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-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1438
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3980
-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.cs3886
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs353
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs1
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs29
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs19
-rw-r--r--OpenSim/Region/Physics/Manager/VehicleConstants.cs45
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs72
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs21
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMap.cs62
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs11
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs1454
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs993
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs3573
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs443
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs1960
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs90
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2303
27 files changed, 21472 insertions, 37 deletions
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
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..2945199
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1438 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
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 // unique UUID of this character object
144 public UUID m_uuid;
145 public bool bad = false;
146 private Object m_syncRoot = new Object();
147
148 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
149 {
150 m_uuid = UUID.Random();
151
152 if (pos.IsFinite())
153 {
154 if (pos.Z > 9999999f)
155 {
156 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
157 }
158 if (pos.Z < -90000f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 _position = pos;
163 m_taintPosition.X = pos.X;
164 m_taintPosition.Y = pos.Y;
165 m_taintPosition.Z = pos.Z;
166 }
167 else
168 {
169 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
170 m_taintPosition.X = _position.X;
171 m_taintPosition.Y = _position.Y;
172 m_taintPosition.Z = _position.Z;
173 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
174 }
175
176 _parent_scene = parent_scene;
177
178 PID_D = pid_d;
179 PID_P = pid_p;
180 CAPSULE_RADIUS = capsule_radius;
181 m_tensor = tensor;
182 m_density = density;
183 heightFudgeFactor = height_fudge_factor;
184 walkDivisor = walk_divisor;
185 runDivisor = rundivisor;
186
187 // m_StandUpRotation =
188 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
189 // 0.5f);
190
191 for (int i = 0; i < 11; i++)
192 {
193 m_colliderarr[i] = false;
194 }
195 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
196 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
197 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
198
199 m_isPhysical = false; // current status: no ODE information exists
200 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
201
202 _parent_scene.AddPhysicsActorTaint(this);
203
204 m_name = avName;
205 }
206
207 public override int PhysicsActorType
208 {
209 get { return (int) ActorTypes.Agent; }
210 set { return; }
211 }
212
213 /// <summary>
214 /// If this is set, the avatar will move faster
215 /// </summary>
216 public override bool SetAlwaysRun
217 {
218 get { return m_alwaysRun; }
219 set { m_alwaysRun = value; }
220 }
221
222 public override uint LocalID
223 {
224 set { m_localID = value; }
225 }
226
227 public override bool Grabbed
228 {
229 set { return; }
230 }
231
232 public override bool Selected
233 {
234// set { return; }
235 set { jumping = value; } // add for jumping flag
236 }
237
238 public override float Buoyancy
239 {
240 get { return m_buoyancy; }
241 set { m_buoyancy = value; }
242 }
243
244 public override bool FloatOnWater
245 {
246 set { return; }
247 }
248
249 public override bool IsPhysical
250 {
251 get { return false; }
252 set { return; }
253 }
254
255 public override bool ThrottleUpdates
256 {
257 get { return false; }
258 set { return; }
259 }
260
261 public override bool Flying
262 {
263 get { return flying; }
264 set { flying = value; }
265 }
266
267 /// <summary>
268 /// Returns if the avatar is colliding in general.
269 /// This includes the ground and objects and avatar.
270 /// </summary>
271 public override bool IsColliding
272 {
273//#@ get { return m_iscolliding; }
274 get { //##
275//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
276 return m_iscolliding; } //##
277 set
278 {
279 int i;
280 int truecount = 0;
281 int falsecount = 0;
282
283 if (m_colliderarr.Length >= 10)
284 {
285 for (i = 0; i < 10; i++)
286 {
287 m_colliderarr[i] = m_colliderarr[i + 1];
288 }
289 }
290 m_colliderarr[10] = value;
291
292 for (i = 0; i < 11; i++)
293 {
294 if (m_colliderarr[i])
295 {
296 truecount++;
297 }
298 else
299 {
300 falsecount++;
301 }
302 }
303
304 // Equal truecounts and false counts means we're colliding with something.
305
306 if (falsecount > 1.2*truecount)
307 {
308 m_iscolliding = false;
309 }
310 else
311 {
312 m_iscolliding = true;
313 }
314// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
315 if (m_wascolliding != m_iscolliding)
316 {
317 //base.SendCollisionUpdate(new CollisionEventUpdate());
318 }
319 m_wascolliding = m_iscolliding;
320 }
321 }
322
323 /// <summary>
324 /// Returns if an avatar is colliding with the ground
325 /// </summary>
326 public override bool CollidingGround
327 {
328 get { return m_iscollidingGround; }
329 set
330 {
331 // Collisions against the ground are not really reliable
332 // So, to get a consistant value we have to average the current result over time
333 // Currently we use 1 second = 10 calls to this.
334 int i;
335 int truecount = 0;
336 int falsecount = 0;
337
338 if (m_colliderGroundarr.Length >= 10)
339 {
340 for (i = 0; i < 10; i++)
341 {
342 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
343 }
344 }
345 m_colliderGroundarr[10] = value;
346
347 for (i = 0; i < 11; i++)
348 {
349 if (m_colliderGroundarr[i])
350 {
351 truecount++;
352 }
353 else
354 {
355 falsecount++;
356 }
357 }
358
359 // Equal truecounts and false counts means we're colliding with something.
360
361 if (falsecount > 1.2*truecount)
362 {
363 m_iscollidingGround = false;
364 }
365 else
366 {
367 m_iscollidingGround = true;
368 }
369 if (m_wascollidingGround != m_iscollidingGround)
370 {
371 //base.SendCollisionUpdate(new CollisionEventUpdate());
372 }
373 m_wascollidingGround = m_iscollidingGround;
374 }
375 }
376
377 /// <summary>
378 /// Returns if the avatar is colliding with an object
379 /// </summary>
380 public override bool CollidingObj
381 {
382 get { return m_iscollidingObj; }
383 set
384 {
385 m_iscollidingObj = value;
386 if (value)
387 m_pidControllerActive = false;
388 else
389 m_pidControllerActive = true;
390 }
391 }
392
393 /// <summary>
394 /// turn the PID controller on or off.
395 /// The PID Controller will turn on all by itself in many situations
396 /// </summary>
397 /// <param name="status"></param>
398 public void SetPidStatus(bool status)
399 {
400 m_pidControllerActive = status;
401 }
402
403 public override bool Stopped
404 {
405 get { return _zeroFlag; }
406 }
407
408 /// <summary>
409 /// This 'puts' an avatar somewhere in the physics space.
410 /// Not really a good choice unless you 'know' it's a good
411 /// spot otherwise you're likely to orbit the avatar.
412 /// </summary>
413 public override Vector3 Position
414 {
415 get { return _position; }
416 set
417 {
418 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
419 {
420 if (value.IsFinite())
421 {
422 if (value.Z > 9999999f)
423 {
424 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
425 }
426 if (value.Z < -90000f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430
431 _position.X = value.X;
432 _position.Y = value.Y;
433 _position.Z = value.Z;
434
435 m_taintPosition.X = value.X;
436 m_taintPosition.Y = value.Y;
437 m_taintPosition.Z = value.Z;
438 _parent_scene.AddPhysicsActorTaint(this);
439 }
440 else
441 {
442 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
443 }
444 }
445 }
446 }
447
448 public override Vector3 RotationalVelocity
449 {
450 get { return m_rotationalVelocity; }
451 set { m_rotationalVelocity = value; }
452 }
453
454 /// <summary>
455 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
456 /// and use it to offset landings properly
457 /// </summary>
458 public override Vector3 Size
459 {
460 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
461 set
462 {
463 if (value.IsFinite())
464 {
465 m_pidControllerActive = true;
466
467 Vector3 SetSize = value;
468 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
469 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
470
471 Velocity = Vector3.Zero;
472 m_taintPosition = _position; // update the stale taint position
473 _parent_scene.AddPhysicsActorTaint(this);
474 }
475 else
476 {
477 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
478 }
479 }
480 }
481
482 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
483 {
484 movementVector.Z = 0f;
485 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
486 if (magnitude < 0.1f) return;
487
488 // normalize the velocity vector
489 float invMagnitude = 1.0f / magnitude;
490 movementVector.X *= invMagnitude;
491 movementVector.Y *= invMagnitude;
492
493 // if we change the capsule heading too often, the capsule can fall down
494 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
495 // meaning only 4 possible capsule tilt orientations
496 if (movementVector.X > 0)
497 {
498 // east
499 if (movementVector.Y > 0)
500 {
501 // northeast
502 movementVector.X = (float)Math.Sqrt(2.0);
503 movementVector.Y = (float)Math.Sqrt(2.0);
504 }
505 else
506 {
507 // southeast
508 movementVector.X = (float)Math.Sqrt(2.0);
509 movementVector.Y = -(float)Math.Sqrt(2.0);
510 }
511 }
512 else
513 {
514 // west
515 if (movementVector.Y > 0)
516 {
517 // northwest
518 movementVector.X = -(float)Math.Sqrt(2.0);
519 movementVector.Y = (float)Math.Sqrt(2.0);
520 }
521 else
522 {
523 // southwest
524 movementVector.X = -(float)Math.Sqrt(2.0);
525 movementVector.Y = -(float)Math.Sqrt(2.0);
526 }
527 }
528
529
530 // movementVector.Z is zero
531
532 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
533 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
534 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
535 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
536
537 //m_log.Debug("[PHYSICS] changing avatar tilt");
538 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
539 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
541 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
542 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
544 }
545
546 /// <summary>
547 /// This creates the Avatar's physical Surrogate at the position supplied
548 /// </summary>
549 /// <param name="npositionX"></param>
550 /// <param name="npositionY"></param>
551 /// <param name="npositionZ"></param>
552
553 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
554 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
555 // place that is safe to call this routine AvatarGeomAndBodyCreation.
556 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
557 {
558 //CAPSULE_LENGTH = -5;
559 //CAPSULE_RADIUS = -5;
560 int dAMotorEuler = 1;
561 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
562 if (CAPSULE_LENGTH <= 0)
563 {
564 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
565 CAPSULE_LENGTH = 0.01f;
566
567 }
568
569 if (CAPSULE_RADIUS <= 0)
570 {
571 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
572 CAPSULE_RADIUS = 0.01f;
573
574 }
575
576 if(Shell != IntPtr.Zero)
577 {
578 try
579 {
580 d.GeomDestroy(Shell);
581 }
582 catch (System.AccessViolationException)
583 {
584 m_log.Error("[PHYSICS]: PrimGeom dead");
585 }
586 // Remove any old entries
587//string tShell;
588//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
589//Console.WriteLine("**** Remove {0}", tShell);
590 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
591 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
592 }
593
594 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
595 _parent_scene.geom_name_map[Shell] = m_name;
596 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
597//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
598
599 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
600 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
601
602 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
603 Body = d.BodyCreate(_parent_scene.world);
604 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
605
606 _position.X = npositionX;
607 _position.Y = npositionY;
608 _position.Z = npositionZ;
609
610
611 m_taintPosition.X = npositionX;
612 m_taintPosition.Y = npositionY;
613 m_taintPosition.Z = npositionZ;
614
615 d.BodySetMass(Body, ref ShellMass);
616 d.Matrix3 m_caprot;
617 // 90 Stand up on the cap of the capped cyllinder
618 if (_parent_scene.IsAvCapsuleTilted)
619 {
620 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
621 }
622 else
623 {
624 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
625 }
626
627
628 d.GeomSetRotation(Shell, ref m_caprot);
629 d.BodySetRotation(Body, ref m_caprot);
630
631 d.GeomSetBody(Shell, Body);
632
633
634 // The purpose of the AMotor here is to keep the avatar's physical
635 // surrogate from rotating while moving
636 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
637 d.JointAttach(Amotor, Body, IntPtr.Zero);
638 d.JointSetAMotorMode(Amotor, dAMotorEuler);
639 d.JointSetAMotorNumAxes(Amotor, 3);
640 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
641 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
642 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
643 d.JointSetAMotorAngle(Amotor, 0, 0);
644 d.JointSetAMotorAngle(Amotor, 1, 0);
645 d.JointSetAMotorAngle(Amotor, 2, 0);
646
647 // These lowstops and high stops are effectively (no wiggle room)
648 if (_parent_scene.IsAvCapsuleTilted)
649 {
650 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
651 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
652 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
653 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
654 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
656 }
657 else
658 {
659 #region Documentation of capsule motor LowStop and HighStop parameters
660 // Intentionally introduce some tilt into the capsule by setting
661 // the motor stops to small epsilon values. This small tilt prevents
662 // the capsule from falling into the terrain; a straight-up capsule
663 // (with -0..0 motor stops) falls into the terrain for reasons yet
664 // to be comprehended in their entirety.
665 #endregion
666 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
667 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
668 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
669 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
670 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
671 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
672 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
673 }
674
675 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
676 // capped cyllinder will fall over
677 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
678 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
679
680 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
681 //d.QfromR(
682 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
683 //
684 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
685 //standupStraight();
686 }
687
688 //
689 /// <summary>
690 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
691 /// This may be used in calculations in the scene/scenepresence
692 /// </summary>
693 public override float Mass
694 {
695 get
696 {
697 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
698 return m_density*AVvolume;
699 }
700 }
701 public override void link(PhysicsActor obj)
702 {
703
704 }
705
706 public override void delink()
707 {
708
709 }
710
711 public override void LockAngularMotion(Vector3 axis)
712 {
713
714 }
715
716// This code is very useful. Written by DanX0r. We're just not using it right now.
717// Commented out to prevent a warning.
718//
719// private void standupStraight()
720// {
721// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
722// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
723// // change appearance and when you enter the simulator
724// // After this routine is done, the amotor stabilizes much quicker
725// d.Vector3 feet;
726// d.Vector3 head;
727// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
728// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
729// float posture = head.Z - feet.Z;
730
731// // restoring force proportional to lack of posture:
732// float servo = (2.5f - posture) * POSTURE_SERVO;
733// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
734// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
735// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
736// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
737// }
738
739 public override Vector3 Force
740 {
741 get { return _target_velocity; }
742 set { return; }
743 }
744
745 public override int VehicleType
746 {
747 get { return 0; }
748 set { return; }
749 }
750
751 public override void VehicleFloatParam(int param, float value)
752 {
753
754 }
755
756 public override void VehicleVectorParam(int param, Vector3 value)
757 {
758
759 }
760
761 public override void VehicleRotationParam(int param, Quaternion rotation)
762 {
763
764 }
765
766 public override void VehicleFlags(int flags, bool remove)
767 {
768 }
769
770 public override void SetVolumeDetect(int param)
771 {
772
773 }
774
775 public override Vector3 CenterOfMass
776 {
777 get { return Vector3.Zero; }
778 }
779
780 public override Vector3 GeometricCenter
781 {
782 get { return Vector3.Zero; }
783 }
784
785 public override PrimitiveBaseShape Shape
786 {
787 set { return; }
788 }
789
790 public override Vector3 Velocity
791 {
792 get {
793 // There's a problem with Vector3.Zero! Don't Use it Here!
794 if (_zeroFlag)
795 return Vector3.Zero;
796 m_lastUpdateSent = false;
797 return _velocity;
798 }
799 set
800 {
801 if (value.IsFinite())
802 {
803 m_pidControllerActive = true;
804 _target_velocity = value;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
809 }
810 }
811 }
812
813 public override Vector3 Torque
814 {
815 get { return Vector3.Zero; }
816 set { return; }
817 }
818
819 public override float CollisionScore
820 {
821 get { return 0f; }
822 set { }
823 }
824
825 public override bool Kinematic
826 {
827 get { return false; }
828 set { }
829 }
830
831 public override Quaternion Orientation
832 {
833 get { return Quaternion.Identity; }
834 set {
835 //Matrix3 or = Orientation.ToRotationMatrix();
836 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
837 //d.BodySetRotation(Body, ref ord);
838 }
839 }
840
841 public override Vector3 Acceleration
842 {
843 get { return _acceleration; }
844 set { _acceleration = value; }
845 }
846
847 public void SetAcceleration(Vector3 accel)
848 {
849 m_pidControllerActive = true;
850 _acceleration = accel;
851 }
852
853 /// <summary>
854 /// Adds the force supplied to the Target Velocity
855 /// The PID controller takes this target velocity and tries to make it a reality
856 /// </summary>
857 /// <param name="force"></param>
858 public override void AddForce(Vector3 force, bool pushforce)
859 {
860 if (force.IsFinite())
861 {
862 if (pushforce)
863 {
864 m_pidControllerActive = false;
865 force *= 100f;
866//Console.WriteLine("DF 1"); // ##
867 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
868 doForce(force);
869 // If uncommented, things get pushed off world
870 //
871 // m_log.Debug("Push!");
872 // _target_velocity.X += force.X;
873 // _target_velocity.Y += force.Y;
874 // _target_velocity.Z += force.Z;
875 }
876 else
877 {
878 m_pidControllerActive = true;
879 _target_velocity.X += force.X;
880 _target_velocity.Y += force.Y;
881 _target_velocity.Z += force.Z;
882 }
883 }
884 else
885 {
886 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
887 }
888 //m_lastUpdateSent = false;
889 }
890
891 public override void AddAngularForce(Vector3 force, bool pushforce)
892 {
893
894 }
895
896 /// <summary>
897 /// After all of the forces add up with 'add force' we apply them with doForce
898 /// </summary>
899 /// <param name="force"></param>
900 public void doForce(Vector3 force)
901 {
902 if (!collidelock)
903 {
904 d.BodyAddForce(Body, force.X, force.Y, force.Z);
905 //d.BodySetRotation(Body, ref m_StandUpRotation);
906 //standupStraight();
907 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
908//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
909 }
910 }
911
912 public override void SetMomentum(Vector3 momentum)
913 {
914 }
915
916
917 /// <summary>
918 /// Called from Simulate
919 /// This is the avatar's movement control + PID Controller
920 /// </summary>
921 /// <param name="timeStep"></param>
922 public void Move(float timeStep, List<OdeCharacter> defects)
923 {
924 // no lock; for now it's only called from within Simulate()
925
926 // If the PID Controller isn't active then we set our force
927 // calculating base velocity to the current position
928
929 if (Body == IntPtr.Zero)
930 return;
931
932 if (m_pidControllerActive == false)
933 {
934 _zeroPosition = d.BodyGetPosition(Body);
935 }
936 //PidStatus = true;
937
938 d.Vector3 localpos = d.BodyGetPosition(Body);
939 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
940
941 if (!localPos.IsFinite())
942 {
943
944 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
945 defects.Add(this);
946 // _parent_scene.RemoveCharacter(this);
947
948 // destroy avatar capsule and related ODE data
949 if (Amotor != IntPtr.Zero)
950 {
951 // Kill the Amotor
952 d.JointDestroy(Amotor);
953 Amotor = IntPtr.Zero;
954 }
955
956 //kill the Geometry
957 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
958
959 if (Body != IntPtr.Zero)
960 {
961 //kill the body
962 d.BodyDestroy(Body);
963
964 Body = IntPtr.Zero;
965 }
966
967 if(Shell != IntPtr.Zero)
968 {
969 try
970 {
971 d.GeomDestroy(Shell);
972 }
973 catch (System.AccessViolationException)
974 {
975 m_log.Error("[PHYSICS]: PrimGeom dead");
976 }
977 // Remove any old entries
978//string tShell;
979//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
980//Console.WriteLine("**** Remove {0}", tShell);
981
982 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
983 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
984 Shell = IntPtr.Zero;
985 }
986
987 return;
988 }
989
990 Vector3 vec = Vector3.Zero;
991 d.Vector3 vel = d.BodyGetLinearVel(Body);
992
993 float movementdivisor = 1f;
994
995 if (!m_alwaysRun)
996 {
997 movementdivisor = walkDivisor;
998 }
999 else
1000 {
1001 movementdivisor = runDivisor;
1002 }
1003
1004 // if velocity is zero, use position control; otherwise, velocity control
1005 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1006 {
1007 // keep track of where we stopped. No more slippin' & slidin'
1008 if (!_zeroFlag)
1009 {
1010 _zeroFlag = true;
1011 _zeroPosition = d.BodyGetPosition(Body);
1012 }
1013 if (m_pidControllerActive)
1014 {
1015 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1016 // react to the physics scene by moving it's position.
1017 // Avatar to Avatar collisions
1018 // Prim to avatar collisions
1019
1020 d.Vector3 pos = d.BodyGetPosition(Body);
1021 float errX = _zeroPosition.X - pos.X;
1022 float errY = _zeroPosition.Y - pos.Y;
1023 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1024 {
1025 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1026 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1027 }
1028 else
1029 { // close, jump to lateral destination
1030 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1031 }
1032// if (flying)
1033 if (flying || jumping) // add for jumping
1034 {
1035 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1036 }
1037 }
1038 //PidStatus = true;
1039 }
1040 else
1041 {
1042 m_pidControllerActive = true;
1043 _zeroFlag = false;
1044 if (m_iscolliding && !flying)
1045 {
1046 // We're standing on something
1047 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1048 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1049 }
1050 else if (m_iscolliding && flying)
1051 {
1052 // We're flying and colliding with something
1053 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1054 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1055 }
1056 else if (!m_iscolliding && flying)
1057 {
1058 // we're in mid air suspended
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1061 }
1062
1063 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1064 {
1065 // We're colliding with something and we're not flying but we're moving
1066 // This means we're walking or running.
1067 d.Vector3 pos = d.BodyGetPosition(Body);
1068 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1069 if (_target_velocity.X > 0)
1070 {
1071 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1072 }
1073 if (_target_velocity.Y > 0)
1074 {
1075 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1076 }
1077 }
1078 else if (!m_iscolliding && !flying)
1079 {
1080 // we're not colliding and we're not flying so that means we're falling!
1081 // m_iscolliding includes collisions with the ground.
1082
1083 // d.Vector3 pos = d.BodyGetPosition(Body);
1084 if (Math.Abs(_target_velocity.X) > 0)
1085 {
1086 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1087 }
1088 if (Math.Abs(_target_velocity.Y) > 0)
1089 {
1090 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1091 }
1092 }
1093
1094 if (flying)
1095 {
1096 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1097 }
1098 }
1099 if (flying)
1100 {
1101 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1102
1103 //Added for auto fly height. Kitto Flora
1104 //d.Vector3 pos = d.BodyGetPosition(Body);
1105 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1106
1107 if (_position.Z < target_altitude)
1108 {
1109 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1110 }
1111 // end add Kitto Flora
1112 }
1113 if (vec.IsFinite())
1114 {
1115 if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
1116 {
1117//Console.WriteLine("DF 2"); // ##
1118
1119 doForce(vec);
1120 if (!_zeroFlag)
1121 {
1122// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1123 }
1124 }
1125 }
1126 else
1127 {
1128 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1129 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1130 defects.Add(this);
1131 // _parent_scene.RemoveCharacter(this);
1132 // destroy avatar capsule and related ODE data
1133 if (Amotor != IntPtr.Zero)
1134 {
1135 // Kill the Amotor
1136 d.JointDestroy(Amotor);
1137 Amotor = IntPtr.Zero;
1138 }
1139 //kill the Geometry
1140 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1141
1142 if (Body != IntPtr.Zero)
1143 {
1144 //kill the body
1145 d.BodyDestroy(Body);
1146
1147 Body = IntPtr.Zero;
1148 }
1149
1150 if(Shell != IntPtr.Zero)
1151 {
1152 try
1153 {
1154 d.GeomDestroy(Shell);
1155 }
1156 catch (System.AccessViolationException)
1157 {
1158 m_log.Error("[PHYSICS]: PrimGeom dead");
1159 }
1160 // Remove any old entries
1161//string tShell;
1162//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1163//Console.WriteLine("**** Remove {0}", tShell);
1164
1165 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1166 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1167 Shell = IntPtr.Zero;
1168 }
1169 }
1170 }
1171
1172 /// <summary>
1173 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1174 /// </summary>
1175 public void UpdatePositionAndVelocity()
1176 {
1177 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1178 d.Vector3 vec;
1179 try
1180 {
1181 vec = d.BodyGetPosition(Body);
1182 }
1183 catch (NullReferenceException)
1184 {
1185 bad = true;
1186 _parent_scene.BadCharacter(this);
1187 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1188 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1189 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1190 }
1191
1192
1193 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1194 if (vec.X < 0.0f) vec.X = 0.0f;
1195 if (vec.Y < 0.0f) vec.Y = 0.0f;
1196 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1197 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1198
1199 _position.X = vec.X;
1200 _position.Y = vec.Y;
1201 _position.Z = vec.Z;
1202
1203 // Did we move last? = zeroflag
1204 // This helps keep us from sliding all over
1205
1206 if (_zeroFlag)
1207 {
1208 _velocity.X = 0.0f;
1209 _velocity.Y = 0.0f;
1210 _velocity.Z = 0.0f;
1211
1212 // Did we send out the 'stopped' message?
1213 if (!m_lastUpdateSent)
1214 {
1215 m_lastUpdateSent = true;
1216 //base.RequestPhysicsterseUpdate();
1217
1218 }
1219 }
1220 else
1221 {
1222 m_lastUpdateSent = false;
1223 try
1224 {
1225 vec = d.BodyGetLinearVel(Body);
1226 }
1227 catch (NullReferenceException)
1228 {
1229 vec.X = _velocity.X;
1230 vec.Y = _velocity.Y;
1231 vec.Z = _velocity.Z;
1232 }
1233 _velocity.X = (vec.X);
1234 _velocity.Y = (vec.Y);
1235
1236 _velocity.Z = (vec.Z);
1237
1238 if (_velocity.Z < -6 && !m_hackSentFall)
1239 {
1240 m_hackSentFall = true;
1241 m_pidControllerActive = false;
1242 }
1243 else if (flying && !m_hackSentFly)
1244 {
1245 //m_hackSentFly = true;
1246 //base.SendCollisionUpdate(new CollisionEventUpdate());
1247 }
1248 else
1249 {
1250 m_hackSentFly = false;
1251 m_hackSentFall = false;
1252 }
1253 }
1254 }
1255
1256 /// <summary>
1257 /// Cleanup the things we use in the scene.
1258 /// </summary>
1259 public void Destroy()
1260 {
1261 m_tainted_isPhysical = false;
1262 _parent_scene.AddPhysicsActorTaint(this);
1263 }
1264
1265 public override void CrossingFailure()
1266 {
1267 }
1268
1269 public override Vector3 PIDTarget { set { return; } }
1270 public override bool PIDActive { set { return; } }
1271 public override float PIDTau { set { return; } }
1272
1273 public override float PIDHoverHeight { set { return; } }
1274 public override bool PIDHoverActive { set { return; } }
1275 public override PIDHoverType PIDHoverType { set { return; } }
1276 public override float PIDHoverTau { set { return; } }
1277
1278 public override Quaternion APIDTarget{ set { return; } }
1279
1280 public override bool APIDActive{ set { return; } }
1281
1282 public override float APIDStrength{ set { return; } }
1283
1284 public override float APIDDamping{ set { return; } }
1285
1286
1287 public override void SubscribeEvents(int ms)
1288 {
1289 m_requestedUpdateFrequency = ms;
1290 m_eventsubscription = ms;
1291 _parent_scene.addCollisionEventReporting(this);
1292 }
1293 public override void UnSubscribeEvents()
1294 {
1295 _parent_scene.remCollisionEventReporting(this);
1296 m_requestedUpdateFrequency = 0;
1297 m_eventsubscription = 0;
1298 }
1299 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1300 {
1301 if (m_eventsubscription > 0)
1302 {
1303 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1304 }
1305 }
1306
1307 public void SendCollisions()
1308 {
1309 if (m_eventsubscription > m_requestedUpdateFrequency)
1310 {
1311 if (CollisionEventsThisFrame != null)
1312 {
1313 base.SendCollisionUpdate(CollisionEventsThisFrame);
1314 }
1315 CollisionEventsThisFrame = new CollisionEventUpdate();
1316 m_eventsubscription = 0;
1317 }
1318 }
1319 public override bool SubscribedEvents()
1320 {
1321 if (m_eventsubscription > 0)
1322 return true;
1323 return false;
1324 }
1325
1326 public void ProcessTaints(float timestep)
1327 {
1328 lock (m_syncRoot)
1329 {
1330
1331 if (m_tainted_isPhysical != m_isPhysical)
1332 {
1333 if (m_tainted_isPhysical)
1334 {
1335 // Create avatar capsule and related ODE data
1336 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1337 {
1338 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1339 + (Shell!=IntPtr.Zero ? "Shell ":"")
1340 + (Body!=IntPtr.Zero ? "Body ":"")
1341 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1342 }
1343 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1344 _parent_scene.AddCharacter(this);
1345 }
1346 else
1347 {
1348 _parent_scene.RemoveCharacter(this);
1349 // destroy avatar capsule and related ODE data
1350 if (Amotor != IntPtr.Zero)
1351 {
1352 // Kill the Amotor
1353 d.JointDestroy(Amotor);
1354 Amotor = IntPtr.Zero;
1355 }
1356 //kill the Geometry
1357 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1358
1359 if (Body != IntPtr.Zero)
1360 {
1361 //kill the body
1362 d.BodyDestroy(Body);
1363 Body = IntPtr.Zero;
1364 }
1365
1366 if(Shell != IntPtr.Zero)
1367 {
1368 try
1369 {
1370 d.GeomDestroy(Shell);
1371 }
1372 catch (System.AccessViolationException)
1373 {
1374 m_log.Error("[PHYSICS]: PrimGeom dead");
1375 }
1376 // Remove any old entries
1377 //string tShell;
1378 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1379 //Console.WriteLine("**** Remove {0}", tShell);
1380
1381 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1382 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1383 Shell = IntPtr.Zero;
1384 }
1385 }
1386
1387 m_isPhysical = m_tainted_isPhysical;
1388 }
1389
1390 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1391 {
1392 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1393 {
1394
1395 m_pidControllerActive = true;
1396 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1397 d.JointDestroy(Amotor);
1398 float prevCapsule = CAPSULE_LENGTH;
1399 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1400 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1401 d.BodyDestroy(Body);
1402 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1403 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1404 Velocity = Vector3.Zero;
1405 }
1406 else
1407 {
1408 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1409 + (Shell==IntPtr.Zero ? "Shell ":"")
1410 + (Body==IntPtr.Zero ? "Body ":"")
1411 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1412 }
1413 }
1414
1415 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1416 {
1417 if (Body != IntPtr.Zero)
1418 {
1419 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1420
1421 _position.X = m_taintPosition.X;
1422 _position.Y = m_taintPosition.Y;
1423 _position.Z = m_taintPosition.Z;
1424 }
1425 }
1426
1427 }
1428 }
1429
1430 internal void AddCollisionFrameTime(int p)
1431 {
1432 // protect it from overflow crashing
1433 if (m_eventsubscription + p >= int.MaxValue)
1434 m_eventsubscription = 0;
1435 m_eventsubscription += p;
1436 }
1437 }
1438}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..3ed3b5a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3980 @@
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_taintCollidesWater;
135
136 public uint m_localID;
137
138 //public GCHandle gc;
139 private CollisionLocker ode;
140
141 private bool m_meshfailed = false;
142 private bool m_taintforce = false;
143 private bool m_taintaddangularforce = false;
144 private Vector3 m_force;
145 private List<Vector3> m_forcelist = new List<Vector3>();
146 private List<Vector3> m_angularforcelist = new List<Vector3>();
147
148 private IMesh _mesh;
149 private PrimitiveBaseShape _pbs;
150 private OdeScene _parent_scene;
151 public IntPtr m_targetSpace = IntPtr.Zero;
152 public IntPtr prim_geom;
153 // public IntPtr prev_geom;
154 public IntPtr _triMeshData;
155
156 private IntPtr _linkJointGroup = IntPtr.Zero;
157 private PhysicsActor _parent;
158 private PhysicsActor m_taintparent;
159
160 private List<OdePrim> childrenPrim = new List<OdePrim>();
161
162 private bool iscolliding;
163 private bool m_isphysical;
164 private bool m_isSelected;
165
166 private bool m_NoColide; // for now only for internal use for bad meshs
167
168 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
169
170 private bool m_throttleUpdates;
171 private int throttleCounter;
172 public int m_interpenetrationcount;
173 public float m_collisionscore;
174 // public int m_roundsUnderMotionThreshold;
175 // private int m_crossingfailures;
176
177 public bool m_outofBounds;
178 private float m_density = 10.000006836f; // Aluminum g/cm3;
179
180 public bool _zeroFlag; // if body has been stopped
181 private bool m_lastUpdateSent;
182
183 public IntPtr Body = IntPtr.Zero;
184 public String m_primName;
185 private Vector3 _target_velocity;
186 public d.Mass pMass;
187
188 public int m_eventsubscription;
189 private CollisionEventUpdate CollisionEventsThisFrame;
190
191 private IntPtr m_linkJoint = IntPtr.Zero;
192
193 public volatile bool childPrim;
194
195 internal int m_material = (int)Material.Wood;
196
197 private IntPtr m_body = IntPtr.Zero;
198
199 // Vehicle properties ============================================================================================
200 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
201 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
202 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
203 // HOVER_TERRAIN_ONLY
204 // HOVER_GLOBAL_HEIGHT
205 // NO_DEFLECTION_UP
206 // HOVER_WATER_ONLY
207 // HOVER_UP_ONLY
208 // LIMIT_MOTOR_UP
209 // LIMIT_ROLL_ONLY
210
211 // Linear properties
212 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
213 //requested by LSL
214 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
215 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
216 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
217
218 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
219 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
220 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
221
222 //Angular properties
223 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
224
225 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
226 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
227 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
228
229 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
230 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
231 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
232
233 //Deflection properties
234 // private float m_angularDeflectionEfficiency = 0;
235 // private float m_angularDeflectionTimescale = 0;
236 // private float m_linearDeflectionEfficiency = 0;
237 // private float m_linearDeflectionTimescale = 0;
238
239 //Banking properties
240 // private float m_bankingEfficiency = 0;
241 // private float m_bankingMix = 0;
242 // private float m_bankingTimescale = 0;
243
244 //Hover and Buoyancy properties
245 private float m_VhoverHeight = 0f;
246 // private float m_VhoverEfficiency = 0f;
247 private float m_VhoverTimescale = 0f;
248 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
249 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
250 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
251 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
252 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
253
254 //Attractor properties
255 private float m_verticalAttractionEfficiency = 1.0f; // damped
256 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
257
258// SerialControl m_taintserial = null;
259 object m_taintvehicledata = null;
260
261 public void DoSetVehicle()
262 {
263 VehicleData vd = (VehicleData)m_taintvehicledata;
264
265 m_type = vd.m_type;
266 m_flags = vd.m_flags;
267
268 // Linear properties
269 m_linearMotorDirection = vd.m_linearMotorDirection;
270 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
271 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
272 m_linearMotorTimescale = vd.m_linearMotorTimescale;
273// m_linearMotorOffset = vd.m_linearMotorOffset;
274
275 //Angular properties
276 m_angularMotorDirection = vd.m_angularMotorDirection;
277 m_angularMotorTimescale = vd.m_angularMotorTimescale;
278 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
279 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
280
281 //Deflection properties
282// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
283// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
284// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
285// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
286
287 //Banking properties
288// m_bankingEfficiency = vd.m_bankingEfficiency;
289// m_bankingMix = vd.m_bankingMix;
290// m_bankingTimescale = vd.m_bankingTimescale;
291
292 //Hover and Buoyancy properties
293 m_VhoverHeight = vd.m_VhoverHeight;
294// m_VhoverEfficiency = vd.m_VhoverEfficiency;
295 m_VhoverTimescale = vd.m_VhoverTimescale;
296 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
297
298 //Attractor properties
299 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
300 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
301
302 // Axis
303// m_referenceFrame = vd.m_referenceFrame;
304
305
306 m_taintvehicledata = null;
307 }
308
309 public override void SetVehicle(object vdata)
310 {
311 m_taintvehicledata = vdata;
312 _parent_scene.AddPhysicsActorTaint(this);
313 }
314 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
315 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode, uint localid)
316 {
317 m_localID = localid;
318 ode = dode;
319 if (!pos.IsFinite())
320 {
321 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
322 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
323 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
324 }
325
326 _position = pos;
327 m_taintposition = pos;
328 PID_D = parent_scene.bodyPIDD;
329 PID_G = parent_scene.bodyPIDG;
330 m_density = parent_scene.geomDefaultDensity;
331 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
332 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
333
334 prim_geom = IntPtr.Zero;
335 // prev_geom = IntPtr.Zero;
336
337 if (!pos.IsFinite())
338 {
339 size = new Vector3(0.5f, 0.5f, 0.5f);
340 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
341 }
342
343 if (size.X <= 0) size.X = 0.01f;
344 if (size.Y <= 0) size.Y = 0.01f;
345 if (size.Z <= 0) size.Z = 0.01f;
346
347 _size = size;
348 m_taintsize = _size;
349
350 if (!QuaternionIsFinite(rotation))
351 {
352 rotation = Quaternion.Identity;
353 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
354 }
355
356 _orientation = rotation;
357 m_taintrot = _orientation;
358 _mesh = mesh;
359 _pbs = pbs;
360
361 _parent_scene = parent_scene;
362 m_targetSpace = (IntPtr)0;
363
364 // if (pos.Z < 0)
365 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
366 m_isphysical = false;
367 else
368 {
369 m_isphysical = pisPhysical;
370 // If we're physical, we need to be in the master space for now.
371 // linksets *should* be in a space together.. but are not currently
372 if (m_isphysical)
373 m_targetSpace = _parent_scene.space;
374 }
375
376 _triMeshData = IntPtr.Zero;
377 m_NoColide = false;
378
379// m_taintserial = null;
380 m_primName = primName;
381 m_taintadd = true;
382 _parent_scene.AddPhysicsActorTaint(this);
383 // don't do .add() here; old geoms get recycled with the same hash
384 }
385
386 public override int PhysicsActorType
387 {
388 get { return (int)ActorTypes.Prim; }
389 set { return; }
390 }
391
392 public override bool SetAlwaysRun
393 {
394 get { return false; }
395 set { return; }
396 }
397
398 public override uint LocalID
399 {
400 set
401 {
402 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
403 m_localID = value;
404 }
405 }
406
407 public override bool Grabbed
408 {
409 set { return; }
410 }
411
412 public override bool Selected
413 {
414 set
415 {
416 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
417 // This only makes the object not collidable if the object
418 // is physical or the object is modified somehow *IN THE FUTURE*
419 // without this, if an avatar selects prim, they can walk right
420 // through it while it's selected
421 m_collisionscore = 0;
422 if ((m_isphysical && !_zeroFlag) || !value)
423 {
424 m_taintselected = value;
425 _parent_scene.AddPhysicsActorTaint(this);
426 }
427 else
428 {
429 m_taintselected = value;
430 m_isSelected = value;
431 }
432 if (m_isSelected) disableBodySoft();
433 }
434 }
435
436 public override bool IsPhysical
437 {
438 get { return m_isphysical; }
439 set
440 {
441 m_isphysical = value;
442 if (!m_isphysical)
443 { // Zero the remembered last velocity
444 m_lastVelocity = Vector3.Zero;
445 if (m_type != Vehicle.TYPE_NONE) Halt();
446 }
447 }
448 }
449
450 public void setPrimForRemoval()
451 {
452 m_taintremove = true;
453 }
454
455 public override bool Flying
456 {
457 // no flying prims for you
458 get { return false; }
459 set { }
460 }
461
462 public override bool IsColliding
463 {
464 get { return iscolliding; }
465 set { iscolliding = value; }
466 }
467
468 public override bool CollidingGround
469 {
470 get { return false; }
471 set { return; }
472 }
473
474 public override bool CollidingObj
475 {
476 get { return false; }
477 set { return; }
478 }
479
480 public override bool ThrottleUpdates
481 {
482 get { return m_throttleUpdates; }
483 set { m_throttleUpdates = value; }
484 }
485
486 public override bool Stopped
487 {
488 get { return _zeroFlag; }
489 }
490
491 public override Vector3 Position
492 {
493 get { return _position; }
494
495 set
496 {
497 _position = value;
498 //m_log.Info("[PHYSICS]: " + _position.ToString());
499 }
500 }
501
502 public override Vector3 Size
503 {
504 get { return _size; }
505 set
506 {
507 if (value.IsFinite())
508 {
509 _size = value;
510 }
511 else
512 {
513 m_log.Warn("[PHYSICS]: Got NaN Size on object");
514 }
515 }
516 }
517
518 public override float Mass
519 {
520 get { return CalculateMass(); }
521 }
522
523 public override Vector3 Force
524 {
525 //get { return Vector3.Zero; }
526 get { return m_force; }
527 set
528 {
529 if (value.IsFinite())
530 {
531 m_force = value;
532 }
533 else
534 {
535 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
536 }
537 }
538 }
539
540 public override int VehicleType
541 {
542 get { return (int)m_type; }
543 set { ProcessTypeChange((Vehicle)value); }
544 }
545
546 public override void VehicleFloatParam(int param, float value)
547 {
548 ProcessFloatVehicleParam((Vehicle)param, value);
549 }
550
551 public override void VehicleVectorParam(int param, Vector3 value)
552 {
553 ProcessVectorVehicleParam((Vehicle)param, value);
554 }
555
556 public override void VehicleRotationParam(int param, Quaternion rotation)
557 {
558 ProcessRotationVehicleParam((Vehicle)param, rotation);
559 }
560
561 public override void VehicleFlags(int param, bool remove)
562 {
563 ProcessVehicleFlags(param, remove);
564 }
565
566 public override void SetVolumeDetect(int param)
567 {
568 lock (_parent_scene.OdeLock)
569 {
570 m_isVolumeDetect = (param != 0);
571 }
572 }
573
574 public override Vector3 CenterOfMass
575 {
576 get { return Vector3.Zero; }
577 }
578
579 public override Vector3 GeometricCenter
580 {
581 get { return Vector3.Zero; }
582 }
583
584 public override PrimitiveBaseShape Shape
585 {
586 set
587 {
588 _pbs = value;
589 m_taintshape = true;
590 }
591 }
592
593 public override Vector3 Velocity
594 {
595 get
596 {
597 // Averate previous velocity with the new one so
598 // client object interpolation works a 'little' better
599 if (_zeroFlag)
600 return Vector3.Zero;
601
602 Vector3 returnVelocity = Vector3.Zero;
603 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
604 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
605 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
606 return returnVelocity;
607 }
608 set
609 {
610 if (value.IsFinite())
611 {
612 _velocity = value;
613 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
614 _acceleration = Vector3.Zero;
615
616 m_taintVelocity = value;
617 _parent_scene.AddPhysicsActorTaint(this);
618 }
619 else
620 {
621 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
622 }
623
624 }
625 }
626
627 public override Vector3 Torque
628 {
629 get
630 {
631 if (!m_isphysical || Body == IntPtr.Zero)
632 return Vector3.Zero;
633
634 return _torque;
635 }
636
637 set
638 {
639 if (value.IsFinite())
640 {
641 m_taintTorque = value;
642 _parent_scene.AddPhysicsActorTaint(this);
643 }
644 else
645 {
646 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
647 }
648 }
649 }
650
651 public override float CollisionScore
652 {
653 get { return m_collisionscore; }
654 set { m_collisionscore = value; }
655 }
656
657 public override bool Kinematic
658 {
659 get { return false; }
660 set { }
661 }
662
663 public override Quaternion Orientation
664 {
665 get { return _orientation; }
666 set
667 {
668 if (QuaternionIsFinite(value))
669 {
670 _orientation = value;
671 }
672 else
673 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
674
675 }
676 }
677
678 public override bool FloatOnWater
679 {
680 set
681 {
682 m_taintCollidesWater = value;
683 _parent_scene.AddPhysicsActorTaint(this);
684 }
685 }
686
687 public override void SetMomentum(Vector3 momentum)
688 {
689 }
690
691 public override Vector3 PIDTarget
692 {
693 set
694 {
695 if (value.IsFinite())
696 {
697 m_PIDTarget = value;
698 }
699 else
700 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
701 }
702 }
703 public override bool PIDActive { set { m_usePID = value; } }
704 public override float PIDTau { set { m_PIDTau = value; } }
705
706 // For RotLookAt
707 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
708 public override bool APIDActive { set { m_useAPID = value; } }
709 public override float APIDStrength { set { m_APIDStrength = value; } }
710 public override float APIDDamping { set { m_APIDDamping = value; } }
711
712 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
713 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
714 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
715 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
716
717 internal static bool QuaternionIsFinite(Quaternion q)
718 {
719 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
720 return false;
721 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
722 return false;
723 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
724 return false;
725 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
726 return false;
727 return true;
728 }
729
730 public override Vector3 Acceleration // client updates read data via here
731 {
732 get
733 {
734 if (_zeroFlag)
735 {
736 return Vector3.Zero;
737 }
738 return _acceleration;
739 }
740 set { _acceleration = value; }
741 }
742
743
744 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
745 {
746 _acceleration = accel;
747 }
748
749 public override void AddForce(Vector3 force, bool pushforce)
750 {
751 if (force.IsFinite())
752 {
753 lock (m_forcelist)
754 m_forcelist.Add(force);
755
756 m_taintforce = true;
757 }
758 else
759 {
760 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
761 }
762 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
763 }
764
765 public override void AddAngularForce(Vector3 force, bool pushforce)
766 {
767 if (force.IsFinite())
768 {
769 m_angularforcelist.Add(force);
770 m_taintaddangularforce = true;
771 }
772 else
773 {
774 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
775 }
776 }
777
778 public override Vector3 RotationalVelocity
779 {
780 get
781 {
782 return m_rotationalVelocity;
783 }
784 set
785 {
786 if (value.IsFinite())
787 {
788 m_rotationalVelocity = value;
789 }
790 else
791 {
792 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
793 }
794 }
795 }
796
797 public override void CrossingFailure()
798 {
799 if (m_outofBounds)
800 {
801 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
802 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
803 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
804 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
805
806 m_lastposition = _position;
807
808 _velocity = Vector3.Zero;
809 m_lastVelocity = _velocity;
810
811
812 if (m_type != Vehicle.TYPE_NONE)
813 Halt();
814
815 d.BodySetLinearVel(Body, 0, 0, 0);
816 base.RequestPhysicsterseUpdate();
817 m_outofBounds = false;
818 }
819 /*
820 int tmp = Interlocked.Increment(ref m_crossingfailures);
821 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
822 {
823 base.RaiseOutOfBounds(_position);
824 return;
825 }
826 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
827 {
828 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
829 }
830 */
831 }
832
833 public override float Buoyancy
834 {
835 get { return m_buoyancy; }
836 set { m_buoyancy = value; }
837 }
838
839 public override void link(PhysicsActor obj)
840 {
841 m_taintparent = obj;
842 }
843
844 public override void delink()
845 {
846 m_taintparent = null;
847 }
848
849 public override void LockAngularMotion(Vector3 axis)
850 {
851 // This is actually ROTATION ENABLE, not a lock.
852 // default is <1,1,1> which is all enabled.
853 // The lock value is updated inside Move(), no point in using the taint system.
854 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
855 if (axis.IsFinite())
856 {
857 axis.X = (axis.X > 0) ? 1f : 0f;
858 axis.Y = (axis.Y > 0) ? 1f : 0f;
859 axis.Z = (axis.Z > 0) ? 1f : 0f;
860 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
861 m_rotateEnableRequest = axis;
862 m_rotateEnableUpdate = true;
863 }
864 else
865 {
866 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
867 }
868 }
869
870 public void SetGeom(IntPtr geom)
871 {
872 if (prim_geom != IntPtr.Zero)
873 {
874 // Remove any old entries
875 //string tPA;
876 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
877 //Console.WriteLine("**** Remove {0}", tPA);
878 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
879 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
880 d.GeomDestroy(prim_geom);
881 }
882
883 prim_geom = geom;
884 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
885 if (prim_geom != IntPtr.Zero)
886 {
887 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
888 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
889 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
890 if (m_NoColide)
891 {
892 d.GeomSetCategoryBits(prim_geom, 0);
893 if (m_isphysical)
894 {
895 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
896 }
897 else
898 {
899 d.GeomSetCollideBits(prim_geom, 0);
900 d.GeomDisable(prim_geom);
901 }
902 }
903 else
904 {
905 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
906 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
907 }
908 }
909
910 if (childPrim)
911 {
912 if (_parent != null && _parent is OdePrim)
913 {
914 OdePrim parent = (OdePrim)_parent;
915 //Console.WriteLine("SetGeom calls ChildSetGeom");
916 parent.ChildSetGeom(this);
917 }
918 }
919 //m_log.Warn("Setting Geom to: " + prim_geom);
920 }
921
922 public void enableBodySoft()
923 {
924 if (!childPrim)
925 {
926 if (m_isphysical && Body != IntPtr.Zero)
927 {
928 d.BodyEnable(Body);
929 if (m_type != Vehicle.TYPE_NONE)
930 Enable(Body, _parent_scene);
931 }
932
933 m_disabled = false;
934 }
935 }
936
937 public void disableBodySoft()
938 {
939 m_disabled = true;
940
941 if (m_isphysical && Body != IntPtr.Zero)
942 {
943 d.BodyDisable(Body);
944 Halt();
945 }
946 }
947
948 public void enableBody()
949 {
950 // Don't enable this body if we're a child prim
951 // this should be taken care of in the parent function not here
952 if (!childPrim)
953 {
954 // Sets the geom to a body
955 Body = d.BodyCreate(_parent_scene.world);
956
957 setMass();
958 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
959 d.Quaternion myrot = new d.Quaternion();
960 myrot.X = _orientation.X;
961 myrot.Y = _orientation.Y;
962 myrot.Z = _orientation.Z;
963 myrot.W = _orientation.W;
964 d.BodySetQuaternion(Body, ref myrot);
965 d.GeomSetBody(prim_geom, Body);
966
967 m_collisionCategories |= CollisionCategories.Body;
968 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
969
970 if (m_NoColide)
971 {
972 d.GeomSetCategoryBits(prim_geom, 0);
973 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
974 }
975 else
976 {
977 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
978 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
979 }
980
981 d.BodySetAutoDisableFlag(Body, true);
982 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
983
984 // disconnect from world gravity so we can apply buoyancy
985 d.BodySetGravityMode(Body, false);
986
987 m_interpenetrationcount = 0;
988 m_collisionscore = 0;
989 m_disabled = false;
990
991 if (m_type != Vehicle.TYPE_NONE)
992 {
993 Enable(Body, _parent_scene);
994 }
995
996 _parent_scene.addActivePrim(this);
997 }
998 }
999
1000 #region Mass Calculation
1001
1002 private float CalculateMass()
1003 {
1004 float volume = _size.X * _size.Y * _size.Z; // default
1005 float tmp;
1006
1007 float returnMass = 0;
1008 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1009 float hollowVolume = hollowAmount * hollowAmount;
1010
1011 switch (_pbs.ProfileShape)
1012 {
1013 case ProfileShape.Square:
1014 // default box
1015
1016 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1017 {
1018 if (hollowAmount > 0.0)
1019 {
1020 switch (_pbs.HollowShape)
1021 {
1022 case HollowShape.Square:
1023 case HollowShape.Same:
1024 break;
1025
1026 case HollowShape.Circle:
1027
1028 hollowVolume *= 0.78539816339f;
1029 break;
1030
1031 case HollowShape.Triangle:
1032
1033 hollowVolume *= (0.5f * .5f);
1034 break;
1035
1036 default:
1037 hollowVolume = 0;
1038 break;
1039 }
1040 volume *= (1.0f - hollowVolume);
1041 }
1042 }
1043
1044 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1045 {
1046 //a tube
1047
1048 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1049 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1050 volume -= volume * tmp * tmp;
1051
1052 if (hollowAmount > 0.0)
1053 {
1054 hollowVolume *= hollowAmount;
1055
1056 switch (_pbs.HollowShape)
1057 {
1058 case HollowShape.Square:
1059 case HollowShape.Same:
1060 break;
1061
1062 case HollowShape.Circle:
1063 hollowVolume *= 0.78539816339f; ;
1064 break;
1065
1066 case HollowShape.Triangle:
1067 hollowVolume *= 0.5f * 0.5f;
1068 break;
1069 default:
1070 hollowVolume = 0;
1071 break;
1072 }
1073 volume *= (1.0f - hollowVolume);
1074 }
1075 }
1076
1077 break;
1078
1079 case ProfileShape.Circle:
1080
1081 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1082 {
1083 volume *= 0.78539816339f; // elipse base
1084
1085 if (hollowAmount > 0.0)
1086 {
1087 switch (_pbs.HollowShape)
1088 {
1089 case HollowShape.Same:
1090 case HollowShape.Circle:
1091 break;
1092
1093 case HollowShape.Square:
1094 hollowVolume *= 0.5f * 2.5984480504799f;
1095 break;
1096
1097 case HollowShape.Triangle:
1098 hollowVolume *= .5f * 1.27323954473516f;
1099 break;
1100
1101 default:
1102 hollowVolume = 0;
1103 break;
1104 }
1105 volume *= (1.0f - hollowVolume);
1106 }
1107 }
1108
1109 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1110 {
1111 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1112 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1113 volume *= (1.0f - tmp * tmp);
1114
1115 if (hollowAmount > 0.0)
1116 {
1117
1118 // calculate the hollow volume by it's shape compared to the prim shape
1119 hollowVolume *= hollowAmount;
1120
1121 switch (_pbs.HollowShape)
1122 {
1123 case HollowShape.Same:
1124 case HollowShape.Circle:
1125 break;
1126
1127 case HollowShape.Square:
1128 hollowVolume *= 0.5f * 2.5984480504799f;
1129 break;
1130
1131 case HollowShape.Triangle:
1132 hollowVolume *= .5f * 1.27323954473516f;
1133 break;
1134
1135 default:
1136 hollowVolume = 0;
1137 break;
1138 }
1139 volume *= (1.0f - hollowVolume);
1140 }
1141 }
1142 break;
1143
1144 case ProfileShape.HalfCircle:
1145 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1146 {
1147 volume *= 0.52359877559829887307710723054658f;
1148 }
1149 break;
1150
1151 case ProfileShape.EquilateralTriangle:
1152
1153 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1154 {
1155 volume *= 0.32475953f;
1156
1157 if (hollowAmount > 0.0)
1158 {
1159
1160 // calculate the hollow volume by it's shape compared to the prim shape
1161 switch (_pbs.HollowShape)
1162 {
1163 case HollowShape.Same:
1164 case HollowShape.Triangle:
1165 hollowVolume *= .25f;
1166 break;
1167
1168 case HollowShape.Square:
1169 hollowVolume *= 0.499849f * 3.07920140172638f;
1170 break;
1171
1172 case HollowShape.Circle:
1173 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1174 // Cyllinder hollow volume calculation
1175
1176 hollowVolume *= 0.1963495f * 3.07920140172638f;
1177 break;
1178
1179 default:
1180 hollowVolume = 0;
1181 break;
1182 }
1183 volume *= (1.0f - hollowVolume);
1184 }
1185 }
1186 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1187 {
1188 volume *= 0.32475953f;
1189 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1190 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1191 volume *= (1.0f - tmp * tmp);
1192
1193 if (hollowAmount > 0.0)
1194 {
1195
1196 hollowVolume *= hollowAmount;
1197
1198 switch (_pbs.HollowShape)
1199 {
1200 case HollowShape.Same:
1201 case HollowShape.Triangle:
1202 hollowVolume *= .25f;
1203 break;
1204
1205 case HollowShape.Square:
1206 hollowVolume *= 0.499849f * 3.07920140172638f;
1207 break;
1208
1209 case HollowShape.Circle:
1210
1211 hollowVolume *= 0.1963495f * 3.07920140172638f;
1212 break;
1213
1214 default:
1215 hollowVolume = 0;
1216 break;
1217 }
1218 volume *= (1.0f - hollowVolume);
1219 }
1220 }
1221 break;
1222
1223 default:
1224 break;
1225 }
1226
1227
1228
1229 float taperX1;
1230 float taperY1;
1231 float taperX;
1232 float taperY;
1233 float pathBegin;
1234 float pathEnd;
1235 float profileBegin;
1236 float profileEnd;
1237
1238 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1239 {
1240 taperX1 = _pbs.PathScaleX * 0.01f;
1241 if (taperX1 > 1.0f)
1242 taperX1 = 2.0f - taperX1;
1243 taperX = 1.0f - taperX1;
1244
1245 taperY1 = _pbs.PathScaleY * 0.01f;
1246 if (taperY1 > 1.0f)
1247 taperY1 = 2.0f - taperY1;
1248 taperY = 1.0f - taperY1;
1249 }
1250 else
1251 {
1252 taperX = _pbs.PathTaperX * 0.01f;
1253 if (taperX < 0.0f)
1254 taperX = -taperX;
1255 taperX1 = 1.0f - taperX;
1256
1257 taperY = _pbs.PathTaperY * 0.01f;
1258 if (taperY < 0.0f)
1259 taperY = -taperY;
1260 taperY1 = 1.0f - taperY;
1261
1262 }
1263
1264
1265 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1266
1267 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1268 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1269 volume *= (pathEnd - pathBegin);
1270
1271 // this is crude aproximation
1272 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1273 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1274 volume *= (profileEnd - profileBegin);
1275
1276 returnMass = m_density * volume;
1277
1278 if (returnMass <= 0)
1279 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1280 // else if (returnMass > _parent_scene.maximumMassObject)
1281 // returnMass = _parent_scene.maximumMassObject;
1282
1283
1284
1285
1286 // Recursively calculate mass
1287 bool HasChildPrim = false;
1288 lock (childrenPrim)
1289 {
1290 if (childrenPrim.Count > 0)
1291 {
1292 HasChildPrim = true;
1293 }
1294
1295 }
1296 if (HasChildPrim)
1297 {
1298 OdePrim[] childPrimArr = new OdePrim[0];
1299
1300 lock (childrenPrim)
1301 childPrimArr = childrenPrim.ToArray();
1302
1303 for (int i = 0; i < childPrimArr.Length; i++)
1304 {
1305 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1306 returnMass += childPrimArr[i].CalculateMass();
1307 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1308 if (i > 256)
1309 break;
1310 }
1311 }
1312 if (returnMass > _parent_scene.maximumMassObject)
1313 returnMass = _parent_scene.maximumMassObject;
1314 return returnMass;
1315 }// end CalculateMass
1316
1317 #endregion
1318
1319 public void setMass()
1320 {
1321 if (Body != (IntPtr)0)
1322 {
1323 float newmass = CalculateMass();
1324
1325 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1326
1327 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1328 d.BodySetMass(Body, ref pMass);
1329 }
1330 }
1331
1332 public void disableBody()
1333 {
1334 //this kills the body so things like 'mesh' can re-create it.
1335 lock (this)
1336 {
1337 if (!childPrim)
1338 {
1339 if (Body != IntPtr.Zero)
1340 {
1341 _parent_scene.remActivePrim(this);
1342 m_collisionCategories &= ~CollisionCategories.Body;
1343 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1344
1345 if (prim_geom != IntPtr.Zero)
1346 {
1347 if (m_NoColide)
1348 {
1349 d.GeomSetCategoryBits(prim_geom, 0);
1350 d.GeomSetCollideBits(prim_geom, 0);
1351 d.GeomDisable(prim_geom);
1352 }
1353 else
1354 {
1355 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1356 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1357 }
1358 }
1359
1360 d.BodyDestroy(Body);
1361 lock (childrenPrim)
1362 {
1363 if (childrenPrim.Count > 0)
1364 {
1365 foreach (OdePrim prm in childrenPrim)
1366 {
1367 if (prm.m_NoColide && prm.prim_geom != IntPtr.Zero)
1368 {
1369 d.GeomSetCategoryBits(prm.prim_geom, 0);
1370 d.GeomSetCollideBits(prm.prim_geom, 0);
1371 d.GeomDisable(prm.prim_geom);
1372 }
1373
1374 _parent_scene.remActivePrim(prm);
1375 prm.Body = IntPtr.Zero;
1376 }
1377 }
1378 }
1379 Body = IntPtr.Zero;
1380 }
1381 }
1382 else
1383 {
1384 _parent_scene.remActivePrim(this);
1385
1386 m_collisionCategories &= ~CollisionCategories.Body;
1387 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1388
1389 if (prim_geom != IntPtr.Zero)
1390 {
1391 if (m_NoColide)
1392 {
1393 d.GeomSetCategoryBits(prim_geom, 0);
1394 d.GeomSetCollideBits(prim_geom, 0);
1395 d.GeomDisable(prim_geom);
1396 }
1397 else
1398 {
1399 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1400 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1401 }
1402
1403 }
1404
1405
1406 Body = IntPtr.Zero;
1407 }
1408 }
1409 m_disabled = true;
1410 m_collisionscore = 0;
1411 }
1412
1413 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1414
1415 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1416 {
1417 //Kill Body so that mesh can re-make the geom
1418 if (IsPhysical && Body != IntPtr.Zero)
1419 {
1420 if (childPrim)
1421 {
1422 if (_parent != null)
1423 {
1424 OdePrim parent = (OdePrim)_parent;
1425 parent.ChildDelink(this);
1426 }
1427 }
1428 else
1429 {
1430 disableBody();
1431 }
1432 }
1433
1434 IntPtr vertices, indices;
1435 int vertexCount, indexCount;
1436 int vertexStride, triStride;
1437 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1438 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1439
1440 // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
1441 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1442
1443 if (vertexCount == 0 || indexCount == 0)
1444 {
1445 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());
1446 return false;
1447 }
1448
1449 IntPtr geo = IntPtr.Zero;
1450 try
1451 {
1452 _triMeshData = d.GeomTriMeshDataCreate();
1453 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1454 d.GeomTriMeshDataPreprocess(_triMeshData);
1455
1456 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1457
1458 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1459 }
1460 catch (Exception e)
1461 {
1462 m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
1463
1464 if (_triMeshData != IntPtr.Zero)
1465 {
1466 d.GeomTriMeshDataDestroy(_triMeshData);
1467 _triMeshData = IntPtr.Zero;
1468 }
1469 return false;
1470 }
1471
1472 SetGeom(geo);
1473
1474 return true;
1475 }
1476
1477 public void ProcessTaints(float timestep) //=============================================================================
1478 {
1479 if (m_taintadd)
1480 {
1481 changeadd(timestep);
1482 }
1483
1484 if (m_taintremove)
1485 return;
1486
1487 if (prim_geom != IntPtr.Zero)
1488 {
1489 if (!_position.ApproxEquals(m_taintposition, 0f))
1490 {
1491 changemove(timestep);
1492 }
1493 if (m_taintrot != _orientation)
1494 {
1495 if (childPrim && IsPhysical) // For physical child prim...
1496 {
1497 rotate(timestep);
1498 // KF: ODE will also rotate the parent prim!
1499 // so rotate the root back to where it was
1500 OdePrim parent = (OdePrim)_parent;
1501 parent.rotate(timestep);
1502 }
1503 else
1504 {
1505 //Just rotate the prim
1506 rotate(timestep);
1507 }
1508 }
1509 //
1510
1511 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1512 {
1513 changePhysicsStatus(timestep);
1514 }//
1515
1516 if (!_size.ApproxEquals(m_taintsize, 0f))
1517 changesize(timestep);
1518 //
1519
1520 if (m_taintshape)
1521 changeshape(timestep);
1522 //
1523
1524 if (m_taintforce)
1525 changeAddForce(timestep);
1526
1527 if (m_taintaddangularforce)
1528 changeAddAngularForce(timestep);
1529
1530 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1531 changeSetTorque(timestep);
1532
1533 if (m_taintdisable)
1534 changedisable(timestep);
1535
1536 if (m_taintselected != m_isSelected)
1537 changeSelectedStatus(timestep);
1538
1539 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1540 changevelocity(timestep);
1541
1542 if (m_taintparent != _parent)
1543 changelink(timestep);
1544
1545 if (m_taintCollidesWater != m_collidesWater)
1546 changefloatonwater(timestep);
1547
1548 if (m_taintvehicledata != null)
1549 DoSetVehicle();
1550
1551 /* obsolete
1552 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1553 changeAngularLock(timestep);
1554 */
1555 }
1556
1557 else
1558 {
1559 m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom");
1560
1561 // not sure this will not flame...
1562 m_taintremove = true;
1563 _parent_scene.AddPhysicsActorTaint(this);
1564 }
1565
1566 }
1567
1568 /* obsolete
1569 private void changeAngularLock(float timestep)
1570 {
1571 if (_parent == null)
1572 {
1573 m_angularLock = m_taintAngularLock;
1574 m_angularLockSet = true;
1575 }
1576 }
1577 */
1578 private void changelink(float timestep)
1579 {
1580 // If the newly set parent is not null
1581 // create link
1582 if (_parent == null && m_taintparent != null)
1583 {
1584 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1585 {
1586 OdePrim obj = (OdePrim)m_taintparent;
1587 //obj.disableBody();
1588 obj.ParentPrim(this);
1589
1590 /*
1591 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1592 {
1593 _linkJointGroup = d.JointGroupCreate(0);
1594 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1595 d.JointAttach(m_linkJoint, obj.Body, Body);
1596 d.JointSetFixed(m_linkJoint);
1597 }
1598 */
1599 }
1600 }
1601 // If the newly set parent is null
1602 // destroy link
1603 else if (_parent != null && m_taintparent == null)
1604 {
1605 if (_parent is OdePrim)
1606 {
1607 OdePrim obj = (OdePrim)_parent;
1608 obj.ChildDelink(this);
1609 childPrim = false;
1610 //_parent = null;
1611 }
1612
1613 /*
1614 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1615 d.JointGroupDestroy(_linkJointGroup);
1616
1617 _linkJointGroup = (IntPtr)0;
1618 m_linkJoint = (IntPtr)0;
1619 */
1620 }
1621
1622 _parent = m_taintparent;
1623 m_taintPhysics = m_isphysical;
1624 }
1625
1626 // I'm the parent
1627 // prim is the child
1628 public void ParentPrim(OdePrim prim)
1629 {
1630 if (this.m_localID != prim.m_localID)
1631 {
1632 if (Body == IntPtr.Zero)
1633 {
1634 Body = d.BodyCreate(_parent_scene.world);
1635 // disconnect from world gravity so we can apply buoyancy
1636 d.BodySetGravityMode(Body, false);
1637
1638 setMass();
1639 }
1640 if (Body != IntPtr.Zero)
1641 {
1642 lock (childrenPrim)
1643 {
1644 if (!childrenPrim.Contains(prim))
1645 {
1646 childrenPrim.Add(prim);
1647
1648 foreach (OdePrim prm in childrenPrim)
1649 {
1650 d.Mass m2;
1651 d.MassSetZero(out m2);
1652 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1653
1654
1655 d.Quaternion quat = new d.Quaternion();
1656 quat.W = prm._orientation.W;
1657 quat.X = prm._orientation.X;
1658 quat.Y = prm._orientation.Y;
1659 quat.Z = prm._orientation.Z;
1660
1661 d.Matrix3 mat = new d.Matrix3();
1662 d.RfromQ(out mat, ref quat);
1663 d.MassRotate(ref m2, ref mat);
1664 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1665 d.MassAdd(ref pMass, ref m2);
1666 }
1667 foreach (OdePrim prm in childrenPrim)
1668 {
1669 prm.m_collisionCategories |= CollisionCategories.Body;
1670 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1671
1672 if (prm.prim_geom == IntPtr.Zero)
1673 {
1674 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1675 continue;
1676 }
1677
1678 if (prm.m_NoColide)
1679 {
1680 d.GeomSetCategoryBits(prm.prim_geom, 0);
1681 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1682 }
1683 else
1684 {
1685 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1686 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1687 }
1688
1689 d.Quaternion quat = new d.Quaternion();
1690 quat.W = prm._orientation.W;
1691 quat.X = prm._orientation.X;
1692 quat.Y = prm._orientation.Y;
1693 quat.Z = prm._orientation.Z;
1694
1695 d.Matrix3 mat = new d.Matrix3();
1696 d.RfromQ(out mat, ref quat);
1697 if (Body != IntPtr.Zero)
1698 {
1699 d.GeomSetBody(prm.prim_geom, Body);
1700 prm.childPrim = true;
1701 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
1702 //d.GeomSetOffsetPosition(prim.prim_geom,
1703 // (Position.X - prm.Position.X) - pMass.c.X,
1704 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1705 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1706 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1707 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1708 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1709 d.BodySetMass(Body, ref pMass);
1710 }
1711 else
1712 {
1713 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1714 }
1715
1716 prm.m_interpenetrationcount = 0;
1717 prm.m_collisionscore = 0;
1718 prm.m_disabled = false;
1719
1720 prm.Body = Body;
1721
1722 _parent_scene.addActivePrim(prm);
1723 }
1724
1725 m_collisionCategories |= CollisionCategories.Body;
1726 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1727
1728 if (m_NoColide)
1729 {
1730 d.GeomSetCategoryBits(prim_geom, 0);
1731 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1732 }
1733 else
1734 {
1735 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1736 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1737 }
1738
1739 d.Quaternion quat2 = new d.Quaternion();
1740 quat2.W = _orientation.W;
1741 quat2.X = _orientation.X;
1742 quat2.Y = _orientation.Y;
1743 quat2.Z = _orientation.Z;
1744
1745 d.Matrix3 mat2 = new d.Matrix3();
1746 d.RfromQ(out mat2, ref quat2);
1747 d.GeomSetBody(prim_geom, Body);
1748 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1749 //d.GeomSetOffsetPosition(prim.prim_geom,
1750 // (Position.X - prm.Position.X) - pMass.c.X,
1751 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1752 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1753 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1754 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1755 d.BodySetMass(Body, ref pMass);
1756
1757 d.BodySetAutoDisableFlag(Body, true);
1758 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1759
1760 m_interpenetrationcount = 0;
1761 m_collisionscore = 0;
1762 m_disabled = false;
1763
1764 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1765 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1766
1767 _parent_scene.addActivePrim(this);
1768 }
1769 }
1770 }
1771 }
1772 }
1773
1774 private void ChildSetGeom(OdePrim odePrim)
1775 {
1776 //if (m_isphysical && Body != IntPtr.Zero)
1777 lock (childrenPrim)
1778 {
1779 foreach (OdePrim prm in childrenPrim)
1780 {
1781 //prm.childPrim = true;
1782 prm.disableBody();
1783 //prm.m_taintparent = null;
1784 //prm._parent = null;
1785 //prm.m_taintPhysics = false;
1786 //prm.m_disabled = true;
1787 //prm.childPrim = false;
1788 }
1789 }
1790 disableBody();
1791
1792
1793 if (Body != IntPtr.Zero)
1794 {
1795 _parent_scene.remActivePrim(this);
1796 }
1797
1798 lock (childrenPrim)
1799 {
1800 foreach (OdePrim prm in childrenPrim)
1801 {
1802 ParentPrim(prm);
1803 }
1804 }
1805
1806 }
1807
1808 private void ChildDelink(OdePrim odePrim)
1809 {
1810 // Okay, we have a delinked child.. need to rebuild the body.
1811 lock (childrenPrim)
1812 {
1813 foreach (OdePrim prm in childrenPrim)
1814 {
1815 prm.childPrim = true;
1816 prm.disableBody();
1817 //prm.m_taintparent = null;
1818 //prm._parent = null;
1819 //prm.m_taintPhysics = false;
1820 //prm.m_disabled = true;
1821 //prm.childPrim = false;
1822 }
1823 }
1824 disableBody();
1825
1826 lock (childrenPrim)
1827 {
1828 childrenPrim.Remove(odePrim);
1829 }
1830
1831 if (Body != IntPtr.Zero)
1832 {
1833 _parent_scene.remActivePrim(this);
1834 }
1835
1836 lock (childrenPrim)
1837 {
1838 foreach (OdePrim prm in childrenPrim)
1839 {
1840 ParentPrim(prm);
1841 }
1842 }
1843 }
1844
1845 private void changeSelectedStatus(float timestep)
1846 {
1847 if (m_taintselected)
1848 {
1849 m_collisionCategories = CollisionCategories.Selected;
1850 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1851
1852 // We do the body disable soft twice because 'in theory' a collision could have happened
1853 // in between the disabling and the collision properties setting
1854 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1855 // through the ground.
1856
1857 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1858 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1859 // so that causes the selected part to wake up and continue moving.
1860
1861 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1862 // assembly will stop simulating during the selection, because of the lack of atomicity
1863 // of select operations (their processing could be interrupted by a thread switch, causing
1864 // simulation to continue before all of the selected object notifications trickle down to
1865 // the physics engine).
1866
1867 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1868 // selected and disabled. then, due to a thread switch, the selection processing is
1869 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1870 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1871 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1872 // up, start simulating again, which in turn wakes up the last 50.
1873
1874 if (m_isphysical)
1875 {
1876 disableBodySoft();
1877 }
1878
1879 if (prim_geom != IntPtr.Zero)
1880 {
1881 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1882 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1883 if (m_NoColide)
1884 d.GeomDisable(prim_geom);
1885 }
1886
1887 if (m_isphysical)
1888 {
1889 disableBodySoft();
1890 }
1891 if (Body != IntPtr.Zero)
1892 {
1893 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1894 d.BodySetForce(Body, 0f, 0f, 0f);
1895 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
1896 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
1897 }
1898
1899 }
1900 else
1901 {
1902 m_collisionCategories = CollisionCategories.Geom;
1903 if (m_isphysical)
1904 m_collisionCategories |= CollisionCategories.Body;
1905
1906 m_collisionFlags = m_default_collisionFlags;
1907
1908 if (m_collidesLand)
1909 m_collisionFlags |= CollisionCategories.Land;
1910 if (m_collidesWater)
1911 m_collisionFlags |= CollisionCategories.Water;
1912
1913 if (prim_geom != IntPtr.Zero)
1914 {
1915 if (m_NoColide)
1916 {
1917 d.GeomSetCategoryBits(prim_geom, 0);
1918 if (m_isphysical)
1919 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1920 else
1921 {
1922 d.GeomSetCollideBits(prim_geom, 0);
1923 d.GeomDisable(prim_geom);
1924 }
1925 }
1926 else
1927 {
1928 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1929 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1930 }
1931 }
1932 if (Body != IntPtr.Zero)
1933 {
1934 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1935 d.BodySetForce(Body, 0f, 0f, 0f);
1936 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
1937 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
1938 }
1939
1940 if (m_isphysical)
1941 {
1942 if (Body != IntPtr.Zero)
1943 {
1944 enableBodySoft();
1945 }
1946 }
1947 }
1948
1949 resetCollisionAccounting();
1950 m_isSelected = m_taintselected;
1951 }//end changeSelectedStatus
1952
1953 public void ResetTaints()
1954 {
1955 m_taintposition = _position;
1956 m_taintrot = _orientation;
1957 m_taintPhysics = m_isphysical;
1958 m_taintselected = m_isSelected;
1959 m_taintsize = _size;
1960 m_taintshape = false;
1961 m_taintforce = false;
1962 m_taintdisable = false;
1963 m_taintVelocity = Vector3.Zero;
1964 }
1965
1966 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1967 {
1968 bool gottrimesh = false;
1969
1970 m_NoColide = false; // assume all will go well
1971
1972 if (_triMeshData != IntPtr.Zero)
1973 {
1974 d.GeomTriMeshDataDestroy(_triMeshData);
1975 _triMeshData = IntPtr.Zero;
1976 }
1977
1978 if (_mesh != null)
1979 {
1980 gottrimesh = setMesh(_parent_scene, _mesh);
1981 if (!gottrimesh)
1982 {
1983 // getting a mesh failed,
1984 // lets go on having a basic box or sphere, with prim size but not coliding
1985 // physical colides with land, non with nothing
1986
1987 m_NoColide = true;
1988 }
1989 }
1990
1991 if (!gottrimesh)
1992 { // we will have a basic box or sphere
1993 IntPtr geo = IntPtr.Zero;
1994
1995 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1996 && _size.X == _size.Y && _size.X == _size.Z)
1997 {
1998 // its a sphere
1999 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2000 try
2001 {
2002 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
2003 }
2004 catch (Exception e)
2005 {
2006 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2007 geo = IntPtr.Zero;
2008 ode.dunlock(_parent_scene.world);
2009 }
2010 }
2011 else // make it a box
2012 {
2013 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2014 try
2015 {
2016 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
2017 }
2018 catch (Exception e)
2019 {
2020 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2021 geo = IntPtr.Zero;
2022 ode.dunlock(_parent_scene.world);
2023 }
2024 }
2025
2026 if (geo == IntPtr.Zero) // if this happens it must be fixed
2027 {
2028 // if it does lets stop what we can
2029 // not sure this will not flame...
2030
2031 m_taintremove = true;
2032 _parent_scene.AddPhysicsActorTaint(this);
2033 return;
2034 }
2035
2036 SetGeom(geo); // this processes the m_NoColide
2037 }
2038 }
2039
2040 public void changeadd(float timestep)
2041 {
2042 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2043 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2044
2045 if (targetspace == IntPtr.Zero)
2046 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2047
2048 m_targetSpace = targetspace;
2049
2050 if (_mesh == null && m_meshfailed == false)
2051 {
2052 if (_parent_scene.needsMeshing(_pbs))
2053 {
2054 try
2055 {
2056 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true);
2057 }
2058 catch
2059 {
2060 //Don't continuously try to mesh prims when meshing has failed
2061 m_meshfailed = true;
2062 _mesh = null;
2063 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2064 }
2065 }
2066 }
2067
2068 lock (_parent_scene.OdeLock)
2069 {
2070 CreateGeom(m_targetSpace, _mesh);
2071
2072 if (prim_geom != IntPtr.Zero)
2073 {
2074 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2075 d.Quaternion myrot = new d.Quaternion();
2076 myrot.X = _orientation.X;
2077 myrot.Y = _orientation.Y;
2078 myrot.Z = _orientation.Z;
2079 myrot.W = _orientation.W;
2080 d.GeomSetQuaternion(prim_geom, ref myrot);
2081 }
2082
2083 if (m_isphysical && Body == IntPtr.Zero)
2084 {
2085 enableBody();
2086 }
2087 }
2088
2089 changeSelectedStatus(timestep);
2090
2091 m_taintadd = false;
2092 }
2093
2094 public void changemove(float timestep)
2095 {
2096 if (m_isphysical)
2097 {
2098 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2099 if (!m_taintremove && !childPrim)
2100 {
2101 if (Body == IntPtr.Zero)
2102 enableBody();
2103 //Prim auto disable after 20 frames,
2104 //if you move it, re-enable the prim manually.
2105 if (_parent != null)
2106 {
2107 if (m_linkJoint != IntPtr.Zero)
2108 {
2109 d.JointDestroy(m_linkJoint);
2110 m_linkJoint = IntPtr.Zero;
2111 }
2112 }
2113 if (Body != IntPtr.Zero)
2114 {
2115 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2116
2117 if (_parent != null)
2118 {
2119 OdePrim odParent = (OdePrim)_parent;
2120 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2121 {
2122 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2123 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2124 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2125 d.JointAttach(m_linkJoint, Body, odParent.Body);
2126 d.JointSetFixed(m_linkJoint);
2127 }
2128 }
2129 d.BodyEnable(Body);
2130 if (m_type != Vehicle.TYPE_NONE)
2131 {
2132 Enable(Body, _parent_scene);
2133 }
2134 }
2135 else
2136 {
2137 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2138 }
2139 }
2140 //else
2141 // {
2142 //m_log.Debug("[BUG]: race!");
2143 //}
2144 }
2145 else
2146 {
2147 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2148 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2149 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2150
2151 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2152 m_targetSpace = tempspace;
2153
2154 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2155 if (prim_geom != IntPtr.Zero)
2156 {
2157 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2158
2159 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2160 d.SpaceAdd(m_targetSpace, prim_geom);
2161 }
2162 }
2163
2164 changeSelectedStatus(timestep);
2165
2166 resetCollisionAccounting();
2167 m_taintposition = _position;
2168 }
2169
2170 public void rotate(float timestep)
2171 {
2172 d.Quaternion myrot = new d.Quaternion();
2173 myrot.X = _orientation.X;
2174 myrot.Y = _orientation.Y;
2175 myrot.Z = _orientation.Z;
2176 myrot.W = _orientation.W;
2177 if (Body != IntPtr.Zero)
2178 {
2179 // KF: If this is a root prim do BodySet
2180 d.BodySetQuaternion(Body, ref myrot);
2181 }
2182 else
2183 {
2184 // daughter prim, do Geom set
2185 d.GeomSetQuaternion(prim_geom, ref myrot);
2186 }
2187
2188 resetCollisionAccounting();
2189 m_taintrot = _orientation;
2190 }
2191
2192 private void resetCollisionAccounting()
2193 {
2194 m_collisionscore = 0;
2195 m_interpenetrationcount = 0;
2196 m_disabled = false;
2197 }
2198
2199 public void changedisable(float timestep)
2200 {
2201 m_disabled = true;
2202 if (Body != IntPtr.Zero)
2203 {
2204 d.BodyDisable(Body);
2205 Body = IntPtr.Zero;
2206 }
2207
2208 m_taintdisable = false;
2209 }
2210
2211 public void changePhysicsStatus(float timestep)
2212 {
2213 if (m_isphysical == true)
2214 {
2215 if (Body == IntPtr.Zero)
2216 {
2217 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2218 {
2219 changeshape(2f);
2220 }
2221 else
2222 {
2223 enableBody();
2224 }
2225 }
2226 }
2227 else
2228 {
2229 if (Body != IntPtr.Zero)
2230 {
2231 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2232 {
2233 _mesh = null;
2234 changeadd(2f);
2235 }
2236 if (childPrim)
2237 {
2238 if (_parent != null)
2239 {
2240 OdePrim parent = (OdePrim)_parent;
2241 parent.ChildDelink(this);
2242 }
2243 }
2244 else
2245 {
2246 disableBody();
2247 }
2248 }
2249 }
2250
2251 changeSelectedStatus(timestep);
2252
2253 resetCollisionAccounting();
2254 m_taintPhysics = m_isphysical;
2255 }
2256
2257 public void changesize(float timestamp)
2258 {
2259
2260 string oldname = _parent_scene.geom_name_map[prim_geom];
2261
2262 if (_size.X <= 0) _size.X = 0.01f;
2263 if (_size.Y <= 0) _size.Y = 0.01f;
2264 if (_size.Z <= 0) _size.Z = 0.01f;
2265
2266 // Cleanup of old prim geometry
2267 if (_mesh != null)
2268 {
2269 // Cleanup meshing here
2270 }
2271 //kill body to rebuild
2272 if (IsPhysical && Body != IntPtr.Zero)
2273 {
2274 if (childPrim)
2275 {
2276 if (_parent != null)
2277 {
2278 OdePrim parent = (OdePrim)_parent;
2279 parent.ChildDelink(this);
2280 }
2281 }
2282 else
2283 {
2284 disableBody();
2285 }
2286 }
2287 if (d.SpaceQuery(m_targetSpace, prim_geom))
2288 {
2289 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2290 d.SpaceRemove(m_targetSpace, prim_geom);
2291 }
2292 // we don't need to do space calculation because the client sends a position update also.
2293
2294 // Construction of new prim
2295 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2296 {
2297 float meshlod = _parent_scene.meshSculptLOD;
2298
2299 if (IsPhysical)
2300 meshlod = _parent_scene.MeshSculptphysicalLOD;
2301 // Don't need to re-enable body.. it's done in SetMesh
2302
2303 IMesh mesh = null;
2304
2305 try
2306 {
2307 if (_parent_scene.needsMeshing(_pbs))
2308 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2309 }
2310 catch
2311 {
2312 m_meshfailed = true;
2313 mesh = null;
2314 m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2315 }
2316
2317 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2318 CreateGeom(m_targetSpace, mesh);
2319 }
2320 else
2321 {
2322 _mesh = null;
2323 CreateGeom(m_targetSpace, _mesh);
2324 }
2325
2326 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2327 d.Quaternion myrot = new d.Quaternion();
2328 myrot.X = _orientation.X;
2329 myrot.Y = _orientation.Y;
2330 myrot.Z = _orientation.Z;
2331 myrot.W = _orientation.W;
2332 d.GeomSetQuaternion(prim_geom, ref myrot);
2333
2334 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2335 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2336 {
2337 // Re creates body on size.
2338 // EnableBody also does setMass()
2339 enableBody();
2340 d.BodyEnable(Body);
2341 }
2342
2343 _parent_scene.geom_name_map[prim_geom] = oldname;
2344
2345 changeSelectedStatus(timestamp);
2346 if (childPrim)
2347 {
2348 if (_parent is OdePrim)
2349 {
2350 OdePrim parent = (OdePrim)_parent;
2351 parent.ChildSetGeom(this);
2352 }
2353 }
2354 resetCollisionAccounting();
2355 m_taintsize = _size;
2356 }
2357
2358
2359
2360 public void changefloatonwater(float timestep)
2361 {
2362 m_collidesWater = m_taintCollidesWater;
2363
2364 if (prim_geom != IntPtr.Zero)
2365 {
2366 if (m_collidesWater)
2367 {
2368 m_collisionFlags |= CollisionCategories.Water;
2369 }
2370 else
2371 {
2372 m_collisionFlags &= ~CollisionCategories.Water;
2373 }
2374 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2375 }
2376 }
2377
2378 public void changeshape(float timestamp)
2379 {
2380 string oldname = _parent_scene.geom_name_map[prim_geom];
2381
2382 // Cleanup of old prim geometry and Bodies
2383 if (IsPhysical && Body != IntPtr.Zero)
2384 {
2385 if (childPrim)
2386 {
2387 if (_parent != null)
2388 {
2389 OdePrim parent = (OdePrim)_parent;
2390 parent.ChildDelink(this);
2391 }
2392 }
2393 else
2394 {
2395 disableBody();
2396 }
2397 }
2398
2399
2400 // we don't need to do space calculation because the client sends a position update also.
2401 if (_size.X <= 0) _size.X = 0.01f;
2402 if (_size.Y <= 0) _size.Y = 0.01f;
2403 if (_size.Z <= 0) _size.Z = 0.01f;
2404 // Construction of new prim
2405
2406 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2407 {
2408 // Don't need to re-enable body.. it's done in SetMesh
2409 float meshlod = _parent_scene.meshSculptLOD;
2410 IMesh mesh;
2411
2412 if (IsPhysical)
2413 meshlod = _parent_scene.MeshSculptphysicalLOD;
2414 try
2415 {
2416 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2417 }
2418 catch
2419 {
2420 mesh = null;
2421 m_meshfailed = true;
2422 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2423 }
2424
2425 CreateGeom(m_targetSpace, mesh);
2426
2427 // createmesh returns null when it doesn't mesh.
2428 }
2429 else
2430 {
2431 _mesh = null;
2432 CreateGeom(m_targetSpace, null);
2433 }
2434
2435 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2436 d.Quaternion myrot = new d.Quaternion();
2437 //myrot.W = _orientation.w;
2438 myrot.W = _orientation.W;
2439 myrot.X = _orientation.X;
2440 myrot.Y = _orientation.Y;
2441 myrot.Z = _orientation.Z;
2442 d.GeomSetQuaternion(prim_geom, ref myrot);
2443
2444 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2445 if (IsPhysical && Body == IntPtr.Zero)
2446 {
2447 // Re creates body on size.
2448 // EnableBody also does setMass()
2449 enableBody();
2450 if (Body != IntPtr.Zero)
2451 {
2452 d.BodyEnable(Body);
2453 }
2454 }
2455 _parent_scene.geom_name_map[prim_geom] = oldname;
2456
2457 changeSelectedStatus(timestamp);
2458 if (childPrim)
2459 {
2460 if (_parent is OdePrim)
2461 {
2462 OdePrim parent = (OdePrim)_parent;
2463 parent.ChildSetGeom(this);
2464 }
2465 }
2466 resetCollisionAccounting();
2467 m_taintshape = false;
2468 }
2469
2470 public void changeAddForce(float timestamp)
2471 {
2472 if (!m_isSelected)
2473 {
2474 lock (m_forcelist)
2475 {
2476 //m_log.Info("[PHYSICS]: dequeing forcelist");
2477 if (IsPhysical)
2478 {
2479 Vector3 iforce = Vector3.Zero;
2480 int i = 0;
2481 try
2482 {
2483 for (i = 0; i < m_forcelist.Count; i++)
2484 {
2485
2486 iforce = iforce + (m_forcelist[i] * 100);
2487 }
2488 }
2489 catch (IndexOutOfRangeException)
2490 {
2491 m_forcelist = new List<Vector3>();
2492 m_collisionscore = 0;
2493 m_interpenetrationcount = 0;
2494 m_taintforce = false;
2495 return;
2496 }
2497 catch (ArgumentOutOfRangeException)
2498 {
2499 m_forcelist = new List<Vector3>();
2500 m_collisionscore = 0;
2501 m_interpenetrationcount = 0;
2502 m_taintforce = false;
2503 return;
2504 }
2505 d.BodyEnable(Body);
2506
2507 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2508 }
2509 m_forcelist.Clear();
2510 }
2511
2512 m_collisionscore = 0;
2513 m_interpenetrationcount = 0;
2514 }
2515
2516 m_taintforce = false;
2517
2518 }
2519
2520
2521
2522 public void changeSetTorque(float timestamp)
2523 {
2524 if (!m_isSelected)
2525 {
2526 if (IsPhysical && Body != IntPtr.Zero)
2527 {
2528 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2529 }
2530 }
2531
2532 m_taintTorque = Vector3.Zero;
2533 }
2534
2535 public void changeAddAngularForce(float timestamp)
2536 {
2537 if (!m_isSelected)
2538 {
2539 lock (m_angularforcelist)
2540 {
2541 //m_log.Info("[PHYSICS]: dequeing forcelist");
2542 if (IsPhysical)
2543 {
2544 Vector3 iforce = Vector3.Zero;
2545 for (int i = 0; i < m_angularforcelist.Count; i++)
2546 {
2547 iforce = iforce + (m_angularforcelist[i] * 100);
2548 }
2549 d.BodyEnable(Body);
2550 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2551
2552 }
2553 m_angularforcelist.Clear();
2554 }
2555
2556 m_collisionscore = 0;
2557 m_interpenetrationcount = 0;
2558 }
2559
2560 m_taintaddangularforce = false;
2561 }
2562
2563 private void changevelocity(float timestep)
2564 {
2565 if (!m_isSelected)
2566 {
2567 Thread.Sleep(20);
2568 if (IsPhysical)
2569 {
2570 if (Body != IntPtr.Zero)
2571 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2572 }
2573
2574 //resetCollisionAccounting();
2575 }
2576 m_taintVelocity = Vector3.Zero;
2577 }
2578
2579 public void UpdatePositionAndVelocity()
2580 {
2581 return; // moved to the Move () method
2582 }
2583
2584 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2585 {
2586 obj.I.M00 = pMat[0, 0];
2587 obj.I.M01 = pMat[0, 1];
2588 obj.I.M02 = pMat[0, 2];
2589 obj.I.M10 = pMat[1, 0];
2590 obj.I.M11 = pMat[1, 1];
2591 obj.I.M12 = pMat[1, 2];
2592 obj.I.M20 = pMat[2, 0];
2593 obj.I.M21 = pMat[2, 1];
2594 obj.I.M22 = pMat[2, 2];
2595 return obj;
2596 }
2597
2598 public override void SubscribeEvents(int ms)
2599 {
2600 m_eventsubscription = ms;
2601 _parent_scene.addCollisionEventReporting(this);
2602 }
2603
2604 public override void UnSubscribeEvents()
2605 {
2606 _parent_scene.remCollisionEventReporting(this);
2607 m_eventsubscription = 0;
2608 }
2609
2610 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2611 {
2612 if (CollisionEventsThisFrame == null)
2613 CollisionEventsThisFrame = new CollisionEventUpdate();
2614 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2615 }
2616
2617 public void SendCollisions()
2618 {
2619 if (CollisionEventsThisFrame == null)
2620 return;
2621
2622 base.SendCollisionUpdate(CollisionEventsThisFrame);
2623
2624 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2625 CollisionEventsThisFrame = null;
2626 else
2627 CollisionEventsThisFrame = new CollisionEventUpdate();
2628 }
2629
2630 public override bool SubscribedEvents()
2631 {
2632 if (m_eventsubscription > 0)
2633 return true;
2634 return false;
2635 }
2636
2637 public static Matrix4 Inverse(Matrix4 pMat)
2638 {
2639 if (determinant3x3(pMat) == 0)
2640 {
2641 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2642 }
2643
2644
2645
2646 return (Adjoint(pMat) / determinant3x3(pMat));
2647 }
2648
2649 public static Matrix4 Adjoint(Matrix4 pMat)
2650 {
2651 Matrix4 adjointMatrix = new Matrix4();
2652 for (int i = 0; i < 4; i++)
2653 {
2654 for (int j = 0; j < 4; j++)
2655 {
2656 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2657 }
2658 }
2659
2660 adjointMatrix = Transpose(adjointMatrix);
2661 return adjointMatrix;
2662 }
2663
2664 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2665 {
2666 Matrix4 minor = new Matrix4();
2667 int m = 0, n = 0;
2668 for (int i = 0; i < 4; i++)
2669 {
2670 if (i == iRow)
2671 continue;
2672 n = 0;
2673 for (int j = 0; j < 4; j++)
2674 {
2675 if (j == iCol)
2676 continue;
2677 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
2678 n++;
2679 }
2680 m++;
2681 }
2682 return minor;
2683 }
2684
2685 public static Matrix4 Transpose(Matrix4 pMat)
2686 {
2687 Matrix4 transposeMatrix = new Matrix4();
2688 for (int i = 0; i < 4; i++)
2689 for (int j = 0; j < 4; j++)
2690 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2691 return transposeMatrix;
2692 }
2693
2694 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2695 {
2696 switch (r)
2697 {
2698 case 0:
2699 switch (c)
2700 {
2701 case 0:
2702 pMat.M11 = val;
2703 break;
2704 case 1:
2705 pMat.M12 = val;
2706 break;
2707 case 2:
2708 pMat.M13 = val;
2709 break;
2710 case 3:
2711 pMat.M14 = val;
2712 break;
2713 }
2714
2715 break;
2716 case 1:
2717 switch (c)
2718 {
2719 case 0:
2720 pMat.M21 = val;
2721 break;
2722 case 1:
2723 pMat.M22 = val;
2724 break;
2725 case 2:
2726 pMat.M23 = val;
2727 break;
2728 case 3:
2729 pMat.M24 = val;
2730 break;
2731 }
2732
2733 break;
2734 case 2:
2735 switch (c)
2736 {
2737 case 0:
2738 pMat.M31 = val;
2739 break;
2740 case 1:
2741 pMat.M32 = val;
2742 break;
2743 case 2:
2744 pMat.M33 = val;
2745 break;
2746 case 3:
2747 pMat.M34 = val;
2748 break;
2749 }
2750
2751 break;
2752 case 3:
2753 switch (c)
2754 {
2755 case 0:
2756 pMat.M41 = val;
2757 break;
2758 case 1:
2759 pMat.M42 = val;
2760 break;
2761 case 2:
2762 pMat.M43 = val;
2763 break;
2764 case 3:
2765 pMat.M44 = val;
2766 break;
2767 }
2768
2769 break;
2770 }
2771 }
2772 private static float determinant3x3(Matrix4 pMat)
2773 {
2774 float det = 0;
2775 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
2776 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
2777 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
2778 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
2779 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
2780 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
2781
2782 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2783 return det;
2784
2785 }
2786
2787 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2788 {
2789 dst.c.W = src.c.W;
2790 dst.c.X = src.c.X;
2791 dst.c.Y = src.c.Y;
2792 dst.c.Z = src.c.Z;
2793 dst.mass = src.mass;
2794 dst.I.M00 = src.I.M00;
2795 dst.I.M01 = src.I.M01;
2796 dst.I.M02 = src.I.M02;
2797 dst.I.M10 = src.I.M10;
2798 dst.I.M11 = src.I.M11;
2799 dst.I.M12 = src.I.M12;
2800 dst.I.M20 = src.I.M20;
2801 dst.I.M21 = src.I.M21;
2802 dst.I.M22 = src.I.M22;
2803 }
2804
2805 public override void SetMaterial(int pMaterial)
2806 {
2807 m_material = pMaterial;
2808 }
2809
2810 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2811 {
2812 switch (pParam)
2813 {
2814 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2815 if (pValue < 0.01f) pValue = 0.01f;
2816 // m_angularDeflectionEfficiency = pValue;
2817 break;
2818 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2819 if (pValue < 0.1f) pValue = 0.1f;
2820 // m_angularDeflectionTimescale = pValue;
2821 break;
2822 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2823 if (pValue < 0.3f) pValue = 0.3f;
2824 m_angularMotorDecayTimescale = pValue;
2825 break;
2826 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2827 if (pValue < 0.3f) pValue = 0.3f;
2828 m_angularMotorTimescale = pValue;
2829 break;
2830 case Vehicle.BANKING_EFFICIENCY:
2831 if (pValue < 0.01f) pValue = 0.01f;
2832 // m_bankingEfficiency = pValue;
2833 break;
2834 case Vehicle.BANKING_MIX:
2835 if (pValue < 0.01f) pValue = 0.01f;
2836 // m_bankingMix = pValue;
2837 break;
2838 case Vehicle.BANKING_TIMESCALE:
2839 if (pValue < 0.01f) pValue = 0.01f;
2840 // m_bankingTimescale = pValue;
2841 break;
2842 case Vehicle.BUOYANCY:
2843 if (pValue < -1f) pValue = -1f;
2844 if (pValue > 1f) pValue = 1f;
2845 m_VehicleBuoyancy = pValue;
2846 break;
2847 // case Vehicle.HOVER_EFFICIENCY:
2848 // if (pValue < 0f) pValue = 0f;
2849 // if (pValue > 1f) pValue = 1f;
2850 // m_VhoverEfficiency = pValue;
2851 // break;
2852 case Vehicle.HOVER_HEIGHT:
2853 m_VhoverHeight = pValue;
2854 break;
2855 case Vehicle.HOVER_TIMESCALE:
2856 if (pValue < 0.1f) pValue = 0.1f;
2857 m_VhoverTimescale = pValue;
2858 break;
2859 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2860 if (pValue < 0.01f) pValue = 0.01f;
2861 // m_linearDeflectionEfficiency = pValue;
2862 break;
2863 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2864 if (pValue < 0.01f) pValue = 0.01f;
2865 // m_linearDeflectionTimescale = pValue;
2866 break;
2867 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2868 if (pValue < 0.3f) pValue = 0.3f;
2869 m_linearMotorDecayTimescale = pValue;
2870 break;
2871 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2872 if (pValue < 0.1f) pValue = 0.1f;
2873 m_linearMotorTimescale = pValue;
2874 break;
2875 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2876 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2877 if (pValue > 1.0f) pValue = 1.0f;
2878 m_verticalAttractionEfficiency = pValue;
2879 break;
2880 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2881 if (pValue < 0.1f) pValue = 0.1f;
2882 m_verticalAttractionTimescale = pValue;
2883 break;
2884
2885 // These are vector properties but the engine lets you use a single float value to
2886 // set all of the components to the same value
2887 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2888 if (pValue > 30f) pValue = 30f;
2889 if (pValue < 0.1f) pValue = 0.1f;
2890 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2891 break;
2892 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2893 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2894 UpdateAngDecay();
2895 break;
2896 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2897 if (pValue < 0.1f) pValue = 0.1f;
2898 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2899 break;
2900 case Vehicle.LINEAR_MOTOR_DIRECTION:
2901 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2902 UpdateLinDecay();
2903 break;
2904 case Vehicle.LINEAR_MOTOR_OFFSET:
2905 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2906 break;
2907
2908 }
2909
2910 }//end ProcessFloatVehicleParam
2911
2912 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2913 {
2914 switch (pParam)
2915 {
2916 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2917 if (pValue.X > 30f) pValue.X = 30f;
2918 if (pValue.X < 0.1f) pValue.X = 0.1f;
2919 if (pValue.Y > 30f) pValue.Y = 30f;
2920 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2921 if (pValue.Z > 30f) pValue.Z = 30f;
2922 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2923 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2924 break;
2925 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2926 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2927 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2928 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2929 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
2930 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2931 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
2932 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2933 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
2934 UpdateAngDecay();
2935 break;
2936 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2937 if (pValue.X < 0.1f) pValue.X = 0.1f;
2938 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2939 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2940 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2941 break;
2942 case Vehicle.LINEAR_MOTOR_DIRECTION:
2943 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2944 UpdateLinDecay();
2945 break;
2946 case Vehicle.LINEAR_MOTOR_OFFSET:
2947 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2948 break;
2949 }
2950
2951 }//end ProcessVectorVehicleParam
2952
2953 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2954 {
2955 switch (pParam)
2956 {
2957 case Vehicle.REFERENCE_FRAME:
2958 // m_referenceFrame = pValue;
2959 break;
2960 }
2961
2962 }//end ProcessRotationVehicleParam
2963
2964 internal void ProcessVehicleFlags(int pParam, bool remove)
2965 {
2966 if (remove)
2967 {
2968 m_flags &= ~((VehicleFlag)pParam);
2969 }
2970 else
2971 {
2972 m_flags |= (VehicleFlag)pParam;
2973 }
2974 }
2975
2976 internal void ProcessTypeChange(Vehicle pType)
2977 {
2978 // Set Defaults For Type
2979 m_type = pType;
2980 switch (pType)
2981 {
2982 case Vehicle.TYPE_SLED:
2983 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2984 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2985 // m_lLinMotorVel = Vector3.Zero;
2986 m_linearMotorTimescale = 1000;
2987 m_linearMotorDecayTimescale = 120;
2988 m_angularMotorDirection = Vector3.Zero;
2989 m_angularMotorDVel = Vector3.Zero;
2990 m_angularMotorTimescale = 1000;
2991 m_angularMotorDecayTimescale = 120;
2992 m_VhoverHeight = 0;
2993 // m_VhoverEfficiency = 1;
2994 m_VhoverTimescale = 10;
2995 m_VehicleBuoyancy = 0;
2996 // m_linearDeflectionEfficiency = 1;
2997 // m_linearDeflectionTimescale = 1;
2998 // m_angularDeflectionEfficiency = 1;
2999 // m_angularDeflectionTimescale = 1000;
3000 // m_bankingEfficiency = 0;
3001 // m_bankingMix = 1;
3002 // m_bankingTimescale = 10;
3003 // m_referenceFrame = Quaternion.Identity;
3004 m_flags &=
3005 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3006 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3007 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3008 break;
3009 case Vehicle.TYPE_CAR:
3010 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3011 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3012 // m_lLinMotorVel = Vector3.Zero;
3013 m_linearMotorTimescale = 1;
3014 m_linearMotorDecayTimescale = 60;
3015 m_angularMotorDirection = Vector3.Zero;
3016 m_angularMotorDVel = Vector3.Zero;
3017 m_angularMotorTimescale = 1;
3018 m_angularMotorDecayTimescale = 0.8f;
3019 m_VhoverHeight = 0;
3020 // m_VhoverEfficiency = 0;
3021 m_VhoverTimescale = 1000;
3022 m_VehicleBuoyancy = 0;
3023 // // m_linearDeflectionEfficiency = 1;
3024 // // m_linearDeflectionTimescale = 2;
3025 // // m_angularDeflectionEfficiency = 0;
3026 // m_angularDeflectionTimescale = 10;
3027 m_verticalAttractionEfficiency = 1f;
3028 m_verticalAttractionTimescale = 10f;
3029 // m_bankingEfficiency = -0.2f;
3030 // m_bankingMix = 1;
3031 // m_bankingTimescale = 1;
3032 // m_referenceFrame = Quaternion.Identity;
3033 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3034 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3035 VehicleFlag.LIMIT_MOTOR_UP);
3036 break;
3037 case Vehicle.TYPE_BOAT:
3038 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3039 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3040 // m_lLinMotorVel = Vector3.Zero;
3041 m_linearMotorTimescale = 5;
3042 m_linearMotorDecayTimescale = 60;
3043 m_angularMotorDirection = Vector3.Zero;
3044 m_angularMotorDVel = Vector3.Zero;
3045 m_angularMotorTimescale = 4;
3046 m_angularMotorDecayTimescale = 4;
3047 m_VhoverHeight = 0;
3048 // m_VhoverEfficiency = 0.5f;
3049 m_VhoverTimescale = 2;
3050 m_VehicleBuoyancy = 1;
3051 // m_linearDeflectionEfficiency = 0.5f;
3052 // m_linearDeflectionTimescale = 3;
3053 // m_angularDeflectionEfficiency = 0.5f;
3054 // m_angularDeflectionTimescale = 5;
3055 m_verticalAttractionEfficiency = 0.5f;
3056 m_verticalAttractionTimescale = 5f;
3057 // m_bankingEfficiency = -0.3f;
3058 // m_bankingMix = 0.8f;
3059 // m_bankingTimescale = 1;
3060 // m_referenceFrame = Quaternion.Identity;
3061 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3062 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3063 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3064 VehicleFlag.LIMIT_MOTOR_UP);
3065 break;
3066 case Vehicle.TYPE_AIRPLANE:
3067 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3068 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3069 // m_lLinMotorVel = Vector3.Zero;
3070 m_linearMotorTimescale = 2;
3071 m_linearMotorDecayTimescale = 60;
3072 m_angularMotorDirection = Vector3.Zero;
3073 m_angularMotorDVel = Vector3.Zero;
3074 m_angularMotorTimescale = 4;
3075 m_angularMotorDecayTimescale = 4;
3076 m_VhoverHeight = 0;
3077 // m_VhoverEfficiency = 0.5f;
3078 m_VhoverTimescale = 1000;
3079 m_VehicleBuoyancy = 0;
3080 // m_linearDeflectionEfficiency = 0.5f;
3081 // m_linearDeflectionTimescale = 3;
3082 // m_angularDeflectionEfficiency = 1;
3083 // m_angularDeflectionTimescale = 2;
3084 m_verticalAttractionEfficiency = 0.9f;
3085 m_verticalAttractionTimescale = 2f;
3086 // m_bankingEfficiency = 1;
3087 // m_bankingMix = 0.7f;
3088 // m_bankingTimescale = 2;
3089 // m_referenceFrame = Quaternion.Identity;
3090 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3091 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3092 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3093 break;
3094 case Vehicle.TYPE_BALLOON:
3095 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3096 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3097 m_linearMotorTimescale = 5;
3098 m_linearMotorDecayTimescale = 60;
3099 m_angularMotorDirection = Vector3.Zero;
3100 m_angularMotorDVel = Vector3.Zero;
3101 m_angularMotorTimescale = 6;
3102 m_angularMotorDecayTimescale = 10;
3103 m_VhoverHeight = 5;
3104 // m_VhoverEfficiency = 0.8f;
3105 m_VhoverTimescale = 10;
3106 m_VehicleBuoyancy = 1;
3107 // m_linearDeflectionEfficiency = 0;
3108 // m_linearDeflectionTimescale = 5;
3109 // m_angularDeflectionEfficiency = 0;
3110 // m_angularDeflectionTimescale = 5;
3111 m_verticalAttractionEfficiency = 1f;
3112 m_verticalAttractionTimescale = 100f;
3113 // m_bankingEfficiency = 0;
3114 // m_bankingMix = 0.7f;
3115 // m_bankingTimescale = 5;
3116 // m_referenceFrame = Quaternion.Identity;
3117 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3118 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3119 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3120 break;
3121
3122 }
3123 }//end SetDefaultsForType
3124
3125 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3126 {
3127 if (m_type == Vehicle.TYPE_NONE)
3128 return;
3129
3130 m_body = pBody;
3131 }
3132
3133
3134 internal void Halt()
3135 { // Kill all motions, when non-physical
3136 // m_linearMotorDirection = Vector3.Zero;
3137 m_lLinMotorDVel = Vector3.Zero;
3138 m_lLinObjectVel = Vector3.Zero;
3139 m_wLinObjectVel = Vector3.Zero;
3140 m_angularMotorDirection = Vector3.Zero;
3141 m_lastAngularVelocity = Vector3.Zero;
3142 m_angularMotorDVel = Vector3.Zero;
3143 _acceleration = Vector3.Zero;
3144 }
3145
3146 private void UpdateLinDecay()
3147 {
3148 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3149 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3150 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3151 } // else let the motor decay on its own
3152
3153 private void UpdateAngDecay()
3154 {
3155 m_angularMotorDVel.X = m_angularMotorDirection.X;
3156 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3157 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3158 } // else let the motor decay on its own
3159
3160 public void Move(float timestep)
3161 {
3162 float fx = 0;
3163 float fy = 0;
3164 float fz = 0;
3165 Vector3 linvel; // velocity applied, including any reversal
3166
3167 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3168 // This is a temp patch until proper region crossing is developed.
3169
3170
3171 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3172 {
3173 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3174 bool lastZeroFlag = _zeroFlag; // was it stopped
3175
3176 d.Vector3 vec = d.BodyGetPosition(Body);
3177 Vector3 l_position = Vector3.Zero;
3178 l_position.X = vec.X;
3179 l_position.Y = vec.Y;
3180 l_position.Z = vec.Z;
3181 m_lastposition = _position;
3182 _position = l_position;
3183
3184 d.Quaternion ori = d.BodyGetQuaternion(Body);
3185 // Quaternion l_orientation = Quaternion.Identity;
3186 _orientation.X = ori.X;
3187 _orientation.Y = ori.Y;
3188 _orientation.Z = ori.Z;
3189 _orientation.W = ori.W;
3190 m_lastorientation = _orientation;
3191
3192 d.Vector3 vel = d.BodyGetLinearVel(Body);
3193 m_lastVelocity = _velocity;
3194 _velocity.X = vel.X;
3195 _velocity.Y = vel.Y;
3196 _velocity.Z = vel.Z;
3197 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3198
3199 d.Vector3 torque = d.BodyGetTorque(Body);
3200 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3201
3202
3203 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3204 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3205 )
3206 {
3207 // we are outside current region
3208 // clip position to a stop just outside region and stop it only internally
3209 // do it only once using m_crossingfailures as control
3210 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3211 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3212 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3213 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3214 d.BodySetLinearVel(Body, 0, 0, 0);
3215 m_outofBounds = true;
3216 base.RequestPhysicsterseUpdate();
3217 return;
3218 }
3219
3220 base.RequestPhysicsterseUpdate();
3221
3222 if (l_position.Z < 0)
3223 {
3224 // This is so prim that get lost underground don't fall forever and suck up
3225 //
3226 // Sim resources and memory.
3227 // Disables the prim's movement physics....
3228 // It's a hack and will generate a console message if it fails.
3229
3230 //IsPhysical = false;
3231 if (_parent == null) base.RaiseOutOfBounds(_position);
3232
3233
3234 _acceleration.X = 0; // This stuff may stop client display but it has no
3235 _acceleration.Y = 0; // effect on the object in phys engine!
3236 _acceleration.Z = 0;
3237
3238 _velocity.X = 0;
3239 _velocity.Y = 0;
3240 _velocity.Z = 0;
3241 m_lastVelocity = Vector3.Zero;
3242 m_rotationalVelocity.X = 0;
3243 m_rotationalVelocity.Y = 0;
3244 m_rotationalVelocity.Z = 0;
3245
3246 if (_parent == null) base.RequestPhysicsterseUpdate();
3247
3248 m_throttleUpdates = false;
3249 throttleCounter = 0;
3250 _zeroFlag = true;
3251 //outofBounds = true;
3252 } // end neg Z check
3253
3254 // Is it moving?
3255 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3256 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3257 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3258 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3259 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3260 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3261 {
3262 _zeroFlag = true;
3263 m_throttleUpdates = false;
3264 }
3265 else
3266 {
3267 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3268 _zeroFlag = false;
3269 m_lastUpdateSent = false;
3270 //m_throttleUpdates = false;
3271 }
3272
3273 if (_zeroFlag)
3274 { // Its stopped
3275 _velocity.X = 0.0f;
3276 _velocity.Y = 0.0f;
3277 // _velocity.Z = 0.0f;
3278
3279 _acceleration.X = 0;
3280 _acceleration.Y = 0;
3281 // _acceleration.Z = 0;
3282
3283 m_rotationalVelocity.X = 0;
3284 m_rotationalVelocity.Y = 0;
3285 m_rotationalVelocity.Z = 0;
3286 // Stop it in the phys engine
3287 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3288 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3289 d.BodySetForce(Body, 0f, 0f, 0f);
3290
3291 if (!m_lastUpdateSent)
3292 {
3293 m_throttleUpdates = false;
3294 throttleCounter = 0;
3295 if (_parent == null)
3296 {
3297 base.RequestPhysicsterseUpdate();
3298 }
3299
3300 m_lastUpdateSent = true;
3301 }
3302 }
3303 else
3304 { // Its moving
3305 if (lastZeroFlag != _zeroFlag)
3306 {
3307 if (_parent == null)
3308 {
3309 base.RequestPhysicsterseUpdate();
3310 }
3311 }
3312 m_lastUpdateSent = false;
3313 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3314 {
3315 if (_parent == null)
3316 {
3317 base.RequestPhysicsterseUpdate();
3318 }
3319 }
3320 else
3321 {
3322 throttleCounter++;
3323 }
3324 }
3325 m_lastposition = l_position;
3326
3327 /// End UpdatePositionAndVelocity insert
3328
3329
3330 // Rotation lock =====================================
3331 if (m_rotateEnableUpdate)
3332 {
3333 // Snapshot current angles, set up Amotor(s)
3334 m_rotateEnableUpdate = false;
3335 m_rotateEnable = m_rotateEnableRequest;
3336 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3337
3338 if (Amotor != IntPtr.Zero)
3339 {
3340 d.JointDestroy(Amotor);
3341 Amotor = IntPtr.Zero;
3342 //Console.WriteLine("Old Amotor Destroyed");
3343 }
3344
3345 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3346 { // not all are enabled
3347 d.Quaternion r = d.BodyGetQuaternion(Body);
3348 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3349 // extract the axes vectors
3350 Vector3 vX = new Vector3(1f, 0f, 0f);
3351 Vector3 vY = new Vector3(0f, 1f, 0f);
3352 Vector3 vZ = new Vector3(0f, 0f, 1f);
3353 vX = vX * locrot;
3354 vY = vY * locrot;
3355 vZ = vZ * locrot;
3356 // snapshot the current angle vectors
3357 m_lockX = vX;
3358 m_lockY = vY;
3359 m_lockZ = vZ;
3360 // m_lockRot = locrot;
3361 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3362 d.JointAttach(Amotor, Body, IntPtr.Zero);
3363 d.JointSetAMotorMode(Amotor, 0); // User mode??
3364 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3365
3366 float axisnum = 3; // how many to lock
3367 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3368 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3369 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3370
3371 int i = 0;
3372
3373 if (m_rotateEnable.X == 0)
3374 {
3375 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3376 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3377 i++;
3378 }
3379
3380 if (m_rotateEnable.Y == 0)
3381 {
3382 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3383 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3384 i++;
3385 }
3386
3387 if (m_rotateEnable.Z == 0)
3388 {
3389 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3390 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3391 i++;
3392 }
3393
3394 // These lowstops and high stops are effectively (no wiggle room)
3395 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3396 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3397 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3398 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3399 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3400 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3401 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3402 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3403 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3404 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3405 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3406 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3407 } // else none are locked
3408 } // end Rotation Update
3409
3410
3411 // VEHICLE processing ==========================================
3412 if (m_type != Vehicle.TYPE_NONE)
3413 {
3414 // get body attitude
3415 d.Quaternion rot = d.BodyGetQuaternion(Body);
3416 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3417 Quaternion irotq = Quaternion.Inverse(rotq);
3418
3419 // VEHICLE Linear Motion
3420 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3421 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3422 m_lLinObjectVel = vel_now * irotq;
3423 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3424 {
3425 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3426 {
3427 float decayfactor = m_linearMotorDecayTimescale / timestep;
3428 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3429 m_lLinMotorDVel -= decayAmount;
3430 }
3431 else
3432 {
3433 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3434 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3435 m_lLinMotorDVel -= decel;
3436 }
3437 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3438 {
3439 m_lLinMotorDVel = Vector3.Zero;
3440 }
3441
3442 /* else
3443 {
3444 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3445 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3446 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3447 } */
3448 } // end linear motor decay
3449
3450 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3451 {
3452 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3453 if (m_linearMotorTimescale < 300.0f)
3454 {
3455 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3456 float linfactor = m_linearMotorTimescale / timestep;
3457 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3458 m_lLinObjectVel += attackAmount;
3459 }
3460 if (m_linearFrictionTimescale.X < 300.0f)
3461 {
3462 float fricfactor = m_linearFrictionTimescale.X / timestep;
3463 float fricX = m_lLinObjectVel.X / fricfactor;
3464 m_lLinObjectVel.X -= fricX;
3465 }
3466 if (m_linearFrictionTimescale.Y < 300.0f)
3467 {
3468 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3469 float fricY = m_lLinObjectVel.Y / fricfactor;
3470 m_lLinObjectVel.Y -= fricY;
3471 }
3472 if (m_linearFrictionTimescale.Z < 300.0f)
3473 {
3474 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3475 float fricZ = m_lLinObjectVel.Z / fricfactor;
3476 m_lLinObjectVel.Z -= fricZ;
3477 }
3478 }
3479 m_wLinObjectVel = m_lLinObjectVel * rotq;
3480
3481 // Gravity and Buoyancy
3482 Vector3 grav = Vector3.Zero;
3483 if (m_VehicleBuoyancy < 1.0f)
3484 {
3485 // There is some gravity, make a gravity force vector
3486 // that is applied after object velocity.
3487 d.Mass objMass;
3488 d.BodyGetMass(Body, out objMass);
3489 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3490 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3491 } // else its 1.0, no gravity.
3492
3493 // Hovering
3494 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3495 {
3496 // We should hover, get the target height
3497 d.Vector3 pos = d.BodyGetPosition(Body);
3498 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3499 {
3500 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3501 }
3502 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3503 {
3504 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3505 }
3506 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3507 {
3508 m_VhoverTargetHeight = m_VhoverHeight;
3509 }
3510
3511 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3512 {
3513 // If body is aready heigher, use its height as target height
3514 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3515 }
3516
3517 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3518 // m_VhoverTimescale = 0f; // time to acheive height
3519 // timestep is time since last frame,in secs
3520 float herr0 = pos.Z - m_VhoverTargetHeight;
3521 // Replace Vertical speed with correction figure if significant
3522 if (Math.Abs(herr0) > 0.01f)
3523 {
3524 //? d.Mass objMass;
3525 //? d.BodyGetMass(Body, out objMass);
3526 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3527 //KF: m_VhoverEfficiency is not yet implemented
3528 }
3529 else
3530 {
3531 m_wLinObjectVel.Z = 0f;
3532 }
3533 }
3534 else
3535 { // not hovering
3536 if (m_wLinObjectVel.Z == 0f)
3537 { // Gravity rules
3538 m_wLinObjectVel.Z = vel_now.Z;
3539 } // else the motor has it
3540 }
3541 linvel = m_wLinObjectVel;
3542
3543 // Vehicle Linear Motion done =======================================
3544 // Apply velocity
3545 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3546 // apply gravity force
3547 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3548 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3549 // end MoveLinear()
3550
3551
3552 // MoveAngular
3553 /*
3554 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3555
3556 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3557 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3558 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3559
3560 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3561 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3562 */
3563 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3564
3565 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3566 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3567 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3568
3569 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3570
3571 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3572 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3573 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3574 // Decay Angular Motor 2.
3575 if (m_angularMotorDecayTimescale < 300.0f)
3576 {
3577 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3578 {
3579 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3580 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3581 m_angularMotorDVel -= decayAmount;
3582 }
3583 else
3584 {
3585 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3586 m_angularMotorDVel -= decel;
3587 }
3588
3589 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3590 {
3591 m_angularMotorDVel = Vector3.Zero;
3592 }
3593 else
3594 {
3595 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3596 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3597 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3598 }
3599 } // end decay angular motor
3600 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3601
3602 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3603
3604 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3605 { // if motor or object have motion
3606 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3607
3608 if (m_angularMotorTimescale < 300.0f)
3609 {
3610 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3611 float angfactor = m_angularMotorTimescale / timestep;
3612 Vector3 attackAmount = (attack_error / angfactor);
3613 angObjectVel += attackAmount;
3614 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3615 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3616 }
3617
3618 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3619 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3620 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3621 } // else no signif. motion
3622
3623 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3624 // Bank section tba
3625 // Deflection section tba
3626 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3627
3628
3629 /* // Rotation Axis Disables:
3630 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3631 {
3632 if (m_angularEnable.X == 0)
3633 angObjectVel.X = 0f;
3634 if (m_angularEnable.Y == 0)
3635 angObjectVel.Y = 0f;
3636 if (m_angularEnable.Z == 0)
3637 angObjectVel.Z = 0f;
3638 }
3639 */
3640 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3641
3642 // Vertical attractor section
3643 Vector3 vertattr = Vector3.Zero;
3644
3645 if (m_verticalAttractionTimescale < 300)
3646 {
3647 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3648 // make a vector pointing up
3649 Vector3 verterr = Vector3.Zero;
3650 verterr.Z = 1.0f;
3651 // rotate it to Body Angle
3652 verterr = verterr * rotq;
3653 // 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.
3654 // 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
3655 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3656
3657 if (verterr.Z < 0.0f)
3658 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3659 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3660 //Console.WriteLine("InvertFlip");
3661 verterr.X = 2.0f - verterr.X;
3662 verterr.Y = 2.0f - verterr.Y;
3663 }
3664 verterr *= 0.5f;
3665 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3666 Vector3 xyav = angObjectVel;
3667 xyav.Z = 0.0f;
3668 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3669 {
3670 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3671 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3672 vertattr.X = verterr.Y;
3673 vertattr.Y = -verterr.X;
3674 vertattr.Z = 0f;
3675 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3676
3677 // scaling appears better usingsquare-law
3678 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3679 float bounce = 1.0f - damped;
3680 // 0 = crit damp, 1 = bouncy
3681 float oavz = angObjectVel.Z; // retain z velocity
3682 // time-scaled correction, which sums, therefore is bouncy:
3683 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3684 // damped, good @ < 90:
3685 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3686 angObjectVel.Z = oavz;
3687 //if(frcount == 0) Console.WriteLine("VA+");
3688 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3689 }
3690 else
3691 {
3692 // else error is very small
3693 angObjectVel.X = 0f;
3694 angObjectVel.Y = 0f;
3695 //if(frcount == 0) Console.WriteLine("VA0");
3696 }
3697 } // else vertical attractor is off
3698 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3699
3700
3701 m_lastAngularVelocity = angObjectVel;
3702 // apply Angular Velocity to body
3703 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3704 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3705
3706 } // end VEHICLES
3707 else
3708 {
3709 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3710
3711 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3712
3713 /// Dynamics Buoyancy
3714 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3715 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3716 // NB Prims in ODE are no subject to global gravity
3717 // This should only affect gravity operations
3718
3719 float m_mass = CalculateMass();
3720 // calculate z-force due togravity on object.
3721 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3722 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3723 {
3724 fz = 0; // llMoveToTarget ignores gravity.
3725 // it also ignores mass of object, and any physical resting on it.
3726 // Vector3 m_PIDTarget is where we are going
3727 // float m_PIDTau is time to get there
3728 fx = 0;
3729 fy = 0;
3730 d.Vector3 pos = d.BodyGetPosition(Body);
3731 Vector3 error = new Vector3(
3732 (m_PIDTarget.X - pos.X),
3733 (m_PIDTarget.Y - pos.Y),
3734 (m_PIDTarget.Z - pos.Z));
3735 if (error.ApproxEquals(Vector3.Zero, 0.01f))
3736 { // Very close, Jump there and quit move
3737
3738 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3739 _target_velocity = Vector3.Zero;
3740 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3741 d.BodySetForce(Body, 0f, 0f, 0f);
3742 }
3743 else
3744 {
3745 float scale = 50.0f * timestep / m_PIDTau;
3746 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
3747 {
3748 // Nearby, quit update of velocity
3749 }
3750 else
3751 { // Far, calc damped velocity
3752 _target_velocity = error * scale;
3753 }
3754 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3755 }
3756 } // end PID MoveToTarget
3757
3758
3759 /// Dynamics Hover ===================================================================================
3760 // Hover PID Controller can only run if the PIDcontroller is not in use.
3761 if (m_useHoverPID && !m_usePID)
3762 {
3763 //Console.WriteLine("Hover " + m_primName);
3764
3765 // If we're using the PID controller, then we have no gravity
3766 fz = (-1 * _parent_scene.gravityz) * m_mass;
3767
3768 // no lock; for now it's only called from within Simulate()
3769
3770 // If the PID Controller isn't active then we set our force
3771 // calculating base velocity to the current position
3772
3773 if ((m_PIDTau < 1))
3774 {
3775 PID_G = PID_G / m_PIDTau;
3776 }
3777
3778 if ((PID_G - m_PIDTau) <= 0)
3779 {
3780 PID_G = m_PIDTau + 1;
3781 }
3782
3783
3784 // Where are we, and where are we headed?
3785 d.Vector3 pos = d.BodyGetPosition(Body);
3786 // d.Vector3 vel = d.BodyGetLinearVel(Body);
3787
3788
3789 // Non-Vehicles have a limited set of Hover options.
3790 // determine what our target height really is based on HoverType
3791 switch (m_PIDHoverType)
3792 {
3793 case PIDHoverType.Ground:
3794 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3795 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3796 break;
3797 case PIDHoverType.GroundAndWater:
3798 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3799 m_waterHeight = _parent_scene.GetWaterLevel();
3800 if (m_groundHeight > m_waterHeight)
3801 {
3802 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3803 }
3804 else
3805 {
3806 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3807 }
3808 break;
3809
3810 } // end switch (m_PIDHoverType)
3811
3812
3813 _target_velocity =
3814 new Vector3(0.0f, 0.0f,
3815 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3816 );
3817
3818 // if velocity is zero, use position control; otherwise, velocity control
3819
3820 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3821 {
3822 // keep track of where we stopped. No more slippin' & slidin'
3823
3824 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3825 // react to the physics scene by moving it's position.
3826 // Avatar to Avatar collisions
3827 // Prim to avatar collisions
3828 d.Vector3 dlinvel = vel;
3829 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3830 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3831 d.BodyAddForce(Body, 0, 0, fz);
3832 //KF this prevents furthur motions return;
3833 }
3834 else
3835 {
3836 _zeroFlag = false;
3837
3838 // We're flying and colliding with something
3839 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3840 }
3841 } // end m_useHoverPID && !m_usePID
3842
3843
3844 /// Dynamics Apply Forces ===================================================================================
3845 fx *= m_mass;
3846 fy *= m_mass;
3847 //fz *= m_mass;
3848 fx += m_force.X;
3849 fy += m_force.Y;
3850 fz += m_force.Z;
3851
3852 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3853 if (fx != 0 || fy != 0 || fz != 0)
3854 {
3855 //m_taintdisable = true;
3856 //base.RaiseOutOfBounds(Position);
3857 //d.BodySetLinearVel(Body, fx, fy, 0f);
3858 if (!d.BodyIsEnabled(Body))
3859 {
3860 // A physical body at rest on a surface will auto-disable after a while,
3861 // this appears to re-enable it incase the surface it is upon vanishes,
3862 // and the body should fall again.
3863 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3864 d.BodySetForce(Body, 0f, 0f, 0f);
3865 enableBodySoft();
3866 }
3867
3868 // 35x10 = 350n times the mass per second applied maximum.
3869 float nmax = 35f * m_mass;
3870 float nmin = -35f * m_mass;
3871
3872
3873 if (fx > nmax)
3874 fx = nmax;
3875 if (fx < nmin)
3876 fx = nmin;
3877 if (fy > nmax)
3878 fy = nmax;
3879 if (fy < nmin)
3880 fy = nmin;
3881 d.BodyAddForce(Body, fx, fy, fz);
3882 } // end apply forces
3883 } // end Vehicle/Dynamics
3884
3885 /// RotLookAt / LookAt =================================================================================
3886 if (m_useAPID)
3887 {
3888 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3889 // Quaternion m_APIDTarget
3890 // float m_APIDStrength // From SL experiments, this is the time to get there
3891 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3892 // Also in SL the mass of the object has no effect on time to get there.
3893 // Factors:
3894 // get present body rotation
3895 float limit = 1.0f;
3896 float rscaler = 50f; // adjusts rotation damping time
3897 float lscaler = 10f; // adjusts linear damping time in llLookAt
3898 float RLAservo = 0f;
3899 Vector3 diff_axis;
3900 float diff_angle;
3901 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
3902 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3903 Quaternion rtarget = new Quaternion();
3904
3905 if (m_APIDTarget.W == -99.9f)
3906 {
3907 // this is really a llLookAt(), x,y,z is the target vector
3908 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
3909 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
3910 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
3911 float twopi = 2.0f * (float)Math.PI;
3912 Vector3 dir = target - _position;
3913 dir.Normalize();
3914 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3915 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3916 float terot = (float)Math.Atan2(dir.Z, txy);
3917 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
3918 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
3919 float oerot = (float)Math.Atan2(ospin.Z, oxy);
3920 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
3921 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
3922 float roll = (float)Math.Atan2(ra, rb);
3923 float errorz = tzrot - ozrot;
3924 if (errorz > (float)Math.PI) errorz -= twopi;
3925 else if (errorz < -(float)Math.PI) errorz += twopi;
3926 float errory = oerot - terot;
3927 if (errory > (float)Math.PI) errory -= twopi;
3928 else if (errory < -(float)Math.PI) errory += twopi;
3929 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
3930 if (diff_angle > 0.01f * m_APIDdamper)
3931 {
3932 m_APIDdamper = 1.0f;
3933 RLAservo = timestep / m_APIDStrength * rscaler;
3934 errorz *= RLAservo;
3935 errory *= RLAservo;
3936 error.X = -roll * 8.0f;
3937 error.Y = errory;
3938 error.Z = errorz;
3939 error *= rotq;
3940 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
3941 }
3942 else
3943 {
3944 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3945 m_APIDdamper = 2.0f;
3946 }
3947 }
3948 else
3949 {
3950 // this is a llRotLookAt()
3951 rtarget = m_APIDTarget;
3952
3953 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
3954 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
3955 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
3956
3957 // diff_axis.Normalize(); it already is!
3958 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
3959 {
3960 m_APIDdamper = 1.0f;
3961 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3962 rotforce = rotforce * rotq;
3963 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
3964 RLAservo = timestep / m_APIDStrength * lscaler;
3965 rotforce = rotforce * RLAservo * diff_angle;
3966 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
3967 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3968 }
3969 else
3970 { // close enough
3971 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3972 m_APIDdamper = 2.0f;
3973 }
3974 } // end llLookAt/llRotLookAt
3975 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3976 } // end m_useAPID
3977 } // end root prims
3978 } // end Move()
3979 } // end class
3980}
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..05f6fae
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3886 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 if (Util.IsWindows())
76 Util.LoadArchSpecificWindowsDll("ode.dll");
77
78 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
79 // http://opensimulator.org/mantis/view.php?id=2750).
80 d.InitODE();
81
82 _mScene = new OdeScene(ode, sceneIdentifier);
83 }
84 return (_mScene);
85 }
86
87 public string GetName()
88 {
89 return ("ChODE");
90 }
91
92 public void Dispose()
93 {
94 }
95 }
96
97 public enum StatusIndicators : int
98 {
99 Generic = 0,
100 Start = 1,
101 End = 2
102 }
103
104 public struct sCollisionData
105 {
106 public uint ColliderLocalId;
107 public uint CollidedWithLocalId;
108 public int NumberOfCollisions;
109 public int CollisionType;
110 public int StatusIndicator;
111 public int lastframe;
112 }
113
114 [Flags]
115 public enum CollisionCategories : int
116 {
117 Disabled = 0,
118 Geom = 0x00000001,
119 Body = 0x00000002,
120 Space = 0x00000004,
121 Character = 0x00000008,
122 Land = 0x00000010,
123 Water = 0x00000020,
124 Wind = 0x00000040,
125 Sensor = 0x00000080,
126 Selected = 0x00000100
127 }
128
129 /// <summary>
130 /// Material type for a primitive
131 /// </summary>
132 public enum Material : int
133 {
134 /// <summary></summary>
135 Stone = 0,
136 /// <summary></summary>
137 Metal = 1,
138 /// <summary></summary>
139 Glass = 2,
140 /// <summary></summary>
141 Wood = 3,
142 /// <summary></summary>
143 Flesh = 4,
144 /// <summary></summary>
145 Plastic = 5,
146 /// <summary></summary>
147 Rubber = 6
148
149 }
150
151 public sealed class OdeScene : PhysicsScene
152 {
153 private readonly ILog m_log;
154 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
155
156 CollisionLocker ode;
157
158 private Random fluidRandomizer = new Random(Environment.TickCount);
159
160 private const uint m_regionWidth = Constants.RegionSize;
161 private const uint m_regionHeight = Constants.RegionSize;
162
163 private float ODE_STEPSIZE = 0.020f;
164 private float metersInSpace = 29.9f;
165 private float m_timeDilation = 1.0f;
166
167 public float gravityx = 0f;
168 public float gravityy = 0f;
169 public float gravityz = -9.8f;
170
171 private float contactsurfacelayer = 0.001f;
172
173 private int worldHashspaceLow = -4;
174 private int worldHashspaceHigh = 128;
175
176 private int smallHashspaceLow = -4;
177 private int smallHashspaceHigh = 66;
178
179 private float waterlevel = 0f;
180 private int framecount = 0;
181 //private int m_returncollisions = 10;
182
183 private readonly IntPtr contactgroup;
184
185 internal IntPtr LandGeom;
186 internal IntPtr WaterGeom;
187
188 private float nmTerrainContactFriction = 255.0f;
189 private float nmTerrainContactBounce = 0.1f;
190 private float nmTerrainContactERP = 0.1025f;
191
192 private float mTerrainContactFriction = 75f;
193 private float mTerrainContactBounce = 0.1f;
194 private float mTerrainContactERP = 0.05025f;
195
196 private float nmAvatarObjectContactFriction = 250f;
197 private float nmAvatarObjectContactBounce = 0.1f;
198
199 private float mAvatarObjectContactFriction = 75f;
200 private float mAvatarObjectContactBounce = 0.1f;
201
202 private float avPIDD = 3200f;
203 private float avPIDP = 1400f;
204 private float avCapRadius = 0.37f;
205 private float avStandupTensor = 2000000f;
206 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
207 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
208 private float avDensity = 80f;
209 private float avHeightFudgeFactor = 0.52f;
210 private float avMovementDivisorWalk = 1.3f;
211 private float avMovementDivisorRun = 0.8f;
212 private float minimumGroundFlightOffset = 3f;
213 public float maximumMassObject = 10000.01f;
214
215 public bool meshSculptedPrim = true;
216 public bool forceSimplePrimMeshing = false;
217
218 public float meshSculptLOD = 32;
219 public float MeshSculptphysicalLOD = 16;
220
221 public float geomDefaultDensity = 10.000006836f;
222
223 public int geomContactPointsStartthrottle = 3;
224 public int geomUpdatesPerThrottledUpdate = 15;
225
226 public float bodyPIDD = 35f;
227 public float bodyPIDG = 25;
228
229 public int geomCrossingFailuresBeforeOutofbounds = 5;
230 public float geomRegionFence = 0.0f;
231
232 public float bodyMotorJointMaxforceTensor = 2;
233
234 public int bodyFramesAutoDisable = 20;
235
236 private DateTime m_lastframe = DateTime.UtcNow;
237
238 private float[] _watermap;
239 private bool m_filterCollisions = true;
240
241 private d.NearCallback nearCallback;
242 public d.TriCallback triCallback;
243 public d.TriArrayCallback triArrayCallback;
244 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
245 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
246 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
247 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
248 private readonly Object _taintedPrimLock = new Object();
249 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
250 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
251 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
252 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
253 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
254 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
255 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
256 private bool m_NINJA_physics_joints_enabled = false;
257 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
258 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
259 private d.ContactGeom[] contacts;
260 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
261 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
262 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
263 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
264 private Object externalJointRequestsLock = new Object();
265 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
266 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
267 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
268 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
269
270 private d.Contact ContactCopy; // local copy that can be modified
271 private d.Contact TerrainContact;
272 private d.Contact AvatarStaticprimContact; // was 'contact'
273 private d.Contact AvatarMovementprimContact;
274 private d.Contact AvatarMovementTerrainContact;
275 private d.Contact WaterContact;
276 private d.Contact[,] m_materialContacts;
277
278//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
279//Ckrinke private int m_randomizeWater = 200;
280 private int m_physicsiterations = 10;
281 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
282 private readonly PhysicsActor PANull = new NullPhysicsActor();
283 private float step_time = 0.0f;
284//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
285//Ckrinke private int ms = 0;
286 public IntPtr world;
287 //private bool returncollisions = false;
288 // private uint obj1LocalID = 0;
289 private uint obj2LocalID = 0;
290 //private int ctype = 0;
291 private OdeCharacter cc1;
292 private OdePrim cp1;
293 private OdeCharacter cc2;
294 private OdePrim cp2;
295 //private int cStartStop = 0;
296 //private string cDictKey = "";
297
298 public IntPtr space;
299
300 //private IntPtr tmpSpace;
301 // split static geometry collision handling into spaces of 30 meters
302 public IntPtr[,] staticPrimspace;
303
304 public Object OdeLock;
305
306 public IMesher mesher;
307
308 private IConfigSource m_config;
309
310 public bool physics_logging = false;
311 public int physics_logging_interval = 0;
312 public bool physics_logging_append_existing_logfile = false;
313
314 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
315 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
316
317 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
318 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
319 // TODO: unused: private uint heightmapWidthSamples;
320 // TODO: unused: private uint heightmapHeightSamples;
321
322 private volatile int m_global_contactcount = 0;
323
324 private Vector3 m_worldOffset = Vector3.Zero;
325 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
326 private PhysicsScene m_parentScene = null;
327
328 private ODERayCastRequestManager m_rayCastManager;
329
330 /// <summary>
331 /// Initiailizes the scene
332 /// Sets many properties that ODE requires to be stable
333 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
334 /// </summary>
335 public OdeScene(CollisionLocker dode, string sceneIdentifier)
336 {
337 m_log
338 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
339
340 OdeLock = new Object();
341 ode = dode;
342 nearCallback = near;
343 triCallback = TriCallback;
344 triArrayCallback = TriArrayCallback;
345 m_rayCastManager = new ODERayCastRequestManager(this);
346 lock (OdeLock)
347 {
348 // Create the world and the first space
349 world = d.WorldCreate();
350 space = d.HashSpaceCreate(IntPtr.Zero);
351
352
353 contactgroup = d.JointGroupCreate(0);
354 //contactgroup
355
356 d.WorldSetAutoDisableFlag(world, false);
357 #if USE_DRAWSTUFF
358
359 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
360 viewthread.Start();
361 #endif
362 }
363
364
365 _watermap = new float[258 * 258];
366
367 // Zero out the prim spaces array (we split our space into smaller spaces so
368 // we can hit test less.
369 }
370
371#if USE_DRAWSTUFF
372 public void startvisualization(object o)
373 {
374 ds.Functions fn;
375 fn.version = ds.VERSION;
376 fn.start = new ds.CallbackFunction(start);
377 fn.step = new ds.CallbackFunction(step);
378 fn.command = new ds.CallbackFunction(command);
379 fn.stop = null;
380 fn.path_to_textures = "./textures";
381 string[] args = new string[0];
382 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
383 }
384#endif
385
386 // Initialize the mesh plugin
387 public override void Initialise(IMesher meshmerizer, IConfigSource config)
388 {
389 mesher = meshmerizer;
390 m_config = config;
391 // Defaults
392
393 if (Environment.OSVersion.Platform == PlatformID.Unix)
394 {
395 avPIDD = 3200.0f;
396 avPIDP = 1400.0f;
397 avStandupTensor = 2000000f;
398 }
399 else
400 {
401 avPIDD = 2200.0f;
402 avPIDP = 900.0f;
403 avStandupTensor = 550000f;
404 }
405
406 int contactsPerCollision = 80;
407
408 if (m_config != null)
409 {
410 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
411 if (physicsconfig != null)
412 {
413 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
414 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
415 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
416
417 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
418 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
419
420 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
421 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
422 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
423
424 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
425
426 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
427 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
428 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
429
430 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
431 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
432 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
433
434 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
435 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
436
437 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
438 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
439
440 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
441 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
442
443 avDensity = physicsconfig.GetFloat("av_density", 80f);
444 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
445 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
446 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
447 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
448 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
449
450 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
451
452 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
453 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
454 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
455 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
456
457 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
458 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
459
460 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
461 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
462
463 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
464 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
465 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
466 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
467 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
468
469 if (Environment.OSVersion.Platform == PlatformID.Unix)
470 {
471 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
472 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
473 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
474 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
475 }
476 else
477 {
478 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
479 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
480 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
481 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
482 }
483
484 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
485 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
486 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
487
488 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
489 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
490 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
491 }
492 }
493
494 contacts = new d.ContactGeom[contactsPerCollision];
495
496 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
497
498 // Avatar static on a Prim parameters
499 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
500 AvatarStaticprimContact.surface.mu = 255.0f;
501 AvatarStaticprimContact.surface.bounce = 0.0f;
502 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
503 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
504
505 // Avatar moving on a Prim parameters
506 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
507 AvatarMovementprimContact.surface.mu = 255.0f;
508 AvatarMovementprimContact.surface.bounce = 0.0f;
509 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
510 AvatarMovementprimContact.surface.soft_erp = 0.3f;
511
512 // Static Avatar on Terrain parameters
513 // Keeps Avatar in place better
514 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
515 TerrainContact.surface.mu = 255.0f;
516 TerrainContact.surface.bounce = 0.0f;
517 TerrainContact.surface.soft_cfm = 0.0f;
518 TerrainContact.surface.soft_erp = 0.05f;
519
520 // Moving Avatar on Terrain parameters
521 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
522 AvatarMovementTerrainContact.surface.mu = 75f;
523 AvatarMovementTerrainContact.surface.bounce = 0.0f;
524 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
525 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
526
527 // Avatar or prim the the water, this may not be used, possibly water is same as air?
528 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
529 WaterContact.surface.mu = 0.0f; // No friction
530 WaterContact.surface.bounce = 0.0f; // No bounce
531 WaterContact.surface.soft_cfm = 0.010f;
532 WaterContact.surface.soft_erp = 0.010f;
533
534
535 // Prim static or moving on a prim, depends on material type
536 m_materialContacts = new d.Contact[7,2];
537 // V 1 = Sliding; 0 = static or fell onto
538 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
539 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
540 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
541 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
542 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
543 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
544
545 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
546 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
547 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
548 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
549 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
550 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
551
552 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
553 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
554 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
555 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
556 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
557 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
558
559 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
560 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
561 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
562 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
563 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
564 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
565
566 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
567 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
568 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
569 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
570 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
571 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
572
573 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
574 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
575 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
576 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
577 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
578 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
579
580 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
581 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
582 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
583 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
584 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
585 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
586
587 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
588 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
589 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
590 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
591 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
592 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
593
594 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
595 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
596 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
597 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
598 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
599 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
600
601 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
602 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
603 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
604 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
605 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
606 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
607
608 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
609 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
610 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
611 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
612 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
613 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
614
615 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
616 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
617 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
618 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
619 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
620 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
621
622 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
623 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
624 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
625 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
626 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
627 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
628
629 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
630 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
631 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
632 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
633 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
634 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
635
636 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
637
638 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
639
640 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
641 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
642
643
644 d.WorldSetLinearDampingThreshold(world, 256f);
645 d.WorldSetLinearDamping(world, 256f);
646// d.WorldSetLinearDampingThreshold(world, 0.01f);
647// d.WorldSetLinearDamping(world, 0.1f);
648 d.WorldSetAngularDampingThreshold(world, 256f);
649 d.WorldSetAngularDamping(world, 256f);
650 d.WorldSetMaxAngularSpeed(world, 256f);
651
652 // Set how many steps we go without running collision testing
653 // This is in addition to the step size.
654 // Essentially Steps * m_physicsiterations
655 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
656 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
657
658
659
660 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
661 {
662 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
663 {
664 staticPrimspace[i, j] = IntPtr.Zero;
665 }
666 }
667 }
668
669 internal void waitForSpaceUnlock(IntPtr space)
670 {
671 //if (space != IntPtr.Zero)
672 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
673 }
674
675 /// <summary>
676 /// Debug space message for printing the space that a prim/avatar is in.
677 /// </summary>
678 /// <param name="pos"></param>
679 /// <returns>Returns which split up space the given position is in.</returns>
680 public string whichspaceamIin(Vector3 pos)
681 {
682 return calculateSpaceForGeom(pos).ToString();
683 }
684
685 #region Collision Detection
686
687 /// <summary>
688 /// This is our near callback. A geometry is near a body
689 /// </summary>
690 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
691 /// <param name="g1">a geometry or space</param>
692 /// <param name="g2">another geometry or space</param>
693 private void near(IntPtr space, IntPtr g1, IntPtr g2)
694 {
695 // no lock here! It's invoked from within Simulate(), which is thread-locked
696
697 // Test if we're colliding a geom with a space.
698 // If so we have to drill down into the space recursively
699//Console.WriteLine("near -----------"); //##
700 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
701 {
702 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
703 return;
704
705 // Separating static prim geometry spaces.
706 // We'll be calling near recursivly if one
707 // of them is a space to find all of the
708 // contact points in the space
709 try
710 {
711 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
712 }
713 catch (AccessViolationException)
714 {
715 m_log.Warn("[PHYSICS]: Unable to collide test a space");
716 return;
717 }
718 //Colliding a space or a geom with a space or a geom. so drill down
719
720 //Collide all geoms in each space..
721 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
722 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
723 return;
724 }
725
726 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
727 return;
728
729 IntPtr b1 = d.GeomGetBody(g1);
730 IntPtr b2 = d.GeomGetBody(g2);
731
732 // d.GeomClassID id = d.GeomGetClass(g1);
733
734 String name1 = null;
735 String name2 = null;
736
737 if (!geom_name_map.TryGetValue(g1, out name1))
738 {
739 name1 = "null";
740 }
741 if (!geom_name_map.TryGetValue(g2, out name2))
742 {
743 name2 = "null";
744 }
745
746 //if (id == d.GeomClassId.TriMeshClass)
747 //{
748 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
749 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
750 //}
751
752 // Figure out how many contact points we have
753 int count = 0;
754 try
755 {
756 // Colliding Geom To Geom
757 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
758
759 if (g1 == g2)
760 return; // Can't collide with yourself
761
762 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
763 return;
764
765 lock (contacts)
766 {
767 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
768 if (count > contacts.Length)
769 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
770 }
771 }
772 catch (SEHException)
773 {
774 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
775 ode.drelease(world);
776 base.TriggerPhysicsBasedRestart();
777 }
778 catch (Exception e)
779 {
780 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
781 return;
782 }
783
784 PhysicsActor p1;
785 PhysicsActor p2;
786
787 if (!actor_name_map.TryGetValue(g1, out p1))
788 {
789 p1 = PANull;
790 }
791
792 if (!actor_name_map.TryGetValue(g2, out p2))
793 {
794 p2 = PANull;
795 }
796
797 ContactPoint maxDepthContact = new ContactPoint();
798 if (p1.CollisionScore + count >= float.MaxValue)
799 p1.CollisionScore = 0;
800 p1.CollisionScore += count;
801
802 if (p2.CollisionScore + count >= float.MaxValue)
803 p2.CollisionScore = 0;
804 p2.CollisionScore += count;
805 for (int i = 0; i < count; i++)
806 {
807 d.ContactGeom curContact = contacts[i];
808
809 if (curContact.depth > maxDepthContact.PenetrationDepth)
810 {
811 maxDepthContact = new ContactPoint(
812 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
813 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
814 curContact.depth
815 );
816 }
817
818 //m_log.Warn("[CCOUNT]: " + count);
819 IntPtr joint;
820 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
821 // allows us to have different settings
822
823 // We only need to test p2 for 'jump crouch purposes'
824 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
825 {
826 // Testing if the collision is at the feet of the avatar
827
828 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
829//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
830//#@ p2.IsColliding = true;
831 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
832 p2.IsColliding = true; //##
833 }else{
834
835 } //##
836 }
837 else
838 {
839 p2.IsColliding = true;
840 }
841
842 //if ((framecount % m_returncollisions) == 0)
843
844 switch (p1.PhysicsActorType)
845 {
846 case (int)ActorTypes.Agent:
847 p2.CollidingObj = true;
848 break;
849 case (int)ActorTypes.Prim:
850 if (p2.Velocity.LengthSquared() > 0.0f)
851 p2.CollidingObj = true;
852 break;
853 case (int)ActorTypes.Unknown:
854 p2.CollidingGround = true;
855 break;
856 default:
857 p2.CollidingGround = true;
858 break;
859 }
860
861 // we don't want prim or avatar to explode
862
863 #region InterPenetration Handling - Unintended physics explosions
864# region disabled code1
865
866 if (curContact.depth >= 0.08f)
867 {
868 //This is disabled at the moment only because it needs more tweaking
869 //It will eventually be uncommented
870 /*
871 if (AvatarStaticprimContact.depth >= 1.00f)
872 {
873 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
874 }
875
876 //If you interpenetrate a prim with an agent
877 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
878 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
879 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
880 p2.PhysicsActorType == (int) ActorTypes.Prim))
881 {
882
883 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
884 /*
885 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
886 {
887 p2.CollidingObj = true;
888 AvatarStaticprimContact.depth = 0.003f;
889 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
890 OdeCharacter character = (OdeCharacter) p2;
891 character.SetPidStatus(true);
892 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
893
894 }
895 else
896 {
897
898 //AvatarStaticprimContact.depth = 0.0000000f;
899 }
900 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
901 {
902
903 p1.CollidingObj = true;
904 AvatarStaticprimContact.depth = 0.003f;
905 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
906 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
907 OdeCharacter character = (OdeCharacter)p1;
908 character.SetPidStatus(true);
909 }
910 else
911 {
912
913 //AvatarStaticprimContact.depth = 0.0000000f;
914 }
915
916
917
918 }
919*/
920 // If you interpenetrate a prim with another prim
921 /*
922 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
923 {
924 #region disabledcode2
925 //OdePrim op1 = (OdePrim)p1;
926 //OdePrim op2 = (OdePrim)p2;
927 //op1.m_collisionscore++;
928 //op2.m_collisionscore++;
929
930 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
931 //{
932 //op1.m_taintdisable = true;
933 //AddPhysicsActorTaint(p1);
934 //op2.m_taintdisable = true;
935 //AddPhysicsActorTaint(p2);
936 //}
937
938 //if (AvatarStaticprimContact.depth >= 0.25f)
939 //{
940 // Don't collide, one or both prim will expld.
941
942 //op1.m_interpenetrationcount++;
943 //op2.m_interpenetrationcount++;
944 //interpenetrations_before_disable = 200;
945 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
946 //{
947 //op1.m_taintdisable = true;
948 //AddPhysicsActorTaint(p1);
949 //}
950 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
951 //{
952 // op2.m_taintdisable = true;
953 //AddPhysicsActorTaint(p2);
954 //}
955
956 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
957 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
958 //}
959 //if (op1.m_disabled || op2.m_disabled)
960 //{
961 //Manually disabled objects stay disabled
962 //AvatarStaticprimContact.depth = 0f;
963 //}
964 #endregion
965 }
966 */
967#endregion
968 if (curContact.depth >= 1.00f)
969 {
970 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
971 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
972 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
973 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
974 p2.PhysicsActorType == (int) ActorTypes.Unknown))
975 {
976 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
977 {
978 if (p2 is OdeCharacter)
979 {
980 OdeCharacter character = (OdeCharacter) p2;
981
982 //p2.CollidingObj = true;
983 curContact.depth = 0.00000003f;
984 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
985 curContact.pos =
986 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
987 curContact.pos.Y + (p1.Size.Y/2),
988 curContact.pos.Z + (p1.Size.Z/2));
989 character.SetPidStatus(true);
990 }
991 }
992
993
994 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
995 {
996 if (p1 is OdeCharacter)
997 {
998 OdeCharacter character = (OdeCharacter) p1;
999
1000 //p2.CollidingObj = true;
1001 curContact.depth = 0.00000003f;
1002 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1003 curContact.pos =
1004 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1005 curContact.pos.Y + (p1.Size.Y/2),
1006 curContact.pos.Z + (p1.Size.Z/2));
1007 character.SetPidStatus(true);
1008 }
1009 }
1010 }
1011 }
1012 }
1013
1014 #endregion
1015
1016 // Logic for collision handling
1017 // Note, that if *all* contacts are skipped (VolumeDetect)
1018 // The prim still detects (and forwards) collision events but
1019 // appears to be phantom for the world
1020 Boolean skipThisContact = false;
1021
1022 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1026 skipThisContact = true; // No collision on volume detect prims
1027
1028 if (!skipThisContact && curContact.depth < 0f)
1029 skipThisContact = true;
1030
1031 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1032 skipThisContact = true;
1033
1034 const int maxContactsbeforedeath = 4000;
1035 joint = IntPtr.Zero;
1036
1037 if (!skipThisContact)
1038 {
1039 // Add contact joints with materials params----------------------------------
1040 // p1 is what is being hit, p2 is the physical object doing the hitting
1041 int material = (int) Material.Wood;
1042 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1043 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1044
1045 // If we're colliding against terrain
1046 if (name1 == "Terrain" || name2 == "Terrain")
1047 {
1048 // If we're moving
1049 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1050 {
1051 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1052 AvatarMovementTerrainContact.geom = curContact;
1053 _perloopContact.Add(curContact);
1054 if (m_global_contactcount < maxContactsbeforedeath)
1055 {
1056 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1057 m_global_contactcount++;
1058 }
1059 }
1060 else
1061 {
1062 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1063 {
1064 //$ Av standing on terrain, Use the non moving Avata terrain contact
1065 TerrainContact.geom = curContact;
1066 _perloopContact.Add(curContact);
1067 if (m_global_contactcount < maxContactsbeforedeath)
1068 {
1069 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1070 m_global_contactcount++;
1071 }
1072 }
1073 else
1074 {
1075 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1076 {
1077 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1078 // int pj294950 = 0;
1079 // prim terrain contact
1080
1081 if (p2 is OdePrim)
1082 material = ((OdePrim)p2).m_material;
1083 //m_log.DebugFormat("Material: {0}", material);
1084 m_materialContacts[material, movintYN].geom = curContact;
1085 _perloopContact.Add(curContact);
1086
1087 if (m_global_contactcount < maxContactsbeforedeath)
1088 {
1089 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1090 m_global_contactcount++;
1091
1092 }
1093
1094 }
1095 else
1096 {
1097 //$ prim on terrain contact
1098 if (p2 is OdePrim)
1099 material = ((OdePrim)p2).m_material;
1100 //m_log.DebugFormat("Material: {0}", material);
1101 m_materialContacts[material, movintYN].geom = curContact;
1102 _perloopContact.Add(curContact);
1103
1104 ContactCopy = m_materialContacts[material, movintYN];
1105 if(movintYN == 1)
1106 {
1107 // prevent excessive slide on terrain
1108 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1109 }
1110
1111 if (m_global_contactcount < maxContactsbeforedeath)
1112 {
1113 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1114 m_global_contactcount++;
1115 }
1116 }
1117 }
1118 }
1119 }
1120 else if (name1 == "Water" || name2 == "Water")
1121 {
1122 //$ This never happens! Perhaps water is treated like air?
1123 /*
1124 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1125 {
1126 }
1127 else
1128 {
1129 }
1130 */
1131 //WaterContact.surface.soft_cfm = 0.0000f;
1132 //WaterContact.surface.soft_erp = 0.00000f;
1133 if (curContact.depth > 0.1f)
1134 {
1135 curContact.depth *= 52;
1136 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1137 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1138 }
1139 WaterContact.geom = curContact;
1140 _perloopContact.Add(curContact);
1141 if (m_global_contactcount < maxContactsbeforedeath)
1142 {
1143 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1144 m_global_contactcount++;
1145 }
1146 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1147 }
1148 else
1149 {
1150
1151 // no terrain and no water, we're colliding with prim or avatar
1152 // check if we're moving
1153 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1154 {
1155 //$ Avatar on Prim or other Avatar
1156 if (movintYN == 1)
1157 {
1158 // Use the AV Movement / prim contact
1159 AvatarMovementprimContact.geom = curContact;
1160 _perloopContact.Add(curContact);
1161 if (m_global_contactcount < maxContactsbeforedeath)
1162 {
1163 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1164 m_global_contactcount++;
1165 }
1166 }
1167 else
1168 {
1169 // Use the Av non movement / prim contact
1170 AvatarStaticprimContact.geom = curContact;
1171 _perloopContact.Add(curContact);
1172 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1173
1174 if (m_global_contactcount < maxContactsbeforedeath)
1175 {
1176 if (curContact.depth > 0.2)
1177 { // embedded, eject slowly
1178 ContactCopy.surface.soft_erp = 0.1f;
1179 ContactCopy.surface.soft_cfm = 0.1f;
1180 }
1181 else
1182 { // keep on the surface
1183 ContactCopy.surface.soft_erp = 0.3f;
1184 ContactCopy.surface.soft_cfm = 0.0f;
1185 }
1186 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1187 m_global_contactcount++;
1188 }
1189 }
1190 }
1191 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1192 {
1193 //$ Prim on Prim
1194 //p1.PhysicsActorType
1195
1196 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1197 //m_log.DebugFormat("Material: {0}", material);
1198
1199 m_materialContacts[material, movintYN].geom = curContact;
1200 _perloopContact.Add(curContact);
1201
1202 if (m_global_contactcount < maxContactsbeforedeath)
1203 {
1204 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1205 m_global_contactcount++;
1206 }
1207 }
1208 }
1209
1210 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1211 {
1212 d.JointAttach(joint, b1, b2);
1213 m_global_contactcount++;
1214 }
1215
1216 }
1217 collision_accounting_events(p1, p2, maxDepthContact);
1218 if (count > geomContactPointsStartthrottle)
1219 {
1220 // If there are more then 3 contact points, it's likely
1221 // that we've got a pile of objects, so ...
1222 // We don't want to send out hundreds of terse updates over and over again
1223 // so lets throttle them and send them again after it's somewhat sorted out.
1224 p2.ThrottleUpdates = true;
1225 }
1226 //m_log.Debug(count.ToString());
1227 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1228 } // end for i.. loop
1229 } // end near
1230
1231 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1232 {
1233 bool result = false;
1234 //return result;
1235 if (!m_filterCollisions)
1236 return false;
1237
1238 ActorTypes at = (ActorTypes)atype;
1239 lock (_perloopContact)
1240 {
1241 foreach (d.ContactGeom contact in _perloopContact)
1242 {
1243 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1244 //{
1245 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1246 if (at == ActorTypes.Agent)
1247 {
1248 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1249 {
1250
1251 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1252 {
1253 //contactGeom.depth *= .00005f;
1254 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1255 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1256 result = true;
1257 break;
1258 }
1259 else
1260 {
1261 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1262 }
1263 }
1264 else
1265 {
1266 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1267 //int i = 0;
1268 }
1269 }
1270 else if (at == ActorTypes.Prim)
1271 {
1272 //d.AABB aabb1 = new d.AABB();
1273 //d.AABB aabb2 = new d.AABB();
1274
1275 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1276 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1277 //aabb1.
1278 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1279 {
1280 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1281 {
1282 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1283 {
1284 result = true;
1285 break;
1286 }
1287 }
1288 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1289 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1290 }
1291
1292 }
1293
1294 //}
1295
1296 }
1297 }
1298 return result;
1299 }
1300
1301 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1302 {
1303 // obj1LocalID = 0;
1304 //returncollisions = false;
1305 obj2LocalID = 0;
1306 //ctype = 0;
1307 //cStartStop = 0;
1308 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1309 return;
1310
1311 switch ((ActorTypes)p2.PhysicsActorType)
1312 {
1313 case ActorTypes.Agent:
1314 cc2 = (OdeCharacter)p2;
1315
1316 // obj1LocalID = cc2.m_localID;
1317 switch ((ActorTypes)p1.PhysicsActorType)
1318 {
1319 case ActorTypes.Agent:
1320 cc1 = (OdeCharacter)p1;
1321 obj2LocalID = cc1.m_localID;
1322 cc1.AddCollisionEvent(cc2.m_localID, contact);
1323 //ctype = (int)CollisionCategories.Character;
1324
1325 //if (cc1.CollidingObj)
1326 //cStartStop = (int)StatusIndicators.Generic;
1327 //else
1328 //cStartStop = (int)StatusIndicators.Start;
1329
1330 //returncollisions = true;
1331 break;
1332 case ActorTypes.Prim:
1333 if (p1 is OdePrim)
1334 {
1335 cp1 = (OdePrim) p1;
1336 obj2LocalID = cp1.m_localID;
1337 cp1.AddCollisionEvent(cc2.m_localID, contact);
1338 }
1339 //ctype = (int)CollisionCategories.Geom;
1340
1341 //if (cp1.CollidingObj)
1342 //cStartStop = (int)StatusIndicators.Generic;
1343 //else
1344 //cStartStop = (int)StatusIndicators.Start;
1345
1346 //returncollisions = true;
1347 break;
1348
1349 case ActorTypes.Ground:
1350 case ActorTypes.Unknown:
1351 obj2LocalID = 0;
1352 //ctype = (int)CollisionCategories.Land;
1353 //returncollisions = true;
1354 break;
1355 }
1356
1357 cc2.AddCollisionEvent(obj2LocalID, contact);
1358 break;
1359 case ActorTypes.Prim:
1360
1361 if (p2 is OdePrim)
1362 {
1363 cp2 = (OdePrim) p2;
1364
1365 // obj1LocalID = cp2.m_localID;
1366 switch ((ActorTypes) p1.PhysicsActorType)
1367 {
1368 case ActorTypes.Agent:
1369 if (p1 is OdeCharacter)
1370 {
1371 cc1 = (OdeCharacter) p1;
1372 obj2LocalID = cc1.m_localID;
1373 cc1.AddCollisionEvent(cp2.m_localID, contact);
1374 //ctype = (int)CollisionCategories.Character;
1375
1376 //if (cc1.CollidingObj)
1377 //cStartStop = (int)StatusIndicators.Generic;
1378 //else
1379 //cStartStop = (int)StatusIndicators.Start;
1380 //returncollisions = true;
1381 }
1382 break;
1383 case ActorTypes.Prim:
1384
1385 if (p1 is OdePrim)
1386 {
1387 cp1 = (OdePrim) p1;
1388 obj2LocalID = cp1.m_localID;
1389 cp1.AddCollisionEvent(cp2.m_localID, contact);
1390 //ctype = (int)CollisionCategories.Geom;
1391
1392 //if (cp1.CollidingObj)
1393 //cStartStop = (int)StatusIndicators.Generic;
1394 //else
1395 //cStartStop = (int)StatusIndicators.Start;
1396
1397 //returncollisions = true;
1398 }
1399 break;
1400
1401 case ActorTypes.Ground:
1402 case ActorTypes.Unknown:
1403 obj2LocalID = 0;
1404 //ctype = (int)CollisionCategories.Land;
1405
1406 //returncollisions = true;
1407 break;
1408 }
1409
1410 cp2.AddCollisionEvent(obj2LocalID, contact);
1411 }
1412 break;
1413 }
1414 //if (returncollisions)
1415 //{
1416
1417 //lock (m_storedCollisions)
1418 //{
1419 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1420 //if (m_storedCollisions.ContainsKey(cDictKey))
1421 //{
1422 //sCollisionData objd = m_storedCollisions[cDictKey];
1423 //objd.NumberOfCollisions += 1;
1424 //objd.lastframe = framecount;
1425 //m_storedCollisions[cDictKey] = objd;
1426 //}
1427 //else
1428 //{
1429 //sCollisionData objd = new sCollisionData();
1430 //objd.ColliderLocalId = obj1LocalID;
1431 //objd.CollidedWithLocalId = obj2LocalID;
1432 //objd.CollisionType = ctype;
1433 //objd.NumberOfCollisions = 1;
1434 //objd.lastframe = framecount;
1435 //objd.StatusIndicator = cStartStop;
1436 //m_storedCollisions.Add(cDictKey, objd);
1437 //}
1438 //}
1439 // }
1440 }
1441
1442 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1443 {
1444 /* String name1 = null;
1445 String name2 = null;
1446
1447 if (!geom_name_map.TryGetValue(trimesh, out name1))
1448 {
1449 name1 = "null";
1450 }
1451 if (!geom_name_map.TryGetValue(refObject, out name2))
1452 {
1453 name2 = "null";
1454 }
1455
1456 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1457 */
1458 return 1;
1459 }
1460
1461 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1462 {
1463 String name1 = null;
1464 String name2 = null;
1465
1466 if (!geom_name_map.TryGetValue(trimesh, out name1))
1467 {
1468 name1 = "null";
1469 }
1470
1471 if (!geom_name_map.TryGetValue(refObject, out name2))
1472 {
1473 name2 = "null";
1474 }
1475
1476 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1477
1478 d.Vector3 v0 = new d.Vector3();
1479 d.Vector3 v1 = new d.Vector3();
1480 d.Vector3 v2 = new d.Vector3();
1481
1482 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1483 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1484
1485 return 1;
1486 }
1487
1488 /// <summary>
1489 /// This is our collision testing routine in ODE
1490 /// </summary>
1491 /// <param name="timeStep"></param>
1492 private void collision_optimized(float timeStep)
1493 {
1494 _perloopContact.Clear();
1495
1496 lock (_characters)
1497 {
1498 foreach (OdeCharacter chr in _characters)
1499 {
1500 // Reset the collision values to false
1501 // since we don't know if we're colliding yet
1502
1503 // For some reason this can happen. Don't ask...
1504 //
1505 if (chr == null)
1506 continue;
1507
1508 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1509 continue;
1510
1511 chr.IsColliding = false;
1512 chr.CollidingGround = false;
1513 chr.CollidingObj = false;
1514
1515 // test the avatar's geometry for collision with the space
1516 // This will return near and the space that they are the closest to
1517 // And we'll run this again against the avatar and the space segment
1518 // This will return with a bunch of possible objects in the space segment
1519 // and we'll run it again on all of them.
1520 try
1521 {
1522 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1523 }
1524 catch (AccessViolationException)
1525 {
1526 m_log.Warn("[PHYSICS]: Unable to space collide");
1527 }
1528 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1529 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1530 //{
1531 //chr.Position.Z = terrainheight + 10.0f;
1532 //forcedZ = true;
1533 //}
1534 }
1535 }
1536
1537 lock (_activeprims)
1538 {
1539 List<OdePrim> removeprims = null;
1540 foreach (OdePrim chr in _activeprims)
1541 {
1542 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
1543 {
1544 try
1545 {
1546 lock (chr)
1547 {
1548 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1549 {
1550 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1551 }
1552 else
1553 {
1554 if (removeprims == null)
1555 {
1556 removeprims = new List<OdePrim>();
1557 }
1558 removeprims.Add(chr);
1559 /// Commented this because it triggers on every bullet
1560 //m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1561 }
1562 }
1563 }
1564 catch (AccessViolationException)
1565 {
1566 m_log.Warn("[PHYSICS]: Unable to space collide");
1567 }
1568 }
1569 }
1570 if (removeprims != null)
1571 {
1572 foreach (OdePrim chr in removeprims)
1573 {
1574 _activeprims.Remove(chr);
1575 }
1576 }
1577 }
1578
1579 _perloopContact.Clear();
1580 }
1581
1582 #endregion
1583
1584 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1585 {
1586 m_worldOffset = offset;
1587 WorldExtents = new Vector2(extents.X, extents.Y);
1588 m_parentScene = pScene;
1589
1590 }
1591
1592 // Recovered for use by fly height. Kitto Flora
1593 public float GetTerrainHeightAtXY(float x, float y)
1594 {
1595
1596 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1597 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1598
1599 IntPtr heightFieldGeom = IntPtr.Zero;
1600
1601 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1602 {
1603 if (heightFieldGeom != IntPtr.Zero)
1604 {
1605 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1606 {
1607
1608 int index;
1609
1610
1611 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1612 (int)x < 0.001f || (int)y < 0.001f)
1613 return 0;
1614
1615 x = x - offsetX;
1616 y = y - offsetY;
1617
1618 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1619
1620 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1621 {
1622 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1623 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1624 }
1625
1626 else
1627 return 0f;
1628 }
1629 else
1630 {
1631 return 0f;
1632 }
1633
1634 }
1635 else
1636 {
1637 return 0f;
1638 }
1639
1640 }
1641 else
1642 {
1643 return 0f;
1644 }
1645
1646
1647 }
1648// End recovered. Kitto Flora
1649
1650 public void addCollisionEventReporting(PhysicsActor obj)
1651 {
1652 lock (_collisionEventPrim)
1653 {
1654 if (!_collisionEventPrim.Contains(obj))
1655 _collisionEventPrim.Add(obj);
1656 }
1657 }
1658
1659 public void remCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Remove(obj);
1665 }
1666 }
1667
1668 #region Add/Remove Entities
1669
1670 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1671 {
1672 Vector3 pos;
1673 pos.X = position.X;
1674 pos.Y = position.Y;
1675 pos.Z = position.Z;
1676 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1677 newAv.Flying = isFlying;
1678 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1679
1680 return newAv;
1681 }
1682
1683 public void AddCharacter(OdeCharacter chr)
1684 {
1685 lock (_characters)
1686 {
1687 if (!_characters.Contains(chr))
1688 {
1689 _characters.Add(chr);
1690 if (chr.bad)
1691 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1692 }
1693 }
1694 }
1695
1696 public void RemoveCharacter(OdeCharacter chr)
1697 {
1698 lock (_characters)
1699 {
1700 if (_characters.Contains(chr))
1701 {
1702 _characters.Remove(chr);
1703 }
1704 }
1705 }
1706 public void BadCharacter(OdeCharacter chr)
1707 {
1708 lock (_badCharacter)
1709 {
1710 if (!_badCharacter.Contains(chr))
1711 _badCharacter.Add(chr);
1712 }
1713 }
1714
1715 public override void RemoveAvatar(PhysicsActor actor)
1716 {
1717 //m_log.Debug("[PHYSICS]:ODELOCK");
1718 ((OdeCharacter) actor).Destroy();
1719
1720 }
1721
1722 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1723 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, 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, ode, localid);
1734
1735 lock (_prims)
1736 _prims.Add(newPrim);
1737 }
1738
1739 return newPrim;
1740 }
1741/*
1742 private PhysicsActor AddPrim(String name, Vector3 position, PhysicsActor parent,
1743 PrimitiveBaseShape pbs, uint localid, byte[] sdata)
1744 {
1745 Vector3 pos = position;
1746
1747 OdePrim newPrim;
1748 lock (OdeLock)
1749 {
1750 newPrim = new OdePrim(name, this, pos, parent, pbs, ode, localid, sdata);
1751 lock (_prims)
1752 _prims.Add(newPrim);
1753 }
1754
1755 return newPrim;
1756 }
1757*/
1758
1759 public void addActivePrim(OdePrim activatePrim)
1760 {
1761 // adds active prim.. (ones that should be iterated over in collisions_optimized
1762 lock (_activeprims)
1763 {
1764 if (!_activeprims.Contains(activatePrim))
1765 _activeprims.Add(activatePrim);
1766 //else
1767 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1768 }
1769 }
1770
1771 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1772 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1773 {
1774 PhysicsActor result;
1775 IMesh mesh = null;
1776
1777 if (needsMeshing(pbs))
1778 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1779
1780 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
1781
1782 return result;
1783 }
1784/*
1785 public override PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
1786 uint localid, byte[] sdata)
1787 {
1788 PhysicsActor result;
1789
1790 result = AddPrim(primName, position, parent,
1791 pbs, localid, sdata);
1792
1793 return result;
1794 }
1795*/
1796 public override float TimeDilation
1797 {
1798 get { return m_timeDilation; }
1799 }
1800
1801 public override bool SupportsNINJAJoints
1802 {
1803 get { return m_NINJA_physics_joints_enabled; }
1804 }
1805
1806 // internal utility function: must be called within a lock (OdeLock)
1807 private void InternalAddActiveJoint(PhysicsJoint joint)
1808 {
1809 activeJoints.Add(joint);
1810 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1811 }
1812
1813 // internal utility function: must be called within a lock (OdeLock)
1814 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1815 {
1816 pendingJoints.Add(joint);
1817 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1818 }
1819
1820 // internal utility function: must be called within a lock (OdeLock)
1821 private void InternalRemovePendingJoint(PhysicsJoint joint)
1822 {
1823 pendingJoints.Remove(joint);
1824 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1825 }
1826
1827 // internal utility function: must be called within a lock (OdeLock)
1828 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1829 {
1830 activeJoints.Remove(joint);
1831 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1832 }
1833
1834 public override void DumpJointInfo()
1835 {
1836 string hdr = "[NINJA] JOINTINFO: ";
1837 foreach (PhysicsJoint j in pendingJoints)
1838 {
1839 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1840 }
1841 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1842 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1843 {
1844 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1845 }
1846 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1847 foreach (PhysicsJoint j in activeJoints)
1848 {
1849 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1850 }
1851 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1852 foreach (string jointName in SOPName_to_activeJoint.Keys)
1853 {
1854 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1855 }
1856 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1857
1858 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1859 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1860 foreach (string actorName in joints_connecting_actor.Keys)
1861 {
1862 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1863 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1864 {
1865 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1866 }
1867 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1868 }
1869 }
1870
1871 public override void RequestJointDeletion(string ObjectNameInScene)
1872 {
1873 lock (externalJointRequestsLock)
1874 {
1875 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1876 {
1877 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1878 }
1879 }
1880 }
1881
1882 private void DeleteRequestedJoints()
1883 {
1884 List<string> myRequestedJointsToBeDeleted;
1885 lock (externalJointRequestsLock)
1886 {
1887 // make a local copy of the shared list for processing (threading issues)
1888 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1889 }
1890
1891 foreach (string jointName in myRequestedJointsToBeDeleted)
1892 {
1893 lock (OdeLock)
1894 {
1895 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1896 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1897 {
1898 OdePhysicsJoint joint = null;
1899 if (SOPName_to_activeJoint.ContainsKey(jointName))
1900 {
1901 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1902 InternalRemoveActiveJoint(joint);
1903 }
1904 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1905 {
1906 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1907 InternalRemovePendingJoint(joint);
1908 }
1909
1910 if (joint != null)
1911 {
1912 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1913 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1914 {
1915 string bodyName = joint.BodyNames[iBodyName];
1916 if (bodyName != "NULL")
1917 {
1918 joints_connecting_actor[bodyName].Remove(joint);
1919 if (joints_connecting_actor[bodyName].Count == 0)
1920 {
1921 joints_connecting_actor.Remove(bodyName);
1922 }
1923 }
1924 }
1925
1926 DoJointDeactivated(joint);
1927 if (joint.jointID != IntPtr.Zero)
1928 {
1929 d.JointDestroy(joint.jointID);
1930 joint.jointID = IntPtr.Zero;
1931 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1932 }
1933 else
1934 {
1935 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1936 }
1937 }
1938 else
1939 {
1940 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1941 }
1942 }
1943 else
1944 {
1945 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1946 }
1947 }
1948 }
1949
1950 // remove processed joints from the shared list
1951 lock (externalJointRequestsLock)
1952 {
1953 foreach (string jointName in myRequestedJointsToBeDeleted)
1954 {
1955 requestedJointsToBeDeleted.Remove(jointName);
1956 }
1957 }
1958 }
1959
1960 // for pending joints we don't know if their associated bodies exist yet or not.
1961 // the joint is actually created during processing of the taints
1962 private void CreateRequestedJoints()
1963 {
1964 List<PhysicsJoint> myRequestedJointsToBeCreated;
1965 lock (externalJointRequestsLock)
1966 {
1967 // make a local copy of the shared list for processing (threading issues)
1968 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1969 }
1970
1971 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1972 {
1973 lock (OdeLock)
1974 {
1975 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1976 {
1977 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);
1978 continue;
1979 }
1980 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1981 {
1982 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);
1983 continue;
1984 }
1985
1986 InternalAddPendingJoint(joint as OdePhysicsJoint);
1987
1988 if (joint.BodyNames.Count >= 2)
1989 {
1990 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1991 {
1992 string bodyName = joint.BodyNames[iBodyName];
1993 if (bodyName != "NULL")
1994 {
1995 if (!joints_connecting_actor.ContainsKey(bodyName))
1996 {
1997 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1998 }
1999 joints_connecting_actor[bodyName].Add(joint);
2000 }
2001 }
2002 }
2003 }
2004 }
2005
2006 // remove processed joints from shared list
2007 lock (externalJointRequestsLock)
2008 {
2009 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2010 {
2011 requestedJointsToBeCreated.Remove(joint);
2012 }
2013 }
2014
2015 }
2016
2017 // public function to add an request for joint creation
2018 // this joint will just be added to a waiting list that is NOT processed during the main
2019 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2020
2021 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2022 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2023
2024 {
2025
2026 OdePhysicsJoint joint = new OdePhysicsJoint();
2027 joint.ObjectNameInScene = objectNameInScene;
2028 joint.Type = jointType;
2029 joint.Position = position;
2030 joint.Rotation = rotation;
2031 joint.RawParams = parms;
2032 joint.BodyNames = new List<string>(bodyNames);
2033 joint.TrackedBodyName = trackedBodyName;
2034 joint.LocalRotation = localRotation;
2035 joint.jointID = IntPtr.Zero;
2036 joint.ErrorMessageCount = 0;
2037
2038 lock (externalJointRequestsLock)
2039 {
2040 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2041 {
2042 requestedJointsToBeCreated.Add(joint);
2043 }
2044 }
2045 return joint;
2046 }
2047
2048 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2049 {
2050 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2051 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2052 {
2053
2054 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2055 //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)
2056 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2057 {
2058 jointsToRemove.Add(j);
2059 }
2060 foreach (PhysicsJoint j in jointsToRemove)
2061 {
2062 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2063 RequestJointDeletion(j.ObjectNameInScene);
2064 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2065 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)
2066 }
2067 }
2068 }
2069
2070 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2071 {
2072 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2073 lock (OdeLock)
2074 {
2075 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2076 RemoveAllJointsConnectedToActor(actor);
2077 }
2078 }
2079
2080 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2081 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2082 {
2083 Debug.Assert(joint.IsInPhysicsEngine);
2084 d.Vector3 pos = new d.Vector3();
2085
2086 if (!(joint is OdePhysicsJoint))
2087 {
2088 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2089 }
2090 else
2091 {
2092 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2093 switch (odeJoint.Type)
2094 {
2095 case PhysicsJointType.Ball:
2096 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2097 break;
2098 case PhysicsJointType.Hinge:
2099 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2100 break;
2101 }
2102 }
2103 return new Vector3(pos.X, pos.Y, pos.Z);
2104 }
2105
2106 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2107 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2108 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2109 // keeping track of the joint's original orientation relative to one of the involved bodies.
2110 public override Vector3 GetJointAxis(PhysicsJoint joint)
2111 {
2112 Debug.Assert(joint.IsInPhysicsEngine);
2113 d.Vector3 axis = new d.Vector3();
2114
2115 if (!(joint is OdePhysicsJoint))
2116 {
2117 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2118 }
2119 else
2120 {
2121 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2122 switch (odeJoint.Type)
2123 {
2124 case PhysicsJointType.Ball:
2125 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2126 break;
2127 case PhysicsJointType.Hinge:
2128 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2129 break;
2130 }
2131 }
2132 return new Vector3(axis.X, axis.Y, axis.Z);
2133 }
2134
2135
2136 public void remActivePrim(OdePrim deactivatePrim)
2137 {
2138 lock (_activeprims)
2139 {
2140 _activeprims.Remove(deactivatePrim);
2141 }
2142 }
2143
2144 public override void RemovePrim(PhysicsActor prim)
2145 {
2146 if (prim is OdePrim)
2147 {
2148 lock (OdeLock)
2149 {
2150 OdePrim p = (OdePrim) prim;
2151
2152 p.setPrimForRemoval();
2153 AddPhysicsActorTaint(prim);
2154 //RemovePrimThreadLocked(p);
2155 }
2156 }
2157 }
2158
2159 /// <summary>
2160 /// This is called from within simulate but outside the locked portion
2161 /// We need to do our own locking here
2162 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2163 ///
2164 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2165 /// that the space was using.
2166 /// </summary>
2167 /// <param name="prim"></param>
2168 public void RemovePrimThreadLocked(OdePrim prim)
2169 {
2170//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2171 lock (prim)
2172 {
2173 remCollisionEventReporting(prim);
2174 lock (ode)
2175 {
2176 if (prim.prim_geom != IntPtr.Zero)
2177 {
2178 prim.ResetTaints();
2179
2180 try
2181 {
2182 if (prim._triMeshData != IntPtr.Zero)
2183 {
2184 d.GeomTriMeshDataDestroy(prim._triMeshData);
2185 prim._triMeshData = IntPtr.Zero;
2186 }
2187 }
2188 catch { };
2189
2190 if (prim.IsPhysical)
2191 {
2192 prim.disableBody();
2193 if (prim.childPrim)
2194 {
2195 prim.childPrim = false;
2196 prim.Body = IntPtr.Zero;
2197 prim.m_disabled = true;
2198 prim.IsPhysical = false;
2199 }
2200
2201 }
2202 // we don't want to remove the main space
2203
2204 // If the geometry is in the targetspace, remove it from the target space
2205 //m_log.Warn(prim.m_targetSpace);
2206
2207 //if (prim.m_targetSpace != IntPtr.Zero)
2208 //{
2209 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2210 //{
2211
2212 //if (d.GeomIsSpace(prim.m_targetSpace))
2213 //{
2214 //waitForSpaceUnlock(prim.m_targetSpace);
2215 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2216 prim.m_targetSpace = IntPtr.Zero;
2217 //}
2218 //else
2219 //{
2220 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2221 //((OdePrim)prim).m_targetSpace.ToString());
2222 //}
2223
2224 //}
2225 //}
2226 //m_log.Warn(prim.prim_geom);
2227 try
2228 {
2229 if (prim.prim_geom != IntPtr.Zero)
2230 {
2231
2232//string tPA;
2233//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2234//Console.WriteLine("**** Remove {0}", tPA);
2235 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2236 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2237 d.GeomDestroy(prim.prim_geom);
2238 prim.prim_geom = IntPtr.Zero;
2239 }
2240 else
2241 {
2242 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2243 }
2244 }
2245 catch (AccessViolationException)
2246 {
2247 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2248 }
2249 lock (_prims)
2250 _prims.Remove(prim);
2251
2252 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2253 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2254 //{
2255 //if (prim.m_targetSpace != null)
2256 //{
2257 //if (d.GeomIsSpace(prim.m_targetSpace))
2258 //{
2259 //waitForSpaceUnlock(prim.m_targetSpace);
2260 //d.SpaceRemove(space, prim.m_targetSpace);
2261 // free up memory used by the space.
2262 //d.SpaceDestroy(prim.m_targetSpace);
2263 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2264 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2265 //}
2266 //else
2267 //{
2268 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2269 //((OdePrim) prim).m_targetSpace.ToString());
2270 //}
2271 //}
2272 //}
2273
2274 if (SupportsNINJAJoints)
2275 {
2276 RemoveAllJointsConnectedToActorThreadLocked(prim);
2277 }
2278 }
2279 }
2280 }
2281 }
2282
2283 #endregion
2284
2285 #region Space Separation Calculation
2286
2287 /// <summary>
2288 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2289 /// </summary>
2290 /// <param name="pSpace"></param>
2291 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2292 {
2293 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2294 {
2295 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2296 {
2297 if (staticPrimspace[x, y] == pSpace)
2298 staticPrimspace[x, y] = IntPtr.Zero;
2299 }
2300 }
2301 }
2302
2303 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2304 {
2305 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2306 }
2307
2308 /// <summary>
2309 /// Called when a static prim moves. Allocates a space for the prim based on its position
2310 /// </summary>
2311 /// <param name="geom">the pointer to the geom that moved</param>
2312 /// <param name="pos">the position that the geom moved to</param>
2313 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2314 /// <returns>a pointer to the new space it's in</returns>
2315 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2316 {
2317 // Called from setting the Position and Size of an ODEPrim so
2318 // it's already in locked space.
2319
2320 // we don't want to remove the main space
2321 // we don't need to test physical here because this function should
2322 // never be called if the prim is physical(active)
2323
2324 // All physical prim end up in the root space
2325 //Thread.Sleep(20);
2326 if (currentspace != space)
2327 {
2328 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2329 //if (currentspace == IntPtr.Zero)
2330 //{
2331 //int adfadf = 0;
2332 //}
2333 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2334 {
2335 if (d.GeomIsSpace(currentspace))
2336 {
2337 waitForSpaceUnlock(currentspace);
2338 d.SpaceRemove(currentspace, geom);
2339 }
2340 else
2341 {
2342 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2343 " Geom:" + geom);
2344 }
2345 }
2346 else
2347 {
2348 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2349 if (sGeomIsIn != IntPtr.Zero)
2350 {
2351 if (d.GeomIsSpace(currentspace))
2352 {
2353 waitForSpaceUnlock(sGeomIsIn);
2354 d.SpaceRemove(sGeomIsIn, geom);
2355 }
2356 else
2357 {
2358 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2359 sGeomIsIn + " Geom:" + geom);
2360 }
2361 }
2362 }
2363
2364 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2365 if (d.SpaceGetNumGeoms(currentspace) == 0)
2366 {
2367 if (currentspace != IntPtr.Zero)
2368 {
2369 if (d.GeomIsSpace(currentspace))
2370 {
2371 waitForSpaceUnlock(currentspace);
2372 waitForSpaceUnlock(space);
2373 d.SpaceRemove(space, currentspace);
2374 // free up memory used by the space.
2375
2376 //d.SpaceDestroy(currentspace);
2377 resetSpaceArrayItemToZero(currentspace);
2378 }
2379 else
2380 {
2381 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2382 currentspace + " Geom:" + geom);
2383 }
2384 }
2385 }
2386 }
2387 else
2388 {
2389 // this is a physical object that got disabled. ;.;
2390 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2391 {
2392 if (d.SpaceQuery(currentspace, geom))
2393 {
2394 if (d.GeomIsSpace(currentspace))
2395 {
2396 waitForSpaceUnlock(currentspace);
2397 d.SpaceRemove(currentspace, geom);
2398 }
2399 else
2400 {
2401 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2402 currentspace + " Geom:" + geom);
2403 }
2404 }
2405 else
2406 {
2407 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2408 if (sGeomIsIn != IntPtr.Zero)
2409 {
2410 if (d.GeomIsSpace(sGeomIsIn))
2411 {
2412 waitForSpaceUnlock(sGeomIsIn);
2413 d.SpaceRemove(sGeomIsIn, geom);
2414 }
2415 else
2416 {
2417 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2418 sGeomIsIn + " Geom:" + geom);
2419 }
2420 }
2421 }
2422 }
2423 }
2424
2425 // The routines in the Position and Size sections do the 'inserting' into the space,
2426 // so all we have to do is make sure that the space that we're putting the prim into
2427 // is in the 'main' space.
2428 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2429 IntPtr newspace = calculateSpaceForGeom(pos);
2430
2431 if (newspace == IntPtr.Zero)
2432 {
2433 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2434 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2435 }
2436
2437 return newspace;
2438 }
2439
2440 /// <summary>
2441 /// Creates a new space at X Y
2442 /// </summary>
2443 /// <param name="iprimspaceArrItemX"></param>
2444 /// <param name="iprimspaceArrItemY"></param>
2445 /// <returns>A pointer to the created space</returns>
2446 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2447 {
2448 // creating a new space for prim and inserting it into main space.
2449 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2450 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2451 waitForSpaceUnlock(space);
2452 d.SpaceSetSublevel(space, 1);
2453 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2454 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2455 }
2456
2457 /// <summary>
2458 /// Calculates the space the prim should be in by its position
2459 /// </summary>
2460 /// <param name="pos"></param>
2461 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2462 public IntPtr calculateSpaceForGeom(Vector3 pos)
2463 {
2464 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2465 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2466 return staticPrimspace[xyspace[0], xyspace[1]];
2467 }
2468
2469 /// <summary>
2470 /// Holds the space allocation logic
2471 /// </summary>
2472 /// <param name="pos"></param>
2473 /// <returns>an array item based on the position</returns>
2474 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2475 {
2476 int[] returnint = new int[2];
2477
2478 returnint[0] = (int) (pos.X/metersInSpace);
2479
2480 if (returnint[0] > ((int) (259f/metersInSpace)))
2481 returnint[0] = ((int) (259f/metersInSpace));
2482 if (returnint[0] < 0)
2483 returnint[0] = 0;
2484
2485 returnint[1] = (int) (pos.Y/metersInSpace);
2486 if (returnint[1] > ((int) (259f/metersInSpace)))
2487 returnint[1] = ((int) (259f/metersInSpace));
2488 if (returnint[1] < 0)
2489 returnint[1] = 0;
2490
2491 return returnint;
2492 }
2493
2494 #endregion
2495
2496 /// <summary>
2497 /// Routine to figure out if we need to mesh this prim with our mesher
2498 /// </summary>
2499 /// <param name="pbs"></param>
2500 /// <returns></returns>
2501 public bool needsMeshing(PrimitiveBaseShape pbs)
2502 {
2503 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2504 // but we still need to check for sculptie meshing being enabled so this is the most
2505 // convenient place to do it for now...
2506
2507 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2508 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2509 int iPropertiesNotSupportedDefault = 0;
2510
2511 if (pbs.SculptEntry && !meshSculptedPrim)
2512 {
2513#if SPAM
2514 m_log.Warn("NonMesh");
2515#endif
2516 return false;
2517 }
2518
2519 // 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
2520 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
2521 {
2522 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2523 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2524 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2525 {
2526
2527 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2528 && pbs.ProfileHollow == 0
2529 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2530 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2531 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2532 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2533 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2534 {
2535#if SPAM
2536 m_log.Warn("NonMesh");
2537#endif
2538 return false;
2539 }
2540 }
2541 }
2542
2543 if (forceSimplePrimMeshing)
2544 return true;
2545
2546 if (pbs.ProfileHollow != 0)
2547 iPropertiesNotSupportedDefault++;
2548
2549 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2550 iPropertiesNotSupportedDefault++;
2551
2552 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2553 iPropertiesNotSupportedDefault++;
2554
2555 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2556 iPropertiesNotSupportedDefault++;
2557
2558 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2559 iPropertiesNotSupportedDefault++;
2560
2561 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2562 iPropertiesNotSupportedDefault++;
2563
2564 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))
2565 iPropertiesNotSupportedDefault++;
2566
2567 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2568 iPropertiesNotSupportedDefault++;
2569
2570 // test for torus
2571 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2572 {
2573 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2574 {
2575 iPropertiesNotSupportedDefault++;
2576 }
2577 }
2578 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2579 {
2580 if (pbs.PathCurve == (byte)Extrusion.Straight)
2581 {
2582 iPropertiesNotSupportedDefault++;
2583 }
2584
2585 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2586 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2587 {
2588 iPropertiesNotSupportedDefault++;
2589 }
2590 }
2591 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2592 {
2593 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2594 {
2595 iPropertiesNotSupportedDefault++;
2596 }
2597 }
2598 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2599 {
2600 if (pbs.PathCurve == (byte)Extrusion.Straight)
2601 {
2602 iPropertiesNotSupportedDefault++;
2603 }
2604 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2605 {
2606 iPropertiesNotSupportedDefault++;
2607 }
2608 }
2609
2610 if (pbs.SculptEntry && meshSculptedPrim)
2611 iPropertiesNotSupportedDefault++;
2612
2613 if (iPropertiesNotSupportedDefault == 0)
2614 {
2615#if SPAM
2616 m_log.Warn("NonMesh");
2617#endif
2618 return false;
2619 }
2620#if SPAM
2621 m_log.Debug("Mesh");
2622#endif
2623 return true;
2624 }
2625
2626 /// <summary>
2627 /// Called after our prim properties are set Scale, position etc.
2628 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2629 /// This assures us that we have no race conditions
2630 /// </summary>
2631 /// <param name="prim"></param>
2632 public override void AddPhysicsActorTaint(PhysicsActor prim)
2633 {
2634
2635 if (prim is OdePrim)
2636 {
2637 OdePrim taintedprim = ((OdePrim) prim);
2638 lock (_taintedPrimLock)
2639 {
2640 if (!(_taintedPrimH.Contains(taintedprim)))
2641 {
2642//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2643 _taintedPrimH.Add(taintedprim); // HashSet for searching
2644 _taintedPrimL.Add(taintedprim); // List for ordered readout
2645 }
2646 }
2647 return;
2648 }
2649 else if (prim is OdeCharacter)
2650 {
2651 OdeCharacter taintedchar = ((OdeCharacter)prim);
2652 lock (_taintedActors)
2653 {
2654 if (!(_taintedActors.Contains(taintedchar)))
2655 {
2656 _taintedActors.Add(taintedchar);
2657 if (taintedchar.bad)
2658 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2659 }
2660 }
2661 }
2662 }
2663
2664 /// <summary>
2665 /// This is our main simulate loop
2666 /// It's thread locked by a Mutex in the scene.
2667 /// It holds Collisions, it instructs ODE to step through the physical reactions
2668 /// It moves the objects around in memory
2669 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2670 /// </summary>
2671 /// <param name="timeStep"></param>
2672 /// <returns></returns>
2673 public override float Simulate(float timeStep)
2674 {
2675 if (framecount >= int.MaxValue)
2676 framecount = 0;
2677 //if (m_worldOffset != Vector3.Zero)
2678 // return 0;
2679
2680 framecount++;
2681
2682 DateTime now = DateTime.UtcNow;
2683 TimeSpan SinceLastFrame = now - m_lastframe;
2684 m_lastframe = now;
2685 float realtime = (float)SinceLastFrame.TotalSeconds;
2686// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2687 timeStep = realtime;
2688
2689 // float fps = 1.0f / realtime;
2690 float fps = 0.0f; // number of ODE steps in this Simulate step
2691 //m_log.Info(timeStep.ToString());
2692 step_time += timeStep;
2693
2694 // If We're loaded down by something else,
2695 // or debugging with the Visual Studio project on pause
2696 // skip a few frames to catch up gracefully.
2697 // without shooting the physicsactors all over the place
2698
2699 if (step_time >= m_SkipFramesAtms)
2700 {
2701 // Instead of trying to catch up, it'll do 5 physics frames only
2702 step_time = ODE_STEPSIZE;
2703 m_physicsiterations = 5;
2704 }
2705 else
2706 {
2707 m_physicsiterations = 10;
2708 }
2709
2710 if (SupportsNINJAJoints)
2711 {
2712 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2713 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2714 }
2715
2716 lock (OdeLock)
2717 {
2718 // Process 10 frames if the sim is running normal..
2719 // process 5 frames if the sim is running slow
2720 //try
2721 //{
2722 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2723 //}
2724 //catch (StackOverflowException)
2725 //{
2726 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2727 // ode.drelease(world);
2728 //base.TriggerPhysicsBasedRestart();
2729 //}
2730
2731 int i = 0;
2732
2733 // Figure out the Frames Per Second we're going at.
2734 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2735
2736 // fps = (step_time / ODE_STEPSIZE) * 1000;
2737 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2738 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2739
2740 // step_time = 0.09375f;
2741
2742 while (step_time > 0.0f)
2743 {
2744 //lock (ode)
2745 //{
2746 //if (!ode.lockquery())
2747 //{
2748 // ode.dlock(world);
2749 try
2750 {
2751 // Insert, remove Characters
2752 bool processedtaints = false;
2753
2754 lock (_taintedActors)
2755 {
2756 if (_taintedActors.Count > 0)
2757 {
2758 foreach (OdeCharacter character in _taintedActors)
2759 {
2760
2761 character.ProcessTaints(ODE_STEPSIZE);
2762
2763 processedtaints = true;
2764 //character.m_collisionscore = 0;
2765 }
2766
2767 if (processedtaints)
2768 _taintedActors.Clear();
2769 }
2770 } // end lock _taintedActors
2771
2772 // Modify other objects in the scene.
2773 processedtaints = false;
2774
2775 lock (_taintedPrimLock)
2776 {
2777 foreach (OdePrim prim in _taintedPrimL)
2778 {
2779 if (prim.m_taintremove)
2780 {
2781 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2782 RemovePrimThreadLocked(prim);
2783 }
2784 else
2785 {
2786 //Console.WriteLine("Simulate calls ProcessTaints");
2787 prim.ProcessTaints(ODE_STEPSIZE);
2788 }
2789 processedtaints = true;
2790 prim.m_collisionscore = 0;
2791
2792 // This loop can block up the Heartbeat for a very long time on large regions.
2793 // We need to let the Watchdog know that the Heartbeat is not dead
2794 // NOTE: This is currently commented out, but if things like OAR loading are
2795 // timing the heartbeat out we will need to uncomment it
2796 //Watchdog.UpdateThread();
2797 }
2798
2799 if (SupportsNINJAJoints)
2800 {
2801 // Create pending joints, if possible
2802
2803 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2804 // a joint requires specifying the body id of both involved bodies
2805 if (pendingJoints.Count > 0)
2806 {
2807 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2808 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2809 foreach (PhysicsJoint joint in pendingJoints)
2810 {
2811 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2812 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2813 System.StringSplitOptions.RemoveEmptyEntries);
2814 List<IntPtr> jointBodies = new List<IntPtr>();
2815 bool allJointBodiesAreReady = true;
2816 foreach (string jointParam in jointParams)
2817 {
2818 if (jointParam == "NULL")
2819 {
2820 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2821 jointBodies.Add(IntPtr.Zero);
2822 }
2823 else
2824 {
2825 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2826 bool foundPrim = false;
2827 lock (_prims)
2828 {
2829 foreach (OdePrim prim in _prims) // FIXME: inefficient
2830 {
2831 if (prim.SOPName == jointParam)
2832 {
2833 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2834 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2835 {
2836 jointBodies.Add(prim.Body);
2837 foundPrim = true;
2838 break;
2839 }
2840 else
2841 {
2842 DoJointErrorMessage(joint, "prim name " + jointParam +
2843 " exists but is not (yet) physical; deferring joint creation. " +
2844 "IsPhysical property is " + prim.IsPhysical +
2845 " and body is " + prim.Body);
2846 foundPrim = false;
2847 break;
2848 }
2849 }
2850 }
2851 }
2852 if (foundPrim)
2853 {
2854 // all is fine
2855 }
2856 else
2857 {
2858 allJointBodiesAreReady = false;
2859 break;
2860 }
2861 }
2862 }
2863 if (allJointBodiesAreReady)
2864 {
2865 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2866 if (jointBodies[0] == jointBodies[1])
2867 {
2868 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2869 }
2870 else
2871 {
2872 switch (joint.Type)
2873 {
2874 case PhysicsJointType.Ball:
2875 {
2876 IntPtr odeJoint;
2877 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2878 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2879 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2880 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2881 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2882 d.JointSetBallAnchor(odeJoint,
2883 joint.Position.X,
2884 joint.Position.Y,
2885 joint.Position.Z);
2886 //DoJointErrorMessage(joint, "ODE joint setting OK");
2887 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2888 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2889 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2890 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2891
2892 if (joint is OdePhysicsJoint)
2893 {
2894 ((OdePhysicsJoint)joint).jointID = odeJoint;
2895 }
2896 else
2897 {
2898 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2899 }
2900 }
2901 break;
2902 case PhysicsJointType.Hinge:
2903 {
2904 IntPtr odeJoint;
2905 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2906 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2907 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2908 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2909 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2910 d.JointSetHingeAnchor(odeJoint,
2911 joint.Position.X,
2912 joint.Position.Y,
2913 joint.Position.Z);
2914 // We use the orientation of the x-axis of the joint's coordinate frame
2915 // as the axis for the hinge.
2916
2917 // Therefore, we must get the joint's coordinate frame based on the
2918 // joint.Rotation field, which originates from the orientation of the
2919 // joint's proxy object in the scene.
2920
2921 // The joint's coordinate frame is defined as the transformation matrix
2922 // that converts a vector from joint-local coordinates into world coordinates.
2923 // World coordinates are defined as the XYZ coordinate system of the sim,
2924 // as shown in the top status-bar of the viewer.
2925
2926 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2927 // and use that as the hinge axis.
2928
2929 //joint.Rotation.Normalize();
2930 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2931
2932 // Now extract the X axis of the joint's coordinate frame.
2933
2934 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2935 // tar pit of transposed, inverted, and generally messed-up orientations.
2936 // (In other words, Matrix4.AtAxis() is borked.)
2937 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2938
2939 // Instead, compute the X axis of the coordinate frame by transforming
2940 // the (1,0,0) vector. At least that works.
2941
2942 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2943 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2944 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2945 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2946 d.JointSetHingeAxis(odeJoint,
2947 jointAxis.X,
2948 jointAxis.Y,
2949 jointAxis.Z);
2950 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2951 if (joint is OdePhysicsJoint)
2952 {
2953 ((OdePhysicsJoint)joint).jointID = odeJoint;
2954 }
2955 else
2956 {
2957 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2958 }
2959 }
2960 break;
2961 }
2962 successfullyProcessedPendingJoints.Add(joint);
2963 }
2964 }
2965 else
2966 {
2967 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2968 }
2969 }
2970 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2971 {
2972 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2973 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2974 InternalRemovePendingJoint(successfullyProcessedJoint);
2975 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2976 InternalAddActiveJoint(successfullyProcessedJoint);
2977 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2978 }
2979 }
2980 } // end SupportsNINJAJoints
2981
2982 if (processedtaints)
2983//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2984 _taintedPrimH.Clear(); // ??? if this only ???
2985 _taintedPrimL.Clear();
2986 } // end lock _taintedPrimLock
2987
2988 // Move characters
2989 lock (_characters)
2990 {
2991 List<OdeCharacter> defects = new List<OdeCharacter>();
2992 foreach (OdeCharacter actor in _characters)
2993 {
2994 if (actor != null)
2995 actor.Move(ODE_STEPSIZE, defects);
2996 }
2997 if (0 != defects.Count)
2998 {
2999 foreach (OdeCharacter defect in defects)
3000 {
3001 RemoveCharacter(defect);
3002 }
3003 }
3004 } // end lock _characters
3005
3006 // Move other active objects
3007 lock (_activeprims)
3008 {
3009 foreach (OdePrim prim in _activeprims)
3010 {
3011 prim.m_collisionscore = 0;
3012 prim.Move(ODE_STEPSIZE);
3013 }
3014 } // end lock _activeprims
3015
3016 //if ((framecount % m_randomizeWater) == 0)
3017 // randomizeWater(waterlevel);
3018
3019 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3020 m_rayCastManager.ProcessQueuedRequests();
3021
3022 collision_optimized(ODE_STEPSIZE);
3023
3024 lock (_collisionEventPrim)
3025 {
3026 foreach (PhysicsActor obj in _collisionEventPrim)
3027 {
3028 if (obj == null)
3029 continue;
3030
3031 switch ((ActorTypes)obj.PhysicsActorType)
3032 {
3033 case ActorTypes.Agent:
3034 OdeCharacter cobj = (OdeCharacter)obj;
3035 cobj.AddCollisionFrameTime(100);
3036 cobj.SendCollisions();
3037 break;
3038 case ActorTypes.Prim:
3039 OdePrim pobj = (OdePrim)obj;
3040 pobj.SendCollisions();
3041 break;
3042 }
3043 }
3044 } // end lock _collisionEventPrim
3045
3046 //if (m_global_contactcount > 5)
3047 //{
3048 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3049 //}
3050
3051 m_global_contactcount = 0;
3052
3053 d.WorldQuickStep(world, ODE_STEPSIZE);
3054 d.JointGroupEmpty(contactgroup);
3055 fps++;
3056 //ode.dunlock(world);
3057 } // end try
3058 catch (Exception e)
3059 {
3060 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3061 ode.dunlock(world);
3062 }
3063
3064 step_time -= ODE_STEPSIZE;
3065 i++;
3066 //}
3067 //else
3068 //{
3069 //fps = 0;
3070 //}
3071 //}
3072 } // end while (step_time > 0.0f)
3073
3074 lock (_characters)
3075 {
3076 foreach (OdeCharacter actor in _characters)
3077 {
3078 if (actor != null)
3079 {
3080 if (actor.bad)
3081 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3082 actor.UpdatePositionAndVelocity();
3083 }
3084 }
3085 }
3086
3087 lock (_badCharacter)
3088 {
3089 if (_badCharacter.Count > 0)
3090 {
3091 foreach (OdeCharacter chr in _badCharacter)
3092 {
3093 RemoveCharacter(chr);
3094 }
3095 _badCharacter.Clear();
3096 }
3097 }
3098
3099 lock (_activeprims)
3100 {
3101 //if (timeStep < 0.2f)
3102 {
3103 foreach (OdePrim actor in _activeprims)
3104 {
3105 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3106 {
3107 actor.UpdatePositionAndVelocity();
3108
3109 if (SupportsNINJAJoints)
3110 {
3111 // If an actor moved, move its joint proxy objects as well.
3112 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3113 // for this purpose but it is never called! So we just do the joint
3114 // movement code here.
3115
3116 if (actor.SOPName != null &&
3117 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3118 joints_connecting_actor[actor.SOPName] != null &&
3119 joints_connecting_actor[actor.SOPName].Count > 0)
3120 {
3121 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3122 {
3123 if (affectedJoint.IsInPhysicsEngine)
3124 {
3125 DoJointMoved(affectedJoint);
3126 }
3127 else
3128 {
3129 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);
3130 }
3131 }
3132 }
3133 }
3134 }
3135 }
3136 }
3137 } // end lock _activeprims
3138
3139 //DumpJointInfo();
3140
3141 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3142 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3143 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3144 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3145 {
3146 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3147 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3148
3149 if (physics_logging_append_existing_logfile)
3150 {
3151 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3152 TextWriter fwriter = File.AppendText(fname);
3153 fwriter.WriteLine(header);
3154 fwriter.Close();
3155 }
3156 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3157 }
3158 } // end lock OdeLock
3159
3160 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3161 } // end Simulate
3162
3163 public override void GetResults()
3164 {
3165 }
3166
3167 public override bool IsThreaded
3168 {
3169 // for now we won't be multithreaded
3170 get { return (false); }
3171 }
3172
3173 #region ODE Specific Terrain Fixes
3174 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3175 {
3176 float[] returnarr = new float[262144];
3177 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3178
3179 // Filling out the array into its multi-dimensional components
3180 for (int y = 0; y < WorldExtents.Y; y++)
3181 {
3182 for (int x = 0; x < WorldExtents.X; x++)
3183 {
3184 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3185 }
3186 }
3187
3188 // Resize using Nearest Neighbour
3189
3190 // This particular way is quick but it only works on a multiple of the original
3191
3192 // The idea behind this method can be described with the following diagrams
3193 // second pass and third pass happen in the same loop really.. just separated
3194 // them to show what this does.
3195
3196 // First Pass
3197 // ResultArr:
3198 // 1,1,1,1,1,1
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
3205 // Second Pass
3206 // ResultArr2:
3207 // 1,,1,,1,,1,,1,,1,
3208 // ,,,,,,,,,,
3209 // 1,,1,,1,,1,,1,,1,
3210 // ,,,,,,,,,,
3211 // 1,,1,,1,,1,,1,,1,
3212 // ,,,,,,,,,,
3213 // 1,,1,,1,,1,,1,,1,
3214 // ,,,,,,,,,,
3215 // 1,,1,,1,,1,,1,,1,
3216 // ,,,,,,,,,,
3217 // 1,,1,,1,,1,,1,,1,
3218
3219 // Third pass fills in the blanks
3220 // ResultArr2:
3221 // 1,1,1,1,1,1,1,1,1,1,1,1
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
3233 // X,Y = .
3234 // X+1,y = ^
3235 // X,Y+1 = *
3236 // X+1,Y+1 = #
3237
3238 // Filling in like this;
3239 // .*
3240 // ^#
3241 // 1st .
3242 // 2nd *
3243 // 3rd ^
3244 // 4th #
3245 // on single loop.
3246
3247 float[,] resultarr2 = new float[512, 512];
3248 for (int y = 0; y < WorldExtents.Y; y++)
3249 {
3250 for (int x = 0; x < WorldExtents.X; x++)
3251 {
3252 resultarr2[y * 2, x * 2] = resultarr[y, x];
3253
3254 if (y < WorldExtents.Y)
3255 {
3256 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3257 }
3258 if (x < WorldExtents.X)
3259 {
3260 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3261 }
3262 if (x < WorldExtents.X && y < WorldExtents.Y)
3263 {
3264 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3265 }
3266 }
3267 }
3268
3269 //Flatten out the array
3270 int i = 0;
3271 for (int y = 0; y < 512; y++)
3272 {
3273 for (int x = 0; x < 512; x++)
3274 {
3275 if (resultarr2[y, x] <= 0)
3276 returnarr[i] = 0.0000001f;
3277 else
3278 returnarr[i] = resultarr2[y, x];
3279
3280 i++;
3281 }
3282 }
3283
3284 return returnarr;
3285 }
3286
3287 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3288 {
3289 float[] returnarr = new float[262144];
3290 float[,] resultarr = new float[512,512];
3291
3292 // Filling out the array into its multi-dimensional components
3293 for (int y = 0; y < 256; y++)
3294 {
3295 for (int x = 0; x < 256; x++)
3296 {
3297 resultarr[y, x] = heightMap[y * 256 + x];
3298 }
3299 }
3300
3301 // Resize using interpolation
3302
3303 // This particular way is quick but it only works on a multiple of the original
3304
3305 // The idea behind this method can be described with the following diagrams
3306 // second pass and third pass happen in the same loop really.. just separated
3307 // them to show what this does.
3308
3309 // First Pass
3310 // ResultArr:
3311 // 1,1,1,1,1,1
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
3318 // Second Pass
3319 // ResultArr2:
3320 // 1,,1,,1,,1,,1,,1,
3321 // ,,,,,,,,,,
3322 // 1,,1,,1,,1,,1,,1,
3323 // ,,,,,,,,,,
3324 // 1,,1,,1,,1,,1,,1,
3325 // ,,,,,,,,,,
3326 // 1,,1,,1,,1,,1,,1,
3327 // ,,,,,,,,,,
3328 // 1,,1,,1,,1,,1,,1,
3329 // ,,,,,,,,,,
3330 // 1,,1,,1,,1,,1,,1,
3331
3332 // Third pass fills in the blanks
3333 // ResultArr2:
3334 // 1,1,1,1,1,1,1,1,1,1,1,1
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
3346 // X,Y = .
3347 // X+1,y = ^
3348 // X,Y+1 = *
3349 // X+1,Y+1 = #
3350
3351 // Filling in like this;
3352 // .*
3353 // ^#
3354 // 1st .
3355 // 2nd *
3356 // 3rd ^
3357 // 4th #
3358 // on single loop.
3359
3360 float[,] resultarr2 = new float[512,512];
3361 for (int y = 0; y < (int)Constants.RegionSize; y++)
3362 {
3363 for (int x = 0; x < (int)Constants.RegionSize; x++)
3364 {
3365 resultarr2[y*2, x*2] = resultarr[y, x];
3366
3367 if (y < (int)Constants.RegionSize)
3368 {
3369 if (y + 1 < (int)Constants.RegionSize)
3370 {
3371 if (x + 1 < (int)Constants.RegionSize)
3372 {
3373 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3374 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3375 }
3376 else
3377 {
3378 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3379 }
3380 }
3381 else
3382 {
3383 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3384 }
3385 }
3386 if (x < (int)Constants.RegionSize)
3387 {
3388 if (x + 1 < (int)Constants.RegionSize)
3389 {
3390 if (y + 1 < (int)Constants.RegionSize)
3391 {
3392 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3393 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3394 }
3395 else
3396 {
3397 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3398 }
3399 }
3400 else
3401 {
3402 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3403 }
3404 }
3405 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3406 {
3407 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3408 {
3409 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3410 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3411 }
3412 else
3413 {
3414 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3415 }
3416 }
3417 }
3418 }
3419 //Flatten out the array
3420 int i = 0;
3421 for (int y = 0; y < 512; y++)
3422 {
3423 for (int x = 0; x < 512; x++)
3424 {
3425 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3426 {
3427 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3428 resultarr2[y, x] = 0;
3429 }
3430 returnarr[i] = resultarr2[y, x];
3431 i++;
3432 }
3433 }
3434
3435 return returnarr;
3436 }
3437
3438 #endregion
3439
3440 public override void SetTerrain(float[] heightMap)
3441 {
3442 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3443 {
3444 if (m_parentScene is OdeScene)
3445 {
3446 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3447 }
3448 }
3449 else
3450 {
3451 SetTerrain(heightMap, m_worldOffset);
3452 }
3453 }
3454
3455 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3456 {
3457
3458 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3459
3460 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3461 int heightmapHeight = regionsize + 2;
3462
3463 int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
3464 int heightmapHeightSamples = (int)regionsize + 2;
3465
3466 // Array of height samples for ODE
3467 float[] _heightmap;
3468 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3469
3470 // Other ODE parameters
3471 const float scale = 1.0f;
3472 const float offset = 0.0f;
3473 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3474 const int wrap = 0;
3475
3476 float hfmin = 2000f;
3477 float hfmax = -2000f;
3478 float minele = 0.0f; // Dont allow -ve heights
3479
3480 int x = 0;
3481 int y = 0;
3482 int xx = 0;
3483 int yy = 0;
3484
3485 // load the height samples array from the heightMap
3486 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3487 {
3488 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3489 {
3490 xx = x - 1;
3491 if (xx < 0) xx = 0;
3492 if (xx > (regionsize - 1)) xx = regionsize - 1;
3493
3494 yy = y - 1;
3495 if (yy < 0) yy = 0;
3496 if (yy > (regionsize - 1)) yy = regionsize - 1;
3497 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3498 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3499 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3500 if (val < minele) val = minele;
3501 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3502 hfmin = (val < hfmin) ? val : hfmin;
3503 hfmax = (val > hfmax) ? val : hfmax;
3504 }
3505 }
3506
3507 lock (OdeLock)
3508 {
3509 IntPtr GroundGeom = IntPtr.Zero;
3510 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3511 {
3512 RegionTerrain.Remove(pOffset);
3513 if (GroundGeom != IntPtr.Zero)
3514 {
3515 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3516 {
3517 TerrainHeightFieldHeights.Remove(GroundGeom);
3518 }
3519 d.SpaceRemove(space, GroundGeom);
3520 d.GeomDestroy(GroundGeom);
3521 }
3522 }
3523 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3524 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3525 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3526 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3527 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3528 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3529 if (GroundGeom != IntPtr.Zero)
3530 {
3531 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3532 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3533 }
3534 geom_name_map[GroundGeom] = "Terrain";
3535
3536 d.Matrix3 R = new d.Matrix3();
3537
3538 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3539 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3540 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3541
3542 q1 = q1 * q2;
3543 //q1 = q1 * q3;
3544 Vector3 v3;
3545 float angle;
3546 q1.GetAxisAngle(out v3, out angle);
3547
3548 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3549 d.GeomSetRotation(GroundGeom, ref R);
3550 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3551 IntPtr testGround = IntPtr.Zero;
3552 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3553 {
3554 RegionTerrain.Remove(pOffset);
3555 }
3556 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3557 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3558 }
3559 }
3560
3561 public override void DeleteTerrain()
3562 {
3563 }
3564
3565 public float GetWaterLevel()
3566 {
3567 return waterlevel;
3568 }
3569
3570 public override bool SupportsCombining()
3571 {
3572 return true;
3573 }
3574
3575 public override void UnCombine(PhysicsScene pScene)
3576 {
3577 IntPtr localGround = IntPtr.Zero;
3578// float[] localHeightfield;
3579 bool proceed = false;
3580 List<IntPtr> geomDestroyList = new List<IntPtr>();
3581
3582 lock (OdeLock)
3583 {
3584 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3585 {
3586 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3587 {
3588 if (geom == localGround)
3589 {
3590// localHeightfield = TerrainHeightFieldHeights[geom];
3591 proceed = true;
3592 }
3593 else
3594 {
3595 geomDestroyList.Add(geom);
3596 }
3597 }
3598
3599 if (proceed)
3600 {
3601 m_worldOffset = Vector3.Zero;
3602 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3603 m_parentScene = null;
3604
3605 foreach (IntPtr g in geomDestroyList)
3606 {
3607 // removingHeightField needs to be done or the garbage collector will
3608 // collect the terrain data before we tell ODE to destroy it causing
3609 // memory corruption
3610 if (TerrainHeightFieldHeights.ContainsKey(g))
3611 {
3612// float[] removingHeightField = TerrainHeightFieldHeights[g];
3613 TerrainHeightFieldHeights.Remove(g);
3614
3615 if (RegionTerrain.ContainsKey(g))
3616 {
3617 RegionTerrain.Remove(g);
3618 }
3619
3620 d.GeomDestroy(g);
3621 //removingHeightField = new float[0];
3622 }
3623 }
3624
3625 }
3626 else
3627 {
3628 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3629
3630 }
3631 }
3632 }
3633 }
3634
3635 public override void SetWaterLevel(float baseheight)
3636 {
3637 waterlevel = baseheight;
3638 randomizeWater(waterlevel);
3639 }
3640
3641 public void randomizeWater(float baseheight)
3642 {
3643 const uint heightmapWidth = m_regionWidth + 2;
3644 const uint heightmapHeight = m_regionHeight + 2;
3645 const uint heightmapWidthSamples = m_regionWidth + 2;
3646 const uint heightmapHeightSamples = m_regionHeight + 2;
3647 const float scale = 1.0f;
3648 const float offset = 0.0f;
3649 const float thickness = 2.9f;
3650 const int wrap = 0;
3651
3652 for (int i = 0; i < (258 * 258); i++)
3653 {
3654 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3655 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3656 }
3657
3658 lock (OdeLock)
3659 {
3660 if (WaterGeom != IntPtr.Zero)
3661 {
3662 d.SpaceRemove(space, WaterGeom);
3663 }
3664 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3665 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3666 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3667 offset, thickness, wrap);
3668 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3669 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3670 if (WaterGeom != IntPtr.Zero)
3671 {
3672 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3673 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3674
3675 }
3676 geom_name_map[WaterGeom] = "Water";
3677
3678 d.Matrix3 R = new d.Matrix3();
3679
3680 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3681 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3682 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3683
3684 q1 = q1 * q2;
3685 //q1 = q1 * q3;
3686 Vector3 v3;
3687 float angle;
3688 q1.GetAxisAngle(out v3, out angle);
3689
3690 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3691 d.GeomSetRotation(WaterGeom, ref R);
3692 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3693
3694 }
3695
3696 }
3697
3698 public override void Dispose()
3699 {
3700 m_rayCastManager.Dispose();
3701 m_rayCastManager = null;
3702
3703 lock (OdeLock)
3704 {
3705 lock (_prims)
3706 {
3707 foreach (OdePrim prm in _prims)
3708 {
3709 RemovePrim(prm);
3710 }
3711 }
3712
3713 //foreach (OdeCharacter act in _characters)
3714 //{
3715 //RemoveAvatar(act);
3716 //}
3717 d.WorldDestroy(world);
3718 //d.CloseODE();
3719 }
3720 }
3721 public override Dictionary<uint, float> GetTopColliders()
3722 {
3723 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3724 int cnt = 0;
3725 lock (_prims)
3726 {
3727 foreach (OdePrim prm in _prims)
3728 {
3729 if (prm.CollisionScore > 0)
3730 {
3731 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3732 cnt++;
3733 prm.CollisionScore = 0f;
3734 if (cnt > 25)
3735 {
3736 break;
3737 }
3738 }
3739 }
3740 }
3741 return returncolliders;
3742 }
3743
3744 public override bool SupportsRayCast()
3745 {
3746 return true;
3747 }
3748
3749 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3750 {
3751 if (retMethod != null)
3752 {
3753 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3754 }
3755 }
3756
3757#if USE_DRAWSTUFF
3758 // Keyboard callback
3759 public void command(int cmd)
3760 {
3761 IntPtr geom;
3762 d.Mass mass;
3763 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3764
3765
3766
3767 Char ch = Char.ToLower((Char)cmd);
3768 switch ((Char)ch)
3769 {
3770 case 'w':
3771 try
3772 {
3773 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));
3774
3775 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3776 ds.SetViewpoint(ref xyz, ref hpr);
3777 }
3778 catch (ArgumentException)
3779 { hpr.X = 0; }
3780 break;
3781
3782 case 'a':
3783 hpr.X++;
3784 ds.SetViewpoint(ref xyz, ref hpr);
3785 break;
3786
3787 case 's':
3788 try
3789 {
3790 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));
3791
3792 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3793 ds.SetViewpoint(ref xyz, ref hpr);
3794 }
3795 catch (ArgumentException)
3796 { hpr.X = 0; }
3797 break;
3798 case 'd':
3799 hpr.X--;
3800 ds.SetViewpoint(ref xyz, ref hpr);
3801 break;
3802 case 'r':
3803 xyz.Z++;
3804 ds.SetViewpoint(ref xyz, ref hpr);
3805 break;
3806 case 'f':
3807 xyz.Z--;
3808 ds.SetViewpoint(ref xyz, ref hpr);
3809 break;
3810 case 'e':
3811 xyz.Y++;
3812 ds.SetViewpoint(ref xyz, ref hpr);
3813 break;
3814 case 'q':
3815 xyz.Y--;
3816 ds.SetViewpoint(ref xyz, ref hpr);
3817 break;
3818 }
3819 }
3820
3821 public void step(int pause)
3822 {
3823
3824 ds.SetColor(1.0f, 1.0f, 0.0f);
3825 ds.SetTexture(ds.Texture.Wood);
3826 lock (_prims)
3827 {
3828 foreach (OdePrim prm in _prims)
3829 {
3830 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3831 if (prm.prim_geom != IntPtr.Zero)
3832 {
3833 d.Vector3 pos;
3834 d.GeomCopyPosition(prm.prim_geom, out pos);
3835 //d.BodyCopyPosition(body, out pos);
3836
3837 d.Matrix3 R;
3838 d.GeomCopyRotation(prm.prim_geom, out R);
3839 //d.BodyCopyRotation(body, out R);
3840
3841
3842 d.Vector3 sides = new d.Vector3();
3843 sides.X = prm.Size.X;
3844 sides.Y = prm.Size.Y;
3845 sides.Z = prm.Size.Z;
3846
3847 ds.DrawBox(ref pos, ref R, ref sides);
3848 }
3849 }
3850 }
3851 ds.SetColor(1.0f, 0.0f, 0.0f);
3852 lock (_characters)
3853 {
3854 foreach (OdeCharacter chr in _characters)
3855 {
3856 if (chr.Shell != IntPtr.Zero)
3857 {
3858 IntPtr body = d.GeomGetBody(chr.Shell);
3859
3860 d.Vector3 pos;
3861 d.GeomCopyPosition(chr.Shell, out pos);
3862 //d.BodyCopyPosition(body, out pos);
3863
3864 d.Matrix3 R;
3865 d.GeomCopyRotation(chr.Shell, out R);
3866 //d.BodyCopyRotation(body, out R);
3867
3868 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3869 d.Vector3 sides = new d.Vector3();
3870 sides.X = 0.5f;
3871 sides.Y = 0.5f;
3872 sides.Z = 0.5f;
3873
3874 ds.DrawBox(ref pos, ref R, ref sides);
3875 }
3876 }
3877 }
3878 }
3879
3880 public void start(int unused)
3881 {
3882 ds.SetViewpoint(ref xyz, ref hpr);
3883 }
3884#endif
3885 }
3886}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
new file mode 100644
index 0000000..e7e7bb3
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
@@ -0,0 +1,353 @@
1/* Ubit 2012
2 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
3 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
4 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
5 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
6 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
7 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
8 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
9 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
10 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
11 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
12*/
13
14// no endian conversion. So can't be use to pass information around diferent cpus with diferent endian
15
16using System;
17using System.IO;
18using OpenMetaverse;
19
20namespace OpenSim.Region.Physics.OdePlugin
21{
22
23 unsafe public class wstreamer
24 {
25 byte[] buf;
26 int index;
27 byte* src;
28
29 public wstreamer()
30 {
31 buf = new byte[1024];
32 index = 0;
33 }
34 public wstreamer(int size)
35 {
36 buf = new byte[size];
37 index = 0;
38 }
39
40 public byte[] close()
41 {
42 byte[] data = new byte[index];
43 Buffer.BlockCopy(buf, 0, data, 0, index);
44 return data;
45 }
46
47 public void Seek(int pos)
48 {
49 index = pos;
50 }
51
52 public void Seekrel(int pos)
53 {
54 index += pos;
55 }
56
57 public void Wbyte(byte value)
58 {
59 buf[index++] = value;
60 }
61 public void Wshort(short value)
62 {
63 src = (byte*)&value;
64 buf[index++] = *src++;
65 buf[index++] = *src;
66 }
67 public void Wushort(ushort value)
68 {
69 src = (byte*)&value;
70 buf[index++] = *src++;
71 buf[index++] = *src;
72 }
73 public void Wint(int value)
74 {
75 src = (byte*)&value;
76 buf[index++] = *src++;
77 buf[index++] = *src++;
78 buf[index++] = *src++;
79 buf[index++] = *src;
80 }
81 public void Wuint(uint value)
82 {
83 src = (byte*)&value;
84 buf[index++] = *src++;
85 buf[index++] = *src++;
86 buf[index++] = *src++;
87 buf[index++] = *src;
88 }
89 public void Wlong(long value)
90 {
91 src = (byte*)&value;
92 buf[index++] = *src++;
93 buf[index++] = *src++;
94 buf[index++] = *src++;
95 buf[index++] = *src++;
96 buf[index++] = *src++;
97 buf[index++] = *src++;
98 buf[index++] = *src++;
99 buf[index++] = *src;
100 }
101 public void Wulong(ulong value)
102 {
103 src = (byte*)&value;
104 buf[index++] = *src++;
105 buf[index++] = *src++;
106 buf[index++] = *src++;
107 buf[index++] = *src++;
108 buf[index++] = *src++;
109 buf[index++] = *src++;
110 buf[index++] = *src++;
111 buf[index++] = *src;
112 }
113
114 public void Wfloat(float value)
115 {
116 src = (byte*)&value;
117 buf[index++] = *src++;
118 buf[index++] = *src++;
119 buf[index++] = *src++;
120 buf[index++] = *src;
121 }
122
123 public void Wdouble(double value)
124 {
125 src = (byte*)&value;
126 buf[index++] = *src++;
127 buf[index++] = *src++;
128 buf[index++] = *src++;
129 buf[index++] = *src++;
130 buf[index++] = *src++;
131 buf[index++] = *src++;
132 buf[index++] = *src++;
133 buf[index++] = *src;
134 }
135
136 public void Wvector3(Vector3 value)
137 {
138 src = (byte*)&value.X;
139 buf[index++] = *src++;
140 buf[index++] = *src++;
141 buf[index++] = *src++;
142 buf[index++] = *src;
143 src = (byte*)&value.Y; // it may have padding ??
144 buf[index++] = *src++;
145 buf[index++] = *src++;
146 buf[index++] = *src++;
147 buf[index++] = *src;
148 src = (byte*)&value.Z;
149 buf[index++] = *src++;
150 buf[index++] = *src++;
151 buf[index++] = *src++;
152 buf[index++] = *src;
153 }
154 public void Wquat(Quaternion value)
155 {
156 src = (byte*)&value.X;
157 buf[index++] = *src++;
158 buf[index++] = *src++;
159 buf[index++] = *src++;
160 buf[index++] = *src;
161 src = (byte*)&value.Y; // it may have padding ??
162 buf[index++] = *src++;
163 buf[index++] = *src++;
164 buf[index++] = *src++;
165 buf[index++] = *src;
166 src = (byte*)&value.Z;
167 buf[index++] = *src++;
168 buf[index++] = *src++;
169 buf[index++] = *src++;
170 buf[index++] = *src;
171 src = (byte*)&value.W;
172 buf[index++] = *src++;
173 buf[index++] = *src++;
174 buf[index++] = *src++;
175 buf[index++] = *src;
176 }
177 }
178
179 unsafe public class rstreamer
180 {
181 private byte[] rbuf;
182 private int ptr;
183 private byte* dst;
184
185 public rstreamer(byte[] data)
186 {
187 rbuf = data;
188 ptr = 0;
189 }
190
191 public void close()
192 {
193 }
194
195 public void Seek(int pos)
196 {
197 ptr = pos;
198 }
199
200 public void Seekrel(int pos)
201 {
202 ptr += pos;
203 }
204
205 public byte Rbyte()
206 {
207 return (byte)rbuf[ptr++];
208 }
209
210 public short Rshort()
211 {
212 short v;
213 dst = (byte*)&v;
214 *dst++ = rbuf[ptr++];
215 *dst = rbuf[ptr++];
216 return v;
217 }
218 public ushort Rushort()
219 {
220 ushort v;
221 dst = (byte*)&v;
222 *dst++ = rbuf[ptr++];
223 *dst = rbuf[ptr++];
224 return v;
225 }
226 public int Rint()
227 {
228 int v;
229 dst = (byte*)&v;
230 *dst++ = rbuf[ptr++];
231 *dst++ = rbuf[ptr++];
232 *dst++ = rbuf[ptr++];
233 *dst = rbuf[ptr++];
234 return v;
235 }
236 public uint Ruint()
237 {
238 uint v;
239 dst = (byte*)&v;
240 *dst++ = rbuf[ptr++];
241 *dst++ = rbuf[ptr++];
242 *dst++ = rbuf[ptr++];
243 *dst = rbuf[ptr++];
244 return v;
245 }
246 public long Rlong()
247 {
248 long v;
249 dst = (byte*)&v;
250 *dst++ = rbuf[ptr++];
251 *dst++ = rbuf[ptr++];
252 *dst++ = rbuf[ptr++];
253 *dst++ = rbuf[ptr++];
254 *dst++ = rbuf[ptr++];
255 *dst++ = rbuf[ptr++];
256 *dst++ = rbuf[ptr++];
257 *dst = rbuf[ptr++];
258 return v;
259 }
260 public ulong Rulong()
261 {
262 ulong v;
263 dst = (byte*)&v;
264 *dst++ = rbuf[ptr++];
265 *dst++ = rbuf[ptr++];
266 *dst++ = rbuf[ptr++];
267 *dst++ = rbuf[ptr++];
268 *dst++ = rbuf[ptr++];
269 *dst++ = rbuf[ptr++];
270 *dst++ = rbuf[ptr++];
271 *dst = rbuf[ptr++];
272 return v;
273 }
274 public float Rfloat()
275 {
276 float v;
277 dst = (byte*)&v;
278 *dst++ = rbuf[ptr++];
279 *dst++ = rbuf[ptr++];
280 *dst++ = rbuf[ptr++];
281 *dst = rbuf[ptr++];
282 return v;
283 }
284
285 public double Rdouble()
286 {
287 double v;
288 dst = (byte*)&v;
289 *dst++ = rbuf[ptr++];
290 *dst++ = rbuf[ptr++];
291 *dst++ = rbuf[ptr++];
292 *dst++ = rbuf[ptr++];
293 *dst++ = rbuf[ptr++];
294 *dst++ = rbuf[ptr++];
295 *dst++ = rbuf[ptr++];
296 *dst = rbuf[ptr++];
297 return v;
298 }
299
300 public Vector3 Rvector3()
301 {
302 Vector3 v;
303 dst = (byte*)&v.X;
304 *dst++ = rbuf[ptr++];
305 *dst++ = rbuf[ptr++];
306 *dst++ = rbuf[ptr++];
307 *dst = rbuf[ptr++];
308
309 dst = (byte*)&v.Y;
310 *dst++ = rbuf[ptr++];
311 *dst++ = rbuf[ptr++];
312 *dst++ = rbuf[ptr++];
313 *dst = rbuf[ptr++];
314
315 dst = (byte*)&v.Z;
316 *dst++ = rbuf[ptr++];
317 *dst++ = rbuf[ptr++];
318 *dst++ = rbuf[ptr++];
319 *dst = rbuf[ptr++];
320 return v;
321 }
322
323 public Quaternion Rquat()
324 {
325 Quaternion v;
326 dst = (byte*)&v.X;
327 *dst++ = rbuf[ptr++];
328 *dst++ = rbuf[ptr++];
329 *dst++ = rbuf[ptr++];
330 *dst = rbuf[ptr++];
331
332 dst = (byte*)&v.Y;
333 *dst++ = rbuf[ptr++];
334 *dst++ = rbuf[ptr++];
335 *dst++ = rbuf[ptr++];
336 *dst = rbuf[ptr++];
337
338 dst = (byte*)&v.Z;
339 *dst++ = rbuf[ptr++];
340 *dst++ = rbuf[ptr++];
341 *dst++ = rbuf[ptr++];
342 *dst = rbuf[ptr++];
343
344 dst = (byte*)&v.W;
345 *dst++ = rbuf[ptr++];
346 *dst++ = rbuf[ptr++];
347 *dst++ = rbuf[ptr++];
348 *dst = rbuf[ptr++];
349
350 return v;
351 }
352 }
353}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 3a9ca1b..cc92484 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -65,5 +65,6 @@ namespace OpenSim.Region.Physics.Manager
65 void releasePinned(); 65 void releasePinned();
66 void Append(IMesh newMesh); 66 void Append(IMesh newMesh);
67 void TransformLinear(float[,] matrix, float[] offset); 67 void TransformLinear(float[,] matrix, float[] offset);
68 Vector3 GetCentroid();
68 } 69 }
69} 70}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 0587054..1a0c2a7 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -68,6 +68,19 @@ namespace OpenSim.Region.Physics.Manager
68 } 68 }
69 } 69 }
70 70
71 public struct ContactData
72 {
73 public float mu;
74 public float bounce;
75 public bool softcolide;
76
77 public ContactData(float _mu, float _bounce, bool _softcolide)
78 {
79 mu = _mu;
80 bounce = _bounce;
81 softcolide = _softcolide;
82 }
83 }
71 /// <summary> 84 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 85 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 86 /// </summary>
@@ -135,6 +148,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 148 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 149 public event CollisionUpdate OnCollisionUpdate;
137 150
151 public virtual void SetVehicle(object vdata) { }
152
138 public event OutOfBounds OnOutOfBounds; 153 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 154#pragma warning restore 67
140 155
@@ -142,6 +157,14 @@ namespace OpenSim.Region.Physics.Manager
142 { 157 {
143 get { return new NullPhysicsActor(); } 158 get { return new NullPhysicsActor(); }
144 } 159 }
160
161 public virtual bool Building { get; set; }
162
163 public virtual void getContactData(ref ContactData cdata)
164 {
165 cdata.mu = 0;
166 cdata.bounce = 0;
167 }
145 168
146 public abstract bool Stopped { get; } 169 public abstract bool Stopped { get; }
147 170
@@ -195,6 +218,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 218 }
196 } 219 }
197 220
221 public virtual byte[] Serialize(bool PhysIsRunning)
222 {
223 return new byte[0];
224 }
225
198 public virtual void RaiseOutOfBounds(Vector3 pos) 226 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 227 {
200 // Make a temporary copy of the event to avoid possibility of 228 // Make a temporary copy of the event to avoid possibility of
@@ -554,5 +582,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 582 {
555 return false; 583 return false;
556 } 584 }
585
557 } 586 }
558} 587}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..0346d4e 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -122,9 +122,18 @@ namespace OpenSim.Region.Physics.Manager
122 /// <param name="prim"></param> 122 /// <param name="prim"></param>
123 public abstract void RemovePrim(PhysicsActor prim); 123 public abstract void RemovePrim(PhysicsActor prim);
124 124
125 //public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 // Vector3 size, Quaternion rotation); //To be removed - Actually removed!
127
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 128 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 129 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 130
131 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
132 uint localid, byte[] sdata)
133 {
134 return null;
135 }
136
128 public virtual float TimeDilation 137 public virtual float TimeDilation
129 { 138 {
130 get { return 1.0f; } 139 get { return 1.0f; }
@@ -222,7 +231,7 @@ namespace OpenSim.Region.Physics.Manager
222 } 231 }
223 232
224 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 233 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
225 234 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
226 public virtual void UnCombine(PhysicsScene pScene) {} 235 public virtual void UnCombine(PhysicsScene pScene) {}
227 236
228 /// <summary> 237 /// <summary>
@@ -260,5 +269,13 @@ namespace OpenSim.Region.Physics.Manager
260 { 269 {
261 return new List<ContactResult>(); 270 return new List<ContactResult>();
262 } 271 }
272
273 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
274 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
275 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
276 {
277 return new List<ContactResult>();
278 }
279
263 } 280 }
264} 281}
diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
index f0775c1..8e24b4c 100644
--- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs
+++ b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using OpenMetaverse;
29 30
30namespace OpenSim.Region.Physics.Manager 31namespace OpenSim.Region.Physics.Manager
31{ 32{
@@ -117,5 +118,47 @@ namespace OpenSim.Region.Physics.Manager
117 NO_DEFLECTION = 16392, 118 NO_DEFLECTION = 16392,
118 LOCK_ROTATION = 32784 119 LOCK_ROTATION = 32784
119 } 120 }
120 121
122 public struct VehicleData
123 {
124 public Vehicle m_type;
125 public VehicleFlag m_flags;
126
127 // Linear properties
128 public Vector3 m_linearMotorDirection;
129 public Vector3 m_linearFrictionTimescale;
130 public float m_linearMotorDecayTimescale;
131 public float m_linearMotorTimescale;
132 public Vector3 m_linearMotorOffset;
133
134 //Angular properties
135 public Vector3 m_angularMotorDirection;
136 public float m_angularMotorTimescale;
137 public float m_angularMotorDecayTimescale;
138 public Vector3 m_angularFrictionTimescale;
139
140 //Deflection properties
141 public float m_angularDeflectionEfficiency;
142 public float m_angularDeflectionTimescale;
143 public float m_linearDeflectionEfficiency;
144 public float m_linearDeflectionTimescale;
145
146 //Banking properties
147 public float m_bankingEfficiency;
148 public float m_bankingMix;
149 public float m_bankingTimescale;
150
151 //Hover and Buoyancy properties
152 public float m_VhoverHeight;
153 public float m_VhoverEfficiency;
154 public float m_VhoverTimescale;
155 public float m_VehicleBuoyancy;
156
157 //Attractor properties
158 public float m_verticalAttractionEfficiency;
159 public float m_verticalAttractionTimescale;
160
161 // Axis
162 public Quaternion m_referenceFrame;
163 }
121} 164}
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index f781ff9..c715642 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -46,11 +46,36 @@ namespace OpenSim.Region.Physics.Meshing
46 IntPtr m_indicesPtr = IntPtr.Zero; 46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0; 47 int m_indexCount = 0;
48 public float[] m_normals; 48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
49 70
50 public Mesh() 71 public Mesh()
51 { 72 {
52 m_vertices = new Dictionary<Vertex, int>(); 73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
53 m_triangles = new List<Triangle>(); 76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
54 } 79 }
55 80
56 public Mesh Clone() 81 public Mesh Clone()
@@ -61,7 +86,8 @@ namespace OpenSim.Region.Physics.Meshing
61 { 86 {
62 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); 87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
63 } 88 }
64 89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
65 return result; 91 return result;
66 } 92 }
67 93
@@ -71,15 +97,57 @@ namespace OpenSim.Region.Physics.Meshing
71 throw new NotSupportedException("Attempt to Add to a pinned Mesh"); 97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
72 // If a vertex of the triangle is not yet in the vertices list, 98 // If a vertex of the triangle is not yet in the vertices list,
73 // add it and set its index to the current index count 99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
74 if (!m_vertices.ContainsKey(triangle.v1)) 116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
75 m_vertices[triangle.v1] = m_vertices.Count; 118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
76 if (!m_vertices.ContainsKey(triangle.v2)) 124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
77 m_vertices[triangle.v2] = m_vertices.Count; 126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
78 if (!m_vertices.ContainsKey(triangle.v3)) 132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
79 m_vertices[triangle.v3] = m_vertices.Count; 134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
80 m_triangles.Add(triangle); 140 m_triangles.Add(triangle);
81 } 141 }
82 142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
83 public void CalcNormals() 151 public void CalcNormals()
84 { 152 {
85 int iTriangles = m_triangles.Count; 153 int iTriangles = m_triangles.Count;
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 6f6ed7f..c4b245f 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -74,6 +74,8 @@ namespace OpenSim.Region.Physics.Meshing
74#endif 74#endif
75 75
76 private bool cacheSculptMaps = true; 76 private bool cacheSculptMaps = true;
77 private bool cacheSculptAlphaMaps = true;
78
77 private string decodedSculptMapPath = null; 79 private string decodedSculptMapPath = null;
78 private bool useMeshiesPhysicsMesh = false; 80 private bool useMeshiesPhysicsMesh = false;
79 81
@@ -87,7 +89,16 @@ namespace OpenSim.Region.Physics.Meshing
87 IConfig mesh_config = config.Configs["Mesh"]; 89 IConfig mesh_config = config.Configs["Mesh"];
88 90
89 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); 91 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
92
90 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); 93 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
94
95 if (Environment.OSVersion.Platform == PlatformID.Unix)
96 {
97 cacheSculptAlphaMaps = false;
98 }
99 else
100 cacheSculptAlphaMaps = cacheSculptMaps;
101
91 if(mesh_config != null) 102 if(mesh_config != null)
92 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); 103 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
93 104
@@ -268,15 +279,18 @@ namespace OpenSim.Region.Physics.Meshing
268 { 279 {
269 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) 280 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
270 return null; 281 return null;
282 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
283 // don't loose it
284 // primShape.SculptData = Utils.EmptyBytes;
271 } 285 }
286// primShape.SculptDataLoaded = true;
272 } 287 }
273 else 288 else
274 { 289 {
275 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) 290 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
276 return null; 291 return null;
277 } 292 }
278 293 // keep compatible
279 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
280 primShape.SculptData = Utils.EmptyBytes; 294 primShape.SculptData = Utils.EmptyBytes;
281 295
282 int numCoords = coords.Count; 296 int numCoords = coords.Count;
@@ -482,7 +496,8 @@ namespace OpenSim.Region.Physics.Meshing
482 496
483 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); 497 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
484 498
485 if (cacheSculptMaps) 499 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
500 // don't cache images with alpha channel in linux since mono can't load them correctly)
486 { 501 {
487 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } 502 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
488 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } 503 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
diff --git a/OpenSim/Region/Physics/Meshing/SculptMap.cs b/OpenSim/Region/Physics/Meshing/SculptMap.cs
index 740424e..b3d9cb6 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMap.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMap.cs
@@ -58,28 +58,24 @@ namespace PrimMesher
58 if (bmW == 0 || bmH == 0) 58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data"); 59 throw new Exception("SculptMap: bitmap has no data");
60 60
61 int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image 61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62 62
63 bool smallMap = bmW * bmH <= numLodPixels;
63 bool needsScaling = false; 64 bool needsScaling = false;
64 65
65 bool smallMap = bmW * bmH <= lod * lod;
66
67 width = bmW; 66 width = bmW;
68 height = bmH; 67 height = bmH;
69 while (width * height > numLodPixels) 68 while (width * height > numLodPixels * 4)
70 { 69 {
71 width >>= 1; 70 width >>= 1;
72 height >>= 1; 71 height >>= 1;
73 needsScaling = true; 72 needsScaling = true;
74 } 73 }
75 74
76
77
78 try 75 try
79 { 76 {
80 if (needsScaling) 77 if (needsScaling)
81 bm = ScaleImage(bm, width, height, 78 bm = ScaleImage(bm, width, height);
82 System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
83 } 79 }
84 80
85 catch (Exception e) 81 catch (Exception e)
@@ -87,7 +83,7 @@ namespace PrimMesher
87 throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); 83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
88 } 84 }
89 85
90 if (width * height > lod * lod) 86 if (width * height > numLodPixels)
91 { 87 {
92 width >>= 1; 88 width >>= 1;
93 height >>= 1; 89 height >>= 1;
@@ -144,15 +140,17 @@ namespace PrimMesher
144 int rowNdx, colNdx; 140 int rowNdx, colNdx;
145 int smNdx = 0; 141 int smNdx = 0;
146 142
143
147 for (rowNdx = 0; rowNdx < numRows; rowNdx++) 144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
148 { 145 {
149 List<Coord> row = new List<Coord>(numCols); 146 List<Coord> row = new List<Coord>(numCols);
150 for (colNdx = 0; colNdx < numCols; colNdx++) 147 for (colNdx = 0; colNdx < numCols; colNdx++)
151 { 148 {
149
152 if (mirror) 150 if (mirror)
153 row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f)); 151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
154 else 152 else
155 row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f)); 153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
156 154
157 ++smNdx; 155 ++smNdx;
158 } 156 }
@@ -161,23 +159,39 @@ namespace PrimMesher
161 return rows; 159 return rows;
162 } 160 }
163 161
164 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight, 162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
165 System.Drawing.Drawing2D.InterpolationMode interpMode)
166 { 163 {
167 Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
168 scaledImage.SetResolution(96.0f, 96.0f);
169
170 Graphics grPhoto = Graphics.FromImage(scaledImage);
171 grPhoto.InterpolationMode = interpMode;
172 164
173 grPhoto.DrawImage(srcImage, 165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
174 new Rectangle(0, 0, destWidth, destHeight), 166
175 new Rectangle(0, 0, srcImage.Width, srcImage.Height), 167 Color c;
176 GraphicsUnit.Pixel); 168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
177 185
178 grPhoto.Dispose(); 186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
179 return scaledImage; 191 return scaledImage;
180 } 192 }
193
194 }
195
181 } 196 }
182}
183#endif 197#endif
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 97890ee..254d578 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -595,8 +595,8 @@ namespace OpenSim.Region.Physics.OdePlugin
595 break; 595 break;
596 596
597 case HollowShape.Circle: 597 case HollowShape.Circle:
598 // Hollow shape is a perfect cyllinder in respect to the cube's scale 598 // Hollow shape is a perfect cylinder in respect to the cube's scale
599 // Cyllinder hollow volume calculation 599 // Cylinder hollow volume calculation
600 600
601 hollowVolume *= 0.1963495f * 3.07920140172638f; 601 hollowVolume *= 0.1963495f * 3.07920140172638f;
602 break; 602 break;
@@ -2839,7 +2839,7 @@ Console.WriteLine(" JointCreateFixed");
2839 } 2839 }
2840 public override bool PIDActive { set { m_usePID = value; } } 2840 public override bool PIDActive { set { m_usePID = value; } }
2841 public override float PIDTau { set { m_PIDTau = value; } } 2841 public override float PIDTau { set { m_PIDTau = value; } }
2842 2842
2843 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2843 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2844 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2844 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2845 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2845 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
index 8d7d3b3..7e3ec63 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
@@ -137,8 +137,15 @@ namespace OpenSim.Region.Physics.OdePlugin
137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); 137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
138 for (int i = 0; i < reqs.Length; i++) 138 for (int i = 0; i < reqs.Length; i++)
139 { 139 {
140 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast 140 try
141 RayCast(reqs[i]); // if there isn't anyone to send results 141 {
142 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
143 RayCast(reqs[i]); // if there isn't anyone to send results
144 }
145 catch
146 {
147 //Fail silently
148 }
142 } 149 }
143 150
144 m_PendingRequests.Clear(); 151 m_PendingRequests.Clear();
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index e4fd7eb..2ea8bfc 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -297,7 +297,7 @@ namespace OpenSim.Region.Physics.POSPlugin
297 { 297 {
298 set { return; } 298 set { return; }
299 } 299 }
300 300
301 public override Quaternion APIDTarget 301 public override Quaternion APIDTarget
302 { 302 {
303 set { return; } 303 set { return; }
diff --git a/OpenSim/Region/Physics/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..9a22331
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1454 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28
29// Revision by Ubit 2011/12
30
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using OpenMetaverse;
35using OdeAPI;
36using OpenSim.Framework;
37using OpenSim.Region.Physics.Manager;
38using log4net;
39
40namespace OpenSim.Region.Physics.OdePlugin
41{
42 /// <summary>
43 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
44 /// </summary>
45
46 public enum dParam : int
47 {
48 LowStop = 0,
49 HiStop = 1,
50 Vel = 2,
51 FMax = 3,
52 FudgeFactor = 4,
53 Bounce = 5,
54 CFM = 6,
55 StopERP = 7,
56 StopCFM = 8,
57 LoStop2 = 256,
58 HiStop2 = 257,
59 Vel2 = 258,
60 FMax2 = 259,
61 StopERP2 = 7 + 256,
62 StopCFM2 = 8 + 256,
63 LoStop3 = 512,
64 HiStop3 = 513,
65 Vel3 = 514,
66 FMax3 = 515,
67 StopERP3 = 7 + 512,
68 StopCFM3 = 8 + 512
69 }
70
71 public class OdeCharacter : PhysicsActor
72 {
73 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
74
75 private Vector3 _position;
76 private Vector3 _zeroPosition;
77 private bool _zeroFlag = false;
78 private Vector3 _velocity;
79 private Vector3 _target_velocity;
80 private Vector3 _acceleration;
81 private Vector3 m_rotationalVelocity;
82 private float m_mass = 80f;
83 public float m_density = 60f;
84 private bool m_pidControllerActive = true;
85 public float PID_D = 800.0f;
86 public float PID_P = 900.0f;
87 //private static float POSTURE_SERVO = 10000.0f;
88 public float CAPSULE_RADIUS = 0.37f;
89 public float CAPSULE_LENGTH = 2.140599f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_iscollidingObj = false;
96 private bool m_alwaysRun = false;
97 private int m_requestedUpdateFrequency = 0;
98 public uint m_localID = 0;
99 public bool m_returnCollisions = false;
100 // taints and their non-tainted counterparts
101 public bool m_isPhysical = false; // the current physical status
102 public float MinimumGroundFlightOffset = 3f;
103
104 private float m_buoyancy = 0f;
105
106 // private CollisionLocker ode;
107
108 private string m_name = String.Empty;
109 // other filter control
110 int m_colliderfilter = 0;
111 // int m_colliderGroundfilter = 0;
112 int m_colliderObjectfilter = 0;
113
114 // Default we're a Character
115 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
116
117 // Default, Collide with Other Geometries, spaces, bodies and characters.
118 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
119 | CollisionCategories.Space
120 | CollisionCategories.Body
121 | CollisionCategories.Character
122 );
123 // we do land collisions not ode | CollisionCategories.Land);
124 public IntPtr Body = IntPtr.Zero;
125 private OdeScene _parent_scene;
126 public IntPtr Shell = IntPtr.Zero;
127 public IntPtr Amotor = IntPtr.Zero;
128 public d.Mass ShellMass;
129// public bool collidelock = false;
130
131 private bool m_haseventsubscription = false;
132 public int m_eventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
134
135 // unique UUID of this character object
136 public UUID m_uuid;
137 public bool bad = false;
138
139 float mu;
140 float bounce;
141
142 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
143 {
144 m_uuid = UUID.Random();
145
146 if (pos.IsFinite())
147 {
148 if (pos.Z > 99999f)
149 {
150 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
151 }
152 if (pos.Z < -100f) // shouldn't this be 0 ?
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 _position = pos;
157 }
158 else
159 {
160 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
161 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
162 }
163
164 _parent_scene = parent_scene;
165
166 PID_D = pid_d;
167 PID_P = pid_p;
168 CAPSULE_RADIUS = capsule_radius;
169 m_density = density;
170 m_mass = 80f; // sure we have a default
171
172 mu = parent_scene.AvatarFriction;
173 bounce = parent_scene.AvatarBounce;
174
175 walkDivisor = walk_divisor;
176 runDivisor = rundivisor;
177
178 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
179 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
180
181 m_isPhysical = false; // current status: no ODE information exists
182
183 m_name = avName;
184
185 AddChange(changes.Add, null);
186 }
187
188 public override int PhysicsActorType
189 {
190 get { return (int)ActorTypes.Agent; }
191 set { return; }
192 }
193
194 public override void getContactData(ref ContactData cdata)
195 {
196 cdata.mu = mu;
197 cdata.bounce = bounce;
198 cdata.softcolide = false;
199 }
200
201 public override bool Building { get; set; }
202
203 /// <summary>
204 /// If this is set, the avatar will move faster
205 /// </summary>
206 public override bool SetAlwaysRun
207 {
208 get { return m_alwaysRun; }
209 set { m_alwaysRun = value; }
210 }
211
212 public override uint LocalID
213 {
214 set { m_localID = value; }
215 }
216
217 public override bool Grabbed
218 {
219 set { return; }
220 }
221
222 public override bool Selected
223 {
224 set { return; }
225 }
226
227 public override float Buoyancy
228 {
229 get { return m_buoyancy; }
230 set { m_buoyancy = value; }
231 }
232
233 public override bool FloatOnWater
234 {
235 set { return; }
236 }
237
238 public override bool IsPhysical
239 {
240 get { return false; }
241 set { return; }
242 }
243
244 public override bool ThrottleUpdates
245 {
246 get { return false; }
247 set { return; }
248 }
249
250 public override bool Flying
251 {
252 get { return flying; }
253 set
254 {
255 flying = value;
256 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
257 }
258 }
259
260 /// <summary>
261 /// Returns if the avatar is colliding in general.
262 /// This includes the ground and objects and avatar.
263 /// </summary>
264 public override bool IsColliding
265 {
266 get { return (m_iscolliding || m_iscollidingGround); }
267 set
268 {
269 if (value)
270 {
271 m_colliderfilter += 2;
272 if (m_colliderfilter > 2)
273 m_colliderfilter = 2;
274 }
275 else
276 {
277 m_colliderfilter--;
278 if (m_colliderfilter < 0)
279 m_colliderfilter = 0;
280 }
281
282 if (m_colliderfilter == 0)
283 m_iscolliding = false;
284 else
285 {
286// SetPidStatus(false);
287 m_pidControllerActive = true;
288 m_iscolliding = true;
289 }
290 }
291 }
292
293 /// <summary>
294 /// Returns if an avatar is colliding with the ground
295 /// </summary>
296 public override bool CollidingGround
297 {
298 get { return m_iscollidingGround; }
299 set
300 {
301 /* we now control this
302 if (value)
303 {
304 m_colliderGroundfilter += 2;
305 if (m_colliderGroundfilter > 2)
306 m_colliderGroundfilter = 2;
307 }
308 else
309 {
310 m_colliderGroundfilter--;
311 if (m_colliderGroundfilter < 0)
312 m_colliderGroundfilter = 0;
313 }
314
315 if (m_colliderGroundfilter == 0)
316 m_iscollidingGround = false;
317 else
318 m_iscollidingGround = true;
319 */
320 }
321
322 }
323
324 /// <summary>
325 /// Returns if the avatar is colliding with an object
326 /// </summary>
327 public override bool CollidingObj
328 {
329 get { return m_iscollidingObj; }
330 set
331 {
332 // Ubit filter this also
333 if (value)
334 {
335 m_colliderObjectfilter += 2;
336 if (m_colliderObjectfilter > 2)
337 m_colliderObjectfilter = 2;
338 }
339 else
340 {
341 m_colliderObjectfilter--;
342 if (m_colliderObjectfilter < 0)
343 m_colliderObjectfilter = 0;
344 }
345
346 if (m_colliderObjectfilter == 0)
347 m_iscollidingObj = false;
348 else
349 m_iscollidingObj = true;
350
351 // m_iscollidingObj = value;
352/*
353 if (m_iscollidingObj)
354 m_pidControllerActive = false;
355 else
356 m_pidControllerActive = true;
357 */
358 }
359 }
360
361 /// <summary>
362 /// turn the PID controller on or off.
363 /// The PID Controller will turn on all by itself in many situations
364 /// </summary>
365 /// <param name="status"></param>
366 public void SetPidStatus(bool status)
367 {
368 m_pidControllerActive = status;
369 }
370
371 public override bool Stopped
372 {
373 get { return _zeroFlag; }
374 }
375
376 /// <summary>
377 /// This 'puts' an avatar somewhere in the physics space.
378 /// Not really a good choice unless you 'know' it's a good
379 /// spot otherwise you're likely to orbit the avatar.
380 /// </summary>
381 public override Vector3 Position
382 {
383 get { return _position; }
384 set
385 {
386 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
387 {
388 if (value.IsFinite())
389 {
390 if (value.Z > 9999999f)
391 {
392 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
393 }
394 if (value.Z < -100f)
395 {
396 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
397 }
398 AddChange(changes.Position, value);
399 }
400 else
401 {
402 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
403 }
404 }
405 }
406 }
407
408 public override Vector3 RotationalVelocity
409 {
410 get { return m_rotationalVelocity; }
411 set { m_rotationalVelocity = value; }
412 }
413
414 /// <summary>
415 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
416 /// and use it to offset landings properly
417 /// </summary>
418 public override Vector3 Size
419 {
420 get {
421 float d = CAPSULE_RADIUS * 2;
422 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
423 set
424 {
425 if (value.IsFinite())
426 {
427 AddChange(changes.Size, value);
428 }
429 else
430 {
431 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
432 }
433 }
434 }
435
436 /// <summary>
437 /// This creates the Avatar's physical Surrogate at the position supplied
438 /// </summary>
439 /// <param name="npositionX"></param>
440 /// <param name="npositionY"></param>
441 /// <param name="npositionZ"></param>
442
443 //
444 /// <summary>
445 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
446 /// This may be used in calculations in the scene/scenepresence
447 /// </summary>
448 public override float Mass
449 {
450 get
451 {
452 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
453 return m_density * AVvolume;
454 }
455 }
456 public override void link(PhysicsActor obj)
457 {
458
459 }
460
461 public override void delink()
462 {
463
464 }
465
466 public override void LockAngularMotion(Vector3 axis)
467 {
468
469 }
470
471
472 public override Vector3 Force
473 {
474 get { return _target_velocity; }
475 set { return; }
476 }
477
478 public override int VehicleType
479 {
480 get { return 0; }
481 set { return; }
482 }
483
484 public override void VehicleFloatParam(int param, float value)
485 {
486
487 }
488
489 public override void VehicleVectorParam(int param, Vector3 value)
490 {
491
492 }
493
494 public override void VehicleRotationParam(int param, Quaternion rotation)
495 {
496
497 }
498
499 public override void VehicleFlags(int param, bool remove)
500 {
501
502 }
503
504 public override void SetVolumeDetect(int param)
505 {
506
507 }
508
509 public override Vector3 CenterOfMass
510 {
511 get
512 {
513 Vector3 pos = _position;
514 return pos;
515 }
516 }
517
518 public override Vector3 GeometricCenter
519 {
520 get
521 {
522 Vector3 pos = _position;
523 return pos;
524 }
525 }
526
527 //UBit mess
528 /* for later use
529 public override Vector3 PrimOOBsize
530 {
531 get
532 {
533 Vector3 s=Size;
534 s.X *=0.5f;
535 s.Y *=0.5f;
536 s.Z *=0.5f;
537 return s;
538 }
539 }
540
541 public override Vector3 PrimOOBoffset
542 {
543 get
544 {
545 return Vector3.Zero;
546 }
547 }
548 */
549
550 public override PrimitiveBaseShape Shape
551 {
552 set { return; }
553 }
554
555 public override Vector3 Velocity
556 {
557 get
558 {
559 return _velocity;
560 }
561 set
562 {
563 if (value.IsFinite())
564 {
565 AddChange(changes.Velocity, value);
566 }
567 else
568 {
569 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
570 }
571 }
572 }
573
574 public override Vector3 Torque
575 {
576 get { return Vector3.Zero; }
577 set { return; }
578 }
579
580 public override float CollisionScore
581 {
582 get { return 0f; }
583 set { }
584 }
585
586 public override bool Kinematic
587 {
588 get { return false; }
589 set { }
590 }
591
592 public override Quaternion Orientation
593 {
594 get { return Quaternion.Identity; }
595 set
596 {
597 }
598 }
599
600 public override Vector3 Acceleration
601 {
602 get { return _acceleration; }
603 set { }
604 }
605
606 public void SetAcceleration(Vector3 accel)
607 {
608 m_pidControllerActive = true;
609 _acceleration = accel;
610 }
611
612 /// <summary>
613 /// Adds the force supplied to the Target Velocity
614 /// The PID controller takes this target velocity and tries to make it a reality
615 /// </summary>
616 /// <param name="force"></param>
617 public override void AddForce(Vector3 force, bool pushforce)
618 {
619 if (force.IsFinite())
620 {
621 if (pushforce)
622 {
623 AddChange(changes.Force, force * m_density / _parent_scene.ODE_STEPSIZE / 28f);
624 }
625 else
626 {
627 AddChange(changes.Velocity, force);
628 }
629 }
630 else
631 {
632 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
633 }
634 //m_lastUpdateSent = false;
635 }
636
637 public override void AddAngularForce(Vector3 force, bool pushforce)
638 {
639
640 }
641
642 public override void SetMomentum(Vector3 momentum)
643 {
644 }
645
646
647 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
648 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
649 // place that is safe to call this routine AvatarGeomAndBodyCreation.
650 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
651 {
652 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
653 if (CAPSULE_LENGTH <= 0)
654 {
655 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
656 CAPSULE_LENGTH = 0.01f;
657
658 }
659
660 if (CAPSULE_RADIUS <= 0)
661 {
662 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
663 CAPSULE_RADIUS = 0.01f;
664
665 }
666 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
667
668 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
669 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
670
671 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
672
673 m_mass = ShellMass.mass; // update mass
674
675 // rescale PID parameters
676 PID_D = _parent_scene.avPIDD;
677 PID_P = _parent_scene.avPIDP;
678
679 // rescale PID parameters so that this aren't affected by mass
680 // and so don't get unstable for some masses
681 // also scale by ode time step so you don't need to refix them
682
683 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
684 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
685 PID_P /= 50 * 80;
686 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
687
688 Body = d.BodyCreate(_parent_scene.world);
689
690 d.BodySetAutoDisableFlag(Body, false);
691 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
692
693 _position.X = npositionX;
694 _position.Y = npositionY;
695 _position.Z = npositionZ;
696
697 d.BodySetMass(Body, ref ShellMass);
698 d.GeomSetBody(Shell, Body);
699
700 // The purpose of the AMotor here is to keep the avatar's physical
701 // surrogate from rotating while moving
702 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
703 d.JointAttach(Amotor, Body, IntPtr.Zero);
704
705 d.JointSetAMotorMode(Amotor, 0);
706 d.JointSetAMotorNumAxes(Amotor, 3);
707 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
708 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
709 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
710
711 d.JointSetAMotorAngle(Amotor, 0, 0);
712 d.JointSetAMotorAngle(Amotor, 1, 0);
713 d.JointSetAMotorAngle(Amotor, 2, 0);
714
715 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
716 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
717 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
718 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
719 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
720 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
721
722 // These lowstops and high stops are effectively (no wiggle room)
723 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
724 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
725 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
726 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
727 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
728 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
729
730 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
731 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
732 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
733
734 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f);
735 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f);
736 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f);
737 }
738
739 /// <summary>
740 /// Destroys the avatar body and geom
741
742 private void AvatarGeomAndBodyDestroy()
743 {
744 // Kill the Amotor
745 if (Amotor != IntPtr.Zero)
746 {
747 d.JointDestroy(Amotor);
748 Amotor = IntPtr.Zero;
749 }
750
751 if (Body != IntPtr.Zero)
752 {
753 //kill the body
754 d.BodyDestroy(Body);
755 Body = IntPtr.Zero;
756 }
757
758 //kill the Geometry
759 if (Shell != IntPtr.Zero)
760 {
761 _parent_scene.geom_name_map.Remove(Shell);
762 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
763 d.GeomDestroy(Shell);
764 _parent_scene.geom_name_map.Remove(Shell);
765 Shell = IntPtr.Zero;
766 }
767 }
768
769 /// <summary>
770 /// Called from Simulate
771 /// This is the avatar's movement control + PID Controller
772 /// </summary>
773 /// <param name="timeStep"></param>
774 public void Move(float timeStep, List<OdeCharacter> defects)
775 {
776 // no lock; for now it's only called from within Simulate()
777
778 // If the PID Controller isn't active then we set our force
779 // calculating base velocity to the current position
780
781 if (Body == IntPtr.Zero)
782 return;
783
784 d.Vector3 dtmp;
785 d.BodyCopyPosition(Body, out dtmp);
786 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
787
788 // the Amotor still lets avatar rotation to drift during colisions
789 // so force it back to identity
790
791 d.Quaternion qtmp;
792 qtmp.W = 1;
793 qtmp.X = 0;
794 qtmp.Y = 0;
795 qtmp.Z = 0;
796 d.BodySetQuaternion(Body, ref qtmp);
797
798 if (m_pidControllerActive == false)
799 {
800 _zeroPosition = localpos;
801 }
802 //PidStatus = true;
803
804
805 if (!localpos.IsFinite())
806 {
807
808 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
809 defects.Add(this);
810 // _parent_scene.RemoveCharacter(this);
811
812 // destroy avatar capsule and related ODE data
813 AvatarGeomAndBodyDestroy();
814
815 return;
816 }
817
818 Vector3 vec = Vector3.Zero;
819 dtmp = d.BodyGetLinearVel(Body);
820 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
821
822 float movementdivisor = 1f;
823 //Ubit change divisions into multiplications below
824 if (!m_alwaysRun)
825 {
826 movementdivisor = 1 / walkDivisor;
827 }
828 else
829 {
830 movementdivisor = 1 / runDivisor;
831 }
832
833 // colide with land
834
835 d.AABB aabb;
836 d.GeomGetAABB(Shell, out aabb);
837 float chrminZ = aabb.MinZ;
838
839 Vector3 posch = localpos;
840
841 float ftmp;
842
843 if (flying)
844 {
845 ftmp = timeStep;
846 posch.X += vel.X * ftmp;
847 posch.Y += vel.Y * ftmp;
848 }
849
850 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
851 if (chrminZ < terrainheight)
852 {
853 float depth = terrainheight - chrminZ;
854 if (!flying)
855 {
856 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
857 }
858 else
859 vec.Z = depth * PID_P * 50;
860
861 /*
862 Vector3 vtmp;
863 vtmp.X = _target_velocity.X * timeStep;
864 vtmp.Y = _target_velocity.Y * timeStep;
865 // fake and avoid squares
866 float k = (Math.Abs(vtmp.X) + Math.Abs(vtmp.Y));
867 if (k > 0)
868 {
869 posch.X += vtmp.X;
870 posch.Y += vtmp.Y;
871 terrainheight -= _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
872 k = 1 + Math.Abs(terrainheight) / k;
873 movementdivisor /= k;
874
875 if (k < 1)
876 k = 1;
877 }
878 */
879
880
881 if (depth < 0.1f)
882 {
883 m_iscolliding = true;
884 m_colliderfilter = 2;
885 m_iscollidingGround = true;
886
887 ContactPoint contact = new ContactPoint();
888 contact.PenetrationDepth = depth;
889 contact.Position.X = localpos.X;
890 contact.Position.Y = localpos.Y;
891 contact.Position.Z = chrminZ;
892 contact.SurfaceNormal.X = 0f;
893 contact.SurfaceNormal.Y = 0f;
894 contact.SurfaceNormal.Z = -1f;
895 AddCollisionEvent(0, contact);
896
897 vec.Z *= 0.5f;
898 }
899
900 else
901 m_iscollidingGround = false;
902 }
903 else
904 m_iscollidingGround = false;
905
906
907 // if velocity is zero, use position control; otherwise, velocity control
908 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f
909 && m_iscolliding)
910 {
911 // keep track of where we stopped. No more slippin' & slidin'
912 if (!_zeroFlag)
913 {
914 _zeroFlag = true;
915 _zeroPosition = localpos;
916 }
917 if (m_pidControllerActive)
918 {
919 // We only want to deactivate the PID Controller if we think we want to have our surrogate
920 // react to the physics scene by moving it's position.
921 // Avatar to Avatar collisions
922 // Prim to avatar collisions
923
924 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
925 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
926 if (flying)
927 {
928 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
929 }
930 }
931 //PidStatus = true;
932 }
933 else
934 {
935 m_pidControllerActive = true;
936 _zeroFlag = false;
937
938 if (m_iscolliding)
939 {
940 if (!flying)
941 {
942 if (_target_velocity.Z > 0.0f)
943 {
944 // We're colliding with something and we're not flying but we're moving
945 // This means we're walking or running. JUMPING
946 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
947 }
948 // We're standing on something
949 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
950 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
951 }
952 else
953 {
954 // We're flying and colliding with something
955 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
956 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
957 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
958 }
959 }
960 else // ie not colliding
961 {
962 if (flying) //(!m_iscolliding && flying)
963 {
964 // we're in mid air suspended
965 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
966 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
967 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
968 }
969
970 else
971 {
972 // we're not colliding and we're not flying so that means we're falling!
973 // m_iscolliding includes collisions with the ground.
974
975 // d.Vector3 pos = d.BodyGetPosition(Body);
976 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
977 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
978 }
979 }
980 }
981
982 if (flying)
983 {
984 vec.Z -= _parent_scene.gravityz * m_mass;
985
986 //Added for auto fly height. Kitto Flora
987 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
988
989 if (localpos.Z < target_altitude)
990 {
991 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
992 }
993 // end add Kitto Flora
994 }
995
996 if (vec.IsFinite())
997 {
998 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
999 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1000 }
1001 else
1002 {
1003 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1004 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1005 defects.Add(this);
1006 // _parent_scene.RemoveCharacter(this);
1007 // destroy avatar capsule and related ODE data
1008 AvatarGeomAndBodyDestroy();
1009 }
1010 }
1011
1012 /// <summary>
1013 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1014 /// </summary>
1015 public void UpdatePositionAndVelocity()
1016 {
1017 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1018 if (Body == IntPtr.Zero)
1019 return;
1020
1021 d.Vector3 vec;
1022 try
1023 {
1024 d.BodyCopyPosition(Body, out vec);
1025 }
1026 catch (NullReferenceException)
1027 {
1028 bad = true;
1029 _parent_scene.BadCharacter(this);
1030 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1031 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1032 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1033 }
1034
1035 _position.X = vec.X;
1036 _position.Y = vec.Y;
1037 _position.Z = vec.Z;
1038
1039 bool fixbody = false;
1040
1041 if (_position.X < 0.0f)
1042 {
1043 fixbody = true;
1044 _position.X = 0.1f;
1045 }
1046 else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f)
1047 {
1048 fixbody = true;
1049 _position.X = (int)_parent_scene.WorldExtents.X - 0.1f;
1050 }
1051
1052 if (_position.Y < 0.0f)
1053 {
1054 fixbody = true;
1055 _position.Y = 0.1f;
1056 }
1057 else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1)
1058 {
1059 fixbody = true;
1060 _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f;
1061 }
1062
1063 if (fixbody)
1064 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1065
1066 // Did we move last? = zeroflag
1067 // This helps keep us from sliding all over
1068/*
1069 if (_zeroFlag)
1070 {
1071 _velocity.X = 0.0f;
1072 _velocity.Y = 0.0f;
1073 _velocity.Z = 0.0f;
1074
1075 // Did we send out the 'stopped' message?
1076 if (!m_lastUpdateSent)
1077 {
1078 m_lastUpdateSent = true;
1079 base.RequestPhysicsterseUpdate();
1080 }
1081 }
1082 else
1083 {
1084 m_lastUpdateSent = false;
1085 */
1086 try
1087 {
1088 vec = d.BodyGetLinearVel(Body);
1089 }
1090 catch (NullReferenceException)
1091 {
1092 vec.X = _velocity.X;
1093 vec.Y = _velocity.Y;
1094 vec.Z = _velocity.Z;
1095 }
1096 _velocity.X = (vec.X);
1097 _velocity.Y = (vec.Y);
1098 _velocity.Z = (vec.Z);
1099 // }
1100 }
1101
1102 /// <summary>
1103 /// Cleanup the things we use in the scene.
1104 /// </summary>
1105 public void Destroy()
1106 {
1107 AddChange(changes.Remove, null);
1108 }
1109
1110 public override void CrossingFailure()
1111 {
1112 }
1113
1114 public override Vector3 PIDTarget { set { return; } }
1115 public override bool PIDActive { set { return; } }
1116 public override float PIDTau { set { return; } }
1117
1118 public override float PIDHoverHeight { set { return; } }
1119 public override bool PIDHoverActive { set { return; } }
1120 public override PIDHoverType PIDHoverType { set { return; } }
1121 public override float PIDHoverTau { set { return; } }
1122
1123 public override Quaternion APIDTarget { set { return; } }
1124
1125 public override bool APIDActive { set { return; } }
1126
1127 public override float APIDStrength { set { return; } }
1128
1129 public override float APIDDamping { set { return; } }
1130
1131
1132 public override void SubscribeEvents(int ms)
1133 {
1134 m_requestedUpdateFrequency = ms;
1135 m_eventsubscription = ms;
1136 _parent_scene.AddCollisionEventReporting(this);
1137 m_haseventsubscription = true;
1138 }
1139
1140 public override void UnSubscribeEvents()
1141 {
1142 m_haseventsubscription = false;
1143 _parent_scene.RemoveCollisionEventReporting(this);
1144 m_requestedUpdateFrequency = 0;
1145 m_eventsubscription = 0;
1146 }
1147
1148 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1149 {
1150 if (m_haseventsubscription)
1151 {
1152 // m_log.DebugFormat(
1153 // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
1154
1155 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1156 }
1157 }
1158
1159 public void SendCollisions()
1160 {
1161 if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency)
1162 {
1163 if (CollisionEventsThisFrame != null)
1164 {
1165 base.SendCollisionUpdate(CollisionEventsThisFrame);
1166 }
1167 CollisionEventsThisFrame = new CollisionEventUpdate();
1168 m_eventsubscription = 0;
1169 }
1170 }
1171
1172 public override bool SubscribedEvents()
1173 {
1174 return m_haseventsubscription;
1175 }
1176
1177 private void changePhysicsStatus(bool NewStatus)
1178 {
1179 if (NewStatus != m_isPhysical)
1180 {
1181 if (NewStatus)
1182 {
1183 // Create avatar capsule and related ODE data
1184 if ((Shell != IntPtr.Zero))
1185 {
1186 // a lost shell ?
1187 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1188 + (Shell != IntPtr.Zero ? "Shell " : "")
1189 + (Body != IntPtr.Zero ? "Body " : "")
1190 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1191 AvatarGeomAndBodyDestroy();
1192 }
1193
1194 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1195 _parent_scene.geom_name_map[Shell] = m_name;
1196 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1197 _parent_scene.AddCharacter(this);
1198 }
1199 else
1200 {
1201 _parent_scene.RemoveCharacter(this);
1202 // destroy avatar capsule and related ODE data
1203 AvatarGeomAndBodyDestroy();
1204 }
1205
1206 m_isPhysical = NewStatus;
1207 }
1208 }
1209
1210 private void changeAdd()
1211 {
1212 changePhysicsStatus(true);
1213 }
1214
1215 private void changeRemove()
1216 {
1217 changePhysicsStatus(false);
1218 }
1219
1220 private void changeShape(PrimitiveBaseShape arg)
1221 {
1222 }
1223
1224 private void changeSize(Vector3 Size)
1225 {
1226 if (Size.IsFinite())
1227 {
1228 float caplen = Size.Z;
1229
1230 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1231
1232 if (caplen != CAPSULE_LENGTH)
1233 {
1234 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1235 {
1236 AvatarGeomAndBodyDestroy();
1237
1238 float prevCapsule = CAPSULE_LENGTH;
1239 CAPSULE_LENGTH = caplen;
1240
1241 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1242 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2));
1243
1244 Velocity = Vector3.Zero;
1245
1246 _parent_scene.geom_name_map[Shell] = m_name;
1247 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1248 }
1249 else
1250 {
1251 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1252 + (Shell == IntPtr.Zero ? "Shell " : "")
1253 + (Body == IntPtr.Zero ? "Body " : "")
1254 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1255 }
1256 }
1257
1258 m_pidControllerActive = true;
1259 }
1260 else
1261 {
1262 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1263 }
1264 }
1265
1266 private void changePosition( Vector3 newPos)
1267 {
1268 if (Body != IntPtr.Zero)
1269 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1270 _position = newPos;
1271 }
1272
1273 private void changeOrientation(Quaternion newOri)
1274 {
1275 }
1276
1277 private void changeVelocity(Vector3 newVel)
1278 {
1279 m_pidControllerActive = true;
1280 _target_velocity = newVel;
1281 }
1282
1283 private void changeSetTorque(Vector3 newTorque)
1284 {
1285 }
1286
1287 private void changeAddForce(Vector3 newForce)
1288 {
1289 }
1290
1291 private void changeAddAngularForce(Vector3 arg)
1292 {
1293 }
1294
1295 private void changeAngularLock(Vector3 arg)
1296 {
1297 }
1298
1299 private void changeFloatOnWater(bool arg)
1300 {
1301 }
1302
1303 private void changeVolumedetetion(bool arg)
1304 {
1305 }
1306
1307 private void changeSelectedStatus(bool arg)
1308 {
1309 }
1310
1311 private void changeDisable(bool arg)
1312 {
1313 }
1314
1315 private void changeBuilding(bool arg)
1316 {
1317 }
1318
1319 private void changeForce(Vector3 newForce)
1320 {
1321 m_pidControllerActive = false;
1322 if (Body != IntPtr.Zero)
1323 {
1324 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1325 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1326 }
1327 }
1328
1329 private void donullchange()
1330 {
1331 }
1332
1333 public bool DoAChange(changes what, object arg)
1334 {
1335 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1336 {
1337 return false;
1338 }
1339
1340 // nasty switch
1341 switch (what)
1342 {
1343 case changes.Add:
1344 changeAdd();
1345 break;
1346 case changes.Remove:
1347 changeRemove();
1348 break;
1349
1350 case changes.Position:
1351 changePosition((Vector3)arg);
1352 break;
1353
1354 case changes.Orientation:
1355 changeOrientation((Quaternion)arg);
1356 break;
1357
1358 case changes.PosOffset:
1359 donullchange();
1360 break;
1361
1362 case changes.OriOffset:
1363 donullchange();
1364 break;
1365
1366 case changes.Velocity:
1367 changeVelocity((Vector3)arg);
1368 break;
1369
1370 // case changes.Acceleration:
1371 // changeacceleration((Vector3)arg);
1372 // break;
1373 // case changes.AngVelocity:
1374 // changeangvelocity((Vector3)arg);
1375 // break;
1376
1377 case changes.Force:
1378 changeForce((Vector3)arg);
1379 break;
1380
1381 case changes.Torque:
1382 changeSetTorque((Vector3)arg);
1383 break;
1384
1385 case changes.AddForce:
1386 changeAddForce((Vector3)arg);
1387 break;
1388
1389 case changes.AddAngForce:
1390 changeAddAngularForce((Vector3)arg);
1391 break;
1392
1393 case changes.AngLock:
1394 changeAngularLock((Vector3)arg);
1395 break;
1396
1397 case changes.Size:
1398 changeSize((Vector3)arg);
1399 break;
1400/* not in use for now
1401 case changes.Shape:
1402 changeShape((PrimitiveBaseShape)arg);
1403 break;
1404
1405 case changes.CollidesWater:
1406 changeFloatOnWater((bool)arg);
1407 break;
1408
1409 case changes.VolumeDtc:
1410 changeVolumedetetion((bool)arg);
1411 break;
1412
1413 case changes.Physical:
1414 changePhysicsStatus((bool)arg);
1415 break;
1416
1417 case changes.Selected:
1418 changeSelectedStatus((bool)arg);
1419 break;
1420
1421 case changes.disabled:
1422 changeDisable((bool)arg);
1423 break;
1424
1425 case changes.building:
1426 changeBuilding((bool)arg);
1427 break;
1428*/
1429 case changes.Null:
1430 donullchange();
1431 break;
1432
1433 default:
1434 donullchange();
1435 break;
1436 }
1437 return false;
1438 }
1439
1440 public void AddChange(changes what, object arg)
1441 {
1442 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1443 }
1444
1445
1446 internal void AddCollisionFrameTime(int p)
1447 {
1448 // protect it from overflow crashing
1449 if (m_eventsubscription + p >= int.MaxValue)
1450 m_eventsubscription = 0;
1451 m_eventsubscription += p;
1452 }
1453 }
1454}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..d0b4546
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,993 @@
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 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
67 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
68
69 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
70
71 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
72 // HOVER_TERRAIN_ONLY
73 // HOVER_GLOBAL_HEIGHT
74 // NO_DEFLECTION_UP
75 // HOVER_WATER_ONLY
76 // HOVER_UP_ONLY
77 // LIMIT_MOTOR_UP
78 // LIMIT_ROLL_ONLY
79 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
80
81 // Linear properties
82 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
83 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
84 private float m_linearMotorDecayTimescale = 120;
85 private float m_linearMotorTimescale = 1000;
86 private Vector3 m_linearMotorOffset = Vector3.Zero;
87
88 //Angular properties
89 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
90 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
91 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
92 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
93
94 //Deflection properties
95 private float m_angularDeflectionEfficiency = 0;
96 private float m_angularDeflectionTimescale = 1000;
97 private float m_linearDeflectionEfficiency = 0;
98 private float m_linearDeflectionTimescale = 1000;
99
100 //Banking properties
101 private float m_bankingEfficiency = 0;
102 private float m_bankingMix = 0;
103 private float m_bankingTimescale = 1000;
104
105 //Hover and Buoyancy properties
106 private float m_VhoverHeight = 0f;
107 private float m_VhoverEfficiency = 0f;
108 private float m_VhoverTimescale = 1000f;
109 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
110 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
111 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
112 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
113
114 //Attractor properties
115 private float m_verticalAttractionEfficiency = 1.0f; // damped
116 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
117
118
119 // auxiliar
120 private float m_lmEfect = 0; // current linear motor eficiency
121 private float m_amEfect = 0; // current angular motor eficiency
122 private float m_ffactor = 1.0f;
123
124 public float FrictionFactor
125 {
126 get
127 {
128 return m_ffactor;
129 }
130 }
131
132 public ODEDynamics(OdePrim rootp)
133 {
134 rootPrim = rootp;
135 _pParentScene = rootPrim._parent_scene;
136 }
137
138 public void DoSetVehicle(VehicleData vd)
139 {
140
141 float timestep = _pParentScene.ODE_STEPSIZE;
142 float invtimestep = 1.0f / timestep;
143
144 m_type = vd.m_type;
145 m_flags = vd.m_flags;
146
147 // Linear properties
148 m_linearMotorDirection = vd.m_linearMotorDirection;
149
150 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
151 if (m_linearFrictionTimescale.X < timestep) m_linearFrictionTimescale.X = timestep;
152 if (m_linearFrictionTimescale.Y < timestep) m_linearFrictionTimescale.Y = timestep;
153 if (m_linearFrictionTimescale.Z < timestep) m_linearFrictionTimescale.Z = timestep;
154
155 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
156 if (m_linearMotorDecayTimescale < 0.5f) m_linearMotorDecayTimescale = 0.5f;
157 m_linearMotorDecayTimescale *= invtimestep;
158
159 m_linearMotorTimescale = vd.m_linearMotorTimescale;
160 if (m_linearMotorTimescale < timestep) m_linearMotorTimescale = timestep;
161
162
163 m_linearMotorOffset = vd.m_linearMotorOffset;
164
165 //Angular properties
166 m_angularMotorDirection = vd.m_angularMotorDirection;
167 m_angularMotorTimescale = vd.m_angularMotorTimescale;
168 if (m_angularMotorTimescale < timestep) m_angularMotorTimescale = timestep;
169
170 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
171 if (m_angularMotorDecayTimescale < 0.5f) m_angularMotorDecayTimescale = 0.5f;
172 m_angularMotorDecayTimescale *= invtimestep;
173
174 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
175 if (m_angularFrictionTimescale.X < timestep) m_angularFrictionTimescale.X = timestep;
176 if (m_angularFrictionTimescale.Y < timestep) m_angularFrictionTimescale.Y = timestep;
177 if (m_angularFrictionTimescale.Z < timestep) m_angularFrictionTimescale.Z = timestep;
178
179 //Deflection properties
180 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
181 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
182 if (m_angularDeflectionTimescale < timestep) m_angularDeflectionTimescale = timestep;
183
184 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
185 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
186 if (m_linearDeflectionTimescale < timestep) m_linearDeflectionTimescale = timestep;
187
188 //Banking properties
189 m_bankingEfficiency = vd.m_bankingEfficiency;
190 m_bankingMix = vd.m_bankingMix;
191 m_bankingTimescale = vd.m_bankingTimescale;
192 if (m_bankingTimescale < timestep) m_bankingTimescale = timestep;
193
194 //Hover and Buoyancy properties
195 m_VhoverHeight = vd.m_VhoverHeight;
196 m_VhoverEfficiency = vd.m_VhoverEfficiency;
197 m_VhoverTimescale = vd.m_VhoverTimescale;
198 if (m_VhoverTimescale < timestep) m_VhoverTimescale = timestep;
199
200 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
201
202 //Attractor properties
203 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
204 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
205 if (m_verticalAttractionTimescale < timestep) m_verticalAttractionTimescale = timestep;
206
207 // Axis
208 m_referenceFrame = vd.m_referenceFrame;
209
210 m_lmEfect = 0;
211 m_amEfect = 0;
212 m_ffactor = 1.0f;
213 }
214
215 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
216 {
217 float len;
218 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
219 float timestep = _pParentScene.ODE_STEPSIZE;
220
221 switch (pParam)
222 {
223 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
224 if (pValue < 0f) pValue = 0f;
225 if (pValue > 1f) pValue = 1f;
226 m_angularDeflectionEfficiency = pValue;
227 break;
228 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
229 if (pValue < timestep) pValue = timestep;
230 m_angularDeflectionTimescale = pValue;
231 break;
232 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
233 // if (pValue < timestep) pValue = timestep;
234 // try to make impulses to work a bit better
235 if (pValue < 0.5f) pValue = 0.5f;
236 else if (pValue > 120) pValue = 120;
237 m_angularMotorDecayTimescale = pValue * invtimestep;
238 break;
239 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
240 if (pValue < timestep) pValue = timestep;
241 m_angularMotorTimescale = pValue;
242 break;
243 case Vehicle.BANKING_EFFICIENCY:
244 if (pValue < -1f) pValue = -1f;
245 if (pValue > 1f) pValue = 1f;
246 m_bankingEfficiency = pValue;
247 break;
248 case Vehicle.BANKING_MIX:
249 if (pValue < 0f) pValue = 0f;
250 if (pValue > 1f) pValue = 1f;
251 m_bankingMix = pValue;
252 break;
253 case Vehicle.BANKING_TIMESCALE:
254 if (pValue < timestep) pValue = timestep;
255 m_bankingTimescale = pValue;
256 break;
257 case Vehicle.BUOYANCY:
258 if (pValue < -1f) pValue = -1f;
259 if (pValue > 1f) pValue = 1f;
260 m_VehicleBuoyancy = pValue;
261 break;
262 case Vehicle.HOVER_EFFICIENCY:
263 if (pValue < 0f) pValue = 0f;
264 if (pValue > 1f) pValue = 1f;
265 m_VhoverEfficiency = pValue;
266 break;
267 case Vehicle.HOVER_HEIGHT:
268 m_VhoverHeight = pValue;
269 break;
270 case Vehicle.HOVER_TIMESCALE:
271 if (pValue < timestep) pValue = timestep;
272 m_VhoverTimescale = pValue;
273 break;
274 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
275 if (pValue < 0f) pValue = 0f;
276 if (pValue > 1f) pValue = 1f;
277 m_linearDeflectionEfficiency = pValue;
278 break;
279 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
280 if (pValue < timestep) pValue = timestep;
281 m_linearDeflectionTimescale = pValue;
282 break;
283 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
284 // if (pValue < timestep) pValue = timestep;
285 // try to make impulses to work a bit better
286 if (pValue < 0.5f) pValue = 0.5f;
287 else if (pValue > 120) pValue = 120;
288 m_linearMotorDecayTimescale = pValue * invtimestep;
289 break;
290 case Vehicle.LINEAR_MOTOR_TIMESCALE:
291 if (pValue < timestep) pValue = timestep;
292 m_linearMotorTimescale = pValue;
293 break;
294 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
295 if (pValue < 0f) pValue = 0f;
296 if (pValue > 1f) pValue = 1f;
297 m_verticalAttractionEfficiency = pValue;
298 break;
299 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
300 if (pValue < timestep) pValue = timestep;
301 m_verticalAttractionTimescale = pValue;
302 break;
303
304 // These are vector properties but the engine lets you use a single float value to
305 // set all of the components to the same value
306 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
307 if (pValue < timestep) pValue = timestep;
308 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
309 break;
310 case Vehicle.ANGULAR_MOTOR_DIRECTION:
311 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
312 len = m_angularMotorDirection.Length();
313 if (len > 12.566f)
314 m_angularMotorDirection *= (12.566f / len);
315 m_amEfect = 1.0f; // turn it on
316 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
317 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
318 d.BodyEnable(rootPrim.Body);
319 break;
320 case Vehicle.LINEAR_FRICTION_TIMESCALE:
321 if (pValue < timestep) pValue = timestep;
322 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
323 break;
324 case Vehicle.LINEAR_MOTOR_DIRECTION:
325 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
326 len = m_linearMotorDirection.Length();
327 if (len > 30.0f)
328 m_linearMotorDirection *= (30.0f / len);
329 m_lmEfect = 1.0f; // turn it on
330 m_ffactor = 0.01f;
331 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
332 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
333 d.BodyEnable(rootPrim.Body);
334 break;
335 case Vehicle.LINEAR_MOTOR_OFFSET:
336 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
337 len = m_linearMotorOffset.Length();
338 if (len > 100.0f)
339 m_linearMotorOffset *= (100.0f / len);
340 break;
341 }
342 }//end ProcessFloatVehicleParam
343
344 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
345 {
346 float len;
347 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
348 float timestep = _pParentScene.ODE_STEPSIZE;
349 switch (pParam)
350 {
351 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
352 if (pValue.X < timestep) pValue.X = timestep;
353 if (pValue.Y < timestep) pValue.Y = timestep;
354 if (pValue.Z < timestep) pValue.Z = timestep;
355
356 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
357 break;
358 case Vehicle.ANGULAR_MOTOR_DIRECTION:
359 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
360 // Limit requested angular speed to 2 rps= 4 pi rads/sec
361 len = m_angularMotorDirection.Length();
362 if (len > 12.566f)
363 m_angularMotorDirection *= (12.566f / len);
364 m_amEfect = 1.0f; // turn it on
365 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
366 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
367 d.BodyEnable(rootPrim.Body);
368 break;
369 case Vehicle.LINEAR_FRICTION_TIMESCALE:
370 if (pValue.X < timestep) pValue.X = timestep;
371 if (pValue.Y < timestep) pValue.Y = timestep;
372 if (pValue.Z < timestep) pValue.Z = timestep;
373 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
374 break;
375 case Vehicle.LINEAR_MOTOR_DIRECTION:
376 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
377 len = m_linearMotorDirection.Length();
378 if (len > 30.0f)
379 m_linearMotorDirection *= (30.0f / len);
380 m_lmEfect = 1.0f; // turn it on
381 m_ffactor = 0.01f;
382 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
383 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
384 d.BodyEnable(rootPrim.Body);
385 break;
386 case Vehicle.LINEAR_MOTOR_OFFSET:
387 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
388 len = m_linearMotorOffset.Length();
389 if (len > 100.0f)
390 m_linearMotorOffset *= (100.0f / len);
391 break;
392 case Vehicle.BLOCK_EXIT:
393 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
394 break;
395 }
396 }//end ProcessVectorVehicleParam
397
398 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
399 {
400 switch (pParam)
401 {
402 case Vehicle.REFERENCE_FRAME:
403 m_referenceFrame = Quaternion.Inverse(pValue);
404 break;
405 case Vehicle.ROLL_FRAME:
406 m_RollreferenceFrame = pValue;
407 break;
408 }
409 }//end ProcessRotationVehicleParam
410
411 internal void ProcessVehicleFlags(int pParam, bool remove)
412 {
413 if (remove)
414 {
415 m_flags &= ~((VehicleFlag)pParam);
416 }
417 else
418 {
419 m_flags |= (VehicleFlag)pParam;
420 }
421 }//end ProcessVehicleFlags
422
423 internal void ProcessTypeChange(Vehicle pType)
424 {
425 float invtimestep = _pParentScene.ODE_STEPSIZE;
426 m_lmEfect = 0;
427 m_amEfect = 0;
428 m_ffactor = 1f;
429
430 m_linearMotorDirection = Vector3.Zero;
431 m_angularMotorDirection = Vector3.Zero;
432
433 m_BlockingEndPoint = Vector3.Zero;
434 m_RollreferenceFrame = Quaternion.Identity;
435 m_linearMotorOffset = Vector3.Zero;
436
437 m_referenceFrame = Quaternion.Identity;
438
439 // Set Defaults For Type
440 m_type = pType;
441 switch (pType)
442 {
443 case Vehicle.TYPE_NONE:
444 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
445 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
446 m_linearMotorTimescale = 1000;
447 m_linearMotorDecayTimescale = 120;
448 m_angularMotorTimescale = 1000;
449 m_angularMotorDecayTimescale = 1000;
450 m_VhoverHeight = 0;
451 m_VhoverEfficiency = 1;
452 m_VhoverTimescale = 1000;
453 m_VehicleBuoyancy = 0;
454 m_linearDeflectionEfficiency = 0;
455 m_linearDeflectionTimescale = 1000;
456 m_angularDeflectionEfficiency = 0;
457 m_angularDeflectionTimescale = 1000;
458 m_bankingEfficiency = 0;
459 m_bankingMix = 1;
460 m_bankingTimescale = 1000;
461 m_verticalAttractionEfficiency = 0;
462 m_verticalAttractionTimescale = 1000;
463
464 m_flags = (VehicleFlag)0;
465 break;
466
467 case Vehicle.TYPE_SLED:
468 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
469 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
470 m_linearMotorTimescale = 1000;
471 m_linearMotorDecayTimescale = 120 * invtimestep;
472 m_angularMotorTimescale = 1000;
473 m_angularMotorDecayTimescale = 120 * invtimestep;
474 m_VhoverHeight = 0;
475 m_VhoverEfficiency = 1;
476 m_VhoverTimescale = 10;
477 m_VehicleBuoyancy = 0;
478 m_linearDeflectionEfficiency = 1;
479 m_linearDeflectionTimescale = 1;
480 m_angularDeflectionEfficiency = 0;
481 m_angularDeflectionTimescale = 1000;
482 m_bankingEfficiency = 0;
483 m_bankingMix = 1;
484 m_bankingTimescale = 10;
485 m_flags &=
486 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
487 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
488 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
489 break;
490 case Vehicle.TYPE_CAR:
491 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
492 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
493 m_linearMotorTimescale = 1;
494 m_linearMotorDecayTimescale = 60 * invtimestep;
495 m_angularMotorTimescale = 1;
496 m_angularMotorDecayTimescale = 0.8f * invtimestep;
497 m_VhoverHeight = 0;
498 m_VhoverEfficiency = 0;
499 m_VhoverTimescale = 1000;
500 m_VehicleBuoyancy = 0;
501 m_linearDeflectionEfficiency = 1;
502 m_linearDeflectionTimescale = 2;
503 m_angularDeflectionEfficiency = 0;
504 m_angularDeflectionTimescale = 10;
505 m_verticalAttractionEfficiency = 1f;
506 m_verticalAttractionTimescale = 10f;
507 m_bankingEfficiency = -0.2f;
508 m_bankingMix = 1;
509 m_bankingTimescale = 1;
510 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
511 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
512 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
513 break;
514 case Vehicle.TYPE_BOAT:
515 m_linearFrictionTimescale = new Vector3(10, 3, 2);
516 m_angularFrictionTimescale = new Vector3(10, 10, 10);
517 m_linearMotorTimescale = 5;
518 m_linearMotorDecayTimescale = 60 * invtimestep;
519 m_angularMotorTimescale = 4;
520 m_angularMotorDecayTimescale = 4 * invtimestep;
521 m_VhoverHeight = 0;
522 m_VhoverEfficiency = 0.5f;
523 m_VhoverTimescale = 2;
524 m_VehicleBuoyancy = 1;
525 m_linearDeflectionEfficiency = 0.5f;
526 m_linearDeflectionTimescale = 3;
527 m_angularDeflectionEfficiency = 0.5f;
528 m_angularDeflectionTimescale = 5;
529 m_verticalAttractionEfficiency = 0.5f;
530 m_verticalAttractionTimescale = 5f;
531 m_bankingEfficiency = -0.3f;
532 m_bankingMix = 0.8f;
533 m_bankingTimescale = 1;
534 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
535 VehicleFlag.HOVER_GLOBAL_HEIGHT |
536 VehicleFlag.HOVER_UP_ONLY |
537 VehicleFlag.LIMIT_ROLL_ONLY);
538 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
539 VehicleFlag.LIMIT_MOTOR_UP |
540 VehicleFlag.HOVER_WATER_ONLY);
541 break;
542 case Vehicle.TYPE_AIRPLANE:
543 m_linearFrictionTimescale = new Vector3(200, 10, 5);
544 m_angularFrictionTimescale = new Vector3(20, 20, 20);
545 m_linearMotorTimescale = 2;
546 m_linearMotorDecayTimescale = 60 * invtimestep;
547 m_angularMotorTimescale = 4;
548 m_angularMotorDecayTimescale = 8 * invtimestep;
549 m_VhoverHeight = 0;
550 m_VhoverEfficiency = 0.5f;
551 m_VhoverTimescale = 1000;
552 m_VehicleBuoyancy = 0;
553 m_linearDeflectionEfficiency = 0.5f;
554 m_linearDeflectionTimescale = 0.5f;
555 m_angularDeflectionEfficiency = 1;
556 m_angularDeflectionTimescale = 2;
557 m_verticalAttractionEfficiency = 0.9f;
558 m_verticalAttractionTimescale = 2f;
559 m_bankingEfficiency = 1;
560 m_bankingMix = 0.7f;
561 m_bankingTimescale = 2;
562 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
563 VehicleFlag.HOVER_TERRAIN_ONLY |
564 VehicleFlag.HOVER_GLOBAL_HEIGHT |
565 VehicleFlag.HOVER_UP_ONLY |
566 VehicleFlag.NO_DEFLECTION_UP |
567 VehicleFlag.LIMIT_MOTOR_UP);
568 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
569 break;
570 case Vehicle.TYPE_BALLOON:
571 m_linearFrictionTimescale = new Vector3(5, 5, 5);
572 m_angularFrictionTimescale = new Vector3(10, 10, 10);
573 m_linearMotorTimescale = 5;
574 m_linearMotorDecayTimescale = 60 * invtimestep;
575 m_angularMotorTimescale = 6;
576 m_angularMotorDecayTimescale = 10 * invtimestep;
577 m_VhoverHeight = 5;
578 m_VhoverEfficiency = 0.8f;
579 m_VhoverTimescale = 10;
580 m_VehicleBuoyancy = 1;
581 m_linearDeflectionEfficiency = 0;
582 m_linearDeflectionTimescale = 5 * invtimestep;
583 m_angularDeflectionEfficiency = 0;
584 m_angularDeflectionTimescale = 5;
585 m_verticalAttractionEfficiency = 0f;
586 m_verticalAttractionTimescale = 1000f;
587 m_bankingEfficiency = 0;
588 m_bankingMix = 0.7f;
589 m_bankingTimescale = 5;
590 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
591 VehicleFlag.HOVER_TERRAIN_ONLY |
592 VehicleFlag.HOVER_UP_ONLY |
593 VehicleFlag.NO_DEFLECTION_UP |
594 VehicleFlag.LIMIT_MOTOR_UP);
595 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
596 VehicleFlag.HOVER_GLOBAL_HEIGHT);
597 break;
598 }
599
600 }//end SetDefaultsForType
601
602 internal void Stop()
603 {
604 m_lmEfect = 0;
605 m_amEfect = 0;
606 m_ffactor = 1f;
607 }
608
609 public static Vector3 Xrot(Quaternion rot)
610 {
611 Vector3 vec;
612 rot.Normalize(); // just in case
613 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
614 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
615 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
616 return vec;
617 }
618
619 public static Vector3 Zrot(Quaternion rot)
620 {
621 Vector3 vec;
622 rot.Normalize(); // just in case
623 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
624 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
625 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
626
627 return vec;
628 }
629
630 private const float pi = (float)Math.PI;
631 private const float halfpi = 0.5f * (float)Math.PI;
632
633 public static Vector3 ubitRot2Euler(Quaternion rot)
634 {
635 // returns roll in X
636 // pitch in Y
637 // yaw in Z
638 Vector3 vec;
639
640 // assuming rot is normalised
641 // rot.Normalize();
642
643 float zX = rot.X * rot.Z + rot.Y * rot.W;
644
645 if (zX < -0.49999f)
646 {
647 vec.X = 0;
648 vec.Y = -halfpi;
649 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
650 }
651 else if (zX > 0.49999f)
652 {
653 vec.X = 0;
654 vec.Y = halfpi;
655 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
656 }
657 else
658 {
659 vec.Y = (float)Math.Asin(2 * zX);
660
661 float sqw = rot.W * rot.W;
662
663 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
664 float zZ = rot.Z * rot.Z + sqw - 0.5f;
665
666 vec.X = (float)Math.Atan2(minuszY, zZ);
667
668 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
669 float yY = rot.X * rot.X + sqw - 0.5f;
670 vec.Z = (float)Math.Atan2(yX, yY);
671 }
672 return vec;
673 }
674
675 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
676 {
677 // assuming rot is normalised
678 // rot.Normalize();
679
680 float zX = rot.X * rot.Z + rot.Y * rot.W;
681
682 if (zX < -0.49999f)
683 {
684 roll = 0;
685 pitch = -halfpi;
686 }
687 else if (zX > 0.49999f)
688 {
689 roll = 0;
690 pitch = halfpi;
691 }
692 else
693 {
694 pitch = (float)Math.Asin(2 * zX);
695
696 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
697 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
698
699 roll = (float)Math.Atan2(minuszY, zZ);
700 }
701 return ;
702 }
703
704 internal void Step()//float pTimestep)
705 {
706 IntPtr Body = rootPrim.Body;
707
708 d.Quaternion rot = d.BodyGetQuaternion(Body);
709 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
710 Quaternion rotq = objrotq; // rotq = rotation of object
711 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
712 Quaternion irotq = Quaternion.Inverse(rotq);
713
714 d.Vector3 dvtmp;
715 Vector3 tmpV;
716 Vector3 curVel; // velocity in world
717 Vector3 curAngVel; // angular velocity in world
718 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
719 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
720 d.Vector3 dtorque = new d.Vector3();
721
722 dvtmp = d.BodyGetLinearVel(Body);
723 curVel.X = dvtmp.X;
724 curVel.Y = dvtmp.Y;
725 curVel.Z = dvtmp.Z;
726 Vector3 curLocalVel = curVel * irotq; // current velocity in local
727
728 dvtmp = d.BodyGetAngularVel(Body);
729 curAngVel.X = dvtmp.X;
730 curAngVel.Y = dvtmp.Y;
731 curAngVel.Z = dvtmp.Z;
732 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
733
734 // linear motor
735 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
736 {
737 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
738 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
739 tmpV *= rotq; // to world
740
741 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
742 tmpV.Z = 0;
743
744 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
745 {
746 // have offset, do it now
747 tmpV *= rootPrim.Mass;
748 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
749 }
750 else
751 {
752 force.X += tmpV.X;
753 force.Y += tmpV.Y;
754 force.Z += tmpV.Z;
755 }
756 m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
757
758 m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
759 }
760 else
761 {
762 m_lmEfect = 0;
763 m_ffactor = 1f;
764 }
765
766 // friction
767 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
768 {
769 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
770 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
771 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
772 tmpV *= rotq; // to world
773 force.X += tmpV.X;
774 force.Y += tmpV.Y;
775 force.Z += tmpV.Z;
776 }
777
778 // hover
779 if (m_VhoverTimescale < 300)
780 {
781 d.Vector3 pos = d.BodyGetPosition(Body);
782
783 // default to global
784 float perr = m_VhoverHeight - pos.Z;;
785
786 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
787 {
788 perr += _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
789 }
790 else if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
791 {
792 perr += _pParentScene.GetWaterLevel();
793 }
794 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
795 {
796 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
797 float w = _pParentScene.GetWaterLevel();
798 if (t > w)
799 perr += t;
800 else
801 perr += w;
802 }
803
804 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0)
805 {
806 force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / _pParentScene.ODE_STEPSIZE;
807 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
808 }
809 else // no buoyancy
810 force.Z += _pParentScene.gravityz;
811 }
812 else
813 {
814 // default gravity and buoancy
815 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
816 }
817
818 // linear deflection
819 if (m_linearDeflectionEfficiency > 0)
820 {
821 float len = curVel.Length();
822 Vector3 atAxis;
823 atAxis = Xrot(rotq); // where are we pointing to
824 atAxis *= len; // make it same size as world velocity vector
825 tmpV = -atAxis; // oposite direction
826 atAxis -= curVel; // error to one direction
827 len = atAxis.LengthSquared();
828 tmpV -= curVel; // error to oposite
829 float lens = tmpV.LengthSquared();
830 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
831 {
832 if (len < lens)
833 tmpV = atAxis;
834
835 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
836 force.X += tmpV.X;
837 force.Y += tmpV.Y;
838 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
839 force.Z += tmpV.Z;
840 }
841 }
842
843 // angular motor
844 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
845 {
846 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
847 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
848 torque.X += tmpV.X;
849 torque.Y += tmpV.Y;
850 torque.Z += tmpV.Z;
851 m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale);
852 }
853 else
854 m_amEfect = 0;
855
856 // angular friction
857 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
858 {
859 torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X;
860 torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y;
861 torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z;
862 }
863
864 // angular deflection
865 if (m_angularDeflectionEfficiency > 0)
866 {
867 Vector3 dirv;
868
869 if (curLocalVel.X > 0.01f)
870 dirv = curLocalVel;
871 else if (curLocalVel.X < -0.01f)
872 // use oposite
873 dirv = -curLocalVel;
874 else
875 {
876 // make it fall into small positive x case
877 dirv.X = 0.01f;
878 dirv.Y = curLocalVel.Y;
879 dirv.Z = curLocalVel.Z;
880 }
881
882 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
883
884 if (Math.Abs(dirv.Z) > 0.01)
885 {
886 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
887 }
888
889 if (Math.Abs(dirv.Y) > 0.01)
890 {
891 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
892 }
893 }
894
895 // vertical atractor
896 if (m_verticalAttractionTimescale < 300)
897 {
898 float roll;
899 float pitch;
900
901 GetRollPitch(irotq, out roll, out pitch);
902
903 float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale / _pParentScene.ODE_STEPSIZE;
904 float ftmp2 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE;
905
906 if (roll > halfpi)
907 roll = pi - roll;
908 else if (roll < -halfpi)
909 roll = -pi - roll;
910
911 float effroll = pitch / halfpi;
912 effroll *= effroll;
913 effroll = 1 - effroll;
914 effroll *= roll;
915
916 if (Math.Abs(effroll) > 0.01) // roll
917 {
918 torque.X -= -effroll * ftmp + curLocalAngVel.X * ftmp2;
919 }
920
921 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
922 {
923 float effpitch = roll / halfpi;
924 effpitch *= effpitch;
925 effpitch = 1 - effpitch;
926 effpitch *= pitch;
927
928 if (Math.Abs(effpitch) > 0.01) // pitch
929 {
930 torque.Y -= -effpitch * ftmp + curLocalAngVel.Y * ftmp2;
931 }
932 }
933
934 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
935 {
936
937 float broll = effroll;
938/*
939 if (broll > halfpi)
940 broll = pi - broll;
941 else if (broll < -halfpi)
942 broll = -pi - broll;
943*/
944 broll *= m_bankingEfficiency;
945 if (m_bankingMix != 0)
946 {
947 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
948 if (vfact > 1.0f) vfact = 1.0f;
949
950 if (curLocalVel.X >= 0)
951 broll *= (1 + (vfact - 1) * m_bankingMix);
952 else
953 broll *= -(1 + (vfact - 1) * m_bankingMix);
954 }
955 // make z rot be in world Z not local as seems to be in sl
956
957 broll = broll / m_bankingTimescale;
958
959 ftmp = -Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
960
961 tmpV.X = ftmp * curAngVel.X;
962 tmpV.Y = ftmp * curAngVel.Y;
963 tmpV.Z = broll + ftmp * curAngVel.Z;
964 tmpV *= irotq;
965
966 torque.X += tmpV.X;
967 torque.Y += tmpV.Y;
968 torque.Z += tmpV.Z;
969 }
970 }
971
972 d.Mass dmass;
973 d.BodyGetMass(Body,out dmass);
974
975 if (force.X != 0 || force.Y != 0 || force.Z != 0)
976 {
977 force *= dmass.mass;
978 d.BodySetForce(Body, force.X, force.Y, force.Z);
979 }
980
981 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
982 {
983 torque *= m_referenceFrame; // to object frame
984 dtorque.X = torque.X;
985 dtorque.Y = torque.Y;
986 dtorque.Z = torque.Z;
987
988 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
989 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
990 }
991 }
992 }
993}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..b105f77
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,3573 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revision 2011/12 by Ubit Umarov
29 *
30 *
31 */
32
33/*
34 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
35 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
36 * ODEPrim.cs contains methods dealing with Prim editing, Prim
37 * characteristics and Kinetic motion.
38 * ODEDynamics.cs contains methods dealing with Prim Physical motion
39 * (dynamics) and the associated settings. Old Linear and angular
40 * motors for dynamic motion have been replace with MoveLinear()
41 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
42 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
43 * switch between 'VEHICLE' parameter use and general dynamics
44 * settings use.
45 */
46
47//#define SPAM
48
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60
61namespace OpenSim.Region.Physics.OdePlugin
62{
63 public class OdePrim : PhysicsActor
64 {
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66
67 private bool m_isphysical;
68 private bool m_fakeisphysical;
69
70 protected bool m_building;
71 private Quaternion m_lastorientation = new Quaternion();
72 private Quaternion _orientation;
73
74 private Vector3 _position;
75 private Vector3 _velocity;
76 private Vector3 _torque;
77 private Vector3 m_lastVelocity;
78 private Vector3 m_lastposition;
79 private Vector3 m_rotationalVelocity;
80 private Vector3 _size;
81 private Vector3 _acceleration;
82 private Vector3 m_angularlock = Vector3.One;
83 private IntPtr Amotor = IntPtr.Zero;
84
85 private Vector3 m_force;
86 private Vector3 m_forceacc;
87 private Vector3 m_angularForceacc;
88
89 private Vector3 m_PIDTarget;
90 private float m_PIDTau;
91 private float PID_D = 35f;
92 private float PID_G = 25f;
93 private bool m_usePID;
94
95 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
96 // and are for non-VEHICLES only.
97
98 private float m_PIDHoverHeight;
99 private float m_PIDHoverTau;
100 private bool m_useHoverPID;
101 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
102 private float m_targetHoverHeight;
103 private float m_groundHeight;
104 private float m_waterHeight;
105 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
106
107 private int body_autodisable_frames = 20;
108
109 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
110 | CollisionCategories.Space
111 | CollisionCategories.Body
112 | CollisionCategories.Character
113 );
114// private bool m_collidesLand = true;
115 private bool m_collidesWater;
116 public bool m_returnCollisions;
117 private bool m_softcolide;
118
119 private bool m_NoColide; // for now only for internal use for bad meshs
120
121 // Default we're a Geometry
122 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
123
124 // Default, Collide with Other Geometries, spaces and Bodies
125 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
126
127 public bool m_disabled;
128
129
130 public uint m_localID;
131
132 private PrimitiveBaseShape _pbs;
133 public OdeScene _parent_scene;
134
135 /// <summary>
136 /// The physics space which contains prim geometry
137 /// </summary>
138 public IntPtr m_targetSpace = IntPtr.Zero;
139
140 public IntPtr prim_geom;
141 public IntPtr _triMeshData;
142
143 private PhysicsActor _parent;
144
145 private List<OdePrim> childrenPrim = new List<OdePrim>();
146
147 private bool m_iscolliding;
148
149 public bool m_isSelected;
150 private bool m_delaySelect;
151 private bool m_lastdoneSelected;
152 public bool m_outbounds;
153
154 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
155
156 private bool m_throttleUpdates;
157 private int throttleCounter;
158 public float m_collisionscore;
159 int m_colliderfilter = 0;
160
161 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
162
163 private float m_density = 10.000006836f; // Aluminum g/cm3;
164
165 public bool _zeroFlag;
166 private bool m_lastUpdateSent;
167
168 public IntPtr Body = IntPtr.Zero;
169 public String Name { get; private set; }
170 private Vector3 _target_velocity;
171
172 public Vector3 primOOBsize; // prim real dimensions from mesh
173 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
174 public float primOOBradiusSQ;
175 public d.Mass primdMass; // prim inertia information on it's own referencial
176 float primMass; // prim own mass
177 float _mass; // object mass acording to case
178 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
179
180 public int givefakepos = 0;
181 private Vector3 fakepos;
182 public int givefakeori = 0;
183 private Quaternion fakeori;
184
185 public int m_eventsubscription;
186 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
187
188 public volatile bool childPrim;
189
190 public ODEDynamics m_vehicle;
191
192 internal int m_material = (int)Material.Wood;
193 private float mu;
194 private float bounce;
195
196 /// <summary>
197 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
198 /// </summary>
199 public override bool IsPhysical // this is not reliable for internal use
200 {
201 get { return m_fakeisphysical; }
202 set
203 {
204 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
205 // and also to stop imediatly some updates
206 // but real change will only happen in taintprocessing
207
208 if (!value) // Zero the remembered last velocity
209 m_lastVelocity = Vector3.Zero;
210 AddChange(changes.Physical, value);
211 }
212 }
213
214 public override bool Building // this is not reliable for internal use
215 {
216 get { return m_building; }
217 set
218 {
219 if (value)
220 m_building = true;
221 AddChange(changes.building, value);
222 }
223 }
224
225 public override void getContactData(ref ContactData cdata)
226 {
227 cdata.mu = mu;
228 cdata.bounce = bounce;
229
230 // cdata.softcolide = m_softcolide;
231 cdata.softcolide = false;
232
233 if (m_isphysical)
234 {
235 ODEDynamics veh;
236 if (_parent != null)
237 veh = ((OdePrim)_parent).m_vehicle;
238 else
239 veh = m_vehicle;
240
241 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
242 cdata.mu *= veh.FrictionFactor;
243 }
244 }
245
246 public override int PhysicsActorType
247 {
248 get { return (int)ActorTypes.Prim; }
249 set { return; }
250 }
251
252 public override bool SetAlwaysRun
253 {
254 get { return false; }
255 set { return; }
256 }
257
258 public override uint LocalID
259 {
260 get
261 {
262 return m_localID;
263 }
264 set
265 {
266 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
267 m_localID = value;
268 }
269 }
270
271 public override bool Grabbed
272 {
273 set { return; }
274 }
275
276 public override bool Selected
277 {
278 set
279 {
280 if (value)
281 m_isSelected = value; // if true set imediatly to stop moves etc
282 AddChange(changes.Selected, value);
283 }
284 }
285
286 public override bool Flying
287 {
288 // no flying prims for you
289 get { return false; }
290 set { }
291 }
292
293 public override bool IsColliding
294 {
295 get { return m_iscolliding; }
296 set
297 {
298 if (value)
299 {
300 m_colliderfilter += 2;
301 if (m_colliderfilter > 2)
302 m_colliderfilter = 2;
303 }
304 else
305 {
306 m_colliderfilter--;
307 if (m_colliderfilter < 0)
308 m_colliderfilter = 0;
309 }
310
311 if (m_colliderfilter == 0)
312 {
313 m_softcolide = false;
314 m_iscolliding = false;
315 }
316 else
317 m_iscolliding = true;
318 }
319 }
320
321 public override bool CollidingGround
322 {
323 get { return false; }
324 set { return; }
325 }
326
327 public override bool CollidingObj
328 {
329 get { return false; }
330 set { return; }
331 }
332
333 public override bool ThrottleUpdates
334 {
335 get { return m_throttleUpdates; }
336 set { m_throttleUpdates = value; }
337 }
338
339 public override bool Stopped
340 {
341 get { return _zeroFlag; }
342 }
343
344 public override Vector3 Position
345 {
346 get
347 {
348 if (givefakepos > 0)
349 return fakepos;
350 else
351 return _position;
352 }
353
354 set
355 {
356 fakepos = value;
357 givefakepos++;
358 AddChange(changes.Position, value);
359 }
360 }
361
362 public override Vector3 Size
363 {
364 get { return _size; }
365 set
366 {
367 if (value.IsFinite())
368 {
369 AddChange(changes.Size, value);
370 }
371 else
372 {
373 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
374 }
375 }
376 }
377
378 public override float Mass
379 {
380 get { return _mass; }
381 }
382
383 public override Vector3 Force
384 {
385 //get { return Vector3.Zero; }
386 get { return m_force; }
387 set
388 {
389 if (value.IsFinite())
390 {
391 AddChange(changes.Force, value);
392 }
393 else
394 {
395 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
396 }
397 }
398 }
399
400 public override void SetVolumeDetect(int param)
401 {
402 AddChange(changes.VolumeDtc, (param != 0));
403 }
404
405 public override Vector3 GeometricCenter
406 {
407 get
408 {
409 return Vector3.Zero;
410 }
411 }
412
413 public override Vector3 CenterOfMass
414 {
415 get
416 {
417 d.Vector3 dtmp;
418 if (IsPhysical && !childPrim && Body != IntPtr.Zero)
419 {
420 dtmp = d.BodyGetPosition(Body);
421 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
422 }
423 else if (prim_geom != IntPtr.Zero)
424 {
425 d.Quaternion dq;
426 d.GeomCopyQuaternion(prim_geom, out dq);
427 Quaternion q;
428 q.X = dq.X;
429 q.Y = dq.Y;
430 q.Z = dq.Z;
431 q.W = dq.W;
432
433 Vector3 vtmp = primOOBoffset * q;
434 dtmp = d.GeomGetPosition(prim_geom);
435 return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z);
436 }
437 else
438 return Vector3.Zero;
439 }
440 }
441 /*
442 public override Vector3 PrimOOBsize
443 {
444 get
445 {
446 return primOOBsize;
447 }
448 }
449
450 public override Vector3 PrimOOBoffset
451 {
452 get
453 {
454 return primOOBoffset;
455 }
456 }
457
458 public override float PrimOOBRadiusSQ
459 {
460 get
461 {
462 return primOOBradiusSQ;
463 }
464 }
465 */
466 public override PrimitiveBaseShape Shape
467 {
468 set
469 {
470 AddChange(changes.Shape, value);
471 }
472 }
473
474 public override Vector3 Velocity
475 {
476 get
477 {
478 if (_zeroFlag)
479 return Vector3.Zero;
480 return _velocity;
481 }
482 set
483 {
484 if (value.IsFinite())
485 {
486 AddChange(changes.Velocity, value);
487 // _velocity = value;
488
489 }
490 else
491 {
492 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
493 }
494
495 }
496 }
497
498 public override Vector3 Torque
499 {
500 get
501 {
502 if (!IsPhysical || Body == IntPtr.Zero)
503 return Vector3.Zero;
504
505 return _torque;
506 }
507
508 set
509 {
510 if (value.IsFinite())
511 {
512 AddChange(changes.Torque, value);
513 }
514 else
515 {
516 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
517 }
518 }
519 }
520
521 public override float CollisionScore
522 {
523 get { return m_collisionscore; }
524 set { m_collisionscore = value; }
525 }
526
527 public override bool Kinematic
528 {
529 get { return false; }
530 set { }
531 }
532
533 public override Quaternion Orientation
534 {
535 get
536 {
537 if (givefakeori > 0)
538 return fakeori;
539 else
540
541 return _orientation;
542 }
543 set
544 {
545 if (QuaternionIsFinite(value))
546 {
547 fakeori = value;
548 givefakeori++;
549 AddChange(changes.Orientation, value);
550 }
551 else
552 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
553
554 }
555 }
556
557 public override Vector3 Acceleration
558 {
559 get { return _acceleration; }
560 set { }
561 }
562
563 public override Vector3 RotationalVelocity
564 {
565 get
566 {
567 Vector3 pv = Vector3.Zero;
568 if (_zeroFlag)
569 return pv;
570 m_lastUpdateSent = false;
571
572 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
573 return pv;
574
575 return m_rotationalVelocity;
576 }
577 set
578 {
579 if (value.IsFinite())
580 {
581 m_rotationalVelocity = value;
582 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
583 d.BodyEnable(Body);
584 }
585 else
586 {
587 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
588 }
589 }
590 }
591
592
593 public override float Buoyancy
594 {
595 get { return m_buoyancy; }
596 set
597 {
598 m_buoyancy = value;
599 }
600 }
601
602 public override bool FloatOnWater
603 {
604 set
605 {
606 AddChange(changes.CollidesWater, value);
607 }
608 }
609
610 public override Vector3 PIDTarget
611 {
612 set
613 {
614 if (value.IsFinite())
615 {
616 m_PIDTarget = value;
617 }
618 else
619 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
620 }
621 }
622
623 public override bool PIDActive { set { m_usePID = value; } }
624 public override float PIDTau { set { m_PIDTau = value; } }
625
626 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
627 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
628 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
629 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
630
631 public override Quaternion APIDTarget { set { return; } }
632
633 public override bool APIDActive { set { return; } }
634
635 public override float APIDStrength { set { return; } }
636
637 public override float APIDDamping { set { return; } }
638
639 public override int VehicleType
640 {
641 // we may need to put a fake on this
642 get
643 {
644 if (m_vehicle == null)
645 return (int)Vehicle.TYPE_NONE;
646 else
647 return (int)m_vehicle.Type;
648 }
649 set
650 {
651 AddChange(changes.VehicleType, value);
652 }
653 }
654
655 public override void VehicleFloatParam(int param, float value)
656 {
657 strVehicleFloatParam fp = new strVehicleFloatParam();
658 fp.param = param;
659 fp.value = value;
660 AddChange(changes.VehicleFloatParam, fp);
661 }
662
663 public override void VehicleVectorParam(int param, Vector3 value)
664 {
665 strVehicleVectorParam fp = new strVehicleVectorParam();
666 fp.param = param;
667 fp.value = value;
668 AddChange(changes.VehicleVectorParam, fp);
669 }
670
671 public override void VehicleRotationParam(int param, Quaternion value)
672 {
673 strVehicleQuatParam fp = new strVehicleQuatParam();
674 fp.param = param;
675 fp.value = value;
676 AddChange(changes.VehicleRotationParam, fp);
677 }
678
679 public override void VehicleFlags(int param, bool value)
680 {
681 strVehicleBoolParam bp = new strVehicleBoolParam();
682 bp.param = param;
683 bp.value = value;
684 AddChange(changes.VehicleFlags, bp);
685 }
686
687 public override void SetVehicle(object vdata)
688 {
689 AddChange(changes.SetVehicle, vdata);
690 }
691 public void SetAcceleration(Vector3 accel)
692 {
693 _acceleration = accel;
694 }
695
696 public override void AddForce(Vector3 force, bool pushforce)
697 {
698 if (force.IsFinite())
699 {
700 AddChange(changes.AddForce, force / _parent_scene.ODE_STEPSIZE);
701 }
702 else
703 {
704 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
705 }
706 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
707 }
708
709 public override void AddAngularForce(Vector3 force, bool pushforce)
710 {
711 if (force.IsFinite())
712 {
713 AddChange(changes.AddAngForce, force / _parent_scene.ODE_STEPSIZE);
714 }
715 else
716 {
717 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
718 }
719 }
720
721 public override void CrossingFailure()
722 {
723 if (m_outbounds)
724 {
725 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
726 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
727 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
728
729 m_lastposition = _position;
730 _velocity.X = 0;
731 _velocity.Y = 0;
732 _velocity.Z = 0;
733
734 m_lastVelocity = _velocity;
735 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
736 m_vehicle.Stop();
737
738 if(Body != IntPtr.Zero)
739 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
740 if (prim_geom != IntPtr.Zero)
741 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
742
743 m_outbounds = false;
744 changeDisable(false);
745 base.RequestPhysicsterseUpdate();
746 }
747 }
748
749 public override void SetMomentum(Vector3 momentum)
750 {
751 }
752
753 public override void SetMaterial(int pMaterial)
754 {
755 m_material = pMaterial;
756 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
757 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
758 }
759
760 public void setPrimForRemoval()
761 {
762 AddChange(changes.Remove, null);
763 }
764
765 public override void link(PhysicsActor obj)
766 {
767 AddChange(changes.Link, obj);
768 }
769
770 public override void delink()
771 {
772 AddChange(changes.DeLink, null);
773 }
774
775 public override void LockAngularMotion(Vector3 axis)
776 {
777 // reverse the zero/non zero values for ODE.
778 if (axis.IsFinite())
779 {
780 axis.X = (axis.X > 0) ? 1f : 0f;
781 axis.Y = (axis.Y > 0) ? 1f : 0f;
782 axis.Z = (axis.Z > 0) ? 1f : 0f;
783 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
784 AddChange(changes.AngLock, axis);
785 }
786 else
787 {
788 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
789 }
790 }
791
792 public override void SubscribeEvents(int ms)
793 {
794 m_eventsubscription = ms;
795 _parent_scene.AddCollisionEventReporting(this);
796 }
797
798 public override void UnSubscribeEvents()
799 {
800 _parent_scene.RemoveCollisionEventReporting(this);
801 m_eventsubscription = 0;
802 }
803
804 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
805 {
806 if (CollisionEventsThisFrame == null)
807 CollisionEventsThisFrame = new CollisionEventUpdate();
808
809 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
810 }
811
812 public void SendCollisions()
813 {
814 if (CollisionEventsThisFrame == null)
815 return;
816
817 base.SendCollisionUpdate(CollisionEventsThisFrame);
818
819 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
820 CollisionEventsThisFrame = null;
821 else
822 CollisionEventsThisFrame = new CollisionEventUpdate();
823 }
824
825 public override bool SubscribedEvents()
826 {
827 if (m_eventsubscription > 0)
828 return true;
829 return false;
830 }
831
832
833 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
834 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
835 {
836 Name = primName;
837
838 m_vehicle = null;
839
840 if (!pos.IsFinite())
841 {
842 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
843 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
844 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
845 }
846 _position = pos;
847 givefakepos = 0;
848
849 PID_D = parent_scene.bodyPIDD;
850 PID_G = parent_scene.bodyPIDG;
851 m_density = parent_scene.geomDefaultDensity;
852 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
853 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
854
855 prim_geom = IntPtr.Zero;
856 collide_geom = IntPtr.Zero;
857 Body = IntPtr.Zero;
858
859 if (!size.IsFinite())
860 {
861 size = new Vector3(0.5f, 0.5f, 0.5f);
862 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
863 }
864
865 if (size.X <= 0) size.X = 0.01f;
866 if (size.Y <= 0) size.Y = 0.01f;
867 if (size.Z <= 0) size.Z = 0.01f;
868
869 _size = size;
870
871 if (!QuaternionIsFinite(rotation))
872 {
873 rotation = Quaternion.Identity;
874 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
875 }
876
877 _orientation = rotation;
878 givefakeori = 0;
879
880 _pbs = pbs;
881
882 _parent_scene = parent_scene;
883 m_targetSpace = IntPtr.Zero;
884
885 if (pos.Z < 0)
886 {
887 m_isphysical = false;
888 }
889 else
890 {
891 m_isphysical = pisPhysical;
892 }
893 m_fakeisphysical = m_isphysical;
894
895 m_isVolumeDetect = false;
896
897 m_force = Vector3.Zero;
898
899 m_iscolliding = false;
900 m_colliderfilter = 0;
901 m_softcolide = true;
902 m_NoColide = false;
903
904 hasOOBoffsetFromMesh = false;
905 _triMeshData = IntPtr.Zero;
906
907 m_lastdoneSelected = false;
908 m_isSelected = false;
909 m_delaySelect = false;
910
911 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
912 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
913
914 CalcPrimBodyData();
915
916 m_building = true; // control must set this to false when done
917
918 AddChange(changes.Add, null);
919 }
920
921 private void resetCollisionAccounting()
922 {
923 m_collisionscore = 0;
924 }
925
926 private void createAMotor(Vector3 axis)
927 {
928 if (Body == IntPtr.Zero)
929 return;
930
931 if (Amotor != IntPtr.Zero)
932 {
933 d.JointDestroy(Amotor);
934 Amotor = IntPtr.Zero;
935 }
936
937 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
938
939 if (axisnum <= 0)
940 return;
941
942 // stop it
943 d.BodySetTorque(Body, 0, 0, 0);
944 d.BodySetAngularVel(Body, 0, 0, 0);
945
946 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
947 d.JointAttach(Amotor, Body, IntPtr.Zero);
948
949 d.JointSetAMotorMode(Amotor, 0);
950
951 d.JointSetAMotorNumAxes(Amotor, axisnum);
952
953 // get current orientation to lock
954
955 d.Quaternion dcur = d.BodyGetQuaternion(Body);
956 Quaternion curr; // crap convertion between identical things
957 curr.X = dcur.X;
958 curr.Y = dcur.Y;
959 curr.Z = dcur.Z;
960 curr.W = dcur.W;
961 Vector3 ax;
962
963 int i = 0;
964 int j = 0;
965 if (axis.X == 0)
966 {
967 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
968 // ODE should do this with axis relative to body 1 but seems to fail
969 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
970 d.JointSetAMotorAngle(Amotor, 0, 0);
971 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
972 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
973 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
974 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
975 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
976 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
977 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
978 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
979 i++;
980 j = 256; // move to next axis set
981 }
982
983 if (axis.Y == 0)
984 {
985 ax = (new Vector3(0, 1, 0)) * curr;
986 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
987 d.JointSetAMotorAngle(Amotor, i, 0);
988 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
989 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
990 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
991 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
992 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
993 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
994 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
995 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
996 i++;
997 j += 256;
998 }
999
1000 if (axis.Z == 0)
1001 {
1002 ax = (new Vector3(0, 0, 1)) * curr;
1003 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1004 d.JointSetAMotorAngle(Amotor, i, 0);
1005 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1006 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1007 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1008 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1009 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1010 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1011 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1012 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1013 }
1014 }
1015
1016 private bool setMesh(OdeScene parent_scene)
1017 {
1018 if (Body != IntPtr.Zero)
1019 {
1020 if (childPrim)
1021 {
1022 if (_parent != null)
1023 {
1024 OdePrim parent = (OdePrim)_parent;
1025 parent.ChildDelink(this, false);
1026 }
1027 }
1028 else
1029 {
1030 DestroyBody();
1031 }
1032 }
1033
1034 IMesh mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true);
1035 if (mesh == null)
1036 {
1037 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1038 return false;
1039 }
1040
1041 IntPtr vertices, indices;
1042 int vertexCount, indexCount;
1043 int vertexStride, triStride;
1044
1045 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1046 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1047
1048 if (vertexCount == 0 || indexCount == 0)
1049 {
1050 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1051 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1052 mesh.releaseSourceMeshData();
1053 return false;
1054 }
1055
1056 primOOBoffset = mesh.GetCentroid();
1057 hasOOBoffsetFromMesh = true;
1058
1059 mesh.releaseSourceMeshData();
1060
1061 IntPtr geo = IntPtr.Zero;
1062
1063 try
1064 {
1065 _triMeshData = d.GeomTriMeshDataCreate();
1066
1067 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1068 d.GeomTriMeshDataPreprocess(_triMeshData);
1069
1070 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1071 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1072 }
1073
1074 catch (Exception e)
1075 {
1076 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1077 if (_triMeshData != IntPtr.Zero)
1078 {
1079 d.GeomTriMeshDataDestroy(_triMeshData);
1080 _triMeshData = IntPtr.Zero;
1081 }
1082 return false;
1083 }
1084
1085 SetGeom(geo);
1086 return true;
1087 }
1088
1089 private void SetGeom(IntPtr geom)
1090 {
1091 prim_geom = geom;
1092 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1093 if (prim_geom != IntPtr.Zero)
1094 {
1095 if (m_NoColide)
1096 {
1097 d.GeomSetCategoryBits(prim_geom, 0);
1098 if (m_isphysical)
1099 {
1100 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1101 }
1102 else
1103 {
1104 d.GeomSetCollideBits(prim_geom, 0);
1105 d.GeomDisable(prim_geom);
1106 }
1107 }
1108 else
1109 {
1110 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1111 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1112 }
1113
1114 CalcPrimBodyData();
1115
1116 _parent_scene.geom_name_map[prim_geom] = Name;
1117 _parent_scene.actor_name_map[prim_geom] = this;
1118
1119 }
1120 else
1121 m_log.Warn("Setting bad Geom");
1122 }
1123
1124
1125 /// <summary>
1126 /// Create a geometry for the given mesh in the given target space.
1127 /// </summary>
1128 /// <param name="m_targetSpace"></param>
1129 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1130 private void CreateGeom()
1131 {
1132 if (_triMeshData != IntPtr.Zero)
1133 {
1134 d.GeomTriMeshDataDestroy(_triMeshData);
1135 _triMeshData = IntPtr.Zero;
1136 }
1137
1138 bool haveMesh = false;
1139 hasOOBoffsetFromMesh = false;
1140 m_NoColide = false;
1141
1142 if (_parent_scene.needsMeshing(_pbs))
1143 {
1144 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1145 if (!haveMesh)
1146 m_NoColide = true;
1147 }
1148
1149 if (!haveMesh)
1150 {
1151 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1152 && _size.X == _size.Y && _size.Y == _size.Z)
1153 { // it's a sphere
1154 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1155 try
1156 {
1157 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1158 }
1159 catch (Exception e)
1160 {
1161 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1162 return;
1163 }
1164 }
1165 else
1166 {// do it as a box
1167 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1168 try
1169 {
1170 //Console.WriteLine(" CreateGeom 4");
1171 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1172 }
1173 catch (Exception e)
1174 {
1175 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1176 return;
1177 }
1178 }
1179 }
1180 }
1181
1182 /// <summary>
1183 /// Set a new geometry for this prim.
1184 /// </summary>
1185 /// <param name="geom"></param>
1186 private void RemoveGeom()
1187 {
1188 if (prim_geom != IntPtr.Zero)
1189 {
1190 _parent_scene.geom_name_map.Remove(prim_geom);
1191 _parent_scene.actor_name_map.Remove(prim_geom);
1192 try
1193 {
1194 d.GeomDestroy(prim_geom);
1195 if (_triMeshData != IntPtr.Zero)
1196 {
1197 d.GeomTriMeshDataDestroy(_triMeshData);
1198 _triMeshData = IntPtr.Zero;
1199 }
1200 }
1201 // catch (System.AccessViolationException)
1202 catch (Exception e)
1203 {
1204 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1205 }
1206
1207 prim_geom = IntPtr.Zero;
1208 }
1209 else
1210 {
1211 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1212 }
1213 Body = IntPtr.Zero;
1214 hasOOBoffsetFromMesh = false;
1215 CalcPrimBodyData();
1216 }
1217
1218 private void ChildSetGeom(OdePrim odePrim)
1219 {
1220 // well..
1221 DestroyBody();
1222 MakeBody();
1223 }
1224
1225 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1226 // should only be called for non physical prims unless they are becoming non physical
1227 private void SetInStaticSpace(OdePrim prim)
1228 {
1229 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1230 prim.m_targetSpace = targetSpace;
1231 d.GeomEnable(prim_geom);
1232 }
1233
1234 public void enableBodySoft()
1235 {
1236 if (!childPrim && !m_isSelected)
1237 {
1238 if (m_isphysical && Body != IntPtr.Zero)
1239 {
1240 m_collisionCategories |= CollisionCategories.Body;
1241 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1242
1243 foreach (OdePrim prm in childrenPrim)
1244 {
1245 prm.m_collisionCategories = m_collisionCategories;
1246 prm.m_collisionFlags = m_collisionFlags;
1247
1248 if (prm.prim_geom != IntPtr.Zero)
1249 {
1250 if (prm.m_NoColide)
1251 {
1252 d.GeomSetCategoryBits(prm.prim_geom, 0);
1253 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1254 }
1255 else
1256 {
1257 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1258 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1259 }
1260 d.GeomEnable(prm.prim_geom);
1261 }
1262 }
1263
1264 if (prim_geom != IntPtr.Zero)
1265 {
1266 if (m_NoColide)
1267 {
1268 d.GeomSetCategoryBits(prim_geom, 0);
1269 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1270 }
1271 else
1272 {
1273 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1274 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1275 }
1276 d.GeomEnable(prim_geom);
1277 }
1278 d.BodyEnable(Body);
1279 }
1280 }
1281 m_disabled = false;
1282 resetCollisionAccounting(); // this sets m_disable to false
1283 }
1284
1285 private void disableBodySoft()
1286 {
1287 m_disabled = true;
1288 if (!childPrim)
1289 {
1290 if (m_isphysical && Body != IntPtr.Zero)
1291 {
1292 m_collisionCategories &= ~CollisionCategories.Body;
1293 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1294
1295 foreach (OdePrim prm in childrenPrim)
1296 {
1297 prm.m_collisionCategories = m_collisionCategories;
1298 prm.m_collisionFlags = m_collisionFlags;
1299
1300 if (prm.prim_geom != IntPtr.Zero)
1301 {
1302 if (prm.m_NoColide)
1303 {
1304 d.GeomSetCategoryBits(prm.prim_geom, 0);
1305 d.GeomSetCollideBits(prm.prim_geom, 0);
1306 }
1307 else
1308 {
1309 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1310 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1311 }
1312 d.GeomDisable(prm.prim_geom);
1313 }
1314 }
1315
1316 if (prim_geom != IntPtr.Zero)
1317 {
1318 if (m_NoColide)
1319 {
1320 d.GeomSetCategoryBits(prim_geom, 0);
1321 d.GeomSetCollideBits(prim_geom, 0);
1322 }
1323 else
1324 {
1325 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1326 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1327 }
1328 d.GeomDisable(prim_geom);
1329 }
1330
1331 d.BodyDisable(Body);
1332 }
1333 }
1334 }
1335
1336 private void MakeBody()
1337 {
1338 if (!m_isphysical) // only physical get bodies
1339 return;
1340
1341 if (childPrim) // child prims don't get bodies;
1342 return;
1343
1344 if (m_building)
1345 return;
1346
1347 if (prim_geom == IntPtr.Zero)
1348 {
1349 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1350 return;
1351 }
1352
1353 if (Body != IntPtr.Zero)
1354 {
1355 d.BodyDestroy(Body);
1356 Body = IntPtr.Zero;
1357 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1358 }
1359
1360
1361 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1362 {
1363 d.GeomSetBody(prim_geom, IntPtr.Zero);
1364 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1365 }
1366
1367 d.Matrix3 mymat = new d.Matrix3();
1368 d.Quaternion myrot = new d.Quaternion();
1369 d.Mass objdmass = new d.Mass { };
1370
1371 Body = d.BodyCreate(_parent_scene.world);
1372
1373 DMassDup(ref primdMass, out objdmass);
1374
1375 // rotate inertia
1376 myrot.X = _orientation.X;
1377 myrot.Y = _orientation.Y;
1378 myrot.Z = _orientation.Z;
1379 myrot.W = _orientation.W;
1380
1381 d.RfromQ(out mymat, ref myrot);
1382 d.MassRotate(ref objdmass, ref mymat);
1383
1384 // set the body rotation and position
1385 d.BodySetRotation(Body, ref mymat);
1386
1387 // recompute full object inertia if needed
1388 if (childrenPrim.Count > 0)
1389 {
1390 d.Matrix3 mat = new d.Matrix3();
1391 d.Quaternion quat = new d.Quaternion();
1392 d.Mass tmpdmass = new d.Mass { };
1393 Vector3 rcm;
1394
1395 rcm.X = _position.X + objdmass.c.X;
1396 rcm.Y = _position.Y + objdmass.c.Y;
1397 rcm.Z = _position.Z + objdmass.c.Z;
1398
1399 lock (childrenPrim)
1400 {
1401 foreach (OdePrim prm in childrenPrim)
1402 {
1403 if (prm.prim_geom == IntPtr.Zero)
1404 {
1405 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1406 continue;
1407 }
1408
1409 DMassCopy(ref prm.primdMass, ref tmpdmass);
1410
1411 // apply prim current rotation to inertia
1412 quat.X = prm._orientation.X;
1413 quat.Y = prm._orientation.Y;
1414 quat.Z = prm._orientation.Z;
1415 quat.W = prm._orientation.W;
1416 d.RfromQ(out mat, ref quat);
1417 d.MassRotate(ref tmpdmass, ref mat);
1418
1419 Vector3 ppos = prm._position;
1420 ppos.X += tmpdmass.c.X - rcm.X;
1421 ppos.Y += tmpdmass.c.Y - rcm.Y;
1422 ppos.Z += tmpdmass.c.Z - rcm.Z;
1423
1424 // refer inertia to root prim center of mass position
1425 d.MassTranslate(ref tmpdmass,
1426 ppos.X,
1427 ppos.Y,
1428 ppos.Z);
1429
1430 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1431 // fix prim colision cats
1432
1433 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1434 {
1435 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1436 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1437 }
1438
1439 d.GeomClearOffset(prm.prim_geom);
1440 d.GeomSetBody(prm.prim_geom, Body);
1441 prm.Body = Body;
1442 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1443 }
1444 }
1445 }
1446
1447 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1448 // associate root geom with body
1449 d.GeomSetBody(prim_geom, Body);
1450
1451 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1452 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1453
1454 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1455 myrot.W = -myrot.W;
1456 d.RfromQ(out mymat, ref myrot);
1457 d.MassRotate(ref objdmass, ref mymat);
1458 d.BodySetMass(Body, ref objdmass);
1459 _mass = objdmass.mass;
1460
1461 // disconnect from world gravity so we can apply buoyancy
1462 d.BodySetGravityMode(Body, false);
1463
1464 d.BodySetAutoDisableFlag(Body, true);
1465 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1466 // d.BodySetLinearDampingThreshold(Body, 0.01f);
1467 // d.BodySetAngularDampingThreshold(Body, 0.001f);
1468 d.BodySetDamping(Body, .002f, .002f);
1469
1470
1471 if (m_targetSpace != IntPtr.Zero)
1472 {
1473 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1474 if (d.SpaceQuery(m_targetSpace, prim_geom))
1475 d.SpaceRemove(m_targetSpace, prim_geom);
1476 }
1477
1478
1479 if (childrenPrim.Count == 0)
1480 {
1481 collide_geom = prim_geom;
1482 m_targetSpace = _parent_scene.ActiveSpace;
1483 d.SpaceAdd(m_targetSpace, prim_geom);
1484 }
1485 else
1486 {
1487 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1488 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1489 d.SpaceSetSublevel(m_targetSpace, 3);
1490 d.SpaceSetCleanup(m_targetSpace, false);
1491 d.SpaceAdd(m_targetSpace, prim_geom);
1492 collide_geom = m_targetSpace;
1493 }
1494
1495 lock (childrenPrim)
1496 {
1497 foreach (OdePrim prm in childrenPrim)
1498 {
1499 if (prm.prim_geom == IntPtr.Zero)
1500 continue;
1501
1502 Vector3 ppos = prm._position;
1503 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1504
1505 if (prm.m_targetSpace != m_targetSpace)
1506 {
1507 if (prm.m_targetSpace != IntPtr.Zero)
1508 {
1509 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1510 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1511 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1512 }
1513 prm.m_targetSpace = m_targetSpace;
1514 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1515 }
1516
1517 if (m_isSelected || m_disabled)
1518 {
1519 prm.m_collisionCategories &= ~CollisionCategories.Body;
1520 prm.m_collisionFlags &= ~(CollisionCategories.Land | CollisionCategories.Wind);
1521 d.GeomDisable(prm.prim_geom);
1522 }
1523 else
1524 {
1525 prm.m_collisionCategories |= CollisionCategories.Body;
1526 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1527 }
1528
1529 if (prm.m_NoColide)
1530 {
1531 d.GeomSetCategoryBits(prm.prim_geom, 0);
1532 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1533 }
1534 else
1535 {
1536 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1537 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1538 }
1539 prm.m_collisionscore = 0;
1540
1541 if(!m_disabled)
1542 prm.m_disabled = false;
1543
1544 _parent_scene.addActivePrim(prm);
1545 }
1546 }
1547
1548 // The body doesn't already have a finite rotation mode set here
1549 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1550 {
1551 createAMotor(m_angularlock);
1552 }
1553
1554 if (m_isSelected || m_disabled)
1555 {
1556 m_collisionCategories &= ~CollisionCategories.Body;
1557 m_collisionFlags &= ~(CollisionCategories.Land | CollisionCategories.Wind);
1558
1559 d.GeomDisable(prim_geom);
1560 d.BodyDisable(Body);
1561 }
1562 else
1563 {
1564 m_collisionCategories |= CollisionCategories.Body;
1565 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1566
1567 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1568 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1569 }
1570
1571 if (m_NoColide)
1572 {
1573 d.GeomSetCategoryBits(prim_geom, 0);
1574 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1575 }
1576 else
1577 {
1578 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1579 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1580 }
1581
1582 m_collisionscore = 0;
1583
1584 m_softcolide = true;
1585 _parent_scene.addActivePrim(this);
1586 _parent_scene.addActiveGroups(this);
1587 }
1588
1589 private void DestroyBody()
1590 {
1591 if (Body != IntPtr.Zero)
1592 {
1593 _parent_scene.remActivePrim(this);
1594 m_collisionCategories &= ~CollisionCategories.Body;
1595 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1596 if (prim_geom != IntPtr.Zero)
1597 {
1598 if (m_NoColide)
1599 {
1600 d.GeomSetCategoryBits(prim_geom, 0);
1601 d.GeomSetCollideBits(prim_geom, 0);
1602 }
1603 else
1604 {
1605 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1606 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1607 }
1608 UpdateDataFromGeom();
1609 d.GeomSetBody(prim_geom, IntPtr.Zero);
1610 SetInStaticSpace(this);
1611 }
1612
1613 if (!childPrim)
1614 {
1615 lock (childrenPrim)
1616 {
1617 foreach (OdePrim prm in childrenPrim)
1618 {
1619 _parent_scene.remActivePrim(prm);
1620 prm.m_collisionCategories = m_collisionCategories;
1621 prm.m_collisionFlags = m_collisionFlags;
1622 if (prm.prim_geom != IntPtr.Zero)
1623 {
1624 if (prm.m_NoColide)
1625 {
1626 d.GeomSetCategoryBits(prm.prim_geom, 0);
1627 d.GeomSetCollideBits(prm.prim_geom, 0);
1628 }
1629 else
1630 {
1631 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1632 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1633 }
1634 prm.UpdateDataFromGeom();
1635 SetInStaticSpace(prm);
1636 }
1637 prm.Body = IntPtr.Zero;
1638 prm._mass = prm.primMass;
1639 prm.m_collisionscore = 0;
1640 }
1641 }
1642 if (Amotor != IntPtr.Zero)
1643 {
1644 d.JointDestroy(Amotor);
1645 Amotor = IntPtr.Zero;
1646 }
1647 _parent_scene.remActiveGroup(this);
1648 d.BodyDestroy(Body);
1649 }
1650 Body = IntPtr.Zero;
1651 }
1652 _mass = primMass;
1653 m_collisionscore = 0;
1654 }
1655
1656 #region Mass Calculation
1657
1658 private float CalculatePrimVolume()
1659 {
1660 float volume = _size.X * _size.Y * _size.Z; // default
1661 float tmp;
1662
1663 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1664 float hollowVolume = hollowAmount * hollowAmount;
1665
1666 switch (_pbs.ProfileShape)
1667 {
1668 case ProfileShape.Square:
1669 // default box
1670
1671 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1672 {
1673 if (hollowAmount > 0.0)
1674 {
1675 switch (_pbs.HollowShape)
1676 {
1677 case HollowShape.Square:
1678 case HollowShape.Same:
1679 break;
1680
1681 case HollowShape.Circle:
1682
1683 hollowVolume *= 0.78539816339f;
1684 break;
1685
1686 case HollowShape.Triangle:
1687
1688 hollowVolume *= (0.5f * .5f);
1689 break;
1690
1691 default:
1692 hollowVolume = 0;
1693 break;
1694 }
1695 volume *= (1.0f - hollowVolume);
1696 }
1697 }
1698
1699 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1700 {
1701 //a tube
1702
1703 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1704 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1705 volume -= volume * tmp * tmp;
1706
1707 if (hollowAmount > 0.0)
1708 {
1709 hollowVolume *= hollowAmount;
1710
1711 switch (_pbs.HollowShape)
1712 {
1713 case HollowShape.Square:
1714 case HollowShape.Same:
1715 break;
1716
1717 case HollowShape.Circle:
1718 hollowVolume *= 0.78539816339f;
1719 break;
1720
1721 case HollowShape.Triangle:
1722 hollowVolume *= 0.5f * 0.5f;
1723 break;
1724 default:
1725 hollowVolume = 0;
1726 break;
1727 }
1728 volume *= (1.0f - hollowVolume);
1729 }
1730 }
1731
1732 break;
1733
1734 case ProfileShape.Circle:
1735
1736 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1737 {
1738 volume *= 0.78539816339f; // elipse base
1739
1740 if (hollowAmount > 0.0)
1741 {
1742 switch (_pbs.HollowShape)
1743 {
1744 case HollowShape.Same:
1745 case HollowShape.Circle:
1746 break;
1747
1748 case HollowShape.Square:
1749 hollowVolume *= 0.5f * 2.5984480504799f;
1750 break;
1751
1752 case HollowShape.Triangle:
1753 hollowVolume *= .5f * 1.27323954473516f;
1754 break;
1755
1756 default:
1757 hollowVolume = 0;
1758 break;
1759 }
1760 volume *= (1.0f - hollowVolume);
1761 }
1762 }
1763
1764 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1765 {
1766 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1767 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1768 volume *= (1.0f - tmp * tmp);
1769
1770 if (hollowAmount > 0.0)
1771 {
1772
1773 // calculate the hollow volume by it's shape compared to the prim shape
1774 hollowVolume *= hollowAmount;
1775
1776 switch (_pbs.HollowShape)
1777 {
1778 case HollowShape.Same:
1779 case HollowShape.Circle:
1780 break;
1781
1782 case HollowShape.Square:
1783 hollowVolume *= 0.5f * 2.5984480504799f;
1784 break;
1785
1786 case HollowShape.Triangle:
1787 hollowVolume *= .5f * 1.27323954473516f;
1788 break;
1789
1790 default:
1791 hollowVolume = 0;
1792 break;
1793 }
1794 volume *= (1.0f - hollowVolume);
1795 }
1796 }
1797 break;
1798
1799 case ProfileShape.HalfCircle:
1800 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1801 {
1802 volume *= 0.52359877559829887307710723054658f;
1803 }
1804 break;
1805
1806 case ProfileShape.EquilateralTriangle:
1807
1808 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1809 {
1810 volume *= 0.32475953f;
1811
1812 if (hollowAmount > 0.0)
1813 {
1814
1815 // calculate the hollow volume by it's shape compared to the prim shape
1816 switch (_pbs.HollowShape)
1817 {
1818 case HollowShape.Same:
1819 case HollowShape.Triangle:
1820 hollowVolume *= .25f;
1821 break;
1822
1823 case HollowShape.Square:
1824 hollowVolume *= 0.499849f * 3.07920140172638f;
1825 break;
1826
1827 case HollowShape.Circle:
1828 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1829 // Cyllinder hollow volume calculation
1830
1831 hollowVolume *= 0.1963495f * 3.07920140172638f;
1832 break;
1833
1834 default:
1835 hollowVolume = 0;
1836 break;
1837 }
1838 volume *= (1.0f - hollowVolume);
1839 }
1840 }
1841 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1842 {
1843 volume *= 0.32475953f;
1844 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1845 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1846 volume *= (1.0f - tmp * tmp);
1847
1848 if (hollowAmount > 0.0)
1849 {
1850
1851 hollowVolume *= hollowAmount;
1852
1853 switch (_pbs.HollowShape)
1854 {
1855 case HollowShape.Same:
1856 case HollowShape.Triangle:
1857 hollowVolume *= .25f;
1858 break;
1859
1860 case HollowShape.Square:
1861 hollowVolume *= 0.499849f * 3.07920140172638f;
1862 break;
1863
1864 case HollowShape.Circle:
1865
1866 hollowVolume *= 0.1963495f * 3.07920140172638f;
1867 break;
1868
1869 default:
1870 hollowVolume = 0;
1871 break;
1872 }
1873 volume *= (1.0f - hollowVolume);
1874 }
1875 }
1876 break;
1877
1878 default:
1879 break;
1880 }
1881
1882 float taperX1;
1883 float taperY1;
1884 float taperX;
1885 float taperY;
1886 float pathBegin;
1887 float pathEnd;
1888 float profileBegin;
1889 float profileEnd;
1890
1891 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1892 {
1893 taperX1 = _pbs.PathScaleX * 0.01f;
1894 if (taperX1 > 1.0f)
1895 taperX1 = 2.0f - taperX1;
1896 taperX = 1.0f - taperX1;
1897
1898 taperY1 = _pbs.PathScaleY * 0.01f;
1899 if (taperY1 > 1.0f)
1900 taperY1 = 2.0f - taperY1;
1901 taperY = 1.0f - taperY1;
1902 }
1903 else
1904 {
1905 taperX = _pbs.PathTaperX * 0.01f;
1906 if (taperX < 0.0f)
1907 taperX = -taperX;
1908 taperX1 = 1.0f - taperX;
1909
1910 taperY = _pbs.PathTaperY * 0.01f;
1911 if (taperY < 0.0f)
1912 taperY = -taperY;
1913 taperY1 = 1.0f - taperY;
1914 }
1915
1916 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1917
1918 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1919 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1920 volume *= (pathEnd - pathBegin);
1921
1922 // this is crude aproximation
1923 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1924 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1925 volume *= (profileEnd - profileBegin);
1926
1927 return volume;
1928 }
1929
1930
1931 private void CalcPrimBodyData()
1932 {
1933 float volume;
1934
1935 if (prim_geom == IntPtr.Zero)
1936 {
1937 // Ubit let's have a initial basic OOB
1938 primOOBsize.X = _size.X;
1939 primOOBsize.Y = _size.Y;
1940 primOOBsize.Z = _size.Z;
1941 primOOBoffset = Vector3.Zero;
1942 }
1943 else
1944 {
1945 d.AABB AABB;
1946 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
1947
1948 primOOBsize.X = (AABB.MaxX - AABB.MinX);
1949 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
1950 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
1951 if (!hasOOBoffsetFromMesh)
1952 {
1953 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
1954 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
1955 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
1956 }
1957 }
1958
1959 // also its own inertia and mass
1960 // keep using basic shape mass for now
1961 volume = CalculatePrimVolume();
1962
1963 primMass = m_density * volume;
1964
1965 if (primMass <= 0)
1966 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1967 if (primMass > _parent_scene.maximumMassObject)
1968 primMass = _parent_scene.maximumMassObject;
1969
1970 _mass = primMass; // just in case
1971
1972 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
1973
1974 d.MassTranslate(ref primdMass,
1975 primOOBoffset.X,
1976 primOOBoffset.Y,
1977 primOOBoffset.Z);
1978
1979 primOOBsize *= 0.5f; // let obb size be a corner coords
1980 primOOBradiusSQ = primOOBsize.LengthSquared();
1981 }
1982
1983
1984 #endregion
1985
1986
1987 /// <summary>
1988 /// Add a child prim to this parent prim.
1989 /// </summary>
1990 /// <param name="prim">Child prim</param>
1991 // I'm the parent
1992 // prim is the child
1993 public void ParentPrim(OdePrim prim)
1994 {
1995 //Console.WriteLine("ParentPrim " + m_primName);
1996 if (this.m_localID != prim.m_localID)
1997 {
1998 DestroyBody(); // for now we need to rebuil entire object on link change
1999
2000 lock (childrenPrim)
2001 {
2002 // adopt the prim
2003 if (!childrenPrim.Contains(prim))
2004 childrenPrim.Add(prim);
2005
2006 // see if this prim has kids and adopt them also
2007 // should not happen for now
2008 foreach (OdePrim prm in prim.childrenPrim)
2009 {
2010 if (!childrenPrim.Contains(prm))
2011 {
2012 if (prm.Body != IntPtr.Zero)
2013 {
2014 if (prm.prim_geom != IntPtr.Zero)
2015 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2016 if (prm.Body != prim.Body)
2017 prm.DestroyBody(); // don't loose bodies around
2018 prm.Body = IntPtr.Zero;
2019 }
2020
2021 childrenPrim.Add(prm);
2022 prm._parent = this;
2023 }
2024 }
2025 }
2026 //Remove old children from the prim
2027 prim.childrenPrim.Clear();
2028
2029 if (prim.Body != IntPtr.Zero)
2030 {
2031 if (prim.prim_geom != IntPtr.Zero)
2032 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2033 prim.DestroyBody(); // don't loose bodies around
2034 prim.Body = IntPtr.Zero;
2035 }
2036
2037 prim.childPrim = true;
2038 prim._parent = this;
2039
2040 MakeBody(); // full nasty reconstruction
2041 }
2042 }
2043
2044 private void UpdateChildsfromgeom()
2045 {
2046 if (childrenPrim.Count > 0)
2047 {
2048 foreach (OdePrim prm in childrenPrim)
2049 prm.UpdateDataFromGeom();
2050 }
2051 }
2052
2053 private void UpdateDataFromGeom()
2054 {
2055 if (prim_geom != IntPtr.Zero)
2056 {
2057 d.Vector3 lpos;
2058 d.GeomCopyPosition(prim_geom, out lpos);
2059 _position.X = lpos.X;
2060 _position.Y = lpos.Y;
2061 _position.Z = lpos.Z;
2062 d.Quaternion qtmp = new d.Quaternion { };
2063 d.GeomCopyQuaternion(prim_geom, out qtmp);
2064 _orientation.W = qtmp.W;
2065 _orientation.X = qtmp.X;
2066 _orientation.Y = qtmp.Y;
2067 _orientation.Z = qtmp.Z;
2068 }
2069 }
2070
2071 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2072 {
2073 // Okay, we have a delinked child.. destroy all body and remake
2074 if (odePrim != this && !childrenPrim.Contains(odePrim))
2075 return;
2076
2077 DestroyBody();
2078
2079 if (odePrim == this) // delinking the root prim
2080 {
2081 OdePrim newroot = null;
2082 lock (childrenPrim)
2083 {
2084 if (childrenPrim.Count > 0)
2085 {
2086 newroot = childrenPrim[0];
2087 childrenPrim.RemoveAt(0);
2088 foreach (OdePrim prm in childrenPrim)
2089 {
2090 newroot.childrenPrim.Add(prm);
2091 }
2092 childrenPrim.Clear();
2093 }
2094 if (newroot != null)
2095 {
2096 newroot.childPrim = false;
2097 newroot._parent = null;
2098 if (remakebodies)
2099 newroot.MakeBody();
2100 }
2101 }
2102 }
2103
2104 else
2105 {
2106 lock (childrenPrim)
2107 {
2108 childrenPrim.Remove(odePrim);
2109 odePrim.childPrim = false;
2110 odePrim._parent = null;
2111 // odePrim.UpdateDataFromGeom();
2112 if (remakebodies)
2113 odePrim.MakeBody();
2114 }
2115 }
2116 if (remakebodies)
2117 MakeBody();
2118 }
2119
2120 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2121 {
2122 // Okay, we have a delinked child.. destroy all body and remake
2123 if (odePrim != this && !childrenPrim.Contains(odePrim))
2124 return;
2125
2126 DestroyBody();
2127
2128 if (odePrim == this)
2129 {
2130 OdePrim newroot = null;
2131 lock (childrenPrim)
2132 {
2133 if (childrenPrim.Count > 0)
2134 {
2135 newroot = childrenPrim[0];
2136 childrenPrim.RemoveAt(0);
2137 foreach (OdePrim prm in childrenPrim)
2138 {
2139 newroot.childrenPrim.Add(prm);
2140 }
2141 childrenPrim.Clear();
2142 }
2143 if (newroot != null)
2144 {
2145 newroot.childPrim = false;
2146 newroot._parent = null;
2147 newroot.MakeBody();
2148 }
2149 }
2150 if (reMakeBody)
2151 MakeBody();
2152 return;
2153 }
2154 else
2155 {
2156 lock (childrenPrim)
2157 {
2158 childrenPrim.Remove(odePrim);
2159 odePrim.childPrim = false;
2160 odePrim._parent = null;
2161 if (reMakeBody)
2162 odePrim.MakeBody();
2163 }
2164 }
2165 MakeBody();
2166 }
2167
2168 #region changes
2169
2170 private void changeadd()
2171 {
2172 CreateGeom();
2173
2174 if (prim_geom != IntPtr.Zero)
2175 {
2176 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2177 d.Quaternion myrot = new d.Quaternion();
2178 myrot.X = _orientation.X;
2179 myrot.Y = _orientation.Y;
2180 myrot.Z = _orientation.Z;
2181 myrot.W = _orientation.W;
2182 d.GeomSetQuaternion(prim_geom, ref myrot);
2183
2184 if (!m_isphysical)
2185 SetInStaticSpace(this);
2186 }
2187
2188 if (m_isphysical && Body == IntPtr.Zero)
2189 {
2190 MakeBody();
2191 }
2192 }
2193
2194 private void changeAngularLock(Vector3 newLock)
2195 {
2196 // do we have a Physical object?
2197 if (Body != IntPtr.Zero)
2198 {
2199 //Check that we have a Parent
2200 //If we have a parent then we're not authorative here
2201 if (_parent == null)
2202 {
2203 if (!newLock.ApproxEquals(Vector3.One, 0f))
2204 {
2205 createAMotor(newLock);
2206 }
2207 else
2208 {
2209 if (Amotor != IntPtr.Zero)
2210 {
2211 d.JointDestroy(Amotor);
2212 Amotor = IntPtr.Zero;
2213 }
2214 }
2215 }
2216 }
2217 // Store this for later in case we get turned into a separate body
2218 m_angularlock = newLock;
2219 }
2220
2221 private void changeLink(OdePrim NewParent)
2222 {
2223 if (_parent == null && NewParent != null)
2224 {
2225 NewParent.ParentPrim(this);
2226 }
2227 else if (_parent != null)
2228 {
2229 if (_parent is OdePrim)
2230 {
2231 if (NewParent != _parent)
2232 {
2233 (_parent as OdePrim).ChildDelink(this, false); // for now...
2234 childPrim = false;
2235
2236 if (NewParent != null)
2237 {
2238 NewParent.ParentPrim(this);
2239 }
2240 }
2241 }
2242 }
2243 _parent = NewParent;
2244 }
2245
2246
2247 private void Stop()
2248 {
2249 if (!childPrim)
2250 {
2251 m_force = Vector3.Zero;
2252 m_forceacc = Vector3.Zero;
2253 m_angularForceacc = Vector3.Zero;
2254 _torque = Vector3.Zero;
2255 _velocity = Vector3.Zero;
2256 _acceleration = Vector3.Zero;
2257 m_rotationalVelocity = Vector3.Zero;
2258 _target_velocity = Vector3.Zero;
2259 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2260 m_vehicle.Stop();
2261 }
2262
2263 if (Body != IntPtr.Zero)
2264 {
2265 d.BodySetForce(Body, 0f, 0f, 0f);
2266 d.BodySetTorque(Body, 0f, 0f, 0f);
2267 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2268 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2269 }
2270 }
2271
2272 private void changeSelectedStatus(bool newval)
2273 {
2274 if (m_lastdoneSelected == newval)
2275 return;
2276
2277 m_lastdoneSelected = newval;
2278 DoSelectedStatus(newval);
2279 }
2280
2281 private void CheckDelaySelect()
2282 {
2283 if (m_delaySelect)
2284 {
2285 DoSelectedStatus(m_isSelected);
2286 }
2287 }
2288
2289 private void DoSelectedStatus(bool newval)
2290 {
2291 m_isSelected = newval;
2292 Stop();
2293
2294 if (newval)
2295 {
2296 if (!childPrim && Body != IntPtr.Zero)
2297 d.BodyDisable(Body);
2298
2299 if (m_delaySelect || m_isphysical)
2300 {
2301 m_collisionCategories = CollisionCategories.Selected;
2302 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
2303
2304 if (!childPrim)
2305 {
2306 foreach (OdePrim prm in childrenPrim)
2307 {
2308 prm.m_collisionCategories = m_collisionCategories;
2309 prm.m_collisionFlags = m_collisionFlags;
2310
2311 if (prm.prim_geom != null)
2312 {
2313
2314 if (prm.m_NoColide)
2315 {
2316 d.GeomSetCategoryBits(prm.prim_geom, 0);
2317 d.GeomSetCollideBits(prm.prim_geom, 0);
2318 }
2319 else
2320 {
2321 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
2322 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
2323 }
2324 d.GeomDisable(prm.prim_geom);
2325 }
2326 prm.m_delaySelect = false;
2327 }
2328 }
2329
2330 if (prim_geom != null)
2331 {
2332 if (m_NoColide)
2333 {
2334 d.GeomSetCategoryBits(prim_geom, 0);
2335 d.GeomSetCollideBits(prim_geom, 0);
2336 }
2337 else
2338 {
2339 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2340 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2341 }
2342 d.GeomDisable(prim_geom);
2343 }
2344
2345 m_delaySelect = false;
2346 }
2347 else
2348 {
2349 m_delaySelect = true;
2350 }
2351 }
2352 else
2353 {
2354 if (!childPrim && Body != IntPtr.Zero && !m_disabled)
2355 d.BodyEnable(Body);
2356
2357 m_collisionCategories = CollisionCategories.Geom;
2358 if (m_isphysical)
2359 m_collisionCategories |= CollisionCategories.Body;
2360
2361 m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land;
2362
2363 if (m_collidesWater)
2364 m_collisionFlags |= CollisionCategories.Water;
2365
2366 if (!childPrim)
2367 {
2368 foreach (OdePrim prm in childrenPrim)
2369 {
2370 prm.m_collisionCategories = m_collisionCategories;
2371 prm.m_collisionFlags = m_collisionFlags;
2372
2373 if (!prm.m_disabled && prm.prim_geom != IntPtr.Zero)
2374 {
2375 if (prm.m_NoColide)
2376 {
2377 d.GeomSetCategoryBits(prm.prim_geom, 0);
2378 if (m_isphysical)
2379 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
2380 else
2381 d.GeomSetCollideBits(prm.prim_geom, 0);
2382 }
2383 else
2384 {
2385 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
2386 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
2387 }
2388 d.GeomEnable(prm.prim_geom);
2389 }
2390 prm.m_delaySelect = false;
2391 prm.m_softcolide = true;
2392 }
2393 }
2394
2395 if (!m_disabled && prim_geom != IntPtr.Zero)
2396 {
2397 if (m_NoColide)
2398 {
2399 d.GeomSetCategoryBits(prim_geom, 0);
2400 if (m_isphysical)
2401 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2402 else
2403 d.GeomSetCollideBits(prim_geom, 0);
2404 }
2405 else
2406 {
2407 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2408 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2409 }
2410 d.GeomEnable(prim_geom);
2411 }
2412
2413 m_delaySelect = false;
2414 m_softcolide = true;
2415 }
2416
2417 resetCollisionAccounting();
2418 }
2419
2420 private void changePosition(Vector3 newPos)
2421 {
2422 CheckDelaySelect();
2423 if (m_isphysical)
2424 {
2425 if (childPrim) // inertia is messed, must rebuild
2426 {
2427 if (m_building)
2428 {
2429 _position = newPos;
2430 }
2431 }
2432 else
2433 {
2434 if (_position != newPos)
2435 {
2436 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2437 _position = newPos;
2438 }
2439 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2440 d.BodyEnable(Body);
2441 }
2442 }
2443 else
2444 {
2445 if (prim_geom != IntPtr.Zero)
2446 {
2447 if (newPos != _position)
2448 {
2449 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2450 _position = newPos;
2451
2452 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2453 }
2454 }
2455 }
2456 givefakepos--;
2457 if (givefakepos < 0)
2458 givefakepos = 0;
2459 // changeSelectedStatus();
2460 m_softcolide = true;
2461 resetCollisionAccounting();
2462 }
2463
2464 private void changeOrientation(Quaternion newOri)
2465 {
2466 CheckDelaySelect();
2467 if (m_isphysical)
2468 {
2469 if (childPrim) // inertia is messed, must rebuild
2470 {
2471 if (m_building)
2472 {
2473 _orientation = newOri;
2474 }
2475 }
2476 else
2477 {
2478 if (newOri != _orientation)
2479 {
2480 d.Quaternion myrot = new d.Quaternion();
2481 myrot.X = newOri.X;
2482 myrot.Y = newOri.Y;
2483 myrot.Z = newOri.Z;
2484 myrot.W = newOri.W;
2485 d.GeomSetQuaternion(prim_geom, ref myrot);
2486 _orientation = newOri;
2487 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2488 createAMotor(m_angularlock);
2489 }
2490 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2491 d.BodyEnable(Body);
2492 }
2493 }
2494 else
2495 {
2496 if (prim_geom != IntPtr.Zero)
2497 {
2498 if (newOri != _orientation)
2499 {
2500 d.Quaternion myrot = new d.Quaternion();
2501 myrot.X = newOri.X;
2502 myrot.Y = newOri.Y;
2503 myrot.Z = newOri.Z;
2504 myrot.W = newOri.W;
2505 d.GeomSetQuaternion(prim_geom, ref myrot);
2506 _orientation = newOri;
2507 }
2508 }
2509 }
2510 givefakeori--;
2511 if (givefakeori < 0)
2512 givefakeori = 0;
2513 m_softcolide = true;
2514 resetCollisionAccounting();
2515 }
2516
2517 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2518 {
2519 CheckDelaySelect();
2520 if (m_isphysical)
2521 {
2522 if (childPrim && m_building) // inertia is messed, must rebuild
2523 {
2524 _position = newPos;
2525 _orientation = newOri;
2526 }
2527 else
2528 {
2529 if (newOri != _orientation)
2530 {
2531 d.Quaternion myrot = new d.Quaternion();
2532 myrot.X = newOri.X;
2533 myrot.Y = newOri.Y;
2534 myrot.Z = newOri.Z;
2535 myrot.W = newOri.W;
2536 d.GeomSetQuaternion(prim_geom, ref myrot);
2537 _orientation = newOri;
2538 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2539 createAMotor(m_angularlock);
2540 }
2541 if (_position != newPos)
2542 {
2543 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2544 _position = newPos;
2545 }
2546 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2547 d.BodyEnable(Body);
2548 }
2549 }
2550 else
2551 {
2552 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2553 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2554
2555 if (prim_geom != IntPtr.Zero)
2556 {
2557 if (newOri != _orientation)
2558 {
2559 d.Quaternion myrot = new d.Quaternion();
2560 myrot.X = newOri.X;
2561 myrot.Y = newOri.Y;
2562 myrot.Z = newOri.Z;
2563 myrot.W = newOri.W;
2564 d.GeomSetQuaternion(prim_geom, ref myrot);
2565 _orientation = newOri;
2566 }
2567
2568 if (newPos != _position)
2569 {
2570 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2571 _position = newPos;
2572
2573 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2574 }
2575 }
2576 }
2577 givefakepos--;
2578 if (givefakepos < 0)
2579 givefakepos = 0;
2580 givefakeori--;
2581 if (givefakeori < 0)
2582 givefakeori = 0;
2583
2584 m_softcolide = true;
2585 resetCollisionAccounting();
2586 }
2587
2588
2589 private void changeDisable(bool disable)
2590 {
2591 if (disable)
2592 {
2593 if (!m_disabled)
2594 disableBodySoft();
2595 }
2596 else
2597 {
2598 if (m_disabled)
2599 enableBodySoft();
2600 }
2601 }
2602
2603 private void changePhysicsStatus(bool NewStatus)
2604 {
2605 CheckDelaySelect();
2606
2607 m_isphysical = NewStatus;
2608
2609 if (!childPrim)
2610 {
2611 if (NewStatus)
2612 {
2613 if (Body == IntPtr.Zero)
2614 {
2615 /*
2616 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2617 {
2618 changeShape(_pbs);
2619 }
2620 else
2621 */
2622 {
2623 MakeBody();
2624 }
2625 }
2626 }
2627 else
2628 {
2629 if (Body != IntPtr.Zero)
2630 {
2631 // UpdateChildsfromgeom();
2632 /* if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2633 {
2634 changeShape(_pbs);
2635 }
2636 else
2637 */
2638 DestroyBody();
2639 }
2640 Stop();
2641 }
2642 }
2643
2644 resetCollisionAccounting();
2645 }
2646
2647 private void changeprimsizeshape()
2648 {
2649 CheckDelaySelect();
2650
2651 OdePrim parent = (OdePrim)_parent;
2652
2653 bool chp = childPrim;
2654
2655 if (chp)
2656 {
2657 if (parent != null)
2658 {
2659 parent.DestroyBody();
2660 }
2661 }
2662 else
2663 {
2664 DestroyBody();
2665 }
2666
2667 RemoveGeom();
2668
2669 // we don't need to do space calculation because the client sends a position update also.
2670 if (_size.X <= 0)
2671 _size.X = 0.01f;
2672 if (_size.Y <= 0)
2673 _size.Y = 0.01f;
2674 if (_size.Z <= 0)
2675 _size.Z = 0.01f;
2676 // Construction of new prim
2677
2678 CreateGeom();
2679
2680 if (prim_geom != IntPtr.Zero)
2681 {
2682 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2683 d.Quaternion myrot = new d.Quaternion();
2684 myrot.X = _orientation.X;
2685 myrot.Y = _orientation.Y;
2686 myrot.Z = _orientation.Z;
2687 myrot.W = _orientation.W;
2688 d.GeomSetQuaternion(prim_geom, ref myrot);
2689 }
2690
2691 if (chp)
2692 {
2693 if (parent != null)
2694 {
2695 parent.MakeBody();
2696 }
2697 }
2698 else
2699 MakeBody();
2700
2701 m_softcolide = true;
2702 resetCollisionAccounting();
2703 }
2704
2705 private void changeSize(Vector3 newSize)
2706 {
2707 _size = newSize;
2708 changeprimsizeshape();
2709 }
2710
2711 private void changeShape(PrimitiveBaseShape newShape)
2712 {
2713 _pbs = newShape;
2714 changeprimsizeshape();
2715 }
2716
2717 private void changeFloatOnWater(bool newval)
2718 {
2719 m_collidesWater = newval;
2720
2721 if (prim_geom != IntPtr.Zero)
2722 {
2723 if (m_collidesWater)
2724 {
2725 m_collisionFlags |= CollisionCategories.Water;
2726 }
2727 else
2728 {
2729 m_collisionFlags &= ~CollisionCategories.Water;
2730 }
2731 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2732 }
2733 }
2734
2735 private void changeSetTorque(Vector3 newtorque)
2736 {
2737 if (!m_isSelected)
2738 {
2739 if (m_isphysical && Body != IntPtr.Zero)
2740 {
2741 if (m_disabled)
2742 enableBodySoft();
2743 else if (!d.BodyIsEnabled(Body))
2744 d.BodyEnable(Body);
2745
2746 }
2747 _torque = newtorque;
2748 }
2749 }
2750
2751 private void changeForce(Vector3 force)
2752 {
2753 m_force = force;
2754 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2755 d.BodyEnable(Body);
2756 }
2757
2758 private void changeAddForce(Vector3 force)
2759 {
2760 m_forceacc += force;
2761 if (!m_isSelected)
2762 {
2763 lock (this)
2764 {
2765 //m_log.Info("[PHYSICS]: dequeing forcelist");
2766 if (m_isphysical && Body != IntPtr.Zero)
2767 {
2768 if (m_disabled)
2769 enableBodySoft();
2770 else if (!d.BodyIsEnabled(Body))
2771 d.BodyEnable(Body);
2772 }
2773 }
2774
2775 m_collisionscore = 0;
2776 }
2777 }
2778
2779 private void changeAddAngularForce(Vector3 aforce)
2780 {
2781 m_angularForceacc += aforce;
2782 if (!m_isSelected)
2783 {
2784 lock (this)
2785 {
2786 if (m_isphysical && Body != IntPtr.Zero)
2787 {
2788 if (m_disabled)
2789 enableBodySoft();
2790 else if (!d.BodyIsEnabled(Body))
2791 d.BodyEnable(Body);
2792 }
2793 }
2794 m_collisionscore = 0;
2795 }
2796 }
2797
2798 private void changevelocity(Vector3 newVel)
2799 {
2800 if (!m_isSelected)
2801 {
2802 if (Body != IntPtr.Zero)
2803 {
2804 if (m_disabled)
2805 enableBodySoft();
2806 else if (!d.BodyIsEnabled(Body))
2807 d.BodyEnable(Body);
2808
2809 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
2810 }
2811 //resetCollisionAccounting();
2812 }
2813 _velocity = newVel;
2814 }
2815
2816 private void changeVolumedetetion(bool newVolDtc)
2817 {
2818 m_isVolumeDetect = newVolDtc;
2819 }
2820
2821 protected void changeBuilding(bool newbuilding)
2822 {
2823 if ((bool)newbuilding)
2824 {
2825 m_building = true;
2826 if (!childPrim)
2827 DestroyBody();
2828 }
2829 else
2830 {
2831 m_building = false;
2832 CheckDelaySelect();
2833 if (!childPrim)
2834 MakeBody();
2835 }
2836 if (!childPrim && childrenPrim.Count > 0)
2837 {
2838 foreach (OdePrim prm in childrenPrim)
2839 prm.changeBuilding(m_building); // call directly
2840 }
2841 }
2842
2843 public void changeSetVehicle(VehicleData vdata)
2844 {
2845 if (m_vehicle == null)
2846 m_vehicle = new ODEDynamics(this);
2847 m_vehicle.DoSetVehicle(vdata);
2848 }
2849 private void changeVehicleType(int value)
2850 {
2851 if (value == (int)Vehicle.TYPE_NONE)
2852 {
2853 if (m_vehicle != null)
2854 m_vehicle = null;
2855 }
2856 else
2857 {
2858 if (m_vehicle == null)
2859 m_vehicle = new ODEDynamics(this);
2860
2861 m_vehicle.ProcessTypeChange((Vehicle)value);
2862 }
2863 }
2864
2865 private void changeVehicleFloatParam(strVehicleFloatParam fp)
2866 {
2867 if (m_vehicle == null)
2868 return;
2869
2870 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
2871 }
2872
2873 private void changeVehicleVectorParam(strVehicleVectorParam vp)
2874 {
2875 if (m_vehicle == null)
2876 return;
2877 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
2878 }
2879
2880 private void changeVehicleRotationParam(strVehicleQuatParam qp)
2881 {
2882 if (m_vehicle == null)
2883 return;
2884 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
2885 }
2886
2887 private void changeVehicleFlags(strVehicleBoolParam bp)
2888 {
2889 if (m_vehicle == null)
2890 return;
2891 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
2892 }
2893
2894 #endregion
2895
2896 public void Move()
2897 {
2898 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
2899 !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building && !m_outbounds)
2900 // !m_disabled && !m_isSelected && !m_building && !m_outbounds)
2901 {
2902// if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
2903
2904 float timestep = _parent_scene.ODE_STEPSIZE;
2905
2906 // check outside region
2907 d.Vector3 lpos;
2908 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
2909
2910 if (lpos.Z < -100 || lpos.Z > 100000f)
2911 {
2912 m_outbounds = true;
2913
2914 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
2915 _acceleration.X = 0;
2916 _acceleration.Y = 0;
2917 _acceleration.Z = 0;
2918
2919 _velocity.X = 0;
2920 _velocity.Y = 0;
2921 _velocity.Z = 0;
2922 m_rotationalVelocity.X = 0;
2923 m_rotationalVelocity.Y = 0;
2924 m_rotationalVelocity.Z = 0;
2925
2926 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2927 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
2928 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
2929 m_lastposition = _position;
2930 m_lastorientation = _orientation;
2931
2932 base.RequestPhysicsterseUpdate();
2933
2934 m_throttleUpdates = false;
2935 throttleCounter = 0;
2936 _zeroFlag = true;
2937
2938 disableBodySoft(); // disable it and colisions
2939 base.RaiseOutOfBounds(_position);
2940 return;
2941 }
2942
2943 if (lpos.X < 0f)
2944 {
2945 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
2946 m_outbounds = true;
2947 }
2948 else if(lpos.X > _parent_scene.WorldExtents.X)
2949 {
2950 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
2951 m_outbounds = true;
2952 }
2953 if (lpos.Y < 0f)
2954 {
2955 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
2956 m_outbounds = true;
2957 }
2958 else if(lpos.Y > _parent_scene.WorldExtents.Y)
2959 {
2960 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
2961 m_outbounds = true;
2962 }
2963
2964 if(m_outbounds)
2965 {
2966 m_lastposition = _position;
2967 m_lastorientation = _orientation;
2968
2969 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
2970 m_rotationalVelocity.X = dtmp.X;
2971 m_rotationalVelocity.Y = dtmp.Y;
2972 m_rotationalVelocity.Z = dtmp.Z;
2973
2974 dtmp = d.BodyGetLinearVel(Body);
2975 _velocity.X = dtmp.X;
2976 _velocity.Y = dtmp.Y;
2977 _velocity.Z = dtmp.Z;
2978
2979 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2980 d.BodySetAngularVel(Body, 0, 0, 0);
2981 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2982 disableBodySoft(); // stop collisions
2983 base.RequestPhysicsterseUpdate();
2984 return;
2985 }
2986
2987
2988 float fx = 0;
2989 float fy = 0;
2990 float fz = 0;
2991
2992 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2993 {
2994 // 'VEHICLES' are dealt with in ODEDynamics.cs
2995 m_vehicle.Step();
2996 }
2997 else
2998 {
2999 float m_mass = _mass;
3000
3001 // fz = 0f;
3002 //m_log.Info(m_collisionFlags.ToString());
3003 if (m_usePID)
3004 {
3005
3006 // If the PID Controller isn't active then we set our force
3007 // calculating base velocity to the current position
3008
3009 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3010 {
3011 //PID_G = PID_G / m_PIDTau;
3012 m_PIDTau = 1;
3013 }
3014
3015 if ((PID_G - m_PIDTau) <= 0)
3016 {
3017 PID_G = m_PIDTau + 1;
3018 }
3019
3020 d.Vector3 vel = d.BodyGetLinearVel(Body);
3021 d.Vector3 pos = d.BodyGetPosition(Body);
3022 _target_velocity =
3023 new Vector3(
3024 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3025 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3026 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3027 );
3028
3029 // if velocity is zero, use position control; otherwise, velocity control
3030
3031 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3032 {
3033 // keep track of where we stopped. No more slippin' & slidin'
3034
3035 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3036 // react to the physics scene by moving it's position.
3037 // Avatar to Avatar collisions
3038 // Prim to avatar collisions
3039
3040 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3041 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3042 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3043 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3044 d.BodySetLinearVel(Body, 0, 0, 0);
3045 d.BodyAddForce(Body, 0, 0, fz);
3046 return;
3047 }
3048 else
3049 {
3050 _zeroFlag = false;
3051
3052 // We're flying and colliding with something
3053 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3054 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3055
3056 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3057
3058 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
3059 }
3060 } // end if (m_usePID)
3061
3062 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3063 else if (m_useHoverPID)
3064 {
3065 //Console.WriteLine("Hover " + Name);
3066
3067 // If we're using the PID controller, then we have no gravity
3068
3069 // no lock; for now it's only called from within Simulate()
3070
3071 // If the PID Controller isn't active then we set our force
3072 // calculating base velocity to the current position
3073
3074 if ((m_PIDTau < 1))
3075 {
3076 PID_G = PID_G / m_PIDTau;
3077 }
3078
3079 if ((PID_G - m_PIDTau) <= 0)
3080 {
3081 PID_G = m_PIDTau + 1;
3082 }
3083
3084 // Where are we, and where are we headed?
3085 d.Vector3 pos = d.BodyGetPosition(Body);
3086 d.Vector3 vel = d.BodyGetLinearVel(Body);
3087
3088 // Non-Vehicles have a limited set of Hover options.
3089 // determine what our target height really is based on HoverType
3090 switch (m_PIDHoverType)
3091 {
3092 case PIDHoverType.Ground:
3093 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3094 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3095 break;
3096 case PIDHoverType.GroundAndWater:
3097 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3098 m_waterHeight = _parent_scene.GetWaterLevel();
3099 if (m_groundHeight > m_waterHeight)
3100 {
3101 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3102 }
3103 else
3104 {
3105 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3106 }
3107 break;
3108
3109 } // end switch (m_PIDHoverType)
3110
3111
3112 _target_velocity =
3113 new Vector3(0.0f, 0.0f,
3114 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3115 );
3116
3117 // if velocity is zero, use position control; otherwise, velocity control
3118
3119 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3120 {
3121 // keep track of where we stopped. No more slippin' & slidin'
3122
3123 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3124 // react to the physics scene by moving it's position.
3125 // Avatar to Avatar collisions
3126 // Prim to avatar collisions
3127
3128 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3129 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3130 // ? d.BodyAddForce(Body, 0, 0, fz);
3131 return;
3132 }
3133 else
3134 {
3135 _zeroFlag = false;
3136
3137 // We're flying and colliding with something
3138 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
3139 }
3140 }
3141 else
3142 {
3143 float b = (1.0f - m_buoyancy);
3144 fx = _parent_scene.gravityx * b;
3145 fy = _parent_scene.gravityy * b;
3146 fz = _parent_scene.gravityz * b;
3147 }
3148
3149 fx *= m_mass;
3150 fy *= m_mass;
3151 fz *= m_mass;
3152
3153 // constant force
3154 fx += m_force.X;
3155 fy += m_force.Y;
3156 fz += m_force.Z;
3157
3158 fx += m_forceacc.X;
3159 fy += m_forceacc.Y;
3160 fz += m_forceacc.Z;
3161
3162 m_forceacc = Vector3.Zero;
3163
3164 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3165 if (fx != 0 || fy != 0 || fz != 0)
3166 {
3167 d.BodyAddForce(Body, fx, fy, fz);
3168 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3169 }
3170
3171 Vector3 trq;
3172
3173 trq = _torque;
3174 trq += m_angularForceacc;
3175 m_angularForceacc = Vector3.Zero;
3176 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3177 {
3178 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3179 }
3180
3181 }
3182 }
3183 else
3184 { // is not physical, or is not a body or is selected
3185 // _zeroPosition = d.BodyGetPosition(Body);
3186 return;
3187 //Console.WriteLine("Nothing " + Name);
3188
3189 }
3190 }
3191
3192
3193 public void UpdatePositionAndVelocity(float simulatedtime)
3194 {
3195 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
3196 if (_parent == null && !m_disabled && !m_building && !m_outbounds)
3197 {
3198 if (Body != IntPtr.Zero)
3199 {
3200 Vector3 pv = Vector3.Zero;
3201 bool lastZeroFlag = _zeroFlag;
3202
3203 d.Vector3 lpos;
3204 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
3205
3206
3207 d.Quaternion ori;
3208 d.GeomCopyQuaternion(prim_geom, out ori);
3209 d.Vector3 vel = d.BodyGetLinearVel(Body);
3210 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
3211
3212 if ((Math.Abs(m_lastposition.X - lpos.X) < 0.01)
3213 && (Math.Abs(m_lastposition.Y - lpos.Y) < 0.01)
3214 && (Math.Abs(m_lastposition.Z - lpos.Z) < 0.01)
3215 && (Math.Abs(m_lastorientation.X - ori.X) < 0.0001)
3216 && (Math.Abs(m_lastorientation.Y - ori.Y) < 0.0001)
3217 && (Math.Abs(m_lastorientation.Z - ori.Z) < 0.0001)
3218 )
3219 {
3220 _zeroFlag = true;
3221 //Console.WriteLine("ZFT 2");
3222 m_throttleUpdates = false;
3223 }
3224 else
3225 {
3226 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3227 _zeroFlag = false;
3228 m_lastUpdateSent = false;
3229 //m_throttleUpdates = false;
3230 }
3231
3232 if (_zeroFlag)
3233 {
3234 m_lastposition = _position;
3235 m_lastorientation = _orientation;
3236
3237 _velocity.X = 0.0f;
3238 _velocity.Y = 0.0f;
3239 _velocity.Z = 0.0f;
3240
3241 _acceleration.X = 0;
3242 _acceleration.Y = 0;
3243 _acceleration.Z = 0;
3244
3245 m_rotationalVelocity.X = 0;
3246 m_rotationalVelocity.Y = 0;
3247 m_rotationalVelocity.Z = 0;
3248 if (!m_lastUpdateSent)
3249 {
3250 m_throttleUpdates = false;
3251 throttleCounter = 0;
3252 m_rotationalVelocity = pv;
3253
3254 base.RequestPhysicsterseUpdate();
3255
3256 m_lastUpdateSent = true;
3257 }
3258 }
3259 else
3260 {
3261 if (lastZeroFlag != _zeroFlag)
3262 {
3263 base.RequestPhysicsterseUpdate();
3264 }
3265
3266 m_lastVelocity = _velocity;
3267
3268 _position.X = lpos.X;
3269 _position.Y = lpos.Y;
3270 _position.Z = lpos.Z;
3271
3272 _velocity.X = vel.X;
3273 _velocity.Y = vel.Y;
3274 _velocity.Z = vel.Z;
3275
3276 _orientation.X = ori.X;
3277 _orientation.Y = ori.Y;
3278 _orientation.Z = ori.Z;
3279 _orientation.W = ori.W;
3280
3281 _acceleration = ((_velocity - m_lastVelocity) / simulatedtime);
3282
3283 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
3284 {
3285 m_rotationalVelocity = pv;
3286 }
3287 else
3288 {
3289 m_rotationalVelocity.X = rotvel.X;
3290 m_rotationalVelocity.Y = rotvel.Y;
3291 m_rotationalVelocity.Z = rotvel.Z;
3292 }
3293
3294 m_lastUpdateSent = false;
3295 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3296 {
3297 m_lastposition = _position;
3298 m_lastorientation = _orientation;
3299 base.RequestPhysicsterseUpdate();
3300 }
3301 else
3302 {
3303 throttleCounter++;
3304 }
3305 }
3306 }
3307 else if (!m_lastUpdateSent || !_zeroFlag)
3308 {
3309 // Not a body.. so Make sure the client isn't interpolating
3310 _velocity.X = 0;
3311 _velocity.Y = 0;
3312 _velocity.Z = 0;
3313
3314 _acceleration.X = 0;
3315 _acceleration.Y = 0;
3316 _acceleration.Z = 0;
3317
3318 m_rotationalVelocity.X = 0;
3319 m_rotationalVelocity.Y = 0;
3320 m_rotationalVelocity.Z = 0;
3321 _zeroFlag = true;
3322
3323 if (!m_lastUpdateSent)
3324 {
3325 m_throttleUpdates = false;
3326 throttleCounter = 0;
3327
3328 base.RequestPhysicsterseUpdate();
3329
3330 m_lastUpdateSent = true;
3331 }
3332 }
3333 }
3334 }
3335
3336 internal static bool QuaternionIsFinite(Quaternion q)
3337 {
3338 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3339 return false;
3340 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3341 return false;
3342 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3343 return false;
3344 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3345 return false;
3346 return true;
3347 }
3348
3349 internal static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3350 {
3351 dst.c.W = src.c.W;
3352 dst.c.X = src.c.X;
3353 dst.c.Y = src.c.Y;
3354 dst.c.Z = src.c.Z;
3355 dst.mass = src.mass;
3356 dst.I.M00 = src.I.M00;
3357 dst.I.M01 = src.I.M01;
3358 dst.I.M02 = src.I.M02;
3359 dst.I.M10 = src.I.M10;
3360 dst.I.M11 = src.I.M11;
3361 dst.I.M12 = src.I.M12;
3362 dst.I.M20 = src.I.M20;
3363 dst.I.M21 = src.I.M21;
3364 dst.I.M22 = src.I.M22;
3365 }
3366
3367 private static void DMassDup(ref d.Mass src, out d.Mass dst)
3368 {
3369 dst = new d.Mass { };
3370
3371 dst.c.W = src.c.W;
3372 dst.c.X = src.c.X;
3373 dst.c.Y = src.c.Y;
3374 dst.c.Z = src.c.Z;
3375 dst.mass = src.mass;
3376 dst.I.M00 = src.I.M00;
3377 dst.I.M01 = src.I.M01;
3378 dst.I.M02 = src.I.M02;
3379 dst.I.M10 = src.I.M10;
3380 dst.I.M11 = src.I.M11;
3381 dst.I.M12 = src.I.M12;
3382 dst.I.M20 = src.I.M20;
3383 dst.I.M21 = src.I.M21;
3384 dst.I.M22 = src.I.M22;
3385 }
3386 private void donullchange()
3387 {
3388 }
3389
3390 public bool DoAChange(changes what, object arg)
3391 {
3392 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3393 {
3394 return false;
3395 }
3396
3397 // nasty switch
3398 switch (what)
3399 {
3400 case changes.Add:
3401 changeadd();
3402 break;
3403 case changes.Remove:
3404 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3405 //When we return true, it destroys all of the prims in the linkset anyway
3406 if (_parent != null)
3407 {
3408 OdePrim parent = (OdePrim)_parent;
3409 parent.ChildRemove(this, false);
3410 }
3411 else
3412 ChildRemove(this, false);
3413
3414 m_vehicle = null;
3415 RemoveGeom();
3416 m_targetSpace = IntPtr.Zero;
3417 if (m_eventsubscription > 0)
3418 UnSubscribeEvents();
3419 return true;
3420
3421 case changes.Link:
3422 OdePrim tmp = (OdePrim)arg;
3423 changeLink(tmp);
3424 break;
3425
3426 case changes.DeLink:
3427 changeLink(null);
3428 break;
3429
3430 case changes.Position:
3431 changePosition((Vector3)arg);
3432 break;
3433
3434 case changes.Orientation:
3435 changeOrientation((Quaternion)arg);
3436 break;
3437
3438 case changes.PosOffset:
3439 donullchange();
3440 break;
3441
3442 case changes.OriOffset:
3443 donullchange();
3444 break;
3445
3446 case changes.Velocity:
3447 changevelocity((Vector3)arg);
3448 break;
3449
3450 // case changes.Acceleration:
3451 // changeacceleration((Vector3)arg);
3452 // break;
3453 // case changes.AngVelocity:
3454 // changeangvelocity((Vector3)arg);
3455 // break;
3456
3457 case changes.Force:
3458 changeForce((Vector3)arg);
3459 break;
3460
3461 case changes.Torque:
3462 changeSetTorque((Vector3)arg);
3463 break;
3464
3465 case changes.AddForce:
3466 changeAddForce((Vector3)arg);
3467 break;
3468
3469 case changes.AddAngForce:
3470 changeAddAngularForce((Vector3)arg);
3471 break;
3472
3473 case changes.AngLock:
3474 changeAngularLock((Vector3)arg);
3475 break;
3476
3477 case changes.Size:
3478 changeSize((Vector3)arg);
3479 break;
3480
3481 case changes.Shape:
3482 changeShape((PrimitiveBaseShape)arg);
3483 break;
3484
3485 case changes.CollidesWater:
3486 changeFloatOnWater((bool)arg);
3487 break;
3488
3489 case changes.VolumeDtc:
3490 changeVolumedetetion((bool)arg);
3491 break;
3492
3493 case changes.Physical:
3494 changePhysicsStatus((bool)arg);
3495 break;
3496
3497 case changes.Selected:
3498 changeSelectedStatus((bool)arg);
3499 break;
3500
3501 case changes.disabled:
3502 changeDisable((bool)arg);
3503 break;
3504
3505 case changes.building:
3506 changeBuilding((bool)arg);
3507 break;
3508
3509 case changes.VehicleType:
3510 changeVehicleType((int)arg);
3511 break;
3512
3513 case changes.VehicleFlags:
3514 changeVehicleFlags((strVehicleBoolParam) arg);
3515 break;
3516
3517 case changes.VehicleFloatParam:
3518 changeVehicleFloatParam((strVehicleFloatParam) arg);
3519 break;
3520
3521 case changes.VehicleVectorParam:
3522 changeVehicleVectorParam((strVehicleVectorParam) arg);
3523 break;
3524
3525 case changes.VehicleRotationParam:
3526 changeVehicleRotationParam((strVehicleQuatParam) arg);
3527 break;
3528
3529 case changes.SetVehicle:
3530 changeSetVehicle((VehicleData) arg);
3531 break;
3532 case changes.Null:
3533 donullchange();
3534 break;
3535
3536 default:
3537 donullchange();
3538 break;
3539 }
3540 return false;
3541 }
3542
3543 public void AddChange(changes what, object arg)
3544 {
3545 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3546 }
3547
3548
3549 private struct strVehicleBoolParam
3550 {
3551 public int param;
3552 public bool value;
3553 }
3554
3555 private struct strVehicleFloatParam
3556 {
3557 public int param;
3558 public float value;
3559 }
3560
3561 private struct strVehicleQuatParam
3562 {
3563 public int param;
3564 public Quaternion value;
3565 }
3566
3567 private struct strVehicleVectorParam
3568 {
3569 public int param;
3570 public Vector3 value;
3571 }
3572 }
3573} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..4b3f83b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,443 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using OdeAPI;
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 ray requests
49 /// </summary>
50 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 IntPtr ray;
58
59 private const int ColisionContactGeomsPerTest = 5;
60
61 /// <summary>
62 /// ODE near callback delegate
63 /// </summary>
64 private d.NearCallback nearCallback;
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66 private List<ContactResult> m_contactResults = new List<ContactResult>();
67
68 public ODERayCastRequestManager(OdeScene pScene)
69 {
70 m_scene = pScene;
71 nearCallback = near;
72 ray = d.CreateRay(IntPtr.Zero, 1.0f);
73 }
74
75 /// <summary>
76 /// Queues a raycast
77 /// </summary>
78 /// <param name="position">Origin of Ray</param>
79 /// <param name="direction">Ray normal</param>
80 /// <param name="length">Ray length</param>
81 /// <param name="retMethod">Return method to send the results</param>
82 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
83 {
84 ODERayRequest req = new ODERayRequest();
85 req.geom = IntPtr.Zero;
86 req.callbackMethod = retMethod;
87 req.Count = 0;
88 req.length = length;
89 req.Normal = direction;
90 req.Origin = position;
91
92 m_PendingRequests.Enqueue(req);
93 }
94
95 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
96 {
97 ODERayRequest req = new ODERayRequest();
98 req.geom = geom;
99 req.callbackMethod = retMethod;
100 req.length = length;
101 req.Normal = direction;
102 req.Origin = position;
103 req.Count = 0;
104
105 m_PendingRequests.Enqueue(req);
106 }
107
108 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
109 {
110 ODERayRequest req = new ODERayRequest();
111 req.geom = IntPtr.Zero;
112 req.callbackMethod = retMethod;
113 req.Count = 0;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117
118 m_PendingRequests.Enqueue(req);
119 }
120
121 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
122 {
123 ODERayRequest req = new ODERayRequest();
124 req.geom = geom;
125 req.callbackMethod = retMethod;
126 req.length = length;
127 req.Normal = direction;
128 req.Origin = position;
129 req.Count = 0;
130
131 m_PendingRequests.Enqueue(req);
132 }
133
134 /// <summary>
135 /// Queues a raycast
136 /// </summary>
137 /// <param name="position">Origin of Ray</param>
138 /// <param name="direction">Ray normal</param>
139 /// <param name="length">Ray length</param>
140 /// <param name="count"></param>
141 /// <param name="retMethod">Return method to send the results</param>
142 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
143 {
144 ODERayRequest req = new ODERayRequest();
145 req.geom = IntPtr.Zero;
146 req.callbackMethod = retMethod;
147 req.length = length;
148 req.Normal = direction;
149 req.Origin = position;
150 req.Count = count;
151
152 m_PendingRequests.Enqueue(req);
153 }
154
155 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
156 {
157 ODERayRequest req = new ODERayRequest();
158 req.geom = geom;
159 req.callbackMethod = retMethod;
160 req.length = length;
161 req.Normal = direction;
162 req.Origin = position;
163 req.Count = count;
164
165 m_PendingRequests.Enqueue(req);
166 }
167
168 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
169 {
170 ODERayRequest req = new ODERayRequest();
171 req.geom = IntPtr.Zero;
172 req.callbackMethod = retMethod;
173 req.length = length;
174 req.Normal = direction;
175 req.Origin = position;
176 req.Count = count;
177
178 m_PendingRequests.Enqueue(req);
179 }
180
181 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
182 {
183 ODERayRequest req = new ODERayRequest();
184 req.geom = geom;
185 req.callbackMethod = retMethod;
186 req.length = length;
187 req.Normal = direction;
188 req.Origin = position;
189 req.Count = count;
190
191 m_PendingRequests.Enqueue(req);
192 }
193
194 /// <summary>
195 /// Process all queued raycast requests
196 /// </summary>
197 /// <returns>Time in MS the raycasts took to process.</returns>
198 public int ProcessQueuedRequests()
199 {
200 int time = System.Environment.TickCount;
201
202 if (m_PendingRequests.Count <= 0)
203 return 0;
204
205 if (m_scene.ContactgeomsArray == IntPtr.Zero) // oops something got wrong or scene isn't ready still
206 {
207 m_PendingRequests.Clear();
208 return 0;
209 }
210
211 ODERayRequest req;
212
213 int i = 50; // arbitary limit of processed tests per frame
214
215 while(m_PendingRequests.Dequeue(out req))
216 {
217 if (req.geom == IntPtr.Zero)
218 doSpaceRay(req);
219 else
220 doGeomRay(req);
221 if(--i < 0)
222 break;
223 }
224
225 lock (m_contactResults)
226 m_contactResults.Clear();
227
228 return System.Environment.TickCount - time;
229 }
230 /// <summary>
231 /// Method that actually initiates the raycast with full top space
232 /// </summary>
233 /// <param name="req"></param>
234 private void doSpaceRay(ODERayRequest req)
235 {
236 // Create the ray
237// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
238 d.GeomRaySetLength(ray, req.length);
239 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
240
241 // Collide test
242 d.SpaceCollide2(m_scene.TopSpace, ray, IntPtr.Zero, nearCallback);
243
244 // Remove Ray
245// d.GeomDestroy(ray);
246
247 if (req.callbackMethod == null)
248 return;
249
250 if (req.callbackMethod is RaycastCallback)
251 {
252 // Define default results
253 bool hitYN = false;
254 uint hitConsumerID = 0;
255 float distance = 999999999999f;
256 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
257 Vector3 snormal = Vector3.Zero;
258
259 // Find closest contact and object.
260 lock (m_contactResults)
261 {
262 foreach (ContactResult cResult in m_contactResults)
263 {
264 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
265 {
266 closestcontact = cResult.Pos;
267 hitConsumerID = cResult.ConsumerID;
268 distance = cResult.Depth;
269 hitYN = true;
270 snormal = cResult.Normal;
271 }
272 }
273 m_contactResults.Clear();
274 }
275
276 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
277 }
278 else
279 {
280 ((RayCallback)req.callbackMethod)(m_contactResults);
281 lock (m_PendingRequests)
282 m_contactResults.Clear();
283 }
284 }
285
286 /// <summary>
287 /// Method that actually initiates the raycast with a geom
288 /// </summary>
289 /// <param name="req"></param>
290 private void doGeomRay(ODERayRequest req)
291 {
292 // Create the ray
293// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
294 d.GeomRaySetLength(ray, req.length);
295 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
296
297 // Collide test
298 d.SpaceCollide2(req.geom, ray, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
299
300 // Remove Ray
301// d.GeomDestroy(ray);
302
303 if (req.callbackMethod == null)
304 return;
305
306 if (req.callbackMethod is RaycastCallback)
307 {
308 // Define default results
309 bool hitYN = false;
310 uint hitConsumerID = 0;
311 float distance = 999999999999f;
312 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
313 Vector3 snormal = Vector3.Zero;
314
315 // Find closest contact and object.
316 lock (m_contactResults)
317 {
318 foreach (ContactResult cResult in m_contactResults)
319 {
320 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
321 {
322 closestcontact = cResult.Pos;
323 hitConsumerID = cResult.ConsumerID;
324 distance = cResult.Depth;
325 hitYN = true;
326 snormal = cResult.Normal;
327 }
328 }
329 m_contactResults.Clear();
330 }
331
332 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
333 }
334 else
335 {
336 ((RayCallback)req.callbackMethod)(m_contactResults);
337 lock (m_PendingRequests)
338 m_contactResults.Clear();
339 }
340 }
341
342 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
343 {
344 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
345 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
346 return false;
347
348 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
349 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
350 return true;
351 }
352
353 // This is the standard Near. g2 is the ray
354 private void near(IntPtr space, IntPtr g1, IntPtr g2)
355 {
356 //Don't test against heightfield Geom, or you'll be sorry!
357 // Exclude heightfield geom
358
359 if (g1 == IntPtr.Zero || g1 == g2)
360 return;
361
362 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
363 return;
364
365 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
366 if (d.GeomIsSpace(g1))
367 {
368 try
369 {
370 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
371 }
372 catch (Exception e)
373 {
374 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
375 }
376 return;
377 }
378
379 int count = 0;
380 try
381 {
382 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
383 }
384 catch (SEHException)
385 {
386 m_log.Error("[PHYSICS Ray]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
387 }
388 catch (Exception e)
389 {
390 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
391 return;
392 }
393
394 if (count == 0)
395 return;
396
397 PhysicsActor p1 = null;
398
399 if (g1 != IntPtr.Zero)
400 m_scene.actor_name_map.TryGetValue(g1, out p1);
401
402 d.ContactGeom curcontact = new d.ContactGeom();
403 // Loop over contacts, build results.
404 for (int i = 0; i < count; i++)
405 {
406 if (!GetCurContactGeom(i, ref curcontact))
407 break;
408 if (p1 != null) {
409 if (p1 is OdePrim)
410 {
411 ContactResult collisionresult = new ContactResult();
412
413 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
414 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
415 collisionresult.Depth = curcontact.depth;
416 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
417 curcontact.normal.Z);
418 lock (m_contactResults)
419 m_contactResults.Add(collisionresult);
420 }
421 }
422 }
423 }
424
425 /// <summary>
426 /// Dereference the creator scene so that it can be garbage collected if needed.
427 /// </summary>
428 internal void Dispose()
429 {
430 m_scene = null;
431 }
432 }
433
434 public struct ODERayRequest
435 {
436 public IntPtr geom;
437 public Vector3 Origin;
438 public Vector3 Normal;
439 public int Count;
440 public float length;
441 public object callbackMethod;
442 }
443} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
new file mode 100644
index 0000000..2b6bc59
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,1960 @@
1/*
2 * based on:
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 * changes by opensim team;
39 * changes by Aurora team http://www.aurora-sim.org/
40
41 * Revision/fixs by Ubit Umarov
42 */
43
44using System;
45using System.Runtime.InteropServices;
46using System.Security;
47
48namespace OdeAPI
49{
50//#if dDOUBLE
51// don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim
52// at least we save same memory and memory access time, FPU performance on intel usually is similar
53// using dReal = System.Double;
54//#else
55 using dReal = System.Single;
56//#endif
57
58 public static class d
59 {
60 public static dReal Infinity = dReal.MaxValue;
61 public static int NTotalBodies = 0;
62 public static int NTotalGeoms = 0;
63
64 #region Flags and Enumerations
65
66 [Flags]
67 public enum AllocateODEDataFlags : uint
68 {
69 BasicData = 0,
70 CollisionData = 0x00000001,
71 All = ~0u
72 }
73
74 [Flags]
75 public enum IniteODEFlags : uint
76 {
77 dInitFlagManualThreadCleanup = 0x00000001
78 }
79
80 [Flags]
81 public enum ContactFlags : int
82 {
83 Mu2 = 0x001,
84 FDir1 = 0x002,
85 Bounce = 0x004,
86 SoftERP = 0x008,
87 SoftCFM = 0x010,
88 Motion1 = 0x020,
89 Motion2 = 0x040,
90 MotionN = 0x080,
91 Slip1 = 0x100,
92 Slip2 = 0x200,
93 Approx0 = 0x0000,
94 Approx1_1 = 0x1000,
95 Approx1_2 = 0x2000,
96 Approx1 = 0x3000
97 }
98
99 public enum GeomClassID : int
100 {
101 SphereClass,
102 BoxClass,
103 CapsuleClass,
104 CylinderClass,
105 PlaneClass,
106 RayClass,
107 ConvexClass,
108 GeomTransformClass,
109 TriMeshClass,
110 HeightfieldClass,
111 FirstSpaceClass,
112 SimpleSpaceClass = FirstSpaceClass,
113 HashSpaceClass,
114 QuadTreeSpaceClass,
115 LastSpaceClass = QuadTreeSpaceClass,
116 FirstUserClass,
117 LastUserClass = FirstUserClass + MaxUserClasses - 1,
118 NumClasses,
119 MaxUserClasses = 4
120 }
121
122 public enum JointType : int
123 {
124 None,
125 Ball,
126 Hinge,
127 Slider,
128 Contact,
129 Universal,
130 Hinge2,
131 Fixed,
132 Null,
133 AMotor,
134 LMotor,
135 Plane2D
136 }
137
138 public enum JointParam : int
139 {
140 LoStop,
141 HiStop,
142 Vel,
143 FMax,
144 FudgeFactor,
145 Bounce,
146 CFM,
147 StopERP,
148 StopCFM,
149 SuspensionERP,
150 SuspensionCFM,
151 LoStop2 = 256,
152 HiStop2,
153 Vel2,
154 FMax2,
155 FudgeFactor2,
156 Bounce2,
157 CFM2,
158 StopERP2,
159 StopCFM2,
160 SuspensionERP2,
161 SuspensionCFM2,
162 LoStop3 = 512,
163 HiStop3,
164 Vel3,
165 FMax3,
166 FudgeFactor3,
167 Bounce3,
168 CFM3,
169 StopERP3,
170 StopCFM3,
171 SuspensionERP3,
172 SuspensionCFM3
173 }
174
175 public enum dSweepAndPruneAxis : int
176 {
177 XYZ = ((0)|(1<<2)|(2<<4)),
178 XZY = ((0)|(2<<2)|(1<<4)),
179 YXZ = ((1)|(0<<2)|(2<<4)),
180 YZX = ((1)|(2<<2)|(0<<4)),
181 ZXY = ((2)|(0<<2)|(1<<4)),
182 ZYX = ((2)|(1<<2)|(0<<4))
183 }
184
185 #endregion
186
187 #region Callbacks
188
189 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
190 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
191
192 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
193 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
194
195 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
196 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
197
198 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
199 public delegate ColliderFn GetColliderFnFn(int num);
200
201 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
202 public delegate void GeomDtorFn(IntPtr o);
203
204 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
205 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
206
207 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
208 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
209
210 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
211 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
212
213 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
214 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
215
216 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
217 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
218
219 #endregion
220
221 #region Structs
222
223 [StructLayout(LayoutKind.Sequential)]
224 public struct AABB
225 {
226 public dReal MinX, MaxX;
227 public dReal MinY, MaxY;
228 public dReal MinZ, MaxZ;
229 }
230
231
232 [StructLayout(LayoutKind.Sequential)]
233 public struct Contact
234 {
235 public SurfaceParameters surface;
236 public ContactGeom geom;
237 public Vector3 fdir1;
238 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
239 }
240
241
242 [StructLayout(LayoutKind.Sequential)]
243 public struct ContactGeom
244 {
245
246 public Vector3 pos;
247 public Vector3 normal;
248 public dReal depth;
249 public IntPtr g1;
250 public IntPtr g2;
251 public int side1;
252 public int side2;
253 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
254 }
255
256 [StructLayout(LayoutKind.Sequential)]
257 public struct GeomClass
258 {
259 public int bytes;
260 public GetColliderFnFn collider;
261 public GetAABBFn aabb;
262 public AABBTestFn aabb_test;
263 public GeomDtorFn dtor;
264 }
265
266
267 [StructLayout(LayoutKind.Sequential)]
268 public struct JointFeedback
269 {
270 public Vector3 f1;
271 public Vector3 t1;
272 public Vector3 f2;
273 public Vector3 t2;
274 }
275
276
277 [StructLayout(LayoutKind.Sequential)]
278 public struct Mass
279 {
280 public dReal mass;
281 public Vector4 c;
282 public Matrix3 I;
283 }
284
285
286 [StructLayout(LayoutKind.Sequential)]
287 public struct Matrix3
288 {
289 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
290 {
291 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
292 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
293 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
294 }
295 public dReal M00, M10, M20;
296 private dReal _m30;
297 public dReal M01, M11, M21;
298 private dReal _m31;
299 public dReal M02, M12, M22;
300 private dReal _m32;
301 }
302
303 [StructLayout(LayoutKind.Sequential)]
304 public struct Matrix4
305 {
306 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
307 dReal m01, dReal m11, dReal m21, dReal m31,
308 dReal m02, dReal m12, dReal m22, dReal m32,
309 dReal m03, dReal m13, dReal m23, dReal m33)
310 {
311 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
312 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
313 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
314 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
315 }
316 public dReal M00, M10, M20, M30;
317 public dReal M01, M11, M21, M31;
318 public dReal M02, M12, M22, M32;
319 public dReal M03, M13, M23, M33;
320 }
321
322 [StructLayout(LayoutKind.Sequential)]
323 public struct Quaternion
324 {
325 public dReal W, X, Y, Z;
326 }
327
328
329 [StructLayout(LayoutKind.Sequential)]
330 public struct SurfaceParameters
331 {
332 public ContactFlags mode;
333 public dReal mu;
334 public dReal mu2;
335 public dReal bounce;
336 public dReal bounce_vel;
337 public dReal soft_erp;
338 public dReal soft_cfm;
339 public dReal motion1;
340 public dReal motion2;
341 public dReal motionN;
342 public dReal slip1;
343 public dReal slip2;
344 }
345
346
347 [StructLayout(LayoutKind.Sequential)]
348 public struct Vector3
349 {
350 public Vector3(dReal x, dReal y, dReal z)
351 {
352 X = x; Y = y; Z = z; _w = 0.0f;
353 }
354 public dReal X, Y, Z;
355 private dReal _w;
356 }
357
358
359 [StructLayout(LayoutKind.Sequential)]
360 public struct Vector4
361 {
362 public Vector4(dReal x, dReal y, dReal z, dReal w)
363 {
364 X = x; Y = y; Z = z; W = w;
365 }
366 public dReal X, Y, Z, W;
367 }
368
369 #endregion
370
371 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
372 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
373
374 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
375 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
376
377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
378 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
379
380 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
381 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
382
383 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
384 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
385
386 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
387 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
388
389 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
390 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
391
392 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
393 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
394
395 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
396 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
397
398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
399 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
400
401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
402 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
403
404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
405 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
406
407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
408 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
409
410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
411 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
412
413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
414 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
415
416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
417 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
418
419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
420 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
421
422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
423 public static extern IntPtr BodyiCreate(IntPtr world);
424 public static IntPtr BodyCreate(IntPtr world)
425 {
426 NTotalBodies++;
427 return BodyiCreate(world);
428 }
429
430 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
431 public static extern void BodyiDestroy(IntPtr body);
432 public static void BodyDestroy(IntPtr body)
433 {
434 NTotalBodies--;
435 BodyiDestroy(body);
436 }
437
438 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
439 public static extern void BodyDisable(IntPtr body);
440
441 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
442 public static extern void BodyEnable(IntPtr body);
443
444 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
445 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
446
447 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
448 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
449
450 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
451 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
452
453 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
454 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
455
456 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
457 public static extern int BodyGetAutoDisableSteps(IntPtr body);
458
459 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
460 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
461
462 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
463 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
464 public static Vector3 BodyGetAngularVel(IntPtr body)
465 {
466 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
467 }
468
469 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
470 public static extern IntPtr BodyGetData(IntPtr body);
471
472 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
473 public static extern int BodyGetFiniteRotationMode(IntPtr body);
474
475 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
476 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
477
478 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
479 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
480 public static Vector3 BodyGetForce(IntPtr body)
481 {
482 unsafe { return *(BodyGetForceUnsafe(body)); }
483 }
484
485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
486 public static extern bool BodyGetGravityMode(IntPtr body);
487
488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
489 public static extern int BodyGetGyroscopicMode(IntPtr body);
490
491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
492 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
493
494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
495 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
496 public static Vector3 BodyGetLinearVel(IntPtr body)
497 {
498 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
499 }
500
501 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
502 public static extern void BodyGetMass(IntPtr body, out Mass mass);
503
504 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
505 public static extern int BodyGetNumJoints(IntPtr body);
506
507 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
508 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
509
510 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
511 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
512 public static Vector3 BodyGetPosition(IntPtr body)
513 {
514 unsafe { return *(BodyGetPositionUnsafe(body)); }
515 }
516
517 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
518 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
519
520 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
521 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
522 public static Quaternion BodyGetQuaternion(IntPtr body)
523 {
524 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
525 }
526
527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
528 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
529
530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
531 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
532
533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
534 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
535 public static Matrix3 BodyGetRotation(IntPtr body)
536 {
537 unsafe { return *(BodyGetRotationUnsafe(body)); }
538 }
539
540 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
541 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
542 public static Vector3 BodyGetTorque(IntPtr body)
543 {
544 unsafe { return *(BodyGetTorqueUnsafe(body)); }
545 }
546
547 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
548 public static extern IntPtr BodyGetWorld(IntPtr body);
549
550 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
551 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
552
553 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
554 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
555
556
557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
558 public static extern bool BodyIsEnabled(IntPtr body);
559
560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
561 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
562
563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
564 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
565
566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
567 public static extern void BodySetAutoDisableDefaults(IntPtr body);
568
569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
570 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
571
572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
573 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
574
575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
576 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
577
578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
579 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
580
581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
582 public static extern void BodySetData(IntPtr body, IntPtr data);
583
584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
585 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
586
587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
588 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
589
590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
591 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
592
593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
594 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
595
596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
597 public static extern dReal BodyGetLinearDamping(IntPtr body);
598
599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
600 public static extern dReal BodyGetAngularDamping(IntPtr body);
601
602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
603 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
604
605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
606 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
607
608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
609 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
610
611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
612 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
613
614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
615 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
616
617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
618 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
619
620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
621 public static extern void BodySetGravityMode(IntPtr body, bool mode);
622
623 /// <summary>
624 /// Sets the Gyroscopic term status on the body specified.
625 /// </summary>
626 /// <param name="body">Pointer to body</param>
627 /// <param name="enabled">NonZero enabled, Zero disabled</param>
628 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
629 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
630
631 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
632 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
633
634 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
635 public static extern void BodySetMass(IntPtr body, ref Mass mass);
636
637 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
638 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
639
640 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
641 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
642
643 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
644 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
645
646 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
647 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
648
649 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
650 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
651
652 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
653 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
654
655 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
656 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
657
658 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
659 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
660
661 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
662 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
663 ref Vector3 side1, ref Vector3 p2,
664 ref Matrix3 R2, ref Vector3 side2,
665 ref Vector3 normal, out dReal depth, out int return_code,
666 int maxc, out ContactGeom contact, int skip);
667
668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
669 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
670 ref Vector3 side1, ref Vector3 _p2,
671 ref Matrix3 R2, ref Vector3 side2);
672
673 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
674 public static extern void CleanupODEAllDataForThread();
675
676 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
677 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
678 ref Vector3 b1, ref Vector3 b2,
679 ref Vector3 cp1, ref Vector3 cp2);
680
681 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
682 public static extern void CloseODE();
683
684 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
685 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
687 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
688
689 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
690 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
691
692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
693 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
694 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
695 {
696 NTotalGeoms++;
697 return CreateiBox(space, lx, ly, lz);
698 }
699
700 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
701 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
702 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
703 {
704 NTotalGeoms++;
705 return CreateiCapsule(space, radius, length);
706 }
707
708 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
709 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
710 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
711 {
712 NTotalGeoms++;
713 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
714 }
715
716 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
717 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
718 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
719 {
720 NTotalGeoms++;
721 return CreateiCylinder(space, radius, length);
722 }
723
724 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
725 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
726 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
727 {
728 NTotalGeoms++;
729 return CreateiHeightfield(space, data, bPlaceable);
730 }
731
732 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
733 public static extern IntPtr CreateiGeom(int classnum);
734 public static IntPtr CreateGeom(int classnum)
735 {
736 NTotalGeoms++;
737 return CreateiGeom(classnum);
738 }
739
740 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
741 public static extern int CreateGeomClass(ref GeomClass classptr);
742
743 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
744 public static extern IntPtr CreateGeomTransform(IntPtr space);
745
746 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
747 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
748 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
749 {
750 NTotalGeoms++;
751 return CreateiPlane(space, a, b, c, d);
752 }
753
754 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
755 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
756 public static IntPtr CreateRay(IntPtr space, dReal length)
757 {
758 NTotalGeoms++;
759 return CreateiRay(space, length);
760 }
761
762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
763 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
764 public static IntPtr CreateSphere(IntPtr space, dReal radius)
765 {
766 NTotalGeoms++;
767 return CreateiSphere(space, radius);
768 }
769
770 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
771 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
772 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
773 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
774 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
775 {
776 NTotalGeoms++;
777 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
778 }
779 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
780 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
781
782 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
783 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
784
785 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
786 public static extern int FactorCholesky(ref dReal A00, int n);
787
788 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
789 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
790
791 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
792 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
793
794 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
795 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
796
797 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
798 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
799
800 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
801 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
802
803 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
804 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
805
806 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
807 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
808
809 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
810 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
811
812 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
813 public static extern void GeomClearOffset(IntPtr geom);
814
815 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
816 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
817
818 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
819 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
820
821 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
822 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
823
824 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
825 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
826
827 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
828 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
829
830 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
831 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
832
833 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
834 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
835
836 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
837 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
838
839 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
840 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
841
842 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
843 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
844
845 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
846 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
847
848 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
849 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
850
851 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
852 public static extern void GeomiDestroy(IntPtr geom);
853 public static void GeomDestroy(IntPtr geom)
854 {
855 NTotalGeoms--;
856 GeomiDestroy(geom);
857 }
858
859
860 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
861 public static extern void GeomDisable(IntPtr geom);
862
863 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
864 public static extern void GeomEnable(IntPtr geom);
865
866 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
867 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
868
869 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
870 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
871
872 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
873 public static extern IntPtr GeomGetBody(IntPtr geom);
874
875 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
876 public static extern int GeomGetCategoryBits(IntPtr geom);
877
878 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
879 public static extern IntPtr GeomGetClassData(IntPtr geom);
880
881 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
882 public static extern int GeomGetCollideBits(IntPtr geom);
883
884 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
885 public static extern GeomClassID GeomGetClass(IntPtr geom);
886
887 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
888 public static extern IntPtr GeomGetData(IntPtr geom);
889
890 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
891 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
892 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
893 {
894 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
895 }
896
897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
898 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
899 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
900 {
901 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
902 }
903
904 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
905 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
906 public static Vector3 GeomGetPosition(IntPtr geom)
907 {
908 unsafe { return *(GeomGetPositionUnsafe(geom)); }
909 }
910
911 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
912 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
913
914 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
915 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
916
917 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
918 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
919 public static Matrix3 GeomGetRotation(IntPtr geom)
920 {
921 unsafe { return *(GeomGetRotationUnsafe(geom)); }
922 }
923
924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
925 public static extern IntPtr GeomGetSpace(IntPtr geom);
926
927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
928 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
929 dReal width, dReal depth, int widthSamples, int depthSamples,
930 dReal scale, dReal offset, dReal thickness, int bWrap);
931
932 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
933 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
934 dReal width, dReal depth, int widthSamples, int depthSamples,
935 dReal scale, dReal offset, dReal thickness, int bWrap);
936
937 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
938 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
939 dReal width, dReal depth, int widthSamples, int depthSamples,
940 dReal scale, dReal offset, dReal thickness, int bWrap);
941
942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
943 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
944 dReal width, dReal depth, int widthSamples, int depthSamples,
945 dReal scale, dReal offset, dReal thickness, int bWrap);
946
947 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
948 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
949 dReal width, dReal depth, int widthSamples, int depthSamples,
950 dReal scale, dReal offset, dReal thickness, int bWrap);
951
952 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
953 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
954 dReal width, dReal depth, int widthSamples, int depthSamples,
955 dReal scale, dReal offset, dReal thickness, int bWrap);
956
957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
958 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
959 dReal width, dReal depth, int widthSamples, int depthSamples,
960 dReal scale, dReal offset, dReal thickness, int bWrap);
961
962 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
963 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
964 dReal width, dReal depth, int widthSamples, int depthSamples,
965 dReal scale, dReal offset, dReal thickness, int bWrap);
966
967 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
968 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
969 dReal width, dReal depth, int widthSamples, int depthSamples,
970 dReal scale, dReal offset, dReal thickness, int bWrap);
971
972 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
973 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
974 dReal width, dReal depth, int widthSamples, int depthSamples,
975 dReal scale, dReal offset, dReal thickness, int bWrap);
976
977 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
978 public static extern IntPtr GeomHeightfieldDataCreate();
979
980 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
981 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
982
983 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
984 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
985
986 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
987 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
988
989 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
990 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
991
992 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
993 public static extern bool GeomIsEnabled(IntPtr geom);
994
995 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
996 public static extern bool GeomIsOffset(IntPtr geom);
997
998 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
999 public static extern bool GeomIsSpace(IntPtr geom);
1000
1001 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1002 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1003
1004 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1005 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1006
1007 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1008 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1009
1010 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1011 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1012
1013 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1014 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1015
1016 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1017 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1018
1019 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1020 public static extern int GeomRayGetClosestHit(IntPtr ray);
1021
1022 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1023 public static extern dReal GeomRayGetLength(IntPtr ray);
1024
1025 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1026 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1027
1028 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1029 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1030
1031 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1032 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1033
1034 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1035 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1036
1037 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1038 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1039
1040 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1041 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1042
1043 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1044 public static extern void GeomSetCategoryBits(IntPtr geom, int bits);
1045
1046 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1047 public static extern void GeomSetCollideBits(IntPtr geom, int bits);
1048
1049 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1050 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1051
1052 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1053 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1054
1055 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1056 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1057
1058 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1059 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1060
1061 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1062 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1063
1064 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1065 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1066
1067 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1068 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1069
1070 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1071 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1072
1073 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1074 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1075
1076 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1077 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1078
1079 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1080 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1081
1082 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1083 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1084
1085 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1086 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1087
1088 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1089 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1090
1091 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1092 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1093
1094 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1095 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1096
1097 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1098 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1099
1100 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1101 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1102
1103 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1104 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1105
1106 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1107 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1108
1109 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1110 public static extern int GeomTransformGetCleanup(IntPtr geom);
1111
1112 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1113 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1114
1115 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1116 public static extern int GeomTransformGetInfo(IntPtr geom);
1117
1118 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1119 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1120
1121 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1122 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1123
1124 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1125 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1126
1127 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1128 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1129 double[] vertices, int vertexStride, int vertexCount,
1130 int[] indices, int indexCount, int triStride);
1131
1132 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1133 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1134 IntPtr vertices, int vertexStride, int vertexCount,
1135 IntPtr indices, int indexCount, int triStride);
1136
1137 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1138 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1139 double[] vertices, int vertexStride, int vertexCount,
1140 int[] indices, int indexCount, int triStride,
1141 double[] normals);
1142
1143 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1144 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1145 IntPtr vertices, int vertexStride, int vertexCount,
1146 IntPtr indices, int indexCount, int triStride,
1147 IntPtr normals);
1148
1149 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1150 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1151 dReal[] vertices, int vertexStride, int vertexCount,
1152 int[] indices, int indexCount, int triStride);
1153
1154 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1155 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1156 IntPtr vertices, int vertexStride, int vertexCount,
1157 IntPtr indices, int indexCount, int triStride);
1158
1159 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1160 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1161 dReal[] vertices, int vertexStride, int vertexCount,
1162 int[] indices, int indexCount, int triStride,
1163 dReal[] normals);
1164
1165 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1166 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1167 IntPtr vertices, int vertexStride, int vertexCount,
1168 IntPtr indices, int indexCount, int triStride,
1169 IntPtr normals);
1170
1171 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1172 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1173 float[] vertices, int vertexStride, int vertexCount,
1174 int[] indices, int indexCount, int triStride);
1175
1176 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1177 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1178 IntPtr vertices, int vertexStride, int vertexCount,
1179 IntPtr indices, int indexCount, int triStride);
1180
1181 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1182 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1183 float[] vertices, int vertexStride, int vertexCount,
1184 int[] indices, int indexCount, int triStride,
1185 float[] normals);
1186
1187 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1188 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1189 IntPtr vertices, int vertexStride, int vertexCount,
1190 IntPtr indices, int indexCount, int triStride,
1191 IntPtr normals);
1192
1193 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1194 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1195
1196 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1197 public static extern IntPtr GeomTriMeshDataCreate();
1198
1199 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1200 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1201
1202 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1203 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1204
1205 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1206 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1207
1208 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1209 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1210
1211 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1212 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1213
1214 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1215 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1216
1217 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1218 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1219
1220 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1221 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1222
1223 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1224 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1225
1226 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1227 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1228 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1229 {
1230 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1231 }
1232
1233 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1234 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1235
1236 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1237 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1238
1239 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1240 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1241
1242 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1243 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1244
1245 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1246 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1247
1248 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1249 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1250
1251 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1252 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1253
1254 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1255 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1256
1257 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1258 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1259
1260 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1261 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1262
1263 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1264 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1265
1266 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1267 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1268
1269 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1270 public static extern string GetConfiguration(string str);
1271
1272 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1273 public static extern IntPtr HashSpaceCreate(IntPtr space);
1274
1275 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1276 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1277
1278 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1279 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1280
1281 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1282 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1283
1284 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1285 public static extern void InitODE();
1286
1287 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1288 public static extern int InitODE2(uint ODEInitFlags);
1289
1290 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1291 public static extern int IsPositiveDefinite(ref dReal A, int n);
1292
1293 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1294 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1295
1296 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1297 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1298
1299 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1300 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1301
1302 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1303 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1304
1305 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1306 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1307
1308 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1309 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1310
1311 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1312 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1313
1314 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1315 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1316
1317 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1318 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1319
1320 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1321 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1322
1323 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1324 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1325 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1326 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1327
1328 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1329 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1330
1331 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1332 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1333
1334 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1335 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1336
1337 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1338 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1339
1340 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1341 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1342
1343 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1344 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1345
1346 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1347 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1348
1349 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1350 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1351
1352 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1353 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1354
1355 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1356 public static extern void JointDestroy(IntPtr j);
1357
1358 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1359 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1360
1361 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1362 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1363
1364 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1365 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1366
1367 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1368 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1369
1370 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1371 public static extern int JointGetAMotorMode(IntPtr j);
1372
1373 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1374 public static extern int JointGetAMotorNumAxes(IntPtr j);
1375
1376 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1377 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1378
1379 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1380 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1381
1382 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1383 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1384
1385 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1386 public static extern IntPtr JointGetBody(IntPtr j);
1387
1388 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1389 public static extern IntPtr JointGetData(IntPtr j);
1390
1391 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1392 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1393 public static JointFeedback JointGetFeedback(IntPtr j)
1394 {
1395 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1396 }
1397
1398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1399 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1400
1401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1402 public static extern dReal JointGetHingeAngle(IntPtr j);
1403
1404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1405 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1406
1407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1408 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1409
1410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1411 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1412
1413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1414 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1415
1416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1417 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1418
1419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1420 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1421
1422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1423 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1424
1425 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1426 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1427
1428 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1429 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1430
1431 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1432 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1433
1434 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1435 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1436
1437 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1438 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1439
1440 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1441 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1442
1443 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1444 public static extern int JointGetLMotorNumAxes(IntPtr j);
1445
1446 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1447 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1448
1449 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1450 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1451
1452 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1453 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1454
1455 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1456 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1457
1458 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1459 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1460
1461 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1462 public static extern dReal JointGetPRPosition(IntPtr j);
1463
1464 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1465 public static extern dReal JointGetPRPositionRate(IntPtr j);
1466
1467 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1468 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1469
1470 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1471 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1472
1473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1474 public static extern dReal JointGetSliderPosition(IntPtr j);
1475
1476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1477 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1478
1479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1480 public static extern JointType JointGetType(IntPtr j);
1481
1482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1483 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1484
1485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1486 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1487
1488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1489 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1490
1491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1492 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1493
1494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1495 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1496
1497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1498 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1499
1500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1501 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1502
1503 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1504 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1505
1506 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1507 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1508
1509 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1510 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1511
1512 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1513 public static extern IntPtr JointGroupCreate(int max_size);
1514
1515 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1516 public static extern void JointGroupDestroy(IntPtr group);
1517
1518 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1519 public static extern void JointGroupEmpty(IntPtr group);
1520
1521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1522 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1523
1524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1525 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1526
1527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1528 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1529
1530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1531 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1532
1533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1534 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1535
1536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1537 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1538
1539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1540 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1541
1542 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1543 public static extern void JointSetData(IntPtr j, IntPtr data);
1544
1545 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1546 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1547
1548 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1549 public static extern void JointSetFixed(IntPtr j);
1550
1551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1552 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1553
1554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1555 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1556
1557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1558 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1559
1560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1561 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1562
1563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1564 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1565
1566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1567 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1568
1569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1570 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1571
1572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1573 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1574
1575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1576 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1577
1578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1579 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1580
1581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1582 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1583
1584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1585 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1586
1587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1588 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1589
1590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1591 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1592
1593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1594 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1595
1596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1597 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1598
1599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1600 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1601
1602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1603 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1604
1605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1606 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1607
1608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1609 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1610
1611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1612 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1613
1614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1615 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1616
1617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1618 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1619
1620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1621 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1622
1623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1624 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1625
1626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1627 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1628
1629 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1630 public static extern void MassAdd(ref Mass a, ref Mass b);
1631
1632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1633 public static extern void MassAdjust(ref Mass m, dReal newmass);
1634
1635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1636 public static extern bool MassCheck(ref Mass m);
1637
1638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1639 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1640
1641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1642 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1643
1644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1645 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1646
1647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1648 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1649
1650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1651 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1652
1653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1654 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1655
1656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1657 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1658
1659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1660 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1661
1662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1663 public static extern void MassSetParameters(out Mass mass, dReal themass,
1664 dReal cgx, dReal cgy, dReal cgz,
1665 dReal i11, dReal i22, dReal i33,
1666 dReal i12, dReal i13, dReal i23);
1667
1668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1669 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1670
1671 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1672 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1673
1674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1675 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1676
1677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1678 public static extern void MassSetZero(out Mass mass);
1679
1680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1681 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1682
1683 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1684 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1685
1686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1687 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1688 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1689 {
1690 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1691 }
1692
1693 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1694 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1695
1696 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1697 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1698
1699 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1700 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1701
1702 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1703 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1704
1705 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1706 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1707
1708 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1709 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1710
1711 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1712 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1713
1714 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1715 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1716
1717 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1718 public static extern void QSetIdentity(out Quaternion q);
1719
1720 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1721 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1722
1723 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1724 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1725
1726 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1727 public static extern dReal RandReal();
1728
1729 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1730 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1731
1732 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1733 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1734
1735 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1736 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1737
1738 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1739 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1740
1741 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1742 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1743
1744 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1745 public static extern void RSetIdentity(out Matrix3 R);
1746
1747 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1748 public static extern void SetValue(out dReal a, int n);
1749
1750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1751 public static extern void SetZero(out dReal a, int n);
1752
1753 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1754 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1755
1756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1757 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1758
1759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1760 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1761
1762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1763 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1764
1765 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1766 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1767
1768 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1769 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1770
1771 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1772 public static extern bool SpaceLockQuery(IntPtr space);
1773
1774 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1775 public static extern void SpaceClean(IntPtr space);
1776
1777 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1778 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1779
1780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1781 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1782
1783 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1784 public static extern void SpaceDestroy(IntPtr space);
1785
1786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1787 public static extern bool SpaceGetCleanup(IntPtr space);
1788
1789 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1790 public static extern int SpaceGetNumGeoms(IntPtr space);
1791
1792 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1793 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1794
1795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1796 public static extern int SpaceGetSublevel(IntPtr space);
1797
1798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1799 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1800
1801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1802 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1803
1804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1805 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1806
1807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1808 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1809
1810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1811 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1812
1813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1814 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1815
1816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1817 public static extern IntPtr WorldCreate();
1818
1819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1820 public static extern void WorldDestroy(IntPtr world);
1821
1822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1823 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1824
1825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1826 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1827
1828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1829 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1830
1831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1832 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1833
1834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1835 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1836
1837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1838 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1839
1840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1841 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1842
1843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1844 public static extern dReal WorldGetCFM(IntPtr world);
1845
1846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1847 public static extern dReal WorldGetERP(IntPtr world);
1848
1849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1850 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1851
1852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1853 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1854
1855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1856 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1857
1858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1859 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1860
1861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1862 public static extern dReal WorldGetAngularDamping(IntPtr world);
1863
1864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1865 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1866
1867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1868 public static extern dReal WorldGetLinearDamping(IntPtr world);
1869
1870 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1871 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1872
1873 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1874 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1875
1876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1877 public static extern dReal WorldGetQuickStepW(IntPtr world);
1878
1879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1880 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1881
1882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1883 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1884
1885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1886 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1887
1888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1889 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1890
1891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1892 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1893
1894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1895 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1896
1897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1898 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1899
1900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1901 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1902
1903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1904 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1905
1906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1907 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1908
1909 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1910 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1911
1912 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1913 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1914
1915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1916 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1917
1918 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1919 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1920
1921 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1922 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1923
1924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1925 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1926
1927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1928 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1929
1930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1931 public static extern void WorldSetERP(IntPtr world, dReal erp);
1932
1933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1934 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1935
1936 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1937 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1938
1939 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1940 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1941
1942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1943 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1944
1945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
1946 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
1947
1948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1949 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
1950
1951 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
1952 public static extern void WorldStep(IntPtr world, dReal stepsize);
1953
1954 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
1955 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
1956
1957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
1958 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
1959 }
1960}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..d32188e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
@@ -0,0 +1,90 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
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..14516f9
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2303 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define SPAM
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using OdeAPI;
40using OpenSim.Framework;
41using OpenSim.Region.Physics.Manager;
42using OpenMetaverse;
43
44namespace OpenSim.Region.Physics.OdePlugin
45{
46 public enum StatusIndicators : int
47 {
48 Generic = 0,
49 Start = 1,
50 End = 2
51 }
52
53 public struct sCollisionData
54 {
55 public uint ColliderLocalId;
56 public uint CollidedWithLocalId;
57 public int NumberOfCollisions;
58 public int CollisionType;
59 public int StatusIndicator;
60 public int lastframe;
61 }
62
63 [Flags]
64 public enum CollisionCategories : int
65 {
66 Disabled = 0,
67 Geom = 0x00000001,
68 Body = 0x00000002,
69 Space = 0x00000004,
70 Character = 0x00000008,
71 Land = 0x00000010,
72 Water = 0x00000020,
73 Wind = 0x00000040,
74 Sensor = 0x00000080,
75 Selected = 0x00000100
76 }
77
78 /// <summary>
79 /// Material type for a primitive
80 /// </summary>
81 public enum Material : int
82 {
83 /// <summary></summary>
84 Stone = 0,
85 /// <summary></summary>
86 Metal = 1,
87 /// <summary></summary>
88 Glass = 2,
89 /// <summary></summary>
90 Wood = 3,
91 /// <summary></summary>
92 Flesh = 4,
93 /// <summary></summary>
94 Plastic = 5,
95 /// <summary></summary>
96 Rubber = 6,
97
98 light = 7 // compatibility with old viewers
99 }
100
101 public enum changes : int
102 {
103 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
104 Remove,
105 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
106 // or removes from a object if arg is null
107 DeLink,
108 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
109 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
110 PosOffset, // not in use
111 // arg Vector3 new position in local coords. Changes prim position in object
112 OriOffset, // not in use
113 // arg Vector3 new position in local coords. Changes prim position in object
114 Velocity,
115 AngVelocity,
116 Acceleration,
117 Force,
118 Torque,
119
120 AddForce,
121 AddAngForce,
122 AngLock,
123
124 Size,
125 Shape,
126
127 CollidesWater,
128 VolumeDtc,
129
130 Physical,
131 Selected,
132 disabled,
133 building,
134
135 VehicleType,
136 VehicleFloatParam,
137 VehicleVectorParam,
138 VehicleRotationParam,
139 VehicleFlags,
140 SetVehicle,
141
142 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
143 }
144
145 public struct ODEchangeitem
146 {
147 public PhysicsActor actor;
148 public OdeCharacter character;
149 public changes what;
150 public Object arg;
151 }
152
153 public class OdeScene : PhysicsScene
154 {
155 private readonly ILog m_log;
156 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
157
158// private int threadid = 0;
159 private Random fluidRandomizer = new Random(Environment.TickCount);
160
161 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
162 const float comumContactERP = 0.6f;
163 const float comumSoftContactERP = 0.1f;
164 const float comumContactCFM = 0.0001f;
165
166 float frictionMovementMult = 0.3f;
167
168 float TerrainBounce = 0.1f;
169 float TerrainFriction = 0.3f;
170
171 public float AvatarBounce = 0.3f;
172 public float AvatarFriction = 0;// 0.9f * 0.5f;
173
174 private const uint m_regionWidth = Constants.RegionSize;
175 private const uint m_regionHeight = Constants.RegionSize;
176
177 public float ODE_STEPSIZE = 0.020f;
178 private float metersInSpace = 25.6f;
179 private float m_timeDilation = 1.0f;
180
181 public float gravityx = 0f;
182 public float gravityy = 0f;
183 public float gravityz = -9.8f;
184
185 private float waterlevel = 0f;
186 private int framecount = 0;
187
188 internal IntPtr WaterGeom;
189
190 public float avPIDD = 2200f; // make it visible
191 public float avPIDP = 900f; // make it visible
192 private float avCapRadius = 0.37f;
193 private float avDensity = 3f;
194 private float avMovementDivisorWalk = 1.3f;
195 private float avMovementDivisorRun = 0.8f;
196 private float minimumGroundFlightOffset = 3f;
197 public float maximumMassObject = 10000.01f;
198
199 public bool meshSculptedPrim = true;
200 public bool forceSimplePrimMeshing = false;
201
202 public float meshSculptLOD = 32;
203 public float MeshSculptphysicalLOD = 32;
204
205 public float geomDefaultDensity = 10.000006836f;
206
207 public int geomContactPointsStartthrottle = 3;
208 public int geomUpdatesPerThrottledUpdate = 15;
209
210 public float bodyPIDD = 35f;
211 public float bodyPIDG = 25;
212
213// public int geomCrossingFailuresBeforeOutofbounds = 6;
214
215 public int bodyFramesAutoDisable = 20;
216
217 private float[] _watermap;
218
219 private d.NearCallback nearCallback;
220
221 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
222 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
223 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
224 private readonly HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
225
226 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
227
228 /// <summary>
229 /// A list of actors that should receive collision events.
230 /// </summary>
231 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
232
233 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
234 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
235 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
236
237 private float contactsurfacelayer = 0.002f;
238
239 private int contactsPerCollision = 80;
240 internal IntPtr ContactgeomsArray = IntPtr.Zero;
241 private IntPtr GlobalContactsArray = IntPtr.Zero;
242
243 const int maxContactsbeforedeath = 4000;
244 private volatile int m_global_contactcount = 0;
245
246
247 private readonly IntPtr contactgroup;
248
249 public ContactData[] m_materialContactsData = new ContactData[8];
250
251 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
252 private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
253 private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
254
255 private int m_physicsiterations = 10;
256 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
257 private readonly PhysicsActor PANull = new NullPhysicsActor();
258 private float step_time = 0.0f;
259
260 public IntPtr world;
261
262 private uint obj2LocalID = 0;
263 private OdeCharacter cc1;
264 private OdePrim cp1;
265 private OdeCharacter cc2;
266 private OdePrim cp2;
267
268 // split the spaces acording to contents type
269 // ActiveSpace contains characters and active prims
270 // StaticSpace contains land and other that is mostly static in enviroment
271 // this can contain subspaces, like the grid in staticspace
272 // as now space only contains this 2 top spaces
273
274 public IntPtr TopSpace; // the global space
275 public IntPtr ActiveSpace; // space for active prims
276 public IntPtr StaticSpace; // space for the static things around
277
278 // some speedup variables
279 private int spaceGridMaxX;
280 private int spaceGridMaxY;
281 private float spacesPerMeter;
282
283 // split static geometry collision into a grid as before
284 private IntPtr[,] staticPrimspace;
285
286 private Object OdeLock;
287 private static Object SimulationLock;
288
289 public IMesher mesher;
290
291 private IConfigSource m_config;
292
293 public bool physics_logging = false;
294 public int physics_logging_interval = 0;
295 public bool physics_logging_append_existing_logfile = false;
296
297 private Vector3 m_worldOffset = Vector3.Zero;
298 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
299 private PhysicsScene m_parentScene = null;
300
301 private ODERayCastRequestManager m_rayCastManager;
302
303
304/* maybe needed if ode uses tls
305 private void checkThread()
306 {
307
308 int th = Thread.CurrentThread.ManagedThreadId;
309 if(th != threadid)
310 {
311 threadid = th;
312 d.AllocateODEDataForThread(~0U);
313 }
314 }
315 */
316 /// <summary>
317 /// Initiailizes the scene
318 /// Sets many properties that ODE requires to be stable
319 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
320 /// </summary>
321 public OdeScene(string sceneIdentifier)
322 {
323 m_log
324 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
325
326// checkThread();
327 Name = sceneIdentifier;
328
329 OdeLock = new Object();
330 SimulationLock = new Object();
331
332 nearCallback = near;
333
334 m_rayCastManager = new ODERayCastRequestManager(this);
335 lock (OdeLock)
336 {
337 // Create the world and the first space
338 try
339 {
340 world = d.WorldCreate();
341 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
342
343 // now the major subspaces
344 ActiveSpace = d.HashSpaceCreate(TopSpace);
345 StaticSpace = d.HashSpaceCreate(TopSpace);
346 }
347 catch
348 {
349 // i must RtC#FM
350 }
351
352 d.HashSpaceSetLevels(TopSpace, -2, 8); // cell sizes from .25 to 256 ?? need check what this really does
353 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
354 d.HashSpaceSetLevels(StaticSpace, -2, 8);
355
356 // demote to second level
357 d.SpaceSetSublevel(ActiveSpace, 1);
358 d.SpaceSetSublevel(StaticSpace, 1);
359
360 contactgroup = d.JointGroupCreate(0);
361 //contactgroup
362
363 d.WorldSetAutoDisableFlag(world, false);
364 }
365
366 _watermap = new float[258 * 258];
367 }
368
369 // Initialize the mesh plugin
370// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
371 public override void Initialise(IMesher meshmerizer, IConfigSource config)
372 {
373// checkThread();
374 mesher = meshmerizer;
375 m_config = config;
376
377// m_log.WarnFormat("ODE configuration: {0}", d.GetConfiguration("ODE"));
378 /*
379 if (region != null)
380 {
381 WorldExtents.X = region.RegionSizeX;
382 WorldExtents.Y = region.RegionSizeY;
383 }
384 */
385
386 // Defaults
387
388 int contactsPerCollision = 80;
389
390 if (m_config != null)
391 {
392 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
393 if (physicsconfig != null)
394 {
395 gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
396 gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
397 gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
398
399 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
400
401 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
402
403 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
404 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations);
405
406 avDensity = physicsconfig.GetFloat("av_density", avDensity);
407 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
408 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
409 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius);
410
411 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
412
413 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
414 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
415// geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
416
417 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
418 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
419
420 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD);
421 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG);
422
423 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
424 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
425 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD);
426 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
427
428 if (Environment.OSVersion.Platform == PlatformID.Unix)
429 {
430 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD);
431 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", avPIDP);
432 }
433 else
434 {
435 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD);
436 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP);
437 }
438
439 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
440 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
441 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
442
443 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
444 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
445 }
446 }
447
448 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
449 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
450
451 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
452 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
453
454 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
455 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
456
457 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
458 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
459
460 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
461 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
462
463 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
464 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
465
466 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
467 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
468
469 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
470 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
471
472 m_materialContactsData[(int)Material.light].mu = 0.0f;
473 m_materialContactsData[(int)Material.light].bounce = 0.0f;
474
475 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
476
477 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
478 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
479
480 d.WorldSetLinearDamping(world, 0.001f);
481 d.WorldSetAngularDamping(world, 0.001f);
482 d.WorldSetAngularDampingThreshold(world, 0f);
483 d.WorldSetLinearDampingThreshold(world, 0f);
484 d.WorldSetMaxAngularSpeed(world, 256f);
485
486 d.WorldSetCFM(world,1e-6f); // a bit harder than default
487 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
488 d.WorldSetERP(world, 0.6f); // higher than original
489
490 // Set how many steps we go without running collision testing
491 // This is in addition to the step size.
492 // Essentially Steps * m_physicsiterations
493 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
494 d.WorldSetContactMaxCorrectingVel(world, 100.0f);
495
496 spacesPerMeter = 1 / metersInSpace;
497 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
498 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
499
500 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
501
502 // create all spaces now
503 int i, j;
504 IntPtr newspace;
505 for (i = 0; i < spaceGridMaxX; i++)
506 for (j = 0; j < spaceGridMaxY; j++)
507 {
508 newspace = d.HashSpaceCreate(StaticSpace);
509 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
510 waitForSpaceUnlock(newspace);
511 d.SpaceSetSublevel(newspace, 2);
512 d.HashSpaceSetLevels(newspace, -2, 8);
513 staticPrimspace[i, j] = newspace;
514 }
515 // let this now be real maximum values
516 spaceGridMaxX--;
517 spaceGridMaxY--;
518 }
519
520 internal void waitForSpaceUnlock(IntPtr space)
521 {
522 //if (space != IntPtr.Zero)
523 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
524 }
525
526 #region Collision Detection
527
528 // sets a global contact for a joint for contactgeom , and base contact description)
529
530 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, bool softerp)
531 {
532 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
533 return IntPtr.Zero;
534
535 d.Contact newcontact = new d.Contact();
536 newcontact.geom.depth = contactGeom.depth;
537 newcontact.geom.g1 = contactGeom.g1;
538 newcontact.geom.g2 = contactGeom.g2;
539 newcontact.geom.pos = contactGeom.pos;
540 newcontact.geom.normal = contactGeom.normal;
541 newcontact.geom.side1 = contactGeom.side1;
542 newcontact.geom.side2 = contactGeom.side2;
543
544 // this needs bounce also
545 newcontact.surface.mode = comumContactFlags;
546 newcontact.surface.mu = mu;
547 newcontact.surface.bounce = bounce;
548 newcontact.surface.soft_cfm = comumContactCFM;
549 if (softerp)
550 newcontact.surface.soft_erp = comumSoftContactERP;
551 else
552 newcontact.surface.soft_erp = comumContactERP;
553
554 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
555 Marshal.StructureToPtr(newcontact, contact, true);
556 return d.JointCreateContactPtr(world, contactgroup, contact);
557 }
558
559
560
561 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
562 {
563 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
564 return false;
565
566 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
567 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
568 return true;
569 }
570
571 /// <summary>
572 /// This is our near callback. A geometry is near a body
573 /// </summary>
574 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
575 /// <param name="g1">a geometry or space</param>
576 /// <param name="g2">another geometry or space</param>
577 ///
578
579 private void near(IntPtr space, IntPtr g1, IntPtr g2)
580 {
581 // no lock here! It's invoked from within Simulate(), which is thread-locked
582
583 if (m_global_contactcount >= maxContactsbeforedeath)
584 return;
585
586 // Test if we're colliding a geom with a space.
587 // If so we have to drill down into the space recursively
588
589 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
590 return;
591
592 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
593 {
594 // We'll be calling near recursivly if one
595 // of them is a space to find all of the
596 // contact points in the space
597 try
598 {
599 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
600 }
601 catch (AccessViolationException)
602 {
603 m_log.Warn("[PHYSICS]: Unable to collide test a space");
604 return;
605 }
606 //here one should check collisions of geoms inside a space
607 // but on each space we only should have geoms that not colide amoung each other
608 // so we don't dig inside spaces
609 return;
610 }
611
612 // get geom bodies to check if we already a joint contact
613 // guess this shouldn't happen now
614 IntPtr b1 = d.GeomGetBody(g1);
615 IntPtr b2 = d.GeomGetBody(g2);
616
617 // d.GeomClassID id = d.GeomGetClass(g1);
618
619 // Figure out how many contact points we have
620 int count = 0;
621 try
622 {
623 // Colliding Geom To Geom
624 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
625
626 if (g1 == g2)
627 return; // Can't collide with yourself
628
629 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
630 return;
631
632 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
633 }
634 catch (SEHException)
635 {
636 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.");
637// ode.drelease(world);
638 base.TriggerPhysicsBasedRestart();
639 }
640 catch (Exception e)
641 {
642 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
643 return;
644 }
645
646 // id contacts done
647 if (count == 0)
648 return;
649
650 // try get physical actors
651 PhysicsActor p1;
652 PhysicsActor p2;
653
654 if (!actor_name_map.TryGetValue(g1, out p1))
655 {
656 p1 = PANull;
657 }
658
659 if (!actor_name_map.TryGetValue(g2, out p2))
660 {
661 p2 = PANull;
662 }
663
664 // update actors collision score
665 if (p1.CollisionScore >= float.MaxValue - count)
666 p1.CollisionScore = 0;
667 p1.CollisionScore += count;
668
669 if (p2.CollisionScore >= float.MaxValue - count)
670 p2.CollisionScore = 0;
671 p2.CollisionScore += count;
672
673
674 // get first contact
675 d.ContactGeom curContact = new d.ContactGeom();
676 if (!GetCurContactGeom(0, ref curContact))
677 return;
678 // for now it's the one with max depth
679 ContactPoint maxDepthContact = new ContactPoint(
680 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
681 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
682 curContact.depth
683 );
684 // do volume detection case
685 if (
686 (p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect) ||
687 (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
688 {
689 collision_accounting_events(p1, p2, maxDepthContact);
690 return;
691 }
692
693 // big messy collision analises
694 float mu = 0;
695 float bounce = 0;
696 ContactData contactdata1 = new ContactData(0, 0, false);
697 ContactData contactdata2 = new ContactData(0, 0, false);
698 bool erpSoft = false;
699
700 String name = null;
701 bool dop1foot = false;
702 bool dop2foot = false;
703 bool ignore = false;
704
705 switch (p1.PhysicsActorType)
706 {
707 case (int)ActorTypes.Agent:
708 switch (p2.PhysicsActorType)
709 {
710 case (int)ActorTypes.Agent:
711 p1.getContactData(ref contactdata1);
712 p2.getContactData(ref contactdata2);
713
714 bounce = contactdata1.bounce * contactdata2.bounce;
715
716 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
717
718 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
719 mu *= frictionMovementMult;
720
721 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
722 p1.CollidingObj = true;
723 p2.CollidingObj = true;
724 break;
725 case (int)ActorTypes.Prim:
726 p1.getContactData(ref contactdata1);
727 p2.getContactData(ref contactdata2);
728 bounce = contactdata1.bounce * contactdata2.bounce;
729
730 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
731
732 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
733 mu *= frictionMovementMult;
734 if (p2.Velocity.LengthSquared() > 0.0f)
735 p2.CollidingObj = true;
736
737 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
738
739 dop1foot = true;
740 break;
741 default:
742 ignore=true; // avatar to terrain and water ignored
743 break;
744 }
745 break;
746
747 case (int)ActorTypes.Prim:
748 switch (p2.PhysicsActorType)
749 {
750 case (int)ActorTypes.Agent:
751 p1.getContactData(ref contactdata1);
752 p2.getContactData(ref contactdata2);
753 bounce = contactdata1.bounce * contactdata2.bounce;
754
755 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
756
757 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
758 mu *= frictionMovementMult;
759
760 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
761 dop2foot = true;
762 if (p1.Velocity.LengthSquared() > 0.0f)
763 p1.CollidingObj = true;
764 break;
765 case (int)ActorTypes.Prim:
766 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
767 {
768 p1.CollidingObj = true;
769 p2.CollidingObj = true;
770 }
771 p1.getContactData(ref contactdata1);
772 p2.getContactData(ref contactdata2);
773 bounce = contactdata1.bounce * contactdata2.bounce;
774 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
775 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
776
777 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
778 mu *= frictionMovementMult;
779
780 break;
781 default:
782 if (geom_name_map.TryGetValue(g2, out name))
783 {
784 if (name == "Terrain")
785 {
786 p1.getContactData(ref contactdata1);
787 bounce = contactdata1.bounce * TerrainBounce;
788 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
789 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
790 mu *= frictionMovementMult;
791 erpSoft = contactdata1.softcolide;
792 p1.CollidingGround = true;
793 }
794 else if (name == "Water")
795 {
796 erpSoft = true;
797 }
798 }
799 else
800 ignore=true;
801 break;
802 }
803 break;
804
805 default:
806 if (geom_name_map.TryGetValue(g1, out name))
807 {
808 if (name == "Terrain")
809 {
810 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
811 {
812 p2.CollidingGround = true;
813 p2.getContactData(ref contactdata2);
814 bounce = contactdata2.bounce * TerrainBounce;
815 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
816 erpSoft = contactdata2.softcolide;
817
818 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
819 mu *= frictionMovementMult;
820 }
821 else
822 ignore = true;
823
824 }
825 else if (name == "Water" &&
826 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
827 {
828 erpSoft = true;
829 }
830 }
831 else
832 ignore = true;
833 break;
834 }
835
836 if (ignore)
837 return;
838
839 IntPtr Joint;
840
841 int i = 0;
842 while(true)
843 {
844 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
845 p1.IsColliding = true;
846 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
847 p2.IsColliding = true;
848
849 Joint = CreateContacJoint(ref curContact, mu, bounce, erpSoft);
850 d.JointAttach(Joint, b1, b2);
851
852 if (++m_global_contactcount >= maxContactsbeforedeath)
853 break;
854
855 if(++i >= count)
856 break;
857
858 if (!GetCurContactGeom(i, ref curContact))
859 break;
860
861 if (curContact.depth > maxDepthContact.PenetrationDepth)
862 {
863 maxDepthContact.Position.X = curContact.pos.X;
864 maxDepthContact.Position.Y = curContact.pos.Y;
865 maxDepthContact.Position.Z = curContact.pos.Z;
866 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
867 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
868 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
869 maxDepthContact.PenetrationDepth = curContact.depth;
870 }
871 }
872
873 collision_accounting_events(p1, p2, maxDepthContact);
874
875/*
876 if (notskipedcount > geomContactPointsStartthrottle)
877 {
878 // If there are more then 3 contact points, it's likely
879 // that we've got a pile of objects, so ...
880 // We don't want to send out hundreds of terse updates over and over again
881 // so lets throttle them and send them again after it's somewhat sorted out.
882 this needs checking so out for now
883 if (b1 != IntPtr.Zero)
884 p1.ThrottleUpdates = true;
885 if (b2 != IntPtr.Zero)
886 p2.ThrottleUpdates = true;
887
888 }
889 */
890 }
891
892 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
893 {
894 // obj1LocalID = 0;
895 //returncollisions = false;
896 obj2LocalID = 0;
897 //ctype = 0;
898 //cStartStop = 0;
899 if (!(p2.SubscribedEvents() || p1.SubscribedEvents()))
900 return;
901
902 switch ((ActorTypes)p1.PhysicsActorType)
903 {
904 case ActorTypes.Agent:
905 cc1 = (OdeCharacter)p1;
906 switch ((ActorTypes)p2.PhysicsActorType)
907 {
908 case ActorTypes.Agent:
909 cc2 = (OdeCharacter)p2;
910 obj2LocalID = cc2.m_localID;
911 if (p2.SubscribedEvents())
912 cc2.AddCollisionEvent(cc1.m_localID, contact);
913 break;
914
915 case ActorTypes.Prim:
916 if (p2 is OdePrim)
917 {
918 cp2 = (OdePrim)p2;
919 obj2LocalID = cp2.m_localID;
920 if (p2.SubscribedEvents())
921 cp2.AddCollisionEvent(cc1.m_localID, contact);
922 }
923 break;
924
925 case ActorTypes.Ground:
926 case ActorTypes.Unknown:
927 default:
928 obj2LocalID = 0;
929 break;
930 }
931 if (p1.SubscribedEvents())
932 {
933 contact.SurfaceNormal = -contact.SurfaceNormal;
934 cc1.AddCollisionEvent(obj2LocalID, contact);
935 }
936 break;
937
938 case ActorTypes.Prim:
939
940 if (p1 is OdePrim)
941 {
942 cp1 = (OdePrim)p1;
943
944 // obj1LocalID = cp2.m_localID;
945 switch ((ActorTypes)p2.PhysicsActorType)
946 {
947 case ActorTypes.Agent:
948 if (p2 is OdeCharacter)
949 {
950 cc2 = (OdeCharacter)p2;
951 obj2LocalID = cc2.m_localID;
952 if (p2.SubscribedEvents())
953 cc2.AddCollisionEvent(cp1.m_localID, contact);
954 }
955 break;
956 case ActorTypes.Prim:
957
958 if (p2 is OdePrim)
959 {
960 cp2 = (OdePrim)p2;
961 obj2LocalID = cp2.m_localID;
962 if (p2.SubscribedEvents())
963 cp2.AddCollisionEvent(cp1.m_localID, contact);
964 }
965 break;
966
967 case ActorTypes.Ground:
968 case ActorTypes.Unknown:
969 default:
970 obj2LocalID = 0;
971 break;
972 }
973 if (p1.SubscribedEvents())
974 {
975 contact.SurfaceNormal = -contact.SurfaceNormal;
976 cp1.AddCollisionEvent(obj2LocalID, contact);
977 }
978 }
979 break;
980 }
981 }
982
983 /// <summary>
984 /// This is our collision testing routine in ODE
985 /// </summary>
986 /// <param name="timeStep"></param>
987 private void collision_optimized()
988 {
989 lock (_characters)
990 {
991 try
992 {
993 foreach (OdeCharacter chr in _characters)
994 {
995 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
996 continue;
997
998 chr.IsColliding = false;
999 // chr.CollidingGround = false; not done here
1000 chr.CollidingObj = false;
1001 // do colisions with static space
1002 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1003 }
1004 }
1005 catch (AccessViolationException)
1006 {
1007 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1008 }
1009
1010 }
1011
1012 lock (_activeprims)
1013 {
1014 foreach (OdePrim aprim in _activeprims)
1015 {
1016 aprim.CollisionScore = 0;
1017 aprim.IsColliding = false;
1018 }
1019 }
1020
1021 // collide active prims with static enviroment
1022 lock (_activegroups)
1023 {
1024 try
1025 {
1026 foreach (OdePrim prm in _activegroups)
1027 {
1028 if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds)
1029 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1030 }
1031 }
1032 catch (AccessViolationException)
1033 {
1034 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1035 }
1036 }
1037 // finally colide active things amoung them
1038 try
1039 {
1040 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1041 }
1042 catch (AccessViolationException)
1043 {
1044 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1045 }
1046// _perloopContact.Clear();
1047 }
1048
1049 #endregion
1050
1051
1052
1053 /// <summary>
1054 /// Add actor to the list that should receive collision events in the simulate loop.
1055 /// </summary>
1056 /// <param name="obj"></param>
1057 public void AddCollisionEventReporting(PhysicsActor obj)
1058 {
1059 lock (_collisionEventPrim)
1060 {
1061 if (!_collisionEventPrim.Contains(obj))
1062 _collisionEventPrim.Add(obj);
1063 }
1064 }
1065
1066 /// <summary>
1067 /// Remove actor from the list that should receive collision events in the simulate loop.
1068 /// </summary>
1069 /// <param name="obj"></param>
1070 public void RemoveCollisionEventReporting(PhysicsActor obj)
1071 {
1072 lock (_collisionEventPrim)
1073 {
1074 if (_collisionEventPrim.Contains(obj))
1075 _collisionEventPrim.Remove(obj);
1076 }
1077 }
1078
1079 #region Add/Remove Entities
1080
1081 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1082 {
1083 Vector3 pos;
1084 pos.X = position.X;
1085 pos.Y = position.Y;
1086 pos.Z = position.Z;
1087 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1088 newAv.Flying = isFlying;
1089 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1090
1091 return newAv;
1092 }
1093
1094 public void AddCharacter(OdeCharacter chr)
1095 {
1096 lock (_characters)
1097 {
1098 if (!_characters.Contains(chr))
1099 {
1100 _characters.Add(chr);
1101 if (chr.bad)
1102 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1103 }
1104 }
1105 }
1106
1107 public void RemoveCharacter(OdeCharacter chr)
1108 {
1109 lock (_characters)
1110 {
1111 if (_characters.Contains(chr))
1112 {
1113 _characters.Remove(chr);
1114 }
1115 }
1116 }
1117
1118 public void BadCharacter(OdeCharacter chr)
1119 {
1120 lock (_badCharacter)
1121 {
1122 if (!_badCharacter.Contains(chr))
1123 _badCharacter.Add(chr);
1124 }
1125 }
1126
1127 public override void RemoveAvatar(PhysicsActor actor)
1128 {
1129 //m_log.Debug("[PHYSICS]:ODELOCK");
1130 ((OdeCharacter) actor).Destroy();
1131 }
1132
1133 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1134 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1135 {
1136 Vector3 pos = position;
1137 Vector3 siz = size;
1138 Quaternion rot = rotation;
1139
1140 OdePrim newPrim;
1141 lock (OdeLock)
1142 {
1143 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical);
1144
1145 lock (_prims)
1146 _prims.Add(newPrim);
1147 }
1148 newPrim.LocalID = localID;
1149 return newPrim;
1150 }
1151
1152 public void addActivePrim(OdePrim activatePrim)
1153 {
1154 // adds active prim..
1155 lock (_activeprims)
1156 {
1157 if (!_activeprims.Contains(activatePrim))
1158 _activeprims.Add(activatePrim);
1159 }
1160 }
1161
1162 public void addActiveGroups(OdePrim activatePrim)
1163 {
1164 lock (_activegroups)
1165 {
1166 if (!_activegroups.Contains(activatePrim))
1167 _activegroups.Add(activatePrim);
1168 }
1169 }
1170
1171 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1172 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1173 {
1174#if SPAM
1175 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1176#endif
1177
1178 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1179 }
1180
1181 public override float TimeDilation
1182 {
1183 get { return m_timeDilation; }
1184 }
1185
1186 public override bool SupportsNINJAJoints
1187 {
1188 get { return false; }
1189 }
1190
1191
1192 public void remActivePrim(OdePrim deactivatePrim)
1193 {
1194 lock (_activeprims)
1195 {
1196 _activeprims.Remove(deactivatePrim);
1197 }
1198 }
1199 public void remActiveGroup(OdePrim deactivatePrim)
1200 {
1201 lock (_activegroups)
1202 {
1203 _activegroups.Remove(deactivatePrim);
1204 }
1205 }
1206
1207 public override void RemovePrim(PhysicsActor prim)
1208 {
1209 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1210 // removed in the next physics simulate pass.
1211 if (prim is OdePrim)
1212 {
1213// lock (OdeLock)
1214 {
1215 OdePrim p = (OdePrim)prim;
1216 p.setPrimForRemoval();
1217 }
1218 }
1219 }
1220 /// <summary>
1221 /// This is called from within simulate but outside the locked portion
1222 /// We need to do our own locking here
1223 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1224 /// Simulate() -- justincc).
1225 ///
1226 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1227 ///
1228 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1229 /// that the space was using.
1230 /// </summary>
1231 /// <param name="prim"></param>
1232 public void RemovePrimThreadLocked(OdePrim prim)
1233 {
1234 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1235 lock (prim)
1236 {
1237 RemoveCollisionEventReporting(prim);
1238 lock (_prims)
1239 _prims.Remove(prim);
1240 }
1241
1242 }
1243 #endregion
1244
1245 #region Space Separation Calculation
1246
1247 /// <summary>
1248 /// Called when a static prim moves or becomes static
1249 /// Places the prim in a space one the static sub-spaces grid
1250 /// </summary>
1251 /// <param name="geom">the pointer to the geom that moved</param>
1252 /// <param name="pos">the position that the geom moved to</param>
1253 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1254 /// <returns>a pointer to the new space it's in</returns>
1255 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1256 {
1257 // moves a prim into another static sub-space or from another space into a static sub-space
1258
1259 // Called ODEPrim so
1260 // it's already in locked space.
1261
1262 if (geom == IntPtr.Zero) // shouldn't happen
1263 return IntPtr.Zero;
1264
1265 // get the static sub-space for current position
1266 IntPtr newspace = calculateSpaceForGeom(pos);
1267
1268 if (newspace == currentspace) // if we are there all done
1269 return newspace;
1270
1271 // else remove it from its current space
1272 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1273 {
1274 if (d.GeomIsSpace(currentspace))
1275 {
1276 waitForSpaceUnlock(currentspace);
1277 d.SpaceRemove(currentspace, geom);
1278
1279 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1280 {
1281 d.SpaceDestroy(currentspace);
1282 }
1283 }
1284 else
1285 {
1286 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1287 " Geom:" + geom);
1288 }
1289 }
1290 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1291 {
1292 currentspace = d.GeomGetSpace(geom);
1293 if (currentspace != IntPtr.Zero)
1294 {
1295 if (d.GeomIsSpace(currentspace))
1296 {
1297 waitForSpaceUnlock(currentspace);
1298 d.SpaceRemove(currentspace, geom);
1299
1300 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1301 {
1302 d.SpaceDestroy(currentspace);
1303 }
1304
1305 }
1306 }
1307 }
1308
1309 // put the geom in the newspace
1310 waitForSpaceUnlock(newspace);
1311 d.SpaceAdd(newspace, geom);
1312
1313 // let caller know this newspace
1314 return newspace;
1315 }
1316
1317 /// <summary>
1318 /// Calculates the space the prim should be in by its position
1319 /// </summary>
1320 /// <param name="pos"></param>
1321 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1322 public IntPtr calculateSpaceForGeom(Vector3 pos)
1323 {
1324 int x, y;
1325 x = (int)(pos.X * spacesPerMeter);
1326 if (x < 0)
1327 x = 0;
1328 else if (x > spaceGridMaxX)
1329 x = spaceGridMaxX;
1330
1331 y = (int)(pos.Y * spacesPerMeter);
1332 if (y < 0)
1333 y = 0;
1334 else if (y >spaceGridMaxY)
1335 y = spaceGridMaxY;
1336
1337 IntPtr tmpSpace = staticPrimspace[x, y];
1338 return tmpSpace;
1339 }
1340
1341 #endregion
1342
1343 /// <summary>
1344 /// Routine to figure out if we need to mesh this prim with our mesher
1345 /// </summary>
1346 /// <param name="pbs"></param>
1347 /// <returns></returns>
1348 public bool needsMeshing(PrimitiveBaseShape pbs)
1349 {
1350 // most of this is redundant now as the mesher will return null if it cant mesh a prim
1351 // but we still need to check for sculptie meshing being enabled so this is the most
1352 // convenient place to do it for now...
1353
1354 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
1355 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
1356 int iPropertiesNotSupportedDefault = 0;
1357
1358 if (pbs.SculptEntry)
1359 {
1360 if(!meshSculptedPrim)
1361 return false;
1362 }
1363
1364 // 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
1365 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
1366 {
1367 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1368 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1369 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1370 {
1371
1372 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1373 && pbs.ProfileHollow == 0
1374 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1375 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1376 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1377 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1378 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1379 {
1380#if SPAM
1381 m_log.Warn("NonMesh");
1382#endif
1383 return false;
1384 }
1385 }
1386 }
1387
1388 // following code doesn't give meshs to boxes and spheres ever
1389 // and it's odd.. so for now just return true if asked to force meshs
1390 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1391
1392 if (forceSimplePrimMeshing)
1393 return true;
1394
1395 if (pbs.ProfileHollow != 0)
1396 iPropertiesNotSupportedDefault++;
1397
1398 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1399 iPropertiesNotSupportedDefault++;
1400
1401 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1402 iPropertiesNotSupportedDefault++;
1403
1404 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1405 iPropertiesNotSupportedDefault++;
1406
1407 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1408 iPropertiesNotSupportedDefault++;
1409
1410 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1411 iPropertiesNotSupportedDefault++;
1412
1413 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1414 iPropertiesNotSupportedDefault++;
1415
1416 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))
1417 iPropertiesNotSupportedDefault++;
1418
1419 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1420 iPropertiesNotSupportedDefault++;
1421
1422 // test for torus
1423 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1424 {
1425 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1426 {
1427 iPropertiesNotSupportedDefault++;
1428 }
1429 }
1430 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1431 {
1432 if (pbs.PathCurve == (byte)Extrusion.Straight)
1433 {
1434 iPropertiesNotSupportedDefault++;
1435 }
1436
1437 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1438 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1439 {
1440 iPropertiesNotSupportedDefault++;
1441 }
1442 }
1443 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1444 {
1445 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1446 {
1447 iPropertiesNotSupportedDefault++;
1448 }
1449 }
1450 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1451 {
1452 if (pbs.PathCurve == (byte)Extrusion.Straight)
1453 {
1454 iPropertiesNotSupportedDefault++;
1455 }
1456 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1457 {
1458 iPropertiesNotSupportedDefault++;
1459 }
1460 }
1461
1462 if (pbs.SculptEntry && meshSculptedPrim)
1463 iPropertiesNotSupportedDefault++;
1464
1465 if (iPropertiesNotSupportedDefault == 0)
1466 {
1467#if SPAM
1468 m_log.Warn("NonMesh");
1469#endif
1470 return false;
1471 }
1472#if SPAM
1473 m_log.Debug("Mesh");
1474#endif
1475 return true;
1476 }
1477
1478 /// <summary>
1479 /// Called to queue a change to a actor
1480 /// to use in place of old taint mechanism so changes do have a time sequence
1481 /// </summary>
1482
1483 public void AddChange(PhysicsActor actor, changes what, Object arg)
1484 {
1485 ODEchangeitem item = new ODEchangeitem();
1486 item.actor = actor;
1487 item.what = what;
1488 item.arg = arg;
1489 ChangesQueue.Enqueue(item);
1490 }
1491
1492 /// <summary>
1493 /// Called after our prim properties are set Scale, position etc.
1494 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1495 /// This assures us that we have no race conditions
1496 /// </summary>
1497 /// <param name="prim"></param>
1498 public override void AddPhysicsActorTaint(PhysicsActor prim)
1499 {
1500 }
1501
1502 /// <summary>
1503 /// This is our main simulate loop
1504 /// It's thread locked by a Mutex in the scene.
1505 /// It holds Collisions, it instructs ODE to step through the physical reactions
1506 /// It moves the objects around in memory
1507 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1508 /// </summary>
1509 /// <param name="timeStep"></param>
1510 /// <returns></returns>
1511 public override float Simulate(float timeStep)
1512 {
1513 int statstart;
1514 int statchanges = 0;
1515 int statchmove = 0;
1516 int statactmove = 0;
1517 int statray = 0;
1518 int statcol = 0;
1519 int statstep = 0;
1520 int statmovchar = 0;
1521 int statmovprim;
1522 int totjcontact = 0;
1523
1524 // acumulate time so we can reduce error
1525 step_time += timeStep;
1526
1527 if (step_time < ODE_STEPSIZE)
1528 return 0;
1529
1530 if (framecount >= int.MaxValue)
1531 framecount = 0;
1532
1533 framecount++;
1534
1535 int curphysiteractions = m_physicsiterations;
1536
1537 if (step_time >= m_SkipFramesAtms)
1538 {
1539 // if in trouble reduce step resolution
1540 curphysiteractions /= 2;
1541 }
1542
1543 int nodeframes = 0;
1544
1545// checkThread();
1546
1547 lock (SimulationLock)
1548 {
1549 // adjust number of iterations per step
1550 try
1551 {
1552 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1553 }
1554 catch (StackOverflowException)
1555 {
1556 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1557// ode.drelease(world);
1558 base.TriggerPhysicsBasedRestart();
1559 }
1560
1561
1562 while (step_time >= ODE_STEPSIZE && nodeframes < 10) //limit number of steps so we don't say here for ever
1563 {
1564 try
1565 {
1566 statstart = Util.EnvironmentTickCount();
1567
1568 // clear pointer/counter to contacts to pass into joints
1569 m_global_contactcount = 0;
1570
1571 ODEchangeitem item;
1572
1573 if(ChangesQueue.Count >0)
1574 {
1575 int ttmpstart = Util.EnvironmentTickCount();
1576 int ttmp;
1577 int ttmp2;
1578
1579 while(ChangesQueue.Dequeue(out item))
1580 {
1581 if (item.actor != null)
1582 {
1583 try
1584 {
1585 if (item.actor is OdeCharacter)
1586 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1587 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1588 RemovePrimThreadLocked((OdePrim)item.actor);
1589 }
1590 catch
1591 {
1592 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1593 };
1594 }
1595 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1596 if (ttmp > 20)
1597 break;
1598 }
1599
1600 ttmp2 = Util.EnvironmentTickCountSubtract(ttmpstart);
1601 if (ttmp2 > 50)
1602 ttmp2 = 0;
1603
1604 }
1605
1606 statchanges += Util.EnvironmentTickCountSubtract(statstart);
1607
1608 statactmove += Util.EnvironmentTickCountSubtract(statstart);
1609 //if ((framecount % m_randomizeWater) == 0)
1610 // randomizeWater(waterlevel);
1611
1612 m_rayCastManager.ProcessQueuedRequests();
1613
1614
1615
1616 statray += Util.EnvironmentTickCountSubtract(statstart);
1617 collision_optimized();
1618 statcol += Util.EnvironmentTickCountSubtract(statstart);
1619
1620 lock (_collisionEventPrim)
1621 {
1622 foreach (PhysicsActor obj in _collisionEventPrim)
1623 {
1624 if (obj == null)
1625 continue;
1626
1627 switch ((ActorTypes)obj.PhysicsActorType)
1628 {
1629 case ActorTypes.Agent:
1630 OdeCharacter cobj = (OdeCharacter)obj;
1631 cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE*1000.0f));
1632 cobj.SendCollisions();
1633 break;
1634
1635 case ActorTypes.Prim:
1636 OdePrim pobj = (OdePrim)obj;
1637 pobj.SendCollisions();
1638 break;
1639 }
1640 }
1641 }
1642
1643 d.WorldQuickStep(world, ODE_STEPSIZE);
1644 statstep += Util.EnvironmentTickCountSubtract(statstart);
1645
1646 // Move characters
1647 lock (_characters)
1648 {
1649 List<OdeCharacter> defects = new List<OdeCharacter>();
1650 foreach (OdeCharacter actor in _characters)
1651 {
1652 if (actor != null)
1653 actor.Move(ODE_STEPSIZE, defects);
1654 }
1655 if (defects.Count != 0)
1656 {
1657 foreach (OdeCharacter defect in defects)
1658 {
1659 RemoveCharacter(defect);
1660 }
1661 }
1662 }
1663 statchmove += Util.EnvironmentTickCountSubtract(statstart);
1664
1665 // Move other active objects
1666 lock (_activegroups)
1667 {
1668 foreach (OdePrim aprim in _activegroups)
1669 {
1670 aprim.Move();
1671 }
1672 }
1673
1674 //ode.dunlock(world);
1675 }
1676 catch (Exception e)
1677 {
1678 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1679// ode.dunlock(world);
1680 }
1681
1682 d.JointGroupEmpty(contactgroup);
1683 totjcontact += m_global_contactcount;
1684
1685 step_time -= ODE_STEPSIZE;
1686 nodeframes++;
1687 }
1688
1689 statstart = Util.EnvironmentTickCount();
1690
1691 lock (_characters)
1692 {
1693 foreach (OdeCharacter actor in _characters)
1694 {
1695 if (actor != null)
1696 {
1697 if (actor.bad)
1698 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1699
1700 actor.UpdatePositionAndVelocity();
1701 }
1702 }
1703 }
1704
1705 lock (_badCharacter)
1706 {
1707 if (_badCharacter.Count > 0)
1708 {
1709 foreach (OdeCharacter chr in _badCharacter)
1710 {
1711 RemoveCharacter(chr);
1712 }
1713
1714 _badCharacter.Clear();
1715 }
1716 }
1717 statmovchar = Util.EnvironmentTickCountSubtract(statstart);
1718
1719 lock (_activegroups)
1720 {
1721 {
1722 foreach (OdePrim actor in _activegroups)
1723 {
1724 if (actor.IsPhysical)
1725 {
1726 actor.UpdatePositionAndVelocity((float)nodeframes * ODE_STEPSIZE);
1727 }
1728 }
1729 }
1730 }
1731
1732 statmovprim = Util.EnvironmentTickCountSubtract(statstart);
1733
1734 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1735 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1736 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1737 int nbodies = d.NTotalBodies;
1738 int ngeoms = d.NTotalGeoms;
1739
1740 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1741 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1742 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1743 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1744 {
1745 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1746 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1747
1748 if (physics_logging_append_existing_logfile)
1749 {
1750 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1751 TextWriter fwriter = File.AppendText(fname);
1752 fwriter.WriteLine(header);
1753 fwriter.Close();
1754 }
1755
1756 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1757 }
1758
1759 // think time dilation is not a physics issue alone.. but ok let's fake something
1760 if (step_time < ODE_STEPSIZE) // we did the required loops
1761 m_timeDilation = 1.0f;
1762 else
1763 { // we didn't forget the lost ones and let user know something
1764 m_timeDilation = 1 - step_time / timeStep;
1765 if (m_timeDilation < 0)
1766 m_timeDilation = 0;
1767 step_time = 0;
1768 }
1769 }
1770
1771// return nodeframes * ODE_STEPSIZE; // return real simulated time
1772 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
1773 }
1774
1775 /// <summary>
1776 public override void GetResults()
1777 {
1778 }
1779
1780 public override bool IsThreaded
1781 {
1782 // for now we won't be multithreaded
1783 get { return (false); }
1784 }
1785
1786 public float GetTerrainHeightAtXY(float x, float y)
1787 {
1788 // assumes 1m size grid and constante size square regions
1789 // needs to know about sims around in future
1790 // region offset in mega position
1791
1792 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1793 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1794
1795 IntPtr heightFieldGeom = IntPtr.Zero;
1796
1797 // get region map
1798 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
1799 return 0f;
1800
1801 if (heightFieldGeom == IntPtr.Zero)
1802 return 0f;
1803
1804 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1805 return 0f;
1806
1807 // TerrainHeightField for ODE as offset 1m
1808 x += 1f - offsetX;
1809 y += 1f - offsetY;
1810
1811 // make position fit into array
1812 if (x < 0)
1813 x = 0;
1814 if (y < 0)
1815 y = 0;
1816
1817 // integer indexs
1818 int ix;
1819 int iy;
1820 // interpolators offset
1821 float dx;
1822 float dy;
1823
1824 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
1825
1826 // we still have square fixed size regions
1827 // also flip x and y because of how map is done for ODE fliped axis
1828 // so ix,iy,dx and dy are inter exchanged
1829 if (x < regsize - 1)
1830 {
1831 iy = (int)x;
1832 dy = x - (float)iy;
1833 }
1834 else // out world use external height
1835 {
1836 iy = regsize - 1;
1837 dy = 0;
1838 }
1839 if (y < regsize - 1)
1840 {
1841 ix = (int)y;
1842 dx = y - (float)ix;
1843 }
1844 else
1845 {
1846 ix = regsize - 1;
1847 dx = 0;
1848 }
1849
1850 float h0;
1851 float h1;
1852 float h2;
1853
1854 iy *= regsize;
1855 iy += ix; // all indexes have iy + ix
1856
1857 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
1858
1859 if ((dx + dy) <= 1.0f)
1860 {
1861 h0 = ((float)heights[iy]); // 0,0 vertice
1862 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
1863 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
1864 }
1865 else
1866 {
1867 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
1868 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
1869 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
1870 }
1871
1872 return h0 + h1 + h2;
1873 }
1874 public override void SetTerrain(float[] heightMap)
1875 {
1876 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
1877 {
1878 if (m_parentScene is OdeScene)
1879 {
1880 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
1881 }
1882 }
1883 else
1884 {
1885 SetTerrain(heightMap, m_worldOffset);
1886 }
1887 }
1888
1889 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
1890 {
1891 SetTerrain(heightMap, pOffset);
1892 }
1893
1894 public void SetTerrain(float[] heightMap, Vector3 pOffset)
1895 {
1896 // assumes 1m size grid and constante size square regions
1897 // needs to know about sims around in future
1898
1899 float[] _heightmap;
1900
1901 uint heightmapWidth = Constants.RegionSize + 2;
1902 uint heightmapHeight = Constants.RegionSize + 2;
1903
1904 uint heightmapWidthSamples = heightmapWidth + 1;
1905 uint heightmapHeightSamples = heightmapHeight + 1;
1906
1907 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
1908
1909 const float scale = 1.0f;
1910 const float offset = 0.0f;
1911 const float thickness = 10f;
1912 const int wrap = 0;
1913
1914 uint regionsize = Constants.RegionSize;
1915
1916 float hfmin = float.MaxValue;
1917 float hfmax = float.MinValue;
1918 float val;
1919 uint xx;
1920 uint yy;
1921
1922 uint maxXXYY = regionsize - 1;
1923 // flipping map adding one margin all around so things don't fall in edges
1924
1925 uint xt = 0;
1926 xx = 0;
1927
1928 for (uint x = 0; x < heightmapWidthSamples; x++)
1929 {
1930 if (x > 1 && xx < maxXXYY)
1931 xx++;
1932 yy = 0;
1933 for (uint y = 0; y < heightmapHeightSamples; y++)
1934 {
1935 if (y > 1 && y < maxXXYY)
1936 yy += regionsize;
1937
1938 val = heightMap[yy + xx];
1939 if (val < 0.0f)
1940 val = 0.0f; // no neg terrain as in chode
1941 _heightmap[xt + y] = val;
1942
1943 if (hfmin > val)
1944 hfmin = val;
1945 if (hfmax < val)
1946 hfmax = val;
1947 }
1948 xt += heightmapHeightSamples;
1949 }
1950 lock (OdeLock)
1951 {
1952 IntPtr GroundGeom = IntPtr.Zero;
1953 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
1954 {
1955 RegionTerrain.Remove(pOffset);
1956 if (GroundGeom != IntPtr.Zero)
1957 {
1958 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
1959 {
1960 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
1961 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
1962 TerrainHeightFieldHeights.Remove(GroundGeom);
1963 }
1964 d.SpaceRemove(StaticSpace, GroundGeom);
1965 d.GeomDestroy(GroundGeom);
1966 }
1967 }
1968 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
1969
1970 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
1971
1972 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
1973 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
1974 offset, thickness, wrap);
1975
1976 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
1977 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
1978 if (GroundGeom != IntPtr.Zero)
1979 {
1980 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
1981 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
1982
1983 }
1984 geom_name_map[GroundGeom] = "Terrain";
1985
1986 d.Matrix3 R = new d.Matrix3();
1987
1988 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
1989 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
1990
1991
1992 q1 = q1 * q2;
1993
1994 Vector3 v3;
1995 float angle;
1996 q1.GetAxisAngle(out v3, out angle);
1997
1998 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
1999 d.GeomSetRotation(GroundGeom, ref R);
2000 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2001 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2002// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2003 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2004 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2005
2006 }
2007 }
2008
2009 public override void DeleteTerrain()
2010 {
2011 }
2012
2013 public float GetWaterLevel()
2014 {
2015 return waterlevel;
2016 }
2017
2018 public override bool SupportsCombining()
2019 {
2020 return true;
2021 }
2022/*
2023 public override void UnCombine(PhysicsScene pScene)
2024 {
2025 IntPtr localGround = IntPtr.Zero;
2026// float[] localHeightfield;
2027 bool proceed = false;
2028 List<IntPtr> geomDestroyList = new List<IntPtr>();
2029
2030 lock (OdeLock)
2031 {
2032 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2033 {
2034 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2035 {
2036 if (geom == localGround)
2037 {
2038// localHeightfield = TerrainHeightFieldHeights[geom];
2039 proceed = true;
2040 }
2041 else
2042 {
2043 geomDestroyList.Add(geom);
2044 }
2045 }
2046
2047 if (proceed)
2048 {
2049 m_worldOffset = Vector3.Zero;
2050 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2051 m_parentScene = null;
2052
2053 foreach (IntPtr g in geomDestroyList)
2054 {
2055 // removingHeightField needs to be done or the garbage collector will
2056 // collect the terrain data before we tell ODE to destroy it causing
2057 // memory corruption
2058 if (TerrainHeightFieldHeights.ContainsKey(g))
2059 {
2060// float[] removingHeightField = TerrainHeightFieldHeights[g];
2061 TerrainHeightFieldHeights.Remove(g);
2062
2063 if (RegionTerrain.ContainsKey(g))
2064 {
2065 RegionTerrain.Remove(g);
2066 }
2067
2068 d.GeomDestroy(g);
2069 //removingHeightField = new float[0];
2070 }
2071 }
2072
2073 }
2074 else
2075 {
2076 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2077 }
2078 }
2079 }
2080 }
2081*/
2082 public override void SetWaterLevel(float baseheight)
2083 {
2084 waterlevel = baseheight;
2085 randomizeWater(waterlevel);
2086 }
2087
2088 public void randomizeWater(float baseheight)
2089 {
2090 const uint heightmapWidth = m_regionWidth + 2;
2091 const uint heightmapHeight = m_regionHeight + 2;
2092 const uint heightmapWidthSamples = m_regionWidth + 2;
2093 const uint heightmapHeightSamples = m_regionHeight + 2;
2094 const float scale = 1.0f;
2095 const float offset = 0.0f;
2096 const float thickness = 2.9f;
2097 const int wrap = 0;
2098
2099 for (int i = 0; i < (258 * 258); i++)
2100 {
2101 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
2102 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
2103 }
2104
2105 lock (OdeLock)
2106 {
2107 if (WaterGeom != IntPtr.Zero)
2108 {
2109 d.SpaceRemove(StaticSpace, WaterGeom);
2110 }
2111 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2112 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
2113 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2114 offset, thickness, wrap);
2115 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
2116 WaterGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2117 if (WaterGeom != IntPtr.Zero)
2118 {
2119 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
2120 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
2121
2122 }
2123 geom_name_map[WaterGeom] = "Water";
2124
2125 d.Matrix3 R = new d.Matrix3();
2126
2127 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2128 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2129
2130 q1 = q1 * q2;
2131 Vector3 v3;
2132 float angle;
2133 q1.GetAxisAngle(out v3, out angle);
2134
2135 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2136 d.GeomSetRotation(WaterGeom, ref R);
2137 d.GeomSetPosition(WaterGeom, 128, 128, 0);
2138
2139 }
2140
2141 }
2142
2143 public override void Dispose()
2144 {
2145 m_rayCastManager.Dispose();
2146 m_rayCastManager = null;
2147
2148 lock (OdeLock)
2149 {
2150 lock (_prims)
2151 {
2152 foreach (OdePrim prm in _prims)
2153 {
2154 RemovePrim(prm);
2155 }
2156 }
2157
2158 if (ContactgeomsArray != IntPtr.Zero)
2159 Marshal.FreeHGlobal(ContactgeomsArray);
2160 if (GlobalContactsArray != IntPtr.Zero)
2161 Marshal.FreeHGlobal(GlobalContactsArray);
2162
2163 d.WorldDestroy(world);
2164 //d.CloseODE();
2165 }
2166 }
2167
2168 public override Dictionary<uint, float> GetTopColliders()
2169 {
2170 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2171 int cnt = 0;
2172 lock (_prims)
2173 {
2174 foreach (OdePrim prm in _prims)
2175 {
2176 if (prm.CollisionScore > 0)
2177 {
2178 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2179 cnt++;
2180 prm.CollisionScore = 0f;
2181 if (cnt > 25)
2182 {
2183 break;
2184 }
2185 }
2186 }
2187 }
2188 return returncolliders;
2189 }
2190
2191 public override bool SupportsRayCast()
2192 {
2193 return true;
2194 }
2195
2196 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2197 {
2198 if (retMethod != null)
2199 {
2200 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2201 }
2202 }
2203
2204 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2205 {
2206 if (retMethod != null)
2207 {
2208 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2209 }
2210 }
2211
2212 // don't like this
2213 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2214 {
2215 ContactResult[] ourResults = null;
2216 RayCallback retMethod = delegate(List<ContactResult> results)
2217 {
2218 ourResults = new ContactResult[results.Count];
2219 results.CopyTo(ourResults, 0);
2220 };
2221 int waitTime = 0;
2222 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2223 while (ourResults == null && waitTime < 1000)
2224 {
2225 Thread.Sleep(1);
2226 waitTime++;
2227 }
2228 if (ourResults == null)
2229 return new List<ContactResult>();
2230 return new List<ContactResult>(ourResults);
2231 }
2232
2233 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2234 {
2235 if (retMethod != null && actor !=null)
2236 {
2237 IntPtr geom;
2238 if (actor is OdePrim)
2239 geom = ((OdePrim)actor).prim_geom;
2240 else if (actor is OdeCharacter)
2241 geom = ((OdePrim)actor).prim_geom;
2242 else
2243 return;
2244 if (geom == IntPtr.Zero)
2245 return;
2246 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2247 }
2248 }
2249
2250 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2251 {
2252 if (retMethod != null && actor != null)
2253 {
2254 IntPtr geom;
2255 if (actor is OdePrim)
2256 geom = ((OdePrim)actor).prim_geom;
2257 else if (actor is OdeCharacter)
2258 geom = ((OdePrim)actor).prim_geom;
2259 else
2260 return;
2261 if (geom == IntPtr.Zero)
2262 return;
2263
2264 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2265 }
2266 }
2267
2268 // don't like this
2269 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2270 {
2271 if (actor != null)
2272 {
2273 IntPtr geom;
2274 if (actor is OdePrim)
2275 geom = ((OdePrim)actor).prim_geom;
2276 else if (actor is OdeCharacter)
2277 geom = ((OdePrim)actor).prim_geom;
2278 else
2279 return new List<ContactResult>();
2280 if (geom == IntPtr.Zero)
2281 return new List<ContactResult>();
2282
2283 ContactResult[] ourResults = null;
2284 RayCallback retMethod = delegate(List<ContactResult> results)
2285 {
2286 ourResults = new ContactResult[results.Count];
2287 results.CopyTo(ourResults, 0);
2288 };
2289 int waitTime = 0;
2290 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2291 while (ourResults == null && waitTime < 1000)
2292 {
2293 Thread.Sleep(1);
2294 waitTime++;
2295 }
2296 if (ourResults == null)
2297 return new List<ContactResult>();
2298 return new List<ContactResult>(ourResults);
2299 }
2300 return new List<ContactResult>();
2301 }
2302 }
2303}