diff options
Merge branch 'master' into bulletsim
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdeScene.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 799 |
1 files changed, 406 insertions, 393 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index a307469..6e603e8 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs | |||
@@ -100,7 +100,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
100 | Rubber = 6 | 100 | Rubber = 6 |
101 | } | 101 | } |
102 | 102 | ||
103 | public sealed class OdeScene : PhysicsScene | 103 | public class OdeScene : PhysicsScene |
104 | { | 104 | { |
105 | private readonly ILog m_log; | 105 | private readonly ILog m_log; |
106 | // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>(); | 106 | // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>(); |
@@ -198,7 +198,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
198 | private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>(); | 198 | private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>(); |
199 | private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>(); | 199 | private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>(); |
200 | private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); | 200 | private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); |
201 | |||
202 | /// <summary> | ||
203 | /// A list of actors that should receive collision events. | ||
204 | /// </summary> | ||
201 | private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); | 205 | private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); |
206 | |||
202 | private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>(); | 207 | private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>(); |
203 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); | 208 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); |
204 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); | 209 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); |
@@ -299,7 +304,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
299 | // Create the world and the first space | 304 | // Create the world and the first space |
300 | world = d.WorldCreate(); | 305 | world = d.WorldCreate(); |
301 | space = d.HashSpaceCreate(IntPtr.Zero); | 306 | space = d.HashSpaceCreate(IntPtr.Zero); |
302 | |||
303 | 307 | ||
304 | contactgroup = d.JointGroupCreate(0); | 308 | contactgroup = d.JointGroupCreate(0); |
305 | //contactgroup | 309 | //contactgroup |
@@ -952,7 +956,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
952 | character.SetPidStatus(true); | 956 | character.SetPidStatus(true); |
953 | } | 957 | } |
954 | } | 958 | } |
955 | |||
956 | 959 | ||
957 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) | 960 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) |
958 | { | 961 | { |
@@ -1053,9 +1056,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1053 | { | 1056 | { |
1054 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); | 1057 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); |
1055 | m_global_contactcount++; | 1058 | m_global_contactcount++; |
1056 | |||
1057 | } | 1059 | } |
1058 | |||
1059 | } | 1060 | } |
1060 | else | 1061 | else |
1061 | { | 1062 | { |
@@ -1078,7 +1079,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1078 | { | 1079 | { |
1079 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); | 1080 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); |
1080 | m_global_contactcount++; | 1081 | m_global_contactcount++; |
1081 | |||
1082 | } | 1082 | } |
1083 | } | 1083 | } |
1084 | } | 1084 | } |
@@ -1290,6 +1290,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1290 | 1290 | ||
1291 | //returncollisions = true; | 1291 | //returncollisions = true; |
1292 | break; | 1292 | break; |
1293 | |||
1293 | case ActorTypes.Prim: | 1294 | case ActorTypes.Prim: |
1294 | if (p1 is OdePrim) | 1295 | if (p1 is OdePrim) |
1295 | { | 1296 | { |
@@ -1317,6 +1318,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1317 | 1318 | ||
1318 | cc2.AddCollisionEvent(obj2LocalID, contact); | 1319 | cc2.AddCollisionEvent(obj2LocalID, contact); |
1319 | break; | 1320 | break; |
1321 | |||
1320 | case ActorTypes.Prim: | 1322 | case ActorTypes.Prim: |
1321 | 1323 | ||
1322 | if (p2 is OdePrim) | 1324 | if (p2 is OdePrim) |
@@ -1421,18 +1423,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1421 | 1423 | ||
1422 | public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex) | 1424 | public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex) |
1423 | { | 1425 | { |
1424 | String name1 = null; | 1426 | // String name1 = null; |
1425 | String name2 = null; | 1427 | // String name2 = null; |
1426 | 1428 | // | |
1427 | if (!geom_name_map.TryGetValue(trimesh, out name1)) | 1429 | // if (!geom_name_map.TryGetValue(trimesh, out name1)) |
1428 | { | 1430 | // { |
1429 | name1 = "null"; | 1431 | // name1 = "null"; |
1430 | } | 1432 | // } |
1431 | 1433 | // | |
1432 | if (!geom_name_map.TryGetValue(refObject, out name2)) | 1434 | // if (!geom_name_map.TryGetValue(refObject, out name2)) |
1433 | { | 1435 | // { |
1434 | name2 = "null"; | 1436 | // name2 = "null"; |
1435 | } | 1437 | // } |
1436 | 1438 | ||
1437 | // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex); | 1439 | // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex); |
1438 | 1440 | ||
@@ -1604,7 +1606,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1604 | } | 1606 | } |
1605 | // End recovered. Kitto Flora | 1607 | // End recovered. Kitto Flora |
1606 | 1608 | ||
1607 | public void addCollisionEventReporting(PhysicsActor obj) | 1609 | /// <summary> |
1610 | /// Add actor to the list that should receive collision events in the simulate loop. | ||
1611 | /// </summary> | ||
1612 | /// <param name="obj"></param> | ||
1613 | public void AddCollisionEventReporting(PhysicsActor obj) | ||
1608 | { | 1614 | { |
1609 | lock (_collisionEventPrim) | 1615 | lock (_collisionEventPrim) |
1610 | { | 1616 | { |
@@ -1613,7 +1619,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1613 | } | 1619 | } |
1614 | } | 1620 | } |
1615 | 1621 | ||
1616 | public void remCollisionEventReporting(PhysicsActor obj) | 1622 | /// <summary> |
1623 | /// Remove actor from the list that should receive collision events in the simulate loop. | ||
1624 | /// </summary> | ||
1625 | /// <param name="obj"></param> | ||
1626 | public void RemoveCollisionEventReporting(PhysicsActor obj) | ||
1617 | { | 1627 | { |
1618 | lock (_collisionEventPrim) | 1628 | lock (_collisionEventPrim) |
1619 | { | 1629 | { |
@@ -1677,7 +1687,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1677 | } | 1687 | } |
1678 | 1688 | ||
1679 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, | 1689 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, |
1680 | IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localID) | 1690 | PrimitiveBaseShape pbs, bool isphysical, uint localID) |
1681 | { | 1691 | { |
1682 | Vector3 pos = position; | 1692 | Vector3 pos = position; |
1683 | Vector3 siz = size; | 1693 | Vector3 siz = size; |
@@ -1686,7 +1696,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1686 | OdePrim newPrim; | 1696 | OdePrim newPrim; |
1687 | lock (OdeLock) | 1697 | lock (OdeLock) |
1688 | { | 1698 | { |
1689 | newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode); | 1699 | newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, ode); |
1690 | 1700 | ||
1691 | lock (_prims) | 1701 | lock (_prims) |
1692 | _prims.Add(newPrim); | 1702 | _prims.Add(newPrim); |
@@ -1714,28 +1724,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1714 | m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName); | 1724 | m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName); |
1715 | #endif | 1725 | #endif |
1716 | 1726 | ||
1717 | PhysicsActor result; | 1727 | return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid); |
1718 | IMesh mesh = null; | ||
1719 | |||
1720 | // Don't create the mesh here - wait until the mesh data is loaded from the asset store. | ||
1721 | // if (needsMeshing(pbs)) | ||
1722 | // { | ||
1723 | // try | ||
1724 | // { | ||
1725 | // mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical); | ||
1726 | // } | ||
1727 | // catch(Exception e) | ||
1728 | // { | ||
1729 | // m_log.ErrorFormat("[PHYSICS]: Exception while meshing prim {0}.", primName); | ||
1730 | // m_log.Debug(e.ToString()); | ||
1731 | // mesh = null; | ||
1732 | // return null; | ||
1733 | // } | ||
1734 | // } | ||
1735 | |||
1736 | result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid); | ||
1737 | |||
1738 | return result; | ||
1739 | } | 1728 | } |
1740 | 1729 | ||
1741 | public override float TimeDilation | 1730 | public override float TimeDilation |
@@ -2105,6 +2094,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2105 | 2094 | ||
2106 | public override void RemovePrim(PhysicsActor prim) | 2095 | public override void RemovePrim(PhysicsActor prim) |
2107 | { | 2096 | { |
2097 | // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be | ||
2098 | // removed in the next physics simulate pass. | ||
2108 | if (prim is OdePrim) | 2099 | if (prim is OdePrim) |
2109 | { | 2100 | { |
2110 | lock (OdeLock) | 2101 | lock (OdeLock) |
@@ -2121,6 +2112,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2121 | /// <summary> | 2112 | /// <summary> |
2122 | /// This is called from within simulate but outside the locked portion | 2113 | /// This is called from within simulate but outside the locked portion |
2123 | /// We need to do our own locking here | 2114 | /// We need to do our own locking here |
2115 | /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in | ||
2116 | /// Simulate() -- justincc). | ||
2117 | /// | ||
2124 | /// Essentially, we need to remove the prim from our space segment, whatever segment it's in. | 2118 | /// Essentially, we need to remove the prim from our space segment, whatever segment it's in. |
2125 | /// | 2119 | /// |
2126 | /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory | 2120 | /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory |
@@ -2132,7 +2126,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2132 | //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); | 2126 | //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); |
2133 | lock (prim) | 2127 | lock (prim) |
2134 | { | 2128 | { |
2135 | remCollisionEventReporting(prim); | 2129 | RemoveCollisionEventReporting(prim); |
2136 | lock (ode) | 2130 | lock (ode) |
2137 | { | 2131 | { |
2138 | if (prim.prim_geom != IntPtr.Zero) | 2132 | if (prim.prim_geom != IntPtr.Zero) |
@@ -2177,24 +2171,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2177 | //} | 2171 | //} |
2178 | //} | 2172 | //} |
2179 | //m_log.Warn(prim.prim_geom); | 2173 | //m_log.Warn(prim.prim_geom); |
2180 | try | 2174 | |
2181 | { | 2175 | if (!prim.RemoveGeom()) |
2182 | if (prim.prim_geom != IntPtr.Zero) | 2176 | m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene"); |
2183 | { | 2177 | |
2184 | d.GeomDestroy(prim.prim_geom); | ||
2185 | prim.prim_geom = IntPtr.Zero; | ||
2186 | } | ||
2187 | else | ||
2188 | { | ||
2189 | m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene"); | ||
2190 | } | ||
2191 | } | ||
2192 | catch (AccessViolationException) | ||
2193 | { | ||
2194 | m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed."); | ||
2195 | } | ||
2196 | lock (_prims) | 2178 | lock (_prims) |
2197 | _prims.Remove(prim); | 2179 | _prims.Remove(prim); |
2198 | 2180 | ||
2199 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore | 2181 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore |
2200 | //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) | 2182 | //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) |
@@ -2687,320 +2669,148 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
2687 | //if (!ode.lockquery()) | 2669 | //if (!ode.lockquery()) |
2688 | //{ | 2670 | //{ |
2689 | // ode.dlock(world); | 2671 | // ode.dlock(world); |
2690 | try | ||
2691 | { | ||
2692 | // Insert, remove Characters | ||
2693 | bool processedtaints = false; | ||
2694 | 2672 | ||
2695 | lock (_taintedActors) | 2673 | try |
2696 | { | 2674 | { |
2697 | if (_taintedActors.Count > 0) | 2675 | // Insert, remove Characters |
2698 | { | 2676 | bool processedtaints = false; |
2699 | foreach (OdeCharacter character in _taintedActors) | ||
2700 | { | ||
2701 | character.ProcessTaints(timeStep); | ||
2702 | 2677 | ||
2703 | processedtaints = true; | 2678 | lock (_taintedActors) |
2704 | //character.m_collisionscore = 0; | 2679 | { |
2705 | } | 2680 | if (_taintedActors.Count > 0) |
2681 | { | ||
2682 | foreach (OdeCharacter character in _taintedActors) | ||
2683 | { | ||
2684 | character.ProcessTaints(timeStep); | ||
2706 | 2685 | ||
2707 | if (processedtaints) | 2686 | processedtaints = true; |
2708 | _taintedActors.Clear(); | 2687 | //character.m_collisionscore = 0; |
2709 | } | ||
2710 | } | 2688 | } |
2711 | 2689 | ||
2712 | // Modify other objects in the scene. | 2690 | if (processedtaints) |
2713 | processedtaints = false; | 2691 | _taintedActors.Clear(); |
2692 | } | ||
2693 | } | ||
2694 | |||
2695 | // Modify other objects in the scene. | ||
2696 | processedtaints = false; | ||
2714 | 2697 | ||
2715 | lock (_taintedPrimLock) | 2698 | lock (_taintedPrimLock) |
2699 | { | ||
2700 | foreach (OdePrim prim in _taintedPrimL) | ||
2701 | { | ||
2702 | if (prim.m_taintremove) | ||
2716 | { | 2703 | { |
2717 | foreach (OdePrim prim in _taintedPrimL) | 2704 | // Console.WriteLine("Simulate calls RemovePrimThreadLocked for {0}", prim.Name); |
2718 | { | 2705 | RemovePrimThreadLocked(prim); |
2719 | if (prim.m_taintremove) | 2706 | } |
2720 | { | 2707 | else |
2721 | //Console.WriteLine("Simulate calls RemovePrimThreadLocked"); | 2708 | { |
2722 | RemovePrimThreadLocked(prim); | 2709 | // Console.WriteLine("Simulate calls ProcessTaints for {0}", prim.Name); |
2723 | } | 2710 | prim.ProcessTaints(timeStep); |
2724 | else | 2711 | } |
2725 | { | ||
2726 | //Console.WriteLine("Simulate calls ProcessTaints"); | ||
2727 | prim.ProcessTaints(timeStep); | ||
2728 | } | ||
2729 | processedtaints = true; | ||
2730 | prim.m_collisionscore = 0; | ||
2731 | |||
2732 | // This loop can block up the Heartbeat for a very long time on large regions. | ||
2733 | // We need to let the Watchdog know that the Heartbeat is not dead | ||
2734 | // NOTE: This is currently commented out, but if things like OAR loading are | ||
2735 | // timing the heartbeat out we will need to uncomment it | ||
2736 | //Watchdog.UpdateThread(); | ||
2737 | } | ||
2738 | 2712 | ||
2739 | if (SupportsNINJAJoints) | 2713 | processedtaints = true; |
2740 | { | 2714 | prim.m_collisionscore = 0; |
2741 | // Create pending joints, if possible | ||
2742 | 2715 | ||
2743 | // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating | 2716 | // This loop can block up the Heartbeat for a very long time on large regions. |
2744 | // a joint requires specifying the body id of both involved bodies | 2717 | // We need to let the Watchdog know that the Heartbeat is not dead |
2745 | if (pendingJoints.Count > 0) | 2718 | // NOTE: This is currently commented out, but if things like OAR loading are |
2746 | { | 2719 | // timing the heartbeat out we will need to uncomment it |
2747 | List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>(); | 2720 | //Watchdog.UpdateThread(); |
2748 | //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints"); | 2721 | } |
2749 | foreach (PhysicsJoint joint in pendingJoints) | ||
2750 | { | ||
2751 | //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams); | ||
2752 | string[] jointParams = joint.RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries); | ||
2753 | List<IntPtr> jointBodies = new List<IntPtr>(); | ||
2754 | bool allJointBodiesAreReady = true; | ||
2755 | foreach (string jointParam in jointParams) | ||
2756 | { | ||
2757 | if (jointParam == "NULL") | ||
2758 | { | ||
2759 | //DoJointErrorMessage(joint, "attaching NULL joint to world"); | ||
2760 | jointBodies.Add(IntPtr.Zero); | ||
2761 | } | ||
2762 | else | ||
2763 | { | ||
2764 | //DoJointErrorMessage(joint, "looking for prim name: " + jointParam); | ||
2765 | bool foundPrim = false; | ||
2766 | lock (_prims) | ||
2767 | { | ||
2768 | foreach (OdePrim prim in _prims) // FIXME: inefficient | ||
2769 | { | ||
2770 | if (prim.SOPName == jointParam) | ||
2771 | { | ||
2772 | //DoJointErrorMessage(joint, "found for prim name: " + jointParam); | ||
2773 | if (prim.IsPhysical && prim.Body != IntPtr.Zero) | ||
2774 | { | ||
2775 | jointBodies.Add(prim.Body); | ||
2776 | foundPrim = true; | ||
2777 | break; | ||
2778 | } | ||
2779 | else | ||
2780 | { | ||
2781 | DoJointErrorMessage(joint, "prim name " + jointParam + | ||
2782 | " exists but is not (yet) physical; deferring joint creation. " + | ||
2783 | "IsPhysical property is " + prim.IsPhysical + | ||
2784 | " and body is " + prim.Body); | ||
2785 | foundPrim = false; | ||
2786 | break; | ||
2787 | } | ||
2788 | } | ||
2789 | } | ||
2790 | } | ||
2791 | if (foundPrim) | ||
2792 | { | ||
2793 | // all is fine | ||
2794 | } | ||
2795 | else | ||
2796 | { | ||
2797 | allJointBodiesAreReady = false; | ||
2798 | break; | ||
2799 | } | ||
2800 | } | ||
2801 | } | ||
2802 | if (allJointBodiesAreReady) | ||
2803 | { | ||
2804 | //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams); | ||
2805 | if (jointBodies[0] == jointBodies[1]) | ||
2806 | { | ||
2807 | DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams); | ||
2808 | } | ||
2809 | else | ||
2810 | { | ||
2811 | switch (joint.Type) | ||
2812 | { | ||
2813 | case PhysicsJointType.Ball: | ||
2814 | { | ||
2815 | IntPtr odeJoint; | ||
2816 | //DoJointErrorMessage(joint, "ODE creating ball joint "); | ||
2817 | odeJoint = d.JointCreateBall(world, IntPtr.Zero); | ||
2818 | //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); | ||
2819 | d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); | ||
2820 | //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position); | ||
2821 | d.JointSetBallAnchor(odeJoint, | ||
2822 | joint.Position.X, | ||
2823 | joint.Position.Y, | ||
2824 | joint.Position.Z); | ||
2825 | //DoJointErrorMessage(joint, "ODE joint setting OK"); | ||
2826 | //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: "); | ||
2827 | //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment")); | ||
2828 | //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: "); | ||
2829 | //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment")); | ||
2830 | |||
2831 | if (joint is OdePhysicsJoint) | ||
2832 | { | ||
2833 | ((OdePhysicsJoint)joint).jointID = odeJoint; | ||
2834 | } | ||
2835 | else | ||
2836 | { | ||
2837 | DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); | ||
2838 | } | ||
2839 | } | ||
2840 | break; | ||
2841 | case PhysicsJointType.Hinge: | ||
2842 | { | ||
2843 | IntPtr odeJoint; | ||
2844 | //DoJointErrorMessage(joint, "ODE creating hinge joint "); | ||
2845 | odeJoint = d.JointCreateHinge(world, IntPtr.Zero); | ||
2846 | //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); | ||
2847 | d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); | ||
2848 | //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position); | ||
2849 | d.JointSetHingeAnchor(odeJoint, | ||
2850 | joint.Position.X, | ||
2851 | joint.Position.Y, | ||
2852 | joint.Position.Z); | ||
2853 | // We use the orientation of the x-axis of the joint's coordinate frame | ||
2854 | // as the axis for the hinge. | ||
2855 | |||
2856 | // Therefore, we must get the joint's coordinate frame based on the | ||
2857 | // joint.Rotation field, which originates from the orientation of the | ||
2858 | // joint's proxy object in the scene. | ||
2859 | |||
2860 | // The joint's coordinate frame is defined as the transformation matrix | ||
2861 | // that converts a vector from joint-local coordinates into world coordinates. | ||
2862 | // World coordinates are defined as the XYZ coordinate system of the sim, | ||
2863 | // as shown in the top status-bar of the viewer. | ||
2864 | |||
2865 | // Once we have the joint's coordinate frame, we extract its X axis (AtAxis) | ||
2866 | // and use that as the hinge axis. | ||
2867 | |||
2868 | //joint.Rotation.Normalize(); | ||
2869 | Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation); | ||
2870 | |||
2871 | // Now extract the X axis of the joint's coordinate frame. | ||
2872 | |||
2873 | // Do not try to use proxyFrame.AtAxis or you will become mired in the | ||
2874 | // tar pit of transposed, inverted, and generally messed-up orientations. | ||
2875 | // (In other words, Matrix4.AtAxis() is borked.) | ||
2876 | // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness | ||
2877 | |||
2878 | // Instead, compute the X axis of the coordinate frame by transforming | ||
2879 | // the (1,0,0) vector. At least that works. | ||
2880 | |||
2881 | //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame); | ||
2882 | Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame); | ||
2883 | //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis); | ||
2884 | //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis); | ||
2885 | d.JointSetHingeAxis(odeJoint, | ||
2886 | jointAxis.X, | ||
2887 | jointAxis.Y, | ||
2888 | jointAxis.Z); | ||
2889 | //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f); | ||
2890 | if (joint is OdePhysicsJoint) | ||
2891 | { | ||
2892 | ((OdePhysicsJoint)joint).jointID = odeJoint; | ||
2893 | } | ||
2894 | else | ||
2895 | { | ||
2896 | DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); | ||
2897 | } | ||
2898 | } | ||
2899 | break; | ||
2900 | } | ||
2901 | successfullyProcessedPendingJoints.Add(joint); | ||
2902 | } | ||
2903 | } | ||
2904 | else | ||
2905 | { | ||
2906 | DoJointErrorMessage(joint, "joint could not yet be created; still pending"); | ||
2907 | } | ||
2908 | } | ||
2909 | foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints) | ||
2910 | { | ||
2911 | //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams); | ||
2912 | //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending"); | ||
2913 | InternalRemovePendingJoint(successfullyProcessedJoint); | ||
2914 | //DoJointErrorMessage(successfullyProcessedJoint, "adding to active"); | ||
2915 | InternalAddActiveJoint(successfullyProcessedJoint); | ||
2916 | //DoJointErrorMessage(successfullyProcessedJoint, "done"); | ||
2917 | } | ||
2918 | } | ||
2919 | } | ||
2920 | 2722 | ||
2921 | if (processedtaints) | 2723 | if (SupportsNINJAJoints) |
2724 | SimulatePendingNINJAJoints(); | ||
2725 | |||
2726 | if (processedtaints) | ||
2727 | { | ||
2922 | //Console.WriteLine("Simulate calls Clear of _taintedPrim list"); | 2728 | //Console.WriteLine("Simulate calls Clear of _taintedPrim list"); |
2923 | _taintedPrimH.Clear(); | 2729 | _taintedPrimH.Clear(); |
2924 | _taintedPrimL.Clear(); | 2730 | _taintedPrimL.Clear(); |
2925 | } | 2731 | } |
2732 | } | ||
2926 | 2733 | ||
2927 | // Move characters | 2734 | // Move characters |
2928 | lock (_characters) | 2735 | lock (_characters) |
2736 | { | ||
2737 | List<OdeCharacter> defects = new List<OdeCharacter>(); | ||
2738 | foreach (OdeCharacter actor in _characters) | ||
2739 | { | ||
2740 | if (actor != null) | ||
2741 | actor.Move(timeStep, defects); | ||
2742 | } | ||
2743 | if (0 != defects.Count) | ||
2744 | { | ||
2745 | foreach (OdeCharacter defect in defects) | ||
2929 | { | 2746 | { |
2930 | List<OdeCharacter> defects = new List<OdeCharacter>(); | 2747 | RemoveCharacter(defect); |
2931 | foreach (OdeCharacter actor in _characters) | ||
2932 | { | ||
2933 | if (actor != null) | ||
2934 | actor.Move(timeStep, defects); | ||
2935 | } | ||
2936 | if (0 != defects.Count) | ||
2937 | { | ||
2938 | foreach (OdeCharacter defect in defects) | ||
2939 | { | ||
2940 | RemoveCharacter(defect); | ||
2941 | } | ||
2942 | } | ||
2943 | } | 2748 | } |
2749 | } | ||
2750 | } | ||
2944 | 2751 | ||
2945 | // Move other active objects | 2752 | // Move other active objects |
2946 | lock (_activeprims) | 2753 | lock (_activeprims) |
2947 | { | 2754 | { |
2948 | foreach (OdePrim prim in _activeprims) | 2755 | foreach (OdePrim prim in _activeprims) |
2949 | { | 2756 | { |
2950 | prim.m_collisionscore = 0; | 2757 | prim.m_collisionscore = 0; |
2951 | prim.Move(timeStep); | 2758 | prim.Move(timeStep); |
2952 | } | 2759 | } |
2953 | } | 2760 | } |
2761 | |||
2762 | //if ((framecount % m_randomizeWater) == 0) | ||
2763 | // randomizeWater(waterlevel); | ||
2954 | 2764 | ||
2955 | //if ((framecount % m_randomizeWater) == 0) | 2765 | //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); |
2956 | // randomizeWater(waterlevel); | 2766 | m_rayCastManager.ProcessQueuedRequests(); |
2957 | 2767 | ||
2958 | //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); | 2768 | collision_optimized(timeStep); |
2959 | m_rayCastManager.ProcessQueuedRequests(); | ||
2960 | 2769 | ||
2961 | collision_optimized(timeStep); | 2770 | lock (_collisionEventPrim) |
2771 | { | ||
2772 | foreach (PhysicsActor obj in _collisionEventPrim) | ||
2773 | { | ||
2774 | if (obj == null) | ||
2775 | continue; | ||
2962 | 2776 | ||
2963 | lock (_collisionEventPrim) | 2777 | // m_log.DebugFormat("[PHYSICS]: Assessing {0} for collision events", obj.SOPName); |
2778 | |||
2779 | switch ((ActorTypes)obj.PhysicsActorType) | ||
2964 | { | 2780 | { |
2965 | foreach (PhysicsActor obj in _collisionEventPrim) | 2781 | case ActorTypes.Agent: |
2966 | { | 2782 | OdeCharacter cobj = (OdeCharacter)obj; |
2967 | if (obj == null) | 2783 | cobj.AddCollisionFrameTime(100); |
2968 | continue; | 2784 | cobj.SendCollisions(); |
2785 | break; | ||
2969 | 2786 | ||
2970 | switch ((ActorTypes)obj.PhysicsActorType) | 2787 | case ActorTypes.Prim: |
2971 | { | 2788 | OdePrim pobj = (OdePrim)obj; |
2972 | case ActorTypes.Agent: | 2789 | pobj.SendCollisions(); |
2973 | OdeCharacter cobj = (OdeCharacter)obj; | 2790 | break; |
2974 | cobj.AddCollisionFrameTime(100); | ||
2975 | cobj.SendCollisions(); | ||
2976 | break; | ||
2977 | case ActorTypes.Prim: | ||
2978 | OdePrim pobj = (OdePrim)obj; | ||
2979 | pobj.SendCollisions(); | ||
2980 | break; | ||
2981 | } | ||
2982 | } | ||
2983 | } | 2791 | } |
2792 | } | ||
2793 | } | ||
2984 | 2794 | ||
2985 | //if (m_global_contactcount > 5) | 2795 | //if (m_global_contactcount > 5) |
2986 | //{ | 2796 | //{ |
2987 | // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount); | 2797 | // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount); |
2988 | //} | 2798 | //} |
2989 | 2799 | ||
2990 | m_global_contactcount = 0; | 2800 | m_global_contactcount = 0; |
2991 | 2801 | ||
2992 | d.WorldQuickStep(world, ODE_STEPSIZE); | 2802 | d.WorldQuickStep(world, ODE_STEPSIZE); |
2993 | d.JointGroupEmpty(contactgroup); | 2803 | d.JointGroupEmpty(contactgroup); |
2994 | //ode.dunlock(world); | 2804 | //ode.dunlock(world); |
2995 | } | 2805 | } |
2996 | catch (Exception e) | 2806 | catch (Exception e) |
2997 | { | 2807 | { |
2998 | m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e); | 2808 | m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e); |
2999 | ode.dunlock(world); | 2809 | ode.dunlock(world); |
3000 | } | 2810 | } |
3001 | 2811 | ||
3002 | step_time -= ODE_STEPSIZE; | 2812 | step_time -= ODE_STEPSIZE; |
3003 | i++; | 2813 | i++; |
3004 | //} | 2814 | //} |
3005 | //else | 2815 | //else |
3006 | //{ | 2816 | //{ |
@@ -3017,6 +2827,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3017 | { | 2827 | { |
3018 | if (actor.bad) | 2828 | if (actor.bad) |
3019 | m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); | 2829 | m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); |
2830 | |||
3020 | actor.UpdatePositionAndVelocity(); | 2831 | actor.UpdatePositionAndVelocity(); |
3021 | } | 2832 | } |
3022 | } | 2833 | } |
@@ -3030,6 +2841,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3030 | { | 2841 | { |
3031 | RemoveCharacter(chr); | 2842 | RemoveCharacter(chr); |
3032 | } | 2843 | } |
2844 | |||
3033 | _badCharacter.Clear(); | 2845 | _badCharacter.Clear(); |
3034 | } | 2846 | } |
3035 | } | 2847 | } |
@@ -3045,30 +2857,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3045 | actor.UpdatePositionAndVelocity(); | 2857 | actor.UpdatePositionAndVelocity(); |
3046 | 2858 | ||
3047 | if (SupportsNINJAJoints) | 2859 | if (SupportsNINJAJoints) |
3048 | { | 2860 | SimulateActorPendingJoints(actor); |
3049 | // If an actor moved, move its joint proxy objects as well. | ||
3050 | // There seems to be an event PhysicsActor.OnPositionUpdate that could be used | ||
3051 | // for this purpose but it is never called! So we just do the joint | ||
3052 | // movement code here. | ||
3053 | |||
3054 | if (actor.SOPName != null && | ||
3055 | joints_connecting_actor.ContainsKey(actor.SOPName) && | ||
3056 | joints_connecting_actor[actor.SOPName] != null && | ||
3057 | joints_connecting_actor[actor.SOPName].Count > 0) | ||
3058 | { | ||
3059 | foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName]) | ||
3060 | { | ||
3061 | if (affectedJoint.IsInPhysicsEngine) | ||
3062 | { | ||
3063 | DoJointMoved(affectedJoint); | ||
3064 | } | ||
3065 | else | ||
3066 | { | ||
3067 | 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); | ||
3068 | } | ||
3069 | } | ||
3070 | } | ||
3071 | } | ||
3072 | } | 2861 | } |
3073 | } | 2862 | } |
3074 | } | 2863 | } |
@@ -3079,7 +2868,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3079 | // Finished with all sim stepping. If requested, dump world state to file for debugging. | 2868 | // Finished with all sim stepping. If requested, dump world state to file for debugging. |
3080 | // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? | 2869 | // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? |
3081 | // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? | 2870 | // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? |
3082 | if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0)) | 2871 | if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0)) |
3083 | { | 2872 | { |
3084 | string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename | 2873 | string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename |
3085 | string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file | 2874 | string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file |
@@ -3091,8 +2880,10 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3091 | fwriter.WriteLine(header); | 2880 | fwriter.WriteLine(header); |
3092 | fwriter.Close(); | 2881 | fwriter.Close(); |
3093 | } | 2882 | } |
2883 | |||
3094 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); | 2884 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); |
3095 | } | 2885 | } |
2886 | |||
3096 | latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun; | 2887 | latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun; |
3097 | 2888 | ||
3098 | // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics | 2889 | // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics |
@@ -3101,7 +2892,9 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3101 | // If Physics stalls, it takes longer which makes the tick count ms larger. | 2892 | // If Physics stalls, it takes longer which makes the tick count ms larger. |
3102 | 2893 | ||
3103 | if (latertickcount < 100) | 2894 | if (latertickcount < 100) |
2895 | { | ||
3104 | m_timeDilation = 1.0f; | 2896 | m_timeDilation = 1.0f; |
2897 | } | ||
3105 | else | 2898 | else |
3106 | { | 2899 | { |
3107 | m_timeDilation = 100f / latertickcount; | 2900 | m_timeDilation = 100f / latertickcount; |
@@ -3114,6 +2907,229 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3114 | return fps; | 2907 | return fps; |
3115 | } | 2908 | } |
3116 | 2909 | ||
2910 | /// <summary> | ||
2911 | /// Simulate pending NINJA joints. | ||
2912 | /// </summary> | ||
2913 | /// <remarks> | ||
2914 | /// Called by the main Simulate() loop if NINJA joints are active. Should not be called from anywhere else. | ||
2915 | /// </remarks> | ||
2916 | protected void SimulatePendingNINJAJoints() | ||
2917 | { | ||
2918 | // Create pending joints, if possible | ||
2919 | |||
2920 | // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating | ||
2921 | // a joint requires specifying the body id of both involved bodies | ||
2922 | if (pendingJoints.Count > 0) | ||
2923 | { | ||
2924 | List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>(); | ||
2925 | //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints"); | ||
2926 | foreach (PhysicsJoint joint in pendingJoints) | ||
2927 | { | ||
2928 | //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams); | ||
2929 | string[] jointParams = joint.RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries); | ||
2930 | List<IntPtr> jointBodies = new List<IntPtr>(); | ||
2931 | bool allJointBodiesAreReady = true; | ||
2932 | foreach (string jointParam in jointParams) | ||
2933 | { | ||
2934 | if (jointParam == "NULL") | ||
2935 | { | ||
2936 | //DoJointErrorMessage(joint, "attaching NULL joint to world"); | ||
2937 | jointBodies.Add(IntPtr.Zero); | ||
2938 | } | ||
2939 | else | ||
2940 | { | ||
2941 | //DoJointErrorMessage(joint, "looking for prim name: " + jointParam); | ||
2942 | bool foundPrim = false; | ||
2943 | lock (_prims) | ||
2944 | { | ||
2945 | foreach (OdePrim prim in _prims) // FIXME: inefficient | ||
2946 | { | ||
2947 | if (prim.SOPName == jointParam) | ||
2948 | { | ||
2949 | //DoJointErrorMessage(joint, "found for prim name: " + jointParam); | ||
2950 | if (prim.IsPhysical && prim.Body != IntPtr.Zero) | ||
2951 | { | ||
2952 | jointBodies.Add(prim.Body); | ||
2953 | foundPrim = true; | ||
2954 | break; | ||
2955 | } | ||
2956 | else | ||
2957 | { | ||
2958 | DoJointErrorMessage(joint, "prim name " + jointParam + | ||
2959 | " exists but is not (yet) physical; deferring joint creation. " + | ||
2960 | "IsPhysical property is " + prim.IsPhysical + | ||
2961 | " and body is " + prim.Body); | ||
2962 | foundPrim = false; | ||
2963 | break; | ||
2964 | } | ||
2965 | } | ||
2966 | } | ||
2967 | } | ||
2968 | if (foundPrim) | ||
2969 | { | ||
2970 | // all is fine | ||
2971 | } | ||
2972 | else | ||
2973 | { | ||
2974 | allJointBodiesAreReady = false; | ||
2975 | break; | ||
2976 | } | ||
2977 | } | ||
2978 | } | ||
2979 | |||
2980 | if (allJointBodiesAreReady) | ||
2981 | { | ||
2982 | //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams); | ||
2983 | if (jointBodies[0] == jointBodies[1]) | ||
2984 | { | ||
2985 | DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams); | ||
2986 | } | ||
2987 | else | ||
2988 | { | ||
2989 | switch (joint.Type) | ||
2990 | { | ||
2991 | case PhysicsJointType.Ball: | ||
2992 | { | ||
2993 | IntPtr odeJoint; | ||
2994 | //DoJointErrorMessage(joint, "ODE creating ball joint "); | ||
2995 | odeJoint = d.JointCreateBall(world, IntPtr.Zero); | ||
2996 | //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); | ||
2997 | d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); | ||
2998 | //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position); | ||
2999 | d.JointSetBallAnchor(odeJoint, | ||
3000 | joint.Position.X, | ||
3001 | joint.Position.Y, | ||
3002 | joint.Position.Z); | ||
3003 | //DoJointErrorMessage(joint, "ODE joint setting OK"); | ||
3004 | //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: "); | ||
3005 | //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment")); | ||
3006 | //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: "); | ||
3007 | //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment")); | ||
3008 | |||
3009 | if (joint is OdePhysicsJoint) | ||
3010 | { | ||
3011 | ((OdePhysicsJoint)joint).jointID = odeJoint; | ||
3012 | } | ||
3013 | else | ||
3014 | { | ||
3015 | DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); | ||
3016 | } | ||
3017 | } | ||
3018 | break; | ||
3019 | case PhysicsJointType.Hinge: | ||
3020 | { | ||
3021 | IntPtr odeJoint; | ||
3022 | //DoJointErrorMessage(joint, "ODE creating hinge joint "); | ||
3023 | odeJoint = d.JointCreateHinge(world, IntPtr.Zero); | ||
3024 | //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); | ||
3025 | d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); | ||
3026 | //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position); | ||
3027 | d.JointSetHingeAnchor(odeJoint, | ||
3028 | joint.Position.X, | ||
3029 | joint.Position.Y, | ||
3030 | joint.Position.Z); | ||
3031 | // We use the orientation of the x-axis of the joint's coordinate frame | ||
3032 | // as the axis for the hinge. | ||
3033 | |||
3034 | // Therefore, we must get the joint's coordinate frame based on the | ||
3035 | // joint.Rotation field, which originates from the orientation of the | ||
3036 | // joint's proxy object in the scene. | ||
3037 | |||
3038 | // The joint's coordinate frame is defined as the transformation matrix | ||
3039 | // that converts a vector from joint-local coordinates into world coordinates. | ||
3040 | // World coordinates are defined as the XYZ coordinate system of the sim, | ||
3041 | // as shown in the top status-bar of the viewer. | ||
3042 | |||
3043 | // Once we have the joint's coordinate frame, we extract its X axis (AtAxis) | ||
3044 | // and use that as the hinge axis. | ||
3045 | |||
3046 | //joint.Rotation.Normalize(); | ||
3047 | Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation); | ||
3048 | |||
3049 | // Now extract the X axis of the joint's coordinate frame. | ||
3050 | |||
3051 | // Do not try to use proxyFrame.AtAxis or you will become mired in the | ||
3052 | // tar pit of transposed, inverted, and generally messed-up orientations. | ||
3053 | // (In other words, Matrix4.AtAxis() is borked.) | ||
3054 | // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness | ||
3055 | |||
3056 | // Instead, compute the X axis of the coordinate frame by transforming | ||
3057 | // the (1,0,0) vector. At least that works. | ||
3058 | |||
3059 | //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame); | ||
3060 | Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame); | ||
3061 | //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis); | ||
3062 | //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis); | ||
3063 | d.JointSetHingeAxis(odeJoint, | ||
3064 | jointAxis.X, | ||
3065 | jointAxis.Y, | ||
3066 | jointAxis.Z); | ||
3067 | //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f); | ||
3068 | if (joint is OdePhysicsJoint) | ||
3069 | { | ||
3070 | ((OdePhysicsJoint)joint).jointID = odeJoint; | ||
3071 | } | ||
3072 | else | ||
3073 | { | ||
3074 | DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); | ||
3075 | } | ||
3076 | } | ||
3077 | break; | ||
3078 | } | ||
3079 | successfullyProcessedPendingJoints.Add(joint); | ||
3080 | } | ||
3081 | } | ||
3082 | else | ||
3083 | { | ||
3084 | DoJointErrorMessage(joint, "joint could not yet be created; still pending"); | ||
3085 | } | ||
3086 | } | ||
3087 | |||
3088 | foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints) | ||
3089 | { | ||
3090 | //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams); | ||
3091 | //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending"); | ||
3092 | InternalRemovePendingJoint(successfullyProcessedJoint); | ||
3093 | //DoJointErrorMessage(successfullyProcessedJoint, "adding to active"); | ||
3094 | InternalAddActiveJoint(successfullyProcessedJoint); | ||
3095 | //DoJointErrorMessage(successfullyProcessedJoint, "done"); | ||
3096 | } | ||
3097 | } | ||
3098 | } | ||
3099 | |||
3100 | /// <summary> | ||
3101 | /// Simulate the joint proxies of a NINJA actor. | ||
3102 | /// </summary> | ||
3103 | /// <remarks> | ||
3104 | /// Called as part of the Simulate() loop if NINJA physics is active. Must only be called from there. | ||
3105 | /// </remarks> | ||
3106 | /// <param name="actor"></param> | ||
3107 | protected void SimulateActorPendingJoints(OdePrim actor) | ||
3108 | { | ||
3109 | // If an actor moved, move its joint proxy objects as well. | ||
3110 | // There seems to be an event PhysicsActor.OnPositionUpdate that could be used | ||
3111 | // for this purpose but it is never called! So we just do the joint | ||
3112 | // movement code here. | ||
3113 | |||
3114 | if (actor.SOPName != null && | ||
3115 | joints_connecting_actor.ContainsKey(actor.SOPName) && | ||
3116 | joints_connecting_actor[actor.SOPName] != null && | ||
3117 | joints_connecting_actor[actor.SOPName].Count > 0) | ||
3118 | { | ||
3119 | foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName]) | ||
3120 | { | ||
3121 | if (affectedJoint.IsInPhysicsEngine) | ||
3122 | { | ||
3123 | DoJointMoved(affectedJoint); | ||
3124 | } | ||
3125 | else | ||
3126 | { | ||
3127 | 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); | ||
3128 | } | ||
3129 | } | ||
3130 | } | ||
3131 | } | ||
3132 | |||
3117 | public override void GetResults() | 3133 | public override void GetResults() |
3118 | { | 3134 | { |
3119 | } | 3135 | } |
@@ -3459,24 +3475,21 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3459 | float hfmin = 2000; | 3475 | float hfmin = 2000; |
3460 | float hfmax = -2000; | 3476 | float hfmax = -2000; |
3461 | 3477 | ||
3462 | for (int x = 0; x < heightmapWidthSamples; x++) | 3478 | for (int x = 0; x < heightmapWidthSamples; x++) |
3479 | { | ||
3480 | for (int y = 0; y < heightmapHeightSamples; y++) | ||
3463 | { | 3481 | { |
3464 | for (int y = 0; y < heightmapHeightSamples; y++) | 3482 | int xx = Util.Clip(x - 1, 0, regionsize - 1); |
3465 | { | 3483 | int yy = Util.Clip(y - 1, 0, regionsize - 1); |
3466 | int xx = Util.Clip(x - 1, 0, regionsize - 1); | 3484 | |
3467 | int yy = Util.Clip(y - 1, 0, regionsize - 1); | 3485 | |
3468 | 3486 | float val= heightMap[yy * (int)Constants.RegionSize + xx]; | |
3469 | 3487 | _heightmap[x * ((int)Constants.RegionSize + 2) + y] = val; | |
3470 | float val= heightMap[yy * (int)Constants.RegionSize + xx]; | 3488 | |
3471 | _heightmap[x * ((int)Constants.RegionSize + 2) + y] = val; | 3489 | hfmin = (val < hfmin) ? val : hfmin; |
3472 | 3490 | hfmax = (val > hfmax) ? val : hfmax; | |
3473 | hfmin = (val < hfmin) ? val : hfmin; | ||
3474 | hfmax = (val > hfmax) ? val : hfmax; | ||
3475 | } | ||
3476 | } | 3491 | } |
3477 | 3492 | } | |
3478 | |||
3479 | |||
3480 | 3493 | ||
3481 | lock (OdeLock) | 3494 | lock (OdeLock) |
3482 | { | 3495 | { |
@@ -3531,7 +3544,6 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3531 | } | 3544 | } |
3532 | RegionTerrain.Add(pOffset, GroundGeom, GroundGeom); | 3545 | RegionTerrain.Add(pOffset, GroundGeom, GroundGeom); |
3533 | TerrainHeightFieldHeights.Add(GroundGeom,_heightmap); | 3546 | TerrainHeightFieldHeights.Add(GroundGeom,_heightmap); |
3534 | |||
3535 | } | 3547 | } |
3536 | } | 3548 | } |
3537 | 3549 | ||
@@ -3694,6 +3706,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3694 | //d.CloseODE(); | 3706 | //d.CloseODE(); |
3695 | } | 3707 | } |
3696 | } | 3708 | } |
3709 | |||
3697 | public override Dictionary<uint, float> GetTopColliders() | 3710 | public override Dictionary<uint, float> GetTopColliders() |
3698 | { | 3711 | { |
3699 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | 3712 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); |