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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/UbitMeshing/HelperTypes.cs340
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Mesh.cs601
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs1424
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs1708
-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.cs1847
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs1096
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs933
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs3901
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs683
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs356
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs2025
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs90
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2869
-rw-r--r--OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs2
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSShapes.cs6
-rw-r--r--OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Mesh.cs79
-rw-r--r--OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Meshmerizer.cs17
-rw-r--r--OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMap.cs62
-rw-r--r--OpenSim/Region/PhysicsModules/Meshing/ZeroMesher.cs23
-rw-r--r--OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs1
-rw-r--r--OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs11
-rw-r--r--OpenSim/Region/PhysicsModules/Ode/OdeScene.cs51
-rw-r--r--OpenSim/Region/PhysicsModules/POS/POSPrim.cs2
-rw-r--r--OpenSim/Region/PhysicsModules/POS/POSScene.cs2
-rw-r--r--OpenSim/Region/PhysicsModules/SharedBase/IMesher.cs29
-rw-r--r--OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs227
-rw-r--r--OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs66
-rw-r--r--OpenSim/Region/PhysicsModules/SharedBase/VehicleConstants.cs45
40 files changed, 29403 insertions, 156 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..e7a39eb
--- /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 { get { return m_pidControllerActive; } 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..b283152
--- /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 { get { return m_usePID; } 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,false,convex,false);
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, false,convex,false);
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..6cad285
--- /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 velocity, 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 * (float)ODE_STEPSIZE / timeStep;
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/UbitMeshing/HelperTypes.cs b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
new file mode 100644
index 0000000..5dc1e78
--- /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 = 6;
260
261 String s1 = X.ToString(nfi) + " " + Y.ToString(nfi) + " " + Z.ToString(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..0418893
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -0,0 +1,601 @@
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;
35using System.Runtime.Serialization;
36using System.Runtime.Serialization.Formatters.Binary;
37
38namespace OpenSim.Region.Physics.Meshing
39{
40 public class MeshBuildingData
41 {
42 public Dictionary<Vertex, int> m_vertices;
43 public List<Triangle> m_triangles;
44 public float m_obbXmin;
45 public float m_obbXmax;
46 public float m_obbYmin;
47 public float m_obbYmax;
48 public float m_obbZmin;
49 public float m_obbZmax;
50 public Vector3 m_centroid;
51 public int m_centroidDiv;
52 }
53
54 [Serializable()]
55 public class Mesh : IMesh
56 {
57 float[] vertices;
58 int[] indexes;
59 Vector3 m_obb;
60 Vector3 m_obboffset;
61 [NonSerialized()]
62 MeshBuildingData m_bdata;
63 [NonSerialized()]
64 GCHandle vhandler;
65 [NonSerialized()]
66 GCHandle ihandler;
67 [NonSerialized()]
68 IntPtr m_verticesPtr = IntPtr.Zero;
69 [NonSerialized()]
70 IntPtr m_indicesPtr = IntPtr.Zero;
71 [NonSerialized()]
72 int m_vertexCount = 0;
73 [NonSerialized()]
74 int m_indexCount = 0;
75
76 public int RefCount { get; set; }
77 public AMeshKey Key { get; set; }
78
79 private class vertexcomp : IEqualityComparer<Vertex>
80 {
81 public bool Equals(Vertex v1, Vertex v2)
82 {
83 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
84 return true;
85 else
86 return false;
87 }
88 public int GetHashCode(Vertex v)
89 {
90 int a = v.X.GetHashCode();
91 int b = v.Y.GetHashCode();
92 int c = v.Z.GetHashCode();
93 return (a << 16) ^ (b << 8) ^ c;
94 }
95 }
96
97 public Mesh()
98 {
99 vertexcomp vcomp = new vertexcomp();
100
101 m_bdata = new MeshBuildingData();
102 m_bdata.m_vertices = new Dictionary<Vertex, int>(vcomp);
103 m_bdata.m_triangles = new List<Triangle>();
104 m_bdata.m_centroid = Vector3.Zero;
105 m_bdata.m_centroidDiv = 0;
106 m_bdata.m_obbXmin = float.MaxValue;
107 m_bdata.m_obbXmax = float.MinValue;
108 m_bdata.m_obbYmin = float.MaxValue;
109 m_bdata.m_obbYmax = float.MinValue;
110 m_bdata.m_obbZmin = float.MaxValue;
111 m_bdata.m_obbZmax = float.MinValue;
112 m_obb = new Vector3(0.5f, 0.5f, 0.5f);
113 m_obboffset = Vector3.Zero;
114 }
115
116
117 public Mesh Scale(Vector3 scale)
118 {
119 if (m_verticesPtr == null || m_indicesPtr == null)
120 return null;
121
122 Mesh result = new Mesh();
123
124 float x = scale.X;
125 float y = scale.Y;
126 float z = scale.Z;
127
128 result.m_obb.X = m_obb.X * x;
129 result.m_obb.Y = m_obb.Y * y;
130 result.m_obb.Z = m_obb.Z * z;
131 result.m_obboffset.X = m_obboffset.X * x;
132 result.m_obboffset.Y = m_obboffset.Y * y;
133 result.m_obboffset.Z = m_obboffset.Z * z;
134
135 result.vertices = new float[vertices.Length];
136 int j = 0;
137 for (int i = 0; i < m_vertexCount; i++)
138 {
139 result.vertices[j] = vertices[j] * x;
140 j++;
141 result.vertices[j] = vertices[j] * y;
142 j++;
143 result.vertices[j] = vertices[j] * z;
144 j++;
145 }
146
147 result.indexes = new int[indexes.Length];
148 indexes.CopyTo(result.indexes,0);
149
150 result.pinMemory();
151
152 return result;
153 }
154
155 public Mesh Clone()
156 {
157 Mesh result = new Mesh();
158
159 if (m_bdata != null)
160 {
161 result.m_bdata = new MeshBuildingData();
162 foreach (Triangle t in m_bdata.m_triangles)
163 {
164 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
165 }
166 result.m_bdata.m_centroid = m_bdata.m_centroid;
167 result.m_bdata.m_centroidDiv = m_bdata.m_centroidDiv;
168 result.m_bdata.m_obbXmin = m_bdata.m_obbXmin;
169 result.m_bdata.m_obbXmax = m_bdata.m_obbXmax;
170 result.m_bdata.m_obbYmin = m_bdata.m_obbYmin;
171 result.m_bdata.m_obbYmax = m_bdata.m_obbYmax;
172 result.m_bdata.m_obbZmin = m_bdata.m_obbZmin;
173 result.m_bdata.m_obbZmax = m_bdata.m_obbZmax;
174 }
175 result.m_obb = m_obb;
176 result.m_obboffset = m_obboffset;
177 return result;
178 }
179
180 public void addVertexLStats(Vertex v)
181 {
182 float x = v.X;
183 float y = v.Y;
184 float z = v.Z;
185
186 m_bdata.m_centroid.X += x;
187 m_bdata.m_centroid.Y += y;
188 m_bdata.m_centroid.Z += z;
189 m_bdata.m_centroidDiv++;
190
191 if (x > m_bdata.m_obbXmax)
192 m_bdata.m_obbXmax = x;
193 else if (x < m_bdata.m_obbXmin)
194 m_bdata.m_obbXmin = x;
195
196 if (y > m_bdata.m_obbYmax)
197 m_bdata.m_obbYmax = y;
198 else if (y < m_bdata.m_obbYmin)
199 m_bdata.m_obbYmin = y;
200
201 if (z > m_bdata.m_obbZmax)
202 m_bdata.m_obbZmax = z;
203 else if (z < m_bdata.m_obbZmin)
204 m_bdata.m_obbZmin = z;
205
206 }
207
208 public void Add(Triangle triangle)
209 {
210 if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
211 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
212
213
214 triangle.v1.X = (float)Math.Round(triangle.v1.X, 6);
215 triangle.v1.Y = (float)Math.Round(triangle.v1.Y, 6);
216 triangle.v1.Z = (float)Math.Round(triangle.v1.Z, 6);
217 triangle.v2.X = (float)Math.Round(triangle.v2.X, 6);
218 triangle.v2.Y = (float)Math.Round(triangle.v2.Y, 6);
219 triangle.v2.Z = (float)Math.Round(triangle.v2.Z, 6);
220 triangle.v3.X = (float)Math.Round(triangle.v3.X, 6);
221 triangle.v3.Y = (float)Math.Round(triangle.v3.Y, 6);
222 triangle.v3.Z = (float)Math.Round(triangle.v3.Z, 6);
223
224 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
225 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
226 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
227 )
228 {
229 return;
230 }
231
232 if (m_bdata.m_vertices.Count == 0)
233 {
234 m_bdata.m_centroidDiv = 0;
235 m_bdata.m_centroid = Vector3.Zero;
236 }
237
238 if (!m_bdata.m_vertices.ContainsKey(triangle.v1))
239 {
240 m_bdata.m_vertices[triangle.v1] = m_bdata.m_vertices.Count;
241 addVertexLStats(triangle.v1);
242 }
243 if (!m_bdata.m_vertices.ContainsKey(triangle.v2))
244 {
245 m_bdata.m_vertices[triangle.v2] = m_bdata.m_vertices.Count;
246 addVertexLStats(triangle.v2);
247 }
248 if (!m_bdata.m_vertices.ContainsKey(triangle.v3))
249 {
250 m_bdata.m_vertices[triangle.v3] = m_bdata.m_vertices.Count;
251 addVertexLStats(triangle.v3);
252 }
253 m_bdata.m_triangles.Add(triangle);
254 }
255
256 public Vector3 GetCentroid()
257 {
258 return m_obboffset;
259
260 }
261
262 public Vector3 GetOBB()
263 {
264 return m_obb;
265 float x, y, z;
266 if (m_bdata.m_centroidDiv > 0)
267 {
268 x = (m_bdata.m_obbXmax - m_bdata.m_obbXmin) * 0.5f;
269 y = (m_bdata.m_obbYmax - m_bdata.m_obbYmin) * 0.5f;
270 z = (m_bdata.m_obbZmax - m_bdata.m_obbZmin) * 0.5f;
271 }
272 else // ??
273 {
274 x = 0.5f;
275 y = 0.5f;
276 z = 0.5f;
277 }
278 return new Vector3(x, y, z);
279 }
280
281 public List<Vector3> getVertexList()
282 {
283 List<Vector3> result = new List<Vector3>();
284 foreach (Vertex v in m_bdata.m_vertices.Keys)
285 {
286 result.Add(new Vector3(v.X, v.Y, v.Z));
287 }
288 return result;
289 }
290
291 public float[] getVertexListAsFloat()
292 {
293 if (m_bdata.m_vertices == null)
294 throw new NotSupportedException();
295 float[] result = new float[m_bdata.m_vertices.Count * 3];
296 foreach (KeyValuePair<Vertex, int> kvp in m_bdata.m_vertices)
297 {
298 Vertex v = kvp.Key;
299 int i = kvp.Value;
300 result[3 * i + 0] = v.X;
301 result[3 * i + 1] = v.Y;
302 result[3 * i + 2] = v.Z;
303 }
304 return result;
305 }
306
307 public float[] getVertexListAsFloatLocked()
308 {
309 return null;
310 }
311
312 public void getVertexListAsPtrToFloatArray(out IntPtr _vertices, out int vertexStride, out int vertexCount)
313 {
314 // A vertex is 3 floats
315 vertexStride = 3 * sizeof(float);
316
317 // If there isn't an unmanaged array allocated yet, do it now
318 if (m_verticesPtr == IntPtr.Zero && m_bdata != null)
319 {
320 vertices = getVertexListAsFloat();
321 // Each vertex is 3 elements (floats)
322 m_vertexCount = vertices.Length / 3;
323 vhandler = GCHandle.Alloc(vertices, GCHandleType.Pinned);
324 m_verticesPtr = vhandler.AddrOfPinnedObject();
325 GC.AddMemoryPressure(Buffer.ByteLength(vertices));
326 }
327 _vertices = m_verticesPtr;
328 vertexCount = m_vertexCount;
329 }
330
331 public int[] getIndexListAsInt()
332 {
333 if (m_bdata.m_triangles == null)
334 throw new NotSupportedException();
335 int[] result = new int[m_bdata.m_triangles.Count * 3];
336 for (int i = 0; i < m_bdata.m_triangles.Count; i++)
337 {
338 Triangle t = m_bdata.m_triangles[i];
339 result[3 * i + 0] = m_bdata.m_vertices[t.v1];
340 result[3 * i + 1] = m_bdata.m_vertices[t.v2];
341 result[3 * i + 2] = m_bdata.m_vertices[t.v3];
342 }
343 return result;
344 }
345
346 /// <summary>
347 /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
348 /// </summary>
349 /// <returns></returns>
350 public int[] getIndexListAsIntLocked()
351 {
352 return null;
353 }
354
355 public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
356 {
357 // If there isn't an unmanaged array allocated yet, do it now
358 if (m_indicesPtr == IntPtr.Zero && m_bdata != null)
359 {
360 indexes = getIndexListAsInt();
361 m_indexCount = indexes.Length;
362 ihandler = GCHandle.Alloc(indexes, GCHandleType.Pinned);
363 m_indicesPtr = ihandler.AddrOfPinnedObject();
364 GC.AddMemoryPressure(Buffer.ByteLength(indexes));
365 }
366 // A triangle is 3 ints (indices)
367 triStride = 3 * sizeof(int);
368 indices = m_indicesPtr;
369 indexCount = m_indexCount;
370 }
371
372 public void releasePinned()
373 {
374 if (m_verticesPtr != IntPtr.Zero)
375 {
376 vhandler.Free();
377 vertices = null;
378 m_verticesPtr = IntPtr.Zero;
379 }
380 if (m_indicesPtr != IntPtr.Zero)
381 {
382 ihandler.Free();
383 indexes = null;
384 m_indicesPtr = IntPtr.Zero;
385 }
386 }
387
388 /// <summary>
389 /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
390 /// </summary>
391 public void releaseSourceMeshData()
392 {
393 if (m_bdata != null)
394 {
395 m_bdata.m_triangles = null;
396 m_bdata.m_vertices = null;
397 }
398 }
399
400 public void releaseBuildingMeshData()
401 {
402 if (m_bdata != null)
403 {
404 m_bdata.m_triangles = null;
405 m_bdata.m_vertices = null;
406 m_bdata = null;
407 }
408 }
409
410 public void Append(IMesh newMesh)
411 {
412 if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
413 throw new NotSupportedException("Attempt to Append to a pinned Mesh");
414
415 if (!(newMesh is Mesh))
416 return;
417
418 foreach (Triangle t in ((Mesh)newMesh).m_bdata.m_triangles)
419 Add(t);
420 }
421
422 // Do a linear transformation of mesh.
423 public void TransformLinear(float[,] matrix, float[] offset)
424 {
425 if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
426 throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
427
428 foreach (Vertex v in m_bdata.m_vertices.Keys)
429 {
430 if (v == null)
431 continue;
432 float x, y, z;
433 x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
434 y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
435 z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
436 v.X = x + offset[0];
437 v.Y = y + offset[1];
438 v.Z = z + offset[2];
439 }
440 }
441
442 public void DumpRaw(String path, String name, String title)
443 {
444 if (path == null)
445 return;
446 if (m_bdata == null)
447 return;
448 String fileName = name + "_" + title + ".raw";
449 String completePath = System.IO.Path.Combine(path, fileName);
450 StreamWriter sw = new StreamWriter(completePath);
451 foreach (Triangle t in m_bdata.m_triangles)
452 {
453 String s = t.ToStringRaw();
454 sw.WriteLine(s);
455 }
456 sw.Close();
457 }
458
459 public void TrimExcess()
460 {
461 m_bdata.m_triangles.TrimExcess();
462 }
463
464 public void pinMemory()
465 {
466 m_vertexCount = vertices.Length / 3;
467 vhandler = GCHandle.Alloc(vertices, GCHandleType.Pinned);
468 m_verticesPtr = vhandler.AddrOfPinnedObject();
469 GC.AddMemoryPressure(Buffer.ByteLength(vertices));
470
471 m_indexCount = indexes.Length;
472 ihandler = GCHandle.Alloc(indexes, GCHandleType.Pinned);
473 m_indicesPtr = ihandler.AddrOfPinnedObject();
474 GC.AddMemoryPressure(Buffer.ByteLength(indexes));
475 }
476
477 public void PrepForOde()
478 {
479 // If there isn't an unmanaged array allocated yet, do it now
480 if (m_verticesPtr == IntPtr.Zero)
481 vertices = getVertexListAsFloat();
482
483 // If there isn't an unmanaged array allocated yet, do it now
484 if (m_indicesPtr == IntPtr.Zero)
485 indexes = getIndexListAsInt();
486
487 pinMemory();
488
489 float x, y, z;
490
491 if (m_bdata.m_centroidDiv > 0)
492 {
493 m_obboffset = new Vector3(m_bdata.m_centroid.X / m_bdata.m_centroidDiv, m_bdata.m_centroid.Y / m_bdata.m_centroidDiv, m_bdata.m_centroid.Z / m_bdata.m_centroidDiv);
494 x = (m_bdata.m_obbXmax - m_bdata.m_obbXmin) * 0.5f;
495 y = (m_bdata.m_obbYmax - m_bdata.m_obbYmin) * 0.5f;
496 z = (m_bdata.m_obbZmax - m_bdata.m_obbZmin) * 0.5f;
497 }
498
499 else
500 {
501 m_obboffset = Vector3.Zero;
502 x = 0.5f;
503 y = 0.5f;
504 z = 0.5f;
505 }
506 m_obb = new Vector3(x, y, z);
507
508 releaseBuildingMeshData();
509 }
510 public bool ToStream(Stream st)
511 {
512 if (m_indicesPtr == IntPtr.Zero || m_verticesPtr == IntPtr.Zero)
513 return false;
514
515 BinaryWriter bw = new BinaryWriter(st);
516 bool ok = true;
517
518 try
519 {
520
521 bw.Write(m_vertexCount);
522 bw.Write(m_indexCount);
523
524 for (int i = 0; i < 3 * m_vertexCount; i++)
525 bw.Write(vertices[i]);
526 for (int i = 0; i < m_indexCount; i++)
527 bw.Write(indexes[i]);
528 bw.Write(m_obb.X);
529 bw.Write(m_obb.Y);
530 bw.Write(m_obb.Z);
531 bw.Write(m_obboffset.X);
532 bw.Write(m_obboffset.Y);
533 bw.Write(m_obboffset.Z);
534 }
535 catch
536 {
537 ok = false;
538 }
539
540 if (bw != null)
541 {
542 bw.Flush();
543 bw.Close();
544 }
545
546 return ok;
547 }
548
549 public static Mesh FromStream(Stream st, AMeshKey key)
550 {
551 Mesh mesh = new Mesh();
552 mesh.releaseBuildingMeshData();
553
554 BinaryReader br = new BinaryReader(st);
555
556 bool ok = true;
557 try
558 {
559 mesh.m_vertexCount = br.ReadInt32();
560 mesh.m_indexCount = br.ReadInt32();
561
562 int n = 3 * mesh.m_vertexCount;
563 mesh.vertices = new float[n];
564 for (int i = 0; i < n; i++)
565 mesh.vertices[i] = br.ReadSingle();
566
567 mesh.indexes = new int[mesh.m_indexCount];
568 for (int i = 0; i < mesh.m_indexCount; i++)
569 mesh.indexes[i] = br.ReadInt32();
570
571 mesh.m_obb.X = br.ReadSingle();
572 mesh.m_obb.Y = br.ReadSingle();
573 mesh.m_obb.Z = br.ReadSingle();
574
575 mesh.m_obboffset.X = br.ReadSingle();
576 mesh.m_obboffset.Y = br.ReadSingle();
577 mesh.m_obboffset.Z = br.ReadSingle();
578 }
579 catch
580 {
581 ok = false;
582 }
583
584 br.Close();
585
586 if (ok)
587 {
588 mesh.pinMemory();
589
590 mesh.Key = key;
591 mesh.RefCount = 1;
592
593 return mesh;
594 }
595
596 mesh.vertices = null;
597 mesh.indexes = null;
598 return null;
599 }
600 }
601}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
new file mode 100644
index 0000000..c131c6f
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -0,0 +1,1424 @@
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;
45using System.Runtime.Serialization;
46using System.Runtime.Serialization.Formatters.Binary;
47
48namespace OpenSim.Region.Physics.Meshing
49{
50 public class MeshmerizerPlugin : IMeshingPlugin
51 {
52 public MeshmerizerPlugin()
53 {
54 }
55
56 public string GetName()
57 {
58 return "UbitMeshmerizer";
59 }
60
61 public IMesher GetMesher(IConfigSource config)
62 {
63 return new Meshmerizer(config);
64 }
65 }
66
67 public class Meshmerizer : IMesher
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 // Setting baseDir to a path will enable the dumping of raw files
72 // raw files can be imported by blender so a visual inspection of the results can be done
73
74 public object diskLock = new object();
75
76 public bool doMeshFileCache = true;
77
78 public string cachePath = "MeshCache";
79 public TimeSpan CacheExpire;
80 public bool doCacheExpire = true;
81
82// const string baseDir = "rawFiles";
83 private const string baseDir = null; //"rawFiles";
84
85 private bool useMeshiesPhysicsMesh = false;
86
87 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
88
89 private Dictionary<AMeshKey, Mesh> m_uniqueMeshes = new Dictionary<AMeshKey, Mesh>();
90 private Dictionary<AMeshKey, Mesh> m_uniqueReleasedMeshes = new Dictionary<AMeshKey, Mesh>();
91
92 public Meshmerizer(IConfigSource config)
93 {
94 IConfig start_config = config.Configs["Startup"];
95 IConfig mesh_config = config.Configs["Mesh"];
96
97
98 float fcache = 48.0f;
99// float fcache = 0.02f;
100
101 if(mesh_config != null)
102 {
103 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
104 if (useMeshiesPhysicsMesh)
105 {
106 doMeshFileCache = mesh_config.GetBoolean("MeshFileCache", doMeshFileCache);
107 cachePath = mesh_config.GetString("MeshFileCachePath", cachePath);
108 fcache = mesh_config.GetFloat("MeshFileCacheExpireHours", fcache);
109 doCacheExpire = mesh_config.GetBoolean("MeshFileCacheDoExpire", doCacheExpire);
110 }
111 else
112 {
113 doMeshFileCache = false;
114 doCacheExpire = false;
115 }
116 }
117
118 CacheExpire = TimeSpan.FromHours(fcache);
119
120 }
121
122 /// <summary>
123 /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
124 /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
125 /// for some reason
126 /// </summary>
127 /// <param name="minX"></param>
128 /// <param name="maxX"></param>
129 /// <param name="minY"></param>
130 /// <param name="maxY"></param>
131 /// <param name="minZ"></param>
132 /// <param name="maxZ"></param>
133 /// <returns></returns>
134 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
135 {
136 Mesh box = new Mesh();
137 List<Vertex> vertices = new List<Vertex>();
138 // bottom
139
140 vertices.Add(new Vertex(minX, maxY, minZ));
141 vertices.Add(new Vertex(maxX, maxY, minZ));
142 vertices.Add(new Vertex(maxX, minY, minZ));
143 vertices.Add(new Vertex(minX, minY, minZ));
144
145 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
146 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
147
148 // top
149
150 vertices.Add(new Vertex(maxX, maxY, maxZ));
151 vertices.Add(new Vertex(minX, maxY, maxZ));
152 vertices.Add(new Vertex(minX, minY, maxZ));
153 vertices.Add(new Vertex(maxX, minY, maxZ));
154
155 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
156 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
157
158 // sides
159
160 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
161 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
162
163 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
164 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
165
166 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
167 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
168
169 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
170 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
171
172 return box;
173 }
174
175 /// <summary>
176 /// Creates a simple bounding box mesh for a complex input mesh
177 /// </summary>
178 /// <param name="meshIn"></param>
179 /// <returns></returns>
180 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
181 {
182 float minX = float.MaxValue;
183 float maxX = float.MinValue;
184 float minY = float.MaxValue;
185 float maxY = float.MinValue;
186 float minZ = float.MaxValue;
187 float maxZ = float.MinValue;
188
189 foreach (Vector3 v in meshIn.getVertexList())
190 {
191 if (v.X < minX) minX = v.X;
192 if (v.Y < minY) minY = v.Y;
193 if (v.Z < minZ) minZ = v.Z;
194
195 if (v.X > maxX) maxX = v.X;
196 if (v.Y > maxY) maxY = v.Y;
197 if (v.Z > maxZ) maxZ = v.Z;
198 }
199
200 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
201 }
202
203 private void ReportPrimError(string message, string primName, PrimMesh primMesh)
204 {
205 m_log.Error(message);
206 m_log.Error("\nPrim Name: " + primName);
207 m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
208 }
209
210 /// <summary>
211 /// Add a submesh to an existing list of coords and faces.
212 /// </summary>
213 /// <param name="subMeshData"></param>
214 /// <param name="size">Size of entire object</param>
215 /// <param name="coords"></param>
216 /// <param name="faces"></param>
217 private void AddSubMesh(OSDMap subMeshData, List<Coord> coords, List<Face> faces)
218 {
219 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
220
221 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
222 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
223 // geometry for this submesh.
224 if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
225 return;
226
227 OpenMetaverse.Vector3 posMax;
228 OpenMetaverse.Vector3 posMin;
229 if (subMeshData.ContainsKey("PositionDomain"))
230 {
231 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
232 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
233 }
234 else
235 {
236 posMax = new Vector3(0.5f, 0.5f, 0.5f);
237 posMin = new Vector3(-0.5f, -0.5f, -0.5f);
238 }
239
240 ushort faceIndexOffset = (ushort)coords.Count;
241
242 byte[] posBytes = subMeshData["Position"].AsBinary();
243 for (int i = 0; i < posBytes.Length; i += 6)
244 {
245 ushort uX = Utils.BytesToUInt16(posBytes, i);
246 ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
247 ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
248
249 Coord c = new Coord(
250 Utils.UInt16ToFloat(uX, posMin.X, posMax.X),
251 Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y),
252 Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z));
253
254 coords.Add(c);
255 }
256
257 byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
258 for (int i = 0; i < triangleBytes.Length; i += 6)
259 {
260 ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
261 ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
262 ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
263 Face f = new Face(v1, v2, v3);
264 faces.Add(f);
265 }
266 }
267
268 /// <summary>
269 /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
270 /// </summary>
271 /// <param name="primName"></param>
272 /// <param name="primShape"></param>
273 /// <param name="size"></param>
274 /// <param name="lod"></param>
275 /// <returns></returns>
276 private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, float lod, bool convex)
277 {
278// m_log.DebugFormat(
279// "[MESH]: Creating physics proxy for {0}, shape {1}",
280// primName, (OpenMetaverse.SculptType)primShape.SculptType);
281
282 List<Coord> coords;
283 List<Face> faces;
284
285 if (primShape.SculptEntry)
286 {
287 if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
288 {
289 if (!useMeshiesPhysicsMesh)
290 return null;
291
292 if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, out coords, out faces, convex))
293 return null;
294 }
295 else
296 {
297 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, lod, out coords, out faces))
298 return null;
299 }
300 }
301 else
302 {
303 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, lod, out coords, out faces))
304 return null;
305 }
306
307 primShape.SculptData = Utils.EmptyBytes;
308
309 int numCoords = coords.Count;
310 int numFaces = faces.Count;
311
312 Mesh mesh = new Mesh();
313 // Add the corresponding triangles to the mesh
314 for (int i = 0; i < numFaces; i++)
315 {
316 Face f = faces[i];
317 mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z,
318 coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z,
319 coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z));
320 }
321
322 coords.Clear();
323 faces.Clear();
324
325 return mesh;
326 }
327
328 /// <summary>
329 /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
330 /// </summary>
331 /// <param name="primName"></param>
332 /// <param name="primShape"></param>
333 /// <param name="size"></param>
334 /// <param name="coords">Coords are added to this list by the method.</param>
335 /// <param name="faces">Faces are added to this list by the method.</param>
336 /// <returns>true if coords and faces were successfully generated, false if not</returns>
337 private bool GenerateCoordsAndFacesFromPrimMeshData(
338 string primName, PrimitiveBaseShape primShape, out List<Coord> coords, out List<Face> faces, bool convex)
339 {
340// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
341
342 bool usemesh = false;
343
344 coords = new List<Coord>();
345 faces = new List<Face>();
346 OSD meshOsd = null;
347
348 if (primShape.SculptData.Length <= 0)
349 {
350// m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
351 return false;
352 }
353
354 long start = 0;
355 using (MemoryStream data = new MemoryStream(primShape.SculptData))
356 {
357 try
358 {
359 OSD osd = OSDParser.DeserializeLLSDBinary(data);
360 if (osd is OSDMap)
361 meshOsd = (OSDMap)osd;
362 else
363 {
364 m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
365 return false;
366 }
367 }
368 catch (Exception e)
369 {
370 m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
371 }
372
373 start = data.Position;
374 }
375
376 if (meshOsd is OSDMap)
377 {
378 OSDMap physicsParms = null;
379 OSDMap map = (OSDMap)meshOsd;
380
381 if (!convex)
382 {
383 if (map.ContainsKey("physics_shape"))
384 physicsParms = (OSDMap)map["physics_shape"]; // old asset format
385 else if (map.ContainsKey("physics_mesh"))
386 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
387
388 if (physicsParms != null)
389 usemesh = true;
390 }
391
392 if(!usemesh && (map.ContainsKey("physics_convex")))
393 physicsParms = (OSDMap)map["physics_convex"];
394
395
396 if (physicsParms == null)
397 {
398 m_log.Warn("[MESH]: unknown mesh type");
399 return false;
400 }
401
402 int physOffset = physicsParms["offset"].AsInteger() + (int)start;
403 int physSize = physicsParms["size"].AsInteger();
404
405 if (physOffset < 0 || physSize == 0)
406 return false; // no mesh data in asset
407
408 OSD decodedMeshOsd = new OSD();
409 byte[] meshBytes = new byte[physSize];
410 System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
411
412 try
413 {
414 using (MemoryStream inMs = new MemoryStream(meshBytes))
415 {
416 using (MemoryStream outMs = new MemoryStream())
417 {
418 using (ZOutputStream zOut = new ZOutputStream(outMs))
419 {
420 byte[] readBuffer = new byte[2048];
421 int readLen = 0;
422 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
423 {
424 zOut.Write(readBuffer, 0, readLen);
425 }
426 zOut.Flush();
427 outMs.Seek(0, SeekOrigin.Begin);
428
429 byte[] decompressedBuf = outMs.GetBuffer();
430
431 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
432 }
433 }
434 }
435 }
436 catch (Exception e)
437 {
438 m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
439 return false;
440 }
441
442 if (usemesh)
443 {
444 OSDArray decodedMeshOsdArray = null;
445
446 // physics_shape is an array of OSDMaps, one for each submesh
447 if (decodedMeshOsd is OSDArray)
448 {
449// Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
450
451 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
452 foreach (OSD subMeshOsd in decodedMeshOsdArray)
453 {
454 if (subMeshOsd is OSDMap)
455 AddSubMesh(subMeshOsd as OSDMap, coords, faces);
456 }
457 }
458 }
459 else
460 {
461 OSDMap cmap = (OSDMap)decodedMeshOsd;
462 if (cmap == null)
463 return false;
464
465 byte[] data;
466
467 List<float3> vs = new List<float3>();
468 PHullResult hullr = new PHullResult();
469 float3 f3;
470 Coord c;
471 Face f;
472 Vector3 range;
473 Vector3 min;
474
475 const float invMaxU16 = 1.0f / 65535f;
476 int t1;
477 int t2;
478 int t3;
479 int i;
480 int nverts;
481 int nindexs;
482
483 if (cmap.ContainsKey("Max"))
484 range = cmap["Max"].AsVector3();
485 else
486 range = new Vector3(0.5f, 0.5f, 0.5f);
487
488 if (cmap.ContainsKey("Min"))
489 min = cmap["Min"].AsVector3();
490 else
491 min = new Vector3(-0.5f, -0.5f, -0.5f);
492
493 range = range - min;
494 range *= invMaxU16;
495
496 if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions"))
497 {
498 List<int> hsizes = new List<int>();
499 int totalpoints = 0;
500 data = cmap["HullList"].AsBinary();
501 for (i = 0; i < data.Length; i++)
502 {
503 t1 = data[i];
504 if (t1 == 0)
505 t1 = 256;
506 totalpoints += t1;
507 hsizes.Add(t1);
508 }
509
510 data = cmap["Positions"].AsBinary();
511 int ptr = 0;
512 int vertsoffset = 0;
513
514 if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point
515 {
516 foreach (int hullsize in hsizes)
517 {
518 for (i = 0; i < hullsize; i++ )
519 {
520 t1 = data[ptr++];
521 t1 += data[ptr++] << 8;
522 t2 = data[ptr++];
523 t2 += data[ptr++] << 8;
524 t3 = data[ptr++];
525 t3 += data[ptr++] << 8;
526
527 f3 = new float3((t1 * range.X + min.X),
528 (t2 * range.Y + min.Y),
529 (t3 * range.Z + min.Z));
530 vs.Add(f3);
531 }
532
533 if(hullsize <3)
534 {
535 vs.Clear();
536 continue;
537 }
538
539 if (hullsize <5)
540 {
541 foreach (float3 point in vs)
542 {
543 c.X = point.x;
544 c.Y = point.y;
545 c.Z = point.z;
546 coords.Add(c);
547 }
548 f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2);
549 faces.Add(f);
550
551 if (hullsize == 4)
552 {
553 // not sure about orientation..
554 f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3);
555 faces.Add(f);
556 f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1);
557 faces.Add(f);
558 f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1);
559 faces.Add(f);
560 }
561 vertsoffset += vs.Count;
562 vs.Clear();
563 continue;
564 }
565
566 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
567 {
568 vs.Clear();
569 continue;
570 }
571
572 nverts = hullr.Vertices.Count;
573 nindexs = hullr.Indices.Count;
574
575 if (nindexs % 3 != 0)
576 {
577 vs.Clear();
578 continue;
579 }
580
581 for (i = 0; i < nverts; i++)
582 {
583 c.X = hullr.Vertices[i].x;
584 c.Y = hullr.Vertices[i].y;
585 c.Z = hullr.Vertices[i].z;
586 coords.Add(c);
587 }
588
589 for (i = 0; i < nindexs; i += 3)
590 {
591 t1 = hullr.Indices[i];
592 if (t1 > nverts)
593 break;
594 t2 = hullr.Indices[i + 1];
595 if (t2 > nverts)
596 break;
597 t3 = hullr.Indices[i + 2];
598 if (t3 > nverts)
599 break;
600 f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3);
601 faces.Add(f);
602 }
603 vertsoffset += nverts;
604 vs.Clear();
605 }
606 }
607 if (coords.Count > 0 && faces.Count > 0)
608 return true;
609 }
610
611 vs.Clear();
612
613 if (cmap.ContainsKey("BoundingVerts"))
614 {
615 data = cmap["BoundingVerts"].AsBinary();
616
617 for (i = 0; i < data.Length; )
618 {
619 t1 = data[i++];
620 t1 += data[i++] << 8;
621 t2 = data[i++];
622 t2 += data[i++] << 8;
623 t3 = data[i++];
624 t3 += data[i++] << 8;
625
626 f3 = new float3((t1 * range.X + min.X),
627 (t2 * range.Y + min.Y),
628 (t3 * range.Z + min.Z));
629 vs.Add(f3);
630 }
631
632 if (vs.Count < 3)
633 {
634 vs.Clear();
635 return false;
636 }
637
638 if (vs.Count < 5)
639 {
640 foreach (float3 point in vs)
641 {
642 c.X = point.x;
643 c.Y = point.y;
644 c.Z = point.z;
645 coords.Add(c);
646 }
647 f = new Face(0, 1, 2);
648 faces.Add(f);
649
650 if (vs.Count == 4)
651 {
652 f = new Face(0, 2, 3);
653 faces.Add(f);
654 f = new Face(0, 3, 1);
655 faces.Add(f);
656 f = new Face( 3, 2, 1);
657 faces.Add(f);
658 }
659 vs.Clear();
660 return true;
661 }
662
663 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
664 return false;
665
666 nverts = hullr.Vertices.Count;
667 nindexs = hullr.Indices.Count;
668
669 if (nindexs % 3 != 0)
670 return false;
671
672 for (i = 0; i < nverts; i++)
673 {
674 c.X = hullr.Vertices[i].x;
675 c.Y = hullr.Vertices[i].y;
676 c.Z = hullr.Vertices[i].z;
677 coords.Add(c);
678 }
679 for (i = 0; i < nindexs; i += 3)
680 {
681 t1 = hullr.Indices[i];
682 if (t1 > nverts)
683 break;
684 t2 = hullr.Indices[i + 1];
685 if (t2 > nverts)
686 break;
687 t3 = hullr.Indices[i + 2];
688 if (t3 > nverts)
689 break;
690 f = new Face(t1, t2, t3);
691 faces.Add(f);
692 }
693
694 if (coords.Count > 0 && faces.Count > 0)
695 return true;
696 }
697 else
698 return false;
699 }
700 }
701
702 return true;
703 }
704
705 /// <summary>
706 /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
707 /// </summary>
708 /// <param name="primName"></param>
709 /// <param name="primShape"></param>
710 /// <param name="size"></param>
711 /// <param name="lod"></param>
712 /// <param name="coords">Coords are added to this list by the method.</param>
713 /// <param name="faces">Faces are added to this list by the method.</param>
714 /// <returns>true if coords and faces were successfully generated, false if not</returns>
715 private bool GenerateCoordsAndFacesFromPrimSculptData(
716 string primName, PrimitiveBaseShape primShape, float lod, out List<Coord> coords, out List<Face> faces)
717 {
718 coords = new List<Coord>();
719 faces = new List<Face>();
720 PrimMesher.SculptMesh sculptMesh;
721 Image idata = null;
722
723 if (primShape.SculptData == null || primShape.SculptData.Length == 0)
724 return false;
725
726 try
727 {
728 OpenMetaverse.Imaging.ManagedImage unusedData;
729 OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
730
731 unusedData = null;
732
733 if (idata == null)
734 {
735 // In some cases it seems that the decode can return a null bitmap without throwing
736 // an exception
737 m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
738 return false;
739 }
740 }
741 catch (DllNotFoundException)
742 {
743 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!");
744 return false;
745 }
746 catch (IndexOutOfRangeException)
747 {
748 m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
749 return false;
750 }
751 catch (Exception ex)
752 {
753 m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
754 return false;
755 }
756
757 PrimMesher.SculptMesh.SculptType sculptType;
758 // remove mirror and invert bits
759 OpenMetaverse.SculptType pbsSculptType = ((OpenMetaverse.SculptType)(primShape.SculptType & 0x3f));
760 switch (pbsSculptType)
761 {
762 case OpenMetaverse.SculptType.Cylinder:
763 sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
764 break;
765 case OpenMetaverse.SculptType.Plane:
766 sculptType = PrimMesher.SculptMesh.SculptType.plane;
767 break;
768 case OpenMetaverse.SculptType.Torus:
769 sculptType = PrimMesher.SculptMesh.SculptType.torus;
770 break;
771 case OpenMetaverse.SculptType.Sphere:
772 sculptType = PrimMesher.SculptMesh.SculptType.sphere;
773 break;
774 default:
775 sculptType = PrimMesher.SculptMesh.SculptType.plane;
776 break;
777 }
778
779 bool mirror = ((primShape.SculptType & 128) != 0);
780 bool invert = ((primShape.SculptType & 64) != 0);
781
782 sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, mirror, invert);
783
784 idata.Dispose();
785
786// sculptMesh.DumpRaw(baseDir, primName, "primMesh");
787
788 coords = sculptMesh.coords;
789 faces = sculptMesh.faces;
790
791 return true;
792 }
793
794 /// <summary>
795 /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
796 /// </summary>
797 /// <param name="primName"></param>
798 /// <param name="primShape"></param>
799 /// <param name="size"></param>
800 /// <param name="coords">Coords are added to this list by the method.</param>
801 /// <param name="faces">Faces are added to this list by the method.</param>
802 /// <returns>true if coords and faces were successfully generated, false if not</returns>
803 private bool GenerateCoordsAndFacesFromPrimShapeData(
804 string primName, PrimitiveBaseShape primShape, float lod, out List<Coord> coords, out List<Face> faces)
805 {
806 PrimMesh primMesh;
807 coords = new List<Coord>();
808 faces = new List<Face>();
809
810 float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
811 float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
812 float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
813 float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
814 float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
815 float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
816
817 float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
818 float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
819
820 if (profileBegin < 0.0f)
821 profileBegin = 0.0f;
822
823 if (profileEnd < 0.02f)
824 profileEnd = 0.02f;
825 else if (profileEnd > 1.0f)
826 profileEnd = 1.0f;
827
828 if (profileBegin >= profileEnd)
829 profileBegin = profileEnd - 0.02f;
830
831 float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
832 if (profileHollow > 0.95f)
833 profileHollow = 0.95f;
834
835 int sides = 4;
836 LevelOfDetail iLOD = (LevelOfDetail)lod;
837 byte profshape = (byte)(primShape.ProfileCurve & 0x07);
838
839 if (profshape == (byte)ProfileShape.EquilateralTriangle
840 || profshape == (byte)ProfileShape.IsometricTriangle
841 || profshape == (byte)ProfileShape.RightTriangle)
842 sides = 3;
843 else if (profshape == (byte)ProfileShape.Circle)
844 {
845 switch (iLOD)
846 {
847 case LevelOfDetail.High: sides = 24; break;
848 case LevelOfDetail.Medium: sides = 12; break;
849 case LevelOfDetail.Low: sides = 6; break;
850 case LevelOfDetail.VeryLow: sides = 3; break;
851 default: sides = 24; break;
852 }
853 }
854 else if (profshape == (byte)ProfileShape.HalfCircle)
855 { // half circle, prim is a sphere
856 switch (iLOD)
857 {
858 case LevelOfDetail.High: sides = 24; break;
859 case LevelOfDetail.Medium: sides = 12; break;
860 case LevelOfDetail.Low: sides = 6; break;
861 case LevelOfDetail.VeryLow: sides = 3; break;
862 default: sides = 24; break;
863 }
864
865 profileBegin = 0.5f * profileBegin + 0.5f;
866 profileEnd = 0.5f * profileEnd + 0.5f;
867 }
868
869 int hollowSides = sides;
870 if (primShape.HollowShape == HollowShape.Circle)
871 {
872 switch (iLOD)
873 {
874 case LevelOfDetail.High: hollowSides = 24; break;
875 case LevelOfDetail.Medium: hollowSides = 12; break;
876 case LevelOfDetail.Low: hollowSides = 6; break;
877 case LevelOfDetail.VeryLow: hollowSides = 3; break;
878 default: hollowSides = 24; break;
879 }
880 }
881 else if (primShape.HollowShape == HollowShape.Square)
882 hollowSides = 4;
883 else if (primShape.HollowShape == HollowShape.Triangle)
884 {
885 if (profshape == (byte)ProfileShape.HalfCircle)
886 hollowSides = 6;
887 else
888 hollowSides = 3;
889 }
890
891 primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
892
893 if (primMesh.errorMessage != null)
894 if (primMesh.errorMessage.Length > 0)
895 m_log.Error("[ERROR] " + primMesh.errorMessage);
896
897 primMesh.topShearX = pathShearX;
898 primMesh.topShearY = pathShearY;
899 primMesh.pathCutBegin = pathBegin;
900 primMesh.pathCutEnd = pathEnd;
901
902 if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
903 {
904 primMesh.twistBegin = (primShape.PathTwistBegin * 18) / 10;
905 primMesh.twistEnd = (primShape.PathTwist * 18) / 10;
906 primMesh.taperX = pathScaleX;
907 primMesh.taperY = pathScaleY;
908
909#if SPAM
910 m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
911#endif
912 try
913 {
914 primMesh.ExtrudeLinear();
915 }
916 catch (Exception ex)
917 {
918 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
919 return false;
920 }
921 }
922 else
923 {
924 primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
925 primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
926 primMesh.radius = 0.01f * primShape.PathRadiusOffset;
927 primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
928 primMesh.skew = 0.01f * primShape.PathSkew;
929 primMesh.twistBegin = (primShape.PathTwistBegin * 36) / 10;
930 primMesh.twistEnd = (primShape.PathTwist * 36) / 10;
931 primMesh.taperX = primShape.PathTaperX * 0.01f;
932 primMesh.taperY = primShape.PathTaperY * 0.01f;
933
934#if SPAM
935 m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
936#endif
937 try
938 {
939 primMesh.ExtrudeCircular();
940 }
941 catch (Exception ex)
942 {
943 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
944 return false;
945 }
946 }
947
948// primMesh.DumpRaw(baseDir, primName, "primMesh");
949
950 coords = primMesh.coords;
951 faces = primMesh.faces;
952
953 return true;
954 }
955
956 public AMeshKey GetMeshUniqueKey(PrimitiveBaseShape primShape, Vector3 size, byte lod, bool convex)
957 {
958 AMeshKey key = new AMeshKey();
959 Byte[] someBytes;
960
961 key.hashB = 5181;
962 key.hashC = 5181;
963 ulong hash = 5381;
964
965 if (primShape.SculptEntry)
966 {
967 key.uuid = primShape.SculptTexture;
968 key.hashC = mdjb2(key.hashC, primShape.SculptType);
969 key.hashC = mdjb2(key.hashC, primShape.PCode);
970 }
971 else
972 {
973 hash = mdjb2(hash, primShape.PathCurve);
974 hash = mdjb2(hash, (byte)primShape.HollowShape);
975 hash = mdjb2(hash, (byte)primShape.ProfileShape);
976 hash = mdjb2(hash, primShape.PathBegin);
977 hash = mdjb2(hash, primShape.PathEnd);
978 hash = mdjb2(hash, primShape.PathScaleX);
979 hash = mdjb2(hash, primShape.PathScaleY);
980 hash = mdjb2(hash, primShape.PathShearX);
981 key.hashA = hash;
982 hash = key.hashB;
983 hash = mdjb2(hash, primShape.PathShearY);
984 hash = mdjb2(hash, (byte)primShape.PathTwist);
985 hash = mdjb2(hash, (byte)primShape.PathTwistBegin);
986 hash = mdjb2(hash, (byte)primShape.PathRadiusOffset);
987 hash = mdjb2(hash, (byte)primShape.PathTaperX);
988 hash = mdjb2(hash, (byte)primShape.PathTaperY);
989 hash = mdjb2(hash, primShape.PathRevolutions);
990 hash = mdjb2(hash, (byte)primShape.PathSkew);
991 hash = mdjb2(hash, primShape.ProfileBegin);
992 hash = mdjb2(hash, primShape.ProfileEnd);
993 hash = mdjb2(hash, primShape.ProfileHollow);
994 hash = mdjb2(hash, primShape.PCode);
995 key.hashB = hash;
996 }
997
998 hash = key.hashC;
999
1000 hash = mdjb2(hash, lod);
1001
1002 if (size == m_MeshUnitSize)
1003 {
1004 hash = hash << 8;
1005 hash |= 8;
1006 }
1007 else
1008 {
1009 someBytes = size.GetBytes();
1010 for (int i = 0; i < someBytes.Length; i++)
1011 hash = mdjb2(hash, someBytes[i]);
1012 hash = hash << 8;
1013 }
1014
1015 if (convex)
1016 hash |= 4;
1017
1018 if (primShape.SculptEntry)
1019 {
1020 hash |= 1;
1021 if (primShape.SculptType == (byte)SculptType.Mesh)
1022 hash |= 2;
1023 }
1024
1025 key.hashC = hash;
1026
1027 return key;
1028 }
1029
1030 private ulong mdjb2(ulong hash, byte c)
1031 {
1032 return ((hash << 5) + hash) + (ulong)c;
1033 }
1034
1035 private ulong mdjb2(ulong hash, ushort c)
1036 {
1037 hash = ((hash << 5) + hash) + (ulong)((byte)c);
1038 return ((hash << 5) + hash) + (ulong)(c >> 8);
1039 }
1040
1041 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
1042 {
1043 return CreateMesh(primName, primShape, size, lod, false,false,false);
1044 }
1045
1046 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
1047 {
1048 return CreateMesh(primName, primShape, size, lod, false,false,false);
1049 }
1050
1051 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde)
1052 {
1053 return CreateMesh(primName, primShape, size, lod, false, false, false);
1054 }
1055
1056 public IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
1057 {
1058 Mesh mesh = null;
1059
1060 if (size.X < 0.01f) size.X = 0.01f;
1061 if (size.Y < 0.01f) size.Y = 0.01f;
1062 if (size.Z < 0.01f) size.Z = 0.01f;
1063
1064 AMeshKey key = GetMeshUniqueKey(primShape, size, (byte)lod, convex);
1065 lock (m_uniqueMeshes)
1066 {
1067 m_uniqueMeshes.TryGetValue(key, out mesh);
1068
1069 if (mesh != null)
1070 {
1071 mesh.RefCount++;
1072 return mesh;
1073 }
1074
1075 // try to find a identical mesh on meshs recently released
1076 lock (m_uniqueReleasedMeshes)
1077 {
1078 m_uniqueReleasedMeshes.TryGetValue(key, out mesh);
1079 if (mesh != null)
1080 {
1081 m_uniqueReleasedMeshes.Remove(key);
1082 try
1083 {
1084 m_uniqueMeshes.Add(key, mesh);
1085 }
1086 catch { }
1087 mesh.RefCount = 1;
1088 return mesh;
1089 }
1090 }
1091 }
1092 return null;
1093 }
1094
1095 private static Vector3 m_MeshUnitSize = new Vector3(1.0f, 1.0f, 1.0f);
1096
1097 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex, bool forOde)
1098 {
1099#if SPAM
1100 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
1101#endif
1102
1103 Mesh mesh = null;
1104
1105 if (size.X < 0.01f) size.X = 0.01f;
1106 if (size.Y < 0.01f) size.Y = 0.01f;
1107 if (size.Z < 0.01f) size.Z = 0.01f;
1108
1109 // try to find a identical mesh on meshs in use
1110
1111 AMeshKey key = GetMeshUniqueKey(primShape,size,(byte)lod, convex);
1112
1113 lock (m_uniqueMeshes)
1114 {
1115 m_uniqueMeshes.TryGetValue(key, out mesh);
1116
1117 if (mesh != null)
1118 {
1119 mesh.RefCount++;
1120 return mesh;
1121 }
1122
1123 // try to find a identical mesh on meshs recently released
1124 lock (m_uniqueReleasedMeshes)
1125 {
1126 m_uniqueReleasedMeshes.TryGetValue(key, out mesh);
1127 if (mesh != null)
1128 {
1129 m_uniqueReleasedMeshes.Remove(key);
1130 try
1131 {
1132 m_uniqueMeshes.Add(key, mesh);
1133 }
1134 catch { }
1135 mesh.RefCount = 1;
1136 return mesh;
1137 }
1138 }
1139 }
1140
1141 Mesh UnitMesh = null;
1142 AMeshKey unitKey = GetMeshUniqueKey(primShape, m_MeshUnitSize, (byte)lod, convex);
1143
1144 lock (m_uniqueReleasedMeshes)
1145 {
1146 m_uniqueReleasedMeshes.TryGetValue(unitKey, out UnitMesh);
1147 if (UnitMesh != null)
1148 {
1149 UnitMesh.RefCount = 1;
1150 }
1151 }
1152
1153 if (UnitMesh == null && primShape.SculptEntry && doMeshFileCache)
1154 UnitMesh = GetFromFileCache(unitKey);
1155
1156 if (UnitMesh == null)
1157 {
1158 UnitMesh = CreateMeshFromPrimMesher(primName, primShape, lod, convex);
1159
1160 if (UnitMesh == null)
1161 return null;
1162
1163 UnitMesh.DumpRaw(baseDir, unitKey.ToString(), "Z");
1164
1165 if (forOde)
1166 {
1167 // force pinned mem allocation
1168 UnitMesh.PrepForOde();
1169 }
1170 else
1171 UnitMesh.TrimExcess();
1172
1173 UnitMesh.Key = unitKey;
1174 UnitMesh.RefCount = 1;
1175
1176 if (doMeshFileCache && primShape.SculptEntry)
1177 StoreToFileCache(unitKey, UnitMesh);
1178
1179 lock (m_uniqueReleasedMeshes)
1180 {
1181 try
1182 {
1183 m_uniqueReleasedMeshes.Add(unitKey, UnitMesh);
1184 }
1185 catch { }
1186 }
1187 }
1188
1189 mesh = UnitMesh.Scale(size);
1190 mesh.Key = key;
1191 mesh.RefCount = 1;
1192 lock (m_uniqueMeshes)
1193 {
1194 try
1195 {
1196 m_uniqueMeshes.Add(key, mesh);
1197 }
1198 catch { }
1199 }
1200
1201 return mesh;
1202 }
1203
1204 public void ReleaseMesh(IMesh imesh)
1205 {
1206 if (imesh == null)
1207 return;
1208
1209 Mesh mesh = (Mesh)imesh;
1210
1211 lock (m_uniqueMeshes)
1212 {
1213 int curRefCount = mesh.RefCount;
1214 curRefCount--;
1215
1216 if (curRefCount > 0)
1217 {
1218 mesh.RefCount = curRefCount;
1219 return;
1220 }
1221
1222 mesh.RefCount = 0;
1223 m_uniqueMeshes.Remove(mesh.Key);
1224 lock (m_uniqueReleasedMeshes)
1225 {
1226 try
1227 {
1228 m_uniqueReleasedMeshes.Add(mesh.Key, mesh);
1229 }
1230 catch { }
1231 }
1232 }
1233 }
1234
1235 public void ExpireReleaseMeshs()
1236 {
1237 if (m_uniqueReleasedMeshes.Count == 0)
1238 return;
1239
1240 List<Mesh> meshstodelete = new List<Mesh>();
1241 int refcntr;
1242
1243 lock (m_uniqueReleasedMeshes)
1244 {
1245 foreach (Mesh m in m_uniqueReleasedMeshes.Values)
1246 {
1247 refcntr = m.RefCount;
1248 refcntr--;
1249 if (refcntr > -6)
1250 m.RefCount = refcntr;
1251 else
1252 meshstodelete.Add(m);
1253 }
1254
1255 foreach (Mesh m in meshstodelete)
1256 {
1257 m_uniqueReleasedMeshes.Remove(m.Key);
1258 m.releaseBuildingMeshData();
1259 m.releasePinned();
1260 }
1261 }
1262 }
1263
1264 public void FileNames(AMeshKey key, out string dir,out string fullFileName)
1265 {
1266 string id = key.ToString();
1267 string init = id.Substring(0, 1);
1268 dir = System.IO.Path.Combine(cachePath, init);
1269 fullFileName = System.IO.Path.Combine(dir, id);
1270 }
1271
1272 public string FullFileName(AMeshKey key)
1273 {
1274 string id = key.ToString();
1275 string init = id.Substring(0,1);
1276 id = System.IO.Path.Combine(init, id);
1277 id = System.IO.Path.Combine(cachePath, id);
1278 return id;
1279 }
1280
1281 private Mesh GetFromFileCache(AMeshKey key)
1282 {
1283 Mesh mesh = null;
1284 string filename = FullFileName(key);
1285 bool ok = true;
1286
1287 lock (diskLock)
1288 {
1289 if (File.Exists(filename))
1290 {
1291 FileStream stream = null;
1292 try
1293 {
1294 stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read);
1295 BinaryFormatter bformatter = new BinaryFormatter();
1296
1297 mesh = Mesh.FromStream(stream, key);
1298
1299 }
1300 catch (Exception e)
1301 {
1302 ok = false;
1303 m_log.ErrorFormat(
1304 "[MESH CACHE]: Failed to get file {0}. Exception {1} {2}",
1305 filename, e.Message, e.StackTrace);
1306 }
1307
1308 if (stream != null)
1309 stream.Close();
1310
1311 if (mesh == null || !ok)
1312 File.Delete(filename);
1313 else
1314 File.SetLastAccessTimeUtc(filename, DateTime.UtcNow);
1315 }
1316 }
1317
1318 return mesh;
1319 }
1320
1321 private void StoreToFileCache(AMeshKey key, Mesh mesh)
1322 {
1323 Stream stream = null;
1324 bool ok = false;
1325
1326 // Make sure the target cache directory exists
1327 string dir = String.Empty;
1328 string filename = String.Empty;
1329
1330 FileNames(key, out dir, out filename);
1331
1332 lock (diskLock)
1333 {
1334 try
1335 {
1336 if (!Directory.Exists(dir))
1337 {
1338 Directory.CreateDirectory(dir);
1339 }
1340
1341 stream = File.Open(filename, FileMode.Create);
1342 ok = mesh.ToStream(stream);
1343 }
1344 catch (IOException e)
1345 {
1346 m_log.ErrorFormat(
1347 "[MESH CACHE]: Failed to write file {0}. Exception {1} {2}.",
1348 filename, e.Message, e.StackTrace);
1349 ok = false;
1350 }
1351
1352 if (stream != null)
1353 stream.Close();
1354
1355 if (File.Exists(filename))
1356 {
1357 if (ok)
1358 File.SetLastAccessTimeUtc(filename, DateTime.UtcNow);
1359 else
1360 File.Delete(filename);
1361 }
1362 }
1363 }
1364
1365 public void ExpireFileCache()
1366 {
1367 if (!doCacheExpire)
1368 return;
1369
1370 string controlfile = System.IO.Path.Combine(cachePath, "cntr");
1371
1372 lock (diskLock)
1373 {
1374 try
1375 {
1376 if (File.Exists(controlfile))
1377 {
1378 int ndeleted = 0;
1379 int totalfiles = 0;
1380 int ndirs = 0;
1381 DateTime OlderTime = File.GetLastAccessTimeUtc(controlfile) - CacheExpire;
1382 File.SetLastAccessTimeUtc(controlfile, DateTime.UtcNow);
1383
1384 foreach (string dir in Directory.GetDirectories(cachePath))
1385 {
1386 try
1387 {
1388 foreach (string file in Directory.GetFiles(dir))
1389 {
1390 try
1391 {
1392 if (File.GetLastAccessTimeUtc(file) < OlderTime)
1393 {
1394 File.Delete(file);
1395 ndeleted++;
1396 }
1397 }
1398 catch { }
1399 totalfiles++;
1400 }
1401 }
1402 catch { }
1403 ndirs++;
1404 }
1405
1406 if (ndeleted == 0)
1407 m_log.InfoFormat("[MESH CACHE]: {0} Files in {1} cache folders, no expires",
1408 totalfiles,ndirs);
1409 else
1410 m_log.InfoFormat("[MESH CACHE]: {0} Files in {1} cache folders, expired {2} files accessed before {3}",
1411 totalfiles,ndirs, ndeleted, OlderTime.ToString());
1412 }
1413 else
1414 {
1415 m_log.Info("[MESH CACHE]: Expire delayed to next startup");
1416 FileStream fs = File.Create(controlfile,4096,FileOptions.WriteThrough);
1417 fs.Close();
1418 }
1419 }
1420 catch { }
1421 }
1422 }
1423 }
1424}
diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
new file mode 100644
index 0000000..8eb136b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
@@ -0,0 +1,1708 @@
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 Face
229 {
230 public int primFace;
231
232 // vertices
233 public int v1;
234 public int v2;
235 public int v3;
236
237 public Face(int v1, int v2, int v3)
238 {
239 primFace = 0;
240
241 this.v1 = v1;
242 this.v2 = v2;
243 this.v3 = v3;
244
245 }
246
247 public Coord SurfaceNormal(List<Coord> coordList)
248 {
249 Coord c1 = coordList[this.v1];
250 Coord c2 = coordList[this.v2];
251 Coord c3 = coordList[this.v3];
252
253 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
254 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
255
256 return Coord.Cross(edge1, edge2).Normalize();
257 }
258 }
259
260 internal struct Angle
261 {
262 internal float angle;
263 internal float X;
264 internal float Y;
265
266 internal Angle(float angle, float x, float y)
267 {
268 this.angle = angle;
269 this.X = x;
270 this.Y = y;
271 }
272 }
273
274 internal class AngleList
275 {
276 private float iX, iY; // intersection point
277
278 private static Angle[] angles3 =
279 {
280 new Angle(0.0f, 1.0f, 0.0f),
281 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
282 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
283 new Angle(1.0f, 1.0f, 0.0f)
284 };
285
286 private static Angle[] angles4 =
287 {
288 new Angle(0.0f, 1.0f, 0.0f),
289 new Angle(0.25f, 0.0f, 1.0f),
290 new Angle(0.5f, -1.0f, 0.0f),
291 new Angle(0.75f, 0.0f, -1.0f),
292 new Angle(1.0f, 1.0f, 0.0f)
293 };
294
295 private static Angle[] angles6 =
296 {
297 new Angle(0.0f, 1.0f, 0.0f),
298 new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
299 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
300 new Angle(0.5f, -1.0f, 0.0f),
301 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
302 new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
303 new Angle(1.0f, 1.0f, 0.0f)
304 };
305
306 private static Angle[] angles12 =
307 {
308 new Angle(0.0f, 1.0f, 0.0f),
309 new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
310 new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
311 new Angle(0.25f, 0.0f, 1.0f),
312 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
313 new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
314 new Angle(0.5f, -1.0f, 0.0f),
315 new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
316 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
317 new Angle(0.75f, 0.0f, -1.0f),
318 new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
319 new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
320 new Angle(1.0f, 1.0f, 0.0f)
321 };
322
323 private static Angle[] angles24 =
324 {
325 new Angle(0.0f, 1.0f, 0.0f),
326 new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
327 new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
328 new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
329 new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
330 new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
331 new Angle(0.25f, 0.0f, 1.0f),
332 new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
333 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
334 new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
335 new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
336 new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
337 new Angle(0.5f, -1.0f, 0.0f),
338 new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
339 new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
340 new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
341 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
342 new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
343 new Angle(0.75f, 0.0f, -1.0f),
344 new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
345 new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
346 new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
347 new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
348 new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
349 new Angle(1.0f, 1.0f, 0.0f)
350 };
351
352 private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
353 {
354 float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
355 return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
356 }
357
358 private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
359 { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
360 double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
361 double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
362
363 if (denom != 0.0)
364 {
365 double ua = uaNumerator / denom;
366 iX = (float)(x1 + ua * (x2 - x1));
367 iY = (float)(y1 + ua * (y2 - y1));
368 }
369 }
370
371 internal List<Angle> angles;
372
373 internal void makeAngles(int sides, float startAngle, float stopAngle, bool hasCut)
374 {
375 angles = new List<Angle>();
376
377 const double twoPi = System.Math.PI * 2.0;
378 const float twoPiInv = (float)(1.0d / twoPi);
379
380 if (sides < 1)
381 throw new Exception("number of sides not greater than zero");
382 if (stopAngle <= startAngle)
383 throw new Exception("stopAngle not greater than startAngle");
384
385 if ((sides == 3 || sides == 4 || sides == 6 || sides == 12 || sides == 24))
386 {
387 startAngle *= twoPiInv;
388 stopAngle *= twoPiInv;
389
390 Angle[] sourceAngles;
391 switch (sides)
392 {
393 case 3:
394 sourceAngles = angles3;
395 break;
396 case 4:
397 sourceAngles = angles4;
398 break;
399 case 6:
400 sourceAngles = angles6;
401 break;
402 case 12:
403 sourceAngles = angles12;
404 break;
405 default:
406 sourceAngles = angles24;
407 break;
408 }
409
410 int startAngleIndex = (int)(startAngle * sides);
411 int endAngleIndex = sourceAngles.Length - 1;
412
413 if (hasCut)
414 {
415 if (stopAngle < 1.0f)
416 endAngleIndex = (int)(stopAngle * sides) + 1;
417 if (endAngleIndex == startAngleIndex)
418 endAngleIndex++;
419
420 for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
421 {
422 angles.Add(sourceAngles[angleIndex]);
423 }
424
425 if (startAngle > 0.0f)
426 angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
427
428 if (stopAngle < 1.0f)
429 {
430 int lastAngleIndex = angles.Count - 1;
431 angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
432 }
433 }
434 else
435 {
436 for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex; angleIndex++)
437 angles.Add(sourceAngles[angleIndex]);
438 }
439 }
440 else
441 {
442 double stepSize = twoPi / sides;
443
444 int startStep = (int)(startAngle / stepSize);
445 double angle = stepSize * startStep;
446 int step = startStep;
447 double stopAngleTest = stopAngle;
448 if (stopAngle < twoPi)
449 {
450 stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
451 if (stopAngleTest < stopAngle)
452 stopAngleTest += stepSize;
453 if (stopAngleTest > twoPi)
454 stopAngleTest = twoPi;
455 }
456
457 while (angle <= stopAngleTest)
458 {
459 Angle newAngle;
460 newAngle.angle = (float)angle;
461 newAngle.X = (float)System.Math.Cos(angle);
462 newAngle.Y = (float)System.Math.Sin(angle);
463 angles.Add(newAngle);
464 step += 1;
465 angle = stepSize * step;
466 }
467
468 if (startAngle > angles[0].angle)
469 {
470 Angle newAngle;
471 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));
472 newAngle.angle = startAngle;
473 newAngle.X = iX;
474 newAngle.Y = iY;
475 angles[0] = newAngle;
476 }
477
478 int index = angles.Count - 1;
479 if (stopAngle < angles[index].angle)
480 {
481 Angle newAngle;
482 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));
483 newAngle.angle = stopAngle;
484 newAngle.X = iX;
485 newAngle.Y = iY;
486 angles[index] = newAngle;
487 }
488 }
489 }
490 }
491
492 /// <summary>
493 /// generates a profile for extrusion
494 /// </summary>
495 public class Profile
496 {
497 private const float twoPi = 2.0f * (float)Math.PI;
498
499 public string errorMessage = null;
500
501 public List<Coord> coords;
502 public List<Face> faces;
503
504 // use these for making individual meshes for each prim face
505 public List<int> outerCoordIndices = null;
506 public List<int> hollowCoordIndices = null;
507
508 public int numOuterVerts = 0;
509 public int numHollowVerts = 0;
510
511 public int outerFaceNumber = -1;
512 public int hollowFaceNumber = -1;
513
514 public int bottomFaceNumber = 0;
515 public int numPrimFaces = 0;
516
517 public Profile()
518 {
519 this.coords = new List<Coord>();
520 this.faces = new List<Face>();
521 }
522
523 public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool hasProfileCut, bool createFaces)
524 {
525 const float halfSqr2 = 0.7071067811866f;
526
527 this.coords = new List<Coord>();
528 this.faces = new List<Face>();
529
530 List<Coord> hollowCoords = new List<Coord>();
531
532 bool hasHollow = (hollow > 0.0f);
533
534 AngleList angles = new AngleList();
535 AngleList hollowAngles = new AngleList();
536
537 float xScale = 0.5f;
538 float yScale = 0.5f;
539 if (sides == 4) // corners of a square are sqrt(2) from center
540 {
541 xScale = halfSqr2;
542 yScale = halfSqr2;
543 }
544
545 float startAngle = profileStart * twoPi;
546 float stopAngle = profileEnd * twoPi;
547
548 try { angles.makeAngles(sides, startAngle, stopAngle,hasProfileCut); }
549 catch (Exception ex)
550 {
551
552 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
553 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
554
555 return;
556 }
557
558 this.numOuterVerts = angles.angles.Count;
559
560 Angle angle;
561 Coord newVert = new Coord();
562
563 // flag to create as few triangles as possible for 3 or 4 side profile
564 bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
565
566 if (hasHollow)
567 {
568 if (sides == hollowSides)
569 hollowAngles = angles;
570 else
571 {
572 try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle, hasProfileCut); }
573 catch (Exception ex)
574 {
575 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
576 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
577
578 return;
579 }
580
581 int numHollowAngles = hollowAngles.angles.Count;
582 for (int i = 0; i < numHollowAngles; i++)
583 {
584 angle = hollowAngles.angles[i];
585 newVert.X = hollow * xScale * angle.X;
586 newVert.Y = hollow * yScale * angle.Y;
587 newVert.Z = 0.0f;
588
589 hollowCoords.Add(newVert);
590 }
591 }
592 this.numHollowVerts = hollowAngles.angles.Count;
593 }
594 else if (!simpleFace)
595 {
596 Coord center = new Coord(0.0f, 0.0f, 0.0f);
597 this.coords.Add(center);
598 }
599
600 int numAngles = angles.angles.Count;
601 bool hollowsame = (hasHollow && hollowSides == sides);
602
603 for (int i = 0; i < numAngles; i++)
604 {
605 angle = angles.angles[i];
606 newVert.X = angle.X * xScale;
607 newVert.Y = angle.Y * yScale;
608 newVert.Z = 0.0f;
609 this.coords.Add(newVert);
610 if (hollowsame)
611 {
612 newVert.X *= hollow;
613 newVert.Y *= hollow;
614 hollowCoords.Add(newVert);
615 }
616 }
617
618 if (hasHollow)
619 {
620 hollowCoords.Reverse();
621 this.coords.AddRange(hollowCoords);
622
623 if (createFaces)
624 {
625 int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
626
627 if (this.numOuterVerts == this.numHollowVerts)
628 {
629 Face newFace = new Face();
630
631 for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
632 {
633 newFace.v1 = coordIndex;
634 newFace.v2 = coordIndex + 1;
635 newFace.v3 = numTotalVerts - coordIndex - 1;
636 this.faces.Add(newFace);
637
638 newFace.v1 = coordIndex + 1;
639 newFace.v2 = numTotalVerts - coordIndex - 2;
640 newFace.v3 = numTotalVerts - coordIndex - 1;
641 this.faces.Add(newFace);
642 }
643 if (!hasProfileCut)
644 {
645 newFace.v1 = this.numOuterVerts - 1;
646 newFace.v2 = 0;
647 newFace.v3 = this.numOuterVerts;
648 this.faces.Add(newFace);
649
650 newFace.v1 = 0;
651 newFace.v2 = numTotalVerts - 1;
652 newFace.v3 = this.numOuterVerts;
653 this.faces.Add(newFace);
654 }
655 }
656 else if (this.numOuterVerts < this.numHollowVerts)
657 {
658 Face newFace = new Face();
659 int j = 0; // j is the index for outer vertices
660 int i;
661 int maxJ = this.numOuterVerts - 1;
662 float curHollowAngle = 0;
663 for (i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
664 {
665 curHollowAngle = hollowAngles.angles[i].angle;
666 if (j < maxJ)
667 {
668 if (angles.angles[j + 1].angle - curHollowAngle < curHollowAngle - angles.angles[j].angle + 0.000001f)
669 {
670 newFace.v1 = numTotalVerts - i - 1;
671 newFace.v2 = j;
672 newFace.v3 = j + 1;
673 this.faces.Add(newFace);
674 j++;
675 }
676 }
677 else
678 {
679 if (1.0f - curHollowAngle < curHollowAngle - angles.angles[j].angle + 0.000001f)
680 break;
681 }
682
683 newFace.v1 = j;
684 newFace.v2 = numTotalVerts - i - 2;
685 newFace.v3 = numTotalVerts - i - 1;
686
687 this.faces.Add(newFace);
688 }
689
690 if (!hasProfileCut)
691 {
692 if (i == this.numHollowVerts)
693 {
694 newFace.v1 = numTotalVerts - this.numHollowVerts;
695 newFace.v2 = maxJ;
696 newFace.v3 = 0;
697
698 this.faces.Add(newFace);
699 }
700 else
701 {
702 if (1.0f - curHollowAngle < curHollowAngle - angles.angles[maxJ].angle + 0.000001f)
703 {
704 newFace.v1 = numTotalVerts - i - 1;
705 newFace.v2 = maxJ;
706 newFace.v3 = 0;
707
708 this.faces.Add(newFace);
709 }
710
711 for (; i < this.numHollowVerts - 1; i++)
712 {
713 newFace.v1 = 0;
714 newFace.v2 = numTotalVerts - i - 2;
715 newFace.v3 = numTotalVerts - i - 1;
716
717 this.faces.Add(newFace);
718 }
719 }
720
721 newFace.v1 = 0;
722 newFace.v2 = numTotalVerts - this.numHollowVerts;
723 newFace.v3 = numTotalVerts - 1;
724 this.faces.Add(newFace);
725 }
726 }
727 else // numHollowVerts < numOuterVerts
728 {
729 Face newFace = new Face();
730 int j = 0; // j is the index for inner vertices
731 int maxJ = this.numHollowVerts - 1;
732 for (int i = 0; i < this.numOuterVerts; i++)
733 {
734 if (j < maxJ)
735 if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
736 {
737 newFace.v1 = i;
738 newFace.v2 = numTotalVerts - j - 2;
739 newFace.v3 = numTotalVerts - j - 1;
740
741 this.faces.Add(newFace);
742 j += 1;
743 }
744
745 newFace.v1 = numTotalVerts - j - 1;
746 newFace.v2 = i;
747 newFace.v3 = i + 1;
748
749 this.faces.Add(newFace);
750 }
751
752 if (!hasProfileCut)
753 {
754 int i = this.numOuterVerts - 1;
755
756 if (hollowAngles.angles[0].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[maxJ].angle + 0.000001f)
757 {
758 newFace.v1 = 0;
759 newFace.v2 = numTotalVerts - maxJ - 1;
760 newFace.v3 = numTotalVerts - 1;
761
762 this.faces.Add(newFace);
763 }
764
765 newFace.v1 = numTotalVerts - maxJ - 1;
766 newFace.v2 = i;
767 newFace.v3 = 0;
768
769 this.faces.Add(newFace);
770 }
771 }
772 }
773
774 }
775
776 else if (createFaces)
777 {
778 if (simpleFace)
779 {
780 if (sides == 3)
781 this.faces.Add(new Face(0, 1, 2));
782 else if (sides == 4)
783 {
784 this.faces.Add(new Face(0, 1, 2));
785 this.faces.Add(new Face(0, 2, 3));
786 }
787 }
788 else
789 {
790 for (int i = 1; i < numAngles ; i++)
791 {
792 Face newFace = new Face();
793 newFace.v1 = 0;
794 newFace.v2 = i;
795 newFace.v3 = i + 1;
796 this.faces.Add(newFace);
797 }
798 if (!hasProfileCut)
799 {
800 Face newFace = new Face();
801 newFace.v1 = 0;
802 newFace.v2 = numAngles;
803 newFace.v3 = 1;
804 this.faces.Add(newFace);
805 }
806 }
807 }
808
809
810 hollowCoords = null;
811 }
812
813
814 public Profile Copy()
815 {
816 return this.Copy(true);
817 }
818
819 public Profile Copy(bool needFaces)
820 {
821 Profile copy = new Profile();
822
823 copy.coords.AddRange(this.coords);
824
825 if (needFaces)
826 copy.faces.AddRange(this.faces);
827
828 copy.numOuterVerts = this.numOuterVerts;
829 copy.numHollowVerts = this.numHollowVerts;
830
831 return copy;
832 }
833
834 public void AddPos(Coord v)
835 {
836 this.AddPos(v.X, v.Y, v.Z);
837 }
838
839 public void AddPos(float x, float y, float z)
840 {
841 int i;
842 int numVerts = this.coords.Count;
843 Coord vert;
844
845 for (i = 0; i < numVerts; i++)
846 {
847 vert = this.coords[i];
848 vert.X += x;
849 vert.Y += y;
850 vert.Z += z;
851 this.coords[i] = vert;
852 }
853 }
854
855 public void AddRot(Quat q)
856 {
857 int i;
858 int numVerts = this.coords.Count;
859
860 for (i = 0; i < numVerts; i++)
861 this.coords[i] *= q;
862 }
863
864 public void Scale(float x, float y)
865 {
866 int i;
867 int numVerts = this.coords.Count;
868 Coord vert;
869
870 for (i = 0; i < numVerts; i++)
871 {
872 vert = this.coords[i];
873 vert.X *= x;
874 vert.Y *= y;
875 this.coords[i] = vert;
876 }
877 }
878
879 /// <summary>
880 /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
881 /// </summary>
882 public void FlipNormals()
883 {
884 int i;
885 int numFaces = this.faces.Count;
886 Face tmpFace;
887 int tmp;
888
889 for (i = 0; i < numFaces; i++)
890 {
891 tmpFace = this.faces[i];
892 tmp = tmpFace.v3;
893 tmpFace.v3 = tmpFace.v1;
894 tmpFace.v1 = tmp;
895 this.faces[i] = tmpFace;
896 }
897 }
898
899 public void AddValue2FaceVertexIndices(int num)
900 {
901 int numFaces = this.faces.Count;
902 Face tmpFace;
903 for (int i = 0; i < numFaces; i++)
904 {
905 tmpFace = this.faces[i];
906 tmpFace.v1 += num;
907 tmpFace.v2 += num;
908 tmpFace.v3 += num;
909
910 this.faces[i] = tmpFace;
911 }
912 }
913
914 public void DumpRaw(String path, String name, String title)
915 {
916 if (path == null)
917 return;
918 String fileName = name + "_" + title + ".raw";
919 String completePath = System.IO.Path.Combine(path, fileName);
920 StreamWriter sw = new StreamWriter(completePath);
921
922 for (int i = 0; i < this.faces.Count; i++)
923 {
924 string s = this.coords[this.faces[i].v1].ToString();
925 s += " " + this.coords[this.faces[i].v2].ToString();
926 s += " " + this.coords[this.faces[i].v3].ToString();
927
928 sw.WriteLine(s);
929 }
930
931 sw.Close();
932 }
933 }
934
935 public struct PathNode
936 {
937 public Coord position;
938 public Quat rotation;
939 public float xScale;
940 public float yScale;
941 public float percentOfPath;
942 }
943
944 public enum PathType { Linear = 0, Circular = 1, Flexible = 2 }
945
946 public class Path
947 {
948 public List<PathNode> pathNodes = new List<PathNode>();
949
950 public float twistBegin = 0.0f;
951 public float twistEnd = 0.0f;
952 public float topShearX = 0.0f;
953 public float topShearY = 0.0f;
954 public float pathCutBegin = 0.0f;
955 public float pathCutEnd = 1.0f;
956 public float dimpleBegin = 0.0f;
957 public float dimpleEnd = 1.0f;
958 public float skew = 0.0f;
959 public float holeSizeX = 1.0f; // called pathScaleX in pbs
960 public float holeSizeY = 0.25f;
961 public float taperX = 0.0f;
962 public float taperY = 0.0f;
963 public float radius = 0.0f;
964 public float revolutions = 1.0f;
965 public int stepsPerRevolution = 24;
966
967 private const float twoPi = 2.0f * (float)Math.PI;
968
969 public void Create(PathType pathType, int steps)
970 {
971 if (this.taperX > 0.999f)
972 this.taperX = 0.999f;
973 if (this.taperX < -0.999f)
974 this.taperX = -0.999f;
975 if (this.taperY > 0.999f)
976 this.taperY = 0.999f;
977 if (this.taperY < -0.999f)
978 this.taperY = -0.999f;
979
980 if (pathType == PathType.Linear || pathType == PathType.Flexible)
981 {
982 int step = 0;
983
984 float length = this.pathCutEnd - this.pathCutBegin;
985 float twistTotal = twistEnd - twistBegin;
986 float twistTotalAbs = Math.Abs(twistTotal);
987 if (twistTotalAbs > 0.01f)
988 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
989
990 float start = -0.5f;
991 float stepSize = length / (float)steps;
992 float percentOfPathMultiplier = stepSize * 0.999999f;
993 float xOffset = this.topShearX * this.pathCutBegin;
994 float yOffset = this.topShearY * this.pathCutBegin;
995 float zOffset = start;
996 float xOffsetStepIncrement = this.topShearX * length / steps;
997 float yOffsetStepIncrement = this.topShearY * length / steps;
998
999 float percentOfPath = this.pathCutBegin;
1000 zOffset += percentOfPath;
1001
1002 // sanity checks
1003
1004 bool done = false;
1005
1006 while (!done)
1007 {
1008 PathNode newNode = new PathNode();
1009
1010 newNode.xScale = 1.0f;
1011 if (this.taperX == 0.0f)
1012 newNode.xScale = 1.0f;
1013 else if (this.taperX > 0.0f)
1014 newNode.xScale = 1.0f - percentOfPath * this.taperX;
1015 else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
1016
1017 newNode.yScale = 1.0f;
1018 if (this.taperY == 0.0f)
1019 newNode.yScale = 1.0f;
1020 else if (this.taperY > 0.0f)
1021 newNode.yScale = 1.0f - percentOfPath * this.taperY;
1022 else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
1023
1024 float twist = twistBegin + twistTotal * percentOfPath;
1025
1026 newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1027 newNode.position = new Coord(xOffset, yOffset, zOffset);
1028 newNode.percentOfPath = percentOfPath;
1029
1030 pathNodes.Add(newNode);
1031
1032 if (step < steps)
1033 {
1034 step += 1;
1035 percentOfPath += percentOfPathMultiplier;
1036 xOffset += xOffsetStepIncrement;
1037 yOffset += yOffsetStepIncrement;
1038 zOffset += stepSize;
1039 if (percentOfPath > this.pathCutEnd)
1040 done = true;
1041 }
1042 else done = true;
1043 }
1044 } // end of linear path code
1045
1046 else // pathType == Circular
1047 {
1048 float twistTotal = twistEnd - twistBegin;
1049
1050 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
1051 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
1052 // accurately match the viewer
1053 float twistTotalAbs = Math.Abs(twistTotal);
1054 if (twistTotalAbs > 0.01f)
1055 {
1056 if (twistTotalAbs > Math.PI * 1.5f)
1057 steps *= 2;
1058 if (twistTotalAbs > Math.PI * 3.0f)
1059 steps *= 2;
1060 }
1061
1062 float yPathScale = this.holeSizeY * 0.5f;
1063 float pathLength = this.pathCutEnd - this.pathCutBegin;
1064 float totalSkew = this.skew * 2.0f * pathLength;
1065 float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
1066 float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
1067 float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
1068
1069 // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
1070 // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
1071 // to calculate the sine for generating the path radius appears to approximate it's effects there
1072 // too, but there are some subtle differences in the radius which are noticeable as the prim size
1073 // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
1074 // the meshes generated with this technique appear nearly identical in shape to the same prims when
1075 // displayed by the viewer.
1076
1077 float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
1078 float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
1079 float stepSize = twoPi / this.stepsPerRevolution;
1080
1081 int step = (int)(startAngle / stepSize);
1082 float angle = startAngle;
1083
1084 bool done = false;
1085 while (!done) // loop through the length of the path and add the layers
1086 {
1087 PathNode newNode = new PathNode();
1088
1089 float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
1090 float yProfileScale = this.holeSizeY;
1091
1092 float percentOfPath = angle / (twoPi * this.revolutions);
1093 float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
1094
1095 if (this.taperX > 0.01f)
1096 xProfileScale *= 1.0f - percentOfPath * this.taperX;
1097 else if (this.taperX < -0.01f)
1098 xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
1099
1100 if (this.taperY > 0.01f)
1101 yProfileScale *= 1.0f - percentOfPath * this.taperY;
1102 else if (this.taperY < -0.01f)
1103 yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
1104
1105 newNode.xScale = xProfileScale;
1106 newNode.yScale = yProfileScale;
1107
1108 float radiusScale = 1.0f;
1109 if (this.radius > 0.001f)
1110 radiusScale = 1.0f - this.radius * percentOfPath;
1111 else if (this.radius < 0.001f)
1112 radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
1113
1114 float twist = twistBegin + twistTotal * percentOfPath;
1115
1116 float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
1117 xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
1118
1119 float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
1120
1121 float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
1122
1123 newNode.position = new Coord(xOffset, yOffset, zOffset);
1124
1125 // now orient the rotation of the profile layer relative to it's position on the path
1126 // adding taperY to the angle used to generate the quat appears to approximate the viewer
1127
1128 newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
1129
1130 // next apply twist rotation to the profile layer
1131 if (twistTotal != 0.0f || twistBegin != 0.0f)
1132 newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1133
1134 newNode.percentOfPath = percentOfPath;
1135
1136 pathNodes.Add(newNode);
1137
1138 // calculate terms for next iteration
1139 // calculate the angle for the next iteration of the loop
1140
1141 if (angle >= endAngle - 0.01)
1142 done = true;
1143 else
1144 {
1145 step += 1;
1146 angle = stepSize * step;
1147 if (angle > endAngle)
1148 angle = endAngle;
1149 }
1150 }
1151 }
1152 }
1153 }
1154
1155 public class PrimMesh
1156 {
1157 public string errorMessage = "";
1158 private const float twoPi = 2.0f * (float)Math.PI;
1159
1160 public List<Coord> coords;
1161// public List<Coord> normals;
1162 public List<Face> faces;
1163
1164 private int sides = 4;
1165 private int hollowSides = 4;
1166 private float profileStart = 0.0f;
1167 private float profileEnd = 1.0f;
1168 private float hollow = 0.0f;
1169 public int twistBegin = 0;
1170 public int twistEnd = 0;
1171 public float topShearX = 0.0f;
1172 public float topShearY = 0.0f;
1173 public float pathCutBegin = 0.0f;
1174 public float pathCutEnd = 1.0f;
1175 public float dimpleBegin = 0.0f;
1176 public float dimpleEnd = 1.0f;
1177 public float skew = 0.0f;
1178 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1179 public float holeSizeY = 0.25f;
1180 public float taperX = 0.0f;
1181 public float taperY = 0.0f;
1182 public float radius = 0.0f;
1183 public float revolutions = 1.0f;
1184 public int stepsPerRevolution = 24;
1185
1186 private bool hasProfileCut = false;
1187 private bool hasHollow = false;
1188
1189 public int numPrimFaces = 0;
1190
1191 /// <summary>
1192 /// Human readable string representation of the parameters used to create a mesh.
1193 /// </summary>
1194 /// <returns></returns>
1195 public string ParamsToDisplayString()
1196 {
1197 string s = "";
1198 s += "sides..................: " + this.sides.ToString();
1199 s += "\nhollowSides..........: " + this.hollowSides.ToString();
1200 s += "\nprofileStart.........: " + this.profileStart.ToString();
1201 s += "\nprofileEnd...........: " + this.profileEnd.ToString();
1202 s += "\nhollow...............: " + this.hollow.ToString();
1203 s += "\ntwistBegin...........: " + this.twistBegin.ToString();
1204 s += "\ntwistEnd.............: " + this.twistEnd.ToString();
1205 s += "\ntopShearX............: " + this.topShearX.ToString();
1206 s += "\ntopShearY............: " + this.topShearY.ToString();
1207 s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
1208 s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
1209 s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
1210 s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
1211 s += "\nskew.................: " + this.skew.ToString();
1212 s += "\nholeSizeX............: " + this.holeSizeX.ToString();
1213 s += "\nholeSizeY............: " + this.holeSizeY.ToString();
1214 s += "\ntaperX...............: " + this.taperX.ToString();
1215 s += "\ntaperY...............: " + this.taperY.ToString();
1216 s += "\nradius...............: " + this.radius.ToString();
1217 s += "\nrevolutions..........: " + this.revolutions.ToString();
1218 s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
1219 s += "\nhasProfileCut........: " + this.hasProfileCut.ToString();
1220 s += "\nhasHollow............: " + this.hasHollow.ToString();
1221
1222 return s;
1223 }
1224
1225 public bool HasProfileCut
1226 {
1227 get { return hasProfileCut; }
1228 set { hasProfileCut = value; }
1229 }
1230
1231 public bool HasHollow
1232 {
1233 get { return hasHollow; }
1234 }
1235
1236
1237 /// <summary>
1238 /// Constructs a PrimMesh object and creates the profile for extrusion.
1239 /// </summary>
1240 /// <param name="sides"></param>
1241 /// <param name="profileStart"></param>
1242 /// <param name="profileEnd"></param>
1243 /// <param name="hollow"></param>
1244 /// <param name="hollowSides"></param>
1245 /// <param name="sphereMode"></param>
1246 public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
1247 {
1248 this.coords = new List<Coord>();
1249 this.faces = new List<Face>();
1250
1251 this.sides = sides;
1252 this.profileStart = profileStart;
1253 this.profileEnd = profileEnd;
1254 this.hollow = hollow;
1255 this.hollowSides = hollowSides;
1256
1257 if (sides < 3)
1258 this.sides = 3;
1259 if (hollowSides < 3)
1260 this.hollowSides = 3;
1261 if (profileStart < 0.0f)
1262 this.profileStart = 0.0f;
1263 if (profileEnd > 1.0f)
1264 this.profileEnd = 1.0f;
1265 if (profileEnd < 0.02f)
1266 this.profileEnd = 0.02f;
1267 if (profileStart >= profileEnd)
1268 this.profileStart = profileEnd - 0.02f;
1269 if (hollow > 0.99f)
1270 this.hollow = 0.99f;
1271 if (hollow < 0.0f)
1272 this.hollow = 0.0f;
1273 }
1274
1275 /// <summary>
1276 /// Extrudes a profile along a path.
1277 /// </summary>
1278 public void Extrude(PathType pathType)
1279 {
1280 bool needEndFaces = false;
1281
1282 this.coords = new List<Coord>();
1283 this.faces = new List<Face>();
1284
1285 int steps = 1;
1286
1287 float length = this.pathCutEnd - this.pathCutBegin;
1288
1289 this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1290
1291 this.hasHollow = (this.hollow > 0.001f);
1292
1293 float twistBegin = this.twistBegin / 360.0f * twoPi;
1294 float twistEnd = this.twistEnd / 360.0f * twoPi;
1295 float twistTotal = twistEnd - twistBegin;
1296 float twistTotalAbs = Math.Abs(twistTotal);
1297 if (twistTotalAbs > 0.01f)
1298 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1299
1300 float hollow = this.hollow;
1301
1302 if (pathType == PathType.Circular)
1303 {
1304 needEndFaces = false;
1305 if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
1306 needEndFaces = true;
1307 else if (this.taperX != 0.0f || this.taperY != 0.0f)
1308 needEndFaces = true;
1309 else if (this.skew != 0.0f)
1310 needEndFaces = true;
1311 else if (twistTotal != 0.0f)
1312 needEndFaces = true;
1313 else if (this.radius != 0.0f)
1314 needEndFaces = true;
1315 }
1316 else needEndFaces = true;
1317
1318 // sanity checks
1319 float initialProfileRot = 0.0f;
1320 if (pathType == PathType.Circular)
1321 {
1322 if (this.sides == 3)
1323 {
1324 initialProfileRot = (float)Math.PI;
1325 if (this.hollowSides == 4)
1326 {
1327 if (hollow > 0.7f)
1328 hollow = 0.7f;
1329 hollow *= 0.707f;
1330 }
1331 else hollow *= 0.5f;
1332 }
1333 else if (this.sides == 4)
1334 {
1335 initialProfileRot = 0.25f * (float)Math.PI;
1336 if (this.hollowSides != 4)
1337 hollow *= 0.707f;
1338 }
1339 else if (this.sides > 4)
1340 {
1341 initialProfileRot = (float)Math.PI;
1342 if (this.hollowSides == 4)
1343 {
1344 if (hollow > 0.7f)
1345 hollow = 0.7f;
1346 hollow /= 0.7f;
1347 }
1348 }
1349 }
1350 else
1351 {
1352 if (this.sides == 3)
1353 {
1354 if (this.hollowSides == 4)
1355 {
1356 if (hollow > 0.7f)
1357 hollow = 0.7f;
1358 hollow *= 0.707f;
1359 }
1360 else hollow *= 0.5f;
1361 }
1362 else if (this.sides == 4)
1363 {
1364 initialProfileRot = 1.25f * (float)Math.PI;
1365 if (this.hollowSides != 4)
1366 hollow *= 0.707f;
1367 }
1368 else if (this.sides == 24 && this.hollowSides == 4)
1369 hollow *= 1.414f;
1370 }
1371
1372 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, this.hasProfileCut,true);
1373 this.errorMessage = profile.errorMessage;
1374
1375 this.numPrimFaces = profile.numPrimFaces;
1376
1377 if (initialProfileRot != 0.0f)
1378 {
1379 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
1380 }
1381
1382 float thisV = 0.0f;
1383 float lastV = 0.0f;
1384
1385 Path path = new Path();
1386 path.twistBegin = twistBegin;
1387 path.twistEnd = twistEnd;
1388 path.topShearX = topShearX;
1389 path.topShearY = topShearY;
1390 path.pathCutBegin = pathCutBegin;
1391 path.pathCutEnd = pathCutEnd;
1392 path.dimpleBegin = dimpleBegin;
1393 path.dimpleEnd = dimpleEnd;
1394 path.skew = skew;
1395 path.holeSizeX = holeSizeX;
1396 path.holeSizeY = holeSizeY;
1397 path.taperX = taperX;
1398 path.taperY = taperY;
1399 path.radius = radius;
1400 path.revolutions = revolutions;
1401 path.stepsPerRevolution = stepsPerRevolution;
1402
1403 path.Create(pathType, steps);
1404
1405 int lastNode = path.pathNodes.Count -1;
1406
1407 for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
1408 {
1409 PathNode node = path.pathNodes[nodeIndex];
1410 Profile newLayer = profile.Copy();
1411
1412 newLayer.Scale(node.xScale, node.yScale);
1413 newLayer.AddRot(node.rotation);
1414 newLayer.AddPos(node.position);
1415
1416 if (needEndFaces && nodeIndex == 0)
1417 {
1418 newLayer.FlipNormals();
1419 } // if (nodeIndex == 0)
1420
1421 // append this layer
1422
1423 int coordsLen = this.coords.Count;
1424 newLayer.AddValue2FaceVertexIndices(coordsLen);
1425
1426 this.coords.AddRange(newLayer.coords);
1427
1428 if (needEndFaces)
1429 {
1430 if (nodeIndex == 0)
1431 this.faces.AddRange(newLayer.faces);
1432 else if (nodeIndex == lastNode)
1433 {
1434 if (node.xScale > 1e-6 && node.yScale > 1e-6)
1435 this.faces.AddRange(newLayer.faces);
1436 }
1437 }
1438
1439 // fill faces between layers
1440
1441 int numVerts = newLayer.coords.Count;
1442 Face newFace1 = new Face();
1443 Face newFace2 = new Face();
1444
1445 thisV = 1.0f - node.percentOfPath;
1446
1447 if (nodeIndex > 0)
1448 {
1449 int startVert = coordsLen;
1450 int endVert = this.coords.Count;
1451 if (!this.hasProfileCut)
1452 {
1453 int i = startVert;
1454 for (int l = 0; l < profile.numOuterVerts - 1; l++)
1455 {
1456 newFace1.v1 = i;
1457 newFace1.v2 = i - numVerts;
1458 newFace1.v3 = i + 1;
1459 this.faces.Add(newFace1);
1460
1461 newFace2.v1 = i + 1;
1462 newFace2.v2 = i - numVerts;
1463 newFace2.v3 = i + 1 - numVerts;
1464 this.faces.Add(newFace2);
1465 i++;
1466 }
1467
1468 newFace1.v1 = i;
1469 newFace1.v2 = i - numVerts;
1470 newFace1.v3 = startVert;
1471 this.faces.Add(newFace1);
1472
1473 newFace2.v1 = startVert;
1474 newFace2.v2 = i - numVerts;
1475 newFace2.v3 = startVert - numVerts;
1476 this.faces.Add(newFace2);
1477
1478 if (this.hasHollow)
1479 {
1480 startVert = ++i;
1481 for (int l = 0; l < profile.numHollowVerts - 1; l++)
1482 {
1483 newFace1.v1 = i;
1484 newFace1.v2 = i - numVerts;
1485 newFace1.v3 = i + 1;
1486 this.faces.Add(newFace1);
1487
1488 newFace2.v1 = i + 1;
1489 newFace2.v2 = i - numVerts;
1490 newFace2.v3 = i + 1 - numVerts;
1491 this.faces.Add(newFace2);
1492 i++;
1493 }
1494
1495 newFace1.v1 = i;
1496 newFace1.v2 = i - numVerts;
1497 newFace1.v3 = startVert;
1498 this.faces.Add(newFace1);
1499
1500 newFace2.v1 = startVert;
1501 newFace2.v2 = i - numVerts;
1502 newFace2.v3 = startVert - numVerts;
1503 this.faces.Add(newFace2);
1504 }
1505
1506
1507 }
1508 else
1509 {
1510 for (int i = startVert; i < endVert; i++)
1511 {
1512 int iNext = i + 1;
1513 if (i == endVert - 1)
1514 iNext = startVert;
1515
1516 newFace1.v1 = i;
1517 newFace1.v2 = i - numVerts;
1518 newFace1.v3 = iNext;
1519 this.faces.Add(newFace1);
1520
1521 newFace2.v1 = iNext;
1522 newFace2.v2 = i - numVerts;
1523 newFace2.v3 = iNext - numVerts;
1524 this.faces.Add(newFace2);
1525
1526 }
1527 }
1528 }
1529
1530 lastV = thisV;
1531
1532 } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
1533
1534 }
1535
1536
1537 /// <summary>
1538 /// DEPRICATED - use Extrude(PathType.Linear) instead
1539 /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
1540 /// </summary>
1541 ///
1542 public void ExtrudeLinear()
1543 {
1544 this.Extrude(PathType.Linear);
1545 }
1546
1547
1548 /// <summary>
1549 /// DEPRICATED - use Extrude(PathType.Circular) instead
1550 /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
1551 /// </summary>
1552 ///
1553 public void ExtrudeCircular()
1554 {
1555 this.Extrude(PathType.Circular);
1556 }
1557
1558
1559 private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
1560 {
1561 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
1562 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
1563
1564 Coord normal = Coord.Cross(edge1, edge2);
1565
1566 normal.Normalize();
1567
1568 return normal;
1569 }
1570
1571 private Coord SurfaceNormal(Face face)
1572 {
1573 return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
1574 }
1575
1576 /// <summary>
1577 /// Calculate the surface normal for a face in the list of faces
1578 /// </summary>
1579 /// <param name="faceIndex"></param>
1580 /// <returns></returns>
1581 public Coord SurfaceNormal(int faceIndex)
1582 {
1583 int numFaces = this.faces.Count;
1584 if (faceIndex < 0 || faceIndex >= numFaces)
1585 throw new Exception("faceIndex out of range");
1586
1587 return SurfaceNormal(this.faces[faceIndex]);
1588 }
1589
1590 /// <summary>
1591 /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
1592 /// </summary>
1593 /// <returns></returns>
1594 public PrimMesh Copy()
1595 {
1596 PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
1597 copy.twistBegin = this.twistBegin;
1598 copy.twistEnd = this.twistEnd;
1599 copy.topShearX = this.topShearX;
1600 copy.topShearY = this.topShearY;
1601 copy.pathCutBegin = this.pathCutBegin;
1602 copy.pathCutEnd = this.pathCutEnd;
1603 copy.dimpleBegin = this.dimpleBegin;
1604 copy.dimpleEnd = this.dimpleEnd;
1605 copy.skew = this.skew;
1606 copy.holeSizeX = this.holeSizeX;
1607 copy.holeSizeY = this.holeSizeY;
1608 copy.taperX = this.taperX;
1609 copy.taperY = this.taperY;
1610 copy.radius = this.radius;
1611 copy.revolutions = this.revolutions;
1612 copy.stepsPerRevolution = this.stepsPerRevolution;
1613
1614 copy.numPrimFaces = this.numPrimFaces;
1615 copy.errorMessage = this.errorMessage;
1616
1617 copy.coords = new List<Coord>(this.coords);
1618 copy.faces = new List<Face>(this.faces);
1619
1620 return copy;
1621 }
1622
1623 /// <summary>
1624 /// Adds a value to each XYZ vertex coordinate in the mesh
1625 /// </summary>
1626 /// <param name="x"></param>
1627 /// <param name="y"></param>
1628 /// <param name="z"></param>
1629 public void AddPos(float x, float y, float z)
1630 {
1631 int i;
1632 int numVerts = this.coords.Count;
1633 Coord vert;
1634
1635 for (i = 0; i < numVerts; i++)
1636 {
1637 vert = this.coords[i];
1638 vert.X += x;
1639 vert.Y += y;
1640 vert.Z += z;
1641 this.coords[i] = vert;
1642 }
1643 }
1644
1645 /// <summary>
1646 /// Rotates the mesh
1647 /// </summary>
1648 /// <param name="q"></param>
1649 public void AddRot(Quat q)
1650 {
1651 int i;
1652 int numVerts = this.coords.Count;
1653
1654 for (i = 0; i < numVerts; i++)
1655 this.coords[i] *= q;
1656 }
1657
1658#if VERTEX_INDEXER
1659 public VertexIndexer GetVertexIndexer()
1660 {
1661 return null;
1662 }
1663#endif
1664
1665 /// <summary>
1666 /// Scales the mesh
1667 /// </summary>
1668 /// <param name="x"></param>
1669 /// <param name="y"></param>
1670 /// <param name="z"></param>
1671 public void Scale(float x, float y, float z)
1672 {
1673 int i;
1674 int numVerts = this.coords.Count;
1675 //Coord vert;
1676
1677 Coord m = new Coord(x, y, z);
1678 for (i = 0; i < numVerts; i++)
1679 this.coords[i] *= m;
1680 }
1681
1682 /// <summary>
1683 /// Dumps the mesh to a Blender compatible "Raw" format file
1684 /// </summary>
1685 /// <param name="path"></param>
1686 /// <param name="name"></param>
1687 /// <param name="title"></param>
1688 public void DumpRaw(String path, String name, String title)
1689 {
1690 if (path == null)
1691 return;
1692 String fileName = name + "_" + title + ".raw";
1693 String completePath = System.IO.Path.Combine(path, fileName);
1694 StreamWriter sw = new StreamWriter(completePath);
1695
1696 for (int i = 0; i < this.faces.Count; i++)
1697 {
1698 string s = this.coords[this.faces[i].v1].ToString();
1699 s += " " + this.coords[this.faces[i].v2].ToString();
1700 s += " " + this.coords[this.faces[i].v3].ToString();
1701
1702 sw.WriteLine(s);
1703 }
1704
1705 sw.Close();
1706 }
1707 }
1708}
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..0e2cbd2
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1847 @@
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 Vector3 _velocity;
78 private Vector3 _target_velocity;
79 private Vector3 _acceleration;
80 private Vector3 m_rotationalVelocity;
81 private Vector3 m_size;
82 private Vector3 m_collideNormal;
83 private Quaternion m_orientation;
84 private Quaternion m_orientation2D;
85 private float m_mass = 80f;
86 public float m_density = 60f;
87 private bool m_pidControllerActive = true;
88
89 const float basePID_D = 0.55f; // scaled for unit mass unit time (2200 /(50*80))
90 const float basePID_P = 0.225f; // scaled for unit mass unit time (900 /(50*80))
91 public float PID_D;
92 public float PID_P;
93
94 private float timeStep;
95 private float invtimeStep;
96
97 private float m_feetOffset = 0;
98 private float feetOff = 0;
99 private float boneOff = 0;
100 private float AvaAvaSizeXsq = 0.3f;
101 private float AvaAvaSizeYsq = 0.2f;
102
103 public float walkDivisor = 1.3f;
104 public float runDivisor = 0.8f;
105 private bool flying = false;
106 private bool m_iscolliding = false;
107 private bool m_iscollidingGround = false;
108 private bool m_iscollidingObj = false;
109 private bool m_alwaysRun = false;
110
111 private bool _zeroFlag = false;
112
113
114 private uint m_localID = 0;
115 public bool m_returnCollisions = false;
116 // taints and their non-tainted counterparts
117 public bool m_isPhysical = false; // the current physical status
118 public float MinimumGroundFlightOffset = 3f;
119
120 private float m_buoyancy = 0f;
121
122 private bool m_freemove = false;
123 // private CollisionLocker ode;
124
125// private string m_name = String.Empty;
126 // other filter control
127 int m_colliderfilter = 0;
128 int m_colliderGroundfilter = 0;
129 int m_colliderObjectfilter = 0;
130
131 // Default we're a Character
132 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
133
134 // Default, Collide with Other Geometries, spaces, bodies and characters.
135 private CollisionCategories m_collisionFlags = (CollisionCategories.Character
136 | CollisionCategories.Geom
137 | CollisionCategories.VolumeDtc
138 );
139 // we do land collisions not ode | CollisionCategories.Land);
140 public IntPtr Body = IntPtr.Zero;
141 private OdeScene _parent_scene;
142 private IntPtr capsule = IntPtr.Zero;
143 public IntPtr collider = IntPtr.Zero;
144
145 public IntPtr Amotor = IntPtr.Zero;
146
147 public d.Mass ShellMass;
148
149 public int m_eventsubscription = 0;
150 private int m_cureventsubscription = 0;
151 private CollisionEventUpdate CollisionEventsThisFrame = null;
152 private bool SentEmptyCollisionsEvent;
153
154 // unique UUID of this character object
155 public UUID m_uuid;
156 public bool bad = false;
157
158 float mu;
159
160 public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor)
161 {
162 m_uuid = UUID.Random();
163 m_localID = localID;
164
165 timeStep = parent_scene.ODE_STEPSIZE;
166 invtimeStep = 1 / timeStep;
167
168 if (pos.IsFinite())
169 {
170 if (pos.Z > 99999f)
171 {
172 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
173 }
174 if (pos.Z < -100f) // shouldn't this be 0 ?
175 {
176 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
177 }
178 _position = pos;
179 }
180 else
181 {
182 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
183 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
184 }
185
186 _parent_scene = parent_scene;
187
188
189 m_size.X = pSize.X;
190 m_size.Y = pSize.Y;
191 m_size.Z = pSize.Z;
192
193 if(m_size.X <0.01f)
194 m_size.X = 0.01f;
195 if(m_size.Y <0.01f)
196 m_size.Y = 0.01f;
197 if(m_size.Z <0.01f)
198 m_size.Z = 0.01f;
199
200 m_feetOffset = pfeetOffset;
201 m_orientation = Quaternion.Identity;
202 m_orientation2D = Quaternion.Identity;
203 m_density = density;
204
205 // force lower density for testing
206 m_density = 3.0f;
207
208 mu = parent_scene.AvatarFriction;
209
210 walkDivisor = walk_divisor;
211 runDivisor = rundivisor;
212
213 m_mass = m_density * m_size.X * m_size.Y * m_size.Z; ; // sure we have a default
214
215 PID_D = basePID_D * m_mass * invtimeStep;
216 PID_P = basePID_P * m_mass * invtimeStep;
217
218 m_isPhysical = false; // current status: no ODE information exists
219
220 Name = avName;
221
222 AddChange(changes.Add, null);
223 }
224
225 public override int PhysicsActorType
226 {
227 get { return (int)ActorTypes.Agent; }
228 set { return; }
229 }
230
231 public override void getContactData(ref ContactData cdata)
232 {
233 cdata.mu = mu;
234 cdata.bounce = 0;
235 cdata.softcolide = false;
236 }
237
238 public override bool Building { get; set; }
239
240 /// <summary>
241 /// If this is set, the avatar will move faster
242 /// </summary>
243 public override bool SetAlwaysRun
244 {
245 get { return m_alwaysRun; }
246 set { m_alwaysRun = value; }
247 }
248
249 public override uint LocalID
250 {
251 get { return m_localID; }
252 set { m_localID = value; }
253 }
254
255 public override PhysicsActor ParentActor
256 {
257 get { return (PhysicsActor)this; }
258 }
259
260 public override bool Grabbed
261 {
262 set { return; }
263 }
264
265 public override bool Selected
266 {
267 set { return; }
268 }
269
270 public override float Buoyancy
271 {
272 get { return m_buoyancy; }
273 set { m_buoyancy = value; }
274 }
275
276 public override bool FloatOnWater
277 {
278 set { return; }
279 }
280
281 public override bool IsPhysical
282 {
283 get { return m_isPhysical; }
284 set { return; }
285 }
286
287 public override bool ThrottleUpdates
288 {
289 get { return false; }
290 set { return; }
291 }
292
293 public override bool Flying
294 {
295 get { return flying; }
296 set
297 {
298 flying = value;
299// m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
300 }
301 }
302
303 /// <summary>
304 /// Returns if the avatar is colliding in general.
305 /// This includes the ground and objects and avatar.
306 /// </summary>
307 public override bool IsColliding
308 {
309 get { return (m_iscolliding || m_iscollidingGround); }
310 set
311 {
312 if (value)
313 {
314 m_colliderfilter += 3;
315 if (m_colliderfilter > 3)
316 m_colliderfilter = 3;
317 }
318 else
319 {
320 m_colliderfilter--;
321 if (m_colliderfilter < 0)
322 m_colliderfilter = 0;
323 }
324
325 if (m_colliderfilter == 0)
326 m_iscolliding = false;
327 else
328 {
329 m_pidControllerActive = true;
330 m_iscolliding = true;
331 m_freemove = false;
332 }
333 }
334 }
335
336 /// <summary>
337 /// Returns if an avatar is colliding with the ground
338 /// </summary>
339 public override bool CollidingGround
340 {
341 get { return m_iscollidingGround; }
342 set
343 {
344/* we now control this
345 if (value)
346 {
347 m_colliderGroundfilter += 2;
348 if (m_colliderGroundfilter > 2)
349 m_colliderGroundfilter = 2;
350 }
351 else
352 {
353 m_colliderGroundfilter--;
354 if (m_colliderGroundfilter < 0)
355 m_colliderGroundfilter = 0;
356 }
357
358 if (m_colliderGroundfilter == 0)
359 m_iscollidingGround = false;
360 else
361 m_iscollidingGround = true;
362 */
363 }
364
365 }
366
367 /// <summary>
368 /// Returns if the avatar is colliding with an object
369 /// </summary>
370 public override bool CollidingObj
371 {
372 get { return m_iscollidingObj; }
373 set
374 {
375 // Ubit filter this also
376 if (value)
377 {
378 m_colliderObjectfilter += 2;
379 if (m_colliderObjectfilter > 2)
380 m_colliderObjectfilter = 2;
381 }
382 else
383 {
384 m_colliderObjectfilter--;
385 if (m_colliderObjectfilter < 0)
386 m_colliderObjectfilter = 0;
387 }
388
389 if (m_colliderObjectfilter == 0)
390 m_iscollidingObj = false;
391 else
392 m_iscollidingObj = true;
393
394// m_iscollidingObj = value;
395
396 if (m_iscollidingObj)
397 m_pidControllerActive = false;
398 else
399 m_pidControllerActive = true;
400 }
401 }
402
403 /// <summary>
404 /// turn the PID controller on or off.
405 /// The PID Controller will turn on all by itself in many situations
406 /// </summary>
407 /// <param name="status"></param>
408 public void SetPidStatus(bool status)
409 {
410 m_pidControllerActive = status;
411 }
412
413 public override bool Stopped
414 {
415 get { return _zeroFlag; }
416 }
417
418 /// <summary>
419 /// This 'puts' an avatar somewhere in the physics space.
420 /// Not really a good choice unless you 'know' it's a good
421 /// spot otherwise you're likely to orbit the avatar.
422 /// </summary>
423 public override Vector3 Position
424 {
425 get { return _position; }
426 set
427 {
428 if (value.IsFinite())
429 {
430 if (value.Z > 9999999f)
431 {
432 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
433 }
434 if (value.Z < -100f)
435 {
436 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
437 }
438 AddChange(changes.Position, value);
439 }
440 else
441 {
442 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
443 }
444 }
445 }
446
447 public override Vector3 RotationalVelocity
448 {
449 get { return m_rotationalVelocity; }
450 set { m_rotationalVelocity = value; }
451 }
452
453 /// <summary>
454 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
455 /// and use it to offset landings properly
456 /// </summary>
457 public override Vector3 Size
458 {
459 get
460 {
461 return m_size;
462 }
463 set
464 {
465 if (value.IsFinite())
466 {
467 if(value.X <0.01f)
468 value.X = 0.01f;
469 if(value.Y <0.01f)
470 value.Y = 0.01f;
471 if(value.Z <0.01f)
472 value.Z = 0.01f;
473
474 AddChange(changes.Size, value);
475 }
476 else
477 {
478 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
479 }
480 }
481 }
482
483 public override void setAvatarSize(Vector3 size, float feetOffset)
484 {
485 if (size.IsFinite())
486 {
487 if (size.X < 0.01f)
488 size.X = 0.01f;
489 if (size.Y < 0.01f)
490 size.Y = 0.01f;
491 if (size.Z < 0.01f)
492 size.Z = 0.01f;
493
494 strAvatarSize st = new strAvatarSize();
495 st.size = size;
496 st.offset = feetOffset;
497 AddChange(changes.AvatarSize, st);
498 }
499 else
500 {
501 m_log.Warn("[PHYSICS]: Got a NaN AvatarSize from Scene on a Character");
502 }
503
504 }
505 /// <summary>
506 /// This creates the Avatar's physical Surrogate at the position supplied
507 /// </summary>
508 /// <param name="npositionX"></param>
509 /// <param name="npositionY"></param>
510 /// <param name="npositionZ"></param>
511
512 //
513 /// <summary>
514 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
515 /// This may be used in calculations in the scene/scenepresence
516 /// </summary>
517 public override float Mass
518 {
519 get
520 {
521 return m_mass;
522 }
523 }
524 public override void link(PhysicsActor obj)
525 {
526
527 }
528
529 public override void delink()
530 {
531
532 }
533
534 public override void LockAngularMotion(Vector3 axis)
535 {
536
537 }
538
539
540 public override Vector3 Force
541 {
542 get { return _target_velocity; }
543 set { return; }
544 }
545
546 public override int VehicleType
547 {
548 get { return 0; }
549 set { return; }
550 }
551
552 public override void VehicleFloatParam(int param, float value)
553 {
554
555 }
556
557 public override void VehicleVectorParam(int param, Vector3 value)
558 {
559
560 }
561
562 public override void VehicleRotationParam(int param, Quaternion rotation)
563 {
564
565 }
566
567 public override void VehicleFlags(int param, bool remove)
568 {
569
570 }
571
572 public override void SetVolumeDetect(int param)
573 {
574
575 }
576
577 public override Vector3 CenterOfMass
578 {
579 get
580 {
581 Vector3 pos = _position;
582 return pos;
583 }
584 }
585
586 public override Vector3 GeometricCenter
587 {
588 get
589 {
590 Vector3 pos = _position;
591 return pos;
592 }
593 }
594
595 public override PrimitiveBaseShape Shape
596 {
597 set { return; }
598 }
599
600 public override Vector3 Velocity
601 {
602 get
603 {
604 return _velocity;
605 }
606 set
607 {
608 if (value.IsFinite())
609 {
610 AddChange(changes.Velocity, value);
611 }
612 else
613 {
614 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
615 }
616 }
617 }
618
619 public override Vector3 Torque
620 {
621 get { return Vector3.Zero; }
622 set { return; }
623 }
624
625 public override float CollisionScore
626 {
627 get { return 0f; }
628 set { }
629 }
630
631 public override bool Kinematic
632 {
633 get { return false; }
634 set { }
635 }
636
637 public override Quaternion Orientation
638 {
639 get { return m_orientation; }
640 set
641 {
642// fakeori = value;
643// givefakeori++;
644 value.Normalize();
645 AddChange(changes.Orientation, value);
646 }
647 }
648
649 public override Vector3 Acceleration
650 {
651 get { return _acceleration; }
652 set { }
653 }
654
655 public void SetAcceleration(Vector3 accel)
656 {
657 m_pidControllerActive = true;
658 _acceleration = accel;
659 }
660
661 /// <summary>
662 /// Adds the force supplied to the Target Velocity
663 /// The PID controller takes this target velocity and tries to make it a reality
664 /// </summary>
665 /// <param name="force"></param>
666 public override void AddForce(Vector3 force, bool pushforce)
667 {
668 if (force.IsFinite())
669 {
670 if (pushforce)
671 {
672 AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f));
673 }
674 else
675 {
676 AddChange(changes.Velocity, force);
677 }
678 }
679 else
680 {
681 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
682 }
683 //m_lastUpdateSent = false;
684 }
685
686 public override void AddAngularForce(Vector3 force, bool pushforce)
687 {
688
689 }
690
691 public override void SetMomentum(Vector3 momentum)
692 {
693 if (momentum.IsFinite())
694 AddChange(changes.Momentum, momentum);
695 }
696
697
698 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
699 {
700 // sizes one day should came from visual parameters
701 float sx = m_size.X;
702 float sy = m_size.Y;
703 float sz = m_size.Z;
704
705 float bot = -sz * 0.5f + m_feetOffset;
706 boneOff = bot + 0.3f;
707
708 float feetsz = sz * 0.45f;
709 if (feetsz > 0.6f)
710 feetsz = 0.6f;
711
712 feetOff = bot + feetsz;
713
714 AvaAvaSizeXsq = 0.4f * sx;
715 AvaAvaSizeXsq *= AvaAvaSizeXsq;
716 AvaAvaSizeYsq = 0.5f * sy;
717 AvaAvaSizeYsq *= AvaAvaSizeYsq;
718
719 _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
720
721 collider = d.HashSpaceCreate(_parent_scene.CharsSpace);
722 d.HashSpaceSetLevels(collider, -4, 3);
723 d.SpaceSetSublevel(collider, 3);
724 d.SpaceSetCleanup(collider, false);
725 d.GeomSetCategoryBits(collider, (uint)m_collisionCategories);
726 d.GeomSetCollideBits(collider, (uint)m_collisionFlags);
727
728 float r = m_size.X;
729 if (m_size.Y > r)
730 r = m_size.Y;
731 float l = m_size.Z - r;
732 r *= 0.5f;
733
734 capsule = d.CreateCapsule(collider, r, l);
735
736 m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass
737
738 d.MassSetBoxTotal(out ShellMass, m_mass, m_size.X, m_size.Y, m_size.Z);
739
740 PID_D = basePID_D * m_mass / _parent_scene.ODE_STEPSIZE;
741 PID_P = basePID_P * m_mass / _parent_scene.ODE_STEPSIZE;
742
743 Body = d.BodyCreate(_parent_scene.world);
744
745 _zeroFlag = false;
746 m_pidControllerActive = true;
747 m_freemove = false;
748
749 _velocity = Vector3.Zero;
750
751 d.BodySetAutoDisableFlag(Body, false);
752 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
753
754 _position.X = npositionX;
755 _position.Y = npositionY;
756 _position.Z = npositionZ;
757
758 d.BodySetMass(Body, ref ShellMass);
759 d.GeomSetBody(capsule, Body);
760
761 // The purpose of the AMotor here is to keep the avatar's physical
762 // surrogate from rotating while moving
763 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
764 d.JointAttach(Amotor, Body, IntPtr.Zero);
765
766 d.JointSetAMotorMode(Amotor, 0);
767 d.JointSetAMotorNumAxes(Amotor, 3);
768 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
769 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
770 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
771
772 d.JointSetAMotorAngle(Amotor, 0, 0);
773 d.JointSetAMotorAngle(Amotor, 1, 0);
774 d.JointSetAMotorAngle(Amotor, 2, 0);
775
776 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
777 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
778 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
779 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
780 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
781 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
782
783 // These lowstops and high stops are effectively (no wiggle room)
784 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
785 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
786 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
787 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
788 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
789 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
790
791 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
792 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
793 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
794
795 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f);
796 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f);
797 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f);
798 }
799
800 /// <summary>
801 /// Destroys the avatar body and geom
802
803 private void AvatarGeomAndBodyDestroy()
804 {
805 // Kill the Amotor
806 if (Amotor != IntPtr.Zero)
807 {
808 d.JointDestroy(Amotor);
809 Amotor = IntPtr.Zero;
810 }
811
812 if (Body != IntPtr.Zero)
813 {
814 //kill the body
815 d.BodyDestroy(Body);
816 Body = IntPtr.Zero;
817 }
818
819 //kill the Geoms
820 if (capsule != IntPtr.Zero)
821 {
822 _parent_scene.actor_name_map.Remove(capsule);
823 _parent_scene.waitForSpaceUnlock(collider);
824 d.GeomDestroy(capsule);
825 capsule = IntPtr.Zero;
826 }
827
828 if (collider != IntPtr.Zero)
829 {
830 d.SpaceDestroy(collider);
831 collider = IntPtr.Zero;
832 }
833
834 }
835
836 //in place 2D rotation around Z assuming rot is normalised and is a rotation around Z
837 public void RotateXYonZ(ref float x, ref float y, ref Quaternion rot)
838 {
839 float sin = 2.0f * rot.Z * rot.W;
840 float cos = rot.W * rot.W - rot.Z * rot.Z;
841 float tx = x;
842
843 x = tx * cos - y * sin;
844 y = tx * sin + y * cos;
845 }
846 public void RotateXYonZ(ref float x, ref float y, ref float sin, ref float cos)
847 {
848 float tx = x;
849 x = tx * cos - y * sin;
850 y = tx * sin + y * cos;
851 }
852 public void invRotateXYonZ(ref float x, ref float y, ref float sin, ref float cos)
853 {
854 float tx = x;
855 x = tx * cos + y * sin;
856 y = -tx * sin + y * cos;
857 }
858
859 public void invRotateXYonZ(ref float x, ref float y, ref Quaternion rot)
860 {
861 float sin = - 2.0f * rot.Z * rot.W;
862 float cos = rot.W * rot.W - rot.Z * rot.Z;
863 float tx = x;
864
865 x = tx * cos - y * sin;
866 y = tx * sin + y * cos;
867 }
868
869 public bool Collide(IntPtr me, IntPtr other, bool reverse, ref d.ContactGeom contact,
870 ref d.ContactGeom altContact , ref bool useAltcontact, ref bool feetcollision)
871 {
872 feetcollision = false;
873 useAltcontact = false;
874
875 if (me == capsule)
876 {
877 Vector3 offset;
878
879 float h = contact.pos.Z - _position.Z;
880 offset.Z = h - feetOff;
881
882 offset.X = contact.pos.X - _position.X;
883 offset.Y = contact.pos.Y - _position.Y;
884
885 d.GeomClassID gtype = d.GeomGetClass(other);
886 if (gtype == d.GeomClassID.CapsuleClass)
887 {
888 Vector3 roff = offset * Quaternion.Inverse(m_orientation2D);
889 float r = roff.X *roff.X / AvaAvaSizeXsq;
890 r += (roff.Y * roff.Y) / AvaAvaSizeYsq;
891 if (r > 1.0f)
892 return false;
893
894 float dp = 1.0f -(float)Math.Sqrt((double)r);
895 if (dp > 0.05f)
896 dp = 0.05f;
897
898 contact.depth = dp;
899
900 if (offset.Z < 0)
901 {
902 feetcollision = true;
903 if (h < boneOff)
904 {
905 m_collideNormal.X = contact.normal.X;
906 m_collideNormal.Y = contact.normal.Y;
907 m_collideNormal.Z = contact.normal.Z;
908 IsColliding = true;
909 }
910 }
911 return true;
912 }
913/*
914 d.AABB aabb;
915 d.GeomGetAABB(other,out aabb);
916 float othertop = aabb.MaxZ - _position.Z;
917*/
918// if (offset.Z > 0 || othertop > -feetOff || contact.normal.Z > 0.35f)
919 if (offset.Z > 0 || contact.normal.Z > 0.35f)
920 {
921 if (offset.Z <= 0)
922 {
923 feetcollision = true;
924 if (h < boneOff)
925 {
926 m_collideNormal.X = contact.normal.X;
927 m_collideNormal.Y = contact.normal.Y;
928 m_collideNormal.Z = contact.normal.Z;
929 IsColliding = true;
930 }
931 }
932 return true;
933 }
934
935 altContact = contact;
936 useAltcontact = true;
937
938 offset.Z -= 0.2f;
939
940 offset.Normalize();
941
942 if (contact.depth > 0.1f)
943 contact.depth = 0.1f;
944
945 if (reverse)
946 {
947 altContact.normal.X = offset.X;
948 altContact.normal.Y = offset.Y;
949 altContact.normal.Z = offset.Z;
950 }
951 else
952 {
953 altContact.normal.X = -offset.X;
954 altContact.normal.Y = -offset.Y;
955 altContact.normal.Z = -offset.Z;
956 }
957
958 feetcollision = true;
959 if (h < boneOff)
960 {
961 m_collideNormal.X = contact.normal.X;
962 m_collideNormal.Y = contact.normal.Y;
963 m_collideNormal.Z = contact.normal.Z;
964 IsColliding = true;
965 }
966 return true;
967 }
968 return false;
969 }
970
971 /// <summary>
972 /// Called from Simulate
973 /// This is the avatar's movement control + PID Controller
974 /// </summary>
975 /// <param name="timeStep"></param>
976 public void Move(List<OdeCharacter> defects)
977 {
978 if (Body == IntPtr.Zero)
979 return;
980
981 d.Vector3 dtmp = d.BodyGetPosition(Body);
982 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
983
984 // the Amotor still lets avatar rotation to drift during colisions
985 // so force it back to identity
986
987 d.Quaternion qtmp;
988 qtmp.W = m_orientation2D.W;
989 qtmp.X = m_orientation2D.X;
990 qtmp.Y = m_orientation2D.Y;
991 qtmp.Z = m_orientation2D.Z;
992 d.BodySetQuaternion(Body, ref qtmp);
993
994 if (m_pidControllerActive == false)
995 {
996 _zeroPosition = localpos;
997 }
998
999 if (!localpos.IsFinite())
1000 {
1001 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1002 defects.Add(this);
1003 // _parent_scene.RemoveCharacter(this);
1004
1005 // destroy avatar capsule and related ODE data
1006 AvatarGeomAndBodyDestroy();
1007 return;
1008 }
1009
1010 // check outbounds forcing to be in world
1011 bool fixbody = false;
1012 if (localpos.X < 0.0f)
1013 {
1014 fixbody = true;
1015 localpos.X = 0.1f;
1016 }
1017 else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
1018 {
1019 fixbody = true;
1020 localpos.X = _parent_scene.WorldExtents.X - 0.1f;
1021 }
1022 if (localpos.Y < 0.0f)
1023 {
1024 fixbody = true;
1025 localpos.Y = 0.1f;
1026 }
1027 else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
1028 {
1029 fixbody = true;
1030 localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
1031 }
1032 if (fixbody)
1033 {
1034 m_freemove = false;
1035 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
1036 }
1037
1038 float breakfactor;
1039
1040 Vector3 vec = Vector3.Zero;
1041 dtmp = d.BodyGetLinearVel(Body);
1042 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
1043 float velLengthSquared = vel.LengthSquared();
1044
1045
1046 Vector3 ctz = _target_velocity;
1047
1048 float movementdivisor = 1f;
1049 //Ubit change divisions into multiplications below
1050 if (!m_alwaysRun)
1051 movementdivisor = 1 / walkDivisor;
1052 else
1053 movementdivisor = 1 / runDivisor;
1054
1055 ctz.X *= movementdivisor;
1056 ctz.Y *= movementdivisor;
1057
1058 //******************************************
1059 // colide with land
1060
1061 d.AABB aabb;
1062// d.GeomGetAABB(feetbox, out aabb);
1063 d.GeomGetAABB(capsule, out aabb);
1064 float chrminZ = aabb.MinZ; // move up a bit
1065 Vector3 posch = localpos;
1066
1067 float ftmp;
1068
1069 if (flying)
1070 {
1071 ftmp = timeStep;
1072 posch.X += vel.X * ftmp;
1073 posch.Y += vel.Y * ftmp;
1074 }
1075
1076 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
1077 if (chrminZ < terrainheight)
1078 {
1079 if (ctz.Z < 0)
1080 ctz.Z = 0;
1081
1082 Vector3 n = _parent_scene.GetTerrainNormalAtXY(posch.X, posch.Y);
1083 float depth = terrainheight - chrminZ;
1084
1085 vec.Z = depth * PID_P * 50;
1086
1087 if (!flying)
1088 vec.Z += -vel.Z * PID_D;
1089
1090 if (depth < 0.2f)
1091 {
1092 m_colliderGroundfilter++;
1093 if (m_colliderGroundfilter > 2)
1094 {
1095 m_iscolliding = true;
1096 m_colliderfilter = 2;
1097
1098 if (m_colliderGroundfilter > 10)
1099 {
1100 m_colliderGroundfilter = 10;
1101 m_freemove = false;
1102 }
1103
1104 m_collideNormal.X = n.X;
1105 m_collideNormal.Y = n.Y;
1106 m_collideNormal.Z = n.Z;
1107
1108 m_iscollidingGround = true;
1109
1110
1111 ContactPoint contact = new ContactPoint();
1112 contact.PenetrationDepth = depth;
1113 contact.Position.X = localpos.X;
1114 contact.Position.Y = localpos.Y;
1115 contact.Position.Z = terrainheight;
1116 contact.SurfaceNormal.X = -n.X;
1117 contact.SurfaceNormal.Y = -n.Y;
1118 contact.SurfaceNormal.Z = -n.Z;
1119 contact.RelativeSpeed = -vel.Z;
1120 contact.CharacterFeet = true;
1121 AddCollisionEvent(0, contact);
1122
1123// vec.Z *= 0.5f;
1124 }
1125 }
1126
1127 else
1128 {
1129 m_colliderGroundfilter -= 5;
1130 if (m_colliderGroundfilter <= 0)
1131 {
1132 m_colliderGroundfilter = 0;
1133 m_iscollidingGround = false;
1134 }
1135 }
1136 }
1137 else
1138 {
1139 m_colliderGroundfilter -= 5;
1140 if (m_colliderGroundfilter <= 0)
1141 {
1142 m_colliderGroundfilter = 0;
1143 m_iscollidingGround = false;
1144 }
1145 }
1146
1147
1148 //******************************************
1149 if (!m_iscolliding)
1150 m_collideNormal.Z = 0;
1151
1152 bool tviszero = (ctz.X == 0.0f && ctz.Y == 0.0f && ctz.Z == 0.0f);
1153
1154
1155
1156 if (!tviszero)
1157 {
1158 m_freemove = false;
1159
1160 // movement relative to surface if moving on it
1161 // dont disturbe vertical movement, ie jumps
1162 if (m_iscolliding && !flying && ctz.Z == 0 && m_collideNormal.Z > 0.2f && m_collideNormal.Z < 0.94f)
1163 {
1164 float p = ctz.X * m_collideNormal.X + ctz.Y * m_collideNormal.Y;
1165 ctz.X *= (float)Math.Sqrt(1 - m_collideNormal.X * m_collideNormal.X);
1166 ctz.Y *= (float)Math.Sqrt(1 - m_collideNormal.Y * m_collideNormal.Y);
1167 ctz.Z -= p;
1168 if (ctz.Z < 0)
1169 ctz.Z *= 2;
1170
1171 }
1172
1173 }
1174
1175
1176 if (!m_freemove)
1177 {
1178
1179 // if velocity is zero, use position control; otherwise, velocity control
1180 if (tviszero && m_iscolliding && !flying)
1181 {
1182 // keep track of where we stopped. No more slippin' & slidin'
1183 if (!_zeroFlag)
1184 {
1185 _zeroFlag = true;
1186 _zeroPosition = localpos;
1187 }
1188 if (m_pidControllerActive)
1189 {
1190 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1191 // react to the physics scene by moving it's position.
1192 // Avatar to Avatar collisions
1193 // Prim to avatar collisions
1194
1195 vec.X = -vel.X * PID_D * 2f + (_zeroPosition.X - localpos.X) * (PID_P * 5);
1196 vec.Y = -vel.Y * PID_D * 2f + (_zeroPosition.Y - localpos.Y) * (PID_P * 5);
1197 if(vel.Z > 0)
1198 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
1199 else
1200 vec.Z += (-vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P) * 0.2f;
1201/*
1202 if (flying)
1203 {
1204 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
1205 }
1206*/
1207 }
1208 //PidStatus = true;
1209 }
1210 else
1211 {
1212 m_pidControllerActive = true;
1213 _zeroFlag = false;
1214
1215 if (m_iscolliding)
1216 {
1217 if (!flying)
1218 {
1219 // we are on a surface
1220 if (ctz.Z > 0f)
1221 {
1222 // moving up or JUMPING
1223 vec.Z += (ctz.Z - vel.Z) * PID_D * 2f;
1224 vec.X += (ctz.X - vel.X) * (PID_D);
1225 vec.Y += (ctz.Y - vel.Y) * (PID_D);
1226 }
1227 else
1228 {
1229 // we are moving down on a surface
1230 if (ctz.Z == 0)
1231 {
1232 if (vel.Z > 0)
1233 vec.Z -= vel.Z * PID_D * 2f;
1234 vec.X += (ctz.X - vel.X) * (PID_D);
1235 vec.Y += (ctz.Y - vel.Y) * (PID_D);
1236 }
1237 // intencionally going down
1238 else
1239 {
1240 if (ctz.Z < vel.Z)
1241 vec.Z += (ctz.Z - vel.Z) * PID_D;
1242 else
1243 {
1244 }
1245
1246 if (Math.Abs(ctz.X) > Math.Abs(vel.X))
1247 vec.X += (ctz.X - vel.X) * (PID_D);
1248 if (Math.Abs(ctz.Y) > Math.Abs(vel.Y))
1249 vec.Y += (ctz.Y - vel.Y) * (PID_D);
1250 }
1251 }
1252
1253 // We're standing on something
1254 }
1255 else
1256 {
1257 // We're flying and colliding with something
1258 vec.X += (ctz.X - vel.X) * (PID_D * 0.0625f);
1259 vec.Y += (ctz.Y - vel.Y) * (PID_D * 0.0625f);
1260 vec.Z += (ctz.Z - vel.Z) * (PID_D * 0.0625f);
1261 }
1262 }
1263 else // ie not colliding
1264 {
1265 if (flying) //(!m_iscolliding && flying)
1266 {
1267 // we're in mid air suspended
1268 vec.X += (ctz.X - vel.X) * (PID_D);
1269 vec.Y += (ctz.Y - vel.Y) * (PID_D);
1270 vec.Z += (ctz.Z - vel.Z) * (PID_D);
1271 }
1272
1273 else
1274 {
1275 // we're not colliding and we're not flying so that means we're falling!
1276 // m_iscolliding includes collisions with the ground.
1277
1278 // d.Vector3 pos = d.BodyGetPosition(Body);
1279 vec.X += (ctz.X - vel.X) * PID_D * 0.833f;
1280 vec.Y += (ctz.Y - vel.Y) * PID_D * 0.833f;
1281 // hack for breaking on fall
1282 if (ctz.Z == -9999f)
1283 vec.Z += -vel.Z * PID_D - _parent_scene.gravityz * m_mass;
1284 }
1285 }
1286 }
1287
1288 if (velLengthSquared > 2500.0f) // 50m/s apply breaks
1289 {
1290 breakfactor = 0.16f * m_mass;
1291 vec.X -= breakfactor * vel.X;
1292 vec.Y -= breakfactor * vel.Y;
1293 vec.Z -= breakfactor * vel.Z;
1294 }
1295 }
1296 else
1297 {
1298 breakfactor = m_mass;
1299 vec.X -= breakfactor * vel.X;
1300 vec.Y -= breakfactor * vel.Y;
1301 if (flying)
1302 vec.Z -= 0.5f * breakfactor * vel.Z;
1303 else
1304 vec.Z -= .16f* m_mass * vel.Z;
1305 }
1306
1307 if (flying)
1308 {
1309 vec.Z -= _parent_scene.gravityz * m_mass;
1310
1311 //Added for auto fly height. Kitto Flora
1312 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
1313
1314 if (localpos.Z < target_altitude)
1315 {
1316 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
1317 }
1318 // end add Kitto Flora
1319 }
1320
1321 if (vec.IsFinite())
1322 {
1323 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
1324 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1325 }
1326 else
1327 {
1328 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1329 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1330 defects.Add(this);
1331 // _parent_scene.RemoveCharacter(this);
1332 // destroy avatar capsule and related ODE data
1333 AvatarGeomAndBodyDestroy();
1334 return;
1335 }
1336
1337 // update our local ideia of position velocity and aceleration
1338 // _position = localpos;
1339 _position = localpos;
1340
1341 if (_zeroFlag)
1342 {
1343 _velocity = Vector3.Zero;
1344 _acceleration = Vector3.Zero;
1345 m_rotationalVelocity = Vector3.Zero;
1346 }
1347 else
1348 {
1349 Vector3 a =_velocity; // previus velocity
1350 SetSmooth(ref _velocity, ref vel, 2);
1351 a = (_velocity - a) * invtimeStep;
1352 SetSmooth(ref _acceleration, ref a, 2);
1353
1354 dtmp = d.BodyGetAngularVel(Body);
1355 m_rotationalVelocity.X = 0f;
1356 m_rotationalVelocity.Y = 0f;
1357 m_rotationalVelocity.Z = dtmp.Z;
1358 Math.Round(m_rotationalVelocity.Z,3);
1359 }
1360 }
1361
1362 public void round(ref Vector3 v, int digits)
1363 {
1364 v.X = (float)Math.Round(v.X, digits);
1365 v.Y = (float)Math.Round(v.Y, digits);
1366 v.Z = (float)Math.Round(v.Z, digits);
1367 }
1368
1369 public void SetSmooth(ref Vector3 dst, ref Vector3 value)
1370 {
1371 dst.X = 0.1f * dst.X + 0.9f * value.X;
1372 dst.Y = 0.1f * dst.Y + 0.9f * value.Y;
1373 dst.Z = 0.1f * dst.Z + 0.9f * value.Z;
1374 }
1375
1376 public void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits)
1377 {
1378 dst.X = 0.4f * dst.X + 0.6f * value.X;
1379 dst.X = (float)Math.Round(dst.X, rounddigits);
1380
1381 dst.Y = 0.4f * dst.Y + 0.6f * value.Y;
1382 dst.Y = (float)Math.Round(dst.Y, rounddigits);
1383
1384 dst.Z = 0.4f * dst.Z + 0.6f * value.Z;
1385 dst.Z = (float)Math.Round(dst.Z, rounddigits);
1386 }
1387
1388
1389 /// <summary>
1390 /// Updates the reported position and velocity.
1391 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1392 /// also outbounds checking
1393 /// copy and outbounds now done in move(..) at ode rate
1394 ///
1395 /// </summary>
1396 public void UpdatePositionAndVelocity()
1397 {
1398 return;
1399
1400// if (Body == IntPtr.Zero)
1401// return;
1402
1403 }
1404
1405 /// <summary>
1406 /// Cleanup the things we use in the scene.
1407 /// </summary>
1408 public void Destroy()
1409 {
1410 AddChange(changes.Remove, null);
1411 }
1412
1413 public override void CrossingFailure()
1414 {
1415 }
1416
1417 public override Vector3 PIDTarget { set { return; } }
1418 public override bool PIDActive {get {return m_pidControllerActive;} set { return; } }
1419 public override float PIDTau { set { return; } }
1420
1421 public override float PIDHoverHeight { set { return; } }
1422 public override bool PIDHoverActive { set { return; } }
1423 public override PIDHoverType PIDHoverType { set { return; } }
1424 public override float PIDHoverTau { set { return; } }
1425
1426 public override Quaternion APIDTarget { set { return; } }
1427
1428 public override bool APIDActive { set { return; } }
1429
1430 public override float APIDStrength { set { return; } }
1431
1432 public override float APIDDamping { set { return; } }
1433
1434
1435 public override void SubscribeEvents(int ms)
1436 {
1437 m_eventsubscription = ms;
1438 m_cureventsubscription = 0;
1439 if (CollisionEventsThisFrame == null)
1440 CollisionEventsThisFrame = new CollisionEventUpdate();
1441 SentEmptyCollisionsEvent = false;
1442 }
1443
1444 public override void UnSubscribeEvents()
1445 {
1446 if (CollisionEventsThisFrame != null)
1447 {
1448 lock (CollisionEventsThisFrame)
1449 {
1450 CollisionEventsThisFrame.Clear();
1451 CollisionEventsThisFrame = null;
1452 }
1453 }
1454 m_eventsubscription = 0;
1455 }
1456
1457 public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1458 {
1459 if (CollisionEventsThisFrame == null)
1460 CollisionEventsThisFrame = new CollisionEventUpdate();
1461 lock (CollisionEventsThisFrame)
1462 {
1463 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1464 _parent_scene.AddCollisionEventReporting(this);
1465 }
1466 }
1467
1468 public void SendCollisions()
1469 {
1470 if (CollisionEventsThisFrame == null)
1471 return;
1472
1473 lock (CollisionEventsThisFrame)
1474 {
1475 if (m_cureventsubscription < m_eventsubscription)
1476 return;
1477
1478 m_cureventsubscription = 0;
1479
1480 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
1481
1482 if (!SentEmptyCollisionsEvent || ncolisions > 0)
1483 {
1484 base.SendCollisionUpdate(CollisionEventsThisFrame);
1485
1486 if (ncolisions == 0)
1487 {
1488 SentEmptyCollisionsEvent = true;
1489 _parent_scene.RemoveCollisionEventReporting(this);
1490 }
1491 else
1492 {
1493 SentEmptyCollisionsEvent = false;
1494 CollisionEventsThisFrame.Clear();
1495 }
1496 }
1497 }
1498 }
1499
1500 internal void AddCollisionFrameTime(int t)
1501 {
1502 // protect it from overflow crashing
1503 if (m_cureventsubscription < 50000)
1504 m_cureventsubscription += t;
1505 }
1506
1507 public override bool SubscribedEvents()
1508 {
1509 if (m_eventsubscription > 0)
1510 return true;
1511 return false;
1512 }
1513
1514 private void changePhysicsStatus(bool NewStatus)
1515 {
1516 if (NewStatus != m_isPhysical)
1517 {
1518 if (NewStatus)
1519 {
1520 AvatarGeomAndBodyDestroy();
1521
1522 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1523
1524 _parent_scene.actor_name_map[collider] = (PhysicsActor)this;
1525 _parent_scene.actor_name_map[capsule] = (PhysicsActor)this;
1526 _parent_scene.AddCharacter(this);
1527 }
1528 else
1529 {
1530 _parent_scene.RemoveCollisionEventReporting(this);
1531 _parent_scene.RemoveCharacter(this);
1532 // destroy avatar capsule and related ODE data
1533 AvatarGeomAndBodyDestroy();
1534 }
1535 m_freemove = false;
1536 m_isPhysical = NewStatus;
1537 }
1538 }
1539
1540 private void changeAdd()
1541 {
1542 changePhysicsStatus(true);
1543 }
1544
1545 private void changeRemove()
1546 {
1547 changePhysicsStatus(false);
1548 }
1549
1550 private void changeShape(PrimitiveBaseShape arg)
1551 {
1552 }
1553
1554 private void changeAvatarSize(strAvatarSize st)
1555 {
1556 m_feetOffset = st.offset;
1557 changeSize(st.size);
1558 }
1559
1560 private void changeSize(Vector3 pSize)
1561 {
1562 if (pSize.IsFinite())
1563 {
1564 // for now only look to Z changes since viewers also don't change X and Y
1565 if (pSize.Z != m_size.Z)
1566 {
1567 AvatarGeomAndBodyDestroy();
1568
1569
1570 float oldsz = m_size.Z;
1571 m_size = pSize;
1572
1573
1574 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1575 _position.Z + (m_size.Z - oldsz) * 0.5f);
1576
1577 Velocity = Vector3.Zero;
1578
1579
1580 _parent_scene.actor_name_map[collider] = (PhysicsActor)this;
1581 _parent_scene.actor_name_map[capsule] = (PhysicsActor)this;
1582 }
1583 m_freemove = false;
1584 m_pidControllerActive = true;
1585 }
1586 else
1587 {
1588 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1589 }
1590 }
1591
1592 private void changePosition( Vector3 newPos)
1593 {
1594 if (Body != IntPtr.Zero)
1595 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1596 _position = newPos;
1597 m_freemove = false;
1598 m_pidControllerActive = true;
1599 }
1600
1601 private void changeOrientation(Quaternion newOri)
1602 {
1603 if (m_orientation != newOri)
1604 {
1605 m_orientation = newOri; // keep a copy for core use
1606 // but only use rotations around Z
1607
1608 m_orientation2D.W = newOri.W;
1609 m_orientation2D.Z = newOri.Z;
1610
1611 float t = m_orientation2D.W * m_orientation2D.W + m_orientation2D.Z * m_orientation2D.Z;
1612 if (t > 0)
1613 {
1614 t = 1.0f / (float)Math.Sqrt(t);
1615 m_orientation2D.W *= t;
1616 m_orientation2D.Z *= t;
1617 }
1618 else
1619 {
1620 m_orientation2D.W = 1.0f;
1621 m_orientation2D.Z = 0f;
1622 }
1623 m_orientation2D.Y = 0f;
1624 m_orientation2D.X = 0f;
1625
1626 d.Quaternion myrot = new d.Quaternion();
1627 myrot.X = m_orientation2D.X;
1628 myrot.Y = m_orientation2D.Y;
1629 myrot.Z = m_orientation2D.Z;
1630 myrot.W = m_orientation2D.W;
1631 d.BodySetQuaternion(Body, ref myrot);
1632 }
1633 }
1634
1635 private void changeVelocity(Vector3 newVel)
1636 {
1637 m_pidControllerActive = true;
1638 m_freemove = false;
1639 _target_velocity = newVel;
1640 }
1641
1642 private void changeSetTorque(Vector3 newTorque)
1643 {
1644 }
1645
1646 private void changeAddForce(Vector3 newForce)
1647 {
1648 }
1649
1650 private void changeAddAngularForce(Vector3 arg)
1651 {
1652 }
1653
1654 private void changeAngularLock(Vector3 arg)
1655 {
1656 }
1657
1658 private void changeFloatOnWater(bool arg)
1659 {
1660 }
1661
1662 private void changeVolumedetetion(bool arg)
1663 {
1664 }
1665
1666 private void changeSelectedStatus(bool arg)
1667 {
1668 }
1669
1670 private void changeDisable(bool arg)
1671 {
1672 }
1673
1674 private void changeBuilding(bool arg)
1675 {
1676 }
1677
1678 private void setFreeMove()
1679 {
1680 m_pidControllerActive = true;
1681 _zeroFlag = false;
1682 _target_velocity = Vector3.Zero;
1683 m_freemove = true;
1684 m_colliderfilter = -1;
1685 m_colliderObjectfilter = -1;
1686 m_colliderGroundfilter = -1;
1687
1688 m_iscolliding = false;
1689 m_iscollidingGround = false;
1690 m_iscollidingObj = false;
1691
1692 CollisionEventsThisFrame.Clear();
1693 }
1694
1695 private void changeForce(Vector3 newForce)
1696 {
1697 setFreeMove();
1698
1699 if (Body != IntPtr.Zero)
1700 {
1701 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1702 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1703 }
1704 }
1705
1706 // for now momentum is actually velocity
1707 private void changeMomentum(Vector3 newmomentum)
1708 {
1709 _velocity = newmomentum;
1710 setFreeMove();
1711
1712 if (Body != IntPtr.Zero)
1713 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
1714 }
1715
1716 private void donullchange()
1717 {
1718 }
1719
1720 public bool DoAChange(changes what, object arg)
1721 {
1722 if (collider == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1723 {
1724 return false;
1725 }
1726
1727 // nasty switch
1728 switch (what)
1729 {
1730 case changes.Add:
1731 changeAdd();
1732 break;
1733 case changes.Remove:
1734 changeRemove();
1735 break;
1736
1737 case changes.Position:
1738 changePosition((Vector3)arg);
1739 break;
1740
1741 case changes.Orientation:
1742 changeOrientation((Quaternion)arg);
1743 break;
1744
1745 case changes.PosOffset:
1746 donullchange();
1747 break;
1748
1749 case changes.OriOffset:
1750 donullchange();
1751 break;
1752
1753 case changes.Velocity:
1754 changeVelocity((Vector3)arg);
1755 break;
1756
1757 // case changes.Acceleration:
1758 // changeacceleration((Vector3)arg);
1759 // break;
1760 // case changes.AngVelocity:
1761 // changeangvelocity((Vector3)arg);
1762 // break;
1763
1764 case changes.Force:
1765 changeForce((Vector3)arg);
1766 break;
1767
1768 case changes.Torque:
1769 changeSetTorque((Vector3)arg);
1770 break;
1771
1772 case changes.AddForce:
1773 changeAddForce((Vector3)arg);
1774 break;
1775
1776 case changes.AddAngForce:
1777 changeAddAngularForce((Vector3)arg);
1778 break;
1779
1780 case changes.AngLock:
1781 changeAngularLock((Vector3)arg);
1782 break;
1783
1784 case changes.Size:
1785 changeSize((Vector3)arg);
1786 break;
1787
1788 case changes.AvatarSize:
1789 changeAvatarSize((strAvatarSize)arg);
1790 break;
1791
1792 case changes.Momentum:
1793 changeMomentum((Vector3)arg);
1794 break;
1795/* not in use for now
1796 case changes.Shape:
1797 changeShape((PrimitiveBaseShape)arg);
1798 break;
1799
1800 case changes.CollidesWater:
1801 changeFloatOnWater((bool)arg);
1802 break;
1803
1804 case changes.VolumeDtc:
1805 changeVolumedetetion((bool)arg);
1806 break;
1807
1808 case changes.Physical:
1809 changePhysicsStatus((bool)arg);
1810 break;
1811
1812 case changes.Selected:
1813 changeSelectedStatus((bool)arg);
1814 break;
1815
1816 case changes.disabled:
1817 changeDisable((bool)arg);
1818 break;
1819
1820 case changes.building:
1821 changeBuilding((bool)arg);
1822 break;
1823*/
1824 case changes.Null:
1825 donullchange();
1826 break;
1827
1828 default:
1829 donullchange();
1830 break;
1831 }
1832 return false;
1833 }
1834
1835 public void AddChange(changes what, object arg)
1836 {
1837 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1838 }
1839
1840 private struct strAvatarSize
1841 {
1842 public Vector3 size;
1843 public float offset;
1844 }
1845
1846 }
1847}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..3c952ae
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,1096 @@
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 float m_gravmod;
141
142 public float FrictionFactor
143 {
144 get
145 {
146 return m_ffactor;
147 }
148 }
149
150 public float GravMod
151 {
152 set
153 {
154 m_gravmod = value;
155 }
156 }
157
158
159 public ODEDynamics(OdePrim rootp)
160 {
161 rootPrim = rootp;
162 _pParentScene = rootPrim._parent_scene;
163 m_timestep = _pParentScene.ODE_STEPSIZE;
164 m_invtimestep = 1.0f / m_timestep;
165 m_gravmod = rootPrim.GravModifier;
166 }
167
168 public void DoSetVehicle(VehicleData vd)
169 {
170 m_type = vd.m_type;
171 m_flags = vd.m_flags;
172
173
174 // Linear properties
175 m_linearMotorDirection = vd.m_linearMotorDirection;
176
177 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
178 if (m_linearFrictionTimescale.X < m_timestep) m_linearFrictionTimescale.X = m_timestep;
179 if (m_linearFrictionTimescale.Y < m_timestep) m_linearFrictionTimescale.Y = m_timestep;
180 if (m_linearFrictionTimescale.Z < m_timestep) m_linearFrictionTimescale.Z = m_timestep;
181
182 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
183 if (m_linearMotorDecayTimescale < m_timestep) m_linearMotorDecayTimescale = m_timestep;
184 m_linearMotorDecayTimescale += 0.2f;
185 m_linearMotorDecayTimescale *= m_invtimestep;
186
187 m_linearMotorTimescale = vd.m_linearMotorTimescale;
188 if (m_linearMotorTimescale < m_timestep) m_linearMotorTimescale = m_timestep;
189
190 m_linearMotorOffset = vd.m_linearMotorOffset;
191
192 //Angular properties
193 m_angularMotorDirection = vd.m_angularMotorDirection;
194 m_angularMotorTimescale = vd.m_angularMotorTimescale;
195 if (m_angularMotorTimescale < m_timestep) m_angularMotorTimescale = m_timestep;
196
197 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
198 if (m_angularMotorDecayTimescale < m_timestep) m_angularMotorDecayTimescale = m_timestep;
199 m_angularMotorDecayTimescale *= m_invtimestep;
200
201 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
202 if (m_angularFrictionTimescale.X < m_timestep) m_angularFrictionTimescale.X = m_timestep;
203 if (m_angularFrictionTimescale.Y < m_timestep) m_angularFrictionTimescale.Y = m_timestep;
204 if (m_angularFrictionTimescale.Z < m_timestep) m_angularFrictionTimescale.Z = m_timestep;
205
206 //Deflection properties
207 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
208 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
209 if (m_angularDeflectionTimescale < m_timestep) m_angularDeflectionTimescale = m_timestep;
210
211 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
212 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
213 if (m_linearDeflectionTimescale < m_timestep) m_linearDeflectionTimescale = m_timestep;
214
215 //Banking properties
216 m_bankingEfficiency = vd.m_bankingEfficiency;
217 m_bankingMix = vd.m_bankingMix;
218 m_bankingTimescale = vd.m_bankingTimescale;
219 if (m_bankingTimescale < m_timestep) m_bankingTimescale = m_timestep;
220
221 //Hover and Buoyancy properties
222 m_VhoverHeight = vd.m_VhoverHeight;
223 m_VhoverEfficiency = vd.m_VhoverEfficiency;
224 m_VhoverTimescale = vd.m_VhoverTimescale;
225 if (m_VhoverTimescale < m_timestep) m_VhoverTimescale = m_timestep;
226
227 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
228
229 //Attractor properties
230 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
231 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
232 if (m_verticalAttractionTimescale < m_timestep) m_verticalAttractionTimescale = m_timestep;
233
234 // Axis
235 m_referenceFrame = vd.m_referenceFrame;
236
237 m_lmEfect = 0;
238 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
239 m_amEfect = 0;
240 m_ffactor = 1.0f;
241 }
242
243 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
244 {
245 float len;
246
247 switch (pParam)
248 {
249 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
250 if (pValue < 0f) pValue = 0f;
251 if (pValue > 1f) pValue = 1f;
252 m_angularDeflectionEfficiency = pValue;
253 break;
254 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
255 if (pValue < m_timestep) pValue = m_timestep;
256 m_angularDeflectionTimescale = pValue;
257 break;
258 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
259 if (pValue < m_timestep) pValue = m_timestep;
260 else if (pValue > 120) pValue = 120;
261 m_angularMotorDecayTimescale = pValue * m_invtimestep;
262 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
263 break;
264 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
265 if (pValue < m_timestep) pValue = m_timestep;
266 m_angularMotorTimescale = pValue;
267 break;
268 case Vehicle.BANKING_EFFICIENCY:
269 if (pValue < -1f) pValue = -1f;
270 if (pValue > 1f) pValue = 1f;
271 m_bankingEfficiency = pValue;
272 break;
273 case Vehicle.BANKING_MIX:
274 if (pValue < 0f) pValue = 0f;
275 if (pValue > 1f) pValue = 1f;
276 m_bankingMix = pValue;
277 break;
278 case Vehicle.BANKING_TIMESCALE:
279 if (pValue < m_timestep) pValue = m_timestep;
280 m_bankingTimescale = pValue;
281 break;
282 case Vehicle.BUOYANCY:
283 if (pValue < -1f) pValue = -1f;
284 if (pValue > 1f) pValue = 1f;
285 m_VehicleBuoyancy = pValue;
286 break;
287 case Vehicle.HOVER_EFFICIENCY:
288 if (pValue < 0f) pValue = 0f;
289 if (pValue > 1f) pValue = 1f;
290 m_VhoverEfficiency = pValue;
291 break;
292 case Vehicle.HOVER_HEIGHT:
293 m_VhoverHeight = pValue;
294 break;
295 case Vehicle.HOVER_TIMESCALE:
296 if (pValue < m_timestep) pValue = m_timestep;
297 m_VhoverTimescale = pValue;
298 break;
299 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
300 if (pValue < 0f) pValue = 0f;
301 if (pValue > 1f) pValue = 1f;
302 m_linearDeflectionEfficiency = pValue;
303 break;
304 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
305 if (pValue < m_timestep) pValue = m_timestep;
306 m_linearDeflectionTimescale = pValue;
307 break;
308 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
309 if (pValue < m_timestep) pValue = m_timestep;
310 else if (pValue > 120) pValue = 120;
311 m_linearMotorDecayTimescale = (0.2f +pValue) * m_invtimestep;
312 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
313 break;
314 case Vehicle.LINEAR_MOTOR_TIMESCALE:
315 if (pValue < m_timestep) pValue = m_timestep;
316 m_linearMotorTimescale = pValue;
317 break;
318 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
319 if (pValue < 0f) pValue = 0f;
320 if (pValue > 1f) pValue = 1f;
321 m_verticalAttractionEfficiency = pValue;
322 break;
323 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
324 if (pValue < m_timestep) pValue = m_timestep;
325 m_verticalAttractionTimescale = pValue;
326 break;
327
328 // These are vector properties but the engine lets you use a single float value to
329 // set all of the components to the same value
330 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
331 if (pValue < m_timestep) pValue = m_timestep;
332 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
333 break;
334 case Vehicle.ANGULAR_MOTOR_DIRECTION:
335 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
336 len = m_angularMotorDirection.Length();
337 if (len > 12.566f)
338 m_angularMotorDirection *= (12.566f / len);
339
340 m_amEfect = 1.0f ; // turn it on
341 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
342
343 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
344 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
345 d.BodyEnable(rootPrim.Body);
346 break;
347 case Vehicle.LINEAR_FRICTION_TIMESCALE:
348 if (pValue < m_timestep) pValue = m_timestep;
349 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
350 break;
351 case Vehicle.LINEAR_MOTOR_DIRECTION:
352 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
353 len = m_linearMotorDirection.Length();
354 if (len > 100.0f)
355 m_linearMotorDirection *= (100.0f / len);
356
357 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
358 m_lmEfect = 1.0f; // turn it on
359
360 m_ffactor = 0.0f;
361 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
362 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
363 d.BodyEnable(rootPrim.Body);
364 break;
365 case Vehicle.LINEAR_MOTOR_OFFSET:
366 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
367 len = m_linearMotorOffset.Length();
368 if (len > 100.0f)
369 m_linearMotorOffset *= (100.0f / len);
370 break;
371 }
372 }//end ProcessFloatVehicleParam
373
374 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
375 {
376 float len;
377
378 switch (pParam)
379 {
380 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
381 if (pValue.X < m_timestep) pValue.X = m_timestep;
382 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
383 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
384
385 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
386 break;
387 case Vehicle.ANGULAR_MOTOR_DIRECTION:
388 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
389 // Limit requested angular speed to 2 rps= 4 pi rads/sec
390 len = m_angularMotorDirection.Length();
391 if (len > 12.566f)
392 m_angularMotorDirection *= (12.566f / len);
393
394 m_amEfect = 1.0f; // turn it on
395 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
396
397 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
398 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
399 d.BodyEnable(rootPrim.Body);
400 break;
401 case Vehicle.LINEAR_FRICTION_TIMESCALE:
402 if (pValue.X < m_timestep) pValue.X = m_timestep;
403 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
404 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
405 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
406 break;
407 case Vehicle.LINEAR_MOTOR_DIRECTION:
408 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
409 len = m_linearMotorDirection.Length();
410 if (len > 100.0f)
411 m_linearMotorDirection *= (100.0f / len);
412
413 m_lmEfect = 1.0f; // turn it on
414 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
415
416 m_ffactor = 0.0f;
417 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
418 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
419 d.BodyEnable(rootPrim.Body);
420 break;
421 case Vehicle.LINEAR_MOTOR_OFFSET:
422 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
423 len = m_linearMotorOffset.Length();
424 if (len > 100.0f)
425 m_linearMotorOffset *= (100.0f / len);
426 break;
427 case Vehicle.BLOCK_EXIT:
428 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
429 break;
430 }
431 }//end ProcessVectorVehicleParam
432
433 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
434 {
435 switch (pParam)
436 {
437 case Vehicle.REFERENCE_FRAME:
438 // m_referenceFrame = Quaternion.Inverse(pValue);
439 m_referenceFrame = pValue;
440 break;
441 case Vehicle.ROLL_FRAME:
442 m_RollreferenceFrame = pValue;
443 break;
444 }
445 }//end ProcessRotationVehicleParam
446
447 internal void ProcessVehicleFlags(int pParam, bool remove)
448 {
449 if (remove)
450 {
451 m_flags &= ~((VehicleFlag)pParam);
452 }
453 else
454 {
455 m_flags |= (VehicleFlag)pParam;
456 }
457 }//end ProcessVehicleFlags
458
459 internal void ProcessTypeChange(Vehicle pType)
460 {
461 m_lmEfect = 0;
462
463 m_amEfect = 0;
464 m_ffactor = 1f;
465
466 m_linearMotorDirection = Vector3.Zero;
467 m_angularMotorDirection = Vector3.Zero;
468
469 m_BlockingEndPoint = Vector3.Zero;
470 m_RollreferenceFrame = Quaternion.Identity;
471 m_linearMotorOffset = Vector3.Zero;
472
473 m_referenceFrame = Quaternion.Identity;
474
475 // Set Defaults For Type
476 m_type = pType;
477 switch (pType)
478 {
479 case Vehicle.TYPE_NONE:
480 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
481 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
482 m_linearMotorTimescale = 1000;
483 m_linearMotorDecayTimescale = 120 * m_invtimestep;
484 m_angularMotorTimescale = 1000;
485 m_angularMotorDecayTimescale = 1000 * m_invtimestep;
486 m_VhoverHeight = 0;
487 m_VhoverEfficiency = 1;
488 m_VhoverTimescale = 1000;
489 m_VehicleBuoyancy = 0;
490 m_linearDeflectionEfficiency = 0;
491 m_linearDeflectionTimescale = 1000;
492 m_angularDeflectionEfficiency = 0;
493 m_angularDeflectionTimescale = 1000;
494 m_bankingEfficiency = 0;
495 m_bankingMix = 1;
496 m_bankingTimescale = 1000;
497 m_verticalAttractionEfficiency = 0;
498 m_verticalAttractionTimescale = 1000;
499
500 m_flags = (VehicleFlag)0;
501 break;
502
503 case Vehicle.TYPE_SLED:
504 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
505 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
506 m_linearMotorTimescale = 1000;
507 m_linearMotorDecayTimescale = 120 * m_invtimestep;
508 m_angularMotorTimescale = 1000;
509 m_angularMotorDecayTimescale = 120 * m_invtimestep;
510 m_VhoverHeight = 0;
511 m_VhoverEfficiency = 1;
512 m_VhoverTimescale = 10;
513 m_VehicleBuoyancy = 0;
514 m_linearDeflectionEfficiency = 1;
515 m_linearDeflectionTimescale = 1;
516 m_angularDeflectionEfficiency = 0;
517 m_angularDeflectionTimescale = 10;
518 m_verticalAttractionEfficiency = 1;
519 m_verticalAttractionTimescale = 1000;
520 m_bankingEfficiency = 0;
521 m_bankingMix = 1;
522 m_bankingTimescale = 10;
523 m_flags &=
524 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
525 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
526 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
527 VehicleFlag.LIMIT_ROLL_ONLY |
528 VehicleFlag.LIMIT_MOTOR_UP);
529 break;
530
531 case Vehicle.TYPE_CAR:
532 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
533 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
534 m_linearMotorTimescale = 1;
535 m_linearMotorDecayTimescale = 60 * m_invtimestep;
536 m_angularMotorTimescale = 1;
537 m_angularMotorDecayTimescale = 0.8f * m_invtimestep;
538 m_VhoverHeight = 0;
539 m_VhoverEfficiency = 0;
540 m_VhoverTimescale = 1000;
541 m_VehicleBuoyancy = 0;
542 m_linearDeflectionEfficiency = 1;
543 m_linearDeflectionTimescale = 2;
544 m_angularDeflectionEfficiency = 0;
545 m_angularDeflectionTimescale = 10;
546 m_verticalAttractionEfficiency = 1f;
547 m_verticalAttractionTimescale = 10f;
548 m_bankingEfficiency = -0.2f;
549 m_bankingMix = 1;
550 m_bankingTimescale = 1;
551 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
552 VehicleFlag.HOVER_TERRAIN_ONLY |
553 VehicleFlag.HOVER_GLOBAL_HEIGHT);
554 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
555 VehicleFlag.LIMIT_ROLL_ONLY |
556 VehicleFlag.LIMIT_MOTOR_UP |
557 VehicleFlag.HOVER_UP_ONLY);
558 break;
559 case Vehicle.TYPE_BOAT:
560 m_linearFrictionTimescale = new Vector3(10, 3, 2);
561 m_angularFrictionTimescale = new Vector3(10, 10, 10);
562 m_linearMotorTimescale = 5;
563 m_linearMotorDecayTimescale = 60 * m_invtimestep;
564 m_angularMotorTimescale = 4;
565 m_angularMotorDecayTimescale = 4 * m_invtimestep;
566 m_VhoverHeight = 0;
567 m_VhoverEfficiency = 0.5f;
568 m_VhoverTimescale = 2;
569 m_VehicleBuoyancy = 1;
570 m_linearDeflectionEfficiency = 0.5f;
571 m_linearDeflectionTimescale = 3;
572 m_angularDeflectionEfficiency = 0.5f;
573 m_angularDeflectionTimescale = 5;
574 m_verticalAttractionEfficiency = 0.5f;
575 m_verticalAttractionTimescale = 5f;
576 m_bankingEfficiency = -0.3f;
577 m_bankingMix = 0.8f;
578 m_bankingTimescale = 1;
579 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
580 VehicleFlag.HOVER_GLOBAL_HEIGHT |
581 VehicleFlag.HOVER_UP_ONLY); // |
582// VehicleFlag.LIMIT_ROLL_ONLY);
583 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
584 VehicleFlag.LIMIT_MOTOR_UP |
585 VehicleFlag.HOVER_UP_ONLY | // new sl
586 VehicleFlag.HOVER_WATER_ONLY);
587 break;
588
589 case Vehicle.TYPE_AIRPLANE:
590 m_linearFrictionTimescale = new Vector3(200, 10, 5);
591 m_angularFrictionTimescale = new Vector3(20, 20, 20);
592 m_linearMotorTimescale = 2;
593 m_linearMotorDecayTimescale = 60 * m_invtimestep;
594 m_angularMotorTimescale = 4;
595 m_angularMotorDecayTimescale = 8 * m_invtimestep;
596 m_VhoverHeight = 0;
597 m_VhoverEfficiency = 0.5f;
598 m_VhoverTimescale = 1000;
599 m_VehicleBuoyancy = 0;
600 m_linearDeflectionEfficiency = 0.5f;
601 m_linearDeflectionTimescale = 0.5f;
602 m_angularDeflectionEfficiency = 1;
603 m_angularDeflectionTimescale = 2;
604 m_verticalAttractionEfficiency = 0.9f;
605 m_verticalAttractionTimescale = 2f;
606 m_bankingEfficiency = 1;
607 m_bankingMix = 0.7f;
608 m_bankingTimescale = 2;
609 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
610 VehicleFlag.HOVER_TERRAIN_ONLY |
611 VehicleFlag.HOVER_GLOBAL_HEIGHT |
612 VehicleFlag.HOVER_UP_ONLY |
613 VehicleFlag.NO_DEFLECTION_UP |
614 VehicleFlag.LIMIT_MOTOR_UP);
615 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
616 break;
617
618 case Vehicle.TYPE_BALLOON:
619 m_linearFrictionTimescale = new Vector3(5, 5, 5);
620 m_angularFrictionTimescale = new Vector3(10, 10, 10);
621 m_linearMotorTimescale = 5;
622 m_linearMotorDecayTimescale = 60 * m_invtimestep;
623 m_angularMotorTimescale = 6;
624 m_angularMotorDecayTimescale = 10 * m_invtimestep;
625 m_VhoverHeight = 5;
626 m_VhoverEfficiency = 0.8f;
627 m_VhoverTimescale = 10;
628 m_VehicleBuoyancy = 1;
629 m_linearDeflectionEfficiency = 0;
630 m_linearDeflectionTimescale = 5 * m_invtimestep;
631 m_angularDeflectionEfficiency = 0;
632 m_angularDeflectionTimescale = 5;
633 m_verticalAttractionEfficiency = 1f;
634 m_verticalAttractionTimescale = 1000f;
635 m_bankingEfficiency = 0;
636 m_bankingMix = 0.7f;
637 m_bankingTimescale = 5;
638 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
639 VehicleFlag.HOVER_TERRAIN_ONLY |
640 VehicleFlag.HOVER_UP_ONLY |
641 VehicleFlag.NO_DEFLECTION_UP |
642 VehicleFlag.LIMIT_MOTOR_UP | //);
643 VehicleFlag.LIMIT_ROLL_ONLY | // new sl
644 VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl
645
646// m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
647// VehicleFlag.HOVER_GLOBAL_HEIGHT);
648 break;
649
650 }
651
652 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
653 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
654
655 }//end SetDefaultsForType
656
657 internal void Stop()
658 {
659 m_lmEfect = 0;
660 m_lmDecay = 0f;
661 m_amEfect = 0;
662 m_amDecay = 0;
663 m_ffactor = 1f;
664 }
665
666 public static Vector3 Xrot(Quaternion rot)
667 {
668 Vector3 vec;
669 rot.Normalize(); // just in case
670 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
671 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
672 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
673 return vec;
674 }
675
676 public static Vector3 Zrot(Quaternion rot)
677 {
678 Vector3 vec;
679 rot.Normalize(); // just in case
680 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
681 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
682 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
683
684 return vec;
685 }
686
687 private const float pi = (float)Math.PI;
688 private const float halfpi = 0.5f * (float)Math.PI;
689 private const float twopi = 2.0f * pi;
690
691 public static Vector3 ubitRot2Euler(Quaternion rot)
692 {
693 // returns roll in X
694 // pitch in Y
695 // yaw in Z
696 Vector3 vec;
697
698 // assuming rot is normalised
699 // rot.Normalize();
700
701 float zX = rot.X * rot.Z + rot.Y * rot.W;
702
703 if (zX < -0.49999f)
704 {
705 vec.X = 0;
706 vec.Y = -halfpi;
707 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
708 }
709 else if (zX > 0.49999f)
710 {
711 vec.X = 0;
712 vec.Y = halfpi;
713 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
714 }
715 else
716 {
717 vec.Y = (float)Math.Asin(2 * zX);
718
719 float sqw = rot.W * rot.W;
720
721 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
722 float zZ = rot.Z * rot.Z + sqw - 0.5f;
723
724 vec.X = (float)Math.Atan2(minuszY, zZ);
725
726 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
727 float yY = rot.X * rot.X + sqw - 0.5f;
728 vec.Z = (float)Math.Atan2(yX, yY);
729 }
730 return vec;
731 }
732
733 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
734 {
735 // assuming rot is normalised
736 // rot.Normalize();
737
738 float zX = rot.X * rot.Z + rot.Y * rot.W;
739
740 if (zX < -0.49999f)
741 {
742 roll = 0;
743 pitch = -halfpi;
744 }
745 else if (zX > 0.49999f)
746 {
747 roll = 0;
748 pitch = halfpi;
749 }
750 else
751 {
752 pitch = (float)Math.Asin(2 * zX);
753
754 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
755 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
756
757 roll = (float)Math.Atan2(minuszY, zZ);
758 }
759 return ;
760 }
761
762 internal void Step()
763 {
764 IntPtr Body = rootPrim.Body;
765
766 d.Mass dmass;
767 d.BodyGetMass(Body, out dmass);
768
769 d.Quaternion rot = d.BodyGetQuaternion(Body);
770 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
771 Quaternion rotq = objrotq; // rotq = rotation of object
772 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
773 Quaternion irotq = Quaternion.Inverse(rotq);
774
775 d.Vector3 dvtmp;
776 Vector3 tmpV;
777 Vector3 curVel; // velocity in world
778 Vector3 curAngVel; // angular velocity in world
779 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
780 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
781 d.Vector3 dtorque = new d.Vector3();
782
783 dvtmp = d.BodyGetLinearVel(Body);
784 curVel.X = dvtmp.X;
785 curVel.Y = dvtmp.Y;
786 curVel.Z = dvtmp.Z;
787 Vector3 curLocalVel = curVel * irotq; // current velocity in local
788
789 dvtmp = d.BodyGetAngularVel(Body);
790 curAngVel.X = dvtmp.X;
791 curAngVel.Y = dvtmp.Y;
792 curAngVel.Z = dvtmp.Z;
793 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
794
795 float ldampZ = 0;
796
797 // linear motor
798 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
799 {
800 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
801 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
802 tmpV *= rotq; // to world
803
804 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
805 tmpV.Z = 0;
806
807 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
808 {
809 // have offset, do it now
810 tmpV *= dmass.mass;
811 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
812 }
813 else
814 {
815 force.X += tmpV.X;
816 force.Y += tmpV.Y;
817 force.Z += tmpV.Z;
818 }
819
820 m_lmEfect *= m_lmDecay;
821// m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
822 m_ffactor = 0.0f;
823 }
824 else
825 {
826 m_lmEfect = 0;
827 m_ffactor = 1f;
828 }
829
830 // hover
831 if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
832 {
833 // d.Vector3 pos = d.BodyGetPosition(Body);
834 d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
835 pos.Z -= 0.21f; // minor offset that seems to be always there in sl
836
837 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
838 float perr;
839
840 // default to global but don't go underground
841 perr = m_VhoverHeight - pos.Z;
842
843 if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
844 {
845 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
846 {
847 perr += _pParentScene.GetWaterLevel();
848 }
849 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
850 {
851 perr += t;
852 }
853 else
854 {
855 float w = _pParentScene.GetWaterLevel();
856 if (t > w)
857 perr += t;
858 else
859 perr += w;
860 }
861 }
862 else if (t > m_VhoverHeight)
863 perr = t - pos.Z; ;
864
865 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > -0.1)
866 {
867 ldampZ = m_VhoverEfficiency * m_invtimestep;
868
869 perr *= (1.0f + ldampZ) / m_VhoverTimescale;
870
871 // force.Z += perr - curVel.Z * tmp;
872 force.Z += perr;
873 ldampZ *= -curVel.Z;
874
875 force.Z += _pParentScene.gravityz * m_gravmod * (1f - m_VehicleBuoyancy);
876 }
877 else // no buoyancy
878 force.Z += _pParentScene.gravityz;
879 }
880 else
881 {
882 // default gravity and Buoyancy
883 force.Z += _pParentScene.gravityz * m_gravmod * (1f - m_VehicleBuoyancy);
884 }
885
886 // linear deflection
887 if (m_linearDeflectionEfficiency > 0)
888 {
889 float len = curVel.Length();
890 if (len > 0.01) // if moving
891 {
892 Vector3 atAxis;
893 atAxis = Xrot(rotq); // where are we pointing to
894 atAxis *= len; // make it same size as world velocity vector
895
896 tmpV = -atAxis; // oposite direction
897 atAxis -= curVel; // error to one direction
898 len = atAxis.LengthSquared();
899
900 tmpV -= curVel; // error to oposite
901 float lens = tmpV.LengthSquared();
902
903 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
904 {
905 if (len < lens)
906 tmpV = atAxis;
907
908 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
909 force.X += tmpV.X;
910 force.Y += tmpV.Y;
911 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
912 force.Z += tmpV.Z;
913 }
914 }
915 }
916
917 // linear friction/damping
918 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
919 {
920 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
921 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
922 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
923 tmpV *= rotq; // to world
924
925 if(ldampZ != 0 && Math.Abs(ldampZ) > Math.Abs(tmpV.Z))
926 tmpV.Z = ldampZ;
927 force.X += tmpV.X;
928 force.Y += tmpV.Y;
929 force.Z += tmpV.Z;
930 }
931
932 // vertical atractor
933 if (m_verticalAttractionTimescale < 300)
934 {
935 float roll;
936 float pitch;
937
938
939
940 float ftmp = m_invtimestep / m_verticalAttractionTimescale / m_verticalAttractionTimescale;
941
942 float ftmp2;
943 ftmp2 = 0.5f * m_verticalAttractionEfficiency * m_invtimestep;
944 m_amdampX = ftmp2;
945
946 m_ampwr = 1.0f - 0.8f * m_verticalAttractionEfficiency;
947
948 GetRollPitch(irotq, out roll, out pitch);
949
950 if (roll > halfpi)
951 roll = pi - roll;
952 else if (roll < -halfpi)
953 roll = -pi - roll;
954
955 float effroll = pitch / halfpi;
956 effroll *= effroll;
957 effroll = 1 - effroll;
958 effroll *= roll;
959
960
961 torque.X += effroll * ftmp;
962
963 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
964 {
965 float effpitch = roll / halfpi;
966 effpitch *= effpitch;
967 effpitch = 1 - effpitch;
968 effpitch *= pitch;
969
970 torque.Y += effpitch * ftmp;
971 }
972
973 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
974 {
975
976 float broll = effroll;
977 /*
978 if (broll > halfpi)
979 broll = pi - broll;
980 else if (broll < -halfpi)
981 broll = -pi - broll;
982 */
983 broll *= m_bankingEfficiency;
984 if (m_bankingMix != 0)
985 {
986 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
987 if (vfact > 1.0f) vfact = 1.0f;
988
989 if (curLocalVel.X >= 0)
990 broll *= (1 + (vfact - 1) * m_bankingMix);
991 else
992 broll *= -(1 + (vfact - 1) * m_bankingMix);
993 }
994 // make z rot be in world Z not local as seems to be in sl
995
996 broll = broll / m_bankingTimescale;
997
998
999 tmpV = Zrot(irotq);
1000 tmpV *= broll;
1001
1002 torque.X += tmpV.X;
1003 torque.Y += tmpV.Y;
1004 torque.Z += tmpV.Z;
1005
1006 m_amdampZ = Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
1007 m_amdampY = m_amdampZ;
1008
1009 }
1010 else
1011 {
1012 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1013 m_amdampY = m_amdampX;
1014 }
1015 }
1016 else
1017 {
1018 m_ampwr = 1.0f;
1019 m_amdampX = 1 / m_angularFrictionTimescale.X;
1020 m_amdampY = 1 / m_angularFrictionTimescale.Y;
1021 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1022 }
1023
1024 // angular motor
1025 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
1026 {
1027 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
1028 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
1029 torque.X += tmpV.X * m_ampwr;
1030 torque.Y += tmpV.Y * m_ampwr;
1031 torque.Z += tmpV.Z;
1032
1033 m_amEfect *= m_amDecay;
1034 }
1035 else
1036 m_amEfect = 0;
1037
1038 // angular deflection
1039 if (m_angularDeflectionEfficiency > 0)
1040 {
1041 Vector3 dirv;
1042
1043 if (curLocalVel.X > 0.01f)
1044 dirv = curLocalVel;
1045 else if (curLocalVel.X < -0.01f)
1046 // use oposite
1047 dirv = -curLocalVel;
1048 else
1049 {
1050 // make it fall into small positive x case
1051 dirv.X = 0.01f;
1052 dirv.Y = curLocalVel.Y;
1053 dirv.Z = curLocalVel.Z;
1054 }
1055
1056 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
1057
1058 if (Math.Abs(dirv.Z) > 0.01)
1059 {
1060 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
1061 }
1062
1063 if (Math.Abs(dirv.Y) > 0.01)
1064 {
1065 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
1066 }
1067 }
1068
1069 // angular friction
1070 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
1071 {
1072 torque.X -= curLocalAngVel.X * m_amdampX;
1073 torque.Y -= curLocalAngVel.Y * m_amdampY;
1074 torque.Z -= curLocalAngVel.Z * m_amdampZ;
1075 }
1076
1077
1078 if (force.X != 0 || force.Y != 0 || force.Z != 0)
1079 {
1080 force *= dmass.mass;
1081 d.BodyAddForce(Body, force.X, force.Y, force.Z);
1082 }
1083
1084 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
1085 {
1086 torque *= m_referenceFrame; // to object frame
1087 dtorque.X = torque.X ;
1088 dtorque.Y = torque.Y;
1089 dtorque.Z = torque.Z;
1090
1091 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
1092 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
1093 }
1094 }
1095 }
1096}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs
new file mode 100644
index 0000000..a6bdaa0
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs
@@ -0,0 +1,933 @@
1/*
2 * AJLDuarte 2012
3 */
4
5using System;
6using System.Threading;
7using System.Collections.Generic;
8using System.IO;
9using System.Reflection;
10using System.Runtime.InteropServices;
11using System.Text;
12using OpenSim.Framework;
13using OpenSim.Region.Physics.Manager;
14using OdeAPI;
15using log4net;
16using Nini.Config;
17using OpenMetaverse;
18
19namespace OpenSim.Region.Physics.OdePlugin
20{
21 public enum MeshState : byte
22 {
23 noNeed = 0,
24
25 loadingAsset = 1,
26
27 AssetOK = 0x0f, // 00001111
28
29 NeedMask = 0x30, // 00110000
30 needMesh = 0x10, // 00010000
31 needAsset = 0x20, // 00100000
32
33 FailMask = 0xC0, // 11000000
34 AssetFailed = 0x40, // 01000000
35 MeshFailed = 0x80, // 10000000
36
37 MeshNoColide = FailMask | needAsset
38 }
39
40 public enum meshWorkerCmnds : byte
41 {
42 nop = 0,
43 addnew,
44 changefull,
45 changesize,
46 changeshapetype,
47 getmesh,
48 }
49
50 public class ODEPhysRepData
51 {
52 public PhysicsActor actor;
53 public PrimitiveBaseShape pbs;
54 public IMesh mesh;
55
56 public Vector3 size;
57 public Vector3 OBB;
58 public Vector3 OBBOffset;
59
60 public float volume;
61
62 public byte shapetype;
63 public bool hasOBB;
64 public bool hasMeshVolume;
65 public MeshState meshState;
66 public UUID? assetID;
67 public meshWorkerCmnds comand;
68 }
69
70 public class ODEMeshWorker
71 {
72
73 private ILog m_log;
74 private OdeScene m_scene;
75 private IMesher m_mesher;
76
77 public bool meshSculptedPrim = true;
78 public bool forceSimplePrimMeshing = false;
79 public float meshSculptLOD = 32;
80 public float MeshSculptphysicalLOD = 32;
81
82
83 private OpenSim.Framework.BlockingQueue<ODEPhysRepData> createqueue = new OpenSim.Framework.BlockingQueue<ODEPhysRepData>();
84 private bool m_running;
85
86 private Thread m_thread;
87
88 public ODEMeshWorker(OdeScene pScene, ILog pLog, IMesher pMesher, IConfig pConfig)
89 {
90 m_scene = pScene;
91 m_log = pLog;
92 m_mesher = pMesher;
93
94 if (pConfig != null)
95 {
96 forceSimplePrimMeshing = pConfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
97 meshSculptedPrim = pConfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
98 meshSculptLOD = pConfig.GetFloat("mesh_lod", meshSculptLOD);
99 MeshSculptphysicalLOD = pConfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
100 }
101 m_running = true;
102 m_thread = new Thread(DoWork);
103 m_thread.Name = "OdeMeshWorker";
104 m_thread.Start();
105 }
106
107 private void DoWork()
108 {
109 m_mesher.ExpireFileCache();
110
111 while(m_running)
112 {
113 ODEPhysRepData nextRep = createqueue.Dequeue();
114 if(!m_running)
115 return;
116 if (nextRep == null)
117 continue;
118 if (m_scene.haveActor(nextRep.actor))
119 {
120 switch (nextRep.comand)
121 {
122 case meshWorkerCmnds.changefull:
123 case meshWorkerCmnds.changeshapetype:
124 case meshWorkerCmnds.changesize:
125 GetMesh(nextRep);
126 if (CreateActorPhysRep(nextRep) && m_scene.haveActor(nextRep.actor))
127 m_scene.AddChange(nextRep.actor, changes.PhysRepData, nextRep);
128 break;
129 case meshWorkerCmnds.getmesh:
130 DoRepDataGetMesh(nextRep);
131 break;
132 }
133 }
134 }
135 }
136
137 public void Stop()
138 {
139 try
140 {
141 m_thread.Abort();
142 createqueue.Clear();
143 }
144 catch
145 {
146 }
147 }
148
149 public void ChangeActorPhysRep(PhysicsActor actor, PrimitiveBaseShape pbs,
150 Vector3 size, byte shapetype)
151 {
152 ODEPhysRepData repData = new ODEPhysRepData();
153 repData.actor = actor;
154 repData.pbs = pbs;
155 repData.size = size;
156 repData.shapetype = shapetype;
157
158 CheckMesh(repData);
159 CalcVolumeData(repData);
160 m_scene.AddChange(actor, changes.PhysRepData, repData);
161 return;
162 }
163
164 public ODEPhysRepData NewActorPhysRep(PhysicsActor actor, PrimitiveBaseShape pbs,
165 Vector3 size, byte shapetype)
166 {
167 ODEPhysRepData repData = new ODEPhysRepData();
168 repData.actor = actor;
169 repData.pbs = pbs;
170 repData.size = size;
171 repData.shapetype = shapetype;
172
173 CheckMesh(repData);
174 CalcVolumeData(repData);
175 m_scene.AddChange(actor, changes.AddPhysRep, repData);
176 return repData;
177 }
178
179 public void RequestMesh(ODEPhysRepData repData)
180 {
181 repData.mesh = null;
182
183 if (repData.meshState == MeshState.needAsset)
184 {
185 PrimitiveBaseShape pbs = repData.pbs;
186
187 // check if we got outdated
188
189 if (!pbs.SculptEntry || pbs.SculptTexture == UUID.Zero)
190 {
191 repData.meshState = MeshState.noNeed;
192 return;
193 }
194
195 repData.assetID = pbs.SculptTexture;
196 repData.meshState = MeshState.loadingAsset;
197
198 repData.comand = meshWorkerCmnds.getmesh;
199 createqueue.Enqueue(repData);
200 }
201 }
202
203 // creates and prepares a mesh to use and calls parameters estimation
204 public bool CreateActorPhysRep(ODEPhysRepData repData)
205 {
206 IMesh mesh = repData.mesh;
207
208 if (mesh != null)
209 {
210 IntPtr vertices, indices;
211 int vertexCount, indexCount;
212 int vertexStride, triStride;
213
214 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount);
215 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount);
216
217 if (vertexCount == 0 || indexCount == 0)
218 {
219 m_log.WarnFormat("[PHYSICS]: Invalid mesh data on prim {0} mesh UUID {1}",
220 repData.actor.Name, repData.pbs.SculptTexture.ToString());
221 repData.meshState = MeshState.MeshFailed;
222 repData.hasOBB = false;
223 repData.mesh = null;
224 m_scene.mesher.ReleaseMesh(mesh);
225 }
226 else
227 {
228 repData.OBBOffset = mesh.GetCentroid();
229 repData.OBB = mesh.GetOBB();
230 repData.hasOBB = true;
231 mesh.releaseSourceMeshData();
232 }
233 }
234 CalcVolumeData(repData);
235 return true;
236 }
237
238 public void AssetLoaded(ODEPhysRepData repData)
239 {
240 if (m_scene.haveActor(repData.actor))
241 {
242 if (needsMeshing(repData.pbs)) // no need for pbs now?
243 {
244 repData.comand = meshWorkerCmnds.changefull;
245 createqueue.Enqueue(repData);
246 }
247 }
248 else
249 repData.pbs.SculptData = Utils.EmptyBytes;
250 }
251
252 public void DoRepDataGetMesh(ODEPhysRepData repData)
253 {
254 if (!repData.pbs.SculptEntry)
255 return;
256
257 if (repData.meshState != MeshState.loadingAsset)
258 return;
259
260 if (repData.assetID == null || repData.assetID == UUID.Zero)
261 return;
262
263 if (repData.assetID != repData.pbs.SculptTexture)
264 return;
265
266 // check if it is in cache
267 GetMesh(repData);
268 if (repData.meshState != MeshState.needAsset)
269 {
270 CreateActorPhysRep(repData);
271 m_scene.AddChange(repData.actor, changes.PhysRepData, repData);
272 return;
273 }
274
275 RequestAssetDelegate assetProvider = m_scene.RequestAssetMethod;
276 if (assetProvider == null)
277 return;
278 ODEAssetRequest asr = new ODEAssetRequest(this, assetProvider, repData, m_log);
279 }
280
281
282 /// <summary>
283 /// Routine to figure out if we need to mesh this prim with our mesher
284 /// </summary>
285 /// <param name="pbs"></param>
286 /// <returns></returns>
287 public bool needsMeshing(PrimitiveBaseShape pbs)
288 {
289 // check sculpts or meshs
290 if (pbs.SculptEntry)
291 {
292 if (meshSculptedPrim)
293 return true;
294
295 if (pbs.SculptType == (byte)SculptType.Mesh) // always do meshs
296 return true;
297
298 return false;
299 }
300
301 if (forceSimplePrimMeshing)
302 return true;
303
304 // 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
305
306 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
307 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
308 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
309 {
310
311 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
312 && pbs.ProfileHollow == 0
313 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
314 && pbs.PathBegin == 0 && pbs.PathEnd == 0
315 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
316 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
317 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
318 {
319 return false;
320 }
321 }
322
323 // following code doesn't give meshs to boxes and spheres ever
324 // and it's odd.. so for now just return true if asked to force meshs
325 // hopefully mesher will fail if doesn't suport so things still get basic boxes
326
327 int iPropertiesNotSupportedDefault = 0;
328
329 if (pbs.ProfileHollow != 0)
330 iPropertiesNotSupportedDefault++;
331
332 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
333 iPropertiesNotSupportedDefault++;
334
335 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
336 iPropertiesNotSupportedDefault++;
337
338 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
339 iPropertiesNotSupportedDefault++;
340
341 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
342 iPropertiesNotSupportedDefault++;
343
344 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
345 iPropertiesNotSupportedDefault++;
346
347 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
348 iPropertiesNotSupportedDefault++;
349
350 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))
351 iPropertiesNotSupportedDefault++;
352
353 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
354 iPropertiesNotSupportedDefault++;
355
356 // test for torus
357 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
358 {
359 if (pbs.PathCurve == (byte)Extrusion.Curve1)
360 {
361 iPropertiesNotSupportedDefault++;
362 }
363 }
364 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
365 {
366 if (pbs.PathCurve == (byte)Extrusion.Straight)
367 {
368 iPropertiesNotSupportedDefault++;
369 }
370
371 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
372 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
373 {
374 iPropertiesNotSupportedDefault++;
375 }
376 }
377 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
378 {
379 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
380 {
381 iPropertiesNotSupportedDefault++;
382 }
383 }
384 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
385 {
386 if (pbs.PathCurve == (byte)Extrusion.Straight)
387 {
388 iPropertiesNotSupportedDefault++;
389 }
390 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
391 {
392 iPropertiesNotSupportedDefault++;
393 }
394 }
395
396 if (iPropertiesNotSupportedDefault == 0)
397 {
398 return false;
399 }
400 return true;
401 }
402
403 // see if we need a mesh and if so if we have a cached one
404 // called with a new repData
405 public void CheckMesh(ODEPhysRepData repData)
406 {
407 PhysicsActor actor = repData.actor;
408 PrimitiveBaseShape pbs = repData.pbs;
409
410 if (!needsMeshing(pbs))
411 {
412 repData.meshState = MeshState.noNeed;
413 return;
414 }
415
416 IMesh mesh = null;
417
418 Vector3 size = repData.size;
419 byte shapetype = repData.shapetype;
420
421 bool convex;
422
423 int clod = (int)LevelOfDetail.High;
424 if (shapetype == 0)
425 convex = false;
426 else
427 {
428 convex = true;
429 if (pbs.SculptType != (byte)SculptType.Mesh)
430 clod = (int)LevelOfDetail.Low;
431 }
432
433 mesh = m_mesher.GetMesh(actor.Name, pbs, size, clod, true, convex);
434
435 if (mesh == null)
436 {
437 if (pbs.SculptEntry)
438 {
439 if (pbs.SculptTexture != null && pbs.SculptTexture != UUID.Zero)
440 {
441 repData.assetID = pbs.SculptTexture;
442 repData.meshState = MeshState.needAsset;
443 }
444 else
445 repData.meshState = MeshState.MeshFailed;
446
447 return;
448 }
449 else
450 {
451 repData.meshState = MeshState.needMesh;
452 mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex, true);
453 if (mesh == null)
454 {
455 repData.meshState = MeshState.MeshFailed;
456 return;
457 }
458 }
459 }
460
461 repData.meshState = MeshState.AssetOK;
462 repData.mesh = mesh;
463
464 if (pbs.SculptEntry)
465 {
466 repData.assetID = pbs.SculptTexture;
467 }
468
469 pbs.SculptData = Utils.EmptyBytes;
470 return ;
471 }
472
473 public void GetMesh(ODEPhysRepData repData)
474 {
475 PhysicsActor actor = repData.actor;
476
477 PrimitiveBaseShape pbs = repData.pbs;
478
479 repData.mesh = null;
480 repData.hasOBB = false;
481
482 if (!needsMeshing(pbs))
483 {
484 repData.meshState = MeshState.noNeed;
485 return;
486 }
487
488 if (repData.meshState == MeshState.MeshFailed)
489 return;
490
491 if (pbs.SculptEntry)
492 {
493 if (repData.meshState == MeshState.AssetFailed)
494 {
495 if (pbs.SculptTexture == repData.assetID)
496 return;
497 }
498 }
499
500 repData.meshState = MeshState.noNeed;
501
502 IMesh mesh = null;
503 Vector3 size = repData.size;
504 byte shapetype = repData.shapetype;
505
506 bool convex;
507 int clod = (int)LevelOfDetail.High;
508 if (shapetype == 0)
509 convex = false;
510 else
511 {
512 convex = true;
513 if (pbs.SculptType != (byte)SculptType.Mesh)
514 clod = (int)LevelOfDetail.Low;
515 }
516
517 mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex, true);
518
519 if (mesh == null)
520 {
521 if (pbs.SculptEntry)
522 {
523 if (pbs.SculptTexture == UUID.Zero)
524 return;
525
526 repData.assetID = pbs.SculptTexture;
527
528 if (pbs.SculptData == null || pbs.SculptData.Length == 0)
529 {
530 repData.meshState = MeshState.needAsset;
531 return;
532 }
533 }
534 }
535
536 repData.mesh = mesh;
537 repData.pbs.SculptData = Utils.EmptyBytes;
538
539 if (mesh == null)
540 {
541 if (pbs.SculptEntry)
542 repData.meshState = MeshState.AssetFailed;
543 else
544 repData.meshState = MeshState.MeshFailed;
545
546 return;
547 }
548
549 repData.meshState = MeshState.AssetOK;
550
551 return;
552 }
553
554 private void CalculateBasicPrimVolume(ODEPhysRepData repData)
555 {
556 PrimitiveBaseShape _pbs = repData.pbs;
557 Vector3 _size = repData.size;
558
559 float volume = _size.X * _size.Y * _size.Z; // default
560 float tmp;
561
562 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
563 float hollowVolume = hollowAmount * hollowAmount;
564
565 switch (_pbs.ProfileShape)
566 {
567 case ProfileShape.Square:
568 // default box
569
570 if (_pbs.PathCurve == (byte)Extrusion.Straight)
571 {
572 if (hollowAmount > 0.0)
573 {
574 switch (_pbs.HollowShape)
575 {
576 case HollowShape.Square:
577 case HollowShape.Same:
578 break;
579
580 case HollowShape.Circle:
581
582 hollowVolume *= 0.78539816339f;
583 break;
584
585 case HollowShape.Triangle:
586
587 hollowVolume *= (0.5f * .5f);
588 break;
589
590 default:
591 hollowVolume = 0;
592 break;
593 }
594 volume *= (1.0f - hollowVolume);
595 }
596 }
597
598 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
599 {
600 //a tube
601
602 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
603 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
604 volume -= volume * tmp * tmp;
605
606 if (hollowAmount > 0.0)
607 {
608 hollowVolume *= hollowAmount;
609
610 switch (_pbs.HollowShape)
611 {
612 case HollowShape.Square:
613 case HollowShape.Same:
614 break;
615
616 case HollowShape.Circle:
617 hollowVolume *= 0.78539816339f;
618 break;
619
620 case HollowShape.Triangle:
621 hollowVolume *= 0.5f * 0.5f;
622 break;
623 default:
624 hollowVolume = 0;
625 break;
626 }
627 volume *= (1.0f - hollowVolume);
628 }
629 }
630
631 break;
632
633 case ProfileShape.Circle:
634
635 if (_pbs.PathCurve == (byte)Extrusion.Straight)
636 {
637 volume *= 0.78539816339f; // elipse base
638
639 if (hollowAmount > 0.0)
640 {
641 switch (_pbs.HollowShape)
642 {
643 case HollowShape.Same:
644 case HollowShape.Circle:
645 break;
646
647 case HollowShape.Square:
648 hollowVolume *= 0.5f * 2.5984480504799f;
649 break;
650
651 case HollowShape.Triangle:
652 hollowVolume *= .5f * 1.27323954473516f;
653 break;
654
655 default:
656 hollowVolume = 0;
657 break;
658 }
659 volume *= (1.0f - hollowVolume);
660 }
661 }
662
663 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
664 {
665 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
666 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
667 volume *= (1.0f - tmp * tmp);
668
669 if (hollowAmount > 0.0)
670 {
671
672 // calculate the hollow volume by it's shape compared to the prim shape
673 hollowVolume *= hollowAmount;
674
675 switch (_pbs.HollowShape)
676 {
677 case HollowShape.Same:
678 case HollowShape.Circle:
679 break;
680
681 case HollowShape.Square:
682 hollowVolume *= 0.5f * 2.5984480504799f;
683 break;
684
685 case HollowShape.Triangle:
686 hollowVolume *= .5f * 1.27323954473516f;
687 break;
688
689 default:
690 hollowVolume = 0;
691 break;
692 }
693 volume *= (1.0f - hollowVolume);
694 }
695 }
696 break;
697
698 case ProfileShape.HalfCircle:
699 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
700 {
701 volume *= 0.5236f;
702
703 if (hollowAmount > 0.0)
704 {
705 hollowVolume *= hollowAmount;
706
707 switch (_pbs.HollowShape)
708 {
709 case HollowShape.Circle:
710 case HollowShape.Triangle: // diference in sl is minor and odd
711 case HollowShape.Same:
712 break;
713
714 case HollowShape.Square:
715 hollowVolume *= 0.909f;
716 break;
717
718 // case HollowShape.Triangle:
719 // hollowVolume *= .827f;
720 // break;
721 default:
722 hollowVolume = 0;
723 break;
724 }
725 volume *= (1.0f - hollowVolume);
726 }
727
728 }
729 break;
730
731 case ProfileShape.EquilateralTriangle:
732
733 if (_pbs.PathCurve == (byte)Extrusion.Straight)
734 {
735 volume *= 0.32475953f;
736
737 if (hollowAmount > 0.0)
738 {
739
740 // calculate the hollow volume by it's shape compared to the prim shape
741 switch (_pbs.HollowShape)
742 {
743 case HollowShape.Same:
744 case HollowShape.Triangle:
745 hollowVolume *= .25f;
746 break;
747
748 case HollowShape.Square:
749 hollowVolume *= 0.499849f * 3.07920140172638f;
750 break;
751
752 case HollowShape.Circle:
753 // Hollow shape is a perfect cyllinder in respect to the cube's scale
754 // Cyllinder hollow volume calculation
755
756 hollowVolume *= 0.1963495f * 3.07920140172638f;
757 break;
758
759 default:
760 hollowVolume = 0;
761 break;
762 }
763 volume *= (1.0f - hollowVolume);
764 }
765 }
766 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
767 {
768 volume *= 0.32475953f;
769 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
770 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
771 volume *= (1.0f - tmp * tmp);
772
773 if (hollowAmount > 0.0)
774 {
775
776 hollowVolume *= hollowAmount;
777
778 switch (_pbs.HollowShape)
779 {
780 case HollowShape.Same:
781 case HollowShape.Triangle:
782 hollowVolume *= .25f;
783 break;
784
785 case HollowShape.Square:
786 hollowVolume *= 0.499849f * 3.07920140172638f;
787 break;
788
789 case HollowShape.Circle:
790
791 hollowVolume *= 0.1963495f * 3.07920140172638f;
792 break;
793
794 default:
795 hollowVolume = 0;
796 break;
797 }
798 volume *= (1.0f - hollowVolume);
799 }
800 }
801 break;
802
803 default:
804 break;
805 }
806
807 float taperX1;
808 float taperY1;
809 float taperX;
810 float taperY;
811 float pathBegin;
812 float pathEnd;
813 float profileBegin;
814 float profileEnd;
815
816 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
817 {
818 taperX1 = _pbs.PathScaleX * 0.01f;
819 if (taperX1 > 1.0f)
820 taperX1 = 2.0f - taperX1;
821 taperX = 1.0f - taperX1;
822
823 taperY1 = _pbs.PathScaleY * 0.01f;
824 if (taperY1 > 1.0f)
825 taperY1 = 2.0f - taperY1;
826 taperY = 1.0f - taperY1;
827 }
828 else
829 {
830 taperX = _pbs.PathTaperX * 0.01f;
831 if (taperX < 0.0f)
832 taperX = -taperX;
833 taperX1 = 1.0f - taperX;
834
835 taperY = _pbs.PathTaperY * 0.01f;
836 if (taperY < 0.0f)
837 taperY = -taperY;
838 taperY1 = 1.0f - taperY;
839 }
840
841 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
842
843 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
844 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
845 volume *= (pathEnd - pathBegin);
846
847 // this is crude aproximation
848 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
849 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
850 volume *= (profileEnd - profileBegin);
851
852 repData.volume = volume;
853 }
854
855 private void CalcVolumeData(ODEPhysRepData repData)
856 {
857 if (repData.hasOBB)
858 {
859 Vector3 OBB = repData.OBB;
860 }
861 else
862 {
863 Vector3 OBB = repData.size;
864 OBB.X *= 0.5f;
865 OBB.Y *= 0.5f;
866 OBB.Z *= 0.5f;
867
868 repData.OBB = OBB;
869 repData.OBBOffset = Vector3.Zero;
870 }
871
872 CalculateBasicPrimVolume(repData);
873 }
874 }
875
876 public class ODEAssetRequest
877 {
878 ODEMeshWorker m_worker;
879 private ILog m_log;
880 ODEPhysRepData repData;
881
882 public ODEAssetRequest(ODEMeshWorker pWorker, RequestAssetDelegate provider,
883 ODEPhysRepData pRepData, ILog plog)
884 {
885 m_worker = pWorker;
886 m_log = plog;
887 repData = pRepData;
888
889 repData.meshState = MeshState.AssetFailed;
890 if (provider == null)
891 return;
892
893 if (repData.assetID == null)
894 return;
895
896 UUID assetID = (UUID) repData.assetID;
897 if (assetID == UUID.Zero)
898 return;
899
900 repData.meshState = MeshState.loadingAsset;
901 provider(assetID, ODEassetReceived);
902 }
903
904 void ODEassetReceived(AssetBase asset)
905 {
906 repData.meshState = MeshState.AssetFailed;
907 if (asset != null)
908 {
909 if (asset.Data != null && asset.Data.Length > 0)
910 {
911 repData.meshState = MeshState.noNeed;
912
913 if (!repData.pbs.SculptEntry)
914 return;
915 if (repData.pbs.SculptTexture != repData.assetID)
916 return;
917
918// repData.pbs.SculptData = new byte[asset.Data.Length];
919// asset.Data.CopyTo(repData.pbs.SculptData,0);
920 repData.pbs.SculptData = asset.Data;
921 repData.meshState = MeshState.AssetOK;
922 m_worker.AssetLoaded(repData);
923 }
924 else
925 m_log.WarnFormat("[PHYSICS]: asset provider returned invalid mesh data for prim {0} asset UUID {1}.",
926 repData.actor.Name, asset.ID.ToString());
927 }
928 else
929 m_log.WarnFormat("[PHYSICS]: asset provider returned null asset fo mesh of prim {0}.",
930 repData.actor.Name);
931 }
932 }
933} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..8bcdd89
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,3901 @@
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 2011/12/13 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;
83 private Quaternion _orientation;
84
85 private Vector3 _position;
86 private Vector3 _velocity;
87 private Vector3 m_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;
95
96 private Vector3 m_force;
97 private Vector3 m_forceacc;
98 private Vector3 m_angularForceacc;
99
100 private float m_invTimeStep;
101 private float m_timeStep;
102
103 private Vector3 m_PIDTarget;
104 private float m_PIDTau;
105 private bool m_usePID;
106
107 private float m_PIDHoverHeight;
108 private float m_PIDHoverTau;
109 private bool m_useHoverPID;
110 private PIDHoverType m_PIDHoverType;
111 private float m_targetHoverHeight;
112 private float m_groundHeight;
113 private float m_waterHeight;
114 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
115
116 private int body_autodisable_frames;
117 public int bodydisablecontrol;
118 private float m_gravmod = 1.0f;
119
120 // Default we're a Geometry
121 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
122 // Default colide nonphysical don't try to colide with anything
123 private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
124
125 private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
126 CollisionCategories.Character |
127 CollisionCategories.Land |
128 CollisionCategories.VolumeDtc);
129
130// private bool m_collidesLand = true;
131 private bool m_collidesWater;
132// public bool m_returnCollisions;
133
134 private bool m_NoColide; // for now only for internal use for bad meshs
135
136
137 // Default, Collide with Other Geometries, spaces and Bodies
138 private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
139
140 public bool m_disabled;
141
142 private uint m_localID;
143
144 private IMesh m_mesh;
145 private object m_meshlock = new object();
146 private PrimitiveBaseShape _pbs;
147
148 private UUID? m_assetID;
149 private MeshState m_meshState;
150
151 public OdeScene _parent_scene;
152
153 /// <summary>
154 /// The physics space which contains prim geometry
155 /// </summary>
156 public IntPtr m_targetSpace;
157
158 public IntPtr prim_geom;
159 public IntPtr _triMeshData;
160
161 private PhysicsActor _parent;
162
163 private List<OdePrim> childrenPrim = new List<OdePrim>();
164
165 public float m_collisionscore;
166 private int m_colliderfilter = 0;
167
168 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
169
170 private float m_density;
171 private byte m_shapetype;
172 public bool _zeroFlag;
173 private bool m_lastUpdateSent;
174
175 public IntPtr Body;
176
177 private Vector3 _target_velocity;
178
179 public Vector3 m_OBBOffset;
180 public Vector3 m_OBB;
181 public float primOOBradiusSQ;
182
183 private bool m_hasOBB = true;
184
185 private float m_physCost;
186 private float m_streamCost;
187
188 public d.Mass primdMass; // prim inertia information on it's own referencial
189 float primMass; // prim own mass
190 float primVolume; // prim own volume;
191 float _mass; // object mass acording to case
192
193 public int givefakepos;
194 private Vector3 fakepos;
195 public int givefakeori;
196 private Quaternion fakeori;
197
198 private int m_eventsubscription;
199 private int m_cureventsubscription;
200 private CollisionEventUpdate CollisionEventsThisFrame = null;
201 private bool SentEmptyCollisionsEvent;
202
203 public volatile bool childPrim;
204
205 public ODEDynamics m_vehicle;
206
207 internal int m_material = (int)Material.Wood;
208 private float mu;
209 private float bounce;
210
211 /// <summary>
212 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
213 /// </summary>
214 public override bool IsPhysical // this is not reliable for internal use
215 {
216 get { return m_fakeisphysical; }
217 set
218 {
219 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
220 // and also to stop imediatly some updates
221 // but real change will only happen in taintprocessing
222
223 if (!value) // Zero the remembered last velocity
224 m_lastVelocity = Vector3.Zero;
225 AddChange(changes.Physical, value);
226 }
227 }
228
229 public override bool IsVolumeDtc
230 {
231 get { return m_fakeisVolumeDetect; }
232 set
233 {
234 m_fakeisVolumeDetect = value;
235 AddChange(changes.VolumeDtc, value);
236 }
237 }
238
239 public override bool Phantom // this is not reliable for internal use
240 {
241 get { return m_fakeisphantom; }
242 set
243 {
244 m_fakeisphantom = value;
245 AddChange(changes.Phantom, value);
246 }
247 }
248
249 public override bool Building // this is not reliable for internal use
250 {
251 get { return m_building; }
252 set
253 {
254// if (value)
255// m_building = true;
256 AddChange(changes.building, value);
257 }
258 }
259
260 public override void getContactData(ref ContactData cdata)
261 {
262 cdata.mu = mu;
263 cdata.bounce = bounce;
264
265 // cdata.softcolide = m_softcolide;
266 cdata.softcolide = false;
267
268 if (m_isphysical)
269 {
270 ODEDynamics veh;
271 if (_parent != null)
272 veh = ((OdePrim)_parent).m_vehicle;
273 else
274 veh = m_vehicle;
275
276 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
277 cdata.mu *= veh.FrictionFactor;
278// cdata.mu *= 0;
279 }
280 }
281
282 public override float PhysicsCost
283 {
284 get
285 {
286 return m_physCost;
287 }
288 }
289
290 public override float StreamCost
291 {
292 get
293 {
294 return m_streamCost;
295 }
296 }
297
298 public override int PhysicsActorType
299 {
300 get { return (int)ActorTypes.Prim; }
301 set { return; }
302 }
303
304 public override bool SetAlwaysRun
305 {
306 get { return false; }
307 set { return; }
308 }
309
310 public override uint LocalID
311 {
312 get { return m_localID; }
313 set { m_localID = value; }
314 }
315
316 public override PhysicsActor ParentActor
317 {
318 get
319 {
320 if (childPrim)
321 return _parent;
322 else
323 return (PhysicsActor)this;
324 }
325 }
326
327 public override bool Grabbed
328 {
329 set { return; }
330 }
331
332 public override bool Selected
333 {
334 set
335 {
336 if (value)
337 m_isSelected = value; // if true set imediatly to stop moves etc
338 AddChange(changes.Selected, value);
339 }
340 }
341
342 public override bool Flying
343 {
344 // no flying prims for you
345 get { return false; }
346 set { }
347 }
348
349 public override bool IsColliding
350 {
351 get { return m_iscolliding; }
352 set
353 {
354 if (value)
355 {
356 m_colliderfilter += 2;
357 if (m_colliderfilter > 2)
358 m_colliderfilter = 2;
359 }
360 else
361 {
362 m_colliderfilter--;
363 if (m_colliderfilter < 0)
364 m_colliderfilter = 0;
365 }
366
367 if (m_colliderfilter == 0)
368 m_iscolliding = false;
369 else
370 m_iscolliding = true;
371 }
372 }
373
374 public override bool CollidingGround
375 {
376 get { return false; }
377 set { return; }
378 }
379
380 public override bool CollidingObj
381 {
382 get { return false; }
383 set { return; }
384 }
385
386
387 public override bool ThrottleUpdates {get;set;}
388
389 public override bool Stopped
390 {
391 get { return _zeroFlag; }
392 }
393
394 public override Vector3 Position
395 {
396 get
397 {
398 if (givefakepos > 0)
399 return fakepos;
400 else
401 return _position;
402 }
403
404 set
405 {
406 fakepos = value;
407 givefakepos++;
408 AddChange(changes.Position, value);
409 }
410 }
411
412 public override Vector3 Size
413 {
414 get { return _size; }
415 set
416 {
417 if (value.IsFinite())
418 {
419 _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, value, m_shapetype);
420 }
421 else
422 {
423 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
424 }
425 }
426 }
427
428 public override float Mass
429 {
430 get { return primMass; }
431 }
432
433 public override Vector3 Force
434 {
435 get { return m_force; }
436 set
437 {
438 if (value.IsFinite())
439 {
440 AddChange(changes.Force, value);
441 }
442 else
443 {
444 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
445 }
446 }
447 }
448
449 public override void SetVolumeDetect(int param)
450 {
451 m_fakeisVolumeDetect = (param != 0);
452 AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
453 }
454
455 public override Vector3 GeometricCenter
456 {
457 // this is not real geometric center but a average of positions relative to root prim acording to
458 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
459 // ignoring tortured prims details since sl also seems to ignore
460 // so no real use in doing it on physics
461 get
462 {
463 return Vector3.Zero;
464 }
465 }
466
467 public override Vector3 CenterOfMass
468 {
469 get
470 {
471 lock (_parent_scene.OdeLock)
472 {
473 d.Vector3 dtmp;
474 if (!childPrim && Body != IntPtr.Zero)
475 {
476 dtmp = d.BodyGetPosition(Body);
477 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
478 }
479 else if (prim_geom != IntPtr.Zero)
480 {
481 d.Quaternion dq;
482 d.GeomCopyQuaternion(prim_geom, out dq);
483 Quaternion q;
484 q.X = dq.X;
485 q.Y = dq.Y;
486 q.Z = dq.Z;
487 q.W = dq.W;
488
489 Vector3 Ptot = m_OBBOffset * q;
490 dtmp = d.GeomGetPosition(prim_geom);
491 Ptot.X += dtmp.X;
492 Ptot.Y += dtmp.Y;
493 Ptot.Z += dtmp.Z;
494
495 // if(childPrim) we only know about physical linksets
496 return Ptot;
497/*
498 float tmass = _mass;
499 Ptot *= tmass;
500
501 float m;
502
503 foreach (OdePrim prm in childrenPrim)
504 {
505 m = prm._mass;
506 Ptot += prm.CenterOfMass * m;
507 tmass += m;
508 }
509
510 if (tmass == 0)
511 tmass = 0;
512 else
513 tmass = 1.0f / tmass;
514
515 Ptot *= tmass;
516 return Ptot;
517*/
518 }
519 else
520 return _position;
521 }
522 }
523 }
524
525 public override Vector3 OOBsize
526 {
527 get
528 {
529 return m_OBB;
530 }
531 }
532
533 public override Vector3 OOBoffset
534 {
535 get
536 {
537 return m_OBBOffset;
538 }
539 }
540
541 public override float OOBRadiusSQ
542 {
543 get
544 {
545 return primOOBradiusSQ;
546 }
547 }
548
549 public override PrimitiveBaseShape Shape
550 {
551 set
552 {
553// AddChange(changes.Shape, value);
554 _parent_scene.m_meshWorker.ChangeActorPhysRep(this, value, _size, m_shapetype);
555 }
556 }
557
558 public override byte PhysicsShapeType
559 {
560 get
561 {
562 return m_shapetype;
563 }
564 set
565 {
566 m_shapetype = value;
567 _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, _size, value);
568 }
569 }
570
571 public override Vector3 Velocity
572 {
573 get
574 {
575 if (_zeroFlag)
576 return Vector3.Zero;
577 return _velocity;
578 }
579 set
580 {
581 if (value.IsFinite())
582 {
583 AddChange(changes.Velocity, value);
584 }
585 else
586 {
587 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
588 }
589
590 }
591 }
592
593 public override Vector3 Torque
594 {
595 get
596 {
597 if (!IsPhysical || Body == IntPtr.Zero)
598 return Vector3.Zero;
599
600 return m_torque;
601 }
602
603 set
604 {
605 if (value.IsFinite())
606 {
607 AddChange(changes.Torque, value);
608 }
609 else
610 {
611 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
612 }
613 }
614 }
615
616 public override float CollisionScore
617 {
618 get { return m_collisionscore; }
619 set { m_collisionscore = value; }
620 }
621
622 public override bool Kinematic
623 {
624 get { return false; }
625 set { }
626 }
627
628 public override Quaternion Orientation
629 {
630 get
631 {
632 if (givefakeori > 0)
633 return fakeori;
634 else
635
636 return _orientation;
637 }
638 set
639 {
640 if (QuaternionIsFinite(value))
641 {
642 fakeori = value;
643 givefakeori++;
644
645 value.Normalize();
646
647 AddChange(changes.Orientation, value);
648 }
649 else
650 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
651
652 }
653 }
654
655 public override Vector3 Acceleration
656 {
657 get { return _acceleration; }
658 set { }
659 }
660
661 public override Vector3 RotationalVelocity
662 {
663 get
664 {
665 Vector3 pv = Vector3.Zero;
666 if (_zeroFlag)
667 return pv;
668
669 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
670 return pv;
671
672 return m_rotationalVelocity;
673 }
674 set
675 {
676 if (value.IsFinite())
677 {
678 AddChange(changes.AngVelocity, value);
679 }
680 else
681 {
682 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
683 }
684 }
685 }
686
687 public override float Buoyancy
688 {
689 get { return m_buoyancy; }
690 set
691 {
692 AddChange(changes.Buoyancy,value);
693 }
694 }
695
696 public override bool FloatOnWater
697 {
698 set
699 {
700 AddChange(changes.CollidesWater, value);
701 }
702 }
703
704 public override Vector3 PIDTarget
705 {
706 set
707 {
708 if (value.IsFinite())
709 {
710 AddChange(changes.PIDTarget,value);
711 }
712 else
713 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
714 }
715 }
716
717 public override bool PIDActive
718 {
719 get
720 {
721 return m_usePID;
722 }
723 set
724 {
725 AddChange(changes.PIDActive,value);
726 }
727 }
728
729 public override float PIDTau
730 {
731 set
732 {
733 float tmp = 0;
734 if (value > 0)
735 {
736 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
737 if (value < mint)
738 tmp = mint;
739 else
740 tmp = value;
741 }
742 AddChange(changes.PIDTau,tmp);
743 }
744 }
745
746 public override float PIDHoverHeight
747 {
748 set
749 {
750 AddChange(changes.PIDHoverHeight,value);
751 }
752 }
753 public override bool PIDHoverActive
754 {
755 set
756 {
757 AddChange(changes.PIDHoverActive, value);
758 }
759 }
760
761 public override PIDHoverType PIDHoverType
762 {
763 set
764 {
765 AddChange(changes.PIDHoverType,value);
766 }
767 }
768
769 public override float PIDHoverTau
770 {
771 set
772 {
773 float tmp =0;
774 if (value > 0)
775 {
776 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
777 if (value < mint)
778 tmp = mint;
779 else
780 tmp = value;
781 }
782 AddChange(changes.PIDHoverTau, tmp);
783 }
784 }
785
786 public override Quaternion APIDTarget { set { return; } }
787
788 public override bool APIDActive { set { return; } }
789
790 public override float APIDStrength { set { return; } }
791
792 public override float APIDDamping { set { return; } }
793
794 public override int VehicleType
795 {
796 // we may need to put a fake on this
797 get
798 {
799 if (m_vehicle == null)
800 return (int)Vehicle.TYPE_NONE;
801 else
802 return (int)m_vehicle.Type;
803 }
804 set
805 {
806 AddChange(changes.VehicleType, value);
807 }
808 }
809
810 public override void VehicleFloatParam(int param, float value)
811 {
812 strVehicleFloatParam fp = new strVehicleFloatParam();
813 fp.param = param;
814 fp.value = value;
815 AddChange(changes.VehicleFloatParam, fp);
816 }
817
818 public override void VehicleVectorParam(int param, Vector3 value)
819 {
820 strVehicleVectorParam fp = new strVehicleVectorParam();
821 fp.param = param;
822 fp.value = value;
823 AddChange(changes.VehicleVectorParam, fp);
824 }
825
826 public override void VehicleRotationParam(int param, Quaternion value)
827 {
828 strVehicleQuatParam fp = new strVehicleQuatParam();
829 fp.param = param;
830 fp.value = value;
831 AddChange(changes.VehicleRotationParam, fp);
832 }
833
834 public override void VehicleFlags(int param, bool value)
835 {
836 strVehicleBoolParam bp = new strVehicleBoolParam();
837 bp.param = param;
838 bp.value = value;
839 AddChange(changes.VehicleFlags, bp);
840 }
841
842 public override void SetVehicle(object vdata)
843 {
844 AddChange(changes.SetVehicle, vdata);
845 }
846 public void SetAcceleration(Vector3 accel)
847 {
848 _acceleration = accel;
849 }
850
851 public override void AddForce(Vector3 force, bool pushforce)
852 {
853 if (force.IsFinite())
854 {
855 if(pushforce)
856 AddChange(changes.AddForce, force);
857 else // a impulse
858 AddChange(changes.AddForce, force * m_invTimeStep);
859 }
860 else
861 {
862 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
863 }
864 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
865 }
866
867 public override void AddAngularForce(Vector3 force, bool pushforce)
868 {
869 if (force.IsFinite())
870 {
871// if(pushforce) for now applyrotationimpulse seems more happy applied as a force
872 AddChange(changes.AddAngForce, force);
873// else // a impulse
874// AddChange(changes.AddAngForce, force * m_invTimeStep);
875 }
876 else
877 {
878 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
879 }
880 }
881
882 public override void CrossingFailure()
883 {
884 if (m_outbounds)
885 {
886 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
887 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
888 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
889
890 m_lastposition = _position;
891 _velocity.X = 0;
892 _velocity.Y = 0;
893 _velocity.Z = 0;
894
895 m_lastVelocity = _velocity;
896 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
897 m_vehicle.Stop();
898
899 if(Body != IntPtr.Zero)
900 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
901 if (prim_geom != IntPtr.Zero)
902 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
903
904 m_outbounds = false;
905 changeDisable(false);
906 base.RequestPhysicsterseUpdate();
907 }
908 }
909
910 public override void SetMomentum(Vector3 momentum)
911 {
912 }
913
914 public override void SetMaterial(int pMaterial)
915 {
916 m_material = pMaterial;
917 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
918 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
919 }
920
921 public override float Density
922 {
923 get
924 {
925 return m_density * 100f;
926 }
927 set
928 {
929 m_density = value / 100f;
930 // for not prim mass is not updated since this implies full rebuild of body inertia TODO
931 }
932 }
933 public override float GravModifier
934 {
935 get
936 {
937 return m_gravmod;
938 }
939 set
940 {
941 m_gravmod = value;
942 if (m_vehicle != null)
943 m_vehicle.GravMod = m_gravmod;
944 }
945 }
946 public override float Friction
947 {
948 get
949 {
950 return mu;
951 }
952 set
953 {
954 mu = value;
955 }
956 }
957
958 public override float Restitution
959 {
960 get
961 {
962 return bounce;
963 }
964 set
965 {
966 bounce = value;
967 }
968 }
969
970 public void setPrimForRemoval()
971 {
972 AddChange(changes.Remove, null);
973 }
974
975 public override void link(PhysicsActor obj)
976 {
977 AddChange(changes.Link, obj);
978 }
979
980 public override void delink()
981 {
982 AddChange(changes.DeLink, null);
983 }
984
985 public override void LockAngularMotion(Vector3 axis)
986 {
987 // reverse the zero/non zero values for ODE.
988 if (axis.IsFinite())
989 {
990 axis.X = (axis.X > 0) ? 1f : 0f;
991 axis.Y = (axis.Y > 0) ? 1f : 0f;
992 axis.Z = (axis.Z > 0) ? 1f : 0f;
993// m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
994 AddChange(changes.AngLock, axis);
995 }
996 else
997 {
998 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
999 }
1000 }
1001
1002 public override void SubscribeEvents(int ms)
1003 {
1004 m_eventsubscription = ms;
1005 m_cureventsubscription = 0;
1006 if (CollisionEventsThisFrame == null)
1007 CollisionEventsThisFrame = new CollisionEventUpdate();
1008 SentEmptyCollisionsEvent = false;
1009 }
1010
1011 public override void UnSubscribeEvents()
1012 {
1013 if (CollisionEventsThisFrame != null)
1014 {
1015 CollisionEventsThisFrame.Clear();
1016 CollisionEventsThisFrame = null;
1017 }
1018 m_eventsubscription = 0;
1019 _parent_scene.RemoveCollisionEventReporting(this);
1020 }
1021
1022 public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1023 {
1024 if (CollisionEventsThisFrame == null)
1025 CollisionEventsThisFrame = new CollisionEventUpdate();
1026// if(CollisionEventsThisFrame.Count < 32)
1027 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1028 }
1029
1030 public void SendCollisions()
1031 {
1032 if (CollisionEventsThisFrame == null)
1033 return;
1034
1035 if (m_cureventsubscription < m_eventsubscription)
1036 return;
1037
1038 m_cureventsubscription = 0;
1039
1040 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
1041
1042 if (!SentEmptyCollisionsEvent || ncolisions > 0)
1043 {
1044 base.SendCollisionUpdate(CollisionEventsThisFrame);
1045
1046 if (ncolisions == 0)
1047 {
1048 SentEmptyCollisionsEvent = true;
1049 _parent_scene.RemoveCollisionEventReporting(this);
1050 }
1051 else
1052 {
1053 SentEmptyCollisionsEvent = false;
1054 CollisionEventsThisFrame.Clear();
1055 }
1056 }
1057 }
1058
1059 internal void AddCollisionFrameTime(int t)
1060 {
1061 if (m_cureventsubscription < 50000)
1062 m_cureventsubscription += t;
1063 }
1064
1065 public override bool SubscribedEvents()
1066 {
1067 if (m_eventsubscription > 0)
1068 return true;
1069 return false;
1070 }
1071
1072 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
1073 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
1074 {
1075 Name = primName;
1076 LocalID = plocalID;
1077
1078 m_vehicle = null;
1079
1080 if (!pos.IsFinite())
1081 {
1082 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
1083 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
1084 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
1085 }
1086 _position = pos;
1087 givefakepos = 0;
1088
1089 m_timeStep = parent_scene.ODE_STEPSIZE;
1090 m_invTimeStep = 1f / m_timeStep;
1091
1092 m_density = parent_scene.geomDefaultDensity;
1093 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
1094
1095 prim_geom = IntPtr.Zero;
1096 collide_geom = IntPtr.Zero;
1097 Body = IntPtr.Zero;
1098
1099 if (!size.IsFinite())
1100 {
1101 size = new Vector3(0.5f, 0.5f, 0.5f);
1102 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
1103 }
1104
1105 if (size.X <= 0) size.X = 0.01f;
1106 if (size.Y <= 0) size.Y = 0.01f;
1107 if (size.Z <= 0) size.Z = 0.01f;
1108
1109 _size = size;
1110
1111 if (!QuaternionIsFinite(rotation))
1112 {
1113 rotation = Quaternion.Identity;
1114 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
1115 }
1116
1117 _orientation = rotation;
1118 givefakeori = 0;
1119
1120 _pbs = pbs;
1121
1122 _parent_scene = parent_scene;
1123 m_targetSpace = IntPtr.Zero;
1124
1125 if (pos.Z < 0)
1126 {
1127 m_isphysical = false;
1128 }
1129 else
1130 {
1131 m_isphysical = pisPhysical;
1132 }
1133 m_fakeisphysical = m_isphysical;
1134
1135 m_isVolumeDetect = false;
1136 m_fakeisVolumeDetect = false;
1137
1138 m_force = Vector3.Zero;
1139
1140 m_iscolliding = false;
1141 m_colliderfilter = 0;
1142 m_NoColide = false;
1143
1144 _triMeshData = IntPtr.Zero;
1145
1146 m_shapetype = _shapeType;
1147
1148 m_lastdoneSelected = false;
1149 m_isSelected = false;
1150 m_delaySelect = false;
1151
1152 m_isphantom = pisPhantom;
1153 m_fakeisphantom = pisPhantom;
1154
1155 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
1156 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
1157
1158 m_building = true; // control must set this to false when done
1159
1160 // get basic mass parameters
1161 ODEPhysRepData repData = _parent_scene.m_meshWorker.NewActorPhysRep(this, _pbs, _size, m_shapetype);
1162
1163 primVolume = repData.volume;
1164 m_OBB = repData.OBB;
1165 m_OBBOffset = repData.OBBOffset;
1166
1167 UpdatePrimBodyData();
1168 }
1169
1170 private void resetCollisionAccounting()
1171 {
1172 m_collisionscore = 0;
1173 }
1174
1175 private void UpdateCollisionCatFlags()
1176 {
1177 if(m_isphysical && m_disabled)
1178 {
1179 m_collisionCategories = 0;
1180 m_collisionFlags = 0;
1181 }
1182
1183 else if (m_isSelected)
1184 {
1185 m_collisionCategories = CollisionCategories.Selected;
1186 m_collisionFlags = 0;
1187 }
1188
1189 else if (m_isVolumeDetect)
1190 {
1191 m_collisionCategories = CollisionCategories.VolumeDtc;
1192 if (m_isphysical)
1193 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1194 else
1195 m_collisionFlags = 0;
1196 }
1197 else if (m_isphantom)
1198 {
1199 m_collisionCategories = CollisionCategories.Phantom;
1200 if (m_isphysical)
1201 m_collisionFlags = CollisionCategories.Land;
1202 else
1203 m_collisionFlags = 0;
1204 }
1205 else
1206 {
1207 m_collisionCategories = CollisionCategories.Geom;
1208 if (m_isphysical)
1209 m_collisionFlags = m_default_collisionFlagsPhysical;
1210 else
1211 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1212 }
1213 }
1214
1215 private void ApplyCollisionCatFlags()
1216 {
1217 if (prim_geom != IntPtr.Zero)
1218 {
1219 if (!childPrim && childrenPrim.Count > 0)
1220 {
1221 foreach (OdePrim prm in childrenPrim)
1222 {
1223 if (m_isphysical && m_disabled)
1224 {
1225 prm.m_collisionCategories = 0;
1226 prm.m_collisionFlags = 0;
1227 }
1228 else
1229 {
1230 // preserve some
1231 if (prm.m_isSelected)
1232 {
1233 prm.m_collisionCategories = CollisionCategories.Selected;
1234 prm.m_collisionFlags = 0;
1235 }
1236 else if (prm.m_isVolumeDetect)
1237 {
1238 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1239 if (m_isphysical)
1240 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1241 else
1242 prm.m_collisionFlags = 0;
1243 }
1244 else if (prm.m_isphantom)
1245 {
1246 prm.m_collisionCategories = CollisionCategories.Phantom;
1247 if (m_isphysical)
1248 prm.m_collisionFlags = CollisionCategories.Land;
1249 else
1250 prm.m_collisionFlags = 0;
1251 }
1252 else
1253 {
1254 prm.m_collisionCategories = m_collisionCategories;
1255 prm.m_collisionFlags = m_collisionFlags;
1256 }
1257 }
1258
1259 if (prm.prim_geom != IntPtr.Zero)
1260 {
1261 if (prm.m_NoColide)
1262 {
1263 d.GeomSetCategoryBits(prm.prim_geom, 0);
1264 if (m_isphysical)
1265 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1266 else
1267 d.GeomSetCollideBits(prm.prim_geom, 0);
1268 }
1269 else
1270 {
1271 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1272 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1273 }
1274 }
1275 }
1276 }
1277
1278 if (m_NoColide)
1279 {
1280 d.GeomSetCategoryBits(prim_geom, 0);
1281 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1282 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1283 {
1284 d.GeomSetCategoryBits(collide_geom, 0);
1285 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1286 }
1287 }
1288 else
1289 {
1290 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1291 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1292 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1293 {
1294 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1295 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1296 }
1297 }
1298 }
1299 }
1300
1301 private void createAMotor(Vector3 axis)
1302 {
1303 if (Body == IntPtr.Zero)
1304 return;
1305
1306 if (Amotor != IntPtr.Zero)
1307 {
1308 d.JointDestroy(Amotor);
1309 Amotor = IntPtr.Zero;
1310 }
1311
1312 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1313
1314 if (axisnum <= 0)
1315 return;
1316
1317 // stop it
1318 d.BodySetTorque(Body, 0, 0, 0);
1319 d.BodySetAngularVel(Body, 0, 0, 0);
1320
1321 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1322 d.JointAttach(Amotor, Body, IntPtr.Zero);
1323
1324 d.JointSetAMotorMode(Amotor, 0);
1325
1326 d.JointSetAMotorNumAxes(Amotor, axisnum);
1327
1328 // get current orientation to lock
1329
1330 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1331 Quaternion curr; // crap convertion between identical things
1332 curr.X = dcur.X;
1333 curr.Y = dcur.Y;
1334 curr.Z = dcur.Z;
1335 curr.W = dcur.W;
1336 Vector3 ax;
1337
1338 int i = 0;
1339 int j = 0;
1340 if (axis.X == 0)
1341 {
1342 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1343 // ODE should do this with axis relative to body 1 but seems to fail
1344 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1345 d.JointSetAMotorAngle(Amotor, 0, 0);
1346 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, 0f);
1347 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0f);
1348 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1349 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1350 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1351 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1352 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1353 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1354 i++;
1355 j = 256; // move to next axis set
1356 }
1357
1358 if (axis.Y == 0)
1359 {
1360 ax = (new Vector3(0, 1, 0)) * curr;
1361 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1362 d.JointSetAMotorAngle(Amotor, i, 0);
1363 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, 0f);
1364 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0f);
1365 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1366 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1367 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1368 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1369 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1370 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1371 i++;
1372 j += 256;
1373 }
1374
1375 if (axis.Z == 0)
1376 {
1377 ax = (new Vector3(0, 0, 1)) * curr;
1378 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1379 d.JointSetAMotorAngle(Amotor, i, 0);
1380 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, 0f);
1381 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0f);
1382 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1383 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1384 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1385 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1386 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1387 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1388 }
1389 }
1390
1391
1392 private void SetGeom(IntPtr geom)
1393 {
1394 prim_geom = geom;
1395 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1396 if (prim_geom != IntPtr.Zero)
1397 {
1398
1399 if (m_NoColide)
1400 {
1401 d.GeomSetCategoryBits(prim_geom, 0);
1402 if (m_isphysical)
1403 {
1404 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1405 }
1406 else
1407 {
1408 d.GeomSetCollideBits(prim_geom, 0);
1409 d.GeomDisable(prim_geom);
1410 }
1411 }
1412 else
1413 {
1414 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1415 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1416 }
1417
1418 UpdatePrimBodyData();
1419 _parent_scene.actor_name_map[prim_geom] = this;
1420
1421/*
1422// debug
1423 d.AABB aabb;
1424 d.GeomGetAABB(prim_geom, out aabb);
1425 float x = aabb.MaxX - aabb.MinX;
1426 float y = aabb.MaxY - aabb.MinY;
1427 float z = aabb.MaxZ - aabb.MinZ;
1428 if( x > 60.0f || y > 60.0f || z > 60.0f)
1429 m_log.WarnFormat("[PHYSICS]: large prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}",
1430 Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString());
1431 else if (x < 0.001f || y < 0.001f || z < 0.001f)
1432 m_log.WarnFormat("[PHYSICS]: small prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}",
1433 Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString());
1434
1435//
1436*/
1437
1438 }
1439 else
1440 m_log.Warn("Setting bad Geom");
1441 }
1442
1443 private bool GetMeshGeom()
1444 {
1445 IntPtr vertices, indices;
1446 int vertexCount, indexCount;
1447 int vertexStride, triStride;
1448
1449 IMesh mesh = m_mesh;
1450
1451 if (mesh == null)
1452 return false;
1453
1454 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount);
1455 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount);
1456
1457 if (vertexCount == 0 || indexCount == 0)
1458 {
1459 m_log.WarnFormat("[PHYSICS]: Invalid mesh data on OdePrim {0}, mesh {1} at {2}",
1460 Name, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh",_position.ToString());
1461
1462 m_hasOBB = false;
1463 m_OBBOffset = Vector3.Zero;
1464 m_OBB = _size * 0.5f;
1465
1466 m_physCost = 0.1f;
1467 m_streamCost = 1.0f;
1468
1469 _parent_scene.mesher.ReleaseMesh(mesh);
1470 m_meshState = MeshState.MeshFailed;
1471 m_mesh = null;
1472 return false;
1473 }
1474
1475 IntPtr geo = IntPtr.Zero;
1476
1477 try
1478 {
1479 _triMeshData = d.GeomTriMeshDataCreate();
1480
1481 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1482 d.GeomTriMeshDataPreprocess(_triMeshData);
1483
1484 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1485 }
1486
1487 catch (Exception e)
1488 {
1489 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1490 if (_triMeshData != IntPtr.Zero)
1491 {
1492 try
1493 {
1494 d.GeomTriMeshDataDestroy(_triMeshData);
1495 }
1496 catch
1497 {
1498 }
1499 }
1500 _triMeshData = IntPtr.Zero;
1501
1502 m_hasOBB = false;
1503 m_OBBOffset = Vector3.Zero;
1504 m_OBB = _size * 0.5f;
1505 m_physCost = 0.1f;
1506 m_streamCost = 1.0f;
1507
1508 _parent_scene.mesher.ReleaseMesh(mesh);
1509 m_meshState = MeshState.MeshFailed;
1510 m_mesh = null;
1511 return false;
1512 }
1513
1514 m_physCost = 0.0013f * (float)indexCount;
1515 // todo
1516 m_streamCost = 1.0f;
1517
1518 SetGeom(geo);
1519
1520 return true;
1521 }
1522
1523 private void CreateGeom()
1524 {
1525 bool hasMesh = false;
1526
1527 m_NoColide = false;
1528
1529 if ((m_meshState & MeshState.MeshNoColide) != 0)
1530 m_NoColide = true;
1531
1532 else if(m_mesh != null)
1533 {
1534 if (GetMeshGeom())
1535 hasMesh = true;
1536 else
1537 m_NoColide = true;
1538 }
1539
1540
1541 if (!hasMesh)
1542 {
1543 IntPtr geo = IntPtr.Zero;
1544
1545 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1546 && _size.X == _size.Y && _size.Y == _size.Z)
1547 { // it's a sphere
1548 try
1549 {
1550 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
1551 }
1552 catch (Exception e)
1553 {
1554 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1555 return;
1556 }
1557 }
1558 else
1559 {// do it as a box
1560 try
1561 {
1562 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
1563 }
1564 catch (Exception e)
1565 {
1566 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1567 return;
1568 }
1569 }
1570 m_physCost = 0.1f;
1571 m_streamCost = 1.0f;
1572 SetGeom(geo);
1573 }
1574 }
1575
1576 private void RemoveGeom()
1577 {
1578 if (prim_geom != IntPtr.Zero)
1579 {
1580 _parent_scene.actor_name_map.Remove(prim_geom);
1581
1582 try
1583 {
1584 d.GeomDestroy(prim_geom);
1585 if (_triMeshData != IntPtr.Zero)
1586 {
1587 d.GeomTriMeshDataDestroy(_triMeshData);
1588 _triMeshData = IntPtr.Zero;
1589 }
1590 }
1591 catch (Exception e)
1592 {
1593 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1594 }
1595
1596 prim_geom = IntPtr.Zero;
1597 collide_geom = IntPtr.Zero;
1598 m_targetSpace = IntPtr.Zero;
1599 }
1600 else
1601 {
1602 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1603 }
1604
1605 lock (m_meshlock)
1606 {
1607 if (m_mesh != null)
1608 {
1609 _parent_scene.mesher.ReleaseMesh(m_mesh);
1610 m_mesh = null;
1611 }
1612 }
1613
1614 Body = IntPtr.Zero;
1615 m_hasOBB = false;
1616 }
1617
1618 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1619 // should only be called for non physical prims unless they are becoming non physical
1620 private void SetInStaticSpace(OdePrim prim)
1621 {
1622 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1623 prim.m_targetSpace = targetSpace;
1624 collide_geom = IntPtr.Zero;
1625 }
1626
1627 public void enableBodySoft()
1628 {
1629 m_disabled = false;
1630 if (!childPrim && !m_isSelected)
1631 {
1632 if (m_isphysical && Body != IntPtr.Zero)
1633 {
1634 UpdateCollisionCatFlags();
1635 ApplyCollisionCatFlags();
1636
1637 d.BodyEnable(Body);
1638 }
1639 }
1640 resetCollisionAccounting();
1641 }
1642
1643 private void disableBodySoft()
1644 {
1645 m_disabled = true;
1646 if (!childPrim)
1647 {
1648 if (m_isphysical && Body != IntPtr.Zero)
1649 {
1650 if (m_isSelected)
1651 m_collisionFlags = CollisionCategories.Selected;
1652 else
1653 m_collisionCategories = 0;
1654 m_collisionFlags = 0;
1655 ApplyCollisionCatFlags();
1656 d.BodyDisable(Body);
1657 }
1658 }
1659 }
1660
1661 private void MakeBody()
1662 {
1663 if (!m_isphysical) // only physical get bodies
1664 return;
1665
1666 if (childPrim) // child prims don't get bodies;
1667 return;
1668
1669 if (m_building)
1670 return;
1671
1672 if (prim_geom == IntPtr.Zero)
1673 {
1674 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1675 return;
1676 }
1677
1678 if (Body != IntPtr.Zero)
1679 {
1680 DestroyBody();
1681 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1682 }
1683
1684 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1685 {
1686 d.GeomSetBody(prim_geom, IntPtr.Zero);
1687 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1688 }
1689
1690 d.Matrix3 mymat = new d.Matrix3();
1691 d.Quaternion myrot = new d.Quaternion();
1692 d.Mass objdmass = new d.Mass { };
1693
1694 Body = d.BodyCreate(_parent_scene.world);
1695
1696 objdmass = primdMass;
1697
1698 // rotate inertia
1699 myrot.X = _orientation.X;
1700 myrot.Y = _orientation.Y;
1701 myrot.Z = _orientation.Z;
1702 myrot.W = _orientation.W;
1703
1704 d.RfromQ(out mymat, ref myrot);
1705 d.MassRotate(ref objdmass, ref mymat);
1706
1707 // set the body rotation
1708 d.BodySetRotation(Body, ref mymat);
1709
1710 // recompute full object inertia if needed
1711 if (childrenPrim.Count > 0)
1712 {
1713 d.Matrix3 mat = new d.Matrix3();
1714 d.Quaternion quat = new d.Quaternion();
1715 d.Mass tmpdmass = new d.Mass { };
1716 Vector3 rcm;
1717
1718 rcm.X = _position.X;
1719 rcm.Y = _position.Y;
1720 rcm.Z = _position.Z;
1721
1722 lock (childrenPrim)
1723 {
1724 foreach (OdePrim prm in childrenPrim)
1725 {
1726 if (prm.prim_geom == IntPtr.Zero)
1727 {
1728 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1729 continue;
1730 }
1731
1732 tmpdmass = prm.primdMass;
1733
1734 // apply prim current rotation to inertia
1735 quat.X = prm._orientation.X;
1736 quat.Y = prm._orientation.Y;
1737 quat.Z = prm._orientation.Z;
1738 quat.W = prm._orientation.W;
1739 d.RfromQ(out mat, ref quat);
1740 d.MassRotate(ref tmpdmass, ref mat);
1741
1742 Vector3 ppos = prm._position;
1743 ppos.X -= rcm.X;
1744 ppos.Y -= rcm.Y;
1745 ppos.Z -= rcm.Z;
1746 // refer inertia to root prim center of mass position
1747 d.MassTranslate(ref tmpdmass,
1748 ppos.X,
1749 ppos.Y,
1750 ppos.Z);
1751
1752 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1753 // fix prim colision cats
1754
1755 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1756 {
1757 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1758 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1759 }
1760
1761 d.GeomClearOffset(prm.prim_geom);
1762 d.GeomSetBody(prm.prim_geom, Body);
1763 prm.Body = Body;
1764 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1765 }
1766 }
1767 }
1768
1769 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1770 // associate root geom with body
1771 d.GeomSetBody(prim_geom, Body);
1772
1773 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1774 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1775
1776 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1777 myrot.X = -myrot.X;
1778 myrot.Y = -myrot.Y;
1779 myrot.Z = -myrot.Z;
1780
1781 d.RfromQ(out mymat, ref myrot);
1782 d.MassRotate(ref objdmass, ref mymat);
1783
1784 d.BodySetMass(Body, ref objdmass);
1785 _mass = objdmass.mass;
1786
1787 // disconnect from world gravity so we can apply buoyancy
1788 d.BodySetGravityMode(Body, false);
1789
1790 d.BodySetAutoDisableFlag(Body, true);
1791 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1792 d.BodySetAutoDisableAngularThreshold(Body, 0.01f);
1793 d.BodySetAutoDisableLinearThreshold(Body, 0.01f);
1794 d.BodySetDamping(Body, .005f, .001f);
1795
1796 if (m_targetSpace != IntPtr.Zero)
1797 {
1798 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1799 if (d.SpaceQuery(m_targetSpace, prim_geom))
1800 d.SpaceRemove(m_targetSpace, prim_geom);
1801 }
1802
1803 if (childrenPrim.Count == 0)
1804 {
1805 collide_geom = prim_geom;
1806 m_targetSpace = _parent_scene.ActiveSpace;
1807 }
1808 else
1809 {
1810 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1811 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1812 d.SpaceSetSublevel(m_targetSpace, 3);
1813 d.SpaceSetCleanup(m_targetSpace, false);
1814
1815 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1816 CollisionCategories.Geom |
1817 CollisionCategories.Phantom |
1818 CollisionCategories.VolumeDtc
1819 ));
1820 d.GeomSetCollideBits(m_targetSpace, 0);
1821 collide_geom = m_targetSpace;
1822 }
1823
1824 d.SpaceAdd(m_targetSpace, prim_geom);
1825
1826 if (m_delaySelect)
1827 {
1828 m_isSelected = true;
1829 m_delaySelect = false;
1830 }
1831
1832 m_collisionscore = 0;
1833
1834 UpdateCollisionCatFlags();
1835 ApplyCollisionCatFlags();
1836
1837 _parent_scene.addActivePrim(this);
1838
1839 lock (childrenPrim)
1840 {
1841 foreach (OdePrim prm in childrenPrim)
1842 {
1843 if (prm.prim_geom == IntPtr.Zero)
1844 continue;
1845
1846 Vector3 ppos = prm._position;
1847 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1848
1849 if (prm.m_targetSpace != m_targetSpace)
1850 {
1851 if (prm.m_targetSpace != IntPtr.Zero)
1852 {
1853 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1854 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1855 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1856 }
1857 prm.m_targetSpace = m_targetSpace;
1858 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1859 }
1860
1861 prm.m_collisionscore = 0;
1862
1863 if(!m_disabled)
1864 prm.m_disabled = false;
1865
1866 _parent_scene.addActivePrim(prm);
1867 }
1868 }
1869
1870 // The body doesn't already have a finite rotation mode set here
1871 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1872 {
1873 createAMotor(m_angularlock);
1874 }
1875
1876
1877 if (m_isSelected || m_disabled)
1878 {
1879 d.BodyDisable(Body);
1880 }
1881 else
1882 {
1883 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1884 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1885 }
1886 _parent_scene.addActiveGroups(this);
1887 }
1888
1889 private void DestroyBody()
1890 {
1891 if (Body != IntPtr.Zero)
1892 {
1893 _parent_scene.remActivePrim(this);
1894
1895 collide_geom = IntPtr.Zero;
1896
1897 if (m_disabled)
1898 m_collisionCategories = 0;
1899 else if (m_isSelected)
1900 m_collisionCategories = CollisionCategories.Selected;
1901 else if (m_isVolumeDetect)
1902 m_collisionCategories = CollisionCategories.VolumeDtc;
1903 else if (m_isphantom)
1904 m_collisionCategories = CollisionCategories.Phantom;
1905 else
1906 m_collisionCategories = CollisionCategories.Geom;
1907
1908 m_collisionFlags = 0;
1909
1910 if (prim_geom != IntPtr.Zero)
1911 {
1912 if (m_NoColide)
1913 {
1914 d.GeomSetCategoryBits(prim_geom, 0);
1915 d.GeomSetCollideBits(prim_geom, 0);
1916 }
1917 else
1918 {
1919 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1920 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1921 }
1922 UpdateDataFromGeom();
1923 d.GeomSetBody(prim_geom, IntPtr.Zero);
1924 SetInStaticSpace(this);
1925 }
1926
1927 if (!childPrim)
1928 {
1929 lock (childrenPrim)
1930 {
1931 foreach (OdePrim prm in childrenPrim)
1932 {
1933 _parent_scene.remActivePrim(prm);
1934
1935 if (prm.m_isSelected)
1936 prm.m_collisionCategories = CollisionCategories.Selected;
1937 else if (prm.m_isVolumeDetect)
1938 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1939 else if (prm.m_isphantom)
1940 prm.m_collisionCategories = CollisionCategories.Phantom;
1941 else
1942 prm.m_collisionCategories = CollisionCategories.Geom;
1943
1944 prm.m_collisionFlags = 0;
1945
1946 if (prm.prim_geom != IntPtr.Zero)
1947 {
1948 if (prm.m_NoColide)
1949 {
1950 d.GeomSetCategoryBits(prm.prim_geom, 0);
1951 d.GeomSetCollideBits(prm.prim_geom, 0);
1952 }
1953 else
1954 {
1955 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1956 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1957 }
1958 prm.UpdateDataFromGeom();
1959 SetInStaticSpace(prm);
1960 }
1961 prm.Body = IntPtr.Zero;
1962 prm._mass = prm.primMass;
1963 prm.m_collisionscore = 0;
1964 }
1965 }
1966 if (Amotor != IntPtr.Zero)
1967 {
1968 d.JointDestroy(Amotor);
1969 Amotor = IntPtr.Zero;
1970 }
1971 _parent_scene.remActiveGroup(this);
1972 d.BodyDestroy(Body);
1973 }
1974 Body = IntPtr.Zero;
1975 }
1976 _mass = primMass;
1977 m_collisionscore = 0;
1978 }
1979
1980 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1981 {
1982 d.Matrix3 mat = new d.Matrix3();
1983 d.Quaternion quat = new d.Quaternion();
1984
1985 d.Mass tmpdmass = new d.Mass { };
1986 d.Mass objdmass = new d.Mass { };
1987
1988 d.BodyGetMass(Body, out tmpdmass);
1989 objdmass = tmpdmass;
1990
1991 d.Vector3 dobjpos;
1992 d.Vector3 thispos;
1993
1994 // get current object position and rotation
1995 dobjpos = d.BodyGetPosition(Body);
1996
1997 // get prim own inertia in its local frame
1998 tmpdmass = primdMass;
1999
2000 // transform to object frame
2001 mat = d.GeomGetOffsetRotation(prim_geom);
2002 d.MassRotate(ref tmpdmass, ref mat);
2003
2004 thispos = d.GeomGetOffsetPosition(prim_geom);
2005 d.MassTranslate(ref tmpdmass,
2006 thispos.X,
2007 thispos.Y,
2008 thispos.Z);
2009
2010 // subtract current prim inertia from object
2011 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2012
2013 // back prim own inertia
2014 tmpdmass = primdMass;
2015
2016 // update to new position and orientation
2017 _position = NewPos;
2018 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2019 _orientation = newrot;
2020 quat.X = newrot.X;
2021 quat.Y = newrot.Y;
2022 quat.Z = newrot.Z;
2023 quat.W = newrot.W;
2024 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2025
2026 mat = d.GeomGetOffsetRotation(prim_geom);
2027 d.MassRotate(ref tmpdmass, ref mat);
2028
2029 thispos = d.GeomGetOffsetPosition(prim_geom);
2030 d.MassTranslate(ref tmpdmass,
2031 thispos.X,
2032 thispos.Y,
2033 thispos.Z);
2034
2035 d.MassAdd(ref objdmass, ref tmpdmass);
2036
2037 // fix all positions
2038 IntPtr g = d.BodyGetFirstGeom(Body);
2039 while (g != IntPtr.Zero)
2040 {
2041 thispos = d.GeomGetOffsetPosition(g);
2042 thispos.X -= objdmass.c.X;
2043 thispos.Y -= objdmass.c.Y;
2044 thispos.Z -= objdmass.c.Z;
2045 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2046 g = d.dBodyGetNextGeom(g);
2047 }
2048 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
2049
2050 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2051 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2052 d.BodySetMass(Body, ref objdmass);
2053 _mass = objdmass.mass;
2054 }
2055
2056
2057
2058 private void FixInertia(Vector3 NewPos)
2059 {
2060 d.Matrix3 primmat = new d.Matrix3();
2061 d.Mass tmpdmass = new d.Mass { };
2062 d.Mass objdmass = new d.Mass { };
2063 d.Mass primmass = new d.Mass { };
2064
2065 d.Vector3 dobjpos;
2066 d.Vector3 thispos;
2067
2068 d.BodyGetMass(Body, out objdmass);
2069
2070 // get prim own inertia in its local frame
2071 primmass = primdMass;
2072 // transform to object frame
2073 primmat = d.GeomGetOffsetRotation(prim_geom);
2074 d.MassRotate(ref primmass, ref primmat);
2075
2076 tmpdmass = primmass;
2077
2078 thispos = d.GeomGetOffsetPosition(prim_geom);
2079 d.MassTranslate(ref tmpdmass,
2080 thispos.X,
2081 thispos.Y,
2082 thispos.Z);
2083
2084 // subtract current prim inertia from object
2085 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2086
2087 // update to new position
2088 _position = NewPos;
2089 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2090
2091 thispos = d.GeomGetOffsetPosition(prim_geom);
2092 d.MassTranslate(ref primmass,
2093 thispos.X,
2094 thispos.Y,
2095 thispos.Z);
2096
2097 d.MassAdd(ref objdmass, ref primmass);
2098
2099 // fix all positions
2100 IntPtr g = d.BodyGetFirstGeom(Body);
2101 while (g != IntPtr.Zero)
2102 {
2103 thispos = d.GeomGetOffsetPosition(g);
2104 thispos.X -= objdmass.c.X;
2105 thispos.Y -= objdmass.c.Y;
2106 thispos.Z -= objdmass.c.Z;
2107 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2108 g = d.dBodyGetNextGeom(g);
2109 }
2110
2111 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2112
2113 // get current object position and rotation
2114 dobjpos = d.BodyGetPosition(Body);
2115
2116 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2117 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2118 d.BodySetMass(Body, ref objdmass);
2119 _mass = objdmass.mass;
2120 }
2121
2122 private void FixInertia(Quaternion newrot)
2123 {
2124 d.Matrix3 mat = new d.Matrix3();
2125 d.Quaternion quat = new d.Quaternion();
2126
2127 d.Mass tmpdmass = new d.Mass { };
2128 d.Mass objdmass = new d.Mass { };
2129 d.Vector3 dobjpos;
2130 d.Vector3 thispos;
2131
2132 d.BodyGetMass(Body, out objdmass);
2133
2134 // get prim own inertia in its local frame
2135 tmpdmass = primdMass;
2136 mat = d.GeomGetOffsetRotation(prim_geom);
2137 d.MassRotate(ref tmpdmass, ref mat);
2138 // transform to object frame
2139 thispos = d.GeomGetOffsetPosition(prim_geom);
2140 d.MassTranslate(ref tmpdmass,
2141 thispos.X,
2142 thispos.Y,
2143 thispos.Z);
2144
2145 // subtract current prim inertia from object
2146 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2147
2148 // update to new orientation
2149 _orientation = newrot;
2150 quat.X = newrot.X;
2151 quat.Y = newrot.Y;
2152 quat.Z = newrot.Z;
2153 quat.W = newrot.W;
2154 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2155
2156 tmpdmass = primdMass;
2157 mat = d.GeomGetOffsetRotation(prim_geom);
2158 d.MassRotate(ref tmpdmass, ref mat);
2159 d.MassTranslate(ref tmpdmass,
2160 thispos.X,
2161 thispos.Y,
2162 thispos.Z);
2163
2164 d.MassAdd(ref objdmass, ref tmpdmass);
2165
2166 // fix all positions
2167 IntPtr g = d.BodyGetFirstGeom(Body);
2168 while (g != IntPtr.Zero)
2169 {
2170 thispos = d.GeomGetOffsetPosition(g);
2171 thispos.X -= objdmass.c.X;
2172 thispos.Y -= objdmass.c.Y;
2173 thispos.Z -= objdmass.c.Z;
2174 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2175 g = d.dBodyGetNextGeom(g);
2176 }
2177
2178 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2179 // get current object position and rotation
2180 dobjpos = d.BodyGetPosition(Body);
2181
2182 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2183 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2184 d.BodySetMass(Body, ref objdmass);
2185 _mass = objdmass.mass;
2186 }
2187
2188
2189 #region Mass Calculation
2190
2191 private void UpdatePrimBodyData()
2192 {
2193 primMass = m_density * primVolume;
2194
2195 if (primMass <= 0)
2196 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2197 if (primMass > _parent_scene.maximumMassObject)
2198 primMass = _parent_scene.maximumMassObject;
2199
2200 _mass = primMass; // just in case
2201
2202 d.MassSetBoxTotal(out primdMass, primMass, 2.0f * m_OBB.X, 2.0f * m_OBB.Y, 2.0f * m_OBB.Z);
2203
2204 d.MassTranslate(ref primdMass,
2205 m_OBBOffset.X,
2206 m_OBBOffset.Y,
2207 m_OBBOffset.Z);
2208
2209 primOOBradiusSQ = m_OBB.LengthSquared();
2210
2211 if (_triMeshData != IntPtr.Zero)
2212 {
2213 float pc = m_physCost;
2214 float psf = primOOBradiusSQ;
2215 psf *= 1.33f * .2f;
2216 pc *= psf;
2217 if (pc < 0.1f)
2218 pc = 0.1f;
2219
2220 m_physCost = pc;
2221 }
2222 else
2223 m_physCost = 0.1f;
2224
2225 m_streamCost = 1.0f;
2226 }
2227
2228 #endregion
2229
2230
2231 /// <summary>
2232 /// Add a child prim to this parent prim.
2233 /// </summary>
2234 /// <param name="prim">Child prim</param>
2235 // I'm the parent
2236 // prim is the child
2237 public void ParentPrim(OdePrim prim)
2238 {
2239 //Console.WriteLine("ParentPrim " + m_primName);
2240 if (this.m_localID != prim.m_localID)
2241 {
2242 DestroyBody(); // for now we need to rebuil entire object on link change
2243
2244 lock (childrenPrim)
2245 {
2246 // adopt the prim
2247 if (!childrenPrim.Contains(prim))
2248 childrenPrim.Add(prim);
2249
2250 // see if this prim has kids and adopt them also
2251 // should not happen for now
2252 foreach (OdePrim prm in prim.childrenPrim)
2253 {
2254 if (!childrenPrim.Contains(prm))
2255 {
2256 if (prm.Body != IntPtr.Zero)
2257 {
2258 if (prm.prim_geom != IntPtr.Zero)
2259 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2260 if (prm.Body != prim.Body)
2261 prm.DestroyBody(); // don't loose bodies around
2262 prm.Body = IntPtr.Zero;
2263 }
2264
2265 childrenPrim.Add(prm);
2266 prm._parent = this;
2267 }
2268 }
2269 }
2270 //Remove old children from the prim
2271 prim.childrenPrim.Clear();
2272
2273 if (prim.Body != IntPtr.Zero)
2274 {
2275 if (prim.prim_geom != IntPtr.Zero)
2276 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2277 prim.DestroyBody(); // don't loose bodies around
2278 prim.Body = IntPtr.Zero;
2279 }
2280
2281 prim.childPrim = true;
2282 prim._parent = this;
2283
2284 MakeBody(); // full nasty reconstruction
2285 }
2286 }
2287
2288 private void UpdateChildsfromgeom()
2289 {
2290 if (childrenPrim.Count > 0)
2291 {
2292 foreach (OdePrim prm in childrenPrim)
2293 prm.UpdateDataFromGeom();
2294 }
2295 }
2296
2297 private void UpdateDataFromGeom()
2298 {
2299 if (prim_geom != IntPtr.Zero)
2300 {
2301 d.Quaternion qtmp;
2302 d.GeomCopyQuaternion(prim_geom, out qtmp);
2303 _orientation.X = qtmp.X;
2304 _orientation.Y = qtmp.Y;
2305 _orientation.Z = qtmp.Z;
2306 _orientation.W = qtmp.W;
2307/*
2308// Debug
2309 float qlen = _orientation.Length();
2310 if (qlen > 1.01f || qlen < 0.99)
2311 m_log.WarnFormat("[PHYSICS]: Got nonnorm quaternion from geom in Object {0} norm {1}", Name, qlen);
2312//
2313*/
2314 _orientation.Normalize();
2315
2316 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
2317 _position.X = lpos.X;
2318 _position.Y = lpos.Y;
2319 _position.Z = lpos.Z;
2320 }
2321 }
2322
2323 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2324 {
2325 // Okay, we have a delinked child.. destroy all body and remake
2326 if (odePrim != this && !childrenPrim.Contains(odePrim))
2327 return;
2328
2329 DestroyBody();
2330
2331 if (odePrim == this) // delinking the root prim
2332 {
2333 OdePrim newroot = null;
2334 lock (childrenPrim)
2335 {
2336 if (childrenPrim.Count > 0)
2337 {
2338 newroot = childrenPrim[0];
2339 childrenPrim.RemoveAt(0);
2340 foreach (OdePrim prm in childrenPrim)
2341 {
2342 newroot.childrenPrim.Add(prm);
2343 }
2344 childrenPrim.Clear();
2345 }
2346 if (newroot != null)
2347 {
2348 newroot.childPrim = false;
2349 newroot._parent = null;
2350 if (remakebodies)
2351 newroot.MakeBody();
2352 }
2353 }
2354 }
2355
2356 else
2357 {
2358 lock (childrenPrim)
2359 {
2360 childrenPrim.Remove(odePrim);
2361 odePrim.childPrim = false;
2362 odePrim._parent = null;
2363 // odePrim.UpdateDataFromGeom();
2364 if (remakebodies)
2365 odePrim.MakeBody();
2366 }
2367 }
2368 if (remakebodies)
2369 MakeBody();
2370 }
2371
2372 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2373 {
2374 // Okay, we have a delinked child.. destroy all body and remake
2375 if (odePrim != this && !childrenPrim.Contains(odePrim))
2376 return;
2377
2378 DestroyBody();
2379
2380 if (odePrim == this)
2381 {
2382 OdePrim newroot = null;
2383 lock (childrenPrim)
2384 {
2385 if (childrenPrim.Count > 0)
2386 {
2387 newroot = childrenPrim[0];
2388 childrenPrim.RemoveAt(0);
2389 foreach (OdePrim prm in childrenPrim)
2390 {
2391 newroot.childrenPrim.Add(prm);
2392 }
2393 childrenPrim.Clear();
2394 }
2395 if (newroot != null)
2396 {
2397 newroot.childPrim = false;
2398 newroot._parent = null;
2399 newroot.MakeBody();
2400 }
2401 }
2402 if (reMakeBody)
2403 MakeBody();
2404 return;
2405 }
2406 else
2407 {
2408 lock (childrenPrim)
2409 {
2410 childrenPrim.Remove(odePrim);
2411 odePrim.childPrim = false;
2412 odePrim._parent = null;
2413 if (reMakeBody)
2414 odePrim.MakeBody();
2415 }
2416 }
2417 MakeBody();
2418 }
2419
2420
2421 #region changes
2422
2423 private void changeadd()
2424 {
2425 }
2426
2427 private void changeAngularLock(Vector3 newLock)
2428 {
2429 // do we have a Physical object?
2430 if (Body != IntPtr.Zero)
2431 {
2432 //Check that we have a Parent
2433 //If we have a parent then we're not authorative here
2434 if (_parent == null)
2435 {
2436 if (!newLock.ApproxEquals(Vector3.One, 0f))
2437 {
2438 createAMotor(newLock);
2439 }
2440 else
2441 {
2442 if (Amotor != IntPtr.Zero)
2443 {
2444 d.JointDestroy(Amotor);
2445 Amotor = IntPtr.Zero;
2446 }
2447 }
2448 }
2449 }
2450 // Store this for later in case we get turned into a separate body
2451 m_angularlock = newLock;
2452 }
2453
2454 private void changeLink(OdePrim NewParent)
2455 {
2456 if (_parent == null && NewParent != null)
2457 {
2458 NewParent.ParentPrim(this);
2459 }
2460 else if (_parent != null)
2461 {
2462 if (_parent is OdePrim)
2463 {
2464 if (NewParent != _parent)
2465 {
2466 (_parent as OdePrim).ChildDelink(this, false); // for now...
2467 childPrim = false;
2468
2469 if (NewParent != null)
2470 {
2471 NewParent.ParentPrim(this);
2472 }
2473 }
2474 }
2475 }
2476 _parent = NewParent;
2477 }
2478
2479
2480 private void Stop()
2481 {
2482 if (!childPrim)
2483 {
2484// m_force = Vector3.Zero;
2485 m_forceacc = Vector3.Zero;
2486 m_angularForceacc = Vector3.Zero;
2487// m_torque = Vector3.Zero;
2488 _velocity = Vector3.Zero;
2489 _acceleration = Vector3.Zero;
2490 m_rotationalVelocity = Vector3.Zero;
2491 _target_velocity = Vector3.Zero;
2492 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2493 m_vehicle.Stop();
2494
2495 _zeroFlag = false;
2496 base.RequestPhysicsterseUpdate();
2497 }
2498
2499 if (Body != IntPtr.Zero)
2500 {
2501 d.BodySetForce(Body, 0f, 0f, 0f);
2502 d.BodySetTorque(Body, 0f, 0f, 0f);
2503 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2504 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2505 }
2506 }
2507
2508 private void changePhantomStatus(bool newval)
2509 {
2510 m_isphantom = newval;
2511
2512 UpdateCollisionCatFlags();
2513 ApplyCollisionCatFlags();
2514 }
2515
2516/* not in use
2517 internal void ChildSelectedChange(bool childSelect)
2518 {
2519 if(childPrim)
2520 return;
2521
2522 if (childSelect == m_isSelected)
2523 return;
2524
2525 if (childSelect)
2526 {
2527 DoSelectedStatus(true);
2528 }
2529
2530 else
2531 {
2532 foreach (OdePrim prm in childrenPrim)
2533 {
2534 if (prm.m_isSelected)
2535 return;
2536 }
2537 DoSelectedStatus(false);
2538 }
2539 }
2540*/
2541 private void changeSelectedStatus(bool newval)
2542 {
2543 if (m_lastdoneSelected == newval)
2544 return;
2545
2546 m_lastdoneSelected = newval;
2547 DoSelectedStatus(newval);
2548 }
2549
2550 private void CheckDelaySelect()
2551 {
2552 if (m_delaySelect)
2553 {
2554 DoSelectedStatus(m_isSelected);
2555 }
2556 }
2557
2558 private void DoSelectedStatus(bool newval)
2559 {
2560 m_isSelected = newval;
2561 Stop();
2562
2563 if (newval)
2564 {
2565 if (!childPrim && Body != IntPtr.Zero)
2566 d.BodyDisable(Body);
2567
2568 if (m_delaySelect || m_isphysical)
2569 {
2570 m_collisionCategories = CollisionCategories.Selected;
2571 m_collisionFlags = 0;
2572
2573 if (!childPrim)
2574 {
2575 foreach (OdePrim prm in childrenPrim)
2576 {
2577 prm.m_collisionCategories = m_collisionCategories;
2578 prm.m_collisionFlags = m_collisionFlags;
2579
2580 if (prm.prim_geom != IntPtr.Zero)
2581 {
2582
2583 if (prm.m_NoColide)
2584 {
2585 d.GeomSetCategoryBits(prm.prim_geom, 0);
2586 d.GeomSetCollideBits(prm.prim_geom, 0);
2587 }
2588 else
2589 {
2590 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2591 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2592 }
2593 }
2594 prm.m_delaySelect = false;
2595 }
2596 }
2597// else if (_parent != null)
2598// ((OdePrim)_parent).ChildSelectedChange(true);
2599
2600
2601 if (prim_geom != IntPtr.Zero)
2602 {
2603 if (m_NoColide)
2604 {
2605 d.GeomSetCategoryBits(prim_geom, 0);
2606 d.GeomSetCollideBits(prim_geom, 0);
2607 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2608 {
2609 d.GeomSetCategoryBits(collide_geom, 0);
2610 d.GeomSetCollideBits(collide_geom, 0);
2611 }
2612
2613 }
2614 else
2615 {
2616 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2617 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2618 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2619 {
2620 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2621 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2622 }
2623 }
2624 }
2625
2626 m_delaySelect = false;
2627 }
2628 else if(!m_isphysical)
2629 {
2630 m_delaySelect = true;
2631 }
2632 }
2633 else
2634 {
2635 if (!childPrim)
2636 {
2637 if (Body != IntPtr.Zero && !m_disabled)
2638 d.BodyEnable(Body);
2639 }
2640// else if (_parent != null)
2641// ((OdePrim)_parent).ChildSelectedChange(false);
2642
2643 UpdateCollisionCatFlags();
2644 ApplyCollisionCatFlags();
2645
2646 m_delaySelect = false;
2647 }
2648
2649 resetCollisionAccounting();
2650 }
2651
2652 private void changePosition(Vector3 newPos)
2653 {
2654 CheckDelaySelect();
2655 if (m_isphysical)
2656 {
2657 if (childPrim) // inertia is messed, must rebuild
2658 {
2659 if (m_building)
2660 {
2661 _position = newPos;
2662 }
2663
2664 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2665 {
2666 FixInertia(newPos);
2667 if (!d.BodyIsEnabled(Body))
2668 d.BodyEnable(Body);
2669 }
2670 }
2671 else
2672 {
2673 if (_position != newPos)
2674 {
2675 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2676 _position = newPos;
2677 }
2678 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2679 d.BodyEnable(Body);
2680 }
2681 }
2682 else
2683 {
2684 if (prim_geom != IntPtr.Zero)
2685 {
2686 if (newPos != _position)
2687 {
2688 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2689 _position = newPos;
2690
2691 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2692 }
2693 }
2694 }
2695 givefakepos--;
2696 if (givefakepos < 0)
2697 givefakepos = 0;
2698// changeSelectedStatus();
2699 resetCollisionAccounting();
2700 }
2701
2702 private void changeOrientation(Quaternion newOri)
2703 {
2704 CheckDelaySelect();
2705 if (m_isphysical)
2706 {
2707 if (childPrim) // inertia is messed, must rebuild
2708 {
2709 if (m_building)
2710 {
2711 _orientation = newOri;
2712 }
2713/*
2714 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2715 {
2716 FixInertia(_position, newOri);
2717 if (!d.BodyIsEnabled(Body))
2718 d.BodyEnable(Body);
2719 }
2720*/
2721 }
2722 else
2723 {
2724 if (newOri != _orientation)
2725 {
2726 d.Quaternion myrot = new d.Quaternion();
2727 myrot.X = newOri.X;
2728 myrot.Y = newOri.Y;
2729 myrot.Z = newOri.Z;
2730 myrot.W = newOri.W;
2731 d.GeomSetQuaternion(prim_geom, ref myrot);
2732 _orientation = newOri;
2733 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2734 createAMotor(m_angularlock);
2735 }
2736 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2737 d.BodyEnable(Body);
2738 }
2739 }
2740 else
2741 {
2742 if (prim_geom != IntPtr.Zero)
2743 {
2744 if (newOri != _orientation)
2745 {
2746 d.Quaternion myrot = new d.Quaternion();
2747 myrot.X = newOri.X;
2748 myrot.Y = newOri.Y;
2749 myrot.Z = newOri.Z;
2750 myrot.W = newOri.W;
2751 d.GeomSetQuaternion(prim_geom, ref myrot);
2752 _orientation = newOri;
2753 }
2754 }
2755 }
2756 givefakeori--;
2757 if (givefakeori < 0)
2758 givefakeori = 0;
2759 resetCollisionAccounting();
2760 }
2761
2762 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2763 {
2764 CheckDelaySelect();
2765 if (m_isphysical)
2766 {
2767 if (childPrim && m_building) // inertia is messed, must rebuild
2768 {
2769 _position = newPos;
2770 _orientation = newOri;
2771 }
2772 else
2773 {
2774 if (newOri != _orientation)
2775 {
2776 d.Quaternion myrot = new d.Quaternion();
2777 myrot.X = newOri.X;
2778 myrot.Y = newOri.Y;
2779 myrot.Z = newOri.Z;
2780 myrot.W = newOri.W;
2781 d.GeomSetQuaternion(prim_geom, ref myrot);
2782 _orientation = newOri;
2783 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2784 createAMotor(m_angularlock);
2785 }
2786 if (_position != newPos)
2787 {
2788 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2789 _position = newPos;
2790 }
2791 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2792 d.BodyEnable(Body);
2793 }
2794 }
2795 else
2796 {
2797 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2798 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2799
2800 if (prim_geom != IntPtr.Zero)
2801 {
2802 if (newOri != _orientation)
2803 {
2804 d.Quaternion myrot = new d.Quaternion();
2805 myrot.X = newOri.X;
2806 myrot.Y = newOri.Y;
2807 myrot.Z = newOri.Z;
2808 myrot.W = newOri.W;
2809 d.GeomSetQuaternion(prim_geom, ref myrot);
2810 _orientation = newOri;
2811 }
2812
2813 if (newPos != _position)
2814 {
2815 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2816 _position = newPos;
2817
2818 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2819 }
2820 }
2821 }
2822 givefakepos--;
2823 if (givefakepos < 0)
2824 givefakepos = 0;
2825 givefakeori--;
2826 if (givefakeori < 0)
2827 givefakeori = 0;
2828 resetCollisionAccounting();
2829 }
2830
2831 private void changeDisable(bool disable)
2832 {
2833 if (disable)
2834 {
2835 if (!m_disabled)
2836 disableBodySoft();
2837 }
2838 else
2839 {
2840 if (m_disabled)
2841 enableBodySoft();
2842 }
2843 }
2844
2845 private void changePhysicsStatus(bool NewStatus)
2846 {
2847 CheckDelaySelect();
2848
2849 m_isphysical = NewStatus;
2850
2851 if (!childPrim)
2852 {
2853 if (NewStatus)
2854 {
2855 if (Body == IntPtr.Zero)
2856 MakeBody();
2857 }
2858 else
2859 {
2860 if (Body != IntPtr.Zero)
2861 {
2862 DestroyBody();
2863 }
2864 Stop();
2865 }
2866 }
2867
2868 resetCollisionAccounting();
2869 }
2870
2871 private void changeSize(Vector3 newSize)
2872 {
2873 }
2874
2875 private void changeShape(PrimitiveBaseShape newShape)
2876 {
2877 }
2878
2879 private void changeAddPhysRep(ODEPhysRepData repData)
2880 {
2881 _size = repData.size; //??
2882 _pbs = repData.pbs;
2883 m_shapetype = repData.shapetype;
2884
2885 m_mesh = repData.mesh;
2886
2887 m_assetID = repData.assetID;
2888 m_meshState = repData.meshState;
2889
2890 m_hasOBB = repData.hasOBB;
2891 m_OBBOffset = repData.OBBOffset;
2892 m_OBB = repData.OBB;
2893
2894 primVolume = repData.volume;
2895
2896 CreateGeom();
2897
2898 if (prim_geom != IntPtr.Zero)
2899 {
2900 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2901 d.Quaternion myrot = new d.Quaternion();
2902 myrot.X = _orientation.X;
2903 myrot.Y = _orientation.Y;
2904 myrot.Z = _orientation.Z;
2905 myrot.W = _orientation.W;
2906 d.GeomSetQuaternion(prim_geom, ref myrot);
2907 }
2908
2909 if (!m_isphysical)
2910 {
2911 SetInStaticSpace(this);
2912 UpdateCollisionCatFlags();
2913 ApplyCollisionCatFlags();
2914 }
2915 else
2916 MakeBody();
2917
2918 if ((m_meshState & MeshState.NeedMask) != 0)
2919 {
2920 repData.size = _size;
2921 repData.pbs = _pbs;
2922 repData.shapetype = m_shapetype;
2923 _parent_scene.m_meshWorker.RequestMesh(repData);
2924 }
2925 }
2926
2927 private void changePhysRepData(ODEPhysRepData repData)
2928 {
2929 CheckDelaySelect();
2930
2931 OdePrim parent = (OdePrim)_parent;
2932
2933 bool chp = childPrim;
2934
2935 if (chp)
2936 {
2937 if (parent != null)
2938 {
2939 parent.DestroyBody();
2940 }
2941 }
2942 else
2943 {
2944 DestroyBody();
2945 }
2946
2947 RemoveGeom();
2948
2949 _size = repData.size;
2950 _pbs = repData.pbs;
2951 m_shapetype = repData.shapetype;
2952
2953 m_mesh = repData.mesh;
2954
2955 m_assetID = repData.assetID;
2956 m_meshState = repData.meshState;
2957
2958 m_hasOBB = repData.hasOBB;
2959 m_OBBOffset = repData.OBBOffset;
2960 m_OBB = repData.OBB;
2961
2962 primVolume = repData.volume;
2963
2964 CreateGeom();
2965
2966 if (prim_geom != IntPtr.Zero)
2967 {
2968 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2969 d.Quaternion myrot = new d.Quaternion();
2970 myrot.X = _orientation.X;
2971 myrot.Y = _orientation.Y;
2972 myrot.Z = _orientation.Z;
2973 myrot.W = _orientation.W;
2974 d.GeomSetQuaternion(prim_geom, ref myrot);
2975 }
2976
2977 if (m_isphysical)
2978 {
2979 if (chp)
2980 {
2981 if (parent != null)
2982 {
2983 parent.MakeBody();
2984 }
2985 }
2986 else
2987 MakeBody();
2988 }
2989 else
2990 {
2991 SetInStaticSpace(this);
2992 UpdateCollisionCatFlags();
2993 ApplyCollisionCatFlags();
2994 }
2995
2996 resetCollisionAccounting();
2997
2998 if ((m_meshState & MeshState.NeedMask) != 0)
2999 {
3000 repData.size = _size;
3001 repData.pbs = _pbs;
3002 repData.shapetype = m_shapetype;
3003 _parent_scene.m_meshWorker.RequestMesh(repData);
3004 }
3005 }
3006
3007 private void changeFloatOnWater(bool newval)
3008 {
3009 m_collidesWater = newval;
3010
3011 UpdateCollisionCatFlags();
3012 ApplyCollisionCatFlags();
3013 }
3014
3015 private void changeSetTorque(Vector3 newtorque)
3016 {
3017 if (!m_isSelected)
3018 {
3019 if (m_isphysical && Body != IntPtr.Zero)
3020 {
3021 if (m_disabled)
3022 enableBodySoft();
3023 else if (!d.BodyIsEnabled(Body))
3024 d.BodyEnable(Body);
3025
3026 }
3027 m_torque = newtorque;
3028 }
3029 }
3030
3031 private void changeForce(Vector3 force)
3032 {
3033 m_force = force;
3034 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3035 d.BodyEnable(Body);
3036 }
3037
3038 private void changeAddForce(Vector3 theforce)
3039 {
3040 m_forceacc += theforce;
3041 if (!m_isSelected)
3042 {
3043 lock (this)
3044 {
3045 //m_log.Info("[PHYSICS]: dequeing forcelist");
3046 if (m_isphysical && Body != IntPtr.Zero)
3047 {
3048 if (m_disabled)
3049 enableBodySoft();
3050 else if (!d.BodyIsEnabled(Body))
3051 d.BodyEnable(Body);
3052 }
3053 }
3054 m_collisionscore = 0;
3055 }
3056 }
3057
3058 // actually angular impulse
3059 private void changeAddAngularImpulse(Vector3 aimpulse)
3060 {
3061 m_angularForceacc += aimpulse * m_invTimeStep;
3062 if (!m_isSelected)
3063 {
3064 lock (this)
3065 {
3066 if (m_isphysical && Body != IntPtr.Zero)
3067 {
3068 if (m_disabled)
3069 enableBodySoft();
3070 else if (!d.BodyIsEnabled(Body))
3071 d.BodyEnable(Body);
3072 }
3073 }
3074 m_collisionscore = 0;
3075 }
3076 }
3077
3078 private void changevelocity(Vector3 newVel)
3079 {
3080 float len = newVel.LengthSquared();
3081 if (len > 100000.0f) // limit to 100m/s
3082 {
3083 len = 100.0f / (float)Math.Sqrt(len);
3084 newVel *= len;
3085 }
3086
3087 if (!m_isSelected)
3088 {
3089 if (Body != IntPtr.Zero)
3090 {
3091 if (m_disabled)
3092 enableBodySoft();
3093 else if (!d.BodyIsEnabled(Body))
3094 d.BodyEnable(Body);
3095
3096 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3097 }
3098 //resetCollisionAccounting();
3099 }
3100 _velocity = newVel;
3101 }
3102
3103 private void changeangvelocity(Vector3 newAngVel)
3104 {
3105 float len = newAngVel.LengthSquared();
3106 if (len > 144.0f) // limit to 12rad/s
3107 {
3108 len = 12.0f / (float)Math.Sqrt(len);
3109 newAngVel *= len;
3110 }
3111
3112 if (!m_isSelected)
3113 {
3114 if (Body != IntPtr.Zero)
3115 {
3116 if (m_disabled)
3117 enableBodySoft();
3118 else if (!d.BodyIsEnabled(Body))
3119 d.BodyEnable(Body);
3120
3121
3122 d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z);
3123 }
3124 //resetCollisionAccounting();
3125 }
3126 m_rotationalVelocity = newAngVel;
3127 }
3128
3129 private void changeVolumedetetion(bool newVolDtc)
3130 {
3131 m_isVolumeDetect = newVolDtc;
3132 m_fakeisVolumeDetect = newVolDtc;
3133 UpdateCollisionCatFlags();
3134 ApplyCollisionCatFlags();
3135 }
3136
3137 protected void changeBuilding(bool newbuilding)
3138 {
3139 // Check if we need to do anything
3140 if (newbuilding == m_building)
3141 return;
3142
3143 if ((bool)newbuilding)
3144 {
3145 m_building = true;
3146 if (!childPrim)
3147 DestroyBody();
3148 }
3149 else
3150 {
3151 m_building = false;
3152 CheckDelaySelect();
3153 if (!childPrim)
3154 MakeBody();
3155 }
3156 if (!childPrim && childrenPrim.Count > 0)
3157 {
3158 foreach (OdePrim prm in childrenPrim)
3159 prm.changeBuilding(m_building); // call directly
3160 }
3161 }
3162
3163 public void changeSetVehicle(VehicleData vdata)
3164 {
3165 if (m_vehicle == null)
3166 m_vehicle = new ODEDynamics(this);
3167 m_vehicle.DoSetVehicle(vdata);
3168 }
3169
3170 private void changeVehicleType(int value)
3171 {
3172 if (value == (int)Vehicle.TYPE_NONE)
3173 {
3174 if (m_vehicle != null)
3175 m_vehicle = null;
3176 }
3177 else
3178 {
3179 if (m_vehicle == null)
3180 m_vehicle = new ODEDynamics(this);
3181
3182 m_vehicle.ProcessTypeChange((Vehicle)value);
3183 }
3184 }
3185
3186 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3187 {
3188 if (m_vehicle == null)
3189 return;
3190
3191 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3192 }
3193
3194 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3195 {
3196 if (m_vehicle == null)
3197 return;
3198 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3199 }
3200
3201 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3202 {
3203 if (m_vehicle == null)
3204 return;
3205 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3206 }
3207
3208 private void changeVehicleFlags(strVehicleBoolParam bp)
3209 {
3210 if (m_vehicle == null)
3211 return;
3212 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3213 }
3214
3215 private void changeBuoyancy(float b)
3216 {
3217 m_buoyancy = b;
3218 }
3219
3220 private void changePIDTarget(Vector3 trg)
3221 {
3222 m_PIDTarget = trg;
3223 }
3224
3225 private void changePIDTau(float tau)
3226 {
3227 m_PIDTau = tau;
3228 }
3229
3230 private void changePIDActive(bool val)
3231 {
3232 m_usePID = val;
3233 }
3234
3235 private void changePIDHoverHeight(float val)
3236 {
3237 m_PIDHoverHeight = val;
3238 if (val == 0)
3239 m_useHoverPID = false;
3240 }
3241
3242 private void changePIDHoverType(PIDHoverType type)
3243 {
3244 m_PIDHoverType = type;
3245 }
3246
3247 private void changePIDHoverTau(float tau)
3248 {
3249 m_PIDHoverTau = tau;
3250 }
3251
3252 private void changePIDHoverActive(bool active)
3253 {
3254 m_useHoverPID = active;
3255 }
3256
3257 #endregion
3258
3259 public void Move()
3260 {
3261 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3262 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3263 {
3264 if (!d.BodyIsEnabled(Body))
3265 {
3266 // let vehicles sleep
3267 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3268 return;
3269
3270 if (++bodydisablecontrol < 20)
3271 return;
3272
3273 d.BodyEnable(Body);
3274 }
3275
3276 bodydisablecontrol = 0;
3277
3278 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3279
3280 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3281 {
3282 // 'VEHICLES' are dealt with in ODEDynamics.cs
3283 m_vehicle.Step();
3284 return;
3285 }
3286
3287 float fx = 0;
3288 float fy = 0;
3289 float fz = 0;
3290
3291 float m_mass = _mass;
3292
3293 if (m_usePID && m_PIDTau > 0)
3294 {
3295 // for now position error
3296 _target_velocity =
3297 new Vector3(
3298 (m_PIDTarget.X - lpos.X),
3299 (m_PIDTarget.Y - lpos.Y),
3300 (m_PIDTarget.Z - lpos.Z)
3301 );
3302
3303 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
3304 {
3305 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3306 d.BodySetLinearVel(Body, 0, 0, 0);
3307 return;
3308 }
3309 else
3310 {
3311 _zeroFlag = false;
3312
3313 float tmp = 1 / m_PIDTau;
3314 _target_velocity *= tmp;
3315
3316 // apply limits
3317 tmp = _target_velocity.Length();
3318 if (tmp > 50.0f)
3319 {
3320 tmp = 50 / tmp;
3321 _target_velocity *= tmp;
3322 }
3323 else if (tmp < 0.05f)
3324 {
3325 tmp = 0.05f / tmp;
3326 _target_velocity *= tmp;
3327 }
3328
3329 d.Vector3 vel = d.BodyGetLinearVel(Body);
3330 fx = (_target_velocity.X - vel.X) * m_invTimeStep;
3331 fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
3332 fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
3333// d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3334 }
3335 } // end if (m_usePID)
3336
3337 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3338 else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
3339 {
3340
3341 // Non-Vehicles have a limited set of Hover options.
3342 // determine what our target height really is based on HoverType
3343
3344 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
3345
3346 switch (m_PIDHoverType)
3347 {
3348 case PIDHoverType.Ground:
3349 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3350 break;
3351
3352 case PIDHoverType.GroundAndWater:
3353 m_waterHeight = _parent_scene.GetWaterLevel();
3354 if (m_groundHeight > m_waterHeight)
3355 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3356 else
3357 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3358 break;
3359 } // end switch (m_PIDHoverType)
3360
3361 // don't go underground unless volumedetector
3362
3363 if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
3364 {
3365 d.Vector3 vel = d.BodyGetLinearVel(Body);
3366
3367 fz = (m_targetHoverHeight - lpos.Z);
3368
3369 // if error is zero, use position control; otherwise, velocity control
3370 if (Math.Abs(fz) < 0.01f)
3371 {
3372 d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
3373 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3374 }
3375 else
3376 {
3377 _zeroFlag = false;
3378 fz /= m_PIDHoverTau;
3379
3380 float tmp = Math.Abs(fz);
3381 if (tmp > 50)
3382 fz = 50 * Math.Sign(fz);
3383 else if (tmp < 0.1)
3384 fz = 0.1f * Math.Sign(fz);
3385
3386 fz = ((fz - vel.Z) * m_invTimeStep);
3387 }
3388 }
3389 }
3390 else
3391 {
3392 float b = (1.0f - m_buoyancy) * m_gravmod;
3393 fx = _parent_scene.gravityx * b;
3394 fy = _parent_scene.gravityy * b;
3395 fz = _parent_scene.gravityz * b;
3396 }
3397
3398 fx *= m_mass;
3399 fy *= m_mass;
3400 fz *= m_mass;
3401
3402 // constant force
3403 fx += m_force.X;
3404 fy += m_force.Y;
3405 fz += m_force.Z;
3406
3407 fx += m_forceacc.X;
3408 fy += m_forceacc.Y;
3409 fz += m_forceacc.Z;
3410
3411 m_forceacc = Vector3.Zero;
3412
3413 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3414 if (fx != 0 || fy != 0 || fz != 0)
3415 {
3416 d.BodyAddForce(Body, fx, fy, fz);
3417 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3418 }
3419
3420 Vector3 trq;
3421
3422 trq = m_torque;
3423 trq += m_angularForceacc;
3424 m_angularForceacc = Vector3.Zero;
3425 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3426 {
3427 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3428 }
3429 }
3430 else
3431 { // is not physical, or is not a body or is selected
3432 // _zeroPosition = d.BodyGetPosition(Body);
3433 return;
3434 //Console.WriteLine("Nothing " + Name);
3435
3436 }
3437 }
3438
3439 public void UpdatePositionAndVelocity(int frame)
3440 {
3441 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3442 {
3443 bool bodyenabled = d.BodyIsEnabled(Body);
3444 if (bodyenabled || !_zeroFlag)
3445 {
3446 bool lastZeroFlag = _zeroFlag;
3447
3448 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
3449
3450 // check outside region
3451 if (lpos.Z < -100 || lpos.Z > 100000f)
3452 {
3453 m_outbounds = true;
3454
3455 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3456 _acceleration.X = 0;
3457 _acceleration.Y = 0;
3458 _acceleration.Z = 0;
3459
3460 _velocity.X = 0;
3461 _velocity.Y = 0;
3462 _velocity.Z = 0;
3463 m_rotationalVelocity.X = 0;
3464 m_rotationalVelocity.Y = 0;
3465 m_rotationalVelocity.Z = 0;
3466
3467 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3468 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3469 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3470 m_lastposition = _position;
3471 m_lastorientation = _orientation;
3472
3473 base.RequestPhysicsterseUpdate();
3474
3475// throttleCounter = 0;
3476 _zeroFlag = true;
3477
3478 disableBodySoft(); // disable it and colisions
3479 base.RaiseOutOfBounds(_position);
3480 return;
3481 }
3482
3483 if (lpos.X < 0f)
3484 {
3485 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3486 m_outbounds = true;
3487 }
3488 else if (lpos.X > _parent_scene.WorldExtents.X)
3489 {
3490 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3491 m_outbounds = true;
3492 }
3493 if (lpos.Y < 0f)
3494 {
3495 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3496 m_outbounds = true;
3497 }
3498 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3499 {
3500 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3501 m_outbounds = true;
3502 }
3503
3504 if (m_outbounds)
3505 {
3506 m_lastposition = _position;
3507 m_lastorientation = _orientation;
3508
3509 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3510 m_rotationalVelocity.X = dtmp.X;
3511 m_rotationalVelocity.Y = dtmp.Y;
3512 m_rotationalVelocity.Z = dtmp.Z;
3513
3514 dtmp = d.BodyGetLinearVel(Body);
3515 _velocity.X = dtmp.X;
3516 _velocity.Y = dtmp.Y;
3517 _velocity.Z = dtmp.Z;
3518
3519 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3520 d.BodySetAngularVel(Body, 0, 0, 0);
3521 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3522 disableBodySoft(); // stop collisions
3523 UnSubscribeEvents();
3524
3525 base.RequestPhysicsterseUpdate();
3526 return;
3527 }
3528
3529 d.Quaternion ori;
3530 d.GeomCopyQuaternion(prim_geom, out ori);
3531
3532 // decide if moving
3533 // use positions since this are integrated quantities
3534 // tolerance values depende a lot on simulation noise...
3535 // use simple math.abs since we dont need to be exact
3536
3537 if (!bodyenabled ||
3538 (Math.Abs(_position.X - lpos.X) < 0.005f)
3539 && (Math.Abs(_position.Y - lpos.Y) < 0.005f)
3540 && (Math.Abs(_position.Z - lpos.Z) < 0.005f)
3541 && (Math.Abs(_orientation.X - ori.X) < 0.0005f)
3542 && (Math.Abs(_orientation.Y - ori.Y) < 0.0005f)
3543 && (Math.Abs(_orientation.Z - ori.Z) < 0.0005f) // ignore W
3544 )
3545 {
3546 _zeroFlag = true;
3547 }
3548 else
3549 _zeroFlag = false;
3550
3551 // update velocities and aceleration
3552 if (!(_zeroFlag && lastZeroFlag))
3553 {
3554 d.Vector3 vel = d.BodyGetLinearVel(Body);
3555
3556 _acceleration = _velocity;
3557
3558 if ((Math.Abs(vel.X) < 0.005f) &&
3559 (Math.Abs(vel.Y) < 0.005f) &&
3560 (Math.Abs(vel.Z) < 0.005f))
3561 {
3562 _velocity = Vector3.Zero;
3563 float t = -m_invTimeStep;
3564 _acceleration = _acceleration * t;
3565 }
3566 else
3567 {
3568 _velocity.X = vel.X;
3569 _velocity.Y = vel.Y;
3570 _velocity.Z = vel.Z;
3571 _acceleration = (_velocity - _acceleration) * m_invTimeStep;
3572 }
3573
3574 if ((Math.Abs(_acceleration.X) < 0.01f) &&
3575 (Math.Abs(_acceleration.Y) < 0.01f) &&
3576 (Math.Abs(_acceleration.Z) < 0.01f))
3577 {
3578 _acceleration = Vector3.Zero;
3579 }
3580
3581 if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
3582 (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
3583 (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
3584 )
3585 {
3586 m_rotationalVelocity = Vector3.Zero;
3587 }
3588 else
3589 {
3590 vel = d.BodyGetAngularVel(Body);
3591 m_rotationalVelocity.X = vel.X;
3592 m_rotationalVelocity.Y = vel.Y;
3593 m_rotationalVelocity.Z = vel.Z;
3594 }
3595 // }
3596
3597 _position.X = lpos.X;
3598 _position.Y = lpos.Y;
3599 _position.Z = lpos.Z;
3600
3601 _orientation.X = ori.X;
3602 _orientation.Y = ori.Y;
3603 _orientation.Z = ori.Z;
3604 _orientation.W = ori.W;
3605 }
3606 if (_zeroFlag)
3607 {
3608 if (lastZeroFlag)
3609 {
3610 _velocity = Vector3.Zero;
3611 _acceleration = Vector3.Zero;
3612 m_rotationalVelocity = Vector3.Zero;
3613 }
3614
3615 if (!m_lastUpdateSent)
3616 {
3617 base.RequestPhysicsterseUpdate();
3618 if (lastZeroFlag)
3619 m_lastUpdateSent = true;
3620 }
3621 return;
3622 }
3623
3624 base.RequestPhysicsterseUpdate();
3625 m_lastUpdateSent = false;
3626 }
3627 }
3628 }
3629
3630 internal static bool QuaternionIsFinite(Quaternion q)
3631 {
3632 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3633 return false;
3634 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3635 return false;
3636 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3637 return false;
3638 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3639 return false;
3640 return true;
3641 }
3642
3643 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3644 {
3645 // assumes object center of mass is zero
3646 float smass = part.mass;
3647 theobj.mass -= smass;
3648
3649 smass *= 1.0f / (theobj.mass); ;
3650
3651 theobj.c.X -= part.c.X * smass;
3652 theobj.c.Y -= part.c.Y * smass;
3653 theobj.c.Z -= part.c.Z * smass;
3654
3655 theobj.I.M00 -= part.I.M00;
3656 theobj.I.M01 -= part.I.M01;
3657 theobj.I.M02 -= part.I.M02;
3658 theobj.I.M10 -= part.I.M10;
3659 theobj.I.M11 -= part.I.M11;
3660 theobj.I.M12 -= part.I.M12;
3661 theobj.I.M20 -= part.I.M20;
3662 theobj.I.M21 -= part.I.M21;
3663 theobj.I.M22 -= part.I.M22;
3664 }
3665
3666 private void donullchange()
3667 {
3668 }
3669
3670 public bool DoAChange(changes what, object arg)
3671 {
3672 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.AddPhysRep && what != changes.Remove)
3673 {
3674 return false;
3675 }
3676
3677 // nasty switch
3678 switch (what)
3679 {
3680 case changes.Add:
3681 changeadd();
3682 break;
3683
3684 case changes.AddPhysRep:
3685 changeAddPhysRep((ODEPhysRepData)arg);
3686 break;
3687
3688 case changes.Remove:
3689 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3690 //When we return true, it destroys all of the prims in the linkset anyway
3691 if (_parent != null)
3692 {
3693 OdePrim parent = (OdePrim)_parent;
3694 parent.ChildRemove(this, false);
3695 }
3696 else
3697 ChildRemove(this, false);
3698
3699 m_vehicle = null;
3700 RemoveGeom();
3701 m_targetSpace = IntPtr.Zero;
3702 UnSubscribeEvents();
3703 return true;
3704
3705 case changes.Link:
3706 OdePrim tmp = (OdePrim)arg;
3707 changeLink(tmp);
3708 break;
3709
3710 case changes.DeLink:
3711 changeLink(null);
3712 break;
3713
3714 case changes.Position:
3715 changePosition((Vector3)arg);
3716 break;
3717
3718 case changes.Orientation:
3719 changeOrientation((Quaternion)arg);
3720 break;
3721
3722 case changes.PosOffset:
3723 donullchange();
3724 break;
3725
3726 case changes.OriOffset:
3727 donullchange();
3728 break;
3729
3730 case changes.Velocity:
3731 changevelocity((Vector3)arg);
3732 break;
3733
3734// case changes.Acceleration:
3735// changeacceleration((Vector3)arg);
3736// break;
3737
3738 case changes.AngVelocity:
3739 changeangvelocity((Vector3)arg);
3740 break;
3741
3742 case changes.Force:
3743 changeForce((Vector3)arg);
3744 break;
3745
3746 case changes.Torque:
3747 changeSetTorque((Vector3)arg);
3748 break;
3749
3750 case changes.AddForce:
3751 changeAddForce((Vector3)arg);
3752 break;
3753
3754 case changes.AddAngForce:
3755 changeAddAngularImpulse((Vector3)arg);
3756 break;
3757
3758 case changes.AngLock:
3759 changeAngularLock((Vector3)arg);
3760 break;
3761
3762 case changes.Size:
3763 changeSize((Vector3)arg);
3764 break;
3765
3766 case changes.Shape:
3767 changeShape((PrimitiveBaseShape)arg);
3768 break;
3769
3770 case changes.PhysRepData:
3771 changePhysRepData((ODEPhysRepData) arg);
3772 break;
3773
3774 case changes.CollidesWater:
3775 changeFloatOnWater((bool)arg);
3776 break;
3777
3778 case changes.VolumeDtc:
3779 changeVolumedetetion((bool)arg);
3780 break;
3781
3782 case changes.Phantom:
3783 changePhantomStatus((bool)arg);
3784 break;
3785
3786 case changes.Physical:
3787 changePhysicsStatus((bool)arg);
3788 break;
3789
3790 case changes.Selected:
3791 changeSelectedStatus((bool)arg);
3792 break;
3793
3794 case changes.disabled:
3795 changeDisable((bool)arg);
3796 break;
3797
3798 case changes.building:
3799 changeBuilding((bool)arg);
3800 break;
3801
3802 case changes.VehicleType:
3803 changeVehicleType((int)arg);
3804 break;
3805
3806 case changes.VehicleFlags:
3807 changeVehicleFlags((strVehicleBoolParam) arg);
3808 break;
3809
3810 case changes.VehicleFloatParam:
3811 changeVehicleFloatParam((strVehicleFloatParam) arg);
3812 break;
3813
3814 case changes.VehicleVectorParam:
3815 changeVehicleVectorParam((strVehicleVectorParam) arg);
3816 break;
3817
3818 case changes.VehicleRotationParam:
3819 changeVehicleRotationParam((strVehicleQuatParam) arg);
3820 break;
3821
3822 case changes.SetVehicle:
3823 changeSetVehicle((VehicleData) arg);
3824 break;
3825
3826 case changes.Buoyancy:
3827 changeBuoyancy((float)arg);
3828 break;
3829
3830 case changes.PIDTarget:
3831 changePIDTarget((Vector3)arg);
3832 break;
3833
3834 case changes.PIDTau:
3835 changePIDTau((float)arg);
3836 break;
3837
3838 case changes.PIDActive:
3839 changePIDActive((bool)arg);
3840 break;
3841
3842 case changes.PIDHoverHeight:
3843 changePIDHoverHeight((float)arg);
3844 break;
3845
3846 case changes.PIDHoverType:
3847 changePIDHoverType((PIDHoverType)arg);
3848 break;
3849
3850 case changes.PIDHoverTau:
3851 changePIDHoverTau((float)arg);
3852 break;
3853
3854 case changes.PIDHoverActive:
3855 changePIDHoverActive((bool)arg);
3856 break;
3857
3858 case changes.Null:
3859 donullchange();
3860 break;
3861
3862
3863
3864 default:
3865 donullchange();
3866 break;
3867 }
3868 return false;
3869 }
3870
3871 public void AddChange(changes what, object arg)
3872 {
3873 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3874 }
3875
3876
3877 private struct strVehicleBoolParam
3878 {
3879 public int param;
3880 public bool value;
3881 }
3882
3883 private struct strVehicleFloatParam
3884 {
3885 public int param;
3886 public float value;
3887 }
3888
3889 private struct strVehicleQuatParam
3890 {
3891 public int param;
3892 public Quaternion value;
3893 }
3894
3895 private struct strVehicleVectorParam
3896 {
3897 public int param;
3898 public Vector3 value;
3899 }
3900 }
3901}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..73ababa
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,683 @@
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 IntPtr Sphere;
60 IntPtr Box;
61 IntPtr Plane;
62
63 private int CollisionContactGeomsPerTest = 25;
64 private const int DefaultMaxCount = 25;
65 private const int MaxTimePerCallMS = 30;
66
67 /// <summary>
68 /// ODE near callback delegate
69 /// </summary>
70 private d.NearCallback nearCallback;
71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
72 private List<ContactResult> m_contactResults = new List<ContactResult>();
73 private RayFilterFlags CurrentRayFilter;
74 private int CurrentMaxCount;
75
76 public ODERayCastRequestManager(OdeScene pScene)
77 {
78 m_scene = pScene;
79 nearCallback = near;
80 ray = d.CreateRay(IntPtr.Zero, 1.0f);
81 d.GeomSetCategoryBits(ray, 0);
82 Box = d.CreateBox(IntPtr.Zero, 1.0f, 1.0f, 1.0f);
83 d.GeomSetCategoryBits(Box, 0);
84 Sphere = d.CreateSphere(IntPtr.Zero,1.0f);
85 d.GeomSetCategoryBits(Sphere, 0);
86 Plane = d.CreatePlane(IntPtr.Zero, 0f,0f,1f,1f);
87 d.GeomSetCategoryBits(Sphere, 0);
88 }
89
90 public void QueueRequest(ODERayRequest req)
91 {
92 if (req.Count == 0)
93 req.Count = DefaultMaxCount;
94
95 m_PendingRequests.Enqueue(req);
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
105 if (m_PendingRequests.Count <= 0)
106 return 0;
107
108 if (m_scene.ContactgeomsArray == IntPtr.Zero || ray == IntPtr.Zero)
109 // oops something got wrong or scene isn't ready still
110 {
111 m_PendingRequests.Clear();
112 return 0;
113 }
114
115 int time = Util.EnvironmentTickCount();
116
117 ODERayRequest req;
118 int closestHit;
119 int backfacecull;
120 CollisionCategories catflags;
121
122 while (m_PendingRequests.Dequeue(out req))
123 {
124 if (req.callbackMethod != null)
125 {
126 IntPtr geom = IntPtr.Zero;
127 if (req.actor != null)
128 {
129 if (m_scene.haveActor(req.actor))
130 {
131 if (req.actor is OdePrim)
132 geom = ((OdePrim)req.actor).prim_geom;
133 else if (req.actor is OdeCharacter)
134 geom = ((OdePrim)req.actor).prim_geom;
135 }
136 if (geom == IntPtr.Zero)
137 {
138 NoContacts(req);
139 continue;
140 }
141 }
142
143
144 CurrentRayFilter = req.filter;
145 CurrentMaxCount = req.Count;
146
147 CollisionContactGeomsPerTest = req.Count & 0xffff;
148
149 closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
150 backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
151
152 if (req.callbackMethod is ProbeBoxCallback)
153 {
154 if (CollisionContactGeomsPerTest > 80)
155 CollisionContactGeomsPerTest = 80;
156 d.GeomBoxSetLengths(Box, req.Normal.X, req.Normal.Y, req.Normal.Z);
157 d.GeomSetPosition(Box, req.Origin.X, req.Origin.Y, req.Origin.Z);
158 d.Quaternion qtmp;
159 qtmp.X = req.orientation.X;
160 qtmp.Y = req.orientation.Y;
161 qtmp.Z = req.orientation.Z;
162 qtmp.W = req.orientation.W;
163 d.GeomSetQuaternion(Box, ref qtmp);
164 }
165 else if (req.callbackMethod is ProbeSphereCallback)
166 {
167 if (CollisionContactGeomsPerTest > 80)
168 CollisionContactGeomsPerTest = 80;
169
170 d.GeomSphereSetRadius(Sphere, req.length);
171 d.GeomSetPosition(Sphere, req.Origin.X, req.Origin.Y, req.Origin.Z);
172 }
173 else if (req.callbackMethod is ProbePlaneCallback)
174 {
175 if (CollisionContactGeomsPerTest > 80)
176 CollisionContactGeomsPerTest = 80;
177
178 d.GeomPlaneSetParams(Plane, req.Normal.X, req.Normal.Y, req.Normal.Z, req.length);
179 }
180
181 else
182 {
183 if (CollisionContactGeomsPerTest > 25)
184 CollisionContactGeomsPerTest = 25;
185
186 d.GeomRaySetLength(ray, req.length);
187 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
188 d.GeomRaySetParams(ray, 0, backfacecull);
189 d.GeomRaySetClosestHit(ray, closestHit);
190
191 if (req.callbackMethod is RaycastCallback)
192 {
193 // if we only want one get only one per Collision pair saving memory
194 CurrentRayFilter |= RayFilterFlags.ClosestHit;
195 d.GeomRaySetClosestHit(ray, 1);
196 }
197 else
198 d.GeomRaySetClosestHit(ray, closestHit);
199 }
200
201 if ((CurrentRayFilter & RayFilterFlags.ContactsUnImportant) != 0)
202 unchecked
203 {
204 CollisionContactGeomsPerTest |= (int)d.CONTACTS_UNIMPORTANT;
205 }
206
207 if (geom == IntPtr.Zero)
208 {
209 // translate ray filter to Collision flags
210 catflags = 0;
211 if ((CurrentRayFilter & RayFilterFlags.volumedtc) != 0)
212 catflags |= CollisionCategories.VolumeDtc;
213 if ((CurrentRayFilter & RayFilterFlags.phantom) != 0)
214 catflags |= CollisionCategories.Phantom;
215 if ((CurrentRayFilter & RayFilterFlags.agent) != 0)
216 catflags |= CollisionCategories.Character;
217 if ((CurrentRayFilter & RayFilterFlags.PrimsNonPhantom) != 0)
218 catflags |= CollisionCategories.Geom;
219 if ((CurrentRayFilter & RayFilterFlags.land) != 0)
220 catflags |= CollisionCategories.Land;
221 if ((CurrentRayFilter & RayFilterFlags.water) != 0)
222 catflags |= CollisionCategories.Water;
223
224 if (catflags != 0)
225 {
226 if (req.callbackMethod is ProbeBoxCallback)
227 {
228 catflags |= CollisionCategories.Space;
229 d.GeomSetCollideBits(Box, (uint)catflags);
230 d.GeomSetCategoryBits(Box, (uint)catflags);
231 doProbe(req, Box);
232 }
233 else if (req.callbackMethod is ProbeSphereCallback)
234 {
235 catflags |= CollisionCategories.Space;
236 d.GeomSetCollideBits(Sphere, (uint)catflags);
237 d.GeomSetCategoryBits(Sphere, (uint)catflags);
238 doProbe(req, Sphere);
239 }
240 else if (req.callbackMethod is ProbePlaneCallback)
241 {
242 catflags |= CollisionCategories.Space;
243 d.GeomSetCollideBits(Plane, (uint)catflags);
244 d.GeomSetCategoryBits(Plane, (uint)catflags);
245 doPlane(req,IntPtr.Zero);
246 }
247 else
248 {
249 d.GeomSetCollideBits(ray, (uint)catflags);
250 doSpaceRay(req);
251 }
252 }
253 }
254 else
255 {
256 // if we select a geom don't use filters
257
258 if (req.callbackMethod is ProbePlaneCallback)
259 {
260 d.GeomSetCollideBits(Plane, (uint)CollisionCategories.All);
261 doPlane(req,geom);
262 }
263 else
264 {
265 d.GeomSetCollideBits(ray, (uint)CollisionCategories.All);
266 doGeomRay(req,geom);
267 }
268 }
269 }
270
271 if (Util.EnvironmentTickCountSubtract(time) > MaxTimePerCallMS)
272 break;
273 }
274
275 lock (m_contactResults)
276 m_contactResults.Clear();
277
278 return Util.EnvironmentTickCountSubtract(time);
279 }
280 /// <summary>
281 /// Method that actually initiates the raycast with spaces
282 /// </summary>
283 /// <param name="req"></param>
284 ///
285
286 private void NoContacts(ODERayRequest req)
287 {
288 if (req.callbackMethod is RaycastCallback)
289 {
290 ((RaycastCallback)req.callbackMethod)(false, Vector3.Zero, 0, 0, Vector3.Zero);
291 return;
292 }
293 List<ContactResult> cresult = new List<ContactResult>();
294
295 if (req.callbackMethod is RayCallback)
296 ((RayCallback)req.callbackMethod)(cresult);
297 else if (req.callbackMethod is ProbeBoxCallback)
298 ((ProbeBoxCallback)req.callbackMethod)(cresult);
299 else if (req.callbackMethod is ProbeSphereCallback)
300 ((ProbeSphereCallback)req.callbackMethod)(cresult);
301 }
302
303 private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhantom;
304// private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
305 private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhantom;
306
307 private void doSpaceRay(ODERayRequest req)
308 {
309 // Collide tests
310 if ((CurrentRayFilter & FilterActiveSpace) != 0)
311 {
312 d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
313 d.SpaceCollide2(ray, m_scene.CharsSpace, IntPtr.Zero, nearCallback);
314 }
315 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
316 d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
317 if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
318 {
319 // current ode land to ray collisions is very bad
320 // so for now limit its range badly
321
322 if (req.length > 30.0f)
323 d.GeomRaySetLength(ray, 30.0f);
324
325 d.SpaceCollide2(ray, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
326 }
327
328 if (req.callbackMethod is RaycastCallback)
329 {
330 // Define default results
331 bool hitYN = false;
332 uint hitConsumerID = 0;
333 float distance = float.MaxValue;
334 Vector3 closestcontact = Vector3.Zero;
335 Vector3 snormal = Vector3.Zero;
336
337 // Find closest contact and object.
338 lock (m_contactResults)
339 {
340 foreach (ContactResult cResult in m_contactResults)
341 {
342 if(cResult.Depth < distance)
343 {
344 closestcontact = cResult.Pos;
345 hitConsumerID = cResult.ConsumerID;
346 distance = cResult.Depth;
347 snormal = cResult.Normal;
348 }
349 }
350 m_contactResults.Clear();
351 }
352
353 if (distance > 0 && distance < float.MaxValue)
354 hitYN = true;
355 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
356 }
357 else
358 {
359 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
360 lock (m_PendingRequests)
361 {
362 cresult.AddRange(m_contactResults);
363 m_contactResults.Clear();
364 }
365 ((RayCallback)req.callbackMethod)(cresult);
366 }
367 }
368
369 private void doProbe(ODERayRequest req, IntPtr probe)
370 {
371 // Collide tests
372 if ((CurrentRayFilter & FilterActiveSpace) != 0)
373 {
374 d.SpaceCollide2(probe, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
375 d.SpaceCollide2(probe, m_scene.CharsSpace, IntPtr.Zero, nearCallback);
376 }
377 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
378 d.SpaceCollide2(probe, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
379 if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
380 d.SpaceCollide2(probe, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
381
382 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
383 lock (m_PendingRequests)
384 {
385 cresult.AddRange(m_contactResults);
386 m_contactResults.Clear();
387 }
388 if (req.callbackMethod is ProbeBoxCallback)
389 ((ProbeBoxCallback)req.callbackMethod)(cresult);
390 else if (req.callbackMethod is ProbeSphereCallback)
391 ((ProbeSphereCallback)req.callbackMethod)(cresult);
392 }
393
394 private void doPlane(ODERayRequest req,IntPtr geom)
395 {
396 // Collide tests
397 if (geom == IntPtr.Zero)
398 {
399 if ((CurrentRayFilter & FilterActiveSpace) != 0)
400 {
401 d.SpaceCollide2(Plane, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
402 d.SpaceCollide2(Plane, m_scene.CharsSpace, IntPtr.Zero, nearCallback);
403 }
404 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
405 d.SpaceCollide2(Plane, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
406 if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
407 d.SpaceCollide2(Plane, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
408 }
409 else
410 {
411 d.SpaceCollide2(Plane, geom, IntPtr.Zero, nearCallback);
412 }
413
414 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
415 lock (m_PendingRequests)
416 {
417 cresult.AddRange(m_contactResults);
418 m_contactResults.Clear();
419 }
420
421 ((ProbePlaneCallback)req.callbackMethod)(cresult);
422 }
423
424 /// <summary>
425 /// Method that actually initiates the raycast with a geom
426 /// </summary>
427 /// <param name="req"></param>
428 private void doGeomRay(ODERayRequest req, IntPtr geom)
429 {
430 // Collide test
431 d.SpaceCollide2(ray, geom, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
432
433 if (req.callbackMethod is RaycastCallback)
434 {
435 // Define default results
436 bool hitYN = false;
437 uint hitConsumerID = 0;
438 float distance = float.MaxValue;
439 Vector3 closestcontact = Vector3.Zero;
440 Vector3 snormal = Vector3.Zero;
441
442 // Find closest contact and object.
443 lock (m_contactResults)
444 {
445 foreach (ContactResult cResult in m_contactResults)
446 {
447 if(cResult.Depth < distance )
448 {
449 closestcontact = cResult.Pos;
450 hitConsumerID = cResult.ConsumerID;
451 distance = cResult.Depth;
452 snormal = cResult.Normal;
453 }
454 }
455 m_contactResults.Clear();
456 }
457
458 if (distance > 0 && distance < float.MaxValue)
459 hitYN = true;
460
461 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
462 }
463 else
464 {
465 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
466 lock (m_PendingRequests)
467 {
468 cresult.AddRange(m_contactResults);
469 m_contactResults.Clear();
470 }
471 ((RayCallback)req.callbackMethod)(cresult);
472 }
473 }
474
475 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
476 {
477 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
478 if (ContactgeomsArray == IntPtr.Zero || index >= CollisionContactGeomsPerTest)
479 return false;
480
481 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
482 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
483 return true;
484 }
485
486 // This is the standard Near. g1 is the ray
487 private void near(IntPtr space, IntPtr g1, IntPtr g2)
488 {
489 if (g2 == IntPtr.Zero || g1 == g2)
490 return;
491
492 if (m_contactResults.Count >= CurrentMaxCount)
493 return;
494
495 if (d.GeomIsSpace(g2))
496 {
497 try
498 {
499 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
500 }
501 catch (Exception e)
502 {
503 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
504 }
505 return;
506 }
507
508 int count = 0;
509 try
510 {
511 count = d.CollidePtr(g1, g2, CollisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
512 }
513 catch (Exception e)
514 {
515 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
516 return;
517 }
518
519 if (count == 0)
520 return;
521/*
522 uint cat1 = d.GeomGetCategoryBits(g1);
523 uint cat2 = d.GeomGetCategoryBits(g2);
524 uint col1 = d.GeomGetCollideBits(g1);
525 uint col2 = d.GeomGetCollideBits(g2);
526*/
527
528 uint ID = 0;
529 PhysicsActor p2 = null;
530
531 m_scene.actor_name_map.TryGetValue(g2, out p2);
532
533 if (p2 == null)
534 return;
535
536 switch (p2.PhysicsActorType)
537 {
538 case (int)ActorTypes.Prim:
539
540 RayFilterFlags thisFlags;
541
542 if (p2.IsPhysical)
543 thisFlags = RayFilterFlags.physical;
544 else
545 thisFlags = RayFilterFlags.nonphysical;
546
547 if (p2.Phantom)
548 thisFlags |= RayFilterFlags.phantom;
549
550 if (p2.IsVolumeDtc)
551 thisFlags |= RayFilterFlags.volumedtc;
552
553 if ((thisFlags & CurrentRayFilter) == 0)
554 return;
555
556 ID = ((OdePrim)p2).LocalID;
557 break;
558
559 case (int)ActorTypes.Agent:
560
561 if ((CurrentRayFilter & RayFilterFlags.agent) == 0)
562 return;
563 else
564 ID = ((OdeCharacter)p2).LocalID;
565 break;
566
567 case (int)ActorTypes.Ground:
568
569 if ((CurrentRayFilter & RayFilterFlags.land) == 0)
570 return;
571 break;
572
573 case (int)ActorTypes.Water:
574
575 if ((CurrentRayFilter & RayFilterFlags.water) == 0)
576 return;
577 break;
578
579 default:
580 break;
581 }
582
583 d.ContactGeom curcontact = new d.ContactGeom();
584
585 // closestHit for now only works for meshs, so must do it for others
586 if ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0)
587 {
588 // Loop all contacts, build results.
589 for (int i = 0; i < count; i++)
590 {
591 if (!GetCurContactGeom(i, ref curcontact))
592 break;
593
594 ContactResult collisionresult = new ContactResult();
595 collisionresult.ConsumerID = ID;
596 collisionresult.Pos.X = curcontact.pos.X;
597 collisionresult.Pos.Y = curcontact.pos.Y;
598 collisionresult.Pos.Z = curcontact.pos.Z;
599 collisionresult.Depth = curcontact.depth;
600 collisionresult.Normal.X = curcontact.normal.X;
601 collisionresult.Normal.Y = curcontact.normal.Y;
602 collisionresult.Normal.Z = curcontact.normal.Z;
603 lock (m_contactResults)
604 {
605 m_contactResults.Add(collisionresult);
606 if (m_contactResults.Count >= CurrentMaxCount)
607 return;
608 }
609 }
610 }
611 else
612 {
613 // keep only closest contact
614 ContactResult collisionresult = new ContactResult();
615 collisionresult.ConsumerID = ID;
616 collisionresult.Depth = float.MaxValue;
617
618 for (int i = 0; i < count; i++)
619 {
620 if (!GetCurContactGeom(i, ref curcontact))
621 break;
622
623 if (curcontact.depth < collisionresult.Depth)
624 {
625 collisionresult.Pos.X = curcontact.pos.X;
626 collisionresult.Pos.Y = curcontact.pos.Y;
627 collisionresult.Pos.Z = curcontact.pos.Z;
628 collisionresult.Depth = curcontact.depth;
629 collisionresult.Normal.X = curcontact.normal.X;
630 collisionresult.Normal.Y = curcontact.normal.Y;
631 collisionresult.Normal.Z = curcontact.normal.Z;
632 }
633 }
634
635 if (collisionresult.Depth != float.MaxValue)
636 {
637 lock (m_contactResults)
638 m_contactResults.Add(collisionresult);
639 }
640 }
641 }
642
643 /// <summary>
644 /// Dereference the creator scene so that it can be garbage collected if needed.
645 /// </summary>
646 internal void Dispose()
647 {
648 m_scene = null;
649 if (ray != IntPtr.Zero)
650 {
651 d.GeomDestroy(ray);
652 ray = IntPtr.Zero;
653 }
654 if (Box != IntPtr.Zero)
655 {
656 d.GeomDestroy(Box);
657 Box = IntPtr.Zero;
658 }
659 if (Sphere != IntPtr.Zero)
660 {
661 d.GeomDestroy(Sphere);
662 Sphere = IntPtr.Zero;
663 }
664 if (Plane != IntPtr.Zero)
665 {
666 d.GeomDestroy(Plane);
667 Plane = IntPtr.Zero;
668 }
669 }
670 }
671
672 public struct ODERayRequest
673 {
674 public PhysicsActor actor;
675 public Vector3 Origin;
676 public Vector3 Normal;
677 public int Count;
678 public float length;
679 public object callbackMethod;
680 public RayFilterFlags filter;
681 public Quaternion orientation;
682 }
683} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs
new file mode 100644
index 0000000..672212f
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs
@@ -0,0 +1,356 @@
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// Ubit 2012
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 /// </summary>
43 public class ODESitAvatar
44 {
45 private OdeScene m_scene;
46 private ODERayCastRequestManager m_raymanager;
47
48 public ODESitAvatar(OdeScene pScene, ODERayCastRequestManager raymanager)
49 {
50 m_scene = pScene;
51 m_raymanager = raymanager;
52 }
53
54 private static Vector3 SitAjust = new Vector3(0, 0, 0.4f);
55 private const RayFilterFlags RaySitFlags = RayFilterFlags.AllPrims | RayFilterFlags.ClosestHit;
56
57 private void RotAroundZ(float x, float y, ref Quaternion ori)
58 {
59 double ang = Math.Atan2(y, x);
60 ang *= 0.5d;
61 float s = (float)Math.Sin(ang);
62 float c = (float)Math.Cos(ang);
63
64 ori.X = 0;
65 ori.Y = 0;
66 ori.Z = s;
67 ori.W = c;
68 }
69
70
71 public void Sit(PhysicsActor actor, Vector3 avPos, Vector3 avCameraPosition, Vector3 offset, Vector3 avOffset, SitAvatarCallback PhysicsSitResponse)
72 {
73 if (!m_scene.haveActor(actor) || !(actor is OdePrim) || ((OdePrim)actor).prim_geom == IntPtr.Zero)
74 {
75 PhysicsSitResponse(-1, actor.LocalID, offset, Quaternion.Identity);
76 return;
77 }
78
79 IntPtr geom = ((OdePrim)actor).prim_geom;
80
81 Vector3 geopos = d.GeomGetPositionOMV(geom);
82 Quaternion geomOri = d.GeomGetQuaternionOMV(geom);
83
84// Vector3 geopos = actor.Position;
85// Quaternion geomOri = actor.Orientation;
86
87 Quaternion geomInvOri = Quaternion.Conjugate(geomOri);
88
89 Quaternion ori = Quaternion.Identity;
90
91 Vector3 rayDir = geopos + offset - avCameraPosition;
92
93 float raylen = rayDir.Length();
94 if (raylen < 0.001f)
95 {
96 PhysicsSitResponse(-1, actor.LocalID, offset, Quaternion.Identity);
97 return;
98 }
99 float t = 1 / raylen;
100 rayDir.X *= t;
101 rayDir.Y *= t;
102 rayDir.Z *= t;
103
104 raylen += 30f; // focal point may be far
105 List<ContactResult> rayResults;
106
107 rayResults = m_scene.RaycastActor(actor, avCameraPosition, rayDir, raylen, 1, RaySitFlags);
108 if (rayResults.Count == 0)
109 {
110/* if this fundamental ray failed, then just fail so user can try another spot and not be sitted far on a big prim
111 d.AABB aabb;
112 d.GeomGetAABB(geom, out aabb);
113 offset = new Vector3(avOffset.X, 0, aabb.MaxZ + avOffset.Z - geopos.Z);
114 ori = geomInvOri;
115 offset *= geomInvOri;
116 PhysicsSitResponse(1, actor.LocalID, offset, ori);
117*/
118 PhysicsSitResponse(0, actor.LocalID, offset, ori);
119 return;
120 }
121
122 int status = 1;
123
124 offset = rayResults[0].Pos - geopos;
125
126 d.GeomClassID geoclass = d.GeomGetClass(geom);
127
128 if (geoclass == d.GeomClassID.SphereClass)
129 {
130 float r = d.GeomSphereGetRadius(geom);
131
132 offset.Normalize();
133 offset *= r;
134
135 RotAroundZ(offset.X, offset.Y, ref ori);
136
137 if (r < 0.4f)
138 {
139 offset = new Vector3(0, 0, r);
140 }
141 else
142 {
143 if (offset.Z < 0.4f)
144 {
145 t = offset.Z;
146 float rsq = r * r;
147
148 t = 1.0f / (rsq - t * t);
149 offset.X *= t;
150 offset.Y *= t;
151 offset.Z = 0.4f;
152 t = rsq - 0.16f;
153 offset.X *= t;
154 offset.Y *= t;
155 }
156 else if (r > 0.8f && offset.Z > 0.8f * r)
157 {
158 status = 3;
159 avOffset.X = -avOffset.X;
160 avOffset.Z *= 1.6f;
161 }
162 }
163
164 offset += avOffset * ori;
165
166 ori = geomInvOri * ori;
167 offset *= geomInvOri;
168
169 PhysicsSitResponse(status, actor.LocalID, offset, ori);
170 return;
171 }
172
173 Vector3 norm = rayResults[0].Normal;
174
175 if (norm.Z < -0.4f)
176 {
177 PhysicsSitResponse(0, actor.LocalID, offset, Quaternion.Identity);
178 return;
179 }
180
181
182 float SitNormX = -rayDir.X;
183 float SitNormY = -rayDir.Y;
184
185 Vector3 pivot = geopos + offset;
186
187 float edgeNormalX = norm.X;
188 float edgeNormalY = norm.Y;
189 float edgeDirX = -rayDir.X;
190 float edgeDirY = -rayDir.Y;
191 Vector3 edgePos = rayResults[0].Pos;
192 float edgeDist = float.MaxValue;
193
194 bool foundEdge = false;
195
196 if (norm.Z < 0.5f)
197 {
198 float rayDist = 4.0f;
199
200 for (int i = 0; i < 6; i++)
201 {
202 pivot.X -= 0.01f * norm.X;
203 pivot.Y -= 0.01f * norm.Y;
204 pivot.Z -= 0.01f * norm.Z;
205
206 rayDir.X = -norm.X * norm.Z;
207 rayDir.Y = -norm.Y * norm.Z;
208 rayDir.Z = 1.0f - norm.Z * norm.Z;
209 rayDir.Normalize();
210
211 rayResults = m_scene.RaycastActor(actor, pivot, rayDir, rayDist, 1, RayFilterFlags.AllPrims);
212 if (rayResults.Count == 0)
213 break;
214
215 if (Math.Abs(rayResults[0].Normal.Z) < 0.7f)
216 {
217 rayDist -= rayResults[0].Depth;
218 if (rayDist < 0f)
219 break;
220
221 pivot = rayResults[0].Pos;
222 norm = rayResults[0].Normal;
223 edgeNormalX = norm.X;
224 edgeNormalY = norm.Y;
225 edgeDirX = -rayDir.X;
226 edgeDirY = -rayDir.Y;
227 }
228 else
229 {
230 foundEdge = true;
231 edgePos = rayResults[0].Pos;
232 break;
233 }
234 }
235
236 if (!foundEdge)
237 {
238 PhysicsSitResponse(0, actor.LocalID, offset, ori);
239 return;
240 }
241 avOffset.X *= 0.5f;
242 }
243
244 else if (norm.Z > 0.866f)
245 {
246 float toCamBaseX = avCameraPosition.X - pivot.X;
247 float toCamBaseY = avCameraPosition.Y - pivot.Y;
248 float toCamX = toCamBaseX;
249 float toCamY = toCamBaseY;
250
251 for (int j = 0; j < 4; j++)
252 {
253 float rayDist = 1.0f;
254 float curEdgeDist = 0.0f;
255
256 for (int i = 0; i < 3; i++)
257 {
258 pivot.Z -= 0.01f;
259 rayDir.X = toCamX;
260 rayDir.Y = toCamY;
261 rayDir.Z = (-toCamX * norm.X - toCamY * norm.Y) / norm.Z;
262 rayDir.Normalize();
263
264 rayResults = m_scene.RaycastActor(actor, pivot, rayDir, rayDist, 1, RayFilterFlags.AllPrims);
265 if (rayResults.Count == 0)
266 break;
267
268 curEdgeDist += rayResults[0].Depth;
269
270 if (rayResults[0].Normal.Z > 0.5f)
271 {
272 rayDist -= rayResults[0].Depth;
273 if (rayDist < 0f)
274 break;
275
276 pivot = rayResults[0].Pos;
277 norm = rayResults[0].Normal;
278 }
279 else
280 {
281 foundEdge = true;
282 if (curEdgeDist < edgeDist)
283 {
284 edgeDist = curEdgeDist;
285 edgeNormalX = rayResults[0].Normal.X;
286 edgeNormalY = rayResults[0].Normal.Y;
287 edgeDirX = rayDir.X;
288 edgeDirY = rayDir.Y;
289 edgePos = rayResults[0].Pos;
290 }
291 break;
292 }
293 }
294 if (foundEdge && edgeDist < 0.2f)
295 break;
296
297 pivot = geopos + offset;
298
299 switch (j)
300 {
301 case 0:
302 toCamX = -toCamBaseY;
303 toCamY = toCamBaseX;
304 break;
305 case 1:
306 toCamX = toCamBaseY;
307 toCamY = -toCamBaseX;
308 break;
309 case 2:
310 toCamX = -toCamBaseX;
311 toCamY = -toCamBaseY;
312 break;
313 default:
314 break;
315 }
316 }
317
318 if (!foundEdge)
319 {
320 avOffset.X = -avOffset.X;
321 avOffset.Z *= 1.6f;
322
323 RotAroundZ(SitNormX, SitNormY, ref ori);
324
325 offset += avOffset * ori;
326
327 ori = geomInvOri * ori;
328 offset *= geomInvOri;
329
330 PhysicsSitResponse(3, actor.LocalID, offset, ori);
331 return;
332 }
333 avOffset.X *= 0.5f;
334 }
335
336 SitNormX = edgeNormalX;
337 SitNormY = edgeNormalY;
338 if (edgeDirX * SitNormX + edgeDirY * SitNormY < 0)
339 {
340 SitNormX = -SitNormX;
341 SitNormY = -SitNormY;
342 }
343
344 RotAroundZ(SitNormX, SitNormY, ref ori);
345
346 offset = edgePos + avOffset * ori;
347 offset -= geopos;
348
349 ori = geomInvOri * ori;
350 offset *= geomInvOri;
351
352 PhysicsSitResponse(1, actor.LocalID, offset, ori);
353 return;
354 }
355 }
356} \ 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..10d7d50
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,2025 @@
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;
47using OMV = OpenMetaverse;
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 public static OMV.Vector3 GeomGetPositionOMV(IntPtr geom)
929 {
930 Vector3 vtmp = GeomGetPosition(geom);
931 return new OMV.Vector3(vtmp.X, vtmp.Y, vtmp.Z);
932 }
933
934 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
935 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
936 public static OMV.Quaternion GeomGetQuaternionOMV(IntPtr geom)
937 {
938 Quaternion qtmp;
939 GeomCopyQuaternion(geom, out qtmp);
940 return new OMV.Quaternion(qtmp.X, qtmp.Y, qtmp.Z, qtmp.W);
941 }
942
943 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
944 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
945
946 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
947 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
948 public static Matrix3 GeomGetRotation(IntPtr geom)
949 {
950 unsafe { return *(GeomGetRotationUnsafe(geom)); }
951 }
952
953 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
954 public static extern IntPtr GeomGetSpace(IntPtr geom);
955
956 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
957 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
958 dReal width, dReal depth, int widthSamples, int depthSamples,
959 dReal scale, dReal offset, dReal thickness, int bWrap);
960
961 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
962 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
963 dReal width, dReal depth, int widthSamples, int depthSamples,
964 dReal scale, dReal offset, dReal thickness, int bWrap);
965
966 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
967 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
968 dReal width, dReal depth, int widthSamples, int depthSamples,
969 dReal scale, dReal offset, dReal thickness, int bWrap);
970
971 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
972 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
973 dReal width, dReal depth, int widthSamples, int depthSamples,
974 dReal scale, dReal offset, dReal thickness, int bWrap);
975
976 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
977 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
978 dReal width, dReal depth, int widthSamples, int depthSamples,
979 dReal scale, dReal offset, dReal thickness, int bWrap);
980
981 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
982 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
983 dReal width, dReal depth, int widthSamples, int depthSamples,
984 dReal scale, dReal offset, dReal thickness, int bWrap);
985
986 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
987 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
988 dReal width, dReal depth, int widthSamples, int depthSamples,
989 dReal scale, dReal offset, dReal thickness, int bWrap);
990
991 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
992 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
993 dReal width, dReal depth, int widthSamples, int depthSamples,
994 dReal scale, dReal offset, dReal thickness, int bWrap);
995
996
997
998 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
999 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
1000 dReal width, dReal depth, int widthSamples, int depthSamples,
1001 dReal scale, dReal offset, dReal thickness, int bWrap);
1002
1003 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1004 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
1005 dReal width, dReal depth, int widthSamples, int depthSamples,
1006 dReal scale, dReal offset, dReal thickness, int bWrap);
1007
1008 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
1009 public static extern IntPtr GeomHeightfieldDataCreate();
1010
1011 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
1012 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
1013
1014 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
1015 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1016
1017 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1018 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
1019
1020 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1021 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
1022
1023
1024 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1025 public static extern void GeomUbitTerrainDataBuild(IntPtr d, float[] pHeightData, int bCopyHeightData,
1026 dReal sampleSize, int widthSamples, int depthSamples,
1027 dReal offset, dReal thickness, int bWrap);
1028
1029 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1030 public static extern void GeomUbitTerrainDataBuild(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
1031 dReal sampleSize, int widthSamples, int depthSamples,
1032 dReal thickness, int bWrap);
1033
1034 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataCreate"), SuppressUnmanagedCodeSecurity]
1035 public static extern IntPtr GeomUbitTerrainDataCreate();
1036
1037 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataDestroy"), SuppressUnmanagedCodeSecurity]
1038 public static extern void GeomUbitTerrainDataDestroy(IntPtr d);
1039
1040 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataSetBounds"), SuppressUnmanagedCodeSecurity]
1041 public static extern void GeomUbitTerrainDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1042
1043 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1044 public static extern IntPtr GeomUbitTerrainGetHeightfieldData(IntPtr g);
1045
1046 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1047 public static extern void GeomUbitTerrainSetHeightfieldData(IntPtr g, IntPtr d);
1048
1049
1050 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
1051 public static extern bool GeomIsEnabled(IntPtr geom);
1052
1053 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
1054 public static extern bool GeomIsOffset(IntPtr geom);
1055
1056 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
1057 public static extern bool GeomIsSpace(IntPtr geom);
1058
1059 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1060 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1061
1062 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1063 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1064
1065 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1066 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1067
1068 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1069 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1070
1071 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1072 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1073
1074 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1075 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1076
1077 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1078 public static extern int GeomRayGetClosestHit(IntPtr ray);
1079
1080 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1081 public static extern dReal GeomRayGetLength(IntPtr ray);
1082
1083 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1084 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1085
1086 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1087 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1088
1089 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1090 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1091
1092 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1093 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1094
1095 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1096 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1097
1098 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1099 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1100
1101 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1102 public static extern void GeomSetCategoryBits(IntPtr geom, uint bits);
1103
1104 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1105 public static extern void GeomSetCollideBits(IntPtr geom, uint bits);
1106
1107 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1108 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1109
1110 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1111 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1112
1113 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1114 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1115
1116 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1117 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1118
1119 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1120 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1121
1122 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1123 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1124
1125 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1126 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1127
1128 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1129 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1130
1131 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1132 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1133
1134 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1135 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1136
1137 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1138 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1139
1140 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1141 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1142
1143 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1144 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1145
1146 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1147 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1148
1149 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1150 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1151
1152 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1153 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1154
1155 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1156 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1157
1158 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1159 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1160
1161 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1162 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1163
1164 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1165 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1166
1167 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1168 public static extern int GeomTransformGetCleanup(IntPtr geom);
1169
1170 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1171 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1172
1173 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1174 public static extern int GeomTransformGetInfo(IntPtr geom);
1175
1176 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1177 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1178
1179 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1180 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1181
1182 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1183 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1184
1185 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1186 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1187 double[] vertices, int vertexStride, int vertexCount,
1188 int[] indices, int indexCount, int triStride);
1189
1190 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1191 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1192 IntPtr vertices, int vertexStride, int vertexCount,
1193 IntPtr indices, int indexCount, int triStride);
1194
1195 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1196 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1197 double[] vertices, int vertexStride, int vertexCount,
1198 int[] indices, int indexCount, int triStride,
1199 double[] normals);
1200
1201 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1202 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1203 IntPtr vertices, int vertexStride, int vertexCount,
1204 IntPtr indices, int indexCount, int triStride,
1205 IntPtr normals);
1206
1207 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1208 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1209 dReal[] vertices, int vertexStride, int vertexCount,
1210 int[] indices, int indexCount, int triStride);
1211
1212 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1213 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1214 IntPtr vertices, int vertexStride, int vertexCount,
1215 IntPtr indices, int indexCount, int triStride);
1216
1217 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1218 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1219 dReal[] vertices, int vertexStride, int vertexCount,
1220 int[] indices, int indexCount, int triStride,
1221 dReal[] normals);
1222
1223 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1224 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1225 IntPtr vertices, int vertexStride, int vertexCount,
1226 IntPtr indices, int indexCount, int triStride,
1227 IntPtr normals);
1228
1229 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1230 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1231 float[] vertices, int vertexStride, int vertexCount,
1232 int[] indices, int indexCount, int triStride);
1233
1234 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1235 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1236 IntPtr vertices, int vertexStride, int vertexCount,
1237 IntPtr indices, int indexCount, int triStride);
1238
1239 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1240 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1241 float[] vertices, int vertexStride, int vertexCount,
1242 int[] indices, int indexCount, int triStride,
1243 float[] normals);
1244
1245 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1246 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1247 IntPtr vertices, int vertexStride, int vertexCount,
1248 IntPtr indices, int indexCount, int triStride,
1249 IntPtr normals);
1250
1251 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1252 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1253
1254 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1255 public static extern IntPtr GeomTriMeshDataCreate();
1256
1257 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1258 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1259
1260 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1261 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1262
1263 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1264 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1265
1266 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1267 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1268
1269 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1270 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1271
1272 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1273 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1274
1275 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1276 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1277
1278 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1279 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1280
1281 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1282 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1283
1284 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1285 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1286 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1287 {
1288 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1289 }
1290
1291 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1292 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1293
1294 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1295 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1296
1297 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1298 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1299
1300 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1301 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1302
1303 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1304 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1305
1306 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1307 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1308
1309 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1310 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1311
1312 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1313 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1314
1315 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1316 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1317
1318 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1319 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1320
1321 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1322 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1323
1324 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1325 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1326
1327 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1328 public static extern IntPtr iGetConfiguration();
1329
1330 public static string GetConfiguration()
1331 {
1332 IntPtr ptr = iGetConfiguration();
1333 string s = Marshal.PtrToStringAnsi(ptr);
1334 return s;
1335 }
1336
1337 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1338 public static extern IntPtr HashSpaceCreate(IntPtr space);
1339
1340 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1341 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1342
1343 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1344 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1345
1346 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1347 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1348
1349 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1350 public static extern void InitODE();
1351
1352 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1353 public static extern int InitODE2(uint ODEInitFlags);
1354
1355 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1356 public static extern int IsPositiveDefinite(ref dReal A, int n);
1357
1358 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1359 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1360
1361 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1362 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1363
1364 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1365 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1366
1367 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1368 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1369
1370 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1371 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1372
1373 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1374 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1375
1376 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1377 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1378
1379 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1380 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1381
1382 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1383 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1384
1385 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1386 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1387
1388 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1389 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1390 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1391 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1392
1393 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1394 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1395
1396 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1397 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1398
1399 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1400 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1401
1402 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1403 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1404
1405 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1406 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1407
1408 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1409 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1410
1411 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1412 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1413
1414 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1415 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1416
1417 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1418 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1419
1420 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1421 public static extern void JointDestroy(IntPtr j);
1422
1423 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1424 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1425
1426 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1427 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1428
1429 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1430 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1431
1432 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1433 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1434
1435 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1436 public static extern int JointGetAMotorMode(IntPtr j);
1437
1438 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1439 public static extern int JointGetAMotorNumAxes(IntPtr j);
1440
1441 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1442 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1443
1444 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1445 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1446
1447 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1448 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1449
1450 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1451 public static extern IntPtr JointGetBody(IntPtr j);
1452
1453 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1454 public static extern IntPtr JointGetData(IntPtr j);
1455
1456 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1457 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1458 public static JointFeedback JointGetFeedback(IntPtr j)
1459 {
1460 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1461 }
1462
1463 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1464 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1465
1466 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1467 public static extern dReal JointGetHingeAngle(IntPtr j);
1468
1469 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1470 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1471
1472 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1473 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1474
1475 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1476 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1477
1478 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1479 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1480
1481 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1482 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1483
1484 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1485 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1486
1487 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1488 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1489
1490 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1491 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1492
1493 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1494 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1495
1496 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1497 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1498
1499 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1500 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1501
1502 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1503 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1504
1505 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1506 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1507
1508 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1509 public static extern int JointGetLMotorNumAxes(IntPtr j);
1510
1511 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1512 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1513
1514 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1515 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1516
1517 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1518 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1519
1520 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1521 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1522
1523 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1524 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1525
1526 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1527 public static extern dReal JointGetPRPosition(IntPtr j);
1528
1529 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1530 public static extern dReal JointGetPRPositionRate(IntPtr j);
1531
1532 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1533 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1534
1535 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1536 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1537
1538 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1539 public static extern dReal JointGetSliderPosition(IntPtr j);
1540
1541 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1542 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1543
1544 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1545 public static extern JointType JointGetType(IntPtr j);
1546
1547 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1548 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1549
1550 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1551 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1552
1553 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1554 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1555
1556 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1557 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1558
1559 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1560 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1561
1562 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1563 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1564
1565 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1566 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1567
1568 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1569 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1570
1571 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1572 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1573
1574 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1575 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1576
1577 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1578 public static extern IntPtr JointGroupCreate(int max_size);
1579
1580 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1581 public static extern void JointGroupDestroy(IntPtr group);
1582
1583 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1584 public static extern void JointGroupEmpty(IntPtr group);
1585
1586 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1587 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1588
1589 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1590 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1591
1592 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1593 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1594
1595 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1596 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1597
1598 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1599 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1600
1601 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1602 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1603
1604 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1605 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1606
1607 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1608 public static extern void JointSetData(IntPtr j, IntPtr data);
1609
1610 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1611 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1612
1613 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1614 public static extern void JointSetFixed(IntPtr j);
1615
1616 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1617 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1618
1619 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1620 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1621
1622 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1623 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1624
1625 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1626 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1627
1628 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1629 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1630
1631 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1632 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1633
1634 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1635 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1636
1637 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1638 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1639
1640 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1641 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1642
1643 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1644 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1645
1646 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1647 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1648
1649 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1650 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1651
1652 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1653 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1654
1655 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1656 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1657
1658 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1659 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1660
1661 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1662 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1663
1664 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1665 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1666
1667 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1668 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1669
1670 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1671 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1672
1673 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1674 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1675
1676 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1677 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1678
1679 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1680 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1681
1682 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1683 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1684
1685 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1686 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1687
1688 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1689 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1690
1691 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1692 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1693
1694 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1695 public static extern void MassAdd(ref Mass a, ref Mass b);
1696
1697 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1698 public static extern void MassAdjust(ref Mass m, dReal newmass);
1699
1700 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1701 public static extern bool MassCheck(ref Mass m);
1702
1703 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1704 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1705
1706 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1707 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1708
1709 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1710 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1711
1712 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1713 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1714
1715 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1716 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1717
1718 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1719 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1720
1721 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1722 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1723
1724 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1725 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1726
1727 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1728 public static extern void MassSetParameters(out Mass mass, dReal themass,
1729 dReal cgx, dReal cgy, dReal cgz,
1730 dReal i11, dReal i22, dReal i33,
1731 dReal i12, dReal i13, dReal i23);
1732
1733 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1734 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1735
1736 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1737 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1738
1739 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1740 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1741
1742 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1743 public static extern void MassSetZero(out Mass mass);
1744
1745 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1746 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1747
1748 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1749 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1750
1751 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1752 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1753 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1754 {
1755 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1756 }
1757
1758 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1759 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1760
1761 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1762 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1763
1764 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1765 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1766
1767 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1768 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1769
1770 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1771 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1772
1773 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1774 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1775
1776 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1777 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1778
1779 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1780 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1781
1782 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1783 public static extern void QSetIdentity(out Quaternion q);
1784
1785 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1786 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1787
1788 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1789 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1790
1791 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1792 public static extern dReal RandReal();
1793
1794 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1795 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1796
1797 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1798 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1799
1800 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1801 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1802
1803 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1804 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1805
1806 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1807 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1808
1809 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1810 public static extern void RSetIdentity(out Matrix3 R);
1811
1812 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1813 public static extern void SetValue(out dReal a, int n);
1814
1815 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1816 public static extern void SetZero(out dReal a, int n);
1817
1818 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1819 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1820
1821 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1822 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1823
1824 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1825 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1826
1827 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1828 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1829
1830 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1831 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1832
1833 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1834 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1835
1836 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1837 public static extern bool SpaceLockQuery(IntPtr space);
1838
1839 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1840 public static extern void SpaceClean(IntPtr space);
1841
1842 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1843 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1844
1845 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1846 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1847
1848 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1849 public static extern void SpaceDestroy(IntPtr space);
1850
1851 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1852 public static extern bool SpaceGetCleanup(IntPtr space);
1853
1854 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1855 public static extern int SpaceGetNumGeoms(IntPtr space);
1856
1857 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1858 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1859
1860 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1861 public static extern int SpaceGetSublevel(IntPtr space);
1862
1863 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1864 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1865
1866 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1867 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1868
1869 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1870 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1871
1872 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1873 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1874
1875 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1876 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1877
1878 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1879 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1880
1881 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1882 public static extern IntPtr WorldCreate();
1883
1884 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1885 public static extern void WorldDestroy(IntPtr world);
1886
1887 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1888 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1889
1890 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1891 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1892
1893 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1894 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1895
1896 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1897 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1898
1899 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1900 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1901
1902 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1903 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1904
1905 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1906 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1907
1908 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1909 public static extern dReal WorldGetCFM(IntPtr world);
1910
1911 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1912 public static extern dReal WorldGetERP(IntPtr world);
1913
1914 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1915 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1916
1917 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1918 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1919
1920 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1921 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1922
1923 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1924 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1925
1926 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1927 public static extern dReal WorldGetAngularDamping(IntPtr world);
1928
1929 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1930 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1931
1932 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1933 public static extern dReal WorldGetLinearDamping(IntPtr world);
1934
1935 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1936 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1937
1938 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1939 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1940
1941 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1942 public static extern dReal WorldGetQuickStepW(IntPtr world);
1943
1944 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1945 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1946
1947 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1948 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1949
1950 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1951 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1952
1953 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1954 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1955
1956 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1957 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1958
1959 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1960 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1961
1962 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1963 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1964
1965 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1966 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1967
1968 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1969 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1970
1971 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1972 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1973
1974 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1975 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1976
1977 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1978 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1979
1980 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1981 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1982
1983 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1984 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1985
1986 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1987 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1988
1989 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1990 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1991
1992 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1993 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1994
1995 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1996 public static extern void WorldSetERP(IntPtr world, dReal erp);
1997
1998 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1999 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
2000
2001 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
2002 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
2003
2004 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
2005 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
2006
2007 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
2008 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
2009
2010 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
2011 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
2012
2013 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
2014 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
2015
2016 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
2017 public static extern void WorldStep(IntPtr world, dReal stepsize);
2018
2019 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
2020 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
2021
2022 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
2023 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
2024 }
2025}
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..e8c219c
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2869 @@
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 2011/12/13 by Ubit Umarov
29//#define SPAM
30
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using System.Runtime.InteropServices;
35using System.Threading;
36using System.IO;
37using System.Diagnostics;
38using log4net;
39using Nini.Config;
40using OdeAPI;
41using OpenSim.Framework;
42using OpenSim.Region.Physics.Manager;
43using OpenMetaverse;
44
45namespace OpenSim.Region.Physics.OdePlugin
46{
47 // colision flags of things others can colide with
48 // rays, sensors, probes removed since can't be colided with
49 // The top space where things are placed provided further selection
50 // ie physical are in active space nonphysical in static
51 // this should be exclusive as possible
52
53 [Flags]
54 public enum CollisionCategories : uint
55 {
56 Disabled = 0,
57 //by 'things' types
58 Space = 0x01,
59 Geom = 0x02, // aka prim/part
60 Character = 0x04,
61 Land = 0x08,
62 Water = 0x010,
63
64 // by state
65 Phantom = 0x01000,
66 VolumeDtc = 0x02000,
67 Selected = 0x04000,
68 NoShape = 0x08000,
69
70
71 All = 0xffffffff
72 }
73
74 /// <summary>
75 /// Material type for a primitive
76 /// </summary>
77 public enum Material : int
78 {
79 /// <summary></summary>
80 Stone = 0,
81 /// <summary></summary>
82 Metal = 1,
83 /// <summary></summary>
84 Glass = 2,
85 /// <summary></summary>
86 Wood = 3,
87 /// <summary></summary>
88 Flesh = 4,
89 /// <summary></summary>
90 Plastic = 5,
91 /// <summary></summary>
92 Rubber = 6,
93
94 light = 7 // compatibility with old viewers
95 }
96
97 public enum changes : int
98 {
99 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
100 Remove,
101 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
102 // or removes from a object if arg is null
103 DeLink,
104 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
105 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
106 PosOffset, // not in use
107 // arg Vector3 new position in local coords. Changes prim position in object
108 OriOffset, // not in use
109 // arg Vector3 new position in local coords. Changes prim position in object
110 Velocity,
111 AngVelocity,
112 Acceleration,
113 Force,
114 Torque,
115 Momentum,
116
117 AddForce,
118 AddAngForce,
119 AngLock,
120
121 Buoyancy,
122
123 PIDTarget,
124 PIDTau,
125 PIDActive,
126
127 PIDHoverHeight,
128 PIDHoverType,
129 PIDHoverTau,
130 PIDHoverActive,
131
132 Size,
133 AvatarSize,
134 Shape,
135 PhysRepData,
136 AddPhysRep,
137
138 CollidesWater,
139 VolumeDtc,
140
141 Physical,
142 Phantom,
143 Selected,
144 disabled,
145 building,
146
147 VehicleType,
148 VehicleFloatParam,
149 VehicleVectorParam,
150 VehicleRotationParam,
151 VehicleFlags,
152 SetVehicle,
153
154 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
155 }
156
157 public struct ODEchangeitem
158 {
159 public PhysicsActor actor;
160 public OdeCharacter character;
161 public changes what;
162 public Object arg;
163 }
164
165
166
167 public class OdeScene : PhysicsScene
168 {
169 private readonly ILog m_log;
170 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
171
172 public bool OdeUbitLib = false;
173 public bool m_suportCombine = false; // mega suport not tested
174
175// private int threadid = 0;
176// private Random fluidRandomizer = new Random(Environment.TickCount);
177
178// const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
179
180 const d.ContactFlags comumContactFlags = d.ContactFlags.Bounce | d.ContactFlags.Approx1 | d.ContactFlags.Slip1 | d.ContactFlags.Slip2;
181 const float comumContactERP = 0.7f;
182 const float comumContactCFM = 0.0001f;
183 const float comumContactSLIP = 0f;
184
185 float frictionMovementMult = 0.8f;
186
187 float TerrainBounce = 0.1f;
188 float TerrainFriction = 0.3f;
189
190 public float AvatarFriction = 0;// 0.9f * 0.5f;
191
192 // this netx dimensions are only relevant for terrain partition (mega regions)
193 // WorldExtents below has the simulation dimensions
194 // they should be identical except on mega regions
195 private uint m_regionWidth = Constants.RegionSize;
196 private uint m_regionHeight = Constants.RegionSize;
197
198 public float ODE_STEPSIZE = 0.020f;
199 public float HalfOdeStep = 0.01f;
200 public int odetimestepMS = 20; // rounded
201 private float metersInSpace = 25.6f;
202 private float m_timeDilation = 1.0f;
203
204 private DateTime m_lastframe;
205 private DateTime m_lastMeshExpire;
206
207 public float gravityx = 0f;
208 public float gravityy = 0f;
209 public float gravityz = -9.8f;
210
211 private float waterlevel = 0f;
212 private int framecount = 0;
213
214// private int m_meshExpireCntr;
215
216 private float avDensity = 3f;
217 private float avMovementDivisorWalk = 1.3f;
218 private float avMovementDivisorRun = 0.8f;
219 private float minimumGroundFlightOffset = 3f;
220 public float maximumMassObject = 10000.01f;
221
222
223 public float geomDefaultDensity = 10.000006836f;
224
225 public float bodyPIDD = 35f;
226 public float bodyPIDG = 25;
227
228 public int bodyFramesAutoDisable = 5;
229
230 private d.NearCallback nearCallback;
231
232 private HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
233 private HashSet<OdePrim> _prims = new HashSet<OdePrim>();
234 private HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
235 private HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
236
237 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
238
239 /// <summary>
240 /// A list of actors that should receive collision events.
241 /// </summary>
242 private List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
243 private List<PhysicsActor> _collisionEventPrimRemove = new List<PhysicsActor>();
244
245 private HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
246// public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
247 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
248
249 private float contactsurfacelayer = 0.001f;
250
251 private int contactsPerCollision = 80;
252 internal IntPtr ContactgeomsArray = IntPtr.Zero;
253 private IntPtr GlobalContactsArray = IntPtr.Zero;
254 private d.Contact SharedTmpcontact = new d.Contact();
255
256 const int maxContactsbeforedeath = 4000;
257 private volatile int m_global_contactcount = 0;
258
259 private IntPtr contactgroup;
260
261 public ContactData[] m_materialContactsData = new ContactData[8];
262
263 private Dictionary<Vector3, IntPtr> RegionTerrain = new Dictionary<Vector3, IntPtr>();
264 private Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
265 private Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
266
267 private int m_physicsiterations = 15;
268 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
269// private PhysicsActor PANull = new NullPhysicsActor();
270 private float step_time = 0.0f;
271
272 public IntPtr world;
273
274
275 // split the spaces acording to contents type
276 // ActiveSpace contains characters and active prims
277 // StaticSpace contains land and other that is mostly static in enviroment
278 // this can contain subspaces, like the grid in staticspace
279 // as now space only contains this 2 top spaces
280
281 public IntPtr TopSpace; // the global space
282 public IntPtr ActiveSpace; // space for active prims
283 public IntPtr CharsSpace; // space for active prims
284 public IntPtr StaticSpace; // space for the static things around
285 public IntPtr GroundSpace; // space for ground
286
287 // some speedup variables
288 private int spaceGridMaxX;
289 private int spaceGridMaxY;
290 private float spacesPerMeterX;
291 private float spacesPerMeterY;
292
293 // split static geometry collision into a grid as before
294 private IntPtr[,] staticPrimspace;
295 private IntPtr[] staticPrimspaceOffRegion;
296
297 public Object OdeLock;
298 public static Object SimulationLock;
299
300 public IMesher mesher;
301
302 private IConfigSource m_config;
303
304 public bool physics_logging = false;
305 public int physics_logging_interval = 0;
306 public bool physics_logging_append_existing_logfile = false;
307
308 private Vector3 m_worldOffset = Vector3.Zero;
309 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
310 private PhysicsScene m_parentScene = null;
311
312 private ODERayCastRequestManager m_rayCastManager;
313 public ODEMeshWorker m_meshWorker;
314
315/* maybe needed if ode uses tls
316 private void checkThread()
317 {
318
319 int th = Thread.CurrentThread.ManagedThreadId;
320 if(th != threadid)
321 {
322 threadid = th;
323 d.AllocateODEDataForThread(~0U);
324 }
325 }
326 */
327 /// <summary>
328 /// Initiailizes the scene
329 /// Sets many properties that ODE requires to be stable
330 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
331 /// </summary>
332 public OdeScene(string sceneIdentifier)
333 {
334 m_log
335 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
336
337// checkThread();
338 Name = sceneIdentifier;
339
340 OdeLock = new Object();
341 SimulationLock = new Object();
342
343 nearCallback = near;
344
345 m_rayCastManager = new ODERayCastRequestManager(this);
346
347 lock (OdeLock)
348 {
349 // Create the world and the first space
350 try
351 {
352 world = d.WorldCreate();
353 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
354
355 // now the major subspaces
356 ActiveSpace = d.HashSpaceCreate(TopSpace);
357 CharsSpace = d.HashSpaceCreate(TopSpace);
358 StaticSpace = d.HashSpaceCreate(TopSpace);
359 GroundSpace = d.HashSpaceCreate(TopSpace);
360 }
361 catch
362 {
363 // i must RtC#FM
364 // i did!
365 }
366
367 d.HashSpaceSetLevels(TopSpace, -2, 8);
368 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
369 d.HashSpaceSetLevels(CharsSpace, -4, 3);
370 d.HashSpaceSetLevels(StaticSpace, -2, 8);
371 d.HashSpaceSetLevels(GroundSpace, 0, 8);
372
373 // demote to second level
374 d.SpaceSetSublevel(ActiveSpace, 1);
375 d.SpaceSetSublevel(CharsSpace, 1);
376 d.SpaceSetSublevel(StaticSpace, 1);
377 d.SpaceSetSublevel(GroundSpace, 1);
378
379 d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
380 CollisionCategories.Geom |
381 CollisionCategories.Character |
382 CollisionCategories.Phantom |
383 CollisionCategories.VolumeDtc
384 ));
385 d.GeomSetCollideBits(ActiveSpace, (uint)(CollisionCategories.Space |
386 CollisionCategories.Geom |
387 CollisionCategories.Character |
388 CollisionCategories.Phantom |
389 CollisionCategories.VolumeDtc
390 ));
391 d.GeomSetCategoryBits(CharsSpace, (uint)(CollisionCategories.Space |
392 CollisionCategories.Geom |
393 CollisionCategories.Character |
394 CollisionCategories.Phantom |
395 CollisionCategories.VolumeDtc
396 ));
397 d.GeomSetCollideBits(CharsSpace, 0);
398
399 d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
400 CollisionCategories.Geom |
401// CollisionCategories.Land |
402// CollisionCategories.Water |
403 CollisionCategories.Phantom |
404 CollisionCategories.VolumeDtc
405 ));
406 d.GeomSetCollideBits(StaticSpace, 0);
407
408 d.GeomSetCategoryBits(GroundSpace, (uint)(CollisionCategories.Land));
409 d.GeomSetCollideBits(GroundSpace, 0);
410
411 contactgroup = d.JointGroupCreate(maxContactsbeforedeath + 1);
412 //contactgroup
413
414 d.WorldSetAutoDisableFlag(world, false);
415 }
416 }
417
418 public override void Initialise(IMesher meshmerizer, IConfigSource config, Vector3 regionExtent)
419 {
420 WorldExtents.X = regionExtent.X;
421 m_regionWidth = (uint)regionExtent.X;
422 WorldExtents.Y = regionExtent.Y;
423 m_regionHeight = (uint)regionExtent.Y;
424
425 m_suportCombine = false;
426 Initialise(meshmerizer, config);
427 }
428
429
430 public override void Initialise(IMesher meshmerizer, IConfigSource config)
431 {
432// checkThread();
433 mesher = meshmerizer;
434 m_config = config;
435
436 string ode_config = d.GetConfiguration();
437 if (ode_config != null && ode_config != "")
438 {
439 m_log.WarnFormat("ODE configuration: {0}", ode_config);
440
441 if (ode_config.Contains("ODE_Ubit"))
442 {
443 OdeUbitLib = true;
444 }
445 }
446
447 // Defaults
448
449 int contactsPerCollision = 80;
450
451 IConfig physicsconfig = null;
452
453 if (m_config != null)
454 {
455 physicsconfig = m_config.Configs["ODEPhysicsSettings"];
456 if (physicsconfig != null)
457 {
458 gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
459 gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
460 gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
461
462 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
463
464// contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
465
466 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
467
468 avDensity = physicsconfig.GetFloat("av_density", avDensity);
469 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
470 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
471
472 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
473
474 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
475 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
476
477 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
478 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
479 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
480
481 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
482 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
483 }
484 }
485
486
487 d.WorldSetCFM(world, comumContactCFM);
488 d.WorldSetERP(world, comumContactERP);
489
490 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
491
492 d.WorldSetLinearDamping(world, 0.002f);
493 d.WorldSetAngularDamping(world, 0.002f);
494 d.WorldSetAngularDampingThreshold(world, 0f);
495 d.WorldSetLinearDampingThreshold(world, 0f);
496 d.WorldSetMaxAngularSpeed(world, 100f);
497
498 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
499
500 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
501 d.WorldSetContactMaxCorrectingVel(world, 60.0f);
502
503 m_meshWorker = new ODEMeshWorker(this, m_log, meshmerizer, physicsconfig);
504
505 HalfOdeStep = ODE_STEPSIZE * 0.5f;
506 odetimestepMS = (int)(1000.0f * ODE_STEPSIZE +0.5f);
507
508 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
509 GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
510
511 SharedTmpcontact.geom.g1 = IntPtr.Zero;
512 SharedTmpcontact.geom.g2 = IntPtr.Zero;
513
514 SharedTmpcontact.geom.side1 = -1;
515 SharedTmpcontact.geom.side2 = -1;
516
517 SharedTmpcontact.surface.mode = comumContactFlags;
518 SharedTmpcontact.surface.mu = 0;
519 SharedTmpcontact.surface.bounce = 0;
520 SharedTmpcontact.surface.soft_cfm = comumContactCFM;
521 SharedTmpcontact.surface.soft_erp = comumContactERP;
522 SharedTmpcontact.surface.slip1 = comumContactSLIP;
523 SharedTmpcontact.surface.slip2 = comumContactSLIP;
524
525 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
526 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
527
528 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
529 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
530
531 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
532 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
533
534 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
535 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
536
537 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
538 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
539
540 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
541 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
542
543 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
544 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
545
546 m_materialContactsData[(int)Material.light].mu = 0.0f;
547 m_materialContactsData[(int)Material.light].bounce = 0.0f;
548
549
550 spacesPerMeterX = 1.0f / metersInSpace;
551 spacesPerMeterY = spacesPerMeterX;
552 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeterX);
553 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeterY);
554
555 if (spaceGridMaxX > 24)
556 {
557 spaceGridMaxX = 24;
558 spacesPerMeterX = spaceGridMaxX / WorldExtents.X ;
559 }
560
561 if (spaceGridMaxY > 24)
562 {
563 spaceGridMaxY = 24;
564 spacesPerMeterY = spaceGridMaxY / WorldExtents.Y ;
565 }
566
567 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
568
569 // create all spaces now
570 int i, j;
571 IntPtr newspace;
572
573 for (i = 0; i < spaceGridMaxX; i++)
574 for (j = 0; j < spaceGridMaxY; j++)
575 {
576 newspace = d.HashSpaceCreate(StaticSpace);
577 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
578 waitForSpaceUnlock(newspace);
579 d.SpaceSetSublevel(newspace, 2);
580 d.HashSpaceSetLevels(newspace, -2, 8);
581 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
582 CollisionCategories.Geom |
583 CollisionCategories.Land |
584 CollisionCategories.Water |
585 CollisionCategories.Phantom |
586 CollisionCategories.VolumeDtc
587 ));
588 d.GeomSetCollideBits(newspace, 0);
589
590 staticPrimspace[i, j] = newspace;
591 }
592
593 // let this now be index limit
594 spaceGridMaxX--;
595 spaceGridMaxY--;
596
597 // create 4 off world spaces (x<0,x>max,y<0,y>max)
598 staticPrimspaceOffRegion = new IntPtr[4];
599
600 for (i = 0; i < 4; i++)
601 {
602 newspace = d.HashSpaceCreate(StaticSpace);
603 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
604 waitForSpaceUnlock(newspace);
605 d.SpaceSetSublevel(newspace, 2);
606 d.HashSpaceSetLevels(newspace, -2, 8);
607 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
608 CollisionCategories.Geom |
609 CollisionCategories.Land |
610 CollisionCategories.Water |
611 CollisionCategories.Phantom |
612 CollisionCategories.VolumeDtc
613 ));
614 d.GeomSetCollideBits(newspace, 0);
615
616 staticPrimspaceOffRegion[i] = newspace;
617 }
618
619 m_lastframe = DateTime.UtcNow;
620 m_lastMeshExpire = m_lastframe;
621 }
622
623 internal void waitForSpaceUnlock(IntPtr space)
624 {
625 //if (space != IntPtr.Zero)
626 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
627 }
628
629 #region Collision Detection
630
631 // sets a global contact for a joint for contactgeom , and base contact description)
632
633
634
635 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom)
636 {
637 if (m_global_contactcount >= maxContactsbeforedeath)
638 return IntPtr.Zero;
639
640 m_global_contactcount++;
641
642 SharedTmpcontact.geom.depth = contactGeom.depth;
643 SharedTmpcontact.geom.pos = contactGeom.pos;
644 SharedTmpcontact.geom.normal = contactGeom.normal;
645
646 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
647 Marshal.StructureToPtr(SharedTmpcontact, contact, true);
648 return d.JointCreateContactPtr(world, contactgroup, contact);
649 }
650
651 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
652 {
653 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
654 return false;
655
656 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
657 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
658 return true;
659 }
660
661 /// <summary>
662 /// This is our near callback. A geometry is near a body
663 /// </summary>
664 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
665 /// <param name="g1">a geometry or space</param>
666 /// <param name="g2">another geometry or space</param>
667 ///
668
669 private void near(IntPtr space, IntPtr g1, IntPtr g2)
670 {
671 // no lock here! It's invoked from within Simulate(), which is thread-locked
672
673 if (m_global_contactcount >= maxContactsbeforedeath)
674 return;
675
676 // Test if we're colliding a geom with a space.
677 // If so we have to drill down into the space recursively
678
679 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
680 return;
681
682 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
683 {
684 // We'll be calling near recursivly if one
685 // of them is a space to find all of the
686 // contact points in the space
687 try
688 {
689 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
690 }
691 catch (AccessViolationException)
692 {
693 m_log.Warn("[PHYSICS]: Unable to collide test a space");
694 return;
695 }
696 //here one should check collisions of geoms inside a space
697 // but on each space we only should have geoms that not colide amoung each other
698 // so we don't dig inside spaces
699 return;
700 }
701
702 // get geom bodies to check if we already a joint contact
703 // guess this shouldn't happen now
704 IntPtr b1 = d.GeomGetBody(g1);
705 IntPtr b2 = d.GeomGetBody(g2);
706
707 // d.GeomClassID id = d.GeomGetClass(g1);
708
709 // Figure out how many contact points we have
710 int count = 0;
711 try
712 {
713 // Colliding Geom To Geom
714 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
715
716 if (g1 == g2)
717 return; // Can't collide with yourself
718
719 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
720 return;
721 /*
722 // debug
723 PhysicsActor dp2;
724 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
725 {
726 d.AABB aabb;
727 d.GeomGetAABB(g2, out aabb);
728 float x = aabb.MaxX - aabb.MinX;
729 float y = aabb.MaxY - aabb.MinY;
730 float z = aabb.MaxZ - aabb.MinZ;
731 if (x > 60.0f || y > 60.0f || z > 60.0f)
732 {
733 if (!actor_name_map.TryGetValue(g2, out dp2))
734 m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
735 else
736 m_log.WarnFormat("[PHYSICS]: land versus large prim geo {0},size {1}, AABBsize <{2},{3},{4}>, at {5} ori {6},({7})",
737 dp2.Name, dp2.Size, x, y, z,
738 dp2.Position.ToString(),
739 dp2.Orientation.ToString(),
740 dp2.Orientation.Length());
741 return;
742 }
743 }
744 //
745 */
746
747
748 if (d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc ||
749 d.GeomGetCategoryBits(g2) == (uint)CollisionCategories.VolumeDtc)
750 {
751 int cflags;
752 unchecked
753 {
754 cflags = (int)(1 | d.CONTACTS_UNIMPORTANT);
755 }
756 count = d.CollidePtr(g1, g2, cflags, ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
757 }
758 else
759 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
760 }
761 catch (SEHException)
762 {
763 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
764 // ode.drelease(world);
765 base.TriggerPhysicsBasedRestart();
766 }
767 catch (Exception e)
768 {
769 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
770 return;
771 }
772
773 // contacts done
774 if (count == 0)
775 return;
776
777 // try get physical actors
778 PhysicsActor p1;
779 PhysicsActor p2;
780
781 if (!actor_name_map.TryGetValue(g1, out p1))
782 {
783 m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 1");
784 return;
785 }
786
787 if (!actor_name_map.TryGetValue(g2, out p2))
788 {
789 m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
790 return;
791 }
792
793 // update actors collision score
794 if (p1.CollisionScore >= float.MaxValue - count)
795 p1.CollisionScore = 0;
796 p1.CollisionScore += count;
797
798 if (p2.CollisionScore >= float.MaxValue - count)
799 p2.CollisionScore = 0;
800 p2.CollisionScore += count;
801
802 // get first contact
803 d.ContactGeom curContact = new d.ContactGeom();
804
805 if (!GetCurContactGeom(0, ref curContact))
806 return;
807
808 ContactPoint maxDepthContact = new ContactPoint();
809
810 // do volume detection case
811 if ((p1.IsVolumeDtc || p2.IsVolumeDtc))
812 {
813 maxDepthContact = new ContactPoint(
814 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
815 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
816 curContact.depth, false
817 );
818
819 collision_accounting_events(p1, p2, maxDepthContact);
820 return;
821 }
822
823 // big messy collision analises
824
825 float mu = 0;
826 float bounce = 0;
827// bool IgnoreNegSides = false;
828
829 ContactData contactdata1 = new ContactData(0, 0, false);
830 ContactData contactdata2 = new ContactData(0, 0, false);
831
832 bool dop1ava = false;
833 bool dop2ava = false;
834 bool ignore = false;
835
836 switch (p1.PhysicsActorType)
837 {
838 case (int)ActorTypes.Agent:
839 {
840 dop1ava = true;
841 switch (p2.PhysicsActorType)
842 {
843 case (int)ActorTypes.Agent:
844 case (int)ActorTypes.Prim:
845 break;
846
847 default:
848 ignore = true; // avatar to terrain and water ignored
849 break;
850 }
851 break;
852 }
853
854 case (int)ActorTypes.Prim:
855 {
856 switch (p2.PhysicsActorType)
857 {
858 case (int)ActorTypes.Agent:
859 dop2ava = true;
860 break;
861
862 case (int)ActorTypes.Prim:
863 Vector3 relV = p1.Velocity - p2.Velocity;
864 float relVlenSQ = relV.LengthSquared();
865 if (relVlenSQ > 0.0001f)
866 {
867 p1.CollidingObj = true;
868 p2.CollidingObj = true;
869 }
870 p1.getContactData(ref contactdata1);
871 p2.getContactData(ref contactdata2);
872 bounce = contactdata1.bounce * contactdata2.bounce;
873 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
874
875 if (relVlenSQ > 0.01f)
876 mu *= frictionMovementMult;
877
878 break;
879
880 case (int)ActorTypes.Ground:
881 p1.getContactData(ref contactdata1);
882 bounce = contactdata1.bounce * TerrainBounce;
883 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
884
885 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
886 mu *= frictionMovementMult;
887 p1.CollidingGround = true;
888 /*
889 if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
890 {
891 if (curContact.side1 > 0)
892 IgnoreNegSides = true;
893 }
894 */
895 break;
896
897 case (int)ActorTypes.Water:
898 default:
899 ignore = true;
900 break;
901 }
902 }
903 break;
904
905 case (int)ActorTypes.Ground:
906 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
907 {
908 p2.CollidingGround = true;
909 p2.getContactData(ref contactdata2);
910 bounce = contactdata2.bounce * TerrainBounce;
911 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
912
913// if (curContact.side1 > 0) // should be 2 ?
914// IgnoreNegSides = true;
915
916 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
917 mu *= frictionMovementMult;
918 }
919 else
920 ignore = true;
921 break;
922
923 case (int)ActorTypes.Water:
924 default:
925 break;
926 }
927
928 if (ignore)
929 return;
930
931 IntPtr Joint;
932 bool FeetCollision = false;
933 int ncontacts = 0;
934
935 int i = 0;
936
937 maxDepthContact = new ContactPoint();
938 maxDepthContact.PenetrationDepth = float.MinValue;
939 ContactPoint minDepthContact = new ContactPoint();
940 minDepthContact.PenetrationDepth = float.MaxValue;
941
942 SharedTmpcontact.geom.depth = 0;
943 SharedTmpcontact.surface.mu = mu;
944 SharedTmpcontact.surface.bounce = bounce;
945
946 d.ContactGeom altContact = new d.ContactGeom();
947 bool useAltcontact = false;
948 bool noskip = true;
949
950 while (true)
951 {
952// if (!(IgnoreNegSides && curContact.side1 < 0))
953 {
954 noskip = true;
955 useAltcontact = false;
956
957 if (dop1ava)
958 {
959 if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
960 {
961 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
962 {
963 p1.CollidingObj = true;
964 p2.CollidingObj = true;
965 }
966 else if (p2.Velocity.LengthSquared() > 0.0f)
967 p2.CollidingObj = true;
968 }
969 else
970 noskip = false;
971 }
972 else if (dop2ava)
973 {
974 if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
975 {
976 if (p1.PhysicsActorType == (int)ActorTypes.Agent)
977 {
978 p1.CollidingObj = true;
979 p2.CollidingObj = true;
980 }
981 else if (p2.Velocity.LengthSquared() > 0.0f)
982 p1.CollidingObj = true;
983 }
984 else
985 noskip = false;
986 }
987
988 if (noskip)
989 {
990 if(useAltcontact)
991 Joint = CreateContacJoint(ref altContact);
992 else
993 Joint = CreateContacJoint(ref curContact);
994
995 if (Joint == IntPtr.Zero)
996 break;
997
998 d.JointAttach(Joint, b1, b2);
999
1000 ncontacts++;
1001
1002 if (curContact.depth > maxDepthContact.PenetrationDepth)
1003 {
1004 maxDepthContact.Position.X = curContact.pos.X;
1005 maxDepthContact.Position.Y = curContact.pos.Y;
1006 maxDepthContact.Position.Z = curContact.pos.Z;
1007 maxDepthContact.PenetrationDepth = curContact.depth;
1008 maxDepthContact.CharacterFeet = FeetCollision;
1009 }
1010
1011 if (curContact.depth < minDepthContact.PenetrationDepth)
1012 {
1013 minDepthContact.PenetrationDepth = curContact.depth;
1014 minDepthContact.SurfaceNormal.X = curContact.normal.X;
1015 minDepthContact.SurfaceNormal.Y = curContact.normal.Y;
1016 minDepthContact.SurfaceNormal.Z = curContact.normal.Z;
1017 }
1018 }
1019 }
1020 if (++i >= count)
1021 break;
1022
1023 if (!GetCurContactGeom(i, ref curContact))
1024 break;
1025 }
1026
1027 if (ncontacts > 0)
1028 {
1029 maxDepthContact.SurfaceNormal.X = minDepthContact.SurfaceNormal.X;
1030 maxDepthContact.SurfaceNormal.Y = minDepthContact.SurfaceNormal.Y;
1031 maxDepthContact.SurfaceNormal.Z = minDepthContact.SurfaceNormal.Z;
1032
1033 collision_accounting_events(p1, p2, maxDepthContact);
1034 }
1035 }
1036
1037 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1038 {
1039 uint obj2LocalID = 0;
1040
1041 bool p1events = p1.SubscribedEvents();
1042 bool p2events = p2.SubscribedEvents();
1043
1044 if (p1.IsVolumeDtc)
1045 p2events = false;
1046 if (p2.IsVolumeDtc)
1047 p1events = false;
1048
1049 if (!p2events && !p1events)
1050 return;
1051
1052 Vector3 vel = Vector3.Zero;
1053 if (p2 != null && p2.IsPhysical)
1054 vel = p2.Velocity;
1055
1056 if (p1 != null && p1.IsPhysical)
1057 vel -= p1.Velocity;
1058
1059 contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);
1060
1061 switch ((ActorTypes)p1.PhysicsActorType)
1062 {
1063 case ActorTypes.Agent:
1064 case ActorTypes.Prim:
1065 {
1066 switch ((ActorTypes)p2.PhysicsActorType)
1067 {
1068 case ActorTypes.Agent:
1069 case ActorTypes.Prim:
1070 if (p2events)
1071 {
1072 AddCollisionEventReporting(p2);
1073 p2.AddCollisionEvent(p1.ParentActor.LocalID, contact);
1074 }
1075 obj2LocalID = p2.ParentActor.LocalID;
1076 break;
1077
1078 case ActorTypes.Ground:
1079 case ActorTypes.Unknown:
1080 default:
1081 obj2LocalID = 0;
1082 break;
1083 }
1084 if (p1events)
1085 {
1086 contact.SurfaceNormal = -contact.SurfaceNormal;
1087 AddCollisionEventReporting(p1);
1088 p1.AddCollisionEvent(obj2LocalID, contact);
1089 }
1090 break;
1091 }
1092 case ActorTypes.Ground:
1093 case ActorTypes.Unknown:
1094 default:
1095 {
1096 if (p2events && !p2.IsVolumeDtc)
1097 {
1098 AddCollisionEventReporting(p2);
1099 p2.AddCollisionEvent(0, contact);
1100 }
1101 break;
1102 }
1103 }
1104 }
1105
1106 /// <summary>
1107 /// This is our collision testing routine in ODE
1108 /// </summary>
1109 /// <param name="timeStep"></param>
1110 private void collision_optimized()
1111 {
1112 lock (_characters)
1113 {
1114 try
1115 {
1116 foreach (OdeCharacter chr in _characters)
1117 {
1118 if (chr == null || chr.Body == IntPtr.Zero)
1119 continue;
1120
1121 chr.IsColliding = false;
1122 // chr.CollidingGround = false; not done here
1123 chr.CollidingObj = false;
1124 // do colisions with static space
1125 d.SpaceCollide2(chr.collider, StaticSpace, IntPtr.Zero, nearCallback);
1126
1127 // no coll with gnd
1128 }
1129 // chars with chars
1130 d.SpaceCollide(CharsSpace, IntPtr.Zero, nearCallback);
1131
1132 }
1133 catch (AccessViolationException)
1134 {
1135 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1136 }
1137
1138 }
1139
1140 lock (_activeprims)
1141 {
1142 foreach (OdePrim aprim in _activeprims)
1143 {
1144 aprim.CollisionScore = 0;
1145 aprim.IsColliding = false;
1146 }
1147 }
1148
1149 // collide active prims with static enviroment
1150 lock (_activegroups)
1151 {
1152 try
1153 {
1154 foreach (OdePrim prm in _activegroups)
1155 {
1156 if (!prm.m_outbounds)
1157 {
1158 if (d.BodyIsEnabled(prm.Body))
1159 {
1160 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1161 d.SpaceCollide2(GroundSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1162 }
1163 }
1164 }
1165 }
1166 catch (AccessViolationException)
1167 {
1168 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1169 }
1170 }
1171 // colide active amoung them
1172 try
1173 {
1174 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1175 }
1176 catch (AccessViolationException)
1177 {
1178 m_log.Warn("[PHYSICS]: Unable to collide Active with Characters space");
1179 }
1180 // and with chars
1181 try
1182 {
1183 d.SpaceCollide2(CharsSpace,ActiveSpace, IntPtr.Zero, nearCallback);
1184 }
1185 catch (AccessViolationException)
1186 {
1187 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1188 }
1189 // _perloopContact.Clear();
1190 }
1191
1192 #endregion
1193 /// <summary>
1194 /// Add actor to the list that should receive collision events in the simulate loop.
1195 /// </summary>
1196 /// <param name="obj"></param>
1197 public void AddCollisionEventReporting(PhysicsActor obj)
1198 {
1199 if (!_collisionEventPrim.Contains(obj))
1200 _collisionEventPrim.Add(obj);
1201 }
1202
1203 /// <summary>
1204 /// Remove actor from the list that should receive collision events in the simulate loop.
1205 /// </summary>
1206 /// <param name="obj"></param>
1207 public void RemoveCollisionEventReporting(PhysicsActor obj)
1208 {
1209 if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj))
1210 _collisionEventPrimRemove.Add(obj);
1211 }
1212
1213 public override float TimeDilation
1214 {
1215 get { return m_timeDilation; }
1216 }
1217
1218 public override bool SupportsNINJAJoints
1219 {
1220 get { return false; }
1221 }
1222
1223 #region Add/Remove Entities
1224
1225 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
1226 {
1227 return null;
1228 }
1229
1230 public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
1231 {
1232 OdeCharacter newAv = new OdeCharacter(localID, avName, this, position,
1233 size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1234 newAv.Flying = isFlying;
1235 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1236
1237 return newAv;
1238 }
1239
1240 public void AddCharacter(OdeCharacter chr)
1241 {
1242 lock (_characters)
1243 {
1244 if (!_characters.Contains(chr))
1245 {
1246 _characters.Add(chr);
1247 if (chr.bad)
1248 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1249 }
1250 }
1251 }
1252
1253 public void RemoveCharacter(OdeCharacter chr)
1254 {
1255 lock (_characters)
1256 {
1257 if (_characters.Contains(chr))
1258 {
1259 _characters.Remove(chr);
1260 }
1261 }
1262 }
1263
1264 public void BadCharacter(OdeCharacter chr)
1265 {
1266 lock (_badCharacter)
1267 {
1268 if (!_badCharacter.Contains(chr))
1269 _badCharacter.Add(chr);
1270 }
1271 }
1272
1273 public override void RemoveAvatar(PhysicsActor actor)
1274 {
1275 //m_log.Debug("[PHYSICS]:ODELOCK");
1276 ((OdeCharacter) actor).Destroy();
1277 }
1278
1279
1280 public void addActivePrim(OdePrim activatePrim)
1281 {
1282 // adds active prim..
1283 lock (_activeprims)
1284 {
1285 if (!_activeprims.Contains(activatePrim))
1286 _activeprims.Add(activatePrim);
1287 }
1288 }
1289
1290 public void addActiveGroups(OdePrim activatePrim)
1291 {
1292 lock (_activegroups)
1293 {
1294 if (!_activegroups.Contains(activatePrim))
1295 _activegroups.Add(activatePrim);
1296 }
1297 }
1298
1299 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1300 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
1301 {
1302 OdePrim newPrim;
1303 lock (OdeLock)
1304 {
1305 newPrim = new OdePrim(name, this, position, size, rotation, pbs, isphysical, isPhantom, shapeType, localID);
1306 lock (_prims)
1307 _prims.Add(newPrim);
1308 }
1309 return newPrim;
1310 }
1311
1312 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1313 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1314 {
1315 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, 0 , localid);
1316 }
1317
1318
1319 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1320 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1321 {
1322 return AddPrim(primName, position, size, rotation, pbs, isPhysical,false, 0, localid);
1323 }
1324
1325 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1326 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
1327 {
1328
1329 return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
1330 }
1331
1332 public void remActivePrim(OdePrim deactivatePrim)
1333 {
1334 lock (_activeprims)
1335 {
1336 _activeprims.Remove(deactivatePrim);
1337 }
1338 }
1339 public void remActiveGroup(OdePrim deactivatePrim)
1340 {
1341 lock (_activegroups)
1342 {
1343 _activegroups.Remove(deactivatePrim);
1344 }
1345 }
1346
1347 public override void RemovePrim(PhysicsActor prim)
1348 {
1349 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1350 // removed in the next physics simulate pass.
1351 if (prim is OdePrim)
1352 {
1353// lock (OdeLock)
1354 {
1355
1356 OdePrim p = (OdePrim)prim;
1357 p.setPrimForRemoval();
1358 }
1359 }
1360 }
1361
1362 public void RemovePrimThreadLocked(OdePrim prim)
1363 {
1364 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1365 lock (prim)
1366 {
1367// RemoveCollisionEventReporting(prim);
1368 lock (_prims)
1369 _prims.Remove(prim);
1370 }
1371
1372 }
1373
1374 public bool havePrim(OdePrim prm)
1375 {
1376 lock (_prims)
1377 return _prims.Contains(prm);
1378 }
1379
1380 public bool haveActor(PhysicsActor actor)
1381 {
1382 if (actor is OdePrim)
1383 {
1384 lock (_prims)
1385 return _prims.Contains((OdePrim)actor);
1386 }
1387 else if (actor is OdeCharacter)
1388 {
1389 lock (_characters)
1390 return _characters.Contains((OdeCharacter)actor);
1391 }
1392 return false;
1393 }
1394
1395 #endregion
1396
1397 #region Space Separation Calculation
1398
1399 /// <summary>
1400 /// Called when a static prim moves or becomes static
1401 /// Places the prim in a space one the static sub-spaces grid
1402 /// </summary>
1403 /// <param name="geom">the pointer to the geom that moved</param>
1404 /// <param name="pos">the position that the geom moved to</param>
1405 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1406 /// <returns>a pointer to the new space it's in</returns>
1407 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1408 {
1409 // moves a prim into another static sub-space or from another space into a static sub-space
1410
1411 // Called ODEPrim so
1412 // it's already in locked space.
1413
1414 if (geom == IntPtr.Zero) // shouldn't happen
1415 return IntPtr.Zero;
1416
1417 // get the static sub-space for current position
1418 IntPtr newspace = calculateSpaceForGeom(pos);
1419
1420 if (newspace == currentspace) // if we are there all done
1421 return newspace;
1422
1423 // else remove it from its current space
1424 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1425 {
1426 if (d.GeomIsSpace(currentspace))
1427 {
1428 waitForSpaceUnlock(currentspace);
1429 d.SpaceRemove(currentspace, geom);
1430
1431 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1432 {
1433 d.SpaceDestroy(currentspace);
1434 }
1435 }
1436 else
1437 {
1438 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1439 " Geom:" + geom);
1440 }
1441 }
1442 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1443 {
1444 currentspace = d.GeomGetSpace(geom);
1445 if (currentspace != IntPtr.Zero)
1446 {
1447 if (d.GeomIsSpace(currentspace))
1448 {
1449 waitForSpaceUnlock(currentspace);
1450 d.SpaceRemove(currentspace, geom);
1451
1452 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1453 {
1454 d.SpaceDestroy(currentspace);
1455 }
1456
1457 }
1458 }
1459 }
1460
1461 // put the geom in the newspace
1462 waitForSpaceUnlock(newspace);
1463 d.SpaceAdd(newspace, geom);
1464
1465 // let caller know this newspace
1466 return newspace;
1467 }
1468
1469 /// <summary>
1470 /// Calculates the space the prim should be in by its position
1471 /// </summary>
1472 /// <param name="pos"></param>
1473 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1474 public IntPtr calculateSpaceForGeom(Vector3 pos)
1475 {
1476 int x, y;
1477
1478 if (pos.X < 0)
1479 return staticPrimspaceOffRegion[0];
1480
1481 if (pos.Y < 0)
1482 return staticPrimspaceOffRegion[2];
1483
1484 x = (int)(pos.X * spacesPerMeterX);
1485 if (x > spaceGridMaxX)
1486 return staticPrimspaceOffRegion[1];
1487
1488 y = (int)(pos.Y * spacesPerMeterY);
1489 if (y > spaceGridMaxY)
1490 return staticPrimspaceOffRegion[3];
1491
1492 return staticPrimspace[x, y];
1493 }
1494
1495 #endregion
1496
1497
1498 /// <summary>
1499 /// Called to queue a change to a actor
1500 /// to use in place of old taint mechanism so changes do have a time sequence
1501 /// </summary>
1502
1503 public void AddChange(PhysicsActor actor, changes what, Object arg)
1504 {
1505 ODEchangeitem item = new ODEchangeitem();
1506 item.actor = actor;
1507 item.what = what;
1508 item.arg = arg;
1509 ChangesQueue.Enqueue(item);
1510 }
1511
1512 /// <summary>
1513 /// Called after our prim properties are set Scale, position etc.
1514 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1515 /// This assures us that we have no race conditions
1516 /// </summary>
1517 /// <param name="prim"></param>
1518 public override void AddPhysicsActorTaint(PhysicsActor prim)
1519 {
1520 }
1521
1522 // does all pending changes generated during region load process
1523 public override void PrepareSimulation()
1524 {
1525 lock (OdeLock)
1526 {
1527 if (world == IntPtr.Zero)
1528 {
1529 ChangesQueue.Clear();
1530 return;
1531 }
1532
1533 ODEchangeitem item;
1534
1535 int donechanges = 0;
1536 if (ChangesQueue.Count > 0)
1537 {
1538 m_log.InfoFormat("[ODE] start processing pending actor operations");
1539 int tstart = Util.EnvironmentTickCount();
1540
1541 while (ChangesQueue.Dequeue(out item))
1542 {
1543 if (item.actor != null)
1544 {
1545 try
1546 {
1547 if (item.actor is OdeCharacter)
1548 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1549 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1550 RemovePrimThreadLocked((OdePrim)item.actor);
1551 }
1552 catch
1553 {
1554 m_log.WarnFormat("[PHYSICS]: Operation failed for a actor {0} {1}",
1555 item.actor.Name, item.what.ToString());
1556 }
1557 }
1558 donechanges++;
1559 }
1560 int time = Util.EnvironmentTickCountSubtract(tstart);
1561 m_log.InfoFormat("[ODE] finished {0} operations in {1}ms", donechanges, time);
1562 }
1563 }
1564 }
1565
1566 /// <summary>
1567 /// This is our main simulate loop
1568 /// It's thread locked by a Mutex in the scene.
1569 /// It holds Collisions, it instructs ODE to step through the physical reactions
1570 /// It moves the objects around in memory
1571 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1572 /// </summary>
1573 /// <param name="timeStep"></param>
1574 /// <returns></returns>
1575 public override float Simulate(float timeStep)
1576 {
1577 DateTime now = DateTime.UtcNow;
1578 TimeSpan timedif = now - m_lastframe;
1579 timeStep = (float)timedif.TotalSeconds;
1580 m_lastframe = now;
1581
1582 // acumulate time so we can reduce error
1583 step_time += timeStep;
1584
1585 if (step_time < HalfOdeStep)
1586 return 0;
1587
1588 if (framecount < 0)
1589 framecount = 0;
1590
1591 framecount++;
1592
1593// int curphysiteractions;
1594
1595 // if in trouble reduce step resolution
1596// if (step_time >= m_SkipFramesAtms)
1597// curphysiteractions = m_physicsiterations / 2;
1598// else
1599// curphysiteractions = m_physicsiterations;
1600
1601// checkThread();
1602 int nodeframes = 0;
1603
1604 lock (SimulationLock)
1605 lock(OdeLock)
1606 {
1607 if (world == IntPtr.Zero)
1608 {
1609 ChangesQueue.Clear();
1610 return 0;
1611 }
1612
1613 ODEchangeitem item;
1614
1615// d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1616
1617 int loopstartMS = Util.EnvironmentTickCount();
1618 int looptimeMS = 0;
1619
1620
1621 while (step_time > HalfOdeStep)
1622 {
1623 try
1624 {
1625 // clear pointer/counter to contacts to pass into joints
1626 m_global_contactcount = 0;
1627
1628 if (ChangesQueue.Count > 0)
1629 {
1630 int changestartMS = Util.EnvironmentTickCount();
1631 int ttmp;
1632 while (ChangesQueue.Dequeue(out item))
1633 {
1634 if (item.actor != null)
1635 {
1636 try
1637 {
1638 if (item.actor is OdeCharacter)
1639 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1640 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1641 RemovePrimThreadLocked((OdePrim)item.actor);
1642 }
1643 catch
1644 {
1645 m_log.WarnFormat("[PHYSICS]: doChange failed for a actor {0} {1}",
1646 item.actor.Name, item.what.ToString());
1647 }
1648 }
1649 ttmp = Util.EnvironmentTickCountSubtract(changestartMS);
1650 if (ttmp > 20)
1651 break;
1652 }
1653 }
1654
1655 // Move characters
1656 lock (_characters)
1657 {
1658 List<OdeCharacter> defects = new List<OdeCharacter>();
1659 foreach (OdeCharacter actor in _characters)
1660 {
1661 if (actor != null)
1662 actor.Move(defects);
1663 }
1664 if (defects.Count != 0)
1665 {
1666 foreach (OdeCharacter defect in defects)
1667 {
1668 RemoveCharacter(defect);
1669 }
1670 defects.Clear();
1671 }
1672 }
1673
1674 // Move other active objects
1675 lock (_activegroups)
1676 {
1677 foreach (OdePrim aprim in _activegroups)
1678 {
1679 aprim.Move();
1680 }
1681 }
1682
1683 m_rayCastManager.ProcessQueuedRequests();
1684
1685 collision_optimized();
1686
1687 foreach (PhysicsActor obj in _collisionEventPrim)
1688 {
1689 if (obj == null)
1690 continue;
1691
1692 switch ((ActorTypes)obj.PhysicsActorType)
1693 {
1694 case ActorTypes.Agent:
1695 OdeCharacter cobj = (OdeCharacter)obj;
1696 cobj.AddCollisionFrameTime((int)(odetimestepMS));
1697 cobj.SendCollisions();
1698 break;
1699
1700 case ActorTypes.Prim:
1701 OdePrim pobj = (OdePrim)obj;
1702 if (pobj.Body == IntPtr.Zero || (d.BodyIsEnabled(pobj.Body) && !pobj.m_outbounds))
1703 if (!pobj.m_outbounds)
1704 {
1705 pobj.AddCollisionFrameTime((int)(odetimestepMS));
1706 pobj.SendCollisions();
1707 }
1708 break;
1709 }
1710 }
1711
1712 foreach (PhysicsActor obj in _collisionEventPrimRemove)
1713 _collisionEventPrim.Remove(obj);
1714
1715 _collisionEventPrimRemove.Clear();
1716
1717 // do a ode simulation step
1718 d.WorldQuickStep(world, ODE_STEPSIZE);
1719// d.WorldStep(world, ODE_STEPSIZE);
1720 d.JointGroupEmpty(contactgroup);
1721
1722 // update managed ideia of physical data and do updates to core
1723 /*
1724 lock (_characters)
1725 {
1726 foreach (OdeCharacter actor in _characters)
1727 {
1728 if (actor != null)
1729 {
1730 if (actor.bad)
1731 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1732
1733 actor.UpdatePositionAndVelocity();
1734 }
1735 }
1736 }
1737 */
1738
1739 lock (_activegroups)
1740 {
1741 {
1742 foreach (OdePrim actor in _activegroups)
1743 {
1744 if (actor.IsPhysical)
1745 {
1746 actor.UpdatePositionAndVelocity(framecount);
1747 }
1748 }
1749 }
1750 }
1751 }
1752 catch (Exception e)
1753 {
1754 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1755// ode.dunlock(world);
1756 }
1757
1758 step_time -= ODE_STEPSIZE;
1759 nodeframes++;
1760
1761 looptimeMS = Util.EnvironmentTickCountSubtract(loopstartMS);
1762 if (looptimeMS > 100)
1763 break;
1764 }
1765
1766 lock (_badCharacter)
1767 {
1768 if (_badCharacter.Count > 0)
1769 {
1770 foreach (OdeCharacter chr in _badCharacter)
1771 {
1772 RemoveCharacter(chr);
1773 }
1774
1775 _badCharacter.Clear();
1776 }
1777 }
1778
1779 timedif = now - m_lastMeshExpire;
1780
1781 if (timedif.Seconds > 10)
1782 {
1783 mesher.ExpireReleaseMeshs();
1784 m_lastMeshExpire = now;
1785 }
1786
1787// information block running in debug only
1788/*
1789 int ntopactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1790 int ntopstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1791 int ngroundgeoms = d.SpaceGetNumGeoms(GroundSpace);
1792
1793 int nactivegeoms = 0;
1794 int nactivespaces = 0;
1795
1796 int nstaticgeoms = 0;
1797 int nstaticspaces = 0;
1798 IntPtr sp;
1799
1800 for (int i = 0; i < ntopactivegeoms; i++)
1801 {
1802 sp = d.SpaceGetGeom(ActiveSpace, i);
1803 if (d.GeomIsSpace(sp))
1804 {
1805 nactivespaces++;
1806 nactivegeoms += d.SpaceGetNumGeoms(sp);
1807 }
1808 else
1809 nactivegeoms++;
1810 }
1811
1812 for (int i = 0; i < ntopstaticgeoms; i++)
1813 {
1814 sp = d.SpaceGetGeom(StaticSpace, i);
1815 if (d.GeomIsSpace(sp))
1816 {
1817 nstaticspaces++;
1818 nstaticgeoms += d.SpaceGetNumGeoms(sp);
1819 }
1820 else
1821 nstaticgeoms++;
1822 }
1823
1824 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1825
1826 int totgeoms = nstaticgeoms + nactivegeoms + ngroundgeoms + 1; // one ray
1827 int nbodies = d.NTotalBodies;
1828 int ngeoms = d.NTotalGeoms;
1829*/
1830 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1831 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1832 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1833 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1834 {
1835 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1836 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1837
1838 if (physics_logging_append_existing_logfile)
1839 {
1840 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1841 TextWriter fwriter = File.AppendText(fname);
1842 fwriter.WriteLine(header);
1843 fwriter.Close();
1844 }
1845
1846 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1847 }
1848
1849 // think time dilation as to do with dinamic step size that we dont' have
1850 // even so tell something to world
1851 if (looptimeMS < 100) // we did the requested loops
1852 m_timeDilation = 1.0f;
1853 else if (step_time > 0)
1854 {
1855 m_timeDilation = timeStep / step_time;
1856 if (m_timeDilation > 1)
1857 m_timeDilation = 1;
1858 if (step_time > m_SkipFramesAtms)
1859 step_time = 0;
1860 m_lastframe = DateTime.UtcNow; // skip also the time lost
1861 }
1862 }
1863 return (float)nodeframes * ODE_STEPSIZE / timeStep;
1864 }
1865
1866 /// <summary>
1867 public override void GetResults()
1868 {
1869 }
1870
1871 public override bool IsThreaded
1872 {
1873 // for now we won't be multithreaded
1874 get { return (false); }
1875 }
1876
1877 public float GetTerrainHeightAtXY(float x, float y)
1878 {
1879
1880 int offsetX = 0;
1881 int offsetY = 0;
1882
1883 if (m_suportCombine)
1884 {
1885 offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1886 offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1887 }
1888
1889 // get region map
1890 IntPtr heightFieldGeom = IntPtr.Zero;
1891 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
1892 return 0f;
1893
1894 if (heightFieldGeom == IntPtr.Zero)
1895 return 0f;
1896
1897 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1898 return 0f;
1899
1900 // TerrainHeightField for ODE as offset 1m
1901 x += 1f - offsetX;
1902 y += 1f - offsetY;
1903
1904 // make position fit into array
1905 if (x < 0)
1906 x = 0;
1907 if (y < 0)
1908 y = 0;
1909
1910 // integer indexs
1911 int ix;
1912 int iy;
1913 // interpolators offset
1914 float dx;
1915 float dy;
1916
1917 int regsizeX = (int)m_regionWidth + 3; // map size see setterrain number of samples
1918 int regsizeY = (int)m_regionHeight + 3; // map size see setterrain number of samples
1919 int regsize = regsizeX;
1920
1921 if (OdeUbitLib)
1922 {
1923 if (x < regsizeX - 1)
1924 {
1925 ix = (int)x;
1926 dx = x - (float)ix;
1927 }
1928 else // out world use external height
1929 {
1930 ix = regsizeX - 2;
1931 dx = 0;
1932 }
1933 if (y < regsizeY - 1)
1934 {
1935 iy = (int)y;
1936 dy = y - (float)iy;
1937 }
1938 else
1939 {
1940 iy = regsizeY - 2;
1941 dy = 0;
1942 }
1943 }
1944 else
1945 {
1946 // we still have square fixed size regions
1947 // also flip x and y because of how map is done for ODE fliped axis
1948 // so ix,iy,dx and dy are inter exchanged
1949
1950 regsize = regsizeY;
1951
1952 if (x < regsizeX - 1)
1953 {
1954 iy = (int)x;
1955 dy = x - (float)iy;
1956 }
1957 else // out world use external height
1958 {
1959 iy = regsizeX - 2;
1960 dy = 0;
1961 }
1962 if (y < regsizeY - 1)
1963 {
1964 ix = (int)y;
1965 dx = y - (float)ix;
1966 }
1967 else
1968 {
1969 ix = regsizeY - 2;
1970 dx = 0;
1971 }
1972 }
1973
1974 float h0;
1975 float h1;
1976 float h2;
1977
1978 iy *= regsize;
1979 iy += ix; // all indexes have iy + ix
1980
1981 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
1982 /*
1983 if ((dx + dy) <= 1.0f)
1984 {
1985 h0 = ((float)heights[iy]); // 0,0 vertice
1986 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
1987 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
1988 }
1989 else
1990 {
1991 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
1992 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
1993 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
1994 }
1995 */
1996 h0 = ((float)heights[iy]); // 0,0 vertice
1997
1998 if (dy>dx)
1999 {
2000 iy += regsize;
2001 h2 = (float)heights[iy]; // 0,1 vertice
2002 h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
2003 h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
2004 }
2005 else
2006 {
2007 iy++;
2008 h2 = (float)heights[iy]; // vertice 1,0
2009 h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
2010 h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
2011 }
2012
2013 return h0 + h1 + h2;
2014 }
2015
2016 public Vector3 GetTerrainNormalAtXY(float x, float y)
2017 {
2018 int offsetX = 0;
2019 int offsetY = 0;
2020
2021 if (m_suportCombine)
2022 {
2023 offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2024 offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2025 }
2026
2027 // get region map
2028 IntPtr heightFieldGeom = IntPtr.Zero;
2029 Vector3 norm = new Vector3(0, 0, 1);
2030
2031 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
2032 return norm; ;
2033
2034 if (heightFieldGeom == IntPtr.Zero)
2035 return norm;
2036
2037 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
2038 return norm;
2039
2040 // TerrainHeightField for ODE as offset 1m
2041 x += 1f - offsetX;
2042 y += 1f - offsetY;
2043
2044 // make position fit into array
2045 if (x < 0)
2046 x = 0;
2047 if (y < 0)
2048 y = 0;
2049
2050 // integer indexs
2051 int ix;
2052 int iy;
2053 // interpolators offset
2054 float dx;
2055 float dy;
2056
2057 int regsizeX = (int)m_regionWidth + 3; // map size see setterrain number of samples
2058 int regsizeY = (int)m_regionHeight + 3; // map size see setterrain number of samples
2059 int regsize = regsizeX;
2060
2061 int xstep = 1;
2062 int ystep = regsizeX;
2063 bool firstTri = false;
2064
2065 if (OdeUbitLib)
2066 {
2067 if (x < regsizeX - 1)
2068 {
2069 ix = (int)x;
2070 dx = x - (float)ix;
2071 }
2072 else // out world use external height
2073 {
2074 ix = regsizeX - 2;
2075 dx = 0;
2076 }
2077 if (y < regsizeY - 1)
2078 {
2079 iy = (int)y;
2080 dy = y - (float)iy;
2081 }
2082 else
2083 {
2084 iy = regsizeY - 2;
2085 dy = 0;
2086 }
2087 firstTri = dy > dx;
2088 }
2089
2090 else
2091 {
2092 xstep = regsizeY;
2093 ystep = 1;
2094 regsize = regsizeY;
2095
2096 // we still have square fixed size regions
2097 // also flip x and y because of how map is done for ODE fliped axis
2098 // so ix,iy,dx and dy are inter exchanged
2099 if (x < regsizeX - 1)
2100 {
2101 iy = (int)x;
2102 dy = x - (float)iy;
2103 }
2104 else // out world use external height
2105 {
2106 iy = regsizeX - 2;
2107 dy = 0;
2108 }
2109 if (y < regsizeY - 1)
2110 {
2111 ix = (int)y;
2112 dx = y - (float)ix;
2113 }
2114 else
2115 {
2116 ix = regsizeY - 2;
2117 dx = 0;
2118 }
2119 firstTri = dx > dy;
2120 }
2121
2122 float h0;
2123 float h1;
2124 float h2;
2125
2126 iy *= regsize;
2127 iy += ix; // all indexes have iy + ix
2128
2129 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
2130
2131 if (firstTri)
2132 {
2133 h1 = ((float)heights[iy]); // 0,0 vertice
2134 iy += ystep;
2135 h0 = (float)heights[iy]; // 0,1
2136 h2 = (float)heights[iy+xstep]; // 1,1 vertice
2137 norm.X = h0 - h2;
2138 norm.Y = h1 - h0;
2139 }
2140 else
2141 {
2142 h2 = ((float)heights[iy]); // 0,0 vertice
2143 iy += xstep;
2144 h0 = ((float)heights[iy]); // 1,0 vertice
2145 h1 = (float)heights[iy+ystep]; // vertice 1,1
2146 norm.X = h2 - h0;
2147 norm.Y = h0 - h1;
2148 }
2149 norm.Z = 1;
2150 norm.Normalize();
2151 return norm;
2152 }
2153
2154 public override void SetTerrain(float[] heightMap)
2155 {
2156 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
2157 {
2158 if (m_parentScene is OdeScene)
2159 {
2160 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
2161 }
2162 }
2163 else
2164 {
2165 SetTerrain(heightMap, m_worldOffset);
2166 }
2167 }
2168
2169 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
2170 {
2171 if(m_suportCombine)
2172 SetTerrain(heightMap, pOffset);
2173 }
2174
2175 public void SetTerrain(float[] heightMap, Vector3 pOffset)
2176 {
2177 if (OdeUbitLib)
2178 UbitSetTerrain(heightMap, pOffset);
2179 else
2180 OriSetTerrain(heightMap, pOffset);
2181 }
2182
2183 public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
2184 {
2185 // assumes 1m size grid and constante size square regions
2186 // needs to know about sims around in future
2187
2188 float[] _heightmap;
2189
2190 uint regionsizeX = m_regionWidth;
2191 uint regionsizeY = m_regionHeight;
2192
2193 // map is rotated
2194 uint heightmapWidth = regionsizeY + 2;
2195 uint heightmapHeight = regionsizeX + 2;
2196
2197 uint heightmapWidthSamples = heightmapWidth + 1;
2198 uint heightmapHeightSamples = heightmapHeight + 1;
2199
2200 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2201
2202 const float scale = 1.0f;
2203 const float offset = 0.0f;
2204 const float thickness = 10f;
2205 const int wrap = 0;
2206
2207
2208 float hfmin = float.MaxValue;
2209 float hfmax = float.MinValue;
2210 float val;
2211 uint xx;
2212 uint yy;
2213
2214 uint maxXX = regionsizeX - 1;
2215 uint maxYY = regionsizeY - 1;
2216 // flipping map adding one margin all around so things don't fall in edges
2217
2218 uint xt = 0;
2219 xx = 0;
2220
2221 for (uint x = 0; x < heightmapWidthSamples; x++)
2222 {
2223 if (x > 1 && xx < maxXX)
2224 xx++;
2225 yy = 0;
2226 for (uint y = 0; y < heightmapHeightSamples; y++)
2227 {
2228 if (y > 1 && y < maxYY)
2229 yy += regionsizeX;
2230
2231 val = heightMap[yy + xx];
2232 if (val < 0.0f)
2233 val = 0.0f; // no neg terrain as in chode
2234 _heightmap[xt + y] = val;
2235
2236 if (hfmin > val)
2237 hfmin = val;
2238 if (hfmax < val)
2239 hfmax = val;
2240 }
2241 xt += heightmapHeightSamples;
2242 }
2243
2244 lock (OdeLock)
2245 {
2246 IntPtr GroundGeom = IntPtr.Zero;
2247 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2248 {
2249 RegionTerrain.Remove(pOffset);
2250 if (GroundGeom != IntPtr.Zero)
2251 {
2252 actor_name_map.Remove(GroundGeom);
2253 d.GeomDestroy(GroundGeom);
2254
2255 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2256 {
2257 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2258 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2259 TerrainHeightFieldHeights.Remove(GroundGeom);
2260 }
2261 }
2262 }
2263 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2264
2265 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2266
2267 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2268 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2269 offset, thickness, wrap);
2270
2271 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2272
2273 GroundGeom = d.CreateHeightfield(GroundSpace, HeightmapData, 1);
2274
2275 if (GroundGeom != IntPtr.Zero)
2276 {
2277 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2278 d.GeomSetCollideBits(GroundGeom, 0);
2279
2280 PhysicsActor pa = new NullPhysicsActor();
2281 pa.Name = "Terrain";
2282 pa.PhysicsActorType = (int)ActorTypes.Ground;
2283 actor_name_map[GroundGeom] = pa;
2284
2285// geom_name_map[GroundGeom] = "Terrain";
2286
2287 d.Matrix3 R = new d.Matrix3();
2288
2289 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2290 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2291
2292
2293 q1 = q1 * q2;
2294
2295 Vector3 v3;
2296 float angle;
2297 q1.GetAxisAngle(out v3, out angle);
2298
2299 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2300 d.GeomSetRotation(GroundGeom, ref R);
2301 d.GeomSetPosition(GroundGeom, pOffset.X + m_regionWidth * 0.5f, pOffset.Y + m_regionHeight * 0.5f, 0);
2302 RegionTerrain.Add(pOffset, GroundGeom);
2303 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2304 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2305 }
2306 }
2307 }
2308
2309 public void UbitSetTerrain(float[] heightMap, Vector3 pOffset)
2310 {
2311 // assumes 1m size grid and constante size square regions
2312 // needs to know about sims around in future
2313
2314 float[] _heightmap;
2315
2316 uint regionsizeX = m_regionWidth;
2317 uint regionsizeY = m_regionHeight;
2318
2319 uint heightmapWidth = regionsizeX + 2;
2320 uint heightmapHeight = regionsizeY + 2;
2321
2322 uint heightmapWidthSamples = heightmapWidth + 1;
2323 uint heightmapHeightSamples = heightmapHeight + 1;
2324
2325 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2326
2327
2328 float hfmin = float.MaxValue;
2329// float hfmax = float.MinValue;
2330 float val;
2331
2332
2333 uint maxXX = regionsizeX - 1;
2334 uint maxYY = regionsizeY - 1;
2335 // adding one margin all around so things don't fall in edges
2336
2337 uint xx;
2338 uint yy = 0;
2339 uint yt = 0;
2340
2341 for (uint y = 0; y < heightmapHeightSamples; y++)
2342 {
2343 if (y > 1 && y < maxYY)
2344 yy += regionsizeX;
2345 xx = 0;
2346 for (uint x = 0; x < heightmapWidthSamples; x++)
2347 {
2348 if (x > 1 && x < maxXX)
2349 xx++;
2350
2351 val = heightMap[yy + xx];
2352 if (val < 0.0f)
2353 val = 0.0f; // no neg terrain as in chode
2354 _heightmap[yt + x] = val;
2355
2356 if (hfmin > val)
2357 hfmin = val;
2358// if (hfmax < val)
2359// hfmax = val;
2360 }
2361 yt += heightmapWidthSamples;
2362 }
2363 lock (OdeLock)
2364 {
2365 IntPtr GroundGeom = IntPtr.Zero;
2366 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2367 {
2368 RegionTerrain.Remove(pOffset);
2369 if (GroundGeom != IntPtr.Zero)
2370 {
2371 actor_name_map.Remove(GroundGeom);
2372 d.GeomDestroy(GroundGeom);
2373
2374 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2375 {
2376 if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated)
2377 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2378 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2379 TerrainHeightFieldHeights.Remove(GroundGeom);
2380 }
2381 }
2382 }
2383 IntPtr HeightmapData = d.GeomUbitTerrainDataCreate();
2384
2385 const int wrap = 0;
2386 float thickness = hfmin;
2387 if (thickness < 0)
2388 thickness = 1;
2389
2390 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2391
2392 d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
2393 (int)heightmapWidthSamples, (int)heightmapHeightSamples,
2394 thickness, wrap);
2395
2396// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2397 GroundGeom = d.CreateUbitTerrain(GroundSpace, HeightmapData, 1);
2398 if (GroundGeom != IntPtr.Zero)
2399 {
2400 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2401 d.GeomSetCollideBits(GroundGeom, 0);
2402
2403
2404 PhysicsActor pa = new NullPhysicsActor();
2405 pa.Name = "Terrain";
2406 pa.PhysicsActorType = (int)ActorTypes.Ground;
2407 actor_name_map[GroundGeom] = pa;
2408
2409// geom_name_map[GroundGeom] = "Terrain";
2410
2411 d.GeomSetPosition(GroundGeom, pOffset.X + m_regionWidth * 0.5f, pOffset.Y + m_regionHeight * 0.5f, 0);
2412 RegionTerrain.Add(pOffset, GroundGeom);
2413 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2414 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2415 }
2416 }
2417 }
2418
2419
2420 public override void DeleteTerrain()
2421 {
2422 }
2423
2424 public float GetWaterLevel()
2425 {
2426 return waterlevel;
2427 }
2428
2429 public override bool SupportsCombining()
2430 {
2431 return m_suportCombine;
2432 }
2433/*
2434 public override void UnCombine(PhysicsScene pScene)
2435 {
2436 IntPtr localGround = IntPtr.Zero;
2437// float[] localHeightfield;
2438 bool proceed = false;
2439 List<IntPtr> geomDestroyList = new List<IntPtr>();
2440
2441 lock (OdeLock)
2442 {
2443 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2444 {
2445 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2446 {
2447 if (geom == localGround)
2448 {
2449// localHeightfield = TerrainHeightFieldHeights[geom];
2450 proceed = true;
2451 }
2452 else
2453 {
2454 geomDestroyList.Add(geom);
2455 }
2456 }
2457
2458 if (proceed)
2459 {
2460 m_worldOffset = Vector3.Zero;
2461 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2462 m_parentScene = null;
2463
2464 foreach (IntPtr g in geomDestroyList)
2465 {
2466 // removingHeightField needs to be done or the garbage collector will
2467 // collect the terrain data before we tell ODE to destroy it causing
2468 // memory corruption
2469 if (TerrainHeightFieldHeights.ContainsKey(g))
2470 {
2471// float[] removingHeightField = TerrainHeightFieldHeights[g];
2472 TerrainHeightFieldHeights.Remove(g);
2473
2474 if (RegionTerrain.ContainsKey(g))
2475 {
2476 RegionTerrain.Remove(g);
2477 }
2478
2479 d.GeomDestroy(g);
2480 //removingHeightField = new float[0];
2481 }
2482 }
2483
2484 }
2485 else
2486 {
2487 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2488 }
2489 }
2490 }
2491 }
2492*/
2493 public override void SetWaterLevel(float baseheight)
2494 {
2495 waterlevel = baseheight;
2496 }
2497
2498 public override void Dispose()
2499 {
2500 if (m_meshWorker != null)
2501 m_meshWorker.Stop();
2502
2503 lock (OdeLock)
2504 {
2505 m_rayCastManager.Dispose();
2506 m_rayCastManager = null;
2507
2508 lock (_prims)
2509 {
2510 ChangesQueue.Clear();
2511 foreach (OdePrim prm in _prims)
2512 {
2513 prm.DoAChange(changes.Remove, null);
2514 _collisionEventPrim.Remove(prm);
2515 }
2516 _prims.Clear();
2517 }
2518
2519 OdeCharacter[] chtorem;
2520 lock (_characters)
2521 {
2522 chtorem = new OdeCharacter[_characters.Count];
2523 _characters.CopyTo(chtorem);
2524 }
2525
2526 ChangesQueue.Clear();
2527 foreach (OdeCharacter ch in chtorem)
2528 ch.DoAChange(changes.Remove, null);
2529
2530
2531 foreach (IntPtr GroundGeom in RegionTerrain.Values)
2532 {
2533 if (GroundGeom != IntPtr.Zero)
2534 d.GeomDestroy(GroundGeom);
2535 }
2536
2537
2538 RegionTerrain.Clear();
2539
2540 if (TerrainHeightFieldHeightsHandlers.Count > 0)
2541 {
2542 foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values)
2543 {
2544 if (gch.IsAllocated)
2545 gch.Free();
2546 }
2547 }
2548
2549 TerrainHeightFieldHeightsHandlers.Clear();
2550 TerrainHeightFieldHeights.Clear();
2551
2552 if (ContactgeomsArray != IntPtr.Zero)
2553 Marshal.FreeHGlobal(ContactgeomsArray);
2554 if (GlobalContactsArray != IntPtr.Zero)
2555 Marshal.FreeHGlobal(GlobalContactsArray);
2556
2557
2558 d.WorldDestroy(world);
2559 world = IntPtr.Zero;
2560 //d.CloseODE();
2561 }
2562 }
2563
2564 public override Dictionary<uint, float> GetTopColliders()
2565 {
2566 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2567 int cnt = 0;
2568 lock (_prims)
2569 {
2570 foreach (OdePrim prm in _prims)
2571 {
2572 if (prm.CollisionScore > 0)
2573 {
2574 returncolliders.Add(prm.LocalID, prm.CollisionScore);
2575 cnt++;
2576 prm.CollisionScore = 0f;
2577 if (cnt > 25)
2578 {
2579 break;
2580 }
2581 }
2582 }
2583 }
2584 return returncolliders;
2585 }
2586
2587 public override bool SupportsRayCast()
2588 {
2589 return true;
2590 }
2591
2592 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2593 {
2594 if (retMethod != null)
2595 {
2596 ODERayRequest req = new ODERayRequest();
2597 req.actor = null;
2598 req.callbackMethod = retMethod;
2599 req.length = length;
2600 req.Normal = direction;
2601 req.Origin = position;
2602 req.Count = 0;
2603 req.filter = RayFilterFlags.AllPrims;
2604
2605 m_rayCastManager.QueueRequest(req);
2606 }
2607 }
2608
2609 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2610 {
2611 if (retMethod != null)
2612 {
2613 ODERayRequest req = new ODERayRequest();
2614 req.actor = null;
2615 req.callbackMethod = retMethod;
2616 req.length = length;
2617 req.Normal = direction;
2618 req.Origin = position;
2619 req.Count = Count;
2620 req.filter = RayFilterFlags.AllPrims;
2621
2622 m_rayCastManager.QueueRequest(req);
2623 }
2624 }
2625
2626
2627 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2628 {
2629 List<ContactResult> ourresults = new List<ContactResult>();
2630 object SyncObject = new object();
2631
2632 RayCallback retMethod = delegate(List<ContactResult> results)
2633 {
2634 lock (SyncObject)
2635 {
2636 ourresults = results;
2637 Monitor.PulseAll(SyncObject);
2638 }
2639 };
2640
2641 ODERayRequest req = new ODERayRequest();
2642 req.actor = null;
2643 req.callbackMethod = retMethod;
2644 req.length = length;
2645 req.Normal = direction;
2646 req.Origin = position;
2647 req.Count = Count;
2648 req.filter = RayFilterFlags.AllPrims;
2649
2650 lock (SyncObject)
2651 {
2652 m_rayCastManager.QueueRequest(req);
2653 if (!Monitor.Wait(SyncObject, 500))
2654 return null;
2655 else
2656 return ourresults;
2657 }
2658 }
2659
2660 public override bool SupportsRaycastWorldFiltered()
2661 {
2662 return true;
2663 }
2664
2665 public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2666 {
2667 object SyncObject = new object();
2668 List<ContactResult> ourresults = new List<ContactResult>();
2669
2670 RayCallback retMethod = delegate(List<ContactResult> results)
2671 {
2672 lock (SyncObject)
2673 {
2674 ourresults = results;
2675 Monitor.PulseAll(SyncObject);
2676 }
2677 };
2678
2679 ODERayRequest req = new ODERayRequest();
2680 req.actor = null;
2681 req.callbackMethod = retMethod;
2682 req.length = length;
2683 req.Normal = direction;
2684 req.Origin = position;
2685 req.Count = Count;
2686 req.filter = filter;
2687
2688 lock (SyncObject)
2689 {
2690 m_rayCastManager.QueueRequest(req);
2691 if (!Monitor.Wait(SyncObject, 500))
2692 return null;
2693 else
2694 return ourresults;
2695 }
2696 }
2697
2698 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags flags)
2699 {
2700 if (actor == null)
2701 return new List<ContactResult>();
2702
2703 IntPtr geom;
2704 if (actor is OdePrim)
2705 geom = ((OdePrim)actor).prim_geom;
2706 else if (actor is OdeCharacter)
2707 geom = ((OdePrim)actor).prim_geom;
2708 else
2709 return new List<ContactResult>();
2710
2711 if (geom == IntPtr.Zero)
2712 return new List<ContactResult>();
2713
2714 List<ContactResult> ourResults = null;
2715 object SyncObject = new object();
2716
2717 RayCallback retMethod = delegate(List<ContactResult> results)
2718 {
2719 lock (SyncObject)
2720 {
2721 ourResults = results;
2722 Monitor.PulseAll(SyncObject);
2723 }
2724 };
2725
2726 ODERayRequest req = new ODERayRequest();
2727 req.actor = actor;
2728 req.callbackMethod = retMethod;
2729 req.length = length;
2730 req.Normal = direction;
2731 req.Origin = position;
2732 req.Count = Count;
2733 req.filter = flags;
2734
2735 lock (SyncObject)
2736 {
2737 m_rayCastManager.QueueRequest(req);
2738 if (!Monitor.Wait(SyncObject, 500))
2739 return new List<ContactResult>();
2740 }
2741
2742 if (ourResults == null)
2743 return new List<ContactResult>();
2744 return ourResults;
2745 }
2746
2747 public override List<ContactResult> BoxProbe(Vector3 position, Vector3 size, Quaternion orientation, int Count, RayFilterFlags flags)
2748 {
2749 List<ContactResult> ourResults = null;
2750 object SyncObject = new object();
2751
2752 ProbeBoxCallback retMethod = delegate(List<ContactResult> results)
2753 {
2754 lock (SyncObject)
2755 {
2756 ourResults = results;
2757 Monitor.PulseAll(SyncObject);
2758 }
2759 };
2760
2761 ODERayRequest req = new ODERayRequest();
2762 req.actor = null;
2763 req.callbackMethod = retMethod;
2764 req.Normal = size;
2765 req.Origin = position;
2766 req.orientation = orientation;
2767 req.Count = Count;
2768 req.filter = flags;
2769
2770 lock (SyncObject)
2771 {
2772 m_rayCastManager.QueueRequest(req);
2773 if (!Monitor.Wait(SyncObject, 500))
2774 return new List<ContactResult>();
2775 }
2776
2777 if (ourResults == null)
2778 return new List<ContactResult>();
2779 return ourResults;
2780 }
2781
2782 public override List<ContactResult> SphereProbe(Vector3 position, float radius, int Count, RayFilterFlags flags)
2783 {
2784 List<ContactResult> ourResults = null;
2785 object SyncObject = new object();
2786
2787 ProbeSphereCallback retMethod = delegate(List<ContactResult> results)
2788 {
2789 ourResults = results;
2790 Monitor.PulseAll(SyncObject);
2791 };
2792
2793 ODERayRequest req = new ODERayRequest();
2794 req.actor = null;
2795 req.callbackMethod = retMethod;
2796 req.length = radius;
2797 req.Origin = position;
2798 req.Count = Count;
2799 req.filter = flags;
2800
2801
2802 lock (SyncObject)
2803 {
2804 m_rayCastManager.QueueRequest(req);
2805 if (!Monitor.Wait(SyncObject, 500))
2806 return new List<ContactResult>();
2807 }
2808
2809 if (ourResults == null)
2810 return new List<ContactResult>();
2811 return ourResults;
2812 }
2813
2814 public override List<ContactResult> PlaneProbe(PhysicsActor actor, Vector4 plane, int Count, RayFilterFlags flags)
2815 {
2816 IntPtr geom = IntPtr.Zero;;
2817
2818 if (actor != null)
2819 {
2820 if (actor is OdePrim)
2821 geom = ((OdePrim)actor).prim_geom;
2822 else if (actor is OdeCharacter)
2823 geom = ((OdePrim)actor).prim_geom;
2824 }
2825
2826 List<ContactResult> ourResults = null;
2827 object SyncObject = new object();
2828
2829 ProbePlaneCallback retMethod = delegate(List<ContactResult> results)
2830 {
2831 ourResults = results;
2832 Monitor.PulseAll(SyncObject);
2833 };
2834
2835 ODERayRequest req = new ODERayRequest();
2836 req.actor = null;
2837 req.callbackMethod = retMethod;
2838 req.length = plane.W;
2839 req.Normal.X = plane.X;
2840 req.Normal.Y = plane.Y;
2841 req.Normal.Z = plane.Z;
2842 req.Count = Count;
2843 req.filter = flags;
2844
2845 lock (SyncObject)
2846 {
2847 m_rayCastManager.QueueRequest(req);
2848 if (!Monitor.Wait(SyncObject, 500))
2849 return new List<ContactResult>();
2850 }
2851
2852 if (ourResults == null)
2853 return new List<ContactResult>();
2854 return ourResults;
2855 }
2856
2857 public override int SitAvatar(PhysicsActor actor, Vector3 AbsolutePosition, Vector3 CameraPosition, Vector3 offset, Vector3 AvatarSize, SitAvatarCallback PhysicsSitResponse)
2858 {
2859 Util.FireAndForget( delegate
2860 {
2861 ODESitAvatar sitAvatar = new ODESitAvatar(this, m_rayCastManager);
2862 if(sitAvatar != null)
2863 sitAvatar.Sit(actor, AbsolutePosition, CameraPosition, offset, AvatarSize, PhysicsSitResponse);
2864 });
2865 return 1;
2866 }
2867
2868 }
2869}
diff --git a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
index 20b337a..ac2c1f3 100644
--- a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
+++ b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
@@ -220,7 +220,7 @@ namespace OpenSim.Region.PhysicsModule.BasicPhysics
220 actor.Velocity = actorVelocity; 220 actor.Velocity = actorVelocity;
221 } 221 }
222 222
223 return fps; 223 return 1.0f;
224 } 224 }
225 225
226 public override void GetResults() 226 public override void GetResults()
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs b/OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs
index 086a412..79f1a89 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs
@@ -555,7 +555,9 @@ public class BSShapeMesh : BSShape
555 { 555 {
556 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, 556 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
557 false, // say it is not physical so a bounding box is not built 557 false, // say it is not physical so a bounding box is not built
558 false // do not cache the mesh and do not use previously built versions 558 false, // do not cache the mesh and do not use previously built versions
559 false,
560 false
559 ); 561 );
560 } 562 }
561 563
@@ -712,7 +714,7 @@ public class BSShapeHull : BSShape
712 lock (physicsScene.mesher) 714 lock (physicsScene.mesher)
713 { 715 {
714 // Pass true for physicalness as this prevents the creation of bounding box which is not needed 716 // Pass true for physicalness as this prevents the creation of bounding box which is not needed
715 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); 717 meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */, false, false);
716 718
717 // If we should use the asset's hull info, fetch it out of the locked mesher 719 // If we should use the asset's hull info, fetch it out of the locked mesher
718 if (meshData != null && BSParam.ShouldUseAssetHulls) 720 if (meshData != null && BSParam.ShouldUseAssetHulls)
diff --git a/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Mesh.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Mesh.cs
index bf397ee..8c97f2f 100644
--- a/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Mesh.cs
+++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Mesh.cs
@@ -46,11 +46,36 @@ namespace OpenSim.Region.PhysicsModules.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.PhysicsModules.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 +97,63 @@ namespace OpenSim.Region.PhysicsModules.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
151 // not functional
152 public Vector3 GetOBB()
153 {
154 return new Vector3(0.5f, 0.5f, 0.5f);
155 }
156
83 public void CalcNormals() 157 public void CalcNormals()
84 { 158 {
85 int iTriangles = m_triangles.Count; 159 int iTriangles = m_triangles.Count;
@@ -185,6 +259,7 @@ namespace OpenSim.Region.PhysicsModules.Meshing
185 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount) 259 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
186 { 260 {
187 // A vertex is 3 floats 261 // A vertex is 3 floats
262
188 vertexStride = 3 * sizeof(float); 263 vertexStride = 3 * sizeof(float);
189 264
190 // If there isn't an unmanaged array allocated yet, do it now 265 // If there isn't an unmanaged array allocated yet, do it now
diff --git a/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Meshmerizer.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Meshmerizer.cs
index 4d25bf3..bae3449 100644
--- a/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Meshmerizer.cs
+++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Meshmerizer.cs
@@ -947,11 +947,21 @@ namespace OpenSim.Region.PhysicsModules.Meshing
947 return CreateMesh(primName, primShape, size, lod, false, true); 947 return CreateMesh(primName, primShape, size, lod, false, true);
948 } 948 }
949 949
950 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde)
951 {
952 return CreateMesh(primName, primShape, size, lod, false);
953 }
954
950 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 955 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
951 { 956 {
952 return CreateMesh(primName, primShape, size, lod, isPhysical, true); 957 return CreateMesh(primName, primShape, size, lod, isPhysical, true);
953 } 958 }
954 959
960 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex, bool forOde)
961 {
962 return CreateMesh(primName, primShape, size, lod, isPhysical, true);
963 }
964
955 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache) 965 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache)
956 { 966 {
957#if SPAM 967#if SPAM
@@ -1005,6 +1015,13 @@ namespace OpenSim.Region.PhysicsModules.Meshing
1005 1015
1006 return mesh; 1016 return mesh;
1007 } 1017 }
1018 public IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
1019 {
1020 return null;
1021 }
1008 1022
1023 public void ReleaseMesh(IMesh imesh) { }
1024 public void ExpireReleaseMeshs() { }
1025 public void ExpireFileCache() { }
1009 } 1026 }
1010} 1027}
diff --git a/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMap.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMap.cs
index 740424e..b3d9cb6 100644
--- a/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMap.cs
+++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/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/PhysicsModules/Meshing/ZeroMesher.cs b/OpenSim/Region/PhysicsModules/Meshing/ZeroMesher.cs
index 0a3b3a4..09676c6 100644
--- a/OpenSim/Region/PhysicsModules/Meshing/ZeroMesher.cs
+++ b/OpenSim/Region/PhysicsModules/Meshing/ZeroMesher.cs
@@ -110,23 +110,36 @@ namespace OpenSim.Region.PhysicsModules.Meshing
110 #region IMesher 110 #region IMesher
111 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) 111 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
112 { 112 {
113 return CreateMesh(primName, primShape, size, lod, false, false); 113 return CreateMesh(primName, primShape, size, lod, false);
114 } 114 }
115 115
116 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 116 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde)
117 {
118 return CreateMesh(primName, primShape, size, lod, false);
119 }
120
121 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex,bool forOde)
117 { 122 {
118 return CreateMesh(primName, primShape, size, lod, false, false); 123 return CreateMesh(primName, primShape, size, lod, false);
119 } 124 }
120 125
121 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache) 126 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
122 { 127 {
123 // Remove the reference to the encoded JPEG2000 data so it can be GCed 128 // Remove the reference to the encoded JPEG2000 data so it can be GCed
124 primShape.SculptData = OpenMetaverse.Utils.EmptyBytes; 129 primShape.SculptData = OpenMetaverse.Utils.EmptyBytes;
125 130
126 return null; 131 return null;
127 } 132 }
128 #endregion
129 133
134 public IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
135 {
136 return null;
137 }
130 138
139 public void ReleaseMesh(IMesh mesh) { }
140 public void ExpireReleaseMeshs() { }
141 public void ExpireFileCache() { }
142
143 #endregion
131 } 144 }
132} 145}
diff --git a/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs b/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs
index 445fef8..5e48de6 100644
--- a/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs
+++ b/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs
@@ -2955,6 +2955,7 @@ Console.WriteLine(" JointCreateFixed");
2955 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name); 2955 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
2956 } 2956 }
2957 } 2957 }
2958
2958 public override bool PIDActive { get; set; } 2959 public override bool PIDActive { get; set; }
2959 public override float PIDTau { set { m_PIDTau = value; } } 2960 public override float PIDTau { set { m_PIDTau = value; } }
2960 2961
diff --git a/OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs b/OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs
index cd5dbf8..80f0fcf 100644
--- a/OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs
@@ -180,7 +180,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
180 len = 250f; 180 len = 250f;
181 181
182 // Create the ray 182 // Create the ray
183 IntPtr ray = d.CreateRay(m_scene.space, req.length); 183 IntPtr ray = d.CreateRay(m_scene.space, len);
184 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z); 184 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
185 185
186 // Collide test 186 // Collide test
@@ -225,8 +225,13 @@ namespace OpenSim.Region.PhysicsModule.ODE
225 /// <param name="req"></param> 225 /// <param name="req"></param>
226 private void RayCast(ODERayRequest req) 226 private void RayCast(ODERayRequest req)
227 { 227 {
228 // limit ray lenght or collisions will take all avaiable stack space
229 float len = req.length;
230 if (len > 250f)
231 len = 250f;
232
228 // Create the ray 233 // Create the ray
229 IntPtr ray = d.CreateRay(m_scene.space, req.length); 234 IntPtr ray = d.CreateRay(m_scene.space, len);
230 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z); 235 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
231 236
232 // Collide test 237 // Collide test
@@ -438,4 +443,4 @@ namespace OpenSim.Region.PhysicsModule.ODE
438 public float length; 443 public float length;
439 public RayCallback callbackMethod; 444 public RayCallback callbackMethod;
440 } 445 }
441} \ No newline at end of file 446}
diff --git a/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs b/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
index 88d4d15..26210d6 100644
--- a/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
+++ b/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
@@ -478,7 +478,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
478 private int m_physicsiterations = 10; 478 private int m_physicsiterations = 10;
479 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag 479 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
480 private readonly PhysicsActor PANull = new NullPhysicsActor(); 480 private readonly PhysicsActor PANull = new NullPhysicsActor();
481// private float step_time = 0.0f; 481 private float step_time = 0.0f;
482//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it 482//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
483//Ckrinke private int ms = 0; 483//Ckrinke private int ms = 0;
484 public IntPtr world; 484 public IntPtr world;
@@ -671,8 +671,18 @@ namespace OpenSim.Region.PhysicsModule.ODE
671 } 671 }
672#endif 672#endif
673 673
674 // Initialize from configs 674 public override void Initialise(IMesher meshmerizer, IConfigSource config, Vector3 regionExtent)
675 private void InitialiseFromConfig(IConfigSource config) 675 {
676 WorldExtents.X = regionExtent.X;
677 m_regionWidth = (uint)regionExtent.X;
678 WorldExtents.Y = regionExtent.Y;
679 m_regionHeight = (uint)regionExtent.Y;
680 m_suportCombine = false;
681 Initialise(meshmerizer, config);
682 }
683
684 // Initialize the mesh plugin
685 public override void Initialise(IMesher meshmerizer, IConfigSource config)
676 { 686 {
677 InitializeExtraStats(); 687 InitializeExtraStats();
678 688
@@ -812,7 +822,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
812 if (spaceGridMaxY > 24) 822 if (spaceGridMaxY > 24)
813 { 823 {
814 spaceGridMaxY = 24; 824 spaceGridMaxY = 24;
815 spacesPerMeterY = spaceGridMaxY / WorldExtents.Y ; 825 spacesPerMeterY = spaceGridMaxY / WorldExtents.Y;
816 } 826 }
817 827
818 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY]; 828 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
@@ -3077,26 +3087,12 @@ namespace OpenSim.Region.PhysicsModule.ODE
3077 3087
3078 float fps = 0; 3088 float fps = 0;
3079 3089
3080 float timeLeft = timeStep; 3090 step_time += timeStep;
3091
3092 float HalfOdeStep = ODE_STEPSIZE * 0.5f;
3093 if (step_time < HalfOdeStep)
3094 return 0;
3081 3095
3082 //m_log.Info(timeStep.ToString());
3083// step_time += timeSte
3084//
3085// // If We're loaded down by something else,
3086// // or debugging with the Visual Studio project on pause
3087// // skip a few frames to catch up gracefully.
3088// // without shooting the physicsactors all over the place
3089//
3090// if (step_time >= m_SkipFramesAtms)
3091// {
3092// // Instead of trying to catch up, it'll do 5 physics frames only
3093// step_time = ODE_STEPSIZE;
3094// m_physicsiterations = 5;
3095// }
3096// else
3097// {
3098// m_physicsiterations = 10;
3099// }
3100 3096
3101 // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential 3097 // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential
3102 // deadlock if the collision event tries to lock something else later on which is already locked by a 3098 // deadlock if the collision event tries to lock something else later on which is already locked by a
@@ -3138,11 +3134,11 @@ namespace OpenSim.Region.PhysicsModule.ODE
3138 // Figure out the Frames Per Second we're going at. 3134 // Figure out the Frames Per Second we're going at.
3139 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size 3135 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
3140 3136
3141 fps = (timeStep / ODE_STEPSIZE) * 1000; 3137
3142 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues 3138 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
3143 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f); 3139 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
3144 3140
3145 while (timeLeft > 0.0f) 3141 while (step_time > HalfOdeStep)
3146 { 3142 {
3147 try 3143 try
3148 { 3144 {
@@ -3307,7 +3303,8 @@ namespace OpenSim.Region.PhysicsModule.ODE
3307 m_log.ErrorFormat("[ODE SCENE]: {0}, {1}, {2}", e.Message, e.TargetSite, e); 3303 m_log.ErrorFormat("[ODE SCENE]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3308 } 3304 }
3309 3305
3310 timeLeft -= ODE_STEPSIZE; 3306 step_time -= ODE_STEPSIZE;
3307 fps += ODE_STEPSIZE;
3311 } 3308 }
3312 3309
3313 if (CollectStats) 3310 if (CollectStats)
@@ -3403,6 +3400,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
3403 m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick); 3400 m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick);
3404 } 3401 }
3405 3402
3403 fps *= 1.0f/timeStep;
3406 return fps; 3404 return fps;
3407 } 3405 }
3408 3406
@@ -3943,7 +3941,6 @@ namespace OpenSim.Region.PhysicsModule.ODE
3943 3941
3944 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples]; 3942 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
3945 3943
3946
3947 const float scale = 1.0f; 3944 const float scale = 1.0f;
3948 const float offset = 0.0f; 3945 const float offset = 0.0f;
3949 const float thickness = 10f; 3946 const float thickness = 10f;
diff --git a/OpenSim/Region/PhysicsModules/POS/POSPrim.cs b/OpenSim/Region/PhysicsModules/POS/POSPrim.cs
index 8aae716..c190fab 100644
--- a/OpenSim/Region/PhysicsModules/POS/POSPrim.cs
+++ b/OpenSim/Region/PhysicsModules/POS/POSPrim.cs
@@ -298,7 +298,7 @@ namespace OpenSim.Region.PhysicsModule.POS
298 { 298 {
299 set { return; } 299 set { return; }
300 } 300 }
301 301
302 public override Quaternion APIDTarget 302 public override Quaternion APIDTarget
303 { 303 {
304 set { return; } 304 set { return; }
diff --git a/OpenSim/Region/PhysicsModules/POS/POSScene.cs b/OpenSim/Region/PhysicsModules/POS/POSScene.cs
index 6375f18..e6bcbf2 100644
--- a/OpenSim/Region/PhysicsModules/POS/POSScene.cs
+++ b/OpenSim/Region/PhysicsModules/POS/POSScene.cs
@@ -288,7 +288,7 @@ namespace OpenSim.Region.PhysicsModule.POS
288 character._velocity.Z = (character.Position.Z - oldposZ)/timeStep; 288 character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
289 } 289 }
290 } 290 }
291 return fps; 291 return 1.0f;
292 } 292 }
293 293
294 public override void GetResults() 294 public override void GetResults()
diff --git a/OpenSim/Region/PhysicsModules/SharedBase/IMesher.cs b/OpenSim/Region/PhysicsModules/SharedBase/IMesher.cs
index 5c75307..88169bb 100644
--- a/OpenSim/Region/PhysicsModules/SharedBase/IMesher.cs
+++ b/OpenSim/Region/PhysicsModules/SharedBase/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
@@ -36,7 +37,12 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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);
39 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache); 40 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex, bool forOde);
41 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde);
42 IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex);
43 void ReleaseMesh(IMesh mesh);
44 void ExpireReleaseMeshs();
45 void ExpireFileCache();
40 } 46 }
41 47
42 // Values for level of detail to be passed to the mesher. 48 // Values for level of detail to be passed to the mesher.
@@ -54,6 +60,25 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
54 { 60 {
55 } 61 }
56 62
63 [Serializable()]
64 [StructLayout(LayoutKind.Explicit)]
65 public struct AMeshKey
66 {
67 [FieldOffset(0)]
68 public UUID uuid;
69 [FieldOffset(0)]
70 public ulong hashA;
71 [FieldOffset(8)]
72 public ulong hashB;
73 [FieldOffset(16)]
74 public ulong hashC;
75
76 public override string ToString()
77 {
78 return uuid.ToString() + "-" + hashC.ToString("x") ;
79 }
80 }
81
57 public interface IMesh 82 public interface IMesh
58 { 83 {
59 List<Vector3> getVertexList(); 84 List<Vector3> getVertexList();
@@ -67,5 +92,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
67 void releasePinned(); 92 void releasePinned();
68 void Append(IMesh newMesh); 93 void Append(IMesh newMesh);
69 void TransformLinear(float[,] matrix, float[] offset); 94 void TransformLinear(float[,] matrix, float[] offset);
95 Vector3 GetCentroid();
96 Vector3 GetOBB();
70 } 97 }
71} 98}
diff --git a/OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs
index c04ff58..edc41e4 100644
--- a/OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs
+++ b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs
@@ -43,7 +43,8 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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 +60,41 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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;
64 public bool CharacterFeet;
62 65
63 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth) 66 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
64 { 67 {
65 Position = position; 68 Position = position;
66 SurfaceNormal = surfaceNormal; 69 SurfaceNormal = surfaceNormal;
67 PenetrationDepth = penetrationDepth; 70 PenetrationDepth = penetrationDepth;
71 RelativeSpeed = 0f; // for now let this one be set explicity
72 CharacterFeet = true; // keep other plugins work as before
73 }
74
75 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth, bool feet)
76 {
77 Position = position;
78 SurfaceNormal = surfaceNormal;
79 PenetrationDepth = penetrationDepth;
80 RelativeSpeed = 0f; // for now let this one be set explicity
81 CharacterFeet = feet; // keep other plugins work as before
68 } 82 }
69 } 83 }
70 84
85 public struct ContactData
86 {
87 public float mu;
88 public float bounce;
89 public bool softcolide;
90
91 public ContactData(float _mu, float _bounce, bool _softcolide)
92 {
93 mu = _mu;
94 bounce = _bounce;
95 softcolide = _softcolide;
96 }
97 }
71 /// <summary> 98 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 99 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 100 /// </summary>
@@ -99,7 +126,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
99 m_objCollisionList.Add(localID, contact); 126 m_objCollisionList.Add(localID, contact);
100 } 127 }
101 else 128 else
102 { 129 {
103 if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth) 130 if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth)
104 m_objCollisionList[localID] = contact; 131 m_objCollisionList[localID] = contact;
105 } 132 }
@@ -135,6 +162,8 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
135 /// </summary> 162 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 163 public event CollisionUpdate OnCollisionUpdate;
137 164
165 public virtual void SetVehicle(object vdata) { }
166
138 public event OutOfBounds OnOutOfBounds; 167 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 168#pragma warning restore 67
140 169
@@ -142,11 +171,32 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
142 { 171 {
143 get { return new NullPhysicsActor(); } 172 get { return new NullPhysicsActor(); }
144 } 173 }
174
175 public virtual bool Building { get; set; }
176
177 public virtual void getContactData(ref ContactData cdata)
178 {
179 cdata.mu = 0;
180 cdata.bounce = 0;
181 }
145 182
146 public abstract bool Stopped { get; } 183 public abstract bool Stopped { get; }
147 184
148 public abstract Vector3 Size { get; set; } 185 public abstract Vector3 Size { get; set; }
149 186
187 public virtual void setAvatarSize(Vector3 size, float feetOffset)
188 {
189 Size = size;
190 }
191
192 public virtual bool Phantom { get; set; }
193
194 public virtual bool IsVolumeDtc
195 {
196 get { return false; }
197 set { return; }
198 }
199
150 public virtual byte PhysicsShapeType { get; set; } 200 public virtual byte PhysicsShapeType { get; set; }
151 201
152 public abstract PrimitiveBaseShape Shape { set; } 202 public abstract PrimitiveBaseShape Shape { set; }
@@ -169,7 +219,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
169 /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or 219 /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or
170 /// water. This is not a problem due to the formatting of names given by prims and avatars. 220 /// water. This is not a problem due to the formatting of names given by prims and avatars.
171 /// </remarks> 221 /// </remarks>
172 public string Name { get; protected set; } 222 public string Name { get; set; }
173 223
174 /// <summary> 224 /// <summary>
175 /// This is being used by ODE joint code. 225 /// This is being used by ODE joint code.
@@ -253,6 +303,51 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
253 public abstract Vector3 GeometricCenter { get; } 303 public abstract Vector3 GeometricCenter { get; }
254 public abstract Vector3 CenterOfMass { get; } 304 public abstract Vector3 CenterOfMass { get; }
255 305
306 public virtual Vector3 OOBsize
307 {
308 get
309 {
310 Vector3 s=Size;
311 s.X *=0.5f;
312 s.Y *=0.5f;
313 s.Z *=0.5f;
314 return s;
315 }
316 }
317
318 public virtual Vector3 OOBoffset
319 {
320 get
321 {
322 return Vector3.Zero;
323 }
324 }
325
326 public virtual float OOBRadiusSQ
327 {
328 get
329 {
330 return Size.LengthSquared() * 0.25f; // ((0.5^2)
331 }
332 }
333
334
335 public virtual float PhysicsCost
336 {
337 get
338 {
339 return 0.1f;
340 }
341 }
342
343 public virtual float StreamCost
344 {
345 get
346 {
347 return 1.0f;
348 }
349 }
350
256 /// <summary> 351 /// <summary>
257 /// The desired velocity of this actor. 352 /// The desired velocity of this actor.
258 /// </summary> 353 /// </summary>
@@ -314,6 +409,12 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
314 public abstract void UnSubscribeEvents(); 409 public abstract void UnSubscribeEvents();
315 public abstract bool SubscribedEvents(); 410 public abstract bool SubscribedEvents();
316 411
412 public virtual void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { }
413
414 // Warning in a parent part it returns itself, not null
415 public virtual PhysicsActor ParentActor { get { return this; } }
416
417
317 // Extendable interface for new, physics engine specific operations 418 // Extendable interface for new, physics engine specific operations
318 public virtual object Extension(string pFunct, params object[] pParams) 419 public virtual object Extension(string pFunct, params object[] pParams)
319 { 420 {
@@ -324,9 +425,11 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
324 425
325 public class NullPhysicsActor : PhysicsActor 426 public class NullPhysicsActor : PhysicsActor
326 { 427 {
428 private ActorTypes m_actorType = ActorTypes.Unknown;
429
327 public override bool Stopped 430 public override bool Stopped
328 { 431 {
329 get{ return false; } 432 get{ return true; }
330 } 433 }
331 434
332 public override Vector3 Position 435 public override Vector3 Position
@@ -343,6 +446,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
343 446
344 public override uint LocalID 447 public override uint LocalID
345 { 448 {
449 get { return 0; }
346 set { return; } 450 set { return; }
347 } 451 }
348 452
@@ -402,50 +506,17 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
402 set { return; } 506 set { return; }
403 } 507 }
404 508
405 public override void VehicleFloatParam(int param, float value) 509 public override void VehicleFloatParam(int param, float value) {}
406 { 510 public override void VehicleVectorParam(int param, Vector3 value) { }
511 public override void VehicleRotationParam(int param, Quaternion rotation) { }
512 public override void VehicleFlags(int param, bool remove) { }
513 public override void SetVolumeDetect(int param) {}
514 public override void SetMaterial(int material) {}
515 public override Vector3 CenterOfMass { get { return Vector3.Zero; }}
407 516
408 } 517 public override Vector3 GeometricCenter { get { return Vector3.Zero; }}
409 518
410 public override void VehicleVectorParam(int param, Vector3 value) 519 public override PrimitiveBaseShape Shape { set { return; }}
411 {
412
413 }
414
415 public override void VehicleRotationParam(int param, Quaternion rotation)
416 {
417
418 }
419
420 public override void VehicleFlags(int param, bool remove)
421 {
422
423 }
424
425 public override void SetVolumeDetect(int param)
426 {
427
428 }
429
430 public override void SetMaterial(int material)
431 {
432
433 }
434
435 public override Vector3 CenterOfMass
436 {
437 get { return Vector3.Zero; }
438 }
439
440 public override Vector3 GeometricCenter
441 {
442 get { return Vector3.Zero; }
443 }
444
445 public override PrimitiveBaseShape Shape
446 {
447 set { return; }
448 }
449 520
450 public override Vector3 Velocity 521 public override Vector3 Velocity
451 { 522 {
@@ -465,9 +536,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
465 set { } 536 set { }
466 } 537 }
467 538
468 public override void CrossingFailure() 539 public override void CrossingFailure() {}
469 {
470 }
471 540
472 public override Quaternion Orientation 541 public override Quaternion Orientation
473 { 542 {
@@ -507,8 +576,20 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
507 576
508 public override int PhysicsActorType 577 public override int PhysicsActorType
509 { 578 {
510 get { return (int) ActorTypes.Unknown; } 579 get { return (int)m_actorType; }
511 set { return; } 580 set {
581 ActorTypes type = (ActorTypes)value;
582 switch (type)
583 {
584 case ActorTypes.Ground:
585 case ActorTypes.Water:
586 m_actorType = type;
587 break;
588 default:
589 m_actorType = ActorTypes.Unknown;
590 break;
591 }
592 }
512 } 593 }
513 594
514 public override bool Kinematic 595 public override bool Kinematic
@@ -517,26 +598,11 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
517 set { return; } 598 set { return; }
518 } 599 }
519 600
520 public override void link(PhysicsActor obj) 601 public override void link(PhysicsActor obj) { }
521 { 602 public override void delink() { }
522 } 603 public override void LockAngularMotion(Vector3 axis) { }
523 604 public override void AddForce(Vector3 force, bool pushforce) { }
524 public override void delink() 605 public override void AddAngularForce(Vector3 force, bool pushforce) { }
525 {
526 }
527
528 public override void LockAngularMotion(Vector3 axis)
529 {
530 }
531
532 public override void AddForce(Vector3 force, bool pushforce)
533 {
534 }
535
536 public override void AddAngularForce(Vector3 force, bool pushforce)
537 {
538
539 }
540 606
541 public override Vector3 RotationalVelocity 607 public override Vector3 RotationalVelocity
542 { 608 {
@@ -564,21 +630,10 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
564 public override float APIDStrength { set { return; } } 630 public override float APIDStrength { set { return; } }
565 public override float APIDDamping { set { return; } } 631 public override float APIDDamping { set { return; } }
566 632
567 public override void SetMomentum(Vector3 momentum) 633 public override void SetMomentum(Vector3 momentum) { }
568 {
569 }
570
571 public override void SubscribeEvents(int ms)
572 {
573
574 }
575 public override void UnSubscribeEvents()
576 {
577 634
578 } 635 public override void SubscribeEvents(int ms) { }
579 public override bool SubscribedEvents() 636 public override void UnSubscribeEvents() { }
580 { 637 public override bool SubscribedEvents() { return false; }
581 return false;
582 }
583 } 638 }
584} 639}
diff --git a/OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs
index 32691fc..1c0ad20 100644
--- a/OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs
+++ b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs
@@ -41,6 +41,10 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
41 41
42 public delegate void RaycastCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal); 42 public delegate void RaycastCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal);
43 public delegate void RayCallback(List<ContactResult> list); 43 public delegate void RayCallback(List<ContactResult> list);
44 public delegate void ProbeBoxCallback(List<ContactResult> list);
45 public delegate void ProbeSphereCallback(List<ContactResult> list);
46 public delegate void ProbePlaneCallback(List<ContactResult> list);
47 public delegate void SitAvatarCallback(int status, uint partID, Vector3 offset, Quaternion Orientation);
44 48
45 public delegate void JointMoved(PhysicsJoint joint); 49 public delegate void JointMoved(PhysicsJoint joint);
46 public delegate void JointDeactivated(PhysicsJoint joint); 50 public delegate void JointDeactivated(PhysicsJoint joint);
@@ -89,6 +93,8 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
89 public Vector3 Normal; 93 public Vector3 Normal;
90 } 94 }
91 95
96
97
92 public abstract class PhysicsScene 98 public abstract class PhysicsScene
93 { 99 {
94// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 100// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -143,6 +149,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
143 /// <param name="size"></param> 149 /// <param name="size"></param>
144 /// <param name="isFlying"></param> 150 /// <param name="isFlying"></param>
145 /// <returns></returns> 151 /// <returns></returns>
152
146 public abstract PhysicsActor AddAvatar( 153 public abstract PhysicsActor AddAvatar(
147 string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying); 154 string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying);
148 155
@@ -161,12 +168,26 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
161 { 168 {
162 PhysicsActor ret = AddAvatar(avName, position, velocity, size, isFlying); 169 PhysicsActor ret = AddAvatar(avName, position, velocity, size, isFlying);
163 170
164 if (ret != null) 171 if (ret != null)
165 ret.LocalID = localID; 172 ret.LocalID = localID;
166 173
167 return ret; 174 return ret;
168 } 175 }
169 176
177 public virtual PhysicsActor AddAvatar(
178 uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
179 {
180 PhysicsActor ret = AddAvatar(localID, avName, position, Vector3.Zero, size, isFlying);
181 return ret;
182 }
183
184 public virtual PhysicsActor AddAvatar(
185 uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
186 {
187 PhysicsActor ret = AddAvatar(localID, avName, position, Vector3.Zero, size, isFlying);
188 return ret;
189 }
190
170 /// <summary> 191 /// <summary>
171 /// Remove an avatar. 192 /// Remove an avatar.
172 /// </summary> 193 /// </summary>
@@ -182,6 +203,19 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
182 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 203 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
183 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 204 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
184 205
206 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
207 uint localid, byte[] sdata)
208 {
209 return null;
210 }
211
212 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
213 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
214 {
215 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
216 }
217
218
185 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 219 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
186 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid) 220 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
187 { 221 {
@@ -255,6 +289,9 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
255 289
256 public abstract void AddPhysicsActorTaint(PhysicsActor prim); 290 public abstract void AddPhysicsActorTaint(PhysicsActor prim);
257 291
292
293 public virtual void PrepareSimulation() { }
294
258 /// <summary> 295 /// <summary>
259 /// Perform a simulation of the current physics scene over the given timestep. 296 /// Perform a simulation of the current physics scene over the given timestep.
260 /// </summary> 297 /// </summary>
@@ -299,7 +336,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
299 } 336 }
300 337
301 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 338 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
302 339 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
303 public virtual void UnCombine(PhysicsScene pScene) {} 340 public virtual void UnCombine(PhysicsScene pScene) {}
304 341
305 /// <summary> 342 /// <summary>
@@ -348,6 +385,31 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
348 return false; 385 return false;
349 } 386 }
350 387
388 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags flags)
389 {
390 return new List<ContactResult>();
391 }
392
393 public virtual List<ContactResult> BoxProbe(Vector3 position, Vector3 size, Quaternion orientation, int Count, RayFilterFlags flags)
394 {
395 return new List<ContactResult>();
396 }
397
398 public virtual List<ContactResult> SphereProbe(Vector3 position, float radius, int Count, RayFilterFlags flags)
399 {
400 return new List<ContactResult>();
401 }
402
403 public virtual List<ContactResult> PlaneProbe(PhysicsActor actor, Vector4 plane, int Count, RayFilterFlags flags)
404 {
405 return new List<ContactResult>();
406 }
407
408 public virtual int SitAvatar(PhysicsActor actor, Vector3 AbsolutePosition, Vector3 CameraPosition, Vector3 offset, Vector3 AvatarSize, SitAvatarCallback PhysicsSitResponse)
409 {
410 return 0;
411 }
412
351 // Extendable interface for new, physics engine specific operations 413 // Extendable interface for new, physics engine specific operations
352 public virtual object Extension(string pFunct, params object[] pParams) 414 public virtual object Extension(string pFunct, params object[] pParams)
353 { 415 {
diff --git a/OpenSim/Region/PhysicsModules/SharedBase/VehicleConstants.cs b/OpenSim/Region/PhysicsModules/SharedBase/VehicleConstants.cs
index 63a8cb8..e850b11 100644
--- a/OpenSim/Region/PhysicsModules/SharedBase/VehicleConstants.cs
+++ b/OpenSim/Region/PhysicsModules/SharedBase/VehicleConstants.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using OpenMetaverse;
29 30
30namespace OpenSim.Region.PhysicsModules.SharedBase 31namespace OpenSim.Region.PhysicsModules.SharedBase
31{ 32{
@@ -117,5 +118,47 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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}