to a Blender compatible "Raw" format file
2300 /// </summary>
2301 /// <param name="path"></param>
2302 /// <param name="name"></param>
2303 /// <param name="title"></param>
2304 public void DumpRaw(String path, String name, String title)
2305 {
2306 if (path == null)
2307 return;
2308 String fileName = name + "_" + title + ".raw";
2309 String completePath = System.IO.Path.Combine(path, fileName);
2310 StreamWriter sw = new StreamWriter(completePath);
2311
2312 for (int i = 0; i < this.faces.Count; i++)
2313 {
2314 string s = this.coords[this.faces[i].v1].ToString();
2315 s += " " + this.coords[this.faces[i].v2].ToString();
2316 s += " " + this.coords[this.faces[i].v3].ToString();
2317
2318 sw.WriteLine(s);
2319 }
2320
2321 sw.Close();
2322 }
2323 }
2324}
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
new file mode 100644
index 0000000..1c75db6
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
@@ -0,0 +1,244 @@
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
28using System;
29using System.Collections.Generic;
30using System.Text;
31
32using System.Drawing;
33using System.Drawing.Imaging;
34
35namespace PrimMesher
36{
37 public class SculptMap
38 {
39 public int width;
40 public int height;
41 public byte[] redBytes;
42 public byte[] greenBytes;
43 public byte[] blueBytes;
44
45 public SculptMap()
46 {
47 }
48
49 public SculptMap(Bitmap bm, int lod)
50 {
51 int bmW = bm.Width;
52 int bmH = bm.Height;
53
54 if (bmW == 0 || bmH == 0)
55 throw new Exception("SculptMap: bitmap has no data");
56
57 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
58
59 bool needsScaling = false;
60 bool smallMap = false;
61
62 width = bmW;
63 height = bmH;
64
65 while (width * height > numLodPixels * 4)
66 {
67 width >>= 1;
68 height >>= 1;
69 needsScaling = true;
70 }
71
72 try
73 {
74 if (needsScaling)
75 bm = ScaleImage(bm, width, height);
76 }
77
78 catch (Exception e)
79 {
80 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
81 }
82
83 if (width * height > numLodPixels)
84 {
85 smallMap = false;
86 width >>= 1;
87 height >>= 1;
88 }
89 else
90 smallMap = true;
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 Color c;
99
100 try
101 {
102 for (int y = 0; y <= height; y++)
103 {
104 for (int x = 0; x < width; x++)
105 {
106 if (smallMap)
107 c = bm.GetPixel(x, y < height ? y : y - 1);
108 else
109 c = bm.GetPixel(x * 2, y < height ? y * 2 : y * 2 - 1);
110
111 redBytes[byteNdx] = c.R;
112 greenBytes[byteNdx] = c.G;
113 blueBytes[byteNdx] = c.B;
114
115 ++byteNdx;
116 }
117
118 if (smallMap)
119 c = bm.GetPixel(width - 1, y < height ? y : y - 1);
120 else
121 c = bm.GetPixel(width * 2 - 1, y < height ? y * 2 : y * 2 - 1);
122
123 redBytes[byteNdx] = c.R;
124 greenBytes[byteNdx] = c.G;
125 blueBytes[byteNdx] = c.B;
126
127 ++byteNdx;
128 }
129 }
130 catch (Exception e)
131 {
132 throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString());
133 }
134
135 width++;
136 height++;
137 }
138
139 public List<List<Coord>> ToRows(bool mirror)
140 {
141 int numRows = height;
142 int numCols = width;
143
144 List<List<Coord>> rows = new List<List<Coord>>(numRows);
145
146 float pixScale = 1.0f / 255;
147
148 int rowNdx, colNdx;
149 int smNdx = 0;
150
151 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
152 {
153 List<Coord> row = new List<Coord>(numCols);
154 for (colNdx = 0; colNdx < numCols; colNdx++)
155 {
156
157 if (mirror)
158 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
159 else
160 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
161
162 ++smNdx;
163 }
164 rows.Add(row);
165 }
166 return rows;
167 }
168
169 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
170 {
171
172 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
173
174 Color c;
175
176
177 // will let last step to be eventually diferent, as seems to be in sl
178
179 float xscale = (float)srcImage.Width / (float)destWidth;
180 float yscale = (float)srcImage.Height / (float)destHeight;
181
182 int lastsx = srcImage.Width - 1;
183 int lastsy = srcImage.Height - 1;
184 int lastdx = destWidth - 1;
185 int lastdy = destHeight - 1;
186
187 float sy = 0.5f;
188 float sx;
189
190 for (int y = 0; y < lastdy; y++)
191 {
192 sx = 0.5f;
193 for (int x = 0; x < lastdx; x++)
194 {
195 try
196 {
197 c = srcImage.GetPixel((int)(sx), (int)(sy));
198 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
199 }
200 catch (IndexOutOfRangeException)
201 {
202 }
203 sx += xscale;
204 }
205 try
206 {
207 c = srcImage.GetPixel(lastsx, (int)(sy));
208 scaledImage.SetPixel(lastdx, y, Color.FromArgb(c.R, c.G, c.B));
209 }
210 catch (IndexOutOfRangeException)
211 {
212 }
213
214 sy += yscale;
215 }
216
217 sx = 0.5f;
218 for (int x = 0; x < lastdx; x++)
219 {
220 try
221 {
222 c = srcImage.GetPixel((int)(sx), lastsy);
223 scaledImage.SetPixel(x, lastdy, Color.FromArgb(c.R, c.G, c.B));
224 }
225 catch (IndexOutOfRangeException)
226 {
227 }
228
229 sx += xscale;
230 }
231 try
232 {
233 c = srcImage.GetPixel(lastsx, lastsy);
234 scaledImage.SetPixel(lastdx, lastdy, Color.FromArgb(c.R, c.G, c.B));
235 }
236 catch (IndexOutOfRangeException)
237 {
238 }
239
240 srcImage.Dispose();
241 return scaledImage;
242 }
243 }
244} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
new file mode 100644
index 0000000..bc1375b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
@@ -0,0 +1,220 @@
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
28using System;
29using System.Collections.Generic;
30using System.Text;
31using System.IO;
32
33using System.Drawing;
34using System.Drawing.Imaging;
35
36namespace PrimMesher
37{
38
39 public class SculptMesh
40 {
41 public List<Coord> coords;
42 public List<Face> faces;
43
44 public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
45
46
47 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool mirror, bool invert)
48 {
49 if (mirror)
50 invert = !invert;
51
52 SculptMap smap = new SculptMap(sculptBitmap, lod);
53
54 List<List<Coord>> rows = smap.ToRows(mirror);
55
56 _SculptMesh(rows, sculptType, invert);
57 }
58
59 private void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool invert)
60 {
61 coords = new List<Coord>();
62 faces = new List<Face>();
63
64 sculptType = (SculptType)(((int)sculptType) & 0x07);
65
66 int width = rows[0].Count;
67
68 int p1, p2, p3, p4;
69
70 int imageX, imageY;
71
72 if (sculptType != SculptType.plane)
73 {
74 if (rows.Count % 2 == 0)
75 {
76 for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
77 rows[rowNdx].Add(rows[rowNdx][0]);
78 }
79 else
80 {
81 int lastIndex = rows[0].Count - 1;
82
83 for (int i = 0; i < rows.Count; i++)
84 rows[i][0] = rows[i][lastIndex];
85 }
86 }
87
88 Coord topPole = rows[0][width / 2];
89 Coord bottomPole = rows[rows.Count - 1][width / 2];
90
91 if (sculptType == SculptType.sphere)
92 {
93 if (rows.Count % 2 == 0)
94 {
95 int count = rows[0].Count;
96 List<Coord> topPoleRow = new List<Coord>(count);
97 List<Coord> bottomPoleRow = new List<Coord>(count);
98
99 for (int i = 0; i < count; i++)
100 {
101 topPoleRow.Add(topPole);
102 bottomPoleRow.Add(bottomPole);
103 }
104 rows.Insert(0, topPoleRow);
105 rows.Add(bottomPoleRow);
106 }
107 else
108 {
109 int count = rows[0].Count;
110
111 List<Coord> topPoleRow = rows[0];
112 List<Coord> bottomPoleRow = rows[rows.Count - 1];
113
114 for (int i = 0; i < count; i++)
115 {
116 topPoleRow[i] = topPole;
117 bottomPoleRow[i] = bottomPole;
118 }
119 }
120 }
121
122 if (sculptType == SculptType.torus)
123 rows.Add(rows[0]);
124
125 int coordsDown = rows.Count;
126 int coordsAcross = rows[0].Count;
127
128 float widthUnit = 1.0f / (coordsAcross - 1);
129 float heightUnit = 1.0f / (coordsDown - 1);
130
131 for (imageY = 0; imageY < coordsDown; imageY++)
132 {
133 int rowOffset = imageY * coordsAcross;
134
135 for (imageX = 0; imageX < coordsAcross; imageX++)
136 {
137 /*
138 * p1-----p2
139 * | \ f2 |
140 * | \ |
141 * | f1 \|
142 * p3-----p4
143 */
144
145 p4 = rowOffset + imageX;
146 p3 = p4 - 1;
147
148 p2 = p4 - coordsAcross;
149 p1 = p3 - coordsAcross;
150
151 this.coords.Add(rows[imageY][imageX]);
152
153 if (imageY > 0 && imageX > 0)
154 {
155 Face f1, f2;
156
157 if (invert)
158 {
159 f1 = new Face(p1, p4, p3);
160 f2 = new Face(p1, p2, p4);
161 }
162 else
163 {
164 f1 = new Face(p1, p3, p4);
165 f2 = new Face(p1, p4, p2);
166 }
167
168 this.faces.Add(f1);
169 this.faces.Add(f2);
170 }
171 }
172 }
173 }
174
175 /// <summary>
176 /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
177 /// </summary>
178 /// <returns></returns>
179 public SculptMesh Copy()
180 {
181 return new SculptMesh(this);
182 }
183
184 public SculptMesh(SculptMesh sm)
185 {
186 coords = new List<Coord>(sm.coords);
187 faces = new List<Face>(sm.faces);
188 }
189
190 public void Scale(float x, float y, float z)
191 {
192 int i;
193 int numVerts = this.coords.Count;
194
195 Coord m = new Coord(x, y, z);
196 for (i = 0; i < numVerts; i++)
197 this.coords[i] *= m;
198 }
199
200 public void DumpRaw(String path, String name, String title)
201 {
202 if (path == null)
203 return;
204 String fileName = name + "_" + title + ".raw";
205 String completePath = System.IO.Path.Combine(path, fileName);
206 StreamWriter sw = new StreamWriter(completePath);
207
208 for (int i = 0; i < this.faces.Count; i++)
209 {
210 string s = this.coords[this.faces[i].v1].ToString();
211 s += " " + this.coords[this.faces[i].v2].ToString();
212 s += " " + this.coords[this.faces[i].v3].ToString();
213
214 sw.WriteLine(s);
215 }
216
217 sw.Close();
218 }
219 }
220}
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
28using System.Reflection;
29using 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..c363310
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1477 @@
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
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using OpenMetaverse;
35using OdeAPI;
36using OpenSim.Framework;
37using OpenSim.Region.Physics.Manager;
38using log4net;
39
40namespace 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 private 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 bool m_freemove = false;
107 // private CollisionLocker ode;
108
109// private string m_name = String.Empty;
110 // other filter control
111 int m_colliderfilter = 0;
112 int m_colliderGroundfilter = 0;
113 int m_colliderObjectfilter = 0;
114
115 // Default we're a Character
116 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
117
118 // Default, Collide with Other Geometries, spaces, bodies and characters.
119 private CollisionCategories m_collisionFlags = (CollisionCategories.Character
120 | CollisionCategories.Geom
121 | CollisionCategories.VolumeDtc
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 public int m_eventsubscription = 0;
132 private int m_cureventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = null;
134 private bool SentEmptyCollisionsEvent;
135
136 // unique UUID of this character object
137 public UUID m_uuid;
138 public bool bad = false;
139
140 float mu;
141
142 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)
143 {
144 m_uuid = UUID.Random();
145
146 if (pos.IsFinite())
147 {
148 if (pos.Z > 99999f)
149 {
150 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
151 }
152 if (pos.Z < -100f) // shouldn't this be 0 ?
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 _position = pos;
157 }
158 else
159 {
160 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
161 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
162 }
163
164 _parent_scene = parent_scene;
165
166 PID_D = pid_d;
167 PID_P = pid_p;
168 CAPSULE_RADIUS = capsule_radius;
169 m_density = density;
170 m_mass = 80f; // sure we have a default
171
172 // force lower density for testing
173 m_density = 3.0f;
174
175
176 mu = parent_scene.AvatarFriction;
177
178 walkDivisor = walk_divisor;
179 runDivisor = rundivisor;
180
181 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
182 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
183
184 m_isPhysical = false; // current status: no ODE information exists
185
186 Name = avName;
187
188 AddChange(changes.Add, null);
189 }
190
191 public override int PhysicsActorType
192 {
193 get { return (int)ActorTypes.Agent; }
194 set { return; }
195 }
196
197 public override void getContactData(ref ContactData cdata)
198 {
199 cdata.mu = mu;
200 cdata.bounce = 0;
201 cdata.softcolide = false;
202 }
203
204 public override bool Building { get; set; }
205
206 /// <summary>
207 /// If this is set, the avatar will move faster
208 /// </summary>
209 public override bool SetAlwaysRun
210 {
211 get { return m_alwaysRun; }
212 set { m_alwaysRun = value; }
213 }
214
215 public override uint LocalID
216 {
217 get { return m_localID; }
218 set { m_localID = value; }
219 }
220
221 public override PhysicsActor ParentActor
222 {
223 get { return (PhysicsActor)this; }
224 }
225
226 public override bool Grabbed
227 {
228 set { return; }
229 }
230
231 public override bool Selected
232 {
233 set { return; }
234 }
235
236 public override float Buoyancy
237 {
238 get { return m_buoyancy; }
239 set { m_buoyancy = value; }
240 }
241
242 public override bool FloatOnWater
243 {
244 set { return; }
245 }
246
247 public override bool IsPhysical
248 {
249 get { return m_isPhysical; }
250 set { return; }
251 }
252
253 public override bool ThrottleUpdates
254 {
255 get { return false; }
256 set { return; }
257 }
258
259 public override bool Flying
260 {
261 get { return flying; }
262 set
263 {
264 flying = value;
265 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
266 }
267 }
268
269 /// <summary>
270 /// Returns if the avatar is colliding in general.
271 /// This includes the ground and objects and avatar.
272 /// </summary>
273 public override bool IsColliding
274 {
275 get { return (m_iscolliding || m_iscollidingGround); }
276 set
277 {
278 if (value)
279 {
280 m_colliderfilter += 2;
281 if (m_colliderfilter > 2)
282 m_colliderfilter = 2;
283 }
284 else
285 {
286 m_colliderfilter--;
287 if (m_colliderfilter < 0)
288 m_colliderfilter = 0;
289 }
290
291 if (m_colliderfilter == 0)
292 m_iscolliding = false;
293 else
294 {
295 m_pidControllerActive = true;
296 m_iscolliding = true;
297 }
298 }
299 }
300
301 /// <summary>
302 /// Returns if an avatar is colliding with the ground
303 /// </summary>
304 public override bool CollidingGround
305 {
306 get { return m_iscollidingGround; }
307 set
308 {
309 /* we now control this
310 if (value)
311 {
312 m_colliderGroundfilter += 2;
313 if (m_colliderGroundfilter > 2)
314 m_colliderGroundfilter = 2;
315 }
316 else
317 {
318 m_colliderGroundfilter--;
319 if (m_colliderGroundfilter < 0)
320 m_colliderGroundfilter = 0;
321 }
322
323 if (m_colliderGroundfilter == 0)
324 m_iscollidingGround = false;
325 else
326 m_iscollidingGround = true;
327 */
328 }
329
330 }
331
332 /// <summary>
333 /// Returns if the avatar is colliding with an object
334 /// </summary>
335 public override bool CollidingObj
336 {
337 get { return m_iscollidingObj; }
338 set
339 {
340 // Ubit filter this also
341 if (value)
342 {
343 m_colliderObjectfilter += 2;
344 if (m_colliderObjectfilter > 2)
345 m_colliderObjectfilter = 2;
346 }
347 else
348 {
349 m_colliderObjectfilter--;
350 if (m_colliderObjectfilter < 0)
351 m_colliderObjectfilter = 0;
352 }
353
354 if (m_colliderObjectfilter == 0)
355 m_iscollidingObj = false;
356 else
357 m_iscollidingObj = true;
358
359 // m_iscollidingObj = value;
360
361 if (m_iscollidingObj)
362 m_pidControllerActive = false;
363 else
364 m_pidControllerActive = true;
365 }
366 }
367
368 /// <summary>
369 /// turn the PID controller on or off.
370 /// The PID Controller will turn on all by itself in many situations
371 /// </summary>
372 /// <param name="status"></param>
373 public void SetPidStatus(bool status)
374 {
375 m_pidControllerActive = status;
376 }
377
378 public override bool Stopped
379 {
380 get { return _zeroFlag; }
381 }
382
383 /// <summary>
384 /// This 'puts' an avatar somewhere in the physics space.
385 /// Not really a good choice unless you 'know' it's a good
386 /// spot otherwise you're likely to orbit the avatar.
387 /// </summary>
388 public override Vector3 Position
389 {
390 get { return _position; }
391 set
392 {
393 if (value.IsFinite())
394 {
395 if (value.Z > 9999999f)
396 {
397 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
398 }
399 if (value.Z < -100f)
400 {
401 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
402 }
403 AddChange(changes.Position, value);
404 }
405 else
406 {
407 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
408 }
409 }
410 }
411
412 public override Vector3 RotationalVelocity
413 {
414 get { return m_rotationalVelocity; }
415 set { m_rotationalVelocity = value; }
416 }
417
418 /// <summary>
419 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
420 /// and use it to offset landings properly
421 /// </summary>
422 public override Vector3 Size
423 {
424 get {
425 float d = CAPSULE_RADIUS * 2;
426 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
427 set
428 {
429 if (value.IsFinite())
430 {
431 AddChange(changes.Size, value);
432 }
433 else
434 {
435 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
436 }
437 }
438 }
439
440 /// <summary>
441 /// This creates the Avatar's physical Surrogate at the position supplied
442 /// </summary>
443 /// <param name="npositionX"></param>
444 /// <param name="npositionY"></param>
445 /// <param name="npositionZ"></param>
446
447 //
448 /// <summary>
449 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
450 /// This may be used in calculations in the scene/scenepresence
451 /// </summary>
452 public override float Mass
453 {
454 get
455 {
456 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
457 return m_density * AVvolume;
458 }
459 }
460 public override void link(PhysicsActor obj)
461 {
462
463 }
464
465 public override void delink()
466 {
467
468 }
469
470 public override void LockAngularMotion(Vector3 axis)
471 {
472
473 }
474
475
476 public override Vector3 Force
477 {
478 get { return _target_velocity; }
479 set { return; }
480 }
481
482 public override int VehicleType
483 {
484 get { return 0; }
485 set { return; }
486 }
487
488 public override void VehicleFloatParam(int param, float value)
489 {
490
491 }
492
493 public override void VehicleVectorParam(int param, Vector3 value)
494 {
495
496 }
497
498 public override void VehicleRotationParam(int param, Quaternion rotation)
499 {
500
501 }
502
503 public override void VehicleFlags(int param, bool remove)
504 {
505
506 }
507
508 public override void SetVolumeDetect(int param)
509 {
510
511 }
512
513 public override Vector3 CenterOfMass
514 {
515 get
516 {
517 Vector3 pos = _position;
518 return pos;
519 }
520 }
521
522 public override Vector3 GeometricCenter
523 {
524 get
525 {
526 Vector3 pos = _position;
527 return pos;
528 }
529 }
530
531 public override PrimitiveBaseShape Shape
532 {
533 set { return; }
534 }
535
536 public override Vector3 Velocity
537 {
538 get
539 {
540 return _velocity;
541 }
542 set
543 {
544 if (value.IsFinite())
545 {
546 AddChange(changes.Velocity, value);
547 }
548 else
549 {
550 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
551 }
552 }
553 }
554
555 public override Vector3 Torque
556 {
557 get { return Vector3.Zero; }
558 set { return; }
559 }
560
561 public override float CollisionScore
562 {
563 get { return 0f; }
564 set { }
565 }
566
567 public override bool Kinematic
568 {
569 get { return false; }
570 set { }
571 }
572
573 public override Quaternion Orientation
574 {
575 get { return Quaternion.Identity; }
576 set
577 {
578 }
579 }
580
581 public override Vector3 Acceleration
582 {
583 get { return _acceleration; }
584 set { }
585 }
586
587 public void SetAcceleration(Vector3 accel)
588 {
589 m_pidControllerActive = true;
590 _acceleration = accel;
591 }
592
593 /// <summary>
594 /// Adds the force supplied to the Target Velocity
595 /// The PID controller takes this target velocity and tries to make it a reality
596 /// </summary>
597 /// <param name="force"></param>
598 public override void AddForce(Vector3 force, bool pushforce)
599 {
600 if (force.IsFinite())
601 {
602 if (pushforce)
603 {
604 AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f));
605 }
606 else
607 {
608 AddChange(changes.Velocity, force);
609 }
610 }
611 else
612 {
613 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
614 }
615 //m_lastUpdateSent = false;
616 }
617
618 public override void AddAngularForce(Vector3 force, bool pushforce)
619 {
620
621 }
622
623 public override void SetMomentum(Vector3 momentum)
624 {
625 if (momentum.IsFinite())
626 AddChange(changes.Momentum, momentum);
627 }
628
629
630 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
631 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
632 // place that is safe to call this routine AvatarGeomAndBodyCreation.
633 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
634 {
635 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
636 if (CAPSULE_LENGTH <= 0)
637 {
638 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
639 CAPSULE_LENGTH = 0.01f;
640
641 }
642
643 if (CAPSULE_RADIUS <= 0)
644 {
645 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
646 CAPSULE_RADIUS = 0.01f;
647
648 }
649 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
650
651 d.GeomSetCategoryBits(Shell, (uint)m_collisionCategories);
652 d.GeomSetCollideBits(Shell, (uint)m_collisionFlags);
653
654 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
655
656 m_mass = ShellMass.mass; // update mass
657
658 // rescale PID parameters
659 PID_D = _parent_scene.avPIDD;
660 PID_P = _parent_scene.avPIDP;
661
662 // rescale PID parameters so that this aren't affected by mass
663 // and so don't get unstable for some masses
664 // also scale by ode time step so you don't need to refix them
665
666 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
667 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
668 PID_P /= 50 * 80;
669 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
670
671 Body = d.BodyCreate(_parent_scene.world);
672
673 _zeroFlag = false;
674 m_pidControllerActive = true;
675 m_freemove = false;
676
677 d.BodySetAutoDisableFlag(Body, false);
678 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
679
680 _position.X = npositionX;
681 _position.Y = npositionY;
682 _position.Z = npositionZ;
683
684 d.BodySetMass(Body, ref ShellMass);
685 d.GeomSetBody(Shell, Body);
686
687 // The purpose of the AMotor here is to keep the avatar's physical
688 // surrogate from rotating while moving
689 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
690 d.JointAttach(Amotor, Body, IntPtr.Zero);
691
692 d.JointSetAMotorMode(Amotor, 0);
693 d.JointSetAMotorNumAxes(Amotor, 3);
694 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
695 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
696 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
697
698 d.JointSetAMotorAngle(Amotor, 0, 0);
699 d.JointSetAMotorAngle(Amotor, 1, 0);
700 d.JointSetAMotorAngle(Amotor, 2, 0);
701
702 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
703 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
704 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
705 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
706 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
707 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
708
709 // These lowstops and high stops are effectively (no wiggle room)
710 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
711 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
712 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
713 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
714 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
715 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
716
717 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
718 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
719 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
720
721 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f);
722 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f);
723 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f);
724 }
725
726 /// <summary>
727 /// Destroys the avatar body and geom
728
729 private void AvatarGeomAndBodyDestroy()
730 {
731 // Kill the Amotor
732 if (Amotor != IntPtr.Zero)
733 {
734 d.JointDestroy(Amotor);
735 Amotor = IntPtr.Zero;
736 }
737
738 if (Body != IntPtr.Zero)
739 {
740 //kill the body
741 d.BodyDestroy(Body);
742 Body = IntPtr.Zero;
743 }
744
745 //kill the Geometry
746 if (Shell != IntPtr.Zero)
747 {
748// _parent_scene.geom_name_map.Remove(Shell);
749 _parent_scene.actor_name_map.Remove(Shell);
750 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
751 d.GeomDestroy(Shell);
752 Shell = IntPtr.Zero;
753 }
754 }
755
756 /// <summary>
757 /// Called from Simulate
758 /// This is the avatar's movement control + PID Controller
759 /// </summary>
760 /// <param name="timeStep"></param>
761 public void Move(float timeStep, List<OdeCharacter> defects)
762 {
763 if (Body == IntPtr.Zero)
764 return;
765
766 d.Vector3 dtmp = d.BodyGetPosition(Body);
767 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
768
769 // the Amotor still lets avatar rotation to drift during colisions
770 // so force it back to identity
771
772 d.Quaternion qtmp;
773 qtmp.W = 1;
774 qtmp.X = 0;
775 qtmp.Y = 0;
776 qtmp.Z = 0;
777 d.BodySetQuaternion(Body, ref qtmp);
778
779 if (m_pidControllerActive == false)
780 {
781 _zeroPosition = localpos;
782 }
783
784 if (!localpos.IsFinite())
785 {
786 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
787 defects.Add(this);
788 // _parent_scene.RemoveCharacter(this);
789
790 // destroy avatar capsule and related ODE data
791 AvatarGeomAndBodyDestroy();
792 return;
793 }
794
795 // check outbounds forcing to be in world
796 bool fixbody = false;
797 if (localpos.X < 0.0f)
798 {
799 fixbody = true;
800 localpos.X = 0.1f;
801 }
802 else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
803 {
804 fixbody = true;
805 localpos.X = _parent_scene.WorldExtents.X - 0.1f;
806 }
807 if (localpos.Y < 0.0f)
808 {
809 fixbody = true;
810 localpos.Y = 0.1f;
811 }
812 else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
813 {
814 fixbody = true;
815 localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
816 }
817 if (fixbody)
818 {
819 m_freemove = false;
820 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
821 }
822
823 float breakfactor;
824
825 Vector3 vec = Vector3.Zero;
826 dtmp = d.BodyGetLinearVel(Body);
827 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
828 float velLengthSquared = vel.LengthSquared();
829
830 float movementdivisor = 1f;
831 //Ubit change divisions into multiplications below
832 if (!m_alwaysRun)
833 movementdivisor = 1 / walkDivisor;
834 else
835 movementdivisor = 1 / runDivisor;
836
837 //******************************************
838 // colide with land
839 d.AABB aabb;
840 d.GeomGetAABB(Shell, out aabb);
841 float chrminZ = aabb.MinZ;
842
843 Vector3 posch = localpos;
844
845 float ftmp;
846
847 if (flying)
848 {
849 ftmp = timeStep;
850 posch.X += vel.X * ftmp;
851 posch.Y += vel.Y * ftmp;
852 }
853
854 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
855 if (chrminZ < terrainheight)
856 {
857 float depth = terrainheight - chrminZ;
858 if (!flying)
859 {
860 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
861 }
862 else
863 vec.Z = depth * PID_P * 50;
864
865 if (depth < 0.1f)
866 {
867 m_colliderGroundfilter++;
868 if (m_colliderGroundfilter > 2)
869 {
870 m_iscolliding = true;
871 m_colliderfilter = 2;
872
873 if (m_colliderGroundfilter > 10)
874 {
875 m_colliderGroundfilter = 10;
876 m_freemove = false;
877 }
878
879 m_iscollidingGround = true;
880
881 ContactPoint contact = new ContactPoint();
882 contact.PenetrationDepth = depth;
883 contact.Position.X = localpos.X;
884 contact.Position.Y = localpos.Y;
885 contact.Position.Z = chrminZ;
886 contact.SurfaceNormal.X = 0f;
887 contact.SurfaceNormal.Y = 0f;
888 contact.SurfaceNormal.Z = -1f;
889 contact.RelativeSpeed = -vel.Z;
890 AddCollisionEvent(0, contact);
891
892 vec.Z *= 0.5f;
893 }
894 }
895
896 else
897 {
898 m_colliderGroundfilter = 0;
899 m_iscollidingGround = false;
900 }
901 }
902 else
903 {
904 m_colliderGroundfilter = 0;
905 m_iscollidingGround = false;
906 }
907
908 //******************************************
909
910 bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
911
912 // if (!tviszero || m_iscolliding || velLengthSquared <0.01)
913 if (!tviszero)
914 m_freemove = false;
915
916 if (!m_freemove)
917 {
918
919 // if velocity is zero, use position control; otherwise, velocity control
920 if (tviszero && m_iscolliding)
921 {
922 // keep track of where we stopped. No more slippin' & slidin'
923 if (!_zeroFlag)
924 {
925 _zeroFlag = true;
926 _zeroPosition = localpos;
927 }
928 if (m_pidControllerActive)
929 {
930 // We only want to deactivate the PID Controller if we think we want to have our surrogate
931 // react to the physics scene by moving it's position.
932 // Avatar to Avatar collisions
933 // Prim to avatar collisions
934
935 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
936 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
937 if (flying)
938 {
939 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
940 }
941 }
942 //PidStatus = true;
943 }
944 else
945 {
946 m_pidControllerActive = true;
947 _zeroFlag = false;
948
949 if (m_iscolliding)
950 {
951 if (!flying)
952 {
953 if (_target_velocity.Z > 0.0f)
954 {
955 // We're colliding with something and we're not flying but we're moving
956 // This means we're walking or running. JUMPING
957 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
958 }
959 // We're standing on something
960 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
961 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
962 }
963 else
964 {
965 // We're flying and colliding with something
966 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
967 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
968 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
969 }
970 }
971 else // ie not colliding
972 {
973 if (flying) //(!m_iscolliding && flying)
974 {
975 // we're in mid air suspended
976 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
977 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
978 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
979 }
980
981 else
982 {
983 // we're not colliding and we're not flying so that means we're falling!
984 // m_iscolliding includes collisions with the ground.
985
986 // d.Vector3 pos = d.BodyGetPosition(Body);
987 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
988 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
989 }
990 }
991 }
992
993 if (velLengthSquared > 2500.0f) // 50m/s apply breaks
994 {
995 breakfactor = 0.16f * m_mass;
996 vec.X -= breakfactor * vel.X;
997 vec.Y -= breakfactor * vel.Y;
998 vec.Z -= breakfactor * vel.Z;
999 }
1000 }
1001 else
1002 {
1003 breakfactor = m_mass;
1004 vec.X -= breakfactor * vel.X;
1005 vec.Y -= breakfactor * vel.Y;
1006 if (flying)
1007 vec.Z -= breakfactor * vel.Z;
1008 else
1009 vec.Z -= .5f* m_mass * vel.Z;
1010 }
1011
1012 if (flying)
1013 {
1014 vec.Z -= _parent_scene.gravityz * m_mass;
1015
1016 //Added for auto fly height. Kitto Flora
1017 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
1018
1019 if (localpos.Z < target_altitude)
1020 {
1021 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
1022 }
1023 // end add Kitto Flora
1024 }
1025
1026 if (vec.IsFinite())
1027 {
1028 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
1029 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1030 }
1031 else
1032 {
1033 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1034 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1035 defects.Add(this);
1036 // _parent_scene.RemoveCharacter(this);
1037 // destroy avatar capsule and related ODE data
1038 AvatarGeomAndBodyDestroy();
1039 return;
1040 }
1041
1042 // update our local ideia of position velocity and aceleration
1043 _position = localpos;
1044 if (_zeroFlag)
1045 {
1046 _velocity = Vector3.Zero;
1047 _acceleration = Vector3.Zero;
1048 }
1049 else
1050 {
1051 _acceleration = _velocity; // previus velocity
1052 _velocity = vel;
1053 _acceleration = (vel - _acceleration) / timeStep;
1054 }
1055
1056 }
1057
1058 /// <summary>
1059 /// Updates the reported position and velocity.
1060 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1061 /// also outbounds checking
1062 /// copy and outbounds now done in move(..) at ode rate
1063 ///
1064 /// </summary>
1065 public void UpdatePositionAndVelocity()
1066 {
1067 return;
1068
1069// if (Body == IntPtr.Zero)
1070// return;
1071
1072 }
1073
1074 /// <summary>
1075 /// Cleanup the things we use in the scene.
1076 /// </summary>
1077 public void Destroy()
1078 {
1079 AddChange(changes.Remove, null);
1080 }
1081
1082 public override void CrossingFailure()
1083 {
1084 }
1085
1086 public override Vector3 PIDTarget { set { return; } }
1087 public override bool PIDActive { set { return; } }
1088 public override float PIDTau { set { return; } }
1089
1090 public override float PIDHoverHeight { set { return; } }
1091 public override bool PIDHoverActive { set { return; } }
1092 public override PIDHoverType PIDHoverType { set { return; } }
1093 public override float PIDHoverTau { set { return; } }
1094
1095 public override Quaternion APIDTarget { set { return; } }
1096
1097 public override bool APIDActive { set { return; } }
1098
1099 public override float APIDStrength { set { return; } }
1100
1101 public override float APIDDamping { set { return; } }
1102
1103
1104 public override void SubscribeEvents(int ms)
1105 {
1106 m_eventsubscription = ms;
1107 m_cureventsubscription = 0;
1108 if (CollisionEventsThisFrame == null)
1109 CollisionEventsThisFrame = new CollisionEventUpdate();
1110 SentEmptyCollisionsEvent = false;
1111 }
1112
1113 public override void UnSubscribeEvents()
1114 {
1115 if (CollisionEventsThisFrame != null)
1116 {
1117 CollisionEventsThisFrame.Clear();
1118 CollisionEventsThisFrame = null;
1119 }
1120 m_eventsubscription = 0;
1121 }
1122
1123 public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1124 {
1125 if (CollisionEventsThisFrame == null)
1126 CollisionEventsThisFrame = new CollisionEventUpdate();
1127 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1128 _parent_scene.AddCollisionEventReporting(this);
1129 }
1130
1131 public void SendCollisions()
1132 {
1133 if (CollisionEventsThisFrame == null)
1134 return;
1135
1136 if (m_cureventsubscription < m_eventsubscription)
1137 return;
1138
1139 m_cureventsubscription = 0;
1140
1141 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
1142
1143 if (!SentEmptyCollisionsEvent || ncolisions > 0)
1144 {
1145 base.SendCollisionUpdate(CollisionEventsThisFrame);
1146
1147 if (ncolisions == 0)
1148 {
1149 SentEmptyCollisionsEvent = true;
1150 _parent_scene.RemoveCollisionEventReporting(this);
1151 }
1152 else
1153 {
1154 SentEmptyCollisionsEvent = false;
1155 CollisionEventsThisFrame.Clear();
1156 }
1157 }
1158 }
1159
1160 internal void AddCollisionFrameTime(int t)
1161 {
1162 // protect it from overflow crashing
1163 if (m_cureventsubscription < 50000)
1164 m_cureventsubscription += t;
1165 }
1166
1167 public override bool SubscribedEvents()
1168 {
1169 if (m_eventsubscription > 0)
1170 return true;
1171 return false;
1172 }
1173
1174 private void changePhysicsStatus(bool NewStatus)
1175 {
1176 if (NewStatus != m_isPhysical)
1177 {
1178 if (NewStatus)
1179 {
1180 // Create avatar capsule and related ODE data
1181 if ((Shell != IntPtr.Zero))
1182 {
1183 // a lost shell ?
1184 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1185 + (Shell != IntPtr.Zero ? "Shell " : "")
1186 + (Body != IntPtr.Zero ? "Body " : "")
1187 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1188 AvatarGeomAndBodyDestroy();
1189 }
1190
1191 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1192
1193 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1194 _parent_scene.AddCharacter(this);
1195 }
1196 else
1197 {
1198 _parent_scene.RemoveCollisionEventReporting(this);
1199 _parent_scene.RemoveCharacter(this);
1200 // destroy avatar capsule and related ODE data
1201 AvatarGeomAndBodyDestroy();
1202 }
1203 m_freemove = false;
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 + (CAPSULE_LENGTH - prevCapsule) * 0.5f);
1241
1242 Velocity = Vector3.Zero;
1243
1244 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1245 }
1246 else
1247 {
1248 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1249 + (Shell == IntPtr.Zero ? "Shell " : "")
1250 + (Body == IntPtr.Zero ? "Body " : "")
1251 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1252 }
1253 }
1254 m_freemove = false;
1255 m_pidControllerActive = true;
1256 }
1257 else
1258 {
1259 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1260 }
1261 }
1262
1263 private void changePosition( Vector3 newPos)
1264 {
1265 if (Body != IntPtr.Zero)
1266 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1267 _position = newPos;
1268 m_freemove = false;
1269 m_pidControllerActive = true;
1270 }
1271
1272 private void changeOrientation(Quaternion newOri)
1273 {
1274 }
1275
1276 private void changeVelocity(Vector3 newVel)
1277 {
1278 m_pidControllerActive = true;
1279 m_freemove = false;
1280 _target_velocity = newVel;
1281 }
1282
1283 private void changeSetTorque(Vector3 newTorque)
1284 {
1285 }
1286
1287 private void changeAddForce(Vector3 newForce)
1288 {
1289 }
1290
1291 private void changeAddAngularForce(Vector3 arg)
1292 {
1293 }
1294
1295 private void changeAngularLock(Vector3 arg)
1296 {
1297 }
1298
1299 private void changeFloatOnWater(bool arg)
1300 {
1301 }
1302
1303 private void changeVolumedetetion(bool arg)
1304 {
1305 }
1306
1307 private void changeSelectedStatus(bool arg)
1308 {
1309 }
1310
1311 private void changeDisable(bool arg)
1312 {
1313 }
1314
1315 private void changeBuilding(bool arg)
1316 {
1317 }
1318
1319 private void setFreeMove()
1320 {
1321 m_pidControllerActive = true;
1322 _zeroFlag = false;
1323 _target_velocity = Vector3.Zero;
1324 m_freemove = true;
1325 m_colliderfilter = -2;
1326 m_colliderObjectfilter = -2;
1327 m_colliderGroundfilter = -2;
1328
1329 m_iscolliding = false;
1330 m_iscollidingGround = false;
1331 m_iscollidingObj = false;
1332
1333 CollisionEventsThisFrame.Clear();
1334 }
1335
1336 private void changeForce(Vector3 newForce)
1337 {
1338 setFreeMove();
1339
1340 if (Body != IntPtr.Zero)
1341 {
1342 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1343 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1344 }
1345 }
1346
1347 // for now momentum is actually velocity
1348 private void changeMomentum(Vector3 newmomentum)
1349 {
1350 _velocity = newmomentum;
1351 setFreeMove();
1352
1353 if (Body != IntPtr.Zero)
1354 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
1355 }
1356
1357 private void donullchange()
1358 {
1359 }
1360
1361 public bool DoAChange(changes what, object arg)
1362 {
1363 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1364 {
1365 return false;
1366 }
1367
1368 // nasty switch
1369 switch (what)
1370 {
1371 case changes.Add:
1372 changeAdd();
1373 break;
1374 case changes.Remove:
1375 changeRemove();
1376 break;
1377
1378 case changes.Position:
1379 changePosition((Vector3)arg);
1380 break;
1381
1382 case changes.Orientation:
1383 changeOrientation((Quaternion)arg);
1384 break;
1385
1386 case changes.PosOffset:
1387 donullchange();
1388 break;
1389
1390 case changes.OriOffset:
1391 donullchange();
1392 break;
1393
1394 case changes.Velocity:
1395 changeVelocity((Vector3)arg);
1396 break;
1397
1398 // case changes.Acceleration:
1399 // changeacceleration((Vector3)arg);
1400 // break;
1401 // case changes.AngVelocity:
1402 // changeangvelocity((Vector3)arg);
1403 // break;
1404
1405 case changes.Force:
1406 changeForce((Vector3)arg);
1407 break;
1408
1409 case changes.Torque:
1410 changeSetTorque((Vector3)arg);
1411 break;
1412
1413 case changes.AddForce:
1414 changeAddForce((Vector3)arg);
1415 break;
1416
1417 case changes.AddAngForce:
1418 changeAddAngularForce((Vector3)arg);
1419 break;
1420
1421 case changes.AngLock:
1422 changeAngularLock((Vector3)arg);
1423 break;
1424
1425 case changes.Size:
1426 changeSize((Vector3)arg);
1427 break;
1428
1429 case changes.Momentum:
1430 changeMomentum((Vector3)arg);
1431 break;
1432/* not in use for now
1433 case changes.Shape:
1434 changeShape((PrimitiveBaseShape)arg);
1435 break;
1436
1437 case changes.CollidesWater:
1438 changeFloatOnWater((bool)arg);
1439 break;
1440
1441 case changes.VolumeDtc:
1442 changeVolumedetetion((bool)arg);
1443 break;
1444
1445 case changes.Physical:
1446 changePhysicsStatus((bool)arg);
1447 break;
1448
1449 case changes.Selected:
1450 changeSelectedStatus((bool)arg);
1451 break;
1452
1453 case changes.disabled:
1454 changeDisable((bool)arg);
1455 break;
1456
1457 case changes.building:
1458 changeBuilding((bool)arg);
1459 break;
1460*/
1461 case changes.Null:
1462 donullchange();
1463 break;
1464
1465 default:
1466 donullchange();
1467 break;
1468 }
1469 return false;
1470 }
1471
1472 public void AddChange(changes what, object arg)
1473 {
1474 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1475 }
1476 }
1477}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..a7dda7a
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,1087 @@
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
43using System;
44using System.Collections.Generic;
45using System.Reflection;
46using System.Runtime.InteropServices;
47using log4net;
48using OpenMetaverse;
49using OdeAPI;
50using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager;
52
53namespace 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 // WARNING this are working copies for internel use
67 // their values may not be the corresponding parameter
68
69 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
70 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
71
72 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
73
74 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
75 // HOVER_TERRAIN_ONLY
76 // HOVER_GLOBAL_HEIGHT
77 // NO_DEFLECTION_UP
78 // HOVER_WATER_ONLY
79 // HOVER_UP_ONLY
80 // LIMIT_MOTOR_UP
81 // LIMIT_ROLL_ONLY
82 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
83
84 // Linear properties
85 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
86 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
87 private float m_linearMotorDecayTimescale = 120;
88 private float m_linearMotorTimescale = 1000;
89 private Vector3 m_linearMotorOffset = Vector3.Zero;
90
91 //Angular properties
92 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
93 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
94 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
95 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
96
97 //Deflection properties
98 private float m_angularDeflectionEfficiency = 0;
99 private float m_angularDeflectionTimescale = 1000;
100 private float m_linearDeflectionEfficiency = 0;
101 private float m_linearDeflectionTimescale = 1000;
102
103 //Banking properties
104 private float m_bankingEfficiency = 0;
105 private float m_bankingMix = 0;
106 private float m_bankingTimescale = 1000;
107
108 //Hover and Buoyancy properties
109 private float m_VhoverHeight = 0f;
110 private float m_VhoverEfficiency = 0f;
111 private float m_VhoverTimescale = 1000f;
112 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
113 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
114 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
115 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
116
117 //Attractor properties
118 private float m_verticalAttractionEfficiency = 1.0f; // damped
119 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
120
121
122 // auxiliar
123 private float m_lmEfect = 0f; // current linear motor eficiency
124 private float m_lmDecay = 0f; // current linear decay
125
126 private float m_amEfect = 0; // current angular motor eficiency
127 private float m_amDecay = 0f; // current linear decay
128
129 private float m_ffactor = 1.0f;
130
131 private float m_timestep = 0.02f;
132 private float m_invtimestep = 50;
133
134
135 float m_ampwr;
136 float m_amdampX;
137 float m_amdampY;
138 float m_amdampZ;
139
140
141 public float FrictionFactor
142 {
143 get
144 {
145 return m_ffactor;
146 }
147 }
148
149
150 public ODEDynamics(OdePrim rootp)
151 {
152 rootPrim = rootp;
153 _pParentScene = rootPrim._parent_scene;
154 m_timestep = _pParentScene.ODE_STEPSIZE;
155 m_invtimestep = 1.0f / m_timestep;
156 }
157
158 public void DoSetVehicle(VehicleData vd)
159 {
160 m_type = vd.m_type;
161 m_flags = vd.m_flags;
162
163
164 // Linear properties
165 m_linearMotorDirection = vd.m_linearMotorDirection;
166
167 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
168 if (m_linearFrictionTimescale.X < m_timestep) m_linearFrictionTimescale.X = m_timestep;
169 if (m_linearFrictionTimescale.Y < m_timestep) m_linearFrictionTimescale.Y = m_timestep;
170 if (m_linearFrictionTimescale.Z < m_timestep) m_linearFrictionTimescale.Z = m_timestep;
171
172 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
173 if (m_linearMotorDecayTimescale < m_timestep) m_linearMotorDecayTimescale = m_timestep;
174 m_linearMotorDecayTimescale += 0.2f;
175 m_linearMotorDecayTimescale *= m_invtimestep;
176
177 m_linearMotorTimescale = vd.m_linearMotorTimescale;
178 if (m_linearMotorTimescale < m_timestep) m_linearMotorTimescale = m_timestep;
179
180 m_linearMotorOffset = vd.m_linearMotorOffset;
181
182 //Angular properties
183 m_angularMotorDirection = vd.m_angularMotorDirection;
184 m_angularMotorTimescale = vd.m_angularMotorTimescale;
185 if (m_angularMotorTimescale < m_timestep) m_angularMotorTimescale = m_timestep;
186
187 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
188 if (m_angularMotorDecayTimescale < m_timestep) m_angularMotorDecayTimescale = m_timestep;
189 m_angularMotorDecayTimescale *= m_invtimestep;
190
191 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
192 if (m_angularFrictionTimescale.X < m_timestep) m_angularFrictionTimescale.X = m_timestep;
193 if (m_angularFrictionTimescale.Y < m_timestep) m_angularFrictionTimescale.Y = m_timestep;
194 if (m_angularFrictionTimescale.Z < m_timestep) m_angularFrictionTimescale.Z = m_timestep;
195
196 //Deflection properties
197 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
198 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
199 if (m_angularDeflectionTimescale < m_timestep) m_angularDeflectionTimescale = m_timestep;
200
201 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
202 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
203 if (m_linearDeflectionTimescale < m_timestep) m_linearDeflectionTimescale = m_timestep;
204
205 //Banking properties
206 m_bankingEfficiency = vd.m_bankingEfficiency;
207 m_bankingMix = vd.m_bankingMix;
208 m_bankingTimescale = vd.m_bankingTimescale;
209 if (m_bankingTimescale < m_timestep) m_bankingTimescale = m_timestep;
210
211 //Hover and Buoyancy properties
212 m_VhoverHeight = vd.m_VhoverHeight;
213 m_VhoverEfficiency = vd.m_VhoverEfficiency;
214 m_VhoverTimescale = vd.m_VhoverTimescale;
215 if (m_VhoverTimescale < m_timestep) m_VhoverTimescale = m_timestep;
216
217 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
218
219 //Attractor properties
220 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
221 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
222 if (m_verticalAttractionTimescale < m_timestep) m_verticalAttractionTimescale = m_timestep;
223
224 // Axis
225 m_referenceFrame = vd.m_referenceFrame;
226
227 m_lmEfect = 0;
228 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
229 m_amEfect = 0;
230 m_ffactor = 1.0f;
231 }
232
233 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
234 {
235 float len;
236
237 switch (pParam)
238 {
239 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
240 if (pValue < 0f) pValue = 0f;
241 if (pValue > 1f) pValue = 1f;
242 m_angularDeflectionEfficiency = pValue;
243 break;
244 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
245 if (pValue < m_timestep) pValue = m_timestep;
246 m_angularDeflectionTimescale = pValue;
247 break;
248 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
249 if (pValue < m_timestep) pValue = m_timestep;
250 else if (pValue > 120) pValue = 120;
251 m_angularMotorDecayTimescale = pValue * m_invtimestep;
252 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
253 break;
254 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
255 if (pValue < m_timestep) pValue = m_timestep;
256 m_angularMotorTimescale = pValue;
257 break;
258 case Vehicle.BANKING_EFFICIENCY:
259 if (pValue < -1f) pValue = -1f;
260 if (pValue > 1f) pValue = 1f;
261 m_bankingEfficiency = pValue;
262 break;
263 case Vehicle.BANKING_MIX:
264 if (pValue < 0f) pValue = 0f;
265 if (pValue > 1f) pValue = 1f;
266 m_bankingMix = pValue;
267 break;
268 case Vehicle.BANKING_TIMESCALE:
269 if (pValue < m_timestep) pValue = m_timestep;
270 m_bankingTimescale = pValue;
271 break;
272 case Vehicle.BUOYANCY:
273 if (pValue < -1f) pValue = -1f;
274 if (pValue > 1f) pValue = 1f;
275 m_VehicleBuoyancy = pValue;
276 break;
277 case Vehicle.HOVER_EFFICIENCY:
278 if (pValue < 0f) pValue = 0f;
279 if (pValue > 1f) pValue = 1f;
280 m_VhoverEfficiency = pValue;
281 break;
282 case Vehicle.HOVER_HEIGHT:
283 m_VhoverHeight = pValue;
284 break;
285 case Vehicle.HOVER_TIMESCALE:
286 if (pValue < m_timestep) pValue = m_timestep;
287 m_VhoverTimescale = pValue;
288 break;
289 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
290 if (pValue < 0f) pValue = 0f;
291 if (pValue > 1f) pValue = 1f;
292 m_linearDeflectionEfficiency = pValue;
293 break;
294 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
295 if (pValue < m_timestep) pValue = m_timestep;
296 m_linearDeflectionTimescale = pValue;
297 break;
298 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
299 if (pValue < m_timestep) pValue = m_timestep;
300 else if (pValue > 120) pValue = 120;
301 m_linearMotorDecayTimescale = (0.2f +pValue) * m_invtimestep;
302 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
303 break;
304 case Vehicle.LINEAR_MOTOR_TIMESCALE:
305 if (pValue < m_timestep) pValue = m_timestep;
306 m_linearMotorTimescale = pValue;
307 break;
308 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
309 if (pValue < 0f) pValue = 0f;
310 if (pValue > 1f) pValue = 1f;
311 m_verticalAttractionEfficiency = pValue;
312 break;
313 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
314 if (pValue < m_timestep) pValue = m_timestep;
315 m_verticalAttractionTimescale = pValue;
316 break;
317
318 // These are vector properties but the engine lets you use a single float value to
319 // set all of the components to the same value
320 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
321 if (pValue < m_timestep) pValue = m_timestep;
322 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
323 break;
324 case Vehicle.ANGULAR_MOTOR_DIRECTION:
325 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
326 len = m_angularMotorDirection.Length();
327 if (len > 12.566f)
328 m_angularMotorDirection *= (12.566f / len);
329
330 m_amEfect = 1.0f ; // turn it on
331 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
332
333 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
334 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
335 d.BodyEnable(rootPrim.Body);
336 break;
337 case Vehicle.LINEAR_FRICTION_TIMESCALE:
338 if (pValue < m_timestep) pValue = m_timestep;
339 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
340 break;
341 case Vehicle.LINEAR_MOTOR_DIRECTION:
342 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
343 len = m_linearMotorDirection.Length();
344 if (len > 100.0f)
345 m_linearMotorDirection *= (100.0f / len);
346
347 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
348 m_lmEfect = 1.0f; // turn it on
349
350 m_ffactor = 0.0f;
351 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
352 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
353 d.BodyEnable(rootPrim.Body);
354 break;
355 case Vehicle.LINEAR_MOTOR_OFFSET:
356 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
357 len = m_linearMotorOffset.Length();
358 if (len > 100.0f)
359 m_linearMotorOffset *= (100.0f / len);
360 break;
361 }
362 }//end ProcessFloatVehicleParam
363
364 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
365 {
366 float len;
367
368 switch (pParam)
369 {
370 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
371 if (pValue.X < m_timestep) pValue.X = m_timestep;
372 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
373 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
374
375 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
376 break;
377 case Vehicle.ANGULAR_MOTOR_DIRECTION:
378 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
379 // Limit requested angular speed to 2 rps= 4 pi rads/sec
380 len = m_angularMotorDirection.Length();
381 if (len > 12.566f)
382 m_angularMotorDirection *= (12.566f / len);
383
384 m_amEfect = 1.0f; // turn it on
385 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
386
387 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
388 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
389 d.BodyEnable(rootPrim.Body);
390 break;
391 case Vehicle.LINEAR_FRICTION_TIMESCALE:
392 if (pValue.X < m_timestep) pValue.X = m_timestep;
393 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
394 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
395 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
396 break;
397 case Vehicle.LINEAR_MOTOR_DIRECTION:
398 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
399 len = m_linearMotorDirection.Length();
400 if (len > 100.0f)
401 m_linearMotorDirection *= (100.0f / len);
402
403 m_lmEfect = 1.0f; // turn it on
404 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
405
406 m_ffactor = 0.0f;
407 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
408 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
409 d.BodyEnable(rootPrim.Body);
410 break;
411 case Vehicle.LINEAR_MOTOR_OFFSET:
412 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
413 len = m_linearMotorOffset.Length();
414 if (len > 100.0f)
415 m_linearMotorOffset *= (100.0f / len);
416 break;
417 case Vehicle.BLOCK_EXIT:
418 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
419 break;
420 }
421 }//end ProcessVectorVehicleParam
422
423 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
424 {
425 switch (pParam)
426 {
427 case Vehicle.REFERENCE_FRAME:
428 // m_referenceFrame = Quaternion.Inverse(pValue);
429 m_referenceFrame = pValue;
430 break;
431 case Vehicle.ROLL_FRAME:
432 m_RollreferenceFrame = pValue;
433 break;
434 }
435 }//end ProcessRotationVehicleParam
436
437 internal void ProcessVehicleFlags(int pParam, bool remove)
438 {
439 if (remove)
440 {
441 m_flags &= ~((VehicleFlag)pParam);
442 }
443 else
444 {
445 m_flags |= (VehicleFlag)pParam;
446 }
447 }//end ProcessVehicleFlags
448
449 internal void ProcessTypeChange(Vehicle pType)
450 {
451 m_lmEfect = 0;
452
453 m_amEfect = 0;
454 m_ffactor = 1f;
455
456 m_linearMotorDirection = Vector3.Zero;
457 m_angularMotorDirection = Vector3.Zero;
458
459 m_BlockingEndPoint = Vector3.Zero;
460 m_RollreferenceFrame = Quaternion.Identity;
461 m_linearMotorOffset = Vector3.Zero;
462
463 m_referenceFrame = Quaternion.Identity;
464
465 // Set Defaults For Type
466 m_type = pType;
467 switch (pType)
468 {
469 case Vehicle.TYPE_NONE:
470 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
471 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
472 m_linearMotorTimescale = 1000;
473 m_linearMotorDecayTimescale = 120 * m_invtimestep;
474 m_angularMotorTimescale = 1000;
475 m_angularMotorDecayTimescale = 1000 * m_invtimestep;
476 m_VhoverHeight = 0;
477 m_VhoverEfficiency = 1;
478 m_VhoverTimescale = 1000;
479 m_VehicleBuoyancy = 0;
480 m_linearDeflectionEfficiency = 0;
481 m_linearDeflectionTimescale = 1000;
482 m_angularDeflectionEfficiency = 0;
483 m_angularDeflectionTimescale = 1000;
484 m_bankingEfficiency = 0;
485 m_bankingMix = 1;
486 m_bankingTimescale = 1000;
487 m_verticalAttractionEfficiency = 0;
488 m_verticalAttractionTimescale = 1000;
489
490 m_flags = (VehicleFlag)0;
491 break;
492
493 case Vehicle.TYPE_SLED:
494 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
495 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
496 m_linearMotorTimescale = 1000;
497 m_linearMotorDecayTimescale = 120 * m_invtimestep;
498 m_angularMotorTimescale = 1000;
499 m_angularMotorDecayTimescale = 120 * m_invtimestep;
500 m_VhoverHeight = 0;
501 m_VhoverEfficiency = 1;
502 m_VhoverTimescale = 10;
503 m_VehicleBuoyancy = 0;
504 m_linearDeflectionEfficiency = 1;
505 m_linearDeflectionTimescale = 1;
506 m_angularDeflectionEfficiency = 0;
507 m_angularDeflectionTimescale = 10;
508 m_verticalAttractionEfficiency = 1;
509 m_verticalAttractionTimescale = 1000;
510 m_bankingEfficiency = 0;
511 m_bankingMix = 1;
512 m_bankingTimescale = 10;
513 m_flags &=
514 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
515 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
516 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
517 VehicleFlag.LIMIT_ROLL_ONLY |
518 VehicleFlag.LIMIT_MOTOR_UP);
519 break;
520
521 case Vehicle.TYPE_CAR:
522 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
523 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
524 m_linearMotorTimescale = 1;
525 m_linearMotorDecayTimescale = 60 * m_invtimestep;
526 m_angularMotorTimescale = 1;
527 m_angularMotorDecayTimescale = 0.8f * m_invtimestep;
528 m_VhoverHeight = 0;
529 m_VhoverEfficiency = 0;
530 m_VhoverTimescale = 1000;
531 m_VehicleBuoyancy = 0;
532 m_linearDeflectionEfficiency = 1;
533 m_linearDeflectionTimescale = 2;
534 m_angularDeflectionEfficiency = 0;
535 m_angularDeflectionTimescale = 10;
536 m_verticalAttractionEfficiency = 1f;
537 m_verticalAttractionTimescale = 10f;
538 m_bankingEfficiency = -0.2f;
539 m_bankingMix = 1;
540 m_bankingTimescale = 1;
541 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
542 VehicleFlag.HOVER_TERRAIN_ONLY |
543 VehicleFlag.HOVER_GLOBAL_HEIGHT);
544 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
545 VehicleFlag.LIMIT_ROLL_ONLY |
546 VehicleFlag.LIMIT_MOTOR_UP |
547 VehicleFlag.HOVER_UP_ONLY);
548 break;
549 case Vehicle.TYPE_BOAT:
550 m_linearFrictionTimescale = new Vector3(10, 3, 2);
551 m_angularFrictionTimescale = new Vector3(10, 10, 10);
552 m_linearMotorTimescale = 5;
553 m_linearMotorDecayTimescale = 60 * m_invtimestep;
554 m_angularMotorTimescale = 4;
555 m_angularMotorDecayTimescale = 4 * m_invtimestep;
556 m_VhoverHeight = 0;
557 m_VhoverEfficiency = 0.5f;
558 m_VhoverTimescale = 2;
559 m_VehicleBuoyancy = 1;
560 m_linearDeflectionEfficiency = 0.5f;
561 m_linearDeflectionTimescale = 3;
562 m_angularDeflectionEfficiency = 0.5f;
563 m_angularDeflectionTimescale = 5;
564 m_verticalAttractionEfficiency = 0.5f;
565 m_verticalAttractionTimescale = 5f;
566 m_bankingEfficiency = -0.3f;
567 m_bankingMix = 0.8f;
568 m_bankingTimescale = 1;
569 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
570 VehicleFlag.HOVER_GLOBAL_HEIGHT |
571 VehicleFlag.HOVER_UP_ONLY); // |
572// VehicleFlag.LIMIT_ROLL_ONLY);
573 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
574 VehicleFlag.LIMIT_MOTOR_UP |
575 VehicleFlag.HOVER_UP_ONLY | // new sl
576 VehicleFlag.HOVER_WATER_ONLY);
577 break;
578
579 case Vehicle.TYPE_AIRPLANE:
580 m_linearFrictionTimescale = new Vector3(200, 10, 5);
581 m_angularFrictionTimescale = new Vector3(20, 20, 20);
582 m_linearMotorTimescale = 2;
583 m_linearMotorDecayTimescale = 60 * m_invtimestep;
584 m_angularMotorTimescale = 4;
585 m_angularMotorDecayTimescale = 8 * m_invtimestep;
586 m_VhoverHeight = 0;
587 m_VhoverEfficiency = 0.5f;
588 m_VhoverTimescale = 1000;
589 m_VehicleBuoyancy = 0;
590 m_linearDeflectionEfficiency = 0.5f;
591 m_linearDeflectionTimescale = 0.5f;
592 m_angularDeflectionEfficiency = 1;
593 m_angularDeflectionTimescale = 2;
594 m_verticalAttractionEfficiency = 0.9f;
595 m_verticalAttractionTimescale = 2f;
596 m_bankingEfficiency = 1;
597 m_bankingMix = 0.7f;
598 m_bankingTimescale = 2;
599 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
600 VehicleFlag.HOVER_TERRAIN_ONLY |
601 VehicleFlag.HOVER_GLOBAL_HEIGHT |
602 VehicleFlag.HOVER_UP_ONLY |
603 VehicleFlag.NO_DEFLECTION_UP |
604 VehicleFlag.LIMIT_MOTOR_UP);
605 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
606 break;
607
608 case Vehicle.TYPE_BALLOON:
609 m_linearFrictionTimescale = new Vector3(5, 5, 5);
610 m_angularFrictionTimescale = new Vector3(10, 10, 10);
611 m_linearMotorTimescale = 5;
612 m_linearMotorDecayTimescale = 60 * m_invtimestep;
613 m_angularMotorTimescale = 6;
614 m_angularMotorDecayTimescale = 10 * m_invtimestep;
615 m_VhoverHeight = 5;
616 m_VhoverEfficiency = 0.8f;
617 m_VhoverTimescale = 10;
618 m_VehicleBuoyancy = 1;
619 m_linearDeflectionEfficiency = 0;
620 m_linearDeflectionTimescale = 5 * m_invtimestep;
621 m_angularDeflectionEfficiency = 0;
622 m_angularDeflectionTimescale = 5;
623 m_verticalAttractionEfficiency = 1f;
624 m_verticalAttractionTimescale = 1000f;
625 m_bankingEfficiency = 0;
626 m_bankingMix = 0.7f;
627 m_bankingTimescale = 5;
628 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
629 VehicleFlag.HOVER_TERRAIN_ONLY |
630 VehicleFlag.HOVER_UP_ONLY |
631 VehicleFlag.NO_DEFLECTION_UP |
632 VehicleFlag.LIMIT_MOTOR_UP | //);
633 VehicleFlag.LIMIT_ROLL_ONLY | // new sl
634 VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl
635
636// m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
637// VehicleFlag.HOVER_GLOBAL_HEIGHT);
638 break;
639
640 }
641
642 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
643 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
644
645 }//end SetDefaultsForType
646
647 internal void Stop()
648 {
649 m_lmEfect = 0;
650 m_lmDecay = 0f;
651 m_amEfect = 0;
652 m_amDecay = 0;
653 m_ffactor = 1f;
654 }
655
656 public static Vector3 Xrot(Quaternion rot)
657 {
658 Vector3 vec;
659 rot.Normalize(); // just in case
660 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
661 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
662 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
663 return vec;
664 }
665
666 public static Vector3 Zrot(Quaternion rot)
667 {
668 Vector3 vec;
669 rot.Normalize(); // just in case
670 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
671 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
672 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
673
674 return vec;
675 }
676
677 private const float pi = (float)Math.PI;
678 private const float halfpi = 0.5f * (float)Math.PI;
679 private const float twopi = 2.0f * pi;
680
681 public static Vector3 ubitRot2Euler(Quaternion rot)
682 {
683 // returns roll in X
684 // pitch in Y
685 // yaw in Z
686 Vector3 vec;
687
688 // assuming rot is normalised
689 // rot.Normalize();
690
691 float zX = rot.X * rot.Z + rot.Y * rot.W;
692
693 if (zX < -0.49999f)
694 {
695 vec.X = 0;
696 vec.Y = -halfpi;
697 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
698 }
699 else if (zX > 0.49999f)
700 {
701 vec.X = 0;
702 vec.Y = halfpi;
703 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
704 }
705 else
706 {
707 vec.Y = (float)Math.Asin(2 * zX);
708
709 float sqw = rot.W * rot.W;
710
711 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
712 float zZ = rot.Z * rot.Z + sqw - 0.5f;
713
714 vec.X = (float)Math.Atan2(minuszY, zZ);
715
716 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
717 float yY = rot.X * rot.X + sqw - 0.5f;
718 vec.Z = (float)Math.Atan2(yX, yY);
719 }
720 return vec;
721 }
722
723 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
724 {
725 // assuming rot is normalised
726 // rot.Normalize();
727
728 float zX = rot.X * rot.Z + rot.Y * rot.W;
729
730 if (zX < -0.49999f)
731 {
732 roll = 0;
733 pitch = -halfpi;
734 }
735 else if (zX > 0.49999f)
736 {
737 roll = 0;
738 pitch = halfpi;
739 }
740 else
741 {
742 pitch = (float)Math.Asin(2 * zX);
743
744 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
745 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
746
747 roll = (float)Math.Atan2(minuszY, zZ);
748 }
749 return ;
750 }
751
752 internal void Step()
753 {
754 IntPtr Body = rootPrim.Body;
755
756 d.Mass dmass;
757 d.BodyGetMass(Body, out dmass);
758
759 d.Quaternion rot = d.BodyGetQuaternion(Body);
760 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
761 Quaternion rotq = objrotq; // rotq = rotation of object
762 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
763 Quaternion irotq = Quaternion.Inverse(rotq);
764
765 d.Vector3 dvtmp;
766 Vector3 tmpV;
767 Vector3 curVel; // velocity in world
768 Vector3 curAngVel; // angular velocity in world
769 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
770 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
771 d.Vector3 dtorque = new d.Vector3();
772
773 dvtmp = d.BodyGetLinearVel(Body);
774 curVel.X = dvtmp.X;
775 curVel.Y = dvtmp.Y;
776 curVel.Z = dvtmp.Z;
777 Vector3 curLocalVel = curVel * irotq; // current velocity in local
778
779 dvtmp = d.BodyGetAngularVel(Body);
780 curAngVel.X = dvtmp.X;
781 curAngVel.Y = dvtmp.Y;
782 curAngVel.Z = dvtmp.Z;
783 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
784
785 float ldampZ = 0;
786
787 // linear motor
788 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
789 {
790 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
791 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
792 tmpV *= rotq; // to world
793
794 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
795 tmpV.Z = 0;
796
797 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
798 {
799 // have offset, do it now
800 tmpV *= dmass.mass;
801 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
802 }
803 else
804 {
805 force.X += tmpV.X;
806 force.Y += tmpV.Y;
807 force.Z += tmpV.Z;
808 }
809
810 m_lmEfect *= m_lmDecay;
811// m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
812 m_ffactor = 0.0f;
813 }
814 else
815 {
816 m_lmEfect = 0;
817 m_ffactor = 1f;
818 }
819
820 // hover
821 if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
822 {
823 // d.Vector3 pos = d.BodyGetPosition(Body);
824 d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
825 pos.Z -= 0.21f; // minor offset that seems to be always there in sl
826
827 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
828 float perr;
829
830 // default to global but don't go underground
831 perr = m_VhoverHeight - pos.Z;
832
833 if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
834 {
835 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
836 {
837 perr += _pParentScene.GetWaterLevel();
838 }
839 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
840 {
841 perr += t;
842 }
843 else
844 {
845 float w = _pParentScene.GetWaterLevel();
846 if (t > w)
847 perr += t;
848 else
849 perr += w;
850 }
851 }
852 else if (t > m_VhoverHeight)
853 perr = t - pos.Z; ;
854
855 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > -0.1)
856 {
857 ldampZ = m_VhoverEfficiency * m_invtimestep;
858
859 perr *= (1.0f + ldampZ) / m_VhoverTimescale;
860
861 // force.Z += perr - curVel.Z * tmp;
862 force.Z += perr;
863 ldampZ *= -curVel.Z;
864
865 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
866 }
867 else // no buoyancy
868 force.Z += _pParentScene.gravityz;
869 }
870 else
871 {
872 // default gravity and Buoyancy
873 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
874 }
875
876 // linear deflection
877 if (m_linearDeflectionEfficiency > 0)
878 {
879 float len = curVel.Length();
880 if (len > 0.01) // if moving
881 {
882 Vector3 atAxis;
883 atAxis = Xrot(rotq); // where are we pointing to
884 atAxis *= len; // make it same size as world velocity vector
885
886 tmpV = -atAxis; // oposite direction
887 atAxis -= curVel; // error to one direction
888 len = atAxis.LengthSquared();
889
890 tmpV -= curVel; // error to oposite
891 float lens = tmpV.LengthSquared();
892
893 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
894 {
895 if (len < lens)
896 tmpV = atAxis;
897
898 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
899 force.X += tmpV.X;
900 force.Y += tmpV.Y;
901 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
902 force.Z += tmpV.Z;
903 }
904 }
905 }
906
907 // linear friction/damping
908 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
909 {
910 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
911 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
912 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
913 tmpV *= rotq; // to world
914
915 if(ldampZ != 0 && Math.Abs(ldampZ) > Math.Abs(tmpV.Z))
916 tmpV.Z = ldampZ;
917 force.X += tmpV.X;
918 force.Y += tmpV.Y;
919 force.Z += tmpV.Z;
920 }
921
922 // vertical atractor
923 if (m_verticalAttractionTimescale < 300)
924 {
925 float roll;
926 float pitch;
927
928
929
930 float ftmp = m_invtimestep / m_verticalAttractionTimescale / m_verticalAttractionTimescale;
931
932 float ftmp2;
933 ftmp2 = 0.5f * m_verticalAttractionEfficiency * m_invtimestep;
934 m_amdampX = ftmp2;
935
936 m_ampwr = 1.0f - 0.8f * m_verticalAttractionEfficiency;
937
938 GetRollPitch(irotq, out roll, out pitch);
939
940 if (roll > halfpi)
941 roll = pi - roll;
942 else if (roll < -halfpi)
943 roll = -pi - roll;
944
945 float effroll = pitch / halfpi;
946 effroll *= effroll;
947 effroll = 1 - effroll;
948 effroll *= roll;
949
950
951 torque.X += effroll * ftmp;
952
953 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
954 {
955 float effpitch = roll / halfpi;
956 effpitch *= effpitch;
957 effpitch = 1 - effpitch;
958 effpitch *= pitch;
959
960 torque.Y += effpitch * ftmp;
961 }
962
963 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
964 {
965
966 float broll = effroll;
967 /*
968 if (broll > halfpi)
969 broll = pi - broll;
970 else if (broll < -halfpi)
971 broll = -pi - broll;
972 */
973 broll *= m_bankingEfficiency;
974 if (m_bankingMix != 0)
975 {
976 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
977 if (vfact > 1.0f) vfact = 1.0f;
978
979 if (curLocalVel.X >= 0)
980 broll *= (1 + (vfact - 1) * m_bankingMix);
981 else
982 broll *= -(1 + (vfact - 1) * m_bankingMix);
983 }
984 // make z rot be in world Z not local as seems to be in sl
985
986 broll = broll / m_bankingTimescale;
987
988
989 tmpV = Zrot(irotq);
990 tmpV *= broll;
991
992 torque.X += tmpV.X;
993 torque.Y += tmpV.Y;
994 torque.Z += tmpV.Z;
995
996 m_amdampZ = Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
997 m_amdampY = m_amdampZ;
998
999 }
1000 else
1001 {
1002 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1003 m_amdampY = m_amdampX;
1004 }
1005 }
1006 else
1007 {
1008 m_ampwr = 1.0f;
1009 m_amdampX = 1 / m_angularFrictionTimescale.X;
1010 m_amdampY = 1 / m_angularFrictionTimescale.Y;
1011 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1012 }
1013
1014 // angular motor
1015 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
1016 {
1017 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
1018 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
1019 torque.X += tmpV.X * m_ampwr;
1020 torque.Y += tmpV.Y * m_ampwr;
1021 torque.Z += tmpV.Z;
1022
1023 m_amEfect *= m_amDecay;
1024 }
1025 else
1026 m_amEfect = 0;
1027
1028 // angular deflection
1029 if (m_angularDeflectionEfficiency > 0)
1030 {
1031 Vector3 dirv;
1032
1033 if (curLocalVel.X > 0.01f)
1034 dirv = curLocalVel;
1035 else if (curLocalVel.X < -0.01f)
1036 // use oposite
1037 dirv = -curLocalVel;
1038 else
1039 {
1040 // make it fall into small positive x case
1041 dirv.X = 0.01f;
1042 dirv.Y = curLocalVel.Y;
1043 dirv.Z = curLocalVel.Z;
1044 }
1045
1046 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
1047
1048 if (Math.Abs(dirv.Z) > 0.01)
1049 {
1050 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
1051 }
1052
1053 if (Math.Abs(dirv.Y) > 0.01)
1054 {
1055 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
1056 }
1057 }
1058
1059 // angular friction
1060 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
1061 {
1062 torque.X -= curLocalAngVel.X * m_amdampX;
1063 torque.Y -= curLocalAngVel.Y * m_amdampY;
1064 torque.Z -= curLocalAngVel.Z * m_amdampZ;
1065 }
1066
1067
1068
1069 if (force.X != 0 || force.Y != 0 || force.Z != 0)
1070 {
1071 force *= dmass.mass;
1072 d.BodyAddForce(Body, force.X, force.Y, force.Z);
1073 }
1074
1075 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
1076 {
1077 torque *= m_referenceFrame; // to object frame
1078 dtorque.X = torque.X ;
1079 dtorque.Y = torque.Y;
1080 dtorque.Z = torque.Z;
1081
1082 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
1083 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
1084 }
1085 }
1086 }
1087}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..f2f4725
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,4112 @@
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
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60namespace OpenSim.Region.Physics.OdePlugin
61{
62 public class OdePrim : PhysicsActor
63 {
64 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
65
66 private bool m_isphysical;
67 private bool m_fakeisphysical;
68 private bool m_isphantom;
69 private bool m_fakeisphantom;
70 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
71 private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
72
73 protected bool m_building;
74 protected bool m_forcePosOrRotation;
75 private bool m_iscolliding;
76
77 internal bool m_isSelected;
78 private bool m_delaySelect;
79 private bool m_lastdoneSelected;
80 internal bool m_outbounds;
81
82 private Quaternion m_lastorientation = new Quaternion();
83 private Quaternion _orientation;
84
85 private Vector3 _position;
86 private Vector3 _velocity;
87 private Vector3 _torque;
88 private Vector3 m_lastVelocity;
89 private Vector3 m_lastposition;
90 private Vector3 m_rotationalVelocity;
91 private Vector3 _size;
92 private Vector3 _acceleration;
93 private Vector3 m_angularlock = Vector3.One;
94 private IntPtr Amotor = IntPtr.Zero;
95
96 private Vector3 m_force;
97 private Vector3 m_forceacc;
98 private Vector3 m_angularForceacc;
99
100 private float m_invTimeStep = 50.0f;
101 private float m_timeStep = .02f;
102
103 private Vector3 m_PIDTarget;
104 private float m_PIDTau;
105 private bool m_usePID;
106
107 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
108 // and are for non-VEHICLES only.
109
110 private float m_PIDHoverHeight;
111 private float m_PIDHoverTau;
112 private bool m_useHoverPID;
113 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
114 private float m_targetHoverHeight;
115 private float m_groundHeight;
116 private float m_waterHeight;
117 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
118
119 private int body_autodisable_frames = 5;
120 public int bodydisablecontrol = 0;
121
122
123 // Default we're a Geometry
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
125 // Default colide nonphysical don't try to colide with anything
126 private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
127
128 private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
129 CollisionCategories.Character |
130 CollisionCategories.Land |
131 CollisionCategories.VolumeDtc);
132
133// private bool m_collidesLand = true;
134 private bool m_collidesWater;
135// public bool m_returnCollisions;
136
137 private bool m_NoColide; // for now only for internal use for bad meshs
138
139
140 // Default, Collide with Other Geometries, spaces and Bodies
141 private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
142
143 public bool m_disabled;
144
145 private uint m_localID;
146
147 private IMesh m_mesh;
148 private object m_meshlock = new object();
149 private PrimitiveBaseShape _pbs;
150 public OdeScene _parent_scene;
151
152 /// <summary>
153 /// The physics space which contains prim geometry
154 /// </summary>
155 public IntPtr m_targetSpace = IntPtr.Zero;
156
157 public IntPtr prim_geom;
158 public IntPtr _triMeshData;
159
160 private PhysicsActor _parent;
161
162 private List<OdePrim> childrenPrim = new List<OdePrim>();
163
164 public float m_collisionscore;
165 private int m_colliderfilter = 0;
166
167 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
168
169 private float m_density = 10.000006836f; // Aluminum g/cm3;
170 private byte m_shapetype;
171 public bool _zeroFlag;
172 private bool m_lastUpdateSent;
173
174 public IntPtr Body = IntPtr.Zero;
175
176 private Vector3 _target_velocity;
177
178 public Vector3 primOOBsize; // prim real dimensions from mesh
179 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
180 public float primOOBradiusSQ;
181 public d.Mass primdMass; // prim inertia information on it's own referencial
182 float primMass; // prim own mass
183 float primVolume; // prim own volume;
184 float _mass; // object mass acording to case
185 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
186
187 public int givefakepos = 0;
188 private Vector3 fakepos;
189 public int givefakeori = 0;
190 private Quaternion fakeori;
191
192 private int m_eventsubscription;
193 private int m_cureventsubscription;
194 private CollisionEventUpdate CollisionEventsThisFrame = null;
195 private bool SentEmptyCollisionsEvent;
196
197 public volatile bool childPrim;
198
199 public ODEDynamics m_vehicle;
200
201 internal int m_material = (int)Material.Wood;
202 private float mu;
203 private float bounce;
204
205 /// <summary>
206 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
207 /// </summary>
208 public override bool IsPhysical // this is not reliable for internal use
209 {
210 get { return m_fakeisphysical; }
211 set
212 {
213 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
214 // and also to stop imediatly some updates
215 // but real change will only happen in taintprocessing
216
217 if (!value) // Zero the remembered last velocity
218 m_lastVelocity = Vector3.Zero;
219 AddChange(changes.Physical, value);
220 }
221 }
222
223 public override bool IsVolumeDtc
224 {
225 get { return m_fakeisVolumeDetect; }
226 set
227 {
228 m_fakeisVolumeDetect = value;
229 AddChange(changes.VolumeDtc, value);
230 }
231 }
232
233 public override bool Phantom // this is not reliable for internal use
234 {
235 get { return m_fakeisphantom; }
236 set
237 {
238 m_fakeisphantom = value;
239 AddChange(changes.Phantom, value);
240 }
241 }
242
243 public override bool Building // this is not reliable for internal use
244 {
245 get { return m_building; }
246 set
247 {
248 if (value)
249 m_building = true;
250 AddChange(changes.building, value);
251 }
252 }
253
254 public override void getContactData(ref ContactData cdata)
255 {
256 cdata.mu = mu;
257 cdata.bounce = bounce;
258
259 // cdata.softcolide = m_softcolide;
260 cdata.softcolide = false;
261
262 if (m_isphysical)
263 {
264 ODEDynamics veh;
265 if (_parent != null)
266 veh = ((OdePrim)_parent).m_vehicle;
267 else
268 veh = m_vehicle;
269
270 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
271 cdata.mu *= veh.FrictionFactor;
272// cdata.mu *= 0;
273 }
274 }
275
276 public override int PhysicsActorType
277 {
278 get { return (int)ActorTypes.Prim; }
279 set { return; }
280 }
281
282 public override bool SetAlwaysRun
283 {
284 get { return false; }
285 set { return; }
286 }
287
288 public override uint LocalID
289 {
290 get { return m_localID; }
291 set { m_localID = value; }
292 }
293
294 public override PhysicsActor ParentActor
295 {
296 get
297 {
298 if (childPrim)
299 return _parent;
300 else
301 return (PhysicsActor)this;
302 }
303 }
304
305 public override bool Grabbed
306 {
307 set { return; }
308 }
309
310 public override bool Selected
311 {
312 set
313 {
314 if (value)
315 m_isSelected = value; // if true set imediatly to stop moves etc
316 AddChange(changes.Selected, value);
317 }
318 }
319
320 public override bool Flying
321 {
322 // no flying prims for you
323 get { return false; }
324 set { }
325 }
326
327 public override bool IsColliding
328 {
329 get { return m_iscolliding; }
330 set
331 {
332 if (value)
333 {
334 m_colliderfilter += 2;
335 if (m_colliderfilter > 2)
336 m_colliderfilter = 2;
337 }
338 else
339 {
340 m_colliderfilter--;
341 if (m_colliderfilter < 0)
342 m_colliderfilter = 0;
343 }
344
345 if (m_colliderfilter == 0)
346 m_iscolliding = false;
347 else
348 m_iscolliding = true;
349 }
350 }
351
352 public override bool CollidingGround
353 {
354 get { return false; }
355 set { return; }
356 }
357
358 public override bool CollidingObj
359 {
360 get { return false; }
361 set { return; }
362 }
363
364
365 public override bool ThrottleUpdates {get;set;}
366
367 public override bool Stopped
368 {
369 get { return _zeroFlag; }
370 }
371
372 public override Vector3 Position
373 {
374 get
375 {
376 if (givefakepos > 0)
377 return fakepos;
378 else
379 return _position;
380 }
381
382 set
383 {
384 fakepos = value;
385 givefakepos++;
386 AddChange(changes.Position, value);
387 }
388 }
389
390 public override Vector3 Size
391 {
392 get { return _size; }
393 set
394 {
395 if (value.IsFinite())
396 {
397 AddChange(changes.Size, value);
398 }
399 else
400 {
401 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
402 }
403 }
404 }
405
406 public override float Mass
407 {
408 get { return primMass; }
409 }
410
411 public override Vector3 Force
412 {
413 get { return m_force; }
414 set
415 {
416 if (value.IsFinite())
417 {
418 AddChange(changes.Force, value);
419 }
420 else
421 {
422 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
423 }
424 }
425 }
426
427 public override void SetVolumeDetect(int param)
428 {
429 m_fakeisVolumeDetect = (param != 0);
430 AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
431 }
432
433 public override Vector3 GeometricCenter
434 {
435 // this is not real geometric center but a average of positions relative to root prim acording to
436 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
437 // ignoring tortured prims details since sl also seems to ignore
438 // so no real use in doing it on physics
439 get
440 {
441 return Vector3.Zero;
442 }
443 }
444
445 public override Vector3 CenterOfMass
446 {
447 get
448 {
449 lock (_parent_scene.OdeLock)
450 {
451 d.Vector3 dtmp;
452 if (!childPrim && Body != IntPtr.Zero)
453 {
454 dtmp = d.BodyGetPosition(Body);
455 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
456 }
457 else if (prim_geom != IntPtr.Zero)
458 {
459 d.Quaternion dq;
460 d.GeomCopyQuaternion(prim_geom, out dq);
461 Quaternion q;
462 q.X = dq.X;
463 q.Y = dq.Y;
464 q.Z = dq.Z;
465 q.W = dq.W;
466
467 Vector3 Ptot = primOOBoffset * q;
468 dtmp = d.GeomGetPosition(prim_geom);
469 Ptot.X += dtmp.X;
470 Ptot.Y += dtmp.Y;
471 Ptot.Z += dtmp.Z;
472
473 // if(childPrim) we only know about physical linksets
474 return Ptot;
475/*
476 float tmass = _mass;
477 Ptot *= tmass;
478
479 float m;
480
481 foreach (OdePrim prm in childrenPrim)
482 {
483 m = prm._mass;
484 Ptot += prm.CenterOfMass * m;
485 tmass += m;
486 }
487
488 if (tmass == 0)
489 tmass = 0;
490 else
491 tmass = 1.0f / tmass;
492
493 Ptot *= tmass;
494 return Ptot;
495*/
496 }
497 else
498 return _position;
499 }
500 }
501 }
502
503 public override Vector3 OOBsize
504 {
505 get
506 {
507 return primOOBsize;
508 }
509 }
510
511 public override Vector3 OOBoffset
512 {
513 get
514 {
515 return primOOBoffset;
516 }
517 }
518
519 public override float OOBRadiusSQ
520 {
521 get
522 {
523 return primOOBradiusSQ;
524 }
525 }
526
527 public override PrimitiveBaseShape Shape
528 {
529 set
530 {
531 AddChange(changes.Shape, value);
532 }
533 }
534
535 public override byte PhysicsShapeType
536 {
537 get
538 {
539 return m_shapetype;
540 }
541 set
542 {
543 m_shapetype = value;
544 AddChange(changes.Shape, null);
545 }
546 }
547
548
549 public override Vector3 Velocity
550 {
551 get
552 {
553 if (_zeroFlag)
554 return Vector3.Zero;
555 return _velocity;
556 }
557 set
558 {
559 if (value.IsFinite())
560 {
561 AddChange(changes.Velocity, value);
562 }
563 else
564 {
565 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
566 }
567
568 }
569 }
570
571 public override Vector3 Torque
572 {
573 get
574 {
575 if (!IsPhysical || Body == IntPtr.Zero)
576 return Vector3.Zero;
577
578 return _torque;
579 }
580
581 set
582 {
583 if (value.IsFinite())
584 {
585 AddChange(changes.Torque, value);
586 }
587 else
588 {
589 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
590 }
591 }
592 }
593
594 public override float CollisionScore
595 {
596 get { return m_collisionscore; }
597 set { m_collisionscore = value; }
598 }
599
600 public override bool Kinematic
601 {
602 get { return false; }
603 set { }
604 }
605
606 public override Quaternion Orientation
607 {
608 get
609 {
610 if (givefakeori > 0)
611 return fakeori;
612 else
613
614 return _orientation;
615 }
616 set
617 {
618 if (QuaternionIsFinite(value))
619 {
620 fakeori = value;
621 givefakeori++;
622 AddChange(changes.Orientation, value);
623 }
624 else
625 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
626
627 }
628 }
629
630 public override Vector3 Acceleration
631 {
632 get { return _acceleration; }
633 set { }
634 }
635
636 public override Vector3 RotationalVelocity
637 {
638 get
639 {
640 Vector3 pv = Vector3.Zero;
641 if (_zeroFlag)
642 return pv;
643
644 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
645 return pv;
646
647 return m_rotationalVelocity;
648 }
649 set
650 {
651 if (value.IsFinite())
652 {
653 AddChange(changes.AngVelocity, value);
654 }
655 else
656 {
657 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
658 }
659 }
660 }
661
662 public override float Buoyancy
663 {
664 get { return m_buoyancy; }
665 set
666 {
667 AddChange(changes.Buoyancy,value);
668 }
669 }
670
671 public override bool FloatOnWater
672 {
673 set
674 {
675 AddChange(changes.CollidesWater, value);
676 }
677 }
678
679 public override Vector3 PIDTarget
680 {
681 set
682 {
683 if (value.IsFinite())
684 {
685 AddChange(changes.PIDTarget,value);
686 }
687 else
688 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
689 }
690 }
691
692 public override bool PIDActive
693 {
694 set
695 {
696 AddChange(changes.PIDActive,value);
697 }
698 }
699
700 public override float PIDTau
701 {
702 set
703 {
704 float tmp = 0;
705 if (value > 0)
706 {
707 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
708 if (value < mint)
709 tmp = mint;
710 else
711 tmp = value;
712 }
713 AddChange(changes.PIDTau,tmp);
714 }
715 }
716
717 public override float PIDHoverHeight
718 {
719 set
720 {
721 AddChange(changes.PIDHoverHeight,value);
722 }
723 }
724 public override bool PIDHoverActive
725 {
726 set
727 {
728 AddChange(changes.PIDHoverActive, value);
729 }
730 }
731
732 public override PIDHoverType PIDHoverType
733 {
734 set
735 {
736 AddChange(changes.PIDHoverType,value);
737 }
738 }
739
740 public override float PIDHoverTau
741 {
742 set
743 {
744 float tmp =0;
745 if (value > 0)
746 {
747 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
748 if (value < mint)
749 tmp = mint;
750 else
751 tmp = value;
752 }
753 AddChange(changes.PIDHoverTau, tmp);
754 }
755 }
756
757 public override Quaternion APIDTarget { set { return; } }
758
759 public override bool APIDActive { set { return; } }
760
761 public override float APIDStrength { set { return; } }
762
763 public override float APIDDamping { set { return; } }
764
765 public override int VehicleType
766 {
767 // we may need to put a fake on this
768 get
769 {
770 if (m_vehicle == null)
771 return (int)Vehicle.TYPE_NONE;
772 else
773 return (int)m_vehicle.Type;
774 }
775 set
776 {
777 AddChange(changes.VehicleType, value);
778 }
779 }
780
781 public override void VehicleFloatParam(int param, float value)
782 {
783 strVehicleFloatParam fp = new strVehicleFloatParam();
784 fp.param = param;
785 fp.value = value;
786 AddChange(changes.VehicleFloatParam, fp);
787 }
788
789 public override void VehicleVectorParam(int param, Vector3 value)
790 {
791 strVehicleVectorParam fp = new strVehicleVectorParam();
792 fp.param = param;
793 fp.value = value;
794 AddChange(changes.VehicleVectorParam, fp);
795 }
796
797 public override void VehicleRotationParam(int param, Quaternion value)
798 {
799 strVehicleQuatParam fp = new strVehicleQuatParam();
800 fp.param = param;
801 fp.value = value;
802 AddChange(changes.VehicleRotationParam, fp);
803 }
804
805 public override void VehicleFlags(int param, bool value)
806 {
807 strVehicleBoolParam bp = new strVehicleBoolParam();
808 bp.param = param;
809 bp.value = value;
810 AddChange(changes.VehicleFlags, bp);
811 }
812
813 public override void SetVehicle(object vdata)
814 {
815 AddChange(changes.SetVehicle, vdata);
816 }
817 public void SetAcceleration(Vector3 accel)
818 {
819 _acceleration = accel;
820 }
821
822 public override void AddForce(Vector3 force, bool pushforce)
823 {
824 if (force.IsFinite())
825 {
826 if(pushforce)
827 AddChange(changes.AddForce, force);
828 else // a impulse
829 AddChange(changes.AddForce, force * m_invTimeStep);
830 }
831 else
832 {
833 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
834 }
835 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
836 }
837
838 public override void AddAngularForce(Vector3 force, bool pushforce)
839 {
840 if (force.IsFinite())
841 {
842// if(pushforce) for now applyrotationimpulse seems more happy applied as a force
843 AddChange(changes.AddAngForce, force);
844// else // a impulse
845// AddChange(changes.AddAngForce, force * m_invTimeStep);
846 }
847 else
848 {
849 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
850 }
851 }
852
853 public override void CrossingFailure()
854 {
855 if (m_outbounds)
856 {
857 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
858 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
859 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
860
861 m_lastposition = _position;
862 _velocity.X = 0;
863 _velocity.Y = 0;
864 _velocity.Z = 0;
865
866 m_lastVelocity = _velocity;
867 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
868 m_vehicle.Stop();
869
870 if(Body != IntPtr.Zero)
871 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
872 if (prim_geom != IntPtr.Zero)
873 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
874
875 m_outbounds = false;
876 changeDisable(false);
877 base.RequestPhysicsterseUpdate();
878 }
879 }
880
881 public override void SetMomentum(Vector3 momentum)
882 {
883 }
884
885 public override void SetMaterial(int pMaterial)
886 {
887 m_material = pMaterial;
888 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
889 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
890 }
891
892 public void setPrimForRemoval()
893 {
894 AddChange(changes.Remove, null);
895 }
896
897 public override void link(PhysicsActor obj)
898 {
899 AddChange(changes.Link, obj);
900 }
901
902 public override void delink()
903 {
904 AddChange(changes.DeLink, null);
905 }
906
907 public override void LockAngularMotion(Vector3 axis)
908 {
909 // reverse the zero/non zero values for ODE.
910 if (axis.IsFinite())
911 {
912 axis.X = (axis.X > 0) ? 1f : 0f;
913 axis.Y = (axis.Y > 0) ? 1f : 0f;
914 axis.Z = (axis.Z > 0) ? 1f : 0f;
915// m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
916 AddChange(changes.AngLock, axis);
917 }
918 else
919 {
920 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
921 }
922 }
923
924 public override void SubscribeEvents(int ms)
925 {
926 m_eventsubscription = ms;
927 m_cureventsubscription = 0;
928 if (CollisionEventsThisFrame == null)
929 CollisionEventsThisFrame = new CollisionEventUpdate();
930 SentEmptyCollisionsEvent = false;
931 }
932
933 public override void UnSubscribeEvents()
934 {
935 if (CollisionEventsThisFrame != null)
936 {
937 CollisionEventsThisFrame.Clear();
938 CollisionEventsThisFrame = null;
939 }
940 m_eventsubscription = 0;
941 _parent_scene.RemoveCollisionEventReporting(this);
942 }
943
944 public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
945 {
946 if (CollisionEventsThisFrame == null)
947 CollisionEventsThisFrame = new CollisionEventUpdate();
948// if(CollisionEventsThisFrame.Count < 32)
949 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
950 }
951
952 public void SendCollisions()
953 {
954 if (CollisionEventsThisFrame == null)
955 return;
956
957 if (m_cureventsubscription < m_eventsubscription)
958 return;
959
960 m_cureventsubscription = 0;
961
962 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
963
964 if (!SentEmptyCollisionsEvent || ncolisions > 0)
965 {
966 base.SendCollisionUpdate(CollisionEventsThisFrame);
967
968 if (ncolisions == 0)
969 {
970 SentEmptyCollisionsEvent = true;
971 _parent_scene.RemoveCollisionEventReporting(this);
972 }
973 else
974 {
975 SentEmptyCollisionsEvent = false;
976 CollisionEventsThisFrame.Clear();
977 }
978 }
979 }
980
981 internal void AddCollisionFrameTime(int t)
982 {
983 if (m_cureventsubscription < 50000)
984 m_cureventsubscription += t;
985 }
986
987 public override bool SubscribedEvents()
988 {
989 if (m_eventsubscription > 0)
990 return true;
991 return false;
992 }
993
994 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
995 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
996 {
997 Name = primName;
998 LocalID = plocalID;
999
1000 m_vehicle = null;
1001
1002 if (!pos.IsFinite())
1003 {
1004 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
1005 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
1006 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
1007 }
1008 _position = pos;
1009 givefakepos = 0;
1010
1011 m_timeStep = parent_scene.ODE_STEPSIZE;
1012 m_invTimeStep = 1f / m_timeStep;
1013
1014 m_density = parent_scene.geomDefaultDensity;
1015 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
1016 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
1017
1018 prim_geom = IntPtr.Zero;
1019 collide_geom = IntPtr.Zero;
1020 Body = IntPtr.Zero;
1021
1022 if (!size.IsFinite())
1023 {
1024 size = new Vector3(0.5f, 0.5f, 0.5f);
1025 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
1026 }
1027
1028 if (size.X <= 0) size.X = 0.01f;
1029 if (size.Y <= 0) size.Y = 0.01f;
1030 if (size.Z <= 0) size.Z = 0.01f;
1031
1032 _size = size;
1033
1034 if (!QuaternionIsFinite(rotation))
1035 {
1036 rotation = Quaternion.Identity;
1037 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
1038 }
1039
1040 _orientation = rotation;
1041 givefakeori = 0;
1042
1043 _pbs = pbs;
1044
1045 _parent_scene = parent_scene;
1046 m_targetSpace = IntPtr.Zero;
1047
1048 if (pos.Z < 0)
1049 {
1050 m_isphysical = false;
1051 }
1052 else
1053 {
1054 m_isphysical = pisPhysical;
1055 }
1056 m_fakeisphysical = m_isphysical;
1057
1058 m_isVolumeDetect = false;
1059 m_fakeisVolumeDetect = false;
1060
1061 m_force = Vector3.Zero;
1062
1063 m_iscolliding = false;
1064 m_colliderfilter = 0;
1065 m_NoColide = false;
1066
1067 hasOOBoffsetFromMesh = false;
1068 _triMeshData = IntPtr.Zero;
1069
1070 m_shapetype = _shapeType;
1071
1072 m_lastdoneSelected = false;
1073 m_isSelected = false;
1074 m_delaySelect = false;
1075
1076 m_isphantom = pisPhantom;
1077 m_fakeisphantom = pisPhantom;
1078
1079 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
1080 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
1081
1082 CalcPrimBodyData();
1083
1084 m_mesh = null;
1085 if (_parent_scene.needsMeshing(pbs) && (pbs.SculptData.Length > 0))
1086 {
1087 bool convex;
1088 int clod = (int)LevelOfDetail.High;
1089 if (m_shapetype == 0)
1090 convex = false;
1091 else
1092 {
1093 convex = true;
1094 if (_pbs.SculptType != (byte)SculptType.Mesh)
1095 clod = (int)LevelOfDetail.Low;
1096 }
1097 m_mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, clod, true, convex);
1098 }
1099
1100 m_building = true; // control must set this to false when done
1101
1102 AddChange(changes.Add, null);
1103 }
1104
1105 private void resetCollisionAccounting()
1106 {
1107 m_collisionscore = 0;
1108 }
1109
1110 private void UpdateCollisionCatFlags()
1111 {
1112 if(m_isphysical && m_disabled)
1113 {
1114 m_collisionCategories = 0;
1115 m_collisionFlags = 0;
1116 }
1117
1118 else if (m_isSelected)
1119 {
1120 m_collisionCategories = CollisionCategories.Selected;
1121 m_collisionFlags = 0;
1122 }
1123
1124 else if (m_isVolumeDetect)
1125 {
1126 m_collisionCategories = CollisionCategories.VolumeDtc;
1127 if (m_isphysical)
1128 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1129 else
1130 m_collisionFlags = 0;
1131 }
1132 else if (m_isphantom)
1133 {
1134 m_collisionCategories = CollisionCategories.Phantom;
1135 if (m_isphysical)
1136 m_collisionFlags = CollisionCategories.Land;
1137 else
1138 m_collisionFlags = 0;
1139 }
1140 else
1141 {
1142 m_collisionCategories = CollisionCategories.Geom;
1143 if (m_isphysical)
1144 m_collisionFlags = m_default_collisionFlagsPhysical;
1145 else
1146 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1147 }
1148 }
1149
1150 private void ApplyCollisionCatFlags()
1151 {
1152 if (prim_geom != IntPtr.Zero)
1153 {
1154 if (!childPrim && childrenPrim.Count > 0)
1155 {
1156 foreach (OdePrim prm in childrenPrim)
1157 {
1158 if (m_isphysical && m_disabled)
1159 {
1160 prm.m_collisionCategories = 0;
1161 prm.m_collisionFlags = 0;
1162 }
1163 else
1164 {
1165 // preserve some
1166 if (prm.m_isSelected)
1167 {
1168 prm.m_collisionCategories = CollisionCategories.Selected;
1169 prm.m_collisionFlags = 0;
1170 }
1171 else if (prm.m_isVolumeDetect)
1172 {
1173 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1174 if (m_isphysical)
1175 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1176 else
1177 prm.m_collisionFlags = 0;
1178 }
1179 else if (prm.m_isphantom)
1180 {
1181 prm.m_collisionCategories = CollisionCategories.Phantom;
1182 if (m_isphysical)
1183 prm.m_collisionFlags = CollisionCategories.Land;
1184 else
1185 prm.m_collisionFlags = 0;
1186 }
1187 else
1188 {
1189 prm.m_collisionCategories = m_collisionCategories;
1190 prm.m_collisionFlags = m_collisionFlags;
1191 }
1192 }
1193
1194 if (prm.prim_geom != IntPtr.Zero)
1195 {
1196 if (prm.m_NoColide)
1197 {
1198 d.GeomSetCategoryBits(prm.prim_geom, 0);
1199 if (m_isphysical)
1200 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1201 else
1202 d.GeomSetCollideBits(prm.prim_geom, 0);
1203 }
1204 else
1205 {
1206 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1207 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1208 }
1209 }
1210 }
1211 }
1212
1213 if (m_NoColide)
1214 {
1215 d.GeomSetCategoryBits(prim_geom, 0);
1216 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1217 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1218 {
1219 d.GeomSetCategoryBits(collide_geom, 0);
1220 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1221 }
1222 }
1223 else
1224 {
1225 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1226 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1227 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1228 {
1229 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1230 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1231 }
1232 }
1233 }
1234 }
1235
1236 private void createAMotor(Vector3 axis)
1237 {
1238 if (Body == IntPtr.Zero)
1239 return;
1240
1241 if (Amotor != IntPtr.Zero)
1242 {
1243 d.JointDestroy(Amotor);
1244 Amotor = IntPtr.Zero;
1245 }
1246
1247 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1248
1249 if (axisnum <= 0)
1250 return;
1251
1252 // stop it
1253 d.BodySetTorque(Body, 0, 0, 0);
1254 d.BodySetAngularVel(Body, 0, 0, 0);
1255
1256 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1257 d.JointAttach(Amotor, Body, IntPtr.Zero);
1258
1259 d.JointSetAMotorMode(Amotor, 0);
1260
1261 d.JointSetAMotorNumAxes(Amotor, axisnum);
1262
1263 // get current orientation to lock
1264
1265 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1266 Quaternion curr; // crap convertion between identical things
1267 curr.X = dcur.X;
1268 curr.Y = dcur.Y;
1269 curr.Z = dcur.Z;
1270 curr.W = dcur.W;
1271 Vector3 ax;
1272
1273 int i = 0;
1274 int j = 0;
1275 if (axis.X == 0)
1276 {
1277 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1278 // ODE should do this with axis relative to body 1 but seems to fail
1279 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1280 d.JointSetAMotorAngle(Amotor, 0, 0);
1281 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
1282 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
1283 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1284 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1285 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1286 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1287 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1288 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1289 i++;
1290 j = 256; // move to next axis set
1291 }
1292
1293 if (axis.Y == 0)
1294 {
1295 ax = (new Vector3(0, 1, 0)) * curr;
1296 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1297 d.JointSetAMotorAngle(Amotor, i, 0);
1298 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1299 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1300 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1301 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1302 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1303 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1304 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1305 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1306 i++;
1307 j += 256;
1308 }
1309
1310 if (axis.Z == 0)
1311 {
1312 ax = (new Vector3(0, 0, 1)) * curr;
1313 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1314 d.JointSetAMotorAngle(Amotor, i, 0);
1315 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1316 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1317 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1318 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1319 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1320 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1321 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1322 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1323 }
1324 }
1325
1326 private bool setMesh(OdeScene parent_scene)
1327 {
1328 IntPtr vertices, indices;
1329 int vertexCount, indexCount;
1330 int vertexStride, triStride;
1331
1332 if (Body != IntPtr.Zero)
1333 {
1334 if (childPrim)
1335 {
1336 if (_parent != null)
1337 {
1338 OdePrim parent = (OdePrim)_parent;
1339 parent.ChildDelink(this, false);
1340 }
1341 }
1342 else
1343 {
1344 DestroyBody();
1345 }
1346 }
1347
1348 IMesh mesh = null;
1349
1350 lock (m_meshlock)
1351 {
1352 if (m_mesh == null)
1353 {
1354 bool convex;
1355 int clod = (int)LevelOfDetail.High;
1356
1357 if (m_shapetype == 0)
1358 convex = false;
1359 else
1360 {
1361 convex = true;
1362 if (_pbs.SculptType != (byte)SculptType.Mesh)
1363 clod = (int)LevelOfDetail.Low;
1364 }
1365
1366 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, clod, true, convex);
1367 }
1368 else
1369 {
1370 mesh = m_mesh;
1371 }
1372
1373 if (mesh == null)
1374 {
1375 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1376 return false;
1377 }
1378
1379
1380 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1381 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1382
1383 if (vertexCount == 0 || indexCount == 0)
1384 {
1385 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1386 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1387 mesh.releaseSourceMeshData();
1388 return false;
1389 }
1390
1391 primOOBoffset = mesh.GetCentroid();
1392 hasOOBoffsetFromMesh = true;
1393
1394 mesh.releaseSourceMeshData();
1395 m_mesh = mesh;
1396 }
1397
1398 IntPtr geo = IntPtr.Zero;
1399
1400 try
1401 {
1402 _triMeshData = d.GeomTriMeshDataCreate();
1403
1404 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1405 d.GeomTriMeshDataPreprocess(_triMeshData);
1406
1407 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1408 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1409 }
1410
1411 catch (Exception e)
1412 {
1413 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1414 if (_triMeshData != IntPtr.Zero)
1415 {
1416 d.GeomTriMeshDataDestroy(_triMeshData);
1417 _triMeshData = IntPtr.Zero;
1418 }
1419 return false;
1420 }
1421
1422 SetGeom(geo);
1423 return true;
1424 }
1425
1426 private void SetGeom(IntPtr geom)
1427 {
1428 prim_geom = geom;
1429 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1430 if (prim_geom != IntPtr.Zero)
1431 {
1432
1433 if (m_NoColide)
1434 {
1435 d.GeomSetCategoryBits(prim_geom, 0);
1436 if (m_isphysical)
1437 {
1438 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1439 }
1440 else
1441 {
1442 d.GeomSetCollideBits(prim_geom, 0);
1443 d.GeomDisable(prim_geom);
1444 }
1445 }
1446 else
1447 {
1448 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1449 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1450 }
1451
1452 CalcPrimBodyData();
1453
1454 _parent_scene.actor_name_map[prim_geom] = this;
1455
1456 }
1457 else
1458 m_log.Warn("Setting bad Geom");
1459 }
1460
1461
1462 /// <summary>
1463 /// Create a geometry for the given mesh in the given target space.
1464 /// </summary>
1465 /// <param name="m_targetSpace"></param>
1466 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1467 private void CreateGeom()
1468 {
1469 if (_triMeshData != IntPtr.Zero)
1470 {
1471 d.GeomTriMeshDataDestroy(_triMeshData);
1472 _triMeshData = IntPtr.Zero;
1473 }
1474
1475 bool haveMesh = false;
1476 hasOOBoffsetFromMesh = false;
1477 m_NoColide = false;
1478
1479 if (_parent_scene.needsMeshing(_pbs))
1480 {
1481 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1482 if (!haveMesh)
1483 m_NoColide = true;
1484 }
1485
1486 if (!haveMesh)
1487 {
1488 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1489 && _size.X == _size.Y && _size.Y == _size.Z)
1490 { // it's a sphere
1491 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1492 try
1493 {
1494 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1495 }
1496 catch (Exception e)
1497 {
1498 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1499 return;
1500 }
1501 }
1502 else
1503 {// do it as a box
1504 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1505 try
1506 {
1507 //Console.WriteLine(" CreateGeom 4");
1508 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1509 }
1510 catch (Exception e)
1511 {
1512 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1513 return;
1514 }
1515 }
1516 }
1517 }
1518
1519 /// <summary>
1520 /// Set a new geometry for this prim.
1521 /// </summary>
1522 /// <param name="geom"></param>
1523 private void RemoveGeom()
1524 {
1525 if (prim_geom != IntPtr.Zero)
1526 {
1527// _parent_scene.geom_name_map.Remove(prim_geom);
1528 _parent_scene.actor_name_map.Remove(prim_geom);
1529 try
1530 {
1531 d.GeomDestroy(prim_geom);
1532 if (_triMeshData != IntPtr.Zero)
1533 {
1534 d.GeomTriMeshDataDestroy(_triMeshData);
1535 _triMeshData = IntPtr.Zero;
1536 }
1537
1538 }
1539
1540
1541 // catch (System.AccessViolationException)
1542 catch (Exception e)
1543 {
1544 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1545 }
1546
1547 prim_geom = IntPtr.Zero;
1548 collide_geom = IntPtr.Zero;
1549 }
1550 else
1551 {
1552 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1553 }
1554
1555 if (m_mesh != null)
1556 {
1557 _parent_scene.mesher.ReleaseMesh(m_mesh);
1558 m_mesh = null;
1559 }
1560
1561 Body = IntPtr.Zero;
1562 hasOOBoffsetFromMesh = false;
1563 }
1564/*
1565 private void ChildSetGeom(OdePrim odePrim)
1566 {
1567 // well..
1568 DestroyBody();
1569 MakeBody();
1570 }
1571*/
1572 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1573 // should only be called for non physical prims unless they are becoming non physical
1574 private void SetInStaticSpace(OdePrim prim)
1575 {
1576 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1577 prim.m_targetSpace = targetSpace;
1578 collide_geom = IntPtr.Zero;
1579 }
1580
1581 public void enableBodySoft()
1582 {
1583 m_disabled = false;
1584 if (!childPrim && !m_isSelected)
1585 {
1586 if (m_isphysical && Body != IntPtr.Zero)
1587 {
1588 UpdateCollisionCatFlags();
1589 ApplyCollisionCatFlags();
1590
1591 d.BodyEnable(Body);
1592 }
1593 }
1594 resetCollisionAccounting();
1595 }
1596
1597 private void disableBodySoft()
1598 {
1599 m_disabled = true;
1600 if (!childPrim)
1601 {
1602 if (m_isphysical && Body != IntPtr.Zero)
1603 {
1604 if (m_isSelected)
1605 m_collisionFlags = CollisionCategories.Selected;
1606 else
1607 m_collisionCategories = 0;
1608 m_collisionFlags = 0;
1609 ApplyCollisionCatFlags();
1610 d.BodyDisable(Body);
1611 }
1612 }
1613 }
1614
1615 private void MakeBody()
1616 {
1617 if (!m_isphysical) // only physical get bodies
1618 return;
1619
1620 if (childPrim) // child prims don't get bodies;
1621 return;
1622
1623 if (m_building)
1624 return;
1625
1626 if (prim_geom == IntPtr.Zero)
1627 {
1628 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1629 return;
1630 }
1631
1632 if (Body != IntPtr.Zero)
1633 {
1634// d.BodyDestroy(Body);
1635// Body = IntPtr.Zero;
1636 // do a more complet destruction
1637 DestroyBody();
1638 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1639 }
1640
1641 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1642 {
1643 d.GeomSetBody(prim_geom, IntPtr.Zero);
1644 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1645 }
1646
1647 d.Matrix3 mymat = new d.Matrix3();
1648 d.Quaternion myrot = new d.Quaternion();
1649 d.Mass objdmass = new d.Mass { };
1650
1651 Body = d.BodyCreate(_parent_scene.world);
1652
1653 objdmass = primdMass;
1654
1655 // rotate inertia
1656 myrot.X = _orientation.X;
1657 myrot.Y = _orientation.Y;
1658 myrot.Z = _orientation.Z;
1659 myrot.W = _orientation.W;
1660
1661 d.RfromQ(out mymat, ref myrot);
1662 d.MassRotate(ref objdmass, ref mymat);
1663
1664 // set the body rotation
1665 d.BodySetRotation(Body, ref mymat);
1666
1667 // recompute full object inertia if needed
1668 if (childrenPrim.Count > 0)
1669 {
1670 d.Matrix3 mat = new d.Matrix3();
1671 d.Quaternion quat = new d.Quaternion();
1672 d.Mass tmpdmass = new d.Mass { };
1673 Vector3 rcm;
1674
1675 rcm.X = _position.X;
1676 rcm.Y = _position.Y;
1677 rcm.Z = _position.Z;
1678
1679 lock (childrenPrim)
1680 {
1681 foreach (OdePrim prm in childrenPrim)
1682 {
1683 if (prm.prim_geom == IntPtr.Zero)
1684 {
1685 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1686 continue;
1687 }
1688
1689 tmpdmass = prm.primdMass;
1690
1691 // apply prim current rotation to inertia
1692 quat.X = prm._orientation.X;
1693 quat.Y = prm._orientation.Y;
1694 quat.Z = prm._orientation.Z;
1695 quat.W = prm._orientation.W;
1696 d.RfromQ(out mat, ref quat);
1697 d.MassRotate(ref tmpdmass, ref mat);
1698
1699 Vector3 ppos = prm._position;
1700 ppos.X -= rcm.X;
1701 ppos.Y -= rcm.Y;
1702 ppos.Z -= rcm.Z;
1703 // refer inertia to root prim center of mass position
1704 d.MassTranslate(ref tmpdmass,
1705 ppos.X,
1706 ppos.Y,
1707 ppos.Z);
1708
1709 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1710 // fix prim colision cats
1711
1712 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1713 {
1714 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1715 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1716 }
1717
1718 d.GeomClearOffset(prm.prim_geom);
1719 d.GeomSetBody(prm.prim_geom, Body);
1720 prm.Body = Body;
1721 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1722 }
1723 }
1724 }
1725
1726 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1727 // associate root geom with body
1728 d.GeomSetBody(prim_geom, Body);
1729
1730 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1731 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1732
1733 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1734 myrot.X = -myrot.X;
1735 myrot.Y = -myrot.Y;
1736 myrot.Z = -myrot.Z;
1737
1738 d.RfromQ(out mymat, ref myrot);
1739 d.MassRotate(ref objdmass, ref mymat);
1740
1741 d.BodySetMass(Body, ref objdmass);
1742 _mass = objdmass.mass;
1743
1744 // disconnect from world gravity so we can apply buoyancy
1745 d.BodySetGravityMode(Body, false);
1746
1747 d.BodySetAutoDisableFlag(Body, true);
1748 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1749 d.BodySetDamping(Body, .005f, .005f);
1750
1751 if (m_targetSpace != IntPtr.Zero)
1752 {
1753 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1754 if (d.SpaceQuery(m_targetSpace, prim_geom))
1755 d.SpaceRemove(m_targetSpace, prim_geom);
1756 }
1757
1758 if (childrenPrim.Count == 0)
1759 {
1760 collide_geom = prim_geom;
1761 m_targetSpace = _parent_scene.ActiveSpace;
1762 }
1763 else
1764 {
1765 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1766 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1767 d.SpaceSetSublevel(m_targetSpace, 3);
1768 d.SpaceSetCleanup(m_targetSpace, false);
1769
1770 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1771 CollisionCategories.Geom |
1772 CollisionCategories.Phantom |
1773 CollisionCategories.VolumeDtc
1774 ));
1775 d.GeomSetCollideBits(m_targetSpace, 0);
1776 collide_geom = m_targetSpace;
1777 }
1778
1779 d.SpaceAdd(m_targetSpace, prim_geom);
1780
1781 if (m_delaySelect)
1782 {
1783 m_isSelected = true;
1784 m_delaySelect = false;
1785 }
1786
1787 m_collisionscore = 0;
1788
1789 UpdateCollisionCatFlags();
1790 ApplyCollisionCatFlags();
1791
1792 _parent_scene.addActivePrim(this);
1793
1794 lock (childrenPrim)
1795 {
1796 foreach (OdePrim prm in childrenPrim)
1797 {
1798 if (prm.prim_geom == IntPtr.Zero)
1799 continue;
1800
1801 Vector3 ppos = prm._position;
1802 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1803
1804 if (prm.m_targetSpace != m_targetSpace)
1805 {
1806 if (prm.m_targetSpace != IntPtr.Zero)
1807 {
1808 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1809 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1810 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1811 }
1812 prm.m_targetSpace = m_targetSpace;
1813 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1814 }
1815
1816 prm.m_collisionscore = 0;
1817
1818 if(!m_disabled)
1819 prm.m_disabled = false;
1820
1821 _parent_scene.addActivePrim(prm);
1822 }
1823 }
1824
1825 // The body doesn't already have a finite rotation mode set here
1826 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1827 {
1828 createAMotor(m_angularlock);
1829 }
1830
1831
1832 if (m_isSelected || m_disabled)
1833 {
1834 d.BodyDisable(Body);
1835 }
1836 else
1837 {
1838 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1839 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1840 }
1841 _parent_scene.addActiveGroups(this);
1842 }
1843
1844 private void DestroyBody()
1845 {
1846 if (Body != IntPtr.Zero)
1847 {
1848 _parent_scene.remActivePrim(this);
1849
1850 collide_geom = IntPtr.Zero;
1851
1852 if (m_disabled)
1853 m_collisionCategories = 0;
1854 else if (m_isSelected)
1855 m_collisionCategories = CollisionCategories.Selected;
1856 else if (m_isVolumeDetect)
1857 m_collisionCategories = CollisionCategories.VolumeDtc;
1858 else if (m_isphantom)
1859 m_collisionCategories = CollisionCategories.Phantom;
1860 else
1861 m_collisionCategories = CollisionCategories.Geom;
1862
1863 m_collisionFlags = 0;
1864
1865 if (prim_geom != IntPtr.Zero)
1866 {
1867 if (m_NoColide)
1868 {
1869 d.GeomSetCategoryBits(prim_geom, 0);
1870 d.GeomSetCollideBits(prim_geom, 0);
1871 }
1872 else
1873 {
1874 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1875 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1876 }
1877 UpdateDataFromGeom();
1878 d.GeomSetBody(prim_geom, IntPtr.Zero);
1879 SetInStaticSpace(this);
1880 }
1881
1882 if (!childPrim)
1883 {
1884 lock (childrenPrim)
1885 {
1886 foreach (OdePrim prm in childrenPrim)
1887 {
1888 _parent_scene.remActivePrim(prm);
1889
1890 if (prm.m_isSelected)
1891 prm.m_collisionCategories = CollisionCategories.Selected;
1892 else if (prm.m_isVolumeDetect)
1893 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1894 else if (prm.m_isphantom)
1895 prm.m_collisionCategories = CollisionCategories.Phantom;
1896 else
1897 prm.m_collisionCategories = CollisionCategories.Geom;
1898
1899 prm.m_collisionFlags = 0;
1900
1901 if (prm.prim_geom != IntPtr.Zero)
1902 {
1903 if (prm.m_NoColide)
1904 {
1905 d.GeomSetCategoryBits(prm.prim_geom, 0);
1906 d.GeomSetCollideBits(prm.prim_geom, 0);
1907 }
1908 else
1909 {
1910 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1911 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1912 }
1913 prm.UpdateDataFromGeom();
1914 SetInStaticSpace(prm);
1915 }
1916 prm.Body = IntPtr.Zero;
1917 prm._mass = prm.primMass;
1918 prm.m_collisionscore = 0;
1919 }
1920 }
1921 if (Amotor != IntPtr.Zero)
1922 {
1923 d.JointDestroy(Amotor);
1924 Amotor = IntPtr.Zero;
1925 }
1926 _parent_scene.remActiveGroup(this);
1927 d.BodyDestroy(Body);
1928 }
1929 Body = IntPtr.Zero;
1930 }
1931 _mass = primMass;
1932 m_collisionscore = 0;
1933 }
1934
1935 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1936 {
1937 d.Matrix3 mat = new d.Matrix3();
1938 d.Quaternion quat = new d.Quaternion();
1939
1940 d.Mass tmpdmass = new d.Mass { };
1941 d.Mass objdmass = new d.Mass { };
1942
1943 d.BodyGetMass(Body, out tmpdmass);
1944 objdmass = tmpdmass;
1945
1946 d.Vector3 dobjpos;
1947 d.Vector3 thispos;
1948
1949 // get current object position and rotation
1950 dobjpos = d.BodyGetPosition(Body);
1951
1952 // get prim own inertia in its local frame
1953 tmpdmass = primdMass;
1954
1955 // transform to object frame
1956 mat = d.GeomGetOffsetRotation(prim_geom);
1957 d.MassRotate(ref tmpdmass, ref mat);
1958
1959 thispos = d.GeomGetOffsetPosition(prim_geom);
1960 d.MassTranslate(ref tmpdmass,
1961 thispos.X,
1962 thispos.Y,
1963 thispos.Z);
1964
1965 // subtract current prim inertia from object
1966 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1967
1968 // back prim own inertia
1969 tmpdmass = primdMass;
1970
1971 // update to new position and orientation
1972 _position = NewPos;
1973 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1974 _orientation = newrot;
1975 quat.X = newrot.X;
1976 quat.Y = newrot.Y;
1977 quat.Z = newrot.Z;
1978 quat.W = newrot.W;
1979 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
1980
1981 mat = d.GeomGetOffsetRotation(prim_geom);
1982 d.MassRotate(ref tmpdmass, ref mat);
1983
1984 thispos = d.GeomGetOffsetPosition(prim_geom);
1985 d.MassTranslate(ref tmpdmass,
1986 thispos.X,
1987 thispos.Y,
1988 thispos.Z);
1989
1990 d.MassAdd(ref objdmass, ref tmpdmass);
1991
1992 // fix all positions
1993 IntPtr g = d.BodyGetFirstGeom(Body);
1994 while (g != IntPtr.Zero)
1995 {
1996 thispos = d.GeomGetOffsetPosition(g);
1997 thispos.X -= objdmass.c.X;
1998 thispos.Y -= objdmass.c.Y;
1999 thispos.Z -= objdmass.c.Z;
2000 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2001 g = d.dBodyGetNextGeom(g);
2002 }
2003 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
2004
2005 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2006 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2007 d.BodySetMass(Body, ref objdmass);
2008 _mass = objdmass.mass;
2009 }
2010
2011
2012
2013 private void FixInertia(Vector3 NewPos)
2014 {
2015 d.Matrix3 primmat = new d.Matrix3();
2016 d.Mass tmpdmass = new d.Mass { };
2017 d.Mass objdmass = new d.Mass { };
2018 d.Mass primmass = new d.Mass { };
2019
2020 d.Vector3 dobjpos;
2021 d.Vector3 thispos;
2022
2023 d.BodyGetMass(Body, out objdmass);
2024
2025 // get prim own inertia in its local frame
2026 primmass = primdMass;
2027 // transform to object frame
2028 primmat = d.GeomGetOffsetRotation(prim_geom);
2029 d.MassRotate(ref primmass, ref primmat);
2030
2031 tmpdmass = primmass;
2032
2033 thispos = d.GeomGetOffsetPosition(prim_geom);
2034 d.MassTranslate(ref tmpdmass,
2035 thispos.X,
2036 thispos.Y,
2037 thispos.Z);
2038
2039 // subtract current prim inertia from object
2040 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2041
2042 // update to new position
2043 _position = NewPos;
2044 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2045
2046 thispos = d.GeomGetOffsetPosition(prim_geom);
2047 d.MassTranslate(ref primmass,
2048 thispos.X,
2049 thispos.Y,
2050 thispos.Z);
2051
2052 d.MassAdd(ref objdmass, ref primmass);
2053
2054 // fix all positions
2055 IntPtr g = d.BodyGetFirstGeom(Body);
2056 while (g != IntPtr.Zero)
2057 {
2058 thispos = d.GeomGetOffsetPosition(g);
2059 thispos.X -= objdmass.c.X;
2060 thispos.Y -= objdmass.c.Y;
2061 thispos.Z -= objdmass.c.Z;
2062 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2063 g = d.dBodyGetNextGeom(g);
2064 }
2065
2066 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2067
2068 // get current object position and rotation
2069 dobjpos = d.BodyGetPosition(Body);
2070
2071 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2072 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2073 d.BodySetMass(Body, ref objdmass);
2074 _mass = objdmass.mass;
2075 }
2076
2077 private void FixInertia(Quaternion newrot)
2078 {
2079 d.Matrix3 mat = new d.Matrix3();
2080 d.Quaternion quat = new d.Quaternion();
2081
2082 d.Mass tmpdmass = new d.Mass { };
2083 d.Mass objdmass = new d.Mass { };
2084 d.Vector3 dobjpos;
2085 d.Vector3 thispos;
2086
2087 d.BodyGetMass(Body, out objdmass);
2088
2089 // get prim own inertia in its local frame
2090 tmpdmass = primdMass;
2091 mat = d.GeomGetOffsetRotation(prim_geom);
2092 d.MassRotate(ref tmpdmass, ref mat);
2093 // transform to object frame
2094 thispos = d.GeomGetOffsetPosition(prim_geom);
2095 d.MassTranslate(ref tmpdmass,
2096 thispos.X,
2097 thispos.Y,
2098 thispos.Z);
2099
2100 // subtract current prim inertia from object
2101 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2102
2103 // update to new orientation
2104 _orientation = newrot;
2105 quat.X = newrot.X;
2106 quat.Y = newrot.Y;
2107 quat.Z = newrot.Z;
2108 quat.W = newrot.W;
2109 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2110
2111 tmpdmass = primdMass;
2112 mat = d.GeomGetOffsetRotation(prim_geom);
2113 d.MassRotate(ref tmpdmass, ref mat);
2114 d.MassTranslate(ref tmpdmass,
2115 thispos.X,
2116 thispos.Y,
2117 thispos.Z);
2118
2119 d.MassAdd(ref objdmass, ref tmpdmass);
2120
2121 // fix all positions
2122 IntPtr g = d.BodyGetFirstGeom(Body);
2123 while (g != IntPtr.Zero)
2124 {
2125 thispos = d.GeomGetOffsetPosition(g);
2126 thispos.X -= objdmass.c.X;
2127 thispos.Y -= objdmass.c.Y;
2128 thispos.Z -= objdmass.c.Z;
2129 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2130 g = d.dBodyGetNextGeom(g);
2131 }
2132
2133 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2134 // get current object position and rotation
2135 dobjpos = d.BodyGetPosition(Body);
2136
2137 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2138 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2139 d.BodySetMass(Body, ref objdmass);
2140 _mass = objdmass.mass;
2141 }
2142
2143
2144 #region Mass Calculation
2145
2146 private float CalculatePrimVolume()
2147 {
2148 float volume = _size.X * _size.Y * _size.Z; // default
2149 float tmp;
2150
2151 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
2152 float hollowVolume = hollowAmount * hollowAmount;
2153
2154 switch (_pbs.ProfileShape)
2155 {
2156 case ProfileShape.Square:
2157 // default box
2158
2159 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2160 {
2161 if (hollowAmount > 0.0)
2162 {
2163 switch (_pbs.HollowShape)
2164 {
2165 case HollowShape.Square:
2166 case HollowShape.Same:
2167 break;
2168
2169 case HollowShape.Circle:
2170
2171 hollowVolume *= 0.78539816339f;
2172 break;
2173
2174 case HollowShape.Triangle:
2175
2176 hollowVolume *= (0.5f * .5f);
2177 break;
2178
2179 default:
2180 hollowVolume = 0;
2181 break;
2182 }
2183 volume *= (1.0f - hollowVolume);
2184 }
2185 }
2186
2187 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2188 {
2189 //a tube
2190
2191 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
2192 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
2193 volume -= volume * tmp * tmp;
2194
2195 if (hollowAmount > 0.0)
2196 {
2197 hollowVolume *= hollowAmount;
2198
2199 switch (_pbs.HollowShape)
2200 {
2201 case HollowShape.Square:
2202 case HollowShape.Same:
2203 break;
2204
2205 case HollowShape.Circle:
2206 hollowVolume *= 0.78539816339f;
2207 break;
2208
2209 case HollowShape.Triangle:
2210 hollowVolume *= 0.5f * 0.5f;
2211 break;
2212 default:
2213 hollowVolume = 0;
2214 break;
2215 }
2216 volume *= (1.0f - hollowVolume);
2217 }
2218 }
2219
2220 break;
2221
2222 case ProfileShape.Circle:
2223
2224 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2225 {
2226 volume *= 0.78539816339f; // elipse base
2227
2228 if (hollowAmount > 0.0)
2229 {
2230 switch (_pbs.HollowShape)
2231 {
2232 case HollowShape.Same:
2233 case HollowShape.Circle:
2234 break;
2235
2236 case HollowShape.Square:
2237 hollowVolume *= 0.5f * 2.5984480504799f;
2238 break;
2239
2240 case HollowShape.Triangle:
2241 hollowVolume *= .5f * 1.27323954473516f;
2242 break;
2243
2244 default:
2245 hollowVolume = 0;
2246 break;
2247 }
2248 volume *= (1.0f - hollowVolume);
2249 }
2250 }
2251
2252 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2253 {
2254 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
2255 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2256 volume *= (1.0f - tmp * tmp);
2257
2258 if (hollowAmount > 0.0)
2259 {
2260
2261 // calculate the hollow volume by it's shape compared to the prim shape
2262 hollowVolume *= hollowAmount;
2263
2264 switch (_pbs.HollowShape)
2265 {
2266 case HollowShape.Same:
2267 case HollowShape.Circle:
2268 break;
2269
2270 case HollowShape.Square:
2271 hollowVolume *= 0.5f * 2.5984480504799f;
2272 break;
2273
2274 case HollowShape.Triangle:
2275 hollowVolume *= .5f * 1.27323954473516f;
2276 break;
2277
2278 default:
2279 hollowVolume = 0;
2280 break;
2281 }
2282 volume *= (1.0f - hollowVolume);
2283 }
2284 }
2285 break;
2286
2287 case ProfileShape.HalfCircle:
2288 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2289 {
2290 volume *= 0.5236f;
2291
2292 if (hollowAmount > 0.0)
2293 {
2294 hollowVolume *= hollowAmount;
2295
2296 switch (_pbs.HollowShape)
2297 {
2298 case HollowShape.Circle:
2299 case HollowShape.Triangle: // diference in sl is minor and odd
2300 case HollowShape.Same:
2301 break;
2302
2303 case HollowShape.Square:
2304 hollowVolume *= 0.909f;
2305 break;
2306
2307 // case HollowShape.Triangle:
2308 // hollowVolume *= .827f;
2309 // break;
2310 default:
2311 hollowVolume = 0;
2312 break;
2313 }
2314 volume *= (1.0f - hollowVolume);
2315 }
2316
2317 }
2318 break;
2319
2320 case ProfileShape.EquilateralTriangle:
2321
2322 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2323 {
2324 volume *= 0.32475953f;
2325
2326 if (hollowAmount > 0.0)
2327 {
2328
2329 // calculate the hollow volume by it's shape compared to the prim shape
2330 switch (_pbs.HollowShape)
2331 {
2332 case HollowShape.Same:
2333 case HollowShape.Triangle:
2334 hollowVolume *= .25f;
2335 break;
2336
2337 case HollowShape.Square:
2338 hollowVolume *= 0.499849f * 3.07920140172638f;
2339 break;
2340
2341 case HollowShape.Circle:
2342 // Hollow shape is a perfect cyllinder in respect to the cube's scale
2343 // Cyllinder hollow volume calculation
2344
2345 hollowVolume *= 0.1963495f * 3.07920140172638f;
2346 break;
2347
2348 default:
2349 hollowVolume = 0;
2350 break;
2351 }
2352 volume *= (1.0f - hollowVolume);
2353 }
2354 }
2355 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2356 {
2357 volume *= 0.32475953f;
2358 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
2359 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2360 volume *= (1.0f - tmp * tmp);
2361
2362 if (hollowAmount > 0.0)
2363 {
2364
2365 hollowVolume *= hollowAmount;
2366
2367 switch (_pbs.HollowShape)
2368 {
2369 case HollowShape.Same:
2370 case HollowShape.Triangle:
2371 hollowVolume *= .25f;
2372 break;
2373
2374 case HollowShape.Square:
2375 hollowVolume *= 0.499849f * 3.07920140172638f;
2376 break;
2377
2378 case HollowShape.Circle:
2379
2380 hollowVolume *= 0.1963495f * 3.07920140172638f;
2381 break;
2382
2383 default:
2384 hollowVolume = 0;
2385 break;
2386 }
2387 volume *= (1.0f - hollowVolume);
2388 }
2389 }
2390 break;
2391
2392 default:
2393 break;
2394 }
2395
2396 float taperX1;
2397 float taperY1;
2398 float taperX;
2399 float taperY;
2400 float pathBegin;
2401 float pathEnd;
2402 float profileBegin;
2403 float profileEnd;
2404
2405 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
2406 {
2407 taperX1 = _pbs.PathScaleX * 0.01f;
2408 if (taperX1 > 1.0f)
2409 taperX1 = 2.0f - taperX1;
2410 taperX = 1.0f - taperX1;
2411
2412 taperY1 = _pbs.PathScaleY * 0.01f;
2413 if (taperY1 > 1.0f)
2414 taperY1 = 2.0f - taperY1;
2415 taperY = 1.0f - taperY1;
2416 }
2417 else
2418 {
2419 taperX = _pbs.PathTaperX * 0.01f;
2420 if (taperX < 0.0f)
2421 taperX = -taperX;
2422 taperX1 = 1.0f - taperX;
2423
2424 taperY = _pbs.PathTaperY * 0.01f;
2425 if (taperY < 0.0f)
2426 taperY = -taperY;
2427 taperY1 = 1.0f - taperY;
2428 }
2429
2430 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
2431
2432 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
2433 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
2434 volume *= (pathEnd - pathBegin);
2435
2436 // this is crude aproximation
2437 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
2438 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
2439 volume *= (profileEnd - profileBegin);
2440
2441 return volume;
2442 }
2443
2444
2445 private void CalcPrimBodyData()
2446 {
2447 float volume;
2448
2449 if (prim_geom == IntPtr.Zero)
2450 {
2451 // Ubit let's have a initial basic OOB
2452 primOOBsize.X = _size.X;
2453 primOOBsize.Y = _size.Y;
2454 primOOBsize.Z = _size.Z;
2455 primOOBoffset = Vector3.Zero;
2456 }
2457 else
2458 {
2459 d.AABB AABB;
2460 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
2461
2462 primOOBsize.X = (AABB.MaxX - AABB.MinX);
2463 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
2464 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
2465 if (!hasOOBoffsetFromMesh)
2466 {
2467 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
2468 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
2469 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
2470 }
2471 }
2472
2473 // also its own inertia and mass
2474 // keep using basic shape mass for now
2475 volume = CalculatePrimVolume();
2476
2477 primVolume = volume;
2478 primMass = m_density * volume;
2479
2480 if (primMass <= 0)
2481 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2482 if (primMass > _parent_scene.maximumMassObject)
2483 primMass = _parent_scene.maximumMassObject;
2484
2485 _mass = primMass; // just in case
2486
2487 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
2488
2489 d.MassTranslate(ref primdMass,
2490 primOOBoffset.X,
2491 primOOBoffset.Y,
2492 primOOBoffset.Z);
2493
2494 primOOBsize *= 0.5f; // let obb size be a corner coords
2495 primOOBradiusSQ = primOOBsize.LengthSquared();
2496 }
2497
2498
2499 #endregion
2500
2501
2502 /// <summary>
2503 /// Add a child prim to this parent prim.
2504 /// </summary>
2505 /// <param name="prim">Child prim</param>
2506 // I'm the parent
2507 // prim is the child
2508 public void ParentPrim(OdePrim prim)
2509 {
2510 //Console.WriteLine("ParentPrim " + m_primName);
2511 if (this.m_localID != prim.m_localID)
2512 {
2513 DestroyBody(); // for now we need to rebuil entire object on link change
2514
2515 lock (childrenPrim)
2516 {
2517 // adopt the prim
2518 if (!childrenPrim.Contains(prim))
2519 childrenPrim.Add(prim);
2520
2521 // see if this prim has kids and adopt them also
2522 // should not happen for now
2523 foreach (OdePrim prm in prim.childrenPrim)
2524 {
2525 if (!childrenPrim.Contains(prm))
2526 {
2527 if (prm.Body != IntPtr.Zero)
2528 {
2529 if (prm.prim_geom != IntPtr.Zero)
2530 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2531 if (prm.Body != prim.Body)
2532 prm.DestroyBody(); // don't loose bodies around
2533 prm.Body = IntPtr.Zero;
2534 }
2535
2536 childrenPrim.Add(prm);
2537 prm._parent = this;
2538 }
2539 }
2540 }
2541 //Remove old children from the prim
2542 prim.childrenPrim.Clear();
2543
2544 if (prim.Body != IntPtr.Zero)
2545 {
2546 if (prim.prim_geom != IntPtr.Zero)
2547 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2548 prim.DestroyBody(); // don't loose bodies around
2549 prim.Body = IntPtr.Zero;
2550 }
2551
2552 prim.childPrim = true;
2553 prim._parent = this;
2554
2555 MakeBody(); // full nasty reconstruction
2556 }
2557 }
2558
2559 private void UpdateChildsfromgeom()
2560 {
2561 if (childrenPrim.Count > 0)
2562 {
2563 foreach (OdePrim prm in childrenPrim)
2564 prm.UpdateDataFromGeom();
2565 }
2566 }
2567
2568 private void UpdateDataFromGeom()
2569 {
2570 if (prim_geom != IntPtr.Zero)
2571 {
2572 d.Quaternion qtmp;
2573 d.GeomCopyQuaternion(prim_geom, out qtmp);
2574 _orientation.X = qtmp.X;
2575 _orientation.Y = qtmp.Y;
2576 _orientation.Z = qtmp.Z;
2577 _orientation.W = qtmp.W;
2578
2579 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
2580 _position.X = lpos.X;
2581 _position.Y = lpos.Y;
2582 _position.Z = lpos.Z;
2583 }
2584 }
2585
2586 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2587 {
2588 // Okay, we have a delinked child.. destroy all body and remake
2589 if (odePrim != this && !childrenPrim.Contains(odePrim))
2590 return;
2591
2592 DestroyBody();
2593
2594 if (odePrim == this) // delinking the root prim
2595 {
2596 OdePrim newroot = null;
2597 lock (childrenPrim)
2598 {
2599 if (childrenPrim.Count > 0)
2600 {
2601 newroot = childrenPrim[0];
2602 childrenPrim.RemoveAt(0);
2603 foreach (OdePrim prm in childrenPrim)
2604 {
2605 newroot.childrenPrim.Add(prm);
2606 }
2607 childrenPrim.Clear();
2608 }
2609 if (newroot != null)
2610 {
2611 newroot.childPrim = false;
2612 newroot._parent = null;
2613 if (remakebodies)
2614 newroot.MakeBody();
2615 }
2616 }
2617 }
2618
2619 else
2620 {
2621 lock (childrenPrim)
2622 {
2623 childrenPrim.Remove(odePrim);
2624 odePrim.childPrim = false;
2625 odePrim._parent = null;
2626 // odePrim.UpdateDataFromGeom();
2627 if (remakebodies)
2628 odePrim.MakeBody();
2629 }
2630 }
2631 if (remakebodies)
2632 MakeBody();
2633 }
2634
2635 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2636 {
2637 // Okay, we have a delinked child.. destroy all body and remake
2638 if (odePrim != this && !childrenPrim.Contains(odePrim))
2639 return;
2640
2641 DestroyBody();
2642
2643 if (odePrim == this)
2644 {
2645 OdePrim newroot = null;
2646 lock (childrenPrim)
2647 {
2648 if (childrenPrim.Count > 0)
2649 {
2650 newroot = childrenPrim[0];
2651 childrenPrim.RemoveAt(0);
2652 foreach (OdePrim prm in childrenPrim)
2653 {
2654 newroot.childrenPrim.Add(prm);
2655 }
2656 childrenPrim.Clear();
2657 }
2658 if (newroot != null)
2659 {
2660 newroot.childPrim = false;
2661 newroot._parent = null;
2662 newroot.MakeBody();
2663 }
2664 }
2665 if (reMakeBody)
2666 MakeBody();
2667 return;
2668 }
2669 else
2670 {
2671 lock (childrenPrim)
2672 {
2673 childrenPrim.Remove(odePrim);
2674 odePrim.childPrim = false;
2675 odePrim._parent = null;
2676 if (reMakeBody)
2677 odePrim.MakeBody();
2678 }
2679 }
2680 MakeBody();
2681 }
2682
2683 #region changes
2684
2685 private void changeadd()
2686 {
2687 CreateGeom();
2688
2689 if (prim_geom != IntPtr.Zero)
2690 {
2691 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2692 d.Quaternion myrot = new d.Quaternion();
2693 myrot.X = _orientation.X;
2694 myrot.Y = _orientation.Y;
2695 myrot.Z = _orientation.Z;
2696 myrot.W = _orientation.W;
2697 d.GeomSetQuaternion(prim_geom, ref myrot);
2698
2699 if (!m_isphysical)
2700 {
2701 SetInStaticSpace(this);
2702 UpdateCollisionCatFlags();
2703 ApplyCollisionCatFlags();
2704 }
2705 else
2706 MakeBody();
2707 }
2708 }
2709
2710 private void changeAngularLock(Vector3 newLock)
2711 {
2712 // do we have a Physical object?
2713 if (Body != IntPtr.Zero)
2714 {
2715 //Check that we have a Parent
2716 //If we have a parent then we're not authorative here
2717 if (_parent == null)
2718 {
2719 if (!newLock.ApproxEquals(Vector3.One, 0f))
2720 {
2721 createAMotor(newLock);
2722 }
2723 else
2724 {
2725 if (Amotor != IntPtr.Zero)
2726 {
2727 d.JointDestroy(Amotor);
2728 Amotor = IntPtr.Zero;
2729 }
2730 }
2731 }
2732 }
2733 // Store this for later in case we get turned into a separate body
2734 m_angularlock = newLock;
2735 }
2736
2737 private void changeLink(OdePrim NewParent)
2738 {
2739 if (_parent == null && NewParent != null)
2740 {
2741 NewParent.ParentPrim(this);
2742 }
2743 else if (_parent != null)
2744 {
2745 if (_parent is OdePrim)
2746 {
2747 if (NewParent != _parent)
2748 {
2749 (_parent as OdePrim).ChildDelink(this, false); // for now...
2750 childPrim = false;
2751
2752 if (NewParent != null)
2753 {
2754 NewParent.ParentPrim(this);
2755 }
2756 }
2757 }
2758 }
2759 _parent = NewParent;
2760 }
2761
2762
2763 private void Stop()
2764 {
2765 if (!childPrim)
2766 {
2767 m_force = Vector3.Zero;
2768 m_forceacc = Vector3.Zero;
2769 m_angularForceacc = Vector3.Zero;
2770 _torque = Vector3.Zero;
2771 _velocity = Vector3.Zero;
2772 _acceleration = Vector3.Zero;
2773 m_rotationalVelocity = Vector3.Zero;
2774 _target_velocity = Vector3.Zero;
2775 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2776 m_vehicle.Stop();
2777 }
2778
2779 if (Body != IntPtr.Zero)
2780 {
2781 d.BodySetForce(Body, 0f, 0f, 0f);
2782 d.BodySetTorque(Body, 0f, 0f, 0f);
2783 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2784 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2785 }
2786 }
2787
2788 private void changePhantomStatus(bool newval)
2789 {
2790 m_isphantom = newval;
2791
2792 UpdateCollisionCatFlags();
2793 ApplyCollisionCatFlags();
2794 }
2795
2796/* not in use
2797 internal void ChildSelectedChange(bool childSelect)
2798 {
2799 if(childPrim)
2800 return;
2801
2802 if (childSelect == m_isSelected)
2803 return;
2804
2805 if (childSelect)
2806 {
2807 DoSelectedStatus(true);
2808 }
2809
2810 else
2811 {
2812 foreach (OdePrim prm in childrenPrim)
2813 {
2814 if (prm.m_isSelected)
2815 return;
2816 }
2817 DoSelectedStatus(false);
2818 }
2819 }
2820*/
2821 private void changeSelectedStatus(bool newval)
2822 {
2823 if (m_lastdoneSelected == newval)
2824 return;
2825
2826 m_lastdoneSelected = newval;
2827 DoSelectedStatus(newval);
2828 }
2829
2830 private void CheckDelaySelect()
2831 {
2832 if (m_delaySelect)
2833 {
2834 DoSelectedStatus(m_isSelected);
2835 }
2836 }
2837
2838 private void DoSelectedStatus(bool newval)
2839 {
2840 m_isSelected = newval;
2841 Stop();
2842
2843 if (newval)
2844 {
2845 if (!childPrim && Body != IntPtr.Zero)
2846 d.BodyDisable(Body);
2847
2848 if (m_delaySelect || m_isphysical)
2849 {
2850 m_collisionCategories = CollisionCategories.Selected;
2851 m_collisionFlags = 0;
2852
2853 if (!childPrim)
2854 {
2855 foreach (OdePrim prm in childrenPrim)
2856 {
2857 prm.m_collisionCategories = m_collisionCategories;
2858 prm.m_collisionFlags = m_collisionFlags;
2859
2860 if (prm.prim_geom != null)
2861 {
2862
2863 if (prm.m_NoColide)
2864 {
2865 d.GeomSetCategoryBits(prm.prim_geom, 0);
2866 d.GeomSetCollideBits(prm.prim_geom, 0);
2867 }
2868 else
2869 {
2870 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2871 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2872 }
2873 }
2874 prm.m_delaySelect = false;
2875 }
2876 }
2877// else if (_parent != null)
2878// ((OdePrim)_parent).ChildSelectedChange(true);
2879
2880
2881 if (prim_geom != null)
2882 {
2883 if (m_NoColide)
2884 {
2885 d.GeomSetCategoryBits(prim_geom, 0);
2886 d.GeomSetCollideBits(prim_geom, 0);
2887 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2888 {
2889 d.GeomSetCategoryBits(collide_geom, 0);
2890 d.GeomSetCollideBits(collide_geom, 0);
2891 }
2892
2893 }
2894 else
2895 {
2896 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2897 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2898 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2899 {
2900 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2901 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2902 }
2903 }
2904 }
2905
2906 m_delaySelect = false;
2907 }
2908 else if(!m_isphysical)
2909 {
2910 m_delaySelect = true;
2911 }
2912 }
2913 else
2914 {
2915 if (!childPrim)
2916 {
2917 if (Body != IntPtr.Zero && !m_disabled)
2918 d.BodyEnable(Body);
2919 }
2920// else if (_parent != null)
2921// ((OdePrim)_parent).ChildSelectedChange(false);
2922
2923 UpdateCollisionCatFlags();
2924 ApplyCollisionCatFlags();
2925
2926 m_delaySelect = false;
2927 }
2928
2929 resetCollisionAccounting();
2930 }
2931
2932 private void changePosition(Vector3 newPos)
2933 {
2934 CheckDelaySelect();
2935 if (m_isphysical)
2936 {
2937 if (childPrim) // inertia is messed, must rebuild
2938 {
2939 if (m_building)
2940 {
2941 _position = newPos;
2942 }
2943
2944 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2945 {
2946 FixInertia(newPos);
2947 if (!d.BodyIsEnabled(Body))
2948 d.BodyEnable(Body);
2949 }
2950 }
2951 else
2952 {
2953 if (_position != newPos)
2954 {
2955 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2956 _position = newPos;
2957 }
2958 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2959 d.BodyEnable(Body);
2960 }
2961 }
2962 else
2963 {
2964 if (prim_geom != IntPtr.Zero)
2965 {
2966 if (newPos != _position)
2967 {
2968 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2969 _position = newPos;
2970
2971 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2972 }
2973 }
2974 }
2975 givefakepos--;
2976 if (givefakepos < 0)
2977 givefakepos = 0;
2978// changeSelectedStatus();
2979 resetCollisionAccounting();
2980 }
2981
2982 private void changeOrientation(Quaternion newOri)
2983 {
2984 CheckDelaySelect();
2985 if (m_isphysical)
2986 {
2987 if (childPrim) // inertia is messed, must rebuild
2988 {
2989 if (m_building)
2990 {
2991 _orientation = newOri;
2992 }
2993/*
2994 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2995 {
2996 FixInertia(_position, newOri);
2997 if (!d.BodyIsEnabled(Body))
2998 d.BodyEnable(Body);
2999 }
3000*/
3001 }
3002 else
3003 {
3004 if (newOri != _orientation)
3005 {
3006 d.Quaternion myrot = new d.Quaternion();
3007 myrot.X = newOri.X;
3008 myrot.Y = newOri.Y;
3009 myrot.Z = newOri.Z;
3010 myrot.W = newOri.W;
3011 d.GeomSetQuaternion(prim_geom, ref myrot);
3012 _orientation = newOri;
3013 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3014 createAMotor(m_angularlock);
3015 }
3016 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3017 d.BodyEnable(Body);
3018 }
3019 }
3020 else
3021 {
3022 if (prim_geom != IntPtr.Zero)
3023 {
3024 if (newOri != _orientation)
3025 {
3026 d.Quaternion myrot = new d.Quaternion();
3027 myrot.X = newOri.X;
3028 myrot.Y = newOri.Y;
3029 myrot.Z = newOri.Z;
3030 myrot.W = newOri.W;
3031 d.GeomSetQuaternion(prim_geom, ref myrot);
3032 _orientation = newOri;
3033 }
3034 }
3035 }
3036 givefakeori--;
3037 if (givefakeori < 0)
3038 givefakeori = 0;
3039 resetCollisionAccounting();
3040 }
3041
3042 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
3043 {
3044 CheckDelaySelect();
3045 if (m_isphysical)
3046 {
3047 if (childPrim && m_building) // inertia is messed, must rebuild
3048 {
3049 _position = newPos;
3050 _orientation = newOri;
3051 }
3052 else
3053 {
3054 if (newOri != _orientation)
3055 {
3056 d.Quaternion myrot = new d.Quaternion();
3057 myrot.X = newOri.X;
3058 myrot.Y = newOri.Y;
3059 myrot.Z = newOri.Z;
3060 myrot.W = newOri.W;
3061 d.GeomSetQuaternion(prim_geom, ref myrot);
3062 _orientation = newOri;
3063 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3064 createAMotor(m_angularlock);
3065 }
3066 if (_position != newPos)
3067 {
3068 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3069 _position = newPos;
3070 }
3071 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3072 d.BodyEnable(Body);
3073 }
3074 }
3075 else
3076 {
3077 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
3078 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
3079
3080 if (prim_geom != IntPtr.Zero)
3081 {
3082 if (newOri != _orientation)
3083 {
3084 d.Quaternion myrot = new d.Quaternion();
3085 myrot.X = newOri.X;
3086 myrot.Y = newOri.Y;
3087 myrot.Z = newOri.Z;
3088 myrot.W = newOri.W;
3089 d.GeomSetQuaternion(prim_geom, ref myrot);
3090 _orientation = newOri;
3091 }
3092
3093 if (newPos != _position)
3094 {
3095 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3096 _position = newPos;
3097
3098 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
3099 }
3100 }
3101 }
3102 givefakepos--;
3103 if (givefakepos < 0)
3104 givefakepos = 0;
3105 givefakeori--;
3106 if (givefakeori < 0)
3107 givefakeori = 0;
3108 resetCollisionAccounting();
3109 }
3110
3111 private void changeDisable(bool disable)
3112 {
3113 if (disable)
3114 {
3115 if (!m_disabled)
3116 disableBodySoft();
3117 }
3118 else
3119 {
3120 if (m_disabled)
3121 enableBodySoft();
3122 }
3123 }
3124
3125 private void changePhysicsStatus(bool NewStatus)
3126 {
3127 CheckDelaySelect();
3128
3129 m_isphysical = NewStatus;
3130
3131 if (!childPrim)
3132 {
3133 if (NewStatus)
3134 {
3135 if (Body == IntPtr.Zero)
3136 MakeBody();
3137 }
3138 else
3139 {
3140 if (Body != IntPtr.Zero)
3141 {
3142 DestroyBody();
3143 }
3144 Stop();
3145 }
3146 }
3147
3148 resetCollisionAccounting();
3149 }
3150
3151 private void changeprimsizeshape()
3152 {
3153 CheckDelaySelect();
3154
3155 OdePrim parent = (OdePrim)_parent;
3156
3157 bool chp = childPrim;
3158
3159 if (chp)
3160 {
3161 if (parent != null)
3162 {
3163 parent.DestroyBody();
3164 }
3165 }
3166 else
3167 {
3168 DestroyBody();
3169 }
3170
3171 RemoveGeom();
3172
3173 // we don't need to do space calculation because the client sends a position update also.
3174 if (_size.X <= 0)
3175 _size.X = 0.01f;
3176 if (_size.Y <= 0)
3177 _size.Y = 0.01f;
3178 if (_size.Z <= 0)
3179 _size.Z = 0.01f;
3180 // Construction of new prim
3181
3182 CreateGeom();
3183
3184 if (prim_geom != IntPtr.Zero)
3185 {
3186 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3187 d.Quaternion myrot = new d.Quaternion();
3188 myrot.X = _orientation.X;
3189 myrot.Y = _orientation.Y;
3190 myrot.Z = _orientation.Z;
3191 myrot.W = _orientation.W;
3192 d.GeomSetQuaternion(prim_geom, ref myrot);
3193 }
3194
3195 if (m_isphysical)
3196 {
3197 if (chp)
3198 {
3199 if (parent != null)
3200 {
3201 parent.MakeBody();
3202 }
3203 }
3204 else
3205 MakeBody();
3206 }
3207
3208 else
3209 {
3210 UpdateCollisionCatFlags();
3211 ApplyCollisionCatFlags();
3212 }
3213
3214 resetCollisionAccounting();
3215 }
3216
3217 private void changeSize(Vector3 newSize)
3218 {
3219 _size = newSize;
3220 changeprimsizeshape();
3221 }
3222
3223 private void changeShape(PrimitiveBaseShape newShape)
3224 {
3225 if(newShape != null)
3226 _pbs = newShape;
3227 changeprimsizeshape();
3228 }
3229
3230 private void changeFloatOnWater(bool newval)
3231 {
3232 m_collidesWater = newval;
3233
3234 UpdateCollisionCatFlags();
3235 ApplyCollisionCatFlags();
3236 }
3237
3238 private void changeSetTorque(Vector3 newtorque)
3239 {
3240 if (!m_isSelected)
3241 {
3242 if (m_isphysical && Body != IntPtr.Zero)
3243 {
3244 if (m_disabled)
3245 enableBodySoft();
3246 else if (!d.BodyIsEnabled(Body))
3247 d.BodyEnable(Body);
3248
3249 }
3250 _torque = newtorque;
3251 }
3252 }
3253
3254 private void changeForce(Vector3 force)
3255 {
3256 m_force = force;
3257 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3258 d.BodyEnable(Body);
3259 }
3260
3261 private void changeAddForce(Vector3 theforce)
3262 {
3263 m_forceacc += theforce;
3264 if (!m_isSelected)
3265 {
3266 lock (this)
3267 {
3268 //m_log.Info("[PHYSICS]: dequeing forcelist");
3269 if (m_isphysical && Body != IntPtr.Zero)
3270 {
3271 if (m_disabled)
3272 enableBodySoft();
3273 else if (!d.BodyIsEnabled(Body))
3274 d.BodyEnable(Body);
3275 }
3276 }
3277 m_collisionscore = 0;
3278 }
3279 }
3280
3281 // actually angular impulse
3282 private void changeAddAngularImpulse(Vector3 aimpulse)
3283 {
3284 m_angularForceacc += aimpulse * m_invTimeStep;
3285 if (!m_isSelected)
3286 {
3287 lock (this)
3288 {
3289 if (m_isphysical && Body != IntPtr.Zero)
3290 {
3291 if (m_disabled)
3292 enableBodySoft();
3293 else if (!d.BodyIsEnabled(Body))
3294 d.BodyEnable(Body);
3295 }
3296 }
3297 m_collisionscore = 0;
3298 }
3299 }
3300
3301 private void changevelocity(Vector3 newVel)
3302 {
3303 float len = newVel.LengthSquared();
3304 if (len > 100000.0f) // limit to 100m/s
3305 {
3306 len = 100.0f / (float)Math.Sqrt(len);
3307 newVel *= len;
3308 }
3309
3310 if (!m_isSelected)
3311 {
3312 if (Body != IntPtr.Zero)
3313 {
3314 if (m_disabled)
3315 enableBodySoft();
3316 else if (!d.BodyIsEnabled(Body))
3317 d.BodyEnable(Body);
3318
3319 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3320 }
3321 //resetCollisionAccounting();
3322 }
3323 _velocity = newVel;
3324 }
3325
3326 private void changeangvelocity(Vector3 newAngVel)
3327 {
3328 float len = newAngVel.LengthSquared();
3329 if (len > 144.0f) // limit to 12rad/s
3330 {
3331 len = 12.0f / (float)Math.Sqrt(len);
3332 newAngVel *= len;
3333 }
3334
3335 if (!m_isSelected)
3336 {
3337 if (Body != IntPtr.Zero)
3338 {
3339 if (m_disabled)
3340 enableBodySoft();
3341 else if (!d.BodyIsEnabled(Body))
3342 d.BodyEnable(Body);
3343
3344
3345 d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z);
3346 }
3347 //resetCollisionAccounting();
3348 }
3349 m_rotationalVelocity = newAngVel;
3350 }
3351
3352 private void changeVolumedetetion(bool newVolDtc)
3353 {
3354 m_isVolumeDetect = newVolDtc;
3355 m_fakeisVolumeDetect = newVolDtc;
3356 UpdateCollisionCatFlags();
3357 ApplyCollisionCatFlags();
3358 }
3359
3360 protected void changeBuilding(bool newbuilding)
3361 {
3362 // Check if we need to do anything
3363 if (newbuilding == m_building)
3364 return;
3365
3366 if ((bool)newbuilding)
3367 {
3368 m_building = true;
3369 if (!childPrim)
3370 DestroyBody();
3371 }
3372 else
3373 {
3374 m_building = false;
3375 CheckDelaySelect();
3376 if (!childPrim)
3377 MakeBody();
3378 }
3379 if (!childPrim && childrenPrim.Count > 0)
3380 {
3381 foreach (OdePrim prm in childrenPrim)
3382 prm.changeBuilding(m_building); // call directly
3383 }
3384 }
3385
3386 public void changeSetVehicle(VehicleData vdata)
3387 {
3388 if (m_vehicle == null)
3389 m_vehicle = new ODEDynamics(this);
3390 m_vehicle.DoSetVehicle(vdata);
3391 }
3392
3393 private void changeVehicleType(int value)
3394 {
3395 if (value == (int)Vehicle.TYPE_NONE)
3396 {
3397 if (m_vehicle != null)
3398 m_vehicle = null;
3399 }
3400 else
3401 {
3402 if (m_vehicle == null)
3403 m_vehicle = new ODEDynamics(this);
3404
3405 m_vehicle.ProcessTypeChange((Vehicle)value);
3406 }
3407 }
3408
3409 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3410 {
3411 if (m_vehicle == null)
3412 return;
3413
3414 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3415 }
3416
3417 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3418 {
3419 if (m_vehicle == null)
3420 return;
3421 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3422 }
3423
3424 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3425 {
3426 if (m_vehicle == null)
3427 return;
3428 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3429 }
3430
3431 private void changeVehicleFlags(strVehicleBoolParam bp)
3432 {
3433 if (m_vehicle == null)
3434 return;
3435 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3436 }
3437
3438 private void changeBuoyancy(float b)
3439 {
3440 m_buoyancy = b;
3441 }
3442
3443 private void changePIDTarget(Vector3 trg)
3444 {
3445 m_PIDTarget = trg;
3446 }
3447
3448 private void changePIDTau(float tau)
3449 {
3450 m_PIDTau = tau;
3451 }
3452
3453 private void changePIDActive(bool val)
3454 {
3455 m_usePID = val;
3456 }
3457
3458 private void changePIDHoverHeight(float val)
3459 {
3460 m_PIDHoverHeight = val;
3461 if (val == 0)
3462 m_useHoverPID = false;
3463 }
3464
3465 private void changePIDHoverType(PIDHoverType type)
3466 {
3467 m_PIDHoverType = type;
3468 }
3469
3470 private void changePIDHoverTau(float tau)
3471 {
3472 m_PIDHoverTau = tau;
3473 }
3474
3475 private void changePIDHoverActive(bool active)
3476 {
3477 m_useHoverPID = active;
3478 }
3479
3480 #endregion
3481
3482 public void Move()
3483 {
3484 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3485 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3486 {
3487 if (!d.BodyIsEnabled(Body))
3488 {
3489 // let vehicles sleep
3490 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3491 return;
3492
3493 if (++bodydisablecontrol < 20)
3494 return;
3495
3496
3497 d.BodyEnable(Body);
3498 }
3499
3500 bodydisablecontrol = 0;
3501
3502 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3503
3504 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3505 {
3506 // 'VEHICLES' are dealt with in ODEDynamics.cs
3507 m_vehicle.Step();
3508 return;
3509 }
3510
3511 float fx = 0;
3512 float fy = 0;
3513 float fz = 0;
3514
3515 float m_mass = _mass;
3516
3517 if (m_usePID && m_PIDTau > 0)
3518 {
3519 // for now position error
3520 _target_velocity =
3521 new Vector3(
3522 (m_PIDTarget.X - lpos.X),
3523 (m_PIDTarget.Y - lpos.Y),
3524 (m_PIDTarget.Z - lpos.Z)
3525 );
3526
3527 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
3528 {
3529 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3530 d.BodySetLinearVel(Body, 0, 0, 0);
3531 return;
3532 }
3533 else
3534 {
3535 _zeroFlag = false;
3536
3537 float tmp = 1 / m_PIDTau;
3538 _target_velocity *= tmp;
3539
3540 // apply limits
3541 tmp = _target_velocity.Length();
3542 if (tmp > 50.0f)
3543 {
3544 tmp = 50 / tmp;
3545 _target_velocity *= tmp;
3546 }
3547 else if (tmp < 0.05f)
3548 {
3549 tmp = 0.05f / tmp;
3550 _target_velocity *= tmp;
3551 }
3552
3553 d.Vector3 vel = d.BodyGetLinearVel(Body);
3554 fx = (_target_velocity.X - vel.X) * m_invTimeStep;
3555 fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
3556 fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
3557// d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3558 }
3559 } // end if (m_usePID)
3560
3561 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3562 else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
3563 {
3564
3565 // Non-Vehicles have a limited set of Hover options.
3566 // determine what our target height really is based on HoverType
3567
3568 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
3569
3570 switch (m_PIDHoverType)
3571 {
3572 case PIDHoverType.Ground:
3573 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3574 break;
3575
3576 case PIDHoverType.GroundAndWater:
3577 m_waterHeight = _parent_scene.GetWaterLevel();
3578 if (m_groundHeight > m_waterHeight)
3579 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3580 else
3581 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3582 break;
3583 } // end switch (m_PIDHoverType)
3584
3585 // don't go underground unless volumedetector
3586
3587 if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
3588 {
3589 d.Vector3 vel = d.BodyGetLinearVel(Body);
3590
3591 fz = (m_targetHoverHeight - lpos.Z);
3592
3593 // if error is zero, use position control; otherwise, velocity control
3594 if (Math.Abs(fz) < 0.01f)
3595 {
3596 d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
3597 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3598 }
3599 else
3600 {
3601 _zeroFlag = false;
3602 fz /= m_PIDHoverTau;
3603
3604 float tmp = Math.Abs(fz);
3605 if (tmp > 50)
3606 fz = 50 * Math.Sign(fz);
3607 else if (tmp < 0.1)
3608 fz = 0.1f * Math.Sign(fz);
3609
3610 fz = ((fz - vel.Z) * m_invTimeStep);
3611 }
3612 }
3613 }
3614 else
3615 {
3616 float b = (1.0f - m_buoyancy);
3617 fx = _parent_scene.gravityx * b;
3618 fy = _parent_scene.gravityy * b;
3619 fz = _parent_scene.gravityz * b;
3620 }
3621
3622 fx *= m_mass;
3623 fy *= m_mass;
3624 fz *= m_mass;
3625
3626 // constant force
3627 fx += m_force.X;
3628 fy += m_force.Y;
3629 fz += m_force.Z;
3630
3631 fx += m_forceacc.X;
3632 fy += m_forceacc.Y;
3633 fz += m_forceacc.Z;
3634
3635 m_forceacc = Vector3.Zero;
3636
3637 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3638 if (fx != 0 || fy != 0 || fz != 0)
3639 {
3640 d.BodyAddForce(Body, fx, fy, fz);
3641 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3642 }
3643
3644 Vector3 trq;
3645
3646 trq = _torque;
3647 trq += m_angularForceacc;
3648 m_angularForceacc = Vector3.Zero;
3649 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3650 {
3651 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3652 }
3653 }
3654 else
3655 { // is not physical, or is not a body or is selected
3656 // _zeroPosition = d.BodyGetPosition(Body);
3657 return;
3658 //Console.WriteLine("Nothing " + Name);
3659
3660 }
3661 }
3662
3663 public void UpdatePositionAndVelocity()
3664 {
3665 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3666 {
3667 if (d.BodyIsEnabled(Body) || !_zeroFlag)
3668 {
3669 bool lastZeroFlag = _zeroFlag;
3670
3671 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
3672
3673 // check outside region
3674 if (lpos.Z < -100 || lpos.Z > 100000f)
3675 {
3676 m_outbounds = true;
3677
3678 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3679 _acceleration.X = 0;
3680 _acceleration.Y = 0;
3681 _acceleration.Z = 0;
3682
3683 _velocity.X = 0;
3684 _velocity.Y = 0;
3685 _velocity.Z = 0;
3686 m_rotationalVelocity.X = 0;
3687 m_rotationalVelocity.Y = 0;
3688 m_rotationalVelocity.Z = 0;
3689
3690 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3691 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3692 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3693 m_lastposition = _position;
3694 m_lastorientation = _orientation;
3695
3696 base.RequestPhysicsterseUpdate();
3697
3698// throttleCounter = 0;
3699 _zeroFlag = true;
3700
3701 disableBodySoft(); // disable it and colisions
3702 base.RaiseOutOfBounds(_position);
3703 return;
3704 }
3705
3706 if (lpos.X < 0f)
3707 {
3708 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3709 m_outbounds = true;
3710 }
3711 else if (lpos.X > _parent_scene.WorldExtents.X)
3712 {
3713 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3714 m_outbounds = true;
3715 }
3716 if (lpos.Y < 0f)
3717 {
3718 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3719 m_outbounds = true;
3720 }
3721 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3722 {
3723 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3724 m_outbounds = true;
3725 }
3726
3727 if (m_outbounds)
3728 {
3729 m_lastposition = _position;
3730 m_lastorientation = _orientation;
3731
3732 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3733 m_rotationalVelocity.X = dtmp.X;
3734 m_rotationalVelocity.Y = dtmp.Y;
3735 m_rotationalVelocity.Z = dtmp.Z;
3736
3737 dtmp = d.BodyGetLinearVel(Body);
3738 _velocity.X = dtmp.X;
3739 _velocity.Y = dtmp.Y;
3740 _velocity.Z = dtmp.Z;
3741
3742 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3743 d.BodySetAngularVel(Body, 0, 0, 0);
3744 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3745 disableBodySoft(); // stop collisions
3746 UnSubscribeEvents();
3747
3748 base.RequestPhysicsterseUpdate();
3749 return;
3750 }
3751
3752 d.Quaternion ori;
3753 d.GeomCopyQuaternion(prim_geom, out ori);
3754
3755 // decide if moving
3756 // use positions since this are integrated quantities
3757 // tolerance values depende a lot on simulation noise...
3758 // use simple math.abs since we dont need to be exact
3759
3760 if (
3761 (Math.Abs(_position.X - lpos.X) < 0.001f)
3762 && (Math.Abs(_position.Y - lpos.Y) < 0.001f)
3763 && (Math.Abs(_position.Z - lpos.Z) < 0.001f)
3764 && (Math.Abs(_orientation.X - ori.X) < 0.0001f)
3765 && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f)
3766 && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W
3767 )
3768 {
3769 _zeroFlag = true;
3770 }
3771 else
3772 _zeroFlag = false;
3773
3774 // update velocities and aceleration
3775 if (!(_zeroFlag && lastZeroFlag))
3776 {
3777 d.Vector3 vel = d.BodyGetLinearVel(Body);
3778
3779 _acceleration = _velocity;
3780
3781 if ((Math.Abs(vel.X) < 0.001f) &&
3782 (Math.Abs(vel.Y) < 0.001f) &&
3783 (Math.Abs(vel.Z) < 0.001f))
3784 {
3785 _velocity = Vector3.Zero;
3786 float t = -m_invTimeStep;
3787 _acceleration = _acceleration * t;
3788 }
3789 else
3790 {
3791 _velocity.X = vel.X;
3792 _velocity.Y = vel.Y;
3793 _velocity.Z = vel.Z;
3794 _acceleration = (_velocity - _acceleration) * m_invTimeStep;
3795 }
3796
3797 if ((Math.Abs(_acceleration.X) < 0.01f) &&
3798 (Math.Abs(_acceleration.Y) < 0.01f) &&
3799 (Math.Abs(_acceleration.Z) < 0.01f))
3800 {
3801 _acceleration = Vector3.Zero;
3802 }
3803
3804 if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
3805 (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
3806 (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
3807 )
3808 {
3809 m_rotationalVelocity = Vector3.Zero;
3810 }
3811 else
3812 {
3813 vel = d.BodyGetAngularVel(Body);
3814 m_rotationalVelocity.X = vel.X;
3815 m_rotationalVelocity.Y = vel.Y;
3816 m_rotationalVelocity.Z = vel.Z;
3817 }
3818 }
3819
3820 if (_zeroFlag)
3821 {
3822 if (lastZeroFlag)
3823 {
3824 _velocity = Vector3.Zero;
3825 _acceleration = Vector3.Zero;
3826 m_rotationalVelocity = Vector3.Zero;
3827 }
3828
3829 if (!m_lastUpdateSent)
3830 {
3831 base.RequestPhysicsterseUpdate();
3832 if (lastZeroFlag)
3833 m_lastUpdateSent = true;
3834 }
3835 return;
3836 }
3837
3838 _position.X = lpos.X;
3839 _position.Y = lpos.Y;
3840 _position.Z = lpos.Z;
3841
3842 _orientation.X = ori.X;
3843 _orientation.Y = ori.Y;
3844 _orientation.Z = ori.Z;
3845 _orientation.W = ori.W;
3846 base.RequestPhysicsterseUpdate();
3847 m_lastUpdateSent = false;
3848 }
3849 }
3850 }
3851
3852 internal static bool QuaternionIsFinite(Quaternion q)
3853 {
3854 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3855 return false;
3856 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3857 return false;
3858 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3859 return false;
3860 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3861 return false;
3862 return true;
3863 }
3864
3865 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3866 {
3867 // assumes object center of mass is zero
3868 float smass = part.mass;
3869 theobj.mass -= smass;
3870
3871 smass *= 1.0f / (theobj.mass); ;
3872
3873 theobj.c.X -= part.c.X * smass;
3874 theobj.c.Y -= part.c.Y * smass;
3875 theobj.c.Z -= part.c.Z * smass;
3876
3877 theobj.I.M00 -= part.I.M00;
3878 theobj.I.M01 -= part.I.M01;
3879 theobj.I.M02 -= part.I.M02;
3880 theobj.I.M10 -= part.I.M10;
3881 theobj.I.M11 -= part.I.M11;
3882 theobj.I.M12 -= part.I.M12;
3883 theobj.I.M20 -= part.I.M20;
3884 theobj.I.M21 -= part.I.M21;
3885 theobj.I.M22 -= part.I.M22;
3886 }
3887
3888 private void donullchange()
3889 {
3890 }
3891
3892 public bool DoAChange(changes what, object arg)
3893 {
3894 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3895 {
3896 return false;
3897 }
3898
3899 // nasty switch
3900 switch (what)
3901 {
3902 case changes.Add:
3903 changeadd();
3904 break;
3905 case changes.Remove:
3906 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3907 //When we return true, it destroys all of the prims in the linkset anyway
3908 if (_parent != null)
3909 {
3910 OdePrim parent = (OdePrim)_parent;
3911 parent.ChildRemove(this, false);
3912 }
3913 else
3914 ChildRemove(this, false);
3915
3916 m_vehicle = null;
3917 RemoveGeom();
3918 m_targetSpace = IntPtr.Zero;
3919 UnSubscribeEvents();
3920 return true;
3921
3922 case changes.Link:
3923 OdePrim tmp = (OdePrim)arg;
3924 changeLink(tmp);
3925 break;
3926
3927 case changes.DeLink:
3928 changeLink(null);
3929 break;
3930
3931 case changes.Position:
3932 changePosition((Vector3)arg);
3933 break;
3934
3935 case changes.Orientation:
3936 changeOrientation((Quaternion)arg);
3937 break;
3938
3939 case changes.PosOffset:
3940 donullchange();
3941 break;
3942
3943 case changes.OriOffset:
3944 donullchange();
3945 break;
3946
3947 case changes.Velocity:
3948 changevelocity((Vector3)arg);
3949 break;
3950
3951// case changes.Acceleration:
3952// changeacceleration((Vector3)arg);
3953// break;
3954
3955 case changes.AngVelocity:
3956 changeangvelocity((Vector3)arg);
3957 break;
3958
3959 case changes.Force:
3960 changeForce((Vector3)arg);
3961 break;
3962
3963 case changes.Torque:
3964 changeSetTorque((Vector3)arg);
3965 break;
3966
3967 case changes.AddForce:
3968 changeAddForce((Vector3)arg);
3969 break;
3970
3971 case changes.AddAngForce:
3972 changeAddAngularImpulse((Vector3)arg);
3973 break;
3974
3975 case changes.AngLock:
3976 changeAngularLock((Vector3)arg);
3977 break;
3978
3979 case changes.Size:
3980 changeSize((Vector3)arg);
3981 break;
3982
3983 case changes.Shape:
3984 changeShape((PrimitiveBaseShape)arg);
3985 break;
3986
3987 case changes.CollidesWater:
3988 changeFloatOnWater((bool)arg);
3989 break;
3990
3991 case changes.VolumeDtc:
3992 changeVolumedetetion((bool)arg);
3993 break;
3994
3995 case changes.Phantom:
3996 changePhantomStatus((bool)arg);
3997 break;
3998
3999 case changes.Physical:
4000 changePhysicsStatus((bool)arg);
4001 break;
4002
4003 case changes.Selected:
4004 changeSelectedStatus((bool)arg);
4005 break;
4006
4007 case changes.disabled:
4008 changeDisable((bool)arg);
4009 break;
4010
4011 case changes.building:
4012 changeBuilding((bool)arg);
4013 break;
4014
4015 case changes.VehicleType:
4016 changeVehicleType((int)arg);
4017 break;
4018
4019 case changes.VehicleFlags:
4020 changeVehicleFlags((strVehicleBoolParam) arg);
4021 break;
4022
4023 case changes.VehicleFloatParam:
4024 changeVehicleFloatParam((strVehicleFloatParam) arg);
4025 break;
4026
4027 case changes.VehicleVectorParam:
4028 changeVehicleVectorParam((strVehicleVectorParam) arg);
4029 break;
4030
4031 case changes.VehicleRotationParam:
4032 changeVehicleRotationParam((strVehicleQuatParam) arg);
4033 break;
4034
4035 case changes.SetVehicle:
4036 changeSetVehicle((VehicleData) arg);
4037 break;
4038
4039 case changes.Buoyancy:
4040 changeBuoyancy((float)arg);
4041 break;
4042
4043 case changes.PIDTarget:
4044 changePIDTarget((Vector3)arg);
4045 break;
4046
4047 case changes.PIDTau:
4048 changePIDTau((float)arg);
4049 break;
4050
4051 case changes.PIDActive:
4052 changePIDActive((bool)arg);
4053 break;
4054
4055 case changes.PIDHoverHeight:
4056 changePIDHoverHeight((float)arg);
4057 break;
4058
4059 case changes.PIDHoverType:
4060 changePIDHoverType((PIDHoverType)arg);
4061 break;
4062
4063 case changes.PIDHoverTau:
4064 changePIDHoverTau((float)arg);
4065 break;
4066
4067 case changes.PIDHoverActive:
4068 changePIDHoverActive((bool)arg);
4069 break;
4070
4071 case changes.Null:
4072 donullchange();
4073 break;
4074
4075 default:
4076 donullchange();
4077 break;
4078 }
4079 return false;
4080 }
4081
4082 public void AddChange(changes what, object arg)
4083 {
4084 _parent_scene.AddChange((PhysicsActor) this, what, arg);
4085 }
4086
4087
4088 private struct strVehicleBoolParam
4089 {
4090 public int param;
4091 public bool value;
4092 }
4093
4094 private struct strVehicleFloatParam
4095 {
4096 public int param;
4097 public float value;
4098 }
4099
4100 private struct strVehicleQuatParam
4101 {
4102 public int param;
4103 public Quaternion value;
4104 }
4105
4106 private struct strVehicleVectorParam
4107 {
4108 public int param;
4109 public Vector3 value;
4110 }
4111 }
4112}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..21fe9c0
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,624 @@
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
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using OdeAPI;
36using log4net;
37using OpenMetaverse;
38
39namespace OpenSim.Region.Physics.OdePlugin
40{
41 /// <summary>
42 /// Processes raycast requests as ODE is in a state to be able to do them.
43 /// This ensures that it's thread safe and there will be no conflicts.
44 /// Requests get returned by a different thread then they were requested by.
45 /// </summary>
46 public class ODERayCastRequestManager
47 {
48 /// <summary>
49 /// Pending ray requests
50 /// </summary>
51 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
52
53 /// <summary>
54 /// Scene that created this object.
55 /// </summary>
56 private OdeScene m_scene;
57
58 IntPtr ray; // the ray. we only need one for our lifetime
59
60 private const int ColisionContactGeomsPerTest = 5;
61 private const int DefaultMaxCount = 25;
62 private const int MaxTimePerCallMS = 30;
63
64 /// <summary>
65 /// ODE near callback delegate
66 /// </summary>
67 private d.NearCallback nearCallback;
68 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
69 private List<ContactResult> m_contactResults = new List<ContactResult>();
70 private RayFilterFlags CurrentRayFilter;
71 private int CurrentMaxCount;
72
73 public ODERayCastRequestManager(OdeScene pScene)
74 {
75 m_scene = pScene;
76 nearCallback = near;
77 ray = d.CreateRay(IntPtr.Zero, 1.0f);
78 d.GeomSetCategoryBits(ray,0);
79 }
80
81 /// <summary>
82 /// Queues request for a raycast to all world
83 /// </summary>
84 /// <param name="position">Origin of Ray</param>
85 /// <param name="direction">Ray direction</param>
86 /// <param name="length">Ray length</param>
87 /// <param name="retMethod">Return method to send the results</param>
88 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
89 {
90 ODERayRequest req = new ODERayRequest();
91 req.geom = IntPtr.Zero;
92 req.callbackMethod = retMethod;
93 req.Count = DefaultMaxCount;
94 req.length = length;
95 req.Normal = direction;
96 req.Origin = position;
97 req.filter = RayFilterFlags.AllPrims;
98
99 m_PendingRequests.Enqueue(req);
100 }
101
102 /// <summary>
103 /// Queues request for a raycast to particular part
104 /// </summary>
105 /// <param name="position">Origin of Ray</param>
106 /// <param name="direction">Ray direction</param>
107 /// <param name="length">Ray length</param>
108 /// <param name="retMethod">Return method to send the results</param>
109 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
110 {
111 ODERayRequest req = new ODERayRequest();
112 req.geom = geom;
113 req.callbackMethod = retMethod;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117 req.Count = DefaultMaxCount;
118 req.filter = RayFilterFlags.AllPrims;
119
120 m_PendingRequests.Enqueue(req);
121 }
122
123 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
124 {
125 ODERayRequest req = new ODERayRequest();
126 req.geom = IntPtr.Zero;
127 req.callbackMethod = retMethod;
128 req.Count = DefaultMaxCount;
129 req.length = length;
130 req.Normal = direction;
131 req.Origin = position;
132 req.filter = RayFilterFlags.AllPrims;
133
134 m_PendingRequests.Enqueue(req);
135 }
136
137 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
138 {
139 ODERayRequest req = new ODERayRequest();
140 req.geom = geom;
141 req.callbackMethod = retMethod;
142 req.length = length;
143 req.Normal = direction;
144 req.Origin = position;
145 req.Count = DefaultMaxCount;
146 req.filter = RayFilterFlags.AllPrims;
147
148 m_PendingRequests.Enqueue(req);
149 }
150
151 /// <summary>
152 /// Queues a raycast
153 /// </summary>
154 /// <param name="position">Origin of Ray</param>
155 /// <param name="direction">Ray normal</param>
156 /// <param name="length">Ray length</param>
157 /// <param name="count"></param>
158 /// <param name="retMethod">Return method to send the results</param>
159 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
160 {
161 ODERayRequest req = new ODERayRequest();
162 req.geom = IntPtr.Zero;
163 req.callbackMethod = retMethod;
164 req.length = length;
165 req.Normal = direction;
166 req.Origin = position;
167 req.Count = count;
168 req.filter = RayFilterFlags.AllPrims;
169
170 m_PendingRequests.Enqueue(req);
171 }
172
173
174 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count,RayFilterFlags filter , RayCallback retMethod)
175 {
176 ODERayRequest req = new ODERayRequest();
177 req.geom = IntPtr.Zero;
178 req.callbackMethod = retMethod;
179 req.length = length;
180 req.Normal = direction;
181 req.Origin = position;
182 req.Count = count;
183 req.filter = filter;
184
185 m_PendingRequests.Enqueue(req);
186 }
187
188 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
189 {
190 ODERayRequest req = new ODERayRequest();
191 req.geom = geom;
192 req.callbackMethod = retMethod;
193 req.length = length;
194 req.Normal = direction;
195 req.Origin = position;
196 req.Count = count;
197 req.filter = RayFilterFlags.AllPrims;
198
199 m_PendingRequests.Enqueue(req);
200 }
201
202 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
203 {
204 ODERayRequest req = new ODERayRequest();
205 req.geom = IntPtr.Zero;
206 req.callbackMethod = retMethod;
207 req.length = length;
208 req.Normal = direction;
209 req.Origin = position;
210 req.Count = count;
211 req.filter = RayFilterFlags.AllPrims;
212
213 m_PendingRequests.Enqueue(req);
214 }
215
216 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
217 {
218 ODERayRequest req = new ODERayRequest();
219 req.geom = geom;
220 req.callbackMethod = retMethod;
221 req.length = length;
222 req.Normal = direction;
223 req.Origin = position;
224 req.Count = count;
225 req.filter = RayFilterFlags.AllPrims;
226
227 m_PendingRequests.Enqueue(req);
228 }
229
230 /// <summary>
231 /// Process all queued raycast requests
232 /// </summary>
233 /// <returns>Time in MS the raycasts took to process.</returns>
234 public int ProcessQueuedRequests()
235 {
236
237 if (m_PendingRequests.Count <= 0)
238 return 0;
239
240 if (m_scene.ContactgeomsArray == IntPtr.Zero || ray == IntPtr.Zero)
241 // oops something got wrong or scene isn't ready still
242 {
243 m_PendingRequests.Clear();
244 return 0;
245 }
246
247 int time = Util.EnvironmentTickCount();
248
249 ODERayRequest req;
250 int closestHit;
251 int backfacecull;
252 CollisionCategories catflags;
253
254 while (m_PendingRequests.Dequeue(out req))
255 {
256 if (req.callbackMethod != null)
257 {
258 CurrentRayFilter = req.filter;
259 CurrentMaxCount = req.Count;
260
261 closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
262 backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
263
264 d.GeomRaySetLength(ray, req.length);
265 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
266 d.GeomRaySetParams(ray, 0, backfacecull);
267 d.GeomRaySetClosestHit(ray, closestHit);
268
269 if (req.callbackMethod is RaycastCallback)
270 // if we only want one get only one per colision pair saving memory
271 CurrentRayFilter |= RayFilterFlags.ClosestHit;
272
273 if (req.geom == IntPtr.Zero)
274 {
275 // translate ray filter to colision flags
276 catflags = 0;
277 if ((CurrentRayFilter & RayFilterFlags.volumedtc) != 0)
278 catflags |= CollisionCategories.VolumeDtc;
279 if ((CurrentRayFilter & RayFilterFlags.phantom) != 0)
280 catflags |= CollisionCategories.Phantom;
281 if ((CurrentRayFilter & RayFilterFlags.agent) != 0)
282 catflags |= CollisionCategories.Character;
283 if ((CurrentRayFilter & RayFilterFlags.PrimsNonPhantom) != 0)
284 catflags |= CollisionCategories.Geom;
285 if ((CurrentRayFilter & RayFilterFlags.land) != 0)
286 catflags |= CollisionCategories.Land;
287 if ((CurrentRayFilter & RayFilterFlags.water) != 0)
288 catflags |= CollisionCategories.Water;
289
290 if (catflags != 0)
291 doSpaceRay(req);
292 }
293 else
294 {
295 // if we select a geom don't use filters
296 d.GeomSetCollideBits(ray, (uint)CollisionCategories.All);
297 doGeomRay(req);
298 }
299 }
300
301 if (Util.EnvironmentTickCountSubtract(time) > MaxTimePerCallMS)
302 break;
303 }
304
305 lock (m_contactResults)
306 m_contactResults.Clear();
307
308 return Util.EnvironmentTickCountSubtract(time);
309 }
310 /// <summary>
311 /// Method that actually initiates the raycast with spaces
312 /// </summary>
313 /// <param name="req"></param>
314 ///
315
316 private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhanton;
317 private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
318
319 private void doSpaceRay(ODERayRequest req)
320 {
321 // Collide tests
322 if ((CurrentRayFilter & FilterActiveSpace) != 0)
323 d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
324 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
325 d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
326
327 if (req.callbackMethod is RaycastCallback)
328 {
329 // Define default results
330 bool hitYN = false;
331 uint hitConsumerID = 0;
332 float distance = float.MaxValue;
333 Vector3 closestcontact = Vector3.Zero;
334 Vector3 snormal = Vector3.Zero;
335
336 // Find closest contact and object.
337 lock (m_contactResults)
338 {
339 foreach (ContactResult cResult in m_contactResults)
340 {
341 if(cResult.Depth < distance)
342 {
343 closestcontact = cResult.Pos;
344 hitConsumerID = cResult.ConsumerID;
345 distance = cResult.Depth;
346 snormal = cResult.Normal;
347 }
348 }
349 m_contactResults.Clear();
350 }
351
352 if (distance > 0 && distance < float.MaxValue)
353 hitYN = true;
354 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
355 }
356 else
357 {
358 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
359 lock (m_PendingRequests)
360 {
361 cresult.AddRange(m_contactResults);
362 m_contactResults.Clear();
363 }
364 ((RayCallback)req.callbackMethod)(cresult);
365 }
366 }
367
368 /// <summary>
369 /// Method that actually initiates the raycast with a geom
370 /// </summary>
371 /// <param name="req"></param>
372 private void doGeomRay(ODERayRequest req)
373 {
374 // Collide test
375 d.SpaceCollide2(ray, req.geom, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
376
377 if (req.callbackMethod is RaycastCallback)
378 {
379 // Define default results
380 bool hitYN = false;
381 uint hitConsumerID = 0;
382 float distance = float.MaxValue;
383 Vector3 closestcontact = Vector3.Zero;
384 Vector3 snormal = Vector3.Zero;
385
386 // Find closest contact and object.
387 lock (m_contactResults)
388 {
389 foreach (ContactResult cResult in m_contactResults)
390 {
391 if(cResult.Depth < distance )
392 {
393 closestcontact = cResult.Pos;
394 hitConsumerID = cResult.ConsumerID;
395 distance = cResult.Depth;
396 snormal = cResult.Normal;
397 }
398 }
399 m_contactResults.Clear();
400 }
401
402 if (distance > 0 && distance < float.MaxValue)
403 hitYN = true;
404
405 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
406 }
407 else
408 {
409 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
410 lock (m_PendingRequests)
411 {
412 cresult.AddRange(m_contactResults);
413 m_contactResults.Clear();
414 }
415 ((RayCallback)req.callbackMethod)(cresult);
416 }
417 }
418
419 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
420 {
421 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
422 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
423 return false;
424
425 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
426 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
427 return true;
428 }
429
430 // This is the standard Near. g1 is the ray
431 private void near(IntPtr space, IntPtr g1, IntPtr g2)
432 {
433 if (g2 == IntPtr.Zero || g1 == g2)
434 return;
435
436 if (m_contactResults.Count >= CurrentMaxCount)
437 return;
438
439 if (d.GeomIsSpace(g2))
440 {
441 try
442 {
443 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
444 }
445 catch (Exception e)
446 {
447 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
448 }
449 return;
450 }
451
452 int count = 0;
453 try
454 {
455 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
456 }
457 catch (Exception e)
458 {
459 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
460 return;
461 }
462
463 if (count == 0)
464 return;
465
466 uint ID = 0;
467 PhysicsActor p2 = null;
468
469 m_scene.actor_name_map.TryGetValue(g2, out p2);
470
471 if (p2 == null)
472 {
473 /*
474 string name;
475
476 if (!m_scene.geom_name_map.TryGetValue(g2, out name))
477 return;
478
479 if (name == "Terrain")
480 {
481 // land colision
482 if ((CurrentRayFilter & RayFilterFlags.land) == 0)
483 return;
484 }
485 else if (name == "Water")
486 {
487 if ((CurrentRayFilter & RayFilterFlags.water) == 0)
488 return;
489 }
490 else
491 return;
492 */
493 return;
494 }
495 else
496 {
497 switch (p2.PhysicsActorType)
498 {
499 case (int)ActorTypes.Prim:
500
501 RayFilterFlags thisFlags;
502
503 if (p2.IsPhysical)
504 thisFlags = RayFilterFlags.physical;
505 else
506 thisFlags = RayFilterFlags.nonphysical;
507
508 if (p2.Phantom)
509 thisFlags |= RayFilterFlags.phantom;
510
511 if (p2.IsVolumeDtc)
512 thisFlags |= RayFilterFlags.volumedtc;
513
514 if ((thisFlags & CurrentRayFilter) == 0)
515 return;
516
517 ID = ((OdePrim)p2).LocalID;
518 break;
519
520 case (int)ActorTypes.Agent:
521
522 if ((CurrentRayFilter & RayFilterFlags.agent) == 0)
523 return;
524 else
525 ID = ((OdeCharacter)p2).LocalID;
526 break;
527
528 case (int)ActorTypes.Ground:
529
530 if ((CurrentRayFilter & RayFilterFlags.land) == 0)
531 return;
532 break;
533
534 case (int)ActorTypes.Water:
535
536 if ((CurrentRayFilter & RayFilterFlags.water) == 0)
537 return;
538 break;
539
540 default:
541 return;
542 break;
543 }
544 }
545
546 d.ContactGeom curcontact = new d.ContactGeom();
547
548 // closestHit for now only works for meshs, so must do it for others
549 if ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0)
550 {
551 // Loop all contacts, build results.
552 for (int i = 0; i < count; i++)
553 {
554 if (!GetCurContactGeom(i, ref curcontact))
555 break;
556
557 ContactResult collisionresult = new ContactResult();
558 collisionresult.ConsumerID = ID;
559 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
560 collisionresult.Depth = curcontact.depth;
561 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
562 curcontact.normal.Z);
563 lock (m_contactResults)
564 {
565 m_contactResults.Add(collisionresult);
566 if (m_contactResults.Count >= CurrentMaxCount)
567 return;
568 }
569 }
570 }
571 else
572 {
573 // keep only closest contact
574 ContactResult collisionresult = new ContactResult();
575 collisionresult.ConsumerID = ID;
576 collisionresult.Depth = float.MaxValue;
577
578 for (int i = 0; i < count; i++)
579 {
580 if (!GetCurContactGeom(i, ref curcontact))
581 break;
582
583 if (curcontact.depth < collisionresult.Depth)
584 {
585 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
586 collisionresult.Depth = curcontact.depth;
587 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
588 curcontact.normal.Z);
589 }
590 }
591
592 if (collisionresult.Depth != float.MaxValue)
593 {
594 lock (m_contactResults)
595 m_contactResults.Add(collisionresult);
596 }
597 }
598 }
599
600 /// <summary>
601 /// Dereference the creator scene so that it can be garbage collected if needed.
602 /// </summary>
603 internal void Dispose()
604 {
605 m_scene = null;
606 if (ray != IntPtr.Zero)
607 {
608 d.GeomDestroy(ray);
609 ray = IntPtr.Zero;
610 }
611 }
612 }
613
614 public struct ODERayRequest
615 {
616 public IntPtr geom;
617 public Vector3 Origin;
618 public Vector3 Normal;
619 public int Count;
620 public float length;
621 public object callbackMethod;
622 public RayFilterFlags filter;
623 }
624} \ 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..403a4ce
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,2014 @@
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
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, 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
44using System;
45using System.Runtime.InteropServices;
46using System.Security;
47
48namespace 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 public const uint CONTACTS_UNIMPORTANT = 0x80000000;
65
66 #region Flags and Enumerations
67
68 [Flags]
69 public enum AllocateODEDataFlags : uint
70 {
71 BasicData = 0,
72 CollisionData = 0x00000001,
73 All = ~0u
74 }
75
76 [Flags]
77 public enum IniteODEFlags : uint
78 {
79 dInitFlagManualThreadCleanup = 0x00000001
80 }
81
82 [Flags]
83 public enum ContactFlags : int
84 {
85 Mu2 = 0x001,
86 FDir1 = 0x002,
87 Bounce = 0x004,
88 SoftERP = 0x008,
89 SoftCFM = 0x010,
90 Motion1 = 0x020,
91 Motion2 = 0x040,
92 MotionN = 0x080,
93 Slip1 = 0x100,
94 Slip2 = 0x200,
95 Approx0 = 0x0000,
96 Approx1_1 = 0x1000,
97 Approx1_2 = 0x2000,
98 Approx1 = 0x3000
99 }
100
101 public enum GeomClassID : int
102 {
103 SphereClass,
104 BoxClass,
105 CapsuleClass,
106 CylinderClass,
107 PlaneClass,
108 RayClass,
109 ConvexClass,
110 GeomTransformClass,
111 TriMeshClass,
112 HeightfieldClass,
113 FirstSpaceClass,
114 SimpleSpaceClass = FirstSpaceClass,
115 HashSpaceClass,
116 QuadTreeSpaceClass,
117 LastSpaceClass = QuadTreeSpaceClass,
118 UbitTerrainClass,
119 FirstUserClass,
120 LastUserClass = FirstUserClass + MaxUserClasses - 1,
121 NumClasses,
122 MaxUserClasses = 5
123 }
124
125 public enum JointType : int
126 {
127 None,
128 Ball,
129 Hinge,
130 Slider,
131 Contact,
132 Universal,
133 Hinge2,
134 Fixed,
135 Null,
136 AMotor,
137 LMotor,
138 Plane2D
139 }
140
141 public enum JointParam : int
142 {
143 LoStop,
144 HiStop,
145 Vel,
146 FMax,
147 FudgeFactor,
148 Bounce,
149 CFM,
150 StopERP,
151 StopCFM,
152 SuspensionERP,
153 SuspensionCFM,
154 LoStop2 = 256,
155 HiStop2,
156 Vel2,
157 FMax2,
158 FudgeFactor2,
159 Bounce2,
160 CFM2,
161 StopERP2,
162 StopCFM2,
163 SuspensionERP2,
164 SuspensionCFM2,
165 LoStop3 = 512,
166 HiStop3,
167 Vel3,
168 FMax3,
169 FudgeFactor3,
170 Bounce3,
171 CFM3,
172 StopERP3,
173 StopCFM3,
174 SuspensionERP3,
175 SuspensionCFM3
176 }
177
178 public enum dSweepAndPruneAxis : int
179 {
180 XYZ = ((0)|(1<<2)|(2<<4)),
181 XZY = ((0)|(2<<2)|(1<<4)),
182 YXZ = ((1)|(0<<2)|(2<<4)),
183 YZX = ((1)|(2<<2)|(0<<4)),
184 ZXY = ((2)|(0<<2)|(1<<4)),
185 ZYX = ((2)|(1<<2)|(0<<4))
186 }
187
188 #endregion
189
190 #region Callbacks
191
192 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
193 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
194
195 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
196 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
197
198 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
199 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
200
201 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
202 public delegate ColliderFn GetColliderFnFn(int num);
203
204 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
205 public delegate void GeomDtorFn(IntPtr o);
206
207 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
208 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
209
210 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
211 public delegate dReal UbitTerrainGetHeight(IntPtr p_user_data, int x, int z);
212
213 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
214 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
215
216 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
217 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
218
219 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
220 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
221
222 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
223 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
224
225 #endregion
226
227 #region Structs
228
229 [StructLayout(LayoutKind.Sequential)]
230 public struct AABB
231 {
232 public dReal MinX, MaxX;
233 public dReal MinY, MaxY;
234 public dReal MinZ, MaxZ;
235 }
236
237
238 [StructLayout(LayoutKind.Sequential)]
239 public struct Contact
240 {
241 public SurfaceParameters surface;
242 public ContactGeom geom;
243 public Vector3 fdir1;
244 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
245 }
246
247
248 [StructLayout(LayoutKind.Sequential)]
249 public struct ContactGeom
250 {
251
252 public Vector3 pos;
253 public Vector3 normal;
254 public dReal depth;
255 public IntPtr g1;
256 public IntPtr g2;
257 public int side1;
258 public int side2;
259 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
260 }
261
262 [StructLayout(LayoutKind.Sequential)]
263 public struct GeomClass
264 {
265 public int bytes;
266 public GetColliderFnFn collider;
267 public GetAABBFn aabb;
268 public AABBTestFn aabb_test;
269 public GeomDtorFn dtor;
270 }
271
272
273 [StructLayout(LayoutKind.Sequential)]
274 public struct JointFeedback
275 {
276 public Vector3 f1;
277 public Vector3 t1;
278 public Vector3 f2;
279 public Vector3 t2;
280 }
281
282
283 [StructLayout(LayoutKind.Sequential)]
284 public struct Mass
285 {
286 public dReal mass;
287 public Vector4 c;
288 public Matrix3 I;
289 }
290
291
292 [StructLayout(LayoutKind.Sequential)]
293 public struct Matrix3
294 {
295 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
296 {
297 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
298 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
299 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
300 }
301 public dReal M00, M10, M20;
302 private dReal _m30;
303 public dReal M01, M11, M21;
304 private dReal _m31;
305 public dReal M02, M12, M22;
306 private dReal _m32;
307 }
308
309 [StructLayout(LayoutKind.Sequential)]
310 public struct Matrix4
311 {
312 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
313 dReal m01, dReal m11, dReal m21, dReal m31,
314 dReal m02, dReal m12, dReal m22, dReal m32,
315 dReal m03, dReal m13, dReal m23, dReal m33)
316 {
317 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
318 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
319 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
320 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
321 }
322 public dReal M00, M10, M20, M30;
323 public dReal M01, M11, M21, M31;
324 public dReal M02, M12, M22, M32;
325 public dReal M03, M13, M23, M33;
326 }
327
328 [StructLayout(LayoutKind.Sequential)]
329 public struct Quaternion
330 {
331 public dReal W, X, Y, Z;
332 }
333
334
335 [StructLayout(LayoutKind.Sequential)]
336 public struct SurfaceParameters
337 {
338 public ContactFlags mode;
339 public dReal mu;
340 public dReal mu2;
341 public dReal bounce;
342 public dReal bounce_vel;
343 public dReal soft_erp;
344 public dReal soft_cfm;
345 public dReal motion1;
346 public dReal motion2;
347 public dReal motionN;
348 public dReal slip1;
349 public dReal slip2;
350 }
351
352
353 [StructLayout(LayoutKind.Sequential)]
354 public struct Vector3
355 {
356 public Vector3(dReal x, dReal y, dReal z)
357 {
358 X = x; Y = y; Z = z; _w = 0.0f;
359 }
360 public dReal X, Y, Z;
361 private dReal _w;
362 }
363
364
365 [StructLayout(LayoutKind.Sequential)]
366 public struct Vector4
367 {
368 public Vector4(dReal x, dReal y, dReal z, dReal w)
369 {
370 X = x; Y = y; Z = z; W = w;
371 }
372 public dReal X, Y, Z, W;
373 }
374
375 #endregion
376
377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
378 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
379
380 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
381 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
382
383 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
384 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
385
386 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
387 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
388
389 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
390 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
391
392 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
393 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
394
395 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
396 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
397
398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
399 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
400
401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
402 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
403
404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
405 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
406
407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
408 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
409
410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
411 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
412
413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
414 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
415
416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
417 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
418
419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
420 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
421
422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
423 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
424
425 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
426 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
427
428 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
429 public static extern IntPtr BodyiCreate(IntPtr world);
430 public static IntPtr BodyCreate(IntPtr world)
431 {
432 NTotalBodies++;
433 return BodyiCreate(world);
434 }
435
436 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
437 public static extern void BodyiDestroy(IntPtr body);
438 public static void BodyDestroy(IntPtr body)
439 {
440 NTotalBodies--;
441 BodyiDestroy(body);
442 }
443
444 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
445 public static extern void BodyDisable(IntPtr body);
446
447 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
448 public static extern void BodyEnable(IntPtr body);
449
450 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
451 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
452
453 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
454 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
455
456 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
457 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
458
459 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
460 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
461
462 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
463 public static extern int BodyGetAutoDisableSteps(IntPtr body);
464
465 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
466 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
467
468 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
469 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
470 public static Vector3 BodyGetAngularVel(IntPtr body)
471 {
472 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
473 }
474
475 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
476 public static extern IntPtr BodyGetData(IntPtr body);
477
478 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
479 public static extern int BodyGetFiniteRotationMode(IntPtr body);
480
481 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
482 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
483
484 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
485 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
486 public static Vector3 BodyGetForce(IntPtr body)
487 {
488 unsafe { return *(BodyGetForceUnsafe(body)); }
489 }
490
491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
492 public static extern bool BodyGetGravityMode(IntPtr body);
493
494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
495 public static extern int BodyGetGyroscopicMode(IntPtr body);
496
497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
498 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
499
500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
501 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
502 public static Vector3 BodyGetLinearVel(IntPtr body)
503 {
504 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
505 }
506
507 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
508 public static extern void BodyGetMass(IntPtr body, out Mass mass);
509
510 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
511 public static extern int BodyGetNumJoints(IntPtr body);
512
513 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
514 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
515
516 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
517 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
518 public static Vector3 BodyGetPosition(IntPtr body)
519 {
520 unsafe { return *(BodyGetPositionUnsafe(body)); }
521 }
522
523 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
524 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
525
526 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
527 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
528 public static Quaternion BodyGetQuaternion(IntPtr body)
529 {
530 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
531 }
532
533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
534 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
535
536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
537 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
538
539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
540 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
541 public static Matrix3 BodyGetRotation(IntPtr body)
542 {
543 unsafe { return *(BodyGetRotationUnsafe(body)); }
544 }
545
546 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
547 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
548 public static Vector3 BodyGetTorque(IntPtr body)
549 {
550 unsafe { return *(BodyGetTorqueUnsafe(body)); }
551 }
552
553 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
554 public static extern IntPtr BodyGetWorld(IntPtr body);
555
556 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
557 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
558
559 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
560 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
561
562
563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
564 public static extern bool BodyIsEnabled(IntPtr body);
565
566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
567 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
568
569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
570 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
571
572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
573 public static extern void BodySetAutoDisableDefaults(IntPtr body);
574
575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
576 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
577
578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
579 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
580
581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
582 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
583
584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
585 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
586
587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
588 public static extern void BodySetData(IntPtr body, IntPtr data);
589
590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
591 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
592
593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
594 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
595
596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
597 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
598
599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
600 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
601
602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
603 public static extern dReal BodyGetLinearDamping(IntPtr body);
604
605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
606 public static extern dReal BodyGetAngularDamping(IntPtr body);
607
608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
609 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
610
611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
612 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
613
614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
615 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
616
617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
618 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
619
620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
621 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
622
623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
624 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
625
626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
627 public static extern void BodySetGravityMode(IntPtr body, bool mode);
628
629 /// <summary>
630 /// Sets the Gyroscopic term status on the body specified.
631 /// </summary>
632 /// <param name="body">Pointer to body</param>
633 /// <param name="enabled">NonZero enabled, Zero disabled</param>
634 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
635 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
636
637 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
638 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
639
640 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
641 public static extern void BodySetMass(IntPtr body, ref Mass mass);
642
643 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
644 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
645
646 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
647 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
648
649 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
650 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
651
652 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
653 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
654
655 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
656 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
657
658 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
659 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
660
661 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
662 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
663
664 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
665 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
666
667 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
668 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
669 ref Vector3 side1, ref Vector3 p2,
670 ref Matrix3 R2, ref Vector3 side2,
671 ref Vector3 normal, out dReal depth, out int return_code,
672 int maxc, out ContactGeom contact, int skip);
673
674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
675 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
676 ref Vector3 side1, ref Vector3 _p2,
677 ref Matrix3 R2, ref Vector3 side2);
678
679 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
680 public static extern void CleanupODEAllDataForThread();
681
682 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
683 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
684 ref Vector3 b1, ref Vector3 b2,
685 ref Vector3 cp1, ref Vector3 cp2);
686
687 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
688 public static extern void CloseODE();
689
690 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
691 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
693 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
694
695 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
696 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
697
698 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
699 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
700 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
701 {
702 NTotalGeoms++;
703 return CreateiBox(space, lx, ly, lz);
704 }
705
706 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
707 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
708 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
709 {
710 NTotalGeoms++;
711 return CreateiCapsule(space, radius, length);
712 }
713
714 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
715 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
716 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
717 {
718 NTotalGeoms++;
719 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
720 }
721
722 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
723 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
724 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
725 {
726 NTotalGeoms++;
727 return CreateiCylinder(space, radius, length);
728 }
729
730 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
731 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
732 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
733 {
734 NTotalGeoms++;
735 return CreateiHeightfield(space, data, bPlaceable);
736 }
737
738 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateUbitTerrain"), SuppressUnmanagedCodeSecurity]
739 public static extern IntPtr CreateiUbitTerrain(IntPtr space, IntPtr data, int bPlaceable);
740 public static IntPtr CreateUbitTerrain(IntPtr space, IntPtr data, int bPlaceable)
741 {
742 NTotalGeoms++;
743 return CreateiUbitTerrain(space, data, bPlaceable);
744 }
745
746
747
748
749
750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
751 public static extern IntPtr CreateiGeom(int classnum);
752 public static IntPtr CreateGeom(int classnum)
753 {
754 NTotalGeoms++;
755 return CreateiGeom(classnum);
756 }
757
758 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
759 public static extern int CreateGeomClass(ref GeomClass classptr);
760
761 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
762 public static extern IntPtr CreateGeomTransform(IntPtr space);
763
764 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
765 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
766 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
767 {
768 NTotalGeoms++;
769 return CreateiPlane(space, a, b, c, d);
770 }
771
772 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
773 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
774 public static IntPtr CreateRay(IntPtr space, dReal length)
775 {
776 NTotalGeoms++;
777 return CreateiRay(space, length);
778 }
779
780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
781 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
782 public static IntPtr CreateSphere(IntPtr space, dReal radius)
783 {
784 NTotalGeoms++;
785 return CreateiSphere(space, radius);
786 }
787
788 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
789 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
790 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
791 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
792 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
793 {
794 NTotalGeoms++;
795 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
796 }
797 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
798 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
799
800 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
801 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
802
803 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
804 public static extern int FactorCholesky(ref dReal A00, int n);
805
806 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
807 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
808
809 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
810 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
811
812 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
813 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
814
815 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
816 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
817
818 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
819 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
820
821 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
822 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
823
824 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
825 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
826
827 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
828 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
829
830 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
831 public static extern void GeomClearOffset(IntPtr geom);
832
833 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
834 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
835
836 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
837 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
838
839 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
840 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
841
842 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
843 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
844
845 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
846 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
847
848 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
849 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
850
851 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
852 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
853
854 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
855 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
856
857 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
858 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
859
860 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
861 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
862
863 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
864 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
865
866 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
867 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
868
869 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
870 public static extern void GeomiDestroy(IntPtr geom);
871 public static void GeomDestroy(IntPtr geom)
872 {
873 NTotalGeoms--;
874 GeomiDestroy(geom);
875 }
876
877
878 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
879 public static extern void GeomDisable(IntPtr geom);
880
881 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
882 public static extern void GeomEnable(IntPtr geom);
883
884 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
885 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
886
887 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
888 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
889
890 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
891 public static extern IntPtr GeomGetBody(IntPtr geom);
892
893 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
894 public static extern uint GeomGetCategoryBits(IntPtr geom);
895
896 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
897 public static extern IntPtr GeomGetClassData(IntPtr geom);
898
899 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
900 public static extern uint GeomGetCollideBits(IntPtr geom);
901
902 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
903 public static extern GeomClassID GeomGetClass(IntPtr geom);
904
905 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
906 public static extern IntPtr GeomGetData(IntPtr geom);
907
908 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
909 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
910 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
911 {
912 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
913 }
914
915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
916 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
917 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
918 {
919 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
920 }
921
922 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
923 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
924 public static Vector3 GeomGetPosition(IntPtr geom)
925 {
926 unsafe { return *(GeomGetPositionUnsafe(geom)); }
927 }
928
929 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
930 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
931
932 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
933 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
934
935 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
936 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
937 public static Matrix3 GeomGetRotation(IntPtr geom)
938 {
939 unsafe { return *(GeomGetRotationUnsafe(geom)); }
940 }
941
942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
943 public static extern IntPtr GeomGetSpace(IntPtr geom);
944
945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
946 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
947 dReal width, dReal depth, int widthSamples, int depthSamples,
948 dReal scale, dReal offset, dReal thickness, int bWrap);
949
950 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
951 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
952 dReal width, dReal depth, int widthSamples, int depthSamples,
953 dReal scale, dReal offset, dReal thickness, int bWrap);
954
955 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
956 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
957 dReal width, dReal depth, int widthSamples, int depthSamples,
958 dReal scale, dReal offset, dReal thickness, int bWrap);
959
960 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
961 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
962 dReal width, dReal depth, int widthSamples, int depthSamples,
963 dReal scale, dReal offset, dReal thickness, int bWrap);
964
965 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
966 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
967 dReal width, dReal depth, int widthSamples, int depthSamples,
968 dReal scale, dReal offset, dReal thickness, int bWrap);
969
970 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
971 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
972 dReal width, dReal depth, int widthSamples, int depthSamples,
973 dReal scale, dReal offset, dReal thickness, int bWrap);
974
975 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
976 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
977 dReal width, dReal depth, int widthSamples, int depthSamples,
978 dReal scale, dReal offset, dReal thickness, int bWrap);
979
980 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
981 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
982 dReal width, dReal depth, int widthSamples, int depthSamples,
983 dReal scale, dReal offset, dReal thickness, int bWrap);
984
985
986
987 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
988 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
989 dReal width, dReal depth, int widthSamples, int depthSamples,
990 dReal scale, dReal offset, dReal thickness, int bWrap);
991
992 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
993 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
994 dReal width, dReal depth, int widthSamples, int depthSamples,
995 dReal scale, dReal offset, dReal thickness, int bWrap);
996
997 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
998 public static extern IntPtr GeomHeightfieldDataCreate();
999
1000 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
1001 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
1002
1003 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
1004 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1005
1006 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1007 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
1008
1009 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1010 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
1011
1012
1013 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1014 public static extern void GeomUbitTerrainDataBuild(IntPtr d, float[] pHeightData, int bCopyHeightData,
1015 dReal sampleSize, int widthSamples, int depthSamples,
1016 dReal offset, dReal thickness, int bWrap);
1017
1018 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1019 public static extern void GeomUbitTerrainDataBuild(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
1020 dReal sampleSize, int widthSamples, int depthSamples,
1021 dReal thickness, int bWrap);
1022
1023 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataCreate"), SuppressUnmanagedCodeSecurity]
1024 public static extern IntPtr GeomUbitTerrainDataCreate();
1025
1026 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataDestroy"), SuppressUnmanagedCodeSecurity]
1027 public static extern void GeomUbitTerrainDataDestroy(IntPtr d);
1028
1029 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataSetBounds"), SuppressUnmanagedCodeSecurity]
1030 public static extern void GeomUbitTerrainDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1031
1032 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1033 public static extern IntPtr GeomUbitTerrainGetHeightfieldData(IntPtr g);
1034
1035 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1036 public static extern void GeomUbitTerrainSetHeightfieldData(IntPtr g, IntPtr d);
1037
1038
1039 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
1040 public static extern bool GeomIsEnabled(IntPtr geom);
1041
1042 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
1043 public static extern bool GeomIsOffset(IntPtr geom);
1044
1045 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
1046 public static extern bool GeomIsSpace(IntPtr geom);
1047
1048 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1049 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1050
1051 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1052 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1053
1054 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1055 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1056
1057 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1058 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1059
1060 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1061 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1062
1063 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1064 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1065
1066 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1067 public static extern int GeomRayGetClosestHit(IntPtr ray);
1068
1069 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1070 public static extern dReal GeomRayGetLength(IntPtr ray);
1071
1072 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1073 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1074
1075 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1076 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1077
1078 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1079 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1080
1081 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1082 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1083
1084 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1085 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1086
1087 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1088 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1089
1090 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1091 public static extern void GeomSetCategoryBits(IntPtr geom, uint bits);
1092
1093 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1094 public static extern void GeomSetCollideBits(IntPtr geom, uint bits);
1095
1096 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1097 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1098
1099 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1100 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1101
1102 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1103 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1104
1105 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1106 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1107
1108 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1109 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1110
1111 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1112 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1113
1114 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1115 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1116
1117 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1118 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1119
1120 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1121 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1122
1123 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1124 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1125
1126 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1127 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1128
1129 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1130 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1131
1132 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1133 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1134
1135 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1136 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1137
1138 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1139 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1140
1141 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1142 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1143
1144 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1145 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1146
1147 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1148 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1149
1150 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1151 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1152
1153 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1154 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1155
1156 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1157 public static extern int GeomTransformGetCleanup(IntPtr geom);
1158
1159 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1160 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1161
1162 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1163 public static extern int GeomTransformGetInfo(IntPtr geom);
1164
1165 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1166 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1167
1168 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1169 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1170
1171 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1172 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1173
1174 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1175 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1176 double[] vertices, int vertexStride, int vertexCount,
1177 int[] indices, int indexCount, int triStride);
1178
1179 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1180 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1181 IntPtr vertices, int vertexStride, int vertexCount,
1182 IntPtr indices, int indexCount, int triStride);
1183
1184 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1185 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1186 double[] vertices, int vertexStride, int vertexCount,
1187 int[] indices, int indexCount, int triStride,
1188 double[] normals);
1189
1190 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1191 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1192 IntPtr vertices, int vertexStride, int vertexCount,
1193 IntPtr indices, int indexCount, int triStride,
1194 IntPtr normals);
1195
1196 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1197 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1198 dReal[] vertices, int vertexStride, int vertexCount,
1199 int[] indices, int indexCount, int triStride);
1200
1201 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1202 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1203 IntPtr vertices, int vertexStride, int vertexCount,
1204 IntPtr indices, int indexCount, int triStride);
1205
1206 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1207 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1208 dReal[] vertices, int vertexStride, int vertexCount,
1209 int[] indices, int indexCount, int triStride,
1210 dReal[] normals);
1211
1212 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1213 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1214 IntPtr vertices, int vertexStride, int vertexCount,
1215 IntPtr indices, int indexCount, int triStride,
1216 IntPtr normals);
1217
1218 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1219 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1220 float[] vertices, int vertexStride, int vertexCount,
1221 int[] indices, int indexCount, int triStride);
1222
1223 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1224 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1225 IntPtr vertices, int vertexStride, int vertexCount,
1226 IntPtr indices, int indexCount, int triStride);
1227
1228 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1229 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1230 float[] vertices, int vertexStride, int vertexCount,
1231 int[] indices, int indexCount, int triStride,
1232 float[] normals);
1233
1234 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1235 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1236 IntPtr vertices, int vertexStride, int vertexCount,
1237 IntPtr indices, int indexCount, int triStride,
1238 IntPtr normals);
1239
1240 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1241 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1242
1243 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1244 public static extern IntPtr GeomTriMeshDataCreate();
1245
1246 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1247 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1248
1249 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1250 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1251
1252 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1253 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1254
1255 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1256 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1257
1258 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1259 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1260
1261 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1262 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1263
1264 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1265 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1266
1267 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1268 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1269
1270 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1271 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1272
1273 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1274 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1275 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1276 {
1277 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1278 }
1279
1280 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1281 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1282
1283 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1284 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1285
1286 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1287 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1288
1289 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1290 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1291
1292 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1293 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1294
1295 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1296 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1297
1298 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1299 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1300
1301 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1302 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1303
1304 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1305 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1306
1307 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1308 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1309
1310 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1311 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1312
1313 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1314 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1315
1316 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1317 public static extern IntPtr iGetConfiguration();
1318
1319 public static string GetConfiguration()
1320 {
1321 IntPtr ptr = iGetConfiguration();
1322 string s = Marshal.PtrToStringAnsi(ptr);
1323 return s;
1324 }
1325
1326 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1327 public static extern IntPtr HashSpaceCreate(IntPtr space);
1328
1329 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1330 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1331
1332 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1333 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1334
1335 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1336 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1337
1338 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1339 public static extern void InitODE();
1340
1341 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1342 public static extern int InitODE2(uint ODEInitFlags);
1343
1344 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1345 public static extern int IsPositiveDefinite(ref dReal A, int n);
1346
1347 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1348 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1349
1350 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1351 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1352
1353 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1354 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1355
1356 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1357 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1358
1359 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1360 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1361
1362 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1363 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1364
1365 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1366 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1367
1368 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1369 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1370
1371 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1372 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1373
1374 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1375 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1376
1377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1378 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1379 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1380 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1381
1382 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1383 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1384
1385 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1386 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1387
1388 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1389 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1390
1391 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1392 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1393
1394 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1395 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1396
1397 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1398 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1399
1400 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1401 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1402
1403 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1404 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1405
1406 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1407 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1408
1409 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1410 public static extern void JointDestroy(IntPtr j);
1411
1412 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1413 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1414
1415 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1416 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1417
1418 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1419 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1420
1421 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1422 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1423
1424 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1425 public static extern int JointGetAMotorMode(IntPtr j);
1426
1427 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1428 public static extern int JointGetAMotorNumAxes(IntPtr j);
1429
1430 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1431 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1432
1433 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1434 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1435
1436 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1437 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1438
1439 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1440 public static extern IntPtr JointGetBody(IntPtr j);
1441
1442 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1443 public static extern IntPtr JointGetData(IntPtr j);
1444
1445 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1446 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1447 public static JointFeedback JointGetFeedback(IntPtr j)
1448 {
1449 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1450 }
1451
1452 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1453 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1454
1455 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1456 public static extern dReal JointGetHingeAngle(IntPtr j);
1457
1458 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1459 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1460
1461 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1462 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1463
1464 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1465 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1466
1467 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1468 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1469
1470 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1471 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1472
1473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1474 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1475
1476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1477 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1478
1479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1480 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1481
1482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1483 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1484
1485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1486 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1487
1488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1489 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1490
1491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1492 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1493
1494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1495 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1496
1497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1498 public static extern int JointGetLMotorNumAxes(IntPtr j);
1499
1500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1501 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1502
1503 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1504 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1505
1506 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1507 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1508
1509 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1510 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1511
1512 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1513 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1514
1515 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1516 public static extern dReal JointGetPRPosition(IntPtr j);
1517
1518 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1519 public static extern dReal JointGetPRPositionRate(IntPtr j);
1520
1521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1522 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1523
1524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1525 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1526
1527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1528 public static extern dReal JointGetSliderPosition(IntPtr j);
1529
1530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1531 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1532
1533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1534 public static extern JointType JointGetType(IntPtr j);
1535
1536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1537 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1538
1539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1540 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1541
1542 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1543 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1544
1545 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1546 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1547
1548 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1549 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1550
1551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1552 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1553
1554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1555 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1556
1557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1558 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1559
1560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1561 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1562
1563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1564 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1565
1566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1567 public static extern IntPtr JointGroupCreate(int max_size);
1568
1569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1570 public static extern void JointGroupDestroy(IntPtr group);
1571
1572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1573 public static extern void JointGroupEmpty(IntPtr group);
1574
1575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1576 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1577
1578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1579 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1580
1581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1582 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1583
1584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1585 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1586
1587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1588 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1589
1590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1591 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1592
1593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1594 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1595
1596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1597 public static extern void JointSetData(IntPtr j, IntPtr data);
1598
1599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1600 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1601
1602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1603 public static extern void JointSetFixed(IntPtr j);
1604
1605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1606 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1607
1608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1609 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1610
1611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1612 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1613
1614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1615 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1616
1617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1618 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1619
1620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1621 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1622
1623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1624 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1625
1626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1627 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1628
1629 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1630 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1631
1632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1633 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1634
1635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1636 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1637
1638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1639 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1640
1641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1642 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1643
1644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1645 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1646
1647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1648 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1649
1650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1651 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1652
1653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1654 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1655
1656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1657 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1658
1659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1660 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1661
1662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1663 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1664
1665 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1666 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1667
1668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1669 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1670
1671 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1672 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1673
1674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1675 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1676
1677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1678 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1679
1680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1681 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1682
1683 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1684 public static extern void MassAdd(ref Mass a, ref Mass b);
1685
1686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1687 public static extern void MassAdjust(ref Mass m, dReal newmass);
1688
1689 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1690 public static extern bool MassCheck(ref Mass m);
1691
1692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1693 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1694
1695 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1696 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1697
1698 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1699 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1700
1701 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1702 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1703
1704 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1705 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1706
1707 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1708 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1709
1710 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1711 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1712
1713 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1714 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1715
1716 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1717 public static extern void MassSetParameters(out Mass mass, dReal themass,
1718 dReal cgx, dReal cgy, dReal cgz,
1719 dReal i11, dReal i22, dReal i33,
1720 dReal i12, dReal i13, dReal i23);
1721
1722 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1723 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1724
1725 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1726 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1727
1728 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1729 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1730
1731 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1732 public static extern void MassSetZero(out Mass mass);
1733
1734 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1735 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1736
1737 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1738 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1739
1740 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1741 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1742 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1743 {
1744 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1745 }
1746
1747 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1748 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1749
1750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1751 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1752
1753 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1754 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1755
1756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1757 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1758
1759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1760 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1761
1762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1763 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1764
1765 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1766 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1767
1768 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1769 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1770
1771 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1772 public static extern void QSetIdentity(out Quaternion q);
1773
1774 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1775 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1776
1777 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1778 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1779
1780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1781 public static extern dReal RandReal();
1782
1783 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1784 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1785
1786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1787 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1788
1789 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1790 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1791
1792 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1793 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1794
1795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1796 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1797
1798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1799 public static extern void RSetIdentity(out Matrix3 R);
1800
1801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1802 public static extern void SetValue(out dReal a, int n);
1803
1804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1805 public static extern void SetZero(out dReal a, int n);
1806
1807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1808 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1809
1810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1811 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1812
1813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1814 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1815
1816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1817 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1818
1819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1820 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1821
1822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1823 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1824
1825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1826 public static extern bool SpaceLockQuery(IntPtr space);
1827
1828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1829 public static extern void SpaceClean(IntPtr space);
1830
1831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1832 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1833
1834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1835 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1836
1837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1838 public static extern void SpaceDestroy(IntPtr space);
1839
1840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1841 public static extern bool SpaceGetCleanup(IntPtr space);
1842
1843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1844 public static extern int SpaceGetNumGeoms(IntPtr space);
1845
1846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1847 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1848
1849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1850 public static extern int SpaceGetSublevel(IntPtr space);
1851
1852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1853 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1854
1855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1856 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1857
1858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1859 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1860
1861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1862 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1863
1864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1865 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1866
1867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1868 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1869
1870 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1871 public static extern IntPtr WorldCreate();
1872
1873 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1874 public static extern void WorldDestroy(IntPtr world);
1875
1876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1877 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1878
1879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1880 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1881
1882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1883 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1884
1885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1886 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1887
1888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1889 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1890
1891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1892 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1893
1894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1895 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1896
1897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1898 public static extern dReal WorldGetCFM(IntPtr world);
1899
1900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1901 public static extern dReal WorldGetERP(IntPtr world);
1902
1903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1904 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1905
1906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1907 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1908
1909 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1910 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1911
1912 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1913 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1914
1915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1916 public static extern dReal WorldGetAngularDamping(IntPtr world);
1917
1918 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1919 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1920
1921 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1922 public static extern dReal WorldGetLinearDamping(IntPtr world);
1923
1924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1925 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1926
1927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1928 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1929
1930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1931 public static extern dReal WorldGetQuickStepW(IntPtr world);
1932
1933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1934 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1935
1936 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1937 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1938
1939 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1940 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1941
1942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1943 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1944
1945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1946 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1947
1948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1949 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1950
1951 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1952 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1953
1954 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1955 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1956
1957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1958 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1959
1960 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1961 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1962
1963 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1964 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1965
1966 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1967 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1968
1969 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1970 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1971
1972 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1973 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1974
1975 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1976 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1977
1978 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1979 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1980
1981 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1982 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1983
1984 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1985 public static extern void WorldSetERP(IntPtr world, dReal erp);
1986
1987 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1988 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1989
1990 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1991 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1992
1993 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1994 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1995
1996 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1997 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1998
1999 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
2000 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
2001
2002 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
2003 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
2004
2005 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
2006 public static extern void WorldStep(IntPtr world, dReal stepsize);
2007
2008 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
2009 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
2010
2011 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
2012 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
2013 }
2014}
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
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Threading;
33using System.IO;
34using System.Diagnostics;
35using log4net;
36using Nini.Config;
37using OdeAPI;
38using OpenSim.Framework;
39using OpenSim.Region.Physics.Manager;
40using OpenMetaverse;
41
42namespace 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..f126644
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2838 @@
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
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using OdeAPI;
40using OpenSim.Framework;
41using OpenSim.Region.Physics.Manager;
42using OpenMetaverse;
43
44namespace 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 // colision flags of things others can colide with
64 // rays, sensors, probes removed since can't be colided with
65 // The top space where things are placed provided further selection
66 // ie physical are in active space nonphysical in static
67 // this should be exclusive as possible
68
69 [Flags]
70 public enum CollisionCategories : uint
71 {
72 Disabled = 0,
73 //by 'things' types
74 Space = 0x01,
75 Geom = 0x02, // aka prim/part
76 Character = 0x04,
77 Land = 0x08,
78 Water = 0x010,
79
80 // by state
81 Phantom = 0x01000,
82 VolumeDtc = 0x02000,
83 Selected = 0x04000,
84 NoShape = 0x08000,
85
86
87 All = 0xffffffff
88 }
89
90 /// <summary>
91 /// Material type for a primitive
92 /// </summary>
93 public enum Material : int
94 {
95 /// <summary></summary>
96 Stone = 0,
97 /// <summary></summary>
98 Metal = 1,
99 /// <summary></summary>
100 Glass = 2,
101 /// <summary></summary>
102 Wood = 3,
103 /// <summary></summary>
104 Flesh = 4,
105 /// <summary></summary>
106 Plastic = 5,
107 /// <summary></summary>
108 Rubber = 6,
109
110 light = 7 // compatibility with old viewers
111 }
112
113 public enum changes : int
114 {
115 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
116 Remove,
117 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
118 // or removes from a object if arg is null
119 DeLink,
120 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
121 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
122 PosOffset, // not in use
123 // arg Vector3 new position in local coords. Changes prim position in object
124 OriOffset, // not in use
125 // arg Vector3 new position in local coords. Changes prim position in object
126 Velocity,
127 AngVelocity,
128 Acceleration,
129 Force,
130 Torque,
131 Momentum,
132
133 AddForce,
134 AddAngForce,
135 AngLock,
136
137 Buoyancy,
138
139 PIDTarget,
140 PIDTau,
141 PIDActive,
142
143 PIDHoverHeight,
144 PIDHoverType,
145 PIDHoverTau,
146 PIDHoverActive,
147
148 Size,
149 Shape,
150
151 CollidesWater,
152 VolumeDtc,
153
154 Physical,
155 Phantom,
156 Selected,
157 disabled,
158 building,
159
160 VehicleType,
161 VehicleFloatParam,
162 VehicleVectorParam,
163 VehicleRotationParam,
164 VehicleFlags,
165 SetVehicle,
166
167 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
168 }
169
170 public struct ODEchangeitem
171 {
172 public PhysicsActor actor;
173 public OdeCharacter character;
174 public changes what;
175 public Object arg;
176 }
177
178 public class OdeScene : PhysicsScene
179 {
180 private readonly ILog m_log;
181 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
182
183 public bool OdeUbitLib = false;
184// private int threadid = 0;
185 private Random fluidRandomizer = new Random(Environment.TickCount);
186
187 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
188 const float MaxERP = 0.8f;
189 const float minERP = 0.1f;
190 const float comumContactCFM = 0.0001f;
191
192 float frictionMovementMult = 0.8f;
193
194 float TerrainBounce = 0.1f;
195 float TerrainFriction = 0.3f;
196
197 public float AvatarFriction = 0;// 0.9f * 0.5f;
198
199 private const uint m_regionWidth = Constants.RegionSize;
200 private const uint m_regionHeight = Constants.RegionSize;
201
202 public float ODE_STEPSIZE = 0.020f;
203 public float HalfOdeStep = 0.01f;
204 public int odetimestepMS = 20; // rounded
205 private float metersInSpace = 25.6f;
206 private float m_timeDilation = 1.0f;
207
208 private DateTime m_lastframe;
209 private DateTime m_lastMeshExpire;
210
211 public float gravityx = 0f;
212 public float gravityy = 0f;
213 public float gravityz = -9.8f;
214
215 private float waterlevel = 0f;
216 private int framecount = 0;
217
218 private int m_meshExpireCntr;
219
220// private IntPtr WaterGeom = IntPtr.Zero;
221// private IntPtr WaterHeightmapData = IntPtr.Zero;
222// private GCHandle WaterMapHandler = new GCHandle();
223
224 public float avPIDD = 2200f; // make it visible
225 public float avPIDP = 900f; // make it visible
226 private float avCapRadius = 0.37f;
227 private float avDensity = 3f;
228 private float avMovementDivisorWalk = 1.3f;
229 private float avMovementDivisorRun = 0.8f;
230 private float minimumGroundFlightOffset = 3f;
231 public float maximumMassObject = 10000.01f;
232
233 public bool meshSculptedPrim = true;
234 public bool forceSimplePrimMeshing = false;
235
236 public float meshSculptLOD = 32;
237 public float MeshSculptphysicalLOD = 32;
238
239 public float geomDefaultDensity = 10.000006836f;
240
241 public int geomContactPointsStartthrottle = 3;
242 public int geomUpdatesPerThrottledUpdate = 15;
243
244 public float bodyPIDD = 35f;
245 public float bodyPIDG = 25;
246
247// public int geomCrossingFailuresBeforeOutofbounds = 6;
248
249 public int bodyFramesAutoDisable = 5;
250
251
252 private d.NearCallback nearCallback;
253
254 private HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
255 private HashSet<OdePrim> _prims = new HashSet<OdePrim>();
256 private HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
257 private HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
258
259 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
260
261 /// <summary>
262 /// A list of actors that should receive collision events.
263 /// </summary>
264 private List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
265 private List<PhysicsActor> _collisionEventPrimRemove = new List<PhysicsActor>();
266
267 private HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
268// public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
269 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
270
271 private float contactsurfacelayer = 0.002f;
272
273 private int contactsPerCollision = 80;
274 internal IntPtr ContactgeomsArray = IntPtr.Zero;
275 private IntPtr GlobalContactsArray = IntPtr.Zero;
276
277 const int maxContactsbeforedeath = 4000;
278 private volatile int m_global_contactcount = 0;
279
280 private IntPtr contactgroup;
281
282 public ContactData[] m_materialContactsData = new ContactData[8];
283
284 private Dictionary<Vector3, IntPtr> RegionTerrain = new Dictionary<Vector3, IntPtr>();
285 private Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
286 private Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
287
288 private int m_physicsiterations = 10;
289 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
290// private PhysicsActor PANull = new NullPhysicsActor();
291 private float step_time = 0.0f;
292
293 public IntPtr world;
294
295
296 // split the spaces acording to contents type
297 // ActiveSpace contains characters and active prims
298 // StaticSpace contains land and other that is mostly static in enviroment
299 // this can contain subspaces, like the grid in staticspace
300 // as now space only contains this 2 top spaces
301
302 public IntPtr TopSpace; // the global space
303 public IntPtr ActiveSpace; // space for active prims
304 public IntPtr StaticSpace; // space for the static things around
305
306 // some speedup variables
307 private int spaceGridMaxX;
308 private int spaceGridMaxY;
309 private float spacesPerMeter;
310
311 // split static geometry collision into a grid as before
312 private IntPtr[,] staticPrimspace;
313 private IntPtr[] staticPrimspaceOffRegion;
314
315 public Object OdeLock;
316 private static Object SimulationLock;
317
318 public IMesher mesher;
319
320 private IConfigSource m_config;
321
322 public bool physics_logging = false;
323 public int physics_logging_interval = 0;
324 public bool physics_logging_append_existing_logfile = false;
325
326 private Vector3 m_worldOffset = Vector3.Zero;
327 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
328 private PhysicsScene m_parentScene = null;
329
330 private ODERayCastRequestManager m_rayCastManager;
331
332
333/* maybe needed if ode uses tls
334 private void checkThread()
335 {
336
337 int th = Thread.CurrentThread.ManagedThreadId;
338 if(th != threadid)
339 {
340 threadid = th;
341 d.AllocateODEDataForThread(~0U);
342 }
343 }
344 */
345 /// <summary>
346 /// Initiailizes the scene
347 /// Sets many properties that ODE requires to be stable
348 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
349 /// </summary>
350 public OdeScene(string sceneIdentifier)
351 {
352 m_log
353 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
354
355// checkThread();
356 Name = sceneIdentifier;
357
358 OdeLock = new Object();
359 SimulationLock = new Object();
360
361 nearCallback = near;
362
363 m_rayCastManager = new ODERayCastRequestManager(this);
364 lock (OdeLock)
365 {
366 // Create the world and the first space
367 try
368 {
369 world = d.WorldCreate();
370 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
371
372 // now the major subspaces
373 ActiveSpace = d.HashSpaceCreate(TopSpace);
374 StaticSpace = d.HashSpaceCreate(TopSpace);
375 }
376 catch
377 {
378 // i must RtC#FM
379 }
380
381 d.HashSpaceSetLevels(TopSpace, -2, 8);
382 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
383 d.HashSpaceSetLevels(StaticSpace, -2, 8);
384
385 // demote to second level
386 d.SpaceSetSublevel(ActiveSpace, 1);
387 d.SpaceSetSublevel(StaticSpace, 1);
388
389 d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
390 CollisionCategories.Geom |
391 CollisionCategories.Character |
392 CollisionCategories.Phantom |
393 CollisionCategories.VolumeDtc
394 ));
395 d.GeomSetCollideBits(ActiveSpace, 0);
396 d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
397 CollisionCategories.Geom |
398 CollisionCategories.Land |
399 CollisionCategories.Water |
400 CollisionCategories.Phantom |
401 CollisionCategories.VolumeDtc
402 ));
403 d.GeomSetCollideBits(StaticSpace, 0);
404
405 contactgroup = d.JointGroupCreate(0);
406 //contactgroup
407
408 d.WorldSetAutoDisableFlag(world, false);
409 }
410 }
411
412 // Initialize the mesh plugin
413// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
414 public override void Initialise(IMesher meshmerizer, IConfigSource config)
415 {
416// checkThread();
417 mesher = meshmerizer;
418 m_config = config;
419
420 string ode_config = d.GetConfiguration();
421 if (ode_config != null && ode_config != "")
422 {
423 m_log.WarnFormat("ODE configuration: {0}", ode_config);
424
425 if (ode_config.Contains("ODE_Ubit"))
426 {
427 OdeUbitLib = true;
428 }
429 }
430
431 /*
432 if (region != null)
433 {
434 WorldExtents.X = region.RegionSizeX;
435 WorldExtents.Y = region.RegionSizeY;
436 }
437 */
438
439 // Defaults
440
441 int contactsPerCollision = 80;
442
443 if (m_config != null)
444 {
445 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
446 if (physicsconfig != null)
447 {
448 gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
449 gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
450 gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
451
452 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
453
454 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
455
456 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
457 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations);
458
459 avDensity = physicsconfig.GetFloat("av_density", avDensity);
460 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
461 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
462 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius);
463
464 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
465
466 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
467 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
468// geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
469
470 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
471 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
472/*
473 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD);
474 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG);
475*/
476 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
477 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
478 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD);
479 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
480/*
481 if (Environment.OSVersion.Platform == PlatformID.Unix)
482 {
483 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD);
484 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", avPIDP);
485 }
486 else
487 {
488
489 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD);
490 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP);
491 }
492*/
493 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
494 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
495 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
496
497 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
498 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
499 }
500 }
501
502 HalfOdeStep = ODE_STEPSIZE * 0.5f;
503 odetimestepMS = (int)(1000.0f * ODE_STEPSIZE +0.5f);
504
505 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
506 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
507
508 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
509 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
510
511 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
512 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
513
514 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
515 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
516
517 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
518 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
519
520 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
521 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
522
523 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
524 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
525
526 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
527 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
528
529 m_materialContactsData[(int)Material.light].mu = 0.0f;
530 m_materialContactsData[(int)Material.light].bounce = 0.0f;
531
532 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
533
534 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
535 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
536
537 d.WorldSetLinearDamping(world, 0.002f);
538 d.WorldSetAngularDamping(world, 0.002f);
539 d.WorldSetAngularDampingThreshold(world, 0f);
540 d.WorldSetLinearDampingThreshold(world, 0f);
541 d.WorldSetMaxAngularSpeed(world, 100f);
542
543 d.WorldSetCFM(world,1e-6f); // a bit harder than default
544 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
545 d.WorldSetERP(world, 0.6f); // higher than original
546
547 // Set how many steps we go without running collision testing
548 // This is in addition to the step size.
549 // Essentially Steps * m_physicsiterations
550 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
551
552 d.WorldSetContactMaxCorrectingVel(world, 60.0f);
553
554 spacesPerMeter = 1 / metersInSpace;
555 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
556 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
557
558 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
559
560 // create all spaces now
561 int i, j;
562 IntPtr newspace;
563
564 for (i = 0; i < spaceGridMaxX; i++)
565 for (j = 0; j < spaceGridMaxY; j++)
566 {
567 newspace = d.HashSpaceCreate(StaticSpace);
568 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
569 waitForSpaceUnlock(newspace);
570 d.SpaceSetSublevel(newspace, 2);
571 d.HashSpaceSetLevels(newspace, -2, 8);
572 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
573 CollisionCategories.Geom |
574 CollisionCategories.Land |
575 CollisionCategories.Water |
576 CollisionCategories.Phantom |
577 CollisionCategories.VolumeDtc
578 ));
579 d.GeomSetCollideBits(newspace, 0);
580
581 staticPrimspace[i, j] = newspace;
582 }
583 // let this now be real maximum values
584 spaceGridMaxX--;
585 spaceGridMaxY--;
586
587 // create 4 off world spaces (x<0,x>max,y<0,y>max)
588 staticPrimspaceOffRegion = new IntPtr[4];
589
590 for (i = 0; i < 4; i++)
591 {
592 newspace = d.HashSpaceCreate(StaticSpace);
593 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
594 waitForSpaceUnlock(newspace);
595 d.SpaceSetSublevel(newspace, 2);
596 d.HashSpaceSetLevels(newspace, -2, 8);
597 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
598 CollisionCategories.Geom |
599 CollisionCategories.Land |
600 CollisionCategories.Water |
601 CollisionCategories.Phantom |
602 CollisionCategories.VolumeDtc
603 ));
604 d.GeomSetCollideBits(newspace, 0);
605
606 staticPrimspaceOffRegion[i] = newspace;
607 }
608
609 m_lastframe = DateTime.UtcNow;
610 m_lastMeshExpire = m_lastframe;
611 }
612
613 internal void waitForSpaceUnlock(IntPtr space)
614 {
615 //if (space != IntPtr.Zero)
616 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
617 }
618
619 #region Collision Detection
620
621 // sets a global contact for a joint for contactgeom , and base contact description)
622
623 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale)
624 {
625 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
626 return IntPtr.Zero;
627
628 float erp = contactGeom.depth;
629 erp *= erpscale;
630 if (erp < minERP)
631 erp = minERP;
632 else if (erp > MaxERP)
633 erp = MaxERP;
634
635 float depth = contactGeom.depth * dscale;
636 if (depth > 0.5f)
637 depth = 0.5f;
638
639 d.Contact newcontact = new d.Contact();
640 newcontact.geom.depth = depth;
641 newcontact.geom.g1 = contactGeom.g1;
642 newcontact.geom.g2 = contactGeom.g2;
643 newcontact.geom.pos = contactGeom.pos;
644 newcontact.geom.normal = contactGeom.normal;
645 newcontact.geom.side1 = contactGeom.side1;
646 newcontact.geom.side2 = contactGeom.side2;
647
648 // this needs bounce also
649 newcontact.surface.mode = comumContactFlags;
650 newcontact.surface.mu = mu;
651 newcontact.surface.bounce = bounce;
652 newcontact.surface.soft_cfm = cfm;
653 newcontact.surface.soft_erp = erp;
654
655 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
656 Marshal.StructureToPtr(newcontact, contact, true);
657 return d.JointCreateContactPtr(world, contactgroup, contact);
658 }
659
660 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
661 {
662 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
663 return false;
664
665 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
666 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
667 return true;
668 }
669
670 /// <summary>
671 /// This is our near callback. A geometry is near a body
672 /// </summary>
673 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
674 /// <param name="g1">a geometry or space</param>
675 /// <param name="g2">another geometry or space</param>
676 ///
677
678 private void near(IntPtr space, IntPtr g1, IntPtr g2)
679 {
680 // no lock here! It's invoked from within Simulate(), which is thread-locked
681
682 if (m_global_contactcount >= maxContactsbeforedeath)
683 return;
684
685 // Test if we're colliding a geom with a space.
686 // If so we have to drill down into the space recursively
687
688 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
689 return;
690
691 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
692 {
693 // We'll be calling near recursivly if one
694 // of them is a space to find all of the
695 // contact points in the space
696 try
697 {
698 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
699 }
700 catch (AccessViolationException)
701 {
702 m_log.Warn("[PHYSICS]: Unable to collide test a space");
703 return;
704 }
705 //here one should check collisions of geoms inside a space
706 // but on each space we only should have geoms that not colide amoung each other
707 // so we don't dig inside spaces
708 return;
709 }
710
711 // get geom bodies to check if we already a joint contact
712 // guess this shouldn't happen now
713 IntPtr b1 = d.GeomGetBody(g1);
714 IntPtr b2 = d.GeomGetBody(g2);
715
716 // d.GeomClassID id = d.GeomGetClass(g1);
717
718 // Figure out how many contact points we have
719 int count = 0;
720 try
721 {
722 // Colliding Geom To Geom
723 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
724
725 if (g1 == g2)
726 return; // Can't collide with yourself
727
728 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
729 return;
730
731 if(d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc ||
732 d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc)
733 {
734 int cflags;
735 unchecked
736 {
737 cflags = (int)(1 | d.CONTACTS_UNIMPORTANT);
738 }
739 count = d.CollidePtr(g1, g2, cflags, ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
740 }
741 else
742 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
743 }
744 catch (SEHException)
745 {
746 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.");
747// ode.drelease(world);
748 base.TriggerPhysicsBasedRestart();
749 }
750 catch (Exception e)
751 {
752 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
753 return;
754 }
755
756 // contacts done
757 if (count == 0)
758 return;
759
760 // try get physical actors
761 PhysicsActor p1;
762 PhysicsActor p2;
763
764 if (!actor_name_map.TryGetValue(g1, out p1))
765 {
766 m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 1");
767 return;
768 }
769
770 if (!actor_name_map.TryGetValue(g2, out p2))
771 {
772 m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
773 return;
774 }
775
776 // update actors collision score
777 if (p1.CollisionScore >= float.MaxValue - count)
778 p1.CollisionScore = 0;
779 p1.CollisionScore += count;
780
781 if (p2.CollisionScore >= float.MaxValue - count)
782 p2.CollisionScore = 0;
783 p2.CollisionScore += count;
784
785 // get first contact
786 d.ContactGeom curContact = new d.ContactGeom();
787 if (!GetCurContactGeom(0, ref curContact))
788 return;
789 // for now it's the one with max depth
790 ContactPoint maxDepthContact = new ContactPoint(
791 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
792 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
793 curContact.depth
794 );
795 // do volume detection case
796 if (
797 (p1.IsVolumeDtc || p2.IsVolumeDtc))
798 {
799 collision_accounting_events(p1, p2, maxDepthContact);
800 return;
801 }
802
803 // big messy collision analises
804
805 Vector3 normoverride = Vector3.Zero; //damm c#
806
807 float mu = 0;
808 float bounce = 0;
809 float cfm = 0.0001f;
810 float erpscale = 1.0f;
811 float dscale = 1.0f;
812 bool IgnoreNegSides = false;
813
814 ContactData contactdata1 = new ContactData(0, 0, false);
815 ContactData contactdata2 = new ContactData(0, 0, false);
816
817 bool dop1foot = false;
818 bool dop2foot = false;
819 bool ignore = false;
820 bool AvanormOverride = false;
821
822 switch (p1.PhysicsActorType)
823 {
824 case (int)ActorTypes.Agent:
825 {
826 AvanormOverride = true;
827 Vector3 tmp = p2.Position - p1.Position;
828 normoverride = p2.Velocity - p1.Velocity;
829 mu = normoverride.LengthSquared();
830
831 if (mu > 1e-6)
832 {
833 mu = 1.0f / (float)Math.Sqrt(mu);
834 normoverride *= mu;
835 mu = Vector3.Dot(tmp, normoverride);
836 if (mu > 0)
837 normoverride *= -1;
838 }
839 else
840 {
841 tmp.Normalize();
842 normoverride = -tmp;
843 }
844
845 switch (p2.PhysicsActorType)
846 {
847 case (int)ActorTypes.Agent:
848 p1.CollidingObj = true;
849 p2.CollidingObj = true;
850 break;
851
852 case (int)ActorTypes.Prim:
853 if (p2.Velocity.LengthSquared() > 0.0f)
854 p2.CollidingObj = true;
855 dop1foot = true;
856 break;
857
858 default:
859 ignore = true; // avatar to terrain and water ignored
860 break;
861 }
862 break;
863 }
864
865 case (int)ActorTypes.Prim:
866 switch (p2.PhysicsActorType)
867 {
868 case (int)ActorTypes.Agent:
869 AvanormOverride = true;
870
871 Vector3 tmp = p2.Position - p1.Position;
872 normoverride = p2.Velocity - p1.Velocity;
873 mu = normoverride.LengthSquared();
874 if (mu > 1e-6)
875 {
876 mu = 1.0f / (float)Math.Sqrt(mu);
877 normoverride *= mu;
878 mu = Vector3.Dot(tmp, normoverride);
879 if (mu > 0)
880 normoverride *= -1;
881 }
882 else
883 {
884 tmp.Normalize();
885 normoverride = -tmp;
886 }
887
888 bounce = 0;
889 mu = 0;
890 cfm = 0.0001f;
891
892 dop2foot = true;
893 if (p1.Velocity.LengthSquared() > 0.0f)
894 p1.CollidingObj = true;
895 break;
896
897 case (int)ActorTypes.Prim:
898 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
899 {
900 p1.CollidingObj = true;
901 p2.CollidingObj = true;
902 }
903 p1.getContactData(ref contactdata1);
904 p2.getContactData(ref contactdata2);
905 bounce = contactdata1.bounce * contactdata2.bounce;
906 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
907
908 cfm = p1.Mass;
909 if (cfm > p2.Mass)
910 cfm = p2.Mass;
911 dscale = 10 / cfm;
912 dscale = (float)Math.Sqrt(dscale);
913 if (dscale > 1.0f)
914 dscale = 1.0f;
915 erpscale = cfm * 0.01f;
916 cfm = 0.0001f / cfm;
917 if (cfm > 0.01f)
918 cfm = 0.01f;
919 else if (cfm < 0.00001f)
920 cfm = 0.00001f;
921
922 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
923 mu *= frictionMovementMult;
924
925 break;
926
927 case (int)ActorTypes.Ground:
928 p1.getContactData(ref contactdata1);
929 bounce = contactdata1.bounce * TerrainBounce;
930 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
931 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
932 mu *= frictionMovementMult;
933 p1.CollidingGround = true;
934
935 cfm = p1.Mass;
936 dscale = 10 / cfm;
937 dscale = (float)Math.Sqrt(dscale);
938 if (dscale > 1.0f)
939 dscale = 1.0f;
940 erpscale = cfm * 0.01f;
941 cfm = 0.0001f / cfm;
942 if (cfm > 0.01f)
943 cfm = 0.01f;
944 else if (cfm < 0.00001f)
945 cfm = 0.00001f;
946
947 if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
948 {
949 if (curContact.side1 > 0)
950 IgnoreNegSides = true;
951 }
952 break;
953
954 case (int)ActorTypes.Water:
955 default:
956 ignore = true;
957 break;
958 }
959 break;
960
961 case (int)ActorTypes.Ground:
962 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
963 {
964 p2.CollidingGround = true;
965 p2.getContactData(ref contactdata2);
966 bounce = contactdata2.bounce * TerrainBounce;
967 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
968
969 cfm = p2.Mass;
970 dscale = 10 / cfm;
971 dscale = (float)Math.Sqrt(dscale);
972
973 if (dscale > 1.0f)
974 dscale = 1.0f;
975
976 erpscale = cfm * 0.01f;
977 cfm = 0.0001f / cfm;
978 if (cfm > 0.01f)
979 cfm = 0.01f;
980 else if (cfm < 0.00001f)
981 cfm = 0.00001f;
982
983 if (curContact.side1 > 0) // should be 2 ?
984 IgnoreNegSides = true;
985
986 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
987 mu *= frictionMovementMult;
988 }
989 else
990 ignore = true;
991 break;
992
993 case (int)ActorTypes.Water:
994 default:
995 break;
996 }
997 if (ignore)
998 return;
999
1000 IntPtr Joint;
1001
1002 int i = 0;
1003 while(true)
1004 {
1005
1006 if (IgnoreNegSides && curContact.side1 < 0)
1007 {
1008 if (++i >= count)
1009 break;
1010
1011 if (!GetCurContactGeom(i, ref curContact))
1012 break;
1013 }
1014 else
1015
1016 {
1017
1018 if (AvanormOverride)
1019 {
1020 if (curContact.depth > 0.3f)
1021 {
1022 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
1023 p1.IsColliding = true;
1024 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
1025 p2.IsColliding = true;
1026 curContact.normal.X = normoverride.X;
1027 curContact.normal.Y = normoverride.Y;
1028 curContact.normal.Z = normoverride.Z;
1029 }
1030
1031 else
1032 {
1033 if (dop1foot)
1034 {
1035 float sz = p1.Size.Z;
1036 Vector3 vtmp = p1.Position;
1037 float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f;
1038 if (ppos > 0f)
1039 {
1040 if (!p1.Flying)
1041 {
1042 d.AABB aabb;
1043 d.GeomGetAABB(g2, out aabb);
1044 float tmp = vtmp.Z - sz * .18f;
1045
1046 if (aabb.MaxZ < tmp)
1047 {
1048 vtmp.X = curContact.pos.X - vtmp.X;
1049 vtmp.Y = curContact.pos.Y - vtmp.Y;
1050 vtmp.Z = -0.2f;
1051 vtmp.Normalize();
1052 curContact.normal.X = vtmp.X;
1053 curContact.normal.Y = vtmp.Y;
1054 curContact.normal.Z = vtmp.Z;
1055 }
1056 }
1057 }
1058 else
1059 p1.IsColliding = true;
1060
1061 }
1062
1063 if (dop2foot)
1064 {
1065 float sz = p2.Size.Z;
1066 Vector3 vtmp = p2.Position;
1067 float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f;
1068 if (ppos > 0f)
1069 {
1070 if (!p2.Flying)
1071 {
1072 d.AABB aabb;
1073 d.GeomGetAABB(g1, out aabb);
1074 float tmp = vtmp.Z - sz * .18f;
1075
1076 if (aabb.MaxZ < tmp)
1077 {
1078 vtmp.X = curContact.pos.X - vtmp.X;
1079 vtmp.Y = curContact.pos.Y - vtmp.Y;
1080 vtmp.Z = -0.2f;
1081 vtmp.Normalize();
1082 curContact.normal.X = vtmp.X;
1083 curContact.normal.Y = vtmp.Y;
1084 curContact.normal.Z = vtmp.Z;
1085 }
1086 }
1087 }
1088 else
1089 p2.IsColliding = true;
1090
1091 }
1092 }
1093 }
1094
1095 Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
1096 d.JointAttach(Joint, b1, b2);
1097
1098 if (++m_global_contactcount >= maxContactsbeforedeath)
1099 break;
1100
1101 if (++i >= count)
1102 break;
1103
1104 if (!GetCurContactGeom(i, ref curContact))
1105 break;
1106
1107 if (curContact.depth > maxDepthContact.PenetrationDepth)
1108 {
1109 maxDepthContact.Position.X = curContact.pos.X;
1110 maxDepthContact.Position.Y = curContact.pos.Y;
1111 maxDepthContact.Position.Z = curContact.pos.Z;
1112 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
1113 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
1114 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
1115 maxDepthContact.PenetrationDepth = curContact.depth;
1116 }
1117 }
1118 }
1119
1120 collision_accounting_events(p1, p2, maxDepthContact);
1121
1122/*
1123 if (notskipedcount > geomContactPointsStartthrottle)
1124 {
1125 // If there are more then 3 contact points, it's likely
1126 // that we've got a pile of objects, so ...
1127 // We don't want to send out hundreds of terse updates over and over again
1128 // so lets throttle them and send them again after it's somewhat sorted out.
1129 this needs checking so out for now
1130 if (b1 != IntPtr.Zero)
1131 p1.ThrottleUpdates = true;
1132 if (b2 != IntPtr.Zero)
1133 p2.ThrottleUpdates = true;
1134
1135 }
1136 */
1137 }
1138
1139 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1140 {
1141 uint obj2LocalID = 0;
1142
1143 bool p1events = p1.SubscribedEvents();
1144 bool p2events = p2.SubscribedEvents();
1145
1146 if (p1.IsVolumeDtc)
1147 p2events = false;
1148 if (p2.IsVolumeDtc)
1149 p1events = false;
1150
1151 if (!p2events && !p1events)
1152 return;
1153
1154 Vector3 vel = Vector3.Zero;
1155 if (p2 != null && p2.IsPhysical)
1156 vel = p2.Velocity;
1157
1158 if (p1 != null && p1.IsPhysical)
1159 vel -= p1.Velocity;
1160
1161 contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);
1162
1163 switch ((ActorTypes)p1.PhysicsActorType)
1164 {
1165 case ActorTypes.Agent:
1166 case ActorTypes.Prim:
1167 {
1168 switch ((ActorTypes)p2.PhysicsActorType)
1169 {
1170 case ActorTypes.Agent:
1171 case ActorTypes.Prim:
1172 if (p2events)
1173 {
1174 AddCollisionEventReporting(p2);
1175 p2.AddCollisionEvent(p1.ParentActor.LocalID, contact);
1176 }
1177 obj2LocalID = p2.ParentActor.LocalID;
1178 break;
1179
1180 case ActorTypes.Ground:
1181 case ActorTypes.Unknown:
1182 default:
1183 obj2LocalID = 0;
1184 break;
1185 }
1186 if (p1events)
1187 {
1188 contact.SurfaceNormal = -contact.SurfaceNormal;
1189 AddCollisionEventReporting(p1);
1190 p1.AddCollisionEvent(obj2LocalID, contact);
1191 }
1192 break;
1193 }
1194 case ActorTypes.Ground:
1195 case ActorTypes.Unknown:
1196 default:
1197 {
1198 if (p2events && !p2.IsVolumeDtc)
1199 {
1200 AddCollisionEventReporting(p2);
1201 p2.AddCollisionEvent(0, contact);
1202 }
1203 break;
1204 }
1205 }
1206 }
1207
1208 /// <summary>
1209 /// This is our collision testing routine in ODE
1210 /// </summary>
1211 /// <param name="timeStep"></param>
1212 private void collision_optimized()
1213 {
1214 lock (_characters)
1215 {
1216 try
1217 {
1218 foreach (OdeCharacter chr in _characters)
1219 {
1220 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1221 continue;
1222
1223 chr.IsColliding = false;
1224 // chr.CollidingGround = false; not done here
1225 chr.CollidingObj = false;
1226 // do colisions with static space
1227 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1228 }
1229 }
1230 catch (AccessViolationException)
1231 {
1232 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1233 }
1234
1235 }
1236
1237 lock (_activeprims)
1238 {
1239 foreach (OdePrim aprim in _activeprims)
1240 {
1241 aprim.CollisionScore = 0;
1242 aprim.IsColliding = false;
1243 }
1244 }
1245
1246 // collide active prims with static enviroment
1247 lock (_activegroups)
1248 {
1249 try
1250 {
1251 foreach (OdePrim prm in _activegroups)
1252 {
1253 if (!prm.m_outbounds)
1254 {
1255 if (d.BodyIsEnabled(prm.Body))
1256 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1257 }
1258 }
1259 }
1260 catch (AccessViolationException)
1261 {
1262 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1263 }
1264 }
1265 // finally colide active things amoung them
1266 try
1267 {
1268 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1269 }
1270 catch (AccessViolationException)
1271 {
1272 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1273 }
1274// _perloopContact.Clear();
1275 }
1276
1277 #endregion
1278 /// <summary>
1279 /// Add actor to the list that should receive collision events in the simulate loop.
1280 /// </summary>
1281 /// <param name="obj"></param>
1282 public void AddCollisionEventReporting(PhysicsActor obj)
1283 {
1284 if (!_collisionEventPrim.Contains(obj))
1285 _collisionEventPrim.Add(obj);
1286 }
1287
1288 /// <summary>
1289 /// Remove actor from the list that should receive collision events in the simulate loop.
1290 /// </summary>
1291 /// <param name="obj"></param>
1292 public void RemoveCollisionEventReporting(PhysicsActor obj)
1293 {
1294 if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj))
1295 _collisionEventPrimRemove.Add(obj);
1296 }
1297
1298
1299 #region Add/Remove Entities
1300
1301 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1302 {
1303 Vector3 pos;
1304 pos.X = position.X;
1305 pos.Y = position.Y;
1306 pos.Z = position.Z;
1307 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1308 newAv.Flying = isFlying;
1309 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1310
1311 return newAv;
1312 }
1313
1314 public void AddCharacter(OdeCharacter chr)
1315 {
1316 lock (_characters)
1317 {
1318 if (!_characters.Contains(chr))
1319 {
1320 _characters.Add(chr);
1321 if (chr.bad)
1322 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1323 }
1324 }
1325 }
1326
1327 public void RemoveCharacter(OdeCharacter chr)
1328 {
1329 lock (_characters)
1330 {
1331 if (_characters.Contains(chr))
1332 {
1333 _characters.Remove(chr);
1334 }
1335 }
1336 }
1337
1338 public void BadCharacter(OdeCharacter chr)
1339 {
1340 lock (_badCharacter)
1341 {
1342 if (!_badCharacter.Contains(chr))
1343 _badCharacter.Add(chr);
1344 }
1345 }
1346
1347 public override void RemoveAvatar(PhysicsActor actor)
1348 {
1349 //m_log.Debug("[PHYSICS]:ODELOCK");
1350 ((OdeCharacter) actor).Destroy();
1351 }
1352
1353 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1354 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1355 {
1356 Vector3 pos = position;
1357 Vector3 siz = size;
1358 Quaternion rot = rotation;
1359
1360 OdePrim newPrim;
1361 lock (OdeLock)
1362 {
1363 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,0,localID);
1364
1365 lock (_prims)
1366 _prims.Add(newPrim);
1367 }
1368 return newPrim;
1369 }
1370
1371 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1372 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
1373 {
1374 Vector3 pos = position;
1375 Vector3 siz = size;
1376 Quaternion rot = rotation;
1377
1378 OdePrim newPrim;
1379 lock (OdeLock)
1380 {
1381 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, 0, localID);
1382
1383 lock (_prims)
1384 _prims.Add(newPrim);
1385 }
1386 return newPrim;
1387 }
1388
1389 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1390 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
1391 {
1392 Vector3 pos = position;
1393 Vector3 siz = size;
1394 Quaternion rot = rotation;
1395
1396 OdePrim newPrim;
1397 lock (OdeLock)
1398 {
1399 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, shapeType, localID);
1400
1401 lock (_prims)
1402 _prims.Add(newPrim);
1403 }
1404 return newPrim;
1405 }
1406
1407 public void addActivePrim(OdePrim activatePrim)
1408 {
1409 // adds active prim..
1410 lock (_activeprims)
1411 {
1412 if (!_activeprims.Contains(activatePrim))
1413 _activeprims.Add(activatePrim);
1414 }
1415 }
1416
1417 public void addActiveGroups(OdePrim activatePrim)
1418 {
1419 lock (_activegroups)
1420 {
1421 if (!_activegroups.Contains(activatePrim))
1422 _activegroups.Add(activatePrim);
1423 }
1424 }
1425
1426 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1427 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1428 {
1429 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
1430 }
1431
1432
1433 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1434 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1435 {
1436#if SPAM
1437 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1438#endif
1439
1440 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1441 }
1442
1443 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1444 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
1445 {
1446#if SPAM
1447 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1448#endif
1449
1450 return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
1451 }
1452
1453 public override float TimeDilation
1454 {
1455 get { return m_timeDilation; }
1456 }
1457
1458 public override bool SupportsNINJAJoints
1459 {
1460 get { return false; }
1461 }
1462
1463
1464 public void remActivePrim(OdePrim deactivatePrim)
1465 {
1466 lock (_activeprims)
1467 {
1468 _activeprims.Remove(deactivatePrim);
1469 }
1470 }
1471 public void remActiveGroup(OdePrim deactivatePrim)
1472 {
1473 lock (_activegroups)
1474 {
1475 _activegroups.Remove(deactivatePrim);
1476 }
1477 }
1478
1479 public override void RemovePrim(PhysicsActor prim)
1480 {
1481 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1482 // removed in the next physics simulate pass.
1483 if (prim is OdePrim)
1484 {
1485// lock (OdeLock)
1486 {
1487
1488 OdePrim p = (OdePrim)prim;
1489 p.setPrimForRemoval();
1490 }
1491 }
1492 }
1493 /// <summary>
1494 /// This is called from within simulate but outside the locked portion
1495 /// We need to do our own locking here
1496 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1497 /// Simulate() -- justincc).
1498 ///
1499 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1500 ///
1501 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1502 /// that the space was using.
1503 /// </summary>
1504 /// <param name="prim"></param>
1505 public void RemovePrimThreadLocked(OdePrim prim)
1506 {
1507 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1508 lock (prim)
1509 {
1510// RemoveCollisionEventReporting(prim);
1511 lock (_prims)
1512 _prims.Remove(prim);
1513 }
1514
1515 }
1516 #endregion
1517
1518 #region Space Separation Calculation
1519
1520 /// <summary>
1521 /// Called when a static prim moves or becomes static
1522 /// Places the prim in a space one the static sub-spaces grid
1523 /// </summary>
1524 /// <param name="geom">the pointer to the geom that moved</param>
1525 /// <param name="pos">the position that the geom moved to</param>
1526 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1527 /// <returns>a pointer to the new space it's in</returns>
1528 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1529 {
1530 // moves a prim into another static sub-space or from another space into a static sub-space
1531
1532 // Called ODEPrim so
1533 // it's already in locked space.
1534
1535 if (geom == IntPtr.Zero) // shouldn't happen
1536 return IntPtr.Zero;
1537
1538 // get the static sub-space for current position
1539 IntPtr newspace = calculateSpaceForGeom(pos);
1540
1541 if (newspace == currentspace) // if we are there all done
1542 return newspace;
1543
1544 // else remove it from its current space
1545 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1546 {
1547 if (d.GeomIsSpace(currentspace))
1548 {
1549 waitForSpaceUnlock(currentspace);
1550 d.SpaceRemove(currentspace, geom);
1551
1552 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1553 {
1554 d.SpaceDestroy(currentspace);
1555 }
1556 }
1557 else
1558 {
1559 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1560 " Geom:" + geom);
1561 }
1562 }
1563 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1564 {
1565 currentspace = d.GeomGetSpace(geom);
1566 if (currentspace != IntPtr.Zero)
1567 {
1568 if (d.GeomIsSpace(currentspace))
1569 {
1570 waitForSpaceUnlock(currentspace);
1571 d.SpaceRemove(currentspace, geom);
1572
1573 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1574 {
1575 d.SpaceDestroy(currentspace);
1576 }
1577
1578 }
1579 }
1580 }
1581
1582 // put the geom in the newspace
1583 waitForSpaceUnlock(newspace);
1584 d.SpaceAdd(newspace, geom);
1585
1586 // let caller know this newspace
1587 return newspace;
1588 }
1589
1590 /// <summary>
1591 /// Calculates the space the prim should be in by its position
1592 /// </summary>
1593 /// <param name="pos"></param>
1594 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1595 public IntPtr calculateSpaceForGeom(Vector3 pos)
1596 {
1597 int x, y;
1598
1599 if (pos.X < 0)
1600 return staticPrimspaceOffRegion[0];
1601
1602 if (pos.Y < 0)
1603 return staticPrimspaceOffRegion[2];
1604
1605 x = (int)(pos.X * spacesPerMeter);
1606 if (x > spaceGridMaxX)
1607 return staticPrimspaceOffRegion[1];
1608
1609 y = (int)(pos.Y * spacesPerMeter);
1610 if (y > spaceGridMaxY)
1611 return staticPrimspaceOffRegion[3];
1612
1613 return staticPrimspace[x, y];
1614 }
1615
1616 #endregion
1617
1618 /// <summary>
1619 /// Routine to figure out if we need to mesh this prim with our mesher
1620 /// </summary>
1621 /// <param name="pbs"></param>
1622 /// <returns></returns>
1623 public bool needsMeshing(PrimitiveBaseShape pbs)
1624 {
1625 // check sculpts or meshs
1626 if (pbs.SculptEntry)
1627 {
1628 if (meshSculptedPrim)
1629 return true;
1630
1631 if (pbs.SculptType == (byte)SculptType.Mesh) // always do meshs
1632 return true;
1633
1634 return false;
1635 }
1636
1637 if (forceSimplePrimMeshing)
1638 return true;
1639
1640 // 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
1641
1642 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1643 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1644 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1645 {
1646
1647 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1648 && pbs.ProfileHollow == 0
1649 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1650 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1651 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1652 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1653 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1654 {
1655#if SPAM
1656 m_log.Warn("NonMesh");
1657#endif
1658 return false;
1659 }
1660 }
1661
1662 // following code doesn't give meshs to boxes and spheres ever
1663 // and it's odd.. so for now just return true if asked to force meshs
1664 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1665
1666 int iPropertiesNotSupportedDefault = 0;
1667
1668 if (pbs.ProfileHollow != 0)
1669 iPropertiesNotSupportedDefault++;
1670
1671 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1672 iPropertiesNotSupportedDefault++;
1673
1674 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1675 iPropertiesNotSupportedDefault++;
1676
1677 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1678 iPropertiesNotSupportedDefault++;
1679
1680 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1681 iPropertiesNotSupportedDefault++;
1682
1683 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1684 iPropertiesNotSupportedDefault++;
1685
1686 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1687 iPropertiesNotSupportedDefault++;
1688
1689 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))
1690 iPropertiesNotSupportedDefault++;
1691
1692 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1693 iPropertiesNotSupportedDefault++;
1694
1695 // test for torus
1696 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1697 {
1698 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1699 {
1700 iPropertiesNotSupportedDefault++;
1701 }
1702 }
1703 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1704 {
1705 if (pbs.PathCurve == (byte)Extrusion.Straight)
1706 {
1707 iPropertiesNotSupportedDefault++;
1708 }
1709
1710 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1711 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1712 {
1713 iPropertiesNotSupportedDefault++;
1714 }
1715 }
1716 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1717 {
1718 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1719 {
1720 iPropertiesNotSupportedDefault++;
1721 }
1722 }
1723 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1724 {
1725 if (pbs.PathCurve == (byte)Extrusion.Straight)
1726 {
1727 iPropertiesNotSupportedDefault++;
1728 }
1729 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1730 {
1731 iPropertiesNotSupportedDefault++;
1732 }
1733 }
1734
1735 if (iPropertiesNotSupportedDefault == 0)
1736 {
1737#if SPAM
1738 m_log.Warn("NonMesh");
1739#endif
1740 return false;
1741 }
1742#if SPAM
1743 m_log.Debug("Mesh");
1744#endif
1745 return true;
1746 }
1747
1748 /// <summary>
1749 /// Called to queue a change to a actor
1750 /// to use in place of old taint mechanism so changes do have a time sequence
1751 /// </summary>
1752
1753 public void AddChange(PhysicsActor actor, changes what, Object arg)
1754 {
1755 ODEchangeitem item = new ODEchangeitem();
1756 item.actor = actor;
1757 item.what = what;
1758 item.arg = arg;
1759 ChangesQueue.Enqueue(item);
1760 }
1761
1762 /// <summary>
1763 /// Called after our prim properties are set Scale, position etc.
1764 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1765 /// This assures us that we have no race conditions
1766 /// </summary>
1767 /// <param name="prim"></param>
1768 public override void AddPhysicsActorTaint(PhysicsActor prim)
1769 {
1770 }
1771
1772 /// <summary>
1773 /// This is our main simulate loop
1774 /// It's thread locked by a Mutex in the scene.
1775 /// It holds Collisions, it instructs ODE to step through the physical reactions
1776 /// It moves the objects around in memory
1777 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1778 /// </summary>
1779 /// <param name="timeStep"></param>
1780 /// <returns></returns>
1781 public override float Simulate(float timeStep)
1782 {
1783
1784 DateTime now = DateTime.UtcNow;
1785 TimeSpan timedif = now - m_lastframe;
1786 m_lastframe = now;
1787 timeStep = (float)timedif.TotalSeconds;
1788
1789 // acumulate time so we can reduce error
1790 step_time += timeStep;
1791
1792 if (step_time < HalfOdeStep)
1793 return 0;
1794
1795 if (framecount < 0)
1796 framecount = 0;
1797
1798 framecount++;
1799
1800 int curphysiteractions;
1801
1802 // if in trouble reduce step resolution
1803 if (step_time >= m_SkipFramesAtms)
1804 curphysiteractions = m_physicsiterations / 2;
1805 else
1806 curphysiteractions = m_physicsiterations;
1807
1808 int nodeframes = 0;
1809
1810// checkThread();
1811
1812 lock (SimulationLock)
1813 lock(OdeLock)
1814 {
1815 if (world == IntPtr.Zero)
1816 return 0;
1817
1818 // adjust number of iterations per step
1819
1820// try
1821// {
1822 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1823/* }
1824 catch (StackOverflowException)
1825 {
1826 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1827// ode.drelease(world);
1828 base.TriggerPhysicsBasedRestart();
1829 }
1830*/
1831 while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
1832 {
1833 try
1834 {
1835 // clear pointer/counter to contacts to pass into joints
1836 m_global_contactcount = 0;
1837
1838 ODEchangeitem item;
1839
1840 if(ChangesQueue.Count >0)
1841 {
1842 int ttmpstart = Util.EnvironmentTickCount();
1843 int ttmp;
1844
1845 while(ChangesQueue.Dequeue(out item))
1846 {
1847 if (item.actor != null)
1848 {
1849 try
1850 {
1851 if (item.actor is OdeCharacter)
1852 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1853 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1854 RemovePrimThreadLocked((OdePrim)item.actor);
1855 }
1856 catch
1857 {
1858 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1859 };
1860 }
1861 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1862 if (ttmp > 20)
1863 break;
1864 }
1865 }
1866
1867 // Move characters
1868 lock (_characters)
1869 {
1870 List<OdeCharacter> defects = new List<OdeCharacter>();
1871 foreach (OdeCharacter actor in _characters)
1872 {
1873 if (actor != null)
1874 actor.Move(ODE_STEPSIZE, defects);
1875 }
1876 if (defects.Count != 0)
1877 {
1878 foreach (OdeCharacter defect in defects)
1879 {
1880 RemoveCharacter(defect);
1881 }
1882 defects.Clear();
1883 }
1884 }
1885
1886 // Move other active objects
1887 lock (_activegroups)
1888 {
1889 foreach (OdePrim aprim in _activegroups)
1890 {
1891 aprim.Move();
1892 }
1893 }
1894
1895 //if ((framecount % m_randomizeWater) == 0)
1896 // randomizeWater(waterlevel);
1897
1898 m_rayCastManager.ProcessQueuedRequests();
1899
1900 collision_optimized();
1901
1902 foreach (PhysicsActor obj in _collisionEventPrim)
1903 {
1904 if (obj == null)
1905 continue;
1906
1907 switch ((ActorTypes)obj.PhysicsActorType)
1908 {
1909 case ActorTypes.Agent:
1910 OdeCharacter cobj = (OdeCharacter)obj;
1911 cobj.AddCollisionFrameTime((int)(odetimestepMS));
1912 cobj.SendCollisions();
1913 break;
1914
1915 case ActorTypes.Prim:
1916 OdePrim pobj = (OdePrim)obj;
1917 if (pobj.Body == IntPtr.Zero || (d.BodyIsEnabled(pobj.Body) && !pobj.m_outbounds))
1918 if (!pobj.m_outbounds)
1919 {
1920 pobj.AddCollisionFrameTime((int)(odetimestepMS));
1921 pobj.SendCollisions();
1922 }
1923 break;
1924 }
1925 }
1926
1927 foreach (PhysicsActor obj in _collisionEventPrimRemove)
1928 _collisionEventPrim.Remove(obj);
1929
1930 _collisionEventPrimRemove.Clear();
1931
1932 // do a ode simulation step
1933 d.WorldQuickStep(world, ODE_STEPSIZE);
1934 d.JointGroupEmpty(contactgroup);
1935
1936 // update managed ideia of physical data and do updates to core
1937 /*
1938 lock (_characters)
1939 {
1940 foreach (OdeCharacter actor in _characters)
1941 {
1942 if (actor != null)
1943 {
1944 if (actor.bad)
1945 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1946
1947 actor.UpdatePositionAndVelocity();
1948 }
1949 }
1950 }
1951 */
1952
1953 lock (_activegroups)
1954 {
1955 {
1956 foreach (OdePrim actor in _activegroups)
1957 {
1958 if (actor.IsPhysical)
1959 {
1960 actor.UpdatePositionAndVelocity();
1961 }
1962 }
1963 }
1964 }
1965 }
1966 catch (Exception e)
1967 {
1968 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1969// ode.dunlock(world);
1970 }
1971
1972
1973 step_time -= ODE_STEPSIZE;
1974 nodeframes++;
1975 }
1976
1977 lock (_badCharacter)
1978 {
1979 if (_badCharacter.Count > 0)
1980 {
1981 foreach (OdeCharacter chr in _badCharacter)
1982 {
1983 RemoveCharacter(chr);
1984 }
1985
1986 _badCharacter.Clear();
1987 }
1988 }
1989
1990 timedif = now - m_lastMeshExpire;
1991
1992 if (timedif.Seconds > 10)
1993 {
1994 mesher.ExpireReleaseMeshs();
1995 m_lastMeshExpire = now;
1996 }
1997/*
1998 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1999 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
2000 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
2001 int nbodies = d.NTotalBodies;
2002 int ngeoms = d.NTotalGeoms;
2003*/
2004 // Finished with all sim stepping. If requested, dump world state to file for debugging.
2005 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
2006 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
2007 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
2008 {
2009 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
2010 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
2011
2012 if (physics_logging_append_existing_logfile)
2013 {
2014 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
2015 TextWriter fwriter = File.AppendText(fname);
2016 fwriter.WriteLine(header);
2017 fwriter.Close();
2018 }
2019
2020 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
2021 }
2022
2023 // think time dilation as to do with dinamic step size that we dont' have
2024 // even so tell something to world
2025 if (nodeframes < 10) // we did the requested loops
2026 m_timeDilation = 1.0f;
2027 else if (step_time > 0)
2028 {
2029 m_timeDilation = timeStep / step_time;
2030 if (m_timeDilation > 1)
2031 m_timeDilation = 1;
2032 if (step_time > m_SkipFramesAtms)
2033 step_time = 0;
2034 }
2035 }
2036
2037// return nodeframes * ODE_STEPSIZE; // return real simulated time
2038 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
2039 }
2040
2041 /// <summary>
2042 public override void GetResults()
2043 {
2044 }
2045
2046 public override bool IsThreaded
2047 {
2048 // for now we won't be multithreaded
2049 get { return (false); }
2050 }
2051
2052 public float GetTerrainHeightAtXY(float x, float y)
2053 {
2054
2055
2056 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2057 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2058
2059
2060 IntPtr heightFieldGeom = IntPtr.Zero;
2061
2062 // get region map
2063 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
2064 return 0f;
2065
2066 if (heightFieldGeom == IntPtr.Zero)
2067 return 0f;
2068
2069 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
2070 return 0f;
2071
2072 // TerrainHeightField for ODE as offset 1m
2073 x += 1f - offsetX;
2074 y += 1f - offsetY;
2075
2076 // make position fit into array
2077 if (x < 0)
2078 x = 0;
2079 if (y < 0)
2080 y = 0;
2081
2082 // integer indexs
2083 int ix;
2084 int iy;
2085 // interpolators offset
2086 float dx;
2087 float dy;
2088
2089 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
2090
2091 if (OdeUbitLib)
2092 {
2093 if (x < regsize - 1)
2094 {
2095 ix = (int)x;
2096 dx = x - (float)ix;
2097 }
2098 else // out world use external height
2099 {
2100 ix = regsize - 2;
2101 dx = 0;
2102 }
2103 if (y < regsize - 1)
2104 {
2105 iy = (int)y;
2106 dy = y - (float)iy;
2107 }
2108 else
2109 {
2110 iy = regsize - 2;
2111 dy = 0;
2112 }
2113 }
2114
2115 else
2116 {
2117 // we still have square fixed size regions
2118 // also flip x and y because of how map is done for ODE fliped axis
2119 // so ix,iy,dx and dy are inter exchanged
2120 if (x < regsize - 1)
2121 {
2122 iy = (int)x;
2123 dy = x - (float)iy;
2124 }
2125 else // out world use external height
2126 {
2127 iy = regsize - 2;
2128 dy = 0;
2129 }
2130 if (y < regsize - 1)
2131 {
2132 ix = (int)y;
2133 dx = y - (float)ix;
2134 }
2135 else
2136 {
2137 ix = regsize - 2;
2138 dx = 0;
2139 }
2140 }
2141
2142 float h0;
2143 float h1;
2144 float h2;
2145
2146 iy *= regsize;
2147 iy += ix; // all indexes have iy + ix
2148
2149 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
2150 /*
2151 if ((dx + dy) <= 1.0f)
2152 {
2153 h0 = ((float)heights[iy]); // 0,0 vertice
2154 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
2155 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
2156 }
2157 else
2158 {
2159 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
2160 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
2161 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
2162 }
2163 */
2164 h0 = ((float)heights[iy]); // 0,0 vertice
2165
2166 if ((dy > dx))
2167 {
2168 iy += regsize;
2169 h2 = (float)heights[iy]; // 0,1 vertice
2170 h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
2171 h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
2172 }
2173 else
2174 {
2175 iy++;
2176 h2 = (float)heights[iy]; // vertice 1,0
2177 h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
2178 h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
2179 }
2180
2181 return h0 + h1 + h2;
2182 }
2183
2184
2185 public override void SetTerrain(float[] heightMap)
2186 {
2187 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
2188 {
2189 if (m_parentScene is OdeScene)
2190 {
2191 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
2192 }
2193 }
2194 else
2195 {
2196 SetTerrain(heightMap, m_worldOffset);
2197 }
2198 }
2199
2200 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
2201 {
2202 SetTerrain(heightMap, pOffset);
2203 }
2204
2205 public void SetTerrain(float[] heightMap, Vector3 pOffset)
2206 {
2207 if (OdeUbitLib)
2208 UbitSetTerrain(heightMap, pOffset);
2209 else
2210 OriSetTerrain(heightMap, pOffset);
2211 }
2212
2213 public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
2214 {
2215 // assumes 1m size grid and constante size square regions
2216 // needs to know about sims around in future
2217
2218 float[] _heightmap;
2219
2220 uint heightmapWidth = Constants.RegionSize + 2;
2221 uint heightmapHeight = Constants.RegionSize + 2;
2222
2223 uint heightmapWidthSamples = heightmapWidth + 1;
2224 uint heightmapHeightSamples = heightmapHeight + 1;
2225
2226 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2227
2228 const float scale = 1.0f;
2229 const float offset = 0.0f;
2230 const float thickness = 10f;
2231 const int wrap = 0;
2232
2233 uint regionsize = Constants.RegionSize;
2234
2235 float hfmin = float.MaxValue;
2236 float hfmax = float.MinValue;
2237 float val;
2238 uint xx;
2239 uint yy;
2240
2241 uint maxXXYY = regionsize - 1;
2242 // flipping map adding one margin all around so things don't fall in edges
2243
2244 uint xt = 0;
2245 xx = 0;
2246
2247 for (uint x = 0; x < heightmapWidthSamples; x++)
2248 {
2249 if (x > 1 && xx < maxXXYY)
2250 xx++;
2251 yy = 0;
2252 for (uint y = 0; y < heightmapHeightSamples; y++)
2253 {
2254 if (y > 1 && y < maxXXYY)
2255 yy += regionsize;
2256
2257 val = heightMap[yy + xx];
2258 if (val < 0.0f)
2259 val = 0.0f; // no neg terrain as in chode
2260 _heightmap[xt + y] = val;
2261
2262 if (hfmin > val)
2263 hfmin = val;
2264 if (hfmax < val)
2265 hfmax = val;
2266 }
2267 xt += heightmapHeightSamples;
2268 }
2269 lock (OdeLock)
2270 {
2271 IntPtr GroundGeom = IntPtr.Zero;
2272 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2273 {
2274 RegionTerrain.Remove(pOffset);
2275 if (GroundGeom != IntPtr.Zero)
2276 {
2277 actor_name_map.Remove(GroundGeom);
2278 d.GeomDestroy(GroundGeom);
2279
2280 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2281 {
2282 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2283 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2284 TerrainHeightFieldHeights.Remove(GroundGeom);
2285 }
2286 }
2287 }
2288 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2289
2290 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2291
2292 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2293 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2294 offset, thickness, wrap);
2295
2296 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2297 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2298 if (GroundGeom != IntPtr.Zero)
2299 {
2300 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2301 d.GeomSetCollideBits(GroundGeom, 0);
2302
2303 PhysicsActor pa = new NullPhysicsActor();
2304 pa.Name = "Terrain";
2305 pa.PhysicsActorType = (int)ActorTypes.Ground;
2306 actor_name_map[GroundGeom] = pa;
2307
2308// geom_name_map[GroundGeom] = "Terrain";
2309
2310 d.Matrix3 R = new d.Matrix3();
2311
2312 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2313 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2314
2315
2316 q1 = q1 * q2;
2317
2318 Vector3 v3;
2319 float angle;
2320 q1.GetAxisAngle(out v3, out angle);
2321
2322 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2323 d.GeomSetRotation(GroundGeom, ref R);
2324 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2325 RegionTerrain.Add(pOffset, GroundGeom);
2326 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2327 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2328 }
2329 }
2330 }
2331
2332 public void UbitSetTerrain(float[] heightMap, Vector3 pOffset)
2333 {
2334 // assumes 1m size grid and constante size square regions
2335 // needs to know about sims around in future
2336
2337 float[] _heightmap;
2338
2339 uint heightmapWidth = Constants.RegionSize + 2;
2340 uint heightmapHeight = Constants.RegionSize + 2;
2341
2342 uint heightmapWidthSamples = heightmapWidth + 1;
2343 uint heightmapHeightSamples = heightmapHeight + 1;
2344
2345 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2346
2347
2348 uint regionsize = Constants.RegionSize;
2349
2350 float hfmin = float.MaxValue;
2351// float hfmax = float.MinValue;
2352 float val;
2353
2354
2355 uint maxXXYY = regionsize - 1;
2356 // adding one margin all around so things don't fall in edges
2357
2358 uint xx;
2359 uint yy = 0;
2360 uint yt = 0;
2361
2362 for (uint y = 0; y < heightmapHeightSamples; y++)
2363 {
2364 if (y > 1 && y < maxXXYY)
2365 yy += regionsize;
2366 xx = 0;
2367 for (uint x = 0; x < heightmapWidthSamples; x++)
2368 {
2369 if (x > 1 && x < maxXXYY)
2370 xx++;
2371
2372 val = heightMap[yy + xx];
2373 if (val < 0.0f)
2374 val = 0.0f; // no neg terrain as in chode
2375 _heightmap[yt + x] = val;
2376
2377 if (hfmin > val)
2378 hfmin = val;
2379// if (hfmax < val)
2380// hfmax = val;
2381 }
2382 yt += heightmapWidthSamples;
2383 }
2384 lock (OdeLock)
2385 {
2386 IntPtr GroundGeom = IntPtr.Zero;
2387 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2388 {
2389 RegionTerrain.Remove(pOffset);
2390 if (GroundGeom != IntPtr.Zero)
2391 {
2392 actor_name_map.Remove(GroundGeom);
2393 d.GeomDestroy(GroundGeom);
2394
2395 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2396 {
2397 if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated)
2398 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2399 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2400 TerrainHeightFieldHeights.Remove(GroundGeom);
2401 }
2402 }
2403 }
2404 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2405
2406 const int wrap = 0;
2407 float thickness = hfmin;
2408 if (thickness < 0)
2409 thickness = 1;
2410
2411 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2412
2413 d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
2414 (int)heightmapWidthSamples, (int)heightmapHeightSamples,
2415 thickness, wrap);
2416
2417// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2418 GroundGeom = d.CreateUbitTerrain(StaticSpace, HeightmapData, 1);
2419 if (GroundGeom != IntPtr.Zero)
2420 {
2421 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2422 d.GeomSetCollideBits(GroundGeom, 0);
2423
2424 PhysicsActor pa = new NullPhysicsActor();
2425 pa.Name = "Terrain";
2426 pa.PhysicsActorType = (int)ActorTypes.Ground;
2427 actor_name_map[GroundGeom] = pa;
2428
2429// geom_name_map[GroundGeom] = "Terrain";
2430
2431 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2432 RegionTerrain.Add(pOffset, GroundGeom);
2433 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2434 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2435 }
2436 }
2437 }
2438
2439
2440 public override void DeleteTerrain()
2441 {
2442 }
2443
2444 public float GetWaterLevel()
2445 {
2446 return waterlevel;
2447 }
2448
2449 public override bool SupportsCombining()
2450 {
2451 return true;
2452 }
2453/*
2454 public override void UnCombine(PhysicsScene pScene)
2455 {
2456 IntPtr localGround = IntPtr.Zero;
2457// float[] localHeightfield;
2458 bool proceed = false;
2459 List<IntPtr> geomDestroyList = new List<IntPtr>();
2460
2461 lock (OdeLock)
2462 {
2463 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2464 {
2465 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2466 {
2467 if (geom == localGround)
2468 {
2469// localHeightfield = TerrainHeightFieldHeights[geom];
2470 proceed = true;
2471 }
2472 else
2473 {
2474 geomDestroyList.Add(geom);
2475 }
2476 }
2477
2478 if (proceed)
2479 {
2480 m_worldOffset = Vector3.Zero;
2481 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2482 m_parentScene = null;
2483
2484 foreach (IntPtr g in geomDestroyList)
2485 {
2486 // removingHeightField needs to be done or the garbage collector will
2487 // collect the terrain data before we tell ODE to destroy it causing
2488 // memory corruption
2489 if (TerrainHeightFieldHeights.ContainsKey(g))
2490 {
2491// float[] removingHeightField = TerrainHeightFieldHeights[g];
2492 TerrainHeightFieldHeights.Remove(g);
2493
2494 if (RegionTerrain.ContainsKey(g))
2495 {
2496 RegionTerrain.Remove(g);
2497 }
2498
2499 d.GeomDestroy(g);
2500 //removingHeightField = new float[0];
2501 }
2502 }
2503
2504 }
2505 else
2506 {
2507 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2508 }
2509 }
2510 }
2511 }
2512*/
2513 public override void SetWaterLevel(float baseheight)
2514 {
2515 waterlevel = baseheight;
2516// randomizeWater(waterlevel);
2517 }
2518/*
2519 public void randomizeWater(float baseheight)
2520 {
2521 const uint heightmapWidth = Constants.RegionSize + 2;
2522 const uint heightmapHeight = Constants.RegionSize + 2;
2523 const uint heightmapWidthSamples = heightmapWidth + 1;
2524 const uint heightmapHeightSamples = heightmapHeight + 1;
2525
2526 const float scale = 1.0f;
2527 const float offset = 0.0f;
2528 const int wrap = 0;
2529
2530 float[] _watermap = new float[heightmapWidthSamples * heightmapWidthSamples];
2531
2532 float maxheigh = float.MinValue;
2533 float minheigh = float.MaxValue;
2534 float val;
2535 for (int i = 0; i < (heightmapWidthSamples * heightmapHeightSamples); i++)
2536 {
2537
2538 val = (baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f);
2539 _watermap[i] = val;
2540 if (maxheigh < val)
2541 maxheigh = val;
2542 if (minheigh > val)
2543 minheigh = val;
2544 }
2545
2546 float thickness = minheigh;
2547
2548 lock (OdeLock)
2549 {
2550 if (WaterGeom != IntPtr.Zero)
2551 {
2552 actor_name_map.Remove(WaterGeom);
2553 d.GeomDestroy(WaterGeom);
2554 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2555 WaterGeom = IntPtr.Zero;
2556 WaterHeightmapData = IntPtr.Zero;
2557 if(WaterMapHandler.IsAllocated)
2558 WaterMapHandler.Free();
2559 }
2560
2561 WaterHeightmapData = d.GeomHeightfieldDataCreate();
2562
2563 WaterMapHandler = GCHandle.Alloc(_watermap, GCHandleType.Pinned);
2564
2565 d.GeomHeightfieldDataBuildSingle(WaterHeightmapData, WaterMapHandler.AddrOfPinnedObject(), 0, heightmapWidth, heightmapHeight,
2566 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2567 offset, thickness, wrap);
2568 d.GeomHeightfieldDataSetBounds(WaterHeightmapData, minheigh, maxheigh);
2569 WaterGeom = d.CreateHeightfield(StaticSpace, WaterHeightmapData, 1);
2570 if (WaterGeom != IntPtr.Zero)
2571 {
2572 d.GeomSetCategoryBits(WaterGeom, (uint)(CollisionCategories.Water));
2573 d.GeomSetCollideBits(WaterGeom, 0);
2574
2575
2576 PhysicsActor pa = new NullPhysicsActor();
2577 pa.Name = "Water";
2578 pa.PhysicsActorType = (int)ActorTypes.Water;
2579
2580 actor_name_map[WaterGeom] = pa;
2581// geom_name_map[WaterGeom] = "Water";
2582
2583 d.Matrix3 R = new d.Matrix3();
2584
2585 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2586 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2587
2588 q1 = q1 * q2;
2589 Vector3 v3;
2590 float angle;
2591 q1.GetAxisAngle(out v3, out angle);
2592
2593 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2594 d.GeomSetRotation(WaterGeom, ref R);
2595 d.GeomSetPosition(WaterGeom, (float)Constants.RegionSize * 0.5f, (float)Constants.RegionSize * 0.5f, 0);
2596 }
2597 }
2598 }
2599*/
2600 public override void Dispose()
2601 {
2602 lock (OdeLock)
2603 {
2604 m_rayCastManager.Dispose();
2605 m_rayCastManager = null;
2606
2607 lock (_prims)
2608 {
2609 ChangesQueue.Clear();
2610 foreach (OdePrim prm in _prims)
2611 {
2612 prm.DoAChange(changes.Remove, null);
2613 _collisionEventPrim.Remove(prm);
2614 }
2615 _prims.Clear();
2616 }
2617
2618 OdeCharacter[] chtorem;
2619 lock (_characters)
2620 {
2621 chtorem = new OdeCharacter[_characters.Count];
2622 _characters.CopyTo(chtorem);
2623 }
2624
2625 ChangesQueue.Clear();
2626 foreach (OdeCharacter ch in chtorem)
2627 ch.DoAChange(changes.Remove, null);
2628
2629
2630 foreach (IntPtr GroundGeom in RegionTerrain.Values)
2631 {
2632 if (GroundGeom != IntPtr.Zero)
2633 d.GeomDestroy(GroundGeom);
2634 }
2635
2636 RegionTerrain.Clear();
2637
2638 if (TerrainHeightFieldHeightsHandlers.Count > 0)
2639 {
2640 foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values)
2641 {
2642 if (gch.IsAllocated)
2643 gch.Free();
2644 }
2645 }
2646
2647 TerrainHeightFieldHeightsHandlers.Clear();
2648 TerrainHeightFieldHeights.Clear();
2649/*
2650 if (WaterGeom != IntPtr.Zero)
2651 {
2652 d.GeomDestroy(WaterGeom);
2653 WaterGeom = IntPtr.Zero;
2654 if (WaterHeightmapData != IntPtr.Zero)
2655 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2656 WaterHeightmapData = IntPtr.Zero;
2657
2658 if (WaterMapHandler.IsAllocated)
2659 WaterMapHandler.Free();
2660 }
2661*/
2662 if (ContactgeomsArray != IntPtr.Zero)
2663 Marshal.FreeHGlobal(ContactgeomsArray);
2664 if (GlobalContactsArray != IntPtr.Zero)
2665 Marshal.FreeHGlobal(GlobalContactsArray);
2666
2667
2668 d.WorldDestroy(world);
2669 world = IntPtr.Zero;
2670 //d.CloseODE();
2671 }
2672 }
2673
2674 public override Dictionary<uint, float> GetTopColliders()
2675 {
2676 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2677 int cnt = 0;
2678 lock (_prims)
2679 {
2680 foreach (OdePrim prm in _prims)
2681 {
2682 if (prm.CollisionScore > 0)
2683 {
2684 returncolliders.Add(prm.LocalID, prm.CollisionScore);
2685 cnt++;
2686 prm.CollisionScore = 0f;
2687 if (cnt > 25)
2688 {
2689 break;
2690 }
2691 }
2692 }
2693 }
2694 return returncolliders;
2695 }
2696
2697 public override bool SupportsRayCast()
2698 {
2699 return true;
2700 }
2701
2702 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2703 {
2704 if (retMethod != null)
2705 {
2706 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2707 }
2708 }
2709
2710 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2711 {
2712 if (retMethod != null)
2713 {
2714 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2715 }
2716 }
2717
2718 // don't like this
2719 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2720 {
2721 ContactResult[] ourResults = null;
2722 RayCallback retMethod = delegate(List<ContactResult> results)
2723 {
2724 ourResults = new ContactResult[results.Count];
2725 results.CopyTo(ourResults, 0);
2726 };
2727 int waitTime = 0;
2728 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2729 while (ourResults == null && waitTime < 1000)
2730 {
2731 Thread.Sleep(1);
2732 waitTime++;
2733 }
2734 if (ourResults == null)
2735 return new List<ContactResult>();
2736 return new List<ContactResult>(ourResults);
2737 }
2738
2739 public override bool SuportsRaycastWorldFiltered()
2740 {
2741 return true;
2742 }
2743
2744 public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2745 {
2746 object SyncObject = new object();
2747 List<ContactResult> ourresults = new List<ContactResult>();
2748
2749 RayCallback retMethod = delegate(List<ContactResult> results)
2750 {
2751 lock (SyncObject)
2752 {
2753 ourresults = results;
2754 Monitor.PulseAll(SyncObject);
2755 }
2756 };
2757
2758 lock (SyncObject)
2759 {
2760 m_rayCastManager.QueueRequest(position, direction, length, Count,filter, retMethod);
2761 if (!Monitor.Wait(SyncObject, 500))
2762 return null;
2763 else
2764 return ourresults;
2765 }
2766 }
2767
2768 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2769 {
2770 if (retMethod != null && actor !=null)
2771 {
2772 IntPtr geom;
2773 if (actor is OdePrim)
2774 geom = ((OdePrim)actor).prim_geom;
2775 else if (actor is OdeCharacter)
2776 geom = ((OdePrim)actor).prim_geom;
2777 else
2778 return;
2779 if (geom == IntPtr.Zero)
2780 return;
2781 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2782 }
2783 }
2784
2785 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2786 {
2787 if (retMethod != null && actor != null)
2788 {
2789 IntPtr geom;
2790 if (actor is OdePrim)
2791 geom = ((OdePrim)actor).prim_geom;
2792 else if (actor is OdeCharacter)
2793 geom = ((OdePrim)actor).prim_geom;
2794 else
2795 return;
2796 if (geom == IntPtr.Zero)
2797 return;
2798
2799 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2800 }
2801 }
2802
2803 // don't like this
2804 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2805 {
2806 if (actor != null)
2807 {
2808 IntPtr geom;
2809 if (actor is OdePrim)
2810 geom = ((OdePrim)actor).prim_geom;
2811 else if (actor is OdeCharacter)
2812 geom = ((OdePrim)actor).prim_geom;
2813 else
2814 return new List<ContactResult>();
2815 if (geom == IntPtr.Zero)
2816 return new List<ContactResult>();
2817
2818 ContactResult[] ourResults = null;
2819 RayCallback retMethod = delegate(List<ContactResult> results)
2820 {
2821 ourResults = new ContactResult[results.Count];
2822 results.CopyTo(ourResults, 0);
2823 };
2824 int waitTime = 0;
2825 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2826 while (ourResults == null && waitTime < 1000)
2827 {
2828 Thread.Sleep(1);
2829 waitTime++;
2830 }
2831 if (ourResults == null)
2832 return new List<ContactResult>();
2833 return new List<ContactResult>(ourResults);
2834 }
2835 return new List<ContactResult>();
2836 }
2837 }
2838}