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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.cs4333
-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.cs3883
-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.cs26
-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.cs1451
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs945
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs3300
-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.cs86
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2272
27 files changed, 21460 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..0a4ebe4
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4333 @@
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 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
167
168 private bool m_throttleUpdates;
169 private int throttleCounter;
170 public int m_interpenetrationcount;
171 public float m_collisionscore;
172 // public int m_roundsUnderMotionThreshold;
173 // private int m_crossingfailures;
174
175 public bool m_outofBounds;
176 private float m_density = 10.000006836f; // Aluminum g/cm3;
177
178 public bool _zeroFlag; // if body has been stopped
179 private bool m_lastUpdateSent;
180
181 public IntPtr Body = IntPtr.Zero;
182 public String m_primName;
183 private Vector3 _target_velocity;
184 public d.Mass pMass;
185
186 public int m_eventsubscription;
187 private CollisionEventUpdate CollisionEventsThisFrame;
188
189 private IntPtr m_linkJoint = IntPtr.Zero;
190
191 public volatile bool childPrim;
192
193 internal int m_material = (int)Material.Wood;
194
195 private IntPtr m_body = IntPtr.Zero;
196
197 // Vehicle properties ============================================================================================
198 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
199 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
200 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
201 // HOVER_TERRAIN_ONLY
202 // HOVER_GLOBAL_HEIGHT
203 // NO_DEFLECTION_UP
204 // HOVER_WATER_ONLY
205 // HOVER_UP_ONLY
206 // LIMIT_MOTOR_UP
207 // LIMIT_ROLL_ONLY
208
209 // Linear properties
210 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
211 //requested by LSL
212 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
213 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
214 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
215
216 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
217 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
218 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
219
220 //Angular properties
221 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
222
223 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
224 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
225 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
226
227 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
228 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
229 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
230
231 //Deflection properties
232 // private float m_angularDeflectionEfficiency = 0;
233 // private float m_angularDeflectionTimescale = 0;
234 // private float m_linearDeflectionEfficiency = 0;
235 // private float m_linearDeflectionTimescale = 0;
236
237 //Banking properties
238 // private float m_bankingEfficiency = 0;
239 // private float m_bankingMix = 0;
240 // private float m_bankingTimescale = 0;
241
242 //Hover and Buoyancy properties
243 private float m_VhoverHeight = 0f;
244 // private float m_VhoverEfficiency = 0f;
245 private float m_VhoverTimescale = 0f;
246 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
247 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
248 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
249 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
250 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
251
252 //Attractor properties
253 private float m_verticalAttractionEfficiency = 1.0f; // damped
254 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
255
256 SerialControl m_taintserial = null;
257 object m_taintvehicledata = null;
258
259 public void DoSetVehicle()
260 {
261 VehicleData vd = (VehicleData)m_taintvehicledata;
262
263 m_type = vd.m_type;
264 m_flags = vd.m_flags;
265
266 // Linear properties
267 m_linearMotorDirection = vd.m_linearMotorDirection;
268 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
269 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
270 m_linearMotorTimescale = vd.m_linearMotorTimescale;
271// m_linearMotorOffset = vd.m_linearMotorOffset;
272
273 //Angular properties
274 m_angularMotorDirection = vd.m_angularMotorDirection;
275 m_angularMotorTimescale = vd.m_angularMotorTimescale;
276 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
277 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
278
279 //Deflection properties
280// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
281// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
282// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
283// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
284
285 //Banking properties
286// m_bankingEfficiency = vd.m_bankingEfficiency;
287// m_bankingMix = vd.m_bankingMix;
288// m_bankingTimescale = vd.m_bankingTimescale;
289
290 //Hover and Buoyancy properties
291 m_VhoverHeight = vd.m_VhoverHeight;
292// m_VhoverEfficiency = vd.m_VhoverEfficiency;
293 m_VhoverTimescale = vd.m_VhoverTimescale;
294 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
295
296 //Attractor properties
297 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
298 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
299
300 // Axis
301// m_referenceFrame = vd.m_referenceFrame;
302
303
304 m_taintvehicledata = null;
305 }
306
307 public override void SetVehicle(object vdata)
308 {
309 m_taintvehicledata = vdata;
310 _parent_scene.AddPhysicsActorTaint(this);
311 }
312
313 public override byte[] Serialize(bool PhysIsRunning)
314 {
315 SerialControl sc = new SerialControl();
316
317 lock (sc.alock)
318 {
319 if (PhysIsRunning)
320 {
321 m_taintserial = sc;
322
323 if (!Monitor.Wait(sc.alock, 1000))
324 {
325 m_log.Error("[chOde] prim data serialization timed out");
326 m_taintserial = null;
327 return new byte[0];
328 }
329 }
330 else
331 DoSerialize(sc);
332 }
333
334 return sc.data;
335 }
336
337 public void DoSerialize(SerialControl sc)
338 {
339 wstreamer st = new wstreamer();
340 Vector3 vtmp;
341
342 ushort version = 2;
343 if (!BitConverter.IsLittleEndian)
344 version |= 1;
345 st.Wushort(version); //version lower bit codes endian type for future use
346
347 // compact booleans in a ushort
348 ushort flags = 0;
349
350 if (m_isphysical) // this should be true for now
351 flags |= 1;
352 if (m_isSelected)
353 flags |= 2;
354 if (m_isVolumeDetect)
355 flags |= 4;
356 if (m_disabled)
357 flags |= 8;
358 if (m_collidesWater)
359 flags |= 16;
360 if (m_collidesLand)
361 flags |= 32;
362 if (m_usePID)
363 flags |= 64;
364 if (m_useAPID)
365 flags |= 128;
366 if (m_useHoverPID)
367 flags |= 256;
368 if (m_throttleUpdates)
369 flags |= 512;
370
371 st.Wushort(flags);
372
373 st.Wvector3(_size);
374 st.Wint(m_material);
375 st.Wfloat(m_density);
376 st.Wfloat(0); // future gravity mod V3
377 st.Wfloat(0); // future friction V3
378 st.Wfloat(0); // future bounce V3
379
380// st.Wuint((uint)m_collisionCategories);
381// st.Wuint((uint)m_collisionFlags);
382
383 if (_parent == null)
384 {
385 st.Wvector3(_position); // ??
386 st.Wquat(_orientation);
387 }
388 else // for childs save offsets
389 {
390 Quaternion to;
391 Quaternion ipo = Quaternion.Inverse(_parent.Orientation);
392
393 if (m_isphysical && prim_geom != IntPtr.Zero)
394 {
395 d.Vector3 dvt;
396 d.GeomCopyPosition(prim_geom, out dvt);
397
398 vtmp.X = dvt.X;
399 vtmp.Y = dvt.Y;
400 vtmp.Z = dvt.Z;
401
402 d.Quaternion dqt;
403 d.GeomCopyQuaternion(prim_geom, out dqt);
404
405 to.X = dqt.X;
406 to.Y = dqt.Y;
407 to.Z = dqt.Z;
408 to.W = dqt.W; // rotation in world
409 }
410 else
411 {
412 vtmp = _position;
413 to = _orientation;
414 }
415
416 vtmp -= _parent.Position; // offset in world
417 vtmp *= ipo; // offset in local
418 st.Wvector3(vtmp);
419
420 ipo *= to; // own rotation
421 st.Wquat(ipo);
422 }
423
424 st.Wvector3(_velocity);
425 st.Wvector3(m_rotationalVelocity);
426 st.Wvector3(_acceleration);
427 st.Wvector3(m_rotateEnable);
428
429 vtmp = Vector3.Zero;
430 for (int i = 0; i < m_forcelist.Count; i++)
431 {
432
433 vtmp += (m_forcelist[i] * 100);
434 }
435
436 st.Wvector3(vtmp); // force acc
437
438 vtmp = Vector3.Zero;
439 for (int i = 0; i < m_angularforcelist.Count; i++)
440 {
441 vtmp += (m_angularforcelist[i] * 100);
442 }
443
444 st.Wvector3(vtmp); // angular force acc
445
446 st.Wvector3(m_PIDTarget);
447 st.Wfloat(m_PIDTau);
448 st.Wfloat(PID_D);
449 st.Wfloat(PID_G);
450 st.Wquat(m_APIDTarget);
451 st.Wfloat(m_APIDStrength);
452 st.Wfloat(m_APIDDamping);
453 st.Wfloat(m_APIDdamper);
454
455 st.Wint((int)m_PIDHoverType);
456 st.Wfloat(m_PIDHoverHeight);
457 st.Wfloat(m_PIDHoverTau);
458 st.Wfloat(m_targetHoverHeight);
459
460 st.Wfloat(m_groundHeight);
461 st.Wfloat(m_waterHeight);
462
463 st.Wfloat(m_buoyancy);
464
465 // this must be last since type none ends stream
466 if (m_type == Vehicle.TYPE_NONE)
467 st.Wint((int)Vehicle.TYPE_NONE);
468 else
469 {
470 st.Wint((int)m_type);
471
472 st.Wquat(Quaternion.Identity); //m_referenceFrame
473
474 st.Wint((int)m_flags);
475
476 st.Wvector3(m_linearMotorDirection);
477 st.Wfloat(
478 (float)Math.Sqrt(m_lLinMotorDVel.LengthSquared() / m_linearMotorDirection.LengthSquared()));
479
480 st.Wvector3(m_linearFrictionTimescale);
481 st.Wfloat(m_linearMotorDecayTimescale);
482 st.Wfloat(m_linearMotorTimescale);
483 st.Wvector3(new Vector3(0, 0, 0)); //m_linearMotorOffset);
484
485 st.Wvector3(m_angularMotorDirection);
486 st.Wfloat((float)Math.Sqrt(m_angularMotorDVel.LengthSquared() / m_angularMotorDirection.LengthSquared()));
487
488 st.Wvector3(m_angularFrictionTimescale);
489 st.Wfloat(m_angularMotorDecayTimescale);
490 st.Wfloat(m_angularMotorTimescale);
491
492 st.Wfloat(0); //m_linearDeflectionEfficiency);
493 st.Wfloat(1000); //m_linearDeflectionTimescale);
494
495 st.Wfloat(0); //m_angularDeflectionEfficiency);
496 st.Wfloat(120); //m_angularDeflectionTimescale);
497
498 st.Wfloat(0); // m_bankingEfficiency);
499 st.Wfloat(0); //m_bankingMix);
500 st.Wfloat(1000); //m_bankingTimescale);
501
502 st.Wfloat(m_VhoverHeight);
503 st.Wfloat(0.5f); //m_VhoverEfficiency);
504 st.Wfloat(m_VhoverTimescale);
505
506 st.Wfloat(m_VehicleBuoyancy);
507
508 st.Wfloat(m_verticalAttractionEfficiency);
509 st.Wfloat(m_verticalAttractionTimescale);
510 }
511 sc.data = st.close();
512 m_taintserial = null;
513 Monitor.PulseAll(sc.alock);
514 }
515
516 public bool DeSerialize(byte[] data)
517 {
518 rstreamer st = new rstreamer(data);
519
520 int version =st.Rushort(); //version
521
522 // merge booleans in a ushort
523 ushort flags = st.Rushort();
524 if ((flags & 1) != 0)
525 m_isphysical = true;
526 if ((flags & 2) != 0)
527 m_taintselected = true;
528 if ((flags & 4) != 0)
529 m_isVolumeDetect = true;
530 if ((flags & 8) != 0)
531 m_taintdisable = true;
532 if ((flags & 16) != 0)
533 m_taintCollidesWater = true;
534 if ((flags & 32) != 0)
535 m_collidesLand = true;
536 if ((flags & 64) != 0)
537 m_usePID = true;
538 if ((flags & 128) != 0)
539 m_useAPID = true;
540 if ((flags & 256) != 0)
541 m_useHoverPID = true;
542 if ((flags & 512) != 0)
543 m_throttleUpdates = true;
544
545 _size = st.Rvector3();
546 m_taintsize = _size;
547
548 m_material= st.Rint();
549 m_density = st.Rfloat();
550 st.Rfloat(); // future gravity mod V3
551 st.Rfloat(); // future friction V3
552 st.Rfloat(); // future bounce V3
553
554// m_collisionCategories = (CollisionCategories)st.Ruint();
555// m_collisionFlags = (CollisionCategories) st.Ruint();
556
557 if (m_taintparent == null)
558 {
559 st.Rvector3(); // ignore old position sop/sog as to tell the new one
560 m_taintrot = st.Rquat(); //
561 _orientation = m_taintrot;
562 }
563 else
564 {
565 m_taintrot = _parent.Orientation;
566 m_taintposition = st.Rvector3(); // ??
567 _position = m_taintposition;
568
569 m_taintposition *= m_taintrot;
570 m_taintposition += _parent.Position;
571
572 m_taintrot *= st.Rquat(); //
573 _orientation = m_taintrot;
574 }
575
576 m_taintVelocity = st.Rvector3();
577 m_rotationalVelocity = st.Rvector3();
578
579 _acceleration = st.Rvector3();
580 m_rotateEnableRequest = st.Rvector3();
581 m_rotateEnableUpdate = true;
582
583 Vector3 vtmp;
584
585 vtmp = st.Rvector3(); // forces acc
586 m_forcelist.Add(vtmp);
587 m_taintforce = true;
588
589 vtmp = st.Rvector3(); // angular forces acc
590 m_angularforcelist.Add(vtmp);
591 m_taintaddangularforce = true;
592
593 m_PIDTarget = st.Rvector3();
594 m_PIDTau = st.Rfloat();
595 PID_D = st.Rfloat();
596 PID_G = st.Rfloat();
597
598 m_APIDTarget = st.Rquat();
599 m_APIDStrength = st.Rfloat();
600 m_APIDDamping = st.Rfloat();
601 m_APIDdamper = st.Rfloat();
602
603 m_PIDHoverType = (PIDHoverType) st.Rint();
604 m_PIDHoverHeight = st.Rfloat();
605 m_PIDHoverTau = st.Rfloat();
606 m_targetHoverHeight = st.Rfloat();
607
608 m_groundHeight = st.Rfloat();
609 m_waterHeight = st.Rfloat();
610
611 m_buoyancy = st.Rfloat();
612
613
614 // this must be last since type none ends stream
615
616 m_type = (Vehicle) st.Rint();
617
618 if (m_type != Vehicle.TYPE_NONE)
619 {
620 float ftmp;
621
622 st.Rquat(); //m_referenceFrame
623
624 m_flags = (VehicleFlag) st.Rint();
625
626 m_linearMotorDirection = st.Rvector3();
627
628 ftmp = st.Rfloat();
629 m_lLinMotorDVel = m_linearMotorDirection * ftmp;
630
631 m_linearFrictionTimescale = st.Rvector3();
632 m_linearMotorDecayTimescale = st.Rfloat();
633 m_linearMotorTimescale = st.Rfloat();
634 st.Rvector3(); //m_linearMotorOffset);
635
636 m_angularMotorDirection = st.Rvector3();
637 ftmp = st.Rfloat();
638 m_angularMotorDVel = m_angularMotorDirection * ftmp;
639
640 m_angularFrictionTimescale = st.Rvector3();
641 m_angularMotorDecayTimescale = st.Rfloat();
642 m_angularMotorTimescale = st.Rfloat();
643
644 st.Rfloat(); //m_linearDeflectionEfficiency);
645 st.Rfloat(); //m_linearDeflectionTimescale);
646
647 st.Rfloat(); //m_angularDeflectionEfficiency);
648 st.Rfloat(); //m_angularDeflectionTimescale);
649
650 st.Rfloat(); // m_bankingEfficiency);
651 st.Rfloat(); //m_bankingMix);
652 st.Rfloat(); //m_bankingTimescale);
653
654 m_VhoverHeight = st.Rfloat();
655 st.Rfloat(); //m_VhoverEfficiency);
656 m_VhoverTimescale = st.Rfloat();
657
658 m_VehicleBuoyancy = st.Rfloat();
659
660 m_verticalAttractionEfficiency = st.Rfloat();
661 m_verticalAttractionTimescale = st.Rfloat();
662 }
663 st.close();
664 return true;
665 }
666
667 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, PhysicsActor parent,
668 PrimitiveBaseShape pbs, CollisionLocker dode, uint localid, byte[] sdata)
669 {
670 m_localID = localid;
671 ode = dode;
672
673 if (parent == null)
674 {
675 m_taintparent = null;
676
677 if (!pos.IsFinite())
678 {
679 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
680 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
681 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
682 }
683
684 _position = pos;
685 m_taintposition = pos;
686 }
687 else
688 m_taintparent = parent;
689
690 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
691
692 prim_geom = IntPtr.Zero;
693
694 _mesh = null;
695 m_meshfailed = false;
696 _pbs = pbs;
697
698 _parent_scene = parent_scene;
699 m_targetSpace = (IntPtr)0;
700
701 if(sdata != null && sdata.Length > 1)
702 DeSerialize(sdata);
703
704 if (m_isphysical)
705 m_targetSpace = _parent_scene.space;
706
707 _triMeshData = IntPtr.Zero;
708
709 m_primName = primName;
710 m_taintserial = null;
711 m_taintadd = true;
712 _parent_scene.AddPhysicsActorTaint(this);
713 // don't do .add() here; old geoms get recycled with the same hash
714 }
715
716 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
717 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode, uint localid)
718 {
719 m_localID = localid;
720 ode = dode;
721 if (!pos.IsFinite())
722 {
723 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
724 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
725 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
726 }
727
728 _position = pos;
729 m_taintposition = pos;
730 PID_D = parent_scene.bodyPIDD;
731 PID_G = parent_scene.bodyPIDG;
732 m_density = parent_scene.geomDefaultDensity;
733 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
734 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
735
736 prim_geom = IntPtr.Zero;
737 // prev_geom = IntPtr.Zero;
738
739 if (!pos.IsFinite())
740 {
741 size = new Vector3(0.5f, 0.5f, 0.5f);
742 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
743 }
744
745 if (size.X <= 0) size.X = 0.01f;
746 if (size.Y <= 0) size.Y = 0.01f;
747 if (size.Z <= 0) size.Z = 0.01f;
748
749 _size = size;
750 m_taintsize = _size;
751
752 if (!QuaternionIsFinite(rotation))
753 {
754 rotation = Quaternion.Identity;
755 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
756 }
757
758 _orientation = rotation;
759 m_taintrot = _orientation;
760 _mesh = mesh;
761 _pbs = pbs;
762
763 _parent_scene = parent_scene;
764 m_targetSpace = (IntPtr)0;
765
766 // if (pos.Z < 0)
767 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
768 m_isphysical = false;
769 else
770 {
771 m_isphysical = pisPhysical;
772 // If we're physical, we need to be in the master space for now.
773 // linksets *should* be in a space together.. but are not currently
774 if (m_isphysical)
775 m_targetSpace = _parent_scene.space;
776 }
777
778 _triMeshData = IntPtr.Zero;
779
780 m_taintserial = null;
781 m_primName = primName;
782 m_taintadd = true;
783 _parent_scene.AddPhysicsActorTaint(this);
784 // don't do .add() here; old geoms get recycled with the same hash
785 }
786
787 public override int PhysicsActorType
788 {
789 get { return (int)ActorTypes.Prim; }
790 set { return; }
791 }
792
793 public override bool SetAlwaysRun
794 {
795 get { return false; }
796 set { return; }
797 }
798
799 public override uint LocalID
800 {
801 set
802 {
803 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
804 m_localID = value;
805 }
806 }
807
808 public override bool Grabbed
809 {
810 set { return; }
811 }
812
813 public override bool Selected
814 {
815 set
816 {
817
818 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
819 // This only makes the object not collidable if the object
820 // is physical or the object is modified somehow *IN THE FUTURE*
821 // without this, if an avatar selects prim, they can walk right
822 // through it while it's selected
823 m_collisionscore = 0;
824 if ((m_isphysical && !_zeroFlag) || !value)
825 {
826 m_taintselected = value;
827 _parent_scene.AddPhysicsActorTaint(this);
828 }
829 else
830 {
831 m_taintselected = value;
832 m_isSelected = value;
833 }
834 if (m_isSelected) disableBodySoft();
835 }
836 }
837
838 public override bool IsPhysical
839 {
840 get { return m_isphysical; }
841 set
842 {
843 m_isphysical = value;
844 if (!m_isphysical)
845 { // Zero the remembered last velocity
846 m_lastVelocity = Vector3.Zero;
847 if (m_type != Vehicle.TYPE_NONE) Halt();
848 }
849 }
850 }
851
852 public void setPrimForRemoval()
853 {
854 m_taintremove = true;
855 }
856
857 public override bool Flying
858 {
859 // no flying prims for you
860 get { return false; }
861 set { }
862 }
863
864 public override bool IsColliding
865 {
866 get { return iscolliding; }
867 set { iscolliding = value; }
868 }
869
870 public override bool CollidingGround
871 {
872 get { return false; }
873 set { return; }
874 }
875
876 public override bool CollidingObj
877 {
878 get { return false; }
879 set { return; }
880 }
881
882 public override bool ThrottleUpdates
883 {
884 get { return m_throttleUpdates; }
885 set { m_throttleUpdates = value; }
886 }
887
888 public override bool Stopped
889 {
890 get { return _zeroFlag; }
891 }
892
893 public override Vector3 Position
894 {
895 get { return _position; }
896
897 set
898 {
899 _position = value;
900 //m_log.Info("[PHYSICS]: " + _position.ToString());
901 }
902 }
903
904 public override Vector3 Size
905 {
906 get { return _size; }
907 set
908 {
909 if (value.IsFinite())
910 {
911 _size = value;
912 }
913 else
914 {
915 m_log.Warn("[PHYSICS]: Got NaN Size on object");
916 }
917 }
918 }
919
920 public override float Mass
921 {
922 get { return CalculateMass(); }
923 }
924
925 public override Vector3 Force
926 {
927 //get { return Vector3.Zero; }
928 get { return m_force; }
929 set
930 {
931 if (value.IsFinite())
932 {
933 m_force = value;
934 }
935 else
936 {
937 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
938 }
939 }
940 }
941
942 public override int VehicleType
943 {
944 get { return (int)m_type; }
945 set { ProcessTypeChange((Vehicle)value); }
946 }
947
948 public override void VehicleFloatParam(int param, float value)
949 {
950 ProcessFloatVehicleParam((Vehicle)param, value);
951 }
952
953 public override void VehicleVectorParam(int param, Vector3 value)
954 {
955 ProcessVectorVehicleParam((Vehicle)param, value);
956 }
957
958 public override void VehicleRotationParam(int param, Quaternion rotation)
959 {
960 ProcessRotationVehicleParam((Vehicle)param, rotation);
961 }
962
963 public override void VehicleFlags(int param, bool remove)
964 {
965 ProcessVehicleFlags(param, remove);
966 }
967
968 public override void SetVolumeDetect(int param)
969 {
970 lock (_parent_scene.OdeLock)
971 {
972 m_isVolumeDetect = (param != 0);
973 }
974 }
975
976 public override Vector3 CenterOfMass
977 {
978 get { return Vector3.Zero; }
979 }
980
981 public override Vector3 GeometricCenter
982 {
983 get { return Vector3.Zero; }
984 }
985
986 public override PrimitiveBaseShape Shape
987 {
988 set
989 {
990 _pbs = value;
991 m_taintshape = true;
992 }
993 }
994
995 public override Vector3 Velocity
996 {
997 get
998 {
999 // Averate previous velocity with the new one so
1000 // client object interpolation works a 'little' better
1001 if (_zeroFlag)
1002 return Vector3.Zero;
1003
1004 Vector3 returnVelocity = Vector3.Zero;
1005 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
1006 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
1007 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
1008 return returnVelocity;
1009 }
1010 set
1011 {
1012 if (value.IsFinite())
1013 {
1014 _velocity = value;
1015 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
1016 _acceleration = Vector3.Zero;
1017
1018 m_taintVelocity = value;
1019 _parent_scene.AddPhysicsActorTaint(this);
1020 }
1021 else
1022 {
1023 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
1024 }
1025
1026 }
1027 }
1028
1029 public override Vector3 Torque
1030 {
1031 get
1032 {
1033 if (!m_isphysical || Body == IntPtr.Zero)
1034 return Vector3.Zero;
1035
1036 return _torque;
1037 }
1038
1039 set
1040 {
1041 if (value.IsFinite())
1042 {
1043 m_taintTorque = value;
1044 _parent_scene.AddPhysicsActorTaint(this);
1045 }
1046 else
1047 {
1048 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
1049 }
1050 }
1051 }
1052
1053 public override float CollisionScore
1054 {
1055 get { return m_collisionscore; }
1056 set { m_collisionscore = value; }
1057 }
1058
1059 public override bool Kinematic
1060 {
1061 get { return false; }
1062 set { }
1063 }
1064
1065 public override Quaternion Orientation
1066 {
1067 get { return _orientation; }
1068 set
1069 {
1070 if (QuaternionIsFinite(value))
1071 {
1072 _orientation = value;
1073 }
1074 else
1075 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
1076
1077 }
1078 }
1079
1080
1081 public override bool FloatOnWater
1082 {
1083 set
1084 {
1085 m_taintCollidesWater = value;
1086 _parent_scene.AddPhysicsActorTaint(this);
1087 }
1088 }
1089
1090 public override void SetMomentum(Vector3 momentum)
1091 {
1092 }
1093
1094 public override Vector3 PIDTarget
1095 {
1096 set
1097 {
1098 if (value.IsFinite())
1099 {
1100 m_PIDTarget = value;
1101 }
1102 else
1103 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
1104 }
1105 }
1106 public override bool PIDActive { set { m_usePID = value; } }
1107 public override float PIDTau { set { m_PIDTau = value; } }
1108
1109 // For RotLookAt
1110 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
1111 public override bool APIDActive { set { m_useAPID = value; } }
1112 public override float APIDStrength { set { m_APIDStrength = value; } }
1113 public override float APIDDamping { set { m_APIDDamping = value; } }
1114
1115 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
1116 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
1117 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
1118 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
1119
1120 internal static bool QuaternionIsFinite(Quaternion q)
1121 {
1122 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
1123 return false;
1124 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
1125 return false;
1126 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
1127 return false;
1128 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
1129 return false;
1130 return true;
1131 }
1132
1133 public override Vector3 Acceleration // client updates read data via here
1134 {
1135 get
1136 {
1137 if (_zeroFlag)
1138 {
1139 return Vector3.Zero;
1140 }
1141 return _acceleration;
1142 }
1143 set { _acceleration = value; }
1144 }
1145
1146
1147 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
1148 {
1149 _acceleration = accel;
1150 }
1151
1152 public override void AddForce(Vector3 force, bool pushforce)
1153 {
1154 if (force.IsFinite())
1155 {
1156 lock (m_forcelist)
1157 m_forcelist.Add(force);
1158
1159 m_taintforce = true;
1160 }
1161 else
1162 {
1163 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
1164 }
1165 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
1166 }
1167
1168 public override void AddAngularForce(Vector3 force, bool pushforce)
1169 {
1170 if (force.IsFinite())
1171 {
1172 m_angularforcelist.Add(force);
1173 m_taintaddangularforce = true;
1174 }
1175 else
1176 {
1177 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
1178 }
1179 }
1180
1181 public override Vector3 RotationalVelocity
1182 {
1183 get
1184 {
1185 return m_rotationalVelocity;
1186 }
1187 set
1188 {
1189 if (value.IsFinite())
1190 {
1191 m_rotationalVelocity = value;
1192 }
1193 else
1194 {
1195 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
1196 }
1197 }
1198 }
1199
1200 public override void CrossingFailure()
1201 {
1202 if (m_outofBounds)
1203 {
1204 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
1205 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
1206 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
1207 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1208
1209 m_lastposition = _position;
1210
1211 _velocity = Vector3.Zero;
1212 m_lastVelocity = _velocity;
1213
1214
1215 if (m_type != Vehicle.TYPE_NONE)
1216 Halt();
1217
1218 d.BodySetLinearVel(Body, 0, 0, 0);
1219 base.RequestPhysicsterseUpdate();
1220 m_outofBounds = false;
1221 }
1222 /*
1223 int tmp = Interlocked.Increment(ref m_crossingfailures);
1224 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
1225 {
1226 base.RaiseOutOfBounds(_position);
1227 return;
1228 }
1229 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
1230 {
1231 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
1232 }
1233 */
1234 }
1235
1236 public override float Buoyancy
1237 {
1238 get { return m_buoyancy; }
1239 set { m_buoyancy = value; }
1240 }
1241
1242 public override void link(PhysicsActor obj)
1243 {
1244 m_taintparent = obj;
1245 }
1246
1247 public override void delink()
1248 {
1249 m_taintparent = null;
1250 }
1251
1252 public override void LockAngularMotion(Vector3 axis)
1253 {
1254 // This is actually ROTATION ENABLE, not a lock.
1255 // default is <1,1,1> which is all enabled.
1256 // The lock value is updated inside Move(), no point in using the taint system.
1257 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
1258 if (axis.IsFinite())
1259 {
1260 axis.X = (axis.X > 0) ? 1f : 0f;
1261 axis.Y = (axis.Y > 0) ? 1f : 0f;
1262 axis.Z = (axis.Z > 0) ? 1f : 0f;
1263 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
1264 m_rotateEnableRequest = axis;
1265 m_rotateEnableUpdate = true;
1266 }
1267 else
1268 {
1269 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
1270 }
1271 }
1272
1273
1274 public void SetGeom(IntPtr geom)
1275 {
1276 if (prim_geom != IntPtr.Zero)
1277 {
1278 // Remove any old entries
1279 //string tPA;
1280 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
1281 //Console.WriteLine("**** Remove {0}", tPA);
1282 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
1283 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
1284 d.GeomDestroy(prim_geom);
1285 }
1286
1287 prim_geom = geom;
1288 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
1289 if (prim_geom != IntPtr.Zero)
1290 {
1291 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
1292 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
1293 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1294 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1295 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
1296 }
1297
1298 if (childPrim)
1299 {
1300 if (_parent != null && _parent is OdePrim)
1301 {
1302 OdePrim parent = (OdePrim)_parent;
1303 //Console.WriteLine("SetGeom calls ChildSetGeom");
1304 parent.ChildSetGeom(this);
1305 }
1306 }
1307 //m_log.Warn("Setting Geom to: " + prim_geom);
1308 }
1309
1310 public void enableBodySoft()
1311 {
1312 if (!childPrim)
1313 {
1314 if (m_isphysical && Body != IntPtr.Zero)
1315 {
1316 d.BodyEnable(Body);
1317 if (m_type != Vehicle.TYPE_NONE)
1318 Enable(Body, _parent_scene);
1319 }
1320
1321 m_disabled = false;
1322 }
1323 }
1324
1325 public void disableBodySoft()
1326 {
1327 m_disabled = true;
1328
1329 if (m_isphysical && Body != IntPtr.Zero)
1330 {
1331 d.BodyDisable(Body);
1332 Halt();
1333 }
1334 }
1335
1336 public void enableBody()
1337 {
1338 // Don't enable this body if we're a child prim
1339 // this should be taken care of in the parent function not here
1340 if (!childPrim)
1341 {
1342 // Sets the geom to a body
1343 Body = d.BodyCreate(_parent_scene.world);
1344
1345 setMass();
1346 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1347 d.Quaternion myrot = new d.Quaternion();
1348 myrot.X = _orientation.X;
1349 myrot.Y = _orientation.Y;
1350 myrot.Z = _orientation.Z;
1351 myrot.W = _orientation.W;
1352 d.BodySetQuaternion(Body, ref myrot);
1353 d.GeomSetBody(prim_geom, Body);
1354 m_collisionCategories |= CollisionCategories.Body;
1355 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1356
1357 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1358 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1359
1360 d.BodySetAutoDisableFlag(Body, true);
1361 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1362
1363 // disconnect from world gravity so we can apply buoyancy
1364 d.BodySetGravityMode(Body, false);
1365
1366 m_interpenetrationcount = 0;
1367 m_collisionscore = 0;
1368 m_disabled = false;
1369
1370 if (m_type != Vehicle.TYPE_NONE)
1371 {
1372 Enable(Body, _parent_scene);
1373 }
1374
1375 _parent_scene.addActivePrim(this);
1376 }
1377 }
1378
1379 #region Mass Calculation
1380
1381 private float CalculateMass()
1382 {
1383 float volume = _size.X * _size.Y * _size.Z; // default
1384 float tmp;
1385
1386 float returnMass = 0;
1387 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1388 float hollowVolume = hollowAmount * hollowAmount;
1389
1390 switch (_pbs.ProfileShape)
1391 {
1392 case ProfileShape.Square:
1393 // default box
1394
1395 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1396 {
1397 if (hollowAmount > 0.0)
1398 {
1399 switch (_pbs.HollowShape)
1400 {
1401 case HollowShape.Square:
1402 case HollowShape.Same:
1403 break;
1404
1405 case HollowShape.Circle:
1406
1407 hollowVolume *= 0.78539816339f;
1408 break;
1409
1410 case HollowShape.Triangle:
1411
1412 hollowVolume *= (0.5f * .5f);
1413 break;
1414
1415 default:
1416 hollowVolume = 0;
1417 break;
1418 }
1419 volume *= (1.0f - hollowVolume);
1420 }
1421 }
1422
1423 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1424 {
1425 //a tube
1426
1427 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1428 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1429 volume -= volume * tmp * tmp;
1430
1431 if (hollowAmount > 0.0)
1432 {
1433 hollowVolume *= hollowAmount;
1434
1435 switch (_pbs.HollowShape)
1436 {
1437 case HollowShape.Square:
1438 case HollowShape.Same:
1439 break;
1440
1441 case HollowShape.Circle:
1442 hollowVolume *= 0.78539816339f; ;
1443 break;
1444
1445 case HollowShape.Triangle:
1446 hollowVolume *= 0.5f * 0.5f;
1447 break;
1448 default:
1449 hollowVolume = 0;
1450 break;
1451 }
1452 volume *= (1.0f - hollowVolume);
1453 }
1454 }
1455
1456 break;
1457
1458 case ProfileShape.Circle:
1459
1460 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1461 {
1462 volume *= 0.78539816339f; // elipse base
1463
1464 if (hollowAmount > 0.0)
1465 {
1466 switch (_pbs.HollowShape)
1467 {
1468 case HollowShape.Same:
1469 case HollowShape.Circle:
1470 break;
1471
1472 case HollowShape.Square:
1473 hollowVolume *= 0.5f * 2.5984480504799f;
1474 break;
1475
1476 case HollowShape.Triangle:
1477 hollowVolume *= .5f * 1.27323954473516f;
1478 break;
1479
1480 default:
1481 hollowVolume = 0;
1482 break;
1483 }
1484 volume *= (1.0f - hollowVolume);
1485 }
1486 }
1487
1488 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1489 {
1490 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1491 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1492 volume *= (1.0f - tmp * tmp);
1493
1494 if (hollowAmount > 0.0)
1495 {
1496
1497 // calculate the hollow volume by it's shape compared to the prim shape
1498 hollowVolume *= hollowAmount;
1499
1500 switch (_pbs.HollowShape)
1501 {
1502 case HollowShape.Same:
1503 case HollowShape.Circle:
1504 break;
1505
1506 case HollowShape.Square:
1507 hollowVolume *= 0.5f * 2.5984480504799f;
1508 break;
1509
1510 case HollowShape.Triangle:
1511 hollowVolume *= .5f * 1.27323954473516f;
1512 break;
1513
1514 default:
1515 hollowVolume = 0;
1516 break;
1517 }
1518 volume *= (1.0f - hollowVolume);
1519 }
1520 }
1521 break;
1522
1523 case ProfileShape.HalfCircle:
1524 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1525 {
1526 volume *= 0.52359877559829887307710723054658f;
1527 }
1528 break;
1529
1530 case ProfileShape.EquilateralTriangle:
1531
1532 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1533 {
1534 volume *= 0.32475953f;
1535
1536 if (hollowAmount > 0.0)
1537 {
1538
1539 // calculate the hollow volume by it's shape compared to the prim shape
1540 switch (_pbs.HollowShape)
1541 {
1542 case HollowShape.Same:
1543 case HollowShape.Triangle:
1544 hollowVolume *= .25f;
1545 break;
1546
1547 case HollowShape.Square:
1548 hollowVolume *= 0.499849f * 3.07920140172638f;
1549 break;
1550
1551 case HollowShape.Circle:
1552 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1553 // Cyllinder hollow volume calculation
1554
1555 hollowVolume *= 0.1963495f * 3.07920140172638f;
1556 break;
1557
1558 default:
1559 hollowVolume = 0;
1560 break;
1561 }
1562 volume *= (1.0f - hollowVolume);
1563 }
1564 }
1565 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1566 {
1567 volume *= 0.32475953f;
1568 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1569 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1570 volume *= (1.0f - tmp * tmp);
1571
1572 if (hollowAmount > 0.0)
1573 {
1574
1575 hollowVolume *= hollowAmount;
1576
1577 switch (_pbs.HollowShape)
1578 {
1579 case HollowShape.Same:
1580 case HollowShape.Triangle:
1581 hollowVolume *= .25f;
1582 break;
1583
1584 case HollowShape.Square:
1585 hollowVolume *= 0.499849f * 3.07920140172638f;
1586 break;
1587
1588 case HollowShape.Circle:
1589
1590 hollowVolume *= 0.1963495f * 3.07920140172638f;
1591 break;
1592
1593 default:
1594 hollowVolume = 0;
1595 break;
1596 }
1597 volume *= (1.0f - hollowVolume);
1598 }
1599 }
1600 break;
1601
1602 default:
1603 break;
1604 }
1605
1606
1607
1608 float taperX1;
1609 float taperY1;
1610 float taperX;
1611 float taperY;
1612 float pathBegin;
1613 float pathEnd;
1614 float profileBegin;
1615 float profileEnd;
1616
1617 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1618 {
1619 taperX1 = _pbs.PathScaleX * 0.01f;
1620 if (taperX1 > 1.0f)
1621 taperX1 = 2.0f - taperX1;
1622 taperX = 1.0f - taperX1;
1623
1624 taperY1 = _pbs.PathScaleY * 0.01f;
1625 if (taperY1 > 1.0f)
1626 taperY1 = 2.0f - taperY1;
1627 taperY = 1.0f - taperY1;
1628 }
1629 else
1630 {
1631 taperX = _pbs.PathTaperX * 0.01f;
1632 if (taperX < 0.0f)
1633 taperX = -taperX;
1634 taperX1 = 1.0f - taperX;
1635
1636 taperY = _pbs.PathTaperY * 0.01f;
1637 if (taperY < 0.0f)
1638 taperY = -taperY;
1639 taperY1 = 1.0f - taperY;
1640
1641 }
1642
1643
1644 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1645
1646 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1647 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1648 volume *= (pathEnd - pathBegin);
1649
1650 // this is crude aproximation
1651 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1652 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1653 volume *= (profileEnd - profileBegin);
1654
1655 returnMass = m_density * volume;
1656
1657 if (returnMass <= 0)
1658 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1659 // else if (returnMass > _parent_scene.maximumMassObject)
1660 // returnMass = _parent_scene.maximumMassObject;
1661
1662
1663
1664
1665 // Recursively calculate mass
1666 bool HasChildPrim = false;
1667 lock (childrenPrim)
1668 {
1669 if (childrenPrim.Count > 0)
1670 {
1671 HasChildPrim = true;
1672 }
1673
1674 }
1675 if (HasChildPrim)
1676 {
1677 OdePrim[] childPrimArr = new OdePrim[0];
1678
1679 lock (childrenPrim)
1680 childPrimArr = childrenPrim.ToArray();
1681
1682 for (int i = 0; i < childPrimArr.Length; i++)
1683 {
1684 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1685 returnMass += childPrimArr[i].CalculateMass();
1686 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1687 if (i > 256)
1688 break;
1689 }
1690 }
1691 if (returnMass > _parent_scene.maximumMassObject)
1692 returnMass = _parent_scene.maximumMassObject;
1693 return returnMass;
1694 }// end CalculateMass
1695
1696 #endregion
1697
1698 public void setMass()
1699 {
1700 if (Body != (IntPtr)0)
1701 {
1702 float newmass = CalculateMass();
1703
1704 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1705
1706 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1707 d.BodySetMass(Body, ref pMass);
1708 }
1709 }
1710
1711 public void disableBody()
1712 {
1713 //this kills the body so things like 'mesh' can re-create it.
1714 lock (this)
1715 {
1716 if (!childPrim)
1717 {
1718 if (Body != IntPtr.Zero)
1719 {
1720 _parent_scene.remActivePrim(this);
1721 m_collisionCategories &= ~CollisionCategories.Body;
1722 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1723
1724 if (prim_geom != IntPtr.Zero)
1725 {
1726 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1727 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1728 }
1729
1730
1731 d.BodyDestroy(Body);
1732 lock (childrenPrim)
1733 {
1734 if (childrenPrim.Count > 0)
1735 {
1736 foreach (OdePrim prm in childrenPrim)
1737 {
1738 _parent_scene.remActivePrim(prm);
1739 prm.Body = IntPtr.Zero;
1740 }
1741 }
1742 }
1743 Body = IntPtr.Zero;
1744 }
1745 }
1746 else
1747 {
1748 _parent_scene.remActivePrim(this);
1749
1750 m_collisionCategories &= ~CollisionCategories.Body;
1751 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1752
1753 if (prim_geom != IntPtr.Zero)
1754 {
1755 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1756 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1757 }
1758
1759
1760 Body = IntPtr.Zero;
1761 }
1762 }
1763 m_disabled = true;
1764 m_collisionscore = 0;
1765 }
1766
1767 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1768
1769 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1770 {
1771 // This sleeper is there to moderate how long it takes between
1772 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1773
1774 //Thread.Sleep(10);
1775
1776 //Kill Body so that mesh can re-make the geom
1777 if (IsPhysical && Body != IntPtr.Zero)
1778 {
1779 if (childPrim)
1780 {
1781 if (_parent != null)
1782 {
1783 OdePrim parent = (OdePrim)_parent;
1784 parent.ChildDelink(this);
1785 }
1786 }
1787 else
1788 {
1789 disableBody();
1790 }
1791 }
1792
1793// do it on caller instead
1794/*
1795 if (_triMeshData != IntPtr.Zero)
1796 {
1797 d.GeomTriMeshDataDestroy(_triMeshData);
1798 _triMeshData = IntPtr.Zero;
1799 }
1800*/
1801 IntPtr vertices, indices;
1802 int vertexCount, indexCount;
1803 int vertexStride, triStride;
1804 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1805 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1806
1807 // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
1808 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1809
1810 if (vertexCount == 0 || indexCount == 0)
1811 {
1812 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. It can be a sculp with alpha channel in map. Replacing it by a small box.", Name, _position.X, _position.Y, _position.Z);
1813 _size.X = 0.05f;
1814 _size.Y = 0.05f;
1815 _size.Z = 0.05f;
1816 return false;
1817 }
1818
1819/*
1820 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1821 {
1822 _triMeshData = m_MeshToTriMeshMap[mesh];
1823 }
1824 else
1825*/
1826
1827
1828 {
1829 _triMeshData = d.GeomTriMeshDataCreate();
1830
1831 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1832 d.GeomTriMeshDataPreprocess(_triMeshData);
1833// m_MeshToTriMeshMap[mesh] = _triMeshData;
1834 }
1835
1836 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1837 try
1838 {
1839 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1840 // {
1841 // SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1842 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null));
1843 // }
1844 }
1845 catch (Exception e)
1846 {
1847 m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
1848
1849 if (_triMeshData != IntPtr.Zero)
1850 {
1851 d.GeomTriMeshDataDestroy(_triMeshData);
1852 _triMeshData = IntPtr.Zero;
1853 }
1854 _size.X = 0.05f;
1855 _size.Y = 0.05f;
1856 _size.Z = 0.05f;
1857 return false;
1858 }
1859
1860
1861 // if (IsPhysical && Body == (IntPtr) 0)
1862 // {
1863 // Recreate the body
1864 // m_interpenetrationcount = 0;
1865 // m_collisionscore = 0;
1866
1867 // enableBody();
1868 // }
1869 return true;
1870 }
1871
1872 public void ProcessTaints(float timestep) //=============================================================================
1873 {
1874 if (m_taintadd)
1875 {
1876 changeadd(timestep);
1877 }
1878
1879 if (m_taintremove)
1880 return;
1881
1882 if (prim_geom != IntPtr.Zero)
1883 {
1884 if (!_position.ApproxEquals(m_taintposition, 0f))
1885 {
1886 changemove(timestep);
1887 }
1888 if (m_taintrot != _orientation)
1889 {
1890 if (childPrim && IsPhysical) // For physical child prim...
1891 {
1892 rotate(timestep);
1893 // KF: ODE will also rotate the parent prim!
1894 // so rotate the root back to where it was
1895 OdePrim parent = (OdePrim)_parent;
1896 parent.rotate(timestep);
1897 }
1898 else
1899 {
1900 //Just rotate the prim
1901 rotate(timestep);
1902 }
1903 }
1904 //
1905
1906 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1907 {
1908 changePhysicsStatus(timestep);
1909 }//
1910
1911 if (!_size.ApproxEquals(m_taintsize, 0f))
1912 changesize(timestep);
1913 //
1914
1915 if (m_taintshape)
1916 changeshape(timestep);
1917 //
1918
1919 if (m_taintforce)
1920 changeAddForce(timestep);
1921
1922 if (m_taintaddangularforce)
1923 changeAddAngularForce(timestep);
1924
1925 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1926 changeSetTorque(timestep);
1927
1928 if (m_taintdisable)
1929 changedisable(timestep);
1930
1931 if (m_taintselected != m_isSelected)
1932 changeSelectedStatus(timestep);
1933
1934 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1935 changevelocity(timestep);
1936
1937 if (m_taintparent != _parent)
1938 changelink(timestep);
1939
1940 if (m_taintCollidesWater != m_collidesWater)
1941 changefloatonwater(timestep);
1942
1943 if (m_taintvehicledata != null)
1944 DoSetVehicle();
1945
1946 if (m_taintserial != null)
1947 DoSerialize(m_taintserial);
1948
1949 /* obsolete
1950 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1951 changeAngularLock(timestep);
1952 */
1953 }
1954 else
1955 {
1956 m_log.Error("[PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)");
1957 }
1958 }
1959
1960 /* obsolete
1961 private void changeAngularLock(float timestep)
1962 {
1963 if (_parent == null)
1964 {
1965 m_angularLock = m_taintAngularLock;
1966 m_angularLockSet = true;
1967 }
1968 }
1969 */
1970 private void changelink(float timestep)
1971 {
1972 // If the newly set parent is not null
1973 // create link
1974 if (_parent == null && m_taintparent != null)
1975 {
1976 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1977 {
1978 OdePrim obj = (OdePrim)m_taintparent;
1979 //obj.disableBody();
1980 obj.ParentPrim(this);
1981
1982 /*
1983 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1984 {
1985 _linkJointGroup = d.JointGroupCreate(0);
1986 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1987 d.JointAttach(m_linkJoint, obj.Body, Body);
1988 d.JointSetFixed(m_linkJoint);
1989 }
1990 */
1991 }
1992 }
1993 // If the newly set parent is null
1994 // destroy link
1995 else if (_parent != null && m_taintparent == null)
1996 {
1997 if (_parent is OdePrim)
1998 {
1999 OdePrim obj = (OdePrim)_parent;
2000 obj.ChildDelink(this);
2001 childPrim = false;
2002 //_parent = null;
2003 }
2004
2005 /*
2006 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
2007 d.JointGroupDestroy(_linkJointGroup);
2008
2009 _linkJointGroup = (IntPtr)0;
2010 m_linkJoint = (IntPtr)0;
2011 */
2012 }
2013
2014 _parent = m_taintparent;
2015 m_taintPhysics = m_isphysical;
2016 }
2017
2018 // I'm the parent
2019 // prim is the child
2020 public void ParentPrim(OdePrim prim)
2021 {
2022 if (this.m_localID != prim.m_localID)
2023 {
2024 if (Body == IntPtr.Zero)
2025 {
2026 Body = d.BodyCreate(_parent_scene.world);
2027 // disconnect from world gravity so we can apply buoyancy
2028 d.BodySetGravityMode(Body, false);
2029
2030 setMass();
2031 }
2032 if (Body != IntPtr.Zero)
2033 {
2034 lock (childrenPrim)
2035 {
2036 if (!childrenPrim.Contains(prim))
2037 {
2038 childrenPrim.Add(prim);
2039
2040 foreach (OdePrim prm in childrenPrim)
2041 {
2042 d.Mass m2;
2043 d.MassSetZero(out m2);
2044 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
2045
2046
2047 d.Quaternion quat = new d.Quaternion();
2048 quat.W = prm._orientation.W;
2049 quat.X = prm._orientation.X;
2050 quat.Y = prm._orientation.Y;
2051 quat.Z = prm._orientation.Z;
2052
2053 d.Matrix3 mat = new d.Matrix3();
2054 d.RfromQ(out mat, ref quat);
2055 d.MassRotate(ref m2, ref mat);
2056 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
2057 d.MassAdd(ref pMass, ref m2);
2058 }
2059 foreach (OdePrim prm in childrenPrim)
2060 {
2061
2062 prm.m_collisionCategories |= CollisionCategories.Body;
2063 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
2064
2065 if (prm.prim_geom == IntPtr.Zero)
2066 {
2067 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
2068 continue;
2069 }
2070 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
2071 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
2072
2073
2074 d.Quaternion quat = new d.Quaternion();
2075 quat.W = prm._orientation.W;
2076 quat.X = prm._orientation.X;
2077 quat.Y = prm._orientation.Y;
2078 quat.Z = prm._orientation.Z;
2079
2080 d.Matrix3 mat = new d.Matrix3();
2081 d.RfromQ(out mat, ref quat);
2082 if (Body != IntPtr.Zero)
2083 {
2084 d.GeomSetBody(prm.prim_geom, Body);
2085 prm.childPrim = true;
2086 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
2087 //d.GeomSetOffsetPosition(prim.prim_geom,
2088 // (Position.X - prm.Position.X) - pMass.c.X,
2089 // (Position.Y - prm.Position.Y) - pMass.c.Y,
2090 // (Position.Z - prm.Position.Z) - pMass.c.Z);
2091 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
2092 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
2093 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
2094 d.BodySetMass(Body, ref pMass);
2095 }
2096 else
2097 {
2098 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
2099 }
2100
2101
2102 prm.m_interpenetrationcount = 0;
2103 prm.m_collisionscore = 0;
2104 prm.m_disabled = false;
2105
2106 prm.Body = Body;
2107 _parent_scene.addActivePrim(prm);
2108 }
2109 m_collisionCategories |= CollisionCategories.Body;
2110 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
2111
2112 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2113 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2114
2115
2116 d.Quaternion quat2 = new d.Quaternion();
2117 quat2.W = _orientation.W;
2118 quat2.X = _orientation.X;
2119 quat2.Y = _orientation.Y;
2120 quat2.Z = _orientation.Z;
2121
2122 d.Matrix3 mat2 = new d.Matrix3();
2123 d.RfromQ(out mat2, ref quat2);
2124 d.GeomSetBody(prim_geom, Body);
2125 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
2126 //d.GeomSetOffsetPosition(prim.prim_geom,
2127 // (Position.X - prm.Position.X) - pMass.c.X,
2128 // (Position.Y - prm.Position.Y) - pMass.c.Y,
2129 // (Position.Z - prm.Position.Z) - pMass.c.Z);
2130 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
2131 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
2132 d.BodySetMass(Body, ref pMass);
2133
2134 d.BodySetAutoDisableFlag(Body, true);
2135 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
2136
2137
2138 m_interpenetrationcount = 0;
2139 m_collisionscore = 0;
2140 m_disabled = false;
2141
2142 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
2143 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
2144 _parent_scene.addActivePrim(this);
2145 }
2146 }
2147 }
2148 }
2149
2150 }
2151
2152 private void ChildSetGeom(OdePrim odePrim)
2153 {
2154 //if (m_isphysical && Body != IntPtr.Zero)
2155 lock (childrenPrim)
2156 {
2157 foreach (OdePrim prm in childrenPrim)
2158 {
2159 //prm.childPrim = true;
2160 prm.disableBody();
2161 //prm.m_taintparent = null;
2162 //prm._parent = null;
2163 //prm.m_taintPhysics = false;
2164 //prm.m_disabled = true;
2165 //prm.childPrim = false;
2166 }
2167 }
2168 disableBody();
2169
2170
2171 if (Body != IntPtr.Zero)
2172 {
2173 _parent_scene.remActivePrim(this);
2174 }
2175
2176 lock (childrenPrim)
2177 {
2178 foreach (OdePrim prm in childrenPrim)
2179 {
2180 ParentPrim(prm);
2181 }
2182 }
2183
2184 }
2185
2186 private void ChildDelink(OdePrim odePrim)
2187 {
2188 // Okay, we have a delinked child.. need to rebuild the body.
2189 lock (childrenPrim)
2190 {
2191 foreach (OdePrim prm in childrenPrim)
2192 {
2193 prm.childPrim = true;
2194 prm.disableBody();
2195 //prm.m_taintparent = null;
2196 //prm._parent = null;
2197 //prm.m_taintPhysics = false;
2198 //prm.m_disabled = true;
2199 //prm.childPrim = false;
2200 }
2201 }
2202 disableBody();
2203
2204 lock (childrenPrim)
2205 {
2206 childrenPrim.Remove(odePrim);
2207 }
2208
2209 if (Body != IntPtr.Zero)
2210 {
2211 _parent_scene.remActivePrim(this);
2212 }
2213
2214 lock (childrenPrim)
2215 {
2216 foreach (OdePrim prm in childrenPrim)
2217 {
2218 ParentPrim(prm);
2219 }
2220 }
2221 }
2222
2223 private void changeSelectedStatus(float timestep)
2224 {
2225 if (m_taintselected)
2226 {
2227 m_collisionCategories = CollisionCategories.Selected;
2228 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
2229
2230 // We do the body disable soft twice because 'in theory' a collision could have happened
2231 // in between the disabling and the collision properties setting
2232 // which would wake the physical body up from a soft disabling and potentially cause it to fall
2233 // through the ground.
2234
2235 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
2236 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
2237 // so that causes the selected part to wake up and continue moving.
2238
2239 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
2240 // assembly will stop simulating during the selection, because of the lack of atomicity
2241 // of select operations (their processing could be interrupted by a thread switch, causing
2242 // simulation to continue before all of the selected object notifications trickle down to
2243 // the physics engine).
2244
2245 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
2246 // selected and disabled. then, due to a thread switch, the selection processing is
2247 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
2248 // selection was not yet processed, continues to simulate. this wakes up ALL of the
2249 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
2250 // up, start simulating again, which in turn wakes up the last 50.
2251
2252 if (m_isphysical)
2253 {
2254 disableBodySoft();
2255 }
2256
2257 if (prim_geom != IntPtr.Zero)
2258 {
2259 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2260 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2261 }
2262
2263 if (m_isphysical)
2264 {
2265 disableBodySoft();
2266 }
2267 if (Body != IntPtr.Zero)
2268 {
2269 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2270 d.BodySetForce(Body, 0f, 0f, 0f);
2271 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2272 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2273 }
2274
2275 }
2276 else
2277 {
2278 m_collisionCategories = CollisionCategories.Geom;
2279
2280 if (m_isphysical)
2281 m_collisionCategories |= CollisionCategories.Body;
2282
2283 m_collisionFlags = m_default_collisionFlags;
2284
2285 if (m_collidesLand)
2286 m_collisionFlags |= CollisionCategories.Land;
2287 if (m_collidesWater)
2288 m_collisionFlags |= CollisionCategories.Water;
2289
2290 if (prim_geom != IntPtr.Zero)
2291 {
2292 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2293 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2294 }
2295 if (Body != IntPtr.Zero)
2296 {
2297 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2298 d.BodySetForce(Body, 0f, 0f, 0f);
2299 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2300 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2301 }
2302
2303 if (m_isphysical)
2304 {
2305 if (Body != IntPtr.Zero)
2306 {
2307 enableBodySoft();
2308 }
2309 }
2310 }
2311
2312 resetCollisionAccounting();
2313 m_isSelected = m_taintselected;
2314 }//end changeSelectedStatus
2315
2316 public void ResetTaints()
2317 {
2318 m_taintposition = _position;
2319 m_taintrot = _orientation;
2320 m_taintPhysics = m_isphysical;
2321 m_taintselected = m_isSelected;
2322 m_taintsize = _size;
2323 m_taintshape = false;
2324 m_taintforce = false;
2325 m_taintdisable = false;
2326 m_taintVelocity = Vector3.Zero;
2327 }
2328
2329 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2330 {
2331 bool gottrimesh = false;
2332
2333 if (_triMeshData != IntPtr.Zero)
2334 {
2335 d.GeomTriMeshDataDestroy(_triMeshData);
2336 _triMeshData = IntPtr.Zero;
2337 }
2338
2339 if (_mesh != null) // Special - make mesh
2340 {
2341 gottrimesh = setMesh(_parent_scene, _mesh);
2342 }
2343
2344 if (!gottrimesh) // not a mesh
2345 {
2346 IntPtr geo = IntPtr.Zero;
2347
2348 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
2349 && _size.X == _size.Y && _size.X == _size.Z)
2350 {
2351 // its a sphere
2352 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2353 try
2354 {
2355 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
2356 }
2357 catch (Exception e)
2358 {
2359 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2360 geo = IntPtr.Zero;
2361 ode.dunlock(_parent_scene.world);
2362 }
2363 }
2364 else // make it a box
2365 {
2366 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2367 try
2368 {
2369 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
2370 }
2371 catch (Exception e)
2372 {
2373 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2374 geo = IntPtr.Zero;
2375 ode.dunlock(_parent_scene.world);
2376 }
2377 }
2378
2379 if (geo == IntPtr.Zero)
2380 {
2381 m_taintremove = true;
2382 _parent_scene.AddPhysicsActorTaint(this);
2383 return;
2384 }
2385
2386 SetGeom(geo);
2387 }
2388 }
2389
2390 public void changeadd(float timestep)
2391 {
2392 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2393 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2394
2395 if (targetspace == IntPtr.Zero)
2396 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2397
2398 m_targetSpace = targetspace;
2399
2400 if (_mesh == null && m_meshfailed == false)
2401 {
2402 if (_parent_scene.needsMeshing(_pbs))
2403 {
2404 try
2405 {
2406 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true);
2407 }
2408 catch
2409 {
2410 //Don't continuously try to mesh prims when meshing has failed
2411 m_meshfailed = true;
2412 _mesh = null;
2413 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2414 }
2415 }
2416 }
2417
2418
2419 lock (_parent_scene.OdeLock)
2420 {
2421 CreateGeom(m_targetSpace, _mesh);
2422
2423 if (prim_geom != IntPtr.Zero)
2424 {
2425 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2426 d.Quaternion myrot = new d.Quaternion();
2427 myrot.X = _orientation.X;
2428 myrot.Y = _orientation.Y;
2429 myrot.Z = _orientation.Z;
2430 myrot.W = _orientation.W;
2431 d.GeomSetQuaternion(prim_geom, ref myrot);
2432 }
2433
2434 if (m_isphysical && Body == IntPtr.Zero)
2435 {
2436 enableBody();
2437 }
2438 }
2439
2440 changeSelectedStatus(timestep);
2441
2442 m_taintadd = false;
2443 }
2444
2445 public void changemove(float timestep)
2446 {
2447 if (m_isphysical)
2448 {
2449 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2450 if (!m_taintremove && !childPrim)
2451 {
2452 if (Body == IntPtr.Zero)
2453 enableBody();
2454 //Prim auto disable after 20 frames,
2455 //if you move it, re-enable the prim manually.
2456 if (_parent != null)
2457 {
2458 if (m_linkJoint != IntPtr.Zero)
2459 {
2460 d.JointDestroy(m_linkJoint);
2461 m_linkJoint = IntPtr.Zero;
2462 }
2463 }
2464 if (Body != IntPtr.Zero)
2465 {
2466 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2467
2468 if (_parent != null)
2469 {
2470 OdePrim odParent = (OdePrim)_parent;
2471 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2472 {
2473 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2474 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2475 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2476 d.JointAttach(m_linkJoint, Body, odParent.Body);
2477 d.JointSetFixed(m_linkJoint);
2478 }
2479 }
2480 d.BodyEnable(Body);
2481 if (m_type != Vehicle.TYPE_NONE)
2482 {
2483 Enable(Body, _parent_scene);
2484 }
2485 }
2486 else
2487 {
2488 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2489 }
2490 }
2491 //else
2492 // {
2493 //m_log.Debug("[BUG]: race!");
2494 //}
2495 }
2496 else
2497 {
2498 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2499 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2500 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2501
2502 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2503 m_targetSpace = tempspace;
2504
2505 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2506 if (prim_geom != IntPtr.Zero)
2507 {
2508 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2509
2510 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2511 d.SpaceAdd(m_targetSpace, prim_geom);
2512 }
2513 }
2514
2515 changeSelectedStatus(timestep);
2516
2517 resetCollisionAccounting();
2518 m_taintposition = _position;
2519 }
2520
2521
2522
2523 public void rotate(float timestep)
2524 {
2525 d.Quaternion myrot = new d.Quaternion();
2526 myrot.X = _orientation.X;
2527 myrot.Y = _orientation.Y;
2528 myrot.Z = _orientation.Z;
2529 myrot.W = _orientation.W;
2530 if (Body != IntPtr.Zero)
2531 {
2532 // KF: If this is a root prim do BodySet
2533 d.BodySetQuaternion(Body, ref myrot);
2534 }
2535 else
2536 {
2537 // daughter prim, do Geom set
2538 d.GeomSetQuaternion(prim_geom, ref myrot);
2539 }
2540
2541 resetCollisionAccounting();
2542 m_taintrot = _orientation;
2543 }
2544
2545 private void resetCollisionAccounting()
2546 {
2547 m_collisionscore = 0;
2548 m_interpenetrationcount = 0;
2549 m_disabled = false;
2550 }
2551
2552 public void changedisable(float timestep)
2553 {
2554 m_disabled = true;
2555 if (Body != IntPtr.Zero)
2556 {
2557 d.BodyDisable(Body);
2558 Body = IntPtr.Zero;
2559 }
2560
2561 m_taintdisable = false;
2562 }
2563
2564 public void changePhysicsStatus(float timestep)
2565 {
2566 if (m_isphysical == true)
2567 {
2568 if (Body == IntPtr.Zero)
2569 {
2570 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2571 {
2572 changeshape(2f);
2573 }
2574 else
2575 {
2576 enableBody();
2577 }
2578 }
2579 }
2580 else
2581 {
2582 if (Body != IntPtr.Zero)
2583 {
2584 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2585 {
2586 _mesh = null;
2587 changeadd(2f);
2588 }
2589 if (childPrim)
2590 {
2591 if (_parent != null)
2592 {
2593 OdePrim parent = (OdePrim)_parent;
2594 parent.ChildDelink(this);
2595 }
2596 }
2597 else
2598 {
2599 disableBody();
2600 }
2601 }
2602 }
2603
2604 changeSelectedStatus(timestep);
2605
2606 resetCollisionAccounting();
2607 m_taintPhysics = m_isphysical;
2608 }
2609
2610 public void changesize(float timestamp)
2611 {
2612
2613 string oldname = _parent_scene.geom_name_map[prim_geom];
2614
2615 if (_size.X <= 0) _size.X = 0.01f;
2616 if (_size.Y <= 0) _size.Y = 0.01f;
2617 if (_size.Z <= 0) _size.Z = 0.01f;
2618
2619 // Cleanup of old prim geometry
2620 if (_mesh != null)
2621 {
2622 // Cleanup meshing here
2623 }
2624 //kill body to rebuild
2625 if (IsPhysical && Body != IntPtr.Zero)
2626 {
2627 if (childPrim)
2628 {
2629 if (_parent != null)
2630 {
2631 OdePrim parent = (OdePrim)_parent;
2632 parent.ChildDelink(this);
2633 }
2634 }
2635 else
2636 {
2637 disableBody();
2638 }
2639 }
2640 if (d.SpaceQuery(m_targetSpace, prim_geom))
2641 {
2642 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2643 d.SpaceRemove(m_targetSpace, prim_geom);
2644 }
2645 // we don't need to do space calculation because the client sends a position update also.
2646
2647 // Construction of new prim
2648 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2649 {
2650 float meshlod = _parent_scene.meshSculptLOD;
2651
2652 if (IsPhysical)
2653 meshlod = _parent_scene.MeshSculptphysicalLOD;
2654 // Don't need to re-enable body.. it's done in SetMesh
2655
2656 IMesh mesh = null;
2657
2658 try
2659 {
2660 if (_parent_scene.needsMeshing(_pbs))
2661 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2662 }
2663 catch
2664 {
2665 m_meshfailed = true;
2666 mesh = null;
2667 m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2668 }
2669
2670 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2671 CreateGeom(m_targetSpace, mesh);
2672 }
2673 else
2674 {
2675 _mesh = null;
2676 CreateGeom(m_targetSpace, _mesh);
2677 }
2678
2679 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2680 d.Quaternion myrot = new d.Quaternion();
2681 myrot.X = _orientation.X;
2682 myrot.Y = _orientation.Y;
2683 myrot.Z = _orientation.Z;
2684 myrot.W = _orientation.W;
2685 d.GeomSetQuaternion(prim_geom, ref myrot);
2686
2687 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2688 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2689 {
2690 // Re creates body on size.
2691 // EnableBody also does setMass()
2692 enableBody();
2693 d.BodyEnable(Body);
2694 }
2695
2696 _parent_scene.geom_name_map[prim_geom] = oldname;
2697
2698 changeSelectedStatus(timestamp);
2699 if (childPrim)
2700 {
2701 if (_parent is OdePrim)
2702 {
2703 OdePrim parent = (OdePrim)_parent;
2704 parent.ChildSetGeom(this);
2705 }
2706 }
2707 resetCollisionAccounting();
2708 m_taintsize = _size;
2709 }
2710
2711
2712
2713 public void changefloatonwater(float timestep)
2714 {
2715 m_collidesWater = m_taintCollidesWater;
2716
2717 if (prim_geom != IntPtr.Zero)
2718 {
2719 if (m_collidesWater)
2720 {
2721 m_collisionFlags |= CollisionCategories.Water;
2722 }
2723 else
2724 {
2725 m_collisionFlags &= ~CollisionCategories.Water;
2726 }
2727 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2728 }
2729 }
2730
2731 public void changeshape(float timestamp)
2732 {
2733 string oldname = _parent_scene.geom_name_map[prim_geom];
2734
2735 // Cleanup of old prim geometry and Bodies
2736 if (IsPhysical && Body != IntPtr.Zero)
2737 {
2738 if (childPrim)
2739 {
2740 if (_parent != null)
2741 {
2742 OdePrim parent = (OdePrim)_parent;
2743 parent.ChildDelink(this);
2744 }
2745 }
2746 else
2747 {
2748 disableBody();
2749 }
2750 }
2751
2752
2753 // we don't need to do space calculation because the client sends a position update also.
2754 if (_size.X <= 0) _size.X = 0.01f;
2755 if (_size.Y <= 0) _size.Y = 0.01f;
2756 if (_size.Z <= 0) _size.Z = 0.01f;
2757 // Construction of new prim
2758
2759 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2760 {
2761 // Don't need to re-enable body.. it's done in SetMesh
2762 float meshlod = _parent_scene.meshSculptLOD;
2763 IMesh mesh;
2764
2765 if (IsPhysical)
2766 meshlod = _parent_scene.MeshSculptphysicalLOD;
2767 try
2768 {
2769 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2770 }
2771 catch
2772 {
2773 mesh = null;
2774 m_meshfailed = true;
2775 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2776 }
2777
2778 CreateGeom(m_targetSpace, mesh);
2779
2780 // createmesh returns null when it doesn't mesh.
2781 }
2782 else
2783 {
2784 _mesh = null;
2785 CreateGeom(m_targetSpace, null);
2786 }
2787
2788 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2789 d.Quaternion myrot = new d.Quaternion();
2790 //myrot.W = _orientation.w;
2791 myrot.W = _orientation.W;
2792 myrot.X = _orientation.X;
2793 myrot.Y = _orientation.Y;
2794 myrot.Z = _orientation.Z;
2795 d.GeomSetQuaternion(prim_geom, ref myrot);
2796
2797 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2798 if (IsPhysical && Body == IntPtr.Zero)
2799 {
2800 // Re creates body on size.
2801 // EnableBody also does setMass()
2802 enableBody();
2803 if (Body != IntPtr.Zero)
2804 {
2805 d.BodyEnable(Body);
2806 }
2807 }
2808 _parent_scene.geom_name_map[prim_geom] = oldname;
2809
2810 changeSelectedStatus(timestamp);
2811 if (childPrim)
2812 {
2813 if (_parent is OdePrim)
2814 {
2815 OdePrim parent = (OdePrim)_parent;
2816 parent.ChildSetGeom(this);
2817 }
2818 }
2819 resetCollisionAccounting();
2820 m_taintshape = false;
2821 }
2822
2823 public void changeAddForce(float timestamp)
2824 {
2825 if (!m_isSelected)
2826 {
2827 lock (m_forcelist)
2828 {
2829 //m_log.Info("[PHYSICS]: dequeing forcelist");
2830 if (IsPhysical)
2831 {
2832 Vector3 iforce = Vector3.Zero;
2833 int i = 0;
2834 try
2835 {
2836 for (i = 0; i < m_forcelist.Count; i++)
2837 {
2838
2839 iforce = iforce + (m_forcelist[i] * 100);
2840 }
2841 }
2842 catch (IndexOutOfRangeException)
2843 {
2844 m_forcelist = new List<Vector3>();
2845 m_collisionscore = 0;
2846 m_interpenetrationcount = 0;
2847 m_taintforce = false;
2848 return;
2849 }
2850 catch (ArgumentOutOfRangeException)
2851 {
2852 m_forcelist = new List<Vector3>();
2853 m_collisionscore = 0;
2854 m_interpenetrationcount = 0;
2855 m_taintforce = false;
2856 return;
2857 }
2858 d.BodyEnable(Body);
2859
2860 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2861 }
2862 m_forcelist.Clear();
2863 }
2864
2865 m_collisionscore = 0;
2866 m_interpenetrationcount = 0;
2867 }
2868
2869 m_taintforce = false;
2870
2871 }
2872
2873
2874
2875 public void changeSetTorque(float timestamp)
2876 {
2877 if (!m_isSelected)
2878 {
2879 if (IsPhysical && Body != IntPtr.Zero)
2880 {
2881 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2882 }
2883 }
2884
2885 m_taintTorque = Vector3.Zero;
2886 }
2887
2888 public void changeAddAngularForce(float timestamp)
2889 {
2890 if (!m_isSelected)
2891 {
2892 lock (m_angularforcelist)
2893 {
2894 //m_log.Info("[PHYSICS]: dequeing forcelist");
2895 if (IsPhysical)
2896 {
2897 Vector3 iforce = Vector3.Zero;
2898 for (int i = 0; i < m_angularforcelist.Count; i++)
2899 {
2900 iforce = iforce + (m_angularforcelist[i] * 100);
2901 }
2902 d.BodyEnable(Body);
2903 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2904
2905 }
2906 m_angularforcelist.Clear();
2907 }
2908
2909 m_collisionscore = 0;
2910 m_interpenetrationcount = 0;
2911 }
2912
2913 m_taintaddangularforce = false;
2914 }
2915
2916 private void changevelocity(float timestep)
2917 {
2918 if (!m_isSelected)
2919 {
2920 Thread.Sleep(20);
2921 if (IsPhysical)
2922 {
2923 if (Body != IntPtr.Zero)
2924 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2925 }
2926
2927 //resetCollisionAccounting();
2928 }
2929 m_taintVelocity = Vector3.Zero;
2930 }
2931
2932 public void UpdatePositionAndVelocity()
2933 {
2934 return; // moved to the Move () method
2935 }
2936
2937 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2938 {
2939 obj.I.M00 = pMat[0, 0];
2940 obj.I.M01 = pMat[0, 1];
2941 obj.I.M02 = pMat[0, 2];
2942 obj.I.M10 = pMat[1, 0];
2943 obj.I.M11 = pMat[1, 1];
2944 obj.I.M12 = pMat[1, 2];
2945 obj.I.M20 = pMat[2, 0];
2946 obj.I.M21 = pMat[2, 1];
2947 obj.I.M22 = pMat[2, 2];
2948 return obj;
2949 }
2950
2951 public override void SubscribeEvents(int ms)
2952 {
2953 m_eventsubscription = ms;
2954 _parent_scene.addCollisionEventReporting(this);
2955 }
2956
2957 public override void UnSubscribeEvents()
2958 {
2959 _parent_scene.remCollisionEventReporting(this);
2960 m_eventsubscription = 0;
2961 }
2962
2963 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2964 {
2965 if (CollisionEventsThisFrame == null)
2966 CollisionEventsThisFrame = new CollisionEventUpdate();
2967 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2968 }
2969
2970 public void SendCollisions()
2971 {
2972 if (CollisionEventsThisFrame == null)
2973 return;
2974
2975 base.SendCollisionUpdate(CollisionEventsThisFrame);
2976
2977 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2978 CollisionEventsThisFrame = null;
2979 else
2980 CollisionEventsThisFrame = new CollisionEventUpdate();
2981 }
2982
2983 public override bool SubscribedEvents()
2984 {
2985 if (m_eventsubscription > 0)
2986 return true;
2987 return false;
2988 }
2989
2990 public static Matrix4 Inverse(Matrix4 pMat)
2991 {
2992 if (determinant3x3(pMat) == 0)
2993 {
2994 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2995 }
2996
2997
2998
2999 return (Adjoint(pMat) / determinant3x3(pMat));
3000 }
3001
3002 public static Matrix4 Adjoint(Matrix4 pMat)
3003 {
3004 Matrix4 adjointMatrix = new Matrix4();
3005 for (int i = 0; i < 4; i++)
3006 {
3007 for (int j = 0; j < 4; j++)
3008 {
3009 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
3010 }
3011 }
3012
3013 adjointMatrix = Transpose(adjointMatrix);
3014 return adjointMatrix;
3015 }
3016
3017 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
3018 {
3019 Matrix4 minor = new Matrix4();
3020 int m = 0, n = 0;
3021 for (int i = 0; i < 4; i++)
3022 {
3023 if (i == iRow)
3024 continue;
3025 n = 0;
3026 for (int j = 0; j < 4; j++)
3027 {
3028 if (j == iCol)
3029 continue;
3030 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
3031 n++;
3032 }
3033 m++;
3034 }
3035 return minor;
3036 }
3037
3038 public static Matrix4 Transpose(Matrix4 pMat)
3039 {
3040 Matrix4 transposeMatrix = new Matrix4();
3041 for (int i = 0; i < 4; i++)
3042 for (int j = 0; j < 4; j++)
3043 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
3044 return transposeMatrix;
3045 }
3046
3047 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
3048 {
3049 switch (r)
3050 {
3051 case 0:
3052 switch (c)
3053 {
3054 case 0:
3055 pMat.M11 = val;
3056 break;
3057 case 1:
3058 pMat.M12 = val;
3059 break;
3060 case 2:
3061 pMat.M13 = val;
3062 break;
3063 case 3:
3064 pMat.M14 = val;
3065 break;
3066 }
3067
3068 break;
3069 case 1:
3070 switch (c)
3071 {
3072 case 0:
3073 pMat.M21 = val;
3074 break;
3075 case 1:
3076 pMat.M22 = val;
3077 break;
3078 case 2:
3079 pMat.M23 = val;
3080 break;
3081 case 3:
3082 pMat.M24 = val;
3083 break;
3084 }
3085
3086 break;
3087 case 2:
3088 switch (c)
3089 {
3090 case 0:
3091 pMat.M31 = val;
3092 break;
3093 case 1:
3094 pMat.M32 = val;
3095 break;
3096 case 2:
3097 pMat.M33 = val;
3098 break;
3099 case 3:
3100 pMat.M34 = val;
3101 break;
3102 }
3103
3104 break;
3105 case 3:
3106 switch (c)
3107 {
3108 case 0:
3109 pMat.M41 = val;
3110 break;
3111 case 1:
3112 pMat.M42 = val;
3113 break;
3114 case 2:
3115 pMat.M43 = val;
3116 break;
3117 case 3:
3118 pMat.M44 = val;
3119 break;
3120 }
3121
3122 break;
3123 }
3124 }
3125 private static float determinant3x3(Matrix4 pMat)
3126 {
3127 float det = 0;
3128 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
3129 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
3130 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
3131 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
3132 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
3133 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
3134
3135 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
3136 return det;
3137
3138 }
3139
3140 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3141 {
3142 dst.c.W = src.c.W;
3143 dst.c.X = src.c.X;
3144 dst.c.Y = src.c.Y;
3145 dst.c.Z = src.c.Z;
3146 dst.mass = src.mass;
3147 dst.I.M00 = src.I.M00;
3148 dst.I.M01 = src.I.M01;
3149 dst.I.M02 = src.I.M02;
3150 dst.I.M10 = src.I.M10;
3151 dst.I.M11 = src.I.M11;
3152 dst.I.M12 = src.I.M12;
3153 dst.I.M20 = src.I.M20;
3154 dst.I.M21 = src.I.M21;
3155 dst.I.M22 = src.I.M22;
3156 }
3157
3158 public override void SetMaterial(int pMaterial)
3159 {
3160 m_material = pMaterial;
3161 }
3162
3163 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
3164 {
3165 switch (pParam)
3166 {
3167 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
3168 if (pValue < 0.01f) pValue = 0.01f;
3169 // m_angularDeflectionEfficiency = pValue;
3170 break;
3171 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
3172 if (pValue < 0.1f) pValue = 0.1f;
3173 // m_angularDeflectionTimescale = pValue;
3174 break;
3175 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
3176 if (pValue < 0.3f) pValue = 0.3f;
3177 m_angularMotorDecayTimescale = pValue;
3178 break;
3179 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
3180 if (pValue < 0.3f) pValue = 0.3f;
3181 m_angularMotorTimescale = pValue;
3182 break;
3183 case Vehicle.BANKING_EFFICIENCY:
3184 if (pValue < 0.01f) pValue = 0.01f;
3185 // m_bankingEfficiency = pValue;
3186 break;
3187 case Vehicle.BANKING_MIX:
3188 if (pValue < 0.01f) pValue = 0.01f;
3189 // m_bankingMix = pValue;
3190 break;
3191 case Vehicle.BANKING_TIMESCALE:
3192 if (pValue < 0.01f) pValue = 0.01f;
3193 // m_bankingTimescale = pValue;
3194 break;
3195 case Vehicle.BUOYANCY:
3196 if (pValue < -1f) pValue = -1f;
3197 if (pValue > 1f) pValue = 1f;
3198 m_VehicleBuoyancy = pValue;
3199 break;
3200 // case Vehicle.HOVER_EFFICIENCY:
3201 // if (pValue < 0f) pValue = 0f;
3202 // if (pValue > 1f) pValue = 1f;
3203 // m_VhoverEfficiency = pValue;
3204 // break;
3205 case Vehicle.HOVER_HEIGHT:
3206 m_VhoverHeight = pValue;
3207 break;
3208 case Vehicle.HOVER_TIMESCALE:
3209 if (pValue < 0.1f) pValue = 0.1f;
3210 m_VhoverTimescale = pValue;
3211 break;
3212 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
3213 if (pValue < 0.01f) pValue = 0.01f;
3214 // m_linearDeflectionEfficiency = pValue;
3215 break;
3216 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
3217 if (pValue < 0.01f) pValue = 0.01f;
3218 // m_linearDeflectionTimescale = pValue;
3219 break;
3220 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
3221 if (pValue < 0.3f) pValue = 0.3f;
3222 m_linearMotorDecayTimescale = pValue;
3223 break;
3224 case Vehicle.LINEAR_MOTOR_TIMESCALE:
3225 if (pValue < 0.1f) pValue = 0.1f;
3226 m_linearMotorTimescale = pValue;
3227 break;
3228 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
3229 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
3230 if (pValue > 1.0f) pValue = 1.0f;
3231 m_verticalAttractionEfficiency = pValue;
3232 break;
3233 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
3234 if (pValue < 0.1f) pValue = 0.1f;
3235 m_verticalAttractionTimescale = pValue;
3236 break;
3237
3238 // These are vector properties but the engine lets you use a single float value to
3239 // set all of the components to the same value
3240 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3241 if (pValue > 30f) pValue = 30f;
3242 if (pValue < 0.1f) pValue = 0.1f;
3243 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
3244 break;
3245 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3246 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
3247 UpdateAngDecay();
3248 break;
3249 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3250 if (pValue < 0.1f) pValue = 0.1f;
3251 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
3252 break;
3253 case Vehicle.LINEAR_MOTOR_DIRECTION:
3254 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
3255 UpdateLinDecay();
3256 break;
3257 case Vehicle.LINEAR_MOTOR_OFFSET:
3258 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
3259 break;
3260
3261 }
3262
3263 }//end ProcessFloatVehicleParam
3264
3265 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
3266 {
3267 switch (pParam)
3268 {
3269 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3270 if (pValue.X > 30f) pValue.X = 30f;
3271 if (pValue.X < 0.1f) pValue.X = 0.1f;
3272 if (pValue.Y > 30f) pValue.Y = 30f;
3273 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3274 if (pValue.Z > 30f) pValue.Z = 30f;
3275 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3276 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3277 break;
3278 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3279 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
3280 // Limit requested angular speed to 2 rps= 4 pi rads/sec
3281 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
3282 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
3283 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
3284 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
3285 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
3286 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
3287 UpdateAngDecay();
3288 break;
3289 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3290 if (pValue.X < 0.1f) pValue.X = 0.1f;
3291 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3292 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3293 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3294 break;
3295 case Vehicle.LINEAR_MOTOR_DIRECTION:
3296 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3297 UpdateLinDecay();
3298 break;
3299 case Vehicle.LINEAR_MOTOR_OFFSET:
3300 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3301 break;
3302 }
3303
3304 }//end ProcessVectorVehicleParam
3305
3306 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3307 {
3308 switch (pParam)
3309 {
3310 case Vehicle.REFERENCE_FRAME:
3311 // m_referenceFrame = pValue;
3312 break;
3313 }
3314
3315 }//end ProcessRotationVehicleParam
3316
3317 internal void ProcessVehicleFlags(int pParam, bool remove)
3318 {
3319 if (remove)
3320 {
3321 m_flags &= ~((VehicleFlag)pParam);
3322 }
3323 else
3324 {
3325 m_flags |= (VehicleFlag)pParam;
3326 }
3327 }
3328
3329 internal void ProcessTypeChange(Vehicle pType)
3330 {
3331 // Set Defaults For Type
3332 m_type = pType;
3333 switch (pType)
3334 {
3335 case Vehicle.TYPE_SLED:
3336 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3337 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3338 // m_lLinMotorVel = Vector3.Zero;
3339 m_linearMotorTimescale = 1000;
3340 m_linearMotorDecayTimescale = 120;
3341 m_angularMotorDirection = Vector3.Zero;
3342 m_angularMotorDVel = Vector3.Zero;
3343 m_angularMotorTimescale = 1000;
3344 m_angularMotorDecayTimescale = 120;
3345 m_VhoverHeight = 0;
3346 // m_VhoverEfficiency = 1;
3347 m_VhoverTimescale = 10;
3348 m_VehicleBuoyancy = 0;
3349 // m_linearDeflectionEfficiency = 1;
3350 // m_linearDeflectionTimescale = 1;
3351 // m_angularDeflectionEfficiency = 1;
3352 // m_angularDeflectionTimescale = 1000;
3353 // m_bankingEfficiency = 0;
3354 // m_bankingMix = 1;
3355 // m_bankingTimescale = 10;
3356 // m_referenceFrame = Quaternion.Identity;
3357 m_flags &=
3358 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3359 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3360 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3361 break;
3362 case Vehicle.TYPE_CAR:
3363 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3364 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3365 // m_lLinMotorVel = Vector3.Zero;
3366 m_linearMotorTimescale = 1;
3367 m_linearMotorDecayTimescale = 60;
3368 m_angularMotorDirection = Vector3.Zero;
3369 m_angularMotorDVel = Vector3.Zero;
3370 m_angularMotorTimescale = 1;
3371 m_angularMotorDecayTimescale = 0.8f;
3372 m_VhoverHeight = 0;
3373 // m_VhoverEfficiency = 0;
3374 m_VhoverTimescale = 1000;
3375 m_VehicleBuoyancy = 0;
3376 // // m_linearDeflectionEfficiency = 1;
3377 // // m_linearDeflectionTimescale = 2;
3378 // // m_angularDeflectionEfficiency = 0;
3379 // m_angularDeflectionTimescale = 10;
3380 m_verticalAttractionEfficiency = 1f;
3381 m_verticalAttractionTimescale = 10f;
3382 // m_bankingEfficiency = -0.2f;
3383 // m_bankingMix = 1;
3384 // m_bankingTimescale = 1;
3385 // m_referenceFrame = Quaternion.Identity;
3386 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3387 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3388 VehicleFlag.LIMIT_MOTOR_UP);
3389 break;
3390 case Vehicle.TYPE_BOAT:
3391 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3392 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3393 // m_lLinMotorVel = Vector3.Zero;
3394 m_linearMotorTimescale = 5;
3395 m_linearMotorDecayTimescale = 60;
3396 m_angularMotorDirection = Vector3.Zero;
3397 m_angularMotorDVel = Vector3.Zero;
3398 m_angularMotorTimescale = 4;
3399 m_angularMotorDecayTimescale = 4;
3400 m_VhoverHeight = 0;
3401 // m_VhoverEfficiency = 0.5f;
3402 m_VhoverTimescale = 2;
3403 m_VehicleBuoyancy = 1;
3404 // m_linearDeflectionEfficiency = 0.5f;
3405 // m_linearDeflectionTimescale = 3;
3406 // m_angularDeflectionEfficiency = 0.5f;
3407 // m_angularDeflectionTimescale = 5;
3408 m_verticalAttractionEfficiency = 0.5f;
3409 m_verticalAttractionTimescale = 5f;
3410 // m_bankingEfficiency = -0.3f;
3411 // m_bankingMix = 0.8f;
3412 // m_bankingTimescale = 1;
3413 // m_referenceFrame = Quaternion.Identity;
3414 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3415 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3416 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3417 VehicleFlag.LIMIT_MOTOR_UP);
3418 break;
3419 case Vehicle.TYPE_AIRPLANE:
3420 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3421 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3422 // m_lLinMotorVel = Vector3.Zero;
3423 m_linearMotorTimescale = 2;
3424 m_linearMotorDecayTimescale = 60;
3425 m_angularMotorDirection = Vector3.Zero;
3426 m_angularMotorDVel = Vector3.Zero;
3427 m_angularMotorTimescale = 4;
3428 m_angularMotorDecayTimescale = 4;
3429 m_VhoverHeight = 0;
3430 // m_VhoverEfficiency = 0.5f;
3431 m_VhoverTimescale = 1000;
3432 m_VehicleBuoyancy = 0;
3433 // m_linearDeflectionEfficiency = 0.5f;
3434 // m_linearDeflectionTimescale = 3;
3435 // m_angularDeflectionEfficiency = 1;
3436 // m_angularDeflectionTimescale = 2;
3437 m_verticalAttractionEfficiency = 0.9f;
3438 m_verticalAttractionTimescale = 2f;
3439 // m_bankingEfficiency = 1;
3440 // m_bankingMix = 0.7f;
3441 // m_bankingTimescale = 2;
3442 // m_referenceFrame = Quaternion.Identity;
3443 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3444 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3445 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3446 break;
3447 case Vehicle.TYPE_BALLOON:
3448 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3449 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3450 m_linearMotorTimescale = 5;
3451 m_linearMotorDecayTimescale = 60;
3452 m_angularMotorDirection = Vector3.Zero;
3453 m_angularMotorDVel = Vector3.Zero;
3454 m_angularMotorTimescale = 6;
3455 m_angularMotorDecayTimescale = 10;
3456 m_VhoverHeight = 5;
3457 // m_VhoverEfficiency = 0.8f;
3458 m_VhoverTimescale = 10;
3459 m_VehicleBuoyancy = 1;
3460 // m_linearDeflectionEfficiency = 0;
3461 // m_linearDeflectionTimescale = 5;
3462 // m_angularDeflectionEfficiency = 0;
3463 // m_angularDeflectionTimescale = 5;
3464 m_verticalAttractionEfficiency = 1f;
3465 m_verticalAttractionTimescale = 100f;
3466 // m_bankingEfficiency = 0;
3467 // m_bankingMix = 0.7f;
3468 // m_bankingTimescale = 5;
3469 // m_referenceFrame = Quaternion.Identity;
3470 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3471 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3472 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3473 break;
3474
3475 }
3476 }//end SetDefaultsForType
3477
3478 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3479 {
3480 if (m_type == Vehicle.TYPE_NONE)
3481 return;
3482
3483 m_body = pBody;
3484 }
3485
3486
3487 internal void Halt()
3488 { // Kill all motions, when non-physical
3489 // m_linearMotorDirection = Vector3.Zero;
3490 m_lLinMotorDVel = Vector3.Zero;
3491 m_lLinObjectVel = Vector3.Zero;
3492 m_wLinObjectVel = Vector3.Zero;
3493 m_angularMotorDirection = Vector3.Zero;
3494 m_lastAngularVelocity = Vector3.Zero;
3495 m_angularMotorDVel = Vector3.Zero;
3496 _acceleration = Vector3.Zero;
3497 }
3498
3499 private void UpdateLinDecay()
3500 {
3501 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3502 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3503 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3504 } // else let the motor decay on its own
3505
3506 private void UpdateAngDecay()
3507 {
3508 m_angularMotorDVel.X = m_angularMotorDirection.X;
3509 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3510 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3511 } // else let the motor decay on its own
3512
3513 public void Move(float timestep)
3514 {
3515 float fx = 0;
3516 float fy = 0;
3517 float fz = 0;
3518 Vector3 linvel; // velocity applied, including any reversal
3519
3520 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3521 // This is a temp patch until proper region crossing is developed.
3522
3523
3524 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3525 {
3526 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3527 bool lastZeroFlag = _zeroFlag; // was it stopped
3528
3529 d.Vector3 vec = d.BodyGetPosition(Body);
3530 Vector3 l_position = Vector3.Zero;
3531 l_position.X = vec.X;
3532 l_position.Y = vec.Y;
3533 l_position.Z = vec.Z;
3534 m_lastposition = _position;
3535 _position = l_position;
3536
3537 d.Quaternion ori = d.BodyGetQuaternion(Body);
3538 // Quaternion l_orientation = Quaternion.Identity;
3539 _orientation.X = ori.X;
3540 _orientation.Y = ori.Y;
3541 _orientation.Z = ori.Z;
3542 _orientation.W = ori.W;
3543 m_lastorientation = _orientation;
3544
3545 d.Vector3 vel = d.BodyGetLinearVel(Body);
3546 m_lastVelocity = _velocity;
3547 _velocity.X = vel.X;
3548 _velocity.Y = vel.Y;
3549 _velocity.Z = vel.Z;
3550 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3551
3552 d.Vector3 torque = d.BodyGetTorque(Body);
3553 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3554
3555
3556 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3557 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3558 )
3559 {
3560 // we are outside current region
3561 // clip position to a stop just outside region and stop it only internally
3562 // do it only once using m_crossingfailures as control
3563 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3564 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3565 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3566 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3567 d.BodySetLinearVel(Body, 0, 0, 0);
3568 m_outofBounds = true;
3569 base.RequestPhysicsterseUpdate();
3570 return;
3571 }
3572
3573 base.RequestPhysicsterseUpdate();
3574
3575 if (l_position.Z < 0)
3576 {
3577 // This is so prim that get lost underground don't fall forever and suck up
3578 //
3579 // Sim resources and memory.
3580 // Disables the prim's movement physics....
3581 // It's a hack and will generate a console message if it fails.
3582
3583 //IsPhysical = false;
3584 if (_parent == null) base.RaiseOutOfBounds(_position);
3585
3586
3587 _acceleration.X = 0; // This stuff may stop client display but it has no
3588 _acceleration.Y = 0; // effect on the object in phys engine!
3589 _acceleration.Z = 0;
3590
3591 _velocity.X = 0;
3592 _velocity.Y = 0;
3593 _velocity.Z = 0;
3594 m_lastVelocity = Vector3.Zero;
3595 m_rotationalVelocity.X = 0;
3596 m_rotationalVelocity.Y = 0;
3597 m_rotationalVelocity.Z = 0;
3598
3599 if (_parent == null) base.RequestPhysicsterseUpdate();
3600
3601 m_throttleUpdates = false;
3602 throttleCounter = 0;
3603 _zeroFlag = true;
3604 //outofBounds = true;
3605 } // end neg Z check
3606
3607 // Is it moving?
3608 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3609 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3610 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3611 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3612 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3613 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3614 {
3615 _zeroFlag = true;
3616 m_throttleUpdates = false;
3617 }
3618 else
3619 {
3620 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3621 _zeroFlag = false;
3622 m_lastUpdateSent = false;
3623 //m_throttleUpdates = false;
3624 }
3625
3626 if (_zeroFlag)
3627 { // Its stopped
3628 _velocity.X = 0.0f;
3629 _velocity.Y = 0.0f;
3630 // _velocity.Z = 0.0f;
3631
3632 _acceleration.X = 0;
3633 _acceleration.Y = 0;
3634 // _acceleration.Z = 0;
3635
3636 m_rotationalVelocity.X = 0;
3637 m_rotationalVelocity.Y = 0;
3638 m_rotationalVelocity.Z = 0;
3639 // Stop it in the phys engine
3640 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3641 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3642 d.BodySetForce(Body, 0f, 0f, 0f);
3643
3644 if (!m_lastUpdateSent)
3645 {
3646 m_throttleUpdates = false;
3647 throttleCounter = 0;
3648 if (_parent == null)
3649 {
3650 base.RequestPhysicsterseUpdate();
3651 }
3652
3653 m_lastUpdateSent = true;
3654 }
3655 }
3656 else
3657 { // Its moving
3658 if (lastZeroFlag != _zeroFlag)
3659 {
3660 if (_parent == null)
3661 {
3662 base.RequestPhysicsterseUpdate();
3663 }
3664 }
3665 m_lastUpdateSent = false;
3666 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3667 {
3668 if (_parent == null)
3669 {
3670 base.RequestPhysicsterseUpdate();
3671 }
3672 }
3673 else
3674 {
3675 throttleCounter++;
3676 }
3677 }
3678 m_lastposition = l_position;
3679
3680 /// End UpdatePositionAndVelocity insert
3681
3682
3683 // Rotation lock =====================================
3684 if (m_rotateEnableUpdate)
3685 {
3686 // Snapshot current angles, set up Amotor(s)
3687 m_rotateEnableUpdate = false;
3688 m_rotateEnable = m_rotateEnableRequest;
3689 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3690
3691 if (Amotor != IntPtr.Zero)
3692 {
3693 d.JointDestroy(Amotor);
3694 Amotor = IntPtr.Zero;
3695 //Console.WriteLine("Old Amotor Destroyed");
3696 }
3697
3698 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3699 { // not all are enabled
3700 d.Quaternion r = d.BodyGetQuaternion(Body);
3701 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3702 // extract the axes vectors
3703 Vector3 vX = new Vector3(1f, 0f, 0f);
3704 Vector3 vY = new Vector3(0f, 1f, 0f);
3705 Vector3 vZ = new Vector3(0f, 0f, 1f);
3706 vX = vX * locrot;
3707 vY = vY * locrot;
3708 vZ = vZ * locrot;
3709 // snapshot the current angle vectors
3710 m_lockX = vX;
3711 m_lockY = vY;
3712 m_lockZ = vZ;
3713 // m_lockRot = locrot;
3714 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3715 d.JointAttach(Amotor, Body, IntPtr.Zero);
3716 d.JointSetAMotorMode(Amotor, 0); // User mode??
3717 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3718
3719 float axisnum = 3; // how many to lock
3720 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3721 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3722 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3723
3724 int i = 0;
3725
3726 if (m_rotateEnable.X == 0)
3727 {
3728 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3729 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3730 i++;
3731 }
3732
3733 if (m_rotateEnable.Y == 0)
3734 {
3735 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3736 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3737 i++;
3738 }
3739
3740 if (m_rotateEnable.Z == 0)
3741 {
3742 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3743 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3744 i++;
3745 }
3746
3747 // These lowstops and high stops are effectively (no wiggle room)
3748 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3749 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3750 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3751 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3752 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3753 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3754 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3755 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3756 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3757 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3758 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3759 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3760 } // else none are locked
3761 } // end Rotation Update
3762
3763
3764 // VEHICLE processing ==========================================
3765 if (m_type != Vehicle.TYPE_NONE)
3766 {
3767 // get body attitude
3768 d.Quaternion rot = d.BodyGetQuaternion(Body);
3769 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3770 Quaternion irotq = Quaternion.Inverse(rotq);
3771
3772 // VEHICLE Linear Motion
3773 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3774 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3775 m_lLinObjectVel = vel_now * irotq;
3776 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3777 {
3778 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3779 {
3780 float decayfactor = m_linearMotorDecayTimescale / timestep;
3781 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3782 m_lLinMotorDVel -= decayAmount;
3783 }
3784 else
3785 {
3786 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3787 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3788 m_lLinMotorDVel -= decel;
3789 }
3790 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3791 {
3792 m_lLinMotorDVel = Vector3.Zero;
3793 }
3794
3795 /* else
3796 {
3797 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3798 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3799 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3800 } */
3801 } // end linear motor decay
3802
3803 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3804 {
3805 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3806 if (m_linearMotorTimescale < 300.0f)
3807 {
3808 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3809 float linfactor = m_linearMotorTimescale / timestep;
3810 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3811 m_lLinObjectVel += attackAmount;
3812 }
3813 if (m_linearFrictionTimescale.X < 300.0f)
3814 {
3815 float fricfactor = m_linearFrictionTimescale.X / timestep;
3816 float fricX = m_lLinObjectVel.X / fricfactor;
3817 m_lLinObjectVel.X -= fricX;
3818 }
3819 if (m_linearFrictionTimescale.Y < 300.0f)
3820 {
3821 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3822 float fricY = m_lLinObjectVel.Y / fricfactor;
3823 m_lLinObjectVel.Y -= fricY;
3824 }
3825 if (m_linearFrictionTimescale.Z < 300.0f)
3826 {
3827 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3828 float fricZ = m_lLinObjectVel.Z / fricfactor;
3829 m_lLinObjectVel.Z -= fricZ;
3830 }
3831 }
3832 m_wLinObjectVel = m_lLinObjectVel * rotq;
3833
3834 // Gravity and Buoyancy
3835 Vector3 grav = Vector3.Zero;
3836 if (m_VehicleBuoyancy < 1.0f)
3837 {
3838 // There is some gravity, make a gravity force vector
3839 // that is applied after object velocity.
3840 d.Mass objMass;
3841 d.BodyGetMass(Body, out objMass);
3842 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3843 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3844 } // else its 1.0, no gravity.
3845
3846 // Hovering
3847 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3848 {
3849 // We should hover, get the target height
3850 d.Vector3 pos = d.BodyGetPosition(Body);
3851 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3852 {
3853 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3854 }
3855 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3856 {
3857 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3858 }
3859 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3860 {
3861 m_VhoverTargetHeight = m_VhoverHeight;
3862 }
3863
3864 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3865 {
3866 // If body is aready heigher, use its height as target height
3867 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3868 }
3869
3870 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3871 // m_VhoverTimescale = 0f; // time to acheive height
3872 // timestep is time since last frame,in secs
3873 float herr0 = pos.Z - m_VhoverTargetHeight;
3874 // Replace Vertical speed with correction figure if significant
3875 if (Math.Abs(herr0) > 0.01f)
3876 {
3877 //? d.Mass objMass;
3878 //? d.BodyGetMass(Body, out objMass);
3879 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3880 //KF: m_VhoverEfficiency is not yet implemented
3881 }
3882 else
3883 {
3884 m_wLinObjectVel.Z = 0f;
3885 }
3886 }
3887 else
3888 { // not hovering
3889 if (m_wLinObjectVel.Z == 0f)
3890 { // Gravity rules
3891 m_wLinObjectVel.Z = vel_now.Z;
3892 } // else the motor has it
3893 }
3894 linvel = m_wLinObjectVel;
3895
3896 // Vehicle Linear Motion done =======================================
3897 // Apply velocity
3898 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3899 // apply gravity force
3900 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3901 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3902 // end MoveLinear()
3903
3904
3905 // MoveAngular
3906 /*
3907 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3908
3909 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3910 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3911 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3912
3913 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3914 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3915 */
3916 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3917
3918 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3919 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3920 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3921
3922 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3923
3924 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3925 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3926 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3927 // Decay Angular Motor 2.
3928 if (m_angularMotorDecayTimescale < 300.0f)
3929 {
3930 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3931 {
3932 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3933 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3934 m_angularMotorDVel -= decayAmount;
3935 }
3936 else
3937 {
3938 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3939 m_angularMotorDVel -= decel;
3940 }
3941
3942 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3943 {
3944 m_angularMotorDVel = Vector3.Zero;
3945 }
3946 else
3947 {
3948 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3949 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3950 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3951 }
3952 } // end decay angular motor
3953 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3954
3955 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3956
3957 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3958 { // if motor or object have motion
3959 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3960
3961 if (m_angularMotorTimescale < 300.0f)
3962 {
3963 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3964 float angfactor = m_angularMotorTimescale / timestep;
3965 Vector3 attackAmount = (attack_error / angfactor);
3966 angObjectVel += attackAmount;
3967 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3968 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3969 }
3970
3971 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3972 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3973 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3974 } // else no signif. motion
3975
3976 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3977 // Bank section tba
3978 // Deflection section tba
3979 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3980
3981
3982 /* // Rotation Axis Disables:
3983 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3984 {
3985 if (m_angularEnable.X == 0)
3986 angObjectVel.X = 0f;
3987 if (m_angularEnable.Y == 0)
3988 angObjectVel.Y = 0f;
3989 if (m_angularEnable.Z == 0)
3990 angObjectVel.Z = 0f;
3991 }
3992 */
3993 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3994
3995 // Vertical attractor section
3996 Vector3 vertattr = Vector3.Zero;
3997
3998 if (m_verticalAttractionTimescale < 300)
3999 {
4000 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
4001 // make a vector pointing up
4002 Vector3 verterr = Vector3.Zero;
4003 verterr.Z = 1.0f;
4004 // rotate it to Body Angle
4005 verterr = verterr * rotq;
4006 // 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.
4007 // 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
4008 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
4009
4010 if (verterr.Z < 0.0f)
4011 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
4012 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
4013 //Console.WriteLine("InvertFlip");
4014 verterr.X = 2.0f - verterr.X;
4015 verterr.Y = 2.0f - verterr.Y;
4016 }
4017 verterr *= 0.5f;
4018 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
4019 Vector3 xyav = angObjectVel;
4020 xyav.Z = 0.0f;
4021 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
4022 {
4023 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
4024 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
4025 vertattr.X = verterr.Y;
4026 vertattr.Y = -verterr.X;
4027 vertattr.Z = 0f;
4028 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
4029
4030 // scaling appears better usingsquare-law
4031 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
4032 float bounce = 1.0f - damped;
4033 // 0 = crit damp, 1 = bouncy
4034 float oavz = angObjectVel.Z; // retain z velocity
4035 // time-scaled correction, which sums, therefore is bouncy:
4036 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
4037 // damped, good @ < 90:
4038 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
4039 angObjectVel.Z = oavz;
4040 //if(frcount == 0) Console.WriteLine("VA+");
4041 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
4042 }
4043 else
4044 {
4045 // else error is very small
4046 angObjectVel.X = 0f;
4047 angObjectVel.Y = 0f;
4048 //if(frcount == 0) Console.WriteLine("VA0");
4049 }
4050 } // else vertical attractor is off
4051 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
4052
4053
4054 m_lastAngularVelocity = angObjectVel;
4055 // apply Angular Velocity to body
4056 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
4057 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
4058
4059 } // end VEHICLES
4060 else
4061 {
4062 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
4063
4064 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
4065
4066 /// Dynamics Buoyancy
4067 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
4068 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
4069 // NB Prims in ODE are no subject to global gravity
4070 // This should only affect gravity operations
4071
4072 float m_mass = CalculateMass();
4073 // calculate z-force due togravity on object.
4074 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
4075 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
4076 {
4077 fz = 0; // llMoveToTarget ignores gravity.
4078 // it also ignores mass of object, and any physical resting on it.
4079 // Vector3 m_PIDTarget is where we are going
4080 // float m_PIDTau is time to get there
4081 fx = 0;
4082 fy = 0;
4083 d.Vector3 pos = d.BodyGetPosition(Body);
4084 Vector3 error = new Vector3(
4085 (m_PIDTarget.X - pos.X),
4086 (m_PIDTarget.Y - pos.Y),
4087 (m_PIDTarget.Z - pos.Z));
4088 if (error.ApproxEquals(Vector3.Zero, 0.01f))
4089 { // Very close, Jump there and quit move
4090
4091 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
4092 _target_velocity = Vector3.Zero;
4093 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
4094 d.BodySetForce(Body, 0f, 0f, 0f);
4095 }
4096 else
4097 {
4098 float scale = 50.0f * timestep / m_PIDTau;
4099 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
4100 {
4101 // Nearby, quit update of velocity
4102 }
4103 else
4104 { // Far, calc damped velocity
4105 _target_velocity = error * scale;
4106 }
4107 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
4108 }
4109 } // end PID MoveToTarget
4110
4111
4112 /// Dynamics Hover ===================================================================================
4113 // Hover PID Controller can only run if the PIDcontroller is not in use.
4114 if (m_useHoverPID && !m_usePID)
4115 {
4116 //Console.WriteLine("Hover " + m_primName);
4117
4118 // If we're using the PID controller, then we have no gravity
4119 fz = (-1 * _parent_scene.gravityz) * m_mass;
4120
4121 // no lock; for now it's only called from within Simulate()
4122
4123 // If the PID Controller isn't active then we set our force
4124 // calculating base velocity to the current position
4125
4126 if ((m_PIDTau < 1))
4127 {
4128 PID_G = PID_G / m_PIDTau;
4129 }
4130
4131 if ((PID_G - m_PIDTau) <= 0)
4132 {
4133 PID_G = m_PIDTau + 1;
4134 }
4135
4136
4137 // Where are we, and where are we headed?
4138 d.Vector3 pos = d.BodyGetPosition(Body);
4139 // d.Vector3 vel = d.BodyGetLinearVel(Body);
4140
4141
4142 // Non-Vehicles have a limited set of Hover options.
4143 // determine what our target height really is based on HoverType
4144 switch (m_PIDHoverType)
4145 {
4146 case PIDHoverType.Ground:
4147 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
4148 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
4149 break;
4150 case PIDHoverType.GroundAndWater:
4151 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
4152 m_waterHeight = _parent_scene.GetWaterLevel();
4153 if (m_groundHeight > m_waterHeight)
4154 {
4155 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
4156 }
4157 else
4158 {
4159 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
4160 }
4161 break;
4162
4163 } // end switch (m_PIDHoverType)
4164
4165
4166 _target_velocity =
4167 new Vector3(0.0f, 0.0f,
4168 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
4169 );
4170
4171 // if velocity is zero, use position control; otherwise, velocity control
4172
4173 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
4174 {
4175 // keep track of where we stopped. No more slippin' & slidin'
4176
4177 // We only want to deactivate the PID Controller if we think we want to have our surrogate
4178 // react to the physics scene by moving it's position.
4179 // Avatar to Avatar collisions
4180 // Prim to avatar collisions
4181 d.Vector3 dlinvel = vel;
4182 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
4183 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
4184 d.BodyAddForce(Body, 0, 0, fz);
4185 //KF this prevents furthur motions return;
4186 }
4187 else
4188 {
4189 _zeroFlag = false;
4190
4191 // We're flying and colliding with something
4192 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
4193 }
4194 } // end m_useHoverPID && !m_usePID
4195
4196
4197 /// Dynamics Apply Forces ===================================================================================
4198 fx *= m_mass;
4199 fy *= m_mass;
4200 //fz *= m_mass;
4201 fx += m_force.X;
4202 fy += m_force.Y;
4203 fz += m_force.Z;
4204
4205 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
4206 if (fx != 0 || fy != 0 || fz != 0)
4207 {
4208 //m_taintdisable = true;
4209 //base.RaiseOutOfBounds(Position);
4210 //d.BodySetLinearVel(Body, fx, fy, 0f);
4211 if (!d.BodyIsEnabled(Body))
4212 {
4213 // A physical body at rest on a surface will auto-disable after a while,
4214 // this appears to re-enable it incase the surface it is upon vanishes,
4215 // and the body should fall again.
4216 d.BodySetLinearVel(Body, 0f, 0f, 0f);
4217 d.BodySetForce(Body, 0f, 0f, 0f);
4218 enableBodySoft();
4219 }
4220
4221 // 35x10 = 350n times the mass per second applied maximum.
4222 float nmax = 35f * m_mass;
4223 float nmin = -35f * m_mass;
4224
4225
4226 if (fx > nmax)
4227 fx = nmax;
4228 if (fx < nmin)
4229 fx = nmin;
4230 if (fy > nmax)
4231 fy = nmax;
4232 if (fy < nmin)
4233 fy = nmin;
4234 d.BodyAddForce(Body, fx, fy, fz);
4235 } // end apply forces
4236 } // end Vehicle/Dynamics
4237
4238 /// RotLookAt / LookAt =================================================================================
4239 if (m_useAPID)
4240 {
4241 // RotLookAt, apparently overrides all other rotation sources. Inputs:
4242 // Quaternion m_APIDTarget
4243 // float m_APIDStrength // From SL experiments, this is the time to get there
4244 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
4245 // Also in SL the mass of the object has no effect on time to get there.
4246 // Factors:
4247 // get present body rotation
4248 float limit = 1.0f;
4249 float rscaler = 50f; // adjusts rotation damping time
4250 float lscaler = 10f; // adjusts linear damping time in llLookAt
4251 float RLAservo = 0f;
4252 Vector3 diff_axis;
4253 float diff_angle;
4254 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
4255 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
4256 Quaternion rtarget = new Quaternion();
4257
4258 if (m_APIDTarget.W == -99.9f)
4259 {
4260 // this is really a llLookAt(), x,y,z is the target vector
4261 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
4262 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
4263 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
4264 float twopi = 2.0f * (float)Math.PI;
4265 Vector3 dir = target - _position;
4266 dir.Normalize();
4267 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
4268 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
4269 float terot = (float)Math.Atan2(dir.Z, txy);
4270 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
4271 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
4272 float oerot = (float)Math.Atan2(ospin.Z, oxy);
4273 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
4274 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
4275 float roll = (float)Math.Atan2(ra, rb);
4276 float errorz = tzrot - ozrot;
4277 if (errorz > (float)Math.PI) errorz -= twopi;
4278 else if (errorz < -(float)Math.PI) errorz += twopi;
4279 float errory = oerot - terot;
4280 if (errory > (float)Math.PI) errory -= twopi;
4281 else if (errory < -(float)Math.PI) errory += twopi;
4282 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
4283 if (diff_angle > 0.01f * m_APIDdamper)
4284 {
4285 m_APIDdamper = 1.0f;
4286 RLAservo = timestep / m_APIDStrength * rscaler;
4287 errorz *= RLAservo;
4288 errory *= RLAservo;
4289 error.X = -roll * 8.0f;
4290 error.Y = errory;
4291 error.Z = errorz;
4292 error *= rotq;
4293 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4294 }
4295 else
4296 {
4297 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4298 m_APIDdamper = 2.0f;
4299 }
4300 }
4301 else
4302 {
4303 // this is a llRotLookAt()
4304 rtarget = m_APIDTarget;
4305
4306 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4307 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4308 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4309
4310 // diff_axis.Normalize(); it already is!
4311 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4312 {
4313 m_APIDdamper = 1.0f;
4314 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4315 rotforce = rotforce * rotq;
4316 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4317 RLAservo = timestep / m_APIDStrength * lscaler;
4318 rotforce = rotforce * RLAservo * diff_angle;
4319 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4320 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4321 }
4322 else
4323 { // close enough
4324 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4325 m_APIDdamper = 2.0f;
4326 }
4327 } // end llLookAt/llRotLookAt
4328 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4329 } // end m_useAPID
4330 } // end root prims
4331 } // end Move()
4332 } // end class
4333}
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..7a1e671
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3883 @@
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 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227 public float geomRegionFence = 0.0f;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 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
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 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
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact ContactCopy; // local copy that can be modified
268 private d.Contact TerrainContact;
269 private d.Contact AvatarStaticprimContact; // was 'contact'
270 private d.Contact AvatarMovementprimContact;
271 private d.Contact AvatarMovementTerrainContact;
272 private d.Contact WaterContact;
273 private d.Contact[,] m_materialContacts;
274
275//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
276//Ckrinke private int m_randomizeWater = 200;
277 private int m_physicsiterations = 10;
278 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
279 private readonly PhysicsActor PANull = new NullPhysicsActor();
280 private float step_time = 0.0f;
281//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
282//Ckrinke private int ms = 0;
283 public IntPtr world;
284 //private bool returncollisions = false;
285 // private uint obj1LocalID = 0;
286 private uint obj2LocalID = 0;
287 //private int ctype = 0;
288 private OdeCharacter cc1;
289 private OdePrim cp1;
290 private OdeCharacter cc2;
291 private OdePrim cp2;
292 //private int cStartStop = 0;
293 //private string cDictKey = "";
294
295 public IntPtr space;
296
297 //private IntPtr tmpSpace;
298 // split static geometry collision handling into spaces of 30 meters
299 public IntPtr[,] staticPrimspace;
300
301 public Object OdeLock;
302
303 public IMesher mesher;
304
305 private IConfigSource m_config;
306
307 public bool physics_logging = false;
308 public int physics_logging_interval = 0;
309 public bool physics_logging_append_existing_logfile = false;
310
311 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
312 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
313
314 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
315 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
316 // TODO: unused: private uint heightmapWidthSamples;
317 // TODO: unused: private uint heightmapHeightSamples;
318
319 private volatile int m_global_contactcount = 0;
320
321 private Vector3 m_worldOffset = Vector3.Zero;
322 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
323 private PhysicsScene m_parentScene = null;
324
325 private ODERayCastRequestManager m_rayCastManager;
326
327 /// <summary>
328 /// Initiailizes the scene
329 /// Sets many properties that ODE requires to be stable
330 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
331 /// </summary>
332 public OdeScene(CollisionLocker dode, string sceneIdentifier)
333 {
334 m_log
335 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
336
337 OdeLock = new Object();
338 ode = dode;
339 nearCallback = near;
340 triCallback = TriCallback;
341 triArrayCallback = TriArrayCallback;
342 m_rayCastManager = new ODERayCastRequestManager(this);
343 lock (OdeLock)
344 {
345 // Create the world and the first space
346 world = d.WorldCreate();
347 space = d.HashSpaceCreate(IntPtr.Zero);
348
349
350 contactgroup = d.JointGroupCreate(0);
351 //contactgroup
352
353 d.WorldSetAutoDisableFlag(world, false);
354 #if USE_DRAWSTUFF
355
356 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
357 viewthread.Start();
358 #endif
359 }
360
361
362 _watermap = new float[258 * 258];
363
364 // Zero out the prim spaces array (we split our space into smaller spaces so
365 // we can hit test less.
366 }
367
368#if USE_DRAWSTUFF
369 public void startvisualization(object o)
370 {
371 ds.Functions fn;
372 fn.version = ds.VERSION;
373 fn.start = new ds.CallbackFunction(start);
374 fn.step = new ds.CallbackFunction(step);
375 fn.command = new ds.CallbackFunction(command);
376 fn.stop = null;
377 fn.path_to_textures = "./textures";
378 string[] args = new string[0];
379 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
380 }
381#endif
382
383 // Initialize the mesh plugin
384 public override void Initialise(IMesher meshmerizer, IConfigSource config)
385 {
386 mesher = meshmerizer;
387 m_config = config;
388 // Defaults
389
390 if (Environment.OSVersion.Platform == PlatformID.Unix)
391 {
392 avPIDD = 3200.0f;
393 avPIDP = 1400.0f;
394 avStandupTensor = 2000000f;
395 }
396 else
397 {
398 avPIDD = 2200.0f;
399 avPIDP = 900.0f;
400 avStandupTensor = 550000f;
401 }
402
403 int contactsPerCollision = 80;
404
405 if (m_config != null)
406 {
407 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
408 if (physicsconfig != null)
409 {
410 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
411 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
412 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
413
414 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
415 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
416
417 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
418 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
419 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
420
421 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
422
423 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
424 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
425 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
426
427 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
428 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
429 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
430
431 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
432 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
433
434 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
435 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
436
437 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
438 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
439
440 avDensity = physicsconfig.GetFloat("av_density", 80f);
441 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
442 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
443 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
444 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
445 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
446
447 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
448
449 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
450 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
451 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
452 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
453
454 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
455 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
456
457 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
458 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
459
460 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
461 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
462 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
463 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
464 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
465
466 if (Environment.OSVersion.Platform == PlatformID.Unix)
467 {
468 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
469 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
470 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
471 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
472 }
473 else
474 {
475 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
476 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
477 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
478 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
479 }
480
481 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
482 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
483 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
484
485 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
486 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
487 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
488 }
489 }
490
491 contacts = new d.ContactGeom[contactsPerCollision];
492
493 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
494
495 // Avatar static on a Prim parameters
496 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
497 AvatarStaticprimContact.surface.mu = 255.0f;
498 AvatarStaticprimContact.surface.bounce = 0.0f;
499 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
500 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
501
502 // Avatar moving on a Prim parameters
503 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
504 AvatarMovementprimContact.surface.mu = 255.0f;
505 AvatarMovementprimContact.surface.bounce = 0.0f;
506 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
507 AvatarMovementprimContact.surface.soft_erp = 0.3f;
508
509 // Static Avatar on Terrain parameters
510 // Keeps Avatar in place better
511 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
512 TerrainContact.surface.mu = 255.0f;
513 TerrainContact.surface.bounce = 0.0f;
514 TerrainContact.surface.soft_cfm = 0.0f;
515 TerrainContact.surface.soft_erp = 0.05f;
516
517 // Moving Avatar on Terrain parameters
518 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
519 AvatarMovementTerrainContact.surface.mu = 75f;
520 AvatarMovementTerrainContact.surface.bounce = 0.0f;
521 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
522 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
523
524 // Avatar or prim the the water, this may not be used, possibly water is same as air?
525 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
526 WaterContact.surface.mu = 0.0f; // No friction
527 WaterContact.surface.bounce = 0.0f; // No bounce
528 WaterContact.surface.soft_cfm = 0.010f;
529 WaterContact.surface.soft_erp = 0.010f;
530
531
532 // Prim static or moving on a prim, depends on material type
533 m_materialContacts = new d.Contact[7,2];
534 // V 1 = Sliding; 0 = static or fell onto
535 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
536 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
537 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
538 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
539 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
540 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
541
542 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
543 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
544 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
545 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
546 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
547 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
548
549 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
550 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
551 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
552 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
553 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
554 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
555
556 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
557 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
558 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
559 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
560 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
561 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
562
563 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
564 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
565 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
566 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
567 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
568 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
569
570 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
571 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
572 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
573 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
574 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
575 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
576
577 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
578 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
579 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
580 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
581 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
582 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
583
584 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
585 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
586 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
587 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
588 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
589 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
590
591 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
592 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
593 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
594 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
595 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
596 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
597
598 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
599 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
600 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
601 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
602 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
603 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
604
605 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
606 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
607 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
608 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
609 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
610 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
611
612 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
613 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
614 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
615 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
616 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
617 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
618
619 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
620 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
621 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
622 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
623 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
624 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
625
626 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
627 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
628 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
629 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
630 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
631 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
632
633 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
634
635 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
636
637 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
638 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
639
640
641 d.WorldSetLinearDampingThreshold(world, 256f);
642 d.WorldSetLinearDamping(world, 256f);
643// d.WorldSetLinearDampingThreshold(world, 0.01f);
644// d.WorldSetLinearDamping(world, 0.1f);
645 d.WorldSetAngularDampingThreshold(world, 256f);
646 d.WorldSetAngularDamping(world, 256f);
647 d.WorldSetMaxAngularSpeed(world, 256f);
648
649 // Set how many steps we go without running collision testing
650 // This is in addition to the step size.
651 // Essentially Steps * m_physicsiterations
652 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
653 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
654
655
656
657 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
658 {
659 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
660 {
661 staticPrimspace[i, j] = IntPtr.Zero;
662 }
663 }
664 }
665
666 internal void waitForSpaceUnlock(IntPtr space)
667 {
668 //if (space != IntPtr.Zero)
669 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
670 }
671
672 /// <summary>
673 /// Debug space message for printing the space that a prim/avatar is in.
674 /// </summary>
675 /// <param name="pos"></param>
676 /// <returns>Returns which split up space the given position is in.</returns>
677 public string whichspaceamIin(Vector3 pos)
678 {
679 return calculateSpaceForGeom(pos).ToString();
680 }
681
682 #region Collision Detection
683
684 /// <summary>
685 /// This is our near callback. A geometry is near a body
686 /// </summary>
687 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
688 /// <param name="g1">a geometry or space</param>
689 /// <param name="g2">another geometry or space</param>
690 private void near(IntPtr space, IntPtr g1, IntPtr g2)
691 {
692 // no lock here! It's invoked from within Simulate(), which is thread-locked
693
694 // Test if we're colliding a geom with a space.
695 // If so we have to drill down into the space recursively
696//Console.WriteLine("near -----------"); //##
697 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
698 {
699 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
700 return;
701
702 // Separating static prim geometry spaces.
703 // We'll be calling near recursivly if one
704 // of them is a space to find all of the
705 // contact points in the space
706 try
707 {
708 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
709 }
710 catch (AccessViolationException)
711 {
712 m_log.Warn("[PHYSICS]: Unable to collide test a space");
713 return;
714 }
715 //Colliding a space or a geom with a space or a geom. so drill down
716
717 //Collide all geoms in each space..
718 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
719 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
720 return;
721 }
722
723 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
724 return;
725
726 IntPtr b1 = d.GeomGetBody(g1);
727 IntPtr b2 = d.GeomGetBody(g2);
728
729 // d.GeomClassID id = d.GeomGetClass(g1);
730
731 String name1 = null;
732 String name2 = null;
733
734 if (!geom_name_map.TryGetValue(g1, out name1))
735 {
736 name1 = "null";
737 }
738 if (!geom_name_map.TryGetValue(g2, out name2))
739 {
740 name2 = "null";
741 }
742
743 //if (id == d.GeomClassId.TriMeshClass)
744 //{
745 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
746 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
747 //}
748
749 // Figure out how many contact points we have
750 int count = 0;
751 try
752 {
753 // Colliding Geom To Geom
754 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
755
756 if (g1 == g2)
757 return; // Can't collide with yourself
758
759 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
760 return;
761
762 lock (contacts)
763 {
764 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
765 if (count > contacts.Length)
766 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
767 }
768 }
769 catch (SEHException)
770 {
771 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.");
772 ode.drelease(world);
773 base.TriggerPhysicsBasedRestart();
774 }
775 catch (Exception e)
776 {
777 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
778 return;
779 }
780
781 PhysicsActor p1;
782 PhysicsActor p2;
783
784 if (!actor_name_map.TryGetValue(g1, out p1))
785 {
786 p1 = PANull;
787 }
788
789 if (!actor_name_map.TryGetValue(g2, out p2))
790 {
791 p2 = PANull;
792 }
793
794 ContactPoint maxDepthContact = new ContactPoint();
795 if (p1.CollisionScore + count >= float.MaxValue)
796 p1.CollisionScore = 0;
797 p1.CollisionScore += count;
798
799 if (p2.CollisionScore + count >= float.MaxValue)
800 p2.CollisionScore = 0;
801 p2.CollisionScore += count;
802 for (int i = 0; i < count; i++)
803 {
804 d.ContactGeom curContact = contacts[i];
805
806 if (curContact.depth > maxDepthContact.PenetrationDepth)
807 {
808 maxDepthContact = new ContactPoint(
809 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
810 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
811 curContact.depth
812 );
813 }
814
815 //m_log.Warn("[CCOUNT]: " + count);
816 IntPtr joint;
817 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
818 // allows us to have different settings
819
820 // We only need to test p2 for 'jump crouch purposes'
821 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
822 {
823 // Testing if the collision is at the feet of the avatar
824
825 //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));
826//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
827//#@ p2.IsColliding = true;
828 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
829 p2.IsColliding = true; //##
830 }else{
831
832 } //##
833 }
834 else
835 {
836 p2.IsColliding = true;
837 }
838
839 //if ((framecount % m_returncollisions) == 0)
840
841 switch (p1.PhysicsActorType)
842 {
843 case (int)ActorTypes.Agent:
844 p2.CollidingObj = true;
845 break;
846 case (int)ActorTypes.Prim:
847 if (p2.Velocity.LengthSquared() > 0.0f)
848 p2.CollidingObj = true;
849 break;
850 case (int)ActorTypes.Unknown:
851 p2.CollidingGround = true;
852 break;
853 default:
854 p2.CollidingGround = true;
855 break;
856 }
857
858 // we don't want prim or avatar to explode
859
860 #region InterPenetration Handling - Unintended physics explosions
861# region disabled code1
862
863 if (curContact.depth >= 0.08f)
864 {
865 //This is disabled at the moment only because it needs more tweaking
866 //It will eventually be uncommented
867 /*
868 if (AvatarStaticprimContact.depth >= 1.00f)
869 {
870 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
871 }
872
873 //If you interpenetrate a prim with an agent
874 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
875 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
876 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
877 p2.PhysicsActorType == (int) ActorTypes.Prim))
878 {
879
880 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
881 /*
882 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
883 {
884 p2.CollidingObj = true;
885 AvatarStaticprimContact.depth = 0.003f;
886 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
887 OdeCharacter character = (OdeCharacter) p2;
888 character.SetPidStatus(true);
889 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));
890
891 }
892 else
893 {
894
895 //AvatarStaticprimContact.depth = 0.0000000f;
896 }
897 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
898 {
899
900 p1.CollidingObj = true;
901 AvatarStaticprimContact.depth = 0.003f;
902 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
903 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));
904 OdeCharacter character = (OdeCharacter)p1;
905 character.SetPidStatus(true);
906 }
907 else
908 {
909
910 //AvatarStaticprimContact.depth = 0.0000000f;
911 }
912
913
914
915 }
916*/
917 // If you interpenetrate a prim with another prim
918 /*
919 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
920 {
921 #region disabledcode2
922 //OdePrim op1 = (OdePrim)p1;
923 //OdePrim op2 = (OdePrim)p2;
924 //op1.m_collisionscore++;
925 //op2.m_collisionscore++;
926
927 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
928 //{
929 //op1.m_taintdisable = true;
930 //AddPhysicsActorTaint(p1);
931 //op2.m_taintdisable = true;
932 //AddPhysicsActorTaint(p2);
933 //}
934
935 //if (AvatarStaticprimContact.depth >= 0.25f)
936 //{
937 // Don't collide, one or both prim will expld.
938
939 //op1.m_interpenetrationcount++;
940 //op2.m_interpenetrationcount++;
941 //interpenetrations_before_disable = 200;
942 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
943 //{
944 //op1.m_taintdisable = true;
945 //AddPhysicsActorTaint(p1);
946 //}
947 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
948 //{
949 // op2.m_taintdisable = true;
950 //AddPhysicsActorTaint(p2);
951 //}
952
953 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
954 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
955 //}
956 //if (op1.m_disabled || op2.m_disabled)
957 //{
958 //Manually disabled objects stay disabled
959 //AvatarStaticprimContact.depth = 0f;
960 //}
961 #endregion
962 }
963 */
964#endregion
965 if (curContact.depth >= 1.00f)
966 {
967 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
968 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
969 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
970 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
971 p2.PhysicsActorType == (int) ActorTypes.Unknown))
972 {
973 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
974 {
975 if (p2 is OdeCharacter)
976 {
977 OdeCharacter character = (OdeCharacter) p2;
978
979 //p2.CollidingObj = true;
980 curContact.depth = 0.00000003f;
981 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
982 curContact.pos =
983 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
984 curContact.pos.Y + (p1.Size.Y/2),
985 curContact.pos.Z + (p1.Size.Z/2));
986 character.SetPidStatus(true);
987 }
988 }
989
990
991 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
992 {
993 if (p1 is OdeCharacter)
994 {
995 OdeCharacter character = (OdeCharacter) p1;
996
997 //p2.CollidingObj = true;
998 curContact.depth = 0.00000003f;
999 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1000 curContact.pos =
1001 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1002 curContact.pos.Y + (p1.Size.Y/2),
1003 curContact.pos.Z + (p1.Size.Z/2));
1004 character.SetPidStatus(true);
1005 }
1006 }
1007 }
1008 }
1009 }
1010
1011 #endregion
1012
1013 // Logic for collision handling
1014 // Note, that if *all* contacts are skipped (VolumeDetect)
1015 // The prim still detects (and forwards) collision events but
1016 // appears to be phantom for the world
1017 Boolean skipThisContact = false;
1018
1019 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1020 skipThisContact = true; // No collision on volume detect prims
1021
1022 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && curContact.depth < 0f)
1026 skipThisContact = true;
1027
1028 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1029 skipThisContact = true;
1030
1031 const int maxContactsbeforedeath = 4000;
1032 joint = IntPtr.Zero;
1033
1034 if (!skipThisContact)
1035 {
1036 // Add contact joints with materials params----------------------------------
1037 // p1 is what is being hit, p2 is the physical object doing the hitting
1038 int material = (int) Material.Wood;
1039 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1040 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1041
1042 // If we're colliding against terrain
1043 if (name1 == "Terrain" || name2 == "Terrain")
1044 {
1045 // If we're moving
1046 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1047 {
1048 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1049 AvatarMovementTerrainContact.geom = curContact;
1050 _perloopContact.Add(curContact);
1051 if (m_global_contactcount < maxContactsbeforedeath)
1052 {
1053 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1054 m_global_contactcount++;
1055 }
1056 }
1057 else
1058 {
1059 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1060 {
1061 //$ Av standing on terrain, Use the non moving Avata terrain contact
1062 TerrainContact.geom = curContact;
1063 _perloopContact.Add(curContact);
1064 if (m_global_contactcount < maxContactsbeforedeath)
1065 {
1066 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1067 m_global_contactcount++;
1068 }
1069 }
1070 else
1071 {
1072 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1073 {
1074 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1075 // int pj294950 = 0;
1076 // prim terrain contact
1077
1078 if (p2 is OdePrim)
1079 material = ((OdePrim)p2).m_material;
1080 //m_log.DebugFormat("Material: {0}", material);
1081 m_materialContacts[material, movintYN].geom = curContact;
1082 _perloopContact.Add(curContact);
1083
1084 if (m_global_contactcount < maxContactsbeforedeath)
1085 {
1086 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1087 m_global_contactcount++;
1088
1089 }
1090
1091 }
1092 else
1093 {
1094 //$ prim on terrain contact
1095 if (p2 is OdePrim)
1096 material = ((OdePrim)p2).m_material;
1097 //m_log.DebugFormat("Material: {0}", material);
1098 m_materialContacts[material, movintYN].geom = curContact;
1099 _perloopContact.Add(curContact);
1100
1101 ContactCopy = m_materialContacts[material, movintYN];
1102 if(movintYN == 1)
1103 {
1104 // prevent excessive slide on terrain
1105 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1106 }
1107
1108 if (m_global_contactcount < maxContactsbeforedeath)
1109 {
1110 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1111 m_global_contactcount++;
1112 }
1113 }
1114 }
1115 }
1116 }
1117 else if (name1 == "Water" || name2 == "Water")
1118 {
1119 //$ This never happens! Perhaps water is treated like air?
1120 /*
1121 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1122 {
1123 }
1124 else
1125 {
1126 }
1127 */
1128 //WaterContact.surface.soft_cfm = 0.0000f;
1129 //WaterContact.surface.soft_erp = 0.00000f;
1130 if (curContact.depth > 0.1f)
1131 {
1132 curContact.depth *= 52;
1133 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1134 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1135 }
1136 WaterContact.geom = curContact;
1137 _perloopContact.Add(curContact);
1138 if (m_global_contactcount < maxContactsbeforedeath)
1139 {
1140 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1141 m_global_contactcount++;
1142 }
1143 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1144 }
1145 else
1146 {
1147
1148 // no terrain and no water, we're colliding with prim or avatar
1149 // check if we're moving
1150 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1151 {
1152 //$ Avatar on Prim or other Avatar
1153 if (movintYN == 1)
1154 {
1155 // Use the AV Movement / prim contact
1156 AvatarMovementprimContact.geom = curContact;
1157 _perloopContact.Add(curContact);
1158 if (m_global_contactcount < maxContactsbeforedeath)
1159 {
1160 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1161 m_global_contactcount++;
1162 }
1163 }
1164 else
1165 {
1166 // Use the Av non movement / prim contact
1167 AvatarStaticprimContact.geom = curContact;
1168 _perloopContact.Add(curContact);
1169 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1170
1171 if (m_global_contactcount < maxContactsbeforedeath)
1172 {
1173 if (curContact.depth > 0.2)
1174 { // embedded, eject slowly
1175 ContactCopy.surface.soft_erp = 0.1f;
1176 ContactCopy.surface.soft_cfm = 0.1f;
1177 }
1178 else
1179 { // keep on the surface
1180 ContactCopy.surface.soft_erp = 0.3f;
1181 ContactCopy.surface.soft_cfm = 0.0f;
1182 }
1183 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1184 m_global_contactcount++;
1185 }
1186 }
1187 }
1188 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1189 {
1190 //$ Prim on Prim
1191 //p1.PhysicsActorType
1192
1193 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1194 //m_log.DebugFormat("Material: {0}", material);
1195
1196 m_materialContacts[material, movintYN].geom = curContact;
1197 _perloopContact.Add(curContact);
1198
1199 if (m_global_contactcount < maxContactsbeforedeath)
1200 {
1201 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1202 m_global_contactcount++;
1203 }
1204 }
1205 }
1206
1207 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1208 {
1209 d.JointAttach(joint, b1, b2);
1210 m_global_contactcount++;
1211 }
1212
1213 }
1214 collision_accounting_events(p1, p2, maxDepthContact);
1215 if (count > geomContactPointsStartthrottle)
1216 {
1217 // If there are more then 3 contact points, it's likely
1218 // that we've got a pile of objects, so ...
1219 // We don't want to send out hundreds of terse updates over and over again
1220 // so lets throttle them and send them again after it's somewhat sorted out.
1221 p2.ThrottleUpdates = true;
1222 }
1223 //m_log.Debug(count.ToString());
1224 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1225 } // end for i.. loop
1226 } // end near
1227
1228 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1229 {
1230 bool result = false;
1231 //return result;
1232 if (!m_filterCollisions)
1233 return false;
1234
1235 ActorTypes at = (ActorTypes)atype;
1236 lock (_perloopContact)
1237 {
1238 foreach (d.ContactGeom contact in _perloopContact)
1239 {
1240 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1241 //{
1242 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1243 if (at == ActorTypes.Agent)
1244 {
1245 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)
1246 {
1247
1248 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1249 {
1250 //contactGeom.depth *= .00005f;
1251 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1252 // 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));
1253 result = true;
1254 break;
1255 }
1256 else
1257 {
1258 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1259 }
1260 }
1261 else
1262 {
1263 //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));
1264 //int i = 0;
1265 }
1266 }
1267 else if (at == ActorTypes.Prim)
1268 {
1269 //d.AABB aabb1 = new d.AABB();
1270 //d.AABB aabb2 = new d.AABB();
1271
1272 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1273 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1274 //aabb1.
1275 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)
1276 {
1277 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1278 {
1279 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1280 {
1281 result = true;
1282 break;
1283 }
1284 }
1285 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1286 //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));
1287 }
1288
1289 }
1290
1291 //}
1292
1293 }
1294 }
1295 return result;
1296 }
1297
1298 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1299 {
1300 // obj1LocalID = 0;
1301 //returncollisions = false;
1302 obj2LocalID = 0;
1303 //ctype = 0;
1304 //cStartStop = 0;
1305 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1306 return;
1307
1308 switch ((ActorTypes)p2.PhysicsActorType)
1309 {
1310 case ActorTypes.Agent:
1311 cc2 = (OdeCharacter)p2;
1312
1313 // obj1LocalID = cc2.m_localID;
1314 switch ((ActorTypes)p1.PhysicsActorType)
1315 {
1316 case ActorTypes.Agent:
1317 cc1 = (OdeCharacter)p1;
1318 obj2LocalID = cc1.m_localID;
1319 cc1.AddCollisionEvent(cc2.m_localID, contact);
1320 //ctype = (int)CollisionCategories.Character;
1321
1322 //if (cc1.CollidingObj)
1323 //cStartStop = (int)StatusIndicators.Generic;
1324 //else
1325 //cStartStop = (int)StatusIndicators.Start;
1326
1327 //returncollisions = true;
1328 break;
1329 case ActorTypes.Prim:
1330 if (p1 is OdePrim)
1331 {
1332 cp1 = (OdePrim) p1;
1333 obj2LocalID = cp1.m_localID;
1334 cp1.AddCollisionEvent(cc2.m_localID, contact);
1335 }
1336 //ctype = (int)CollisionCategories.Geom;
1337
1338 //if (cp1.CollidingObj)
1339 //cStartStop = (int)StatusIndicators.Generic;
1340 //else
1341 //cStartStop = (int)StatusIndicators.Start;
1342
1343 //returncollisions = true;
1344 break;
1345
1346 case ActorTypes.Ground:
1347 case ActorTypes.Unknown:
1348 obj2LocalID = 0;
1349 //ctype = (int)CollisionCategories.Land;
1350 //returncollisions = true;
1351 break;
1352 }
1353
1354 cc2.AddCollisionEvent(obj2LocalID, contact);
1355 break;
1356 case ActorTypes.Prim:
1357
1358 if (p2 is OdePrim)
1359 {
1360 cp2 = (OdePrim) p2;
1361
1362 // obj1LocalID = cp2.m_localID;
1363 switch ((ActorTypes) p1.PhysicsActorType)
1364 {
1365 case ActorTypes.Agent:
1366 if (p1 is OdeCharacter)
1367 {
1368 cc1 = (OdeCharacter) p1;
1369 obj2LocalID = cc1.m_localID;
1370 cc1.AddCollisionEvent(cp2.m_localID, contact);
1371 //ctype = (int)CollisionCategories.Character;
1372
1373 //if (cc1.CollidingObj)
1374 //cStartStop = (int)StatusIndicators.Generic;
1375 //else
1376 //cStartStop = (int)StatusIndicators.Start;
1377 //returncollisions = true;
1378 }
1379 break;
1380 case ActorTypes.Prim:
1381
1382 if (p1 is OdePrim)
1383 {
1384 cp1 = (OdePrim) p1;
1385 obj2LocalID = cp1.m_localID;
1386 cp1.AddCollisionEvent(cp2.m_localID, contact);
1387 //ctype = (int)CollisionCategories.Geom;
1388
1389 //if (cp1.CollidingObj)
1390 //cStartStop = (int)StatusIndicators.Generic;
1391 //else
1392 //cStartStop = (int)StatusIndicators.Start;
1393
1394 //returncollisions = true;
1395 }
1396 break;
1397
1398 case ActorTypes.Ground:
1399 case ActorTypes.Unknown:
1400 obj2LocalID = 0;
1401 //ctype = (int)CollisionCategories.Land;
1402
1403 //returncollisions = true;
1404 break;
1405 }
1406
1407 cp2.AddCollisionEvent(obj2LocalID, contact);
1408 }
1409 break;
1410 }
1411 //if (returncollisions)
1412 //{
1413
1414 //lock (m_storedCollisions)
1415 //{
1416 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1417 //if (m_storedCollisions.ContainsKey(cDictKey))
1418 //{
1419 //sCollisionData objd = m_storedCollisions[cDictKey];
1420 //objd.NumberOfCollisions += 1;
1421 //objd.lastframe = framecount;
1422 //m_storedCollisions[cDictKey] = objd;
1423 //}
1424 //else
1425 //{
1426 //sCollisionData objd = new sCollisionData();
1427 //objd.ColliderLocalId = obj1LocalID;
1428 //objd.CollidedWithLocalId = obj2LocalID;
1429 //objd.CollisionType = ctype;
1430 //objd.NumberOfCollisions = 1;
1431 //objd.lastframe = framecount;
1432 //objd.StatusIndicator = cStartStop;
1433 //m_storedCollisions.Add(cDictKey, objd);
1434 //}
1435 //}
1436 // }
1437 }
1438
1439 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1440 {
1441 /* String name1 = null;
1442 String name2 = null;
1443
1444 if (!geom_name_map.TryGetValue(trimesh, out name1))
1445 {
1446 name1 = "null";
1447 }
1448 if (!geom_name_map.TryGetValue(refObject, out name2))
1449 {
1450 name2 = "null";
1451 }
1452
1453 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1454 */
1455 return 1;
1456 }
1457
1458 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1459 {
1460 String name1 = null;
1461 String name2 = null;
1462
1463 if (!geom_name_map.TryGetValue(trimesh, out name1))
1464 {
1465 name1 = "null";
1466 }
1467
1468 if (!geom_name_map.TryGetValue(refObject, out name2))
1469 {
1470 name2 = "null";
1471 }
1472
1473 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1474
1475 d.Vector3 v0 = new d.Vector3();
1476 d.Vector3 v1 = new d.Vector3();
1477 d.Vector3 v2 = new d.Vector3();
1478
1479 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1480 // 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);
1481
1482 return 1;
1483 }
1484
1485 /// <summary>
1486 /// This is our collision testing routine in ODE
1487 /// </summary>
1488 /// <param name="timeStep"></param>
1489 private void collision_optimized(float timeStep)
1490 {
1491 _perloopContact.Clear();
1492
1493 lock (_characters)
1494 {
1495 foreach (OdeCharacter chr in _characters)
1496 {
1497 // Reset the collision values to false
1498 // since we don't know if we're colliding yet
1499
1500 // For some reason this can happen. Don't ask...
1501 //
1502 if (chr == null)
1503 continue;
1504
1505 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1506 continue;
1507
1508 chr.IsColliding = false;
1509 chr.CollidingGround = false;
1510 chr.CollidingObj = false;
1511
1512 // test the avatar's geometry for collision with the space
1513 // This will return near and the space that they are the closest to
1514 // And we'll run this again against the avatar and the space segment
1515 // This will return with a bunch of possible objects in the space segment
1516 // and we'll run it again on all of them.
1517 try
1518 {
1519 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1520 }
1521 catch (AccessViolationException)
1522 {
1523 m_log.Warn("[PHYSICS]: Unable to space collide");
1524 }
1525 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1526 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1527 //{
1528 //chr.Position.Z = terrainheight + 10.0f;
1529 //forcedZ = true;
1530 //}
1531 }
1532 }
1533
1534 lock (_activeprims)
1535 {
1536 List<OdePrim> removeprims = null;
1537 foreach (OdePrim chr in _activeprims)
1538 {
1539 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
1540 {
1541 try
1542 {
1543 lock (chr)
1544 {
1545 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1546 {
1547 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1548 }
1549 else
1550 {
1551 if (removeprims == null)
1552 {
1553 removeprims = new List<OdePrim>();
1554 }
1555 removeprims.Add(chr);
1556 /// Commented this because it triggers on every bullet
1557 //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!");
1558 }
1559 }
1560 }
1561 catch (AccessViolationException)
1562 {
1563 m_log.Warn("[PHYSICS]: Unable to space collide");
1564 }
1565 }
1566 }
1567 if (removeprims != null)
1568 {
1569 foreach (OdePrim chr in removeprims)
1570 {
1571 _activeprims.Remove(chr);
1572 }
1573 }
1574 }
1575
1576 _perloopContact.Clear();
1577 }
1578
1579 #endregion
1580
1581 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1582 {
1583 m_worldOffset = offset;
1584 WorldExtents = new Vector2(extents.X, extents.Y);
1585 m_parentScene = pScene;
1586
1587 }
1588
1589 // Recovered for use by fly height. Kitto Flora
1590 public float GetTerrainHeightAtXY(float x, float y)
1591 {
1592
1593 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1594 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1595
1596 IntPtr heightFieldGeom = IntPtr.Zero;
1597
1598 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1599 {
1600 if (heightFieldGeom != IntPtr.Zero)
1601 {
1602 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1603 {
1604
1605 int index;
1606
1607
1608 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1609 (int)x < 0.001f || (int)y < 0.001f)
1610 return 0;
1611
1612 x = x - offsetX;
1613 y = y - offsetY;
1614
1615 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1616
1617 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1618 {
1619 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1620 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1621 }
1622
1623 else
1624 return 0f;
1625 }
1626 else
1627 {
1628 return 0f;
1629 }
1630
1631 }
1632 else
1633 {
1634 return 0f;
1635 }
1636
1637 }
1638 else
1639 {
1640 return 0f;
1641 }
1642
1643
1644 }
1645// End recovered. Kitto Flora
1646
1647 public void addCollisionEventReporting(PhysicsActor obj)
1648 {
1649 lock (_collisionEventPrim)
1650 {
1651 if (!_collisionEventPrim.Contains(obj))
1652 _collisionEventPrim.Add(obj);
1653 }
1654 }
1655
1656 public void remCollisionEventReporting(PhysicsActor obj)
1657 {
1658 lock (_collisionEventPrim)
1659 {
1660 if (!_collisionEventPrim.Contains(obj))
1661 _collisionEventPrim.Remove(obj);
1662 }
1663 }
1664
1665 #region Add/Remove Entities
1666
1667 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1668 {
1669 Vector3 pos;
1670 pos.X = position.X;
1671 pos.Y = position.Y;
1672 pos.Z = position.Z;
1673 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1674 newAv.Flying = isFlying;
1675 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1676
1677 return newAv;
1678 }
1679
1680 public void AddCharacter(OdeCharacter chr)
1681 {
1682 lock (_characters)
1683 {
1684 if (!_characters.Contains(chr))
1685 {
1686 _characters.Add(chr);
1687 if (chr.bad)
1688 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1689 }
1690 }
1691 }
1692
1693 public void RemoveCharacter(OdeCharacter chr)
1694 {
1695 lock (_characters)
1696 {
1697 if (_characters.Contains(chr))
1698 {
1699 _characters.Remove(chr);
1700 }
1701 }
1702 }
1703 public void BadCharacter(OdeCharacter chr)
1704 {
1705 lock (_badCharacter)
1706 {
1707 if (!_badCharacter.Contains(chr))
1708 _badCharacter.Add(chr);
1709 }
1710 }
1711
1712 public override void RemoveAvatar(PhysicsActor actor)
1713 {
1714 //m_log.Debug("[PHYSICS]:ODELOCK");
1715 ((OdeCharacter) actor).Destroy();
1716
1717 }
1718
1719 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1720 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localid)
1721 {
1722
1723 Vector3 pos = position;
1724 Vector3 siz = size;
1725 Quaternion rot = rotation;
1726
1727 OdePrim newPrim;
1728 lock (OdeLock)
1729 {
1730 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode, localid);
1731
1732 lock (_prims)
1733 _prims.Add(newPrim);
1734 }
1735
1736 return newPrim;
1737 }
1738
1739 private PhysicsActor AddPrim(String name, Vector3 position, PhysicsActor parent,
1740 PrimitiveBaseShape pbs, uint localid, byte[] sdata)
1741 {
1742 Vector3 pos = position;
1743
1744 OdePrim newPrim;
1745 lock (OdeLock)
1746 {
1747 newPrim = new OdePrim(name, this, pos, parent, pbs, ode, localid, sdata);
1748 lock (_prims)
1749 _prims.Add(newPrim);
1750 }
1751
1752 return newPrim;
1753 }
1754
1755
1756 public void addActivePrim(OdePrim activatePrim)
1757 {
1758 // adds active prim.. (ones that should be iterated over in collisions_optimized
1759 lock (_activeprims)
1760 {
1761 if (!_activeprims.Contains(activatePrim))
1762 _activeprims.Add(activatePrim);
1763 //else
1764 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1765 }
1766 }
1767
1768 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1769 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1770 {
1771 PhysicsActor result;
1772 IMesh mesh = null;
1773
1774 if (needsMeshing(pbs))
1775 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1776
1777 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
1778
1779 return result;
1780 }
1781
1782 public override PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
1783 uint localid, byte[] sdata)
1784 {
1785 PhysicsActor result;
1786
1787 result = AddPrim(primName, position, parent,
1788 pbs, localid, sdata);
1789
1790 return result;
1791 }
1792
1793 public override float TimeDilation
1794 {
1795 get { return m_timeDilation; }
1796 }
1797
1798 public override bool SupportsNINJAJoints
1799 {
1800 get { return m_NINJA_physics_joints_enabled; }
1801 }
1802
1803 // internal utility function: must be called within a lock (OdeLock)
1804 private void InternalAddActiveJoint(PhysicsJoint joint)
1805 {
1806 activeJoints.Add(joint);
1807 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1808 }
1809
1810 // internal utility function: must be called within a lock (OdeLock)
1811 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1812 {
1813 pendingJoints.Add(joint);
1814 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1815 }
1816
1817 // internal utility function: must be called within a lock (OdeLock)
1818 private void InternalRemovePendingJoint(PhysicsJoint joint)
1819 {
1820 pendingJoints.Remove(joint);
1821 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1822 }
1823
1824 // internal utility function: must be called within a lock (OdeLock)
1825 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1826 {
1827 activeJoints.Remove(joint);
1828 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1829 }
1830
1831 public override void DumpJointInfo()
1832 {
1833 string hdr = "[NINJA] JOINTINFO: ";
1834 foreach (PhysicsJoint j in pendingJoints)
1835 {
1836 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1837 }
1838 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1839 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1840 {
1841 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1842 }
1843 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1844 foreach (PhysicsJoint j in activeJoints)
1845 {
1846 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1847 }
1848 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1849 foreach (string jointName in SOPName_to_activeJoint.Keys)
1850 {
1851 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1852 }
1853 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1854
1855 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1856 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1857 foreach (string actorName in joints_connecting_actor.Keys)
1858 {
1859 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1860 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1861 {
1862 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1863 }
1864 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1865 }
1866 }
1867
1868 public override void RequestJointDeletion(string ObjectNameInScene)
1869 {
1870 lock (externalJointRequestsLock)
1871 {
1872 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1873 {
1874 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1875 }
1876 }
1877 }
1878
1879 private void DeleteRequestedJoints()
1880 {
1881 List<string> myRequestedJointsToBeDeleted;
1882 lock (externalJointRequestsLock)
1883 {
1884 // make a local copy of the shared list for processing (threading issues)
1885 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1886 }
1887
1888 foreach (string jointName in myRequestedJointsToBeDeleted)
1889 {
1890 lock (OdeLock)
1891 {
1892 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1893 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1894 {
1895 OdePhysicsJoint joint = null;
1896 if (SOPName_to_activeJoint.ContainsKey(jointName))
1897 {
1898 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1899 InternalRemoveActiveJoint(joint);
1900 }
1901 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1902 {
1903 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1904 InternalRemovePendingJoint(joint);
1905 }
1906
1907 if (joint != null)
1908 {
1909 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1910 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1911 {
1912 string bodyName = joint.BodyNames[iBodyName];
1913 if (bodyName != "NULL")
1914 {
1915 joints_connecting_actor[bodyName].Remove(joint);
1916 if (joints_connecting_actor[bodyName].Count == 0)
1917 {
1918 joints_connecting_actor.Remove(bodyName);
1919 }
1920 }
1921 }
1922
1923 DoJointDeactivated(joint);
1924 if (joint.jointID != IntPtr.Zero)
1925 {
1926 d.JointDestroy(joint.jointID);
1927 joint.jointID = IntPtr.Zero;
1928 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1929 }
1930 else
1931 {
1932 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1933 }
1934 }
1935 else
1936 {
1937 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1938 }
1939 }
1940 else
1941 {
1942 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1943 }
1944 }
1945 }
1946
1947 // remove processed joints from the shared list
1948 lock (externalJointRequestsLock)
1949 {
1950 foreach (string jointName in myRequestedJointsToBeDeleted)
1951 {
1952 requestedJointsToBeDeleted.Remove(jointName);
1953 }
1954 }
1955 }
1956
1957 // for pending joints we don't know if their associated bodies exist yet or not.
1958 // the joint is actually created during processing of the taints
1959 private void CreateRequestedJoints()
1960 {
1961 List<PhysicsJoint> myRequestedJointsToBeCreated;
1962 lock (externalJointRequestsLock)
1963 {
1964 // make a local copy of the shared list for processing (threading issues)
1965 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1966 }
1967
1968 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1969 {
1970 lock (OdeLock)
1971 {
1972 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1973 {
1974 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);
1975 continue;
1976 }
1977 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1978 {
1979 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);
1980 continue;
1981 }
1982
1983 InternalAddPendingJoint(joint as OdePhysicsJoint);
1984
1985 if (joint.BodyNames.Count >= 2)
1986 {
1987 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1988 {
1989 string bodyName = joint.BodyNames[iBodyName];
1990 if (bodyName != "NULL")
1991 {
1992 if (!joints_connecting_actor.ContainsKey(bodyName))
1993 {
1994 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1995 }
1996 joints_connecting_actor[bodyName].Add(joint);
1997 }
1998 }
1999 }
2000 }
2001 }
2002
2003 // remove processed joints from shared list
2004 lock (externalJointRequestsLock)
2005 {
2006 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2007 {
2008 requestedJointsToBeCreated.Remove(joint);
2009 }
2010 }
2011
2012 }
2013
2014 // public function to add an request for joint creation
2015 // this joint will just be added to a waiting list that is NOT processed during the main
2016 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2017
2018 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2019 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2020
2021 {
2022
2023 OdePhysicsJoint joint = new OdePhysicsJoint();
2024 joint.ObjectNameInScene = objectNameInScene;
2025 joint.Type = jointType;
2026 joint.Position = position;
2027 joint.Rotation = rotation;
2028 joint.RawParams = parms;
2029 joint.BodyNames = new List<string>(bodyNames);
2030 joint.TrackedBodyName = trackedBodyName;
2031 joint.LocalRotation = localRotation;
2032 joint.jointID = IntPtr.Zero;
2033 joint.ErrorMessageCount = 0;
2034
2035 lock (externalJointRequestsLock)
2036 {
2037 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2038 {
2039 requestedJointsToBeCreated.Add(joint);
2040 }
2041 }
2042 return joint;
2043 }
2044
2045 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2046 {
2047 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2048 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2049 {
2050
2051 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2052 //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)
2053 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2054 {
2055 jointsToRemove.Add(j);
2056 }
2057 foreach (PhysicsJoint j in jointsToRemove)
2058 {
2059 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2060 RequestJointDeletion(j.ObjectNameInScene);
2061 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2062 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)
2063 }
2064 }
2065 }
2066
2067 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2068 {
2069 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2070 lock (OdeLock)
2071 {
2072 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2073 RemoveAllJointsConnectedToActor(actor);
2074 }
2075 }
2076
2077 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2078 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2079 {
2080 Debug.Assert(joint.IsInPhysicsEngine);
2081 d.Vector3 pos = new d.Vector3();
2082
2083 if (!(joint is OdePhysicsJoint))
2084 {
2085 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2086 }
2087 else
2088 {
2089 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2090 switch (odeJoint.Type)
2091 {
2092 case PhysicsJointType.Ball:
2093 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2094 break;
2095 case PhysicsJointType.Hinge:
2096 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2097 break;
2098 }
2099 }
2100 return new Vector3(pos.X, pos.Y, pos.Z);
2101 }
2102
2103 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2104 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2105 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2106 // keeping track of the joint's original orientation relative to one of the involved bodies.
2107 public override Vector3 GetJointAxis(PhysicsJoint joint)
2108 {
2109 Debug.Assert(joint.IsInPhysicsEngine);
2110 d.Vector3 axis = new d.Vector3();
2111
2112 if (!(joint is OdePhysicsJoint))
2113 {
2114 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2115 }
2116 else
2117 {
2118 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2119 switch (odeJoint.Type)
2120 {
2121 case PhysicsJointType.Ball:
2122 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2123 break;
2124 case PhysicsJointType.Hinge:
2125 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2126 break;
2127 }
2128 }
2129 return new Vector3(axis.X, axis.Y, axis.Z);
2130 }
2131
2132
2133 public void remActivePrim(OdePrim deactivatePrim)
2134 {
2135 lock (_activeprims)
2136 {
2137 _activeprims.Remove(deactivatePrim);
2138 }
2139 }
2140
2141 public override void RemovePrim(PhysicsActor prim)
2142 {
2143 if (prim is OdePrim)
2144 {
2145 lock (OdeLock)
2146 {
2147 OdePrim p = (OdePrim) prim;
2148
2149 p.setPrimForRemoval();
2150 AddPhysicsActorTaint(prim);
2151 //RemovePrimThreadLocked(p);
2152 }
2153 }
2154 }
2155
2156 /// <summary>
2157 /// This is called from within simulate but outside the locked portion
2158 /// We need to do our own locking here
2159 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2160 ///
2161 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2162 /// that the space was using.
2163 /// </summary>
2164 /// <param name="prim"></param>
2165 public void RemovePrimThreadLocked(OdePrim prim)
2166 {
2167//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2168 lock (prim)
2169 {
2170 remCollisionEventReporting(prim);
2171 lock (ode)
2172 {
2173 if (prim.prim_geom != IntPtr.Zero)
2174 {
2175 prim.ResetTaints();
2176
2177 try
2178 {
2179 if (prim._triMeshData != IntPtr.Zero)
2180 {
2181 d.GeomTriMeshDataDestroy(prim._triMeshData);
2182 prim._triMeshData = IntPtr.Zero;
2183 }
2184 }
2185 catch { };
2186
2187 if (prim.IsPhysical)
2188 {
2189 prim.disableBody();
2190 if (prim.childPrim)
2191 {
2192 prim.childPrim = false;
2193 prim.Body = IntPtr.Zero;
2194 prim.m_disabled = true;
2195 prim.IsPhysical = false;
2196 }
2197
2198 }
2199 // we don't want to remove the main space
2200
2201 // If the geometry is in the targetspace, remove it from the target space
2202 //m_log.Warn(prim.m_targetSpace);
2203
2204 //if (prim.m_targetSpace != IntPtr.Zero)
2205 //{
2206 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2207 //{
2208
2209 //if (d.GeomIsSpace(prim.m_targetSpace))
2210 //{
2211 //waitForSpaceUnlock(prim.m_targetSpace);
2212 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2213 prim.m_targetSpace = IntPtr.Zero;
2214 //}
2215 //else
2216 //{
2217 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2218 //((OdePrim)prim).m_targetSpace.ToString());
2219 //}
2220
2221 //}
2222 //}
2223 //m_log.Warn(prim.prim_geom);
2224 try
2225 {
2226 if (prim.prim_geom != IntPtr.Zero)
2227 {
2228
2229//string tPA;
2230//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2231//Console.WriteLine("**** Remove {0}", tPA);
2232 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2233 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2234 d.GeomDestroy(prim.prim_geom);
2235 prim.prim_geom = IntPtr.Zero;
2236 }
2237 else
2238 {
2239 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2240 }
2241 }
2242 catch (AccessViolationException)
2243 {
2244 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2245 }
2246 lock (_prims)
2247 _prims.Remove(prim);
2248
2249 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2250 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2251 //{
2252 //if (prim.m_targetSpace != null)
2253 //{
2254 //if (d.GeomIsSpace(prim.m_targetSpace))
2255 //{
2256 //waitForSpaceUnlock(prim.m_targetSpace);
2257 //d.SpaceRemove(space, prim.m_targetSpace);
2258 // free up memory used by the space.
2259 //d.SpaceDestroy(prim.m_targetSpace);
2260 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2261 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2262 //}
2263 //else
2264 //{
2265 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2266 //((OdePrim) prim).m_targetSpace.ToString());
2267 //}
2268 //}
2269 //}
2270
2271 if (SupportsNINJAJoints)
2272 {
2273 RemoveAllJointsConnectedToActorThreadLocked(prim);
2274 }
2275 }
2276 }
2277 }
2278 }
2279
2280 #endregion
2281
2282 #region Space Separation Calculation
2283
2284 /// <summary>
2285 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2286 /// </summary>
2287 /// <param name="pSpace"></param>
2288 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2289 {
2290 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2291 {
2292 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2293 {
2294 if (staticPrimspace[x, y] == pSpace)
2295 staticPrimspace[x, y] = IntPtr.Zero;
2296 }
2297 }
2298 }
2299
2300 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2301 {
2302 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2303 }
2304
2305 /// <summary>
2306 /// Called when a static prim moves. Allocates a space for the prim based on its position
2307 /// </summary>
2308 /// <param name="geom">the pointer to the geom that moved</param>
2309 /// <param name="pos">the position that the geom moved to</param>
2310 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2311 /// <returns>a pointer to the new space it's in</returns>
2312 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2313 {
2314 // Called from setting the Position and Size of an ODEPrim so
2315 // it's already in locked space.
2316
2317 // we don't want to remove the main space
2318 // we don't need to test physical here because this function should
2319 // never be called if the prim is physical(active)
2320
2321 // All physical prim end up in the root space
2322 //Thread.Sleep(20);
2323 if (currentspace != space)
2324 {
2325 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2326 //if (currentspace == IntPtr.Zero)
2327 //{
2328 //int adfadf = 0;
2329 //}
2330 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2331 {
2332 if (d.GeomIsSpace(currentspace))
2333 {
2334 waitForSpaceUnlock(currentspace);
2335 d.SpaceRemove(currentspace, geom);
2336 }
2337 else
2338 {
2339 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2340 " Geom:" + geom);
2341 }
2342 }
2343 else
2344 {
2345 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2346 if (sGeomIsIn != IntPtr.Zero)
2347 {
2348 if (d.GeomIsSpace(currentspace))
2349 {
2350 waitForSpaceUnlock(sGeomIsIn);
2351 d.SpaceRemove(sGeomIsIn, geom);
2352 }
2353 else
2354 {
2355 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2356 sGeomIsIn + " Geom:" + geom);
2357 }
2358 }
2359 }
2360
2361 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2362 if (d.SpaceGetNumGeoms(currentspace) == 0)
2363 {
2364 if (currentspace != IntPtr.Zero)
2365 {
2366 if (d.GeomIsSpace(currentspace))
2367 {
2368 waitForSpaceUnlock(currentspace);
2369 waitForSpaceUnlock(space);
2370 d.SpaceRemove(space, currentspace);
2371 // free up memory used by the space.
2372
2373 //d.SpaceDestroy(currentspace);
2374 resetSpaceArrayItemToZero(currentspace);
2375 }
2376 else
2377 {
2378 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2379 currentspace + " Geom:" + geom);
2380 }
2381 }
2382 }
2383 }
2384 else
2385 {
2386 // this is a physical object that got disabled. ;.;
2387 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2388 {
2389 if (d.SpaceQuery(currentspace, geom))
2390 {
2391 if (d.GeomIsSpace(currentspace))
2392 {
2393 waitForSpaceUnlock(currentspace);
2394 d.SpaceRemove(currentspace, geom);
2395 }
2396 else
2397 {
2398 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2399 currentspace + " Geom:" + geom);
2400 }
2401 }
2402 else
2403 {
2404 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2405 if (sGeomIsIn != IntPtr.Zero)
2406 {
2407 if (d.GeomIsSpace(sGeomIsIn))
2408 {
2409 waitForSpaceUnlock(sGeomIsIn);
2410 d.SpaceRemove(sGeomIsIn, geom);
2411 }
2412 else
2413 {
2414 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2415 sGeomIsIn + " Geom:" + geom);
2416 }
2417 }
2418 }
2419 }
2420 }
2421
2422 // The routines in the Position and Size sections do the 'inserting' into the space,
2423 // so all we have to do is make sure that the space that we're putting the prim into
2424 // is in the 'main' space.
2425 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2426 IntPtr newspace = calculateSpaceForGeom(pos);
2427
2428 if (newspace == IntPtr.Zero)
2429 {
2430 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2431 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2432 }
2433
2434 return newspace;
2435 }
2436
2437 /// <summary>
2438 /// Creates a new space at X Y
2439 /// </summary>
2440 /// <param name="iprimspaceArrItemX"></param>
2441 /// <param name="iprimspaceArrItemY"></param>
2442 /// <returns>A pointer to the created space</returns>
2443 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2444 {
2445 // creating a new space for prim and inserting it into main space.
2446 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2447 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2448 waitForSpaceUnlock(space);
2449 d.SpaceSetSublevel(space, 1);
2450 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2451 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2452 }
2453
2454 /// <summary>
2455 /// Calculates the space the prim should be in by its position
2456 /// </summary>
2457 /// <param name="pos"></param>
2458 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2459 public IntPtr calculateSpaceForGeom(Vector3 pos)
2460 {
2461 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2462 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2463 return staticPrimspace[xyspace[0], xyspace[1]];
2464 }
2465
2466 /// <summary>
2467 /// Holds the space allocation logic
2468 /// </summary>
2469 /// <param name="pos"></param>
2470 /// <returns>an array item based on the position</returns>
2471 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2472 {
2473 int[] returnint = new int[2];
2474
2475 returnint[0] = (int) (pos.X/metersInSpace);
2476
2477 if (returnint[0] > ((int) (259f/metersInSpace)))
2478 returnint[0] = ((int) (259f/metersInSpace));
2479 if (returnint[0] < 0)
2480 returnint[0] = 0;
2481
2482 returnint[1] = (int) (pos.Y/metersInSpace);
2483 if (returnint[1] > ((int) (259f/metersInSpace)))
2484 returnint[1] = ((int) (259f/metersInSpace));
2485 if (returnint[1] < 0)
2486 returnint[1] = 0;
2487
2488 return returnint;
2489 }
2490
2491 #endregion
2492
2493 /// <summary>
2494 /// Routine to figure out if we need to mesh this prim with our mesher
2495 /// </summary>
2496 /// <param name="pbs"></param>
2497 /// <returns></returns>
2498 public bool needsMeshing(PrimitiveBaseShape pbs)
2499 {
2500 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2501 // but we still need to check for sculptie meshing being enabled so this is the most
2502 // convenient place to do it for now...
2503
2504 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2505 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2506 int iPropertiesNotSupportedDefault = 0;
2507
2508 if (pbs.SculptEntry && !meshSculptedPrim)
2509 {
2510#if SPAM
2511 m_log.Warn("NonMesh");
2512#endif
2513 return false;
2514 }
2515
2516 // 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
2517 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
2518 {
2519 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2520 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2521 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2522 {
2523
2524 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2525 && pbs.ProfileHollow == 0
2526 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2527 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2528 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2529 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2530 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2531 {
2532#if SPAM
2533 m_log.Warn("NonMesh");
2534#endif
2535 return false;
2536 }
2537 }
2538 }
2539
2540 if (forceSimplePrimMeshing)
2541 return true;
2542
2543 if (pbs.ProfileHollow != 0)
2544 iPropertiesNotSupportedDefault++;
2545
2546 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2547 iPropertiesNotSupportedDefault++;
2548
2549 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2550 iPropertiesNotSupportedDefault++;
2551
2552 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2553 iPropertiesNotSupportedDefault++;
2554
2555 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2556 iPropertiesNotSupportedDefault++;
2557
2558 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2559 iPropertiesNotSupportedDefault++;
2560
2561 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))
2562 iPropertiesNotSupportedDefault++;
2563
2564 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2565 iPropertiesNotSupportedDefault++;
2566
2567 // test for torus
2568 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2569 {
2570 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2571 {
2572 iPropertiesNotSupportedDefault++;
2573 }
2574 }
2575 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2576 {
2577 if (pbs.PathCurve == (byte)Extrusion.Straight)
2578 {
2579 iPropertiesNotSupportedDefault++;
2580 }
2581
2582 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2583 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2584 {
2585 iPropertiesNotSupportedDefault++;
2586 }
2587 }
2588 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2589 {
2590 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2591 {
2592 iPropertiesNotSupportedDefault++;
2593 }
2594 }
2595 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2596 {
2597 if (pbs.PathCurve == (byte)Extrusion.Straight)
2598 {
2599 iPropertiesNotSupportedDefault++;
2600 }
2601 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2602 {
2603 iPropertiesNotSupportedDefault++;
2604 }
2605 }
2606
2607 if (pbs.SculptEntry && meshSculptedPrim)
2608 iPropertiesNotSupportedDefault++;
2609
2610 if (iPropertiesNotSupportedDefault == 0)
2611 {
2612#if SPAM
2613 m_log.Warn("NonMesh");
2614#endif
2615 return false;
2616 }
2617#if SPAM
2618 m_log.Debug("Mesh");
2619#endif
2620 return true;
2621 }
2622
2623 /// <summary>
2624 /// Called after our prim properties are set Scale, position etc.
2625 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2626 /// This assures us that we have no race conditions
2627 /// </summary>
2628 /// <param name="prim"></param>
2629 public override void AddPhysicsActorTaint(PhysicsActor prim)
2630 {
2631
2632 if (prim is OdePrim)
2633 {
2634 OdePrim taintedprim = ((OdePrim) prim);
2635 lock (_taintedPrimLock)
2636 {
2637 if (!(_taintedPrimH.Contains(taintedprim)))
2638 {
2639//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2640 _taintedPrimH.Add(taintedprim); // HashSet for searching
2641 _taintedPrimL.Add(taintedprim); // List for ordered readout
2642 }
2643 }
2644 return;
2645 }
2646 else if (prim is OdeCharacter)
2647 {
2648 OdeCharacter taintedchar = ((OdeCharacter)prim);
2649 lock (_taintedActors)
2650 {
2651 if (!(_taintedActors.Contains(taintedchar)))
2652 {
2653 _taintedActors.Add(taintedchar);
2654 if (taintedchar.bad)
2655 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2656 }
2657 }
2658 }
2659 }
2660
2661 /// <summary>
2662 /// This is our main simulate loop
2663 /// It's thread locked by a Mutex in the scene.
2664 /// It holds Collisions, it instructs ODE to step through the physical reactions
2665 /// It moves the objects around in memory
2666 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2667 /// </summary>
2668 /// <param name="timeStep"></param>
2669 /// <returns></returns>
2670 public override float Simulate(float timeStep)
2671 {
2672 if (framecount >= int.MaxValue)
2673 framecount = 0;
2674 //if (m_worldOffset != Vector3.Zero)
2675 // return 0;
2676
2677 framecount++;
2678
2679 DateTime now = DateTime.UtcNow;
2680 TimeSpan SinceLastFrame = now - m_lastframe;
2681 m_lastframe = now;
2682 float realtime = (float)SinceLastFrame.TotalSeconds;
2683// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2684 timeStep = realtime;
2685
2686 // float fps = 1.0f / realtime;
2687 float fps = 0.0f; // number of ODE steps in this Simulate step
2688 //m_log.Info(timeStep.ToString());
2689 step_time += timeStep;
2690
2691 // If We're loaded down by something else,
2692 // or debugging with the Visual Studio project on pause
2693 // skip a few frames to catch up gracefully.
2694 // without shooting the physicsactors all over the place
2695
2696 if (step_time >= m_SkipFramesAtms)
2697 {
2698 // Instead of trying to catch up, it'll do 5 physics frames only
2699 step_time = ODE_STEPSIZE;
2700 m_physicsiterations = 5;
2701 }
2702 else
2703 {
2704 m_physicsiterations = 10;
2705 }
2706
2707 if (SupportsNINJAJoints)
2708 {
2709 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2710 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2711 }
2712
2713 lock (OdeLock)
2714 {
2715 // Process 10 frames if the sim is running normal..
2716 // process 5 frames if the sim is running slow
2717 //try
2718 //{
2719 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2720 //}
2721 //catch (StackOverflowException)
2722 //{
2723 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2724 // ode.drelease(world);
2725 //base.TriggerPhysicsBasedRestart();
2726 //}
2727
2728 int i = 0;
2729
2730 // Figure out the Frames Per Second we're going at.
2731 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2732
2733 // fps = (step_time / ODE_STEPSIZE) * 1000;
2734 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2735 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2736
2737 // step_time = 0.09375f;
2738
2739 while (step_time > 0.0f)
2740 {
2741 //lock (ode)
2742 //{
2743 //if (!ode.lockquery())
2744 //{
2745 // ode.dlock(world);
2746 try
2747 {
2748 // Insert, remove Characters
2749 bool processedtaints = false;
2750
2751 lock (_taintedActors)
2752 {
2753 if (_taintedActors.Count > 0)
2754 {
2755 foreach (OdeCharacter character in _taintedActors)
2756 {
2757
2758 character.ProcessTaints(ODE_STEPSIZE);
2759
2760 processedtaints = true;
2761 //character.m_collisionscore = 0;
2762 }
2763
2764 if (processedtaints)
2765 _taintedActors.Clear();
2766 }
2767 } // end lock _taintedActors
2768
2769 // Modify other objects in the scene.
2770 processedtaints = false;
2771
2772 lock (_taintedPrimLock)
2773 {
2774 foreach (OdePrim prim in _taintedPrimL)
2775 {
2776 if (prim.m_taintremove)
2777 {
2778 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2779 RemovePrimThreadLocked(prim);
2780 }
2781 else
2782 {
2783 //Console.WriteLine("Simulate calls ProcessTaints");
2784 prim.ProcessTaints(ODE_STEPSIZE);
2785 }
2786 processedtaints = true;
2787 prim.m_collisionscore = 0;
2788
2789 // This loop can block up the Heartbeat for a very long time on large regions.
2790 // We need to let the Watchdog know that the Heartbeat is not dead
2791 // NOTE: This is currently commented out, but if things like OAR loading are
2792 // timing the heartbeat out we will need to uncomment it
2793 //Watchdog.UpdateThread();
2794 }
2795
2796 if (SupportsNINJAJoints)
2797 {
2798 // Create pending joints, if possible
2799
2800 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2801 // a joint requires specifying the body id of both involved bodies
2802 if (pendingJoints.Count > 0)
2803 {
2804 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2805 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2806 foreach (PhysicsJoint joint in pendingJoints)
2807 {
2808 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2809 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2810 System.StringSplitOptions.RemoveEmptyEntries);
2811 List<IntPtr> jointBodies = new List<IntPtr>();
2812 bool allJointBodiesAreReady = true;
2813 foreach (string jointParam in jointParams)
2814 {
2815 if (jointParam == "NULL")
2816 {
2817 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2818 jointBodies.Add(IntPtr.Zero);
2819 }
2820 else
2821 {
2822 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2823 bool foundPrim = false;
2824 lock (_prims)
2825 {
2826 foreach (OdePrim prim in _prims) // FIXME: inefficient
2827 {
2828 if (prim.SOPName == jointParam)
2829 {
2830 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2831 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2832 {
2833 jointBodies.Add(prim.Body);
2834 foundPrim = true;
2835 break;
2836 }
2837 else
2838 {
2839 DoJointErrorMessage(joint, "prim name " + jointParam +
2840 " exists but is not (yet) physical; deferring joint creation. " +
2841 "IsPhysical property is " + prim.IsPhysical +
2842 " and body is " + prim.Body);
2843 foundPrim = false;
2844 break;
2845 }
2846 }
2847 }
2848 }
2849 if (foundPrim)
2850 {
2851 // all is fine
2852 }
2853 else
2854 {
2855 allJointBodiesAreReady = false;
2856 break;
2857 }
2858 }
2859 }
2860 if (allJointBodiesAreReady)
2861 {
2862 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2863 if (jointBodies[0] == jointBodies[1])
2864 {
2865 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2866 }
2867 else
2868 {
2869 switch (joint.Type)
2870 {
2871 case PhysicsJointType.Ball:
2872 {
2873 IntPtr odeJoint;
2874 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2875 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2876 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2877 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2878 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2879 d.JointSetBallAnchor(odeJoint,
2880 joint.Position.X,
2881 joint.Position.Y,
2882 joint.Position.Z);
2883 //DoJointErrorMessage(joint, "ODE joint setting OK");
2884 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2885 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2886 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2887 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2888
2889 if (joint is OdePhysicsJoint)
2890 {
2891 ((OdePhysicsJoint)joint).jointID = odeJoint;
2892 }
2893 else
2894 {
2895 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2896 }
2897 }
2898 break;
2899 case PhysicsJointType.Hinge:
2900 {
2901 IntPtr odeJoint;
2902 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2903 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2904 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2905 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2906 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2907 d.JointSetHingeAnchor(odeJoint,
2908 joint.Position.X,
2909 joint.Position.Y,
2910 joint.Position.Z);
2911 // We use the orientation of the x-axis of the joint's coordinate frame
2912 // as the axis for the hinge.
2913
2914 // Therefore, we must get the joint's coordinate frame based on the
2915 // joint.Rotation field, which originates from the orientation of the
2916 // joint's proxy object in the scene.
2917
2918 // The joint's coordinate frame is defined as the transformation matrix
2919 // that converts a vector from joint-local coordinates into world coordinates.
2920 // World coordinates are defined as the XYZ coordinate system of the sim,
2921 // as shown in the top status-bar of the viewer.
2922
2923 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2924 // and use that as the hinge axis.
2925
2926 //joint.Rotation.Normalize();
2927 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2928
2929 // Now extract the X axis of the joint's coordinate frame.
2930
2931 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2932 // tar pit of transposed, inverted, and generally messed-up orientations.
2933 // (In other words, Matrix4.AtAxis() is borked.)
2934 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2935
2936 // Instead, compute the X axis of the coordinate frame by transforming
2937 // the (1,0,0) vector. At least that works.
2938
2939 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2940 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2941 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2942 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2943 d.JointSetHingeAxis(odeJoint,
2944 jointAxis.X,
2945 jointAxis.Y,
2946 jointAxis.Z);
2947 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2948 if (joint is OdePhysicsJoint)
2949 {
2950 ((OdePhysicsJoint)joint).jointID = odeJoint;
2951 }
2952 else
2953 {
2954 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2955 }
2956 }
2957 break;
2958 }
2959 successfullyProcessedPendingJoints.Add(joint);
2960 }
2961 }
2962 else
2963 {
2964 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2965 }
2966 }
2967 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2968 {
2969 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2970 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2971 InternalRemovePendingJoint(successfullyProcessedJoint);
2972 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2973 InternalAddActiveJoint(successfullyProcessedJoint);
2974 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2975 }
2976 }
2977 } // end SupportsNINJAJoints
2978
2979 if (processedtaints)
2980//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2981 _taintedPrimH.Clear(); // ??? if this only ???
2982 _taintedPrimL.Clear();
2983 } // end lock _taintedPrimLock
2984
2985 // Move characters
2986 lock (_characters)
2987 {
2988 List<OdeCharacter> defects = new List<OdeCharacter>();
2989 foreach (OdeCharacter actor in _characters)
2990 {
2991 if (actor != null)
2992 actor.Move(ODE_STEPSIZE, defects);
2993 }
2994 if (0 != defects.Count)
2995 {
2996 foreach (OdeCharacter defect in defects)
2997 {
2998 RemoveCharacter(defect);
2999 }
3000 }
3001 } // end lock _characters
3002
3003 // Move other active objects
3004 lock (_activeprims)
3005 {
3006 foreach (OdePrim prim in _activeprims)
3007 {
3008 prim.m_collisionscore = 0;
3009 prim.Move(ODE_STEPSIZE);
3010 }
3011 } // end lock _activeprims
3012
3013 //if ((framecount % m_randomizeWater) == 0)
3014 // randomizeWater(waterlevel);
3015
3016 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3017 m_rayCastManager.ProcessQueuedRequests();
3018
3019 collision_optimized(ODE_STEPSIZE);
3020
3021 lock (_collisionEventPrim)
3022 {
3023 foreach (PhysicsActor obj in _collisionEventPrim)
3024 {
3025 if (obj == null)
3026 continue;
3027
3028 switch ((ActorTypes)obj.PhysicsActorType)
3029 {
3030 case ActorTypes.Agent:
3031 OdeCharacter cobj = (OdeCharacter)obj;
3032 cobj.AddCollisionFrameTime(100);
3033 cobj.SendCollisions();
3034 break;
3035 case ActorTypes.Prim:
3036 OdePrim pobj = (OdePrim)obj;
3037 pobj.SendCollisions();
3038 break;
3039 }
3040 }
3041 } // end lock _collisionEventPrim
3042
3043 //if (m_global_contactcount > 5)
3044 //{
3045 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3046 //}
3047
3048 m_global_contactcount = 0;
3049
3050 d.WorldQuickStep(world, ODE_STEPSIZE);
3051 d.JointGroupEmpty(contactgroup);
3052 fps++;
3053 //ode.dunlock(world);
3054 } // end try
3055 catch (Exception e)
3056 {
3057 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3058 ode.dunlock(world);
3059 }
3060
3061 step_time -= ODE_STEPSIZE;
3062 i++;
3063 //}
3064 //else
3065 //{
3066 //fps = 0;
3067 //}
3068 //}
3069 } // end while (step_time > 0.0f)
3070
3071 lock (_characters)
3072 {
3073 foreach (OdeCharacter actor in _characters)
3074 {
3075 if (actor != null)
3076 {
3077 if (actor.bad)
3078 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3079 actor.UpdatePositionAndVelocity();
3080 }
3081 }
3082 }
3083
3084 lock (_badCharacter)
3085 {
3086 if (_badCharacter.Count > 0)
3087 {
3088 foreach (OdeCharacter chr in _badCharacter)
3089 {
3090 RemoveCharacter(chr);
3091 }
3092 _badCharacter.Clear();
3093 }
3094 }
3095
3096 lock (_activeprims)
3097 {
3098 //if (timeStep < 0.2f)
3099 {
3100 foreach (OdePrim actor in _activeprims)
3101 {
3102 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3103 {
3104 actor.UpdatePositionAndVelocity();
3105
3106 if (SupportsNINJAJoints)
3107 {
3108 // If an actor moved, move its joint proxy objects as well.
3109 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3110 // for this purpose but it is never called! So we just do the joint
3111 // movement code here.
3112
3113 if (actor.SOPName != null &&
3114 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3115 joints_connecting_actor[actor.SOPName] != null &&
3116 joints_connecting_actor[actor.SOPName].Count > 0)
3117 {
3118 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3119 {
3120 if (affectedJoint.IsInPhysicsEngine)
3121 {
3122 DoJointMoved(affectedJoint);
3123 }
3124 else
3125 {
3126 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);
3127 }
3128 }
3129 }
3130 }
3131 }
3132 }
3133 }
3134 } // end lock _activeprims
3135
3136 //DumpJointInfo();
3137
3138 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3139 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3140 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3141 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3142 {
3143 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3144 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3145
3146 if (physics_logging_append_existing_logfile)
3147 {
3148 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3149 TextWriter fwriter = File.AppendText(fname);
3150 fwriter.WriteLine(header);
3151 fwriter.Close();
3152 }
3153 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3154 }
3155 } // end lock OdeLock
3156
3157 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3158 } // end Simulate
3159
3160 public override void GetResults()
3161 {
3162 }
3163
3164 public override bool IsThreaded
3165 {
3166 // for now we won't be multithreaded
3167 get { return (false); }
3168 }
3169
3170 #region ODE Specific Terrain Fixes
3171 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3172 {
3173 float[] returnarr = new float[262144];
3174 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3175
3176 // Filling out the array into its multi-dimensional components
3177 for (int y = 0; y < WorldExtents.Y; y++)
3178 {
3179 for (int x = 0; x < WorldExtents.X; x++)
3180 {
3181 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3182 }
3183 }
3184
3185 // Resize using Nearest Neighbour
3186
3187 // This particular way is quick but it only works on a multiple of the original
3188
3189 // The idea behind this method can be described with the following diagrams
3190 // second pass and third pass happen in the same loop really.. just separated
3191 // them to show what this does.
3192
3193 // First Pass
3194 // ResultArr:
3195 // 1,1,1,1,1,1
3196 // 1,1,1,1,1,1
3197 // 1,1,1,1,1,1
3198 // 1,1,1,1,1,1
3199 // 1,1,1,1,1,1
3200 // 1,1,1,1,1,1
3201
3202 // Second Pass
3203 // ResultArr2:
3204 // 1,,1,,1,,1,,1,,1,
3205 // ,,,,,,,,,,
3206 // 1,,1,,1,,1,,1,,1,
3207 // ,,,,,,,,,,
3208 // 1,,1,,1,,1,,1,,1,
3209 // ,,,,,,,,,,
3210 // 1,,1,,1,,1,,1,,1,
3211 // ,,,,,,,,,,
3212 // 1,,1,,1,,1,,1,,1,
3213 // ,,,,,,,,,,
3214 // 1,,1,,1,,1,,1,,1,
3215
3216 // Third pass fills in the blanks
3217 // ResultArr2:
3218 // 1,1,1,1,1,1,1,1,1,1,1,1
3219 // 1,1,1,1,1,1,1,1,1,1,1,1
3220 // 1,1,1,1,1,1,1,1,1,1,1,1
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
3230 // X,Y = .
3231 // X+1,y = ^
3232 // X,Y+1 = *
3233 // X+1,Y+1 = #
3234
3235 // Filling in like this;
3236 // .*
3237 // ^#
3238 // 1st .
3239 // 2nd *
3240 // 3rd ^
3241 // 4th #
3242 // on single loop.
3243
3244 float[,] resultarr2 = new float[512, 512];
3245 for (int y = 0; y < WorldExtents.Y; y++)
3246 {
3247 for (int x = 0; x < WorldExtents.X; x++)
3248 {
3249 resultarr2[y * 2, x * 2] = resultarr[y, x];
3250
3251 if (y < WorldExtents.Y)
3252 {
3253 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3254 }
3255 if (x < WorldExtents.X)
3256 {
3257 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3258 }
3259 if (x < WorldExtents.X && y < WorldExtents.Y)
3260 {
3261 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3262 }
3263 }
3264 }
3265
3266 //Flatten out the array
3267 int i = 0;
3268 for (int y = 0; y < 512; y++)
3269 {
3270 for (int x = 0; x < 512; x++)
3271 {
3272 if (resultarr2[y, x] <= 0)
3273 returnarr[i] = 0.0000001f;
3274 else
3275 returnarr[i] = resultarr2[y, x];
3276
3277 i++;
3278 }
3279 }
3280
3281 return returnarr;
3282 }
3283
3284 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3285 {
3286 float[] returnarr = new float[262144];
3287 float[,] resultarr = new float[512,512];
3288
3289 // Filling out the array into its multi-dimensional components
3290 for (int y = 0; y < 256; y++)
3291 {
3292 for (int x = 0; x < 256; x++)
3293 {
3294 resultarr[y, x] = heightMap[y * 256 + x];
3295 }
3296 }
3297
3298 // Resize using interpolation
3299
3300 // This particular way is quick but it only works on a multiple of the original
3301
3302 // The idea behind this method can be described with the following diagrams
3303 // second pass and third pass happen in the same loop really.. just separated
3304 // them to show what this does.
3305
3306 // First Pass
3307 // ResultArr:
3308 // 1,1,1,1,1,1
3309 // 1,1,1,1,1,1
3310 // 1,1,1,1,1,1
3311 // 1,1,1,1,1,1
3312 // 1,1,1,1,1,1
3313 // 1,1,1,1,1,1
3314
3315 // Second Pass
3316 // ResultArr2:
3317 // 1,,1,,1,,1,,1,,1,
3318 // ,,,,,,,,,,
3319 // 1,,1,,1,,1,,1,,1,
3320 // ,,,,,,,,,,
3321 // 1,,1,,1,,1,,1,,1,
3322 // ,,,,,,,,,,
3323 // 1,,1,,1,,1,,1,,1,
3324 // ,,,,,,,,,,
3325 // 1,,1,,1,,1,,1,,1,
3326 // ,,,,,,,,,,
3327 // 1,,1,,1,,1,,1,,1,
3328
3329 // Third pass fills in the blanks
3330 // ResultArr2:
3331 // 1,1,1,1,1,1,1,1,1,1,1,1
3332 // 1,1,1,1,1,1,1,1,1,1,1,1
3333 // 1,1,1,1,1,1,1,1,1,1,1,1
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
3343 // X,Y = .
3344 // X+1,y = ^
3345 // X,Y+1 = *
3346 // X+1,Y+1 = #
3347
3348 // Filling in like this;
3349 // .*
3350 // ^#
3351 // 1st .
3352 // 2nd *
3353 // 3rd ^
3354 // 4th #
3355 // on single loop.
3356
3357 float[,] resultarr2 = new float[512,512];
3358 for (int y = 0; y < (int)Constants.RegionSize; y++)
3359 {
3360 for (int x = 0; x < (int)Constants.RegionSize; x++)
3361 {
3362 resultarr2[y*2, x*2] = resultarr[y, x];
3363
3364 if (y < (int)Constants.RegionSize)
3365 {
3366 if (y + 1 < (int)Constants.RegionSize)
3367 {
3368 if (x + 1 < (int)Constants.RegionSize)
3369 {
3370 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3371 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3372 }
3373 else
3374 {
3375 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3376 }
3377 }
3378 else
3379 {
3380 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3381 }
3382 }
3383 if (x < (int)Constants.RegionSize)
3384 {
3385 if (x + 1 < (int)Constants.RegionSize)
3386 {
3387 if (y + 1 < (int)Constants.RegionSize)
3388 {
3389 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3390 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3391 }
3392 else
3393 {
3394 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3395 }
3396 }
3397 else
3398 {
3399 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3400 }
3401 }
3402 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3403 {
3404 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3405 {
3406 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3407 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3408 }
3409 else
3410 {
3411 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3412 }
3413 }
3414 }
3415 }
3416 //Flatten out the array
3417 int i = 0;
3418 for (int y = 0; y < 512; y++)
3419 {
3420 for (int x = 0; x < 512; x++)
3421 {
3422 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3423 {
3424 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3425 resultarr2[y, x] = 0;
3426 }
3427 returnarr[i] = resultarr2[y, x];
3428 i++;
3429 }
3430 }
3431
3432 return returnarr;
3433 }
3434
3435 #endregion
3436
3437 public override void SetTerrain(float[] heightMap)
3438 {
3439 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3440 {
3441 if (m_parentScene is OdeScene)
3442 {
3443 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3444 }
3445 }
3446 else
3447 {
3448 SetTerrain(heightMap, m_worldOffset);
3449 }
3450 }
3451
3452 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3453 {
3454
3455 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3456
3457 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3458 int heightmapHeight = regionsize + 2;
3459
3460 int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
3461 int heightmapHeightSamples = (int)regionsize + 2;
3462
3463 // Array of height samples for ODE
3464 float[] _heightmap;
3465 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3466
3467 // Other ODE parameters
3468 const float scale = 1.0f;
3469 const float offset = 0.0f;
3470 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3471 const int wrap = 0;
3472
3473 float hfmin = 2000f;
3474 float hfmax = -2000f;
3475 float minele = 0.0f; // Dont allow -ve heights
3476
3477 int x = 0;
3478 int y = 0;
3479 int xx = 0;
3480 int yy = 0;
3481
3482 // load the height samples array from the heightMap
3483 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3484 {
3485 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3486 {
3487 xx = x - 1;
3488 if (xx < 0) xx = 0;
3489 if (xx > (regionsize - 1)) xx = regionsize - 1;
3490
3491 yy = y - 1;
3492 if (yy < 0) yy = 0;
3493 if (yy > (regionsize - 1)) yy = regionsize - 1;
3494 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3495 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3496 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3497 if (val < minele) val = minele;
3498 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3499 hfmin = (val < hfmin) ? val : hfmin;
3500 hfmax = (val > hfmax) ? val : hfmax;
3501 }
3502 }
3503
3504 lock (OdeLock)
3505 {
3506 IntPtr GroundGeom = IntPtr.Zero;
3507 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3508 {
3509 RegionTerrain.Remove(pOffset);
3510 if (GroundGeom != IntPtr.Zero)
3511 {
3512 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3513 {
3514 TerrainHeightFieldHeights.Remove(GroundGeom);
3515 }
3516 d.SpaceRemove(space, GroundGeom);
3517 d.GeomDestroy(GroundGeom);
3518 }
3519 }
3520 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3521 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3522 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3523 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3524 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3525 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3526 if (GroundGeom != IntPtr.Zero)
3527 {
3528 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3529 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3530 }
3531 geom_name_map[GroundGeom] = "Terrain";
3532
3533 d.Matrix3 R = new d.Matrix3();
3534
3535 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3536 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3537 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3538
3539 q1 = q1 * q2;
3540 //q1 = q1 * q3;
3541 Vector3 v3;
3542 float angle;
3543 q1.GetAxisAngle(out v3, out angle);
3544
3545 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3546 d.GeomSetRotation(GroundGeom, ref R);
3547 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3548 IntPtr testGround = IntPtr.Zero;
3549 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3550 {
3551 RegionTerrain.Remove(pOffset);
3552 }
3553 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3554 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3555 }
3556 }
3557
3558 public override void DeleteTerrain()
3559 {
3560 }
3561
3562 public float GetWaterLevel()
3563 {
3564 return waterlevel;
3565 }
3566
3567 public override bool SupportsCombining()
3568 {
3569 return true;
3570 }
3571
3572 public override void UnCombine(PhysicsScene pScene)
3573 {
3574 IntPtr localGround = IntPtr.Zero;
3575// float[] localHeightfield;
3576 bool proceed = false;
3577 List<IntPtr> geomDestroyList = new List<IntPtr>();
3578
3579 lock (OdeLock)
3580 {
3581 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3582 {
3583 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3584 {
3585 if (geom == localGround)
3586 {
3587// localHeightfield = TerrainHeightFieldHeights[geom];
3588 proceed = true;
3589 }
3590 else
3591 {
3592 geomDestroyList.Add(geom);
3593 }
3594 }
3595
3596 if (proceed)
3597 {
3598 m_worldOffset = Vector3.Zero;
3599 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3600 m_parentScene = null;
3601
3602 foreach (IntPtr g in geomDestroyList)
3603 {
3604 // removingHeightField needs to be done or the garbage collector will
3605 // collect the terrain data before we tell ODE to destroy it causing
3606 // memory corruption
3607 if (TerrainHeightFieldHeights.ContainsKey(g))
3608 {
3609// float[] removingHeightField = TerrainHeightFieldHeights[g];
3610 TerrainHeightFieldHeights.Remove(g);
3611
3612 if (RegionTerrain.ContainsKey(g))
3613 {
3614 RegionTerrain.Remove(g);
3615 }
3616
3617 d.GeomDestroy(g);
3618 //removingHeightField = new float[0];
3619 }
3620 }
3621
3622 }
3623 else
3624 {
3625 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3626
3627 }
3628 }
3629 }
3630 }
3631
3632 public override void SetWaterLevel(float baseheight)
3633 {
3634 waterlevel = baseheight;
3635 randomizeWater(waterlevel);
3636 }
3637
3638 public void randomizeWater(float baseheight)
3639 {
3640 const uint heightmapWidth = m_regionWidth + 2;
3641 const uint heightmapHeight = m_regionHeight + 2;
3642 const uint heightmapWidthSamples = m_regionWidth + 2;
3643 const uint heightmapHeightSamples = m_regionHeight + 2;
3644 const float scale = 1.0f;
3645 const float offset = 0.0f;
3646 const float thickness = 2.9f;
3647 const int wrap = 0;
3648
3649 for (int i = 0; i < (258 * 258); i++)
3650 {
3651 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3652 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3653 }
3654
3655 lock (OdeLock)
3656 {
3657 if (WaterGeom != IntPtr.Zero)
3658 {
3659 d.SpaceRemove(space, WaterGeom);
3660 }
3661 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3662 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3663 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3664 offset, thickness, wrap);
3665 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3666 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3667 if (WaterGeom != IntPtr.Zero)
3668 {
3669 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3670 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3671
3672 }
3673 geom_name_map[WaterGeom] = "Water";
3674
3675 d.Matrix3 R = new d.Matrix3();
3676
3677 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3678 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3679 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3680
3681 q1 = q1 * q2;
3682 //q1 = q1 * q3;
3683 Vector3 v3;
3684 float angle;
3685 q1.GetAxisAngle(out v3, out angle);
3686
3687 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3688 d.GeomSetRotation(WaterGeom, ref R);
3689 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3690
3691 }
3692
3693 }
3694
3695 public override void Dispose()
3696 {
3697 m_rayCastManager.Dispose();
3698 m_rayCastManager = null;
3699
3700 lock (OdeLock)
3701 {
3702 lock (_prims)
3703 {
3704 foreach (OdePrim prm in _prims)
3705 {
3706 RemovePrim(prm);
3707 }
3708 }
3709
3710 //foreach (OdeCharacter act in _characters)
3711 //{
3712 //RemoveAvatar(act);
3713 //}
3714 d.WorldDestroy(world);
3715 //d.CloseODE();
3716 }
3717 }
3718 public override Dictionary<uint, float> GetTopColliders()
3719 {
3720 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3721 int cnt = 0;
3722 lock (_prims)
3723 {
3724 foreach (OdePrim prm in _prims)
3725 {
3726 if (prm.CollisionScore > 0)
3727 {
3728 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3729 cnt++;
3730 prm.CollisionScore = 0f;
3731 if (cnt > 25)
3732 {
3733 break;
3734 }
3735 }
3736 }
3737 }
3738 return returncolliders;
3739 }
3740
3741 public override bool SupportsRayCast()
3742 {
3743 return true;
3744 }
3745
3746 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3747 {
3748 if (retMethod != null)
3749 {
3750 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3751 }
3752 }
3753
3754#if USE_DRAWSTUFF
3755 // Keyboard callback
3756 public void command(int cmd)
3757 {
3758 IntPtr geom;
3759 d.Mass mass;
3760 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3761
3762
3763
3764 Char ch = Char.ToLower((Char)cmd);
3765 switch ((Char)ch)
3766 {
3767 case 'w':
3768 try
3769 {
3770 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));
3771
3772 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3773 ds.SetViewpoint(ref xyz, ref hpr);
3774 }
3775 catch (ArgumentException)
3776 { hpr.X = 0; }
3777 break;
3778
3779 case 'a':
3780 hpr.X++;
3781 ds.SetViewpoint(ref xyz, ref hpr);
3782 break;
3783
3784 case 's':
3785 try
3786 {
3787 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));
3788
3789 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3790 ds.SetViewpoint(ref xyz, ref hpr);
3791 }
3792 catch (ArgumentException)
3793 { hpr.X = 0; }
3794 break;
3795 case 'd':
3796 hpr.X--;
3797 ds.SetViewpoint(ref xyz, ref hpr);
3798 break;
3799 case 'r':
3800 xyz.Z++;
3801 ds.SetViewpoint(ref xyz, ref hpr);
3802 break;
3803 case 'f':
3804 xyz.Z--;
3805 ds.SetViewpoint(ref xyz, ref hpr);
3806 break;
3807 case 'e':
3808 xyz.Y++;
3809 ds.SetViewpoint(ref xyz, ref hpr);
3810 break;
3811 case 'q':
3812 xyz.Y--;
3813 ds.SetViewpoint(ref xyz, ref hpr);
3814 break;
3815 }
3816 }
3817
3818 public void step(int pause)
3819 {
3820
3821 ds.SetColor(1.0f, 1.0f, 0.0f);
3822 ds.SetTexture(ds.Texture.Wood);
3823 lock (_prims)
3824 {
3825 foreach (OdePrim prm in _prims)
3826 {
3827 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3828 if (prm.prim_geom != IntPtr.Zero)
3829 {
3830 d.Vector3 pos;
3831 d.GeomCopyPosition(prm.prim_geom, out pos);
3832 //d.BodyCopyPosition(body, out pos);
3833
3834 d.Matrix3 R;
3835 d.GeomCopyRotation(prm.prim_geom, out R);
3836 //d.BodyCopyRotation(body, out R);
3837
3838
3839 d.Vector3 sides = new d.Vector3();
3840 sides.X = prm.Size.X;
3841 sides.Y = prm.Size.Y;
3842 sides.Z = prm.Size.Z;
3843
3844 ds.DrawBox(ref pos, ref R, ref sides);
3845 }
3846 }
3847 }
3848 ds.SetColor(1.0f, 0.0f, 0.0f);
3849 lock (_characters)
3850 {
3851 foreach (OdeCharacter chr in _characters)
3852 {
3853 if (chr.Shell != IntPtr.Zero)
3854 {
3855 IntPtr body = d.GeomGetBody(chr.Shell);
3856
3857 d.Vector3 pos;
3858 d.GeomCopyPosition(chr.Shell, out pos);
3859 //d.BodyCopyPosition(body, out pos);
3860
3861 d.Matrix3 R;
3862 d.GeomCopyRotation(chr.Shell, out R);
3863 //d.BodyCopyRotation(body, out R);
3864
3865 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3866 d.Vector3 sides = new d.Vector3();
3867 sides.X = 0.5f;
3868 sides.Y = 0.5f;
3869 sides.Z = 0.5f;
3870
3871 ds.DrawBox(ref pos, ref R, ref sides);
3872 }
3873 }
3874 }
3875 }
3876
3877 public void start(int unused)
3878 {
3879 ds.SetViewpoint(ref xyz, ref hpr);
3880 }
3881#endif
3882 }
3883}
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..f525e9e 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -68,6 +68,17 @@ 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
76 public ContactData(float _mu, float _bounce)
77 {
78 mu = _mu;
79 bounce = _bounce;
80 }
81 }
71 /// <summary> 82 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 83 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 84 /// </summary>
@@ -135,6 +146,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 146 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 147 public event CollisionUpdate OnCollisionUpdate;
137 148
149 public virtual void SetVehicle(object vdata) { }
150
138 public event OutOfBounds OnOutOfBounds; 151 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 152#pragma warning restore 67
140 153
@@ -142,6 +155,13 @@ namespace OpenSim.Region.Physics.Manager
142 { 155 {
143 get { return new NullPhysicsActor(); } 156 get { return new NullPhysicsActor(); }
144 } 157 }
158
159 public virtual bool Building { get; set; }
160
161 public virtual ContactData ContactData
162 {
163 get { return new ContactData(0, 0); }
164 }
145 165
146 public abstract bool Stopped { get; } 166 public abstract bool Stopped { get; }
147 167
@@ -195,6 +215,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 215 }
196 } 216 }
197 217
218 public virtual byte[] Serialize(bool PhysIsRunning)
219 {
220 return new byte[0];
221 }
222
198 public virtual void RaiseOutOfBounds(Vector3 pos) 223 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 224 {
200 // Make a temporary copy of the event to avoid possibility of 225 // Make a temporary copy of the event to avoid possibility of
@@ -554,5 +579,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 579 {
555 return false; 580 return false;
556 } 581 }
582
557 } 583 }
558} 584}
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..793e281
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1451 @@
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 public ContactData AvatarContactData = new ContactData(10f, 0.3f);
140
141 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
142 {
143 m_uuid = UUID.Random();
144
145 if (pos.IsFinite())
146 {
147 if (pos.Z > 99999f)
148 {
149 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
150 }
151 if (pos.Z < -100f) // shouldn't this be 0 ?
152 {
153 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
154 }
155 _position = pos;
156 }
157 else
158 {
159 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
160 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
161 }
162
163 _parent_scene = parent_scene;
164
165 PID_D = pid_d;
166 PID_P = pid_p;
167 CAPSULE_RADIUS = capsule_radius;
168 m_density = density;
169 m_mass = 80f; // sure we have a default
170
171 AvatarContactData.mu = parent_scene.AvatarFriction;
172 AvatarContactData.bounce = parent_scene.AvatarBounce;
173
174 walkDivisor = walk_divisor;
175 runDivisor = rundivisor;
176
177 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
178 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
179
180 m_isPhysical = false; // current status: no ODE information exists
181
182 m_name = avName;
183
184 AddChange(changes.Add, null);
185 }
186
187 public override int PhysicsActorType
188 {
189 get { return (int)ActorTypes.Agent; }
190 set { return; }
191 }
192
193 public override ContactData ContactData
194 {
195 get { return AvatarContactData; }
196 }
197
198 public override bool Building { get; set; }
199
200 /// <summary>
201 /// If this is set, the avatar will move faster
202 /// </summary>
203 public override bool SetAlwaysRun
204 {
205 get { return m_alwaysRun; }
206 set { m_alwaysRun = value; }
207 }
208
209 public override uint LocalID
210 {
211 set { m_localID = value; }
212 }
213
214 public override bool Grabbed
215 {
216 set { return; }
217 }
218
219 public override bool Selected
220 {
221 set { return; }
222 }
223
224 public override float Buoyancy
225 {
226 get { return m_buoyancy; }
227 set { m_buoyancy = value; }
228 }
229
230 public override bool FloatOnWater
231 {
232 set { return; }
233 }
234
235 public override bool IsPhysical
236 {
237 get { return false; }
238 set { return; }
239 }
240
241 public override bool ThrottleUpdates
242 {
243 get { return false; }
244 set { return; }
245 }
246
247 public override bool Flying
248 {
249 get { return flying; }
250 set
251 {
252 flying = value;
253 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
254 }
255 }
256
257 /// <summary>
258 /// Returns if the avatar is colliding in general.
259 /// This includes the ground and objects and avatar.
260 /// </summary>
261 public override bool IsColliding
262 {
263 get { return (m_iscolliding || m_iscollidingGround); }
264 set
265 {
266 if (value)
267 {
268 m_colliderfilter += 2;
269 if (m_colliderfilter > 2)
270 m_colliderfilter = 2;
271 }
272 else
273 {
274 m_colliderfilter--;
275 if (m_colliderfilter < 0)
276 m_colliderfilter = 0;
277 }
278
279 if (m_colliderfilter == 0)
280 m_iscolliding = false;
281 else
282 {
283// SetPidStatus(false);
284 m_pidControllerActive = true;
285 m_iscolliding = true;
286 }
287 }
288 }
289
290 /// <summary>
291 /// Returns if an avatar is colliding with the ground
292 /// </summary>
293 public override bool CollidingGround
294 {
295 get { return m_iscollidingGround; }
296 set
297 {
298 /* we now control this
299 if (value)
300 {
301 m_colliderGroundfilter += 2;
302 if (m_colliderGroundfilter > 2)
303 m_colliderGroundfilter = 2;
304 }
305 else
306 {
307 m_colliderGroundfilter--;
308 if (m_colliderGroundfilter < 0)
309 m_colliderGroundfilter = 0;
310 }
311
312 if (m_colliderGroundfilter == 0)
313 m_iscollidingGround = false;
314 else
315 m_iscollidingGround = true;
316 */
317 }
318
319 }
320
321 /// <summary>
322 /// Returns if the avatar is colliding with an object
323 /// </summary>
324 public override bool CollidingObj
325 {
326 get { return m_iscollidingObj; }
327 set
328 {
329 // Ubit filter this also
330 if (value)
331 {
332 m_colliderObjectfilter += 2;
333 if (m_colliderObjectfilter > 2)
334 m_colliderObjectfilter = 2;
335 }
336 else
337 {
338 m_colliderObjectfilter--;
339 if (m_colliderObjectfilter < 0)
340 m_colliderObjectfilter = 0;
341 }
342
343 if (m_colliderObjectfilter == 0)
344 m_iscollidingObj = false;
345 else
346 m_iscollidingObj = true;
347
348 // m_iscollidingObj = value;
349/*
350 if (m_iscollidingObj)
351 m_pidControllerActive = false;
352 else
353 m_pidControllerActive = true;
354 */
355 }
356 }
357
358 /// <summary>
359 /// turn the PID controller on or off.
360 /// The PID Controller will turn on all by itself in many situations
361 /// </summary>
362 /// <param name="status"></param>
363 public void SetPidStatus(bool status)
364 {
365 m_pidControllerActive = status;
366 }
367
368 public override bool Stopped
369 {
370 get { return _zeroFlag; }
371 }
372
373 /// <summary>
374 /// This 'puts' an avatar somewhere in the physics space.
375 /// Not really a good choice unless you 'know' it's a good
376 /// spot otherwise you're likely to orbit the avatar.
377 /// </summary>
378 public override Vector3 Position
379 {
380 get { return _position; }
381 set
382 {
383 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
384 {
385 if (value.IsFinite())
386 {
387 if (value.Z > 9999999f)
388 {
389 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
390 }
391 if (value.Z < -100f)
392 {
393 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
394 }
395 AddChange(changes.Position, value);
396 }
397 else
398 {
399 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
400 }
401 }
402 }
403 }
404
405 public override Vector3 RotationalVelocity
406 {
407 get { return m_rotationalVelocity; }
408 set { m_rotationalVelocity = value; }
409 }
410
411 /// <summary>
412 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
413 /// and use it to offset landings properly
414 /// </summary>
415 public override Vector3 Size
416 {
417 get {
418 float d = CAPSULE_RADIUS * 2;
419 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
420 set
421 {
422 if (value.IsFinite())
423 {
424 AddChange(changes.Size, value);
425 }
426 else
427 {
428 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
429 }
430 }
431 }
432
433 /// <summary>
434 /// This creates the Avatar's physical Surrogate at the position supplied
435 /// </summary>
436 /// <param name="npositionX"></param>
437 /// <param name="npositionY"></param>
438 /// <param name="npositionZ"></param>
439
440 //
441 /// <summary>
442 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
443 /// This may be used in calculations in the scene/scenepresence
444 /// </summary>
445 public override float Mass
446 {
447 get
448 {
449 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
450 return m_density * AVvolume;
451 }
452 }
453 public override void link(PhysicsActor obj)
454 {
455
456 }
457
458 public override void delink()
459 {
460
461 }
462
463 public override void LockAngularMotion(Vector3 axis)
464 {
465
466 }
467
468
469 public override Vector3 Force
470 {
471 get { return _target_velocity; }
472 set { return; }
473 }
474
475 public override int VehicleType
476 {
477 get { return 0; }
478 set { return; }
479 }
480
481 public override void VehicleFloatParam(int param, float value)
482 {
483
484 }
485
486 public override void VehicleVectorParam(int param, Vector3 value)
487 {
488
489 }
490
491 public override void VehicleRotationParam(int param, Quaternion rotation)
492 {
493
494 }
495
496 public override void VehicleFlags(int param, bool remove)
497 {
498
499 }
500
501 public override void SetVolumeDetect(int param)
502 {
503
504 }
505
506 public override Vector3 CenterOfMass
507 {
508 get
509 {
510 Vector3 pos = _position;
511 return pos;
512 }
513 }
514
515 public override Vector3 GeometricCenter
516 {
517 get
518 {
519 Vector3 pos = _position;
520 return pos;
521 }
522 }
523
524 //UBit mess
525 /* for later use
526 public override Vector3 PrimOOBsize
527 {
528 get
529 {
530 Vector3 s=Size;
531 s.X *=0.5f;
532 s.Y *=0.5f;
533 s.Z *=0.5f;
534 return s;
535 }
536 }
537
538 public override Vector3 PrimOOBoffset
539 {
540 get
541 {
542 return Vector3.Zero;
543 }
544 }
545 */
546
547 public override PrimitiveBaseShape Shape
548 {
549 set { return; }
550 }
551
552 public override Vector3 Velocity
553 {
554 get
555 {
556 return _velocity;
557 }
558 set
559 {
560 if (value.IsFinite())
561 {
562 AddChange(changes.Velocity, value);
563 }
564 else
565 {
566 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
567 }
568 }
569 }
570
571 public override Vector3 Torque
572 {
573 get { return Vector3.Zero; }
574 set { return; }
575 }
576
577 public override float CollisionScore
578 {
579 get { return 0f; }
580 set { }
581 }
582
583 public override bool Kinematic
584 {
585 get { return false; }
586 set { }
587 }
588
589 public override Quaternion Orientation
590 {
591 get { return Quaternion.Identity; }
592 set
593 {
594 }
595 }
596
597 public override Vector3 Acceleration
598 {
599 get { return _acceleration; }
600 set { }
601 }
602
603 public void SetAcceleration(Vector3 accel)
604 {
605 m_pidControllerActive = true;
606 _acceleration = accel;
607 }
608
609 /// <summary>
610 /// Adds the force supplied to the Target Velocity
611 /// The PID controller takes this target velocity and tries to make it a reality
612 /// </summary>
613 /// <param name="force"></param>
614 public override void AddForce(Vector3 force, bool pushforce)
615 {
616 if (force.IsFinite())
617 {
618 if (pushforce)
619 {
620 AddChange(changes.Force, force * m_density / _parent_scene.ODE_STEPSIZE / 28f);
621 }
622 else
623 {
624 AddChange(changes.Velocity, force);
625 }
626 }
627 else
628 {
629 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
630 }
631 //m_lastUpdateSent = false;
632 }
633
634 public override void AddAngularForce(Vector3 force, bool pushforce)
635 {
636
637 }
638
639 public override void SetMomentum(Vector3 momentum)
640 {
641 }
642
643
644 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
645 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
646 // place that is safe to call this routine AvatarGeomAndBodyCreation.
647 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
648 {
649 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
650 if (CAPSULE_LENGTH <= 0)
651 {
652 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
653 CAPSULE_LENGTH = 0.01f;
654
655 }
656
657 if (CAPSULE_RADIUS <= 0)
658 {
659 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
660 CAPSULE_RADIUS = 0.01f;
661
662 }
663 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
664
665 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
666 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
667
668 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
669
670 m_mass = ShellMass.mass; // update mass
671
672 // rescale PID parameters
673 PID_D = _parent_scene.avPIDD;
674 PID_P = _parent_scene.avPIDP;
675
676 // rescale PID parameters so that this aren't affected by mass
677 // and so don't get unstable for some masses
678 // also scale by ode time step so you don't need to refix them
679
680 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
681 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
682 PID_P /= 50 * 80;
683 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
684
685 Body = d.BodyCreate(_parent_scene.world);
686
687 d.BodySetAutoDisableFlag(Body, false);
688 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
689
690 _position.X = npositionX;
691 _position.Y = npositionY;
692 _position.Z = npositionZ;
693
694 d.BodySetMass(Body, ref ShellMass);
695 d.GeomSetBody(Shell, Body);
696
697 // The purpose of the AMotor here is to keep the avatar's physical
698 // surrogate from rotating while moving
699 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
700 d.JointAttach(Amotor, Body, IntPtr.Zero);
701
702 d.JointSetAMotorMode(Amotor, 0);
703 d.JointSetAMotorNumAxes(Amotor, 3);
704 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
705 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
706 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
707
708 d.JointSetAMotorAngle(Amotor, 0, 0);
709 d.JointSetAMotorAngle(Amotor, 1, 0);
710 d.JointSetAMotorAngle(Amotor, 2, 0);
711
712 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
713 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
714 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
715 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
716 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
717 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
718
719 // These lowstops and high stops are effectively (no wiggle room)
720 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
721 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
722 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
723 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
724 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
725 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
726
727 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
728 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
729 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
730
731 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f);
732 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f);
733 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f);
734 }
735
736 /// <summary>
737 /// Destroys the avatar body and geom
738
739 private void AvatarGeomAndBodyDestroy()
740 {
741 // Kill the Amotor
742 if (Amotor != IntPtr.Zero)
743 {
744 d.JointDestroy(Amotor);
745 Amotor = IntPtr.Zero;
746 }
747
748 if (Body != IntPtr.Zero)
749 {
750 //kill the body
751 d.BodyDestroy(Body);
752 Body = IntPtr.Zero;
753 }
754
755 //kill the Geometry
756 if (Shell != IntPtr.Zero)
757 {
758 _parent_scene.geom_name_map.Remove(Shell);
759 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
760 d.GeomDestroy(Shell);
761 _parent_scene.geom_name_map.Remove(Shell);
762 Shell = IntPtr.Zero;
763 }
764 }
765
766 /// <summary>
767 /// Called from Simulate
768 /// This is the avatar's movement control + PID Controller
769 /// </summary>
770 /// <param name="timeStep"></param>
771 public void Move(float timeStep, List<OdeCharacter> defects)
772 {
773 // no lock; for now it's only called from within Simulate()
774
775 // If the PID Controller isn't active then we set our force
776 // calculating base velocity to the current position
777
778 if (Body == IntPtr.Zero)
779 return;
780
781 d.Vector3 dtmp;
782 d.BodyCopyPosition(Body, out dtmp);
783 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
784
785 // the Amotor still lets avatar rotation to drift during colisions
786 // so force it back to identity
787
788 d.Quaternion qtmp;
789 qtmp.W = 1;
790 qtmp.X = 0;
791 qtmp.Y = 0;
792 qtmp.Z = 0;
793 d.BodySetQuaternion(Body, ref qtmp);
794
795 if (m_pidControllerActive == false)
796 {
797 _zeroPosition = localpos;
798 }
799 //PidStatus = true;
800
801
802 if (!localpos.IsFinite())
803 {
804
805 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
806 defects.Add(this);
807 // _parent_scene.RemoveCharacter(this);
808
809 // destroy avatar capsule and related ODE data
810 AvatarGeomAndBodyDestroy();
811
812 return;
813 }
814
815 Vector3 vec = Vector3.Zero;
816 dtmp = d.BodyGetLinearVel(Body);
817 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
818
819 float movementdivisor = 1f;
820 //Ubit change divisions into multiplications below
821 if (!m_alwaysRun)
822 {
823 movementdivisor = 1 / walkDivisor;
824 }
825 else
826 {
827 movementdivisor = 1 / runDivisor;
828 }
829
830 // colide with land
831
832 d.AABB aabb;
833 d.GeomGetAABB(Shell, out aabb);
834 float chrminZ = aabb.MinZ;
835
836 Vector3 posch = localpos;
837
838 float ftmp;
839
840 if (flying)
841 {
842 ftmp = timeStep;
843 posch.X += vel.X * ftmp;
844 posch.Y += vel.Y * ftmp;
845 }
846
847 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
848 if (chrminZ < terrainheight)
849 {
850 float depth = terrainheight - chrminZ;
851 if (!flying)
852 {
853 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
854 }
855 else
856 vec.Z = depth * PID_P * 50;
857
858 /*
859 Vector3 vtmp;
860 vtmp.X = _target_velocity.X * timeStep;
861 vtmp.Y = _target_velocity.Y * timeStep;
862 // fake and avoid squares
863 float k = (Math.Abs(vtmp.X) + Math.Abs(vtmp.Y));
864 if (k > 0)
865 {
866 posch.X += vtmp.X;
867 posch.Y += vtmp.Y;
868 terrainheight -= _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
869 k = 1 + Math.Abs(terrainheight) / k;
870 movementdivisor /= k;
871
872 if (k < 1)
873 k = 1;
874 }
875 */
876
877
878 if (depth < 0.1f)
879 {
880 m_iscolliding = true;
881 m_colliderfilter = 2;
882 m_iscollidingGround = true;
883
884 ContactPoint contact = new ContactPoint();
885 contact.PenetrationDepth = depth;
886 contact.Position.X = localpos.X;
887 contact.Position.Y = localpos.Y;
888 contact.Position.Z = chrminZ;
889 contact.SurfaceNormal.X = 0f;
890 contact.SurfaceNormal.Y = 0f;
891 contact.SurfaceNormal.Z = -1f;
892 AddCollisionEvent(0, contact);
893
894 vec.Z *= 0.5f;
895 }
896
897 else
898 m_iscollidingGround = false;
899 }
900 else
901 m_iscollidingGround = false;
902
903
904 // if velocity is zero, use position control; otherwise, velocity control
905 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f
906 && m_iscolliding)
907 {
908 // keep track of where we stopped. No more slippin' & slidin'
909 if (!_zeroFlag)
910 {
911 _zeroFlag = true;
912 _zeroPosition = localpos;
913 }
914 if (m_pidControllerActive)
915 {
916 // We only want to deactivate the PID Controller if we think we want to have our surrogate
917 // react to the physics scene by moving it's position.
918 // Avatar to Avatar collisions
919 // Prim to avatar collisions
920
921 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
922 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
923 if (flying)
924 {
925 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
926 }
927 }
928 //PidStatus = true;
929 }
930 else
931 {
932 m_pidControllerActive = true;
933 _zeroFlag = false;
934
935 if (m_iscolliding)
936 {
937 if (!flying)
938 {
939 if (_target_velocity.Z > 0.0f)
940 {
941 // We're colliding with something and we're not flying but we're moving
942 // This means we're walking or running. JUMPING
943 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
944 }
945 // We're standing on something
946 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
947 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
948 }
949 else
950 {
951 // We're flying and colliding with something
952 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
953 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
954 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
955 }
956 }
957 else // ie not colliding
958 {
959 if (flying) //(!m_iscolliding && flying)
960 {
961 // we're in mid air suspended
962 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
963 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
964 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
965 }
966
967 else
968 {
969 // we're not colliding and we're not flying so that means we're falling!
970 // m_iscolliding includes collisions with the ground.
971
972 // d.Vector3 pos = d.BodyGetPosition(Body);
973 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
974 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
975 }
976 }
977 }
978
979 if (flying)
980 {
981 vec.Z -= _parent_scene.gravityz * m_mass;
982
983 //Added for auto fly height. Kitto Flora
984 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
985
986 if (localpos.Z < target_altitude)
987 {
988 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
989 }
990 // end add Kitto Flora
991 }
992
993 if (vec.IsFinite())
994 {
995 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
996 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
997 }
998 else
999 {
1000 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1001 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1002 defects.Add(this);
1003 // _parent_scene.RemoveCharacter(this);
1004 // destroy avatar capsule and related ODE data
1005 AvatarGeomAndBodyDestroy();
1006 }
1007 }
1008
1009 /// <summary>
1010 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1011 /// </summary>
1012 public void UpdatePositionAndVelocity()
1013 {
1014 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1015 if (Body == IntPtr.Zero)
1016 return;
1017
1018 d.Vector3 vec;
1019 try
1020 {
1021 d.BodyCopyPosition(Body, out vec);
1022 }
1023 catch (NullReferenceException)
1024 {
1025 bad = true;
1026 _parent_scene.BadCharacter(this);
1027 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1028 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1029 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1030 }
1031
1032 _position.X = vec.X;
1033 _position.Y = vec.Y;
1034 _position.Z = vec.Z;
1035
1036 bool fixbody = false;
1037
1038 if (_position.X < 0.0f)
1039 {
1040 fixbody = true;
1041 _position.X = 0.1f;
1042 }
1043 else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f)
1044 {
1045 fixbody = true;
1046 _position.X = (int)_parent_scene.WorldExtents.X - 0.1f;
1047 }
1048
1049 if (_position.Y < 0.0f)
1050 {
1051 fixbody = true;
1052 _position.Y = 0.1f;
1053 }
1054 else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1)
1055 {
1056 fixbody = true;
1057 _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f;
1058 }
1059
1060 if (fixbody)
1061 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1062
1063 // Did we move last? = zeroflag
1064 // This helps keep us from sliding all over
1065/*
1066 if (_zeroFlag)
1067 {
1068 _velocity.X = 0.0f;
1069 _velocity.Y = 0.0f;
1070 _velocity.Z = 0.0f;
1071
1072 // Did we send out the 'stopped' message?
1073 if (!m_lastUpdateSent)
1074 {
1075 m_lastUpdateSent = true;
1076 base.RequestPhysicsterseUpdate();
1077 }
1078 }
1079 else
1080 {
1081 m_lastUpdateSent = false;
1082 */
1083 try
1084 {
1085 vec = d.BodyGetLinearVel(Body);
1086 }
1087 catch (NullReferenceException)
1088 {
1089 vec.X = _velocity.X;
1090 vec.Y = _velocity.Y;
1091 vec.Z = _velocity.Z;
1092 }
1093 _velocity.X = (vec.X);
1094 _velocity.Y = (vec.Y);
1095 _velocity.Z = (vec.Z);
1096 // }
1097 }
1098
1099 /// <summary>
1100 /// Cleanup the things we use in the scene.
1101 /// </summary>
1102 public void Destroy()
1103 {
1104 AddChange(changes.Remove, null);
1105 }
1106
1107 public override void CrossingFailure()
1108 {
1109 }
1110
1111 public override Vector3 PIDTarget { set { return; } }
1112 public override bool PIDActive { set { return; } }
1113 public override float PIDTau { set { return; } }
1114
1115 public override float PIDHoverHeight { set { return; } }
1116 public override bool PIDHoverActive { set { return; } }
1117 public override PIDHoverType PIDHoverType { set { return; } }
1118 public override float PIDHoverTau { set { return; } }
1119
1120 public override Quaternion APIDTarget { set { return; } }
1121
1122 public override bool APIDActive { set { return; } }
1123
1124 public override float APIDStrength { set { return; } }
1125
1126 public override float APIDDamping { set { return; } }
1127
1128
1129 public override void SubscribeEvents(int ms)
1130 {
1131 m_requestedUpdateFrequency = ms;
1132 m_eventsubscription = ms;
1133 _parent_scene.AddCollisionEventReporting(this);
1134 m_haseventsubscription = true;
1135 }
1136
1137 public override void UnSubscribeEvents()
1138 {
1139 m_haseventsubscription = false;
1140 _parent_scene.RemoveCollisionEventReporting(this);
1141 m_requestedUpdateFrequency = 0;
1142 m_eventsubscription = 0;
1143 }
1144
1145 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1146 {
1147 if (m_haseventsubscription)
1148 {
1149 // m_log.DebugFormat(
1150 // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
1151
1152 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1153 }
1154 }
1155
1156 public void SendCollisions()
1157 {
1158 if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency)
1159 {
1160 if (CollisionEventsThisFrame != null)
1161 {
1162 base.SendCollisionUpdate(CollisionEventsThisFrame);
1163 }
1164 CollisionEventsThisFrame = new CollisionEventUpdate();
1165 m_eventsubscription = 0;
1166 }
1167 }
1168
1169 public override bool SubscribedEvents()
1170 {
1171 return m_haseventsubscription;
1172 }
1173
1174 private void changePhysicsStatus(bool NewStatus)
1175 {
1176 if (NewStatus != m_isPhysical)
1177 {
1178 if (NewStatus)
1179 {
1180 // Create avatar capsule and related ODE data
1181 if ((Shell != IntPtr.Zero))
1182 {
1183 // a lost shell ?
1184 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1185 + (Shell != IntPtr.Zero ? "Shell " : "")
1186 + (Body != IntPtr.Zero ? "Body " : "")
1187 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1188 AvatarGeomAndBodyDestroy();
1189 }
1190
1191 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1192 _parent_scene.geom_name_map[Shell] = m_name;
1193 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1194 _parent_scene.AddCharacter(this);
1195 }
1196 else
1197 {
1198 _parent_scene.RemoveCharacter(this);
1199 // destroy avatar capsule and related ODE data
1200 AvatarGeomAndBodyDestroy();
1201 }
1202
1203 m_isPhysical = NewStatus;
1204 }
1205 }
1206
1207 private void changeAdd()
1208 {
1209 changePhysicsStatus(true);
1210 }
1211
1212 private void changeRemove()
1213 {
1214 changePhysicsStatus(false);
1215 }
1216
1217 private void changeShape(PrimitiveBaseShape arg)
1218 {
1219 }
1220
1221 private void changeSize(Vector3 Size)
1222 {
1223 if (Size.IsFinite())
1224 {
1225 float caplen = Size.Z;
1226
1227 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1228
1229 if (caplen != CAPSULE_LENGTH)
1230 {
1231 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1232 {
1233 AvatarGeomAndBodyDestroy();
1234
1235 float prevCapsule = CAPSULE_LENGTH;
1236 CAPSULE_LENGTH = caplen;
1237
1238 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1239 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2));
1240
1241 Velocity = Vector3.Zero;
1242
1243 _parent_scene.geom_name_map[Shell] = m_name;
1244 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1245 }
1246 else
1247 {
1248 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1249 + (Shell == IntPtr.Zero ? "Shell " : "")
1250 + (Body == IntPtr.Zero ? "Body " : "")
1251 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1252 }
1253 }
1254
1255 m_pidControllerActive = true;
1256 }
1257 else
1258 {
1259 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1260 }
1261 }
1262
1263 private void changePosition( Vector3 newPos)
1264 {
1265 if (Body != IntPtr.Zero)
1266 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1267 _position = newPos;
1268 }
1269
1270 private void changeOrientation(Quaternion newOri)
1271 {
1272 }
1273
1274 private void changeVelocity(Vector3 newVel)
1275 {
1276 m_pidControllerActive = true;
1277 _target_velocity = newVel;
1278 }
1279
1280 private void changeSetTorque(Vector3 newTorque)
1281 {
1282 }
1283
1284 private void changeAddForce(Vector3 newForce)
1285 {
1286 }
1287
1288 private void changeAddAngularForce(Vector3 arg)
1289 {
1290 }
1291
1292 private void changeAngularLock(Vector3 arg)
1293 {
1294 }
1295
1296 private void changeFloatOnWater(bool arg)
1297 {
1298 }
1299
1300 private void changeVolumedetetion(bool arg)
1301 {
1302 }
1303
1304 private void changeSelectedStatus(bool arg)
1305 {
1306 }
1307
1308 private void changeDisable(bool arg)
1309 {
1310 }
1311
1312 private void changeBuilding(bool arg)
1313 {
1314 }
1315
1316 private void changeForce(Vector3 newForce)
1317 {
1318 m_pidControllerActive = false;
1319 if (Body != IntPtr.Zero)
1320 {
1321 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1322 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1323 }
1324 }
1325
1326 private void donullchange()
1327 {
1328 }
1329
1330 public bool DoAChange(changes what, object arg)
1331 {
1332 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1333 {
1334 return false;
1335 }
1336
1337 // nasty switch
1338 switch (what)
1339 {
1340 case changes.Add:
1341 changeAdd();
1342 break;
1343 case changes.Remove:
1344 changeRemove();
1345 break;
1346
1347 case changes.Position:
1348 changePosition((Vector3)arg);
1349 break;
1350
1351 case changes.Orientation:
1352 changeOrientation((Quaternion)arg);
1353 break;
1354
1355 case changes.PosOffset:
1356 donullchange();
1357 break;
1358
1359 case changes.OriOffset:
1360 donullchange();
1361 break;
1362
1363 case changes.Velocity:
1364 changeVelocity((Vector3)arg);
1365 break;
1366
1367 // case changes.Acceleration:
1368 // changeacceleration((Vector3)arg);
1369 // break;
1370 // case changes.AngVelocity:
1371 // changeangvelocity((Vector3)arg);
1372 // break;
1373
1374 case changes.Force:
1375 changeForce((Vector3)arg);
1376 break;
1377
1378 case changes.Torque:
1379 changeSetTorque((Vector3)arg);
1380 break;
1381
1382 case changes.AddForce:
1383 changeAddForce((Vector3)arg);
1384 break;
1385
1386 case changes.AddAngForce:
1387 changeAddAngularForce((Vector3)arg);
1388 break;
1389
1390 case changes.AngLock:
1391 changeAngularLock((Vector3)arg);
1392 break;
1393
1394 case changes.Size:
1395 changeSize((Vector3)arg);
1396 break;
1397/* not in use for now
1398 case changes.Shape:
1399 changeShape((PrimitiveBaseShape)arg);
1400 break;
1401
1402 case changes.CollidesWater:
1403 changeFloatOnWater((bool)arg);
1404 break;
1405
1406 case changes.VolumeDtc:
1407 changeVolumedetetion((bool)arg);
1408 break;
1409
1410 case changes.Physical:
1411 changePhysicsStatus((bool)arg);
1412 break;
1413
1414 case changes.Selected:
1415 changeSelectedStatus((bool)arg);
1416 break;
1417
1418 case changes.disabled:
1419 changeDisable((bool)arg);
1420 break;
1421
1422 case changes.building:
1423 changeBuilding((bool)arg);
1424 break;
1425*/
1426 case changes.Null:
1427 donullchange();
1428 break;
1429
1430 default:
1431 donullchange();
1432 break;
1433 }
1434 return false;
1435 }
1436
1437 public void AddChange(changes what, object arg)
1438 {
1439 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1440 }
1441
1442
1443 internal void AddCollisionFrameTime(int p)
1444 {
1445 // protect it from overflow crashing
1446 if (m_eventsubscription + p >= int.MaxValue)
1447 m_eventsubscription = 0;
1448 m_eventsubscription += p;
1449 }
1450 }
1451}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..c9d0909
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,945 @@
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// 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
123
124 public ODEDynamics(OdePrim rootp)
125 {
126 rootPrim = rootp;
127 _pParentScene = rootPrim._parent_scene;
128 }
129
130
131 public void DoSetVehicle(VehicleData vd)
132 {
133
134 float timestep = _pParentScene.ODE_STEPSIZE;
135 float invtimestep = 1.0f / timestep;
136
137 m_type = vd.m_type;
138 m_flags = vd.m_flags;
139
140 // Linear properties
141 m_linearMotorDirection = vd.m_linearMotorDirection;
142
143 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
144 if (m_linearFrictionTimescale.X < timestep) m_linearFrictionTimescale.X = timestep;
145 if (m_linearFrictionTimescale.Y < timestep) m_linearFrictionTimescale.Y = timestep;
146 if (m_linearFrictionTimescale.Z < timestep) m_linearFrictionTimescale.Z = timestep;
147
148 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
149 if (m_linearMotorDecayTimescale < 0.5f) m_linearMotorDecayTimescale = 0.5f;
150 m_linearMotorDecayTimescale *= invtimestep;
151
152 m_linearMotorTimescale = vd.m_linearMotorTimescale;
153 if (m_linearMotorTimescale < timestep) m_linearMotorTimescale = timestep;
154
155 m_linearMotorOffset = vd.m_linearMotorOffset;
156
157 //Angular properties
158 m_angularMotorDirection = vd.m_angularMotorDirection;
159 m_angularMotorTimescale = vd.m_angularMotorTimescale;
160 if (m_angularMotorTimescale < timestep) m_angularMotorTimescale = timestep;
161
162 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
163 if (m_angularMotorDecayTimescale < 0.5f) m_angularMotorDecayTimescale = 0.5f;
164 m_angularMotorDecayTimescale *= invtimestep;
165
166 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
167 if (m_angularFrictionTimescale.X < timestep) m_angularFrictionTimescale.X = timestep;
168 if (m_angularFrictionTimescale.Y < timestep) m_angularFrictionTimescale.Y = timestep;
169 if (m_angularFrictionTimescale.Z < timestep) m_angularFrictionTimescale.Z = timestep;
170
171 //Deflection properties
172 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
173 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
174 if (m_angularDeflectionTimescale < timestep) m_angularDeflectionTimescale = timestep;
175
176 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
177 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
178 if (m_linearDeflectionTimescale < timestep) m_linearDeflectionTimescale = timestep;
179
180 //Banking properties
181 m_bankingEfficiency = vd.m_bankingEfficiency;
182 m_bankingMix = vd.m_bankingMix;
183 m_bankingTimescale = vd.m_bankingTimescale;
184 if (m_bankingTimescale < timestep) m_bankingTimescale = timestep;
185
186 //Hover and Buoyancy properties
187 m_VhoverHeight = vd.m_VhoverHeight;
188 m_VhoverEfficiency = vd.m_VhoverEfficiency;
189 m_VhoverTimescale = vd.m_VhoverTimescale;
190 if (m_VhoverTimescale < timestep) m_VhoverTimescale = timestep;
191
192 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
193
194 //Attractor properties
195 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
196 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
197 if (m_verticalAttractionTimescale < timestep) m_verticalAttractionTimescale = timestep;
198
199 // Axis
200 m_referenceFrame = vd.m_referenceFrame;
201
202 m_lmEfect = 0;
203 m_amEfect = 0;
204 }
205
206 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
207 {
208 float len;
209 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
210 float timestep = _pParentScene.ODE_STEPSIZE;
211
212 switch (pParam)
213 {
214 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
215 if (pValue < 0f) pValue = 0f;
216 if (pValue > 1f) pValue = 1f;
217 m_angularDeflectionEfficiency = pValue;
218 break;
219 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
220 if (pValue < timestep) pValue = timestep;
221 m_angularDeflectionTimescale = pValue;
222 break;
223 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
224 // if (pValue < timestep) pValue = timestep;
225 // try to make impulses to work a bit better
226 if (pValue < 0.5f) pValue = 0.5f;
227 else if (pValue > 120) pValue = 120;
228 m_angularMotorDecayTimescale = pValue * invtimestep;
229 break;
230 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
231 if (pValue < timestep) pValue = timestep;
232 m_angularMotorTimescale = pValue;
233 break;
234 case Vehicle.BANKING_EFFICIENCY:
235 if (pValue < -1f) pValue = -1f;
236 if (pValue > 1f) pValue = 1f;
237 m_bankingEfficiency = pValue;
238 break;
239 case Vehicle.BANKING_MIX:
240 if (pValue < 0f) pValue = 0f;
241 if (pValue > 1f) pValue = 1f;
242 m_bankingMix = pValue;
243 break;
244 case Vehicle.BANKING_TIMESCALE:
245 if (pValue < timestep) pValue = timestep;
246 m_bankingTimescale = pValue;
247 break;
248 case Vehicle.BUOYANCY:
249 if (pValue < -1f) pValue = -1f;
250 if (pValue > 1f) pValue = 1f;
251 m_VehicleBuoyancy = pValue;
252 break;
253 case Vehicle.HOVER_EFFICIENCY:
254 if (pValue < 0f) pValue = 0f;
255 if (pValue > 1f) pValue = 1f;
256 m_VhoverEfficiency = pValue;
257 break;
258 case Vehicle.HOVER_HEIGHT:
259 m_VhoverHeight = pValue;
260 break;
261 case Vehicle.HOVER_TIMESCALE:
262 if (pValue < timestep) pValue = timestep;
263 m_VhoverTimescale = pValue;
264 break;
265 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
266 if (pValue < 0f) pValue = 0f;
267 if (pValue > 1f) pValue = 1f;
268 m_linearDeflectionEfficiency = pValue;
269 break;
270 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
271 if (pValue < timestep) pValue = timestep;
272 m_linearDeflectionTimescale = pValue;
273 break;
274 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
275 // if (pValue < timestep) pValue = timestep;
276 // try to make impulses to work a bit better
277 if (pValue < 0.5f) pValue = 0.5f;
278 else if (pValue > 120) pValue = 120;
279 m_linearMotorDecayTimescale = pValue * invtimestep;
280 break;
281 case Vehicle.LINEAR_MOTOR_TIMESCALE:
282 if (pValue < timestep) pValue = timestep;
283 m_linearMotorTimescale = pValue;
284 break;
285 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
286 if (pValue < 0f) pValue = 0f;
287 if (pValue > 1f) pValue = 1f;
288 m_verticalAttractionEfficiency = pValue;
289 break;
290 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
291 if (pValue < timestep) pValue = timestep;
292 m_verticalAttractionTimescale = pValue;
293 break;
294
295 // These are vector properties but the engine lets you use a single float value to
296 // set all of the components to the same value
297 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
298 if (pValue < timestep) pValue = timestep;
299 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
300 break;
301 case Vehicle.ANGULAR_MOTOR_DIRECTION:
302 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
303 len = m_angularMotorDirection.Length();
304 if (len > 12.566f)
305 m_angularMotorDirection *= (12.566f / len);
306 m_amEfect = 1.0f; // turn it on
307 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
308 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
309 d.BodyEnable(rootPrim.Body);
310 break;
311 case Vehicle.LINEAR_FRICTION_TIMESCALE:
312 if (pValue < timestep) pValue = timestep;
313 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
314 break;
315 case Vehicle.LINEAR_MOTOR_DIRECTION:
316 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
317 len = m_linearMotorDirection.Length();
318 if (len > 30.0f)
319 m_linearMotorDirection *= (30.0f / len);
320 m_lmEfect = 1.0f; // turn it on
321 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
322 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
323 d.BodyEnable(rootPrim.Body);
324 break;
325 case Vehicle.LINEAR_MOTOR_OFFSET:
326 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
327 len = m_linearMotorOffset.Length();
328 if (len > 100.0f)
329 m_linearMotorOffset *= (100.0f / len);
330 break;
331 }
332 }//end ProcessFloatVehicleParam
333
334 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
335 {
336 float len;
337 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
338 float timestep = _pParentScene.ODE_STEPSIZE;
339 switch (pParam)
340 {
341 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
342 if (pValue.X < timestep) pValue.X = timestep;
343 if (pValue.Y < timestep) pValue.Y = timestep;
344 if (pValue.Z < timestep) pValue.Z = timestep;
345
346 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
347 break;
348 case Vehicle.ANGULAR_MOTOR_DIRECTION:
349 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
350 // Limit requested angular speed to 2 rps= 4 pi rads/sec
351 len = m_angularMotorDirection.Length();
352 if (len > 12.566f)
353 m_angularMotorDirection *= (12.566f / len);
354 m_amEfect = 1.0f; // turn it on
355 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
356 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
357 d.BodyEnable(rootPrim.Body);
358 break;
359 case Vehicle.LINEAR_FRICTION_TIMESCALE:
360 if (pValue.X < timestep) pValue.X = timestep;
361 if (pValue.Y < timestep) pValue.Y = timestep;
362 if (pValue.Z < timestep) pValue.Z = timestep;
363 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
364 break;
365 case Vehicle.LINEAR_MOTOR_DIRECTION:
366 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
367 len = m_linearMotorDirection.Length();
368 if (len > 30.0f)
369 m_linearMotorDirection *= (30.0f / len);
370 m_lmEfect = 1.0f; // turn it on
371 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
372 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
373 d.BodyEnable(rootPrim.Body);
374 break;
375 case Vehicle.LINEAR_MOTOR_OFFSET:
376 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
377 len = m_linearMotorOffset.Length();
378 if (len > 100.0f)
379 m_linearMotorOffset *= (100.0f / len);
380 break;
381 case Vehicle.BLOCK_EXIT:
382 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
383 break;
384 }
385 }//end ProcessVectorVehicleParam
386
387 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
388 {
389 switch (pParam)
390 {
391 case Vehicle.REFERENCE_FRAME:
392 m_referenceFrame = Quaternion.Inverse(pValue);
393 break;
394 case Vehicle.ROLL_FRAME:
395 m_RollreferenceFrame = pValue;
396 break;
397 }
398 }//end ProcessRotationVehicleParam
399
400 internal void ProcessVehicleFlags(int pParam, bool remove)
401 {
402 if (remove)
403 {
404 m_flags &= ~((VehicleFlag)pParam);
405 }
406 else
407 {
408 m_flags |= (VehicleFlag)pParam;
409 }
410 }//end ProcessVehicleFlags
411
412 internal void ProcessTypeChange(Vehicle pType)
413 {
414 float invtimestep = _pParentScene.ODE_STEPSIZE;
415 m_lmEfect = 0;
416 m_amEfect = 0;
417
418 m_linearMotorDirection = Vector3.Zero;
419 m_angularMotorDirection = Vector3.Zero;
420
421 m_BlockingEndPoint = Vector3.Zero;
422 m_RollreferenceFrame = Quaternion.Identity;
423 m_linearMotorOffset = Vector3.Zero;
424
425 m_referenceFrame = Quaternion.Identity;
426
427 // Set Defaults For Type
428 m_type = pType;
429 switch (pType)
430 {
431 case Vehicle.TYPE_NONE:
432 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
433 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
434 m_linearMotorTimescale = 1000;
435 m_linearMotorDecayTimescale = 120;
436 m_angularMotorTimescale = 1000;
437 m_angularMotorDecayTimescale = 1000;
438 m_VhoverHeight = 0;
439 m_VhoverEfficiency = 1;
440 m_VhoverTimescale = 1000;
441 m_VehicleBuoyancy = 0;
442 m_linearDeflectionEfficiency = 0;
443 m_linearDeflectionTimescale = 1000;
444 m_angularDeflectionEfficiency = 0;
445 m_angularDeflectionTimescale = 1000;
446 m_bankingEfficiency = 0;
447 m_bankingMix = 1;
448 m_bankingTimescale = 1000;
449 m_verticalAttractionEfficiency = 0;
450 m_verticalAttractionTimescale = 1000;
451
452 m_flags = (VehicleFlag)0;
453 break;
454
455 case Vehicle.TYPE_SLED:
456 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
457 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
458 m_linearMotorTimescale = 1000;
459 m_linearMotorDecayTimescale = 120 * invtimestep;
460 m_angularMotorTimescale = 1000;
461 m_angularMotorDecayTimescale = 120 * invtimestep;
462 m_VhoverHeight = 0;
463 m_VhoverEfficiency = 1;
464 m_VhoverTimescale = 10;
465 m_VehicleBuoyancy = 0;
466 m_linearDeflectionEfficiency = 1;
467 m_linearDeflectionTimescale = 1;
468 m_angularDeflectionEfficiency = 0;
469 m_angularDeflectionTimescale = 1000;
470 m_bankingEfficiency = 0;
471 m_bankingMix = 1;
472 m_bankingTimescale = 10;
473 m_flags &=
474 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
475 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
476 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
477 break;
478 case Vehicle.TYPE_CAR:
479 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
480 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
481 m_linearMotorTimescale = 1;
482 m_linearMotorDecayTimescale = 60 * invtimestep;
483 m_angularMotorTimescale = 1;
484 m_angularMotorDecayTimescale = 0.8f * invtimestep;
485 m_VhoverHeight = 0;
486 m_VhoverEfficiency = 0;
487 m_VhoverTimescale = 1000;
488 m_VehicleBuoyancy = 0;
489 m_linearDeflectionEfficiency = 1;
490 m_linearDeflectionTimescale = 2;
491 m_angularDeflectionEfficiency = 0;
492 m_angularDeflectionTimescale = 10;
493 m_verticalAttractionEfficiency = 1f;
494 m_verticalAttractionTimescale = 10f;
495 m_bankingEfficiency = -0.2f;
496 m_bankingMix = 1;
497 m_bankingTimescale = 1;
498 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
499 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
500 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
501 break;
502 case Vehicle.TYPE_BOAT:
503 m_linearFrictionTimescale = new Vector3(10, 3, 2);
504 m_angularFrictionTimescale = new Vector3(10, 10, 10);
505 m_linearMotorTimescale = 5;
506 m_linearMotorDecayTimescale = 60 * invtimestep;
507 m_angularMotorTimescale = 4;
508 m_angularMotorDecayTimescale = 4 * invtimestep;
509 m_VhoverHeight = 0;
510 m_VhoverEfficiency = 0.5f;
511 m_VhoverTimescale = 2;
512 m_VehicleBuoyancy = 1;
513 m_linearDeflectionEfficiency = 0.5f;
514 m_linearDeflectionTimescale = 3;
515 m_angularDeflectionEfficiency = 0.5f;
516 m_angularDeflectionTimescale = 5;
517 m_verticalAttractionEfficiency = 0.5f;
518 m_verticalAttractionTimescale = 5f;
519 m_bankingEfficiency = -0.3f;
520 m_bankingMix = 0.8f;
521 m_bankingTimescale = 1;
522 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
523 VehicleFlag.HOVER_GLOBAL_HEIGHT |
524 VehicleFlag.HOVER_UP_ONLY |
525 VehicleFlag.LIMIT_ROLL_ONLY);
526 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
527 VehicleFlag.LIMIT_MOTOR_UP |
528 VehicleFlag.HOVER_WATER_ONLY);
529 break;
530 case Vehicle.TYPE_AIRPLANE:
531 m_linearFrictionTimescale = new Vector3(200, 10, 5);
532 m_angularFrictionTimescale = new Vector3(20, 20, 20);
533 m_linearMotorTimescale = 2;
534 m_linearMotorDecayTimescale = 60 * invtimestep;
535 m_angularMotorTimescale = 4;
536 m_angularMotorDecayTimescale = 8 * invtimestep;
537 m_VhoverHeight = 0;
538 m_VhoverEfficiency = 0.5f;
539 m_VhoverTimescale = 1000;
540 m_VehicleBuoyancy = 0;
541 m_linearDeflectionEfficiency = 0.5f;
542 m_linearDeflectionTimescale = 0.5f;
543 m_angularDeflectionEfficiency = 1;
544 m_angularDeflectionTimescale = 2;
545 m_verticalAttractionEfficiency = 0.9f;
546 m_verticalAttractionTimescale = 2f;
547 m_bankingEfficiency = 1;
548 m_bankingMix = 0.7f;
549 m_bankingTimescale = 2;
550 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
551 VehicleFlag.HOVER_TERRAIN_ONLY |
552 VehicleFlag.HOVER_GLOBAL_HEIGHT |
553 VehicleFlag.HOVER_UP_ONLY |
554 VehicleFlag.NO_DEFLECTION_UP |
555 VehicleFlag.LIMIT_MOTOR_UP);
556 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
557 break;
558 case Vehicle.TYPE_BALLOON:
559 m_linearFrictionTimescale = new Vector3(5, 5, 5);
560 m_angularFrictionTimescale = new Vector3(10, 10, 10);
561 m_linearMotorTimescale = 5;
562 m_linearMotorDecayTimescale = 60 * invtimestep;
563 m_angularMotorTimescale = 6;
564 m_angularMotorDecayTimescale = 10 * invtimestep;
565 m_VhoverHeight = 5;
566 m_VhoverEfficiency = 0.8f;
567 m_VhoverTimescale = 10;
568 m_VehicleBuoyancy = 1;
569 m_linearDeflectionEfficiency = 0;
570 m_linearDeflectionTimescale = 5 * invtimestep;
571 m_angularDeflectionEfficiency = 0;
572 m_angularDeflectionTimescale = 5;
573 m_verticalAttractionEfficiency = 0f;
574 m_verticalAttractionTimescale = 1000f;
575 m_bankingEfficiency = 0;
576 m_bankingMix = 0.7f;
577 m_bankingTimescale = 5;
578 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
579 VehicleFlag.HOVER_TERRAIN_ONLY |
580 VehicleFlag.HOVER_UP_ONLY |
581 VehicleFlag.NO_DEFLECTION_UP |
582 VehicleFlag.LIMIT_MOTOR_UP);
583 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
584 VehicleFlag.HOVER_GLOBAL_HEIGHT);
585 break;
586 }
587
588 }//end SetDefaultsForType
589
590 internal void Stop()
591 {
592 m_lmEfect = 0;
593 m_amEfect = 0;
594 }
595
596 public static Vector3 Xrot(Quaternion rot)
597 {
598 Vector3 vec;
599 rot.Normalize(); // just in case
600 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
601 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
602 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
603 return vec;
604 }
605
606 public static Vector3 Zrot(Quaternion rot)
607 {
608 Vector3 vec;
609 rot.Normalize(); // just in case
610 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
611 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
612 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
613
614 return vec;
615 }
616
617 private const float halfpi = 0.5f * (float)Math.PI;
618
619 public static Vector3 ubitRot2Euler(Quaternion rot)
620 {
621 // returns roll in X
622 // pitch in Y
623 // yaw in Z
624 Vector3 vec;
625
626 // assuming rot is normalised
627 // rot.Normalize();
628
629 float zX = rot.X * rot.Z + rot.Y * rot.W;
630
631 if (zX < -0.49999f)
632 {
633 vec.X = 0;
634 vec.Y = -halfpi;
635 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
636 }
637 else if (zX > 0.49999f)
638 {
639 vec.X = 0;
640 vec.Y = halfpi;
641 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
642 }
643 else
644 {
645 vec.Y = (float)Math.Asin(2 * zX);
646
647 float sqw = rot.W * rot.W;
648
649 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
650 float zZ = rot.Z * rot.Z + sqw - 0.5f;
651
652 vec.X = (float)Math.Atan2(minuszY, zZ);
653
654 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
655 float yY = rot.X * rot.X + sqw - 0.5f;
656 vec.Z = (float)Math.Atan2(yX, yY);
657 }
658 return vec;
659 }
660
661 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
662 {
663 // assuming rot is normalised
664 // rot.Normalize();
665
666 float zX = rot.X * rot.Z + rot.Y * rot.W;
667
668 if (zX < -0.49999f)
669 {
670 roll = 0;
671 pitch = -halfpi;
672 }
673 else if (zX > 0.49999f)
674 {
675 roll = 0;
676 pitch = halfpi;
677 }
678 else
679 {
680 pitch = (float)Math.Asin(2 * zX);
681
682 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
683 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
684
685 roll = (float)Math.Atan2(minuszY, zZ);
686 }
687 return ;
688 }
689
690 internal void Step()//float pTimestep)
691 {
692 IntPtr Body = rootPrim.Body;
693
694 d.Quaternion rot = d.BodyGetQuaternion(Body);
695 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
696 Quaternion rotq = objrotq; // rotq = rotation of object
697 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
698 Quaternion irotq = Quaternion.Inverse(rotq);
699
700 d.Vector3 dvtmp;
701 Vector3 tmpV;
702 Vector3 curVel; // velocity in world
703 Vector3 curAngVel; // angular velocity in world
704 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
705 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
706 d.Vector3 dtorque = new d.Vector3();
707
708 dvtmp = d.BodyGetLinearVel(Body);
709 curVel.X = dvtmp.X;
710 curVel.Y = dvtmp.Y;
711 curVel.Z = dvtmp.Z;
712 Vector3 curLocalVel = curVel * irotq; // current velocity in local
713
714 dvtmp = d.BodyGetAngularVel(Body);
715 curAngVel.X = dvtmp.X;
716 curAngVel.Y = dvtmp.Y;
717 curAngVel.Z = dvtmp.Z;
718 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
719
720 // linear motor
721 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
722 {
723 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
724 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
725 tmpV *= rotq; // to world
726
727 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
728 tmpV.Z = 0;
729
730 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
731 {
732 // have offset, do it now
733 tmpV *= rootPrim.Mass;
734 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
735 }
736 else
737 {
738 force.X += tmpV.X;
739 force.Y += tmpV.Y;
740 force.Z += tmpV.Z;
741 }
742 m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
743 }
744 else
745 m_lmEfect = 0;
746
747 // friction
748 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
749 {
750 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
751 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
752 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
753 tmpV *= rotq; // to world
754 force.X += tmpV.X;
755 force.Y += tmpV.Y;
756 force.Z += tmpV.Z;
757 }
758
759 // hover
760 if (m_VhoverTimescale < 300)
761 {
762 d.Vector3 pos = d.BodyGetPosition(Body);
763
764 // default to global
765 float perr = m_VhoverHeight - pos.Z;;
766
767 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
768 {
769 perr += _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
770 }
771 else if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
772 {
773 perr += _pParentScene.GetWaterLevel();
774 }
775 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
776 {
777 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
778 float w = _pParentScene.GetWaterLevel();
779 if (t > w)
780 perr += t;
781 else
782 perr += w;
783 }
784
785 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0)
786 {
787 force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / _pParentScene.ODE_STEPSIZE;
788 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
789 }
790 else // no buoyancy
791 force.Z += _pParentScene.gravityz;
792 }
793 else
794 {
795 // default gravity and buoancy
796 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
797 }
798
799 // linear deflection
800 if (m_linearDeflectionEfficiency > 0)
801 {
802 float len = curVel.Length();
803 Vector3 atAxis;
804 atAxis = Xrot(rotq); // where are we pointing to
805 atAxis *= len; // make it same size as world velocity vector
806 tmpV = -atAxis; // oposite direction
807 atAxis -= curVel; // error to one direction
808 len = atAxis.LengthSquared();
809 tmpV -= curVel; // error to oposite
810 float lens = tmpV.LengthSquared();
811 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
812 {
813 if (len < lens)
814 tmpV = atAxis;
815
816 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
817 force.X += tmpV.X;
818 force.Y += tmpV.Y;
819 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
820 force.Z += tmpV.Z;
821 }
822 }
823
824 // angular motor
825 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
826 {
827 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
828 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
829 torque.X += tmpV.X;
830 torque.Y += tmpV.Y;
831 torque.Z += tmpV.Z;
832 m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale);
833 }
834 else
835 m_amEfect = 0;
836
837 // angular friction
838 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
839 {
840 torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X;
841 torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y;
842 torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z;
843 }
844
845 // angular deflection
846 if (m_angularDeflectionEfficiency > 0)
847 {
848 Vector3 dirv;
849
850 if (curLocalVel.X > 0.01f)
851 dirv = curLocalVel;
852 else if (curLocalVel.X < -0.01f)
853 // use oposite
854 dirv = -curLocalVel;
855 else
856 {
857 // make it fall into small positive x case
858 dirv.X = 0.01f;
859 dirv.Y = curLocalVel.Y;
860 dirv.Z = curLocalVel.Z;
861 }
862
863 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
864
865 if (Math.Abs(dirv.Z) > 0.01)
866 {
867 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
868 }
869
870 if (Math.Abs(dirv.Y) > 0.01)
871 {
872 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
873 }
874 }
875
876 // vertical atractor
877 if (m_verticalAttractionTimescale < 300)
878 {
879 float roll;
880 float pitch;
881
882 GetRollPitch(irotq, out roll, out pitch);
883
884 float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale / _pParentScene.ODE_STEPSIZE;
885 float ftmp2 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE;
886
887 if (Math.Abs(roll) > 0.01) // roll
888 {
889 torque.X -= -roll * ftmp + curLocalAngVel.X * ftmp2;
890 }
891
892 if (Math.Abs(pitch) > 0.01 && ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)) // pitch
893 {
894 torque.Y -= -pitch * ftmp + curLocalAngVel.Y * ftmp2;
895 }
896
897 if (m_bankingEfficiency != 0 && Math.Abs(roll) > 0.01)
898 {
899 float broll = roll * m_bankingEfficiency; ;
900 if (m_bankingMix != 0)
901 {
902 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
903 if (vfact > 1.0f) vfact = 1.0f;
904 if (curLocalVel.X >= 0)
905 broll *= ((1 - m_bankingMix) + vfact);
906 else
907 broll *= -((1 - m_bankingMix) + vfact);
908 }
909 broll = (broll - curLocalAngVel.Z) / m_bankingTimescale;
910 // torque.Z += broll;
911
912 // make z rot be in world Z not local as seems to be in sl
913 tmpV.X = 0;
914 tmpV.Y = 0;
915 tmpV.Z = broll;
916 tmpV *= irotq;
917
918 torque.X += tmpV.X;
919 torque.Y += tmpV.Y;
920 torque.Z += tmpV.Z;
921 }
922 }
923
924 d.Mass dmass;
925 d.BodyGetMass(Body,out dmass);
926
927 if (force.X != 0 || force.Y != 0 || force.Z != 0)
928 {
929 force *= dmass.mass;
930 d.BodySetForce(Body, force.X, force.Y, force.Z);
931 }
932
933 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
934 {
935 torque *= m_referenceFrame; // to object frame
936 dtorque.X = torque.X;
937 dtorque.Y = torque.Y;
938 dtorque.Z = torque.Z;
939
940 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
941 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
942 }
943 }
944 }
945}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..0ccdbc0
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,3300 @@
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
118 // Default we're a Geometry
119 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
120
121 // Default, Collide with Other Geometries, spaces and Bodies
122 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
123
124 public bool m_disabled;
125
126
127 public uint m_localID;
128
129 private PrimitiveBaseShape _pbs;
130 public OdeScene _parent_scene;
131
132 /// <summary>
133 /// The physics space which contains prim geometry
134 /// </summary>
135 public IntPtr m_targetSpace = IntPtr.Zero;
136
137 public IntPtr prim_geom;
138 public IntPtr _triMeshData;
139
140 private PhysicsActor _parent;
141
142 private List<OdePrim> childrenPrim = new List<OdePrim>();
143
144 private bool m_iscolliding;
145
146 public bool m_isSelected;
147 private bool m_delaySelect;
148 private bool m_lastdoneSelected;
149 public bool m_outbounds;
150
151 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
152
153 private bool m_throttleUpdates;
154 private int throttleCounter;
155 public float m_collisionscore;
156 int m_colliderfilter = 0;
157
158 private float m_density = 10.000006836f; // Aluminum g/cm3;
159
160 public bool _zeroFlag;
161 private bool m_lastUpdateSent;
162
163 public IntPtr Body = IntPtr.Zero;
164 public String Name { get; private set; }
165 private Vector3 _target_velocity;
166
167 public Vector3 primOOBsize; // prim real dimensions from mesh
168 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
169 public float primOOBradiusSQ;
170 public d.Mass primdMass; // prim inertia information on it's own referencial
171 float primMass; // prim own mass
172 float _mass; // object mass acording to case
173 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
174
175 public int givefakepos = 0;
176 private Vector3 fakepos;
177 public int givefakeori = 0;
178 private Quaternion fakeori;
179
180 public int m_eventsubscription;
181 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
182
183 public volatile bool childPrim;
184
185 public ODEDynamics m_vehicle;
186
187 internal int m_material = (int)Material.Wood;
188 protected ContactData primContactData = new ContactData { mu = 0f, bounce = 0.1f };
189
190 /// <summary>
191 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
192 /// </summary>
193 public override bool IsPhysical // this is not reliable for internal use
194 {
195 get { return m_fakeisphysical; }
196 set
197 {
198 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
199 // and also to stop imediatly some updates
200 // but real change will only happen in taintprocessing
201
202 if (!value) // Zero the remembered last velocity
203 m_lastVelocity = Vector3.Zero;
204 AddChange(changes.Physical, value);
205 }
206 }
207
208 public override bool Building // this is not reliable for internal use
209 {
210 get { return m_building; }
211 set
212 {
213 if (value)
214 m_building = true;
215 AddChange(changes.building, value);
216 }
217 }
218
219 public override ContactData ContactData
220 {
221 get
222 {
223 return primContactData;
224 }
225 }
226
227 public override int PhysicsActorType
228 {
229 get { return (int)ActorTypes.Prim; }
230 set { return; }
231 }
232
233 public override bool SetAlwaysRun
234 {
235 get { return false; }
236 set { return; }
237 }
238
239 public override uint LocalID
240 {
241 get
242 {
243 return m_localID;
244 }
245 set
246 {
247 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
248 m_localID = value;
249 }
250 }
251
252 public override bool Grabbed
253 {
254 set { return; }
255 }
256
257 public override bool Selected
258 {
259 set
260 {
261 if (value)
262 m_isSelected = value; // if true set imediatly to stop moves etc
263 AddChange(changes.Selected, value);
264 }
265 }
266
267 public override bool Flying
268 {
269 // no flying prims for you
270 get { return false; }
271 set { }
272 }
273
274 public override bool IsColliding
275 {
276 get { return m_iscolliding; }
277 set
278 {
279 if (value)
280 {
281 m_colliderfilter += 2;
282 if (m_colliderfilter > 2)
283 m_colliderfilter = 2;
284 }
285 else
286 {
287 m_colliderfilter--;
288 if (m_colliderfilter < 0)
289 m_colliderfilter = 0;
290 }
291
292 if (m_colliderfilter == 0)
293 m_iscolliding = false;
294 else
295 m_iscolliding = true;
296 }
297 }
298
299 public override bool CollidingGround
300 {
301 get { return false; }
302 set { return; }
303 }
304
305 public override bool CollidingObj
306 {
307 get { return false; }
308 set { return; }
309 }
310
311 public override bool ThrottleUpdates
312 {
313 get { return m_throttleUpdates; }
314 set { m_throttleUpdates = value; }
315 }
316
317 public override bool Stopped
318 {
319 get { return _zeroFlag; }
320 }
321
322 public override Vector3 Position
323 {
324 get
325 {
326 if (givefakepos > 0)
327 return fakepos;
328 else
329 return _position;
330 }
331
332 set
333 {
334 fakepos = value;
335 givefakepos++;
336 AddChange(changes.Position, value);
337 }
338 }
339
340 public override Vector3 Size
341 {
342 get { return _size; }
343 set
344 {
345 if (value.IsFinite())
346 {
347 AddChange(changes.Size, value);
348 }
349 else
350 {
351 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
352 }
353 }
354 }
355
356 public override float Mass
357 {
358 get { return _mass; }
359 }
360
361 public override Vector3 Force
362 {
363 //get { return Vector3.Zero; }
364 get { return m_force; }
365 set
366 {
367 if (value.IsFinite())
368 {
369 AddChange(changes.Force, value);
370 }
371 else
372 {
373 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
374 }
375 }
376 }
377
378 public override void SetVolumeDetect(int param)
379 {
380 AddChange(changes.VolumeDtc, (param != 0));
381 }
382
383 public override Vector3 GeometricCenter
384 {
385 get
386 {
387 return Vector3.Zero;
388 }
389 }
390
391 public override Vector3 CenterOfMass
392 {
393 get
394 {
395 d.Vector3 dtmp;
396 if (IsPhysical && !childPrim && Body != IntPtr.Zero)
397 {
398 dtmp = d.BodyGetPosition(Body);
399 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
400 }
401 else if (prim_geom != IntPtr.Zero)
402 {
403 d.Quaternion dq;
404 d.GeomCopyQuaternion(prim_geom, out dq);
405 Quaternion q;
406 q.X = dq.X;
407 q.Y = dq.Y;
408 q.Z = dq.Z;
409 q.W = dq.W;
410
411 Vector3 vtmp = primOOBoffset * q;
412 dtmp = d.GeomGetPosition(prim_geom);
413 return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z);
414 }
415 else
416 return Vector3.Zero;
417 }
418 }
419 /*
420 public override Vector3 PrimOOBsize
421 {
422 get
423 {
424 return primOOBsize;
425 }
426 }
427
428 public override Vector3 PrimOOBoffset
429 {
430 get
431 {
432 return primOOBoffset;
433 }
434 }
435
436 public override float PrimOOBRadiusSQ
437 {
438 get
439 {
440 return primOOBradiusSQ;
441 }
442 }
443 */
444 public override PrimitiveBaseShape Shape
445 {
446 set
447 {
448 AddChange(changes.Shape, value);
449 }
450 }
451
452 public override Vector3 Velocity
453 {
454 get
455 {
456 // Averate previous velocity with the new one so
457 // client object interpolation works a 'little' better
458 if (_zeroFlag)
459 return Vector3.Zero;
460 return _velocity;
461 }
462 set
463 {
464 if (value.IsFinite())
465 {
466 AddChange(changes.Velocity, value);
467 // _velocity = value;
468
469 }
470 else
471 {
472 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
473 }
474
475 }
476 }
477
478 public override Vector3 Torque
479 {
480 get
481 {
482 if (!IsPhysical || Body == IntPtr.Zero)
483 return Vector3.Zero;
484
485 return _torque;
486 }
487
488 set
489 {
490 if (value.IsFinite())
491 {
492 AddChange(changes.Torque, value);
493 }
494 else
495 {
496 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
497 }
498 }
499 }
500
501 public override float CollisionScore
502 {
503 get { return m_collisionscore; }
504 set { m_collisionscore = value; }
505 }
506
507 public override bool Kinematic
508 {
509 get { return false; }
510 set { }
511 }
512
513 public override Quaternion Orientation
514 {
515 get
516 {
517 if (givefakeori > 0)
518 return fakeori;
519 else
520
521 return _orientation;
522 }
523 set
524 {
525 if (QuaternionIsFinite(value))
526 {
527 fakeori = value;
528 givefakeori++;
529 AddChange(changes.Orientation, value);
530 }
531 else
532 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
533
534 }
535 }
536
537 public override Vector3 Acceleration
538 {
539 get { return _acceleration; }
540 set { }
541 }
542
543 public override Vector3 RotationalVelocity
544 {
545 get
546 {
547 Vector3 pv = Vector3.Zero;
548 if (_zeroFlag)
549 return pv;
550 m_lastUpdateSent = false;
551
552 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
553 return pv;
554
555 return m_rotationalVelocity;
556 }
557 set
558 {
559 if (value.IsFinite())
560 {
561 m_rotationalVelocity = value;
562 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
563 d.BodyEnable(Body);
564 }
565 else
566 {
567 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
568 }
569 }
570 }
571
572
573 public override float Buoyancy
574 {
575 get { return m_buoyancy; }
576 set
577 {
578 m_buoyancy = value;
579 }
580 }
581
582 public override bool FloatOnWater
583 {
584 set
585 {
586 AddChange(changes.CollidesWater, value);
587 }
588 }
589
590 public override Vector3 PIDTarget
591 {
592 set
593 {
594 if (value.IsFinite())
595 {
596 m_PIDTarget = value;
597 }
598 else
599 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
600 }
601 }
602
603 public override bool PIDActive { set { m_usePID = value; } }
604 public override float PIDTau { set { m_PIDTau = value; } }
605
606 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
607 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
608 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
609 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
610
611 public override Quaternion APIDTarget { set { return; } }
612
613 public override bool APIDActive { set { return; } }
614
615 public override float APIDStrength { set { return; } }
616
617 public override float APIDDamping { set { return; } }
618
619 public override int VehicleType
620 {
621 // we may need to put a fake on this
622 get
623 {
624 if (m_vehicle == null)
625 return (int)Vehicle.TYPE_NONE;
626 else
627 return (int)m_vehicle.Type;
628 }
629 set
630 {
631 AddChange(changes.VehicleType, value);
632 }
633 }
634
635 public override void VehicleFloatParam(int param, float value)
636 {
637 strVehicleFloatParam fp = new strVehicleFloatParam();
638 fp.param = param;
639 fp.value = value;
640 AddChange(changes.VehicleFloatParam, fp);
641 }
642
643 public override void VehicleVectorParam(int param, Vector3 value)
644 {
645 strVehicleVectorParam fp = new strVehicleVectorParam();
646 fp.param = param;
647 fp.value = value;
648 AddChange(changes.VehicleVectorParam, fp);
649 }
650
651 public override void VehicleRotationParam(int param, Quaternion value)
652 {
653 strVehicleQuatParam fp = new strVehicleQuatParam();
654 fp.param = param;
655 fp.value = value;
656 AddChange(changes.VehicleRotationParam, fp);
657 }
658
659 public override void VehicleFlags(int param, bool value)
660 {
661 strVehicleBoolParam bp = new strVehicleBoolParam();
662 bp.param = param;
663 bp.value = value;
664 AddChange(changes.VehicleFlags, bp);
665 }
666
667 public override void SetVehicle(object vdata)
668 {
669 AddChange(changes.SetVehicle, vdata);
670 }
671 public void SetAcceleration(Vector3 accel)
672 {
673 _acceleration = accel;
674 }
675
676 public override void AddForce(Vector3 force, bool pushforce)
677 {
678 if (force.IsFinite())
679 {
680 AddChange(changes.AddForce, force / _parent_scene.ODE_STEPSIZE);
681 }
682 else
683 {
684 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
685 }
686 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
687 }
688
689 public override void AddAngularForce(Vector3 force, bool pushforce)
690 {
691 if (force.IsFinite())
692 {
693 AddChange(changes.AddAngForce, force / _parent_scene.ODE_STEPSIZE);
694 }
695 else
696 {
697 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
698 }
699 }
700
701 public override void CrossingFailure()
702 {
703 if (m_outbounds)
704 {
705 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
706 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
707 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
708
709 m_lastposition = _position;
710 _velocity.X = 0;
711 _velocity.Y = 0;
712 _velocity.Z = 0;
713
714 m_lastVelocity = _velocity;
715 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
716 m_vehicle.Stop();
717
718 if(Body != IntPtr.Zero)
719 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
720 if (prim_geom != IntPtr.Zero)
721 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
722
723 m_outbounds = false;
724 changeDisable(false);
725 base.RequestPhysicsterseUpdate();
726 }
727 }
728
729 public override void SetMomentum(Vector3 momentum)
730 {
731 }
732
733 public override void SetMaterial(int pMaterial)
734 {
735 m_material = pMaterial;
736 primContactData.mu = _parent_scene.m_materialContactsData[pMaterial].mu;
737 primContactData.bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
738 }
739
740 public void setPrimForRemoval()
741 {
742 AddChange(changes.Remove, null);
743 }
744
745 public override void link(PhysicsActor obj)
746 {
747 AddChange(changes.Link, obj);
748 }
749
750 public override void delink()
751 {
752 AddChange(changes.DeLink, null);
753 }
754
755 public override void LockAngularMotion(Vector3 axis)
756 {
757 // reverse the zero/non zero values for ODE.
758 if (axis.IsFinite())
759 {
760 axis.X = (axis.X > 0) ? 1f : 0f;
761 axis.Y = (axis.Y > 0) ? 1f : 0f;
762 axis.Z = (axis.Z > 0) ? 1f : 0f;
763 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
764 AddChange(changes.AngLock, axis);
765 }
766 else
767 {
768 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
769 }
770 }
771
772 public override void SubscribeEvents(int ms)
773 {
774 m_eventsubscription = ms;
775 _parent_scene.AddCollisionEventReporting(this);
776 }
777
778 public override void UnSubscribeEvents()
779 {
780 _parent_scene.RemoveCollisionEventReporting(this);
781 m_eventsubscription = 0;
782 }
783
784 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
785 {
786 if (CollisionEventsThisFrame == null)
787 CollisionEventsThisFrame = new CollisionEventUpdate();
788
789 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
790 }
791
792 public void SendCollisions()
793 {
794 if (CollisionEventsThisFrame == null)
795 return;
796
797 base.SendCollisionUpdate(CollisionEventsThisFrame);
798
799 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
800 CollisionEventsThisFrame = null;
801 else
802 CollisionEventsThisFrame = new CollisionEventUpdate();
803 }
804
805 public override bool SubscribedEvents()
806 {
807 if (m_eventsubscription > 0)
808 return true;
809 return false;
810 }
811
812
813 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
814 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
815 {
816 Name = primName;
817
818 m_vehicle = null;
819
820 if (!pos.IsFinite())
821 {
822 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
823 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
824 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
825 }
826 _position = pos;
827 givefakepos = 0;
828
829 PID_D = parent_scene.bodyPIDD;
830 PID_G = parent_scene.bodyPIDG;
831 m_density = parent_scene.geomDefaultDensity;
832 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
833 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
834
835 prim_geom = IntPtr.Zero;
836 Body = IntPtr.Zero;
837
838 if (!size.IsFinite())
839 {
840 size = new Vector3(0.5f, 0.5f, 0.5f);
841 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
842 }
843
844 if (size.X <= 0) size.X = 0.01f;
845 if (size.Y <= 0) size.Y = 0.01f;
846 if (size.Z <= 0) size.Z = 0.01f;
847
848 _size = size;
849
850
851 if (!QuaternionIsFinite(rotation))
852 {
853 rotation = Quaternion.Identity;
854 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
855 }
856
857 _orientation = rotation;
858 givefakeori = 0;
859
860 _pbs = pbs;
861
862 _parent_scene = parent_scene;
863 m_targetSpace = IntPtr.Zero;
864
865 if (pos.Z < 0)
866 {
867 m_isphysical = false;
868 }
869 else
870 {
871 m_isphysical = pisPhysical;
872 }
873 m_fakeisphysical = m_isphysical;
874
875 m_isVolumeDetect = false;
876
877 m_force = Vector3.Zero;
878
879 m_iscolliding = false;
880 m_colliderfilter = 0;
881
882 hasOOBoffsetFromMesh = false;
883 _triMeshData = IntPtr.Zero;
884
885 m_lastdoneSelected = false;
886 m_isSelected = false;
887 m_delaySelect = false;
888
889 primContactData.mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
890 primContactData.bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
891
892 CalcPrimBodyData();
893
894 m_building = true; // control must set this to false when done
895
896 AddChange(changes.Add, null);
897 }
898
899 private void resetCollisionAccounting()
900 {
901 m_collisionscore = 0;
902 }
903
904 private void createAMotor(Vector3 axis)
905 {
906 if (Body == IntPtr.Zero)
907 return;
908
909 if (Amotor != IntPtr.Zero)
910 {
911 d.JointDestroy(Amotor);
912 Amotor = IntPtr.Zero;
913 }
914
915 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
916
917 if (axisnum <= 0)
918 return;
919
920 // stop it
921 d.BodySetTorque(Body, 0, 0, 0);
922 d.BodySetAngularVel(Body, 0, 0, 0);
923
924 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
925 d.JointAttach(Amotor, Body, IntPtr.Zero);
926
927 d.JointSetAMotorMode(Amotor, 0);
928
929 d.JointSetAMotorNumAxes(Amotor, axisnum);
930
931 // get current orientation to lock
932
933 d.Quaternion dcur = d.BodyGetQuaternion(Body);
934 Quaternion curr; // crap convertion between identical things
935 curr.X = dcur.X;
936 curr.Y = dcur.Y;
937 curr.Z = dcur.Z;
938 curr.W = dcur.W;
939 Vector3 ax;
940
941 int i = 0;
942 int j = 0;
943 if (axis.X == 0)
944 {
945 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
946 // ODE should do this with axis relative to body 1 but seems to fail
947 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
948 d.JointSetAMotorAngle(Amotor, 0, 0);
949 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
950 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
951 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
952 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
953 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
954 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
955 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
956 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
957 i++;
958 j = 256; // move to next axis set
959 }
960
961 if (axis.Y == 0)
962 {
963 ax = (new Vector3(0, 1, 0)) * curr;
964 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
965 d.JointSetAMotorAngle(Amotor, i, 0);
966 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
967 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
968 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
969 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
970 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
971 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
972 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
973 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
974 i++;
975 j += 256;
976 }
977
978 if (axis.Z == 0)
979 {
980 ax = (new Vector3(0, 0, 1)) * curr;
981 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
982 d.JointSetAMotorAngle(Amotor, i, 0);
983 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
984 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
985 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
986 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
987 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
988 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
989 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
990 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
991 }
992 }
993
994 private bool setMesh(OdeScene parent_scene)
995 {
996 if (Body != IntPtr.Zero)
997 {
998 if (childPrim)
999 {
1000 if (_parent != null)
1001 {
1002 OdePrim parent = (OdePrim)_parent;
1003 parent.ChildDelink(this, false);
1004 }
1005 }
1006 else
1007 {
1008 DestroyBody();
1009 }
1010 }
1011
1012 IMesh mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true);
1013 if (mesh == null)
1014 {
1015 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1016 return false;
1017 }
1018
1019 IntPtr vertices, indices;
1020 int vertexCount, indexCount;
1021 int vertexStride, triStride;
1022
1023 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1024 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1025
1026 if (vertexCount == 0 || indexCount == 0)
1027 {
1028 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. It can be a sculp with alpha channel in map. Replacing it by a small box.", Name, _position.X, _position.Y, _position.Z);
1029 _size.X = 0.01f;
1030 _size.Y = 0.01f;
1031 _size.Z = 0.01f;
1032 return false;
1033 }
1034
1035 primOOBoffset = mesh.GetCentroid();
1036 hasOOBoffsetFromMesh = true;
1037
1038 _triMeshData = d.GeomTriMeshDataCreate();
1039
1040 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1041 d.GeomTriMeshDataPreprocess(_triMeshData);
1042
1043 mesh.releaseSourceMeshData();
1044
1045 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1046 try
1047 {
1048 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null));
1049 }
1050
1051 catch (Exception e)
1052 {
1053 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1054 return false;
1055 }
1056 return true;
1057 }
1058
1059 private void SetGeom(IntPtr geom)
1060 {
1061 prim_geom = geom;
1062 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1063 if (prim_geom != IntPtr.Zero)
1064 {
1065 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1066 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1067
1068 CalcPrimBodyData();
1069
1070 _parent_scene.geom_name_map[prim_geom] = Name;
1071 _parent_scene.actor_name_map[prim_geom] = this;
1072
1073 /*
1074 if (childPrim)
1075 {
1076 if (_parent != null && _parent is OdePrim)
1077 {
1078 OdePrim parent = (OdePrim)_parent;
1079 //Console.WriteLine("SetGeom calls ChildSetGeom");
1080 parent.ChildSetGeom(this);
1081 }
1082 }
1083 */
1084 }
1085 else
1086 m_log.Warn("Setting bad Geom");
1087 }
1088
1089
1090 /// <summary>
1091 /// Create a geometry for the given mesh in the given target space.
1092 /// </summary>
1093 /// <param name="m_targetSpace"></param>
1094 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1095 private void CreateGeom()
1096 {
1097 if (_triMeshData != IntPtr.Zero)
1098 {
1099 d.GeomTriMeshDataDestroy(_triMeshData);
1100 _triMeshData = IntPtr.Zero;
1101 }
1102
1103 bool haveMesh = false;
1104 hasOOBoffsetFromMesh = false;
1105
1106 if (_parent_scene.needsMeshing(_pbs))
1107 {
1108 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1109 }
1110
1111 if (!haveMesh)
1112 {
1113 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1114 && _size.X == _size.Y && _size.Y == _size.Z)
1115 { // it's a sphere
1116 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1117 try
1118 {
1119 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1120 }
1121 catch (Exception e)
1122 {
1123 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1124 return;
1125 }
1126 }
1127 else
1128 {// do it as a box
1129 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1130 try
1131 {
1132 //Console.WriteLine(" CreateGeom 4");
1133 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1134 }
1135 catch (Exception e)
1136 {
1137 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1138 return;
1139 }
1140 }
1141 }
1142 }
1143
1144 /// <summary>
1145 /// Set a new geometry for this prim.
1146 /// </summary>
1147 /// <param name="geom"></param>
1148 private void RemoveGeom()
1149 {
1150 if (prim_geom != IntPtr.Zero)
1151 {
1152 _parent_scene.geom_name_map.Remove(prim_geom);
1153 _parent_scene.actor_name_map.Remove(prim_geom);
1154 try
1155 {
1156 d.GeomDestroy(prim_geom);
1157 if (_triMeshData != IntPtr.Zero)
1158 {
1159 d.GeomTriMeshDataDestroy(_triMeshData);
1160 _triMeshData = IntPtr.Zero;
1161 }
1162 }
1163 // catch (System.AccessViolationException)
1164 catch (Exception e)
1165 {
1166 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1167 }
1168
1169 prim_geom = IntPtr.Zero;
1170 }
1171 else
1172 {
1173 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1174 }
1175 Body = IntPtr.Zero;
1176 hasOOBoffsetFromMesh = false;
1177 CalcPrimBodyData();
1178 }
1179
1180 private void ChildSetGeom(OdePrim odePrim)
1181 {
1182 // well..
1183 DestroyBody();
1184 MakeBody();
1185 }
1186
1187 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1188 // should only be called for non physical prims unless they are becoming non physical
1189 private void SetInStaticSpace(OdePrim prim)
1190 {
1191 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1192 prim.m_targetSpace = targetSpace;
1193 d.GeomEnable(prim_geom);
1194 }
1195
1196 public void enableBodySoft()
1197 {
1198 if (!childPrim && !m_isSelected)
1199 {
1200 if (m_isphysical && Body != IntPtr.Zero && prim_geom != IntPtr.Zero)
1201 {
1202 d.GeomEnable(prim_geom);
1203 foreach (OdePrim prm in childrenPrim)
1204 d.GeomEnable(prm.prim_geom);
1205
1206 d.BodyEnable(Body);
1207 }
1208 }
1209 m_disabled = false;
1210 resetCollisionAccounting(); // this sets m_disable to false
1211 }
1212
1213 private void disableBodySoft()
1214 {
1215 m_disabled = true;
1216 if (!childPrim)
1217 {
1218 if (m_isphysical && Body != IntPtr.Zero && prim_geom != IntPtr.Zero)
1219 {
1220 d.GeomDisable(prim_geom);
1221 foreach (OdePrim prm in childrenPrim)
1222 d.GeomDisable(prm.prim_geom);
1223 d.BodyDisable(Body);
1224 }
1225 }
1226 }
1227
1228 private void MakeBody()
1229 {
1230 if (!m_isphysical) // only physical get bodies
1231 return;
1232
1233 if (childPrim) // child prims don't get bodies;
1234 return;
1235
1236 if (m_building)
1237 return;
1238
1239 if (prim_geom == IntPtr.Zero)
1240 {
1241 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1242 return;
1243 }
1244
1245 if (Body != IntPtr.Zero)
1246 {
1247 d.BodyDestroy(Body);
1248 Body = IntPtr.Zero;
1249 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1250 }
1251
1252
1253 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1254 {
1255 d.GeomSetBody(prim_geom, IntPtr.Zero);
1256 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1257 }
1258
1259 d.Matrix3 mymat = new d.Matrix3();
1260 d.Quaternion myrot = new d.Quaternion();
1261 d.Mass objdmass = new d.Mass { };
1262
1263 Body = d.BodyCreate(_parent_scene.world);
1264
1265 DMassDup(ref primdMass, out objdmass);
1266
1267 // rotate inertia
1268 myrot.X = _orientation.X;
1269 myrot.Y = _orientation.Y;
1270 myrot.Z = _orientation.Z;
1271 myrot.W = _orientation.W;
1272
1273 d.RfromQ(out mymat, ref myrot);
1274 d.MassRotate(ref objdmass, ref mymat);
1275
1276 // set the body rotation and position
1277 d.BodySetRotation(Body, ref mymat);
1278
1279 // recompute full object inertia if needed
1280 if (childrenPrim.Count > 0)
1281 {
1282 d.Matrix3 mat = new d.Matrix3();
1283 d.Quaternion quat = new d.Quaternion();
1284 d.Mass tmpdmass = new d.Mass { };
1285 Vector3 rcm;
1286
1287 rcm.X = _position.X + objdmass.c.X;
1288 rcm.Y = _position.Y + objdmass.c.Y;
1289 rcm.Z = _position.Z + objdmass.c.Z;
1290
1291 lock (childrenPrim)
1292 {
1293 foreach (OdePrim prm in childrenPrim)
1294 {
1295 if (prm.prim_geom == IntPtr.Zero)
1296 {
1297 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1298 continue;
1299 }
1300
1301
1302
1303 DMassCopy(ref prm.primdMass, ref tmpdmass);
1304
1305 // apply prim current rotation to inertia
1306 quat.X = prm._orientation.X;
1307 quat.Y = prm._orientation.Y;
1308 quat.Z = prm._orientation.Z;
1309 quat.W = prm._orientation.W;
1310 d.RfromQ(out mat, ref quat);
1311 d.MassRotate(ref tmpdmass, ref mat);
1312
1313 Vector3 ppos = prm._position;
1314 ppos.X += tmpdmass.c.X - rcm.X;
1315 ppos.Y += tmpdmass.c.Y - rcm.Y;
1316 ppos.Z += tmpdmass.c.Z - rcm.Z;
1317
1318 // refer inertia to root prim center of mass position
1319 d.MassTranslate(ref tmpdmass,
1320 ppos.X,
1321 ppos.Y,
1322 ppos.Z);
1323
1324 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1325 // fix prim colision cats
1326
1327 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1328 {
1329 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1330 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1331 }
1332
1333 d.GeomClearOffset(prm.prim_geom);
1334 d.GeomSetBody(prm.prim_geom, Body);
1335 prm.Body = Body;
1336 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1337 }
1338 }
1339 }
1340
1341 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1342 // associate root geom with body
1343 d.GeomSetBody(prim_geom, Body);
1344
1345 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1346 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1347
1348 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1349 myrot.W = -myrot.W;
1350 d.RfromQ(out mymat, ref myrot);
1351 d.MassRotate(ref objdmass, ref mymat);
1352 d.BodySetMass(Body, ref objdmass);
1353 _mass = objdmass.mass;
1354
1355 // disconnect from world gravity so we can apply buoyancy
1356 d.BodySetGravityMode(Body, false);
1357
1358 d.BodySetAutoDisableFlag(Body, true);
1359 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1360 // d.BodySetLinearDampingThreshold(Body, 0.01f);
1361 // d.BodySetAngularDampingThreshold(Body, 0.001f);
1362 d.BodySetDamping(Body, .002f, .002f);
1363
1364 m_collisionCategories |= CollisionCategories.Body;
1365 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1366 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1367 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1368 m_collisionscore = 0;
1369
1370 if (m_targetSpace != _parent_scene.ActiveSpace)
1371 {
1372 if (m_targetSpace != IntPtr.Zero)
1373 {
1374 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1375 if (d.SpaceQuery(m_targetSpace, prim_geom))
1376 d.SpaceRemove(m_targetSpace, prim_geom);
1377 }
1378
1379 m_targetSpace = _parent_scene.ActiveSpace;
1380 d.SpaceAdd(m_targetSpace, prim_geom);
1381 }
1382
1383 lock (childrenPrim)
1384 {
1385 foreach (OdePrim prm in childrenPrim)
1386 {
1387 if (prm.prim_geom == IntPtr.Zero)
1388 continue;
1389
1390 Vector3 ppos = prm._position;
1391 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1392
1393 prm.m_collisionCategories |= CollisionCategories.Body;
1394 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1395 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1396 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1397 prm.m_collisionscore = 0;
1398
1399 if (prm.m_targetSpace != _parent_scene.ActiveSpace)
1400 {
1401 if (prm.m_targetSpace != IntPtr.Zero)
1402 {
1403 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1404 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1405 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1406 }
1407 prm.m_targetSpace = _parent_scene.ActiveSpace;
1408 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1409 }
1410
1411 if (m_isSelected || m_disabled)
1412 d.GeomDisable(prm.prim_geom);
1413
1414 prm.m_disabled = false;
1415 _parent_scene.addActivePrim(prm);
1416 }
1417 }
1418
1419 // The body doesn't already have a finite rotation mode set here
1420 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1421 {
1422 createAMotor(m_angularlock);
1423 }
1424
1425 if (m_isSelected || m_disabled)
1426 {
1427 d.GeomDisable(prim_geom);
1428 d.BodyDisable(Body);
1429 }
1430
1431 _parent_scene.addActivePrim(this);
1432 }
1433
1434 private void DestroyBody()
1435 {
1436 if (Body != IntPtr.Zero)
1437 {
1438 _parent_scene.remActivePrim(this);
1439 m_collisionCategories &= ~CollisionCategories.Body;
1440 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1441 if (prim_geom != IntPtr.Zero)
1442 {
1443 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1444 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1445 UpdateDataFromGeom();
1446 d.GeomSetBody(prim_geom, IntPtr.Zero);
1447 SetInStaticSpace(this);
1448 }
1449
1450 if (!childPrim)
1451 {
1452 lock (childrenPrim)
1453 {
1454 foreach (OdePrim prm in childrenPrim)
1455 {
1456 _parent_scene.remActivePrim(prm);
1457 prm.m_collisionCategories &= ~CollisionCategories.Body;
1458 prm.m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1459 if (prm.prim_geom != IntPtr.Zero)
1460 {
1461 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1462 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1463 prm.UpdateDataFromGeom();
1464 SetInStaticSpace(prm);
1465 }
1466 prm.Body = IntPtr.Zero;
1467 prm._mass = prm.primMass;
1468 prm.m_collisionscore = 0;
1469 }
1470 }
1471 if (Amotor != IntPtr.Zero)
1472 {
1473 d.JointDestroy(Amotor);
1474 Amotor = IntPtr.Zero;
1475 }
1476 d.BodyDestroy(Body);
1477 }
1478 Body = IntPtr.Zero;
1479 }
1480 _mass = primMass;
1481 m_collisionscore = 0;
1482 }
1483
1484 #region Mass Calculation
1485
1486 private float CalculatePrimVolume()
1487 {
1488 float volume = _size.X * _size.Y * _size.Z; // default
1489 float tmp;
1490
1491 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1492 float hollowVolume = hollowAmount * hollowAmount;
1493
1494 switch (_pbs.ProfileShape)
1495 {
1496 case ProfileShape.Square:
1497 // default box
1498
1499 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1500 {
1501 if (hollowAmount > 0.0)
1502 {
1503 switch (_pbs.HollowShape)
1504 {
1505 case HollowShape.Square:
1506 case HollowShape.Same:
1507 break;
1508
1509 case HollowShape.Circle:
1510
1511 hollowVolume *= 0.78539816339f;
1512 break;
1513
1514 case HollowShape.Triangle:
1515
1516 hollowVolume *= (0.5f * .5f);
1517 break;
1518
1519 default:
1520 hollowVolume = 0;
1521 break;
1522 }
1523 volume *= (1.0f - hollowVolume);
1524 }
1525 }
1526
1527 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1528 {
1529 //a tube
1530
1531 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1532 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1533 volume -= volume * tmp * tmp;
1534
1535 if (hollowAmount > 0.0)
1536 {
1537 hollowVolume *= hollowAmount;
1538
1539 switch (_pbs.HollowShape)
1540 {
1541 case HollowShape.Square:
1542 case HollowShape.Same:
1543 break;
1544
1545 case HollowShape.Circle:
1546 hollowVolume *= 0.78539816339f;
1547 break;
1548
1549 case HollowShape.Triangle:
1550 hollowVolume *= 0.5f * 0.5f;
1551 break;
1552 default:
1553 hollowVolume = 0;
1554 break;
1555 }
1556 volume *= (1.0f - hollowVolume);
1557 }
1558 }
1559
1560 break;
1561
1562 case ProfileShape.Circle:
1563
1564 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1565 {
1566 volume *= 0.78539816339f; // elipse base
1567
1568 if (hollowAmount > 0.0)
1569 {
1570 switch (_pbs.HollowShape)
1571 {
1572 case HollowShape.Same:
1573 case HollowShape.Circle:
1574 break;
1575
1576 case HollowShape.Square:
1577 hollowVolume *= 0.5f * 2.5984480504799f;
1578 break;
1579
1580 case HollowShape.Triangle:
1581 hollowVolume *= .5f * 1.27323954473516f;
1582 break;
1583
1584 default:
1585 hollowVolume = 0;
1586 break;
1587 }
1588 volume *= (1.0f - hollowVolume);
1589 }
1590 }
1591
1592 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1593 {
1594 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1595 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1596 volume *= (1.0f - tmp * tmp);
1597
1598 if (hollowAmount > 0.0)
1599 {
1600
1601 // calculate the hollow volume by it's shape compared to the prim shape
1602 hollowVolume *= hollowAmount;
1603
1604 switch (_pbs.HollowShape)
1605 {
1606 case HollowShape.Same:
1607 case HollowShape.Circle:
1608 break;
1609
1610 case HollowShape.Square:
1611 hollowVolume *= 0.5f * 2.5984480504799f;
1612 break;
1613
1614 case HollowShape.Triangle:
1615 hollowVolume *= .5f * 1.27323954473516f;
1616 break;
1617
1618 default:
1619 hollowVolume = 0;
1620 break;
1621 }
1622 volume *= (1.0f - hollowVolume);
1623 }
1624 }
1625 break;
1626
1627 case ProfileShape.HalfCircle:
1628 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1629 {
1630 volume *= 0.52359877559829887307710723054658f;
1631 }
1632 break;
1633
1634 case ProfileShape.EquilateralTriangle:
1635
1636 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1637 {
1638 volume *= 0.32475953f;
1639
1640 if (hollowAmount > 0.0)
1641 {
1642
1643 // calculate the hollow volume by it's shape compared to the prim shape
1644 switch (_pbs.HollowShape)
1645 {
1646 case HollowShape.Same:
1647 case HollowShape.Triangle:
1648 hollowVolume *= .25f;
1649 break;
1650
1651 case HollowShape.Square:
1652 hollowVolume *= 0.499849f * 3.07920140172638f;
1653 break;
1654
1655 case HollowShape.Circle:
1656 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1657 // Cyllinder hollow volume calculation
1658
1659 hollowVolume *= 0.1963495f * 3.07920140172638f;
1660 break;
1661
1662 default:
1663 hollowVolume = 0;
1664 break;
1665 }
1666 volume *= (1.0f - hollowVolume);
1667 }
1668 }
1669 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1670 {
1671 volume *= 0.32475953f;
1672 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1673 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1674 volume *= (1.0f - tmp * tmp);
1675
1676 if (hollowAmount > 0.0)
1677 {
1678
1679 hollowVolume *= hollowAmount;
1680
1681 switch (_pbs.HollowShape)
1682 {
1683 case HollowShape.Same:
1684 case HollowShape.Triangle:
1685 hollowVolume *= .25f;
1686 break;
1687
1688 case HollowShape.Square:
1689 hollowVolume *= 0.499849f * 3.07920140172638f;
1690 break;
1691
1692 case HollowShape.Circle:
1693
1694 hollowVolume *= 0.1963495f * 3.07920140172638f;
1695 break;
1696
1697 default:
1698 hollowVolume = 0;
1699 break;
1700 }
1701 volume *= (1.0f - hollowVolume);
1702 }
1703 }
1704 break;
1705
1706 default:
1707 break;
1708 }
1709
1710 float taperX1;
1711 float taperY1;
1712 float taperX;
1713 float taperY;
1714 float pathBegin;
1715 float pathEnd;
1716 float profileBegin;
1717 float profileEnd;
1718
1719 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1720 {
1721 taperX1 = _pbs.PathScaleX * 0.01f;
1722 if (taperX1 > 1.0f)
1723 taperX1 = 2.0f - taperX1;
1724 taperX = 1.0f - taperX1;
1725
1726 taperY1 = _pbs.PathScaleY * 0.01f;
1727 if (taperY1 > 1.0f)
1728 taperY1 = 2.0f - taperY1;
1729 taperY = 1.0f - taperY1;
1730 }
1731 else
1732 {
1733 taperX = _pbs.PathTaperX * 0.01f;
1734 if (taperX < 0.0f)
1735 taperX = -taperX;
1736 taperX1 = 1.0f - taperX;
1737
1738 taperY = _pbs.PathTaperY * 0.01f;
1739 if (taperY < 0.0f)
1740 taperY = -taperY;
1741 taperY1 = 1.0f - taperY;
1742 }
1743
1744 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1745
1746 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1747 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1748 volume *= (pathEnd - pathBegin);
1749
1750 // this is crude aproximation
1751 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1752 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1753 volume *= (profileEnd - profileBegin);
1754
1755 return volume;
1756 }
1757
1758
1759 private void CalcPrimBodyData()
1760 {
1761 float volume;
1762
1763 if (prim_geom == IntPtr.Zero)
1764 {
1765 // Ubit let's have a initial basic OOB
1766 primOOBsize.X = _size.X;
1767 primOOBsize.Y = _size.Y;
1768 primOOBsize.Z = _size.Z;
1769 primOOBoffset = Vector3.Zero;
1770 }
1771 else
1772 {
1773 d.AABB AABB;
1774 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
1775
1776 primOOBsize.X = (AABB.MaxX - AABB.MinX);
1777 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
1778 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
1779 if (!hasOOBoffsetFromMesh)
1780 {
1781 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
1782 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
1783 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
1784 }
1785 }
1786
1787 // also its own inertia and mass
1788 // keep using basic shape mass for now
1789 volume = CalculatePrimVolume();
1790
1791 primMass = m_density * volume;
1792
1793 if (primMass <= 0)
1794 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1795 if (primMass > _parent_scene.maximumMassObject)
1796 primMass = _parent_scene.maximumMassObject;
1797
1798 _mass = primMass; // just in case
1799
1800 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
1801
1802 d.MassTranslate(ref primdMass,
1803 primOOBoffset.X,
1804 primOOBoffset.Y,
1805 primOOBoffset.Z);
1806
1807 primOOBsize *= 0.5f; // let obb size be a corner coords
1808 primOOBradiusSQ = primOOBsize.LengthSquared();
1809 }
1810
1811
1812 #endregion
1813
1814
1815 /// <summary>
1816 /// Add a child prim to this parent prim.
1817 /// </summary>
1818 /// <param name="prim">Child prim</param>
1819 // I'm the parent
1820 // prim is the child
1821 public void ParentPrim(OdePrim prim)
1822 {
1823 //Console.WriteLine("ParentPrim " + m_primName);
1824 if (this.m_localID != prim.m_localID)
1825 {
1826 DestroyBody(); // for now we need to rebuil entire object on link change
1827
1828 lock (childrenPrim)
1829 {
1830 // adopt the prim
1831 if (!childrenPrim.Contains(prim))
1832 childrenPrim.Add(prim);
1833
1834 // see if this prim has kids and adopt them also
1835 // should not happen for now
1836 foreach (OdePrim prm in prim.childrenPrim)
1837 {
1838 if (!childrenPrim.Contains(prm))
1839 {
1840 if (prm.Body != IntPtr.Zero)
1841 {
1842 if (prm.prim_geom != IntPtr.Zero)
1843 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1844 if (prm.Body != prim.Body)
1845 prm.DestroyBody(); // don't loose bodies around
1846 prm.Body = IntPtr.Zero;
1847 }
1848
1849 childrenPrim.Add(prm);
1850 prm._parent = this;
1851 }
1852 }
1853 }
1854 //Remove old children from the prim
1855 prim.childrenPrim.Clear();
1856
1857 if (prim.Body != IntPtr.Zero)
1858 {
1859 if (prim.prim_geom != IntPtr.Zero)
1860 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
1861 prim.DestroyBody(); // don't loose bodies around
1862 prim.Body = IntPtr.Zero;
1863 }
1864
1865 prim.childPrim = true;
1866 prim._parent = this;
1867
1868 MakeBody(); // full nasty reconstruction
1869 }
1870 }
1871
1872 private void UpdateChildsfromgeom()
1873 {
1874 if (childrenPrim.Count > 0)
1875 {
1876 foreach (OdePrim prm in childrenPrim)
1877 prm.UpdateDataFromGeom();
1878 }
1879 }
1880
1881 private void UpdateDataFromGeom()
1882 {
1883 if (prim_geom != IntPtr.Zero)
1884 {
1885 d.Vector3 lpos;
1886 d.GeomCopyPosition(prim_geom, out lpos);
1887 _position.X = lpos.X;
1888 _position.Y = lpos.Y;
1889 _position.Z = lpos.Z;
1890 d.Quaternion qtmp = new d.Quaternion { };
1891 d.GeomCopyQuaternion(prim_geom, out qtmp);
1892 _orientation.W = qtmp.W;
1893 _orientation.X = qtmp.X;
1894 _orientation.Y = qtmp.Y;
1895 _orientation.Z = qtmp.Z;
1896 }
1897 }
1898
1899 private void ChildDelink(OdePrim odePrim, bool remakebodies)
1900 {
1901 // Okay, we have a delinked child.. destroy all body and remake
1902 if (odePrim != this && !childrenPrim.Contains(odePrim))
1903 return;
1904
1905 DestroyBody();
1906
1907 if (odePrim == this) // delinking the root prim
1908 {
1909 OdePrim newroot = null;
1910 lock (childrenPrim)
1911 {
1912 if (childrenPrim.Count > 0)
1913 {
1914 newroot = childrenPrim[0];
1915 childrenPrim.RemoveAt(0);
1916 foreach (OdePrim prm in childrenPrim)
1917 {
1918 newroot.childrenPrim.Add(prm);
1919 }
1920 childrenPrim.Clear();
1921 }
1922 if (newroot != null)
1923 {
1924 newroot.childPrim = false;
1925 newroot._parent = null;
1926 if (remakebodies)
1927 newroot.MakeBody();
1928 }
1929 }
1930 }
1931
1932 else
1933 {
1934 lock (childrenPrim)
1935 {
1936 childrenPrim.Remove(odePrim);
1937 odePrim.childPrim = false;
1938 odePrim._parent = null;
1939 // odePrim.UpdateDataFromGeom();
1940 if (remakebodies)
1941 odePrim.MakeBody();
1942 }
1943 }
1944 if (remakebodies)
1945 MakeBody();
1946 }
1947
1948 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
1949 {
1950 // Okay, we have a delinked child.. destroy all body and remake
1951 if (odePrim != this && !childrenPrim.Contains(odePrim))
1952 return;
1953
1954 DestroyBody();
1955
1956 if (odePrim == this)
1957 {
1958 OdePrim newroot = null;
1959 lock (childrenPrim)
1960 {
1961 if (childrenPrim.Count > 0)
1962 {
1963 newroot = childrenPrim[0];
1964 childrenPrim.RemoveAt(0);
1965 foreach (OdePrim prm in childrenPrim)
1966 {
1967 newroot.childrenPrim.Add(prm);
1968 }
1969 childrenPrim.Clear();
1970 }
1971 if (newroot != null)
1972 {
1973 newroot.childPrim = false;
1974 newroot._parent = null;
1975 newroot.MakeBody();
1976 }
1977 }
1978 if (reMakeBody)
1979 MakeBody();
1980 return;
1981 }
1982 else
1983 {
1984 lock (childrenPrim)
1985 {
1986 childrenPrim.Remove(odePrim);
1987 odePrim.childPrim = false;
1988 odePrim._parent = null;
1989 if (reMakeBody)
1990 odePrim.MakeBody();
1991 }
1992 }
1993 MakeBody();
1994 }
1995
1996 #region changes
1997
1998 private void changeadd()
1999 {
2000 CreateGeom();
2001
2002 if (prim_geom != IntPtr.Zero)
2003 {
2004 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2005 d.Quaternion myrot = new d.Quaternion();
2006 myrot.X = _orientation.X;
2007 myrot.Y = _orientation.Y;
2008 myrot.Z = _orientation.Z;
2009 myrot.W = _orientation.W;
2010 d.GeomSetQuaternion(prim_geom, ref myrot);
2011 // _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
2012 if (!m_isphysical)
2013 SetInStaticSpace(this);
2014 }
2015
2016 if (m_isphysical && Body == IntPtr.Zero)
2017 {
2018 /*
2019 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2020 {
2021 changeShape(_pbs);
2022 }
2023 else
2024 {
2025 */
2026 MakeBody();
2027 // }
2028 }
2029 }
2030
2031 private void changeAngularLock(Vector3 newLock)
2032 {
2033 // do we have a Physical object?
2034 if (Body != IntPtr.Zero)
2035 {
2036 //Check that we have a Parent
2037 //If we have a parent then we're not authorative here
2038 if (_parent == null)
2039 {
2040 if (!newLock.ApproxEquals(Vector3.One, 0f))
2041 {
2042 createAMotor(newLock);
2043 }
2044 else
2045 {
2046 if (Amotor != IntPtr.Zero)
2047 {
2048 d.JointDestroy(Amotor);
2049 Amotor = IntPtr.Zero;
2050 }
2051 }
2052 }
2053 }
2054 // Store this for later in case we get turned into a separate body
2055 m_angularlock = newLock;
2056 }
2057
2058 private void changeLink(OdePrim NewParent)
2059 {
2060 if (_parent == null && NewParent != null)
2061 {
2062 NewParent.ParentPrim(this);
2063 }
2064 else if (_parent != null)
2065 {
2066 if (_parent is OdePrim)
2067 {
2068 if (NewParent != _parent)
2069 {
2070 (_parent as OdePrim).ChildDelink(this, false); // for now...
2071 childPrim = false;
2072
2073 if (NewParent != null)
2074 {
2075 NewParent.ParentPrim(this);
2076 }
2077 }
2078 }
2079 }
2080 _parent = NewParent;
2081 }
2082
2083
2084 private void Stop()
2085 {
2086 if (!childPrim)
2087 {
2088 m_force = Vector3.Zero;
2089 m_forceacc = Vector3.Zero;
2090 m_angularForceacc = Vector3.Zero;
2091 _torque = Vector3.Zero;
2092 _velocity = Vector3.Zero;
2093 _acceleration = Vector3.Zero;
2094 m_rotationalVelocity = Vector3.Zero;
2095 _target_velocity = Vector3.Zero;
2096 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2097 m_vehicle.Stop();
2098 }
2099
2100 if (Body != IntPtr.Zero)
2101 {
2102 d.BodySetForce(Body, 0f, 0f, 0f);
2103 d.BodySetTorque(Body, 0f, 0f, 0f);
2104 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2105 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2106 }
2107 }
2108
2109 private void changeSelectedStatus(bool newval)
2110 {
2111 if (m_lastdoneSelected == newval)
2112 return;
2113
2114 m_lastdoneSelected = newval;
2115 DoSelectedStatus(newval);
2116 }
2117
2118 private void CheckDelaySelect()
2119 {
2120 if (m_delaySelect)
2121 {
2122 DoSelectedStatus(m_isSelected);
2123 }
2124 }
2125
2126 private void DoSelectedStatus(bool newval)
2127 {
2128 m_isSelected = newval;
2129 Stop();
2130
2131 if (newval)
2132 {
2133 if (!childPrim && Body != IntPtr.Zero)
2134 d.BodyDisable(Body);
2135
2136 if (m_delaySelect)
2137 {
2138 if (!childPrim)
2139 {
2140 foreach (OdePrim prm in childrenPrim)
2141 {
2142 d.GeomDisable(prm.prim_geom);
2143 prm.m_delaySelect = false;
2144 }
2145 }
2146 d.GeomDisable(prim_geom);
2147 m_delaySelect = false;
2148 }
2149 else
2150 {
2151 m_delaySelect = true;
2152 }
2153 }
2154 else
2155 {
2156 if (!childPrim && Body != IntPtr.Zero && !m_disabled)
2157 d.BodyEnable(Body);
2158
2159 if (!childPrim)
2160 {
2161 foreach (OdePrim prm in childrenPrim)
2162 {
2163 if(!prm.m_disabled)
2164 d.GeomEnable(prm.prim_geom);
2165 prm.m_delaySelect = false;
2166 }
2167 }
2168 if(!m_disabled)
2169 d.GeomEnable(prim_geom);
2170
2171 m_delaySelect = false;
2172 }
2173
2174 resetCollisionAccounting();
2175 }
2176
2177 private void changePosition(Vector3 newPos)
2178 {
2179 CheckDelaySelect();
2180 if (m_isphysical)
2181 {
2182 if (childPrim) // inertia is messed, must rebuild
2183 {
2184 if (m_building)
2185 {
2186 _position = newPos;
2187 }
2188 }
2189 else
2190 {
2191 if (_position != newPos)
2192 {
2193 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2194 _position = newPos;
2195 }
2196 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2197 d.BodyEnable(Body);
2198 }
2199 }
2200 else
2201 {
2202 if (prim_geom != IntPtr.Zero)
2203 {
2204 if (newPos != _position)
2205 {
2206 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2207 _position = newPos;
2208
2209 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2210 }
2211 }
2212 }
2213 givefakepos--;
2214 if (givefakepos < 0)
2215 givefakepos = 0;
2216 // changeSelectedStatus();
2217 resetCollisionAccounting();
2218 }
2219
2220 private void changeOrientation(Quaternion newOri)
2221 {
2222 CheckDelaySelect();
2223 if (m_isphysical)
2224 {
2225 if (childPrim) // inertia is messed, must rebuild
2226 {
2227 if (m_building)
2228 {
2229 _orientation = newOri;
2230 }
2231 }
2232 else
2233 {
2234 if (newOri != _orientation)
2235 {
2236 d.Quaternion myrot = new d.Quaternion();
2237 myrot.X = newOri.X;
2238 myrot.Y = newOri.Y;
2239 myrot.Z = newOri.Z;
2240 myrot.W = newOri.W;
2241 d.GeomSetQuaternion(prim_geom, ref myrot);
2242 _orientation = newOri;
2243 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2244 createAMotor(m_angularlock);
2245 }
2246 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2247 d.BodyEnable(Body);
2248 }
2249 }
2250 else
2251 {
2252 if (prim_geom != IntPtr.Zero)
2253 {
2254 if (newOri != _orientation)
2255 {
2256 d.Quaternion myrot = new d.Quaternion();
2257 myrot.X = newOri.X;
2258 myrot.Y = newOri.Y;
2259 myrot.Z = newOri.Z;
2260 myrot.W = newOri.W;
2261 d.GeomSetQuaternion(prim_geom, ref myrot);
2262 _orientation = newOri;
2263 }
2264 }
2265 }
2266 givefakeori--;
2267 if (givefakeori < 0)
2268 givefakeori = 0;
2269 resetCollisionAccounting();
2270 }
2271
2272 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2273 {
2274 CheckDelaySelect();
2275 if (m_isphysical)
2276 {
2277 if (childPrim && m_building) // inertia is messed, must rebuild
2278 {
2279 _position = newPos;
2280 _orientation = newOri;
2281 }
2282 else
2283 {
2284 if (newOri != _orientation)
2285 {
2286 d.Quaternion myrot = new d.Quaternion();
2287 myrot.X = newOri.X;
2288 myrot.Y = newOri.Y;
2289 myrot.Z = newOri.Z;
2290 myrot.W = newOri.W;
2291 d.GeomSetQuaternion(prim_geom, ref myrot);
2292 _orientation = newOri;
2293 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2294 createAMotor(m_angularlock);
2295 }
2296 if (_position != newPos)
2297 {
2298 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2299 _position = newPos;
2300 }
2301 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2302 d.BodyEnable(Body);
2303 }
2304 }
2305 else
2306 {
2307 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2308 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2309
2310 if (prim_geom != IntPtr.Zero)
2311 {
2312 if (newOri != _orientation)
2313 {
2314 d.Quaternion myrot = new d.Quaternion();
2315 myrot.X = newOri.X;
2316 myrot.Y = newOri.Y;
2317 myrot.Z = newOri.Z;
2318 myrot.W = newOri.W;
2319 d.GeomSetQuaternion(prim_geom, ref myrot);
2320 _orientation = newOri;
2321 }
2322
2323 if (newPos != _position)
2324 {
2325 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2326 _position = newPos;
2327
2328 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2329 }
2330 }
2331 }
2332 givefakepos--;
2333 if (givefakepos < 0)
2334 givefakepos = 0;
2335 givefakeori--;
2336 if (givefakeori < 0)
2337 givefakeori = 0;
2338
2339 resetCollisionAccounting();
2340 }
2341
2342
2343 private void changeDisable(bool disable)
2344 {
2345 if (disable)
2346 {
2347 if (!m_disabled)
2348 disableBodySoft();
2349 }
2350 else
2351 {
2352 if (m_disabled)
2353 enableBodySoft();
2354 }
2355 }
2356
2357 private void changePhysicsStatus(bool NewStatus)
2358 {
2359 CheckDelaySelect();
2360
2361 m_isphysical = NewStatus;
2362
2363 if (!childPrim)
2364 {
2365 if (NewStatus)
2366 {
2367 if (Body == IntPtr.Zero)
2368 {
2369 /*
2370 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2371 {
2372 changeShape(_pbs);
2373 }
2374 else
2375 */
2376 {
2377 MakeBody();
2378 }
2379 }
2380 }
2381 else
2382 {
2383 if (Body != IntPtr.Zero)
2384 {
2385 // UpdateChildsfromgeom();
2386 /* if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2387 {
2388 changeShape(_pbs);
2389 }
2390 else
2391 */
2392 DestroyBody();
2393 Stop();
2394 }
2395 }
2396 }
2397
2398 resetCollisionAccounting();
2399 }
2400
2401 private void changeprimsizeshape()
2402 {
2403 CheckDelaySelect();
2404
2405 OdePrim parent = (OdePrim)_parent;
2406
2407 bool chp = childPrim;
2408
2409 if (chp)
2410 {
2411 if (parent != null)
2412 {
2413 parent.DestroyBody();
2414 }
2415 }
2416 else
2417 {
2418 DestroyBody();
2419 }
2420
2421 RemoveGeom();
2422
2423 // we don't need to do space calculation because the client sends a position update also.
2424 if (_size.X <= 0)
2425 _size.X = 0.01f;
2426 if (_size.Y <= 0)
2427 _size.Y = 0.01f;
2428 if (_size.Z <= 0)
2429 _size.Z = 0.01f;
2430 // Construction of new prim
2431
2432 CreateGeom();
2433
2434 if (prim_geom != IntPtr.Zero)
2435 {
2436 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2437 d.Quaternion myrot = new d.Quaternion();
2438 myrot.X = _orientation.X;
2439 myrot.Y = _orientation.Y;
2440 myrot.Z = _orientation.Z;
2441 myrot.W = _orientation.W;
2442 d.GeomSetQuaternion(prim_geom, ref myrot);
2443 }
2444
2445 if (chp)
2446 {
2447 if (parent != null)
2448 {
2449 parent.MakeBody();
2450 }
2451 }
2452 else
2453 MakeBody();
2454
2455 resetCollisionAccounting();
2456 }
2457
2458 private void changeSize(Vector3 newSize)
2459 {
2460 _size = newSize;
2461 changeprimsizeshape();
2462 }
2463
2464 private void changeShape(PrimitiveBaseShape newShape)
2465 {
2466 _pbs = newShape;
2467 changeprimsizeshape();
2468 }
2469
2470 private void changeFloatOnWater(bool newval)
2471 {
2472 m_collidesWater = newval;
2473
2474 if (prim_geom != IntPtr.Zero)
2475 {
2476 if (m_collidesWater)
2477 {
2478 m_collisionFlags |= CollisionCategories.Water;
2479 }
2480 else
2481 {
2482 m_collisionFlags &= ~CollisionCategories.Water;
2483 }
2484 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2485 }
2486 }
2487
2488 private void changeSetTorque(Vector3 newtorque)
2489 {
2490 if (!m_isSelected)
2491 {
2492 if (m_isphysical && Body != IntPtr.Zero)
2493 {
2494 if (m_disabled)
2495 enableBodySoft();
2496 else if (!d.BodyIsEnabled(Body))
2497 d.BodyEnable(Body);
2498
2499 }
2500 _torque = newtorque;
2501 }
2502 }
2503
2504 private void changeForce(Vector3 force)
2505 {
2506 m_force = force;
2507 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2508 d.BodyEnable(Body);
2509 }
2510
2511 private void changeAddForce(Vector3 force)
2512 {
2513 m_forceacc += force;
2514 if (!m_isSelected)
2515 {
2516 lock (this)
2517 {
2518 //m_log.Info("[PHYSICS]: dequeing forcelist");
2519 if (m_isphysical && Body != IntPtr.Zero)
2520 {
2521 if (m_disabled)
2522 enableBodySoft();
2523 else if (!d.BodyIsEnabled(Body))
2524 d.BodyEnable(Body);
2525 }
2526 }
2527
2528 m_collisionscore = 0;
2529 }
2530 }
2531
2532 private void changeAddAngularForce(Vector3 aforce)
2533 {
2534 m_angularForceacc += aforce;
2535 if (!m_isSelected)
2536 {
2537 lock (this)
2538 {
2539 if (m_isphysical && Body != IntPtr.Zero)
2540 {
2541 if (m_disabled)
2542 enableBodySoft();
2543 else if (!d.BodyIsEnabled(Body))
2544 d.BodyEnable(Body);
2545 }
2546 }
2547 m_collisionscore = 0;
2548 }
2549 }
2550
2551 private void changevelocity(Vector3 newVel)
2552 {
2553 if (!m_isSelected)
2554 {
2555 if (Body != IntPtr.Zero)
2556 {
2557 if (m_disabled)
2558 enableBodySoft();
2559 else if (!d.BodyIsEnabled(Body))
2560 d.BodyEnable(Body);
2561
2562 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
2563 }
2564 //resetCollisionAccounting();
2565 }
2566 _velocity = newVel;
2567 }
2568
2569 private void changeVolumedetetion(bool newVolDtc)
2570 {
2571 m_isVolumeDetect = newVolDtc;
2572 }
2573
2574 protected void changeBuilding(bool newbuilding)
2575 {
2576 if ((bool)newbuilding)
2577 {
2578 m_building = true;
2579 DestroyBody();
2580 }
2581 else
2582 {
2583 m_building = false;
2584 CheckDelaySelect();
2585 if (!childPrim)
2586 MakeBody();
2587 }
2588 if (!childPrim && childrenPrim.Count > 0)
2589 {
2590 foreach (OdePrim prm in childrenPrim)
2591 prm.changeBuilding(m_building); // call directly
2592 }
2593 }
2594
2595 public void changeSetVehicle(VehicleData vdata)
2596 {
2597 if (m_vehicle == null)
2598 m_vehicle = new ODEDynamics(this);
2599 m_vehicle.DoSetVehicle(vdata);
2600 }
2601 private void changeVehicleType(int value)
2602 {
2603 if (value == (int)Vehicle.TYPE_NONE)
2604 {
2605 if (m_vehicle != null)
2606 m_vehicle = null;
2607 }
2608 else
2609 {
2610 if (m_vehicle == null)
2611 m_vehicle = new ODEDynamics(this);
2612
2613 m_vehicle.ProcessTypeChange((Vehicle)value);
2614 }
2615 }
2616
2617 private void changeVehicleFloatParam(strVehicleFloatParam fp)
2618 {
2619 if (m_vehicle == null)
2620 return;
2621
2622 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
2623 }
2624
2625 private void changeVehicleVectorParam(strVehicleVectorParam vp)
2626 {
2627 if (m_vehicle == null)
2628 return;
2629 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
2630 }
2631
2632 private void changeVehicleRotationParam(strVehicleQuatParam qp)
2633 {
2634 if (m_vehicle == null)
2635 return;
2636 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
2637 }
2638
2639 private void changeVehicleFlags(strVehicleBoolParam bp)
2640 {
2641 if (m_vehicle == null)
2642 return;
2643 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
2644 }
2645
2646 #endregion
2647
2648 public void Move()
2649 {
2650 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
2651 !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building) // KF: Only move root prims.
2652 {
2653 // if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
2654
2655 float timestep = _parent_scene.ODE_STEPSIZE;
2656
2657 float fx = 0;
2658 float fy = 0;
2659 float fz = 0;
2660
2661 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2662 {
2663 // 'VEHICLES' are dealt with in ODEDynamics.cs
2664 m_vehicle.Step();
2665 }
2666 else
2667 {
2668 float m_mass = _mass;
2669
2670 // fz = 0f;
2671 //m_log.Info(m_collisionFlags.ToString());
2672 if (m_usePID)
2673 {
2674
2675 // If the PID Controller isn't active then we set our force
2676 // calculating base velocity to the current position
2677
2678 if ((m_PIDTau < 1) && (m_PIDTau != 0))
2679 {
2680 //PID_G = PID_G / m_PIDTau;
2681 m_PIDTau = 1;
2682 }
2683
2684 if ((PID_G - m_PIDTau) <= 0)
2685 {
2686 PID_G = m_PIDTau + 1;
2687 }
2688
2689 d.Vector3 vel = d.BodyGetLinearVel(Body);
2690 d.Vector3 pos = d.BodyGetPosition(Body);
2691 _target_velocity =
2692 new Vector3(
2693 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
2694 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
2695 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
2696 );
2697
2698 // if velocity is zero, use position control; otherwise, velocity control
2699
2700 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
2701 {
2702 // keep track of where we stopped. No more slippin' & slidin'
2703
2704 // We only want to deactivate the PID Controller if we think we want to have our surrogate
2705 // react to the physics scene by moving it's position.
2706 // Avatar to Avatar collisions
2707 // Prim to avatar collisions
2708
2709 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
2710 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
2711 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
2712 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
2713 d.BodySetLinearVel(Body, 0, 0, 0);
2714 d.BodyAddForce(Body, 0, 0, fz);
2715 return;
2716 }
2717 else
2718 {
2719 _zeroFlag = false;
2720
2721 // We're flying and colliding with something
2722 fx = ((_target_velocity.X) - vel.X) * (PID_D);
2723 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
2724
2725 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
2726
2727 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
2728 }
2729 } // end if (m_usePID)
2730
2731 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
2732 else if (m_useHoverPID)
2733 {
2734 //Console.WriteLine("Hover " + Name);
2735
2736 // If we're using the PID controller, then we have no gravity
2737
2738 // no lock; for now it's only called from within Simulate()
2739
2740 // If the PID Controller isn't active then we set our force
2741 // calculating base velocity to the current position
2742
2743 if ((m_PIDTau < 1))
2744 {
2745 PID_G = PID_G / m_PIDTau;
2746 }
2747
2748 if ((PID_G - m_PIDTau) <= 0)
2749 {
2750 PID_G = m_PIDTau + 1;
2751 }
2752
2753 // Where are we, and where are we headed?
2754 d.Vector3 pos = d.BodyGetPosition(Body);
2755 d.Vector3 vel = d.BodyGetLinearVel(Body);
2756
2757 // Non-Vehicles have a limited set of Hover options.
2758 // determine what our target height really is based on HoverType
2759 switch (m_PIDHoverType)
2760 {
2761 case PIDHoverType.Ground:
2762 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
2763 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
2764 break;
2765 case PIDHoverType.GroundAndWater:
2766 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
2767 m_waterHeight = _parent_scene.GetWaterLevel();
2768 if (m_groundHeight > m_waterHeight)
2769 {
2770 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
2771 }
2772 else
2773 {
2774 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
2775 }
2776 break;
2777
2778 } // end switch (m_PIDHoverType)
2779
2780
2781 _target_velocity =
2782 new Vector3(0.0f, 0.0f,
2783 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
2784 );
2785
2786 // if velocity is zero, use position control; otherwise, velocity control
2787
2788 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
2789 {
2790 // keep track of where we stopped. No more slippin' & slidin'
2791
2792 // We only want to deactivate the PID Controller if we think we want to have our surrogate
2793 // react to the physics scene by moving it's position.
2794 // Avatar to Avatar collisions
2795 // Prim to avatar collisions
2796
2797 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
2798 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
2799 // ? d.BodyAddForce(Body, 0, 0, fz);
2800 return;
2801 }
2802 else
2803 {
2804 _zeroFlag = false;
2805
2806 // We're flying and colliding with something
2807 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
2808 }
2809 }
2810 else
2811 {
2812 float b = (1.0f - m_buoyancy);
2813 fx = _parent_scene.gravityx * b;
2814 fy = _parent_scene.gravityy * b;
2815 fz = _parent_scene.gravityz * b;
2816 }
2817
2818 fx *= m_mass;
2819 fy *= m_mass;
2820 fz *= m_mass;
2821
2822 // constant force
2823 fx += m_force.X;
2824 fy += m_force.Y;
2825 fz += m_force.Z;
2826
2827 fx += m_forceacc.X;
2828 fy += m_forceacc.Y;
2829 fz += m_forceacc.Z;
2830
2831 m_forceacc = Vector3.Zero;
2832
2833 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
2834 if (fx != 0 || fy != 0 || fz != 0)
2835 {
2836 d.BodyAddForce(Body, fx, fy, fz);
2837 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
2838 }
2839
2840 Vector3 trq;
2841
2842 trq = _torque;
2843 trq += m_angularForceacc;
2844 m_angularForceacc = Vector3.Zero;
2845 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
2846 {
2847 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
2848 }
2849
2850 }
2851 }
2852 else
2853 { // is not physical, or is not a body or is selected
2854 // _zeroPosition = d.BodyGetPosition(Body);
2855 return;
2856 //Console.WriteLine("Nothing " + Name);
2857
2858 }
2859 }
2860
2861
2862 public void UpdatePositionAndVelocity(float simulatedtime)
2863 {
2864 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
2865 if (_parent == null && !m_disabled && !m_building)
2866 {
2867 if (Body != IntPtr.Zero)
2868 {
2869 Vector3 pv = Vector3.Zero;
2870 bool lastZeroFlag = _zeroFlag;
2871
2872 d.Vector3 lpos;
2873 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
2874
2875 // we need to use root position since that's all the rest of scene uses
2876 if (lpos.X < 0f || lpos.X > _parent_scene.WorldExtents.X
2877 || lpos.Y < 0f || lpos.Y > _parent_scene.WorldExtents.Y
2878 )
2879 {
2880 // we are outside current region
2881 // we can't let it keeping moving and having colisions
2882 // since it can be stucked between something like terrain and edge
2883 // so lets stop and disable it until something else kicks it
2884
2885 _position.X = Util.Clip(lpos.X, -0.2f, _parent_scene.WorldExtents.X + 0.2f);
2886 _position.Y = Util.Clip(lpos.Y, -0.2f, _parent_scene.WorldExtents.Y + 0.2f);
2887 _position.Z = Util.Clip(lpos.Z, -100f, 50000f);
2888
2889 m_lastposition = _position;
2890// m_lastorientation = _orientation;
2891
2892 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2893// d.BodySetAngularVel(Body, 0, 0, 0);
2894 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2895 disableBodySoft(); // stop collisions
2896 m_outbounds = true;
2897 base.RequestPhysicsterseUpdate();
2898 return;
2899 }
2900
2901 if (lpos.Z < -100 || lpos.Z > 100000f)
2902 {
2903 lpos.Z = Util.Clip(lpos.Z, -100f, 50000f);
2904
2905 _acceleration.X = 0;
2906 _acceleration.Y = 0;
2907 _acceleration.Z = 0;
2908
2909 _velocity.X = 0;
2910 _velocity.Y = 0;
2911 _velocity.Z = 0;
2912 m_rotationalVelocity.X = 0;
2913 m_rotationalVelocity.Y = 0;
2914 m_rotationalVelocity.Z = 0;
2915
2916 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2917 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
2918 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
2919 m_lastposition = _position;
2920 m_lastorientation = _orientation;
2921
2922 base.RequestPhysicsterseUpdate();
2923
2924 m_throttleUpdates = false;
2925 throttleCounter = 0;
2926 _zeroFlag = true;
2927
2928 disableBodySoft(); // disable it and colisions
2929 base.RaiseOutOfBounds(_position);
2930
2931 return;
2932 }
2933
2934 d.Quaternion ori;
2935 d.GeomCopyQuaternion(prim_geom, out ori);
2936 d.Vector3 vel = d.BodyGetLinearVel(Body);
2937 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
2938
2939 if ((Math.Abs(m_lastposition.X - lpos.X) < 0.01)
2940 && (Math.Abs(m_lastposition.Y - lpos.Y) < 0.01)
2941 && (Math.Abs(m_lastposition.Z - lpos.Z) < 0.01)
2942 && (Math.Abs(m_lastorientation.X - ori.X) < 0.0001)
2943 && (Math.Abs(m_lastorientation.Y - ori.Y) < 0.0001)
2944 && (Math.Abs(m_lastorientation.Z - ori.Z) < 0.0001)
2945 )
2946 {
2947 _zeroFlag = true;
2948 //Console.WriteLine("ZFT 2");
2949 m_throttleUpdates = false;
2950 }
2951 else
2952 {
2953 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
2954 _zeroFlag = false;
2955 m_lastUpdateSent = false;
2956 //m_throttleUpdates = false;
2957 }
2958
2959 if (_zeroFlag)
2960 {
2961 m_lastposition = _position;
2962 m_lastorientation = _orientation;
2963
2964 _velocity.X = 0.0f;
2965 _velocity.Y = 0.0f;
2966 _velocity.Z = 0.0f;
2967
2968 _acceleration.X = 0;
2969 _acceleration.Y = 0;
2970 _acceleration.Z = 0;
2971
2972 m_rotationalVelocity.X = 0;
2973 m_rotationalVelocity.Y = 0;
2974 m_rotationalVelocity.Z = 0;
2975 if (!m_lastUpdateSent)
2976 {
2977 m_throttleUpdates = false;
2978 throttleCounter = 0;
2979 m_rotationalVelocity = pv;
2980
2981 base.RequestPhysicsterseUpdate();
2982
2983 m_lastUpdateSent = true;
2984 }
2985 }
2986 else
2987 {
2988 if (lastZeroFlag != _zeroFlag)
2989 {
2990 base.RequestPhysicsterseUpdate();
2991 }
2992
2993 m_lastVelocity = _velocity;
2994
2995 _position.X = lpos.X;
2996 _position.Y = lpos.Y;
2997 _position.Z = lpos.Z;
2998
2999 _velocity.X = vel.X;
3000 _velocity.Y = vel.Y;
3001 _velocity.Z = vel.Z;
3002
3003 _orientation.X = ori.X;
3004 _orientation.Y = ori.Y;
3005 _orientation.Z = ori.Z;
3006 _orientation.W = ori.W;
3007
3008 _acceleration = ((_velocity - m_lastVelocity) / simulatedtime);
3009
3010 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
3011 {
3012 m_rotationalVelocity = pv;
3013 }
3014 else
3015 {
3016 m_rotationalVelocity.X = rotvel.X;
3017 m_rotationalVelocity.Y = rotvel.Y;
3018 m_rotationalVelocity.Z = rotvel.Z;
3019 }
3020
3021 m_lastUpdateSent = false;
3022 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3023 {
3024 m_lastposition = _position;
3025 m_lastorientation = _orientation;
3026 base.RequestPhysicsterseUpdate();
3027 }
3028 else
3029 {
3030 throttleCounter++;
3031 }
3032 }
3033 }
3034 else if (!m_lastUpdateSent || !_zeroFlag)
3035 {
3036 // Not a body.. so Make sure the client isn't interpolating
3037 _velocity.X = 0;
3038 _velocity.Y = 0;
3039 _velocity.Z = 0;
3040
3041 _acceleration.X = 0;
3042 _acceleration.Y = 0;
3043 _acceleration.Z = 0;
3044
3045 m_rotationalVelocity.X = 0;
3046 m_rotationalVelocity.Y = 0;
3047 m_rotationalVelocity.Z = 0;
3048 _zeroFlag = true;
3049
3050 if (!m_lastUpdateSent)
3051 {
3052 m_throttleUpdates = false;
3053 throttleCounter = 0;
3054
3055 base.RequestPhysicsterseUpdate();
3056
3057 m_lastUpdateSent = true;
3058 }
3059 }
3060 }
3061 }
3062
3063 internal static bool QuaternionIsFinite(Quaternion q)
3064 {
3065 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3066 return false;
3067 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3068 return false;
3069 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3070 return false;
3071 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3072 return false;
3073 return true;
3074 }
3075
3076 internal static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3077 {
3078 dst.c.W = src.c.W;
3079 dst.c.X = src.c.X;
3080 dst.c.Y = src.c.Y;
3081 dst.c.Z = src.c.Z;
3082 dst.mass = src.mass;
3083 dst.I.M00 = src.I.M00;
3084 dst.I.M01 = src.I.M01;
3085 dst.I.M02 = src.I.M02;
3086 dst.I.M10 = src.I.M10;
3087 dst.I.M11 = src.I.M11;
3088 dst.I.M12 = src.I.M12;
3089 dst.I.M20 = src.I.M20;
3090 dst.I.M21 = src.I.M21;
3091 dst.I.M22 = src.I.M22;
3092 }
3093
3094 private static void DMassDup(ref d.Mass src, out d.Mass dst)
3095 {
3096 dst = new d.Mass { };
3097
3098 dst.c.W = src.c.W;
3099 dst.c.X = src.c.X;
3100 dst.c.Y = src.c.Y;
3101 dst.c.Z = src.c.Z;
3102 dst.mass = src.mass;
3103 dst.I.M00 = src.I.M00;
3104 dst.I.M01 = src.I.M01;
3105 dst.I.M02 = src.I.M02;
3106 dst.I.M10 = src.I.M10;
3107 dst.I.M11 = src.I.M11;
3108 dst.I.M12 = src.I.M12;
3109 dst.I.M20 = src.I.M20;
3110 dst.I.M21 = src.I.M21;
3111 dst.I.M22 = src.I.M22;
3112 }
3113 private void donullchange()
3114 {
3115 }
3116
3117 public bool DoAChange(changes what, object arg)
3118 {
3119 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3120 {
3121 return false;
3122 }
3123
3124 // nasty switch
3125 switch (what)
3126 {
3127 case changes.Add:
3128 changeadd();
3129 break;
3130 case changes.Remove:
3131 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3132 //When we return true, it destroys all of the prims in the linkset anyway
3133 if (_parent != null)
3134 {
3135 OdePrim parent = (OdePrim)_parent;
3136 parent.ChildRemove(this, false);
3137 }
3138 else
3139 ChildRemove(this, false);
3140
3141 m_vehicle = null;
3142 RemoveGeom();
3143 m_targetSpace = IntPtr.Zero;
3144 if (m_eventsubscription > 0)
3145 UnSubscribeEvents();
3146 return true;
3147
3148 case changes.Link:
3149 OdePrim tmp = (OdePrim)arg;
3150 changeLink(tmp);
3151 break;
3152
3153 case changes.DeLink:
3154 changeLink(null);
3155 break;
3156
3157 case changes.Position:
3158 changePosition((Vector3)arg);
3159 break;
3160
3161 case changes.Orientation:
3162 changeOrientation((Quaternion)arg);
3163 break;
3164
3165 case changes.PosOffset:
3166 donullchange();
3167 break;
3168
3169 case changes.OriOffset:
3170 donullchange();
3171 break;
3172
3173 case changes.Velocity:
3174 changevelocity((Vector3)arg);
3175 break;
3176
3177 // case changes.Acceleration:
3178 // changeacceleration((Vector3)arg);
3179 // break;
3180 // case changes.AngVelocity:
3181 // changeangvelocity((Vector3)arg);
3182 // break;
3183
3184 case changes.Force:
3185 changeForce((Vector3)arg);
3186 break;
3187
3188 case changes.Torque:
3189 changeSetTorque((Vector3)arg);
3190 break;
3191
3192 case changes.AddForce:
3193 changeAddForce((Vector3)arg);
3194 break;
3195
3196 case changes.AddAngForce:
3197 changeAddAngularForce((Vector3)arg);
3198 break;
3199
3200 case changes.AngLock:
3201 changeAngularLock((Vector3)arg);
3202 break;
3203
3204 case changes.Size:
3205 changeSize((Vector3)arg);
3206 break;
3207
3208 case changes.Shape:
3209 changeShape((PrimitiveBaseShape)arg);
3210 break;
3211
3212 case changes.CollidesWater:
3213 changeFloatOnWater((bool)arg);
3214 break;
3215
3216 case changes.VolumeDtc:
3217 changeVolumedetetion((bool)arg);
3218 break;
3219
3220 case changes.Physical:
3221 changePhysicsStatus((bool)arg);
3222 break;
3223
3224 case changes.Selected:
3225 changeSelectedStatus((bool)arg);
3226 break;
3227
3228 case changes.disabled:
3229 changeDisable((bool)arg);
3230 break;
3231
3232 case changes.building:
3233 changeBuilding((bool)arg);
3234 break;
3235
3236 case changes.VehicleType:
3237 changeVehicleType((int)arg);
3238 break;
3239
3240 case changes.VehicleFlags:
3241 changeVehicleFlags((strVehicleBoolParam) arg);
3242 break;
3243
3244 case changes.VehicleFloatParam:
3245 changeVehicleFloatParam((strVehicleFloatParam) arg);
3246 break;
3247
3248 case changes.VehicleVectorParam:
3249 changeVehicleVectorParam((strVehicleVectorParam) arg);
3250 break;
3251
3252 case changes.VehicleRotationParam:
3253 changeVehicleRotationParam((strVehicleQuatParam) arg);
3254 break;
3255
3256 case changes.SetVehicle:
3257 changeSetVehicle((VehicleData) arg);
3258 break;
3259 case changes.Null:
3260 donullchange();
3261 break;
3262
3263 default:
3264 donullchange();
3265 break;
3266 }
3267 return false;
3268 }
3269
3270 public void AddChange(changes what, object arg)
3271 {
3272 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3273 }
3274
3275
3276 private struct strVehicleBoolParam
3277 {
3278 public int param;
3279 public bool value;
3280 }
3281
3282 private struct strVehicleFloatParam
3283 {
3284 public int param;
3285 public float value;
3286 }
3287
3288 private struct strVehicleQuatParam
3289 {
3290 public int param;
3291 public Quaternion value;
3292 }
3293
3294 private struct strVehicleVectorParam
3295 {
3296 public int param;
3297 public Vector3 value;
3298 }
3299 }
3300} \ 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..215d47a
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
@@ -0,0 +1,86 @@
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 (d.InitODE2(0) != 0)
56 {
57 if (d.AllocateODEDataForThread(~0U) == 0)
58 {
59 d.CloseODE();
60 return false;
61 }
62 return true;
63 }
64 return false;
65 }
66
67 public PhysicsScene GetScene(String sceneIdentifier)
68 {
69 if (m_scene == null)
70 {
71 m_scene = new OdeScene(sceneIdentifier);
72 }
73 return (m_scene);
74 }
75
76 public string GetName()
77 {
78 return ("UbitODE");
79 }
80
81 public void Dispose()
82 {
83 d.CloseODE();
84 }
85 }
86} \ 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..6e4c373
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2272 @@
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 frictionScale = 1.0f;
167
168 float frictionMovementMult = 0.3f;
169
170 float TerrainBounce = 0.1f;
171 float TerrainFriction = 0.1f;
172
173 public float AvatarBounce = 0.3f;
174 public float AvatarFriction = 0;// 0.9f * 0.5f;
175
176 private const uint m_regionWidth = Constants.RegionSize;
177 private const uint m_regionHeight = Constants.RegionSize;
178
179 public float ODE_STEPSIZE = 0.020f;
180 private float metersInSpace = 25.6f;
181 private float m_timeDilation = 1.0f;
182
183 public float gravityx = 0f;
184 public float gravityy = 0f;
185 public float gravityz = -9.8f;
186
187 private float waterlevel = 0f;
188 private int framecount = 0;
189
190 internal IntPtr WaterGeom;
191
192 public float avPIDD = 3200f; // make it visible
193 public float avPIDP = 1400f; // make it visible
194 private float avCapRadius = 0.37f;
195 private float avDensity = 3f;
196 private float avMovementDivisorWalk = 1.3f;
197 private float avMovementDivisorRun = 0.8f;
198 private float minimumGroundFlightOffset = 3f;
199 public float maximumMassObject = 10000.01f;
200
201 public bool meshSculptedPrim = true;
202 public bool forceSimplePrimMeshing = false;
203
204 public float meshSculptLOD = 32;
205 public float MeshSculptphysicalLOD = 16;
206
207 public float geomDefaultDensity = 10.000006836f;
208
209 public int geomContactPointsStartthrottle = 3;
210 public int geomUpdatesPerThrottledUpdate = 15;
211
212 public float bodyPIDD = 35f;
213 public float bodyPIDG = 25;
214
215 public int geomCrossingFailuresBeforeOutofbounds = 6;
216
217 public int bodyFramesAutoDisable = 20;
218
219 private float[] _watermap;
220 private bool m_filterCollisions = true;
221
222 private d.NearCallback nearCallback;
223
224 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
225 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
226 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
227
228 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
229
230 /// <summary>
231 /// A list of actors that should receive collision events.
232 /// </summary>
233 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
234
235 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
236 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
237 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
238
239 private float contactsurfacelayer = 0.002f;
240
241 private int contactsPerCollision = 80;
242 internal IntPtr ContactgeomsArray = IntPtr.Zero;
243 private IntPtr GlobalContactsArray = IntPtr.Zero;
244
245 const int maxContactsbeforedeath = 4000;
246 private volatile int m_global_contactcount = 0;
247
248
249 private readonly IntPtr contactgroup;
250
251 public ContactData[] m_materialContactsData = new ContactData[8];
252
253 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
254 private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
255 private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
256
257 private int m_physicsiterations = 10;
258 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
259 private readonly PhysicsActor PANull = new NullPhysicsActor();
260 private float step_time = 0.0f;
261
262 public IntPtr world;
263
264 private uint obj2LocalID = 0;
265 private OdeCharacter cc1;
266 private OdePrim cp1;
267 private OdeCharacter cc2;
268 private OdePrim cp2;
269
270 // split the spaces acording to contents type
271 // ActiveSpace contains characters and active prims
272 // StaticSpace contains land and other that is mostly static in enviroment
273 // this can contain subspaces, like the grid in staticspace
274 // as now space only contains this 2 top spaces
275
276 public IntPtr TopSpace; // the global space
277 public IntPtr ActiveSpace; // space for active prims
278 public IntPtr StaticSpace; // space for the static things around
279
280 // some speedup variables
281 private int spaceGridMaxX;
282 private int spaceGridMaxY;
283 private float spacesPerMeter;
284
285 // split static geometry collision into a grid as before
286 private IntPtr[,] staticPrimspace;
287
288 private Object OdeLock;
289 private static Object SimulationLock;
290
291 public IMesher mesher;
292
293 private IConfigSource m_config;
294
295 public bool physics_logging = false;
296 public int physics_logging_interval = 0;
297 public bool physics_logging_append_existing_logfile = false;
298
299 private Vector3 m_worldOffset = Vector3.Zero;
300 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
301 private PhysicsScene m_parentScene = null;
302
303 private ODERayCastRequestManager m_rayCastManager;
304
305
306/* maybe needed if ode uses tls
307 private void checkThread()
308 {
309
310 int th = Thread.CurrentThread.ManagedThreadId;
311 if(th != threadid)
312 {
313 threadid = th;
314 d.AllocateODEDataForThread(~0U);
315 }
316 }
317 */
318 /// <summary>
319 /// Initiailizes the scene
320 /// Sets many properties that ODE requires to be stable
321 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
322 /// </summary>
323 public OdeScene(string sceneIdentifier)
324 {
325 m_log
326 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
327
328// checkThread();
329 Name = sceneIdentifier;
330
331 OdeLock = new Object();
332 SimulationLock = new Object();
333
334 nearCallback = near;
335
336 m_rayCastManager = new ODERayCastRequestManager(this);
337 lock (OdeLock)
338 {
339 // Create the world and the first space
340 try
341 {
342 world = d.WorldCreate();
343 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
344
345 // now the major subspaces
346 ActiveSpace = d.HashSpaceCreate(TopSpace);
347 StaticSpace = d.HashSpaceCreate(TopSpace);
348 }
349 catch
350 {
351 // i must RtC#FM
352 }
353
354 d.HashSpaceSetLevels(TopSpace, -2, 8); // cell sizes from .25 to 256 ?? need check what this really does
355 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
356 d.HashSpaceSetLevels(StaticSpace, -2, 8);
357
358 // demote to second level
359 d.SpaceSetSublevel(ActiveSpace, 1);
360 d.SpaceSetSublevel(StaticSpace, 1);
361
362 contactgroup = d.JointGroupCreate(0);
363 //contactgroup
364
365 d.WorldSetAutoDisableFlag(world, false);
366 }
367
368 _watermap = new float[258 * 258];
369 }
370
371 // Initialize the mesh plugin
372// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
373 public override void Initialise(IMesher meshmerizer, IConfigSource config)
374 {
375// checkThread();
376 mesher = meshmerizer;
377 m_config = config;
378
379// m_log.WarnFormat("ODE configuration: {0}", d.GetConfiguration("ODE"));
380 /*
381 if (region != null)
382 {
383 WorldExtents.X = region.RegionSizeX;
384 WorldExtents.Y = region.RegionSizeY;
385 }
386 */
387
388 // Defaults
389
390 avPIDD = 2200.0f;
391 avPIDP = 900.0f;
392
393 int contactsPerCollision = 80;
394
395 if (m_config != null)
396 {
397 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
398 if (physicsconfig != null)
399 {
400 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
401 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
402 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
403
404 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
405
406 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
407
408 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
409 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
410
411 avDensity = physicsconfig.GetFloat("av_density", avDensity);
412 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
413 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
414 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
415
416 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
417
418 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
419 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
420 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
421
422 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
423 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
424
425 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
426 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
427
428 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
429 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
430 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
431 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
432 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
433
434 if (Environment.OSVersion.Platform == PlatformID.Unix)
435 {
436 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
437 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
438 }
439 else
440 {
441 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
442 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
443 }
444
445 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
446 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
447 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
448
449 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
450 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
451 }
452 }
453
454 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
455 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
456
457 m_materialContactsData[(int)Material.Stone].mu = frictionScale * 0.8f;
458 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
459
460 m_materialContactsData[(int)Material.Metal].mu = frictionScale * 0.3f;
461 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
462
463 m_materialContactsData[(int)Material.Glass].mu = frictionScale * 0.2f;
464 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
465
466 m_materialContactsData[(int)Material.Wood].mu = frictionScale * 0.6f;
467 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
468
469 m_materialContactsData[(int)Material.Flesh].mu = frictionScale * 0.9f;
470 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
471
472 m_materialContactsData[(int)Material.Plastic].mu = frictionScale * 0.4f;
473 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
474
475 m_materialContactsData[(int)Material.Rubber].mu = frictionScale * 0.9f;
476 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
477
478 m_materialContactsData[(int)Material.light].mu = 0.0f;
479 m_materialContactsData[(int)Material.light].bounce = 0.0f;
480
481 TerrainFriction *= frictionScale;
482// AvatarFriction *= frictionScale;
483
484 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
485
486 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
487 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
488
489 d.WorldSetLinearDamping(world, 0.001f);
490 d.WorldSetAngularDamping(world, 0.001f);
491 d.WorldSetAngularDampingThreshold(world, 0f);
492 d.WorldSetLinearDampingThreshold(world, 0f);
493 d.WorldSetMaxAngularSpeed(world, 256f);
494
495 d.WorldSetCFM(world,1e-6f); // a bit harder than default
496 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
497 d.WorldSetERP(world, 0.6f); // higher than original
498
499 // Set how many steps we go without running collision testing
500 // This is in addition to the step size.
501 // Essentially Steps * m_physicsiterations
502 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
503 d.WorldSetContactMaxCorrectingVel(world, 100.0f);
504
505 spacesPerMeter = 1 / metersInSpace;
506 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
507 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
508
509 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
510
511 // create all spaces now
512 int i, j;
513 IntPtr newspace;
514 for (i = 0; i < spaceGridMaxX; i++)
515 for (j = 0; j < spaceGridMaxY; j++)
516 {
517 newspace = d.HashSpaceCreate(StaticSpace);
518 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
519 waitForSpaceUnlock(newspace);
520 d.SpaceSetSublevel(newspace, 2);
521 d.HashSpaceSetLevels(newspace, -2, 8);
522 staticPrimspace[i, j] = newspace;
523 }
524 // let this now be real maximum values
525 spaceGridMaxX--;
526 spaceGridMaxY--;
527 }
528
529 internal void waitForSpaceUnlock(IntPtr space)
530 {
531 //if (space != IntPtr.Zero)
532 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
533 }
534
535 #region Collision Detection
536
537 // sets a global contact for a joint for contactgeom , and base contact description)
538
539 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, bool softerp)
540 {
541 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
542 return IntPtr.Zero;
543
544 d.Contact newcontact = new d.Contact();
545 newcontact.geom.depth = contactGeom.depth;
546 newcontact.geom.g1 = contactGeom.g1;
547 newcontact.geom.g2 = contactGeom.g2;
548 newcontact.geom.pos = contactGeom.pos;
549 newcontact.geom.normal = contactGeom.normal;
550 newcontact.geom.side1 = contactGeom.side1;
551 newcontact.geom.side2 = contactGeom.side2;
552
553 // this needs bounce also
554 newcontact.surface.mode = comumContactFlags;
555 newcontact.surface.mu = mu;
556 newcontact.surface.bounce = bounce;
557 newcontact.surface.soft_cfm = comumContactCFM;
558 if (softerp)
559 newcontact.surface.soft_erp = comumSoftContactERP;
560 else
561 newcontact.surface.soft_erp = comumContactERP;
562
563 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
564 Marshal.StructureToPtr(newcontact, contact, true);
565 return d.JointCreateContactPtr(world, contactgroup, contact);
566 }
567
568
569 /// <summary>
570 /// This is our near callback. A geometry is near a body
571 /// </summary>
572 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
573 /// <param name="g1">a geometry or space</param>
574 /// <param name="g2">another geometry or space</param>
575 ///
576
577 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
578 {
579 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
580 return false;
581
582 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
583 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
584 return true;
585 }
586
587
588
589 private void near(IntPtr space, IntPtr g1, IntPtr g2)
590 {
591 // no lock here! It's invoked from within Simulate(), which is thread-locked
592
593 if (m_global_contactcount >= maxContactsbeforedeath)
594 return;
595
596 // Test if we're colliding a geom with a space.
597 // If so we have to drill down into the space recursively
598
599 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
600 return;
601
602 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
603 {
604 // We'll be calling near recursivly if one
605 // of them is a space to find all of the
606 // contact points in the space
607 try
608 {
609 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
610 }
611 catch (AccessViolationException)
612 {
613 m_log.Warn("[PHYSICS]: Unable to collide test a space");
614 return;
615 }
616 //here one should check collisions of geoms inside a space
617 // but on each space we only should have geoms that not colide amoung each other
618 // so we don't dig inside spaces
619 return;
620 }
621
622 // get geom bodies to check if we already a joint contact
623 // guess this shouldn't happen now
624 IntPtr b1 = d.GeomGetBody(g1);
625 IntPtr b2 = d.GeomGetBody(g2);
626
627 // d.GeomClassID id = d.GeomGetClass(g1);
628
629 // Figure out how many contact points we have
630 int count = 0;
631 try
632 {
633 // Colliding Geom To Geom
634 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
635
636 if (g1 == g2)
637 return; // Can't collide with yourself
638
639 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
640 return;
641
642 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
643 }
644 catch (SEHException)
645 {
646 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.");
647// ode.drelease(world);
648 base.TriggerPhysicsBasedRestart();
649 }
650 catch (Exception e)
651 {
652 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
653 return;
654 }
655
656 // id contacts done
657 if (count == 0)
658 return;
659
660 // try get physical actors
661 PhysicsActor p1;
662 PhysicsActor p2;
663
664 if (!actor_name_map.TryGetValue(g1, out p1))
665 {
666 p1 = PANull;
667 }
668
669 if (!actor_name_map.TryGetValue(g2, out p2))
670 {
671 p2 = PANull;
672 }
673
674 // update actors collision score
675 if (p1.CollisionScore >= float.MaxValue - count)
676 p1.CollisionScore = 0;
677 p1.CollisionScore += count;
678
679 if (p2.CollisionScore >= float.MaxValue - count)
680 p2.CollisionScore = 0;
681 p2.CollisionScore += count;
682
683
684 // get first contact
685 d.ContactGeom curContact = new d.ContactGeom();
686 if (!GetCurContactGeom(0, ref curContact))
687 return;
688 // for now it's the one with max depth
689 ContactPoint maxDepthContact = new ContactPoint(
690 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
691 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
692 curContact.depth
693 );
694 // do volume detection case
695 if (
696 (p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect) ||
697 (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
698 {
699 collision_accounting_events(p1, p2, maxDepthContact);
700 return;
701 }
702
703 // big messy collision analises
704 float mu = 0;
705 float bounce = 0;
706 ContactData contactdata1;
707 ContactData contactdata2;
708 bool erpSoft = false;
709
710 String name = null;
711 bool dop1foot = false;
712 bool dop2foot = false;
713 bool ignore = false;
714
715 switch (p1.PhysicsActorType)
716 {
717 case (int)ActorTypes.Agent:
718 switch (p2.PhysicsActorType)
719 {
720 case (int)ActorTypes.Agent:
721 contactdata1 = p1.ContactData;
722 contactdata2 = p2.ContactData;
723 bounce = contactdata1.bounce * contactdata2.bounce;
724
725 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
726
727 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
728 mu *= frictionMovementMult;
729
730 p1.CollidingObj = true;
731 p2.CollidingObj = true;
732 break;
733 case (int)ActorTypes.Prim:
734 contactdata1 = p1.ContactData;
735 contactdata2 = p2.ContactData;
736 bounce = contactdata1.bounce * contactdata2.bounce;
737
738 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
739
740 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
741 mu *= frictionMovementMult;
742 if (p2.Velocity.LengthSquared() > 0.0f)
743 p2.CollidingObj = true;
744 dop1foot = true;
745 break;
746 default:
747 ignore=true; // avatar to terrain and water ignored
748 break;
749 }
750 break;
751
752 case (int)ActorTypes.Prim:
753 switch (p2.PhysicsActorType)
754 {
755 case (int)ActorTypes.Agent:
756 contactdata1 = p1.ContactData;
757 contactdata2 = p2.ContactData;
758 bounce = contactdata1.bounce * contactdata2.bounce;
759
760 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
761
762 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
763 mu *= frictionMovementMult;
764
765 dop2foot = true;
766 if (p1.Velocity.LengthSquared() > 0.0f)
767 p1.CollidingObj = true;
768 break;
769 case (int)ActorTypes.Prim:
770 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
771 {
772 p1.CollidingObj = true;
773 p2.CollidingObj = true;
774 }
775 contactdata1 = p1.ContactData;
776 contactdata2 = p2.ContactData;
777 bounce = contactdata1.bounce * contactdata2.bounce;
778 erpSoft = true;
779 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
780
781 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
782 mu *= frictionMovementMult;
783
784 break;
785 default:
786 if (geom_name_map.TryGetValue(g2, out name))
787 {
788 if (name == "Terrain")
789 {
790 erpSoft = true;
791 contactdata1 = p1.ContactData;
792 bounce = contactdata1.bounce * TerrainBounce;
793 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
794 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
795 mu *= frictionMovementMult;
796 p1.CollidingGround = true;
797 }
798 else if (name == "Water")
799 {
800 erpSoft = true;
801 }
802 }
803 else
804 ignore=true;
805 break;
806 }
807 break;
808
809 default:
810 if (geom_name_map.TryGetValue(g1, out name))
811 {
812 if (name == "Terrain")
813 {
814 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
815 {
816 erpSoft = true;
817 p2.CollidingGround = true;
818 contactdata2 = p2.ContactData;
819 bounce = contactdata2.bounce * TerrainBounce;
820 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
821
822 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
823 mu *= frictionMovementMult;
824 }
825 else
826 ignore = true;
827
828 }
829 else if (name == "Water" &&
830 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
831 {
832 erpSoft = true;
833 }
834 }
835 else
836 ignore = true;
837 break;
838 }
839
840 if (ignore)
841 return;
842
843 IntPtr Joint;
844
845 int i = 0;
846 while(true)
847 {
848 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
849 p1.IsColliding = true;
850 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
851 p2.IsColliding = true;
852
853 Joint = CreateContacJoint(ref curContact, mu, bounce, erpSoft);
854 d.JointAttach(Joint, b1, b2);
855
856 if (++m_global_contactcount >= maxContactsbeforedeath)
857 break;
858
859 if(++i >= count)
860 break;
861
862 if (!GetCurContactGeom(i, ref curContact))
863 break;
864
865 if (curContact.depth > maxDepthContact.PenetrationDepth)
866 {
867 maxDepthContact.Position.X = curContact.pos.X;
868 maxDepthContact.Position.Y = curContact.pos.Y;
869 maxDepthContact.Position.Z = curContact.pos.Z;
870 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
871 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
872 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
873 maxDepthContact.PenetrationDepth = curContact.depth;
874 }
875 }
876
877 collision_accounting_events(p1, p2, maxDepthContact);
878
879/*
880 if (notskipedcount > geomContactPointsStartthrottle)
881 {
882 // If there are more then 3 contact points, it's likely
883 // that we've got a pile of objects, so ...
884 // We don't want to send out hundreds of terse updates over and over again
885 // so lets throttle them and send them again after it's somewhat sorted out.
886 this needs checking so out for now
887 if (b1 != IntPtr.Zero)
888 p1.ThrottleUpdates = true;
889 if (b2 != IntPtr.Zero)
890 p2.ThrottleUpdates = true;
891
892 }
893 */
894 }
895
896 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
897 {
898 // obj1LocalID = 0;
899 //returncollisions = false;
900 obj2LocalID = 0;
901 //ctype = 0;
902 //cStartStop = 0;
903 if (!(p2.SubscribedEvents() || p1.SubscribedEvents()))
904 return;
905
906 switch ((ActorTypes)p1.PhysicsActorType)
907 {
908 case ActorTypes.Agent:
909 cc1 = (OdeCharacter)p1;
910 switch ((ActorTypes)p2.PhysicsActorType)
911 {
912 case ActorTypes.Agent:
913 cc2 = (OdeCharacter)p2;
914 obj2LocalID = cc2.m_localID;
915 if (p2.SubscribedEvents())
916 cc2.AddCollisionEvent(cc1.m_localID, contact);
917 break;
918
919 case ActorTypes.Prim:
920 if (p2 is OdePrim)
921 {
922 cp2 = (OdePrim)p2;
923 obj2LocalID = cp2.m_localID;
924 if (p2.SubscribedEvents())
925 cp2.AddCollisionEvent(cc1.m_localID, contact);
926 }
927 break;
928
929 case ActorTypes.Ground:
930 case ActorTypes.Unknown:
931 default:
932 obj2LocalID = 0;
933 break;
934 }
935 if (p1.SubscribedEvents())
936 {
937 contact.SurfaceNormal = -contact.SurfaceNormal;
938 cc1.AddCollisionEvent(obj2LocalID, contact);
939 }
940 break;
941
942 case ActorTypes.Prim:
943
944 if (p1 is OdePrim)
945 {
946 cp1 = (OdePrim)p1;
947
948 // obj1LocalID = cp2.m_localID;
949 switch ((ActorTypes)p2.PhysicsActorType)
950 {
951 case ActorTypes.Agent:
952 if (p2 is OdeCharacter)
953 {
954 cc2 = (OdeCharacter)p2;
955 obj2LocalID = cc2.m_localID;
956 if (p2.SubscribedEvents())
957 cc2.AddCollisionEvent(cp1.m_localID, contact);
958 }
959 break;
960 case ActorTypes.Prim:
961
962 if (p2 is OdePrim)
963 {
964 cp2 = (OdePrim)p2;
965 obj2LocalID = cp2.m_localID;
966 if (p2.SubscribedEvents())
967 cp2.AddCollisionEvent(cp1.m_localID, contact);
968 }
969 break;
970
971 case ActorTypes.Ground:
972 case ActorTypes.Unknown:
973 default:
974 obj2LocalID = 0;
975 break;
976 }
977 if (p1.SubscribedEvents())
978 {
979 contact.SurfaceNormal = -contact.SurfaceNormal;
980 cp1.AddCollisionEvent(obj2LocalID, contact);
981 }
982 }
983 break;
984 }
985 }
986
987 /// <summary>
988 /// This is our collision testing routine in ODE
989 /// </summary>
990 /// <param name="timeStep"></param>
991 private void collision_optimized()
992 {
993 lock (_characters)
994 {
995 try
996 {
997 foreach (OdeCharacter chr in _characters)
998 {
999 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1000 continue;
1001
1002 chr.IsColliding = false;
1003 // chr.CollidingGround = false; not done here
1004 chr.CollidingObj = false;
1005 // do colisions with static space
1006 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1007 }
1008 }
1009 catch (AccessViolationException)
1010 {
1011 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1012 }
1013
1014 }
1015
1016 // collide active prims with static enviroment
1017 lock (_activeprims)
1018 {
1019 try
1020 {
1021 foreach (OdePrim prm in _activeprims)
1022 {
1023 if (d.BodyIsEnabled(prm.Body))
1024 d.SpaceCollide2(StaticSpace, prm.prim_geom, IntPtr.Zero, nearCallback);
1025 }
1026 }
1027 catch (AccessViolationException)
1028 {
1029 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1030 }
1031 }
1032
1033 // finally colide active things amoung them
1034 try
1035 {
1036 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1037 }
1038 catch (AccessViolationException)
1039 {
1040 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1041 }
1042
1043// _perloopContact.Clear();
1044 }
1045
1046 #endregion
1047
1048
1049
1050 /// <summary>
1051 /// Add actor to the list that should receive collision events in the simulate loop.
1052 /// </summary>
1053 /// <param name="obj"></param>
1054 public void AddCollisionEventReporting(PhysicsActor obj)
1055 {
1056 lock (_collisionEventPrim)
1057 {
1058 if (!_collisionEventPrim.Contains(obj))
1059 _collisionEventPrim.Add(obj);
1060 }
1061 }
1062
1063 /// <summary>
1064 /// Remove actor from the list that should receive collision events in the simulate loop.
1065 /// </summary>
1066 /// <param name="obj"></param>
1067 public void RemoveCollisionEventReporting(PhysicsActor obj)
1068 {
1069 lock (_collisionEventPrim)
1070 {
1071 if (_collisionEventPrim.Contains(obj))
1072 _collisionEventPrim.Remove(obj);
1073 }
1074 }
1075
1076 #region Add/Remove Entities
1077
1078 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1079 {
1080 Vector3 pos;
1081 pos.X = position.X;
1082 pos.Y = position.Y;
1083 pos.Z = position.Z;
1084 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1085 newAv.Flying = isFlying;
1086 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1087
1088 return newAv;
1089 }
1090
1091 public void AddCharacter(OdeCharacter chr)
1092 {
1093 lock (_characters)
1094 {
1095 if (!_characters.Contains(chr))
1096 {
1097 _characters.Add(chr);
1098 if (chr.bad)
1099 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1100 }
1101 }
1102 }
1103
1104 public void RemoveCharacter(OdeCharacter chr)
1105 {
1106 lock (_characters)
1107 {
1108 if (_characters.Contains(chr))
1109 {
1110 _characters.Remove(chr);
1111 }
1112 }
1113 }
1114
1115 public void BadCharacter(OdeCharacter chr)
1116 {
1117 lock (_badCharacter)
1118 {
1119 if (!_badCharacter.Contains(chr))
1120 _badCharacter.Add(chr);
1121 }
1122 }
1123
1124 public override void RemoveAvatar(PhysicsActor actor)
1125 {
1126 //m_log.Debug("[PHYSICS]:ODELOCK");
1127 ((OdeCharacter) actor).Destroy();
1128 }
1129
1130 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1131 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1132 {
1133 Vector3 pos = position;
1134 Vector3 siz = size;
1135 Quaternion rot = rotation;
1136
1137 OdePrim newPrim;
1138 lock (OdeLock)
1139 {
1140 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical);
1141
1142 lock (_prims)
1143 _prims.Add(newPrim);
1144 }
1145 newPrim.LocalID = localID;
1146 return newPrim;
1147 }
1148
1149 public void addActivePrim(OdePrim activatePrim)
1150 {
1151 // adds active prim.. (ones that should be iterated over in collisions_optimized
1152 lock (_activeprims)
1153 {
1154 if (!_activeprims.Contains(activatePrim))
1155 _activeprims.Add(activatePrim);
1156 //else
1157 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1158 }
1159 }
1160
1161 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1162 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1163 {
1164#if SPAM
1165 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1166#endif
1167
1168 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1169 }
1170
1171 public override float TimeDilation
1172 {
1173 get { return m_timeDilation; }
1174 }
1175
1176 public override bool SupportsNINJAJoints
1177 {
1178 get { return false; }
1179 }
1180
1181
1182 public void remActivePrim(OdePrim deactivatePrim)
1183 {
1184 lock (_activeprims)
1185 {
1186 _activeprims.Remove(deactivatePrim);
1187 }
1188 }
1189
1190 public override void RemovePrim(PhysicsActor prim)
1191 {
1192 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1193 // removed in the next physics simulate pass.
1194 if (prim is OdePrim)
1195 {
1196// lock (OdeLock)
1197 {
1198 OdePrim p = (OdePrim)prim;
1199 p.setPrimForRemoval();
1200 }
1201 }
1202 }
1203 /// <summary>
1204 /// This is called from within simulate but outside the locked portion
1205 /// We need to do our own locking here
1206 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1207 /// Simulate() -- justincc).
1208 ///
1209 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1210 ///
1211 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1212 /// that the space was using.
1213 /// </summary>
1214 /// <param name="prim"></param>
1215 public void RemovePrimThreadLocked(OdePrim prim)
1216 {
1217 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1218 lock (prim)
1219 {
1220 RemoveCollisionEventReporting(prim);
1221 lock (_prims)
1222 _prims.Remove(prim);
1223 }
1224
1225 }
1226 #endregion
1227
1228 #region Space Separation Calculation
1229
1230 /// <summary>
1231 /// Called when a static prim moves or becomes static
1232 /// Places the prim in a space one the static sub-spaces grid
1233 /// </summary>
1234 /// <param name="geom">the pointer to the geom that moved</param>
1235 /// <param name="pos">the position that the geom moved to</param>
1236 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1237 /// <returns>a pointer to the new space it's in</returns>
1238 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1239 {
1240 // moves a prim into another static sub-space or from another space into a static sub-space
1241
1242 // Called ODEPrim so
1243 // it's already in locked space.
1244
1245 if (geom == IntPtr.Zero) // shouldn't happen
1246 return IntPtr.Zero;
1247
1248 // get the static sub-space for current position
1249 IntPtr newspace = calculateSpaceForGeom(pos);
1250
1251 if (newspace == currentspace) // if we are there all done
1252 return newspace;
1253
1254 // else remove it from its current space
1255 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1256 {
1257 if (d.GeomIsSpace(currentspace))
1258 {
1259 waitForSpaceUnlock(currentspace);
1260 d.SpaceRemove(currentspace, geom);
1261 }
1262 else
1263 {
1264 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1265 " Geom:" + geom);
1266 }
1267 }
1268 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1269 {
1270 currentspace = d.GeomGetSpace(geom);
1271 if (currentspace != IntPtr.Zero)
1272 {
1273 if (d.GeomIsSpace(currentspace))
1274 {
1275 waitForSpaceUnlock(currentspace);
1276 d.SpaceRemove(currentspace, geom);
1277 }
1278 }
1279 }
1280
1281 // put the geom in the newspace
1282 waitForSpaceUnlock(newspace);
1283 d.SpaceAdd(newspace, geom);
1284
1285 // let caller know this newspace
1286 return newspace;
1287 }
1288
1289 /// <summary>
1290 /// Calculates the space the prim should be in by its position
1291 /// </summary>
1292 /// <param name="pos"></param>
1293 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1294 public IntPtr calculateSpaceForGeom(Vector3 pos)
1295 {
1296 int x, y;
1297 x = (int)(pos.X * spacesPerMeter);
1298 if (x < 0)
1299 x = 0;
1300 else if (x > spaceGridMaxX)
1301 x = spaceGridMaxX;
1302
1303 y = (int)(pos.Y * spacesPerMeter);
1304 if (y < 0)
1305 y = 0;
1306 else if (y >spaceGridMaxY)
1307 y = spaceGridMaxY;
1308
1309 IntPtr tmpSpace = staticPrimspace[x, y];
1310 return tmpSpace;
1311 }
1312
1313 #endregion
1314
1315 /// <summary>
1316 /// Routine to figure out if we need to mesh this prim with our mesher
1317 /// </summary>
1318 /// <param name="pbs"></param>
1319 /// <returns></returns>
1320 public bool needsMeshing(PrimitiveBaseShape pbs)
1321 {
1322 // most of this is redundant now as the mesher will return null if it cant mesh a prim
1323 // but we still need to check for sculptie meshing being enabled so this is the most
1324 // convenient place to do it for now...
1325
1326 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
1327 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
1328 int iPropertiesNotSupportedDefault = 0;
1329
1330 if (pbs.SculptEntry)
1331 {
1332 if(!meshSculptedPrim)
1333 return false;
1334 }
1335
1336 // 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
1337 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
1338 {
1339 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1340 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1341 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1342 {
1343
1344 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1345 && pbs.ProfileHollow == 0
1346 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1347 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1348 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1349 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1350 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1351 {
1352#if SPAM
1353 m_log.Warn("NonMesh");
1354#endif
1355 return false;
1356 }
1357 }
1358 }
1359
1360 // following code doesn't give meshs to boxes and spheres ever
1361 // and it's odd.. so for now just return true if asked to force meshs
1362 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1363
1364 if (forceSimplePrimMeshing)
1365 return true;
1366
1367 if (pbs.ProfileHollow != 0)
1368 iPropertiesNotSupportedDefault++;
1369
1370 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1371 iPropertiesNotSupportedDefault++;
1372
1373 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1374 iPropertiesNotSupportedDefault++;
1375
1376 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1377 iPropertiesNotSupportedDefault++;
1378
1379 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1380 iPropertiesNotSupportedDefault++;
1381
1382 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1383 iPropertiesNotSupportedDefault++;
1384
1385 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1386 iPropertiesNotSupportedDefault++;
1387
1388 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))
1389 iPropertiesNotSupportedDefault++;
1390
1391 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1392 iPropertiesNotSupportedDefault++;
1393
1394 // test for torus
1395 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1396 {
1397 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1398 {
1399 iPropertiesNotSupportedDefault++;
1400 }
1401 }
1402 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1403 {
1404 if (pbs.PathCurve == (byte)Extrusion.Straight)
1405 {
1406 iPropertiesNotSupportedDefault++;
1407 }
1408
1409 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1410 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1411 {
1412 iPropertiesNotSupportedDefault++;
1413 }
1414 }
1415 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1416 {
1417 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1418 {
1419 iPropertiesNotSupportedDefault++;
1420 }
1421 }
1422 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1423 {
1424 if (pbs.PathCurve == (byte)Extrusion.Straight)
1425 {
1426 iPropertiesNotSupportedDefault++;
1427 }
1428 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1429 {
1430 iPropertiesNotSupportedDefault++;
1431 }
1432 }
1433
1434 if (pbs.SculptEntry && meshSculptedPrim)
1435 iPropertiesNotSupportedDefault++;
1436
1437 if (iPropertiesNotSupportedDefault == 0)
1438 {
1439#if SPAM
1440 m_log.Warn("NonMesh");
1441#endif
1442 return false;
1443 }
1444#if SPAM
1445 m_log.Debug("Mesh");
1446#endif
1447 return true;
1448 }
1449
1450 /// <summary>
1451 /// Called to queue a change to a actor
1452 /// to use in place of old taint mechanism so changes do have a time sequence
1453 /// </summary>
1454
1455 public void AddChange(PhysicsActor actor, changes what, Object arg)
1456 {
1457 ODEchangeitem item = new ODEchangeitem();
1458 item.actor = actor;
1459 item.what = what;
1460 item.arg = arg;
1461 ChangesQueue.Enqueue(item);
1462 }
1463
1464 /// <summary>
1465 /// Called after our prim properties are set Scale, position etc.
1466 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1467 /// This assures us that we have no race conditions
1468 /// </summary>
1469 /// <param name="prim"></param>
1470 public override void AddPhysicsActorTaint(PhysicsActor prim)
1471 {
1472 }
1473
1474 /// <summary>
1475 /// This is our main simulate loop
1476 /// It's thread locked by a Mutex in the scene.
1477 /// It holds Collisions, it instructs ODE to step through the physical reactions
1478 /// It moves the objects around in memory
1479 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1480 /// </summary>
1481 /// <param name="timeStep"></param>
1482 /// <returns></returns>
1483 public override float Simulate(float timeStep)
1484 {
1485 int statstart;
1486 int statchanges = 0;
1487 int statchmove = 0;
1488 int statactmove = 0;
1489 int statray = 0;
1490 int statcol = 0;
1491 int statstep = 0;
1492 int statmovchar = 0;
1493 int statmovprim;
1494 int totjcontact = 0;
1495
1496 // acumulate time so we can reduce error
1497 step_time += timeStep;
1498
1499 if (step_time < ODE_STEPSIZE)
1500 return 0;
1501
1502 if (framecount >= int.MaxValue)
1503 framecount = 0;
1504
1505 framecount++;
1506
1507 int curphysiteractions = m_physicsiterations;
1508
1509 if (step_time >= m_SkipFramesAtms)
1510 {
1511 // if in trouble reduce step resolution
1512 curphysiteractions /= 2;
1513 }
1514
1515 int nodeframes = 0;
1516
1517// checkThread();
1518
1519 lock (SimulationLock)
1520 {
1521 // adjust number of iterations per step
1522 try
1523 {
1524 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1525 }
1526 catch (StackOverflowException)
1527 {
1528 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1529// ode.drelease(world);
1530 base.TriggerPhysicsBasedRestart();
1531 }
1532
1533
1534 while (step_time >= ODE_STEPSIZE && nodeframes < 10) //limit number of steps so we don't say here for ever
1535 {
1536 try
1537 {
1538 statstart = Util.EnvironmentTickCount();
1539
1540 // clear pointer/counter to contacts to pass into joints
1541 m_global_contactcount = 0;
1542
1543 ODEchangeitem item;
1544
1545 if(ChangesQueue.Count >0)
1546 {
1547 int ttmpstart = Util.EnvironmentTickCount();
1548 int ttmp;
1549 int ttmp2;
1550
1551 while(ChangesQueue.Dequeue(out item))
1552 {
1553 if (item.actor != null)
1554 {
1555 try
1556 {
1557 if (item.actor is OdeCharacter)
1558 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1559 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1560 RemovePrimThreadLocked((OdePrim)item.actor);
1561 }
1562 catch
1563 {
1564 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1565 };
1566 }
1567 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1568 if (ttmp > 20)
1569 break;
1570 }
1571
1572 ttmp2 = Util.EnvironmentTickCountSubtract(ttmpstart);
1573 if (ttmp2 > 50)
1574 ttmp2 = 0;
1575
1576 }
1577
1578 statchanges += Util.EnvironmentTickCountSubtract(statstart);
1579
1580 // Move characters
1581 lock (_characters)
1582 {
1583 List<OdeCharacter> defects = new List<OdeCharacter>();
1584 foreach (OdeCharacter actor in _characters)
1585 {
1586 if (actor != null)
1587 actor.Move(ODE_STEPSIZE, defects);
1588 }
1589 if (defects.Count != 0)
1590 {
1591 foreach (OdeCharacter defect in defects)
1592 {
1593 RemoveCharacter(defect);
1594 }
1595 }
1596 }
1597 statchmove += Util.EnvironmentTickCountSubtract(statstart);
1598
1599 // Move other active objects
1600 lock (_activeprims)
1601 {
1602 foreach (OdePrim aprim in _activeprims)
1603 {
1604 aprim.CollisionScore = 0;
1605 aprim.IsColliding = false;
1606 aprim.Move();
1607 }
1608 }
1609
1610 statactmove += Util.EnvironmentTickCountSubtract(statstart);
1611 //if ((framecount % m_randomizeWater) == 0)
1612 // randomizeWater(waterlevel);
1613
1614 m_rayCastManager.ProcessQueuedRequests();
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 d.JointGroupEmpty(contactgroup);
1646 totjcontact += m_global_contactcount;
1647 //ode.dunlock(world);
1648 }
1649 catch (Exception e)
1650 {
1651 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1652// ode.dunlock(world);
1653 }
1654
1655 step_time -= ODE_STEPSIZE;
1656 nodeframes++;
1657 }
1658
1659 statstart = Util.EnvironmentTickCount();
1660
1661 lock (_characters)
1662 {
1663 foreach (OdeCharacter actor in _characters)
1664 {
1665 if (actor != null)
1666 {
1667 if (actor.bad)
1668 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1669
1670 actor.UpdatePositionAndVelocity();
1671 }
1672 }
1673 }
1674
1675 lock (_badCharacter)
1676 {
1677 if (_badCharacter.Count > 0)
1678 {
1679 foreach (OdeCharacter chr in _badCharacter)
1680 {
1681 RemoveCharacter(chr);
1682 }
1683
1684 _badCharacter.Clear();
1685 }
1686 }
1687 statmovchar = Util.EnvironmentTickCountSubtract(statstart);
1688
1689 lock (_activeprims)
1690 {
1691 {
1692 foreach (OdePrim actor in _activeprims)
1693 {
1694 if (actor.IsPhysical)
1695 {
1696 actor.UpdatePositionAndVelocity((float)nodeframes * ODE_STEPSIZE);
1697 }
1698 }
1699 }
1700 }
1701
1702 statmovprim = Util.EnvironmentTickCountSubtract(statstart);
1703
1704 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1705 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1706 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1707 int nbodies = d.NTotalBodies;
1708 int ngeoms = d.NTotalGeoms;
1709
1710 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1711 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1712 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1713 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1714 {
1715 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1716 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1717
1718 if (physics_logging_append_existing_logfile)
1719 {
1720 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1721 TextWriter fwriter = File.AppendText(fname);
1722 fwriter.WriteLine(header);
1723 fwriter.Close();
1724 }
1725
1726 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1727 }
1728
1729 // think time dilation is not a physics issue alone.. but ok let's fake something
1730 if (step_time < ODE_STEPSIZE) // we did the required loops
1731 m_timeDilation = 1.0f;
1732 else
1733 { // we didn't forget the lost ones and let user know something
1734 m_timeDilation = 1 - step_time / timeStep;
1735 if (m_timeDilation < 0)
1736 m_timeDilation = 0;
1737 step_time = 0;
1738 }
1739 }
1740
1741// return nodeframes * ODE_STEPSIZE; // return real simulated time
1742 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
1743 }
1744
1745 /// <summary>
1746 public override void GetResults()
1747 {
1748 }
1749
1750 public override bool IsThreaded
1751 {
1752 // for now we won't be multithreaded
1753 get { return (false); }
1754 }
1755
1756 public float GetTerrainHeightAtXY(float x, float y)
1757 {
1758 // assumes 1m size grid and constante size square regions
1759 // needs to know about sims around in future
1760 // region offset in mega position
1761
1762 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1763 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1764
1765 IntPtr heightFieldGeom = IntPtr.Zero;
1766
1767 // get region map
1768 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
1769 return 0f;
1770
1771 if (heightFieldGeom == IntPtr.Zero)
1772 return 0f;
1773
1774 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1775 return 0f;
1776
1777 // TerrainHeightField for ODE as offset 1m
1778 x += 1f - offsetX;
1779 y += 1f - offsetY;
1780
1781 // make position fit into array
1782 if (x < 0)
1783 x = 0;
1784 if (y < 0)
1785 y = 0;
1786
1787 // integer indexs
1788 int ix;
1789 int iy;
1790 // interpolators offset
1791 float dx;
1792 float dy;
1793
1794 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
1795
1796 // we still have square fixed size regions
1797 // also flip x and y because of how map is done for ODE fliped axis
1798 // so ix,iy,dx and dy are inter exchanged
1799 if (x < regsize - 1)
1800 {
1801 iy = (int)x;
1802 dy = x - (float)iy;
1803 }
1804 else // out world use external height
1805 {
1806 iy = regsize - 1;
1807 dy = 0;
1808 }
1809 if (y < regsize - 1)
1810 {
1811 ix = (int)y;
1812 dx = y - (float)ix;
1813 }
1814 else
1815 {
1816 ix = regsize - 1;
1817 dx = 0;
1818 }
1819
1820 float h0;
1821 float h1;
1822 float h2;
1823
1824 iy *= regsize;
1825 iy += ix; // all indexes have iy + ix
1826
1827 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
1828
1829 if ((dx + dy) <= 1.0f)
1830 {
1831 h0 = ((float)heights[iy]); // 0,0 vertice
1832 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
1833 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
1834 }
1835 else
1836 {
1837 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
1838 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
1839 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
1840 }
1841
1842 return h0 + h1 + h2;
1843 }
1844 public override void SetTerrain(float[] heightMap)
1845 {
1846 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
1847 {
1848 if (m_parentScene is OdeScene)
1849 {
1850 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
1851 }
1852 }
1853 else
1854 {
1855 SetTerrain(heightMap, m_worldOffset);
1856 }
1857 }
1858
1859 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
1860 {
1861 SetTerrain(heightMap, pOffset);
1862 }
1863
1864 public void SetTerrain(float[] heightMap, Vector3 pOffset)
1865 {
1866 // assumes 1m size grid and constante size square regions
1867 // needs to know about sims around in future
1868
1869 float[] _heightmap;
1870
1871 uint heightmapWidth = Constants.RegionSize + 2;
1872 uint heightmapHeight = Constants.RegionSize + 2;
1873
1874 uint heightmapWidthSamples = heightmapWidth + 1;
1875 uint heightmapHeightSamples = heightmapHeight + 1;
1876
1877 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
1878
1879 const float scale = 1.0f;
1880 const float offset = 0.0f;
1881 const float thickness = 10f;
1882 const int wrap = 0;
1883
1884 uint regionsize = Constants.RegionSize;
1885
1886 float hfmin = float.MaxValue;
1887 float hfmax = float.MinValue;
1888 float val;
1889 uint xx;
1890 uint yy;
1891
1892 uint maxXXYY = regionsize - 1;
1893 // flipping map adding one margin all around so things don't fall in edges
1894
1895 uint xt = 0;
1896 xx = 0;
1897
1898 for (uint x = 0; x < heightmapWidthSamples; x++)
1899 {
1900 if (x > 1 && xx < maxXXYY)
1901 xx++;
1902 yy = 0;
1903 for (uint y = 0; y < heightmapHeightSamples; y++)
1904 {
1905 if (y > 1 && y < maxXXYY)
1906 yy += regionsize;
1907
1908 val = heightMap[yy + xx];
1909 _heightmap[xt + y] = val;
1910
1911 if (hfmin > val)
1912 hfmin = val;
1913 if (hfmax < val)
1914 hfmax = val;
1915
1916 }
1917 xt += heightmapHeightSamples;
1918 }
1919 lock (OdeLock)
1920 {
1921 IntPtr GroundGeom = IntPtr.Zero;
1922 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
1923 {
1924 RegionTerrain.Remove(pOffset);
1925 if (GroundGeom != IntPtr.Zero)
1926 {
1927 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
1928 {
1929 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
1930 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
1931 TerrainHeightFieldHeights.Remove(GroundGeom);
1932 }
1933 d.SpaceRemove(StaticSpace, GroundGeom);
1934 d.GeomDestroy(GroundGeom);
1935 }
1936 }
1937 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
1938
1939 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
1940
1941 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
1942 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
1943 offset, thickness, wrap);
1944
1945 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
1946 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
1947 if (GroundGeom != IntPtr.Zero)
1948 {
1949 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
1950 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
1951
1952 }
1953 geom_name_map[GroundGeom] = "Terrain";
1954
1955 d.Matrix3 R = new d.Matrix3();
1956
1957 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
1958 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
1959
1960
1961 q1 = q1 * q2;
1962
1963 Vector3 v3;
1964 float angle;
1965 q1.GetAxisAngle(out v3, out angle);
1966
1967 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
1968 d.GeomSetRotation(GroundGeom, ref R);
1969 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f - 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f - 0.5f, 0);
1970 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
1971// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
1972 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
1973 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
1974
1975 }
1976 }
1977
1978 public override void DeleteTerrain()
1979 {
1980 }
1981
1982 public float GetWaterLevel()
1983 {
1984 return waterlevel;
1985 }
1986
1987 public override bool SupportsCombining()
1988 {
1989 return true;
1990 }
1991/*
1992 public override void UnCombine(PhysicsScene pScene)
1993 {
1994 IntPtr localGround = IntPtr.Zero;
1995// float[] localHeightfield;
1996 bool proceed = false;
1997 List<IntPtr> geomDestroyList = new List<IntPtr>();
1998
1999 lock (OdeLock)
2000 {
2001 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2002 {
2003 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2004 {
2005 if (geom == localGround)
2006 {
2007// localHeightfield = TerrainHeightFieldHeights[geom];
2008 proceed = true;
2009 }
2010 else
2011 {
2012 geomDestroyList.Add(geom);
2013 }
2014 }
2015
2016 if (proceed)
2017 {
2018 m_worldOffset = Vector3.Zero;
2019 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2020 m_parentScene = null;
2021
2022 foreach (IntPtr g in geomDestroyList)
2023 {
2024 // removingHeightField needs to be done or the garbage collector will
2025 // collect the terrain data before we tell ODE to destroy it causing
2026 // memory corruption
2027 if (TerrainHeightFieldHeights.ContainsKey(g))
2028 {
2029// float[] removingHeightField = TerrainHeightFieldHeights[g];
2030 TerrainHeightFieldHeights.Remove(g);
2031
2032 if (RegionTerrain.ContainsKey(g))
2033 {
2034 RegionTerrain.Remove(g);
2035 }
2036
2037 d.GeomDestroy(g);
2038 //removingHeightField = new float[0];
2039 }
2040 }
2041
2042 }
2043 else
2044 {
2045 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2046 }
2047 }
2048 }
2049 }
2050*/
2051 public override void SetWaterLevel(float baseheight)
2052 {
2053 waterlevel = baseheight;
2054 randomizeWater(waterlevel);
2055 }
2056
2057 public void randomizeWater(float baseheight)
2058 {
2059 const uint heightmapWidth = m_regionWidth + 2;
2060 const uint heightmapHeight = m_regionHeight + 2;
2061 const uint heightmapWidthSamples = m_regionWidth + 2;
2062 const uint heightmapHeightSamples = m_regionHeight + 2;
2063 const float scale = 1.0f;
2064 const float offset = 0.0f;
2065 const float thickness = 2.9f;
2066 const int wrap = 0;
2067
2068 for (int i = 0; i < (258 * 258); i++)
2069 {
2070 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
2071 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
2072 }
2073
2074 lock (OdeLock)
2075 {
2076 if (WaterGeom != IntPtr.Zero)
2077 {
2078 d.SpaceRemove(StaticSpace, WaterGeom);
2079 }
2080 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2081 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
2082 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2083 offset, thickness, wrap);
2084 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
2085 WaterGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2086 if (WaterGeom != IntPtr.Zero)
2087 {
2088 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
2089 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
2090
2091 }
2092 geom_name_map[WaterGeom] = "Water";
2093
2094 d.Matrix3 R = new d.Matrix3();
2095
2096 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2097 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2098
2099 q1 = q1 * q2;
2100 Vector3 v3;
2101 float angle;
2102 q1.GetAxisAngle(out v3, out angle);
2103
2104 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2105 d.GeomSetRotation(WaterGeom, ref R);
2106 d.GeomSetPosition(WaterGeom, 128, 128, 0);
2107
2108 }
2109
2110 }
2111
2112 public override void Dispose()
2113 {
2114 m_rayCastManager.Dispose();
2115 m_rayCastManager = null;
2116
2117 lock (OdeLock)
2118 {
2119 lock (_prims)
2120 {
2121 foreach (OdePrim prm in _prims)
2122 {
2123 RemovePrim(prm);
2124 }
2125 }
2126
2127 if (ContactgeomsArray != IntPtr.Zero)
2128 Marshal.FreeHGlobal(ContactgeomsArray);
2129 if (GlobalContactsArray != IntPtr.Zero)
2130 Marshal.FreeHGlobal(GlobalContactsArray);
2131
2132 d.WorldDestroy(world);
2133 //d.CloseODE();
2134 }
2135 }
2136
2137 public override Dictionary<uint, float> GetTopColliders()
2138 {
2139 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2140 int cnt = 0;
2141 lock (_prims)
2142 {
2143 foreach (OdePrim prm in _prims)
2144 {
2145 if (prm.CollisionScore > 0)
2146 {
2147 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2148 cnt++;
2149 prm.CollisionScore = 0f;
2150 if (cnt > 25)
2151 {
2152 break;
2153 }
2154 }
2155 }
2156 }
2157 return returncolliders;
2158 }
2159
2160 public override bool SupportsRayCast()
2161 {
2162 return true;
2163 }
2164
2165 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2166 {
2167 if (retMethod != null)
2168 {
2169 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2170 }
2171 }
2172
2173 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2174 {
2175 if (retMethod != null)
2176 {
2177 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2178 }
2179 }
2180
2181 // don't like this
2182 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2183 {
2184 ContactResult[] ourResults = null;
2185 RayCallback retMethod = delegate(List<ContactResult> results)
2186 {
2187 ourResults = new ContactResult[results.Count];
2188 results.CopyTo(ourResults, 0);
2189 };
2190 int waitTime = 0;
2191 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2192 while (ourResults == null && waitTime < 1000)
2193 {
2194 Thread.Sleep(1);
2195 waitTime++;
2196 }
2197 if (ourResults == null)
2198 return new List<ContactResult>();
2199 return new List<ContactResult>(ourResults);
2200 }
2201
2202 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2203 {
2204 if (retMethod != null && actor !=null)
2205 {
2206 IntPtr geom;
2207 if (actor is OdePrim)
2208 geom = ((OdePrim)actor).prim_geom;
2209 else if (actor is OdeCharacter)
2210 geom = ((OdePrim)actor).prim_geom;
2211 else
2212 return;
2213 if (geom == IntPtr.Zero)
2214 return;
2215 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2216 }
2217 }
2218
2219 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2220 {
2221 if (retMethod != null && actor != null)
2222 {
2223 IntPtr geom;
2224 if (actor is OdePrim)
2225 geom = ((OdePrim)actor).prim_geom;
2226 else if (actor is OdeCharacter)
2227 geom = ((OdePrim)actor).prim_geom;
2228 else
2229 return;
2230 if (geom == IntPtr.Zero)
2231 return;
2232
2233 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2234 }
2235 }
2236
2237 // don't like this
2238 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2239 {
2240 if (actor != null)
2241 {
2242 IntPtr geom;
2243 if (actor is OdePrim)
2244 geom = ((OdePrim)actor).prim_geom;
2245 else if (actor is OdeCharacter)
2246 geom = ((OdePrim)actor).prim_geom;
2247 else
2248 return new List<ContactResult>();
2249 if (geom == IntPtr.Zero)
2250 return new List<ContactResult>();
2251
2252 ContactResult[] ourResults = null;
2253 RayCallback retMethod = delegate(List<ContactResult> results)
2254 {
2255 ourResults = new ContactResult[results.Count];
2256 results.CopyTo(ourResults, 0);
2257 };
2258 int waitTime = 0;
2259 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2260 while (ourResults == null && waitTime < 1000)
2261 {
2262 Thread.Sleep(1);
2263 waitTime++;
2264 }
2265 if (ourResults == null)
2266 return new List<ContactResult>();
2267 return new List<ContactResult>(ourResults);
2268 }
2269 return new List<ContactResult>();
2270 }
2271 }
2272}