diff options
Some more code refactoring, plus a restructuring of the directories so that the Grid servers can be a separate solution to the region server.
Diffstat (limited to 'OpenSim-Source/OpenSim.Physics/OdePlugin/OdePlugin.cs')
-rw-r--r-- | OpenSim-Source/OpenSim.Physics/OdePlugin/OdePlugin.cs | 452 |
1 files changed, 452 insertions, 0 deletions
diff --git a/OpenSim-Source/OpenSim.Physics/OdePlugin/OdePlugin.cs b/OpenSim-Source/OpenSim.Physics/OdePlugin/OdePlugin.cs new file mode 100644 index 0000000..599dea8 --- /dev/null +++ b/OpenSim-Source/OpenSim.Physics/OdePlugin/OdePlugin.cs | |||
@@ -0,0 +1,452 @@ | |||
1 | /* | ||
2 | * Copyright (c) OpenSim project, http://sim.opensecondlife.org/ | ||
3 | * | ||
4 | * Redistribution and use in source and binary forms, with or without | ||
5 | * modification, are permitted provided that the following conditions are met: | ||
6 | * * Redistributions of source code must retain the above copyright | ||
7 | * notice, this list of conditions and the following disclaimer. | ||
8 | * * Redistributions in binary form must reproduce the above copyright | ||
9 | * notice, this list of conditions and the following disclaimer in the | ||
10 | * documentation and/or other materials provided with the distribution. | ||
11 | * * Neither the name of the <organization> nor the | ||
12 | * names of its contributors may be used to endorse or promote products | ||
13 | * derived from this software without specific prior written permission. | ||
14 | * | ||
15 | * THIS SOFTWARE IS PROVIDED BY <copyright holder> ``AS IS'' AND ANY | ||
16 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
17 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
18 | * DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY | ||
19 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
20 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
21 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
22 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
23 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
24 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
25 | * | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using OpenSim.Physics.Manager; | ||
30 | using Ode.NET; | ||
31 | |||
32 | namespace OpenSim.Physics.OdePlugin | ||
33 | { | ||
34 | /// <summary> | ||
35 | /// ODE plugin | ||
36 | /// </summary> | ||
37 | public class OdePlugin : IPhysicsPlugin | ||
38 | { | ||
39 | private OdeScene _mScene; | ||
40 | |||
41 | public OdePlugin() | ||
42 | { | ||
43 | |||
44 | } | ||
45 | |||
46 | public bool Init() | ||
47 | { | ||
48 | return true; | ||
49 | } | ||
50 | |||
51 | public PhysicsScene GetScene() | ||
52 | { | ||
53 | if (_mScene == null) | ||
54 | { | ||
55 | _mScene = new OdeScene(); | ||
56 | } | ||
57 | return (_mScene); | ||
58 | } | ||
59 | |||
60 | public string GetName() | ||
61 | { | ||
62 | return ("OpenDynamicsEngine"); | ||
63 | } | ||
64 | |||
65 | public void Dispose() | ||
66 | { | ||
67 | |||
68 | } | ||
69 | } | ||
70 | |||
71 | public class OdeScene : PhysicsScene | ||
72 | { | ||
73 | static public IntPtr world; | ||
74 | static public IntPtr space; | ||
75 | static private IntPtr contactgroup; | ||
76 | static private IntPtr LandGeom; | ||
77 | //static private IntPtr Land; | ||
78 | private double[] _heightmap; | ||
79 | static private d.NearCallback nearCallback = near; | ||
80 | private List<OdeCharacter> _characters = new List<OdeCharacter>(); | ||
81 | private static d.ContactGeom[] contacts = new d.ContactGeom[30]; | ||
82 | private static d.Contact contact; | ||
83 | |||
84 | public OdeScene() | ||
85 | { | ||
86 | contact.surface.mode = d.ContactFlags.Bounce | d.ContactFlags.SoftCFM; | ||
87 | contact.surface.mu = d.Infinity; | ||
88 | contact.surface.mu2 = 0.0f; | ||
89 | contact.surface.bounce = 0.1f; | ||
90 | contact.surface.bounce_vel = 0.1f; | ||
91 | contact.surface.soft_cfm = 0.01f; | ||
92 | |||
93 | world = d.WorldCreate(); | ||
94 | space = d.HashSpaceCreate(IntPtr.Zero); | ||
95 | contactgroup = d.JointGroupCreate(0); | ||
96 | d.WorldSetGravity(world, 0.0f, 0.0f, -0.5f); | ||
97 | //d.WorldSetCFM(world, 1e-5f); | ||
98 | d.WorldSetAutoDisableFlag(world, false); | ||
99 | d.WorldSetContactSurfaceLayer(world, 0.001f); | ||
100 | // d.CreatePlane(space, 0, 0, 1, 0); | ||
101 | this._heightmap = new double[65536]; | ||
102 | } | ||
103 | |||
104 | // This function blatantly ripped off from BoxStack.cs | ||
105 | static private void near(IntPtr space, IntPtr g1, IntPtr g2) | ||
106 | { | ||
107 | //Console.WriteLine("collision callback"); | ||
108 | IntPtr b1 = d.GeomGetBody(g1); | ||
109 | IntPtr b2 = d.GeomGetBody(g2); | ||
110 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) | ||
111 | return; | ||
112 | |||
113 | int count = d.Collide(g1, g2, 500, contacts, d.ContactGeom.SizeOf); | ||
114 | for (int i = 0; i < count; ++i) | ||
115 | { | ||
116 | contact.geom = contacts[i]; | ||
117 | IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact); | ||
118 | d.JointAttach(joint, b1, b2); | ||
119 | } | ||
120 | |||
121 | } | ||
122 | |||
123 | public override PhysicsActor AddAvatar(PhysicsVector position) | ||
124 | { | ||
125 | PhysicsVector pos = new PhysicsVector(); | ||
126 | pos.X = position.X; | ||
127 | pos.Y = position.Y; | ||
128 | pos.Z = position.Z + 20; | ||
129 | OdeCharacter newAv = new OdeCharacter(this, pos); | ||
130 | this._characters.Add(newAv); | ||
131 | return newAv; | ||
132 | } | ||
133 | |||
134 | public override void RemoveAvatar(PhysicsActor actor) | ||
135 | { | ||
136 | |||
137 | } | ||
138 | |||
139 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) | ||
140 | { | ||
141 | PhysicsVector pos = new PhysicsVector(); | ||
142 | pos.X = position.X; | ||
143 | pos.Y = position.Y; | ||
144 | pos.Z = position.Z; | ||
145 | PhysicsVector siz = new PhysicsVector(); | ||
146 | siz.X = size.X; | ||
147 | siz.Y = size.Y; | ||
148 | siz.Z = size.Z; | ||
149 | return new OdePrim(); | ||
150 | } | ||
151 | |||
152 | public override void Simulate(float timeStep) | ||
153 | { | ||
154 | foreach (OdeCharacter actor in _characters) | ||
155 | { | ||
156 | actor.Move(timeStep * 5f); | ||
157 | } | ||
158 | d.SpaceCollide(space, IntPtr.Zero, nearCallback); | ||
159 | d.WorldQuickStep(world, timeStep * 5f); | ||
160 | d.JointGroupEmpty(contactgroup); | ||
161 | foreach (OdeCharacter actor in _characters) | ||
162 | { | ||
163 | actor.UpdatePosition(); | ||
164 | } | ||
165 | |||
166 | } | ||
167 | |||
168 | public override void GetResults() | ||
169 | { | ||
170 | |||
171 | } | ||
172 | |||
173 | public override bool IsThreaded | ||
174 | { | ||
175 | get | ||
176 | { | ||
177 | return (false); // for now we won't be multithreaded | ||
178 | } | ||
179 | } | ||
180 | |||
181 | public override void SetTerrain(float[] heightMap) | ||
182 | { | ||
183 | for (int i = 0; i < 65536; i++) | ||
184 | { | ||
185 | this._heightmap[i] = (double)heightMap[i]; | ||
186 | } | ||
187 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | ||
188 | d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, 256, 256, 256, 256, 1.0f, 0.0f, 2.0f, 0); | ||
189 | d.GeomHeightfieldDataSetBounds(HeightmapData, 256, 256); | ||
190 | LandGeom = d.CreateHeightfield(space, HeightmapData, 1); | ||
191 | d.Matrix3 R = new d.Matrix3(); | ||
192 | |||
193 | Axiom.MathLib.Quaternion q1 =Axiom.MathLib.Quaternion.FromAngleAxis(1.5707f, new Axiom.MathLib.Vector3(1,0,0)); | ||
194 | Axiom.MathLib.Quaternion q2 =Axiom.MathLib.Quaternion.FromAngleAxis(1.5707f, new Axiom.MathLib.Vector3(0,1,0)); | ||
195 | //Axiom.MathLib.Quaternion q3 = Axiom.MathLib.Quaternion.FromAngleAxis(3.14f, new Axiom.MathLib.Vector3(0, 0, 1)); | ||
196 | |||
197 | q1 = q1 * q2; | ||
198 | //q1 = q1 * q3; | ||
199 | Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(); | ||
200 | float angle = 0; | ||
201 | q1.ToAngleAxis(ref angle, ref v3); | ||
202 | |||
203 | d.RFromAxisAndAngle(out R, v3.x, v3.y, v3.z, angle); | ||
204 | d.GeomSetRotation(LandGeom, ref R); | ||
205 | d.GeomSetPosition(LandGeom, 128, 128, 0); | ||
206 | } | ||
207 | |||
208 | public override void DeleteTerrain() | ||
209 | { | ||
210 | |||
211 | } | ||
212 | } | ||
213 | |||
214 | public class OdeCharacter : PhysicsActor | ||
215 | { | ||
216 | private PhysicsVector _position; | ||
217 | private PhysicsVector _velocity; | ||
218 | private PhysicsVector _acceleration; | ||
219 | private bool flying; | ||
220 | //private float gravityAccel; | ||
221 | private IntPtr BoundingCapsule; | ||
222 | IntPtr capsule_geom; | ||
223 | d.Mass capsule_mass; | ||
224 | |||
225 | public OdeCharacter(OdeScene parent_scene, PhysicsVector pos) | ||
226 | { | ||
227 | _velocity = new PhysicsVector(); | ||
228 | _position = pos; | ||
229 | _acceleration = new PhysicsVector(); | ||
230 | d.MassSetCapsule(out capsule_mass, 5.0f, 3, 0.5f, 2f); | ||
231 | capsule_geom = d.CreateCapsule(OdeScene.space, 0.5f, 2f); | ||
232 | this.BoundingCapsule = d.BodyCreate(OdeScene.world); | ||
233 | d.BodySetMass(BoundingCapsule, ref capsule_mass); | ||
234 | d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z); | ||
235 | d.GeomSetBody(capsule_geom, BoundingCapsule); | ||
236 | } | ||
237 | |||
238 | public override bool Flying | ||
239 | { | ||
240 | get | ||
241 | { | ||
242 | return flying; | ||
243 | } | ||
244 | set | ||
245 | { | ||
246 | flying = value; | ||
247 | } | ||
248 | } | ||
249 | |||
250 | public override PhysicsVector Position | ||
251 | { | ||
252 | get | ||
253 | { | ||
254 | return _position; | ||
255 | } | ||
256 | set | ||
257 | { | ||
258 | _position = value; | ||
259 | } | ||
260 | } | ||
261 | |||
262 | public override PhysicsVector Velocity | ||
263 | { | ||
264 | get | ||
265 | { | ||
266 | return _velocity; | ||
267 | } | ||
268 | set | ||
269 | { | ||
270 | _velocity = value; | ||
271 | } | ||
272 | } | ||
273 | |||
274 | public override bool Kinematic | ||
275 | { | ||
276 | get | ||
277 | { | ||
278 | return false; | ||
279 | } | ||
280 | set | ||
281 | { | ||
282 | |||
283 | } | ||
284 | } | ||
285 | |||
286 | public override Axiom.MathLib.Quaternion Orientation | ||
287 | { | ||
288 | get | ||
289 | { | ||
290 | return Axiom.MathLib.Quaternion.Identity; | ||
291 | } | ||
292 | set | ||
293 | { | ||
294 | |||
295 | } | ||
296 | } | ||
297 | |||
298 | public override PhysicsVector Acceleration | ||
299 | { | ||
300 | get | ||
301 | { | ||
302 | return _acceleration; | ||
303 | } | ||
304 | |||
305 | } | ||
306 | public void SetAcceleration(PhysicsVector accel) | ||
307 | { | ||
308 | this._acceleration = accel; | ||
309 | } | ||
310 | |||
311 | public override void AddForce(PhysicsVector force) | ||
312 | { | ||
313 | |||
314 | } | ||
315 | |||
316 | public override void SetMomentum(PhysicsVector momentum) | ||
317 | { | ||
318 | |||
319 | } | ||
320 | |||
321 | public void Move(float timeStep) | ||
322 | { | ||
323 | PhysicsVector vec = new PhysicsVector(); | ||
324 | vec.X = this._velocity.X * timeStep; | ||
325 | vec.Y = this._velocity.Y * timeStep; | ||
326 | if (flying) | ||
327 | { | ||
328 | vec.Z = (this._velocity.Z + 0.5f) * timeStep; | ||
329 | } | ||
330 | d.BodySetLinearVel(this.BoundingCapsule, vec.X, vec.Y, vec.Z); | ||
331 | } | ||
332 | |||
333 | public void UpdatePosition() | ||
334 | { | ||
335 | d.Vector3 vec = d.BodyGetPosition(BoundingCapsule); | ||
336 | this._position.X = vec.X; | ||
337 | this._position.Y = vec.Y; | ||
338 | this._position.Z = vec.Z; | ||
339 | } | ||
340 | } | ||
341 | |||
342 | public class OdePrim : PhysicsActor | ||
343 | { | ||
344 | private PhysicsVector _position; | ||
345 | private PhysicsVector _velocity; | ||
346 | private PhysicsVector _acceleration; | ||
347 | |||
348 | public OdePrim() | ||
349 | { | ||
350 | _velocity = new PhysicsVector(); | ||
351 | _position = new PhysicsVector(); | ||
352 | _acceleration = new PhysicsVector(); | ||
353 | } | ||
354 | public override bool Flying | ||
355 | { | ||
356 | get | ||
357 | { | ||
358 | return false; //no flying prims for you | ||
359 | } | ||
360 | set | ||
361 | { | ||
362 | |||
363 | } | ||
364 | } | ||
365 | public override PhysicsVector Position | ||
366 | { | ||
367 | get | ||
368 | { | ||
369 | PhysicsVector pos = new PhysicsVector(); | ||
370 | // PhysicsVector vec = this._prim.Position; | ||
371 | //pos.X = vec.X; | ||
372 | //pos.Y = vec.Y; | ||
373 | //pos.Z = vec.Z; | ||
374 | return pos; | ||
375 | |||
376 | } | ||
377 | set | ||
378 | { | ||
379 | /*PhysicsVector vec = value; | ||
380 | PhysicsVector pos = new PhysicsVector(); | ||
381 | pos.X = vec.X; | ||
382 | pos.Y = vec.Y; | ||
383 | pos.Z = vec.Z; | ||
384 | this._prim.Position = pos;*/ | ||
385 | } | ||
386 | } | ||
387 | |||
388 | public override PhysicsVector Velocity | ||
389 | { | ||
390 | get | ||
391 | { | ||
392 | return _velocity; | ||
393 | } | ||
394 | set | ||
395 | { | ||
396 | _velocity = value; | ||
397 | } | ||
398 | } | ||
399 | |||
400 | public override bool Kinematic | ||
401 | { | ||
402 | get | ||
403 | { | ||
404 | return false; | ||
405 | //return this._prim.Kinematic; | ||
406 | } | ||
407 | set | ||
408 | { | ||
409 | //this._prim.Kinematic = value; | ||
410 | } | ||
411 | } | ||
412 | |||
413 | public override Axiom.MathLib.Quaternion Orientation | ||
414 | { | ||
415 | get | ||
416 | { | ||
417 | Axiom.MathLib.Quaternion res = new Axiom.MathLib.Quaternion(); | ||
418 | return res; | ||
419 | } | ||
420 | set | ||
421 | { | ||
422 | |||
423 | } | ||
424 | } | ||
425 | |||
426 | public override PhysicsVector Acceleration | ||
427 | { | ||
428 | get | ||
429 | { | ||
430 | return _acceleration; | ||
431 | } | ||
432 | |||
433 | } | ||
434 | public void SetAcceleration(PhysicsVector accel) | ||
435 | { | ||
436 | this._acceleration = accel; | ||
437 | } | ||
438 | |||
439 | public override void AddForce(PhysicsVector force) | ||
440 | { | ||
441 | |||
442 | } | ||
443 | |||
444 | public override void SetMomentum(PhysicsVector momentum) | ||
445 | { | ||
446 | |||
447 | } | ||
448 | |||
449 | |||
450 | } | ||
451 | |||
452 | } | ||