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-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs3
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1437
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3861
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs375
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs (renamed from OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs)46
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3846
-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/OdePlugin/ODECharacter.cs1
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
13 files changed, 9812 insertions, 45 deletions
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index ac4e2b9..f13c323 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -624,8 +624,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
624 { 624 {
625 set { return; } 625 set { return; }
626 } 626 }
627 627
628
629 public override Quaternion APIDTarget 628 public override Quaternion APIDTarget
630 { 629 {
631 set { return; } 630 set { return; }
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index e2a6a2e..f4245b6 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -996,7 +996,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
996 { 996 {
997 997
998 } 998 }
999 999
1000 public override void VehicleFlags(int param, bool remove) 1000 public override void VehicleFlags(int param, bool remove)
1001 { 1001 {
1002 1002
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..93f9964
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1437 @@
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;
597Console.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 }
845
846 public void SetAcceleration(Vector3 accel)
847 {
848 m_pidControllerActive = true;
849 _acceleration = accel;
850 }
851
852 /// <summary>
853 /// Adds the force supplied to the Target Velocity
854 /// The PID controller takes this target velocity and tries to make it a reality
855 /// </summary>
856 /// <param name="force"></param>
857 public override void AddForce(Vector3 force, bool pushforce)
858 {
859 if (force.IsFinite())
860 {
861 if (pushforce)
862 {
863 m_pidControllerActive = false;
864 force *= 100f;
865//Console.WriteLine("DF 1"); // ##
866 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
867 doForce(force);
868 // If uncommented, things get pushed off world
869 //
870 // m_log.Debug("Push!");
871 // _target_velocity.X += force.X;
872 // _target_velocity.Y += force.Y;
873 // _target_velocity.Z += force.Z;
874 }
875 else
876 {
877 m_pidControllerActive = true;
878 _target_velocity.X += force.X;
879 _target_velocity.Y += force.Y;
880 _target_velocity.Z += force.Z;
881 }
882 }
883 else
884 {
885 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
886 }
887 //m_lastUpdateSent = false;
888 }
889
890 public override void AddAngularForce(Vector3 force, bool pushforce)
891 {
892
893 }
894
895 /// <summary>
896 /// After all of the forces add up with 'add force' we apply them with doForce
897 /// </summary>
898 /// <param name="force"></param>
899 public void doForce(Vector3 force)
900 {
901 if (!collidelock)
902 {
903 d.BodyAddForce(Body, force.X, force.Y, force.Z);
904 //d.BodySetRotation(Body, ref m_StandUpRotation);
905 //standupStraight();
906 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
907//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
908 }
909 }
910
911 public override void SetMomentum(Vector3 momentum)
912 {
913 }
914
915
916 /// <summary>
917 /// Called from Simulate
918 /// This is the avatar's movement control + PID Controller
919 /// </summary>
920 /// <param name="timeStep"></param>
921 public void Move(float timeStep, List<OdeCharacter> defects)
922 {
923 // no lock; for now it's only called from within Simulate()
924
925 // If the PID Controller isn't active then we set our force
926 // calculating base velocity to the current position
927
928 if (Body == IntPtr.Zero)
929 return;
930
931 if (m_pidControllerActive == false)
932 {
933 _zeroPosition = d.BodyGetPosition(Body);
934 }
935 //PidStatus = true;
936
937 d.Vector3 localpos = d.BodyGetPosition(Body);
938 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
939
940 if (!localPos.IsFinite())
941 {
942
943 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
944 defects.Add(this);
945 // _parent_scene.RemoveCharacter(this);
946
947 // destroy avatar capsule and related ODE data
948 if (Amotor != IntPtr.Zero)
949 {
950 // Kill the Amotor
951 d.JointDestroy(Amotor);
952 Amotor = IntPtr.Zero;
953 }
954
955 //kill the Geometry
956 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
957
958 if (Body != IntPtr.Zero)
959 {
960 //kill the body
961 d.BodyDestroy(Body);
962
963 Body = IntPtr.Zero;
964 }
965
966 if(Shell != IntPtr.Zero)
967 {
968 try
969 {
970 d.GeomDestroy(Shell);
971 }
972 catch (System.AccessViolationException)
973 {
974 m_log.Error("[PHYSICS]: PrimGeom dead");
975 }
976 // Remove any old entries
977//string tShell;
978//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
979//Console.WriteLine("**** Remove {0}", tShell);
980
981 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
982 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
983 Shell = IntPtr.Zero;
984 }
985
986 return;
987 }
988
989 Vector3 vec = Vector3.Zero;
990 d.Vector3 vel = d.BodyGetLinearVel(Body);
991
992 float movementdivisor = 1f;
993
994 if (!m_alwaysRun)
995 {
996 movementdivisor = walkDivisor;
997 }
998 else
999 {
1000 movementdivisor = runDivisor;
1001 }
1002
1003 // if velocity is zero, use position control; otherwise, velocity control
1004 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1005 {
1006 // keep track of where we stopped. No more slippin' & slidin'
1007 if (!_zeroFlag)
1008 {
1009 _zeroFlag = true;
1010 _zeroPosition = d.BodyGetPosition(Body);
1011 }
1012 if (m_pidControllerActive)
1013 {
1014 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1015 // react to the physics scene by moving it's position.
1016 // Avatar to Avatar collisions
1017 // Prim to avatar collisions
1018
1019 d.Vector3 pos = d.BodyGetPosition(Body);
1020 float errX = _zeroPosition.X - pos.X;
1021 float errY = _zeroPosition.Y - pos.Y;
1022 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1023 {
1024 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1025 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1026 }
1027 else
1028 { // close, jump to lateral destination
1029 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1030 }
1031// if (flying)
1032 if (flying || jumping) // add for jumping
1033 {
1034 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1035 }
1036 }
1037 //PidStatus = true;
1038 }
1039 else
1040 {
1041 m_pidControllerActive = true;
1042 _zeroFlag = false;
1043 if (m_iscolliding && !flying)
1044 {
1045 // We're standing on something
1046 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1047 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1048 }
1049 else if (m_iscolliding && flying)
1050 {
1051 // We're flying and colliding with something
1052 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1053 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1054 }
1055 else if (!m_iscolliding && flying)
1056 {
1057 // we're in mid air suspended
1058 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1059 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1060 }
1061
1062 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1063 {
1064 // We're colliding with something and we're not flying but we're moving
1065 // This means we're walking or running.
1066 d.Vector3 pos = d.BodyGetPosition(Body);
1067 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1068 if (_target_velocity.X > 0)
1069 {
1070 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1071 }
1072 if (_target_velocity.Y > 0)
1073 {
1074 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1075 }
1076 }
1077 else if (!m_iscolliding && !flying)
1078 {
1079 // we're not colliding and we're not flying so that means we're falling!
1080 // m_iscolliding includes collisions with the ground.
1081
1082 // d.Vector3 pos = d.BodyGetPosition(Body);
1083 if (Math.Abs(_target_velocity.X) > 0)
1084 {
1085 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1086 }
1087 if (Math.Abs(_target_velocity.Y) > 0)
1088 {
1089 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1090 }
1091 }
1092
1093 if (flying)
1094 {
1095 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1096 }
1097 }
1098 if (flying)
1099 {
1100 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1101
1102 //Added for auto fly height. Kitto Flora
1103 //d.Vector3 pos = d.BodyGetPosition(Body);
1104 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1105
1106 if (_position.Z < target_altitude)
1107 {
1108 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1109 }
1110 // end add Kitto Flora
1111 }
1112 if (vec.IsFinite())
1113 {
1114 if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
1115 {
1116//Console.WriteLine("DF 2"); // ##
1117
1118 doForce(vec);
1119 if (!_zeroFlag)
1120 {
1121// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1122 }
1123 }
1124 }
1125 else
1126 {
1127 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1128 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1129 defects.Add(this);
1130 // _parent_scene.RemoveCharacter(this);
1131 // destroy avatar capsule and related ODE data
1132 if (Amotor != IntPtr.Zero)
1133 {
1134 // Kill the Amotor
1135 d.JointDestroy(Amotor);
1136 Amotor = IntPtr.Zero;
1137 }
1138 //kill the Geometry
1139 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1140
1141 if (Body != IntPtr.Zero)
1142 {
1143 //kill the body
1144 d.BodyDestroy(Body);
1145
1146 Body = IntPtr.Zero;
1147 }
1148
1149 if(Shell != IntPtr.Zero)
1150 {
1151 try
1152 {
1153 d.GeomDestroy(Shell);
1154 }
1155 catch (System.AccessViolationException)
1156 {
1157 m_log.Error("[PHYSICS]: PrimGeom dead");
1158 }
1159 // Remove any old entries
1160//string tShell;
1161//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1162//Console.WriteLine("**** Remove {0}", tShell);
1163
1164 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1165 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1166 Shell = IntPtr.Zero;
1167 }
1168 }
1169 }
1170
1171 /// <summary>
1172 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1173 /// </summary>
1174 public void UpdatePositionAndVelocity()
1175 {
1176 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1177 d.Vector3 vec;
1178 try
1179 {
1180 vec = d.BodyGetPosition(Body);
1181 }
1182 catch (NullReferenceException)
1183 {
1184 bad = true;
1185 _parent_scene.BadCharacter(this);
1186 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1187 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1188 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1189 }
1190
1191
1192 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1193 if (vec.X < 0.0f) vec.X = 0.0f;
1194 if (vec.Y < 0.0f) vec.Y = 0.0f;
1195 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1196 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1197
1198 _position.X = vec.X;
1199 _position.Y = vec.Y;
1200 _position.Z = vec.Z;
1201
1202 // Did we move last? = zeroflag
1203 // This helps keep us from sliding all over
1204
1205 if (_zeroFlag)
1206 {
1207 _velocity.X = 0.0f;
1208 _velocity.Y = 0.0f;
1209 _velocity.Z = 0.0f;
1210
1211 // Did we send out the 'stopped' message?
1212 if (!m_lastUpdateSent)
1213 {
1214 m_lastUpdateSent = true;
1215 //base.RequestPhysicsterseUpdate();
1216
1217 }
1218 }
1219 else
1220 {
1221 m_lastUpdateSent = false;
1222 try
1223 {
1224 vec = d.BodyGetLinearVel(Body);
1225 }
1226 catch (NullReferenceException)
1227 {
1228 vec.X = _velocity.X;
1229 vec.Y = _velocity.Y;
1230 vec.Z = _velocity.Z;
1231 }
1232 _velocity.X = (vec.X);
1233 _velocity.Y = (vec.Y);
1234
1235 _velocity.Z = (vec.Z);
1236
1237 if (_velocity.Z < -6 && !m_hackSentFall)
1238 {
1239 m_hackSentFall = true;
1240 m_pidControllerActive = false;
1241 }
1242 else if (flying && !m_hackSentFly)
1243 {
1244 //m_hackSentFly = true;
1245 //base.SendCollisionUpdate(new CollisionEventUpdate());
1246 }
1247 else
1248 {
1249 m_hackSentFly = false;
1250 m_hackSentFall = false;
1251 }
1252 }
1253 }
1254
1255 /// <summary>
1256 /// Cleanup the things we use in the scene.
1257 /// </summary>
1258 public void Destroy()
1259 {
1260 m_tainted_isPhysical = false;
1261 _parent_scene.AddPhysicsActorTaint(this);
1262 }
1263
1264 public override void CrossingFailure()
1265 {
1266 }
1267
1268 public override Vector3 PIDTarget { set { return; } }
1269 public override bool PIDActive { set { return; } }
1270 public override float PIDTau { set { return; } }
1271
1272 public override float PIDHoverHeight { set { return; } }
1273 public override bool PIDHoverActive { set { return; } }
1274 public override PIDHoverType PIDHoverType { set { return; } }
1275 public override float PIDHoverTau { set { return; } }
1276
1277 public override Quaternion APIDTarget{ set { return; } }
1278
1279 public override bool APIDActive{ set { return; } }
1280
1281 public override float APIDStrength{ set { return; } }
1282
1283 public override float APIDDamping{ set { return; } }
1284
1285
1286 public override void SubscribeEvents(int ms)
1287 {
1288 m_requestedUpdateFrequency = ms;
1289 m_eventsubscription = ms;
1290 _parent_scene.addCollisionEventReporting(this);
1291 }
1292 public override void UnSubscribeEvents()
1293 {
1294 _parent_scene.remCollisionEventReporting(this);
1295 m_requestedUpdateFrequency = 0;
1296 m_eventsubscription = 0;
1297 }
1298 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1299 {
1300 if (m_eventsubscription > 0)
1301 {
1302 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1303 }
1304 }
1305
1306 public void SendCollisions()
1307 {
1308 if (m_eventsubscription > m_requestedUpdateFrequency)
1309 {
1310 if (CollisionEventsThisFrame != null)
1311 {
1312 base.SendCollisionUpdate(CollisionEventsThisFrame);
1313 }
1314 CollisionEventsThisFrame = new CollisionEventUpdate();
1315 m_eventsubscription = 0;
1316 }
1317 }
1318 public override bool SubscribedEvents()
1319 {
1320 if (m_eventsubscription > 0)
1321 return true;
1322 return false;
1323 }
1324
1325 public void ProcessTaints(float timestep)
1326 {
1327 lock (m_syncRoot)
1328 {
1329
1330 if (m_tainted_isPhysical != m_isPhysical)
1331 {
1332 if (m_tainted_isPhysical)
1333 {
1334 // Create avatar capsule and related ODE data
1335 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1336 {
1337 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1338 + (Shell!=IntPtr.Zero ? "Shell ":"")
1339 + (Body!=IntPtr.Zero ? "Body ":"")
1340 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1341 }
1342 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1343 _parent_scene.AddCharacter(this);
1344 }
1345 else
1346 {
1347 _parent_scene.RemoveCharacter(this);
1348 // destroy avatar capsule and related ODE data
1349 if (Amotor != IntPtr.Zero)
1350 {
1351 // Kill the Amotor
1352 d.JointDestroy(Amotor);
1353 Amotor = IntPtr.Zero;
1354 }
1355 //kill the Geometry
1356 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1357
1358 if (Body != IntPtr.Zero)
1359 {
1360 //kill the body
1361 d.BodyDestroy(Body);
1362 Body = IntPtr.Zero;
1363 }
1364
1365 if(Shell != IntPtr.Zero)
1366 {
1367 try
1368 {
1369 d.GeomDestroy(Shell);
1370 }
1371 catch (System.AccessViolationException)
1372 {
1373 m_log.Error("[PHYSICS]: PrimGeom dead");
1374 }
1375 // Remove any old entries
1376 //string tShell;
1377 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1378 //Console.WriteLine("**** Remove {0}", tShell);
1379
1380 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1381 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1382 Shell = IntPtr.Zero;
1383 }
1384 }
1385
1386 m_isPhysical = m_tainted_isPhysical;
1387 }
1388
1389 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1390 {
1391 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1392 {
1393
1394 m_pidControllerActive = true;
1395 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1396 d.JointDestroy(Amotor);
1397 float prevCapsule = CAPSULE_LENGTH;
1398 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1399 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1400 d.BodyDestroy(Body);
1401 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1402 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1403 Velocity = Vector3.Zero;
1404 }
1405 else
1406 {
1407 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1408 + (Shell==IntPtr.Zero ? "Shell ":"")
1409 + (Body==IntPtr.Zero ? "Body ":"")
1410 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1411 }
1412 }
1413
1414 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1415 {
1416 if (Body != IntPtr.Zero)
1417 {
1418 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1419
1420 _position.X = m_taintPosition.X;
1421 _position.Y = m_taintPosition.Y;
1422 _position.Z = m_taintPosition.Z;
1423 }
1424 }
1425
1426 }
1427 }
1428
1429 internal void AddCollisionFrameTime(int p)
1430 {
1431 // protect it from overflow crashing
1432 if (m_eventsubscription + p >= int.MaxValue)
1433 m_eventsubscription = 0;
1434 m_eventsubscription += p;
1435 }
1436 }
1437}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..8402082
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3861 @@
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 * rolled into ODEPrim.cs
27 */
28
29using System;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Runtime.InteropServices;
33using System.Threading;
34using log4net;
35using OpenMetaverse;
36using Ode.NET;
37using OpenSim.Framework;
38using OpenSim.Region.Physics.Manager;
39
40
41namespace OpenSim.Region.Physics.OdePlugin
42{
43 /// <summary>
44 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
45 /// </summary>
46
47 public class OdePrim : PhysicsActor
48 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 private Vector3 _position;
52 private Vector3 _velocity;
53 private Vector3 _torque;
54 private Vector3 m_lastVelocity;
55 private Vector3 m_lastposition;
56 private Quaternion m_lastorientation = new Quaternion();
57 private Vector3 m_rotationalVelocity;
58 private Vector3 _size;
59 private Vector3 _acceleration;
60 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
61 private Quaternion _orientation;
62 private Vector3 m_taintposition;
63 private Vector3 m_taintsize;
64 private Vector3 m_taintVelocity;
65 private Vector3 m_taintTorque;
66 private Quaternion m_taintrot;
67 private Vector3 m_rotateEnable = Vector3.One; // Current setting
68 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
69 private bool m_rotateEnableUpdate = false;
70 private Vector3 m_lockX;
71 private Vector3 m_lockY;
72 private Vector3 m_lockZ;
73 private IntPtr Amotor = IntPtr.Zero;
74 private IntPtr AmotorX = IntPtr.Zero;
75 private IntPtr AmotorY = IntPtr.Zero;
76 private IntPtr AmotorZ = IntPtr.Zero;
77
78 private Vector3 m_PIDTarget;
79 private float m_PIDTau;
80 private float PID_D = 35f;
81 private float PID_G = 25f;
82 private bool m_usePID = false;
83
84 private Quaternion m_APIDTarget = new Quaternion();
85 private float m_APIDStrength = 0.5f;
86 private float m_APIDDamping = 0.5f;
87 private bool m_useAPID = false;
88 private float m_APIDdamper = 1.0f;
89
90 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
91 // do not confuse with VEHICLE HOVER
92
93 private float m_PIDHoverHeight;
94 private float m_PIDHoverTau;
95 private bool m_useHoverPID;
96 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
97 private float m_targetHoverHeight;
98 private float m_groundHeight;
99 private float m_waterHeight;
100 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
101
102 // private float m_tensor = 5f;
103 private int body_autodisable_frames = 20;
104
105
106 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
107 | CollisionCategories.Space
108 | CollisionCategories.Body
109 | CollisionCategories.Character
110 );
111 private bool m_taintshape;
112 private bool m_taintPhysics;
113 private bool m_collidesLand = true;
114 private bool m_collidesWater;
115 public bool m_returnCollisions;
116
117 // Default we're a Geometry
118 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
119
120 // Default, Collide with Other Geometries, spaces and Bodies
121 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
122
123 public bool m_taintremove;
124 public bool m_taintdisable;
125 public bool m_disabled;
126 public bool m_taintadd;
127 public bool m_taintselected;
128 public bool m_taintCollidesWater;
129
130 public uint m_localID;
131
132 //public GCHandle gc;
133 private CollisionLocker ode;
134
135 private bool m_meshfailed = false;
136 private bool m_taintforce = false;
137 private bool m_taintaddangularforce = false;
138 private Vector3 m_force;
139 private List<Vector3> m_forcelist = new List<Vector3>();
140 private List<Vector3> m_angularforcelist = new List<Vector3>();
141
142 private IMesh _mesh;
143 private PrimitiveBaseShape _pbs;
144 private OdeScene _parent_scene;
145 public IntPtr m_targetSpace = IntPtr.Zero;
146 public IntPtr prim_geom;
147// public IntPtr prev_geom;
148 public IntPtr _triMeshData;
149
150 private IntPtr _linkJointGroup = IntPtr.Zero;
151 private PhysicsActor _parent;
152 private PhysicsActor m_taintparent;
153
154 private List<OdePrim> childrenPrim = new List<OdePrim>();
155
156 private bool iscolliding;
157 private bool m_isphysical;
158 private bool m_isSelected;
159
160 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
161
162 private bool m_throttleUpdates;
163 private int throttleCounter;
164 public int m_interpenetrationcount;
165 public float m_collisionscore;
166 public int m_roundsUnderMotionThreshold;
167 private int m_crossingfailures;
168
169 public bool outofBounds;
170 private float m_density = 10.000006836f; // Aluminum g/cm3;
171
172 public bool _zeroFlag; // if body has been stopped
173 private bool m_lastUpdateSent;
174
175 public IntPtr Body = IntPtr.Zero;
176 public String m_primName;
177 private Vector3 _target_velocity;
178 public d.Mass pMass;
179
180 public int m_eventsubscription;
181 private CollisionEventUpdate CollisionEventsThisFrame;
182
183 private IntPtr m_linkJoint = IntPtr.Zero;
184
185 public volatile bool childPrim;
186
187 internal int m_material = (int)Material.Wood;
188
189 private int frcount = 0; // Used to limit dynamics debug output to
190 private int revcount = 0; // Reverse motion while > 0
191
192 private IntPtr m_body = IntPtr.Zero;
193
194 // Vehicle properties ============================================================================================
195 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
196 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
197 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
198 // HOVER_TERRAIN_ONLY
199 // HOVER_GLOBAL_HEIGHT
200 // NO_DEFLECTION_UP
201 // HOVER_WATER_ONLY
202 // HOVER_UP_ONLY
203 // LIMIT_MOTOR_UP
204 // LIMIT_ROLL_ONLY
205
206 // Linear properties
207 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
208 //requested by LSL
209 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
210 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
211 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
212
213 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
214 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
215 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
216
217 //Angular properties
218 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
219
220 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
221 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
222 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
223
224 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
225// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
226 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
227
228 //Deflection properties
229 // private float m_angularDeflectionEfficiency = 0;
230 // private float m_angularDeflectionTimescale = 0;
231 // private float m_linearDeflectionEfficiency = 0;
232 // private float m_linearDeflectionTimescale = 0;
233
234 //Banking properties
235 // private float m_bankingEfficiency = 0;
236 // private float m_bankingMix = 0;
237 // private float m_bankingTimescale = 0;
238
239 //Hover and Buoyancy properties
240 private float m_VhoverHeight = 0f;
241// private float m_VhoverEfficiency = 0f;
242 private float m_VhoverTimescale = 0f;
243 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
244 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
245 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
246 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
247 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
248
249 //Attractor properties
250 private float m_verticalAttractionEfficiency = 1.0f; // damped
251 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
252
253
254
255
256
257
258 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
259 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
260 {
261 ode = dode;
262 if (!pos.IsFinite())
263 {
264 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
265 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
266 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
267 }
268
269 _position = pos;
270 m_taintposition = pos;
271 PID_D = parent_scene.bodyPIDD;
272 PID_G = parent_scene.bodyPIDG;
273 m_density = parent_scene.geomDefaultDensity;
274 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
275 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
276
277
278 prim_geom = IntPtr.Zero;
279// prev_geom = IntPtr.Zero;
280
281 if (!pos.IsFinite())
282 {
283 size = new Vector3(0.5f, 0.5f, 0.5f);
284 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
285 }
286
287 if (size.X <= 0) size.X = 0.01f;
288 if (size.Y <= 0) size.Y = 0.01f;
289 if (size.Z <= 0) size.Z = 0.01f;
290
291 _size = size;
292 m_taintsize = _size;
293
294 if (!QuaternionIsFinite(rotation))
295 {
296 rotation = Quaternion.Identity;
297 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
298 }
299
300 _orientation = rotation;
301 m_taintrot = _orientation;
302 _mesh = mesh;
303 _pbs = pbs;
304
305 _parent_scene = parent_scene;
306 m_targetSpace = (IntPtr)0;
307
308// if (pos.Z < 0)
309 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
310 m_isphysical = false;
311 else
312 {
313 m_isphysical = pisPhysical;
314 // If we're physical, we need to be in the master space for now.
315 // linksets *should* be in a space together.. but are not currently
316 if (m_isphysical)
317 m_targetSpace = _parent_scene.space;
318 }
319 m_primName = primName;
320 m_taintadd = true;
321 _parent_scene.AddPhysicsActorTaint(this);
322 // don't do .add() here; old geoms get recycled with the same hash
323 }
324
325 public override int PhysicsActorType
326 {
327 get { return (int) ActorTypes.Prim; }
328 set { return; }
329 }
330
331 public override bool SetAlwaysRun
332 {
333 get { return false; }
334 set { return; }
335 }
336
337 public override uint LocalID
338 {
339 set {
340 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
341 m_localID = value; }
342 }
343
344 public override bool Grabbed
345 {
346 set { return; }
347 }
348
349 public override bool Selected
350 {
351 set {
352
353//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
354 // This only makes the object not collidable if the object
355 // is physical or the object is modified somehow *IN THE FUTURE*
356 // without this, if an avatar selects prim, they can walk right
357 // through it while it's selected
358 m_collisionscore = 0;
359 if ((m_isphysical && !_zeroFlag) || !value)
360 {
361 m_taintselected = value;
362 _parent_scene.AddPhysicsActorTaint(this);
363 }
364 else
365 {
366 m_taintselected = value;
367 m_isSelected = value;
368 }
369 if(m_isSelected) disableBodySoft();
370 }
371 }
372
373 public override bool IsPhysical
374 {
375 get { return m_isphysical; }
376 set
377 {
378 m_isphysical = value;
379 if (!m_isphysical)
380 { // Zero the remembered last velocity
381 m_lastVelocity = Vector3.Zero;
382 if (m_type != Vehicle.TYPE_NONE) Halt();
383 }
384 }
385 }
386
387 public void setPrimForRemoval()
388 {
389 m_taintremove = true;
390 }
391
392 public override bool Flying
393 {
394 // no flying prims for you
395 get { return false; }
396 set { }
397 }
398
399 public override bool IsColliding
400 {
401 get { return iscolliding; }
402 set { iscolliding = value; }
403 }
404
405 public override bool CollidingGround
406 {
407 get { return false; }
408 set { return; }
409 }
410
411 public override bool CollidingObj
412 {
413 get { return false; }
414 set { return; }
415 }
416
417 public override bool ThrottleUpdates
418 {
419 get { return m_throttleUpdates; }
420 set { m_throttleUpdates = value; }
421 }
422
423 public override bool Stopped
424 {
425 get { return _zeroFlag; }
426 }
427
428 public override Vector3 Position
429 {
430 get { return _position; }
431
432 set { _position = value;
433 //m_log.Info("[PHYSICS]: " + _position.ToString());
434 }
435 }
436
437 public override Vector3 Size
438 {
439 get { return _size; }
440 set
441 {
442 if (value.IsFinite())
443 {
444 _size = value;
445 }
446 else
447 {
448 m_log.Warn("[PHYSICS]: Got NaN Size on object");
449 }
450 }
451 }
452
453 public override float Mass
454 {
455 get { return CalculateMass(); }
456 }
457
458 public override Vector3 Force
459 {
460 //get { return Vector3.Zero; }
461 get { return m_force; }
462 set
463 {
464 if (value.IsFinite())
465 {
466 m_force = value;
467 }
468 else
469 {
470 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
471 }
472 }
473 }
474
475 public override int VehicleType
476 {
477 get { return (int)m_type; }
478 set { ProcessTypeChange((Vehicle)value); }
479 }
480
481 public override void VehicleFloatParam(int param, float value)
482 {
483 ProcessFloatVehicleParam((Vehicle) param, value);
484 }
485
486 public override void VehicleVectorParam(int param, Vector3 value)
487 {
488 ProcessVectorVehicleParam((Vehicle) param, value);
489 }
490
491 public override void VehicleRotationParam(int param, Quaternion rotation)
492 {
493 ProcessRotationVehicleParam((Vehicle) param, rotation);
494 }
495
496 public override void VehicleFlags(int param, bool remove)
497 {
498 ProcessVehicleFlags(param, remove);
499 }
500
501 public override void SetVolumeDetect(int param)
502 {
503 lock (_parent_scene.OdeLock)
504 {
505 m_isVolumeDetect = (param!=0);
506 }
507 }
508
509 public override Vector3 CenterOfMass
510 {
511 get { return Vector3.Zero; }
512 }
513
514 public override Vector3 GeometricCenter
515 {
516 get { return Vector3.Zero; }
517 }
518
519 public override PrimitiveBaseShape Shape
520 {
521 set
522 {
523 _pbs = value;
524 m_taintshape = true;
525 }
526 }
527
528 public override Vector3 Velocity
529 {
530 get
531 {
532 // Averate previous velocity with the new one so
533 // client object interpolation works a 'little' better
534 if (_zeroFlag)
535 return Vector3.Zero;
536
537 Vector3 returnVelocity = Vector3.Zero;
538 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
539 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
540 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
541 return returnVelocity;
542 }
543 set
544 {
545 if (value.IsFinite())
546 {
547 _velocity = value;
548
549 m_taintVelocity = value;
550 _parent_scene.AddPhysicsActorTaint(this);
551 }
552 else
553 {
554 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
555 }
556
557 }
558 }
559
560 public override Vector3 Torque
561 {
562 get
563 {
564 if (!m_isphysical || Body == IntPtr.Zero)
565 return Vector3.Zero;
566
567 return _torque;
568 }
569
570 set
571 {
572 if (value.IsFinite())
573 {
574 m_taintTorque = value;
575 _parent_scene.AddPhysicsActorTaint(this);
576 }
577 else
578 {
579 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
580 }
581 }
582 }
583
584 public override float CollisionScore
585 {
586 get { return m_collisionscore; }
587 set { m_collisionscore = value; }
588 }
589
590 public override bool Kinematic
591 {
592 get { return false; }
593 set { }
594 }
595
596 public override Quaternion Orientation
597 {
598 get { return _orientation; }
599 set
600 {
601 if (QuaternionIsFinite(value))
602 {
603 _orientation = value;
604 }
605 else
606 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
607
608 }
609 }
610
611
612 public override bool FloatOnWater
613 {
614 set {
615 m_taintCollidesWater = value;
616 _parent_scene.AddPhysicsActorTaint(this);
617 }
618 }
619
620 public override void SetMomentum(Vector3 momentum)
621 {
622 }
623
624 public override Vector3 PIDTarget
625 {
626 set
627 {
628 if (value.IsFinite())
629 {
630 m_PIDTarget = value;
631 }
632 else
633 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
634 }
635 }
636 public override bool PIDActive { set { m_usePID = value; } }
637 public override float PIDTau { set { m_PIDTau = value; } }
638
639 // For RotLookAt
640 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
641 public override bool APIDActive { set { m_useAPID = value; } }
642 public override float APIDStrength { set { m_APIDStrength = value; } }
643 public override float APIDDamping { set { m_APIDDamping = value; } }
644
645 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
646 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
647 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
648 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
649
650 internal static bool QuaternionIsFinite(Quaternion q)
651 {
652 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
653 return false;
654 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
655 return false;
656 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
657 return false;
658 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
659 return false;
660 return true;
661 }
662
663 public override Vector3 Acceleration // client updates read data via here
664 {
665 get { return _acceleration; }
666 }
667
668
669 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
670 {
671 _acceleration = accel;
672 }
673
674 public override void AddForce(Vector3 force, bool pushforce)
675 {
676 if (force.IsFinite())
677 {
678 lock (m_forcelist)
679 m_forcelist.Add(force);
680
681 m_taintforce = true;
682 }
683 else
684 {
685 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
686 }
687 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
688 }
689
690 public override void AddAngularForce(Vector3 force, bool pushforce)
691 {
692 if (force.IsFinite())
693 {
694 m_angularforcelist.Add(force);
695 m_taintaddangularforce = true;
696 }
697 else
698 {
699 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
700 }
701 }
702
703 public override Vector3 RotationalVelocity
704 {
705 get
706 {
707 return m_rotationalVelocity;
708 }
709 set
710 {
711 if (value.IsFinite())
712 {
713 m_rotationalVelocity = value;
714 }
715 else
716 {
717 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
718 }
719 }
720 }
721
722 public override void CrossingFailure()
723 {
724 m_crossingfailures++;
725 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
726 {
727 base.RaiseOutOfBounds(_position);
728 return;
729 }
730 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
731 {
732 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
733 }
734 }
735
736 public override float Buoyancy
737 {
738 get { return m_buoyancy; }
739 set { m_buoyancy = value; }
740 }
741
742 public override void link(PhysicsActor obj)
743 {
744 m_taintparent = obj;
745 }
746
747 public override void delink()
748 {
749 m_taintparent = null;
750 }
751
752 public override void LockAngularMotion(Vector3 axis)
753 {
754 // This is actually ROTATION ENABLE, not a lock.
755 // default is <1,1,1> which is all enabled.
756 // The lock value is updated inside Move(), no point in using the taint system.
757 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
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 m_rotateEnableRequest = axis;
765 m_rotateEnableUpdate = true;
766 }
767 else
768 {
769 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
770 }
771 }
772
773
774 public void SetGeom(IntPtr geom)
775 {
776 if(prim_geom != IntPtr.Zero)
777 {
778 // Remove any old entries
779//string tPA;
780//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
781//Console.WriteLine("**** Remove {0}", tPA);
782 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
783 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
784 d.GeomDestroy(prim_geom);
785 }
786
787 prim_geom = geom;
788//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
789 if (prim_geom != IntPtr.Zero)
790 {
791 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
792 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
793 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
794 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
795//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
796 }
797
798 if (childPrim)
799 {
800 if (_parent != null && _parent is OdePrim)
801 {
802 OdePrim parent = (OdePrim)_parent;
803//Console.WriteLine("SetGeom calls ChildSetGeom");
804 parent.ChildSetGeom(this);
805 }
806 }
807 //m_log.Warn("Setting Geom to: " + prim_geom);
808 }
809
810 public void enableBodySoft()
811 {
812 if (!childPrim)
813 {
814 if (m_isphysical && Body != IntPtr.Zero)
815 {
816 d.BodyEnable(Body);
817 if (m_type != Vehicle.TYPE_NONE)
818 Enable(Body, _parent_scene);
819 }
820
821 m_disabled = false;
822 }
823 }
824
825 public void disableBodySoft()
826 {
827 m_disabled = true;
828
829 if (m_isphysical && Body != IntPtr.Zero)
830 {
831 d.BodyDisable(Body);
832 Halt();
833 }
834 }
835
836 public void enableBody()
837 {
838 // Don't enable this body if we're a child prim
839 // this should be taken care of in the parent function not here
840 if (!childPrim)
841 {
842 // Sets the geom to a body
843 Body = d.BodyCreate(_parent_scene.world);
844
845 setMass();
846 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
847 d.Quaternion myrot = new d.Quaternion();
848 myrot.X = _orientation.X;
849 myrot.Y = _orientation.Y;
850 myrot.Z = _orientation.Z;
851 myrot.W = _orientation.W;
852 d.BodySetQuaternion(Body, ref myrot);
853 d.GeomSetBody(prim_geom, Body);
854 m_collisionCategories |= CollisionCategories.Body;
855 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
856
857 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
858 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
859
860 d.BodySetAutoDisableFlag(Body, true);
861 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
862
863 // disconnect from world gravity so we can apply buoyancy
864 d.BodySetGravityMode (Body, false);
865
866 m_interpenetrationcount = 0;
867 m_collisionscore = 0;
868 m_disabled = false;
869
870 if (m_type != Vehicle.TYPE_NONE)
871 {
872 Enable(Body, _parent_scene);
873 }
874
875 _parent_scene.addActivePrim(this);
876 }
877 }
878
879 #region Mass Calculation
880
881 private float CalculateMass()
882 {
883 float volume = _size.X * _size.Y * _size.Z; // default
884 float tmp;
885
886 float returnMass = 0;
887 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
888 float hollowVolume = hollowAmount * hollowAmount;
889
890 switch (_pbs.ProfileShape)
891 {
892 case ProfileShape.Square:
893 // default box
894
895 if (_pbs.PathCurve == (byte)Extrusion.Straight)
896 {
897 if (hollowAmount > 0.0)
898 {
899 switch (_pbs.HollowShape)
900 {
901 case HollowShape.Square:
902 case HollowShape.Same:
903 break;
904
905 case HollowShape.Circle:
906
907 hollowVolume *= 0.78539816339f;
908 break;
909
910 case HollowShape.Triangle:
911
912 hollowVolume *= (0.5f * .5f);
913 break;
914
915 default:
916 hollowVolume = 0;
917 break;
918 }
919 volume *= (1.0f - hollowVolume);
920 }
921 }
922
923 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
924 {
925 //a tube
926
927 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
928 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
929 volume -= volume*tmp*tmp;
930
931 if (hollowAmount > 0.0)
932 {
933 hollowVolume *= hollowAmount;
934
935 switch (_pbs.HollowShape)
936 {
937 case HollowShape.Square:
938 case HollowShape.Same:
939 break;
940
941 case HollowShape.Circle:
942 hollowVolume *= 0.78539816339f;;
943 break;
944
945 case HollowShape.Triangle:
946 hollowVolume *= 0.5f * 0.5f;
947 break;
948 default:
949 hollowVolume = 0;
950 break;
951 }
952 volume *= (1.0f - hollowVolume);
953 }
954 }
955
956 break;
957
958 case ProfileShape.Circle:
959
960 if (_pbs.PathCurve == (byte)Extrusion.Straight)
961 {
962 volume *= 0.78539816339f; // elipse base
963
964 if (hollowAmount > 0.0)
965 {
966 switch (_pbs.HollowShape)
967 {
968 case HollowShape.Same:
969 case HollowShape.Circle:
970 break;
971
972 case HollowShape.Square:
973 hollowVolume *= 0.5f * 2.5984480504799f;
974 break;
975
976 case HollowShape.Triangle:
977 hollowVolume *= .5f * 1.27323954473516f;
978 break;
979
980 default:
981 hollowVolume = 0;
982 break;
983 }
984 volume *= (1.0f - hollowVolume);
985 }
986 }
987
988 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
989 {
990 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
991 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
992 volume *= (1.0f - tmp * tmp);
993
994 if (hollowAmount > 0.0)
995 {
996
997 // calculate the hollow volume by it's shape compared to the prim shape
998 hollowVolume *= hollowAmount;
999
1000 switch (_pbs.HollowShape)
1001 {
1002 case HollowShape.Same:
1003 case HollowShape.Circle:
1004 break;
1005
1006 case HollowShape.Square:
1007 hollowVolume *= 0.5f * 2.5984480504799f;
1008 break;
1009
1010 case HollowShape.Triangle:
1011 hollowVolume *= .5f * 1.27323954473516f;
1012 break;
1013
1014 default:
1015 hollowVolume = 0;
1016 break;
1017 }
1018 volume *= (1.0f - hollowVolume);
1019 }
1020 }
1021 break;
1022
1023 case ProfileShape.HalfCircle:
1024 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1025 {
1026 volume *= 0.52359877559829887307710723054658f;
1027 }
1028 break;
1029
1030 case ProfileShape.EquilateralTriangle:
1031
1032 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1033 {
1034 volume *= 0.32475953f;
1035
1036 if (hollowAmount > 0.0)
1037 {
1038
1039 // calculate the hollow volume by it's shape compared to the prim shape
1040 switch (_pbs.HollowShape)
1041 {
1042 case HollowShape.Same:
1043 case HollowShape.Triangle:
1044 hollowVolume *= .25f;
1045 break;
1046
1047 case HollowShape.Square:
1048 hollowVolume *= 0.499849f * 3.07920140172638f;
1049 break;
1050
1051 case HollowShape.Circle:
1052 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1053 // Cyllinder hollow volume calculation
1054
1055 hollowVolume *= 0.1963495f * 3.07920140172638f;
1056 break;
1057
1058 default:
1059 hollowVolume = 0;
1060 break;
1061 }
1062 volume *= (1.0f - hollowVolume);
1063 }
1064 }
1065 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1066 {
1067 volume *= 0.32475953f;
1068 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1069 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1070 volume *= (1.0f - tmp * tmp);
1071
1072 if (hollowAmount > 0.0)
1073 {
1074
1075 hollowVolume *= hollowAmount;
1076
1077 switch (_pbs.HollowShape)
1078 {
1079 case HollowShape.Same:
1080 case HollowShape.Triangle:
1081 hollowVolume *= .25f;
1082 break;
1083
1084 case HollowShape.Square:
1085 hollowVolume *= 0.499849f * 3.07920140172638f;
1086 break;
1087
1088 case HollowShape.Circle:
1089
1090 hollowVolume *= 0.1963495f * 3.07920140172638f;
1091 break;
1092
1093 default:
1094 hollowVolume = 0;
1095 break;
1096 }
1097 volume *= (1.0f - hollowVolume);
1098 }
1099 }
1100 break;
1101
1102 default:
1103 break;
1104 }
1105
1106
1107
1108 float taperX1;
1109 float taperY1;
1110 float taperX;
1111 float taperY;
1112 float pathBegin;
1113 float pathEnd;
1114 float profileBegin;
1115 float profileEnd;
1116
1117 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1118 {
1119 taperX1 = _pbs.PathScaleX * 0.01f;
1120 if (taperX1 > 1.0f)
1121 taperX1 = 2.0f - taperX1;
1122 taperX = 1.0f - taperX1;
1123
1124 taperY1 = _pbs.PathScaleY * 0.01f;
1125 if (taperY1 > 1.0f)
1126 taperY1 = 2.0f - taperY1;
1127 taperY = 1.0f - taperY1;
1128 }
1129 else
1130 {
1131 taperX = _pbs.PathTaperX * 0.01f;
1132 if (taperX < 0.0f)
1133 taperX = -taperX;
1134 taperX1 = 1.0f - taperX;
1135
1136 taperY = _pbs.PathTaperY * 0.01f;
1137 if (taperY < 0.0f)
1138 taperY = -taperY;
1139 taperY1 = 1.0f - taperY;
1140
1141 }
1142
1143
1144 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1145
1146 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1147 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1148 volume *= (pathEnd - pathBegin);
1149
1150// this is crude aproximation
1151 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1152 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1153 volume *= (profileEnd - profileBegin);
1154
1155 returnMass = m_density * volume;
1156
1157 if (returnMass <= 0)
1158 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1159// else if (returnMass > _parent_scene.maximumMassObject)
1160// returnMass = _parent_scene.maximumMassObject;
1161
1162
1163
1164
1165 // Recursively calculate mass
1166 bool HasChildPrim = false;
1167 lock (childrenPrim)
1168 {
1169 if (childrenPrim.Count > 0)
1170 {
1171 HasChildPrim = true;
1172 }
1173
1174 }
1175 if (HasChildPrim)
1176 {
1177 OdePrim[] childPrimArr = new OdePrim[0];
1178
1179 lock (childrenPrim)
1180 childPrimArr = childrenPrim.ToArray();
1181
1182 for (int i = 0; i < childPrimArr.Length; i++)
1183 {
1184 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1185 returnMass += childPrimArr[i].CalculateMass();
1186 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1187 if (i > 256)
1188 break;
1189 }
1190 }
1191 if (returnMass > _parent_scene.maximumMassObject)
1192 returnMass = _parent_scene.maximumMassObject;
1193 return returnMass;
1194 }// end CalculateMass
1195
1196 #endregion
1197
1198 public void setMass()
1199 {
1200 if (Body != (IntPtr) 0)
1201 {
1202 float newmass = CalculateMass();
1203
1204 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1205
1206 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1207 d.BodySetMass(Body, ref pMass);
1208 }
1209 }
1210
1211 public void disableBody()
1212 {
1213 //this kills the body so things like 'mesh' can re-create it.
1214 lock (this)
1215 {
1216 if (!childPrim)
1217 {
1218 if (Body != IntPtr.Zero)
1219 {
1220 _parent_scene.remActivePrim(this);
1221 m_collisionCategories &= ~CollisionCategories.Body;
1222 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1223
1224 if (prim_geom != IntPtr.Zero)
1225 {
1226 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1227 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1228 }
1229
1230
1231 d.BodyDestroy(Body);
1232 lock (childrenPrim)
1233 {
1234 if (childrenPrim.Count > 0)
1235 {
1236 foreach (OdePrim prm in childrenPrim)
1237 {
1238 _parent_scene.remActivePrim(prm);
1239 prm.Body = IntPtr.Zero;
1240 }
1241 }
1242 }
1243 Body = IntPtr.Zero;
1244 }
1245 }
1246 else
1247 {
1248 _parent_scene.remActivePrim(this);
1249
1250 m_collisionCategories &= ~CollisionCategories.Body;
1251 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1252
1253 if (prim_geom != IntPtr.Zero)
1254 {
1255 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1256 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1257 }
1258
1259
1260 Body = IntPtr.Zero;
1261 }
1262 }
1263 m_disabled = true;
1264 m_collisionscore = 0;
1265 }
1266
1267 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1268
1269 public void setMesh(OdeScene parent_scene, IMesh mesh)
1270 {
1271 // This sleeper is there to moderate how long it takes between
1272 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1273
1274 //Thread.Sleep(10);
1275
1276 //Kill Body so that mesh can re-make the geom
1277 if (IsPhysical && Body != IntPtr.Zero)
1278 {
1279 if (childPrim)
1280 {
1281 if (_parent != null)
1282 {
1283 OdePrim parent = (OdePrim)_parent;
1284 parent.ChildDelink(this);
1285 }
1286 }
1287 else
1288 {
1289 disableBody();
1290 }
1291 }
1292 IntPtr vertices, indices;
1293 int vertexCount, indexCount;
1294 int vertexStride, triStride;
1295 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1296 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1297
1298 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1299 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1300 {
1301 _triMeshData = m_MeshToTriMeshMap[mesh];
1302 }
1303 else
1304 {
1305 _triMeshData = d.GeomTriMeshDataCreate();
1306
1307 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1308 d.GeomTriMeshDataPreprocess(_triMeshData);
1309 m_MeshToTriMeshMap[mesh] = _triMeshData;
1310 }
1311
1312 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1313 try
1314 {
1315 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1316 // {
1317 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1318 // }
1319 }
1320 catch (AccessViolationException)
1321 {
1322 m_log.Error("[PHYSICS]: MESH LOCKED");
1323 return;
1324 }
1325
1326
1327 // if (IsPhysical && Body == (IntPtr) 0)
1328 // {
1329 // Recreate the body
1330 // m_interpenetrationcount = 0;
1331 // m_collisionscore = 0;
1332
1333 // enableBody();
1334 // }
1335 }
1336
1337 public void ProcessTaints(float timestep) //=============================================================================
1338 {
1339 if (m_taintadd)
1340 {
1341 changeadd(timestep);
1342 }
1343
1344 if (prim_geom != IntPtr.Zero)
1345 {
1346 if (!_position.ApproxEquals(m_taintposition, 0f))
1347 {
1348 changemove(timestep);
1349 }
1350 if (m_taintrot != _orientation)
1351 {
1352 if(childPrim && IsPhysical) // For physical child prim...
1353 {
1354 rotate(timestep);
1355 // KF: ODE will also rotate the parent prim!
1356 // so rotate the root back to where it was
1357 OdePrim parent = (OdePrim)_parent;
1358 parent.rotate(timestep);
1359 }
1360 else
1361 {
1362 //Just rotate the prim
1363 rotate(timestep);
1364 }
1365 }
1366 //
1367
1368 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1369 {
1370 changePhysicsStatus(timestep);
1371 }//
1372
1373 if (!_size.ApproxEquals(m_taintsize,0f))
1374 changesize(timestep);
1375 //
1376
1377 if (m_taintshape)
1378 changeshape(timestep);
1379 //
1380
1381 if (m_taintforce)
1382 changeAddForce(timestep);
1383
1384 if (m_taintaddangularforce)
1385 changeAddAngularForce(timestep);
1386
1387 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1388 changeSetTorque(timestep);
1389
1390 if (m_taintdisable)
1391 changedisable(timestep);
1392
1393 if (m_taintselected != m_isSelected)
1394 changeSelectedStatus(timestep);
1395
1396 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1397 changevelocity(timestep);
1398
1399 if (m_taintparent != _parent)
1400 changelink(timestep);
1401
1402 if (m_taintCollidesWater != m_collidesWater)
1403 changefloatonwater(timestep);
1404/* obsolete
1405 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1406 changeAngularLock(timestep);
1407 */
1408 }
1409 else
1410 {
1411 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.)");
1412 }
1413 }
1414
1415/* obsolete
1416 private void changeAngularLock(float timestep)
1417 {
1418 if (_parent == null)
1419 {
1420 m_angularLock = m_taintAngularLock;
1421 m_angularLockSet = true;
1422 }
1423 }
1424 */
1425 private void changelink(float timestep)
1426 {
1427 // If the newly set parent is not null
1428 // create link
1429 if (_parent == null && m_taintparent != null)
1430 {
1431 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1432 {
1433 OdePrim obj = (OdePrim)m_taintparent;
1434 //obj.disableBody();
1435 obj.ParentPrim(this);
1436
1437 /*
1438 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1439 {
1440 _linkJointGroup = d.JointGroupCreate(0);
1441 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1442 d.JointAttach(m_linkJoint, obj.Body, Body);
1443 d.JointSetFixed(m_linkJoint);
1444 }
1445 */
1446 }
1447 }
1448 // If the newly set parent is null
1449 // destroy link
1450 else if (_parent != null && m_taintparent == null)
1451 {
1452 if (_parent is OdePrim)
1453 {
1454 OdePrim obj = (OdePrim)_parent;
1455 obj.ChildDelink(this);
1456 childPrim = false;
1457 //_parent = null;
1458 }
1459
1460 /*
1461 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1462 d.JointGroupDestroy(_linkJointGroup);
1463
1464 _linkJointGroup = (IntPtr)0;
1465 m_linkJoint = (IntPtr)0;
1466 */
1467 }
1468
1469 _parent = m_taintparent;
1470 m_taintPhysics = m_isphysical;
1471 }
1472
1473 // I'm the parent
1474 // prim is the child
1475 public void ParentPrim(OdePrim prim)
1476 {
1477 if (this.m_localID != prim.m_localID)
1478 {
1479 if (Body == IntPtr.Zero)
1480 {
1481 Body = d.BodyCreate(_parent_scene.world);
1482 // disconnect from world gravity so we can apply buoyancy
1483 d.BodySetGravityMode (Body, false);
1484
1485 setMass();
1486 }
1487 if (Body != IntPtr.Zero)
1488 {
1489 lock (childrenPrim)
1490 {
1491 if (!childrenPrim.Contains(prim))
1492 {
1493 childrenPrim.Add(prim);
1494
1495 foreach (OdePrim prm in childrenPrim)
1496 {
1497 d.Mass m2;
1498 d.MassSetZero(out m2);
1499 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1500
1501
1502 d.Quaternion quat = new d.Quaternion();
1503 quat.W = prm._orientation.W;
1504 quat.X = prm._orientation.X;
1505 quat.Y = prm._orientation.Y;
1506 quat.Z = prm._orientation.Z;
1507
1508 d.Matrix3 mat = new d.Matrix3();
1509 d.RfromQ(out mat, ref quat);
1510 d.MassRotate(ref m2, ref mat);
1511 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1512 d.MassAdd(ref pMass, ref m2);
1513 }
1514 foreach (OdePrim prm in childrenPrim)
1515 {
1516
1517 prm.m_collisionCategories |= CollisionCategories.Body;
1518 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1519
1520 if (prm.prim_geom == IntPtr.Zero)
1521 {
1522 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1523 continue;
1524 }
1525 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1526 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1527
1528
1529 d.Quaternion quat = new d.Quaternion();
1530 quat.W = prm._orientation.W;
1531 quat.X = prm._orientation.X;
1532 quat.Y = prm._orientation.Y;
1533 quat.Z = prm._orientation.Z;
1534
1535 d.Matrix3 mat = new d.Matrix3();
1536 d.RfromQ(out mat, ref quat);
1537 if (Body != IntPtr.Zero)
1538 {
1539 d.GeomSetBody(prm.prim_geom, Body);
1540 prm.childPrim = true;
1541 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1542 //d.GeomSetOffsetPosition(prim.prim_geom,
1543 // (Position.X - prm.Position.X) - pMass.c.X,
1544 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1545 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1546 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1547 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1548 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1549 d.BodySetMass(Body, ref pMass);
1550 }
1551 else
1552 {
1553 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1554 }
1555
1556
1557 prm.m_interpenetrationcount = 0;
1558 prm.m_collisionscore = 0;
1559 prm.m_disabled = false;
1560
1561 prm.Body = Body;
1562 _parent_scene.addActivePrim(prm);
1563 }
1564 m_collisionCategories |= CollisionCategories.Body;
1565 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1566
1567 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1568 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1569
1570
1571 d.Quaternion quat2 = new d.Quaternion();
1572 quat2.W = _orientation.W;
1573 quat2.X = _orientation.X;
1574 quat2.Y = _orientation.Y;
1575 quat2.Z = _orientation.Z;
1576
1577 d.Matrix3 mat2 = new d.Matrix3();
1578 d.RfromQ(out mat2, ref quat2);
1579 d.GeomSetBody(prim_geom, Body);
1580 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1581 //d.GeomSetOffsetPosition(prim.prim_geom,
1582 // (Position.X - prm.Position.X) - pMass.c.X,
1583 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1584 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1585 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1586 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1587 d.BodySetMass(Body, ref pMass);
1588
1589 d.BodySetAutoDisableFlag(Body, true);
1590 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1591
1592
1593 m_interpenetrationcount = 0;
1594 m_collisionscore = 0;
1595 m_disabled = false;
1596
1597 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1598 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1599 _parent_scene.addActivePrim(this);
1600 }
1601 }
1602 }
1603 }
1604
1605 }
1606
1607 private void ChildSetGeom(OdePrim odePrim)
1608 {
1609 //if (m_isphysical && Body != IntPtr.Zero)
1610 lock (childrenPrim)
1611 {
1612 foreach (OdePrim prm in childrenPrim)
1613 {
1614 //prm.childPrim = true;
1615 prm.disableBody();
1616 //prm.m_taintparent = null;
1617 //prm._parent = null;
1618 //prm.m_taintPhysics = false;
1619 //prm.m_disabled = true;
1620 //prm.childPrim = false;
1621 }
1622 }
1623 disableBody();
1624
1625
1626 if (Body != IntPtr.Zero)
1627 {
1628 _parent_scene.remActivePrim(this);
1629 }
1630
1631 lock (childrenPrim)
1632 {
1633 foreach (OdePrim prm in childrenPrim)
1634 {
1635 ParentPrim(prm);
1636 }
1637 }
1638
1639 }
1640
1641 private void ChildDelink(OdePrim odePrim)
1642 {
1643 // Okay, we have a delinked child.. need to rebuild the body.
1644 lock (childrenPrim)
1645 {
1646 foreach (OdePrim prm in childrenPrim)
1647 {
1648 prm.childPrim = true;
1649 prm.disableBody();
1650 //prm.m_taintparent = null;
1651 //prm._parent = null;
1652 //prm.m_taintPhysics = false;
1653 //prm.m_disabled = true;
1654 //prm.childPrim = false;
1655 }
1656 }
1657 disableBody();
1658
1659 lock (childrenPrim)
1660 {
1661 childrenPrim.Remove(odePrim);
1662 }
1663
1664 if (Body != IntPtr.Zero)
1665 {
1666 _parent_scene.remActivePrim(this);
1667 }
1668
1669 lock (childrenPrim)
1670 {
1671 foreach (OdePrim prm in childrenPrim)
1672 {
1673 ParentPrim(prm);
1674 }
1675 }
1676 }
1677
1678 private void changeSelectedStatus(float timestep)
1679 {
1680 if (m_taintselected)
1681 {
1682 m_collisionCategories = CollisionCategories.Selected;
1683 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1684
1685 // We do the body disable soft twice because 'in theory' a collision could have happened
1686 // in between the disabling and the collision properties setting
1687 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1688 // through the ground.
1689
1690 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1691 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1692 // so that causes the selected part to wake up and continue moving.
1693
1694 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1695 // assembly will stop simulating during the selection, because of the lack of atomicity
1696 // of select operations (their processing could be interrupted by a thread switch, causing
1697 // simulation to continue before all of the selected object notifications trickle down to
1698 // the physics engine).
1699
1700 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1701 // selected and disabled. then, due to a thread switch, the selection processing is
1702 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1703 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1704 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1705 // up, start simulating again, which in turn wakes up the last 50.
1706
1707 if (m_isphysical)
1708 {
1709 disableBodySoft();
1710 }
1711
1712 if (prim_geom != IntPtr.Zero)
1713 {
1714 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1715 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1716 }
1717
1718 if (m_isphysical)
1719 {
1720 disableBodySoft();
1721 }
1722 if (Body != IntPtr.Zero)
1723 {
1724 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1725 d.BodySetForce(Body, 0f, 0f, 0f);
1726 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
1727 d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
1728 }
1729
1730 }
1731 else
1732 {
1733 m_collisionCategories = CollisionCategories.Geom;
1734
1735 if (m_isphysical)
1736 m_collisionCategories |= CollisionCategories.Body;
1737
1738 m_collisionFlags = m_default_collisionFlags;
1739
1740 if (m_collidesLand)
1741 m_collisionFlags |= CollisionCategories.Land;
1742 if (m_collidesWater)
1743 m_collisionFlags |= CollisionCategories.Water;
1744
1745 if (prim_geom != IntPtr.Zero)
1746 {
1747 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1748 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1749 }
1750 if (Body != IntPtr.Zero)
1751 {
1752 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1753 d.BodySetForce(Body, 0f, 0f, 0f);
1754 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
1755 d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
1756 }
1757
1758 if (m_isphysical)
1759 {
1760 if (Body != IntPtr.Zero)
1761 {
1762 enableBodySoft();
1763 }
1764 }
1765 }
1766
1767 resetCollisionAccounting();
1768 m_isSelected = m_taintselected;
1769 }//end changeSelectedStatus
1770
1771 public void ResetTaints()
1772 {
1773 m_taintposition = _position;
1774 m_taintrot = _orientation;
1775 m_taintPhysics = m_isphysical;
1776 m_taintselected = m_isSelected;
1777 m_taintsize = _size;
1778 m_taintshape = false;
1779 m_taintforce = false;
1780 m_taintdisable = false;
1781 m_taintVelocity = Vector3.Zero;
1782 }
1783
1784 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1785 {
1786 if (_mesh != null) // Special - make mesh
1787 {
1788 setMesh(_parent_scene, _mesh);
1789 }
1790 else // not a mesh
1791 {
1792 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1793 {
1794 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1795 {
1796 if (((_size.X / 2f) > 0f)) // Has size
1797 {
1798 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1799 try
1800 {
1801 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1802 }
1803 catch (AccessViolationException)
1804 {
1805 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1806 ode.dunlock(_parent_scene.world);
1807 return;
1808 }
1809 }
1810 else
1811 {
1812 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1813 try
1814 {
1815 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1816 }
1817 catch (AccessViolationException)
1818 {
1819 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1820 ode.dunlock(_parent_scene.world);
1821 return;
1822 }
1823 }
1824 }
1825 else // not equi-size
1826 {
1827 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1828 try
1829 {
1830 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1831 }
1832 catch (AccessViolationException)
1833 {
1834 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1835 ode.dunlock(_parent_scene.world);
1836 return;
1837 }
1838 }
1839 }
1840
1841 else // not special profile
1842 {
1843 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1844 try
1845 {
1846 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1847 }
1848 catch (AccessViolationException)
1849 {
1850 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1851 ode.dunlock(_parent_scene.world);
1852 return;
1853 }
1854 }
1855 }
1856 }
1857
1858 public void changeadd(float timestep)
1859 {
1860 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1861 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1862
1863 if (targetspace == IntPtr.Zero)
1864 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1865
1866 m_targetSpace = targetspace;
1867
1868 if (_mesh == null && m_meshfailed == false)
1869 {
1870 if (_parent_scene.needsMeshing(_pbs))
1871 {
1872 // Don't need to re-enable body.. it's done in SetMesh
1873 try
1874 {
1875 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1876 }
1877 catch
1878 {
1879 //Don't continuously try to mesh prims when meshing has failed
1880 m_meshfailed = true;
1881 }
1882 // createmesh returns null when it's a shape that isn't a cube.
1883 // m_log.Debug(m_localID);
1884 }
1885 }
1886
1887
1888 lock (_parent_scene.OdeLock)
1889 {
1890 CreateGeom(m_targetSpace, _mesh);
1891
1892 if (prim_geom != IntPtr.Zero)
1893 {
1894 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1895 d.Quaternion myrot = new d.Quaternion();
1896 myrot.X = _orientation.X;
1897 myrot.Y = _orientation.Y;
1898 myrot.Z = _orientation.Z;
1899 myrot.W = _orientation.W;
1900 d.GeomSetQuaternion(prim_geom, ref myrot);
1901 }
1902
1903 if (m_isphysical && Body == IntPtr.Zero)
1904 {
1905 enableBody();
1906 }
1907 }
1908
1909 changeSelectedStatus(timestep);
1910
1911 m_taintadd = false;
1912 }
1913
1914 public void changemove(float timestep)
1915 {
1916 if (m_isphysical)
1917 {
1918// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1919 if (!m_taintremove && !childPrim)
1920 {
1921 if (Body == IntPtr.Zero)
1922 enableBody();
1923 //Prim auto disable after 20 frames,
1924 //if you move it, re-enable the prim manually.
1925 if (_parent != null)
1926 {
1927 if (m_linkJoint != IntPtr.Zero)
1928 {
1929 d.JointDestroy(m_linkJoint);
1930 m_linkJoint = IntPtr.Zero;
1931 }
1932 }
1933 if (Body != IntPtr.Zero)
1934 {
1935 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1936
1937 if (_parent != null)
1938 {
1939 OdePrim odParent = (OdePrim)_parent;
1940 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1941 {
1942// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1943Console.WriteLine("ODEPrim JointCreateFixed !!!");
1944 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1945 d.JointAttach(m_linkJoint, Body, odParent.Body);
1946 d.JointSetFixed(m_linkJoint);
1947 }
1948 }
1949 d.BodyEnable(Body);
1950 if (m_type != Vehicle.TYPE_NONE)
1951 {
1952 Enable(Body, _parent_scene);
1953 }
1954 }
1955 else
1956 {
1957 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1958 }
1959 }
1960 //else
1961 // {
1962 //m_log.Debug("[BUG]: race!");
1963 //}
1964 }
1965 else
1966 {
1967 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1968 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1969 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1970
1971 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1972 m_targetSpace = tempspace;
1973
1974 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1975 if (prim_geom != IntPtr.Zero)
1976 {
1977 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1978
1979 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1980 d.SpaceAdd(m_targetSpace, prim_geom);
1981 }
1982 }
1983
1984 changeSelectedStatus(timestep);
1985
1986 resetCollisionAccounting();
1987 m_taintposition = _position;
1988 }
1989
1990
1991
1992 public void rotate(float timestep)
1993 {
1994 d.Quaternion myrot = new d.Quaternion();
1995 myrot.X = _orientation.X;
1996 myrot.Y = _orientation.Y;
1997 myrot.Z = _orientation.Z;
1998 myrot.W = _orientation.W;
1999 if (Body != IntPtr.Zero)
2000 {
2001 // KF: If this is a root prim do BodySet
2002 d.BodySetQuaternion(Body, ref myrot);
2003 }
2004 else
2005 {
2006 // daughter prim, do Geom set
2007 d.GeomSetQuaternion(prim_geom, ref myrot);
2008 }
2009
2010 resetCollisionAccounting();
2011 m_taintrot = _orientation;
2012 }
2013
2014 private void resetCollisionAccounting()
2015 {
2016 m_collisionscore = 0;
2017 m_interpenetrationcount = 0;
2018 m_disabled = false;
2019 }
2020
2021 public void changedisable(float timestep)
2022 {
2023 m_disabled = true;
2024 if (Body != IntPtr.Zero)
2025 {
2026 d.BodyDisable(Body);
2027 Body = IntPtr.Zero;
2028 }
2029
2030 m_taintdisable = false;
2031 }
2032
2033 public void changePhysicsStatus(float timestep)
2034 {
2035 if (m_isphysical == true)
2036 {
2037 if (Body == IntPtr.Zero)
2038 {
2039 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2040 {
2041 changeshape(2f);
2042 }
2043 else
2044 {
2045 enableBody();
2046 }
2047 }
2048 }
2049 else
2050 {
2051 if (Body != IntPtr.Zero)
2052 {
2053 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2054 {
2055 _mesh = null;
2056 changeadd(2f);
2057 }
2058 if (childPrim)
2059 {
2060 if (_parent != null)
2061 {
2062 OdePrim parent = (OdePrim)_parent;
2063 parent.ChildDelink(this);
2064 }
2065 }
2066 else
2067 {
2068 disableBody();
2069 }
2070 }
2071 }
2072
2073 changeSelectedStatus(timestep);
2074
2075 resetCollisionAccounting();
2076 m_taintPhysics = m_isphysical;
2077 }
2078
2079 public void changesize(float timestamp)
2080 {
2081
2082 string oldname = _parent_scene.geom_name_map[prim_geom];
2083
2084 if (_size.X <= 0) _size.X = 0.01f;
2085 if (_size.Y <= 0) _size.Y = 0.01f;
2086 if (_size.Z <= 0) _size.Z = 0.01f;
2087
2088 // Cleanup of old prim geometry
2089 if (_mesh != null)
2090 {
2091 // Cleanup meshing here
2092 }
2093 //kill body to rebuild
2094 if (IsPhysical && Body != IntPtr.Zero)
2095 {
2096 if (childPrim)
2097 {
2098 if (_parent != null)
2099 {
2100 OdePrim parent = (OdePrim)_parent;
2101 parent.ChildDelink(this);
2102 }
2103 }
2104 else
2105 {
2106 disableBody();
2107 }
2108 }
2109 if (d.SpaceQuery(m_targetSpace, prim_geom))
2110 {
2111 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2112 d.SpaceRemove(m_targetSpace, prim_geom);
2113 }
2114 // we don't need to do space calculation because the client sends a position update also.
2115
2116 // Construction of new prim
2117 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2118 {
2119 float meshlod = _parent_scene.meshSculptLOD;
2120
2121 if (IsPhysical)
2122 meshlod = _parent_scene.MeshSculptphysicalLOD;
2123 // Don't need to re-enable body.. it's done in SetMesh
2124
2125 IMesh mesh = null;
2126
2127 try
2128 {
2129 if (_parent_scene.needsMeshing(_pbs))
2130 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2131 }
2132 catch
2133 {
2134 m_meshfailed = true;
2135 }
2136
2137 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2138 CreateGeom(m_targetSpace, mesh);
2139
2140
2141 }
2142 else
2143 {
2144 _mesh = null;
2145 CreateGeom(m_targetSpace, _mesh);
2146 }
2147
2148 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2149 d.Quaternion myrot = new d.Quaternion();
2150 myrot.X = _orientation.X;
2151 myrot.Y = _orientation.Y;
2152 myrot.Z = _orientation.Z;
2153 myrot.W = _orientation.W;
2154 d.GeomSetQuaternion(prim_geom, ref myrot);
2155
2156 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2157 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2158 {
2159 // Re creates body on size.
2160 // EnableBody also does setMass()
2161 enableBody();
2162 d.BodyEnable(Body);
2163 }
2164
2165 _parent_scene.geom_name_map[prim_geom] = oldname;
2166
2167 changeSelectedStatus(timestamp);
2168 if (childPrim)
2169 {
2170 if (_parent is OdePrim)
2171 {
2172 OdePrim parent = (OdePrim)_parent;
2173 parent.ChildSetGeom(this);
2174 }
2175 }
2176 resetCollisionAccounting();
2177 m_taintsize = _size;
2178 }
2179
2180
2181
2182 public void changefloatonwater(float timestep)
2183 {
2184 m_collidesWater = m_taintCollidesWater;
2185
2186 if (prim_geom != IntPtr.Zero)
2187 {
2188 if (m_collidesWater)
2189 {
2190 m_collisionFlags |= CollisionCategories.Water;
2191 }
2192 else
2193 {
2194 m_collisionFlags &= ~CollisionCategories.Water;
2195 }
2196 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2197 }
2198 }
2199
2200 public void changeshape(float timestamp)
2201 {
2202 string oldname = _parent_scene.geom_name_map[prim_geom];
2203
2204 // Cleanup of old prim geometry and Bodies
2205 if (IsPhysical && Body != IntPtr.Zero)
2206 {
2207 if (childPrim)
2208 {
2209 if (_parent != null)
2210 {
2211 OdePrim parent = (OdePrim)_parent;
2212 parent.ChildDelink(this);
2213 }
2214 }
2215 else
2216 {
2217 disableBody();
2218 }
2219 }
2220
2221
2222 // we don't need to do space calculation because the client sends a position update also.
2223 if (_size.X <= 0) _size.X = 0.01f;
2224 if (_size.Y <= 0) _size.Y = 0.01f;
2225 if (_size.Z <= 0) _size.Z = 0.01f;
2226 // Construction of new prim
2227
2228 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2229 {
2230 // Don't need to re-enable body.. it's done in SetMesh
2231 float meshlod = _parent_scene.meshSculptLOD;
2232
2233 if (IsPhysical)
2234 meshlod = _parent_scene.MeshSculptphysicalLOD;
2235 try
2236 {
2237 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2238 CreateGeom(m_targetSpace, mesh);
2239 }
2240 catch
2241 {
2242 m_meshfailed = true;
2243 }
2244 // createmesh returns null when it doesn't mesh.
2245 }
2246 else
2247 {
2248 _mesh = null;
2249 CreateGeom(m_targetSpace, null);
2250 }
2251
2252 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2253 d.Quaternion myrot = new d.Quaternion();
2254 //myrot.W = _orientation.w;
2255 myrot.W = _orientation.W;
2256 myrot.X = _orientation.X;
2257 myrot.Y = _orientation.Y;
2258 myrot.Z = _orientation.Z;
2259 d.GeomSetQuaternion(prim_geom, ref myrot);
2260
2261 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2262 if (IsPhysical && Body == IntPtr.Zero)
2263 {
2264 // Re creates body on size.
2265 // EnableBody also does setMass()
2266 enableBody();
2267 if (Body != IntPtr.Zero)
2268 {
2269 d.BodyEnable(Body);
2270 }
2271 }
2272 _parent_scene.geom_name_map[prim_geom] = oldname;
2273
2274 changeSelectedStatus(timestamp);
2275 if (childPrim)
2276 {
2277 if (_parent is OdePrim)
2278 {
2279 OdePrim parent = (OdePrim)_parent;
2280 parent.ChildSetGeom(this);
2281 }
2282 }
2283 resetCollisionAccounting();
2284 m_taintshape = false;
2285 }
2286
2287 public void changeAddForce(float timestamp)
2288 {
2289 if (!m_isSelected)
2290 {
2291 lock (m_forcelist)
2292 {
2293 //m_log.Info("[PHYSICS]: dequeing forcelist");
2294 if (IsPhysical)
2295 {
2296 Vector3 iforce = Vector3.Zero;
2297 int i = 0;
2298 try
2299 {
2300 for (i = 0; i < m_forcelist.Count; i++)
2301 {
2302
2303 iforce = iforce + (m_forcelist[i] * 100);
2304 }
2305 }
2306 catch (IndexOutOfRangeException)
2307 {
2308 m_forcelist = new List<Vector3>();
2309 m_collisionscore = 0;
2310 m_interpenetrationcount = 0;
2311 m_taintforce = false;
2312 return;
2313 }
2314 catch (ArgumentOutOfRangeException)
2315 {
2316 m_forcelist = new List<Vector3>();
2317 m_collisionscore = 0;
2318 m_interpenetrationcount = 0;
2319 m_taintforce = false;
2320 return;
2321 }
2322 d.BodyEnable(Body);
2323
2324 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2325 }
2326 m_forcelist.Clear();
2327 }
2328
2329 m_collisionscore = 0;
2330 m_interpenetrationcount = 0;
2331 }
2332
2333 m_taintforce = false;
2334
2335 }
2336
2337
2338
2339 public void changeSetTorque(float timestamp)
2340 {
2341 if (!m_isSelected)
2342 {
2343 if (IsPhysical && Body != IntPtr.Zero)
2344 {
2345 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2346 }
2347 }
2348
2349 m_taintTorque = Vector3.Zero;
2350 }
2351
2352 public void changeAddAngularForce(float timestamp)
2353 {
2354 if (!m_isSelected)
2355 {
2356 lock (m_angularforcelist)
2357 {
2358 //m_log.Info("[PHYSICS]: dequeing forcelist");
2359 if (IsPhysical)
2360 {
2361 Vector3 iforce = Vector3.Zero;
2362 for (int i = 0; i < m_angularforcelist.Count; i++)
2363 {
2364 iforce = iforce + (m_angularforcelist[i] * 100);
2365 }
2366 d.BodyEnable(Body);
2367 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2368
2369 }
2370 m_angularforcelist.Clear();
2371 }
2372
2373 m_collisionscore = 0;
2374 m_interpenetrationcount = 0;
2375 }
2376
2377 m_taintaddangularforce = false;
2378 }
2379
2380 private void changevelocity(float timestep)
2381 {
2382 if (!m_isSelected)
2383 {
2384 Thread.Sleep(20);
2385 if (IsPhysical)
2386 {
2387 if (Body != IntPtr.Zero)
2388 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2389 }
2390
2391 //resetCollisionAccounting();
2392 }
2393 m_taintVelocity = Vector3.Zero;
2394 }
2395
2396 public void UpdatePositionAndVelocity()
2397 {
2398 return; // moved to the Move () method
2399 }
2400
2401 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2402 {
2403 obj.I.M00 = pMat[0, 0];
2404 obj.I.M01 = pMat[0, 1];
2405 obj.I.M02 = pMat[0, 2];
2406 obj.I.M10 = pMat[1, 0];
2407 obj.I.M11 = pMat[1, 1];
2408 obj.I.M12 = pMat[1, 2];
2409 obj.I.M20 = pMat[2, 0];
2410 obj.I.M21 = pMat[2, 1];
2411 obj.I.M22 = pMat[2, 2];
2412 return obj;
2413 }
2414
2415 public override void SubscribeEvents(int ms)
2416 {
2417 m_eventsubscription = ms;
2418 _parent_scene.addCollisionEventReporting(this);
2419 }
2420
2421 public override void UnSubscribeEvents()
2422 {
2423 _parent_scene.remCollisionEventReporting(this);
2424 m_eventsubscription = 0;
2425 }
2426
2427 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2428 {
2429 if (CollisionEventsThisFrame == null)
2430 CollisionEventsThisFrame = new CollisionEventUpdate();
2431 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2432 }
2433
2434 public void SendCollisions()
2435 {
2436 if (CollisionEventsThisFrame == null)
2437 return;
2438
2439 base.SendCollisionUpdate(CollisionEventsThisFrame);
2440
2441 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2442 CollisionEventsThisFrame = null;
2443 else
2444 CollisionEventsThisFrame = new CollisionEventUpdate();
2445 }
2446
2447 public override bool SubscribedEvents()
2448 {
2449 if (m_eventsubscription > 0)
2450 return true;
2451 return false;
2452 }
2453
2454 public static Matrix4 Inverse(Matrix4 pMat)
2455 {
2456 if (determinant3x3(pMat) == 0)
2457 {
2458 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2459 }
2460
2461
2462
2463 return (Adjoint(pMat) / determinant3x3(pMat));
2464 }
2465
2466 public static Matrix4 Adjoint(Matrix4 pMat)
2467 {
2468 Matrix4 adjointMatrix = new Matrix4();
2469 for (int i=0; i<4; i++)
2470 {
2471 for (int j=0; j<4; j++)
2472 {
2473 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2474 }
2475 }
2476
2477 adjointMatrix = Transpose(adjointMatrix);
2478 return adjointMatrix;
2479 }
2480
2481 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2482 {
2483 Matrix4 minor = new Matrix4();
2484 int m = 0, n = 0;
2485 for (int i = 0; i < 4; i++)
2486 {
2487 if (i == iRow)
2488 continue;
2489 n = 0;
2490 for (int j = 0; j < 4; j++)
2491 {
2492 if (j == iCol)
2493 continue;
2494 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2495 n++;
2496 }
2497 m++;
2498 }
2499 return minor;
2500 }
2501
2502 public static Matrix4 Transpose(Matrix4 pMat)
2503 {
2504 Matrix4 transposeMatrix = new Matrix4();
2505 for (int i = 0; i < 4; i++)
2506 for (int j = 0; j < 4; j++)
2507 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2508 return transposeMatrix;
2509 }
2510
2511 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2512 {
2513 switch (r)
2514 {
2515 case 0:
2516 switch (c)
2517 {
2518 case 0:
2519 pMat.M11 = val;
2520 break;
2521 case 1:
2522 pMat.M12 = val;
2523 break;
2524 case 2:
2525 pMat.M13 = val;
2526 break;
2527 case 3:
2528 pMat.M14 = val;
2529 break;
2530 }
2531
2532 break;
2533 case 1:
2534 switch (c)
2535 {
2536 case 0:
2537 pMat.M21 = val;
2538 break;
2539 case 1:
2540 pMat.M22 = val;
2541 break;
2542 case 2:
2543 pMat.M23 = val;
2544 break;
2545 case 3:
2546 pMat.M24 = val;
2547 break;
2548 }
2549
2550 break;
2551 case 2:
2552 switch (c)
2553 {
2554 case 0:
2555 pMat.M31 = val;
2556 break;
2557 case 1:
2558 pMat.M32 = val;
2559 break;
2560 case 2:
2561 pMat.M33 = val;
2562 break;
2563 case 3:
2564 pMat.M34 = val;
2565 break;
2566 }
2567
2568 break;
2569 case 3:
2570 switch (c)
2571 {
2572 case 0:
2573 pMat.M41 = val;
2574 break;
2575 case 1:
2576 pMat.M42 = val;
2577 break;
2578 case 2:
2579 pMat.M43 = val;
2580 break;
2581 case 3:
2582 pMat.M44 = val;
2583 break;
2584 }
2585
2586 break;
2587 }
2588 }
2589 private static float determinant3x3(Matrix4 pMat)
2590 {
2591 float det = 0;
2592 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2593 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2594 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2595 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2596 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2597 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2598
2599 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2600 return det;
2601
2602 }
2603
2604 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2605 {
2606 dst.c.W = src.c.W;
2607 dst.c.X = src.c.X;
2608 dst.c.Y = src.c.Y;
2609 dst.c.Z = src.c.Z;
2610 dst.mass = src.mass;
2611 dst.I.M00 = src.I.M00;
2612 dst.I.M01 = src.I.M01;
2613 dst.I.M02 = src.I.M02;
2614 dst.I.M10 = src.I.M10;
2615 dst.I.M11 = src.I.M11;
2616 dst.I.M12 = src.I.M12;
2617 dst.I.M20 = src.I.M20;
2618 dst.I.M21 = src.I.M21;
2619 dst.I.M22 = src.I.M22;
2620 }
2621
2622 public override void SetMaterial(int pMaterial)
2623 {
2624 m_material = pMaterial;
2625 }
2626
2627 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2628 {
2629 switch (pParam)
2630 {
2631 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2632 if (pValue < 0.01f) pValue = 0.01f;
2633 // m_angularDeflectionEfficiency = pValue;
2634 break;
2635 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2636 if (pValue < 0.1f) pValue = 0.1f;
2637 // m_angularDeflectionTimescale = pValue;
2638 break;
2639 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2640 if (pValue < 0.3f) pValue = 0.3f;
2641 m_angularMotorDecayTimescale = pValue;
2642 break;
2643 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2644 if (pValue < 0.3f) pValue = 0.3f;
2645 m_angularMotorTimescale = pValue;
2646 break;
2647 case Vehicle.BANKING_EFFICIENCY:
2648 if (pValue < 0.01f) pValue = 0.01f;
2649 // m_bankingEfficiency = pValue;
2650 break;
2651 case Vehicle.BANKING_MIX:
2652 if (pValue < 0.01f) pValue = 0.01f;
2653 // m_bankingMix = pValue;
2654 break;
2655 case Vehicle.BANKING_TIMESCALE:
2656 if (pValue < 0.01f) pValue = 0.01f;
2657 // m_bankingTimescale = pValue;
2658 break;
2659 case Vehicle.BUOYANCY:
2660 if (pValue < -1f) pValue = -1f;
2661 if (pValue > 1f) pValue = 1f;
2662 m_VehicleBuoyancy = pValue;
2663 break;
2664// case Vehicle.HOVER_EFFICIENCY:
2665// if (pValue < 0f) pValue = 0f;
2666// if (pValue > 1f) pValue = 1f;
2667// m_VhoverEfficiency = pValue;
2668// break;
2669 case Vehicle.HOVER_HEIGHT:
2670 m_VhoverHeight = pValue;
2671 break;
2672 case Vehicle.HOVER_TIMESCALE:
2673 if (pValue < 0.1f) pValue = 0.1f;
2674 m_VhoverTimescale = pValue;
2675 break;
2676 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2677 if (pValue < 0.01f) pValue = 0.01f;
2678 // m_linearDeflectionEfficiency = pValue;
2679 break;
2680 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2681 if (pValue < 0.01f) pValue = 0.01f;
2682 // m_linearDeflectionTimescale = pValue;
2683 break;
2684 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2685 if (pValue < 0.3f) pValue = 0.3f;
2686 m_linearMotorDecayTimescale = pValue;
2687 break;
2688 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2689 if (pValue < 0.1f) pValue = 0.1f;
2690 m_linearMotorTimescale = pValue;
2691 break;
2692 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2693 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2694 if (pValue > 1.0f) pValue = 1.0f;
2695 m_verticalAttractionEfficiency = pValue;
2696 break;
2697 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2698 if (pValue < 0.1f) pValue = 0.1f;
2699 m_verticalAttractionTimescale = pValue;
2700 break;
2701
2702 // These are vector properties but the engine lets you use a single float value to
2703 // set all of the components to the same value
2704 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2705 if (pValue > 30f) pValue = 30f;
2706 if (pValue < 0.1f) pValue = 0.1f;
2707 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2708 break;
2709 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2710 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2711 UpdateAngDecay();
2712 break;
2713 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2714 if (pValue < 0.1f) pValue = 0.1f;
2715 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2716 break;
2717 case Vehicle.LINEAR_MOTOR_DIRECTION:
2718 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2719 UpdateLinDecay();
2720 break;
2721 case Vehicle.LINEAR_MOTOR_OFFSET:
2722 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2723 break;
2724
2725 }
2726
2727 }//end ProcessFloatVehicleParam
2728
2729 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2730 {
2731 switch (pParam)
2732 {
2733 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2734 if (pValue.X > 30f) pValue.X = 30f;
2735 if (pValue.X < 0.1f) pValue.X = 0.1f;
2736 if (pValue.Y > 30f) pValue.Y = 30f;
2737 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2738 if (pValue.Z > 30f) pValue.Z = 30f;
2739 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2740 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2741 break;
2742 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2743 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2744 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2745 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2746 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2747 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2748 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2749 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2750 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2751 UpdateAngDecay();
2752 break;
2753 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2754 if (pValue.X < 0.1f) pValue.X = 0.1f;
2755 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2756 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2757 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2758 break;
2759 case Vehicle.LINEAR_MOTOR_DIRECTION:
2760 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2761 UpdateLinDecay();
2762 break;
2763 case Vehicle.LINEAR_MOTOR_OFFSET:
2764 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2765 break;
2766 }
2767
2768 }//end ProcessVectorVehicleParam
2769
2770 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2771 {
2772 switch (pParam)
2773 {
2774 case Vehicle.REFERENCE_FRAME:
2775 // m_referenceFrame = pValue;
2776 break;
2777 }
2778
2779 }//end ProcessRotationVehicleParam
2780
2781 internal void ProcessVehicleFlags(int pParam, bool remove)
2782 {
2783 if (remove)
2784 {
2785 m_flags &= ~((VehicleFlag)pParam);
2786 }
2787 else
2788 {
2789 m_flags |= (VehicleFlag)pParam;
2790 }
2791 }
2792
2793 internal void ProcessTypeChange(Vehicle pType)
2794 {
2795 // Set Defaults For Type
2796 m_type = pType;
2797 switch (pType)
2798 {
2799 case Vehicle.TYPE_SLED:
2800 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2801 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2802// m_lLinMotorVel = Vector3.Zero;
2803 m_linearMotorTimescale = 1000;
2804 m_linearMotorDecayTimescale = 120;
2805 m_angularMotorDirection = Vector3.Zero;
2806 m_angularMotorDVel = Vector3.Zero;
2807 m_angularMotorTimescale = 1000;
2808 m_angularMotorDecayTimescale = 120;
2809 m_VhoverHeight = 0;
2810// m_VhoverEfficiency = 1;
2811 m_VhoverTimescale = 10;
2812 m_VehicleBuoyancy = 0;
2813 // m_linearDeflectionEfficiency = 1;
2814 // m_linearDeflectionTimescale = 1;
2815 // m_angularDeflectionEfficiency = 1;
2816 // m_angularDeflectionTimescale = 1000;
2817 // m_bankingEfficiency = 0;
2818 // m_bankingMix = 1;
2819 // m_bankingTimescale = 10;
2820 // m_referenceFrame = Quaternion.Identity;
2821 m_flags &=
2822 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2823 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2824 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2825 break;
2826 case Vehicle.TYPE_CAR:
2827 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2828 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2829// m_lLinMotorVel = Vector3.Zero;
2830 m_linearMotorTimescale = 1;
2831 m_linearMotorDecayTimescale = 60;
2832 m_angularMotorDirection = Vector3.Zero;
2833 m_angularMotorDVel = Vector3.Zero;
2834 m_angularMotorTimescale = 1;
2835 m_angularMotorDecayTimescale = 0.8f;
2836 m_VhoverHeight = 0;
2837// m_VhoverEfficiency = 0;
2838 m_VhoverTimescale = 1000;
2839 m_VehicleBuoyancy = 0;
2840 // // m_linearDeflectionEfficiency = 1;
2841 // // m_linearDeflectionTimescale = 2;
2842 // // m_angularDeflectionEfficiency = 0;
2843 // m_angularDeflectionTimescale = 10;
2844 m_verticalAttractionEfficiency = 1f;
2845 m_verticalAttractionTimescale = 10f;
2846 // m_bankingEfficiency = -0.2f;
2847 // m_bankingMix = 1;
2848 // m_bankingTimescale = 1;
2849 // m_referenceFrame = Quaternion.Identity;
2850 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2851 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2852 VehicleFlag.LIMIT_MOTOR_UP);
2853 break;
2854 case Vehicle.TYPE_BOAT:
2855 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2856 m_angularFrictionTimescale = new Vector3(10,10,10);
2857// m_lLinMotorVel = Vector3.Zero;
2858 m_linearMotorTimescale = 5;
2859 m_linearMotorDecayTimescale = 60;
2860 m_angularMotorDirection = Vector3.Zero;
2861 m_angularMotorDVel = Vector3.Zero;
2862 m_angularMotorTimescale = 4;
2863 m_angularMotorDecayTimescale = 4;
2864 m_VhoverHeight = 0;
2865// m_VhoverEfficiency = 0.5f;
2866 m_VhoverTimescale = 2;
2867 m_VehicleBuoyancy = 1;
2868 // m_linearDeflectionEfficiency = 0.5f;
2869 // m_linearDeflectionTimescale = 3;
2870 // m_angularDeflectionEfficiency = 0.5f;
2871 // m_angularDeflectionTimescale = 5;
2872 m_verticalAttractionEfficiency = 0.5f;
2873 m_verticalAttractionTimescale = 5f;
2874 // m_bankingEfficiency = -0.3f;
2875 // m_bankingMix = 0.8f;
2876 // m_bankingTimescale = 1;
2877 // m_referenceFrame = Quaternion.Identity;
2878 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2879 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2880 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2881 VehicleFlag.LIMIT_MOTOR_UP);
2882 break;
2883 case Vehicle.TYPE_AIRPLANE:
2884 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2885 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2886// m_lLinMotorVel = Vector3.Zero;
2887 m_linearMotorTimescale = 2;
2888 m_linearMotorDecayTimescale = 60;
2889 m_angularMotorDirection = Vector3.Zero;
2890 m_angularMotorDVel = Vector3.Zero;
2891 m_angularMotorTimescale = 4;
2892 m_angularMotorDecayTimescale = 4;
2893 m_VhoverHeight = 0;
2894// m_VhoverEfficiency = 0.5f;
2895 m_VhoverTimescale = 1000;
2896 m_VehicleBuoyancy = 0;
2897 // m_linearDeflectionEfficiency = 0.5f;
2898 // m_linearDeflectionTimescale = 3;
2899 // m_angularDeflectionEfficiency = 1;
2900 // m_angularDeflectionTimescale = 2;
2901 m_verticalAttractionEfficiency = 0.9f;
2902 m_verticalAttractionTimescale = 2f;
2903 // m_bankingEfficiency = 1;
2904 // m_bankingMix = 0.7f;
2905 // m_bankingTimescale = 2;
2906 // m_referenceFrame = Quaternion.Identity;
2907 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2908 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2909 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2910 break;
2911 case Vehicle.TYPE_BALLOON:
2912 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2913 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2914 m_linearMotorTimescale = 5;
2915 m_linearMotorDecayTimescale = 60;
2916 m_angularMotorDirection = Vector3.Zero;
2917 m_angularMotorDVel = Vector3.Zero;
2918 m_angularMotorTimescale = 6;
2919 m_angularMotorDecayTimescale = 10;
2920 m_VhoverHeight = 5;
2921// m_VhoverEfficiency = 0.8f;
2922 m_VhoverTimescale = 10;
2923 m_VehicleBuoyancy = 1;
2924 // m_linearDeflectionEfficiency = 0;
2925 // m_linearDeflectionTimescale = 5;
2926 // m_angularDeflectionEfficiency = 0;
2927 // m_angularDeflectionTimescale = 5;
2928 m_verticalAttractionEfficiency = 1f;
2929 m_verticalAttractionTimescale = 100f;
2930 // m_bankingEfficiency = 0;
2931 // m_bankingMix = 0.7f;
2932 // m_bankingTimescale = 5;
2933 // m_referenceFrame = Quaternion.Identity;
2934 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2935 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2936 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2937 break;
2938
2939 }
2940 }//end SetDefaultsForType
2941
2942 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2943 {
2944 if (m_type == Vehicle.TYPE_NONE)
2945 return;
2946
2947 m_body = pBody;
2948 }
2949
2950
2951 internal void Halt()
2952 { // Kill all motions, when non-physical
2953 // m_linearMotorDirection = Vector3.Zero;
2954 m_lLinMotorDVel = Vector3.Zero;
2955 m_lLinObjectVel = Vector3.Zero;
2956 m_wLinObjectVel = Vector3.Zero;
2957 m_angularMotorDirection = Vector3.Zero;
2958 m_lastAngularVelocity = Vector3.Zero;
2959 m_angularMotorDVel = Vector3.Zero;
2960 _acceleration = Vector3.Zero;
2961 }
2962
2963 private void UpdateLinDecay()
2964 {
2965// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2966// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2967// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2968 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2969 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2970 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2971 } // else let the motor decay on its own
2972
2973 private void UpdateAngDecay()
2974 {
2975// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
2976// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2977// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2978 m_angularMotorDVel.X = m_angularMotorDirection.X;
2979 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2980 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2981 } // else let the motor decay on its own
2982
2983 public void Move(float timestep)
2984 {
2985 float fx = 0;
2986 float fy = 0;
2987 float fz = 0;
2988 Vector3 linvel; // velocity applied, including any reversal
2989 int outside = 0;
2990
2991 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
2992 // This is a temp patch until proper region crossing is developed.
2993
2994 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
2995 float fence = _parent_scene.geomRegionFence;
2996
2997 frcount++; // used to limit debug comment output
2998 if (frcount > 50)
2999 frcount = 0;
3000
3001 if(revcount > 0) revcount--;
3002
3003 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3004 {
3005 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3006 bool lastZeroFlag = _zeroFlag; // was it stopped
3007
3008 d.Vector3 vec = d.BodyGetPosition(Body);
3009 Vector3 l_position = Vector3.Zero;
3010 l_position.X = vec.X;
3011 l_position.Y = vec.Y;
3012 l_position.Z = vec.Z;
3013 m_lastposition = _position;
3014 _position = l_position;
3015
3016 d.Quaternion ori = d.BodyGetQuaternion(Body);
3017 // Quaternion l_orientation = Quaternion.Identity;
3018 _orientation.X = ori.X;
3019 _orientation.Y = ori.Y;
3020 _orientation.Z = ori.Z;
3021 _orientation.W = ori.W;
3022 m_lastorientation = _orientation;
3023
3024 d.Vector3 vel = d.BodyGetLinearVel(Body);
3025 m_lastVelocity = _velocity;
3026 _velocity.X = vel.X;
3027 _velocity.Y = vel.Y;
3028 _velocity.Z = vel.Z;
3029 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3030
3031 d.Vector3 torque = d.BodyGetTorque(Body);
3032 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3033
3034 base.RequestPhysicsterseUpdate();
3035
3036//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3037
3038 // Check if outside region
3039 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3040 if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence))
3041 {
3042 l_position.X = ((float)_parent_scene.WorldExtents.X - fence);
3043 outside = 1;
3044 }
3045
3046 if (l_position.X < fence)
3047 {
3048 l_position.X = fence;
3049 outside = 2;
3050 }
3051 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - fence))
3052 {
3053 l_position.Y = ((float)_parent_scene.WorldExtents.Y - fence);
3054 outside = 3;
3055 }
3056
3057 if (l_position.Y < fence)
3058 {
3059 l_position.Y = fence;
3060 outside = 4;
3061 }
3062
3063 if (outside > 0)
3064 {
3065
3066//Console.WriteLine("Border {0} fence={1}", l_position, fence);
3067 if (fence > 0.0f) // bounce object off boundary
3068 {
3069 if (revcount == 0)
3070 {
3071 if (outside < 3)
3072 {
3073 _velocity.X = -_velocity.X;
3074 }
3075 else
3076 {
3077 _velocity.Y = -_velocity.Y;
3078 }
3079 if (m_type != Vehicle.TYPE_NONE) Halt();
3080 _position = l_position;
3081 m_taintposition = _position;
3082 m_lastVelocity = _velocity;
3083 _acceleration = Vector3.Zero;
3084 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3085 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3086 base.RequestPhysicsterseUpdate();
3087
3088 revcount = 25; // wait for object to move away from border
3089 }
3090 } // else old crossing mode
3091 else if (m_crossingfailures < failureLimit)
3092 { // keep trying to cross?
3093 _position = l_position;
3094 //_parent_scene.remActivePrim(this);
3095 if (_parent == null) base.RequestPhysicsterseUpdate();
3096 return; // Dont process any other motion?
3097 }
3098 else
3099 { // Too many tries
3100 if (_parent == null) base.RaiseOutOfBounds(l_position);
3101 return; // Dont process any other motion?
3102 } // end various methods
3103 } // end outside region horizontally
3104
3105
3106 if (l_position.Z < 0)
3107 {
3108 // This is so prim that get lost underground don't fall forever and suck up
3109 //
3110 // Sim resources and memory.
3111 // Disables the prim's movement physics....
3112 // It's a hack and will generate a console message if it fails.
3113
3114 //IsPhysical = false;
3115 if (_parent == null) base.RaiseOutOfBounds(_position);
3116
3117
3118 _acceleration.X = 0; // This stuff may stop client display but it has no
3119 _acceleration.Y = 0; // effect on the object in phys engine!
3120 _acceleration.Z = 0;
3121
3122 _velocity.X = 0;
3123 _velocity.Y = 0;
3124 _velocity.Z = 0;
3125 m_rotationalVelocity.X = 0;
3126 m_rotationalVelocity.Y = 0;
3127 m_rotationalVelocity.Z = 0;
3128
3129 if (_parent == null) base.RequestPhysicsterseUpdate();
3130
3131 m_throttleUpdates = false;
3132 throttleCounter = 0;
3133 _zeroFlag = true;
3134 //outofBounds = true;
3135 } // end neg Z check
3136
3137 // Is it moving?
3138 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3139 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3140 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3141 if ( (Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3142 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3143 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001) ) // spinning very slowly
3144 {
3145 _zeroFlag = true;
3146 m_throttleUpdates = false;
3147 }
3148 else
3149 {
3150 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3151 _zeroFlag = false;
3152 m_lastUpdateSent = false;
3153 //m_throttleUpdates = false;
3154 }
3155
3156 if (_zeroFlag)
3157 { // Its stopped
3158 _velocity.X = 0.0f;
3159 _velocity.Y = 0.0f;
3160 // _velocity.Z = 0.0f;
3161
3162 _acceleration.X = 0;
3163 _acceleration.Y = 0;
3164 // _acceleration.Z = 0;
3165
3166 m_rotationalVelocity.X = 0;
3167 m_rotationalVelocity.Y = 0;
3168 m_rotationalVelocity.Z = 0;
3169 // Stop it in the phys engine
3170 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3171 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3172
3173 if (!m_lastUpdateSent)
3174 {
3175 m_throttleUpdates = false;
3176 throttleCounter = 0;
3177 if (_parent == null)
3178 {
3179 base.RequestPhysicsterseUpdate();
3180 }
3181
3182 m_lastUpdateSent = true;
3183 }
3184 }
3185 else
3186 { // Its moving
3187 if (lastZeroFlag != _zeroFlag)
3188 {
3189 if (_parent == null)
3190 {
3191 base.RequestPhysicsterseUpdate();
3192 }
3193 }
3194 m_lastUpdateSent = false;
3195 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3196 {
3197 if (_parent == null)
3198 {
3199 base.RequestPhysicsterseUpdate();
3200 }
3201 }
3202 else
3203 {
3204 throttleCounter++;
3205 }
3206 }
3207 m_lastposition = l_position;
3208
3209 /// End UpdatePositionAndVelocity insert
3210
3211
3212 // Rotation lock =====================================
3213 if(m_rotateEnableUpdate)
3214 {
3215 // Snapshot current angles, set up Amotor(s)
3216 m_rotateEnableUpdate = false;
3217 m_rotateEnable = m_rotateEnableRequest;
3218//Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3219
3220 if (Amotor != IntPtr.Zero)
3221 {
3222 d.JointDestroy(Amotor);
3223 Amotor = IntPtr.Zero;
3224//Console.WriteLine("Old Amotor Destroyed");
3225 }
3226
3227 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3228 { // not all are enabled
3229 d.Quaternion r = d.BodyGetQuaternion(Body);
3230 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3231 // extract the axes vectors
3232 Vector3 vX = new Vector3(1f,0f,0f);
3233 Vector3 vY = new Vector3(0f,1f,0f);
3234 Vector3 vZ = new Vector3(0f,0f,1f);
3235 vX = vX * locrot;
3236 vY = vY * locrot;
3237 vZ = vZ * locrot;
3238 // snapshot the current angle vectors
3239 m_lockX = vX;
3240 m_lockY = vY;
3241 m_lockZ = vZ;
3242 // m_lockRot = locrot;
3243 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3244 d.JointAttach(Amotor, Body, IntPtr.Zero);
3245 d.JointSetAMotorMode(Amotor, 0); // User mode??
3246//Console.WriteLine("New Amotor Created for {0}", m_primName);
3247
3248 float axisnum = 3; // how many to lock
3249 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3250 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3251//Console.WriteLine("AxisNum={0}",(int)axisnum);
3252
3253 int i = 0;
3254
3255 if (m_rotateEnable.X == 0)
3256 {
3257 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3258//Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3259 i++;
3260 }
3261
3262 if (m_rotateEnable.Y == 0)
3263 {
3264 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3265//Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3266 i++;
3267 }
3268
3269 if (m_rotateEnable.Z == 0)
3270 {
3271 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3272//Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3273 i++;
3274 }
3275
3276 // These lowstops and high stops are effectively (no wiggle room)
3277 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3278 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3279 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3280 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3281 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3282 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3283 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3284 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3285 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3286 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3287 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3288 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3289 } // else none are locked
3290 } // end Rotation Update
3291
3292
3293 // VEHICLE processing ==========================================
3294 if (m_type != Vehicle.TYPE_NONE)
3295 {
3296 // get body attitude
3297 d.Quaternion rot = d.BodyGetQuaternion(Body);
3298 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3299 Quaternion irotq = Quaternion.Inverse(rotq);
3300
3301 // VEHICLE Linear Motion
3302 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3303 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3304 m_lLinObjectVel = vel_now * irotq;
3305 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3306 {
3307 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3308 {
3309 float decayfactor = m_linearMotorDecayTimescale/timestep;
3310 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3311 m_lLinMotorDVel -= decayAmount;
3312 }
3313 else
3314 {
3315 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3316 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3317 m_lLinMotorDVel -= decel;
3318 }
3319 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3320 {
3321 m_lLinMotorDVel = Vector3.Zero;
3322 }
3323
3324 /* else
3325 {
3326 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3327 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3328 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3329 } */
3330 } // end linear motor decay
3331
3332 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3333 {
3334 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3335 if (m_linearMotorTimescale < 300.0f)
3336 {
3337 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3338 float linfactor = m_linearMotorTimescale/timestep;
3339 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3340 m_lLinObjectVel += attackAmount;
3341 }
3342 if (m_linearFrictionTimescale.X < 300.0f)
3343 {
3344 float fricfactor = m_linearFrictionTimescale.X / timestep;
3345 float fricX = m_lLinObjectVel.X / fricfactor;
3346 m_lLinObjectVel.X -= fricX;
3347 }
3348 if (m_linearFrictionTimescale.Y < 300.0f)
3349 {
3350 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3351 float fricY = m_lLinObjectVel.Y / fricfactor;
3352 m_lLinObjectVel.Y -= fricY;
3353 }
3354 if (m_linearFrictionTimescale.Z < 300.0f)
3355 {
3356 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3357 float fricZ = m_lLinObjectVel.Z / fricfactor;
3358 m_lLinObjectVel.Z -= fricZ;
3359 }
3360 }
3361 m_wLinObjectVel = m_lLinObjectVel * rotq;
3362
3363 // Gravity and Buoyancy
3364 Vector3 grav = Vector3.Zero;
3365 if(m_VehicleBuoyancy < 1.0f)
3366 {
3367 // There is some gravity, make a gravity force vector
3368 // that is applied after object velocity.
3369 d.Mass objMass;
3370 d.BodyGetMass(Body, out objMass);
3371 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3372 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3373 } // else its 1.0, no gravity.
3374
3375 // Hovering
3376 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3377 {
3378 // We should hover, get the target height
3379 d.Vector3 pos = d.BodyGetPosition(Body);
3380 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3381 {
3382 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3383 }
3384 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3385 {
3386 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3387 }
3388 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3389 {
3390 m_VhoverTargetHeight = m_VhoverHeight;
3391 }
3392
3393 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3394 {
3395 // If body is aready heigher, use its height as target height
3396 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3397 }
3398
3399// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3400// m_VhoverTimescale = 0f; // time to acheive height
3401// timestep is time since last frame,in secs
3402 float herr0 = pos.Z - m_VhoverTargetHeight;
3403 // Replace Vertical speed with correction figure if significant
3404 if(Math.Abs(herr0) > 0.01f )
3405 {
3406 //? d.Mass objMass;
3407 //? d.BodyGetMass(Body, out objMass);
3408 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3409 //KF: m_VhoverEfficiency is not yet implemented
3410 }
3411 else
3412 {
3413 m_wLinObjectVel.Z = 0f;
3414 }
3415 }
3416 else
3417 { // not hovering
3418 if (m_wLinObjectVel.Z == 0f)
3419 { // Gravity rules
3420 m_wLinObjectVel.Z = vel_now.Z;
3421 } // else the motor has it
3422 }
3423 linvel = m_wLinObjectVel;
3424
3425 // Vehicle Linear Motion done =======================================
3426 // Apply velocity
3427 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3428 // apply gravity force
3429 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3430//if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3431 // end MoveLinear()
3432
3433
3434 // MoveAngular
3435 /*
3436 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3437
3438 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3439 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3440 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3441
3442 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3443 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3444 */
3445//if(frcount == 0) Console.WriteLine("MoveAngular ");
3446
3447 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3448 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3449 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3450
3451//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3452
3453 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3454 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3455 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3456 // Decay Angular Motor 2.
3457 if (m_angularMotorDecayTimescale < 300.0f)
3458 {
3459 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3460 {
3461 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3462 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3463 m_angularMotorDVel -= decayAmount;
3464 }
3465 else
3466 {
3467 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3468 m_angularMotorDVel -= decel;
3469 }
3470
3471 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3472 {
3473 m_angularMotorDVel = Vector3.Zero;
3474 }
3475 else
3476 {
3477 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3478 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3479 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3480 }
3481 } // end decay angular motor
3482//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3483
3484//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3485
3486 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3487 { // if motor or object have motion
3488 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3489
3490 if (m_angularMotorTimescale < 300.0f)
3491 {
3492 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3493 float angfactor = m_angularMotorTimescale/timestep;
3494 Vector3 attackAmount = (attack_error/angfactor);
3495 angObjectVel += attackAmount;
3496//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3497//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3498 }
3499
3500 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3501 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3502 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3503 } // else no signif. motion
3504
3505//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3506 // Bank section tba
3507 // Deflection section tba
3508//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3509
3510
3511 /* // Rotation Axis Disables:
3512 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3513 {
3514 if (m_angularEnable.X == 0)
3515 angObjectVel.X = 0f;
3516 if (m_angularEnable.Y == 0)
3517 angObjectVel.Y = 0f;
3518 if (m_angularEnable.Z == 0)
3519 angObjectVel.Z = 0f;
3520 }
3521 */
3522 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3523
3524 // Vertical attractor section
3525 Vector3 vertattr = Vector3.Zero;
3526
3527 if(m_verticalAttractionTimescale < 300)
3528 {
3529 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3530 // make a vector pointing up
3531 Vector3 verterr = Vector3.Zero;
3532 verterr.Z = 1.0f;
3533 // rotate it to Body Angle
3534 verterr = verterr * rotq;
3535 // 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.
3536 // 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
3537 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3538
3539 if (verterr.Z < 0.0f)
3540 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3541 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3542//Console.WriteLine("InvertFlip");
3543 verterr.X = 2.0f - verterr.X;
3544 verterr.Y = 2.0f - verterr.Y;
3545 }
3546 verterr *= 0.5f;
3547 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3548 Vector3 xyav = angObjectVel;
3549 xyav.Z = 0.0f;
3550 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3551 {
3552 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3553 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3554 vertattr.X = verterr.Y;
3555 vertattr.Y = - verterr.X;
3556 vertattr.Z = 0f;
3557//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3558
3559 // scaling appears better usingsquare-law
3560 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3561 float bounce = 1.0f - damped;
3562 // 0 = crit damp, 1 = bouncy
3563 float oavz = angObjectVel.Z; // retain z velocity
3564 // time-scaled correction, which sums, therefore is bouncy:
3565 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3566 // damped, good @ < 90:
3567 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3568 angObjectVel.Z = oavz;
3569//if(frcount == 0) Console.WriteLine("VA+");
3570//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3571 }
3572 else
3573 {
3574 // else error is very small
3575 angObjectVel.X = 0f;
3576 angObjectVel.Y = 0f;
3577//if(frcount == 0) Console.WriteLine("VA0");
3578 }
3579 } // else vertical attractor is off
3580//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3581
3582
3583 m_lastAngularVelocity = angObjectVel;
3584 // apply Angular Velocity to body
3585 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3586//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3587
3588 } // end VEHICLES
3589 else
3590 {
3591 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3592
3593 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3594
3595 /// Dynamics Buoyancy
3596 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3597 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3598 // NB Prims in ODE are no subject to global gravity
3599 // This should only affect gravity operations
3600
3601 float m_mass = CalculateMass();
3602 // calculate z-force due togravity on object.
3603 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3604 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3605 {
3606 fz = 0; // llMoveToTarget ignores gravity.
3607 // it also ignores mass of object, and any physical resting on it.
3608 // Vector3 m_PIDTarget is where we are going
3609 // float m_PIDTau is time to get there
3610 fx = 0;
3611 fy = 0;
3612 d.Vector3 pos = d.BodyGetPosition(Body);
3613 Vector3 error = new Vector3(
3614 (m_PIDTarget.X - pos.X),
3615 (m_PIDTarget.Y - pos.Y),
3616 (m_PIDTarget.Z - pos.Z));
3617 if (error.ApproxEquals(Vector3.Zero,0.01f))
3618 { // Very close, Jump there and quit move
3619
3620 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3621 _target_velocity = Vector3.Zero;
3622 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3623 }
3624 else
3625 {
3626 float scale = 50.0f * timestep / m_PIDTau;
3627 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3628 {
3629 // Nearby, quit update of velocity
3630 }
3631 else
3632 { // Far, calc damped velocity
3633 _target_velocity = error * scale;
3634 }
3635 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3636 }
3637 } // end PID MoveToTarget
3638
3639
3640 /// Dynamics Hover ===================================================================================
3641 // Hover PID Controller can only run if the PIDcontroller is not in use.
3642 if (m_useHoverPID && !m_usePID)
3643 {
3644//Console.WriteLine("Hover " + m_primName);
3645
3646 // If we're using the PID controller, then we have no gravity
3647 fz = (-1 * _parent_scene.gravityz) * m_mass;
3648
3649 // no lock; for now it's only called from within Simulate()
3650
3651 // If the PID Controller isn't active then we set our force
3652 // calculating base velocity to the current position
3653
3654 if ((m_PIDTau < 1))
3655 {
3656 PID_G = PID_G / m_PIDTau;
3657 }
3658
3659 if ((PID_G - m_PIDTau) <= 0)
3660 {
3661 PID_G = m_PIDTau + 1;
3662 }
3663
3664
3665 // Where are we, and where are we headed?
3666 d.Vector3 pos = d.BodyGetPosition(Body);
3667// d.Vector3 vel = d.BodyGetLinearVel(Body);
3668
3669
3670 // Non-Vehicles have a limited set of Hover options.
3671 // determine what our target height really is based on HoverType
3672 switch (m_PIDHoverType)
3673 {
3674 case PIDHoverType.Ground:
3675 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3676 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3677 break;
3678 case PIDHoverType.GroundAndWater:
3679 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3680 m_waterHeight = _parent_scene.GetWaterLevel();
3681 if (m_groundHeight > m_waterHeight)
3682 {
3683 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3684 }
3685 else
3686 {
3687 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3688 }
3689 break;
3690
3691 } // end switch (m_PIDHoverType)
3692
3693
3694 _target_velocity =
3695 new Vector3(0.0f, 0.0f,
3696 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3697 );
3698
3699 // if velocity is zero, use position control; otherwise, velocity control
3700
3701 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3702 {
3703 // keep track of where we stopped. No more slippin' & slidin'
3704
3705 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3706 // react to the physics scene by moving it's position.
3707 // Avatar to Avatar collisions
3708 // Prim to avatar collisions
3709 d.Vector3 dlinvel = vel;
3710 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3711 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3712 d.BodyAddForce(Body, 0, 0, fz);
3713 //KF this prevents furthur motions return;
3714 }
3715 else
3716 {
3717 _zeroFlag = false;
3718
3719 // We're flying and colliding with something
3720 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3721 }
3722 } // end m_useHoverPID && !m_usePID
3723
3724
3725 /// Dynamics Apply Forces ===================================================================================
3726 fx *= m_mass;
3727 fy *= m_mass;
3728 //fz *= m_mass;
3729 fx += m_force.X;
3730 fy += m_force.Y;
3731 fz += m_force.Z;
3732
3733 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3734 if (fx != 0 || fy != 0 || fz != 0)
3735 {
3736 //m_taintdisable = true;
3737 //base.RaiseOutOfBounds(Position);
3738 //d.BodySetLinearVel(Body, fx, fy, 0f);
3739 if (!d.BodyIsEnabled(Body))
3740 {
3741 // A physical body at rest on a surface will auto-disable after a while,
3742 // this appears to re-enable it incase the surface it is upon vanishes,
3743 // and the body should fall again.
3744 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3745 d.BodySetForce(Body, 0f, 0f, 0f);
3746 enableBodySoft();
3747 }
3748
3749 // 35x10 = 350n times the mass per second applied maximum.
3750 float nmax = 35f * m_mass;
3751 float nmin = -35f * m_mass;
3752
3753
3754 if (fx > nmax)
3755 fx = nmax;
3756 if (fx < nmin)
3757 fx = nmin;
3758 if (fy > nmax)
3759 fy = nmax;
3760 if (fy < nmin)
3761 fy = nmin;
3762 d.BodyAddForce(Body, fx, fy, fz);
3763 } // end apply forces
3764 } // end Vehicle/Dynamics
3765
3766 /// RotLookAt / LookAt =================================================================================
3767 if (m_useAPID)
3768 {
3769 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3770 // Quaternion m_APIDTarget
3771 // float m_APIDStrength // From SL experiments, this is the time to get there
3772 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3773 // Also in SL the mass of the object has no effect on time to get there.
3774 // Factors:
3775 // get present body rotation
3776 float limit = 1.0f;
3777 float rscaler = 50f; // adjusts rotation damping time
3778 float lscaler = 10f; // adjusts linear damping time in llLookAt
3779 float RLAservo = 0f;
3780 Vector3 diff_axis;
3781 float diff_angle;
3782 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
3783 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3784 Quaternion rtarget = new Quaternion();
3785
3786 if(m_APIDTarget.W == -99.9f)
3787 {
3788 // this is really a llLookAt(), x,y,z is the target vector
3789 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
3790 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
3791 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
3792 float twopi = 2.0f * (float)Math.PI;
3793 Vector3 dir = target - _position;
3794 dir.Normalize();
3795 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3796 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3797 float terot = (float)Math.Atan2(dir.Z, txy);
3798 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
3799 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
3800 float oerot = (float)Math.Atan2(ospin.Z, oxy);
3801 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
3802 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y)+(rotq.X * rotq.X));
3803 float roll = (float)Math.Atan2(ra, rb);
3804 float errorz = tzrot - ozrot;
3805 if(errorz > (float)Math.PI) errorz -= twopi;
3806 else if(errorz < -(float)Math.PI) errorz += twopi;
3807 float errory = oerot - terot;
3808 if(errory > (float)Math.PI) errory -= twopi;
3809 else if(errory < -(float)Math.PI) errory += twopi;
3810 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
3811 if(diff_angle > 0.01f * m_APIDdamper)
3812 {
3813 m_APIDdamper = 1.0f;
3814 RLAservo = timestep / m_APIDStrength * rscaler;
3815 errorz *= RLAservo;
3816 errory *= RLAservo;
3817 error.X = -roll * 8.0f;
3818 error.Y = errory;
3819 error.Z = errorz;
3820 error *= rotq;
3821 d.BodySetAngularVel (Body, error.X, error.Y, error.Z);
3822 }
3823 else
3824 {
3825 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3826 m_APIDdamper = 2.0f;
3827 }
3828 }
3829 else
3830 {
3831 // this is a llRotLookAt()
3832 rtarget = m_APIDTarget;
3833
3834 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
3835 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
3836//if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
3837
3838 // diff_axis.Normalize(); it already is!
3839 if(diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
3840 {
3841 m_APIDdamper = 1.0f;
3842 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3843 rotforce = rotforce * rotq;
3844 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3845 RLAservo = timestep / m_APIDStrength * lscaler;
3846 rotforce = rotforce * RLAservo * diff_angle ;
3847 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3848//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3849 }
3850 else
3851 { // close enough
3852 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3853 m_APIDdamper = 2.0f;
3854 }
3855 } // end llLookAt/llRotLookAt
3856//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3857 } // end m_useAPID
3858 } // end root prims
3859 } // end Move()
3860 } // end class
3861}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..7314107
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,375 @@
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 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
113 RayCast(reqs[i]); // if there isn't anyone to send results
114 }
115 /*
116 foreach (ODERayCastRequest req in m_PendingRequests)
117 {
118 if (req.callbackMethod != null) // quick optimization here, don't raycast
119 RayCast(req); // if there isn't anyone to send results to
120
121 }
122 */
123 m_PendingRequests.Clear();
124 }
125 }
126
127 lock (m_contactResults)
128 m_contactResults.Clear();
129
130 return System.Environment.TickCount - time;
131 }
132
133 /// <summary>
134 /// Method that actually initiates the raycast
135 /// </summary>
136 /// <param name="req"></param>
137 private void RayCast(ODERayCastRequest req)
138 {
139 // Create the ray
140 IntPtr ray = d.CreateRay(m_scene.space, req.length);
141 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
142
143 // Collide test
144 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
145
146 // Remove Ray
147 d.GeomDestroy(ray);
148
149
150 // Define default results
151 bool hitYN = false;
152 uint hitConsumerID = 0;
153 float distance = 999999999999f;
154 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
155 Vector3 snormal = Vector3.Zero;
156
157 // Find closest contact and object.
158 lock (m_contactResults)
159 {
160 foreach (ContactResult cResult in m_contactResults)
161 {
162 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
163 {
164 closestcontact = cResult.Pos;
165 hitConsumerID = cResult.ConsumerID;
166 distance = cResult.Depth;
167 hitYN = true;
168 snormal = cResult.Normal;
169 }
170 }
171
172 m_contactResults.Clear();
173 }
174
175 // Return results
176 if (req.callbackMethod != null)
177 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
178 }
179
180 // This is the standard Near. Uses space AABBs to speed up detection.
181 private void near(IntPtr space, IntPtr g1, IntPtr g2)
182 {
183
184 //Don't test against heightfield Geom, or you'll be sorry!
185
186 /*
187 terminate called after throwing an instance of 'std::bad_alloc'
188 what(): std::bad_alloc
189 Stacktrace:
190
191 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
192 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
193 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
194 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
195 fffff>
196 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
197 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
198 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
199 0x00114>
200 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
201 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
202 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
203 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
204 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
205 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
206
207 Native stacktrace:
208
209 mono [0x80d2a42]
210 [0xb7f5840c]
211 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
212 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
213 /usr/lib/libstdc++.so.6 [0xb45fa865]
214 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
215 /usr/lib/libstdc++.so.6 [0xb45fa9da]
216 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
217 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
218 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
219 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
220 libode.so(dCollide+0x102) [0xb46571b2]
221 [0x95cfdec9]
222 [0x8ea07fe1]
223 [0xab260146]
224 libode.so [0xb465a5c4]
225 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
226 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
227 [0x95cf978e]
228 [0x8ea07945]
229 [0x95cf2bbc]
230 [0xab2787e7]
231 [0xab419fb3]
232 [0xab416657]
233 [0xab415bda]
234 [0xb609b08e]
235 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
236 mono [0x81a2f0f]
237 mono [0x81d28b6]
238 mono [0x81ea2c6]
239 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
240 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
241 */
242
243 // Exclude heightfield geom
244
245 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
246 return;
247 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
248 return;
249
250 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
251 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
252 {
253 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
254 return;
255
256 // Separating static prim geometry spaces.
257 // We'll be calling near recursivly if one
258 // of them is a space to find all of the
259 // contact points in the space
260 try
261 {
262 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
263 }
264 catch (AccessViolationException)
265 {
266 m_log.Warn("[PHYSICS]: Unable to collide test a space");
267 return;
268 }
269 //Colliding a space or a geom with a space or a geom. so drill down
270
271 //Collide all geoms in each space..
272 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
273 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
274 return;
275 }
276
277 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
278 return;
279
280 int count = 0;
281 try
282 {
283
284 if (g1 == g2)
285 return; // Can't collide with yourself
286
287 lock (contacts)
288 {
289 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
290 }
291 }
292 catch (SEHException)
293 {
294 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.");
295 }
296 catch (Exception e)
297 {
298 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
299 return;
300 }
301
302 PhysicsActor p1 = null;
303 PhysicsActor p2 = null;
304
305 if (g1 != IntPtr.Zero)
306 m_scene.actor_name_map.TryGetValue(g1, out p1);
307
308 if (g2 != IntPtr.Zero)
309 m_scene.actor_name_map.TryGetValue(g1, out p2);
310
311 // Loop over contacts, build results.
312 for (int i = 0; i < count; i++)
313 {
314 if (p1 != null) {
315 if (p1 is OdePrim)
316 {
317 ContactResult collisionresult = new ContactResult();
318
319 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
320 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
321 collisionresult.Depth = contacts[i].depth;
322 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
323 contacts[i].normal.Z);
324 lock (m_contactResults)
325 m_contactResults.Add(collisionresult);
326 }
327 }
328
329 if (p2 != null)
330 {
331 if (p2 is OdePrim)
332 {
333 ContactResult collisionresult = new ContactResult();
334
335 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
336 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
337 collisionresult.Depth = contacts[i].depth;
338 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
339 contacts[i].normal.Z);
340
341 lock (m_contactResults)
342 m_contactResults.Add(collisionresult);
343 }
344 }
345
346
347 }
348
349 }
350
351 /// <summary>
352 /// Dereference the creator scene so that it can be garbage collected if needed.
353 /// </summary>
354 internal void Dispose()
355 {
356 m_scene = null;
357 }
358 }
359
360 public struct ODERayCastRequest
361 {
362 public Vector3 Origin;
363 public Vector3 Normal;
364 public float length;
365 public RaycastCallback callbackMethod;
366 }
367
368 public struct ContactResult
369 {
370 public Vector3 Pos;
371 public float Depth;
372 public uint ConsumerID;
373 public Vector3 Normal;
374 }
375}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
index ca7a4f8..b4a3c48 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -26,51 +26,23 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using OpenMetaverse;
30using Nini.Config; 30using Ode.NET;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper; 33using OpenSim.Region.Physics.OdePlugin;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38 34
39namespace OpenSim.Region.Physics.PhysXPlugin 35namespace OpenSim.Region.Physics.OdePlugin
40{ 36{
41 /// <summary> 37 class OdePhysicsJoint : PhysicsJoint
42 /// Will be the PhysX plugin but for now will be a very basic physics engine
43 /// </summary>
44 public class PhysXPlugin : IPhysicsPlugin
45 { 38 {
46 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 public override bool IsInPhysicsEngine
47 private PhysXScene _mScene;
48
49 public PhysXPlugin()
50 {
51 }
52
53 public bool Init()
54 { 40 {
55 return true; 41 get
56 }
57
58 public PhysicsScene GetScene(string sceneIdentifier)
59 {
60 if (_mScene == null)
61 { 42 {
62 _mScene = new PhysXScene(sceneIdentifier); 43 return (jointID != IntPtr.Zero);
63 } 44 }
64 return (_mScene);
65 }
66
67 public string GetName()
68 {
69 return ("RealPhysX");
70 }
71
72 public void Dispose()
73 {
74 } 45 }
46 public IntPtr jointID;
75 } 47 }
76} 48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..88f9658
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3846 @@
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))
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 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!");
1557 }
1558 }
1559 }
1560 catch (AccessViolationException)
1561 {
1562 m_log.Warn("[PHYSICS]: Unable to space collide");
1563 }
1564 }
1565 }
1566 if (removeprims != null)
1567 {
1568 foreach (OdePrim chr in removeprims)
1569 {
1570 _activeprims.Remove(chr);
1571 }
1572 }
1573 }
1574
1575 _perloopContact.Clear();
1576 }
1577
1578 #endregion
1579
1580 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1581 {
1582 m_worldOffset = offset;
1583 WorldExtents = new Vector2(extents.X, extents.Y);
1584 m_parentScene = pScene;
1585
1586 }
1587
1588 // Recovered for use by fly height. Kitto Flora
1589 public float GetTerrainHeightAtXY(float x, float y)
1590 {
1591
1592 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1593 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1594
1595 IntPtr heightFieldGeom = IntPtr.Zero;
1596
1597 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1598 {
1599 if (heightFieldGeom != IntPtr.Zero)
1600 {
1601 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1602 {
1603
1604 int index;
1605
1606
1607 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1608 (int)x < 0.001f || (int)y < 0.001f)
1609 return 0;
1610
1611 x = x - offsetX;
1612 y = y - offsetY;
1613
1614 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1615
1616 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1617 {
1618 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1619 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1620 }
1621
1622 else
1623 return 0f;
1624 }
1625 else
1626 {
1627 return 0f;
1628 }
1629
1630 }
1631 else
1632 {
1633 return 0f;
1634 }
1635
1636 }
1637 else
1638 {
1639 return 0f;
1640 }
1641
1642
1643 }
1644// End recovered. Kitto Flora
1645
1646 public void addCollisionEventReporting(PhysicsActor obj)
1647 {
1648 lock (_collisionEventPrim)
1649 {
1650 if (!_collisionEventPrim.Contains(obj))
1651 _collisionEventPrim.Add(obj);
1652 }
1653 }
1654
1655 public void remCollisionEventReporting(PhysicsActor obj)
1656 {
1657 lock (_collisionEventPrim)
1658 {
1659 if (!_collisionEventPrim.Contains(obj))
1660 _collisionEventPrim.Remove(obj);
1661 }
1662 }
1663
1664 #region Add/Remove Entities
1665
1666 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1667 {
1668 Vector3 pos;
1669 pos.X = position.X;
1670 pos.Y = position.Y;
1671 pos.Z = position.Z;
1672 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1673 newAv.Flying = isFlying;
1674 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1675
1676 return newAv;
1677 }
1678
1679 public void AddCharacter(OdeCharacter chr)
1680 {
1681 lock (_characters)
1682 {
1683 if (!_characters.Contains(chr))
1684 {
1685 _characters.Add(chr);
1686 if (chr.bad)
1687 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1688 }
1689 }
1690 }
1691
1692 public void RemoveCharacter(OdeCharacter chr)
1693 {
1694 lock (_characters)
1695 {
1696 if (_characters.Contains(chr))
1697 {
1698 _characters.Remove(chr);
1699 }
1700 }
1701 }
1702 public void BadCharacter(OdeCharacter chr)
1703 {
1704 lock (_badCharacter)
1705 {
1706 if (!_badCharacter.Contains(chr))
1707 _badCharacter.Add(chr);
1708 }
1709 }
1710
1711 public override void RemoveAvatar(PhysicsActor actor)
1712 {
1713 //m_log.Debug("[PHYSICS]:ODELOCK");
1714 ((OdeCharacter) actor).Destroy();
1715
1716 }
1717
1718 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1719 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
1720 {
1721
1722 Vector3 pos = position;
1723 Vector3 siz = size;
1724 Quaternion rot = rotation;
1725
1726 OdePrim newPrim;
1727 lock (OdeLock)
1728 {
1729 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
1730
1731 lock (_prims)
1732 _prims.Add(newPrim);
1733 }
1734
1735 return newPrim;
1736 }
1737
1738 public void addActivePrim(OdePrim activatePrim)
1739 {
1740 // adds active prim.. (ones that should be iterated over in collisions_optimized
1741 lock (_activeprims)
1742 {
1743 if (!_activeprims.Contains(activatePrim))
1744 _activeprims.Add(activatePrim);
1745 //else
1746 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1747 }
1748 }
1749
1750 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1751 Vector3 size, Quaternion rotation) //To be removed
1752 {
1753 return AddPrimShape(primName, pbs, position, size, rotation, false);
1754 }
1755
1756 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1757 Vector3 size, Quaternion rotation, bool isPhysical)
1758 {
1759 PhysicsActor result;
1760 IMesh mesh = null;
1761
1762 if (needsMeshing(pbs))
1763 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1764
1765 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
1766
1767 return result;
1768 }
1769
1770 public override float TimeDilation
1771 {
1772 get { return m_timeDilation; }
1773 }
1774
1775 public override bool SupportsNINJAJoints
1776 {
1777 get { return m_NINJA_physics_joints_enabled; }
1778 }
1779
1780 // internal utility function: must be called within a lock (OdeLock)
1781 private void InternalAddActiveJoint(PhysicsJoint joint)
1782 {
1783 activeJoints.Add(joint);
1784 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1785 }
1786
1787 // internal utility function: must be called within a lock (OdeLock)
1788 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1789 {
1790 pendingJoints.Add(joint);
1791 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1792 }
1793
1794 // internal utility function: must be called within a lock (OdeLock)
1795 private void InternalRemovePendingJoint(PhysicsJoint joint)
1796 {
1797 pendingJoints.Remove(joint);
1798 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1799 }
1800
1801 // internal utility function: must be called within a lock (OdeLock)
1802 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1803 {
1804 activeJoints.Remove(joint);
1805 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1806 }
1807
1808 public override void DumpJointInfo()
1809 {
1810 string hdr = "[NINJA] JOINTINFO: ";
1811 foreach (PhysicsJoint j in pendingJoints)
1812 {
1813 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1814 }
1815 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1816 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1817 {
1818 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1819 }
1820 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1821 foreach (PhysicsJoint j in activeJoints)
1822 {
1823 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1824 }
1825 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1826 foreach (string jointName in SOPName_to_activeJoint.Keys)
1827 {
1828 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1829 }
1830 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1831
1832 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1833 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1834 foreach (string actorName in joints_connecting_actor.Keys)
1835 {
1836 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1837 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1838 {
1839 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1840 }
1841 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1842 }
1843 }
1844
1845 public override void RequestJointDeletion(string ObjectNameInScene)
1846 {
1847 lock (externalJointRequestsLock)
1848 {
1849 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1850 {
1851 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1852 }
1853 }
1854 }
1855
1856 private void DeleteRequestedJoints()
1857 {
1858 List<string> myRequestedJointsToBeDeleted;
1859 lock (externalJointRequestsLock)
1860 {
1861 // make a local copy of the shared list for processing (threading issues)
1862 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1863 }
1864
1865 foreach (string jointName in myRequestedJointsToBeDeleted)
1866 {
1867 lock (OdeLock)
1868 {
1869 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1870 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1871 {
1872 OdePhysicsJoint joint = null;
1873 if (SOPName_to_activeJoint.ContainsKey(jointName))
1874 {
1875 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1876 InternalRemoveActiveJoint(joint);
1877 }
1878 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1879 {
1880 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1881 InternalRemovePendingJoint(joint);
1882 }
1883
1884 if (joint != null)
1885 {
1886 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1887 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1888 {
1889 string bodyName = joint.BodyNames[iBodyName];
1890 if (bodyName != "NULL")
1891 {
1892 joints_connecting_actor[bodyName].Remove(joint);
1893 if (joints_connecting_actor[bodyName].Count == 0)
1894 {
1895 joints_connecting_actor.Remove(bodyName);
1896 }
1897 }
1898 }
1899
1900 DoJointDeactivated(joint);
1901 if (joint.jointID != IntPtr.Zero)
1902 {
1903 d.JointDestroy(joint.jointID);
1904 joint.jointID = IntPtr.Zero;
1905 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1906 }
1907 else
1908 {
1909 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1910 }
1911 }
1912 else
1913 {
1914 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1915 }
1916 }
1917 else
1918 {
1919 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1920 }
1921 }
1922 }
1923
1924 // remove processed joints from the shared list
1925 lock (externalJointRequestsLock)
1926 {
1927 foreach (string jointName in myRequestedJointsToBeDeleted)
1928 {
1929 requestedJointsToBeDeleted.Remove(jointName);
1930 }
1931 }
1932 }
1933
1934 // for pending joints we don't know if their associated bodies exist yet or not.
1935 // the joint is actually created during processing of the taints
1936 private void CreateRequestedJoints()
1937 {
1938 List<PhysicsJoint> myRequestedJointsToBeCreated;
1939 lock (externalJointRequestsLock)
1940 {
1941 // make a local copy of the shared list for processing (threading issues)
1942 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1943 }
1944
1945 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1946 {
1947 lock (OdeLock)
1948 {
1949 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1950 {
1951 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);
1952 continue;
1953 }
1954 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1955 {
1956 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);
1957 continue;
1958 }
1959
1960 InternalAddPendingJoint(joint as OdePhysicsJoint);
1961
1962 if (joint.BodyNames.Count >= 2)
1963 {
1964 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1965 {
1966 string bodyName = joint.BodyNames[iBodyName];
1967 if (bodyName != "NULL")
1968 {
1969 if (!joints_connecting_actor.ContainsKey(bodyName))
1970 {
1971 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1972 }
1973 joints_connecting_actor[bodyName].Add(joint);
1974 }
1975 }
1976 }
1977 }
1978 }
1979
1980 // remove processed joints from shared list
1981 lock (externalJointRequestsLock)
1982 {
1983 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1984 {
1985 requestedJointsToBeCreated.Remove(joint);
1986 }
1987 }
1988
1989 }
1990
1991 // public function to add an request for joint creation
1992 // this joint will just be added to a waiting list that is NOT processed during the main
1993 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
1994
1995 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
1996 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
1997
1998 {
1999
2000 OdePhysicsJoint joint = new OdePhysicsJoint();
2001 joint.ObjectNameInScene = objectNameInScene;
2002 joint.Type = jointType;
2003 joint.Position = position;
2004 joint.Rotation = rotation;
2005 joint.RawParams = parms;
2006 joint.BodyNames = new List<string>(bodyNames);
2007 joint.TrackedBodyName = trackedBodyName;
2008 joint.LocalRotation = localRotation;
2009 joint.jointID = IntPtr.Zero;
2010 joint.ErrorMessageCount = 0;
2011
2012 lock (externalJointRequestsLock)
2013 {
2014 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2015 {
2016 requestedJointsToBeCreated.Add(joint);
2017 }
2018 }
2019 return joint;
2020 }
2021
2022 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2023 {
2024 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2025 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2026 {
2027
2028 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2029 //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)
2030 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2031 {
2032 jointsToRemove.Add(j);
2033 }
2034 foreach (PhysicsJoint j in jointsToRemove)
2035 {
2036 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2037 RequestJointDeletion(j.ObjectNameInScene);
2038 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2039 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)
2040 }
2041 }
2042 }
2043
2044 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2045 {
2046 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2047 lock (OdeLock)
2048 {
2049 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2050 RemoveAllJointsConnectedToActor(actor);
2051 }
2052 }
2053
2054 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2055 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2056 {
2057 Debug.Assert(joint.IsInPhysicsEngine);
2058 d.Vector3 pos = new d.Vector3();
2059
2060 if (!(joint is OdePhysicsJoint))
2061 {
2062 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2063 }
2064 else
2065 {
2066 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2067 switch (odeJoint.Type)
2068 {
2069 case PhysicsJointType.Ball:
2070 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2071 break;
2072 case PhysicsJointType.Hinge:
2073 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2074 break;
2075 }
2076 }
2077 return new Vector3(pos.X, pos.Y, pos.Z);
2078 }
2079
2080 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2081 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2082 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2083 // keeping track of the joint's original orientation relative to one of the involved bodies.
2084 public override Vector3 GetJointAxis(PhysicsJoint joint)
2085 {
2086 Debug.Assert(joint.IsInPhysicsEngine);
2087 d.Vector3 axis = new d.Vector3();
2088
2089 if (!(joint is OdePhysicsJoint))
2090 {
2091 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2092 }
2093 else
2094 {
2095 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2096 switch (odeJoint.Type)
2097 {
2098 case PhysicsJointType.Ball:
2099 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2100 break;
2101 case PhysicsJointType.Hinge:
2102 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2103 break;
2104 }
2105 }
2106 return new Vector3(axis.X, axis.Y, axis.Z);
2107 }
2108
2109
2110 public void remActivePrim(OdePrim deactivatePrim)
2111 {
2112 lock (_activeprims)
2113 {
2114 _activeprims.Remove(deactivatePrim);
2115 }
2116 }
2117
2118 public override void RemovePrim(PhysicsActor prim)
2119 {
2120 if (prim is OdePrim)
2121 {
2122 lock (OdeLock)
2123 {
2124 OdePrim p = (OdePrim) prim;
2125
2126 p.setPrimForRemoval();
2127 AddPhysicsActorTaint(prim);
2128 //RemovePrimThreadLocked(p);
2129 }
2130 }
2131 }
2132
2133 /// <summary>
2134 /// This is called from within simulate but outside the locked portion
2135 /// We need to do our own locking here
2136 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2137 ///
2138 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2139 /// that the space was using.
2140 /// </summary>
2141 /// <param name="prim"></param>
2142 public void RemovePrimThreadLocked(OdePrim prim)
2143 {
2144//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2145 lock (prim)
2146 {
2147 remCollisionEventReporting(prim);
2148 lock (ode)
2149 {
2150 if (prim.prim_geom != IntPtr.Zero)
2151 {
2152 prim.ResetTaints();
2153
2154 if (prim.IsPhysical)
2155 {
2156 prim.disableBody();
2157 if (prim.childPrim)
2158 {
2159 prim.childPrim = false;
2160 prim.Body = IntPtr.Zero;
2161 prim.m_disabled = true;
2162 prim.IsPhysical = false;
2163 }
2164
2165
2166 }
2167 // we don't want to remove the main space
2168
2169 // If the geometry is in the targetspace, remove it from the target space
2170 //m_log.Warn(prim.m_targetSpace);
2171
2172 //if (prim.m_targetSpace != IntPtr.Zero)
2173 //{
2174 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2175 //{
2176
2177 //if (d.GeomIsSpace(prim.m_targetSpace))
2178 //{
2179 //waitForSpaceUnlock(prim.m_targetSpace);
2180 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2181 prim.m_targetSpace = IntPtr.Zero;
2182 //}
2183 //else
2184 //{
2185 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2186 //((OdePrim)prim).m_targetSpace.ToString());
2187 //}
2188
2189 //}
2190 //}
2191 //m_log.Warn(prim.prim_geom);
2192 try
2193 {
2194 if (prim.prim_geom != IntPtr.Zero)
2195 {
2196
2197//string tPA;
2198//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2199//Console.WriteLine("**** Remove {0}", tPA);
2200 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2201 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2202 d.GeomDestroy(prim.prim_geom);
2203 prim.prim_geom = IntPtr.Zero;
2204 }
2205 else
2206 {
2207 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2208 }
2209 }
2210 catch (AccessViolationException)
2211 {
2212 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2213 }
2214 lock (_prims)
2215 _prims.Remove(prim);
2216
2217 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2218 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2219 //{
2220 //if (prim.m_targetSpace != null)
2221 //{
2222 //if (d.GeomIsSpace(prim.m_targetSpace))
2223 //{
2224 //waitForSpaceUnlock(prim.m_targetSpace);
2225 //d.SpaceRemove(space, prim.m_targetSpace);
2226 // free up memory used by the space.
2227 //d.SpaceDestroy(prim.m_targetSpace);
2228 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2229 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2230 //}
2231 //else
2232 //{
2233 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2234 //((OdePrim) prim).m_targetSpace.ToString());
2235 //}
2236 //}
2237 //}
2238
2239 if (SupportsNINJAJoints)
2240 {
2241 RemoveAllJointsConnectedToActorThreadLocked(prim);
2242 }
2243 }
2244 }
2245 }
2246 }
2247
2248 #endregion
2249
2250 #region Space Separation Calculation
2251
2252 /// <summary>
2253 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2254 /// </summary>
2255 /// <param name="pSpace"></param>
2256 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2257 {
2258 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2259 {
2260 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2261 {
2262 if (staticPrimspace[x, y] == pSpace)
2263 staticPrimspace[x, y] = IntPtr.Zero;
2264 }
2265 }
2266 }
2267
2268 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2269 {
2270 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2271 }
2272
2273 /// <summary>
2274 /// Called when a static prim moves. Allocates a space for the prim based on its position
2275 /// </summary>
2276 /// <param name="geom">the pointer to the geom that moved</param>
2277 /// <param name="pos">the position that the geom moved to</param>
2278 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2279 /// <returns>a pointer to the new space it's in</returns>
2280 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2281 {
2282 // Called from setting the Position and Size of an ODEPrim so
2283 // it's already in locked space.
2284
2285 // we don't want to remove the main space
2286 // we don't need to test physical here because this function should
2287 // never be called if the prim is physical(active)
2288
2289 // All physical prim end up in the root space
2290 //Thread.Sleep(20);
2291 if (currentspace != space)
2292 {
2293 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2294 //if (currentspace == IntPtr.Zero)
2295 //{
2296 //int adfadf = 0;
2297 //}
2298 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2299 {
2300 if (d.GeomIsSpace(currentspace))
2301 {
2302 waitForSpaceUnlock(currentspace);
2303 d.SpaceRemove(currentspace, geom);
2304 }
2305 else
2306 {
2307 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2308 " Geom:" + geom);
2309 }
2310 }
2311 else
2312 {
2313 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2314 if (sGeomIsIn != IntPtr.Zero)
2315 {
2316 if (d.GeomIsSpace(currentspace))
2317 {
2318 waitForSpaceUnlock(sGeomIsIn);
2319 d.SpaceRemove(sGeomIsIn, geom);
2320 }
2321 else
2322 {
2323 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2324 sGeomIsIn + " Geom:" + geom);
2325 }
2326 }
2327 }
2328
2329 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2330 if (d.SpaceGetNumGeoms(currentspace) == 0)
2331 {
2332 if (currentspace != IntPtr.Zero)
2333 {
2334 if (d.GeomIsSpace(currentspace))
2335 {
2336 waitForSpaceUnlock(currentspace);
2337 waitForSpaceUnlock(space);
2338 d.SpaceRemove(space, currentspace);
2339 // free up memory used by the space.
2340
2341 //d.SpaceDestroy(currentspace);
2342 resetSpaceArrayItemToZero(currentspace);
2343 }
2344 else
2345 {
2346 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2347 currentspace + " Geom:" + geom);
2348 }
2349 }
2350 }
2351 }
2352 else
2353 {
2354 // this is a physical object that got disabled. ;.;
2355 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2356 {
2357 if (d.SpaceQuery(currentspace, geom))
2358 {
2359 if (d.GeomIsSpace(currentspace))
2360 {
2361 waitForSpaceUnlock(currentspace);
2362 d.SpaceRemove(currentspace, geom);
2363 }
2364 else
2365 {
2366 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2367 currentspace + " Geom:" + geom);
2368 }
2369 }
2370 else
2371 {
2372 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2373 if (sGeomIsIn != IntPtr.Zero)
2374 {
2375 if (d.GeomIsSpace(sGeomIsIn))
2376 {
2377 waitForSpaceUnlock(sGeomIsIn);
2378 d.SpaceRemove(sGeomIsIn, geom);
2379 }
2380 else
2381 {
2382 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2383 sGeomIsIn + " Geom:" + geom);
2384 }
2385 }
2386 }
2387 }
2388 }
2389
2390 // The routines in the Position and Size sections do the 'inserting' into the space,
2391 // so all we have to do is make sure that the space that we're putting the prim into
2392 // is in the 'main' space.
2393 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2394 IntPtr newspace = calculateSpaceForGeom(pos);
2395
2396 if (newspace == IntPtr.Zero)
2397 {
2398 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2399 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2400 }
2401
2402 return newspace;
2403 }
2404
2405 /// <summary>
2406 /// Creates a new space at X Y
2407 /// </summary>
2408 /// <param name="iprimspaceArrItemX"></param>
2409 /// <param name="iprimspaceArrItemY"></param>
2410 /// <returns>A pointer to the created space</returns>
2411 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2412 {
2413 // creating a new space for prim and inserting it into main space.
2414 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2415 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2416 waitForSpaceUnlock(space);
2417 d.SpaceSetSublevel(space, 1);
2418 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2419 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2420 }
2421
2422 /// <summary>
2423 /// Calculates the space the prim should be in by its position
2424 /// </summary>
2425 /// <param name="pos"></param>
2426 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2427 public IntPtr calculateSpaceForGeom(Vector3 pos)
2428 {
2429 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2430 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2431 return staticPrimspace[xyspace[0], xyspace[1]];
2432 }
2433
2434 /// <summary>
2435 /// Holds the space allocation logic
2436 /// </summary>
2437 /// <param name="pos"></param>
2438 /// <returns>an array item based on the position</returns>
2439 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2440 {
2441 int[] returnint = new int[2];
2442
2443 returnint[0] = (int) (pos.X/metersInSpace);
2444
2445 if (returnint[0] > ((int) (259f/metersInSpace)))
2446 returnint[0] = ((int) (259f/metersInSpace));
2447 if (returnint[0] < 0)
2448 returnint[0] = 0;
2449
2450 returnint[1] = (int) (pos.Y/metersInSpace);
2451 if (returnint[1] > ((int) (259f/metersInSpace)))
2452 returnint[1] = ((int) (259f/metersInSpace));
2453 if (returnint[1] < 0)
2454 returnint[1] = 0;
2455
2456 return returnint;
2457 }
2458
2459 #endregion
2460
2461 /// <summary>
2462 /// Routine to figure out if we need to mesh this prim with our mesher
2463 /// </summary>
2464 /// <param name="pbs"></param>
2465 /// <returns></returns>
2466 public bool needsMeshing(PrimitiveBaseShape pbs)
2467 {
2468 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2469 // but we still need to check for sculptie meshing being enabled so this is the most
2470 // convenient place to do it for now...
2471
2472 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2473 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2474 int iPropertiesNotSupportedDefault = 0;
2475
2476 if (pbs.SculptEntry && !meshSculptedPrim)
2477 {
2478#if SPAM
2479 m_log.Warn("NonMesh");
2480#endif
2481 return false;
2482 }
2483
2484 // 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
2485 if (!forceSimplePrimMeshing)
2486 {
2487 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2488 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2489 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2490 {
2491
2492 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2493 && pbs.ProfileHollow == 0
2494 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2495 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2496 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2497 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2498 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2499 {
2500#if SPAM
2501 m_log.Warn("NonMesh");
2502#endif
2503 return false;
2504 }
2505 }
2506 }
2507
2508 if (pbs.ProfileHollow != 0)
2509 iPropertiesNotSupportedDefault++;
2510
2511 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2512 iPropertiesNotSupportedDefault++;
2513
2514 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2515 iPropertiesNotSupportedDefault++;
2516
2517 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2518 iPropertiesNotSupportedDefault++;
2519
2520 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2521 iPropertiesNotSupportedDefault++;
2522
2523 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2524 iPropertiesNotSupportedDefault++;
2525
2526 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))
2527 iPropertiesNotSupportedDefault++;
2528
2529 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2530 iPropertiesNotSupportedDefault++;
2531
2532 // test for torus
2533 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2534 {
2535 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2536 {
2537 iPropertiesNotSupportedDefault++;
2538 }
2539 }
2540 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2541 {
2542 if (pbs.PathCurve == (byte)Extrusion.Straight)
2543 {
2544 iPropertiesNotSupportedDefault++;
2545 }
2546
2547 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2548 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2549 {
2550 iPropertiesNotSupportedDefault++;
2551 }
2552 }
2553 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2554 {
2555 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2556 {
2557 iPropertiesNotSupportedDefault++;
2558 }
2559 }
2560 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2561 {
2562 if (pbs.PathCurve == (byte)Extrusion.Straight)
2563 {
2564 iPropertiesNotSupportedDefault++;
2565 }
2566 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2567 {
2568 iPropertiesNotSupportedDefault++;
2569 }
2570 }
2571
2572
2573 if (iPropertiesNotSupportedDefault == 0)
2574 {
2575#if SPAM
2576 m_log.Warn("NonMesh");
2577#endif
2578 return false;
2579 }
2580#if SPAM
2581 m_log.Debug("Mesh");
2582#endif
2583 return true;
2584 }
2585
2586 /// <summary>
2587 /// Called after our prim properties are set Scale, position etc.
2588 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2589 /// This assures us that we have no race conditions
2590 /// </summary>
2591 /// <param name="prim"></param>
2592 public override void AddPhysicsActorTaint(PhysicsActor prim)
2593 {
2594
2595 if (prim is OdePrim)
2596 {
2597 OdePrim taintedprim = ((OdePrim) prim);
2598 lock (_taintedPrimLock)
2599 {
2600 if (!(_taintedPrimH.Contains(taintedprim)))
2601 {
2602//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2603 _taintedPrimH.Add(taintedprim); // HashSet for searching
2604 _taintedPrimL.Add(taintedprim); // List for ordered readout
2605 }
2606 }
2607 return;
2608 }
2609 else if (prim is OdeCharacter)
2610 {
2611 OdeCharacter taintedchar = ((OdeCharacter)prim);
2612 lock (_taintedActors)
2613 {
2614 if (!(_taintedActors.Contains(taintedchar)))
2615 {
2616 _taintedActors.Add(taintedchar);
2617 if (taintedchar.bad)
2618 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2619 }
2620 }
2621 }
2622 }
2623
2624 /// <summary>
2625 /// This is our main simulate loop
2626 /// It's thread locked by a Mutex in the scene.
2627 /// It holds Collisions, it instructs ODE to step through the physical reactions
2628 /// It moves the objects around in memory
2629 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2630 /// </summary>
2631 /// <param name="timeStep"></param>
2632 /// <returns></returns>
2633 public override float Simulate(float timeStep)
2634 {
2635 if (framecount >= int.MaxValue)
2636 framecount = 0;
2637 //if (m_worldOffset != Vector3.Zero)
2638 // return 0;
2639
2640 framecount++;
2641
2642 DateTime now = DateTime.UtcNow;
2643 TimeSpan SinceLastFrame = now - m_lastframe;
2644 m_lastframe = now;
2645 float realtime = (float)SinceLastFrame.TotalSeconds;
2646// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2647 timeStep = realtime;
2648
2649 // float fps = 1.0f / realtime;
2650 float fps = 0.0f; // number of ODE steps in this Simulate step
2651 //m_log.Info(timeStep.ToString());
2652 step_time += timeStep;
2653
2654 // If We're loaded down by something else,
2655 // or debugging with the Visual Studio project on pause
2656 // skip a few frames to catch up gracefully.
2657 // without shooting the physicsactors all over the place
2658
2659 if (step_time >= m_SkipFramesAtms)
2660 {
2661 // Instead of trying to catch up, it'll do 5 physics frames only
2662 step_time = ODE_STEPSIZE;
2663 m_physicsiterations = 5;
2664 }
2665 else
2666 {
2667 m_physicsiterations = 10;
2668 }
2669
2670 if (SupportsNINJAJoints)
2671 {
2672 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2673 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2674 }
2675
2676 lock (OdeLock)
2677 {
2678 // Process 10 frames if the sim is running normal..
2679 // process 5 frames if the sim is running slow
2680 //try
2681 //{
2682 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2683 //}
2684 //catch (StackOverflowException)
2685 //{
2686 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2687 // ode.drelease(world);
2688 //base.TriggerPhysicsBasedRestart();
2689 //}
2690
2691 int i = 0;
2692
2693 // Figure out the Frames Per Second we're going at.
2694 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2695
2696 // fps = (step_time / ODE_STEPSIZE) * 1000;
2697 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2698 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2699
2700 // step_time = 0.09375f;
2701
2702 while (step_time > 0.0f)
2703 {
2704 //lock (ode)
2705 //{
2706 //if (!ode.lockquery())
2707 //{
2708 // ode.dlock(world);
2709 try
2710 {
2711 // Insert, remove Characters
2712 bool processedtaints = false;
2713
2714 lock (_taintedActors)
2715 {
2716 if (_taintedActors.Count > 0)
2717 {
2718 foreach (OdeCharacter character in _taintedActors)
2719 {
2720
2721 character.ProcessTaints(ODE_STEPSIZE);
2722
2723 processedtaints = true;
2724 //character.m_collisionscore = 0;
2725 }
2726
2727 if (processedtaints)
2728 _taintedActors.Clear();
2729 }
2730 } // end lock _taintedActors
2731
2732 // Modify other objects in the scene.
2733 processedtaints = false;
2734
2735 lock (_taintedPrimLock)
2736 {
2737 foreach (OdePrim prim in _taintedPrimL)
2738 {
2739 if (prim.m_taintremove)
2740 {
2741 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2742 RemovePrimThreadLocked(prim);
2743 }
2744 else
2745 {
2746 //Console.WriteLine("Simulate calls ProcessTaints");
2747 prim.ProcessTaints(ODE_STEPSIZE);
2748 }
2749 processedtaints = true;
2750 prim.m_collisionscore = 0;
2751
2752 // This loop can block up the Heartbeat for a very long time on large regions.
2753 // We need to let the Watchdog know that the Heartbeat is not dead
2754 // NOTE: This is currently commented out, but if things like OAR loading are
2755 // timing the heartbeat out we will need to uncomment it
2756 //Watchdog.UpdateThread();
2757 }
2758
2759 if (SupportsNINJAJoints)
2760 {
2761 // Create pending joints, if possible
2762
2763 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2764 // a joint requires specifying the body id of both involved bodies
2765 if (pendingJoints.Count > 0)
2766 {
2767 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2768 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2769 foreach (PhysicsJoint joint in pendingJoints)
2770 {
2771 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2772 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2773 System.StringSplitOptions.RemoveEmptyEntries);
2774 List<IntPtr> jointBodies = new List<IntPtr>();
2775 bool allJointBodiesAreReady = true;
2776 foreach (string jointParam in jointParams)
2777 {
2778 if (jointParam == "NULL")
2779 {
2780 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2781 jointBodies.Add(IntPtr.Zero);
2782 }
2783 else
2784 {
2785 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2786 bool foundPrim = false;
2787 lock (_prims)
2788 {
2789 foreach (OdePrim prim in _prims) // FIXME: inefficient
2790 {
2791 if (prim.SOPName == jointParam)
2792 {
2793 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2794 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2795 {
2796 jointBodies.Add(prim.Body);
2797 foundPrim = true;
2798 break;
2799 }
2800 else
2801 {
2802 DoJointErrorMessage(joint, "prim name " + jointParam +
2803 " exists but is not (yet) physical; deferring joint creation. " +
2804 "IsPhysical property is " + prim.IsPhysical +
2805 " and body is " + prim.Body);
2806 foundPrim = false;
2807 break;
2808 }
2809 }
2810 }
2811 }
2812 if (foundPrim)
2813 {
2814 // all is fine
2815 }
2816 else
2817 {
2818 allJointBodiesAreReady = false;
2819 break;
2820 }
2821 }
2822 }
2823 if (allJointBodiesAreReady)
2824 {
2825 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2826 if (jointBodies[0] == jointBodies[1])
2827 {
2828 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2829 }
2830 else
2831 {
2832 switch (joint.Type)
2833 {
2834 case PhysicsJointType.Ball:
2835 {
2836 IntPtr odeJoint;
2837 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2838 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2839 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2840 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2841 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2842 d.JointSetBallAnchor(odeJoint,
2843 joint.Position.X,
2844 joint.Position.Y,
2845 joint.Position.Z);
2846 //DoJointErrorMessage(joint, "ODE joint setting OK");
2847 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2848 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2849 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2850 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2851
2852 if (joint is OdePhysicsJoint)
2853 {
2854 ((OdePhysicsJoint)joint).jointID = odeJoint;
2855 }
2856 else
2857 {
2858 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2859 }
2860 }
2861 break;
2862 case PhysicsJointType.Hinge:
2863 {
2864 IntPtr odeJoint;
2865 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2866 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2867 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2868 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2869 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2870 d.JointSetHingeAnchor(odeJoint,
2871 joint.Position.X,
2872 joint.Position.Y,
2873 joint.Position.Z);
2874 // We use the orientation of the x-axis of the joint's coordinate frame
2875 // as the axis for the hinge.
2876
2877 // Therefore, we must get the joint's coordinate frame based on the
2878 // joint.Rotation field, which originates from the orientation of the
2879 // joint's proxy object in the scene.
2880
2881 // The joint's coordinate frame is defined as the transformation matrix
2882 // that converts a vector from joint-local coordinates into world coordinates.
2883 // World coordinates are defined as the XYZ coordinate system of the sim,
2884 // as shown in the top status-bar of the viewer.
2885
2886 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2887 // and use that as the hinge axis.
2888
2889 //joint.Rotation.Normalize();
2890 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2891
2892 // Now extract the X axis of the joint's coordinate frame.
2893
2894 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2895 // tar pit of transposed, inverted, and generally messed-up orientations.
2896 // (In other words, Matrix4.AtAxis() is borked.)
2897 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2898
2899 // Instead, compute the X axis of the coordinate frame by transforming
2900 // the (1,0,0) vector. At least that works.
2901
2902 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2903 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2904 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2905 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2906 d.JointSetHingeAxis(odeJoint,
2907 jointAxis.X,
2908 jointAxis.Y,
2909 jointAxis.Z);
2910 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2911 if (joint is OdePhysicsJoint)
2912 {
2913 ((OdePhysicsJoint)joint).jointID = odeJoint;
2914 }
2915 else
2916 {
2917 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2918 }
2919 }
2920 break;
2921 }
2922 successfullyProcessedPendingJoints.Add(joint);
2923 }
2924 }
2925 else
2926 {
2927 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2928 }
2929 }
2930 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2931 {
2932 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2933 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2934 InternalRemovePendingJoint(successfullyProcessedJoint);
2935 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2936 InternalAddActiveJoint(successfullyProcessedJoint);
2937 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2938 }
2939 }
2940 } // end SupportsNINJAJoints
2941
2942 if (processedtaints)
2943//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2944 _taintedPrimH.Clear(); // ??? if this only ???
2945 _taintedPrimL.Clear();
2946 } // end lock _taintedPrimLock
2947
2948 // Move characters
2949 lock (_characters)
2950 {
2951 List<OdeCharacter> defects = new List<OdeCharacter>();
2952 foreach (OdeCharacter actor in _characters)
2953 {
2954 if (actor != null)
2955 actor.Move(ODE_STEPSIZE, defects);
2956 }
2957 if (0 != defects.Count)
2958 {
2959 foreach (OdeCharacter defect in defects)
2960 {
2961 RemoveCharacter(defect);
2962 }
2963 }
2964 } // end lock _characters
2965
2966 // Move other active objects
2967 lock (_activeprims)
2968 {
2969 foreach (OdePrim prim in _activeprims)
2970 {
2971 prim.m_collisionscore = 0;
2972 prim.Move(ODE_STEPSIZE);
2973 }
2974 } // end lock _activeprims
2975
2976 //if ((framecount % m_randomizeWater) == 0)
2977 // randomizeWater(waterlevel);
2978
2979 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2980 m_rayCastManager.ProcessQueuedRequests();
2981
2982 collision_optimized(ODE_STEPSIZE);
2983
2984 lock (_collisionEventPrim)
2985 {
2986 foreach (PhysicsActor obj in _collisionEventPrim)
2987 {
2988 if (obj == null)
2989 continue;
2990
2991 switch ((ActorTypes)obj.PhysicsActorType)
2992 {
2993 case ActorTypes.Agent:
2994 OdeCharacter cobj = (OdeCharacter)obj;
2995 cobj.AddCollisionFrameTime(100);
2996 cobj.SendCollisions();
2997 break;
2998 case ActorTypes.Prim:
2999 OdePrim pobj = (OdePrim)obj;
3000 pobj.SendCollisions();
3001 break;
3002 }
3003 }
3004 } // end lock _collisionEventPrim
3005
3006 //if (m_global_contactcount > 5)
3007 //{
3008 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3009 //}
3010
3011 m_global_contactcount = 0;
3012
3013 d.WorldQuickStep(world, ODE_STEPSIZE);
3014 d.JointGroupEmpty(contactgroup);
3015 fps++;
3016 //ode.dunlock(world);
3017 } // end try
3018 catch (Exception e)
3019 {
3020 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3021 ode.dunlock(world);
3022 }
3023
3024 step_time -= ODE_STEPSIZE;
3025 i++;
3026 //}
3027 //else
3028 //{
3029 //fps = 0;
3030 //}
3031 //}
3032 } // end while (step_time > 0.0f)
3033
3034 lock (_characters)
3035 {
3036 foreach (OdeCharacter actor in _characters)
3037 {
3038 if (actor != null)
3039 {
3040 if (actor.bad)
3041 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3042 actor.UpdatePositionAndVelocity();
3043 }
3044 }
3045 }
3046
3047 lock (_badCharacter)
3048 {
3049 if (_badCharacter.Count > 0)
3050 {
3051 foreach (OdeCharacter chr in _badCharacter)
3052 {
3053 RemoveCharacter(chr);
3054 }
3055 _badCharacter.Clear();
3056 }
3057 }
3058
3059 lock (_activeprims)
3060 {
3061 //if (timeStep < 0.2f)
3062 {
3063 foreach (OdePrim actor in _activeprims)
3064 {
3065 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3066 {
3067 actor.UpdatePositionAndVelocity();
3068
3069 if (SupportsNINJAJoints)
3070 {
3071 // If an actor moved, move its joint proxy objects as well.
3072 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3073 // for this purpose but it is never called! So we just do the joint
3074 // movement code here.
3075
3076 if (actor.SOPName != null &&
3077 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3078 joints_connecting_actor[actor.SOPName] != null &&
3079 joints_connecting_actor[actor.SOPName].Count > 0)
3080 {
3081 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3082 {
3083 if (affectedJoint.IsInPhysicsEngine)
3084 {
3085 DoJointMoved(affectedJoint);
3086 }
3087 else
3088 {
3089 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);
3090 }
3091 }
3092 }
3093 }
3094 }
3095 }
3096 }
3097 } // end lock _activeprims
3098
3099 //DumpJointInfo();
3100
3101 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3102 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3103 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3104 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3105 {
3106 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3107 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3108
3109 if (physics_logging_append_existing_logfile)
3110 {
3111 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3112 TextWriter fwriter = File.AppendText(fname);
3113 fwriter.WriteLine(header);
3114 fwriter.Close();
3115 }
3116 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3117 }
3118 } // end lock OdeLock
3119
3120 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3121 } // end Simulate
3122
3123 public override void GetResults()
3124 {
3125 }
3126
3127 public override bool IsThreaded
3128 {
3129 // for now we won't be multithreaded
3130 get { return (false); }
3131 }
3132
3133 #region ODE Specific Terrain Fixes
3134 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3135 {
3136 float[] returnarr = new float[262144];
3137 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3138
3139 // Filling out the array into its multi-dimensional components
3140 for (int y = 0; y < WorldExtents.Y; y++)
3141 {
3142 for (int x = 0; x < WorldExtents.X; x++)
3143 {
3144 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3145 }
3146 }
3147
3148 // Resize using Nearest Neighbour
3149
3150 // This particular way is quick but it only works on a multiple of the original
3151
3152 // The idea behind this method can be described with the following diagrams
3153 // second pass and third pass happen in the same loop really.. just separated
3154 // them to show what this does.
3155
3156 // First Pass
3157 // ResultArr:
3158 // 1,1,1,1,1,1
3159 // 1,1,1,1,1,1
3160 // 1,1,1,1,1,1
3161 // 1,1,1,1,1,1
3162 // 1,1,1,1,1,1
3163 // 1,1,1,1,1,1
3164
3165 // Second Pass
3166 // ResultArr2:
3167 // 1,,1,,1,,1,,1,,1,
3168 // ,,,,,,,,,,
3169 // 1,,1,,1,,1,,1,,1,
3170 // ,,,,,,,,,,
3171 // 1,,1,,1,,1,,1,,1,
3172 // ,,,,,,,,,,
3173 // 1,,1,,1,,1,,1,,1,
3174 // ,,,,,,,,,,
3175 // 1,,1,,1,,1,,1,,1,
3176 // ,,,,,,,,,,
3177 // 1,,1,,1,,1,,1,,1,
3178
3179 // Third pass fills in the blanks
3180 // ResultArr2:
3181 // 1,1,1,1,1,1,1,1,1,1,1,1
3182 // 1,1,1,1,1,1,1,1,1,1,1,1
3183 // 1,1,1,1,1,1,1,1,1,1,1,1
3184 // 1,1,1,1,1,1,1,1,1,1,1,1
3185 // 1,1,1,1,1,1,1,1,1,1,1,1
3186 // 1,1,1,1,1,1,1,1,1,1,1,1
3187 // 1,1,1,1,1,1,1,1,1,1,1,1
3188 // 1,1,1,1,1,1,1,1,1,1,1,1
3189 // 1,1,1,1,1,1,1,1,1,1,1,1
3190 // 1,1,1,1,1,1,1,1,1,1,1,1
3191 // 1,1,1,1,1,1,1,1,1,1,1,1
3192
3193 // X,Y = .
3194 // X+1,y = ^
3195 // X,Y+1 = *
3196 // X+1,Y+1 = #
3197
3198 // Filling in like this;
3199 // .*
3200 // ^#
3201 // 1st .
3202 // 2nd *
3203 // 3rd ^
3204 // 4th #
3205 // on single loop.
3206
3207 float[,] resultarr2 = new float[512, 512];
3208 for (int y = 0; y < WorldExtents.Y; y++)
3209 {
3210 for (int x = 0; x < WorldExtents.X; x++)
3211 {
3212 resultarr2[y * 2, x * 2] = resultarr[y, x];
3213
3214 if (y < WorldExtents.Y)
3215 {
3216 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3217 }
3218 if (x < WorldExtents.X)
3219 {
3220 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3221 }
3222 if (x < WorldExtents.X && y < WorldExtents.Y)
3223 {
3224 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3225 }
3226 }
3227 }
3228
3229 //Flatten out the array
3230 int i = 0;
3231 for (int y = 0; y < 512; y++)
3232 {
3233 for (int x = 0; x < 512; x++)
3234 {
3235 if (resultarr2[y, x] <= 0)
3236 returnarr[i] = 0.0000001f;
3237 else
3238 returnarr[i] = resultarr2[y, x];
3239
3240 i++;
3241 }
3242 }
3243
3244 return returnarr;
3245 }
3246
3247 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3248 {
3249 float[] returnarr = new float[262144];
3250 float[,] resultarr = new float[512,512];
3251
3252 // Filling out the array into its multi-dimensional components
3253 for (int y = 0; y < 256; y++)
3254 {
3255 for (int x = 0; x < 256; x++)
3256 {
3257 resultarr[y, x] = heightMap[y * 256 + x];
3258 }
3259 }
3260
3261 // Resize using interpolation
3262
3263 // This particular way is quick but it only works on a multiple of the original
3264
3265 // The idea behind this method can be described with the following diagrams
3266 // second pass and third pass happen in the same loop really.. just separated
3267 // them to show what this does.
3268
3269 // First Pass
3270 // ResultArr:
3271 // 1,1,1,1,1,1
3272 // 1,1,1,1,1,1
3273 // 1,1,1,1,1,1
3274 // 1,1,1,1,1,1
3275 // 1,1,1,1,1,1
3276 // 1,1,1,1,1,1
3277
3278 // Second Pass
3279 // ResultArr2:
3280 // 1,,1,,1,,1,,1,,1,
3281 // ,,,,,,,,,,
3282 // 1,,1,,1,,1,,1,,1,
3283 // ,,,,,,,,,,
3284 // 1,,1,,1,,1,,1,,1,
3285 // ,,,,,,,,,,
3286 // 1,,1,,1,,1,,1,,1,
3287 // ,,,,,,,,,,
3288 // 1,,1,,1,,1,,1,,1,
3289 // ,,,,,,,,,,
3290 // 1,,1,,1,,1,,1,,1,
3291
3292 // Third pass fills in the blanks
3293 // ResultArr2:
3294 // 1,1,1,1,1,1,1,1,1,1,1,1
3295 // 1,1,1,1,1,1,1,1,1,1,1,1
3296 // 1,1,1,1,1,1,1,1,1,1,1,1
3297 // 1,1,1,1,1,1,1,1,1,1,1,1
3298 // 1,1,1,1,1,1,1,1,1,1,1,1
3299 // 1,1,1,1,1,1,1,1,1,1,1,1
3300 // 1,1,1,1,1,1,1,1,1,1,1,1
3301 // 1,1,1,1,1,1,1,1,1,1,1,1
3302 // 1,1,1,1,1,1,1,1,1,1,1,1
3303 // 1,1,1,1,1,1,1,1,1,1,1,1
3304 // 1,1,1,1,1,1,1,1,1,1,1,1
3305
3306 // X,Y = .
3307 // X+1,y = ^
3308 // X,Y+1 = *
3309 // X+1,Y+1 = #
3310
3311 // Filling in like this;
3312 // .*
3313 // ^#
3314 // 1st .
3315 // 2nd *
3316 // 3rd ^
3317 // 4th #
3318 // on single loop.
3319
3320 float[,] resultarr2 = new float[512,512];
3321 for (int y = 0; y < (int)Constants.RegionSize; y++)
3322 {
3323 for (int x = 0; x < (int)Constants.RegionSize; x++)
3324 {
3325 resultarr2[y*2, x*2] = resultarr[y, x];
3326
3327 if (y < (int)Constants.RegionSize)
3328 {
3329 if (y + 1 < (int)Constants.RegionSize)
3330 {
3331 if (x + 1 < (int)Constants.RegionSize)
3332 {
3333 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3334 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3335 }
3336 else
3337 {
3338 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3339 }
3340 }
3341 else
3342 {
3343 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3344 }
3345 }
3346 if (x < (int)Constants.RegionSize)
3347 {
3348 if (x + 1 < (int)Constants.RegionSize)
3349 {
3350 if (y + 1 < (int)Constants.RegionSize)
3351 {
3352 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3353 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3354 }
3355 else
3356 {
3357 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3358 }
3359 }
3360 else
3361 {
3362 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3363 }
3364 }
3365 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3366 {
3367 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3368 {
3369 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3370 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3371 }
3372 else
3373 {
3374 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3375 }
3376 }
3377 }
3378 }
3379 //Flatten out the array
3380 int i = 0;
3381 for (int y = 0; y < 512; y++)
3382 {
3383 for (int x = 0; x < 512; x++)
3384 {
3385 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3386 {
3387 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3388 resultarr2[y, x] = 0;
3389 }
3390 returnarr[i] = resultarr2[y, x];
3391 i++;
3392 }
3393 }
3394
3395 return returnarr;
3396 }
3397
3398 #endregion
3399
3400 public override void SetTerrain(float[] heightMap)
3401 {
3402 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3403 {
3404 if (m_parentScene is OdeScene)
3405 {
3406 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3407 }
3408 }
3409 else
3410 {
3411 SetTerrain(heightMap, m_worldOffset);
3412 }
3413 }
3414
3415 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3416 {
3417
3418 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3419
3420 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3421 uint heightmapHeight = regionsize + 1;
3422
3423 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3424 uint heightmapHeightSamples = (uint)regionsize + 2;
3425
3426 // Array of height samples for ODE
3427 float[] _heightmap;
3428 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3429
3430 // Other ODE parameters
3431 const float scale = 1.0f;
3432 const float offset = 0.0f;
3433 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3434 const int wrap = 0;
3435
3436 float hfmin = 2000f;
3437 float hfmax = -2000f;
3438 float minele = 0.0f; // Dont allow -ve heights
3439
3440 uint x = 0;
3441 uint y = 0;
3442 uint xx = 0;
3443 uint yy = 0;
3444
3445 // load the height samples array from the heightMap
3446 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3447 {
3448 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3449 {
3450 xx = x - 1;
3451 if (xx < 0) xx = 0;
3452 if (xx > (regionsize - 1)) xx = regionsize - 1;
3453
3454 yy = y - 1;
3455 if (yy < 0) yy = 0;
3456 if (yy > (regionsize - 1)) yy = regionsize - 1;
3457 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3458 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3459 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3460 if (val < minele) val = minele;
3461 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3462 hfmin = (val < hfmin) ? val : hfmin;
3463 hfmax = (val > hfmax) ? val : hfmax;
3464 }
3465 }
3466
3467 lock (OdeLock)
3468 {
3469 IntPtr GroundGeom = IntPtr.Zero;
3470 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3471 {
3472 RegionTerrain.Remove(pOffset);
3473 if (GroundGeom != IntPtr.Zero)
3474 {
3475 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3476 {
3477 TerrainHeightFieldHeights.Remove(GroundGeom);
3478 }
3479 d.SpaceRemove(space, GroundGeom);
3480 d.GeomDestroy(GroundGeom);
3481 }
3482 }
3483 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3484 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3485 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3486 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3487 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3488 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3489 if (GroundGeom != IntPtr.Zero)
3490 {
3491 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3492 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3493 }
3494 geom_name_map[GroundGeom] = "Terrain";
3495
3496 d.Matrix3 R = new d.Matrix3();
3497
3498 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3499 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3500 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3501
3502 q1 = q1 * q2;
3503 //q1 = q1 * q3;
3504 Vector3 v3;
3505 float angle;
3506 q1.GetAxisAngle(out v3, out angle);
3507
3508 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3509 d.GeomSetRotation(GroundGeom, ref R);
3510 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3511 IntPtr testGround = IntPtr.Zero;
3512 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3513 {
3514 RegionTerrain.Remove(pOffset);
3515 }
3516 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3517 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3518 }
3519 }
3520
3521 public override void DeleteTerrain()
3522 {
3523 }
3524
3525 public float GetWaterLevel()
3526 {
3527 return waterlevel;
3528 }
3529
3530 public override bool SupportsCombining()
3531 {
3532 return true;
3533 }
3534
3535 public override void UnCombine(PhysicsScene pScene)
3536 {
3537 IntPtr localGround = IntPtr.Zero;
3538// float[] localHeightfield;
3539 bool proceed = false;
3540 List<IntPtr> geomDestroyList = new List<IntPtr>();
3541
3542 lock (OdeLock)
3543 {
3544 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3545 {
3546 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3547 {
3548 if (geom == localGround)
3549 {
3550// localHeightfield = TerrainHeightFieldHeights[geom];
3551 proceed = true;
3552 }
3553 else
3554 {
3555 geomDestroyList.Add(geom);
3556 }
3557 }
3558
3559 if (proceed)
3560 {
3561 m_worldOffset = Vector3.Zero;
3562 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3563 m_parentScene = null;
3564
3565 foreach (IntPtr g in geomDestroyList)
3566 {
3567 // removingHeightField needs to be done or the garbage collector will
3568 // collect the terrain data before we tell ODE to destroy it causing
3569 // memory corruption
3570 if (TerrainHeightFieldHeights.ContainsKey(g))
3571 {
3572// float[] removingHeightField = TerrainHeightFieldHeights[g];
3573 TerrainHeightFieldHeights.Remove(g);
3574
3575 if (RegionTerrain.ContainsKey(g))
3576 {
3577 RegionTerrain.Remove(g);
3578 }
3579
3580 d.GeomDestroy(g);
3581 //removingHeightField = new float[0];
3582 }
3583 }
3584
3585 }
3586 else
3587 {
3588 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3589
3590 }
3591 }
3592 }
3593 }
3594
3595 public override void SetWaterLevel(float baseheight)
3596 {
3597 waterlevel = baseheight;
3598 randomizeWater(waterlevel);
3599 }
3600
3601 public void randomizeWater(float baseheight)
3602 {
3603 const uint heightmapWidth = m_regionWidth + 2;
3604 const uint heightmapHeight = m_regionHeight + 2;
3605 const uint heightmapWidthSamples = m_regionWidth + 2;
3606 const uint heightmapHeightSamples = m_regionHeight + 2;
3607 const float scale = 1.0f;
3608 const float offset = 0.0f;
3609 const float thickness = 2.9f;
3610 const int wrap = 0;
3611
3612 for (int i = 0; i < (258 * 258); i++)
3613 {
3614 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3615 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3616 }
3617
3618 lock (OdeLock)
3619 {
3620 if (WaterGeom != IntPtr.Zero)
3621 {
3622 d.SpaceRemove(space, WaterGeom);
3623 }
3624 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3625 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3626 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3627 offset, thickness, wrap);
3628 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3629 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3630 if (WaterGeom != IntPtr.Zero)
3631 {
3632 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3633 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3634
3635 }
3636 geom_name_map[WaterGeom] = "Water";
3637
3638 d.Matrix3 R = new d.Matrix3();
3639
3640 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3641 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3642 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3643
3644 q1 = q1 * q2;
3645 //q1 = q1 * q3;
3646 Vector3 v3;
3647 float angle;
3648 q1.GetAxisAngle(out v3, out angle);
3649
3650 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3651 d.GeomSetRotation(WaterGeom, ref R);
3652 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3653
3654 }
3655
3656 }
3657
3658 public override void Dispose()
3659 {
3660 m_rayCastManager.Dispose();
3661 m_rayCastManager = null;
3662
3663 lock (OdeLock)
3664 {
3665 lock (_prims)
3666 {
3667 foreach (OdePrim prm in _prims)
3668 {
3669 RemovePrim(prm);
3670 }
3671 }
3672
3673 //foreach (OdeCharacter act in _characters)
3674 //{
3675 //RemoveAvatar(act);
3676 //}
3677 d.WorldDestroy(world);
3678 //d.CloseODE();
3679 }
3680 }
3681 public override Dictionary<uint, float> GetTopColliders()
3682 {
3683 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3684 int cnt = 0;
3685 lock (_prims)
3686 {
3687 foreach (OdePrim prm in _prims)
3688 {
3689 if (prm.CollisionScore > 0)
3690 {
3691 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3692 cnt++;
3693 prm.CollisionScore = 0f;
3694 if (cnt > 25)
3695 {
3696 break;
3697 }
3698 }
3699 }
3700 }
3701 return returncolliders;
3702 }
3703
3704 public override bool SupportsRayCast()
3705 {
3706 return true;
3707 }
3708
3709 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3710 {
3711 if (retMethod != null)
3712 {
3713 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3714 }
3715 }
3716
3717#if USE_DRAWSTUFF
3718 // Keyboard callback
3719 public void command(int cmd)
3720 {
3721 IntPtr geom;
3722 d.Mass mass;
3723 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3724
3725
3726
3727 Char ch = Char.ToLower((Char)cmd);
3728 switch ((Char)ch)
3729 {
3730 case 'w':
3731 try
3732 {
3733 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));
3734
3735 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3736 ds.SetViewpoint(ref xyz, ref hpr);
3737 }
3738 catch (ArgumentException)
3739 { hpr.X = 0; }
3740 break;
3741
3742 case 'a':
3743 hpr.X++;
3744 ds.SetViewpoint(ref xyz, ref hpr);
3745 break;
3746
3747 case 's':
3748 try
3749 {
3750 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));
3751
3752 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3753 ds.SetViewpoint(ref xyz, ref hpr);
3754 }
3755 catch (ArgumentException)
3756 { hpr.X = 0; }
3757 break;
3758 case 'd':
3759 hpr.X--;
3760 ds.SetViewpoint(ref xyz, ref hpr);
3761 break;
3762 case 'r':
3763 xyz.Z++;
3764 ds.SetViewpoint(ref xyz, ref hpr);
3765 break;
3766 case 'f':
3767 xyz.Z--;
3768 ds.SetViewpoint(ref xyz, ref hpr);
3769 break;
3770 case 'e':
3771 xyz.Y++;
3772 ds.SetViewpoint(ref xyz, ref hpr);
3773 break;
3774 case 'q':
3775 xyz.Y--;
3776 ds.SetViewpoint(ref xyz, ref hpr);
3777 break;
3778 }
3779 }
3780
3781 public void step(int pause)
3782 {
3783
3784 ds.SetColor(1.0f, 1.0f, 0.0f);
3785 ds.SetTexture(ds.Texture.Wood);
3786 lock (_prims)
3787 {
3788 foreach (OdePrim prm in _prims)
3789 {
3790 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3791 if (prm.prim_geom != IntPtr.Zero)
3792 {
3793 d.Vector3 pos;
3794 d.GeomCopyPosition(prm.prim_geom, out pos);
3795 //d.BodyCopyPosition(body, out pos);
3796
3797 d.Matrix3 R;
3798 d.GeomCopyRotation(prm.prim_geom, out R);
3799 //d.BodyCopyRotation(body, out R);
3800
3801
3802 d.Vector3 sides = new d.Vector3();
3803 sides.X = prm.Size.X;
3804 sides.Y = prm.Size.Y;
3805 sides.Z = prm.Size.Z;
3806
3807 ds.DrawBox(ref pos, ref R, ref sides);
3808 }
3809 }
3810 }
3811 ds.SetColor(1.0f, 0.0f, 0.0f);
3812 lock (_characters)
3813 {
3814 foreach (OdeCharacter chr in _characters)
3815 {
3816 if (chr.Shell != IntPtr.Zero)
3817 {
3818 IntPtr body = d.GeomGetBody(chr.Shell);
3819
3820 d.Vector3 pos;
3821 d.GeomCopyPosition(chr.Shell, out pos);
3822 //d.BodyCopyPosition(body, out pos);
3823
3824 d.Matrix3 R;
3825 d.GeomCopyRotation(chr.Shell, out R);
3826 //d.BodyCopyRotation(body, out R);
3827
3828 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3829 d.Vector3 sides = new d.Vector3();
3830 sides.X = 0.5f;
3831 sides.Y = 0.5f;
3832 sides.Z = 0.5f;
3833
3834 ds.DrawBox(ref pos, ref R, ref sides);
3835 }
3836 }
3837 }
3838 }
3839
3840 public void start(int unused)
3841 {
3842 ds.SetViewpoint(ref xyz, ref hpr);
3843 }
3844#endif
3845 }
3846}
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/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 6b74e74..0e7dd81 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1215,7 +1215,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1215 1215
1216 public override float APIDDamping{ set { return; } } 1216 public override float APIDDamping{ set { return; } }
1217 1217
1218
1219 public override void SubscribeEvents(int ms) 1218 public override void SubscribeEvents(int ms)
1220 { 1219 {
1221 m_requestedUpdateFrequency = ms; 1220 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index c91658e..243e2d7 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -572,8 +572,8 @@ namespace OpenSim.Region.Physics.OdePlugin
572 break; 572 break;
573 573
574 case HollowShape.Circle: 574 case HollowShape.Circle:
575 // Hollow shape is a perfect cyllinder in respect to the cube's scale 575 // Hollow shape is a perfect cylinder in respect to the cube's scale
576 // Cyllinder hollow volume calculation 576 // Cylinder hollow volume calculation
577 577
578 hollowVolume *= 0.1963495f * 3.07920140172638f; 578 hollowVolume *= 0.1963495f * 3.07920140172638f;
579 break; 579 break;
@@ -2819,7 +2819,7 @@ Console.WriteLine(" JointCreateFixed");
2819 } 2819 }
2820 public override bool PIDActive { set { m_usePID = value; } } 2820 public override bool PIDActive { set { m_usePID = value; } }
2821 public override float PIDTau { set { m_PIDTau = value; } } 2821 public override float PIDTau { set { m_PIDTau = value; } }
2822 2822
2823 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2823 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2824 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2824 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2825 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2825 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index 91ec3df..9ba5ebb 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -301,7 +301,7 @@ namespace OpenSim.Region.Physics.POSPlugin
301 { 301 {
302 set { return; } 302 set { return; }
303 } 303 }
304 304
305 public override Quaternion APIDTarget 305 public override Quaternion APIDTarget
306 { 306 {
307 set { return; } 307 set { return; }