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-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1438
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs4300
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs48
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3871
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs353
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs1
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs26
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs19
-rw-r--r--OpenSim/Region/Physics/Manager/VehicleConstants.cs45
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs72
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs21
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMap.cs62
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs11
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs1451
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs849
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs3317
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs443
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs1961
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs86
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2540
27 files changed, 21605 insertions, 37 deletions
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..2945199
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1438 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool jumping = false; // add for jumping
94 private bool m_iscolliding = false;
95 private bool m_iscollidingGround = false;
96 private bool m_wascolliding = false;
97 private bool m_wascollidingGround = false;
98 private bool m_iscollidingObj = false;
99 private bool m_alwaysRun = false;
100 private bool m_hackSentFall = false;
101 private bool m_hackSentFly = false;
102 private int m_requestedUpdateFrequency = 0;
103 private Vector3 m_taintPosition = Vector3.Zero;
104 public uint m_localID = 0;
105 public bool m_returnCollisions = false;
106 // taints and their non-tainted counterparts
107 public bool m_isPhysical = false; // the current physical status
108 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
109 public float MinimumGroundFlightOffset = 3f;
110
111 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
112 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
113
114
115 private float m_buoyancy = 0f;
116
117 // private CollisionLocker ode;
118
119 private string m_name = String.Empty;
120
121 private bool[] m_colliderarr = new bool[11];
122 private bool[] m_colliderGroundarr = new bool[11];
123
124 // Default we're a Character
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
126
127 // Default, Collide with Other Geometries, spaces, bodies and characters.
128 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
129 | CollisionCategories.Space
130 | CollisionCategories.Body
131 | CollisionCategories.Character
132 | CollisionCategories.Land);
133 public IntPtr Body = IntPtr.Zero;
134 private OdeScene _parent_scene;
135 public IntPtr Shell = IntPtr.Zero;
136 public IntPtr Amotor = IntPtr.Zero;
137 public d.Mass ShellMass;
138 public bool collidelock = false;
139
140 public int m_eventsubscription = 0;
141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
142
143 // unique UUID of this character object
144 public UUID m_uuid;
145 public bool bad = false;
146 private Object m_syncRoot = new Object();
147
148 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
149 {
150 m_uuid = UUID.Random();
151
152 if (pos.IsFinite())
153 {
154 if (pos.Z > 9999999f)
155 {
156 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
157 }
158 if (pos.Z < -90000f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 _position = pos;
163 m_taintPosition.X = pos.X;
164 m_taintPosition.Y = pos.Y;
165 m_taintPosition.Z = pos.Z;
166 }
167 else
168 {
169 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
170 m_taintPosition.X = _position.X;
171 m_taintPosition.Y = _position.Y;
172 m_taintPosition.Z = _position.Z;
173 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
174 }
175
176 _parent_scene = parent_scene;
177
178 PID_D = pid_d;
179 PID_P = pid_p;
180 CAPSULE_RADIUS = capsule_radius;
181 m_tensor = tensor;
182 m_density = density;
183 heightFudgeFactor = height_fudge_factor;
184 walkDivisor = walk_divisor;
185 runDivisor = rundivisor;
186
187 // m_StandUpRotation =
188 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
189 // 0.5f);
190
191 for (int i = 0; i < 11; i++)
192 {
193 m_colliderarr[i] = false;
194 }
195 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
196 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
197 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
198
199 m_isPhysical = false; // current status: no ODE information exists
200 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
201
202 _parent_scene.AddPhysicsActorTaint(this);
203
204 m_name = avName;
205 }
206
207 public override int PhysicsActorType
208 {
209 get { return (int) ActorTypes.Agent; }
210 set { return; }
211 }
212
213 /// <summary>
214 /// If this is set, the avatar will move faster
215 /// </summary>
216 public override bool SetAlwaysRun
217 {
218 get { return m_alwaysRun; }
219 set { m_alwaysRun = value; }
220 }
221
222 public override uint LocalID
223 {
224 set { m_localID = value; }
225 }
226
227 public override bool Grabbed
228 {
229 set { return; }
230 }
231
232 public override bool Selected
233 {
234// set { return; }
235 set { jumping = value; } // add for jumping flag
236 }
237
238 public override float Buoyancy
239 {
240 get { return m_buoyancy; }
241 set { m_buoyancy = value; }
242 }
243
244 public override bool FloatOnWater
245 {
246 set { return; }
247 }
248
249 public override bool IsPhysical
250 {
251 get { return false; }
252 set { return; }
253 }
254
255 public override bool ThrottleUpdates
256 {
257 get { return false; }
258 set { return; }
259 }
260
261 public override bool Flying
262 {
263 get { return flying; }
264 set { flying = value; }
265 }
266
267 /// <summary>
268 /// Returns if the avatar is colliding in general.
269 /// This includes the ground and objects and avatar.
270 /// </summary>
271 public override bool IsColliding
272 {
273//#@ get { return m_iscolliding; }
274 get { //##
275//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
276 return m_iscolliding; } //##
277 set
278 {
279 int i;
280 int truecount = 0;
281 int falsecount = 0;
282
283 if (m_colliderarr.Length >= 10)
284 {
285 for (i = 0; i < 10; i++)
286 {
287 m_colliderarr[i] = m_colliderarr[i + 1];
288 }
289 }
290 m_colliderarr[10] = value;
291
292 for (i = 0; i < 11; i++)
293 {
294 if (m_colliderarr[i])
295 {
296 truecount++;
297 }
298 else
299 {
300 falsecount++;
301 }
302 }
303
304 // Equal truecounts and false counts means we're colliding with something.
305
306 if (falsecount > 1.2*truecount)
307 {
308 m_iscolliding = false;
309 }
310 else
311 {
312 m_iscolliding = true;
313 }
314// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
315 if (m_wascolliding != m_iscolliding)
316 {
317 //base.SendCollisionUpdate(new CollisionEventUpdate());
318 }
319 m_wascolliding = m_iscolliding;
320 }
321 }
322
323 /// <summary>
324 /// Returns if an avatar is colliding with the ground
325 /// </summary>
326 public override bool CollidingGround
327 {
328 get { return m_iscollidingGround; }
329 set
330 {
331 // Collisions against the ground are not really reliable
332 // So, to get a consistant value we have to average the current result over time
333 // Currently we use 1 second = 10 calls to this.
334 int i;
335 int truecount = 0;
336 int falsecount = 0;
337
338 if (m_colliderGroundarr.Length >= 10)
339 {
340 for (i = 0; i < 10; i++)
341 {
342 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
343 }
344 }
345 m_colliderGroundarr[10] = value;
346
347 for (i = 0; i < 11; i++)
348 {
349 if (m_colliderGroundarr[i])
350 {
351 truecount++;
352 }
353 else
354 {
355 falsecount++;
356 }
357 }
358
359 // Equal truecounts and false counts means we're colliding with something.
360
361 if (falsecount > 1.2*truecount)
362 {
363 m_iscollidingGround = false;
364 }
365 else
366 {
367 m_iscollidingGround = true;
368 }
369 if (m_wascollidingGround != m_iscollidingGround)
370 {
371 //base.SendCollisionUpdate(new CollisionEventUpdate());
372 }
373 m_wascollidingGround = m_iscollidingGround;
374 }
375 }
376
377 /// <summary>
378 /// Returns if the avatar is colliding with an object
379 /// </summary>
380 public override bool CollidingObj
381 {
382 get { return m_iscollidingObj; }
383 set
384 {
385 m_iscollidingObj = value;
386 if (value)
387 m_pidControllerActive = false;
388 else
389 m_pidControllerActive = true;
390 }
391 }
392
393 /// <summary>
394 /// turn the PID controller on or off.
395 /// The PID Controller will turn on all by itself in many situations
396 /// </summary>
397 /// <param name="status"></param>
398 public void SetPidStatus(bool status)
399 {
400 m_pidControllerActive = status;
401 }
402
403 public override bool Stopped
404 {
405 get { return _zeroFlag; }
406 }
407
408 /// <summary>
409 /// This 'puts' an avatar somewhere in the physics space.
410 /// Not really a good choice unless you 'know' it's a good
411 /// spot otherwise you're likely to orbit the avatar.
412 /// </summary>
413 public override Vector3 Position
414 {
415 get { return _position; }
416 set
417 {
418 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
419 {
420 if (value.IsFinite())
421 {
422 if (value.Z > 9999999f)
423 {
424 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
425 }
426 if (value.Z < -90000f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430
431 _position.X = value.X;
432 _position.Y = value.Y;
433 _position.Z = value.Z;
434
435 m_taintPosition.X = value.X;
436 m_taintPosition.Y = value.Y;
437 m_taintPosition.Z = value.Z;
438 _parent_scene.AddPhysicsActorTaint(this);
439 }
440 else
441 {
442 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
443 }
444 }
445 }
446 }
447
448 public override Vector3 RotationalVelocity
449 {
450 get { return m_rotationalVelocity; }
451 set { m_rotationalVelocity = value; }
452 }
453
454 /// <summary>
455 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
456 /// and use it to offset landings properly
457 /// </summary>
458 public override Vector3 Size
459 {
460 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
461 set
462 {
463 if (value.IsFinite())
464 {
465 m_pidControllerActive = true;
466
467 Vector3 SetSize = value;
468 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
469 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
470
471 Velocity = Vector3.Zero;
472 m_taintPosition = _position; // update the stale taint position
473 _parent_scene.AddPhysicsActorTaint(this);
474 }
475 else
476 {
477 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
478 }
479 }
480 }
481
482 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
483 {
484 movementVector.Z = 0f;
485 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
486 if (magnitude < 0.1f) return;
487
488 // normalize the velocity vector
489 float invMagnitude = 1.0f / magnitude;
490 movementVector.X *= invMagnitude;
491 movementVector.Y *= invMagnitude;
492
493 // if we change the capsule heading too often, the capsule can fall down
494 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
495 // meaning only 4 possible capsule tilt orientations
496 if (movementVector.X > 0)
497 {
498 // east
499 if (movementVector.Y > 0)
500 {
501 // northeast
502 movementVector.X = (float)Math.Sqrt(2.0);
503 movementVector.Y = (float)Math.Sqrt(2.0);
504 }
505 else
506 {
507 // southeast
508 movementVector.X = (float)Math.Sqrt(2.0);
509 movementVector.Y = -(float)Math.Sqrt(2.0);
510 }
511 }
512 else
513 {
514 // west
515 if (movementVector.Y > 0)
516 {
517 // northwest
518 movementVector.X = -(float)Math.Sqrt(2.0);
519 movementVector.Y = (float)Math.Sqrt(2.0);
520 }
521 else
522 {
523 // southwest
524 movementVector.X = -(float)Math.Sqrt(2.0);
525 movementVector.Y = -(float)Math.Sqrt(2.0);
526 }
527 }
528
529
530 // movementVector.Z is zero
531
532 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
533 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
534 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
535 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
536
537 //m_log.Debug("[PHYSICS] changing avatar tilt");
538 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
539 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
541 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
542 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
544 }
545
546 /// <summary>
547 /// This creates the Avatar's physical Surrogate at the position supplied
548 /// </summary>
549 /// <param name="npositionX"></param>
550 /// <param name="npositionY"></param>
551 /// <param name="npositionZ"></param>
552
553 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
554 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
555 // place that is safe to call this routine AvatarGeomAndBodyCreation.
556 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
557 {
558 //CAPSULE_LENGTH = -5;
559 //CAPSULE_RADIUS = -5;
560 int dAMotorEuler = 1;
561 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
562 if (CAPSULE_LENGTH <= 0)
563 {
564 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
565 CAPSULE_LENGTH = 0.01f;
566
567 }
568
569 if (CAPSULE_RADIUS <= 0)
570 {
571 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
572 CAPSULE_RADIUS = 0.01f;
573
574 }
575
576 if(Shell != IntPtr.Zero)
577 {
578 try
579 {
580 d.GeomDestroy(Shell);
581 }
582 catch (System.AccessViolationException)
583 {
584 m_log.Error("[PHYSICS]: PrimGeom dead");
585 }
586 // Remove any old entries
587//string tShell;
588//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
589//Console.WriteLine("**** Remove {0}", tShell);
590 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
591 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
592 }
593
594 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
595 _parent_scene.geom_name_map[Shell] = m_name;
596 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
597//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
598
599 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
600 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
601
602 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
603 Body = d.BodyCreate(_parent_scene.world);
604 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
605
606 _position.X = npositionX;
607 _position.Y = npositionY;
608 _position.Z = npositionZ;
609
610
611 m_taintPosition.X = npositionX;
612 m_taintPosition.Y = npositionY;
613 m_taintPosition.Z = npositionZ;
614
615 d.BodySetMass(Body, ref ShellMass);
616 d.Matrix3 m_caprot;
617 // 90 Stand up on the cap of the capped cyllinder
618 if (_parent_scene.IsAvCapsuleTilted)
619 {
620 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
621 }
622 else
623 {
624 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
625 }
626
627
628 d.GeomSetRotation(Shell, ref m_caprot);
629 d.BodySetRotation(Body, ref m_caprot);
630
631 d.GeomSetBody(Shell, Body);
632
633
634 // The purpose of the AMotor here is to keep the avatar's physical
635 // surrogate from rotating while moving
636 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
637 d.JointAttach(Amotor, Body, IntPtr.Zero);
638 d.JointSetAMotorMode(Amotor, dAMotorEuler);
639 d.JointSetAMotorNumAxes(Amotor, 3);
640 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
641 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
642 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
643 d.JointSetAMotorAngle(Amotor, 0, 0);
644 d.JointSetAMotorAngle(Amotor, 1, 0);
645 d.JointSetAMotorAngle(Amotor, 2, 0);
646
647 // These lowstops and high stops are effectively (no wiggle room)
648 if (_parent_scene.IsAvCapsuleTilted)
649 {
650 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
651 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
652 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
653 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
654 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
656 }
657 else
658 {
659 #region Documentation of capsule motor LowStop and HighStop parameters
660 // Intentionally introduce some tilt into the capsule by setting
661 // the motor stops to small epsilon values. This small tilt prevents
662 // the capsule from falling into the terrain; a straight-up capsule
663 // (with -0..0 motor stops) falls into the terrain for reasons yet
664 // to be comprehended in their entirety.
665 #endregion
666 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
667 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
668 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
669 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
670 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
671 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
672 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
673 }
674
675 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
676 // capped cyllinder will fall over
677 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
678 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
679
680 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
681 //d.QfromR(
682 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
683 //
684 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
685 //standupStraight();
686 }
687
688 //
689 /// <summary>
690 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
691 /// This may be used in calculations in the scene/scenepresence
692 /// </summary>
693 public override float Mass
694 {
695 get
696 {
697 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
698 return m_density*AVvolume;
699 }
700 }
701 public override void link(PhysicsActor obj)
702 {
703
704 }
705
706 public override void delink()
707 {
708
709 }
710
711 public override void LockAngularMotion(Vector3 axis)
712 {
713
714 }
715
716// This code is very useful. Written by DanX0r. We're just not using it right now.
717// Commented out to prevent a warning.
718//
719// private void standupStraight()
720// {
721// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
722// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
723// // change appearance and when you enter the simulator
724// // After this routine is done, the amotor stabilizes much quicker
725// d.Vector3 feet;
726// d.Vector3 head;
727// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
728// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
729// float posture = head.Z - feet.Z;
730
731// // restoring force proportional to lack of posture:
732// float servo = (2.5f - posture) * POSTURE_SERVO;
733// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
734// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
735// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
736// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
737// }
738
739 public override Vector3 Force
740 {
741 get { return _target_velocity; }
742 set { return; }
743 }
744
745 public override int VehicleType
746 {
747 get { return 0; }
748 set { return; }
749 }
750
751 public override void VehicleFloatParam(int param, float value)
752 {
753
754 }
755
756 public override void VehicleVectorParam(int param, Vector3 value)
757 {
758
759 }
760
761 public override void VehicleRotationParam(int param, Quaternion rotation)
762 {
763
764 }
765
766 public override void VehicleFlags(int flags, bool remove)
767 {
768 }
769
770 public override void SetVolumeDetect(int param)
771 {
772
773 }
774
775 public override Vector3 CenterOfMass
776 {
777 get { return Vector3.Zero; }
778 }
779
780 public override Vector3 GeometricCenter
781 {
782 get { return Vector3.Zero; }
783 }
784
785 public override PrimitiveBaseShape Shape
786 {
787 set { return; }
788 }
789
790 public override Vector3 Velocity
791 {
792 get {
793 // There's a problem with Vector3.Zero! Don't Use it Here!
794 if (_zeroFlag)
795 return Vector3.Zero;
796 m_lastUpdateSent = false;
797 return _velocity;
798 }
799 set
800 {
801 if (value.IsFinite())
802 {
803 m_pidControllerActive = true;
804 _target_velocity = value;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
809 }
810 }
811 }
812
813 public override Vector3 Torque
814 {
815 get { return Vector3.Zero; }
816 set { return; }
817 }
818
819 public override float CollisionScore
820 {
821 get { return 0f; }
822 set { }
823 }
824
825 public override bool Kinematic
826 {
827 get { return false; }
828 set { }
829 }
830
831 public override Quaternion Orientation
832 {
833 get { return Quaternion.Identity; }
834 set {
835 //Matrix3 or = Orientation.ToRotationMatrix();
836 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
837 //d.BodySetRotation(Body, ref ord);
838 }
839 }
840
841 public override Vector3 Acceleration
842 {
843 get { return _acceleration; }
844 set { _acceleration = value; }
845 }
846
847 public void SetAcceleration(Vector3 accel)
848 {
849 m_pidControllerActive = true;
850 _acceleration = accel;
851 }
852
853 /// <summary>
854 /// Adds the force supplied to the Target Velocity
855 /// The PID controller takes this target velocity and tries to make it a reality
856 /// </summary>
857 /// <param name="force"></param>
858 public override void AddForce(Vector3 force, bool pushforce)
859 {
860 if (force.IsFinite())
861 {
862 if (pushforce)
863 {
864 m_pidControllerActive = false;
865 force *= 100f;
866//Console.WriteLine("DF 1"); // ##
867 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
868 doForce(force);
869 // If uncommented, things get pushed off world
870 //
871 // m_log.Debug("Push!");
872 // _target_velocity.X += force.X;
873 // _target_velocity.Y += force.Y;
874 // _target_velocity.Z += force.Z;
875 }
876 else
877 {
878 m_pidControllerActive = true;
879 _target_velocity.X += force.X;
880 _target_velocity.Y += force.Y;
881 _target_velocity.Z += force.Z;
882 }
883 }
884 else
885 {
886 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
887 }
888 //m_lastUpdateSent = false;
889 }
890
891 public override void AddAngularForce(Vector3 force, bool pushforce)
892 {
893
894 }
895
896 /// <summary>
897 /// After all of the forces add up with 'add force' we apply them with doForce
898 /// </summary>
899 /// <param name="force"></param>
900 public void doForce(Vector3 force)
901 {
902 if (!collidelock)
903 {
904 d.BodyAddForce(Body, force.X, force.Y, force.Z);
905 //d.BodySetRotation(Body, ref m_StandUpRotation);
906 //standupStraight();
907 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
908//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
909 }
910 }
911
912 public override void SetMomentum(Vector3 momentum)
913 {
914 }
915
916
917 /// <summary>
918 /// Called from Simulate
919 /// This is the avatar's movement control + PID Controller
920 /// </summary>
921 /// <param name="timeStep"></param>
922 public void Move(float timeStep, List<OdeCharacter> defects)
923 {
924 // no lock; for now it's only called from within Simulate()
925
926 // If the PID Controller isn't active then we set our force
927 // calculating base velocity to the current position
928
929 if (Body == IntPtr.Zero)
930 return;
931
932 if (m_pidControllerActive == false)
933 {
934 _zeroPosition = d.BodyGetPosition(Body);
935 }
936 //PidStatus = true;
937
938 d.Vector3 localpos = d.BodyGetPosition(Body);
939 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
940
941 if (!localPos.IsFinite())
942 {
943
944 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
945 defects.Add(this);
946 // _parent_scene.RemoveCharacter(this);
947
948 // destroy avatar capsule and related ODE data
949 if (Amotor != IntPtr.Zero)
950 {
951 // Kill the Amotor
952 d.JointDestroy(Amotor);
953 Amotor = IntPtr.Zero;
954 }
955
956 //kill the Geometry
957 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
958
959 if (Body != IntPtr.Zero)
960 {
961 //kill the body
962 d.BodyDestroy(Body);
963
964 Body = IntPtr.Zero;
965 }
966
967 if(Shell != IntPtr.Zero)
968 {
969 try
970 {
971 d.GeomDestroy(Shell);
972 }
973 catch (System.AccessViolationException)
974 {
975 m_log.Error("[PHYSICS]: PrimGeom dead");
976 }
977 // Remove any old entries
978//string tShell;
979//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
980//Console.WriteLine("**** Remove {0}", tShell);
981
982 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
983 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
984 Shell = IntPtr.Zero;
985 }
986
987 return;
988 }
989
990 Vector3 vec = Vector3.Zero;
991 d.Vector3 vel = d.BodyGetLinearVel(Body);
992
993 float movementdivisor = 1f;
994
995 if (!m_alwaysRun)
996 {
997 movementdivisor = walkDivisor;
998 }
999 else
1000 {
1001 movementdivisor = runDivisor;
1002 }
1003
1004 // if velocity is zero, use position control; otherwise, velocity control
1005 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1006 {
1007 // keep track of where we stopped. No more slippin' & slidin'
1008 if (!_zeroFlag)
1009 {
1010 _zeroFlag = true;
1011 _zeroPosition = d.BodyGetPosition(Body);
1012 }
1013 if (m_pidControllerActive)
1014 {
1015 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1016 // react to the physics scene by moving it's position.
1017 // Avatar to Avatar collisions
1018 // Prim to avatar collisions
1019
1020 d.Vector3 pos = d.BodyGetPosition(Body);
1021 float errX = _zeroPosition.X - pos.X;
1022 float errY = _zeroPosition.Y - pos.Y;
1023 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1024 {
1025 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1026 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1027 }
1028 else
1029 { // close, jump to lateral destination
1030 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1031 }
1032// if (flying)
1033 if (flying || jumping) // add for jumping
1034 {
1035 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1036 }
1037 }
1038 //PidStatus = true;
1039 }
1040 else
1041 {
1042 m_pidControllerActive = true;
1043 _zeroFlag = false;
1044 if (m_iscolliding && !flying)
1045 {
1046 // We're standing on something
1047 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1048 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1049 }
1050 else if (m_iscolliding && flying)
1051 {
1052 // We're flying and colliding with something
1053 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1054 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1055 }
1056 else if (!m_iscolliding && flying)
1057 {
1058 // we're in mid air suspended
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1061 }
1062
1063 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1064 {
1065 // We're colliding with something and we're not flying but we're moving
1066 // This means we're walking or running.
1067 d.Vector3 pos = d.BodyGetPosition(Body);
1068 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1069 if (_target_velocity.X > 0)
1070 {
1071 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1072 }
1073 if (_target_velocity.Y > 0)
1074 {
1075 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1076 }
1077 }
1078 else if (!m_iscolliding && !flying)
1079 {
1080 // we're not colliding and we're not flying so that means we're falling!
1081 // m_iscolliding includes collisions with the ground.
1082
1083 // d.Vector3 pos = d.BodyGetPosition(Body);
1084 if (Math.Abs(_target_velocity.X) > 0)
1085 {
1086 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1087 }
1088 if (Math.Abs(_target_velocity.Y) > 0)
1089 {
1090 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1091 }
1092 }
1093
1094 if (flying)
1095 {
1096 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1097 }
1098 }
1099 if (flying)
1100 {
1101 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1102
1103 //Added for auto fly height. Kitto Flora
1104 //d.Vector3 pos = d.BodyGetPosition(Body);
1105 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1106
1107 if (_position.Z < target_altitude)
1108 {
1109 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1110 }
1111 // end add Kitto Flora
1112 }
1113 if (vec.IsFinite())
1114 {
1115 if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
1116 {
1117//Console.WriteLine("DF 2"); // ##
1118
1119 doForce(vec);
1120 if (!_zeroFlag)
1121 {
1122// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1123 }
1124 }
1125 }
1126 else
1127 {
1128 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1129 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1130 defects.Add(this);
1131 // _parent_scene.RemoveCharacter(this);
1132 // destroy avatar capsule and related ODE data
1133 if (Amotor != IntPtr.Zero)
1134 {
1135 // Kill the Amotor
1136 d.JointDestroy(Amotor);
1137 Amotor = IntPtr.Zero;
1138 }
1139 //kill the Geometry
1140 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1141
1142 if (Body != IntPtr.Zero)
1143 {
1144 //kill the body
1145 d.BodyDestroy(Body);
1146
1147 Body = IntPtr.Zero;
1148 }
1149
1150 if(Shell != IntPtr.Zero)
1151 {
1152 try
1153 {
1154 d.GeomDestroy(Shell);
1155 }
1156 catch (System.AccessViolationException)
1157 {
1158 m_log.Error("[PHYSICS]: PrimGeom dead");
1159 }
1160 // Remove any old entries
1161//string tShell;
1162//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1163//Console.WriteLine("**** Remove {0}", tShell);
1164
1165 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1166 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1167 Shell = IntPtr.Zero;
1168 }
1169 }
1170 }
1171
1172 /// <summary>
1173 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1174 /// </summary>
1175 public void UpdatePositionAndVelocity()
1176 {
1177 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1178 d.Vector3 vec;
1179 try
1180 {
1181 vec = d.BodyGetPosition(Body);
1182 }
1183 catch (NullReferenceException)
1184 {
1185 bad = true;
1186 _parent_scene.BadCharacter(this);
1187 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1188 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1189 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1190 }
1191
1192
1193 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1194 if (vec.X < 0.0f) vec.X = 0.0f;
1195 if (vec.Y < 0.0f) vec.Y = 0.0f;
1196 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1197 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1198
1199 _position.X = vec.X;
1200 _position.Y = vec.Y;
1201 _position.Z = vec.Z;
1202
1203 // Did we move last? = zeroflag
1204 // This helps keep us from sliding all over
1205
1206 if (_zeroFlag)
1207 {
1208 _velocity.X = 0.0f;
1209 _velocity.Y = 0.0f;
1210 _velocity.Z = 0.0f;
1211
1212 // Did we send out the 'stopped' message?
1213 if (!m_lastUpdateSent)
1214 {
1215 m_lastUpdateSent = true;
1216 //base.RequestPhysicsterseUpdate();
1217
1218 }
1219 }
1220 else
1221 {
1222 m_lastUpdateSent = false;
1223 try
1224 {
1225 vec = d.BodyGetLinearVel(Body);
1226 }
1227 catch (NullReferenceException)
1228 {
1229 vec.X = _velocity.X;
1230 vec.Y = _velocity.Y;
1231 vec.Z = _velocity.Z;
1232 }
1233 _velocity.X = (vec.X);
1234 _velocity.Y = (vec.Y);
1235
1236 _velocity.Z = (vec.Z);
1237
1238 if (_velocity.Z < -6 && !m_hackSentFall)
1239 {
1240 m_hackSentFall = true;
1241 m_pidControllerActive = false;
1242 }
1243 else if (flying && !m_hackSentFly)
1244 {
1245 //m_hackSentFly = true;
1246 //base.SendCollisionUpdate(new CollisionEventUpdate());
1247 }
1248 else
1249 {
1250 m_hackSentFly = false;
1251 m_hackSentFall = false;
1252 }
1253 }
1254 }
1255
1256 /// <summary>
1257 /// Cleanup the things we use in the scene.
1258 /// </summary>
1259 public void Destroy()
1260 {
1261 m_tainted_isPhysical = false;
1262 _parent_scene.AddPhysicsActorTaint(this);
1263 }
1264
1265 public override void CrossingFailure()
1266 {
1267 }
1268
1269 public override Vector3 PIDTarget { set { return; } }
1270 public override bool PIDActive { set { return; } }
1271 public override float PIDTau { set { return; } }
1272
1273 public override float PIDHoverHeight { set { return; } }
1274 public override bool PIDHoverActive { set { return; } }
1275 public override PIDHoverType PIDHoverType { set { return; } }
1276 public override float PIDHoverTau { set { return; } }
1277
1278 public override Quaternion APIDTarget{ set { return; } }
1279
1280 public override bool APIDActive{ set { return; } }
1281
1282 public override float APIDStrength{ set { return; } }
1283
1284 public override float APIDDamping{ set { return; } }
1285
1286
1287 public override void SubscribeEvents(int ms)
1288 {
1289 m_requestedUpdateFrequency = ms;
1290 m_eventsubscription = ms;
1291 _parent_scene.addCollisionEventReporting(this);
1292 }
1293 public override void UnSubscribeEvents()
1294 {
1295 _parent_scene.remCollisionEventReporting(this);
1296 m_requestedUpdateFrequency = 0;
1297 m_eventsubscription = 0;
1298 }
1299 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1300 {
1301 if (m_eventsubscription > 0)
1302 {
1303 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1304 }
1305 }
1306
1307 public void SendCollisions()
1308 {
1309 if (m_eventsubscription > m_requestedUpdateFrequency)
1310 {
1311 if (CollisionEventsThisFrame != null)
1312 {
1313 base.SendCollisionUpdate(CollisionEventsThisFrame);
1314 }
1315 CollisionEventsThisFrame = new CollisionEventUpdate();
1316 m_eventsubscription = 0;
1317 }
1318 }
1319 public override bool SubscribedEvents()
1320 {
1321 if (m_eventsubscription > 0)
1322 return true;
1323 return false;
1324 }
1325
1326 public void ProcessTaints(float timestep)
1327 {
1328 lock (m_syncRoot)
1329 {
1330
1331 if (m_tainted_isPhysical != m_isPhysical)
1332 {
1333 if (m_tainted_isPhysical)
1334 {
1335 // Create avatar capsule and related ODE data
1336 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1337 {
1338 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1339 + (Shell!=IntPtr.Zero ? "Shell ":"")
1340 + (Body!=IntPtr.Zero ? "Body ":"")
1341 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1342 }
1343 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1344 _parent_scene.AddCharacter(this);
1345 }
1346 else
1347 {
1348 _parent_scene.RemoveCharacter(this);
1349 // destroy avatar capsule and related ODE data
1350 if (Amotor != IntPtr.Zero)
1351 {
1352 // Kill the Amotor
1353 d.JointDestroy(Amotor);
1354 Amotor = IntPtr.Zero;
1355 }
1356 //kill the Geometry
1357 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1358
1359 if (Body != IntPtr.Zero)
1360 {
1361 //kill the body
1362 d.BodyDestroy(Body);
1363 Body = IntPtr.Zero;
1364 }
1365
1366 if(Shell != IntPtr.Zero)
1367 {
1368 try
1369 {
1370 d.GeomDestroy(Shell);
1371 }
1372 catch (System.AccessViolationException)
1373 {
1374 m_log.Error("[PHYSICS]: PrimGeom dead");
1375 }
1376 // Remove any old entries
1377 //string tShell;
1378 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1379 //Console.WriteLine("**** Remove {0}", tShell);
1380
1381 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1382 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1383 Shell = IntPtr.Zero;
1384 }
1385 }
1386
1387 m_isPhysical = m_tainted_isPhysical;
1388 }
1389
1390 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1391 {
1392 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1393 {
1394
1395 m_pidControllerActive = true;
1396 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1397 d.JointDestroy(Amotor);
1398 float prevCapsule = CAPSULE_LENGTH;
1399 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1400 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1401 d.BodyDestroy(Body);
1402 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1403 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1404 Velocity = Vector3.Zero;
1405 }
1406 else
1407 {
1408 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1409 + (Shell==IntPtr.Zero ? "Shell ":"")
1410 + (Body==IntPtr.Zero ? "Body ":"")
1411 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1412 }
1413 }
1414
1415 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1416 {
1417 if (Body != IntPtr.Zero)
1418 {
1419 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1420
1421 _position.X = m_taintPosition.X;
1422 _position.Y = m_taintPosition.Y;
1423 _position.Z = m_taintPosition.Z;
1424 }
1425 }
1426
1427 }
1428 }
1429
1430 internal void AddCollisionFrameTime(int p)
1431 {
1432 // protect it from overflow crashing
1433 if (m_eventsubscription + p >= int.MaxValue)
1434 m_eventsubscription = 0;
1435 m_eventsubscription += p;
1436 }
1437 }
1438}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..80c1277
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4300 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * Ubit 2012
27 * rolled into ODEPrim.cs
28 */
29
30using System;
31using System.IO;
32using System.Collections.Generic;
33using System.Reflection;
34using System.Runtime.InteropServices;
35using System.Threading;
36using log4net;
37using OpenMetaverse;
38using Ode.NET;
39using OpenSim.Framework;
40using OpenSim.Region.Physics.Manager;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
46 /// </summary>
47
48 public class OdePrim : PhysicsActor
49 {
50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
51
52 public class SerialControl
53 {
54 public object alock = new object();
55 public byte[] data = new byte[0];
56 }
57 private Vector3 _position;
58 private Vector3 _velocity;
59 private Vector3 _torque;
60 private Vector3 m_lastVelocity;
61 private Vector3 m_lastposition;
62 private Quaternion m_lastorientation = new Quaternion();
63 private Vector3 m_rotationalVelocity;
64 private Vector3 _size;
65 private Vector3 _acceleration;
66 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
67 private Quaternion _orientation;
68 private Vector3 m_taintposition;
69 private Vector3 m_taintsize;
70 private Vector3 m_taintVelocity;
71 private Vector3 m_taintTorque;
72 private Quaternion m_taintrot;
73 private Vector3 m_rotateEnable = Vector3.One; // Current setting
74 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
75 private bool m_rotateEnableUpdate = false;
76 private Vector3 m_lockX;
77 private Vector3 m_lockY;
78 private Vector3 m_lockZ;
79 private IntPtr Amotor = IntPtr.Zero;
80 private IntPtr AmotorX = IntPtr.Zero;
81 private IntPtr AmotorY = IntPtr.Zero;
82 private IntPtr AmotorZ = IntPtr.Zero;
83
84 private Vector3 m_PIDTarget;
85 private float m_PIDTau;
86 private float PID_D = 35f;
87 private float PID_G = 25f;
88 private bool m_usePID = false;
89
90 private Quaternion m_APIDTarget = new Quaternion();
91 private float m_APIDStrength = 0.5f;
92 private float m_APIDDamping = 0.5f;
93 private bool m_useAPID = false;
94 private float m_APIDdamper = 1.0f;
95
96 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
97 // do not confuse with VEHICLE HOVER
98
99 private float m_PIDHoverHeight;
100 private float m_PIDHoverTau;
101 private bool m_useHoverPID;
102 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
103 private float m_targetHoverHeight;
104 private float m_groundHeight;
105 private float m_waterHeight;
106 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
107
108 // private float m_tensor = 5f;
109 private int body_autodisable_frames = 20;
110
111
112 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
113 | CollisionCategories.Space
114 | CollisionCategories.Body
115 | CollisionCategories.Character
116 );
117 private bool m_taintshape;
118 private bool m_taintPhysics;
119 private bool m_collidesLand = true;
120 private bool m_collidesWater;
121 // public bool m_returnCollisions;
122
123 // Default we're a Geometry
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
125
126 // Default, Collide with Other Geometries, spaces and Bodies
127 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
128
129 public bool m_taintremove;
130 public bool m_taintdisable;
131 public bool m_disabled;
132 public bool m_taintadd;
133 public bool m_taintselected;
134 public bool m_taintCollidesWater;
135
136 public uint m_localID;
137
138 //public GCHandle gc;
139 private CollisionLocker ode;
140
141 private bool m_meshfailed = false;
142 private bool m_taintforce = false;
143 private bool m_taintaddangularforce = false;
144 private Vector3 m_force;
145 private List<Vector3> m_forcelist = new List<Vector3>();
146 private List<Vector3> m_angularforcelist = new List<Vector3>();
147
148 private IMesh _mesh;
149 private PrimitiveBaseShape _pbs;
150 private OdeScene _parent_scene;
151 public IntPtr m_targetSpace = IntPtr.Zero;
152 public IntPtr prim_geom;
153 // public IntPtr prev_geom;
154 public IntPtr _triMeshData;
155
156 private IntPtr _linkJointGroup = IntPtr.Zero;
157 private PhysicsActor _parent;
158 private PhysicsActor m_taintparent;
159
160 private List<OdePrim> childrenPrim = new List<OdePrim>();
161
162 private bool iscolliding;
163 private bool m_isphysical;
164 private bool m_isSelected;
165
166 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
167
168 private bool m_throttleUpdates;
169 private int throttleCounter;
170 public int m_interpenetrationcount;
171 public float m_collisionscore;
172 // public int m_roundsUnderMotionThreshold;
173 // private int m_crossingfailures;
174
175 public bool m_outofBounds;
176 private float m_density = 10.000006836f; // Aluminum g/cm3;
177
178 public bool _zeroFlag; // if body has been stopped
179 private bool m_lastUpdateSent;
180
181 public IntPtr Body = IntPtr.Zero;
182 public String m_primName;
183 private Vector3 _target_velocity;
184 public d.Mass pMass;
185
186 public int m_eventsubscription;
187 private CollisionEventUpdate CollisionEventsThisFrame;
188
189 private IntPtr m_linkJoint = IntPtr.Zero;
190
191 public volatile bool childPrim;
192
193 internal int m_material = (int)Material.Wood;
194
195 private IntPtr m_body = IntPtr.Zero;
196
197 // Vehicle properties ============================================================================================
198 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
199 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
200 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
201 // HOVER_TERRAIN_ONLY
202 // HOVER_GLOBAL_HEIGHT
203 // NO_DEFLECTION_UP
204 // HOVER_WATER_ONLY
205 // HOVER_UP_ONLY
206 // LIMIT_MOTOR_UP
207 // LIMIT_ROLL_ONLY
208
209 // Linear properties
210 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
211 //requested by LSL
212 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
213 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
214 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
215
216 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
217 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
218 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
219
220 //Angular properties
221 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
222
223 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
224 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
225 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
226
227 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
228 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
229 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
230
231 //Deflection properties
232 // private float m_angularDeflectionEfficiency = 0;
233 // private float m_angularDeflectionTimescale = 0;
234 // private float m_linearDeflectionEfficiency = 0;
235 // private float m_linearDeflectionTimescale = 0;
236
237 //Banking properties
238 // private float m_bankingEfficiency = 0;
239 // private float m_bankingMix = 0;
240 // private float m_bankingTimescale = 0;
241
242 //Hover and Buoyancy properties
243 private float m_VhoverHeight = 0f;
244 // private float m_VhoverEfficiency = 0f;
245 private float m_VhoverTimescale = 0f;
246 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
247 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
248 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
249 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
250 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
251
252 //Attractor properties
253 private float m_verticalAttractionEfficiency = 1.0f; // damped
254 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
255
256 SerialControl m_taintserial = null;
257 object m_taintvehicledata = null;
258
259 public void DoSetVehicle()
260 {
261 VehicleData vd = (VehicleData)m_taintvehicledata;
262
263 m_type = vd.m_type;
264 m_flags = vd.m_flags;
265
266 // Linear properties
267 m_linearMotorDirection = vd.m_linearMotorDirection;
268 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
269 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
270 m_linearMotorTimescale = vd.m_linearMotorTimescale;
271// m_linearMotorOffset = vd.m_linearMotorOffset;
272
273 //Angular properties
274 m_angularMotorDirection = vd.m_angularMotorDirection;
275 m_angularMotorTimescale = vd.m_angularMotorTimescale;
276 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
277 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
278
279 //Deflection properties
280// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
281// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
282// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
283// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
284
285 //Banking properties
286// m_bankingEfficiency = vd.m_bankingEfficiency;
287// m_bankingMix = vd.m_bankingMix;
288// m_bankingTimescale = vd.m_bankingTimescale;
289
290 //Hover and Buoyancy properties
291 m_VhoverHeight = vd.m_VhoverHeight;
292// m_VhoverEfficiency = vd.m_VhoverEfficiency;
293 m_VhoverTimescale = vd.m_VhoverTimescale;
294 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
295
296 //Attractor properties
297 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
298 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
299
300 // Axis
301// m_referenceFrame = vd.m_referenceFrame;
302
303
304 m_taintvehicledata = null;
305 }
306
307 public override void SetVehicle(object vdata)
308 {
309 m_taintvehicledata = vdata;
310 _parent_scene.AddPhysicsActorTaint(this);
311 }
312
313 public override byte[] Serialize(bool PhysIsRunning)
314 {
315 SerialControl sc = new SerialControl();
316
317 lock (sc.alock)
318 {
319 if (PhysIsRunning)
320 {
321 m_taintserial = sc;
322
323 if (!Monitor.Wait(sc.alock, 1000))
324 {
325 m_log.Error("[chOde] prim data serialization timed out");
326 m_taintserial = null;
327 return new byte[0];
328 }
329 }
330 else
331 DoSerialize(sc);
332 }
333
334 return sc.data;
335 }
336
337 public void DoSerialize(SerialControl sc)
338 {
339 wstreamer st = new wstreamer();
340 Vector3 vtmp;
341
342 ushort version = 2;
343 if (!BitConverter.IsLittleEndian)
344 version |= 1;
345 st.Wushort(version); //version lower bit codes endian type for future use
346
347 // compact booleans in a ushort
348 ushort flags = 0;
349
350 if (m_isphysical) // this should be true for now
351 flags |= 1;
352 if (m_isSelected)
353 flags |= 2;
354 if (m_isVolumeDetect)
355 flags |= 4;
356 if (m_disabled)
357 flags |= 8;
358 if (m_collidesWater)
359 flags |= 16;
360 if (m_collidesLand)
361 flags |= 32;
362 if (m_usePID)
363 flags |= 64;
364 if (m_useAPID)
365 flags |= 128;
366 if (m_useHoverPID)
367 flags |= 256;
368 if (m_throttleUpdates)
369 flags |= 512;
370
371 st.Wushort(flags);
372
373 st.Wvector3(_size);
374 st.Wint(m_material);
375 st.Wfloat(m_density);
376 st.Wfloat(0); // future gravity mod V3
377 st.Wfloat(0); // future friction V3
378 st.Wfloat(0); // future bounce V3
379
380// st.Wuint((uint)m_collisionCategories);
381// st.Wuint((uint)m_collisionFlags);
382
383 if (_parent == null)
384 {
385 st.Wvector3(_position); // ??
386 st.Wquat(_orientation);
387 }
388 else // for childs save offsets
389 {
390 Quaternion to;
391 Quaternion ipo = Quaternion.Inverse(_parent.Orientation);
392
393 if (m_isphysical && prim_geom != IntPtr.Zero)
394 {
395 d.Vector3 dvt;
396 d.GeomCopyPosition(prim_geom, out dvt);
397
398 vtmp.X = dvt.X;
399 vtmp.Y = dvt.Y;
400 vtmp.Z = dvt.Z;
401
402 d.Quaternion dqt;
403 d.GeomCopyQuaternion(prim_geom, out dqt);
404
405 to.X = dqt.X;
406 to.Y = dqt.Y;
407 to.Z = dqt.Z;
408 to.W = dqt.W; // rotation in world
409 }
410 else
411 {
412 vtmp = _position;
413 to = _orientation;
414 }
415
416 vtmp -= _parent.Position; // offset in world
417 vtmp *= ipo; // offset in local
418 st.Wvector3(vtmp);
419
420 ipo *= to; // own rotation
421 st.Wquat(ipo);
422 }
423
424 st.Wvector3(_velocity);
425 st.Wvector3(m_rotationalVelocity);
426 st.Wvector3(_acceleration);
427 st.Wvector3(m_rotateEnable);
428
429 vtmp = Vector3.Zero;
430 for (int i = 0; i < m_forcelist.Count; i++)
431 {
432
433 vtmp += (m_forcelist[i] * 100);
434 }
435
436 st.Wvector3(vtmp); // force acc
437
438 vtmp = Vector3.Zero;
439 for (int i = 0; i < m_angularforcelist.Count; i++)
440 {
441 vtmp += (m_angularforcelist[i] * 100);
442 }
443
444 st.Wvector3(vtmp); // angular force acc
445
446 st.Wvector3(m_PIDTarget);
447 st.Wfloat(m_PIDTau);
448 st.Wfloat(PID_D);
449 st.Wfloat(PID_G);
450 st.Wquat(m_APIDTarget);
451 st.Wfloat(m_APIDStrength);
452 st.Wfloat(m_APIDDamping);
453 st.Wfloat(m_APIDdamper);
454
455 st.Wint((int)m_PIDHoverType);
456 st.Wfloat(m_PIDHoverHeight);
457 st.Wfloat(m_PIDHoverTau);
458 st.Wfloat(m_targetHoverHeight);
459
460 st.Wfloat(m_groundHeight);
461 st.Wfloat(m_waterHeight);
462
463 st.Wfloat(m_buoyancy);
464
465 // this must be last since type none ends stream
466 if (m_type == Vehicle.TYPE_NONE)
467 st.Wint((int)Vehicle.TYPE_NONE);
468 else
469 {
470 st.Wint((int)m_type);
471
472 st.Wquat(Quaternion.Identity); //m_referenceFrame
473
474 st.Wint((int)m_flags);
475
476 st.Wvector3(m_linearMotorDirection);
477 st.Wfloat(
478 (float)Math.Sqrt(m_lLinMotorDVel.LengthSquared() / m_linearMotorDirection.LengthSquared()));
479
480 st.Wvector3(m_linearFrictionTimescale);
481 st.Wfloat(m_linearMotorDecayTimescale);
482 st.Wfloat(m_linearMotorTimescale);
483 st.Wvector3(new Vector3(0, 0, 0)); //m_linearMotorOffset);
484
485 st.Wvector3(m_angularMotorDirection);
486 st.Wfloat((float)Math.Sqrt(m_angularMotorDVel.LengthSquared() / m_angularMotorDirection.LengthSquared()));
487
488 st.Wvector3(m_angularFrictionTimescale);
489 st.Wfloat(m_angularMotorDecayTimescale);
490 st.Wfloat(m_angularMotorTimescale);
491
492 st.Wfloat(0); //m_linearDeflectionEfficiency);
493 st.Wfloat(1000); //m_linearDeflectionTimescale);
494
495 st.Wfloat(0); //m_angularDeflectionEfficiency);
496 st.Wfloat(120); //m_angularDeflectionTimescale);
497
498 st.Wfloat(0); // m_bankingEfficiency);
499 st.Wfloat(0); //m_bankingMix);
500 st.Wfloat(1000); //m_bankingTimescale);
501
502 st.Wfloat(m_VhoverHeight);
503 st.Wfloat(0.5f); //m_VhoverEfficiency);
504 st.Wfloat(m_VhoverTimescale);
505
506 st.Wfloat(m_VehicleBuoyancy);
507
508 st.Wfloat(m_verticalAttractionEfficiency);
509 st.Wfloat(m_verticalAttractionTimescale);
510 }
511 sc.data = st.close();
512 m_taintserial = null;
513 Monitor.PulseAll(sc.alock);
514 }
515
516 public bool DeSerialize(byte[] data)
517 {
518 rstreamer st = new rstreamer(data);
519
520 int version =st.Rushort(); //version
521
522 // merge booleans in a ushort
523 ushort flags = st.Rushort();
524 if ((flags & 1) != 0)
525 m_isphysical = true;
526 if ((flags & 2) != 0)
527 m_taintselected = true;
528 if ((flags & 4) != 0)
529 m_isVolumeDetect = true;
530 if ((flags & 8) != 0)
531 m_taintdisable = true;
532 if ((flags & 16) != 0)
533 m_taintCollidesWater = true;
534 if ((flags & 32) != 0)
535 m_collidesLand = true;
536 if ((flags & 64) != 0)
537 m_usePID = true;
538 if ((flags & 128) != 0)
539 m_useAPID = true;
540 if ((flags & 256) != 0)
541 m_useHoverPID = true;
542 if ((flags & 512) != 0)
543 m_throttleUpdates = true;
544
545 _size = st.Rvector3();
546 m_taintsize = _size;
547
548 m_material= st.Rint();
549 m_density = st.Rfloat();
550 st.Rfloat(); // future gravity mod V3
551 st.Rfloat(); // future friction V3
552 st.Rfloat(); // future bounce V3
553
554// m_collisionCategories = (CollisionCategories)st.Ruint();
555// m_collisionFlags = (CollisionCategories) st.Ruint();
556
557 if (m_taintparent == null)
558 {
559 st.Rvector3(); // ignore old position sop/sog as to tell the new one
560 m_taintrot = st.Rquat(); //
561 _orientation = m_taintrot;
562 }
563 else
564 {
565 m_taintrot = _parent.Orientation;
566 m_taintposition = st.Rvector3(); // ??
567 _position = m_taintposition;
568
569 m_taintposition *= m_taintrot;
570 m_taintposition += _parent.Position;
571
572 m_taintrot *= st.Rquat(); //
573 _orientation = m_taintrot;
574 }
575
576 m_taintVelocity = st.Rvector3();
577 m_rotationalVelocity = st.Rvector3();
578
579 _acceleration = st.Rvector3();
580 m_rotateEnableRequest = st.Rvector3();
581 m_rotateEnableUpdate = true;
582
583 Vector3 vtmp;
584
585 vtmp = st.Rvector3(); // forces acc
586 m_forcelist.Add(vtmp);
587 m_taintforce = true;
588
589 vtmp = st.Rvector3(); // angular forces acc
590 m_angularforcelist.Add(vtmp);
591 m_taintaddangularforce = true;
592
593 m_PIDTarget = st.Rvector3();
594 m_PIDTau = st.Rfloat();
595 PID_D = st.Rfloat();
596 PID_G = st.Rfloat();
597
598 m_APIDTarget = st.Rquat();
599 m_APIDStrength = st.Rfloat();
600 m_APIDDamping = st.Rfloat();
601 m_APIDdamper = st.Rfloat();
602
603 m_PIDHoverType = (PIDHoverType) st.Rint();
604 m_PIDHoverHeight = st.Rfloat();
605 m_PIDHoverTau = st.Rfloat();
606 m_targetHoverHeight = st.Rfloat();
607
608 m_groundHeight = st.Rfloat();
609 m_waterHeight = st.Rfloat();
610
611 m_buoyancy = st.Rfloat();
612
613
614 // this must be last since type none ends stream
615
616 m_type = (Vehicle) st.Rint();
617
618 if (m_type != Vehicle.TYPE_NONE)
619 {
620 float ftmp;
621
622 st.Rquat(); //m_referenceFrame
623
624 m_flags = (VehicleFlag) st.Rint();
625
626 m_linearMotorDirection = st.Rvector3();
627
628 ftmp = st.Rfloat();
629 m_lLinMotorDVel = m_linearMotorDirection * ftmp;
630
631 m_linearFrictionTimescale = st.Rvector3();
632 m_linearMotorDecayTimescale = st.Rfloat();
633 m_linearMotorTimescale = st.Rfloat();
634 st.Rvector3(); //m_linearMotorOffset);
635
636 m_angularMotorDirection = st.Rvector3();
637 ftmp = st.Rfloat();
638 m_angularMotorDVel = m_angularMotorDirection * ftmp;
639
640 m_angularFrictionTimescale = st.Rvector3();
641 m_angularMotorDecayTimescale = st.Rfloat();
642 m_angularMotorTimescale = st.Rfloat();
643
644 st.Rfloat(); //m_linearDeflectionEfficiency);
645 st.Rfloat(); //m_linearDeflectionTimescale);
646
647 st.Rfloat(); //m_angularDeflectionEfficiency);
648 st.Rfloat(); //m_angularDeflectionTimescale);
649
650 st.Rfloat(); // m_bankingEfficiency);
651 st.Rfloat(); //m_bankingMix);
652 st.Rfloat(); //m_bankingTimescale);
653
654 m_VhoverHeight = st.Rfloat();
655 st.Rfloat(); //m_VhoverEfficiency);
656 m_VhoverTimescale = st.Rfloat();
657
658 m_VehicleBuoyancy = st.Rfloat();
659
660 m_verticalAttractionEfficiency = st.Rfloat();
661 m_verticalAttractionTimescale = st.Rfloat();
662 }
663 st.close();
664 return true;
665 }
666
667 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, PhysicsActor parent,
668 PrimitiveBaseShape pbs, CollisionLocker dode, uint localid, byte[] sdata)
669 {
670 m_localID = localid;
671 ode = dode;
672
673 if (parent == null)
674 {
675 m_taintparent = null;
676
677 if (!pos.IsFinite())
678 {
679 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
680 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
681 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
682 }
683
684 _position = pos;
685 m_taintposition = pos;
686 }
687 else
688 m_taintparent = parent;
689
690 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
691
692 prim_geom = IntPtr.Zero;
693
694 _mesh = null;
695 m_meshfailed = false;
696 _pbs = pbs;
697
698 _parent_scene = parent_scene;
699 m_targetSpace = (IntPtr)0;
700
701 if(sdata != null && sdata.Length > 1)
702 DeSerialize(sdata);
703
704 if (m_isphysical)
705 m_targetSpace = _parent_scene.space;
706
707 m_primName = primName;
708 m_taintserial = null;
709 m_taintadd = true;
710 _parent_scene.AddPhysicsActorTaint(this);
711 // don't do .add() here; old geoms get recycled with the same hash
712 }
713
714 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
715 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode, uint localid)
716 {
717 m_localID = localid;
718 ode = dode;
719 if (!pos.IsFinite())
720 {
721 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
722 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
723 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
724 }
725
726 _position = pos;
727 m_taintposition = pos;
728 PID_D = parent_scene.bodyPIDD;
729 PID_G = parent_scene.bodyPIDG;
730 m_density = parent_scene.geomDefaultDensity;
731 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
732 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
733
734 prim_geom = IntPtr.Zero;
735 // prev_geom = IntPtr.Zero;
736
737 if (!pos.IsFinite())
738 {
739 size = new Vector3(0.5f, 0.5f, 0.5f);
740 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
741 }
742
743 if (size.X <= 0) size.X = 0.01f;
744 if (size.Y <= 0) size.Y = 0.01f;
745 if (size.Z <= 0) size.Z = 0.01f;
746
747 _size = size;
748 m_taintsize = _size;
749
750 if (!QuaternionIsFinite(rotation))
751 {
752 rotation = Quaternion.Identity;
753 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
754 }
755
756 _orientation = rotation;
757 m_taintrot = _orientation;
758 _mesh = mesh;
759 _pbs = pbs;
760
761 _parent_scene = parent_scene;
762 m_targetSpace = (IntPtr)0;
763
764 // if (pos.Z < 0)
765 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
766 m_isphysical = false;
767 else
768 {
769 m_isphysical = pisPhysical;
770 // If we're physical, we need to be in the master space for now.
771 // linksets *should* be in a space together.. but are not currently
772 if (m_isphysical)
773 m_targetSpace = _parent_scene.space;
774 }
775
776 m_taintserial = null;
777 m_primName = primName;
778 m_taintadd = true;
779 _parent_scene.AddPhysicsActorTaint(this);
780 // don't do .add() here; old geoms get recycled with the same hash
781 }
782
783 public override int PhysicsActorType
784 {
785 get { return (int)ActorTypes.Prim; }
786 set { return; }
787 }
788
789 public override bool SetAlwaysRun
790 {
791 get { return false; }
792 set { return; }
793 }
794
795 public override uint LocalID
796 {
797 set
798 {
799 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
800 m_localID = value;
801 }
802 }
803
804 public override bool Grabbed
805 {
806 set { return; }
807 }
808
809 public override bool Selected
810 {
811 set
812 {
813
814 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
815 // This only makes the object not collidable if the object
816 // is physical or the object is modified somehow *IN THE FUTURE*
817 // without this, if an avatar selects prim, they can walk right
818 // through it while it's selected
819 m_collisionscore = 0;
820 if ((m_isphysical && !_zeroFlag) || !value)
821 {
822 m_taintselected = value;
823 _parent_scene.AddPhysicsActorTaint(this);
824 }
825 else
826 {
827 m_taintselected = value;
828 m_isSelected = value;
829 }
830 if (m_isSelected) disableBodySoft();
831 }
832 }
833
834 public override bool IsPhysical
835 {
836 get { return m_isphysical; }
837 set
838 {
839 m_isphysical = value;
840 if (!m_isphysical)
841 { // Zero the remembered last velocity
842 m_lastVelocity = Vector3.Zero;
843 if (m_type != Vehicle.TYPE_NONE) Halt();
844 }
845 }
846 }
847
848 public void setPrimForRemoval()
849 {
850 m_taintremove = true;
851 }
852
853 public override bool Flying
854 {
855 // no flying prims for you
856 get { return false; }
857 set { }
858 }
859
860 public override bool IsColliding
861 {
862 get { return iscolliding; }
863 set { iscolliding = value; }
864 }
865
866 public override bool CollidingGround
867 {
868 get { return false; }
869 set { return; }
870 }
871
872 public override bool CollidingObj
873 {
874 get { return false; }
875 set { return; }
876 }
877
878 public override bool ThrottleUpdates
879 {
880 get { return m_throttleUpdates; }
881 set { m_throttleUpdates = value; }
882 }
883
884 public override bool Stopped
885 {
886 get { return _zeroFlag; }
887 }
888
889 public override Vector3 Position
890 {
891 get { return _position; }
892
893 set
894 {
895 _position = value;
896 //m_log.Info("[PHYSICS]: " + _position.ToString());
897 }
898 }
899
900 public override Vector3 Size
901 {
902 get { return _size; }
903 set
904 {
905 if (value.IsFinite())
906 {
907 _size = value;
908 }
909 else
910 {
911 m_log.Warn("[PHYSICS]: Got NaN Size on object");
912 }
913 }
914 }
915
916 public override float Mass
917 {
918 get { return CalculateMass(); }
919 }
920
921 public override Vector3 Force
922 {
923 //get { return Vector3.Zero; }
924 get { return m_force; }
925 set
926 {
927 if (value.IsFinite())
928 {
929 m_force = value;
930 }
931 else
932 {
933 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
934 }
935 }
936 }
937
938 public override int VehicleType
939 {
940 get { return (int)m_type; }
941 set { ProcessTypeChange((Vehicle)value); }
942 }
943
944 public override void VehicleFloatParam(int param, float value)
945 {
946 ProcessFloatVehicleParam((Vehicle)param, value);
947 }
948
949 public override void VehicleVectorParam(int param, Vector3 value)
950 {
951 ProcessVectorVehicleParam((Vehicle)param, value);
952 }
953
954 public override void VehicleRotationParam(int param, Quaternion rotation)
955 {
956 ProcessRotationVehicleParam((Vehicle)param, rotation);
957 }
958
959 public override void VehicleFlags(int param, bool remove)
960 {
961 ProcessVehicleFlags(param, remove);
962 }
963
964 public override void SetVolumeDetect(int param)
965 {
966 lock (_parent_scene.OdeLock)
967 {
968 m_isVolumeDetect = (param != 0);
969 }
970 }
971
972 public override Vector3 CenterOfMass
973 {
974 get { return Vector3.Zero; }
975 }
976
977 public override Vector3 GeometricCenter
978 {
979 get { return Vector3.Zero; }
980 }
981
982 public override PrimitiveBaseShape Shape
983 {
984 set
985 {
986 _pbs = value;
987 m_taintshape = true;
988 }
989 }
990
991 public override Vector3 Velocity
992 {
993 get
994 {
995 // Averate previous velocity with the new one so
996 // client object interpolation works a 'little' better
997 if (_zeroFlag)
998 return Vector3.Zero;
999
1000 Vector3 returnVelocity = Vector3.Zero;
1001 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
1002 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
1003 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
1004 return returnVelocity;
1005 }
1006 set
1007 {
1008 if (value.IsFinite())
1009 {
1010 _velocity = value;
1011 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
1012 _acceleration = Vector3.Zero;
1013
1014 m_taintVelocity = value;
1015 _parent_scene.AddPhysicsActorTaint(this);
1016 }
1017 else
1018 {
1019 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
1020 }
1021
1022 }
1023 }
1024
1025 public override Vector3 Torque
1026 {
1027 get
1028 {
1029 if (!m_isphysical || Body == IntPtr.Zero)
1030 return Vector3.Zero;
1031
1032 return _torque;
1033 }
1034
1035 set
1036 {
1037 if (value.IsFinite())
1038 {
1039 m_taintTorque = value;
1040 _parent_scene.AddPhysicsActorTaint(this);
1041 }
1042 else
1043 {
1044 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
1045 }
1046 }
1047 }
1048
1049 public override float CollisionScore
1050 {
1051 get { return m_collisionscore; }
1052 set { m_collisionscore = value; }
1053 }
1054
1055 public override bool Kinematic
1056 {
1057 get { return false; }
1058 set { }
1059 }
1060
1061 public override Quaternion Orientation
1062 {
1063 get { return _orientation; }
1064 set
1065 {
1066 if (QuaternionIsFinite(value))
1067 {
1068 _orientation = value;
1069 }
1070 else
1071 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
1072
1073 }
1074 }
1075
1076
1077 public override bool FloatOnWater
1078 {
1079 set
1080 {
1081 m_taintCollidesWater = value;
1082 _parent_scene.AddPhysicsActorTaint(this);
1083 }
1084 }
1085
1086 public override void SetMomentum(Vector3 momentum)
1087 {
1088 }
1089
1090 public override Vector3 PIDTarget
1091 {
1092 set
1093 {
1094 if (value.IsFinite())
1095 {
1096 m_PIDTarget = value;
1097 }
1098 else
1099 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
1100 }
1101 }
1102 public override bool PIDActive { set { m_usePID = value; } }
1103 public override float PIDTau { set { m_PIDTau = value; } }
1104
1105 // For RotLookAt
1106 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
1107 public override bool APIDActive { set { m_useAPID = value; } }
1108 public override float APIDStrength { set { m_APIDStrength = value; } }
1109 public override float APIDDamping { set { m_APIDDamping = value; } }
1110
1111 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
1112 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
1113 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
1114 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
1115
1116 internal static bool QuaternionIsFinite(Quaternion q)
1117 {
1118 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
1119 return false;
1120 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
1121 return false;
1122 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
1123 return false;
1124 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
1125 return false;
1126 return true;
1127 }
1128
1129 public override Vector3 Acceleration // client updates read data via here
1130 {
1131 get
1132 {
1133 if (_zeroFlag)
1134 {
1135 return Vector3.Zero;
1136 }
1137 return _acceleration;
1138 }
1139 set { _acceleration = value; }
1140 }
1141
1142
1143 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
1144 {
1145 _acceleration = accel;
1146 }
1147
1148 public override void AddForce(Vector3 force, bool pushforce)
1149 {
1150 if (force.IsFinite())
1151 {
1152 lock (m_forcelist)
1153 m_forcelist.Add(force);
1154
1155 m_taintforce = true;
1156 }
1157 else
1158 {
1159 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
1160 }
1161 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
1162 }
1163
1164 public override void AddAngularForce(Vector3 force, bool pushforce)
1165 {
1166 if (force.IsFinite())
1167 {
1168 m_angularforcelist.Add(force);
1169 m_taintaddangularforce = true;
1170 }
1171 else
1172 {
1173 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
1174 }
1175 }
1176
1177 public override Vector3 RotationalVelocity
1178 {
1179 get
1180 {
1181 return m_rotationalVelocity;
1182 }
1183 set
1184 {
1185 if (value.IsFinite())
1186 {
1187 m_rotationalVelocity = value;
1188 }
1189 else
1190 {
1191 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
1192 }
1193 }
1194 }
1195
1196 public override void CrossingFailure()
1197 {
1198 if (m_outofBounds)
1199 {
1200 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
1201 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
1202 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
1203 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1204
1205 m_lastposition = _position;
1206
1207 _velocity = Vector3.Zero;
1208 m_lastVelocity = _velocity;
1209
1210
1211 if (m_type != Vehicle.TYPE_NONE)
1212 Halt();
1213
1214 d.BodySetLinearVel(Body, 0, 0, 0);
1215 base.RequestPhysicsterseUpdate();
1216 m_outofBounds = false;
1217 }
1218 /*
1219 int tmp = Interlocked.Increment(ref m_crossingfailures);
1220 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
1221 {
1222 base.RaiseOutOfBounds(_position);
1223 return;
1224 }
1225 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
1226 {
1227 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
1228 }
1229 */
1230 }
1231
1232 public override float Buoyancy
1233 {
1234 get { return m_buoyancy; }
1235 set { m_buoyancy = value; }
1236 }
1237
1238 public override void link(PhysicsActor obj)
1239 {
1240 m_taintparent = obj;
1241 }
1242
1243 public override void delink()
1244 {
1245 m_taintparent = null;
1246 }
1247
1248 public override void LockAngularMotion(Vector3 axis)
1249 {
1250 // This is actually ROTATION ENABLE, not a lock.
1251 // default is <1,1,1> which is all enabled.
1252 // The lock value is updated inside Move(), no point in using the taint system.
1253 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
1254 if (axis.IsFinite())
1255 {
1256 axis.X = (axis.X > 0) ? 1f : 0f;
1257 axis.Y = (axis.Y > 0) ? 1f : 0f;
1258 axis.Z = (axis.Z > 0) ? 1f : 0f;
1259 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
1260 m_rotateEnableRequest = axis;
1261 m_rotateEnableUpdate = true;
1262 }
1263 else
1264 {
1265 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
1266 }
1267 }
1268
1269
1270 public void SetGeom(IntPtr geom)
1271 {
1272 if (prim_geom != IntPtr.Zero)
1273 {
1274 // Remove any old entries
1275 //string tPA;
1276 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
1277 //Console.WriteLine("**** Remove {0}", tPA);
1278 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
1279 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
1280 d.GeomDestroy(prim_geom);
1281 }
1282
1283 prim_geom = geom;
1284 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
1285 if (prim_geom != IntPtr.Zero)
1286 {
1287 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
1288 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
1289 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1290 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1291 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
1292 }
1293
1294 if (childPrim)
1295 {
1296 if (_parent != null && _parent is OdePrim)
1297 {
1298 OdePrim parent = (OdePrim)_parent;
1299 //Console.WriteLine("SetGeom calls ChildSetGeom");
1300 parent.ChildSetGeom(this);
1301 }
1302 }
1303 //m_log.Warn("Setting Geom to: " + prim_geom);
1304 }
1305
1306 public void enableBodySoft()
1307 {
1308 if (!childPrim)
1309 {
1310 if (m_isphysical && Body != IntPtr.Zero)
1311 {
1312 d.BodyEnable(Body);
1313 if (m_type != Vehicle.TYPE_NONE)
1314 Enable(Body, _parent_scene);
1315 }
1316
1317 m_disabled = false;
1318 }
1319 }
1320
1321 public void disableBodySoft()
1322 {
1323 m_disabled = true;
1324
1325 if (m_isphysical && Body != IntPtr.Zero)
1326 {
1327 d.BodyDisable(Body);
1328 Halt();
1329 }
1330 }
1331
1332 public void enableBody()
1333 {
1334 // Don't enable this body if we're a child prim
1335 // this should be taken care of in the parent function not here
1336 if (!childPrim)
1337 {
1338 // Sets the geom to a body
1339 Body = d.BodyCreate(_parent_scene.world);
1340
1341 setMass();
1342 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1343 d.Quaternion myrot = new d.Quaternion();
1344 myrot.X = _orientation.X;
1345 myrot.Y = _orientation.Y;
1346 myrot.Z = _orientation.Z;
1347 myrot.W = _orientation.W;
1348 d.BodySetQuaternion(Body, ref myrot);
1349 d.GeomSetBody(prim_geom, Body);
1350 m_collisionCategories |= CollisionCategories.Body;
1351 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1352
1353 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1354 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1355
1356 d.BodySetAutoDisableFlag(Body, true);
1357 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1358
1359 // disconnect from world gravity so we can apply buoyancy
1360 d.BodySetGravityMode(Body, false);
1361
1362 m_interpenetrationcount = 0;
1363 m_collisionscore = 0;
1364 m_disabled = false;
1365
1366 if (m_type != Vehicle.TYPE_NONE)
1367 {
1368 Enable(Body, _parent_scene);
1369 }
1370
1371 _parent_scene.addActivePrim(this);
1372 }
1373 }
1374
1375 #region Mass Calculation
1376
1377 private float CalculateMass()
1378 {
1379 float volume = _size.X * _size.Y * _size.Z; // default
1380 float tmp;
1381
1382 float returnMass = 0;
1383 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1384 float hollowVolume = hollowAmount * hollowAmount;
1385
1386 switch (_pbs.ProfileShape)
1387 {
1388 case ProfileShape.Square:
1389 // default box
1390
1391 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1392 {
1393 if (hollowAmount > 0.0)
1394 {
1395 switch (_pbs.HollowShape)
1396 {
1397 case HollowShape.Square:
1398 case HollowShape.Same:
1399 break;
1400
1401 case HollowShape.Circle:
1402
1403 hollowVolume *= 0.78539816339f;
1404 break;
1405
1406 case HollowShape.Triangle:
1407
1408 hollowVolume *= (0.5f * .5f);
1409 break;
1410
1411 default:
1412 hollowVolume = 0;
1413 break;
1414 }
1415 volume *= (1.0f - hollowVolume);
1416 }
1417 }
1418
1419 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1420 {
1421 //a tube
1422
1423 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1424 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1425 volume -= volume * tmp * tmp;
1426
1427 if (hollowAmount > 0.0)
1428 {
1429 hollowVolume *= hollowAmount;
1430
1431 switch (_pbs.HollowShape)
1432 {
1433 case HollowShape.Square:
1434 case HollowShape.Same:
1435 break;
1436
1437 case HollowShape.Circle:
1438 hollowVolume *= 0.78539816339f; ;
1439 break;
1440
1441 case HollowShape.Triangle:
1442 hollowVolume *= 0.5f * 0.5f;
1443 break;
1444 default:
1445 hollowVolume = 0;
1446 break;
1447 }
1448 volume *= (1.0f - hollowVolume);
1449 }
1450 }
1451
1452 break;
1453
1454 case ProfileShape.Circle:
1455
1456 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1457 {
1458 volume *= 0.78539816339f; // elipse base
1459
1460 if (hollowAmount > 0.0)
1461 {
1462 switch (_pbs.HollowShape)
1463 {
1464 case HollowShape.Same:
1465 case HollowShape.Circle:
1466 break;
1467
1468 case HollowShape.Square:
1469 hollowVolume *= 0.5f * 2.5984480504799f;
1470 break;
1471
1472 case HollowShape.Triangle:
1473 hollowVolume *= .5f * 1.27323954473516f;
1474 break;
1475
1476 default:
1477 hollowVolume = 0;
1478 break;
1479 }
1480 volume *= (1.0f - hollowVolume);
1481 }
1482 }
1483
1484 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1485 {
1486 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1487 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1488 volume *= (1.0f - tmp * tmp);
1489
1490 if (hollowAmount > 0.0)
1491 {
1492
1493 // calculate the hollow volume by it's shape compared to the prim shape
1494 hollowVolume *= hollowAmount;
1495
1496 switch (_pbs.HollowShape)
1497 {
1498 case HollowShape.Same:
1499 case HollowShape.Circle:
1500 break;
1501
1502 case HollowShape.Square:
1503 hollowVolume *= 0.5f * 2.5984480504799f;
1504 break;
1505
1506 case HollowShape.Triangle:
1507 hollowVolume *= .5f * 1.27323954473516f;
1508 break;
1509
1510 default:
1511 hollowVolume = 0;
1512 break;
1513 }
1514 volume *= (1.0f - hollowVolume);
1515 }
1516 }
1517 break;
1518
1519 case ProfileShape.HalfCircle:
1520 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1521 {
1522 volume *= 0.52359877559829887307710723054658f;
1523 }
1524 break;
1525
1526 case ProfileShape.EquilateralTriangle:
1527
1528 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1529 {
1530 volume *= 0.32475953f;
1531
1532 if (hollowAmount > 0.0)
1533 {
1534
1535 // calculate the hollow volume by it's shape compared to the prim shape
1536 switch (_pbs.HollowShape)
1537 {
1538 case HollowShape.Same:
1539 case HollowShape.Triangle:
1540 hollowVolume *= .25f;
1541 break;
1542
1543 case HollowShape.Square:
1544 hollowVolume *= 0.499849f * 3.07920140172638f;
1545 break;
1546
1547 case HollowShape.Circle:
1548 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1549 // Cyllinder hollow volume calculation
1550
1551 hollowVolume *= 0.1963495f * 3.07920140172638f;
1552 break;
1553
1554 default:
1555 hollowVolume = 0;
1556 break;
1557 }
1558 volume *= (1.0f - hollowVolume);
1559 }
1560 }
1561 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1562 {
1563 volume *= 0.32475953f;
1564 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1565 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1566 volume *= (1.0f - tmp * tmp);
1567
1568 if (hollowAmount > 0.0)
1569 {
1570
1571 hollowVolume *= hollowAmount;
1572
1573 switch (_pbs.HollowShape)
1574 {
1575 case HollowShape.Same:
1576 case HollowShape.Triangle:
1577 hollowVolume *= .25f;
1578 break;
1579
1580 case HollowShape.Square:
1581 hollowVolume *= 0.499849f * 3.07920140172638f;
1582 break;
1583
1584 case HollowShape.Circle:
1585
1586 hollowVolume *= 0.1963495f * 3.07920140172638f;
1587 break;
1588
1589 default:
1590 hollowVolume = 0;
1591 break;
1592 }
1593 volume *= (1.0f - hollowVolume);
1594 }
1595 }
1596 break;
1597
1598 default:
1599 break;
1600 }
1601
1602
1603
1604 float taperX1;
1605 float taperY1;
1606 float taperX;
1607 float taperY;
1608 float pathBegin;
1609 float pathEnd;
1610 float profileBegin;
1611 float profileEnd;
1612
1613 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1614 {
1615 taperX1 = _pbs.PathScaleX * 0.01f;
1616 if (taperX1 > 1.0f)
1617 taperX1 = 2.0f - taperX1;
1618 taperX = 1.0f - taperX1;
1619
1620 taperY1 = _pbs.PathScaleY * 0.01f;
1621 if (taperY1 > 1.0f)
1622 taperY1 = 2.0f - taperY1;
1623 taperY = 1.0f - taperY1;
1624 }
1625 else
1626 {
1627 taperX = _pbs.PathTaperX * 0.01f;
1628 if (taperX < 0.0f)
1629 taperX = -taperX;
1630 taperX1 = 1.0f - taperX;
1631
1632 taperY = _pbs.PathTaperY * 0.01f;
1633 if (taperY < 0.0f)
1634 taperY = -taperY;
1635 taperY1 = 1.0f - taperY;
1636
1637 }
1638
1639
1640 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1641
1642 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1643 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1644 volume *= (pathEnd - pathBegin);
1645
1646 // this is crude aproximation
1647 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1648 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1649 volume *= (profileEnd - profileBegin);
1650
1651 returnMass = m_density * volume;
1652
1653 if (returnMass <= 0)
1654 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1655 // else if (returnMass > _parent_scene.maximumMassObject)
1656 // returnMass = _parent_scene.maximumMassObject;
1657
1658
1659
1660
1661 // Recursively calculate mass
1662 bool HasChildPrim = false;
1663 lock (childrenPrim)
1664 {
1665 if (childrenPrim.Count > 0)
1666 {
1667 HasChildPrim = true;
1668 }
1669
1670 }
1671 if (HasChildPrim)
1672 {
1673 OdePrim[] childPrimArr = new OdePrim[0];
1674
1675 lock (childrenPrim)
1676 childPrimArr = childrenPrim.ToArray();
1677
1678 for (int i = 0; i < childPrimArr.Length; i++)
1679 {
1680 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1681 returnMass += childPrimArr[i].CalculateMass();
1682 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1683 if (i > 256)
1684 break;
1685 }
1686 }
1687 if (returnMass > _parent_scene.maximumMassObject)
1688 returnMass = _parent_scene.maximumMassObject;
1689 return returnMass;
1690 }// end CalculateMass
1691
1692 #endregion
1693
1694 public void setMass()
1695 {
1696 if (Body != (IntPtr)0)
1697 {
1698 float newmass = CalculateMass();
1699
1700 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1701
1702 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1703 d.BodySetMass(Body, ref pMass);
1704 }
1705 }
1706
1707 public void disableBody()
1708 {
1709 //this kills the body so things like 'mesh' can re-create it.
1710 lock (this)
1711 {
1712 if (!childPrim)
1713 {
1714 if (Body != IntPtr.Zero)
1715 {
1716 _parent_scene.remActivePrim(this);
1717 m_collisionCategories &= ~CollisionCategories.Body;
1718 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1719
1720 if (prim_geom != IntPtr.Zero)
1721 {
1722 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1723 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1724 }
1725
1726
1727 d.BodyDestroy(Body);
1728 lock (childrenPrim)
1729 {
1730 if (childrenPrim.Count > 0)
1731 {
1732 foreach (OdePrim prm in childrenPrim)
1733 {
1734 _parent_scene.remActivePrim(prm);
1735 prm.Body = IntPtr.Zero;
1736 }
1737 }
1738 }
1739 Body = IntPtr.Zero;
1740 }
1741 }
1742 else
1743 {
1744 _parent_scene.remActivePrim(this);
1745
1746 m_collisionCategories &= ~CollisionCategories.Body;
1747 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1748
1749 if (prim_geom != IntPtr.Zero)
1750 {
1751 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1752 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1753 }
1754
1755
1756 Body = IntPtr.Zero;
1757 }
1758 }
1759 m_disabled = true;
1760 m_collisionscore = 0;
1761 }
1762
1763 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1764
1765 public void setMesh(OdeScene parent_scene, IMesh mesh)
1766 {
1767 // This sleeper is there to moderate how long it takes between
1768 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1769
1770 //Thread.Sleep(10);
1771
1772 //Kill Body so that mesh can re-make the geom
1773 if (IsPhysical && Body != IntPtr.Zero)
1774 {
1775 if (childPrim)
1776 {
1777 if (_parent != null)
1778 {
1779 OdePrim parent = (OdePrim)_parent;
1780 parent.ChildDelink(this);
1781 }
1782 }
1783 else
1784 {
1785 disableBody();
1786 }
1787 }
1788 IntPtr vertices, indices;
1789 int vertexCount, indexCount;
1790 int vertexStride, triStride;
1791 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1792 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1793
1794 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1795 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1796 {
1797 _triMeshData = m_MeshToTriMeshMap[mesh];
1798 }
1799 else
1800 {
1801 _triMeshData = d.GeomTriMeshDataCreate();
1802
1803 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1804 d.GeomTriMeshDataPreprocess(_triMeshData);
1805 m_MeshToTriMeshMap[mesh] = _triMeshData;
1806 }
1807
1808 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1809 try
1810 {
1811 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1812 // {
1813 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1814 // }
1815 }
1816 catch (AccessViolationException)
1817 {
1818 m_log.Error("[PHYSICS]: MESH LOCKED");
1819 return;
1820 }
1821
1822
1823 // if (IsPhysical && Body == (IntPtr) 0)
1824 // {
1825 // Recreate the body
1826 // m_interpenetrationcount = 0;
1827 // m_collisionscore = 0;
1828
1829 // enableBody();
1830 // }
1831 }
1832
1833 public void ProcessTaints(float timestep) //=============================================================================
1834 {
1835 if (m_taintadd)
1836 {
1837 changeadd(timestep);
1838 }
1839
1840 if (prim_geom != IntPtr.Zero)
1841 {
1842 if (!_position.ApproxEquals(m_taintposition, 0f))
1843 {
1844 changemove(timestep);
1845 }
1846 if (m_taintrot != _orientation)
1847 {
1848 if (childPrim && IsPhysical) // For physical child prim...
1849 {
1850 rotate(timestep);
1851 // KF: ODE will also rotate the parent prim!
1852 // so rotate the root back to where it was
1853 OdePrim parent = (OdePrim)_parent;
1854 parent.rotate(timestep);
1855 }
1856 else
1857 {
1858 //Just rotate the prim
1859 rotate(timestep);
1860 }
1861 }
1862 //
1863
1864 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1865 {
1866 changePhysicsStatus(timestep);
1867 }//
1868
1869 if (!_size.ApproxEquals(m_taintsize, 0f))
1870 changesize(timestep);
1871 //
1872
1873 if (m_taintshape)
1874 changeshape(timestep);
1875 //
1876
1877 if (m_taintforce)
1878 changeAddForce(timestep);
1879
1880 if (m_taintaddangularforce)
1881 changeAddAngularForce(timestep);
1882
1883 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1884 changeSetTorque(timestep);
1885
1886 if (m_taintdisable)
1887 changedisable(timestep);
1888
1889 if (m_taintselected != m_isSelected)
1890 changeSelectedStatus(timestep);
1891
1892 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1893 changevelocity(timestep);
1894
1895 if (m_taintparent != _parent)
1896 changelink(timestep);
1897
1898 if (m_taintCollidesWater != m_collidesWater)
1899 changefloatonwater(timestep);
1900
1901 if (m_taintvehicledata != null)
1902 DoSetVehicle();
1903
1904 if (m_taintserial != null)
1905 DoSerialize(m_taintserial);
1906
1907 /* obsolete
1908 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1909 changeAngularLock(timestep);
1910 */
1911 }
1912 else
1913 {
1914 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.)");
1915 }
1916 }
1917
1918 /* obsolete
1919 private void changeAngularLock(float timestep)
1920 {
1921 if (_parent == null)
1922 {
1923 m_angularLock = m_taintAngularLock;
1924 m_angularLockSet = true;
1925 }
1926 }
1927 */
1928 private void changelink(float timestep)
1929 {
1930 // If the newly set parent is not null
1931 // create link
1932 if (_parent == null && m_taintparent != null)
1933 {
1934 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1935 {
1936 OdePrim obj = (OdePrim)m_taintparent;
1937 //obj.disableBody();
1938 obj.ParentPrim(this);
1939
1940 /*
1941 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1942 {
1943 _linkJointGroup = d.JointGroupCreate(0);
1944 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1945 d.JointAttach(m_linkJoint, obj.Body, Body);
1946 d.JointSetFixed(m_linkJoint);
1947 }
1948 */
1949 }
1950 }
1951 // If the newly set parent is null
1952 // destroy link
1953 else if (_parent != null && m_taintparent == null)
1954 {
1955 if (_parent is OdePrim)
1956 {
1957 OdePrim obj = (OdePrim)_parent;
1958 obj.ChildDelink(this);
1959 childPrim = false;
1960 //_parent = null;
1961 }
1962
1963 /*
1964 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1965 d.JointGroupDestroy(_linkJointGroup);
1966
1967 _linkJointGroup = (IntPtr)0;
1968 m_linkJoint = (IntPtr)0;
1969 */
1970 }
1971
1972 _parent = m_taintparent;
1973 m_taintPhysics = m_isphysical;
1974 }
1975
1976 // I'm the parent
1977 // prim is the child
1978 public void ParentPrim(OdePrim prim)
1979 {
1980 if (this.m_localID != prim.m_localID)
1981 {
1982 if (Body == IntPtr.Zero)
1983 {
1984 Body = d.BodyCreate(_parent_scene.world);
1985 // disconnect from world gravity so we can apply buoyancy
1986 d.BodySetGravityMode(Body, false);
1987
1988 setMass();
1989 }
1990 if (Body != IntPtr.Zero)
1991 {
1992 lock (childrenPrim)
1993 {
1994 if (!childrenPrim.Contains(prim))
1995 {
1996 childrenPrim.Add(prim);
1997
1998 foreach (OdePrim prm in childrenPrim)
1999 {
2000 d.Mass m2;
2001 d.MassSetZero(out m2);
2002 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
2003
2004
2005 d.Quaternion quat = new d.Quaternion();
2006 quat.W = prm._orientation.W;
2007 quat.X = prm._orientation.X;
2008 quat.Y = prm._orientation.Y;
2009 quat.Z = prm._orientation.Z;
2010
2011 d.Matrix3 mat = new d.Matrix3();
2012 d.RfromQ(out mat, ref quat);
2013 d.MassRotate(ref m2, ref mat);
2014 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
2015 d.MassAdd(ref pMass, ref m2);
2016 }
2017 foreach (OdePrim prm in childrenPrim)
2018 {
2019
2020 prm.m_collisionCategories |= CollisionCategories.Body;
2021 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
2022
2023 if (prm.prim_geom == IntPtr.Zero)
2024 {
2025 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
2026 continue;
2027 }
2028 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
2029 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
2030
2031
2032 d.Quaternion quat = new d.Quaternion();
2033 quat.W = prm._orientation.W;
2034 quat.X = prm._orientation.X;
2035 quat.Y = prm._orientation.Y;
2036 quat.Z = prm._orientation.Z;
2037
2038 d.Matrix3 mat = new d.Matrix3();
2039 d.RfromQ(out mat, ref quat);
2040 if (Body != IntPtr.Zero)
2041 {
2042 d.GeomSetBody(prm.prim_geom, Body);
2043 prm.childPrim = true;
2044 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
2045 //d.GeomSetOffsetPosition(prim.prim_geom,
2046 // (Position.X - prm.Position.X) - pMass.c.X,
2047 // (Position.Y - prm.Position.Y) - pMass.c.Y,
2048 // (Position.Z - prm.Position.Z) - pMass.c.Z);
2049 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
2050 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
2051 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
2052 d.BodySetMass(Body, ref pMass);
2053 }
2054 else
2055 {
2056 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
2057 }
2058
2059
2060 prm.m_interpenetrationcount = 0;
2061 prm.m_collisionscore = 0;
2062 prm.m_disabled = false;
2063
2064 prm.Body = Body;
2065 _parent_scene.addActivePrim(prm);
2066 }
2067 m_collisionCategories |= CollisionCategories.Body;
2068 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
2069
2070 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2071 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2072
2073
2074 d.Quaternion quat2 = new d.Quaternion();
2075 quat2.W = _orientation.W;
2076 quat2.X = _orientation.X;
2077 quat2.Y = _orientation.Y;
2078 quat2.Z = _orientation.Z;
2079
2080 d.Matrix3 mat2 = new d.Matrix3();
2081 d.RfromQ(out mat2, ref quat2);
2082 d.GeomSetBody(prim_geom, Body);
2083 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
2084 //d.GeomSetOffsetPosition(prim.prim_geom,
2085 // (Position.X - prm.Position.X) - pMass.c.X,
2086 // (Position.Y - prm.Position.Y) - pMass.c.Y,
2087 // (Position.Z - prm.Position.Z) - pMass.c.Z);
2088 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
2089 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
2090 d.BodySetMass(Body, ref pMass);
2091
2092 d.BodySetAutoDisableFlag(Body, true);
2093 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
2094
2095
2096 m_interpenetrationcount = 0;
2097 m_collisionscore = 0;
2098 m_disabled = false;
2099
2100 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
2101 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
2102 _parent_scene.addActivePrim(this);
2103 }
2104 }
2105 }
2106 }
2107
2108 }
2109
2110 private void ChildSetGeom(OdePrim odePrim)
2111 {
2112 //if (m_isphysical && Body != IntPtr.Zero)
2113 lock (childrenPrim)
2114 {
2115 foreach (OdePrim prm in childrenPrim)
2116 {
2117 //prm.childPrim = true;
2118 prm.disableBody();
2119 //prm.m_taintparent = null;
2120 //prm._parent = null;
2121 //prm.m_taintPhysics = false;
2122 //prm.m_disabled = true;
2123 //prm.childPrim = false;
2124 }
2125 }
2126 disableBody();
2127
2128
2129 if (Body != IntPtr.Zero)
2130 {
2131 _parent_scene.remActivePrim(this);
2132 }
2133
2134 lock (childrenPrim)
2135 {
2136 foreach (OdePrim prm in childrenPrim)
2137 {
2138 ParentPrim(prm);
2139 }
2140 }
2141
2142 }
2143
2144 private void ChildDelink(OdePrim odePrim)
2145 {
2146 // Okay, we have a delinked child.. need to rebuild the body.
2147 lock (childrenPrim)
2148 {
2149 foreach (OdePrim prm in childrenPrim)
2150 {
2151 prm.childPrim = true;
2152 prm.disableBody();
2153 //prm.m_taintparent = null;
2154 //prm._parent = null;
2155 //prm.m_taintPhysics = false;
2156 //prm.m_disabled = true;
2157 //prm.childPrim = false;
2158 }
2159 }
2160 disableBody();
2161
2162 lock (childrenPrim)
2163 {
2164 childrenPrim.Remove(odePrim);
2165 }
2166
2167 if (Body != IntPtr.Zero)
2168 {
2169 _parent_scene.remActivePrim(this);
2170 }
2171
2172 lock (childrenPrim)
2173 {
2174 foreach (OdePrim prm in childrenPrim)
2175 {
2176 ParentPrim(prm);
2177 }
2178 }
2179 }
2180
2181 private void changeSelectedStatus(float timestep)
2182 {
2183 if (m_taintselected)
2184 {
2185 m_collisionCategories = CollisionCategories.Selected;
2186 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
2187
2188 // We do the body disable soft twice because 'in theory' a collision could have happened
2189 // in between the disabling and the collision properties setting
2190 // which would wake the physical body up from a soft disabling and potentially cause it to fall
2191 // through the ground.
2192
2193 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
2194 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
2195 // so that causes the selected part to wake up and continue moving.
2196
2197 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
2198 // assembly will stop simulating during the selection, because of the lack of atomicity
2199 // of select operations (their processing could be interrupted by a thread switch, causing
2200 // simulation to continue before all of the selected object notifications trickle down to
2201 // the physics engine).
2202
2203 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
2204 // selected and disabled. then, due to a thread switch, the selection processing is
2205 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
2206 // selection was not yet processed, continues to simulate. this wakes up ALL of the
2207 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
2208 // up, start simulating again, which in turn wakes up the last 50.
2209
2210 if (m_isphysical)
2211 {
2212 disableBodySoft();
2213 }
2214
2215 if (prim_geom != IntPtr.Zero)
2216 {
2217 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2218 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2219 }
2220
2221 if (m_isphysical)
2222 {
2223 disableBodySoft();
2224 }
2225 if (Body != IntPtr.Zero)
2226 {
2227 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2228 d.BodySetForce(Body, 0f, 0f, 0f);
2229 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2230 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2231 }
2232
2233 }
2234 else
2235 {
2236 m_collisionCategories = CollisionCategories.Geom;
2237
2238 if (m_isphysical)
2239 m_collisionCategories |= CollisionCategories.Body;
2240
2241 m_collisionFlags = m_default_collisionFlags;
2242
2243 if (m_collidesLand)
2244 m_collisionFlags |= CollisionCategories.Land;
2245 if (m_collidesWater)
2246 m_collisionFlags |= CollisionCategories.Water;
2247
2248 if (prim_geom != IntPtr.Zero)
2249 {
2250 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2251 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2252 }
2253 if (Body != IntPtr.Zero)
2254 {
2255 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2256 d.BodySetForce(Body, 0f, 0f, 0f);
2257 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2258 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2259 }
2260
2261 if (m_isphysical)
2262 {
2263 if (Body != IntPtr.Zero)
2264 {
2265 enableBodySoft();
2266 }
2267 }
2268 }
2269
2270 resetCollisionAccounting();
2271 m_isSelected = m_taintselected;
2272 }//end changeSelectedStatus
2273
2274 public void ResetTaints()
2275 {
2276 m_taintposition = _position;
2277 m_taintrot = _orientation;
2278 m_taintPhysics = m_isphysical;
2279 m_taintselected = m_isSelected;
2280 m_taintsize = _size;
2281 m_taintshape = false;
2282 m_taintforce = false;
2283 m_taintdisable = false;
2284 m_taintVelocity = Vector3.Zero;
2285 }
2286
2287 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2288 {
2289 if (_mesh != null) // Special - make mesh
2290 {
2291 setMesh(_parent_scene, _mesh);
2292 }
2293 else // not a mesh
2294 {
2295 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
2296 {
2297 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
2298 {
2299 if (((_size.X / 2f) > 0f)) // Has size
2300 {
2301 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2302 try
2303 {
2304 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
2305 }
2306 catch (AccessViolationException)
2307 {
2308 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
2309 ode.dunlock(_parent_scene.world);
2310 return;
2311 }
2312 }
2313 else
2314 {
2315 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2316 try
2317 {
2318 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
2319 }
2320 catch (AccessViolationException)
2321 {
2322 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
2323 ode.dunlock(_parent_scene.world);
2324 return;
2325 }
2326 }
2327 }
2328 else // not equi-size
2329 {
2330 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2331 try
2332 {
2333 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
2334 }
2335 catch (AccessViolationException)
2336 {
2337 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
2338 ode.dunlock(_parent_scene.world);
2339 return;
2340 }
2341 }
2342 }
2343
2344 else // not special profile
2345 {
2346 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2347 try
2348 {
2349 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
2350 }
2351 catch (AccessViolationException)
2352 {
2353 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
2354 ode.dunlock(_parent_scene.world);
2355 return;
2356 }
2357 }
2358 }
2359 }
2360
2361 public void changeadd(float timestep)
2362 {
2363 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2364 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2365
2366 if (targetspace == IntPtr.Zero)
2367 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2368
2369 m_targetSpace = targetspace;
2370
2371 if (_mesh == null && m_meshfailed == false)
2372 {
2373 if (_parent_scene.needsMeshing(_pbs))
2374 {
2375 // Don't need to re-enable body.. it's done in SetMesh
2376 try
2377 {
2378 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
2379 }
2380 catch
2381 {
2382 //Don't continuously try to mesh prims when meshing has failed
2383 m_meshfailed = true;
2384 }
2385 // createmesh returns null when it's a shape that isn't a cube.
2386 // m_log.Debug(m_localID);
2387 }
2388 }
2389
2390
2391 lock (_parent_scene.OdeLock)
2392 {
2393 CreateGeom(m_targetSpace, _mesh);
2394
2395 if (prim_geom != IntPtr.Zero)
2396 {
2397 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2398 d.Quaternion myrot = new d.Quaternion();
2399 myrot.X = _orientation.X;
2400 myrot.Y = _orientation.Y;
2401 myrot.Z = _orientation.Z;
2402 myrot.W = _orientation.W;
2403 d.GeomSetQuaternion(prim_geom, ref myrot);
2404 }
2405
2406 if (m_isphysical && Body == IntPtr.Zero)
2407 {
2408 enableBody();
2409 }
2410 }
2411
2412 changeSelectedStatus(timestep);
2413
2414 m_taintadd = false;
2415 }
2416
2417 public void changemove(float timestep)
2418 {
2419 if (m_isphysical)
2420 {
2421 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2422 if (!m_taintremove && !childPrim)
2423 {
2424 if (Body == IntPtr.Zero)
2425 enableBody();
2426 //Prim auto disable after 20 frames,
2427 //if you move it, re-enable the prim manually.
2428 if (_parent != null)
2429 {
2430 if (m_linkJoint != IntPtr.Zero)
2431 {
2432 d.JointDestroy(m_linkJoint);
2433 m_linkJoint = IntPtr.Zero;
2434 }
2435 }
2436 if (Body != IntPtr.Zero)
2437 {
2438 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2439
2440 if (_parent != null)
2441 {
2442 OdePrim odParent = (OdePrim)_parent;
2443 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2444 {
2445 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2446 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2447 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2448 d.JointAttach(m_linkJoint, Body, odParent.Body);
2449 d.JointSetFixed(m_linkJoint);
2450 }
2451 }
2452 d.BodyEnable(Body);
2453 if (m_type != Vehicle.TYPE_NONE)
2454 {
2455 Enable(Body, _parent_scene);
2456 }
2457 }
2458 else
2459 {
2460 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2461 }
2462 }
2463 //else
2464 // {
2465 //m_log.Debug("[BUG]: race!");
2466 //}
2467 }
2468 else
2469 {
2470 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2471 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2472 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2473
2474 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2475 m_targetSpace = tempspace;
2476
2477 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2478 if (prim_geom != IntPtr.Zero)
2479 {
2480 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2481
2482 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2483 d.SpaceAdd(m_targetSpace, prim_geom);
2484 }
2485 }
2486
2487 changeSelectedStatus(timestep);
2488
2489 resetCollisionAccounting();
2490 m_taintposition = _position;
2491 }
2492
2493
2494
2495 public void rotate(float timestep)
2496 {
2497 d.Quaternion myrot = new d.Quaternion();
2498 myrot.X = _orientation.X;
2499 myrot.Y = _orientation.Y;
2500 myrot.Z = _orientation.Z;
2501 myrot.W = _orientation.W;
2502 if (Body != IntPtr.Zero)
2503 {
2504 // KF: If this is a root prim do BodySet
2505 d.BodySetQuaternion(Body, ref myrot);
2506 }
2507 else
2508 {
2509 // daughter prim, do Geom set
2510 d.GeomSetQuaternion(prim_geom, ref myrot);
2511 }
2512
2513 resetCollisionAccounting();
2514 m_taintrot = _orientation;
2515 }
2516
2517 private void resetCollisionAccounting()
2518 {
2519 m_collisionscore = 0;
2520 m_interpenetrationcount = 0;
2521 m_disabled = false;
2522 }
2523
2524 public void changedisable(float timestep)
2525 {
2526 m_disabled = true;
2527 if (Body != IntPtr.Zero)
2528 {
2529 d.BodyDisable(Body);
2530 Body = IntPtr.Zero;
2531 }
2532
2533 m_taintdisable = false;
2534 }
2535
2536 public void changePhysicsStatus(float timestep)
2537 {
2538 if (m_isphysical == true)
2539 {
2540 if (Body == IntPtr.Zero)
2541 {
2542 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2543 {
2544 changeshape(2f);
2545 }
2546 else
2547 {
2548 enableBody();
2549 }
2550 }
2551 }
2552 else
2553 {
2554 if (Body != IntPtr.Zero)
2555 {
2556 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2557 {
2558 _mesh = null;
2559 changeadd(2f);
2560 }
2561 if (childPrim)
2562 {
2563 if (_parent != null)
2564 {
2565 OdePrim parent = (OdePrim)_parent;
2566 parent.ChildDelink(this);
2567 }
2568 }
2569 else
2570 {
2571 disableBody();
2572 }
2573 }
2574 }
2575
2576 changeSelectedStatus(timestep);
2577
2578 resetCollisionAccounting();
2579 m_taintPhysics = m_isphysical;
2580 }
2581
2582 public void changesize(float timestamp)
2583 {
2584
2585 string oldname = _parent_scene.geom_name_map[prim_geom];
2586
2587 if (_size.X <= 0) _size.X = 0.01f;
2588 if (_size.Y <= 0) _size.Y = 0.01f;
2589 if (_size.Z <= 0) _size.Z = 0.01f;
2590
2591 // Cleanup of old prim geometry
2592 if (_mesh != null)
2593 {
2594 // Cleanup meshing here
2595 }
2596 //kill body to rebuild
2597 if (IsPhysical && Body != IntPtr.Zero)
2598 {
2599 if (childPrim)
2600 {
2601 if (_parent != null)
2602 {
2603 OdePrim parent = (OdePrim)_parent;
2604 parent.ChildDelink(this);
2605 }
2606 }
2607 else
2608 {
2609 disableBody();
2610 }
2611 }
2612 if (d.SpaceQuery(m_targetSpace, prim_geom))
2613 {
2614 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2615 d.SpaceRemove(m_targetSpace, prim_geom);
2616 }
2617 // we don't need to do space calculation because the client sends a position update also.
2618
2619 // Construction of new prim
2620 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2621 {
2622 float meshlod = _parent_scene.meshSculptLOD;
2623
2624 if (IsPhysical)
2625 meshlod = _parent_scene.MeshSculptphysicalLOD;
2626 // Don't need to re-enable body.. it's done in SetMesh
2627
2628 IMesh mesh = null;
2629
2630 try
2631 {
2632 if (_parent_scene.needsMeshing(_pbs))
2633 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2634 }
2635 catch
2636 {
2637 m_meshfailed = true;
2638 }
2639
2640 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2641 CreateGeom(m_targetSpace, mesh);
2642
2643
2644 }
2645 else
2646 {
2647 _mesh = null;
2648 CreateGeom(m_targetSpace, _mesh);
2649 }
2650
2651 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2652 d.Quaternion myrot = new d.Quaternion();
2653 myrot.X = _orientation.X;
2654 myrot.Y = _orientation.Y;
2655 myrot.Z = _orientation.Z;
2656 myrot.W = _orientation.W;
2657 d.GeomSetQuaternion(prim_geom, ref myrot);
2658
2659 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2660 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2661 {
2662 // Re creates body on size.
2663 // EnableBody also does setMass()
2664 enableBody();
2665 d.BodyEnable(Body);
2666 }
2667
2668 _parent_scene.geom_name_map[prim_geom] = oldname;
2669
2670 changeSelectedStatus(timestamp);
2671 if (childPrim)
2672 {
2673 if (_parent is OdePrim)
2674 {
2675 OdePrim parent = (OdePrim)_parent;
2676 parent.ChildSetGeom(this);
2677 }
2678 }
2679 resetCollisionAccounting();
2680 m_taintsize = _size;
2681 }
2682
2683
2684
2685 public void changefloatonwater(float timestep)
2686 {
2687 m_collidesWater = m_taintCollidesWater;
2688
2689 if (prim_geom != IntPtr.Zero)
2690 {
2691 if (m_collidesWater)
2692 {
2693 m_collisionFlags |= CollisionCategories.Water;
2694 }
2695 else
2696 {
2697 m_collisionFlags &= ~CollisionCategories.Water;
2698 }
2699 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2700 }
2701 }
2702
2703 public void changeshape(float timestamp)
2704 {
2705 string oldname = _parent_scene.geom_name_map[prim_geom];
2706
2707 // Cleanup of old prim geometry and Bodies
2708 if (IsPhysical && Body != IntPtr.Zero)
2709 {
2710 if (childPrim)
2711 {
2712 if (_parent != null)
2713 {
2714 OdePrim parent = (OdePrim)_parent;
2715 parent.ChildDelink(this);
2716 }
2717 }
2718 else
2719 {
2720 disableBody();
2721 }
2722 }
2723
2724
2725 // we don't need to do space calculation because the client sends a position update also.
2726 if (_size.X <= 0) _size.X = 0.01f;
2727 if (_size.Y <= 0) _size.Y = 0.01f;
2728 if (_size.Z <= 0) _size.Z = 0.01f;
2729 // Construction of new prim
2730
2731 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2732 {
2733 // Don't need to re-enable body.. it's done in SetMesh
2734 float meshlod = _parent_scene.meshSculptLOD;
2735
2736 if (IsPhysical)
2737 meshlod = _parent_scene.MeshSculptphysicalLOD;
2738 try
2739 {
2740 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2741 CreateGeom(m_targetSpace, mesh);
2742 }
2743 catch
2744 {
2745 m_meshfailed = true;
2746 }
2747 // createmesh returns null when it doesn't mesh.
2748 }
2749 else
2750 {
2751 _mesh = null;
2752 CreateGeom(m_targetSpace, null);
2753 }
2754
2755 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2756 d.Quaternion myrot = new d.Quaternion();
2757 //myrot.W = _orientation.w;
2758 myrot.W = _orientation.W;
2759 myrot.X = _orientation.X;
2760 myrot.Y = _orientation.Y;
2761 myrot.Z = _orientation.Z;
2762 d.GeomSetQuaternion(prim_geom, ref myrot);
2763
2764 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2765 if (IsPhysical && Body == IntPtr.Zero)
2766 {
2767 // Re creates body on size.
2768 // EnableBody also does setMass()
2769 enableBody();
2770 if (Body != IntPtr.Zero)
2771 {
2772 d.BodyEnable(Body);
2773 }
2774 }
2775 _parent_scene.geom_name_map[prim_geom] = oldname;
2776
2777 changeSelectedStatus(timestamp);
2778 if (childPrim)
2779 {
2780 if (_parent is OdePrim)
2781 {
2782 OdePrim parent = (OdePrim)_parent;
2783 parent.ChildSetGeom(this);
2784 }
2785 }
2786 resetCollisionAccounting();
2787 m_taintshape = false;
2788 }
2789
2790 public void changeAddForce(float timestamp)
2791 {
2792 if (!m_isSelected)
2793 {
2794 lock (m_forcelist)
2795 {
2796 //m_log.Info("[PHYSICS]: dequeing forcelist");
2797 if (IsPhysical)
2798 {
2799 Vector3 iforce = Vector3.Zero;
2800 int i = 0;
2801 try
2802 {
2803 for (i = 0; i < m_forcelist.Count; i++)
2804 {
2805
2806 iforce = iforce + (m_forcelist[i] * 100);
2807 }
2808 }
2809 catch (IndexOutOfRangeException)
2810 {
2811 m_forcelist = new List<Vector3>();
2812 m_collisionscore = 0;
2813 m_interpenetrationcount = 0;
2814 m_taintforce = false;
2815 return;
2816 }
2817 catch (ArgumentOutOfRangeException)
2818 {
2819 m_forcelist = new List<Vector3>();
2820 m_collisionscore = 0;
2821 m_interpenetrationcount = 0;
2822 m_taintforce = false;
2823 return;
2824 }
2825 d.BodyEnable(Body);
2826
2827 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2828 }
2829 m_forcelist.Clear();
2830 }
2831
2832 m_collisionscore = 0;
2833 m_interpenetrationcount = 0;
2834 }
2835
2836 m_taintforce = false;
2837
2838 }
2839
2840
2841
2842 public void changeSetTorque(float timestamp)
2843 {
2844 if (!m_isSelected)
2845 {
2846 if (IsPhysical && Body != IntPtr.Zero)
2847 {
2848 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2849 }
2850 }
2851
2852 m_taintTorque = Vector3.Zero;
2853 }
2854
2855 public void changeAddAngularForce(float timestamp)
2856 {
2857 if (!m_isSelected)
2858 {
2859 lock (m_angularforcelist)
2860 {
2861 //m_log.Info("[PHYSICS]: dequeing forcelist");
2862 if (IsPhysical)
2863 {
2864 Vector3 iforce = Vector3.Zero;
2865 for (int i = 0; i < m_angularforcelist.Count; i++)
2866 {
2867 iforce = iforce + (m_angularforcelist[i] * 100);
2868 }
2869 d.BodyEnable(Body);
2870 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2871
2872 }
2873 m_angularforcelist.Clear();
2874 }
2875
2876 m_collisionscore = 0;
2877 m_interpenetrationcount = 0;
2878 }
2879
2880 m_taintaddangularforce = false;
2881 }
2882
2883 private void changevelocity(float timestep)
2884 {
2885 if (!m_isSelected)
2886 {
2887 Thread.Sleep(20);
2888 if (IsPhysical)
2889 {
2890 if (Body != IntPtr.Zero)
2891 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2892 }
2893
2894 //resetCollisionAccounting();
2895 }
2896 m_taintVelocity = Vector3.Zero;
2897 }
2898
2899 public void UpdatePositionAndVelocity()
2900 {
2901 return; // moved to the Move () method
2902 }
2903
2904 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2905 {
2906 obj.I.M00 = pMat[0, 0];
2907 obj.I.M01 = pMat[0, 1];
2908 obj.I.M02 = pMat[0, 2];
2909 obj.I.M10 = pMat[1, 0];
2910 obj.I.M11 = pMat[1, 1];
2911 obj.I.M12 = pMat[1, 2];
2912 obj.I.M20 = pMat[2, 0];
2913 obj.I.M21 = pMat[2, 1];
2914 obj.I.M22 = pMat[2, 2];
2915 return obj;
2916 }
2917
2918 public override void SubscribeEvents(int ms)
2919 {
2920 m_eventsubscription = ms;
2921 _parent_scene.addCollisionEventReporting(this);
2922 }
2923
2924 public override void UnSubscribeEvents()
2925 {
2926 _parent_scene.remCollisionEventReporting(this);
2927 m_eventsubscription = 0;
2928 }
2929
2930 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2931 {
2932 if (CollisionEventsThisFrame == null)
2933 CollisionEventsThisFrame = new CollisionEventUpdate();
2934 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2935 }
2936
2937 public void SendCollisions()
2938 {
2939 if (CollisionEventsThisFrame == null)
2940 return;
2941
2942 base.SendCollisionUpdate(CollisionEventsThisFrame);
2943
2944 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2945 CollisionEventsThisFrame = null;
2946 else
2947 CollisionEventsThisFrame = new CollisionEventUpdate();
2948 }
2949
2950 public override bool SubscribedEvents()
2951 {
2952 if (m_eventsubscription > 0)
2953 return true;
2954 return false;
2955 }
2956
2957 public static Matrix4 Inverse(Matrix4 pMat)
2958 {
2959 if (determinant3x3(pMat) == 0)
2960 {
2961 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2962 }
2963
2964
2965
2966 return (Adjoint(pMat) / determinant3x3(pMat));
2967 }
2968
2969 public static Matrix4 Adjoint(Matrix4 pMat)
2970 {
2971 Matrix4 adjointMatrix = new Matrix4();
2972 for (int i = 0; i < 4; i++)
2973 {
2974 for (int j = 0; j < 4; j++)
2975 {
2976 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2977 }
2978 }
2979
2980 adjointMatrix = Transpose(adjointMatrix);
2981 return adjointMatrix;
2982 }
2983
2984 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2985 {
2986 Matrix4 minor = new Matrix4();
2987 int m = 0, n = 0;
2988 for (int i = 0; i < 4; i++)
2989 {
2990 if (i == iRow)
2991 continue;
2992 n = 0;
2993 for (int j = 0; j < 4; j++)
2994 {
2995 if (j == iCol)
2996 continue;
2997 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
2998 n++;
2999 }
3000 m++;
3001 }
3002 return minor;
3003 }
3004
3005 public static Matrix4 Transpose(Matrix4 pMat)
3006 {
3007 Matrix4 transposeMatrix = new Matrix4();
3008 for (int i = 0; i < 4; i++)
3009 for (int j = 0; j < 4; j++)
3010 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
3011 return transposeMatrix;
3012 }
3013
3014 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
3015 {
3016 switch (r)
3017 {
3018 case 0:
3019 switch (c)
3020 {
3021 case 0:
3022 pMat.M11 = val;
3023 break;
3024 case 1:
3025 pMat.M12 = val;
3026 break;
3027 case 2:
3028 pMat.M13 = val;
3029 break;
3030 case 3:
3031 pMat.M14 = val;
3032 break;
3033 }
3034
3035 break;
3036 case 1:
3037 switch (c)
3038 {
3039 case 0:
3040 pMat.M21 = val;
3041 break;
3042 case 1:
3043 pMat.M22 = val;
3044 break;
3045 case 2:
3046 pMat.M23 = val;
3047 break;
3048 case 3:
3049 pMat.M24 = val;
3050 break;
3051 }
3052
3053 break;
3054 case 2:
3055 switch (c)
3056 {
3057 case 0:
3058 pMat.M31 = val;
3059 break;
3060 case 1:
3061 pMat.M32 = val;
3062 break;
3063 case 2:
3064 pMat.M33 = val;
3065 break;
3066 case 3:
3067 pMat.M34 = val;
3068 break;
3069 }
3070
3071 break;
3072 case 3:
3073 switch (c)
3074 {
3075 case 0:
3076 pMat.M41 = val;
3077 break;
3078 case 1:
3079 pMat.M42 = val;
3080 break;
3081 case 2:
3082 pMat.M43 = val;
3083 break;
3084 case 3:
3085 pMat.M44 = val;
3086 break;
3087 }
3088
3089 break;
3090 }
3091 }
3092 private static float determinant3x3(Matrix4 pMat)
3093 {
3094 float det = 0;
3095 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
3096 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
3097 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
3098 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
3099 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
3100 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
3101
3102 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
3103 return det;
3104
3105 }
3106
3107 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3108 {
3109 dst.c.W = src.c.W;
3110 dst.c.X = src.c.X;
3111 dst.c.Y = src.c.Y;
3112 dst.c.Z = src.c.Z;
3113 dst.mass = src.mass;
3114 dst.I.M00 = src.I.M00;
3115 dst.I.M01 = src.I.M01;
3116 dst.I.M02 = src.I.M02;
3117 dst.I.M10 = src.I.M10;
3118 dst.I.M11 = src.I.M11;
3119 dst.I.M12 = src.I.M12;
3120 dst.I.M20 = src.I.M20;
3121 dst.I.M21 = src.I.M21;
3122 dst.I.M22 = src.I.M22;
3123 }
3124
3125 public override void SetMaterial(int pMaterial)
3126 {
3127 m_material = pMaterial;
3128 }
3129
3130 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
3131 {
3132 switch (pParam)
3133 {
3134 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
3135 if (pValue < 0.01f) pValue = 0.01f;
3136 // m_angularDeflectionEfficiency = pValue;
3137 break;
3138 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
3139 if (pValue < 0.1f) pValue = 0.1f;
3140 // m_angularDeflectionTimescale = pValue;
3141 break;
3142 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
3143 if (pValue < 0.3f) pValue = 0.3f;
3144 m_angularMotorDecayTimescale = pValue;
3145 break;
3146 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
3147 if (pValue < 0.3f) pValue = 0.3f;
3148 m_angularMotorTimescale = pValue;
3149 break;
3150 case Vehicle.BANKING_EFFICIENCY:
3151 if (pValue < 0.01f) pValue = 0.01f;
3152 // m_bankingEfficiency = pValue;
3153 break;
3154 case Vehicle.BANKING_MIX:
3155 if (pValue < 0.01f) pValue = 0.01f;
3156 // m_bankingMix = pValue;
3157 break;
3158 case Vehicle.BANKING_TIMESCALE:
3159 if (pValue < 0.01f) pValue = 0.01f;
3160 // m_bankingTimescale = pValue;
3161 break;
3162 case Vehicle.BUOYANCY:
3163 if (pValue < -1f) pValue = -1f;
3164 if (pValue > 1f) pValue = 1f;
3165 m_VehicleBuoyancy = pValue;
3166 break;
3167 // case Vehicle.HOVER_EFFICIENCY:
3168 // if (pValue < 0f) pValue = 0f;
3169 // if (pValue > 1f) pValue = 1f;
3170 // m_VhoverEfficiency = pValue;
3171 // break;
3172 case Vehicle.HOVER_HEIGHT:
3173 m_VhoverHeight = pValue;
3174 break;
3175 case Vehicle.HOVER_TIMESCALE:
3176 if (pValue < 0.1f) pValue = 0.1f;
3177 m_VhoverTimescale = pValue;
3178 break;
3179 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
3180 if (pValue < 0.01f) pValue = 0.01f;
3181 // m_linearDeflectionEfficiency = pValue;
3182 break;
3183 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
3184 if (pValue < 0.01f) pValue = 0.01f;
3185 // m_linearDeflectionTimescale = pValue;
3186 break;
3187 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
3188 if (pValue < 0.3f) pValue = 0.3f;
3189 m_linearMotorDecayTimescale = pValue;
3190 break;
3191 case Vehicle.LINEAR_MOTOR_TIMESCALE:
3192 if (pValue < 0.1f) pValue = 0.1f;
3193 m_linearMotorTimescale = pValue;
3194 break;
3195 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
3196 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
3197 if (pValue > 1.0f) pValue = 1.0f;
3198 m_verticalAttractionEfficiency = pValue;
3199 break;
3200 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
3201 if (pValue < 0.1f) pValue = 0.1f;
3202 m_verticalAttractionTimescale = pValue;
3203 break;
3204
3205 // These are vector properties but the engine lets you use a single float value to
3206 // set all of the components to the same value
3207 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3208 if (pValue > 30f) pValue = 30f;
3209 if (pValue < 0.1f) pValue = 0.1f;
3210 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
3211 break;
3212 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3213 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
3214 UpdateAngDecay();
3215 break;
3216 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3217 if (pValue < 0.1f) pValue = 0.1f;
3218 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
3219 break;
3220 case Vehicle.LINEAR_MOTOR_DIRECTION:
3221 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
3222 UpdateLinDecay();
3223 break;
3224 case Vehicle.LINEAR_MOTOR_OFFSET:
3225 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
3226 break;
3227
3228 }
3229
3230 }//end ProcessFloatVehicleParam
3231
3232 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
3233 {
3234 switch (pParam)
3235 {
3236 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3237 if (pValue.X > 30f) pValue.X = 30f;
3238 if (pValue.X < 0.1f) pValue.X = 0.1f;
3239 if (pValue.Y > 30f) pValue.Y = 30f;
3240 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3241 if (pValue.Z > 30f) pValue.Z = 30f;
3242 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3243 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3244 break;
3245 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3246 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
3247 // Limit requested angular speed to 2 rps= 4 pi rads/sec
3248 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
3249 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
3250 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
3251 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
3252 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
3253 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
3254 UpdateAngDecay();
3255 break;
3256 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3257 if (pValue.X < 0.1f) pValue.X = 0.1f;
3258 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3259 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3260 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3261 break;
3262 case Vehicle.LINEAR_MOTOR_DIRECTION:
3263 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3264 UpdateLinDecay();
3265 break;
3266 case Vehicle.LINEAR_MOTOR_OFFSET:
3267 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3268 break;
3269 }
3270
3271 }//end ProcessVectorVehicleParam
3272
3273 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3274 {
3275 switch (pParam)
3276 {
3277 case Vehicle.REFERENCE_FRAME:
3278 // m_referenceFrame = pValue;
3279 break;
3280 }
3281
3282 }//end ProcessRotationVehicleParam
3283
3284 internal void ProcessVehicleFlags(int pParam, bool remove)
3285 {
3286 if (remove)
3287 {
3288 m_flags &= ~((VehicleFlag)pParam);
3289 }
3290 else
3291 {
3292 m_flags |= (VehicleFlag)pParam;
3293 }
3294 }
3295
3296 internal void ProcessTypeChange(Vehicle pType)
3297 {
3298 // Set Defaults For Type
3299 m_type = pType;
3300 switch (pType)
3301 {
3302 case Vehicle.TYPE_SLED:
3303 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3304 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3305 // m_lLinMotorVel = Vector3.Zero;
3306 m_linearMotorTimescale = 1000;
3307 m_linearMotorDecayTimescale = 120;
3308 m_angularMotorDirection = Vector3.Zero;
3309 m_angularMotorDVel = Vector3.Zero;
3310 m_angularMotorTimescale = 1000;
3311 m_angularMotorDecayTimescale = 120;
3312 m_VhoverHeight = 0;
3313 // m_VhoverEfficiency = 1;
3314 m_VhoverTimescale = 10;
3315 m_VehicleBuoyancy = 0;
3316 // m_linearDeflectionEfficiency = 1;
3317 // m_linearDeflectionTimescale = 1;
3318 // m_angularDeflectionEfficiency = 1;
3319 // m_angularDeflectionTimescale = 1000;
3320 // m_bankingEfficiency = 0;
3321 // m_bankingMix = 1;
3322 // m_bankingTimescale = 10;
3323 // m_referenceFrame = Quaternion.Identity;
3324 m_flags &=
3325 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3326 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3327 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3328 break;
3329 case Vehicle.TYPE_CAR:
3330 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3331 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3332 // m_lLinMotorVel = Vector3.Zero;
3333 m_linearMotorTimescale = 1;
3334 m_linearMotorDecayTimescale = 60;
3335 m_angularMotorDirection = Vector3.Zero;
3336 m_angularMotorDVel = Vector3.Zero;
3337 m_angularMotorTimescale = 1;
3338 m_angularMotorDecayTimescale = 0.8f;
3339 m_VhoverHeight = 0;
3340 // m_VhoverEfficiency = 0;
3341 m_VhoverTimescale = 1000;
3342 m_VehicleBuoyancy = 0;
3343 // // m_linearDeflectionEfficiency = 1;
3344 // // m_linearDeflectionTimescale = 2;
3345 // // m_angularDeflectionEfficiency = 0;
3346 // m_angularDeflectionTimescale = 10;
3347 m_verticalAttractionEfficiency = 1f;
3348 m_verticalAttractionTimescale = 10f;
3349 // m_bankingEfficiency = -0.2f;
3350 // m_bankingMix = 1;
3351 // m_bankingTimescale = 1;
3352 // m_referenceFrame = Quaternion.Identity;
3353 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3354 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3355 VehicleFlag.LIMIT_MOTOR_UP);
3356 break;
3357 case Vehicle.TYPE_BOAT:
3358 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3359 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3360 // m_lLinMotorVel = Vector3.Zero;
3361 m_linearMotorTimescale = 5;
3362 m_linearMotorDecayTimescale = 60;
3363 m_angularMotorDirection = Vector3.Zero;
3364 m_angularMotorDVel = Vector3.Zero;
3365 m_angularMotorTimescale = 4;
3366 m_angularMotorDecayTimescale = 4;
3367 m_VhoverHeight = 0;
3368 // m_VhoverEfficiency = 0.5f;
3369 m_VhoverTimescale = 2;
3370 m_VehicleBuoyancy = 1;
3371 // m_linearDeflectionEfficiency = 0.5f;
3372 // m_linearDeflectionTimescale = 3;
3373 // m_angularDeflectionEfficiency = 0.5f;
3374 // m_angularDeflectionTimescale = 5;
3375 m_verticalAttractionEfficiency = 0.5f;
3376 m_verticalAttractionTimescale = 5f;
3377 // m_bankingEfficiency = -0.3f;
3378 // m_bankingMix = 0.8f;
3379 // m_bankingTimescale = 1;
3380 // m_referenceFrame = Quaternion.Identity;
3381 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3382 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3383 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3384 VehicleFlag.LIMIT_MOTOR_UP);
3385 break;
3386 case Vehicle.TYPE_AIRPLANE:
3387 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3388 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3389 // m_lLinMotorVel = Vector3.Zero;
3390 m_linearMotorTimescale = 2;
3391 m_linearMotorDecayTimescale = 60;
3392 m_angularMotorDirection = Vector3.Zero;
3393 m_angularMotorDVel = Vector3.Zero;
3394 m_angularMotorTimescale = 4;
3395 m_angularMotorDecayTimescale = 4;
3396 m_VhoverHeight = 0;
3397 // m_VhoverEfficiency = 0.5f;
3398 m_VhoverTimescale = 1000;
3399 m_VehicleBuoyancy = 0;
3400 // m_linearDeflectionEfficiency = 0.5f;
3401 // m_linearDeflectionTimescale = 3;
3402 // m_angularDeflectionEfficiency = 1;
3403 // m_angularDeflectionTimescale = 2;
3404 m_verticalAttractionEfficiency = 0.9f;
3405 m_verticalAttractionTimescale = 2f;
3406 // m_bankingEfficiency = 1;
3407 // m_bankingMix = 0.7f;
3408 // m_bankingTimescale = 2;
3409 // m_referenceFrame = Quaternion.Identity;
3410 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3411 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3412 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3413 break;
3414 case Vehicle.TYPE_BALLOON:
3415 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3416 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3417 m_linearMotorTimescale = 5;
3418 m_linearMotorDecayTimescale = 60;
3419 m_angularMotorDirection = Vector3.Zero;
3420 m_angularMotorDVel = Vector3.Zero;
3421 m_angularMotorTimescale = 6;
3422 m_angularMotorDecayTimescale = 10;
3423 m_VhoverHeight = 5;
3424 // m_VhoverEfficiency = 0.8f;
3425 m_VhoverTimescale = 10;
3426 m_VehicleBuoyancy = 1;
3427 // m_linearDeflectionEfficiency = 0;
3428 // m_linearDeflectionTimescale = 5;
3429 // m_angularDeflectionEfficiency = 0;
3430 // m_angularDeflectionTimescale = 5;
3431 m_verticalAttractionEfficiency = 1f;
3432 m_verticalAttractionTimescale = 100f;
3433 // m_bankingEfficiency = 0;
3434 // m_bankingMix = 0.7f;
3435 // m_bankingTimescale = 5;
3436 // m_referenceFrame = Quaternion.Identity;
3437 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3438 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3439 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3440 break;
3441
3442 }
3443 }//end SetDefaultsForType
3444
3445 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3446 {
3447 if (m_type == Vehicle.TYPE_NONE)
3448 return;
3449
3450 m_body = pBody;
3451 }
3452
3453
3454 internal void Halt()
3455 { // Kill all motions, when non-physical
3456 // m_linearMotorDirection = Vector3.Zero;
3457 m_lLinMotorDVel = Vector3.Zero;
3458 m_lLinObjectVel = Vector3.Zero;
3459 m_wLinObjectVel = Vector3.Zero;
3460 m_angularMotorDirection = Vector3.Zero;
3461 m_lastAngularVelocity = Vector3.Zero;
3462 m_angularMotorDVel = Vector3.Zero;
3463 _acceleration = Vector3.Zero;
3464 }
3465
3466 private void UpdateLinDecay()
3467 {
3468 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3469 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3470 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3471 } // else let the motor decay on its own
3472
3473 private void UpdateAngDecay()
3474 {
3475 m_angularMotorDVel.X = m_angularMotorDirection.X;
3476 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3477 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3478 } // else let the motor decay on its own
3479
3480 public void Move(float timestep)
3481 {
3482 float fx = 0;
3483 float fy = 0;
3484 float fz = 0;
3485 Vector3 linvel; // velocity applied, including any reversal
3486
3487 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3488 // This is a temp patch until proper region crossing is developed.
3489
3490
3491 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3492 {
3493 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3494 bool lastZeroFlag = _zeroFlag; // was it stopped
3495
3496 d.Vector3 vec = d.BodyGetPosition(Body);
3497 Vector3 l_position = Vector3.Zero;
3498 l_position.X = vec.X;
3499 l_position.Y = vec.Y;
3500 l_position.Z = vec.Z;
3501 m_lastposition = _position;
3502 _position = l_position;
3503
3504 d.Quaternion ori = d.BodyGetQuaternion(Body);
3505 // Quaternion l_orientation = Quaternion.Identity;
3506 _orientation.X = ori.X;
3507 _orientation.Y = ori.Y;
3508 _orientation.Z = ori.Z;
3509 _orientation.W = ori.W;
3510 m_lastorientation = _orientation;
3511
3512 d.Vector3 vel = d.BodyGetLinearVel(Body);
3513 m_lastVelocity = _velocity;
3514 _velocity.X = vel.X;
3515 _velocity.Y = vel.Y;
3516 _velocity.Z = vel.Z;
3517 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3518
3519 d.Vector3 torque = d.BodyGetTorque(Body);
3520 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3521
3522
3523 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3524 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3525 )
3526 {
3527 // we are outside current region
3528 // clip position to a stop just outside region and stop it only internally
3529 // do it only once using m_crossingfailures as control
3530 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3531 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3532 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3533 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3534 d.BodySetLinearVel(Body, 0, 0, 0);
3535 m_outofBounds = true;
3536 base.RequestPhysicsterseUpdate();
3537 return;
3538 }
3539
3540 base.RequestPhysicsterseUpdate();
3541
3542 if (l_position.Z < 0)
3543 {
3544 // This is so prim that get lost underground don't fall forever and suck up
3545 //
3546 // Sim resources and memory.
3547 // Disables the prim's movement physics....
3548 // It's a hack and will generate a console message if it fails.
3549
3550 //IsPhysical = false;
3551 if (_parent == null) base.RaiseOutOfBounds(_position);
3552
3553
3554 _acceleration.X = 0; // This stuff may stop client display but it has no
3555 _acceleration.Y = 0; // effect on the object in phys engine!
3556 _acceleration.Z = 0;
3557
3558 _velocity.X = 0;
3559 _velocity.Y = 0;
3560 _velocity.Z = 0;
3561 m_lastVelocity = Vector3.Zero;
3562 m_rotationalVelocity.X = 0;
3563 m_rotationalVelocity.Y = 0;
3564 m_rotationalVelocity.Z = 0;
3565
3566 if (_parent == null) base.RequestPhysicsterseUpdate();
3567
3568 m_throttleUpdates = false;
3569 throttleCounter = 0;
3570 _zeroFlag = true;
3571 //outofBounds = true;
3572 } // end neg Z check
3573
3574 // Is it moving?
3575 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3576 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3577 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3578 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3579 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3580 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3581 {
3582 _zeroFlag = true;
3583 m_throttleUpdates = false;
3584 }
3585 else
3586 {
3587 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3588 _zeroFlag = false;
3589 m_lastUpdateSent = false;
3590 //m_throttleUpdates = false;
3591 }
3592
3593 if (_zeroFlag)
3594 { // Its stopped
3595 _velocity.X = 0.0f;
3596 _velocity.Y = 0.0f;
3597 // _velocity.Z = 0.0f;
3598
3599 _acceleration.X = 0;
3600 _acceleration.Y = 0;
3601 // _acceleration.Z = 0;
3602
3603 m_rotationalVelocity.X = 0;
3604 m_rotationalVelocity.Y = 0;
3605 m_rotationalVelocity.Z = 0;
3606 // Stop it in the phys engine
3607 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3608 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3609 d.BodySetForce(Body, 0f, 0f, 0f);
3610
3611 if (!m_lastUpdateSent)
3612 {
3613 m_throttleUpdates = false;
3614 throttleCounter = 0;
3615 if (_parent == null)
3616 {
3617 base.RequestPhysicsterseUpdate();
3618 }
3619
3620 m_lastUpdateSent = true;
3621 }
3622 }
3623 else
3624 { // Its moving
3625 if (lastZeroFlag != _zeroFlag)
3626 {
3627 if (_parent == null)
3628 {
3629 base.RequestPhysicsterseUpdate();
3630 }
3631 }
3632 m_lastUpdateSent = false;
3633 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3634 {
3635 if (_parent == null)
3636 {
3637 base.RequestPhysicsterseUpdate();
3638 }
3639 }
3640 else
3641 {
3642 throttleCounter++;
3643 }
3644 }
3645 m_lastposition = l_position;
3646
3647 /// End UpdatePositionAndVelocity insert
3648
3649
3650 // Rotation lock =====================================
3651 if (m_rotateEnableUpdate)
3652 {
3653 // Snapshot current angles, set up Amotor(s)
3654 m_rotateEnableUpdate = false;
3655 m_rotateEnable = m_rotateEnableRequest;
3656 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3657
3658 if (Amotor != IntPtr.Zero)
3659 {
3660 d.JointDestroy(Amotor);
3661 Amotor = IntPtr.Zero;
3662 //Console.WriteLine("Old Amotor Destroyed");
3663 }
3664
3665 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3666 { // not all are enabled
3667 d.Quaternion r = d.BodyGetQuaternion(Body);
3668 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3669 // extract the axes vectors
3670 Vector3 vX = new Vector3(1f, 0f, 0f);
3671 Vector3 vY = new Vector3(0f, 1f, 0f);
3672 Vector3 vZ = new Vector3(0f, 0f, 1f);
3673 vX = vX * locrot;
3674 vY = vY * locrot;
3675 vZ = vZ * locrot;
3676 // snapshot the current angle vectors
3677 m_lockX = vX;
3678 m_lockY = vY;
3679 m_lockZ = vZ;
3680 // m_lockRot = locrot;
3681 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3682 d.JointAttach(Amotor, Body, IntPtr.Zero);
3683 d.JointSetAMotorMode(Amotor, 0); // User mode??
3684 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3685
3686 float axisnum = 3; // how many to lock
3687 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3688 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3689 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3690
3691 int i = 0;
3692
3693 if (m_rotateEnable.X == 0)
3694 {
3695 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3696 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3697 i++;
3698 }
3699
3700 if (m_rotateEnable.Y == 0)
3701 {
3702 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3703 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3704 i++;
3705 }
3706
3707 if (m_rotateEnable.Z == 0)
3708 {
3709 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3710 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3711 i++;
3712 }
3713
3714 // These lowstops and high stops are effectively (no wiggle room)
3715 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3716 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3717 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3718 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3719 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3720 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3721 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3722 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3723 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3724 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3725 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3726 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3727 } // else none are locked
3728 } // end Rotation Update
3729
3730
3731 // VEHICLE processing ==========================================
3732 if (m_type != Vehicle.TYPE_NONE)
3733 {
3734 // get body attitude
3735 d.Quaternion rot = d.BodyGetQuaternion(Body);
3736 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3737 Quaternion irotq = Quaternion.Inverse(rotq);
3738
3739 // VEHICLE Linear Motion
3740 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3741 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3742 m_lLinObjectVel = vel_now * irotq;
3743 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3744 {
3745 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3746 {
3747 float decayfactor = m_linearMotorDecayTimescale / timestep;
3748 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3749 m_lLinMotorDVel -= decayAmount;
3750 }
3751 else
3752 {
3753 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3754 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3755 m_lLinMotorDVel -= decel;
3756 }
3757 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3758 {
3759 m_lLinMotorDVel = Vector3.Zero;
3760 }
3761
3762 /* else
3763 {
3764 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3765 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3766 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3767 } */
3768 } // end linear motor decay
3769
3770 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3771 {
3772 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3773 if (m_linearMotorTimescale < 300.0f)
3774 {
3775 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3776 float linfactor = m_linearMotorTimescale / timestep;
3777 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3778 m_lLinObjectVel += attackAmount;
3779 }
3780 if (m_linearFrictionTimescale.X < 300.0f)
3781 {
3782 float fricfactor = m_linearFrictionTimescale.X / timestep;
3783 float fricX = m_lLinObjectVel.X / fricfactor;
3784 m_lLinObjectVel.X -= fricX;
3785 }
3786 if (m_linearFrictionTimescale.Y < 300.0f)
3787 {
3788 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3789 float fricY = m_lLinObjectVel.Y / fricfactor;
3790 m_lLinObjectVel.Y -= fricY;
3791 }
3792 if (m_linearFrictionTimescale.Z < 300.0f)
3793 {
3794 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3795 float fricZ = m_lLinObjectVel.Z / fricfactor;
3796 m_lLinObjectVel.Z -= fricZ;
3797 }
3798 }
3799 m_wLinObjectVel = m_lLinObjectVel * rotq;
3800
3801 // Gravity and Buoyancy
3802 Vector3 grav = Vector3.Zero;
3803 if (m_VehicleBuoyancy < 1.0f)
3804 {
3805 // There is some gravity, make a gravity force vector
3806 // that is applied after object velocity.
3807 d.Mass objMass;
3808 d.BodyGetMass(Body, out objMass);
3809 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3810 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3811 } // else its 1.0, no gravity.
3812
3813 // Hovering
3814 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3815 {
3816 // We should hover, get the target height
3817 d.Vector3 pos = d.BodyGetPosition(Body);
3818 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3819 {
3820 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3821 }
3822 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3823 {
3824 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3825 }
3826 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3827 {
3828 m_VhoverTargetHeight = m_VhoverHeight;
3829 }
3830
3831 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3832 {
3833 // If body is aready heigher, use its height as target height
3834 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3835 }
3836
3837 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3838 // m_VhoverTimescale = 0f; // time to acheive height
3839 // timestep is time since last frame,in secs
3840 float herr0 = pos.Z - m_VhoverTargetHeight;
3841 // Replace Vertical speed with correction figure if significant
3842 if (Math.Abs(herr0) > 0.01f)
3843 {
3844 //? d.Mass objMass;
3845 //? d.BodyGetMass(Body, out objMass);
3846 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3847 //KF: m_VhoverEfficiency is not yet implemented
3848 }
3849 else
3850 {
3851 m_wLinObjectVel.Z = 0f;
3852 }
3853 }
3854 else
3855 { // not hovering
3856 if (m_wLinObjectVel.Z == 0f)
3857 { // Gravity rules
3858 m_wLinObjectVel.Z = vel_now.Z;
3859 } // else the motor has it
3860 }
3861 linvel = m_wLinObjectVel;
3862
3863 // Vehicle Linear Motion done =======================================
3864 // Apply velocity
3865 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3866 // apply gravity force
3867 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3868 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3869 // end MoveLinear()
3870
3871
3872 // MoveAngular
3873 /*
3874 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3875
3876 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3877 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3878 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3879
3880 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3881 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3882 */
3883 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3884
3885 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3886 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3887 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3888
3889 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3890
3891 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3892 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3893 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3894 // Decay Angular Motor 2.
3895 if (m_angularMotorDecayTimescale < 300.0f)
3896 {
3897 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3898 {
3899 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3900 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3901 m_angularMotorDVel -= decayAmount;
3902 }
3903 else
3904 {
3905 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3906 m_angularMotorDVel -= decel;
3907 }
3908
3909 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3910 {
3911 m_angularMotorDVel = Vector3.Zero;
3912 }
3913 else
3914 {
3915 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3916 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3917 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3918 }
3919 } // end decay angular motor
3920 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3921
3922 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3923
3924 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3925 { // if motor or object have motion
3926 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3927
3928 if (m_angularMotorTimescale < 300.0f)
3929 {
3930 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3931 float angfactor = m_angularMotorTimescale / timestep;
3932 Vector3 attackAmount = (attack_error / angfactor);
3933 angObjectVel += attackAmount;
3934 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3935 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3936 }
3937
3938 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3939 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3940 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3941 } // else no signif. motion
3942
3943 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3944 // Bank section tba
3945 // Deflection section tba
3946 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3947
3948
3949 /* // Rotation Axis Disables:
3950 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3951 {
3952 if (m_angularEnable.X == 0)
3953 angObjectVel.X = 0f;
3954 if (m_angularEnable.Y == 0)
3955 angObjectVel.Y = 0f;
3956 if (m_angularEnable.Z == 0)
3957 angObjectVel.Z = 0f;
3958 }
3959 */
3960 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3961
3962 // Vertical attractor section
3963 Vector3 vertattr = Vector3.Zero;
3964
3965 if (m_verticalAttractionTimescale < 300)
3966 {
3967 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3968 // make a vector pointing up
3969 Vector3 verterr = Vector3.Zero;
3970 verterr.Z = 1.0f;
3971 // rotate it to Body Angle
3972 verterr = verterr * rotq;
3973 // 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.
3974 // 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
3975 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3976
3977 if (verterr.Z < 0.0f)
3978 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3979 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3980 //Console.WriteLine("InvertFlip");
3981 verterr.X = 2.0f - verterr.X;
3982 verterr.Y = 2.0f - verterr.Y;
3983 }
3984 verterr *= 0.5f;
3985 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3986 Vector3 xyav = angObjectVel;
3987 xyav.Z = 0.0f;
3988 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3989 {
3990 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3991 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3992 vertattr.X = verterr.Y;
3993 vertattr.Y = -verterr.X;
3994 vertattr.Z = 0f;
3995 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3996
3997 // scaling appears better usingsquare-law
3998 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3999 float bounce = 1.0f - damped;
4000 // 0 = crit damp, 1 = bouncy
4001 float oavz = angObjectVel.Z; // retain z velocity
4002 // time-scaled correction, which sums, therefore is bouncy:
4003 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
4004 // damped, good @ < 90:
4005 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
4006 angObjectVel.Z = oavz;
4007 //if(frcount == 0) Console.WriteLine("VA+");
4008 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
4009 }
4010 else
4011 {
4012 // else error is very small
4013 angObjectVel.X = 0f;
4014 angObjectVel.Y = 0f;
4015 //if(frcount == 0) Console.WriteLine("VA0");
4016 }
4017 } // else vertical attractor is off
4018 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
4019
4020
4021 m_lastAngularVelocity = angObjectVel;
4022 // apply Angular Velocity to body
4023 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
4024 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
4025
4026 } // end VEHICLES
4027 else
4028 {
4029 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
4030
4031 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
4032
4033 /// Dynamics Buoyancy
4034 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
4035 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
4036 // NB Prims in ODE are no subject to global gravity
4037 // This should only affect gravity operations
4038
4039 float m_mass = CalculateMass();
4040 // calculate z-force due togravity on object.
4041 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
4042 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
4043 {
4044 fz = 0; // llMoveToTarget ignores gravity.
4045 // it also ignores mass of object, and any physical resting on it.
4046 // Vector3 m_PIDTarget is where we are going
4047 // float m_PIDTau is time to get there
4048 fx = 0;
4049 fy = 0;
4050 d.Vector3 pos = d.BodyGetPosition(Body);
4051 Vector3 error = new Vector3(
4052 (m_PIDTarget.X - pos.X),
4053 (m_PIDTarget.Y - pos.Y),
4054 (m_PIDTarget.Z - pos.Z));
4055 if (error.ApproxEquals(Vector3.Zero, 0.01f))
4056 { // Very close, Jump there and quit move
4057
4058 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
4059 _target_velocity = Vector3.Zero;
4060 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
4061 d.BodySetForce(Body, 0f, 0f, 0f);
4062 }
4063 else
4064 {
4065 float scale = 50.0f * timestep / m_PIDTau;
4066 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
4067 {
4068 // Nearby, quit update of velocity
4069 }
4070 else
4071 { // Far, calc damped velocity
4072 _target_velocity = error * scale;
4073 }
4074 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
4075 }
4076 } // end PID MoveToTarget
4077
4078
4079 /// Dynamics Hover ===================================================================================
4080 // Hover PID Controller can only run if the PIDcontroller is not in use.
4081 if (m_useHoverPID && !m_usePID)
4082 {
4083 //Console.WriteLine("Hover " + m_primName);
4084
4085 // If we're using the PID controller, then we have no gravity
4086 fz = (-1 * _parent_scene.gravityz) * m_mass;
4087
4088 // no lock; for now it's only called from within Simulate()
4089
4090 // If the PID Controller isn't active then we set our force
4091 // calculating base velocity to the current position
4092
4093 if ((m_PIDTau < 1))
4094 {
4095 PID_G = PID_G / m_PIDTau;
4096 }
4097
4098 if ((PID_G - m_PIDTau) <= 0)
4099 {
4100 PID_G = m_PIDTau + 1;
4101 }
4102
4103
4104 // Where are we, and where are we headed?
4105 d.Vector3 pos = d.BodyGetPosition(Body);
4106 // d.Vector3 vel = d.BodyGetLinearVel(Body);
4107
4108
4109 // Non-Vehicles have a limited set of Hover options.
4110 // determine what our target height really is based on HoverType
4111 switch (m_PIDHoverType)
4112 {
4113 case PIDHoverType.Ground:
4114 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
4115 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
4116 break;
4117 case PIDHoverType.GroundAndWater:
4118 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
4119 m_waterHeight = _parent_scene.GetWaterLevel();
4120 if (m_groundHeight > m_waterHeight)
4121 {
4122 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
4123 }
4124 else
4125 {
4126 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
4127 }
4128 break;
4129
4130 } // end switch (m_PIDHoverType)
4131
4132
4133 _target_velocity =
4134 new Vector3(0.0f, 0.0f,
4135 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
4136 );
4137
4138 // if velocity is zero, use position control; otherwise, velocity control
4139
4140 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
4141 {
4142 // keep track of where we stopped. No more slippin' & slidin'
4143
4144 // We only want to deactivate the PID Controller if we think we want to have our surrogate
4145 // react to the physics scene by moving it's position.
4146 // Avatar to Avatar collisions
4147 // Prim to avatar collisions
4148 d.Vector3 dlinvel = vel;
4149 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
4150 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
4151 d.BodyAddForce(Body, 0, 0, fz);
4152 //KF this prevents furthur motions return;
4153 }
4154 else
4155 {
4156 _zeroFlag = false;
4157
4158 // We're flying and colliding with something
4159 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
4160 }
4161 } // end m_useHoverPID && !m_usePID
4162
4163
4164 /// Dynamics Apply Forces ===================================================================================
4165 fx *= m_mass;
4166 fy *= m_mass;
4167 //fz *= m_mass;
4168 fx += m_force.X;
4169 fy += m_force.Y;
4170 fz += m_force.Z;
4171
4172 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
4173 if (fx != 0 || fy != 0 || fz != 0)
4174 {
4175 //m_taintdisable = true;
4176 //base.RaiseOutOfBounds(Position);
4177 //d.BodySetLinearVel(Body, fx, fy, 0f);
4178 if (!d.BodyIsEnabled(Body))
4179 {
4180 // A physical body at rest on a surface will auto-disable after a while,
4181 // this appears to re-enable it incase the surface it is upon vanishes,
4182 // and the body should fall again.
4183 d.BodySetLinearVel(Body, 0f, 0f, 0f);
4184 d.BodySetForce(Body, 0f, 0f, 0f);
4185 enableBodySoft();
4186 }
4187
4188 // 35x10 = 350n times the mass per second applied maximum.
4189 float nmax = 35f * m_mass;
4190 float nmin = -35f * m_mass;
4191
4192
4193 if (fx > nmax)
4194 fx = nmax;
4195 if (fx < nmin)
4196 fx = nmin;
4197 if (fy > nmax)
4198 fy = nmax;
4199 if (fy < nmin)
4200 fy = nmin;
4201 d.BodyAddForce(Body, fx, fy, fz);
4202 } // end apply forces
4203 } // end Vehicle/Dynamics
4204
4205 /// RotLookAt / LookAt =================================================================================
4206 if (m_useAPID)
4207 {
4208 // RotLookAt, apparently overrides all other rotation sources. Inputs:
4209 // Quaternion m_APIDTarget
4210 // float m_APIDStrength // From SL experiments, this is the time to get there
4211 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
4212 // Also in SL the mass of the object has no effect on time to get there.
4213 // Factors:
4214 // get present body rotation
4215 float limit = 1.0f;
4216 float rscaler = 50f; // adjusts rotation damping time
4217 float lscaler = 10f; // adjusts linear damping time in llLookAt
4218 float RLAservo = 0f;
4219 Vector3 diff_axis;
4220 float diff_angle;
4221 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
4222 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
4223 Quaternion rtarget = new Quaternion();
4224
4225 if (m_APIDTarget.W == -99.9f)
4226 {
4227 // this is really a llLookAt(), x,y,z is the target vector
4228 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
4229 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
4230 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
4231 float twopi = 2.0f * (float)Math.PI;
4232 Vector3 dir = target - _position;
4233 dir.Normalize();
4234 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
4235 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
4236 float terot = (float)Math.Atan2(dir.Z, txy);
4237 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
4238 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
4239 float oerot = (float)Math.Atan2(ospin.Z, oxy);
4240 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
4241 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
4242 float roll = (float)Math.Atan2(ra, rb);
4243 float errorz = tzrot - ozrot;
4244 if (errorz > (float)Math.PI) errorz -= twopi;
4245 else if (errorz < -(float)Math.PI) errorz += twopi;
4246 float errory = oerot - terot;
4247 if (errory > (float)Math.PI) errory -= twopi;
4248 else if (errory < -(float)Math.PI) errory += twopi;
4249 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
4250 if (diff_angle > 0.01f * m_APIDdamper)
4251 {
4252 m_APIDdamper = 1.0f;
4253 RLAservo = timestep / m_APIDStrength * rscaler;
4254 errorz *= RLAservo;
4255 errory *= RLAservo;
4256 error.X = -roll * 8.0f;
4257 error.Y = errory;
4258 error.Z = errorz;
4259 error *= rotq;
4260 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4261 }
4262 else
4263 {
4264 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4265 m_APIDdamper = 2.0f;
4266 }
4267 }
4268 else
4269 {
4270 // this is a llRotLookAt()
4271 rtarget = m_APIDTarget;
4272
4273 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4274 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4275 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4276
4277 // diff_axis.Normalize(); it already is!
4278 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4279 {
4280 m_APIDdamper = 1.0f;
4281 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4282 rotforce = rotforce * rotq;
4283 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4284 RLAservo = timestep / m_APIDStrength * lscaler;
4285 rotforce = rotforce * RLAservo * diff_angle;
4286 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4287 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4288 }
4289 else
4290 { // close enough
4291 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4292 m_APIDdamper = 2.0f;
4293 }
4294 } // end llLookAt/llRotLookAt
4295 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4296 } // end m_useAPID
4297 } // end root prims
4298 } // end Move()
4299 } // end class
4300}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..712029e
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,384 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 try
113 {
114 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
115 RayCast(reqs[i]); // if there isn't anyone to send results
116 }
117 catch
118 {
119 //Fail silently
120 //This can genuinely happen because raycast requests are queued, and the actor may have
121 //been removed from the scene since it was queued
122 }
123 }
124 /*
125 foreach (ODERayCastRequest req in m_PendingRequests)
126 {
127 if (req.callbackMethod != null) // quick optimization here, don't raycast
128 RayCast(req); // if there isn't anyone to send results to
129
130 }
131 */
132 m_PendingRequests.Clear();
133 }
134 }
135
136 lock (m_contactResults)
137 m_contactResults.Clear();
138
139 return System.Environment.TickCount - time;
140 }
141
142 /// <summary>
143 /// Method that actually initiates the raycast
144 /// </summary>
145 /// <param name="req"></param>
146 private void RayCast(ODERayCastRequest req)
147 {
148 // Create the ray
149 IntPtr ray = d.CreateRay(m_scene.space, req.length);
150 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
151
152 // Collide test
153 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
154
155 // Remove Ray
156 d.GeomDestroy(ray);
157
158
159 // Define default results
160 bool hitYN = false;
161 uint hitConsumerID = 0;
162 float distance = 999999999999f;
163 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
164 Vector3 snormal = Vector3.Zero;
165
166 // Find closest contact and object.
167 lock (m_contactResults)
168 {
169 foreach (ContactResult cResult in m_contactResults)
170 {
171 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
172 {
173 closestcontact = cResult.Pos;
174 hitConsumerID = cResult.ConsumerID;
175 distance = cResult.Depth;
176 hitYN = true;
177 snormal = cResult.Normal;
178 }
179 }
180
181 m_contactResults.Clear();
182 }
183
184 // Return results
185 if (req.callbackMethod != null)
186 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
187 }
188
189 // This is the standard Near. Uses space AABBs to speed up detection.
190 private void near(IntPtr space, IntPtr g1, IntPtr g2)
191 {
192
193 //Don't test against heightfield Geom, or you'll be sorry!
194
195 /*
196 terminate called after throwing an instance of 'std::bad_alloc'
197 what(): std::bad_alloc
198 Stacktrace:
199
200 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
201 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
202 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
203 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
204 fffff>
205 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
206 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
207 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
208 0x00114>
209 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
210 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
211 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
212 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
213 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
214 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
215
216 Native stacktrace:
217
218 mono [0x80d2a42]
219 [0xb7f5840c]
220 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
221 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
222 /usr/lib/libstdc++.so.6 [0xb45fa865]
223 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
224 /usr/lib/libstdc++.so.6 [0xb45fa9da]
225 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
226 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
227 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
228 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
229 libode.so(dCollide+0x102) [0xb46571b2]
230 [0x95cfdec9]
231 [0x8ea07fe1]
232 [0xab260146]
233 libode.so [0xb465a5c4]
234 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
235 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
236 [0x95cf978e]
237 [0x8ea07945]
238 [0x95cf2bbc]
239 [0xab2787e7]
240 [0xab419fb3]
241 [0xab416657]
242 [0xab415bda]
243 [0xb609b08e]
244 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
245 mono [0x81a2f0f]
246 mono [0x81d28b6]
247 mono [0x81ea2c6]
248 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
249 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
250 */
251
252 // Exclude heightfield geom
253
254 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
255 return;
256 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
257 return;
258
259 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
260 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
261 {
262 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
263 return;
264
265 // Separating static prim geometry spaces.
266 // We'll be calling near recursivly if one
267 // of them is a space to find all of the
268 // contact points in the space
269 try
270 {
271 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
272 }
273 catch (AccessViolationException)
274 {
275 m_log.Warn("[PHYSICS]: Unable to collide test a space");
276 return;
277 }
278 //Colliding a space or a geom with a space or a geom. so drill down
279
280 //Collide all geoms in each space..
281 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
282 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
283 return;
284 }
285
286 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
287 return;
288
289 int count = 0;
290 try
291 {
292
293 if (g1 == g2)
294 return; // Can't collide with yourself
295
296 lock (contacts)
297 {
298 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
299 }
300 }
301 catch (SEHException)
302 {
303 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
304 }
305 catch (Exception e)
306 {
307 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
308 return;
309 }
310
311 PhysicsActor p1 = null;
312 PhysicsActor p2 = null;
313
314 if (g1 != IntPtr.Zero)
315 m_scene.actor_name_map.TryGetValue(g1, out p1);
316
317 if (g2 != IntPtr.Zero)
318 m_scene.actor_name_map.TryGetValue(g1, out p2);
319
320 // Loop over contacts, build results.
321 for (int i = 0; i < count; i++)
322 {
323 if (p1 != null) {
324 if (p1 is OdePrim)
325 {
326 ContactResult collisionresult = new ContactResult();
327
328 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
329 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
330 collisionresult.Depth = contacts[i].depth;
331 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
332 contacts[i].normal.Z);
333 lock (m_contactResults)
334 m_contactResults.Add(collisionresult);
335 }
336 }
337
338 if (p2 != null)
339 {
340 if (p2 is OdePrim)
341 {
342 ContactResult collisionresult = new ContactResult();
343
344 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
345 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
346 collisionresult.Depth = contacts[i].depth;
347 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
348 contacts[i].normal.Z);
349
350 lock (m_contactResults)
351 m_contactResults.Add(collisionresult);
352 }
353 }
354
355
356 }
357
358 }
359
360 /// <summary>
361 /// Dereference the creator scene so that it can be garbage collected if needed.
362 /// </summary>
363 internal void Dispose()
364 {
365 m_scene = null;
366 }
367 }
368
369 public struct ODERayCastRequest
370 {
371 public Vector3 Origin;
372 public Vector3 Normal;
373 public float length;
374 public RaycastCallback callbackMethod;
375 }
376
377 public struct ContactResult
378 {
379 public Vector3 Pos;
380 public float Depth;
381 public uint ConsumerID;
382 public Vector3 Normal;
383 }
384}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
new file mode 100644
index 0000000..b4a3c48
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -0,0 +1,48 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using OpenMetaverse;
30using Ode.NET;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenSim.Region.Physics.OdePlugin;
34
35namespace OpenSim.Region.Physics.OdePlugin
36{
37 class OdePhysicsJoint : PhysicsJoint
38 {
39 public override bool IsInPhysicsEngine
40 {
41 get
42 {
43 return (jointID != IntPtr.Zero);
44 }
45 }
46 public IntPtr jointID;
47 }
48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..61fb2d0
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3871 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227 public float geomRegionFence = 0.0f;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact ContactCopy; // local copy that can be modified
268 private d.Contact TerrainContact;
269 private d.Contact AvatarStaticprimContact; // was 'contact'
270 private d.Contact AvatarMovementprimContact;
271 private d.Contact AvatarMovementTerrainContact;
272 private d.Contact WaterContact;
273 private d.Contact[,] m_materialContacts;
274
275//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
276//Ckrinke private int m_randomizeWater = 200;
277 private int m_physicsiterations = 10;
278 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
279 private readonly PhysicsActor PANull = new NullPhysicsActor();
280 private float step_time = 0.0f;
281//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
282//Ckrinke private int ms = 0;
283 public IntPtr world;
284 //private bool returncollisions = false;
285 // private uint obj1LocalID = 0;
286 private uint obj2LocalID = 0;
287 //private int ctype = 0;
288 private OdeCharacter cc1;
289 private OdePrim cp1;
290 private OdeCharacter cc2;
291 private OdePrim cp2;
292 //private int cStartStop = 0;
293 //private string cDictKey = "";
294
295 public IntPtr space;
296
297 //private IntPtr tmpSpace;
298 // split static geometry collision handling into spaces of 30 meters
299 public IntPtr[,] staticPrimspace;
300
301 public Object OdeLock;
302
303 public IMesher mesher;
304
305 private IConfigSource m_config;
306
307 public bool physics_logging = false;
308 public int physics_logging_interval = 0;
309 public bool physics_logging_append_existing_logfile = false;
310
311 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
312 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
313
314 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
315 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
316 // TODO: unused: private uint heightmapWidthSamples;
317 // TODO: unused: private uint heightmapHeightSamples;
318
319 private volatile int m_global_contactcount = 0;
320
321 private Vector3 m_worldOffset = Vector3.Zero;
322 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
323 private PhysicsScene m_parentScene = null;
324
325 private ODERayCastRequestManager m_rayCastManager;
326
327 /// <summary>
328 /// Initiailizes the scene
329 /// Sets many properties that ODE requires to be stable
330 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
331 /// </summary>
332 public OdeScene(CollisionLocker dode, string sceneIdentifier)
333 {
334 m_log
335 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
336
337 OdeLock = new Object();
338 ode = dode;
339 nearCallback = near;
340 triCallback = TriCallback;
341 triArrayCallback = TriArrayCallback;
342 m_rayCastManager = new ODERayCastRequestManager(this);
343 lock (OdeLock)
344 {
345 // Create the world and the first space
346 world = d.WorldCreate();
347 space = d.HashSpaceCreate(IntPtr.Zero);
348
349
350 contactgroup = d.JointGroupCreate(0);
351 //contactgroup
352
353 d.WorldSetAutoDisableFlag(world, false);
354 #if USE_DRAWSTUFF
355
356 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
357 viewthread.Start();
358 #endif
359 }
360
361
362 _watermap = new float[258 * 258];
363
364 // Zero out the prim spaces array (we split our space into smaller spaces so
365 // we can hit test less.
366 }
367
368#if USE_DRAWSTUFF
369 public void startvisualization(object o)
370 {
371 ds.Functions fn;
372 fn.version = ds.VERSION;
373 fn.start = new ds.CallbackFunction(start);
374 fn.step = new ds.CallbackFunction(step);
375 fn.command = new ds.CallbackFunction(command);
376 fn.stop = null;
377 fn.path_to_textures = "./textures";
378 string[] args = new string[0];
379 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
380 }
381#endif
382
383 // Initialize the mesh plugin
384 public override void Initialise(IMesher meshmerizer, IConfigSource config)
385 {
386 mesher = meshmerizer;
387 m_config = config;
388 // Defaults
389
390 if (Environment.OSVersion.Platform == PlatformID.Unix)
391 {
392 avPIDD = 3200.0f;
393 avPIDP = 1400.0f;
394 avStandupTensor = 2000000f;
395 }
396 else
397 {
398 avPIDD = 2200.0f;
399 avPIDP = 900.0f;
400 avStandupTensor = 550000f;
401 }
402
403 int contactsPerCollision = 80;
404
405 if (m_config != null)
406 {
407 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
408 if (physicsconfig != null)
409 {
410 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
411 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
412 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
413
414 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
415 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
416
417 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
418 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
419 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
420
421 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
422
423 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
424 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
425 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
426
427 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
428 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
429 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
430
431 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
432 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
433
434 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
435 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
436
437 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
438 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
439
440 avDensity = physicsconfig.GetFloat("av_density", 80f);
441 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
442 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
443 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
444 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
445 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
446
447 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
448
449 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
450 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
451 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
452 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
453
454 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
455 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
456
457 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
458 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
459
460 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
461 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
462 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
463 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
464 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
465
466 if (Environment.OSVersion.Platform == PlatformID.Unix)
467 {
468 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
469 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
470 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
471 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
472 }
473 else
474 {
475 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
476 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
477 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
478 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
479 }
480
481 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
482 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
483 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
484
485 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
486 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
487 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
488 }
489 }
490
491 contacts = new d.ContactGeom[contactsPerCollision];
492
493 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
494
495 // Avatar static on a Prim parameters
496 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
497 AvatarStaticprimContact.surface.mu = 255.0f;
498 AvatarStaticprimContact.surface.bounce = 0.0f;
499 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
500 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
501
502 // Avatar moving on a Prim parameters
503 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
504 AvatarMovementprimContact.surface.mu = 255.0f;
505 AvatarMovementprimContact.surface.bounce = 0.0f;
506 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
507 AvatarMovementprimContact.surface.soft_erp = 0.3f;
508
509 // Static Avatar on Terrain parameters
510 // Keeps Avatar in place better
511 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
512 TerrainContact.surface.mu = 255.0f;
513 TerrainContact.surface.bounce = 0.0f;
514 TerrainContact.surface.soft_cfm = 0.0f;
515 TerrainContact.surface.soft_erp = 0.05f;
516
517 // Moving Avatar on Terrain parameters
518 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
519 AvatarMovementTerrainContact.surface.mu = 75f;
520 AvatarMovementTerrainContact.surface.bounce = 0.0f;
521 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
522 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
523
524 // Avatar or prim the the water, this may not be used, possibly water is same as air?
525 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
526 WaterContact.surface.mu = 0.0f; // No friction
527 WaterContact.surface.bounce = 0.0f; // No bounce
528 WaterContact.surface.soft_cfm = 0.010f;
529 WaterContact.surface.soft_erp = 0.010f;
530
531
532 // Prim static or moving on a prim, depends on material type
533 m_materialContacts = new d.Contact[7,2];
534 // V 1 = Sliding; 0 = static or fell onto
535 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
536 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
537 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
538 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
539 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
540 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
541
542 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
543 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
544 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
545 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
546 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
547 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
548
549 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
550 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
551 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
552 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
553 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
554 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
555
556 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
557 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
558 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
559 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
560 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
561 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
562
563 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
564 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
565 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
566 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
567 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
568 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
569
570 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
571 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
572 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
573 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
574 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
575 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
576
577 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
578 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
579 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
580 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
581 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
582 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
583
584 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
585 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
586 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
587 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
588 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
589 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
590
591 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
592 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
593 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
594 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
595 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
596 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
597
598 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
599 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
600 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
601 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
602 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
603 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
604
605 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
606 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
607 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
608 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
609 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
610 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
611
612 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
613 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
614 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
615 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
616 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
617 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
618
619 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
620 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
621 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
622 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
623 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
624 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
625
626 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
627 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
628 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
629 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
630 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
631 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
632
633 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
634
635 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
636
637 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
638 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
639
640
641 d.WorldSetLinearDampingThreshold(world, 256f);
642 d.WorldSetLinearDamping(world, 256f);
643// d.WorldSetLinearDampingThreshold(world, 0.01f);
644// d.WorldSetLinearDamping(world, 0.1f);
645 d.WorldSetAngularDampingThreshold(world, 256f);
646 d.WorldSetAngularDamping(world, 256f);
647 d.WorldSetMaxAngularSpeed(world, 256f);
648
649 // Set how many steps we go without running collision testing
650 // This is in addition to the step size.
651 // Essentially Steps * m_physicsiterations
652 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
653 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
654
655
656
657 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
658 {
659 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
660 {
661 staticPrimspace[i, j] = IntPtr.Zero;
662 }
663 }
664 }
665
666 internal void waitForSpaceUnlock(IntPtr space)
667 {
668 //if (space != IntPtr.Zero)
669 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
670 }
671
672 /// <summary>
673 /// Debug space message for printing the space that a prim/avatar is in.
674 /// </summary>
675 /// <param name="pos"></param>
676 /// <returns>Returns which split up space the given position is in.</returns>
677 public string whichspaceamIin(Vector3 pos)
678 {
679 return calculateSpaceForGeom(pos).ToString();
680 }
681
682 #region Collision Detection
683
684 /// <summary>
685 /// This is our near callback. A geometry is near a body
686 /// </summary>
687 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
688 /// <param name="g1">a geometry or space</param>
689 /// <param name="g2">another geometry or space</param>
690 private void near(IntPtr space, IntPtr g1, IntPtr g2)
691 {
692 // no lock here! It's invoked from within Simulate(), which is thread-locked
693
694 // Test if we're colliding a geom with a space.
695 // If so we have to drill down into the space recursively
696//Console.WriteLine("near -----------"); //##
697 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
698 {
699 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
700 return;
701
702 // Separating static prim geometry spaces.
703 // We'll be calling near recursivly if one
704 // of them is a space to find all of the
705 // contact points in the space
706 try
707 {
708 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
709 }
710 catch (AccessViolationException)
711 {
712 m_log.Warn("[PHYSICS]: Unable to collide test a space");
713 return;
714 }
715 //Colliding a space or a geom with a space or a geom. so drill down
716
717 //Collide all geoms in each space..
718 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
719 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
720 return;
721 }
722
723 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
724 return;
725
726 IntPtr b1 = d.GeomGetBody(g1);
727 IntPtr b2 = d.GeomGetBody(g2);
728
729 // d.GeomClassID id = d.GeomGetClass(g1);
730
731 String name1 = null;
732 String name2 = null;
733
734 if (!geom_name_map.TryGetValue(g1, out name1))
735 {
736 name1 = "null";
737 }
738 if (!geom_name_map.TryGetValue(g2, out name2))
739 {
740 name2 = "null";
741 }
742
743 //if (id == d.GeomClassId.TriMeshClass)
744 //{
745 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
746 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
747 //}
748
749 // Figure out how many contact points we have
750 int count = 0;
751 try
752 {
753 // Colliding Geom To Geom
754 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
755
756 if (g1 == g2)
757 return; // Can't collide with yourself
758
759 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
760 return;
761
762 lock (contacts)
763 {
764 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
765 if (count > contacts.Length)
766 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
767 }
768 }
769 catch (SEHException)
770 {
771 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
772 ode.drelease(world);
773 base.TriggerPhysicsBasedRestart();
774 }
775 catch (Exception e)
776 {
777 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
778 return;
779 }
780
781 PhysicsActor p1;
782 PhysicsActor p2;
783
784 if (!actor_name_map.TryGetValue(g1, out p1))
785 {
786 p1 = PANull;
787 }
788
789 if (!actor_name_map.TryGetValue(g2, out p2))
790 {
791 p2 = PANull;
792 }
793
794 ContactPoint maxDepthContact = new ContactPoint();
795 if (p1.CollisionScore + count >= float.MaxValue)
796 p1.CollisionScore = 0;
797 p1.CollisionScore += count;
798
799 if (p2.CollisionScore + count >= float.MaxValue)
800 p2.CollisionScore = 0;
801 p2.CollisionScore += count;
802 for (int i = 0; i < count; i++)
803 {
804 d.ContactGeom curContact = contacts[i];
805
806 if (curContact.depth > maxDepthContact.PenetrationDepth)
807 {
808 maxDepthContact = new ContactPoint(
809 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
810 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
811 curContact.depth
812 );
813 }
814
815 //m_log.Warn("[CCOUNT]: " + count);
816 IntPtr joint;
817 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
818 // allows us to have different settings
819
820 // We only need to test p2 for 'jump crouch purposes'
821 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
822 {
823 // Testing if the collision is at the feet of the avatar
824
825 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
826//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
827//#@ p2.IsColliding = true;
828 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
829 p2.IsColliding = true; //##
830 }else{
831
832 } //##
833 }
834 else
835 {
836 p2.IsColliding = true;
837 }
838
839 //if ((framecount % m_returncollisions) == 0)
840
841 switch (p1.PhysicsActorType)
842 {
843 case (int)ActorTypes.Agent:
844 p2.CollidingObj = true;
845 break;
846 case (int)ActorTypes.Prim:
847 if (p2.Velocity.LengthSquared() > 0.0f)
848 p2.CollidingObj = true;
849 break;
850 case (int)ActorTypes.Unknown:
851 p2.CollidingGround = true;
852 break;
853 default:
854 p2.CollidingGround = true;
855 break;
856 }
857
858 // we don't want prim or avatar to explode
859
860 #region InterPenetration Handling - Unintended physics explosions
861# region disabled code1
862
863 if (curContact.depth >= 0.08f)
864 {
865 //This is disabled at the moment only because it needs more tweaking
866 //It will eventually be uncommented
867 /*
868 if (AvatarStaticprimContact.depth >= 1.00f)
869 {
870 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
871 }
872
873 //If you interpenetrate a prim with an agent
874 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
875 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
876 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
877 p2.PhysicsActorType == (int) ActorTypes.Prim))
878 {
879
880 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
881 /*
882 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
883 {
884 p2.CollidingObj = true;
885 AvatarStaticprimContact.depth = 0.003f;
886 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
887 OdeCharacter character = (OdeCharacter) p2;
888 character.SetPidStatus(true);
889 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
890
891 }
892 else
893 {
894
895 //AvatarStaticprimContact.depth = 0.0000000f;
896 }
897 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
898 {
899
900 p1.CollidingObj = true;
901 AvatarStaticprimContact.depth = 0.003f;
902 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
903 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
904 OdeCharacter character = (OdeCharacter)p1;
905 character.SetPidStatus(true);
906 }
907 else
908 {
909
910 //AvatarStaticprimContact.depth = 0.0000000f;
911 }
912
913
914
915 }
916*/
917 // If you interpenetrate a prim with another prim
918 /*
919 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
920 {
921 #region disabledcode2
922 //OdePrim op1 = (OdePrim)p1;
923 //OdePrim op2 = (OdePrim)p2;
924 //op1.m_collisionscore++;
925 //op2.m_collisionscore++;
926
927 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
928 //{
929 //op1.m_taintdisable = true;
930 //AddPhysicsActorTaint(p1);
931 //op2.m_taintdisable = true;
932 //AddPhysicsActorTaint(p2);
933 //}
934
935 //if (AvatarStaticprimContact.depth >= 0.25f)
936 //{
937 // Don't collide, one or both prim will expld.
938
939 //op1.m_interpenetrationcount++;
940 //op2.m_interpenetrationcount++;
941 //interpenetrations_before_disable = 200;
942 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
943 //{
944 //op1.m_taintdisable = true;
945 //AddPhysicsActorTaint(p1);
946 //}
947 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
948 //{
949 // op2.m_taintdisable = true;
950 //AddPhysicsActorTaint(p2);
951 //}
952
953 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
954 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
955 //}
956 //if (op1.m_disabled || op2.m_disabled)
957 //{
958 //Manually disabled objects stay disabled
959 //AvatarStaticprimContact.depth = 0f;
960 //}
961 #endregion
962 }
963 */
964#endregion
965 if (curContact.depth >= 1.00f)
966 {
967 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
968 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
969 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
970 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
971 p2.PhysicsActorType == (int) ActorTypes.Unknown))
972 {
973 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
974 {
975 if (p2 is OdeCharacter)
976 {
977 OdeCharacter character = (OdeCharacter) p2;
978
979 //p2.CollidingObj = true;
980 curContact.depth = 0.00000003f;
981 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
982 curContact.pos =
983 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
984 curContact.pos.Y + (p1.Size.Y/2),
985 curContact.pos.Z + (p1.Size.Z/2));
986 character.SetPidStatus(true);
987 }
988 }
989
990
991 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
992 {
993 if (p1 is OdeCharacter)
994 {
995 OdeCharacter character = (OdeCharacter) p1;
996
997 //p2.CollidingObj = true;
998 curContact.depth = 0.00000003f;
999 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1000 curContact.pos =
1001 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1002 curContact.pos.Y + (p1.Size.Y/2),
1003 curContact.pos.Z + (p1.Size.Z/2));
1004 character.SetPidStatus(true);
1005 }
1006 }
1007 }
1008 }
1009 }
1010
1011 #endregion
1012
1013 // Logic for collision handling
1014 // Note, that if *all* contacts are skipped (VolumeDetect)
1015 // The prim still detects (and forwards) collision events but
1016 // appears to be phantom for the world
1017 Boolean skipThisContact = false;
1018
1019 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1020 skipThisContact = true; // No collision on volume detect prims
1021
1022 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && curContact.depth < 0f)
1026 skipThisContact = true;
1027
1028 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1029 skipThisContact = true;
1030
1031 const int maxContactsbeforedeath = 4000;
1032 joint = IntPtr.Zero;
1033
1034 if (!skipThisContact)
1035 {
1036 // Add contact joints with materials params----------------------------------
1037 // p1 is what is being hit, p2 is the physical object doing the hitting
1038 int material = (int) Material.Wood;
1039 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1040 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1041
1042 // If we're colliding against terrain
1043 if (name1 == "Terrain" || name2 == "Terrain")
1044 {
1045 // If we're moving
1046 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1047 {
1048 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1049 AvatarMovementTerrainContact.geom = curContact;
1050 _perloopContact.Add(curContact);
1051 if (m_global_contactcount < maxContactsbeforedeath)
1052 {
1053 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1054 m_global_contactcount++;
1055 }
1056 }
1057 else
1058 {
1059 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1060 {
1061 //$ Av standing on terrain, Use the non moving Avata terrain contact
1062 TerrainContact.geom = curContact;
1063 _perloopContact.Add(curContact);
1064 if (m_global_contactcount < maxContactsbeforedeath)
1065 {
1066 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1067 m_global_contactcount++;
1068 }
1069 }
1070 else
1071 {
1072 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1073 {
1074 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1075 // int pj294950 = 0;
1076 // prim terrain contact
1077
1078 if (p2 is OdePrim)
1079 material = ((OdePrim)p2).m_material;
1080 //m_log.DebugFormat("Material: {0}", material);
1081 m_materialContacts[material, movintYN].geom = curContact;
1082 _perloopContact.Add(curContact);
1083
1084 if (m_global_contactcount < maxContactsbeforedeath)
1085 {
1086 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1087 m_global_contactcount++;
1088
1089 }
1090
1091 }
1092 else
1093 {
1094 //$ prim on terrain contact
1095 if (p2 is OdePrim)
1096 material = ((OdePrim)p2).m_material;
1097 //m_log.DebugFormat("Material: {0}", material);
1098 m_materialContacts[material, movintYN].geom = curContact;
1099 _perloopContact.Add(curContact);
1100
1101 ContactCopy = m_materialContacts[material, movintYN];
1102 if(movintYN == 1)
1103 {
1104 // prevent excessive slide on terrain
1105 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1106 }
1107
1108 if (m_global_contactcount < maxContactsbeforedeath)
1109 {
1110 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1111 m_global_contactcount++;
1112 }
1113 }
1114 }
1115 }
1116 }
1117 else if (name1 == "Water" || name2 == "Water")
1118 {
1119 //$ This never happens! Perhaps water is treated like air?
1120 /*
1121 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1122 {
1123 }
1124 else
1125 {
1126 }
1127 */
1128 //WaterContact.surface.soft_cfm = 0.0000f;
1129 //WaterContact.surface.soft_erp = 0.00000f;
1130 if (curContact.depth > 0.1f)
1131 {
1132 curContact.depth *= 52;
1133 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1134 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1135 }
1136 WaterContact.geom = curContact;
1137 _perloopContact.Add(curContact);
1138 if (m_global_contactcount < maxContactsbeforedeath)
1139 {
1140 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1141 m_global_contactcount++;
1142 }
1143 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1144 }
1145 else
1146 {
1147
1148 // no terrain and no water, we're colliding with prim or avatar
1149 // check if we're moving
1150 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1151 {
1152 //$ Avatar on Prim or other Avatar
1153 if (movintYN == 1)
1154 {
1155 // Use the AV Movement / prim contact
1156 AvatarMovementprimContact.geom = curContact;
1157 _perloopContact.Add(curContact);
1158 if (m_global_contactcount < maxContactsbeforedeath)
1159 {
1160 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1161 m_global_contactcount++;
1162 }
1163 }
1164 else
1165 {
1166 // Use the Av non movement / prim contact
1167 AvatarStaticprimContact.geom = curContact;
1168 _perloopContact.Add(curContact);
1169 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1170
1171 if (m_global_contactcount < maxContactsbeforedeath)
1172 {
1173 if (curContact.depth > 0.2)
1174 { // embedded, eject slowly
1175 ContactCopy.surface.soft_erp = 0.1f;
1176 ContactCopy.surface.soft_cfm = 0.1f;
1177 }
1178 else
1179 { // keep on the surface
1180 ContactCopy.surface.soft_erp = 0.3f;
1181 ContactCopy.surface.soft_cfm = 0.0f;
1182 }
1183 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1184 m_global_contactcount++;
1185 }
1186 }
1187 }
1188 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1189 {
1190 //$ Prim on Prim
1191 //p1.PhysicsActorType
1192
1193 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1194 //m_log.DebugFormat("Material: {0}", material);
1195
1196 m_materialContacts[material, movintYN].geom = curContact;
1197 _perloopContact.Add(curContact);
1198
1199 if (m_global_contactcount < maxContactsbeforedeath)
1200 {
1201 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1202 m_global_contactcount++;
1203 }
1204 }
1205 }
1206
1207 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1208 {
1209 d.JointAttach(joint, b1, b2);
1210 m_global_contactcount++;
1211 }
1212
1213 }
1214 collision_accounting_events(p1, p2, maxDepthContact);
1215 if (count > geomContactPointsStartthrottle)
1216 {
1217 // If there are more then 3 contact points, it's likely
1218 // that we've got a pile of objects, so ...
1219 // We don't want to send out hundreds of terse updates over and over again
1220 // so lets throttle them and send them again after it's somewhat sorted out.
1221 p2.ThrottleUpdates = true;
1222 }
1223 //m_log.Debug(count.ToString());
1224 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1225 } // end for i.. loop
1226 } // end near
1227
1228 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1229 {
1230 bool result = false;
1231 //return result;
1232 if (!m_filterCollisions)
1233 return false;
1234
1235 ActorTypes at = (ActorTypes)atype;
1236 lock (_perloopContact)
1237 {
1238 foreach (d.ContactGeom contact in _perloopContact)
1239 {
1240 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1241 //{
1242 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1243 if (at == ActorTypes.Agent)
1244 {
1245 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1246 {
1247
1248 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1249 {
1250 //contactGeom.depth *= .00005f;
1251 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1252 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1253 result = true;
1254 break;
1255 }
1256 else
1257 {
1258 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1259 }
1260 }
1261 else
1262 {
1263 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1264 //int i = 0;
1265 }
1266 }
1267 else if (at == ActorTypes.Prim)
1268 {
1269 //d.AABB aabb1 = new d.AABB();
1270 //d.AABB aabb2 = new d.AABB();
1271
1272 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1273 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1274 //aabb1.
1275 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1276 {
1277 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1278 {
1279 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1280 {
1281 result = true;
1282 break;
1283 }
1284 }
1285 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1286 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1287 }
1288
1289 }
1290
1291 //}
1292
1293 }
1294 }
1295 return result;
1296 }
1297
1298 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1299 {
1300 // obj1LocalID = 0;
1301 //returncollisions = false;
1302 obj2LocalID = 0;
1303 //ctype = 0;
1304 //cStartStop = 0;
1305 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1306 return;
1307
1308 switch ((ActorTypes)p2.PhysicsActorType)
1309 {
1310 case ActorTypes.Agent:
1311 cc2 = (OdeCharacter)p2;
1312
1313 // obj1LocalID = cc2.m_localID;
1314 switch ((ActorTypes)p1.PhysicsActorType)
1315 {
1316 case ActorTypes.Agent:
1317 cc1 = (OdeCharacter)p1;
1318 obj2LocalID = cc1.m_localID;
1319 cc1.AddCollisionEvent(cc2.m_localID, contact);
1320 //ctype = (int)CollisionCategories.Character;
1321
1322 //if (cc1.CollidingObj)
1323 //cStartStop = (int)StatusIndicators.Generic;
1324 //else
1325 //cStartStop = (int)StatusIndicators.Start;
1326
1327 //returncollisions = true;
1328 break;
1329 case ActorTypes.Prim:
1330 if (p1 is OdePrim)
1331 {
1332 cp1 = (OdePrim) p1;
1333 obj2LocalID = cp1.m_localID;
1334 cp1.AddCollisionEvent(cc2.m_localID, contact);
1335 }
1336 //ctype = (int)CollisionCategories.Geom;
1337
1338 //if (cp1.CollidingObj)
1339 //cStartStop = (int)StatusIndicators.Generic;
1340 //else
1341 //cStartStop = (int)StatusIndicators.Start;
1342
1343 //returncollisions = true;
1344 break;
1345
1346 case ActorTypes.Ground:
1347 case ActorTypes.Unknown:
1348 obj2LocalID = 0;
1349 //ctype = (int)CollisionCategories.Land;
1350 //returncollisions = true;
1351 break;
1352 }
1353
1354 cc2.AddCollisionEvent(obj2LocalID, contact);
1355 break;
1356 case ActorTypes.Prim:
1357
1358 if (p2 is OdePrim)
1359 {
1360 cp2 = (OdePrim) p2;
1361
1362 // obj1LocalID = cp2.m_localID;
1363 switch ((ActorTypes) p1.PhysicsActorType)
1364 {
1365 case ActorTypes.Agent:
1366 if (p1 is OdeCharacter)
1367 {
1368 cc1 = (OdeCharacter) p1;
1369 obj2LocalID = cc1.m_localID;
1370 cc1.AddCollisionEvent(cp2.m_localID, contact);
1371 //ctype = (int)CollisionCategories.Character;
1372
1373 //if (cc1.CollidingObj)
1374 //cStartStop = (int)StatusIndicators.Generic;
1375 //else
1376 //cStartStop = (int)StatusIndicators.Start;
1377 //returncollisions = true;
1378 }
1379 break;
1380 case ActorTypes.Prim:
1381
1382 if (p1 is OdePrim)
1383 {
1384 cp1 = (OdePrim) p1;
1385 obj2LocalID = cp1.m_localID;
1386 cp1.AddCollisionEvent(cp2.m_localID, contact);
1387 //ctype = (int)CollisionCategories.Geom;
1388
1389 //if (cp1.CollidingObj)
1390 //cStartStop = (int)StatusIndicators.Generic;
1391 //else
1392 //cStartStop = (int)StatusIndicators.Start;
1393
1394 //returncollisions = true;
1395 }
1396 break;
1397
1398 case ActorTypes.Ground:
1399 case ActorTypes.Unknown:
1400 obj2LocalID = 0;
1401 //ctype = (int)CollisionCategories.Land;
1402
1403 //returncollisions = true;
1404 break;
1405 }
1406
1407 cp2.AddCollisionEvent(obj2LocalID, contact);
1408 }
1409 break;
1410 }
1411 //if (returncollisions)
1412 //{
1413
1414 //lock (m_storedCollisions)
1415 //{
1416 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1417 //if (m_storedCollisions.ContainsKey(cDictKey))
1418 //{
1419 //sCollisionData objd = m_storedCollisions[cDictKey];
1420 //objd.NumberOfCollisions += 1;
1421 //objd.lastframe = framecount;
1422 //m_storedCollisions[cDictKey] = objd;
1423 //}
1424 //else
1425 //{
1426 //sCollisionData objd = new sCollisionData();
1427 //objd.ColliderLocalId = obj1LocalID;
1428 //objd.CollidedWithLocalId = obj2LocalID;
1429 //objd.CollisionType = ctype;
1430 //objd.NumberOfCollisions = 1;
1431 //objd.lastframe = framecount;
1432 //objd.StatusIndicator = cStartStop;
1433 //m_storedCollisions.Add(cDictKey, objd);
1434 //}
1435 //}
1436 // }
1437 }
1438
1439 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1440 {
1441 /* String name1 = null;
1442 String name2 = null;
1443
1444 if (!geom_name_map.TryGetValue(trimesh, out name1))
1445 {
1446 name1 = "null";
1447 }
1448 if (!geom_name_map.TryGetValue(refObject, out name2))
1449 {
1450 name2 = "null";
1451 }
1452
1453 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1454 */
1455 return 1;
1456 }
1457
1458 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1459 {
1460 String name1 = null;
1461 String name2 = null;
1462
1463 if (!geom_name_map.TryGetValue(trimesh, out name1))
1464 {
1465 name1 = "null";
1466 }
1467
1468 if (!geom_name_map.TryGetValue(refObject, out name2))
1469 {
1470 name2 = "null";
1471 }
1472
1473 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1474
1475 d.Vector3 v0 = new d.Vector3();
1476 d.Vector3 v1 = new d.Vector3();
1477 d.Vector3 v2 = new d.Vector3();
1478
1479 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1480 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1481
1482 return 1;
1483 }
1484
1485 /// <summary>
1486 /// This is our collision testing routine in ODE
1487 /// </summary>
1488 /// <param name="timeStep"></param>
1489 private void collision_optimized(float timeStep)
1490 {
1491 _perloopContact.Clear();
1492
1493 lock (_characters)
1494 {
1495 foreach (OdeCharacter chr in _characters)
1496 {
1497 // Reset the collision values to false
1498 // since we don't know if we're colliding yet
1499
1500 // For some reason this can happen. Don't ask...
1501 //
1502 if (chr == null)
1503 continue;
1504
1505 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1506 continue;
1507
1508 chr.IsColliding = false;
1509 chr.CollidingGround = false;
1510 chr.CollidingObj = false;
1511
1512 // test the avatar's geometry for collision with the space
1513 // This will return near and the space that they are the closest to
1514 // And we'll run this again against the avatar and the space segment
1515 // This will return with a bunch of possible objects in the space segment
1516 // and we'll run it again on all of them.
1517 try
1518 {
1519 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1520 }
1521 catch (AccessViolationException)
1522 {
1523 m_log.Warn("[PHYSICS]: Unable to space collide");
1524 }
1525 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1526 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1527 //{
1528 //chr.Position.Z = terrainheight + 10.0f;
1529 //forcedZ = true;
1530 //}
1531 }
1532 }
1533
1534 lock (_activeprims)
1535 {
1536 List<OdePrim> removeprims = null;
1537 foreach (OdePrim chr in _activeprims)
1538 {
1539 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
1540 {
1541 try
1542 {
1543 lock (chr)
1544 {
1545 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1546 {
1547 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1548 }
1549 else
1550 {
1551 if (removeprims == null)
1552 {
1553 removeprims = new List<OdePrim>();
1554 }
1555 removeprims.Add(chr);
1556 /// Commented this because it triggers on every bullet
1557 //m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1558 }
1559 }
1560 }
1561 catch (AccessViolationException)
1562 {
1563 m_log.Warn("[PHYSICS]: Unable to space collide");
1564 }
1565 }
1566 }
1567 if (removeprims != null)
1568 {
1569 foreach (OdePrim chr in removeprims)
1570 {
1571 _activeprims.Remove(chr);
1572 }
1573 }
1574 }
1575
1576 _perloopContact.Clear();
1577 }
1578
1579 #endregion
1580
1581 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1582 {
1583 m_worldOffset = offset;
1584 WorldExtents = new Vector2(extents.X, extents.Y);
1585 m_parentScene = pScene;
1586
1587 }
1588
1589 // Recovered for use by fly height. Kitto Flora
1590 public float GetTerrainHeightAtXY(float x, float y)
1591 {
1592
1593 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1594 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1595
1596 IntPtr heightFieldGeom = IntPtr.Zero;
1597
1598 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1599 {
1600 if (heightFieldGeom != IntPtr.Zero)
1601 {
1602 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1603 {
1604
1605 int index;
1606
1607
1608 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1609 (int)x < 0.001f || (int)y < 0.001f)
1610 return 0;
1611
1612 x = x - offsetX;
1613 y = y - offsetY;
1614
1615 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1616
1617 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1618 {
1619 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1620 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1621 }
1622
1623 else
1624 return 0f;
1625 }
1626 else
1627 {
1628 return 0f;
1629 }
1630
1631 }
1632 else
1633 {
1634 return 0f;
1635 }
1636
1637 }
1638 else
1639 {
1640 return 0f;
1641 }
1642
1643
1644 }
1645// End recovered. Kitto Flora
1646
1647 public void addCollisionEventReporting(PhysicsActor obj)
1648 {
1649 lock (_collisionEventPrim)
1650 {
1651 if (!_collisionEventPrim.Contains(obj))
1652 _collisionEventPrim.Add(obj);
1653 }
1654 }
1655
1656 public void remCollisionEventReporting(PhysicsActor obj)
1657 {
1658 lock (_collisionEventPrim)
1659 {
1660 if (!_collisionEventPrim.Contains(obj))
1661 _collisionEventPrim.Remove(obj);
1662 }
1663 }
1664
1665 #region Add/Remove Entities
1666
1667 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1668 {
1669 Vector3 pos;
1670 pos.X = position.X;
1671 pos.Y = position.Y;
1672 pos.Z = position.Z;
1673 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1674 newAv.Flying = isFlying;
1675 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1676
1677 return newAv;
1678 }
1679
1680 public void AddCharacter(OdeCharacter chr)
1681 {
1682 lock (_characters)
1683 {
1684 if (!_characters.Contains(chr))
1685 {
1686 _characters.Add(chr);
1687 if (chr.bad)
1688 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1689 }
1690 }
1691 }
1692
1693 public void RemoveCharacter(OdeCharacter chr)
1694 {
1695 lock (_characters)
1696 {
1697 if (_characters.Contains(chr))
1698 {
1699 _characters.Remove(chr);
1700 }
1701 }
1702 }
1703 public void BadCharacter(OdeCharacter chr)
1704 {
1705 lock (_badCharacter)
1706 {
1707 if (!_badCharacter.Contains(chr))
1708 _badCharacter.Add(chr);
1709 }
1710 }
1711
1712 public override void RemoveAvatar(PhysicsActor actor)
1713 {
1714 //m_log.Debug("[PHYSICS]:ODELOCK");
1715 ((OdeCharacter) actor).Destroy();
1716
1717 }
1718
1719 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1720 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localid)
1721 {
1722
1723 Vector3 pos = position;
1724 Vector3 siz = size;
1725 Quaternion rot = rotation;
1726
1727 OdePrim newPrim;
1728 lock (OdeLock)
1729 {
1730 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode, localid);
1731
1732 lock (_prims)
1733 _prims.Add(newPrim);
1734 }
1735
1736 return newPrim;
1737 }
1738
1739 private PhysicsActor AddPrim(String name, Vector3 position, PhysicsActor parent,
1740 PrimitiveBaseShape pbs, uint localid, byte[] sdata)
1741 {
1742 Vector3 pos = position;
1743
1744 OdePrim newPrim;
1745 lock (OdeLock)
1746 {
1747 newPrim = new OdePrim(name, this, pos, parent, pbs, ode, localid, sdata);
1748 lock (_prims)
1749 _prims.Add(newPrim);
1750 }
1751
1752 return newPrim;
1753 }
1754
1755
1756 public void addActivePrim(OdePrim activatePrim)
1757 {
1758 // adds active prim.. (ones that should be iterated over in collisions_optimized
1759 lock (_activeprims)
1760 {
1761 if (!_activeprims.Contains(activatePrim))
1762 _activeprims.Add(activatePrim);
1763 //else
1764 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1765 }
1766 }
1767
1768 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1769 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1770 {
1771 PhysicsActor result;
1772 IMesh mesh = null;
1773
1774 if (needsMeshing(pbs))
1775 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1776
1777 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
1778
1779 return result;
1780 }
1781
1782 public override PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
1783 uint localid, byte[] sdata)
1784 {
1785 PhysicsActor result;
1786
1787 result = AddPrim(primName, position, parent,
1788 pbs, localid, sdata);
1789
1790 return result;
1791 }
1792
1793 public override float TimeDilation
1794 {
1795 get { return m_timeDilation; }
1796 }
1797
1798 public override bool SupportsNINJAJoints
1799 {
1800 get { return m_NINJA_physics_joints_enabled; }
1801 }
1802
1803 // internal utility function: must be called within a lock (OdeLock)
1804 private void InternalAddActiveJoint(PhysicsJoint joint)
1805 {
1806 activeJoints.Add(joint);
1807 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1808 }
1809
1810 // internal utility function: must be called within a lock (OdeLock)
1811 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1812 {
1813 pendingJoints.Add(joint);
1814 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1815 }
1816
1817 // internal utility function: must be called within a lock (OdeLock)
1818 private void InternalRemovePendingJoint(PhysicsJoint joint)
1819 {
1820 pendingJoints.Remove(joint);
1821 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1822 }
1823
1824 // internal utility function: must be called within a lock (OdeLock)
1825 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1826 {
1827 activeJoints.Remove(joint);
1828 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1829 }
1830
1831 public override void DumpJointInfo()
1832 {
1833 string hdr = "[NINJA] JOINTINFO: ";
1834 foreach (PhysicsJoint j in pendingJoints)
1835 {
1836 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1837 }
1838 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1839 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1840 {
1841 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1842 }
1843 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1844 foreach (PhysicsJoint j in activeJoints)
1845 {
1846 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1847 }
1848 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1849 foreach (string jointName in SOPName_to_activeJoint.Keys)
1850 {
1851 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1852 }
1853 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1854
1855 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1856 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1857 foreach (string actorName in joints_connecting_actor.Keys)
1858 {
1859 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1860 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1861 {
1862 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1863 }
1864 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1865 }
1866 }
1867
1868 public override void RequestJointDeletion(string ObjectNameInScene)
1869 {
1870 lock (externalJointRequestsLock)
1871 {
1872 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1873 {
1874 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1875 }
1876 }
1877 }
1878
1879 private void DeleteRequestedJoints()
1880 {
1881 List<string> myRequestedJointsToBeDeleted;
1882 lock (externalJointRequestsLock)
1883 {
1884 // make a local copy of the shared list for processing (threading issues)
1885 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1886 }
1887
1888 foreach (string jointName in myRequestedJointsToBeDeleted)
1889 {
1890 lock (OdeLock)
1891 {
1892 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1893 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1894 {
1895 OdePhysicsJoint joint = null;
1896 if (SOPName_to_activeJoint.ContainsKey(jointName))
1897 {
1898 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1899 InternalRemoveActiveJoint(joint);
1900 }
1901 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1902 {
1903 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1904 InternalRemovePendingJoint(joint);
1905 }
1906
1907 if (joint != null)
1908 {
1909 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1910 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1911 {
1912 string bodyName = joint.BodyNames[iBodyName];
1913 if (bodyName != "NULL")
1914 {
1915 joints_connecting_actor[bodyName].Remove(joint);
1916 if (joints_connecting_actor[bodyName].Count == 0)
1917 {
1918 joints_connecting_actor.Remove(bodyName);
1919 }
1920 }
1921 }
1922
1923 DoJointDeactivated(joint);
1924 if (joint.jointID != IntPtr.Zero)
1925 {
1926 d.JointDestroy(joint.jointID);
1927 joint.jointID = IntPtr.Zero;
1928 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1929 }
1930 else
1931 {
1932 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1933 }
1934 }
1935 else
1936 {
1937 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1938 }
1939 }
1940 else
1941 {
1942 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1943 }
1944 }
1945 }
1946
1947 // remove processed joints from the shared list
1948 lock (externalJointRequestsLock)
1949 {
1950 foreach (string jointName in myRequestedJointsToBeDeleted)
1951 {
1952 requestedJointsToBeDeleted.Remove(jointName);
1953 }
1954 }
1955 }
1956
1957 // for pending joints we don't know if their associated bodies exist yet or not.
1958 // the joint is actually created during processing of the taints
1959 private void CreateRequestedJoints()
1960 {
1961 List<PhysicsJoint> myRequestedJointsToBeCreated;
1962 lock (externalJointRequestsLock)
1963 {
1964 // make a local copy of the shared list for processing (threading issues)
1965 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1966 }
1967
1968 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1969 {
1970 lock (OdeLock)
1971 {
1972 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1973 {
1974 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1975 continue;
1976 }
1977 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1978 {
1979 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1980 continue;
1981 }
1982
1983 InternalAddPendingJoint(joint as OdePhysicsJoint);
1984
1985 if (joint.BodyNames.Count >= 2)
1986 {
1987 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1988 {
1989 string bodyName = joint.BodyNames[iBodyName];
1990 if (bodyName != "NULL")
1991 {
1992 if (!joints_connecting_actor.ContainsKey(bodyName))
1993 {
1994 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1995 }
1996 joints_connecting_actor[bodyName].Add(joint);
1997 }
1998 }
1999 }
2000 }
2001 }
2002
2003 // remove processed joints from shared list
2004 lock (externalJointRequestsLock)
2005 {
2006 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2007 {
2008 requestedJointsToBeCreated.Remove(joint);
2009 }
2010 }
2011
2012 }
2013
2014 // public function to add an request for joint creation
2015 // this joint will just be added to a waiting list that is NOT processed during the main
2016 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2017
2018 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2019 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2020
2021 {
2022
2023 OdePhysicsJoint joint = new OdePhysicsJoint();
2024 joint.ObjectNameInScene = objectNameInScene;
2025 joint.Type = jointType;
2026 joint.Position = position;
2027 joint.Rotation = rotation;
2028 joint.RawParams = parms;
2029 joint.BodyNames = new List<string>(bodyNames);
2030 joint.TrackedBodyName = trackedBodyName;
2031 joint.LocalRotation = localRotation;
2032 joint.jointID = IntPtr.Zero;
2033 joint.ErrorMessageCount = 0;
2034
2035 lock (externalJointRequestsLock)
2036 {
2037 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2038 {
2039 requestedJointsToBeCreated.Add(joint);
2040 }
2041 }
2042 return joint;
2043 }
2044
2045 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2046 {
2047 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2048 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2049 {
2050
2051 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2052 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2053 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2054 {
2055 jointsToRemove.Add(j);
2056 }
2057 foreach (PhysicsJoint j in jointsToRemove)
2058 {
2059 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2060 RequestJointDeletion(j.ObjectNameInScene);
2061 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2062 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2063 }
2064 }
2065 }
2066
2067 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2068 {
2069 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2070 lock (OdeLock)
2071 {
2072 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2073 RemoveAllJointsConnectedToActor(actor);
2074 }
2075 }
2076
2077 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2078 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2079 {
2080 Debug.Assert(joint.IsInPhysicsEngine);
2081 d.Vector3 pos = new d.Vector3();
2082
2083 if (!(joint is OdePhysicsJoint))
2084 {
2085 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2086 }
2087 else
2088 {
2089 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2090 switch (odeJoint.Type)
2091 {
2092 case PhysicsJointType.Ball:
2093 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2094 break;
2095 case PhysicsJointType.Hinge:
2096 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2097 break;
2098 }
2099 }
2100 return new Vector3(pos.X, pos.Y, pos.Z);
2101 }
2102
2103 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2104 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2105 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2106 // keeping track of the joint's original orientation relative to one of the involved bodies.
2107 public override Vector3 GetJointAxis(PhysicsJoint joint)
2108 {
2109 Debug.Assert(joint.IsInPhysicsEngine);
2110 d.Vector3 axis = new d.Vector3();
2111
2112 if (!(joint is OdePhysicsJoint))
2113 {
2114 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2115 }
2116 else
2117 {
2118 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2119 switch (odeJoint.Type)
2120 {
2121 case PhysicsJointType.Ball:
2122 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2123 break;
2124 case PhysicsJointType.Hinge:
2125 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2126 break;
2127 }
2128 }
2129 return new Vector3(axis.X, axis.Y, axis.Z);
2130 }
2131
2132
2133 public void remActivePrim(OdePrim deactivatePrim)
2134 {
2135 lock (_activeprims)
2136 {
2137 _activeprims.Remove(deactivatePrim);
2138 }
2139 }
2140
2141 public override void RemovePrim(PhysicsActor prim)
2142 {
2143 if (prim is OdePrim)
2144 {
2145 lock (OdeLock)
2146 {
2147 OdePrim p = (OdePrim) prim;
2148
2149 p.setPrimForRemoval();
2150 AddPhysicsActorTaint(prim);
2151 //RemovePrimThreadLocked(p);
2152 }
2153 }
2154 }
2155
2156 /// <summary>
2157 /// This is called from within simulate but outside the locked portion
2158 /// We need to do our own locking here
2159 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2160 ///
2161 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2162 /// that the space was using.
2163 /// </summary>
2164 /// <param name="prim"></param>
2165 public void RemovePrimThreadLocked(OdePrim prim)
2166 {
2167//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2168 lock (prim)
2169 {
2170 remCollisionEventReporting(prim);
2171 lock (ode)
2172 {
2173 if (prim.prim_geom != IntPtr.Zero)
2174 {
2175 prim.ResetTaints();
2176
2177 if (prim.IsPhysical)
2178 {
2179 prim.disableBody();
2180 if (prim.childPrim)
2181 {
2182 prim.childPrim = false;
2183 prim.Body = IntPtr.Zero;
2184 prim.m_disabled = true;
2185 prim.IsPhysical = false;
2186 }
2187
2188
2189 }
2190 // we don't want to remove the main space
2191
2192 // If the geometry is in the targetspace, remove it from the target space
2193 //m_log.Warn(prim.m_targetSpace);
2194
2195 //if (prim.m_targetSpace != IntPtr.Zero)
2196 //{
2197 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2198 //{
2199
2200 //if (d.GeomIsSpace(prim.m_targetSpace))
2201 //{
2202 //waitForSpaceUnlock(prim.m_targetSpace);
2203 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2204 prim.m_targetSpace = IntPtr.Zero;
2205 //}
2206 //else
2207 //{
2208 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2209 //((OdePrim)prim).m_targetSpace.ToString());
2210 //}
2211
2212 //}
2213 //}
2214 //m_log.Warn(prim.prim_geom);
2215 try
2216 {
2217 if (prim.prim_geom != IntPtr.Zero)
2218 {
2219
2220//string tPA;
2221//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2222//Console.WriteLine("**** Remove {0}", tPA);
2223 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2224 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2225 d.GeomDestroy(prim.prim_geom);
2226 prim.prim_geom = IntPtr.Zero;
2227 }
2228 else
2229 {
2230 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2231 }
2232 }
2233 catch (AccessViolationException)
2234 {
2235 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2236 }
2237 lock (_prims)
2238 _prims.Remove(prim);
2239
2240 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2241 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2242 //{
2243 //if (prim.m_targetSpace != null)
2244 //{
2245 //if (d.GeomIsSpace(prim.m_targetSpace))
2246 //{
2247 //waitForSpaceUnlock(prim.m_targetSpace);
2248 //d.SpaceRemove(space, prim.m_targetSpace);
2249 // free up memory used by the space.
2250 //d.SpaceDestroy(prim.m_targetSpace);
2251 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2252 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2253 //}
2254 //else
2255 //{
2256 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2257 //((OdePrim) prim).m_targetSpace.ToString());
2258 //}
2259 //}
2260 //}
2261
2262 if (SupportsNINJAJoints)
2263 {
2264 RemoveAllJointsConnectedToActorThreadLocked(prim);
2265 }
2266 }
2267 }
2268 }
2269 }
2270
2271 #endregion
2272
2273 #region Space Separation Calculation
2274
2275 /// <summary>
2276 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2277 /// </summary>
2278 /// <param name="pSpace"></param>
2279 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2280 {
2281 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2282 {
2283 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2284 {
2285 if (staticPrimspace[x, y] == pSpace)
2286 staticPrimspace[x, y] = IntPtr.Zero;
2287 }
2288 }
2289 }
2290
2291 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2292 {
2293 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2294 }
2295
2296 /// <summary>
2297 /// Called when a static prim moves. Allocates a space for the prim based on its position
2298 /// </summary>
2299 /// <param name="geom">the pointer to the geom that moved</param>
2300 /// <param name="pos">the position that the geom moved to</param>
2301 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2302 /// <returns>a pointer to the new space it's in</returns>
2303 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2304 {
2305 // Called from setting the Position and Size of an ODEPrim so
2306 // it's already in locked space.
2307
2308 // we don't want to remove the main space
2309 // we don't need to test physical here because this function should
2310 // never be called if the prim is physical(active)
2311
2312 // All physical prim end up in the root space
2313 //Thread.Sleep(20);
2314 if (currentspace != space)
2315 {
2316 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2317 //if (currentspace == IntPtr.Zero)
2318 //{
2319 //int adfadf = 0;
2320 //}
2321 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2322 {
2323 if (d.GeomIsSpace(currentspace))
2324 {
2325 waitForSpaceUnlock(currentspace);
2326 d.SpaceRemove(currentspace, geom);
2327 }
2328 else
2329 {
2330 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2331 " Geom:" + geom);
2332 }
2333 }
2334 else
2335 {
2336 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2337 if (sGeomIsIn != IntPtr.Zero)
2338 {
2339 if (d.GeomIsSpace(currentspace))
2340 {
2341 waitForSpaceUnlock(sGeomIsIn);
2342 d.SpaceRemove(sGeomIsIn, geom);
2343 }
2344 else
2345 {
2346 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2347 sGeomIsIn + " Geom:" + geom);
2348 }
2349 }
2350 }
2351
2352 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2353 if (d.SpaceGetNumGeoms(currentspace) == 0)
2354 {
2355 if (currentspace != IntPtr.Zero)
2356 {
2357 if (d.GeomIsSpace(currentspace))
2358 {
2359 waitForSpaceUnlock(currentspace);
2360 waitForSpaceUnlock(space);
2361 d.SpaceRemove(space, currentspace);
2362 // free up memory used by the space.
2363
2364 //d.SpaceDestroy(currentspace);
2365 resetSpaceArrayItemToZero(currentspace);
2366 }
2367 else
2368 {
2369 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2370 currentspace + " Geom:" + geom);
2371 }
2372 }
2373 }
2374 }
2375 else
2376 {
2377 // this is a physical object that got disabled. ;.;
2378 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2379 {
2380 if (d.SpaceQuery(currentspace, geom))
2381 {
2382 if (d.GeomIsSpace(currentspace))
2383 {
2384 waitForSpaceUnlock(currentspace);
2385 d.SpaceRemove(currentspace, geom);
2386 }
2387 else
2388 {
2389 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2390 currentspace + " Geom:" + geom);
2391 }
2392 }
2393 else
2394 {
2395 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2396 if (sGeomIsIn != IntPtr.Zero)
2397 {
2398 if (d.GeomIsSpace(sGeomIsIn))
2399 {
2400 waitForSpaceUnlock(sGeomIsIn);
2401 d.SpaceRemove(sGeomIsIn, geom);
2402 }
2403 else
2404 {
2405 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2406 sGeomIsIn + " Geom:" + geom);
2407 }
2408 }
2409 }
2410 }
2411 }
2412
2413 // The routines in the Position and Size sections do the 'inserting' into the space,
2414 // so all we have to do is make sure that the space that we're putting the prim into
2415 // is in the 'main' space.
2416 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2417 IntPtr newspace = calculateSpaceForGeom(pos);
2418
2419 if (newspace == IntPtr.Zero)
2420 {
2421 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2422 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2423 }
2424
2425 return newspace;
2426 }
2427
2428 /// <summary>
2429 /// Creates a new space at X Y
2430 /// </summary>
2431 /// <param name="iprimspaceArrItemX"></param>
2432 /// <param name="iprimspaceArrItemY"></param>
2433 /// <returns>A pointer to the created space</returns>
2434 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2435 {
2436 // creating a new space for prim and inserting it into main space.
2437 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2438 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2439 waitForSpaceUnlock(space);
2440 d.SpaceSetSublevel(space, 1);
2441 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2442 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2443 }
2444
2445 /// <summary>
2446 /// Calculates the space the prim should be in by its position
2447 /// </summary>
2448 /// <param name="pos"></param>
2449 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2450 public IntPtr calculateSpaceForGeom(Vector3 pos)
2451 {
2452 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2453 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2454 return staticPrimspace[xyspace[0], xyspace[1]];
2455 }
2456
2457 /// <summary>
2458 /// Holds the space allocation logic
2459 /// </summary>
2460 /// <param name="pos"></param>
2461 /// <returns>an array item based on the position</returns>
2462 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2463 {
2464 int[] returnint = new int[2];
2465
2466 returnint[0] = (int) (pos.X/metersInSpace);
2467
2468 if (returnint[0] > ((int) (259f/metersInSpace)))
2469 returnint[0] = ((int) (259f/metersInSpace));
2470 if (returnint[0] < 0)
2471 returnint[0] = 0;
2472
2473 returnint[1] = (int) (pos.Y/metersInSpace);
2474 if (returnint[1] > ((int) (259f/metersInSpace)))
2475 returnint[1] = ((int) (259f/metersInSpace));
2476 if (returnint[1] < 0)
2477 returnint[1] = 0;
2478
2479 return returnint;
2480 }
2481
2482 #endregion
2483
2484 /// <summary>
2485 /// Routine to figure out if we need to mesh this prim with our mesher
2486 /// </summary>
2487 /// <param name="pbs"></param>
2488 /// <returns></returns>
2489 public bool needsMeshing(PrimitiveBaseShape pbs)
2490 {
2491 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2492 // but we still need to check for sculptie meshing being enabled so this is the most
2493 // convenient place to do it for now...
2494
2495 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2496 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2497 int iPropertiesNotSupportedDefault = 0;
2498
2499 if (pbs.SculptEntry && !meshSculptedPrim)
2500 {
2501#if SPAM
2502 m_log.Warn("NonMesh");
2503#endif
2504 return false;
2505 }
2506
2507 // 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
2508 if (!forceSimplePrimMeshing)
2509 {
2510 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2511 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2512 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2513 {
2514
2515 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2516 && pbs.ProfileHollow == 0
2517 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2518 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2519 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2520 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2521 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2522 {
2523#if SPAM
2524 m_log.Warn("NonMesh");
2525#endif
2526 return false;
2527 }
2528 }
2529 }
2530
2531 if (pbs.ProfileHollow != 0)
2532 iPropertiesNotSupportedDefault++;
2533
2534 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2535 iPropertiesNotSupportedDefault++;
2536
2537 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2538 iPropertiesNotSupportedDefault++;
2539
2540 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2541 iPropertiesNotSupportedDefault++;
2542
2543 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2544 iPropertiesNotSupportedDefault++;
2545
2546 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2547 iPropertiesNotSupportedDefault++;
2548
2549 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))
2550 iPropertiesNotSupportedDefault++;
2551
2552 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2553 iPropertiesNotSupportedDefault++;
2554
2555 // test for torus
2556 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2557 {
2558 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2559 {
2560 iPropertiesNotSupportedDefault++;
2561 }
2562 }
2563 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2564 {
2565 if (pbs.PathCurve == (byte)Extrusion.Straight)
2566 {
2567 iPropertiesNotSupportedDefault++;
2568 }
2569
2570 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2571 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2572 {
2573 iPropertiesNotSupportedDefault++;
2574 }
2575 }
2576 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2577 {
2578 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2579 {
2580 iPropertiesNotSupportedDefault++;
2581 }
2582 }
2583 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2584 {
2585 if (pbs.PathCurve == (byte)Extrusion.Straight)
2586 {
2587 iPropertiesNotSupportedDefault++;
2588 }
2589 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2590 {
2591 iPropertiesNotSupportedDefault++;
2592 }
2593 }
2594
2595
2596 if (iPropertiesNotSupportedDefault == 0)
2597 {
2598#if SPAM
2599 m_log.Warn("NonMesh");
2600#endif
2601 return false;
2602 }
2603#if SPAM
2604 m_log.Debug("Mesh");
2605#endif
2606 return true;
2607 }
2608
2609 /// <summary>
2610 /// Called after our prim properties are set Scale, position etc.
2611 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2612 /// This assures us that we have no race conditions
2613 /// </summary>
2614 /// <param name="prim"></param>
2615 public override void AddPhysicsActorTaint(PhysicsActor prim)
2616 {
2617
2618 if (prim is OdePrim)
2619 {
2620 OdePrim taintedprim = ((OdePrim) prim);
2621 lock (_taintedPrimLock)
2622 {
2623 if (!(_taintedPrimH.Contains(taintedprim)))
2624 {
2625//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2626 _taintedPrimH.Add(taintedprim); // HashSet for searching
2627 _taintedPrimL.Add(taintedprim); // List for ordered readout
2628 }
2629 }
2630 return;
2631 }
2632 else if (prim is OdeCharacter)
2633 {
2634 OdeCharacter taintedchar = ((OdeCharacter)prim);
2635 lock (_taintedActors)
2636 {
2637 if (!(_taintedActors.Contains(taintedchar)))
2638 {
2639 _taintedActors.Add(taintedchar);
2640 if (taintedchar.bad)
2641 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2642 }
2643 }
2644 }
2645 }
2646
2647 /// <summary>
2648 /// This is our main simulate loop
2649 /// It's thread locked by a Mutex in the scene.
2650 /// It holds Collisions, it instructs ODE to step through the physical reactions
2651 /// It moves the objects around in memory
2652 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2653 /// </summary>
2654 /// <param name="timeStep"></param>
2655 /// <returns></returns>
2656 public override float Simulate(float timeStep)
2657 {
2658 if (framecount >= int.MaxValue)
2659 framecount = 0;
2660 //if (m_worldOffset != Vector3.Zero)
2661 // return 0;
2662
2663 framecount++;
2664
2665 DateTime now = DateTime.UtcNow;
2666 TimeSpan SinceLastFrame = now - m_lastframe;
2667 m_lastframe = now;
2668 float realtime = (float)SinceLastFrame.TotalSeconds;
2669// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2670 timeStep = realtime;
2671
2672 // float fps = 1.0f / realtime;
2673 float fps = 0.0f; // number of ODE steps in this Simulate step
2674 //m_log.Info(timeStep.ToString());
2675 step_time += timeStep;
2676
2677 // If We're loaded down by something else,
2678 // or debugging with the Visual Studio project on pause
2679 // skip a few frames to catch up gracefully.
2680 // without shooting the physicsactors all over the place
2681
2682 if (step_time >= m_SkipFramesAtms)
2683 {
2684 // Instead of trying to catch up, it'll do 5 physics frames only
2685 step_time = ODE_STEPSIZE;
2686 m_physicsiterations = 5;
2687 }
2688 else
2689 {
2690 m_physicsiterations = 10;
2691 }
2692
2693 if (SupportsNINJAJoints)
2694 {
2695 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2696 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2697 }
2698
2699 lock (OdeLock)
2700 {
2701 // Process 10 frames if the sim is running normal..
2702 // process 5 frames if the sim is running slow
2703 //try
2704 //{
2705 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2706 //}
2707 //catch (StackOverflowException)
2708 //{
2709 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2710 // ode.drelease(world);
2711 //base.TriggerPhysicsBasedRestart();
2712 //}
2713
2714 int i = 0;
2715
2716 // Figure out the Frames Per Second we're going at.
2717 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2718
2719 // fps = (step_time / ODE_STEPSIZE) * 1000;
2720 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2721 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2722
2723 // step_time = 0.09375f;
2724
2725 while (step_time > 0.0f)
2726 {
2727 //lock (ode)
2728 //{
2729 //if (!ode.lockquery())
2730 //{
2731 // ode.dlock(world);
2732 try
2733 {
2734 // Insert, remove Characters
2735 bool processedtaints = false;
2736
2737 lock (_taintedActors)
2738 {
2739 if (_taintedActors.Count > 0)
2740 {
2741 foreach (OdeCharacter character in _taintedActors)
2742 {
2743
2744 character.ProcessTaints(ODE_STEPSIZE);
2745
2746 processedtaints = true;
2747 //character.m_collisionscore = 0;
2748 }
2749
2750 if (processedtaints)
2751 _taintedActors.Clear();
2752 }
2753 } // end lock _taintedActors
2754
2755 // Modify other objects in the scene.
2756 processedtaints = false;
2757
2758 lock (_taintedPrimLock)
2759 {
2760 foreach (OdePrim prim in _taintedPrimL)
2761 {
2762 if (prim.m_taintremove)
2763 {
2764 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2765 RemovePrimThreadLocked(prim);
2766 }
2767 else
2768 {
2769 //Console.WriteLine("Simulate calls ProcessTaints");
2770 prim.ProcessTaints(ODE_STEPSIZE);
2771 }
2772 processedtaints = true;
2773 prim.m_collisionscore = 0;
2774
2775 // This loop can block up the Heartbeat for a very long time on large regions.
2776 // We need to let the Watchdog know that the Heartbeat is not dead
2777 // NOTE: This is currently commented out, but if things like OAR loading are
2778 // timing the heartbeat out we will need to uncomment it
2779 //Watchdog.UpdateThread();
2780 }
2781
2782 if (SupportsNINJAJoints)
2783 {
2784 // Create pending joints, if possible
2785
2786 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2787 // a joint requires specifying the body id of both involved bodies
2788 if (pendingJoints.Count > 0)
2789 {
2790 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2791 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2792 foreach (PhysicsJoint joint in pendingJoints)
2793 {
2794 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2795 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2796 System.StringSplitOptions.RemoveEmptyEntries);
2797 List<IntPtr> jointBodies = new List<IntPtr>();
2798 bool allJointBodiesAreReady = true;
2799 foreach (string jointParam in jointParams)
2800 {
2801 if (jointParam == "NULL")
2802 {
2803 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2804 jointBodies.Add(IntPtr.Zero);
2805 }
2806 else
2807 {
2808 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2809 bool foundPrim = false;
2810 lock (_prims)
2811 {
2812 foreach (OdePrim prim in _prims) // FIXME: inefficient
2813 {
2814 if (prim.SOPName == jointParam)
2815 {
2816 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2817 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2818 {
2819 jointBodies.Add(prim.Body);
2820 foundPrim = true;
2821 break;
2822 }
2823 else
2824 {
2825 DoJointErrorMessage(joint, "prim name " + jointParam +
2826 " exists but is not (yet) physical; deferring joint creation. " +
2827 "IsPhysical property is " + prim.IsPhysical +
2828 " and body is " + prim.Body);
2829 foundPrim = false;
2830 break;
2831 }
2832 }
2833 }
2834 }
2835 if (foundPrim)
2836 {
2837 // all is fine
2838 }
2839 else
2840 {
2841 allJointBodiesAreReady = false;
2842 break;
2843 }
2844 }
2845 }
2846 if (allJointBodiesAreReady)
2847 {
2848 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2849 if (jointBodies[0] == jointBodies[1])
2850 {
2851 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2852 }
2853 else
2854 {
2855 switch (joint.Type)
2856 {
2857 case PhysicsJointType.Ball:
2858 {
2859 IntPtr odeJoint;
2860 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2861 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2862 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2863 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2864 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2865 d.JointSetBallAnchor(odeJoint,
2866 joint.Position.X,
2867 joint.Position.Y,
2868 joint.Position.Z);
2869 //DoJointErrorMessage(joint, "ODE joint setting OK");
2870 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2871 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2872 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2873 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2874
2875 if (joint is OdePhysicsJoint)
2876 {
2877 ((OdePhysicsJoint)joint).jointID = odeJoint;
2878 }
2879 else
2880 {
2881 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2882 }
2883 }
2884 break;
2885 case PhysicsJointType.Hinge:
2886 {
2887 IntPtr odeJoint;
2888 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2889 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2890 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2891 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2892 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2893 d.JointSetHingeAnchor(odeJoint,
2894 joint.Position.X,
2895 joint.Position.Y,
2896 joint.Position.Z);
2897 // We use the orientation of the x-axis of the joint's coordinate frame
2898 // as the axis for the hinge.
2899
2900 // Therefore, we must get the joint's coordinate frame based on the
2901 // joint.Rotation field, which originates from the orientation of the
2902 // joint's proxy object in the scene.
2903
2904 // The joint's coordinate frame is defined as the transformation matrix
2905 // that converts a vector from joint-local coordinates into world coordinates.
2906 // World coordinates are defined as the XYZ coordinate system of the sim,
2907 // as shown in the top status-bar of the viewer.
2908
2909 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2910 // and use that as the hinge axis.
2911
2912 //joint.Rotation.Normalize();
2913 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2914
2915 // Now extract the X axis of the joint's coordinate frame.
2916
2917 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2918 // tar pit of transposed, inverted, and generally messed-up orientations.
2919 // (In other words, Matrix4.AtAxis() is borked.)
2920 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2921
2922 // Instead, compute the X axis of the coordinate frame by transforming
2923 // the (1,0,0) vector. At least that works.
2924
2925 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2926 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2927 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2928 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2929 d.JointSetHingeAxis(odeJoint,
2930 jointAxis.X,
2931 jointAxis.Y,
2932 jointAxis.Z);
2933 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2934 if (joint is OdePhysicsJoint)
2935 {
2936 ((OdePhysicsJoint)joint).jointID = odeJoint;
2937 }
2938 else
2939 {
2940 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2941 }
2942 }
2943 break;
2944 }
2945 successfullyProcessedPendingJoints.Add(joint);
2946 }
2947 }
2948 else
2949 {
2950 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2951 }
2952 }
2953 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2954 {
2955 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2956 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2957 InternalRemovePendingJoint(successfullyProcessedJoint);
2958 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2959 InternalAddActiveJoint(successfullyProcessedJoint);
2960 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2961 }
2962 }
2963 } // end SupportsNINJAJoints
2964
2965 if (processedtaints)
2966//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2967 _taintedPrimH.Clear(); // ??? if this only ???
2968 _taintedPrimL.Clear();
2969 } // end lock _taintedPrimLock
2970
2971 // Move characters
2972 lock (_characters)
2973 {
2974 List<OdeCharacter> defects = new List<OdeCharacter>();
2975 foreach (OdeCharacter actor in _characters)
2976 {
2977 if (actor != null)
2978 actor.Move(ODE_STEPSIZE, defects);
2979 }
2980 if (0 != defects.Count)
2981 {
2982 foreach (OdeCharacter defect in defects)
2983 {
2984 RemoveCharacter(defect);
2985 }
2986 }
2987 } // end lock _characters
2988
2989 // Move other active objects
2990 lock (_activeprims)
2991 {
2992 foreach (OdePrim prim in _activeprims)
2993 {
2994 prim.m_collisionscore = 0;
2995 prim.Move(ODE_STEPSIZE);
2996 }
2997 } // end lock _activeprims
2998
2999 //if ((framecount % m_randomizeWater) == 0)
3000 // randomizeWater(waterlevel);
3001
3002 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3003 m_rayCastManager.ProcessQueuedRequests();
3004
3005 collision_optimized(ODE_STEPSIZE);
3006
3007 lock (_collisionEventPrim)
3008 {
3009 foreach (PhysicsActor obj in _collisionEventPrim)
3010 {
3011 if (obj == null)
3012 continue;
3013
3014 switch ((ActorTypes)obj.PhysicsActorType)
3015 {
3016 case ActorTypes.Agent:
3017 OdeCharacter cobj = (OdeCharacter)obj;
3018 cobj.AddCollisionFrameTime(100);
3019 cobj.SendCollisions();
3020 break;
3021 case ActorTypes.Prim:
3022 OdePrim pobj = (OdePrim)obj;
3023 pobj.SendCollisions();
3024 break;
3025 }
3026 }
3027 } // end lock _collisionEventPrim
3028
3029 //if (m_global_contactcount > 5)
3030 //{
3031 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3032 //}
3033
3034 m_global_contactcount = 0;
3035
3036 d.WorldQuickStep(world, ODE_STEPSIZE);
3037 d.JointGroupEmpty(contactgroup);
3038 fps++;
3039 //ode.dunlock(world);
3040 } // end try
3041 catch (Exception e)
3042 {
3043 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3044 ode.dunlock(world);
3045 }
3046
3047 step_time -= ODE_STEPSIZE;
3048 i++;
3049 //}
3050 //else
3051 //{
3052 //fps = 0;
3053 //}
3054 //}
3055 } // end while (step_time > 0.0f)
3056
3057 lock (_characters)
3058 {
3059 foreach (OdeCharacter actor in _characters)
3060 {
3061 if (actor != null)
3062 {
3063 if (actor.bad)
3064 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3065 actor.UpdatePositionAndVelocity();
3066 }
3067 }
3068 }
3069
3070 lock (_badCharacter)
3071 {
3072 if (_badCharacter.Count > 0)
3073 {
3074 foreach (OdeCharacter chr in _badCharacter)
3075 {
3076 RemoveCharacter(chr);
3077 }
3078 _badCharacter.Clear();
3079 }
3080 }
3081
3082 lock (_activeprims)
3083 {
3084 //if (timeStep < 0.2f)
3085 {
3086 foreach (OdePrim actor in _activeprims)
3087 {
3088 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3089 {
3090 actor.UpdatePositionAndVelocity();
3091
3092 if (SupportsNINJAJoints)
3093 {
3094 // If an actor moved, move its joint proxy objects as well.
3095 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3096 // for this purpose but it is never called! So we just do the joint
3097 // movement code here.
3098
3099 if (actor.SOPName != null &&
3100 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3101 joints_connecting_actor[actor.SOPName] != null &&
3102 joints_connecting_actor[actor.SOPName].Count > 0)
3103 {
3104 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3105 {
3106 if (affectedJoint.IsInPhysicsEngine)
3107 {
3108 DoJointMoved(affectedJoint);
3109 }
3110 else
3111 {
3112 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);
3113 }
3114 }
3115 }
3116 }
3117 }
3118 }
3119 }
3120 } // end lock _activeprims
3121
3122 //DumpJointInfo();
3123
3124 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3125 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3126 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3127 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3128 {
3129 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3130 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3131
3132 if (physics_logging_append_existing_logfile)
3133 {
3134 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3135 TextWriter fwriter = File.AppendText(fname);
3136 fwriter.WriteLine(header);
3137 fwriter.Close();
3138 }
3139 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3140 }
3141 } // end lock OdeLock
3142
3143 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3144 } // end Simulate
3145
3146 public override void GetResults()
3147 {
3148 }
3149
3150 public override bool IsThreaded
3151 {
3152 // for now we won't be multithreaded
3153 get { return (false); }
3154 }
3155
3156 #region ODE Specific Terrain Fixes
3157 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3158 {
3159 float[] returnarr = new float[262144];
3160 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3161
3162 // Filling out the array into its multi-dimensional components
3163 for (int y = 0; y < WorldExtents.Y; y++)
3164 {
3165 for (int x = 0; x < WorldExtents.X; x++)
3166 {
3167 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3168 }
3169 }
3170
3171 // Resize using Nearest Neighbour
3172
3173 // This particular way is quick but it only works on a multiple of the original
3174
3175 // The idea behind this method can be described with the following diagrams
3176 // second pass and third pass happen in the same loop really.. just separated
3177 // them to show what this does.
3178
3179 // First Pass
3180 // ResultArr:
3181 // 1,1,1,1,1,1
3182 // 1,1,1,1,1,1
3183 // 1,1,1,1,1,1
3184 // 1,1,1,1,1,1
3185 // 1,1,1,1,1,1
3186 // 1,1,1,1,1,1
3187
3188 // Second Pass
3189 // ResultArr2:
3190 // 1,,1,,1,,1,,1,,1,
3191 // ,,,,,,,,,,
3192 // 1,,1,,1,,1,,1,,1,
3193 // ,,,,,,,,,,
3194 // 1,,1,,1,,1,,1,,1,
3195 // ,,,,,,,,,,
3196 // 1,,1,,1,,1,,1,,1,
3197 // ,,,,,,,,,,
3198 // 1,,1,,1,,1,,1,,1,
3199 // ,,,,,,,,,,
3200 // 1,,1,,1,,1,,1,,1,
3201
3202 // Third pass fills in the blanks
3203 // ResultArr2:
3204 // 1,1,1,1,1,1,1,1,1,1,1,1
3205 // 1,1,1,1,1,1,1,1,1,1,1,1
3206 // 1,1,1,1,1,1,1,1,1,1,1,1
3207 // 1,1,1,1,1,1,1,1,1,1,1,1
3208 // 1,1,1,1,1,1,1,1,1,1,1,1
3209 // 1,1,1,1,1,1,1,1,1,1,1,1
3210 // 1,1,1,1,1,1,1,1,1,1,1,1
3211 // 1,1,1,1,1,1,1,1,1,1,1,1
3212 // 1,1,1,1,1,1,1,1,1,1,1,1
3213 // 1,1,1,1,1,1,1,1,1,1,1,1
3214 // 1,1,1,1,1,1,1,1,1,1,1,1
3215
3216 // X,Y = .
3217 // X+1,y = ^
3218 // X,Y+1 = *
3219 // X+1,Y+1 = #
3220
3221 // Filling in like this;
3222 // .*
3223 // ^#
3224 // 1st .
3225 // 2nd *
3226 // 3rd ^
3227 // 4th #
3228 // on single loop.
3229
3230 float[,] resultarr2 = new float[512, 512];
3231 for (int y = 0; y < WorldExtents.Y; y++)
3232 {
3233 for (int x = 0; x < WorldExtents.X; x++)
3234 {
3235 resultarr2[y * 2, x * 2] = resultarr[y, x];
3236
3237 if (y < WorldExtents.Y)
3238 {
3239 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3240 }
3241 if (x < WorldExtents.X)
3242 {
3243 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3244 }
3245 if (x < WorldExtents.X && y < WorldExtents.Y)
3246 {
3247 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3248 }
3249 }
3250 }
3251
3252 //Flatten out the array
3253 int i = 0;
3254 for (int y = 0; y < 512; y++)
3255 {
3256 for (int x = 0; x < 512; x++)
3257 {
3258 if (resultarr2[y, x] <= 0)
3259 returnarr[i] = 0.0000001f;
3260 else
3261 returnarr[i] = resultarr2[y, x];
3262
3263 i++;
3264 }
3265 }
3266
3267 return returnarr;
3268 }
3269
3270 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3271 {
3272 float[] returnarr = new float[262144];
3273 float[,] resultarr = new float[512,512];
3274
3275 // Filling out the array into its multi-dimensional components
3276 for (int y = 0; y < 256; y++)
3277 {
3278 for (int x = 0; x < 256; x++)
3279 {
3280 resultarr[y, x] = heightMap[y * 256 + x];
3281 }
3282 }
3283
3284 // Resize using interpolation
3285
3286 // This particular way is quick but it only works on a multiple of the original
3287
3288 // The idea behind this method can be described with the following diagrams
3289 // second pass and third pass happen in the same loop really.. just separated
3290 // them to show what this does.
3291
3292 // First Pass
3293 // ResultArr:
3294 // 1,1,1,1,1,1
3295 // 1,1,1,1,1,1
3296 // 1,1,1,1,1,1
3297 // 1,1,1,1,1,1
3298 // 1,1,1,1,1,1
3299 // 1,1,1,1,1,1
3300
3301 // Second Pass
3302 // ResultArr2:
3303 // 1,,1,,1,,1,,1,,1,
3304 // ,,,,,,,,,,
3305 // 1,,1,,1,,1,,1,,1,
3306 // ,,,,,,,,,,
3307 // 1,,1,,1,,1,,1,,1,
3308 // ,,,,,,,,,,
3309 // 1,,1,,1,,1,,1,,1,
3310 // ,,,,,,,,,,
3311 // 1,,1,,1,,1,,1,,1,
3312 // ,,,,,,,,,,
3313 // 1,,1,,1,,1,,1,,1,
3314
3315 // Third pass fills in the blanks
3316 // ResultArr2:
3317 // 1,1,1,1,1,1,1,1,1,1,1,1
3318 // 1,1,1,1,1,1,1,1,1,1,1,1
3319 // 1,1,1,1,1,1,1,1,1,1,1,1
3320 // 1,1,1,1,1,1,1,1,1,1,1,1
3321 // 1,1,1,1,1,1,1,1,1,1,1,1
3322 // 1,1,1,1,1,1,1,1,1,1,1,1
3323 // 1,1,1,1,1,1,1,1,1,1,1,1
3324 // 1,1,1,1,1,1,1,1,1,1,1,1
3325 // 1,1,1,1,1,1,1,1,1,1,1,1
3326 // 1,1,1,1,1,1,1,1,1,1,1,1
3327 // 1,1,1,1,1,1,1,1,1,1,1,1
3328
3329 // X,Y = .
3330 // X+1,y = ^
3331 // X,Y+1 = *
3332 // X+1,Y+1 = #
3333
3334 // Filling in like this;
3335 // .*
3336 // ^#
3337 // 1st .
3338 // 2nd *
3339 // 3rd ^
3340 // 4th #
3341 // on single loop.
3342
3343 float[,] resultarr2 = new float[512,512];
3344 for (int y = 0; y < (int)Constants.RegionSize; y++)
3345 {
3346 for (int x = 0; x < (int)Constants.RegionSize; x++)
3347 {
3348 resultarr2[y*2, x*2] = resultarr[y, x];
3349
3350 if (y < (int)Constants.RegionSize)
3351 {
3352 if (y + 1 < (int)Constants.RegionSize)
3353 {
3354 if (x + 1 < (int)Constants.RegionSize)
3355 {
3356 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3357 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3358 }
3359 else
3360 {
3361 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3362 }
3363 }
3364 else
3365 {
3366 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3367 }
3368 }
3369 if (x < (int)Constants.RegionSize)
3370 {
3371 if (x + 1 < (int)Constants.RegionSize)
3372 {
3373 if (y + 1 < (int)Constants.RegionSize)
3374 {
3375 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3376 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3377 }
3378 else
3379 {
3380 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3381 }
3382 }
3383 else
3384 {
3385 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3386 }
3387 }
3388 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3389 {
3390 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3391 {
3392 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3393 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3394 }
3395 else
3396 {
3397 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3398 }
3399 }
3400 }
3401 }
3402 //Flatten out the array
3403 int i = 0;
3404 for (int y = 0; y < 512; y++)
3405 {
3406 for (int x = 0; x < 512; x++)
3407 {
3408 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3409 {
3410 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3411 resultarr2[y, x] = 0;
3412 }
3413 returnarr[i] = resultarr2[y, x];
3414 i++;
3415 }
3416 }
3417
3418 return returnarr;
3419 }
3420
3421 #endregion
3422
3423 public override void SetTerrain(float[] heightMap)
3424 {
3425 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3426 {
3427 if (m_parentScene is OdeScene)
3428 {
3429 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3430 }
3431 }
3432 else
3433 {
3434 SetTerrain(heightMap, m_worldOffset);
3435 }
3436 }
3437
3438 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3439 {
3440
3441 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3442
3443 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3444 int heightmapHeight = regionsize + 2;
3445
3446 int heightmapWidthSamples = (int)regionsize + 3; // Sample file size, 258 x 258 samples
3447 int heightmapHeightSamples = (int)regionsize + 3;
3448
3449 // Array of height samples for ODE
3450 float[] _heightmap;
3451 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3452
3453 // Other ODE parameters
3454 const float scale = 1.0f;
3455 const float offset = 0.0f;
3456 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3457 const int wrap = 0;
3458
3459 float hfmin = 2000f;
3460 float hfmax = -2000f;
3461 float minele = 0.0f; // Dont allow -ve heights
3462
3463 int x = 0;
3464 int y = 0;
3465 int xx = 0;
3466 int yy = 0;
3467
3468 // load the height samples array from the heightMap
3469 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3470 {
3471 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3472 {
3473 xx = x - 1;
3474 if (xx < 0) xx = 0;
3475 if (xx > (regionsize - 1)) xx = regionsize - 1;
3476
3477 yy = y - 1;
3478 if (yy < 0) yy = 0;
3479 if (yy > (regionsize - 1)) yy = regionsize - 1;
3480 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3481 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3482 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3483 if (val < minele) val = minele;
3484 _heightmap[x * (heightmapHeightSamples) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3485 hfmin = (val < hfmin) ? val : hfmin;
3486 hfmax = (val > hfmax) ? val : hfmax;
3487 }
3488 }
3489
3490 lock (OdeLock)
3491 {
3492 IntPtr GroundGeom = IntPtr.Zero;
3493 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3494 {
3495 RegionTerrain.Remove(pOffset);
3496 if (GroundGeom != IntPtr.Zero)
3497 {
3498 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3499 {
3500 TerrainHeightFieldHeights.Remove(GroundGeom);
3501 }
3502 d.SpaceRemove(space, GroundGeom);
3503 d.GeomDestroy(GroundGeom);
3504 }
3505 }
3506 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3507 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3508 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3509 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3510 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3511 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3512 if (GroundGeom != IntPtr.Zero)
3513 {
3514 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3515 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3516 }
3517 geom_name_map[GroundGeom] = "Terrain";
3518
3519 d.Matrix3 R = new d.Matrix3();
3520
3521 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3522 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3523 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3524
3525 q1 = q1 * q2;
3526 //q1 = q1 * q3;
3527 Vector3 v3;
3528 float angle;
3529 q1.GetAxisAngle(out v3, out angle);
3530
3531 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3532 d.GeomSetRotation(GroundGeom, ref R);
3533 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3534 // having nsamples = size + 1 center is actually at size/2
3535 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)), (pOffset.Y + (regionsize * 0.5f)), 0);
3536 IntPtr testGround = IntPtr.Zero;
3537 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3538 {
3539 RegionTerrain.Remove(pOffset);
3540 }
3541 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3542 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3543 }
3544 }
3545
3546 public override void DeleteTerrain()
3547 {
3548 }
3549
3550 public float GetWaterLevel()
3551 {
3552 return waterlevel;
3553 }
3554
3555 public override bool SupportsCombining()
3556 {
3557 return true;
3558 }
3559
3560 public override void UnCombine(PhysicsScene pScene)
3561 {
3562 IntPtr localGround = IntPtr.Zero;
3563// float[] localHeightfield;
3564 bool proceed = false;
3565 List<IntPtr> geomDestroyList = new List<IntPtr>();
3566
3567 lock (OdeLock)
3568 {
3569 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3570 {
3571 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3572 {
3573 if (geom == localGround)
3574 {
3575// localHeightfield = TerrainHeightFieldHeights[geom];
3576 proceed = true;
3577 }
3578 else
3579 {
3580 geomDestroyList.Add(geom);
3581 }
3582 }
3583
3584 if (proceed)
3585 {
3586 m_worldOffset = Vector3.Zero;
3587 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3588 m_parentScene = null;
3589
3590 foreach (IntPtr g in geomDestroyList)
3591 {
3592 // removingHeightField needs to be done or the garbage collector will
3593 // collect the terrain data before we tell ODE to destroy it causing
3594 // memory corruption
3595 if (TerrainHeightFieldHeights.ContainsKey(g))
3596 {
3597// float[] removingHeightField = TerrainHeightFieldHeights[g];
3598 TerrainHeightFieldHeights.Remove(g);
3599
3600 if (RegionTerrain.ContainsKey(g))
3601 {
3602 RegionTerrain.Remove(g);
3603 }
3604
3605 d.GeomDestroy(g);
3606 //removingHeightField = new float[0];
3607 }
3608 }
3609
3610 }
3611 else
3612 {
3613 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3614
3615 }
3616 }
3617 }
3618 }
3619
3620 public override void SetWaterLevel(float baseheight)
3621 {
3622 waterlevel = baseheight;
3623 randomizeWater(waterlevel);
3624 }
3625
3626 public void randomizeWater(float baseheight)
3627 {
3628 const uint heightmapWidth = m_regionWidth + 2;
3629 const uint heightmapHeight = m_regionHeight + 2;
3630 const uint heightmapWidthSamples = m_regionWidth + 2;
3631 const uint heightmapHeightSamples = m_regionHeight + 2;
3632 const float scale = 1.0f;
3633 const float offset = 0.0f;
3634 const float thickness = 2.9f;
3635 const int wrap = 0;
3636
3637 for (int i = 0; i < (258 * 258); i++)
3638 {
3639 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3640 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3641 }
3642
3643 lock (OdeLock)
3644 {
3645 if (WaterGeom != IntPtr.Zero)
3646 {
3647 d.SpaceRemove(space, WaterGeom);
3648 }
3649 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3650 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3651 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3652 offset, thickness, wrap);
3653 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3654 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3655 if (WaterGeom != IntPtr.Zero)
3656 {
3657 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3658 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3659
3660 }
3661 geom_name_map[WaterGeom] = "Water";
3662
3663 d.Matrix3 R = new d.Matrix3();
3664
3665 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3666 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3667 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3668
3669 q1 = q1 * q2;
3670 //q1 = q1 * q3;
3671 Vector3 v3;
3672 float angle;
3673 q1.GetAxisAngle(out v3, out angle);
3674
3675 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3676 d.GeomSetRotation(WaterGeom, ref R);
3677 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3678
3679 }
3680
3681 }
3682
3683 public override void Dispose()
3684 {
3685 m_rayCastManager.Dispose();
3686 m_rayCastManager = null;
3687
3688 lock (OdeLock)
3689 {
3690 lock (_prims)
3691 {
3692 foreach (OdePrim prm in _prims)
3693 {
3694 RemovePrim(prm);
3695 }
3696 }
3697
3698 //foreach (OdeCharacter act in _characters)
3699 //{
3700 //RemoveAvatar(act);
3701 //}
3702 d.WorldDestroy(world);
3703 //d.CloseODE();
3704 }
3705 }
3706 public override Dictionary<uint, float> GetTopColliders()
3707 {
3708 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3709 int cnt = 0;
3710 lock (_prims)
3711 {
3712 foreach (OdePrim prm in _prims)
3713 {
3714 if (prm.CollisionScore > 0)
3715 {
3716 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3717 cnt++;
3718 prm.CollisionScore = 0f;
3719 if (cnt > 25)
3720 {
3721 break;
3722 }
3723 }
3724 }
3725 }
3726 return returncolliders;
3727 }
3728
3729 public override bool SupportsRayCast()
3730 {
3731 return true;
3732 }
3733
3734 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3735 {
3736 if (retMethod != null)
3737 {
3738 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3739 }
3740 }
3741
3742#if USE_DRAWSTUFF
3743 // Keyboard callback
3744 public void command(int cmd)
3745 {
3746 IntPtr geom;
3747 d.Mass mass;
3748 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3749
3750
3751
3752 Char ch = Char.ToLower((Char)cmd);
3753 switch ((Char)ch)
3754 {
3755 case 'w':
3756 try
3757 {
3758 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));
3759
3760 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3761 ds.SetViewpoint(ref xyz, ref hpr);
3762 }
3763 catch (ArgumentException)
3764 { hpr.X = 0; }
3765 break;
3766
3767 case 'a':
3768 hpr.X++;
3769 ds.SetViewpoint(ref xyz, ref hpr);
3770 break;
3771
3772 case 's':
3773 try
3774 {
3775 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));
3776
3777 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3778 ds.SetViewpoint(ref xyz, ref hpr);
3779 }
3780 catch (ArgumentException)
3781 { hpr.X = 0; }
3782 break;
3783 case 'd':
3784 hpr.X--;
3785 ds.SetViewpoint(ref xyz, ref hpr);
3786 break;
3787 case 'r':
3788 xyz.Z++;
3789 ds.SetViewpoint(ref xyz, ref hpr);
3790 break;
3791 case 'f':
3792 xyz.Z--;
3793 ds.SetViewpoint(ref xyz, ref hpr);
3794 break;
3795 case 'e':
3796 xyz.Y++;
3797 ds.SetViewpoint(ref xyz, ref hpr);
3798 break;
3799 case 'q':
3800 xyz.Y--;
3801 ds.SetViewpoint(ref xyz, ref hpr);
3802 break;
3803 }
3804 }
3805
3806 public void step(int pause)
3807 {
3808
3809 ds.SetColor(1.0f, 1.0f, 0.0f);
3810 ds.SetTexture(ds.Texture.Wood);
3811 lock (_prims)
3812 {
3813 foreach (OdePrim prm in _prims)
3814 {
3815 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3816 if (prm.prim_geom != IntPtr.Zero)
3817 {
3818 d.Vector3 pos;
3819 d.GeomCopyPosition(prm.prim_geom, out pos);
3820 //d.BodyCopyPosition(body, out pos);
3821
3822 d.Matrix3 R;
3823 d.GeomCopyRotation(prm.prim_geom, out R);
3824 //d.BodyCopyRotation(body, out R);
3825
3826
3827 d.Vector3 sides = new d.Vector3();
3828 sides.X = prm.Size.X;
3829 sides.Y = prm.Size.Y;
3830 sides.Z = prm.Size.Z;
3831
3832 ds.DrawBox(ref pos, ref R, ref sides);
3833 }
3834 }
3835 }
3836 ds.SetColor(1.0f, 0.0f, 0.0f);
3837 lock (_characters)
3838 {
3839 foreach (OdeCharacter chr in _characters)
3840 {
3841 if (chr.Shell != IntPtr.Zero)
3842 {
3843 IntPtr body = d.GeomGetBody(chr.Shell);
3844
3845 d.Vector3 pos;
3846 d.GeomCopyPosition(chr.Shell, out pos);
3847 //d.BodyCopyPosition(body, out pos);
3848
3849 d.Matrix3 R;
3850 d.GeomCopyRotation(chr.Shell, out R);
3851 //d.BodyCopyRotation(body, out R);
3852
3853 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3854 d.Vector3 sides = new d.Vector3();
3855 sides.X = 0.5f;
3856 sides.Y = 0.5f;
3857 sides.Z = 0.5f;
3858
3859 ds.DrawBox(ref pos, ref R, ref sides);
3860 }
3861 }
3862 }
3863 }
3864
3865 public void start(int unused)
3866 {
3867 ds.SetViewpoint(ref xyz, ref hpr);
3868 }
3869#endif
3870 }
3871}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
new file mode 100644
index 0000000..e7e7bb3
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
@@ -0,0 +1,353 @@
1/* Ubit 2012
2 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
3 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
4 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
5 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
6 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
7 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
8 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
9 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
10 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
11 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
12*/
13
14// no endian conversion. So can't be use to pass information around diferent cpus with diferent endian
15
16using System;
17using System.IO;
18using OpenMetaverse;
19
20namespace OpenSim.Region.Physics.OdePlugin
21{
22
23 unsafe public class wstreamer
24 {
25 byte[] buf;
26 int index;
27 byte* src;
28
29 public wstreamer()
30 {
31 buf = new byte[1024];
32 index = 0;
33 }
34 public wstreamer(int size)
35 {
36 buf = new byte[size];
37 index = 0;
38 }
39
40 public byte[] close()
41 {
42 byte[] data = new byte[index];
43 Buffer.BlockCopy(buf, 0, data, 0, index);
44 return data;
45 }
46
47 public void Seek(int pos)
48 {
49 index = pos;
50 }
51
52 public void Seekrel(int pos)
53 {
54 index += pos;
55 }
56
57 public void Wbyte(byte value)
58 {
59 buf[index++] = value;
60 }
61 public void Wshort(short value)
62 {
63 src = (byte*)&value;
64 buf[index++] = *src++;
65 buf[index++] = *src;
66 }
67 public void Wushort(ushort value)
68 {
69 src = (byte*)&value;
70 buf[index++] = *src++;
71 buf[index++] = *src;
72 }
73 public void Wint(int value)
74 {
75 src = (byte*)&value;
76 buf[index++] = *src++;
77 buf[index++] = *src++;
78 buf[index++] = *src++;
79 buf[index++] = *src;
80 }
81 public void Wuint(uint value)
82 {
83 src = (byte*)&value;
84 buf[index++] = *src++;
85 buf[index++] = *src++;
86 buf[index++] = *src++;
87 buf[index++] = *src;
88 }
89 public void Wlong(long value)
90 {
91 src = (byte*)&value;
92 buf[index++] = *src++;
93 buf[index++] = *src++;
94 buf[index++] = *src++;
95 buf[index++] = *src++;
96 buf[index++] = *src++;
97 buf[index++] = *src++;
98 buf[index++] = *src++;
99 buf[index++] = *src;
100 }
101 public void Wulong(ulong value)
102 {
103 src = (byte*)&value;
104 buf[index++] = *src++;
105 buf[index++] = *src++;
106 buf[index++] = *src++;
107 buf[index++] = *src++;
108 buf[index++] = *src++;
109 buf[index++] = *src++;
110 buf[index++] = *src++;
111 buf[index++] = *src;
112 }
113
114 public void Wfloat(float value)
115 {
116 src = (byte*)&value;
117 buf[index++] = *src++;
118 buf[index++] = *src++;
119 buf[index++] = *src++;
120 buf[index++] = *src;
121 }
122
123 public void Wdouble(double value)
124 {
125 src = (byte*)&value;
126 buf[index++] = *src++;
127 buf[index++] = *src++;
128 buf[index++] = *src++;
129 buf[index++] = *src++;
130 buf[index++] = *src++;
131 buf[index++] = *src++;
132 buf[index++] = *src++;
133 buf[index++] = *src;
134 }
135
136 public void Wvector3(Vector3 value)
137 {
138 src = (byte*)&value.X;
139 buf[index++] = *src++;
140 buf[index++] = *src++;
141 buf[index++] = *src++;
142 buf[index++] = *src;
143 src = (byte*)&value.Y; // it may have padding ??
144 buf[index++] = *src++;
145 buf[index++] = *src++;
146 buf[index++] = *src++;
147 buf[index++] = *src;
148 src = (byte*)&value.Z;
149 buf[index++] = *src++;
150 buf[index++] = *src++;
151 buf[index++] = *src++;
152 buf[index++] = *src;
153 }
154 public void Wquat(Quaternion value)
155 {
156 src = (byte*)&value.X;
157 buf[index++] = *src++;
158 buf[index++] = *src++;
159 buf[index++] = *src++;
160 buf[index++] = *src;
161 src = (byte*)&value.Y; // it may have padding ??
162 buf[index++] = *src++;
163 buf[index++] = *src++;
164 buf[index++] = *src++;
165 buf[index++] = *src;
166 src = (byte*)&value.Z;
167 buf[index++] = *src++;
168 buf[index++] = *src++;
169 buf[index++] = *src++;
170 buf[index++] = *src;
171 src = (byte*)&value.W;
172 buf[index++] = *src++;
173 buf[index++] = *src++;
174 buf[index++] = *src++;
175 buf[index++] = *src;
176 }
177 }
178
179 unsafe public class rstreamer
180 {
181 private byte[] rbuf;
182 private int ptr;
183 private byte* dst;
184
185 public rstreamer(byte[] data)
186 {
187 rbuf = data;
188 ptr = 0;
189 }
190
191 public void close()
192 {
193 }
194
195 public void Seek(int pos)
196 {
197 ptr = pos;
198 }
199
200 public void Seekrel(int pos)
201 {
202 ptr += pos;
203 }
204
205 public byte Rbyte()
206 {
207 return (byte)rbuf[ptr++];
208 }
209
210 public short Rshort()
211 {
212 short v;
213 dst = (byte*)&v;
214 *dst++ = rbuf[ptr++];
215 *dst = rbuf[ptr++];
216 return v;
217 }
218 public ushort Rushort()
219 {
220 ushort v;
221 dst = (byte*)&v;
222 *dst++ = rbuf[ptr++];
223 *dst = rbuf[ptr++];
224 return v;
225 }
226 public int Rint()
227 {
228 int v;
229 dst = (byte*)&v;
230 *dst++ = rbuf[ptr++];
231 *dst++ = rbuf[ptr++];
232 *dst++ = rbuf[ptr++];
233 *dst = rbuf[ptr++];
234 return v;
235 }
236 public uint Ruint()
237 {
238 uint v;
239 dst = (byte*)&v;
240 *dst++ = rbuf[ptr++];
241 *dst++ = rbuf[ptr++];
242 *dst++ = rbuf[ptr++];
243 *dst = rbuf[ptr++];
244 return v;
245 }
246 public long Rlong()
247 {
248 long v;
249 dst = (byte*)&v;
250 *dst++ = rbuf[ptr++];
251 *dst++ = rbuf[ptr++];
252 *dst++ = rbuf[ptr++];
253 *dst++ = rbuf[ptr++];
254 *dst++ = rbuf[ptr++];
255 *dst++ = rbuf[ptr++];
256 *dst++ = rbuf[ptr++];
257 *dst = rbuf[ptr++];
258 return v;
259 }
260 public ulong Rulong()
261 {
262 ulong v;
263 dst = (byte*)&v;
264 *dst++ = rbuf[ptr++];
265 *dst++ = rbuf[ptr++];
266 *dst++ = rbuf[ptr++];
267 *dst++ = rbuf[ptr++];
268 *dst++ = rbuf[ptr++];
269 *dst++ = rbuf[ptr++];
270 *dst++ = rbuf[ptr++];
271 *dst = rbuf[ptr++];
272 return v;
273 }
274 public float Rfloat()
275 {
276 float v;
277 dst = (byte*)&v;
278 *dst++ = rbuf[ptr++];
279 *dst++ = rbuf[ptr++];
280 *dst++ = rbuf[ptr++];
281 *dst = rbuf[ptr++];
282 return v;
283 }
284
285 public double Rdouble()
286 {
287 double v;
288 dst = (byte*)&v;
289 *dst++ = rbuf[ptr++];
290 *dst++ = rbuf[ptr++];
291 *dst++ = rbuf[ptr++];
292 *dst++ = rbuf[ptr++];
293 *dst++ = rbuf[ptr++];
294 *dst++ = rbuf[ptr++];
295 *dst++ = rbuf[ptr++];
296 *dst = rbuf[ptr++];
297 return v;
298 }
299
300 public Vector3 Rvector3()
301 {
302 Vector3 v;
303 dst = (byte*)&v.X;
304 *dst++ = rbuf[ptr++];
305 *dst++ = rbuf[ptr++];
306 *dst++ = rbuf[ptr++];
307 *dst = rbuf[ptr++];
308
309 dst = (byte*)&v.Y;
310 *dst++ = rbuf[ptr++];
311 *dst++ = rbuf[ptr++];
312 *dst++ = rbuf[ptr++];
313 *dst = rbuf[ptr++];
314
315 dst = (byte*)&v.Z;
316 *dst++ = rbuf[ptr++];
317 *dst++ = rbuf[ptr++];
318 *dst++ = rbuf[ptr++];
319 *dst = rbuf[ptr++];
320 return v;
321 }
322
323 public Quaternion Rquat()
324 {
325 Quaternion v;
326 dst = (byte*)&v.X;
327 *dst++ = rbuf[ptr++];
328 *dst++ = rbuf[ptr++];
329 *dst++ = rbuf[ptr++];
330 *dst = rbuf[ptr++];
331
332 dst = (byte*)&v.Y;
333 *dst++ = rbuf[ptr++];
334 *dst++ = rbuf[ptr++];
335 *dst++ = rbuf[ptr++];
336 *dst = rbuf[ptr++];
337
338 dst = (byte*)&v.Z;
339 *dst++ = rbuf[ptr++];
340 *dst++ = rbuf[ptr++];
341 *dst++ = rbuf[ptr++];
342 *dst = rbuf[ptr++];
343
344 dst = (byte*)&v.W;
345 *dst++ = rbuf[ptr++];
346 *dst++ = rbuf[ptr++];
347 *dst++ = rbuf[ptr++];
348 *dst = rbuf[ptr++];
349
350 return v;
351 }
352 }
353}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 3a9ca1b..cc92484 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -65,5 +65,6 @@ namespace OpenSim.Region.Physics.Manager
65 void releasePinned(); 65 void releasePinned();
66 void Append(IMesh newMesh); 66 void Append(IMesh newMesh);
67 void TransformLinear(float[,] matrix, float[] offset); 67 void TransformLinear(float[,] matrix, float[] offset);
68 Vector3 GetCentroid();
68 } 69 }
69} 70}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 0587054..f525e9e 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -68,6 +68,17 @@ namespace OpenSim.Region.Physics.Manager
68 } 68 }
69 } 69 }
70 70
71 public struct ContactData
72 {
73 public float mu;
74 public float bounce;
75
76 public ContactData(float _mu, float _bounce)
77 {
78 mu = _mu;
79 bounce = _bounce;
80 }
81 }
71 /// <summary> 82 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 83 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 84 /// </summary>
@@ -135,6 +146,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 146 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 147 public event CollisionUpdate OnCollisionUpdate;
137 148
149 public virtual void SetVehicle(object vdata) { }
150
138 public event OutOfBounds OnOutOfBounds; 151 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 152#pragma warning restore 67
140 153
@@ -142,6 +155,13 @@ namespace OpenSim.Region.Physics.Manager
142 { 155 {
143 get { return new NullPhysicsActor(); } 156 get { return new NullPhysicsActor(); }
144 } 157 }
158
159 public virtual bool Building { get; set; }
160
161 public virtual ContactData ContactData
162 {
163 get { return new ContactData(0, 0); }
164 }
145 165
146 public abstract bool Stopped { get; } 166 public abstract bool Stopped { get; }
147 167
@@ -195,6 +215,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 215 }
196 } 216 }
197 217
218 public virtual byte[] Serialize(bool PhysIsRunning)
219 {
220 return new byte[0];
221 }
222
198 public virtual void RaiseOutOfBounds(Vector3 pos) 223 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 224 {
200 // Make a temporary copy of the event to avoid possibility of 225 // Make a temporary copy of the event to avoid possibility of
@@ -554,5 +579,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 579 {
555 return false; 580 return false;
556 } 581 }
582
557 } 583 }
558} 584}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..0346d4e 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -122,9 +122,18 @@ namespace OpenSim.Region.Physics.Manager
122 /// <param name="prim"></param> 122 /// <param name="prim"></param>
123 public abstract void RemovePrim(PhysicsActor prim); 123 public abstract void RemovePrim(PhysicsActor prim);
124 124
125 //public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 // Vector3 size, Quaternion rotation); //To be removed - Actually removed!
127
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 128 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 129 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 130
131 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
132 uint localid, byte[] sdata)
133 {
134 return null;
135 }
136
128 public virtual float TimeDilation 137 public virtual float TimeDilation
129 { 138 {
130 get { return 1.0f; } 139 get { return 1.0f; }
@@ -222,7 +231,7 @@ namespace OpenSim.Region.Physics.Manager
222 } 231 }
223 232
224 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 233 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
225 234 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
226 public virtual void UnCombine(PhysicsScene pScene) {} 235 public virtual void UnCombine(PhysicsScene pScene) {}
227 236
228 /// <summary> 237 /// <summary>
@@ -260,5 +269,13 @@ namespace OpenSim.Region.Physics.Manager
260 { 269 {
261 return new List<ContactResult>(); 270 return new List<ContactResult>();
262 } 271 }
272
273 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
274 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
275 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
276 {
277 return new List<ContactResult>();
278 }
279
263 } 280 }
264} 281}
diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
index f0775c1..8e24b4c 100644
--- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs
+++ b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using OpenMetaverse;
29 30
30namespace OpenSim.Region.Physics.Manager 31namespace OpenSim.Region.Physics.Manager
31{ 32{
@@ -117,5 +118,47 @@ namespace OpenSim.Region.Physics.Manager
117 NO_DEFLECTION = 16392, 118 NO_DEFLECTION = 16392,
118 LOCK_ROTATION = 32784 119 LOCK_ROTATION = 32784
119 } 120 }
120 121
122 public struct VehicleData
123 {
124 public Vehicle m_type;
125 public VehicleFlag m_flags;
126
127 // Linear properties
128 public Vector3 m_linearMotorDirection;
129 public Vector3 m_linearFrictionTimescale;
130 public float m_linearMotorDecayTimescale;
131 public float m_linearMotorTimescale;
132 public Vector3 m_linearMotorOffset;
133
134 //Angular properties
135 public Vector3 m_angularMotorDirection;
136 public float m_angularMotorTimescale;
137 public float m_angularMotorDecayTimescale;
138 public Vector3 m_angularFrictionTimescale;
139
140 //Deflection properties
141 public float m_angularDeflectionEfficiency;
142 public float m_angularDeflectionTimescale;
143 public float m_linearDeflectionEfficiency;
144 public float m_linearDeflectionTimescale;
145
146 //Banking properties
147 public float m_bankingEfficiency;
148 public float m_bankingMix;
149 public float m_bankingTimescale;
150
151 //Hover and Buoyancy properties
152 public float m_VhoverHeight;
153 public float m_VhoverEfficiency;
154 public float m_VhoverTimescale;
155 public float m_VehicleBuoyancy;
156
157 //Attractor properties
158 public float m_verticalAttractionEfficiency;
159 public float m_verticalAttractionTimescale;
160
161 // Axis
162 public Quaternion m_referenceFrame;
163 }
121} 164}
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index f781ff9..c715642 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -46,11 +46,36 @@ namespace OpenSim.Region.Physics.Meshing
46 IntPtr m_indicesPtr = IntPtr.Zero; 46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0; 47 int m_indexCount = 0;
48 public float[] m_normals; 48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
49 70
50 public Mesh() 71 public Mesh()
51 { 72 {
52 m_vertices = new Dictionary<Vertex, int>(); 73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
53 m_triangles = new List<Triangle>(); 76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
54 } 79 }
55 80
56 public Mesh Clone() 81 public Mesh Clone()
@@ -61,7 +86,8 @@ namespace OpenSim.Region.Physics.Meshing
61 { 86 {
62 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); 87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
63 } 88 }
64 89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
65 return result; 91 return result;
66 } 92 }
67 93
@@ -71,15 +97,57 @@ namespace OpenSim.Region.Physics.Meshing
71 throw new NotSupportedException("Attempt to Add to a pinned Mesh"); 97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
72 // If a vertex of the triangle is not yet in the vertices list, 98 // If a vertex of the triangle is not yet in the vertices list,
73 // add it and set its index to the current index count 99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
74 if (!m_vertices.ContainsKey(triangle.v1)) 116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
75 m_vertices[triangle.v1] = m_vertices.Count; 118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
76 if (!m_vertices.ContainsKey(triangle.v2)) 124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
77 m_vertices[triangle.v2] = m_vertices.Count; 126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
78 if (!m_vertices.ContainsKey(triangle.v3)) 132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
79 m_vertices[triangle.v3] = m_vertices.Count; 134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
80 m_triangles.Add(triangle); 140 m_triangles.Add(triangle);
81 } 141 }
82 142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
83 public void CalcNormals() 151 public void CalcNormals()
84 { 152 {
85 int iTriangles = m_triangles.Count; 153 int iTriangles = m_triangles.Count;
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 6f6ed7f..c4b245f 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -74,6 +74,8 @@ namespace OpenSim.Region.Physics.Meshing
74#endif 74#endif
75 75
76 private bool cacheSculptMaps = true; 76 private bool cacheSculptMaps = true;
77 private bool cacheSculptAlphaMaps = true;
78
77 private string decodedSculptMapPath = null; 79 private string decodedSculptMapPath = null;
78 private bool useMeshiesPhysicsMesh = false; 80 private bool useMeshiesPhysicsMesh = false;
79 81
@@ -87,7 +89,16 @@ namespace OpenSim.Region.Physics.Meshing
87 IConfig mesh_config = config.Configs["Mesh"]; 89 IConfig mesh_config = config.Configs["Mesh"];
88 90
89 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); 91 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
92
90 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); 93 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
94
95 if (Environment.OSVersion.Platform == PlatformID.Unix)
96 {
97 cacheSculptAlphaMaps = false;
98 }
99 else
100 cacheSculptAlphaMaps = cacheSculptMaps;
101
91 if(mesh_config != null) 102 if(mesh_config != null)
92 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); 103 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
93 104
@@ -268,15 +279,18 @@ namespace OpenSim.Region.Physics.Meshing
268 { 279 {
269 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) 280 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
270 return null; 281 return null;
282 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
283 // don't loose it
284 // primShape.SculptData = Utils.EmptyBytes;
271 } 285 }
286// primShape.SculptDataLoaded = true;
272 } 287 }
273 else 288 else
274 { 289 {
275 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) 290 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
276 return null; 291 return null;
277 } 292 }
278 293 // keep compatible
279 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
280 primShape.SculptData = Utils.EmptyBytes; 294 primShape.SculptData = Utils.EmptyBytes;
281 295
282 int numCoords = coords.Count; 296 int numCoords = coords.Count;
@@ -482,7 +496,8 @@ namespace OpenSim.Region.Physics.Meshing
482 496
483 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); 497 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
484 498
485 if (cacheSculptMaps) 499 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
500 // don't cache images with alpha channel in linux since mono can't load them correctly)
486 { 501 {
487 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } 502 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
488 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } 503 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
diff --git a/OpenSim/Region/Physics/Meshing/SculptMap.cs b/OpenSim/Region/Physics/Meshing/SculptMap.cs
index 740424e..b3d9cb6 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMap.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMap.cs
@@ -58,28 +58,24 @@ namespace PrimMesher
58 if (bmW == 0 || bmH == 0) 58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data"); 59 throw new Exception("SculptMap: bitmap has no data");
60 60
61 int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image 61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62 62
63 bool smallMap = bmW * bmH <= numLodPixels;
63 bool needsScaling = false; 64 bool needsScaling = false;
64 65
65 bool smallMap = bmW * bmH <= lod * lod;
66
67 width = bmW; 66 width = bmW;
68 height = bmH; 67 height = bmH;
69 while (width * height > numLodPixels) 68 while (width * height > numLodPixels * 4)
70 { 69 {
71 width >>= 1; 70 width >>= 1;
72 height >>= 1; 71 height >>= 1;
73 needsScaling = true; 72 needsScaling = true;
74 } 73 }
75 74
76
77
78 try 75 try
79 { 76 {
80 if (needsScaling) 77 if (needsScaling)
81 bm = ScaleImage(bm, width, height, 78 bm = ScaleImage(bm, width, height);
82 System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
83 } 79 }
84 80
85 catch (Exception e) 81 catch (Exception e)
@@ -87,7 +83,7 @@ namespace PrimMesher
87 throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); 83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
88 } 84 }
89 85
90 if (width * height > lod * lod) 86 if (width * height > numLodPixels)
91 { 87 {
92 width >>= 1; 88 width >>= 1;
93 height >>= 1; 89 height >>= 1;
@@ -144,15 +140,17 @@ namespace PrimMesher
144 int rowNdx, colNdx; 140 int rowNdx, colNdx;
145 int smNdx = 0; 141 int smNdx = 0;
146 142
143
147 for (rowNdx = 0; rowNdx < numRows; rowNdx++) 144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
148 { 145 {
149 List<Coord> row = new List<Coord>(numCols); 146 List<Coord> row = new List<Coord>(numCols);
150 for (colNdx = 0; colNdx < numCols; colNdx++) 147 for (colNdx = 0; colNdx < numCols; colNdx++)
151 { 148 {
149
152 if (mirror) 150 if (mirror)
153 row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f)); 151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
154 else 152 else
155 row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f)); 153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
156 154
157 ++smNdx; 155 ++smNdx;
158 } 156 }
@@ -161,23 +159,39 @@ namespace PrimMesher
161 return rows; 159 return rows;
162 } 160 }
163 161
164 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight, 162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
165 System.Drawing.Drawing2D.InterpolationMode interpMode)
166 { 163 {
167 Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
168 scaledImage.SetResolution(96.0f, 96.0f);
169
170 Graphics grPhoto = Graphics.FromImage(scaledImage);
171 grPhoto.InterpolationMode = interpMode;
172 164
173 grPhoto.DrawImage(srcImage, 165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
174 new Rectangle(0, 0, destWidth, destHeight), 166
175 new Rectangle(0, 0, srcImage.Width, srcImage.Height), 167 Color c;
176 GraphicsUnit.Pixel); 168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
177 185
178 grPhoto.Dispose(); 186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
179 return scaledImage; 191 return scaledImage;
180 } 192 }
193
194 }
195
181 } 196 }
182}
183#endif 197#endif
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 97890ee..254d578 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -595,8 +595,8 @@ namespace OpenSim.Region.Physics.OdePlugin
595 break; 595 break;
596 596
597 case HollowShape.Circle: 597 case HollowShape.Circle:
598 // Hollow shape is a perfect cyllinder in respect to the cube's scale 598 // Hollow shape is a perfect cylinder in respect to the cube's scale
599 // Cyllinder hollow volume calculation 599 // Cylinder hollow volume calculation
600 600
601 hollowVolume *= 0.1963495f * 3.07920140172638f; 601 hollowVolume *= 0.1963495f * 3.07920140172638f;
602 break; 602 break;
@@ -2839,7 +2839,7 @@ Console.WriteLine(" JointCreateFixed");
2839 } 2839 }
2840 public override bool PIDActive { set { m_usePID = value; } } 2840 public override bool PIDActive { set { m_usePID = value; } }
2841 public override float PIDTau { set { m_PIDTau = value; } } 2841 public override float PIDTau { set { m_PIDTau = value; } }
2842 2842
2843 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2843 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2844 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2844 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2845 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2845 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
index 8d7d3b3..7e3ec63 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
@@ -137,8 +137,15 @@ namespace OpenSim.Region.Physics.OdePlugin
137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); 137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
138 for (int i = 0; i < reqs.Length; i++) 138 for (int i = 0; i < reqs.Length; i++)
139 { 139 {
140 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast 140 try
141 RayCast(reqs[i]); // if there isn't anyone to send results 141 {
142 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
143 RayCast(reqs[i]); // if there isn't anyone to send results
144 }
145 catch
146 {
147 //Fail silently
148 }
142 } 149 }
143 150
144 m_PendingRequests.Clear(); 151 m_PendingRequests.Clear();
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index e4fd7eb..2ea8bfc 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -297,7 +297,7 @@ namespace OpenSim.Region.Physics.POSPlugin
297 { 297 {
298 set { return; } 298 set { return; }
299 } 299 }
300 300
301 public override Quaternion APIDTarget 301 public override Quaternion APIDTarget
302 { 302 {
303 set { return; } 303 set { return; }
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d46341b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("Ubit Variation")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..793e281
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1451 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28
29// Revision by Ubit 2011/12
30
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using OpenMetaverse;
35using OdeAPI;
36using OpenSim.Framework;
37using OpenSim.Region.Physics.Manager;
38using log4net;
39
40namespace OpenSim.Region.Physics.OdePlugin
41{
42 /// <summary>
43 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
44 /// </summary>
45
46 public enum dParam : int
47 {
48 LowStop = 0,
49 HiStop = 1,
50 Vel = 2,
51 FMax = 3,
52 FudgeFactor = 4,
53 Bounce = 5,
54 CFM = 6,
55 StopERP = 7,
56 StopCFM = 8,
57 LoStop2 = 256,
58 HiStop2 = 257,
59 Vel2 = 258,
60 FMax2 = 259,
61 StopERP2 = 7 + 256,
62 StopCFM2 = 8 + 256,
63 LoStop3 = 512,
64 HiStop3 = 513,
65 Vel3 = 514,
66 FMax3 = 515,
67 StopERP3 = 7 + 512,
68 StopCFM3 = 8 + 512
69 }
70
71 public class OdeCharacter : PhysicsActor
72 {
73 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
74
75 private Vector3 _position;
76 private Vector3 _zeroPosition;
77 private bool _zeroFlag = false;
78 private Vector3 _velocity;
79 private Vector3 _target_velocity;
80 private Vector3 _acceleration;
81 private Vector3 m_rotationalVelocity;
82 private float m_mass = 80f;
83 public float m_density = 60f;
84 private bool m_pidControllerActive = true;
85 public float PID_D = 800.0f;
86 public float PID_P = 900.0f;
87 //private static float POSTURE_SERVO = 10000.0f;
88 public float CAPSULE_RADIUS = 0.37f;
89 public float CAPSULE_LENGTH = 2.140599f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_iscollidingObj = false;
96 private bool m_alwaysRun = false;
97 private int m_requestedUpdateFrequency = 0;
98 public uint m_localID = 0;
99 public bool m_returnCollisions = false;
100 // taints and their non-tainted counterparts
101 public bool m_isPhysical = false; // the current physical status
102 public float MinimumGroundFlightOffset = 3f;
103
104 private float m_buoyancy = 0f;
105
106 // private CollisionLocker ode;
107
108 private string m_name = String.Empty;
109 // other filter control
110 int m_colliderfilter = 0;
111 // int m_colliderGroundfilter = 0;
112 int m_colliderObjectfilter = 0;
113
114 // Default we're a Character
115 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
116
117 // Default, Collide with Other Geometries, spaces, bodies and characters.
118 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
119 | CollisionCategories.Space
120 | CollisionCategories.Body
121 | CollisionCategories.Character
122 );
123 // we do land collisions not ode | CollisionCategories.Land);
124 public IntPtr Body = IntPtr.Zero;
125 private OdeScene _parent_scene;
126 public IntPtr Shell = IntPtr.Zero;
127 public IntPtr Amotor = IntPtr.Zero;
128 public d.Mass ShellMass;
129// public bool collidelock = false;
130
131 private bool m_haseventsubscription = false;
132 public int m_eventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
134
135 // unique UUID of this character object
136 public UUID m_uuid;
137 public bool bad = false;
138
139 public ContactData AvatarContactData = new ContactData(10f, 0.3f);
140
141 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
142 {
143 m_uuid = UUID.Random();
144
145 if (pos.IsFinite())
146 {
147 if (pos.Z > 99999f)
148 {
149 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
150 }
151 if (pos.Z < -100f) // shouldn't this be 0 ?
152 {
153 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
154 }
155 _position = pos;
156 }
157 else
158 {
159 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
160 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
161 }
162
163 _parent_scene = parent_scene;
164
165 PID_D = pid_d;
166 PID_P = pid_p;
167 CAPSULE_RADIUS = capsule_radius;
168 m_density = density;
169 m_mass = 80f; // sure we have a default
170
171 AvatarContactData.mu = parent_scene.AvatarFriction;
172 AvatarContactData.bounce = parent_scene.AvatarBounce;
173
174 walkDivisor = walk_divisor;
175 runDivisor = rundivisor;
176
177 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
178 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
179
180 m_isPhysical = false; // current status: no ODE information exists
181
182 m_name = avName;
183
184 AddChange(changes.Add, null);
185 }
186
187 public override int PhysicsActorType
188 {
189 get { return (int)ActorTypes.Agent; }
190 set { return; }
191 }
192
193 public override ContactData ContactData
194 {
195 get { return AvatarContactData; }
196 }
197
198 public override bool Building { get; set; }
199
200 /// <summary>
201 /// If this is set, the avatar will move faster
202 /// </summary>
203 public override bool SetAlwaysRun
204 {
205 get { return m_alwaysRun; }
206 set { m_alwaysRun = value; }
207 }
208
209 public override uint LocalID
210 {
211 set { m_localID = value; }
212 }
213
214 public override bool Grabbed
215 {
216 set { return; }
217 }
218
219 public override bool Selected
220 {
221 set { return; }
222 }
223
224 public override float Buoyancy
225 {
226 get { return m_buoyancy; }
227 set { m_buoyancy = value; }
228 }
229
230 public override bool FloatOnWater
231 {
232 set { return; }
233 }
234
235 public override bool IsPhysical
236 {
237 get { return false; }
238 set { return; }
239 }
240
241 public override bool ThrottleUpdates
242 {
243 get { return false; }
244 set { return; }
245 }
246
247 public override bool Flying
248 {
249 get { return flying; }
250 set
251 {
252 flying = value;
253 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
254 }
255 }
256
257 /// <summary>
258 /// Returns if the avatar is colliding in general.
259 /// This includes the ground and objects and avatar.
260 /// </summary>
261 public override bool IsColliding
262 {
263 get { return (m_iscolliding || m_iscollidingGround); }
264 set
265 {
266 if (value)
267 {
268 m_colliderfilter += 2;
269 if (m_colliderfilter > 2)
270 m_colliderfilter = 2;
271 }
272 else
273 {
274 m_colliderfilter--;
275 if (m_colliderfilter < 0)
276 m_colliderfilter = 0;
277 }
278
279 if (m_colliderfilter == 0)
280 m_iscolliding = false;
281 else
282 {
283// SetPidStatus(false);
284 m_pidControllerActive = true;
285 m_iscolliding = true;
286 }
287 }
288 }
289
290 /// <summary>
291 /// Returns if an avatar is colliding with the ground
292 /// </summary>
293 public override bool CollidingGround
294 {
295 get { return m_iscollidingGround; }
296 set
297 {
298 /* we now control this
299 if (value)
300 {
301 m_colliderGroundfilter += 2;
302 if (m_colliderGroundfilter > 2)
303 m_colliderGroundfilter = 2;
304 }
305 else
306 {
307 m_colliderGroundfilter--;
308 if (m_colliderGroundfilter < 0)
309 m_colliderGroundfilter = 0;
310 }
311
312 if (m_colliderGroundfilter == 0)
313 m_iscollidingGround = false;
314 else
315 m_iscollidingGround = true;
316 */
317 }
318
319 }
320
321 /// <summary>
322 /// Returns if the avatar is colliding with an object
323 /// </summary>
324 public override bool CollidingObj
325 {
326 get { return m_iscollidingObj; }
327 set
328 {
329 // Ubit filter this also
330 if (value)
331 {
332 m_colliderObjectfilter += 2;
333 if (m_colliderObjectfilter > 2)
334 m_colliderObjectfilter = 2;
335 }
336 else
337 {
338 m_colliderObjectfilter--;
339 if (m_colliderObjectfilter < 0)
340 m_colliderObjectfilter = 0;
341 }
342
343 if (m_colliderObjectfilter == 0)
344 m_iscollidingObj = false;
345 else
346 m_iscollidingObj = true;
347
348 // m_iscollidingObj = value;
349/*
350 if (m_iscollidingObj)
351 m_pidControllerActive = false;
352 else
353 m_pidControllerActive = true;
354 */
355 }
356 }
357
358 /// <summary>
359 /// turn the PID controller on or off.
360 /// The PID Controller will turn on all by itself in many situations
361 /// </summary>
362 /// <param name="status"></param>
363 public void SetPidStatus(bool status)
364 {
365 m_pidControllerActive = status;
366 }
367
368 public override bool Stopped
369 {
370 get { return _zeroFlag; }
371 }
372
373 /// <summary>
374 /// This 'puts' an avatar somewhere in the physics space.
375 /// Not really a good choice unless you 'know' it's a good
376 /// spot otherwise you're likely to orbit the avatar.
377 /// </summary>
378 public override Vector3 Position
379 {
380 get { return _position; }
381 set
382 {
383 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
384 {
385 if (value.IsFinite())
386 {
387 if (value.Z > 9999999f)
388 {
389 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
390 }
391 if (value.Z < -100f)
392 {
393 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
394 }
395 AddChange(changes.Position, value);
396 }
397 else
398 {
399 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
400 }
401 }
402 }
403 }
404
405 public override Vector3 RotationalVelocity
406 {
407 get { return m_rotationalVelocity; }
408 set { m_rotationalVelocity = value; }
409 }
410
411 /// <summary>
412 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
413 /// and use it to offset landings properly
414 /// </summary>
415 public override Vector3 Size
416 {
417 get {
418 float d = CAPSULE_RADIUS * 2;
419 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
420 set
421 {
422 if (value.IsFinite())
423 {
424 AddChange(changes.Size, value);
425 }
426 else
427 {
428 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
429 }
430 }
431 }
432
433 /// <summary>
434 /// This creates the Avatar's physical Surrogate at the position supplied
435 /// </summary>
436 /// <param name="npositionX"></param>
437 /// <param name="npositionY"></param>
438 /// <param name="npositionZ"></param>
439
440 //
441 /// <summary>
442 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
443 /// This may be used in calculations in the scene/scenepresence
444 /// </summary>
445 public override float Mass
446 {
447 get
448 {
449 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
450 return m_density * AVvolume;
451 }
452 }
453 public override void link(PhysicsActor obj)
454 {
455
456 }
457
458 public override void delink()
459 {
460
461 }
462
463 public override void LockAngularMotion(Vector3 axis)
464 {
465
466 }
467
468
469 public override Vector3 Force
470 {
471 get { return _target_velocity; }
472 set { return; }
473 }
474
475 public override int VehicleType
476 {
477 get { return 0; }
478 set { return; }
479 }
480
481 public override void VehicleFloatParam(int param, float value)
482 {
483
484 }
485
486 public override void VehicleVectorParam(int param, Vector3 value)
487 {
488
489 }
490
491 public override void VehicleRotationParam(int param, Quaternion rotation)
492 {
493
494 }
495
496 public override void VehicleFlags(int param, bool remove)
497 {
498
499 }
500
501 public override void SetVolumeDetect(int param)
502 {
503
504 }
505
506 public override Vector3 CenterOfMass
507 {
508 get
509 {
510 Vector3 pos = _position;
511 return pos;
512 }
513 }
514
515 public override Vector3 GeometricCenter
516 {
517 get
518 {
519 Vector3 pos = _position;
520 return pos;
521 }
522 }
523
524 //UBit mess
525 /* for later use
526 public override Vector3 PrimOOBsize
527 {
528 get
529 {
530 Vector3 s=Size;
531 s.X *=0.5f;
532 s.Y *=0.5f;
533 s.Z *=0.5f;
534 return s;
535 }
536 }
537
538 public override Vector3 PrimOOBoffset
539 {
540 get
541 {
542 return Vector3.Zero;
543 }
544 }
545 */
546
547 public override PrimitiveBaseShape Shape
548 {
549 set { return; }
550 }
551
552 public override Vector3 Velocity
553 {
554 get
555 {
556 return _velocity;
557 }
558 set
559 {
560 if (value.IsFinite())
561 {
562 AddChange(changes.Velocity, value);
563 }
564 else
565 {
566 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
567 }
568 }
569 }
570
571 public override Vector3 Torque
572 {
573 get { return Vector3.Zero; }
574 set { return; }
575 }
576
577 public override float CollisionScore
578 {
579 get { return 0f; }
580 set { }
581 }
582
583 public override bool Kinematic
584 {
585 get { return false; }
586 set { }
587 }
588
589 public override Quaternion Orientation
590 {
591 get { return Quaternion.Identity; }
592 set
593 {
594 }
595 }
596
597 public override Vector3 Acceleration
598 {
599 get { return _acceleration; }
600 set { }
601 }
602
603 public void SetAcceleration(Vector3 accel)
604 {
605 m_pidControllerActive = true;
606 _acceleration = accel;
607 }
608
609 /// <summary>
610 /// Adds the force supplied to the Target Velocity
611 /// The PID controller takes this target velocity and tries to make it a reality
612 /// </summary>
613 /// <param name="force"></param>
614 public override void AddForce(Vector3 force, bool pushforce)
615 {
616 if (force.IsFinite())
617 {
618 if (pushforce)
619 {
620 AddChange(changes.Force, force * m_density / _parent_scene.ODE_STEPSIZE / 28f);
621 }
622 else
623 {
624 AddChange(changes.Velocity, force);
625 }
626 }
627 else
628 {
629 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
630 }
631 //m_lastUpdateSent = false;
632 }
633
634 public override void AddAngularForce(Vector3 force, bool pushforce)
635 {
636
637 }
638
639 public override void SetMomentum(Vector3 momentum)
640 {
641 }
642
643
644 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
645 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
646 // place that is safe to call this routine AvatarGeomAndBodyCreation.
647 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
648 {
649 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
650 if (CAPSULE_LENGTH <= 0)
651 {
652 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
653 CAPSULE_LENGTH = 0.01f;
654
655 }
656
657 if (CAPSULE_RADIUS <= 0)
658 {
659 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
660 CAPSULE_RADIUS = 0.01f;
661
662 }
663 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
664
665 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
666 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
667
668 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
669
670 m_mass = ShellMass.mass; // update mass
671
672 // rescale PID parameters
673 PID_D = _parent_scene.avPIDD;
674 PID_P = _parent_scene.avPIDP;
675
676 // rescale PID parameters so that this aren't affected by mass
677 // and so don't get unstable for some masses
678 // also scale by ode time step so you don't need to refix them
679
680 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
681 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
682 PID_P /= 50 * 80;
683 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
684
685 Body = d.BodyCreate(_parent_scene.world);
686
687 d.BodySetAutoDisableFlag(Body, false);
688 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
689
690 _position.X = npositionX;
691 _position.Y = npositionY;
692 _position.Z = npositionZ;
693
694 d.BodySetMass(Body, ref ShellMass);
695 d.GeomSetBody(Shell, Body);
696
697 // The purpose of the AMotor here is to keep the avatar's physical
698 // surrogate from rotating while moving
699 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
700 d.JointAttach(Amotor, Body, IntPtr.Zero);
701
702 d.JointSetAMotorMode(Amotor, 0);
703 d.JointSetAMotorNumAxes(Amotor, 3);
704 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
705 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
706 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
707
708 d.JointSetAMotorAngle(Amotor, 0, 0);
709 d.JointSetAMotorAngle(Amotor, 1, 0);
710 d.JointSetAMotorAngle(Amotor, 2, 0);
711
712 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
713 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
714 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
715 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
716 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
717 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
718
719 // These lowstops and high stops are effectively (no wiggle room)
720 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
721 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
722 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
723 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
724 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
725 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
726
727 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
728 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
729 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
730
731 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f);
732 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f);
733 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f);
734 }
735
736 /// <summary>
737 /// Destroys the avatar body and geom
738
739 private void AvatarGeomAndBodyDestroy()
740 {
741 // Kill the Amotor
742 if (Amotor != IntPtr.Zero)
743 {
744 d.JointDestroy(Amotor);
745 Amotor = IntPtr.Zero;
746 }
747
748 if (Body != IntPtr.Zero)
749 {
750 //kill the body
751 d.BodyDestroy(Body);
752 Body = IntPtr.Zero;
753 }
754
755 //kill the Geometry
756 if (Shell != IntPtr.Zero)
757 {
758 _parent_scene.geom_name_map.Remove(Shell);
759 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
760 d.GeomDestroy(Shell);
761 _parent_scene.geom_name_map.Remove(Shell);
762 Shell = IntPtr.Zero;
763 }
764 }
765
766 /// <summary>
767 /// Called from Simulate
768 /// This is the avatar's movement control + PID Controller
769 /// </summary>
770 /// <param name="timeStep"></param>
771 public void Move(float timeStep, List<OdeCharacter> defects)
772 {
773 // no lock; for now it's only called from within Simulate()
774
775 // If the PID Controller isn't active then we set our force
776 // calculating base velocity to the current position
777
778 if (Body == IntPtr.Zero)
779 return;
780
781 d.Vector3 dtmp;
782 d.BodyCopyPosition(Body, out dtmp);
783 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
784
785 // the Amotor still lets avatar rotation to drift during colisions
786 // so force it back to identity
787
788 d.Quaternion qtmp;
789 qtmp.W = 1;
790 qtmp.X = 0;
791 qtmp.Y = 0;
792 qtmp.Z = 0;
793 d.BodySetQuaternion(Body, ref qtmp);
794
795 if (m_pidControllerActive == false)
796 {
797 _zeroPosition = localpos;
798 }
799 //PidStatus = true;
800
801
802 if (!localpos.IsFinite())
803 {
804
805 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
806 defects.Add(this);
807 // _parent_scene.RemoveCharacter(this);
808
809 // destroy avatar capsule and related ODE data
810 AvatarGeomAndBodyDestroy();
811
812 return;
813 }
814
815 Vector3 vec = Vector3.Zero;
816 dtmp = d.BodyGetLinearVel(Body);
817 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
818
819 float movementdivisor = 1f;
820 //Ubit change divisions into multiplications below
821 if (!m_alwaysRun)
822 {
823 movementdivisor = 1 / walkDivisor;
824 }
825 else
826 {
827 movementdivisor = 1 / runDivisor;
828 }
829
830 // colide with land
831
832 d.AABB aabb;
833 d.GeomGetAABB(Shell, out aabb);
834 float chrminZ = aabb.MinZ;
835
836 Vector3 posch = localpos;
837
838 float ftmp;
839
840 if (flying)
841 {
842 ftmp = timeStep;
843 posch.X += vel.X * ftmp;
844 posch.Y += vel.Y * ftmp;
845 }
846
847 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
848 if (chrminZ < terrainheight)
849 {
850 float depth = terrainheight - chrminZ;
851 if (!flying)
852 {
853 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
854 }
855 else
856 vec.Z = depth * PID_P * 50;
857
858 /*
859 Vector3 vtmp;
860 vtmp.X = _target_velocity.X * timeStep;
861 vtmp.Y = _target_velocity.Y * timeStep;
862 // fake and avoid squares
863 float k = (Math.Abs(vtmp.X) + Math.Abs(vtmp.Y));
864 if (k > 0)
865 {
866 posch.X += vtmp.X;
867 posch.Y += vtmp.Y;
868 terrainheight -= _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
869 k = 1 + Math.Abs(terrainheight) / k;
870 movementdivisor /= k;
871
872 if (k < 1)
873 k = 1;
874 }
875 */
876
877
878 if (depth < 0.1f)
879 {
880 m_iscolliding = true;
881 m_colliderfilter = 2;
882 m_iscollidingGround = true;
883
884 ContactPoint contact = new ContactPoint();
885 contact.PenetrationDepth = depth;
886 contact.Position.X = localpos.X;
887 contact.Position.Y = localpos.Y;
888 contact.Position.Z = chrminZ;
889 contact.SurfaceNormal.X = 0f;
890 contact.SurfaceNormal.Y = 0f;
891 contact.SurfaceNormal.Z = -1f;
892 AddCollisionEvent(0, contact);
893
894 vec.Z *= 0.5f;
895 }
896
897 else
898 m_iscollidingGround = false;
899 }
900 else
901 m_iscollidingGround = false;
902
903
904 // if velocity is zero, use position control; otherwise, velocity control
905 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f
906 && m_iscolliding)
907 {
908 // keep track of where we stopped. No more slippin' & slidin'
909 if (!_zeroFlag)
910 {
911 _zeroFlag = true;
912 _zeroPosition = localpos;
913 }
914 if (m_pidControllerActive)
915 {
916 // We only want to deactivate the PID Controller if we think we want to have our surrogate
917 // react to the physics scene by moving it's position.
918 // Avatar to Avatar collisions
919 // Prim to avatar collisions
920
921 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
922 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
923 if (flying)
924 {
925 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
926 }
927 }
928 //PidStatus = true;
929 }
930 else
931 {
932 m_pidControllerActive = true;
933 _zeroFlag = false;
934
935 if (m_iscolliding)
936 {
937 if (!flying)
938 {
939 if (_target_velocity.Z > 0.0f)
940 {
941 // We're colliding with something and we're not flying but we're moving
942 // This means we're walking or running. JUMPING
943 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
944 }
945 // We're standing on something
946 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
947 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
948 }
949 else
950 {
951 // We're flying and colliding with something
952 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
953 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
954 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
955 }
956 }
957 else // ie not colliding
958 {
959 if (flying) //(!m_iscolliding && flying)
960 {
961 // we're in mid air suspended
962 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
963 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
964 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
965 }
966
967 else
968 {
969 // we're not colliding and we're not flying so that means we're falling!
970 // m_iscolliding includes collisions with the ground.
971
972 // d.Vector3 pos = d.BodyGetPosition(Body);
973 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
974 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
975 }
976 }
977 }
978
979 if (flying)
980 {
981 vec.Z -= _parent_scene.gravityz * m_mass;
982
983 //Added for auto fly height. Kitto Flora
984 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
985
986 if (localpos.Z < target_altitude)
987 {
988 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
989 }
990 // end add Kitto Flora
991 }
992
993 if (vec.IsFinite())
994 {
995 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
996 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
997 }
998 else
999 {
1000 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1001 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1002 defects.Add(this);
1003 // _parent_scene.RemoveCharacter(this);
1004 // destroy avatar capsule and related ODE data
1005 AvatarGeomAndBodyDestroy();
1006 }
1007 }
1008
1009 /// <summary>
1010 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1011 /// </summary>
1012 public void UpdatePositionAndVelocity()
1013 {
1014 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1015 if (Body == IntPtr.Zero)
1016 return;
1017
1018 d.Vector3 vec;
1019 try
1020 {
1021 d.BodyCopyPosition(Body, out vec);
1022 }
1023 catch (NullReferenceException)
1024 {
1025 bad = true;
1026 _parent_scene.BadCharacter(this);
1027 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1028 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1029 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1030 }
1031
1032 _position.X = vec.X;
1033 _position.Y = vec.Y;
1034 _position.Z = vec.Z;
1035
1036 bool fixbody = false;
1037
1038 if (_position.X < 0.0f)
1039 {
1040 fixbody = true;
1041 _position.X = 0.1f;
1042 }
1043 else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f)
1044 {
1045 fixbody = true;
1046 _position.X = (int)_parent_scene.WorldExtents.X - 0.1f;
1047 }
1048
1049 if (_position.Y < 0.0f)
1050 {
1051 fixbody = true;
1052 _position.Y = 0.1f;
1053 }
1054 else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1)
1055 {
1056 fixbody = true;
1057 _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f;
1058 }
1059
1060 if (fixbody)
1061 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1062
1063 // Did we move last? = zeroflag
1064 // This helps keep us from sliding all over
1065/*
1066 if (_zeroFlag)
1067 {
1068 _velocity.X = 0.0f;
1069 _velocity.Y = 0.0f;
1070 _velocity.Z = 0.0f;
1071
1072 // Did we send out the 'stopped' message?
1073 if (!m_lastUpdateSent)
1074 {
1075 m_lastUpdateSent = true;
1076 base.RequestPhysicsterseUpdate();
1077 }
1078 }
1079 else
1080 {
1081 m_lastUpdateSent = false;
1082 */
1083 try
1084 {
1085 vec = d.BodyGetLinearVel(Body);
1086 }
1087 catch (NullReferenceException)
1088 {
1089 vec.X = _velocity.X;
1090 vec.Y = _velocity.Y;
1091 vec.Z = _velocity.Z;
1092 }
1093 _velocity.X = (vec.X);
1094 _velocity.Y = (vec.Y);
1095 _velocity.Z = (vec.Z);
1096 // }
1097 }
1098
1099 /// <summary>
1100 /// Cleanup the things we use in the scene.
1101 /// </summary>
1102 public void Destroy()
1103 {
1104 AddChange(changes.Remove, null);
1105 }
1106
1107 public override void CrossingFailure()
1108 {
1109 }
1110
1111 public override Vector3 PIDTarget { set { return; } }
1112 public override bool PIDActive { set { return; } }
1113 public override float PIDTau { set { return; } }
1114
1115 public override float PIDHoverHeight { set { return; } }
1116 public override bool PIDHoverActive { set { return; } }
1117 public override PIDHoverType PIDHoverType { set { return; } }
1118 public override float PIDHoverTau { set { return; } }
1119
1120 public override Quaternion APIDTarget { set { return; } }
1121
1122 public override bool APIDActive { set { return; } }
1123
1124 public override float APIDStrength { set { return; } }
1125
1126 public override float APIDDamping { set { return; } }
1127
1128
1129 public override void SubscribeEvents(int ms)
1130 {
1131 m_requestedUpdateFrequency = ms;
1132 m_eventsubscription = ms;
1133 _parent_scene.AddCollisionEventReporting(this);
1134 m_haseventsubscription = true;
1135 }
1136
1137 public override void UnSubscribeEvents()
1138 {
1139 m_haseventsubscription = false;
1140 _parent_scene.RemoveCollisionEventReporting(this);
1141 m_requestedUpdateFrequency = 0;
1142 m_eventsubscription = 0;
1143 }
1144
1145 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1146 {
1147 if (m_haseventsubscription)
1148 {
1149 // m_log.DebugFormat(
1150 // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
1151
1152 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1153 }
1154 }
1155
1156 public void SendCollisions()
1157 {
1158 if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency)
1159 {
1160 if (CollisionEventsThisFrame != null)
1161 {
1162 base.SendCollisionUpdate(CollisionEventsThisFrame);
1163 }
1164 CollisionEventsThisFrame = new CollisionEventUpdate();
1165 m_eventsubscription = 0;
1166 }
1167 }
1168
1169 public override bool SubscribedEvents()
1170 {
1171 return m_haseventsubscription;
1172 }
1173
1174 private void changePhysicsStatus(bool NewStatus)
1175 {
1176 if (NewStatus != m_isPhysical)
1177 {
1178 if (NewStatus)
1179 {
1180 // Create avatar capsule and related ODE data
1181 if ((Shell != IntPtr.Zero))
1182 {
1183 // a lost shell ?
1184 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1185 + (Shell != IntPtr.Zero ? "Shell " : "")
1186 + (Body != IntPtr.Zero ? "Body " : "")
1187 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1188 AvatarGeomAndBodyDestroy();
1189 }
1190
1191 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1192 _parent_scene.geom_name_map[Shell] = m_name;
1193 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1194 _parent_scene.AddCharacter(this);
1195 }
1196 else
1197 {
1198 _parent_scene.RemoveCharacter(this);
1199 // destroy avatar capsule and related ODE data
1200 AvatarGeomAndBodyDestroy();
1201 }
1202
1203 m_isPhysical = NewStatus;
1204 }
1205 }
1206
1207 private void changeAdd()
1208 {
1209 changePhysicsStatus(true);
1210 }
1211
1212 private void changeRemove()
1213 {
1214 changePhysicsStatus(false);
1215 }
1216
1217 private void changeShape(PrimitiveBaseShape arg)
1218 {
1219 }
1220
1221 private void changeSize(Vector3 Size)
1222 {
1223 if (Size.IsFinite())
1224 {
1225 float caplen = Size.Z;
1226
1227 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1228
1229 if (caplen != CAPSULE_LENGTH)
1230 {
1231 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1232 {
1233 AvatarGeomAndBodyDestroy();
1234
1235 float prevCapsule = CAPSULE_LENGTH;
1236 CAPSULE_LENGTH = caplen;
1237
1238 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1239 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2));
1240
1241 Velocity = Vector3.Zero;
1242
1243 _parent_scene.geom_name_map[Shell] = m_name;
1244 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1245 }
1246 else
1247 {
1248 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1249 + (Shell == IntPtr.Zero ? "Shell " : "")
1250 + (Body == IntPtr.Zero ? "Body " : "")
1251 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1252 }
1253 }
1254
1255 m_pidControllerActive = true;
1256 }
1257 else
1258 {
1259 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1260 }
1261 }
1262
1263 private void changePosition( Vector3 newPos)
1264 {
1265 if (Body != IntPtr.Zero)
1266 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1267 _position = newPos;
1268 }
1269
1270 private void changeOrientation(Quaternion newOri)
1271 {
1272 }
1273
1274 private void changeVelocity(Vector3 newVel)
1275 {
1276 m_pidControllerActive = true;
1277 _target_velocity = newVel;
1278 }
1279
1280 private void changeSetTorque(Vector3 newTorque)
1281 {
1282 }
1283
1284 private void changeAddForce(Vector3 newForce)
1285 {
1286 }
1287
1288 private void changeAddAngularForce(Vector3 arg)
1289 {
1290 }
1291
1292 private void changeAngularLock(Vector3 arg)
1293 {
1294 }
1295
1296 private void changeFloatOnWater(bool arg)
1297 {
1298 }
1299
1300 private void changeVolumedetetion(bool arg)
1301 {
1302 }
1303
1304 private void changeSelectedStatus(bool arg)
1305 {
1306 }
1307
1308 private void changeDisable(bool arg)
1309 {
1310 }
1311
1312 private void changeBuilding(bool arg)
1313 {
1314 }
1315
1316 private void changeForce(Vector3 newForce)
1317 {
1318 m_pidControllerActive = false;
1319 if (Body != IntPtr.Zero)
1320 {
1321 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1322 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1323 }
1324 }
1325
1326 private void donullchange()
1327 {
1328 }
1329
1330 public bool DoAChange(changes what, object arg)
1331 {
1332 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1333 {
1334 return false;
1335 }
1336
1337 // nasty switch
1338 switch (what)
1339 {
1340 case changes.Add:
1341 changeAdd();
1342 break;
1343 case changes.Remove:
1344 changeRemove();
1345 break;
1346
1347 case changes.Position:
1348 changePosition((Vector3)arg);
1349 break;
1350
1351 case changes.Orientation:
1352 changeOrientation((Quaternion)arg);
1353 break;
1354
1355 case changes.PosOffset:
1356 donullchange();
1357 break;
1358
1359 case changes.OriOffset:
1360 donullchange();
1361 break;
1362
1363 case changes.Velocity:
1364 changeVelocity((Vector3)arg);
1365 break;
1366
1367 // case changes.Acceleration:
1368 // changeacceleration((Vector3)arg);
1369 // break;
1370 // case changes.AngVelocity:
1371 // changeangvelocity((Vector3)arg);
1372 // break;
1373
1374 case changes.Force:
1375 changeForce((Vector3)arg);
1376 break;
1377
1378 case changes.Torque:
1379 changeSetTorque((Vector3)arg);
1380 break;
1381
1382 case changes.AddForce:
1383 changeAddForce((Vector3)arg);
1384 break;
1385
1386 case changes.AddAngForce:
1387 changeAddAngularForce((Vector3)arg);
1388 break;
1389
1390 case changes.AngLock:
1391 changeAngularLock((Vector3)arg);
1392 break;
1393
1394 case changes.Size:
1395 changeSize((Vector3)arg);
1396 break;
1397/* not in use for now
1398 case changes.Shape:
1399 changeShape((PrimitiveBaseShape)arg);
1400 break;
1401
1402 case changes.CollidesWater:
1403 changeFloatOnWater((bool)arg);
1404 break;
1405
1406 case changes.VolumeDtc:
1407 changeVolumedetetion((bool)arg);
1408 break;
1409
1410 case changes.Physical:
1411 changePhysicsStatus((bool)arg);
1412 break;
1413
1414 case changes.Selected:
1415 changeSelectedStatus((bool)arg);
1416 break;
1417
1418 case changes.disabled:
1419 changeDisable((bool)arg);
1420 break;
1421
1422 case changes.building:
1423 changeBuilding((bool)arg);
1424 break;
1425*/
1426 case changes.Null:
1427 donullchange();
1428 break;
1429
1430 default:
1431 donullchange();
1432 break;
1433 }
1434 return false;
1435 }
1436
1437 public void AddChange(changes what, object arg)
1438 {
1439 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1440 }
1441
1442
1443 internal void AddCollisionFrameTime(int p)
1444 {
1445 // protect it from overflow crashing
1446 if (m_eventsubscription + p >= int.MaxValue)
1447 m_eventsubscription = 0;
1448 m_eventsubscription += p;
1449 }
1450 }
1451}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..80218e7
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,849 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
29 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
30 * ODEPrim.cs contains methods dealing with Prim editing, Prim
31 * characteristics and Kinetic motion.
32 * ODEDynamics.cs contains methods dealing with Prim Physical motion
33 * (dynamics) and the associated settings. Old Linear and angular
34 * motors for dynamic motion have been replace with MoveLinear()
35 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
36 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
37 * switch between 'VEHICLE' parameter use and general dynamics
38 * settings use.
39 */
40
41// Ubit 2012
42
43using System;
44using System.Collections.Generic;
45using System.Reflection;
46using System.Runtime.InteropServices;
47using log4net;
48using OpenMetaverse;
49using OdeAPI;
50using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager;
52
53namespace OpenSim.Region.Physics.OdePlugin
54{
55 public class ODEDynamics
56 {
57 public Vehicle Type
58 {
59 get { return m_type; }
60 }
61
62 private OdePrim rootPrim;
63 private OdeScene _pParentScene;
64
65 // Vehicle properties
66 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
67 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
68
69 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
70
71 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
72 // HOVER_TERRAIN_ONLY
73 // HOVER_GLOBAL_HEIGHT
74 // NO_DEFLECTION_UP
75 // HOVER_WATER_ONLY
76 // HOVER_UP_ONLY
77 // LIMIT_MOTOR_UP
78 // LIMIT_ROLL_ONLY
79 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
80
81 // Linear properties
82 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
83 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
84 private float m_linearMotorDecayTimescale = 120;
85 private float m_linearMotorTimescale = 1000;
86 private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
87 private Vector3 m_linearMotorOffset = Vector3.Zero;
88
89 //Angular properties
90 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
91 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
92 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
93 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
94 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
95
96 //Deflection properties
97 private float m_angularDeflectionEfficiency = 0;
98 private float m_angularDeflectionTimescale = 1000;
99 private float m_linearDeflectionEfficiency = 0;
100 private float m_linearDeflectionTimescale = 1000;
101
102 //Banking properties
103 private float m_bankingEfficiency = 0;
104 private float m_bankingMix = 0;
105 private float m_bankingTimescale = 0;
106
107 //Hover and Buoyancy properties
108 private float m_VhoverHeight = 0f;
109 private float m_VhoverEfficiency = 0f;
110 private float m_VhoverTimescale = 1000f;
111 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
112 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
113 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
114 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
115
116 //Attractor properties
117 private float m_verticalAttractionEfficiency = 1.0f; // damped
118 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
119
120 // auxiliar
121 private Vector3 m_dir = Vector3.Zero; // velocity applied to body
122
123 private float m_lmEfect = 0; // current linear motor eficiency
124 private float m_amEfect = 0; // current angular motor eficiency
125
126
127 public ODEDynamics(OdePrim rootp)
128 {
129 rootPrim = rootp;
130 _pParentScene = rootPrim._parent_scene;
131 }
132
133 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
134 {
135 float len;
136 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
137 float timestep = _pParentScene.ODE_STEPSIZE;
138
139 switch (pParam)
140 {
141 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
142 if (pValue < 0f) pValue = 0f;
143 if (pValue > 1f) pValue = 1f;
144 m_angularDeflectionEfficiency = pValue;
145 break;
146 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
147 if (pValue < timestep) pValue = timestep;
148 m_angularDeflectionTimescale = pValue;
149 break;
150 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
151 // if (pValue < timestep) pValue = timestep;
152 // try to make impulses to work a bit better
153 if (pValue < 0.5f) pValue = 0.5f;
154 else if (pValue > 120) pValue = 120;
155 m_angularMotorDecayTimescale = pValue * invtimestep;
156 break;
157 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
158 if (pValue < timestep) pValue = timestep;
159 m_angularMotorTimescale = pValue;
160 break;
161 case Vehicle.BANKING_EFFICIENCY:
162 if (pValue < -1f) pValue = -1f;
163 if (pValue > 1f) pValue = 1f;
164 m_bankingEfficiency = pValue;
165 break;
166 case Vehicle.BANKING_MIX:
167 if (pValue < 0f) pValue = 0f;
168 if (pValue > 1f) pValue = 1f;
169 m_bankingMix = pValue;
170 break;
171 case Vehicle.BANKING_TIMESCALE:
172 if (pValue < timestep) pValue = timestep;
173 m_bankingTimescale = pValue;
174 break;
175 case Vehicle.BUOYANCY:
176 if (pValue < -1f) pValue = -1f;
177 if (pValue > 1f) pValue = 1f;
178 m_VehicleBuoyancy = pValue;
179 break;
180 case Vehicle.HOVER_EFFICIENCY:
181 if (pValue < 0f) pValue = 0f;
182 if (pValue > 1f) pValue = 1f;
183 m_VhoverEfficiency = pValue;
184 break;
185 case Vehicle.HOVER_HEIGHT:
186 m_VhoverHeight = pValue;
187 break;
188 case Vehicle.HOVER_TIMESCALE:
189 if (pValue < timestep) pValue = timestep;
190 m_VhoverTimescale = pValue;
191 break;
192 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
193 if (pValue < 0f) pValue = 0f;
194 if (pValue > 1f) pValue = 1f;
195 m_linearDeflectionEfficiency = pValue;
196 break;
197 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
198 if (pValue < timestep) pValue = timestep;
199 m_linearDeflectionTimescale = pValue;
200 break;
201 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
202 // if (pValue < timestep) pValue = timestep;
203 // try to make impulses to work a bit better
204 if (pValue < 0.5f) pValue = 0.5f;
205 else if (pValue > 120) pValue = 120;
206 m_linearMotorDecayTimescale = pValue * invtimestep;
207 break;
208 case Vehicle.LINEAR_MOTOR_TIMESCALE:
209 if (pValue < timestep) pValue = timestep;
210 m_linearMotorTimescale = pValue;
211 break;
212 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
213 if (pValue < 0f) pValue = 0f;
214 if (pValue > 1f) pValue = 1f;
215 m_verticalAttractionEfficiency = pValue;
216 break;
217 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
218 if (pValue < timestep) pValue = timestep;
219 m_verticalAttractionTimescale = pValue;
220 break;
221
222 // These are vector properties but the engine lets you use a single float value to
223 // set all of the components to the same value
224 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
225 if (pValue < timestep) pValue = timestep;
226 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
227 break;
228 case Vehicle.ANGULAR_MOTOR_DIRECTION:
229 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
230 len = m_angularMotorDirection.Length();
231 if (len > 12.566f)
232 m_angularMotorDirection *= (12.566f / len);
233 m_amEfect = 1.0f; // turn it on
234 break;
235 case Vehicle.LINEAR_FRICTION_TIMESCALE:
236 if (pValue < timestep) pValue = timestep;
237 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
238 break;
239 case Vehicle.LINEAR_MOTOR_DIRECTION:
240 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
241 len = m_linearMotorDirection.Length();
242 if (len > 30.0f)
243 m_linearMotorDirection *= (30.0f / len);
244 m_lmEfect = 1.0f; // turn it on
245 break;
246 case Vehicle.LINEAR_MOTOR_OFFSET:
247 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
248 len = m_linearMotorOffset.Length();
249 if (len > 100.0f)
250 m_linearMotorOffset *= (100.0f / len);
251 break;
252 }
253 }//end ProcessFloatVehicleParam
254
255 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
256 {
257 float len;
258 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
259 float timestep = _pParentScene.ODE_STEPSIZE;
260 switch (pParam)
261 {
262 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
263 if (pValue.X < timestep) pValue.X = timestep;
264 if (pValue.Y < timestep) pValue.Y = timestep;
265 if (pValue.Z < timestep) pValue.Z = timestep;
266
267 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
268 break;
269 case Vehicle.ANGULAR_MOTOR_DIRECTION:
270 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
271 // Limit requested angular speed to 2 rps= 4 pi rads/sec
272 len = m_angularMotorDirection.Length();
273 if (len > 12.566f)
274 m_angularMotorDirection *= (12.566f / len);
275 m_amEfect = 1.0f; // turn it on
276 break;
277 case Vehicle.LINEAR_FRICTION_TIMESCALE:
278 if (pValue.X < timestep) pValue.X = timestep;
279 if (pValue.Y < timestep) pValue.Y = timestep;
280 if (pValue.Z < timestep) pValue.Z = timestep;
281 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
282 break;
283 case Vehicle.LINEAR_MOTOR_DIRECTION:
284 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
285 len = m_linearMotorDirection.Length();
286 if (len > 30.0f)
287 m_linearMotorDirection *= (30.0f / len);
288 m_lmEfect = 1.0f; // turn it on
289 break;
290 case Vehicle.LINEAR_MOTOR_OFFSET:
291 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
292 len = m_linearMotorOffset.Length();
293 if (len > 100.0f)
294 m_linearMotorOffset *= (100.0f / len);
295 break;
296 case Vehicle.BLOCK_EXIT:
297 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
298 break;
299 }
300 }//end ProcessVectorVehicleParam
301
302 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
303 {
304 switch (pParam)
305 {
306 case Vehicle.REFERENCE_FRAME:
307 m_referenceFrame = Quaternion.Inverse(pValue);
308 break;
309 case Vehicle.ROLL_FRAME:
310 m_RollreferenceFrame = pValue;
311 break;
312 }
313 }//end ProcessRotationVehicleParam
314
315 internal void ProcessVehicleFlags(int pParam, bool remove)
316 {
317 if (remove)
318 {
319 m_flags &= ~((VehicleFlag)pParam);
320 }
321 else
322 {
323 m_flags |= (VehicleFlag)pParam;
324 }
325 }//end ProcessVehicleFlags
326
327 internal void ProcessTypeChange(Vehicle pType)
328 {
329 float invtimestep = _pParentScene.ODE_STEPSIZE;
330 m_lmEfect = 0;
331 m_amEfect = 0;
332
333 m_linearMotorDirection = Vector3.Zero;
334 m_angularMotorDirection = Vector3.Zero;
335
336 m_BlockingEndPoint = Vector3.Zero;
337 m_RollreferenceFrame = Quaternion.Identity;
338 m_linearMotorOffset = Vector3.Zero;
339
340 m_referenceFrame = Quaternion.Identity;
341
342 // Set Defaults For Type
343 m_type = pType;
344 switch (pType)
345 {
346 case Vehicle.TYPE_NONE:
347 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
348 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
349 m_linearMotorTimescale = 1000;
350 m_linearMotorDecayTimescale = 120 * invtimestep;
351 m_angularMotorTimescale = 1000;
352 m_angularMotorDecayTimescale = 1000 * invtimestep;
353 m_VhoverHeight = 0;
354 m_VhoverTimescale = 1000;
355 m_VehicleBuoyancy = 0;
356 m_flags = (VehicleFlag)0;
357 break;
358
359 case Vehicle.TYPE_SLED:
360 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
361 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
362 m_linearMotorTimescale = 1000;
363 m_linearMotorDecayTimescale = 120 * invtimestep;
364 m_angularMotorTimescale = 1000;
365 m_angularMotorDecayTimescale = 120 * invtimestep;
366 m_VhoverHeight = 0;
367 m_VhoverEfficiency = 1;
368 m_VhoverTimescale = 10;
369 m_VehicleBuoyancy = 0;
370 m_linearDeflectionEfficiency = 1;
371 m_linearDeflectionTimescale = 1;
372 m_angularDeflectionEfficiency = 0;
373 m_angularDeflectionTimescale = 1000;
374 m_bankingEfficiency = 0;
375 m_bankingMix = 1;
376 m_bankingTimescale = 10;
377 m_flags &=
378 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
379 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
380 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
381 break;
382 case Vehicle.TYPE_CAR:
383 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
384 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
385 m_linearMotorTimescale = 1;
386 m_linearMotorDecayTimescale = 60 * invtimestep;
387 m_angularMotorTimescale = 1;
388 m_angularMotorDecayTimescale = 0.8f * invtimestep;
389 m_VhoverHeight = 0;
390 m_VhoverEfficiency = 0;
391 m_VhoverTimescale = 1000;
392 m_VehicleBuoyancy = 0;
393 m_linearDeflectionEfficiency = 1;
394 m_linearDeflectionTimescale = 2;
395 m_angularDeflectionEfficiency = 0;
396 m_angularDeflectionTimescale = 10;
397 m_verticalAttractionEfficiency = 1f;
398 m_verticalAttractionTimescale = 10f;
399 m_bankingEfficiency = -0.2f;
400 m_bankingMix = 1;
401 m_bankingTimescale = 1;
402 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
403 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
404 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
405 break;
406 case Vehicle.TYPE_BOAT:
407 m_linearFrictionTimescale = new Vector3(10, 3, 2);
408 m_angularFrictionTimescale = new Vector3(10, 10, 10);
409 m_linearMotorTimescale = 5;
410 m_linearMotorDecayTimescale = 60 * invtimestep;
411 m_angularMotorTimescale = 4;
412 m_angularMotorDecayTimescale = 4 * invtimestep;
413 m_VhoverHeight = 0;
414 m_VhoverEfficiency = 0.5f;
415 m_VhoverTimescale = 2;
416 m_VehicleBuoyancy = 1;
417 m_linearDeflectionEfficiency = 0.5f;
418 m_linearDeflectionTimescale = 3;
419 m_angularDeflectionEfficiency = 0.5f;
420 m_angularDeflectionTimescale = 5;
421 m_verticalAttractionEfficiency = 0.5f;
422 m_verticalAttractionTimescale = 5f;
423 m_bankingEfficiency = -0.3f;
424 m_bankingMix = 0.8f;
425 m_bankingTimescale = 1;
426 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
427 VehicleFlag.HOVER_GLOBAL_HEIGHT |
428 VehicleFlag.HOVER_UP_ONLY |
429 VehicleFlag.LIMIT_ROLL_ONLY);
430 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
431 VehicleFlag.LIMIT_MOTOR_UP |
432 VehicleFlag.HOVER_WATER_ONLY);
433 break;
434 case Vehicle.TYPE_AIRPLANE:
435 m_linearFrictionTimescale = new Vector3(200, 10, 5);
436 m_angularFrictionTimescale = new Vector3(20, 20, 20);
437 m_linearMotorTimescale = 2;
438 m_linearMotorDecayTimescale = 60 * invtimestep;
439 m_angularMotorTimescale = 4;
440 m_angularMotorDecayTimescale = 8 * invtimestep;
441 m_VhoverHeight = 0;
442 m_VhoverEfficiency = 0.5f;
443 m_VhoverTimescale = 1000;
444 m_VehicleBuoyancy = 0;
445 m_linearDeflectionEfficiency = 0.5f;
446 m_linearDeflectionTimescale = 0.5f;
447 m_angularDeflectionEfficiency = 1;
448 m_angularDeflectionTimescale = 2;
449 m_verticalAttractionEfficiency = 0.9f;
450 m_verticalAttractionTimescale = 2f;
451 m_bankingEfficiency = 1;
452 m_bankingMix = 0.7f;
453 m_bankingTimescale = 2;
454 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
455 VehicleFlag.HOVER_TERRAIN_ONLY |
456 VehicleFlag.HOVER_GLOBAL_HEIGHT |
457 VehicleFlag.HOVER_UP_ONLY |
458 VehicleFlag.NO_DEFLECTION_UP |
459 VehicleFlag.LIMIT_MOTOR_UP);
460 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
461 break;
462 case Vehicle.TYPE_BALLOON:
463 m_linearFrictionTimescale = new Vector3(5, 5, 5);
464 m_angularFrictionTimescale = new Vector3(10, 10, 10);
465 m_linearMotorTimescale = 5;
466 m_linearMotorDecayTimescale = 60 * invtimestep;
467 m_angularMotorTimescale = 6;
468 m_angularMotorDecayTimescale = 10 * invtimestep;
469 m_VhoverHeight = 5;
470 m_VhoverEfficiency = 0.8f;
471 m_VhoverTimescale = 10;
472 m_VehicleBuoyancy = 1;
473 m_linearDeflectionEfficiency = 0;
474 m_linearDeflectionTimescale = 5 * invtimestep;
475 m_angularDeflectionEfficiency = 0;
476 m_angularDeflectionTimescale = 5;
477 m_verticalAttractionEfficiency = 0f;
478 m_verticalAttractionTimescale = 1000f;
479 m_bankingEfficiency = 0;
480 m_bankingMix = 0.7f;
481 m_bankingTimescale = 5;
482 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
483 VehicleFlag.HOVER_TERRAIN_ONLY |
484 VehicleFlag.HOVER_UP_ONLY |
485 VehicleFlag.NO_DEFLECTION_UP |
486 VehicleFlag.LIMIT_MOTOR_UP);
487 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
488 VehicleFlag.HOVER_GLOBAL_HEIGHT);
489 break;
490 }
491
492 }//end SetDefaultsForType
493
494 internal void Stop()
495 {
496 m_lmEfect = 0;
497 m_amEfect = 0;
498 }
499
500 public static Vector3 Xrot(Quaternion rot)
501 {
502 Vector3 vec;
503 rot.Normalize(); // just in case
504 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
505 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
506 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
507 return vec;
508 }
509
510 public static Vector3 Zrot(Quaternion rot)
511 {
512 Vector3 vec;
513 rot.Normalize(); // just in case
514 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
515 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
516 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
517
518 return vec;
519 }
520
521 private const float halfpi = 0.5f * (float)Math.PI;
522
523 public static Vector3 ubitRot2Euler(Quaternion rot)
524 {
525 // returns roll in X
526 // pitch in Y
527 // yaw in Z
528 Vector3 vec;
529
530 // assuming rot is normalised
531 // rot.Normalize();
532
533 float zX = rot.X * rot.Z + rot.Y * rot.W;
534
535 if (zX < -0.49999f)
536 {
537 vec.X = 0;
538 vec.Y = -halfpi;
539 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
540 }
541 else if (zX > 0.49999f)
542 {
543 vec.X = 0;
544 vec.Y = halfpi;
545 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
546 }
547 else
548 {
549 vec.Y = (float)Math.Asin(2 * zX);
550
551 float sqw = rot.W * rot.W;
552
553 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
554 float zZ = rot.Z * rot.Z + sqw - 0.5f;
555
556 vec.X = (float)Math.Atan2(minuszY, zZ);
557
558 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
559 float yY = rot.X * rot.X + sqw - 0.5f;
560 vec.Z = (float)Math.Atan2(yX, yY);
561 }
562 return vec;
563 }
564
565 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
566 {
567 // assuming rot is normalised
568 // rot.Normalize();
569
570 float zX = rot.X * rot.Z + rot.Y * rot.W;
571
572 if (zX < -0.49999f)
573 {
574 roll = 0;
575 pitch = -halfpi;
576 }
577 else if (zX > 0.49999f)
578 {
579 roll = 0;
580 pitch = halfpi;
581 }
582 else
583 {
584 pitch = (float)Math.Asin(2 * zX);
585
586 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
587 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
588
589 roll = (float)Math.Atan2(minuszY, zZ);
590 }
591 return ;
592 }
593
594 internal void Step()//float pTimestep)
595 {
596 IntPtr Body = rootPrim.Body;
597
598 d.Quaternion rot = d.BodyGetQuaternion(Body);
599 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
600 Quaternion rotq = objrotq; // rotq = rotation of object
601 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
602 Quaternion irotq = Quaternion.Inverse(rotq);
603
604 d.Vector3 dvtmp;
605 Vector3 tmpV;
606 Vector3 curVel; // velocity in world
607 Vector3 curAngVel; // angular velocity in world
608 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
609 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
610 d.Vector3 dtorque = new d.Vector3();
611
612 dvtmp = d.BodyGetLinearVel(Body);
613 curVel.X = dvtmp.X;
614 curVel.Y = dvtmp.Y;
615 curVel.Z = dvtmp.Z;
616 Vector3 curLocalVel = curVel * irotq; // current velocity in local
617
618 dvtmp = d.BodyGetAngularVel(Body);
619 curAngVel.X = dvtmp.X;
620 curAngVel.Y = dvtmp.Y;
621 curAngVel.Z = dvtmp.Z;
622 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
623
624 // linear motor
625 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
626 {
627 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
628 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
629 tmpV *= rotq; // to world
630
631 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
632 tmpV.Z = 0;
633
634 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
635 {
636 // have offset, do it now
637 tmpV *= rootPrim.Mass;
638 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
639 }
640 else
641 {
642 force.X += tmpV.X;
643 force.Y += tmpV.Y;
644 force.Z += tmpV.Z;
645 }
646 m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
647 }
648 else
649 m_lmEfect = 0;
650
651 // friction
652 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
653 {
654 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
655 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
656 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
657 tmpV *= rotq; // to world
658 force.X += tmpV.X;
659 force.Y += tmpV.Y;
660 force.Z += tmpV.Z;
661 }
662
663 // hover
664 if (m_VhoverTimescale < 300)
665 {
666 d.Vector3 pos = d.BodyGetPosition(Body);
667
668 // default to global
669 float perr = m_VhoverHeight - pos.Z;;
670
671 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
672 {
673 perr += _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
674 }
675 else if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
676 {
677 perr += _pParentScene.GetWaterLevel();
678 }
679 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
680 {
681 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
682 float w = _pParentScene.GetWaterLevel();
683 if (t > w)
684 perr += t;
685 else
686 perr += w;
687 }
688
689 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0)
690 {
691 force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / _pParentScene.ODE_STEPSIZE;
692 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
693 }
694 else // no buoyancy
695 force.Z += _pParentScene.gravityz;
696 }
697 else
698 {
699 // default gravity and buoancy
700 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
701 }
702
703 // linear deflection
704 if (m_linearDeflectionEfficiency > 0)
705 {
706 float len = curVel.Length();
707 Vector3 atAxis;
708 atAxis = Xrot(rotq); // where are we pointing to
709 atAxis *= len; // make it same size as world velocity vector
710 tmpV = -atAxis; // oposite direction
711 atAxis -= curVel; // error to one direction
712 len = atAxis.LengthSquared();
713 tmpV -= curVel; // error to oposite
714 float lens = tmpV.LengthSquared();
715 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
716 {
717 if (len < lens)
718 tmpV = atAxis;
719
720 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
721 force.X += tmpV.X;
722 force.Y += tmpV.Y;
723 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
724 force.Z += tmpV.Z;
725 }
726 }
727
728 // angular motor
729 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
730 {
731 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
732 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
733 torque.X += tmpV.X;
734 torque.Y += tmpV.Y;
735 torque.Z += tmpV.Z;
736 m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale);
737 }
738 else
739 m_amEfect = 0;
740
741 // angular friction
742 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
743 {
744 torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X;
745 torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y;
746 torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z;
747 }
748
749 // angular deflection
750 if (m_angularDeflectionEfficiency > 0)
751 {
752 Vector3 dirv;
753
754 if (curLocalVel.X > 0.01f)
755 dirv = curLocalVel;
756 else if (curLocalVel.X < -0.01f)
757 // use oposite
758 dirv = -curLocalVel;
759 else
760 {
761 // make it fall into small positive x case
762 dirv.X = 0.01f;
763 dirv.Y = curLocalVel.Y;
764 dirv.Z = curLocalVel.Z;
765 }
766
767 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
768
769 if (Math.Abs(dirv.Z) > 0.01)
770 {
771 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
772 }
773
774 if (Math.Abs(dirv.Y) > 0.01)
775 {
776 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
777 }
778 }
779
780 // vertical atractor
781 if (m_verticalAttractionTimescale < 300)
782 {
783 float roll;
784 float pitch;
785
786 GetRollPitch(irotq, out roll, out pitch);
787
788 float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale / _pParentScene.ODE_STEPSIZE;
789 float ftmp2 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE;
790
791 if (Math.Abs(roll) > 0.01) // roll
792 {
793 torque.X -= -roll * ftmp + curLocalAngVel.X * ftmp2;
794 }
795
796 if (Math.Abs(pitch) > 0.01 && ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)) // pitch
797 {
798 torque.Y -= -pitch * ftmp + curLocalAngVel.Y * ftmp2;
799 }
800
801 if (m_bankingEfficiency != 0 && Math.Abs(roll) > 0.01)
802 {
803 float broll = roll * m_bankingEfficiency; ;
804 if (m_bankingMix != 0)
805 {
806 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
807 if (vfact > 1.0f) vfact = 1.0f;
808 if (curLocalVel.X >= 0)
809 broll *= ((1 - m_bankingMix) + vfact);
810 else
811 broll *= -((1 - m_bankingMix) + vfact);
812 }
813 broll = (broll - curLocalAngVel.Z) / m_bankingTimescale;
814 // torque.Z += broll;
815
816 // make z rot be in world Z not local as seems to be in sl
817 tmpV.X = 0;
818 tmpV.Y = 0;
819 tmpV.Z = broll;
820 tmpV *= irotq;
821
822 torque.X += tmpV.X;
823 torque.Y += tmpV.Y;
824 torque.Z += tmpV.Z;
825 }
826 }
827
828 d.Mass dmass;
829 d.BodyGetMass(Body,out dmass);
830
831 if (force.X != 0 || force.Y != 0 || force.Z != 0)
832 {
833 force *= dmass.mass;
834 d.BodySetForce(Body, force.X, force.Y, force.Z);
835 }
836
837 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
838 {
839 torque *= m_referenceFrame; // to object frame
840 dtorque.X = torque.X;
841 dtorque.Y = torque.Y;
842 dtorque.Z = torque.Z;
843
844 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
845 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
846 }
847 }
848 }
849}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..3b7f562
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,3317 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revision 2011/12 by Ubit Umarov
29 *
30 *
31 */
32
33/*
34 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
35 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
36 * ODEPrim.cs contains methods dealing with Prim editing, Prim
37 * characteristics and Kinetic motion.
38 * ODEDynamics.cs contains methods dealing with Prim Physical motion
39 * (dynamics) and the associated settings. Old Linear and angular
40 * motors for dynamic motion have been replace with MoveLinear()
41 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
42 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
43 * switch between 'VEHICLE' parameter use and general dynamics
44 * settings use.
45 */
46
47//#define SPAM
48
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60
61namespace OpenSim.Region.Physics.OdePlugin
62{
63 public class OdePrim : PhysicsActor
64 {
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66
67 private bool m_isphysical;
68 private bool m_fakeisphysical;
69
70 protected bool m_building;
71 private Quaternion m_lastorientation = new Quaternion();
72 private Quaternion _orientation;
73
74 private Vector3 _position;
75 private Vector3 _velocity;
76 private Vector3 _torque;
77 private Vector3 m_lastVelocity;
78 private Vector3 m_lastposition;
79 private Vector3 m_rotationalVelocity;
80 private Vector3 _size;
81 private Vector3 _acceleration;
82 private Vector3 m_angularlock = Vector3.One;
83 private IntPtr Amotor = IntPtr.Zero;
84
85 private Vector3 m_force;
86 private Vector3 m_forceacc;
87 private Vector3 m_angularForceacc;
88
89 private Vector3 m_PIDTarget;
90 private float m_PIDTau;
91 private float PID_D = 35f;
92 private float PID_G = 25f;
93 private bool m_usePID;
94
95 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
96 // and are for non-VEHICLES only.
97
98 private float m_PIDHoverHeight;
99 private float m_PIDHoverTau;
100 private bool m_useHoverPID;
101 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
102 private float m_targetHoverHeight;
103 private float m_groundHeight;
104 private float m_waterHeight;
105 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
106
107 private int body_autodisable_frames = 20;
108
109 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
110 | CollisionCategories.Space
111 | CollisionCategories.Body
112 | CollisionCategories.Character
113 );
114 private bool m_collidesLand = true;
115 private bool m_collidesWater;
116 public bool m_returnCollisions;
117
118 // Default we're a Geometry
119 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
120
121 // Default, Collide with Other Geometries, spaces and Bodies
122 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
123
124 public bool m_disabled;
125 public bool m_taintselected;
126
127 public uint m_localID;
128
129 private PrimitiveBaseShape _pbs;
130 public OdeScene _parent_scene;
131
132 /// <summary>
133 /// The physics space which contains prim geometry
134 /// </summary>
135 public IntPtr m_targetSpace = IntPtr.Zero;
136
137 public IntPtr prim_geom;
138 public IntPtr _triMeshData;
139
140 private PhysicsActor _parent;
141
142 private List<OdePrim> childrenPrim = new List<OdePrim>();
143
144 private bool m_iscolliding;
145 private bool m_wascolliding;
146 private bool m_isSelected;
147
148 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
149
150 private bool m_throttleUpdates;
151 private int throttleCounter;
152 public int m_interpenetrationcount;
153 public float m_collisionscore;
154 int m_colliderfilter = 0;
155 public int m_roundsUnderMotionThreshold;
156 private int m_crossingfailures;
157
158 public bool outofBounds;
159 private float m_density = 10.000006836f; // Aluminum g/cm3;
160
161 public bool _zeroFlag;
162 private bool m_lastUpdateSent;
163
164 public IntPtr Body = IntPtr.Zero;
165 public String Name { get; private set; }
166 private Vector3 _target_velocity;
167
168 public Vector3 primOOBsize; // prim real dimensions from mesh
169 public Vector3 primOOBoffset; // is centroid out of mesh or rest aabb
170 public float primOOBradiusSQ;
171 public d.Mass primdMass; // prim inertia information on it's own referencial
172 float primMass; // prim own mass
173 float _mass; // object mass acording to case
174 public d.Mass objectpMass; // object last computed inertia
175 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
176
177 public int givefakepos = 0;
178 private Vector3 fakepos;
179 public int givefakeori = 0;
180 private Quaternion fakeori;
181
182 public int m_eventsubscription;
183 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
184
185 private IntPtr m_linkJoint = IntPtr.Zero;
186 private IntPtr _linkJointGroup = IntPtr.Zero;
187
188 public volatile bool childPrim;
189
190 public ODEDynamics m_vehicle;
191
192 internal int m_material = (int)Material.Wood;
193 protected ContactData primContactData = new ContactData { mu = 0f, bounce = 0.1f };
194
195 /// <summary>
196 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
197 /// </summary>
198 public override bool IsPhysical // this is not reliable for internal use
199 {
200 get { return m_fakeisphysical; }
201 set
202 {
203 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
204 // and also to stop imediatly some updates
205 // but real change will only happen in taintprocessing
206
207 if (!value) // Zero the remembered last velocity
208 m_lastVelocity = Vector3.Zero;
209 AddChange(changes.Physical, value);
210 }
211 }
212
213 public override bool Building // this is not reliable for internal use
214 {
215 get { return m_building; }
216 set
217 {
218 if (value)
219 m_building = true;
220 AddChange(changes.building, value);
221 }
222 }
223
224 public override ContactData ContactData
225 {
226 get
227 {
228 return primContactData;
229 }
230 }
231
232 public override int PhysicsActorType
233 {
234 get { return (int)ActorTypes.Prim; }
235 set { return; }
236 }
237
238 public override bool SetAlwaysRun
239 {
240 get { return false; }
241 set { return; }
242 }
243
244 public override uint LocalID
245 {
246 get
247 {
248 return m_localID;
249 }
250 set
251 {
252 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
253 m_localID = value;
254 }
255 }
256
257 public override bool Grabbed
258 {
259 set { return; }
260 }
261
262 public override bool Selected
263 {
264 set
265 {
266 if (value)
267 m_isSelected = value;
268 AddChange(changes.Selected, value);
269 }
270 }
271
272 public override bool Flying
273 {
274 // no flying prims for you
275 get { return false; }
276 set { }
277 }
278
279 public override bool IsColliding
280 {
281 get { return m_iscolliding; }
282 set
283 {
284 if (value)
285 {
286 m_colliderfilter += 2;
287 if (m_colliderfilter > 2)
288 m_colliderfilter = 2;
289 }
290 else
291 {
292 m_colliderfilter--;
293 if (m_colliderfilter < 0)
294 m_colliderfilter = 0;
295 }
296
297 if (m_colliderfilter == 0)
298 m_iscolliding = false;
299 else
300 m_iscolliding = true;
301
302 if (m_wascolliding != m_iscolliding)
303 {
304 if (m_wascolliding && !m_isSelected && Body != IntPtr.Zero)
305 d.BodyEnable(Body);
306 m_wascolliding = m_iscolliding;
307 }
308 }
309 }
310
311 public override bool CollidingGround
312 {
313 get { return false; }
314 set { return; }
315 }
316
317 public override bool CollidingObj
318 {
319 get { return false; }
320 set { return; }
321 }
322
323 public override bool ThrottleUpdates
324 {
325 get { return m_throttleUpdates; }
326 set { m_throttleUpdates = value; }
327 }
328
329 public override bool Stopped
330 {
331 get { return _zeroFlag; }
332 }
333
334 public override Vector3 Position
335 {
336 get
337 {
338 if (givefakepos > 0)
339 return fakepos;
340 else
341 return _position;
342 }
343
344 set
345 {
346 fakepos = value;
347 givefakepos++;
348 AddChange(changes.Position, value);
349 }
350 }
351
352 public override Vector3 Size
353 {
354 get { return _size; }
355 set
356 {
357 if (value.IsFinite())
358 {
359 AddChange(changes.Size, value);
360 }
361 else
362 {
363 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
364 }
365 }
366 }
367
368 public override float Mass
369 {
370 get { return _mass; }
371 }
372
373 public override Vector3 Force
374 {
375 //get { return Vector3.Zero; }
376 get { return m_force; }
377 set
378 {
379 if (value.IsFinite())
380 {
381 AddChange(changes.Force, value);
382 }
383 else
384 {
385 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
386 }
387 }
388 }
389
390 public override void SetVolumeDetect(int param)
391 {
392 AddChange(changes.VolumeDtc, (param != 0));
393 }
394
395 public override Vector3 GeometricCenter
396 {
397 get
398 {
399 return Vector3.Zero;
400 }
401 }
402
403 public override Vector3 CenterOfMass
404 {
405 get
406 {
407 d.Vector3 dtmp;
408 if (IsPhysical && !childPrim && Body != IntPtr.Zero)
409 {
410 dtmp = d.BodyGetPosition(Body);
411 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
412 }
413 else if (prim_geom != IntPtr.Zero)
414 {
415 d.Quaternion dq;
416 d.GeomCopyQuaternion(prim_geom, out dq);
417 Quaternion q;
418 q.X = dq.X;
419 q.Y = dq.Y;
420 q.Z = dq.Z;
421 q.W = dq.W;
422
423 Vector3 vtmp = primOOBoffset * q;
424 dtmp = d.GeomGetPosition(prim_geom);
425 return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z);
426 }
427 else
428 return Vector3.Zero;
429 }
430 }
431 /*
432 public override Vector3 PrimOOBsize
433 {
434 get
435 {
436 return primOOBsize;
437 }
438 }
439
440 public override Vector3 PrimOOBoffset
441 {
442 get
443 {
444 return primOOBoffset;
445 }
446 }
447
448 public override float PrimOOBRadiusSQ
449 {
450 get
451 {
452 return primOOBradiusSQ;
453 }
454 }
455 */
456 public override PrimitiveBaseShape Shape
457 {
458 set
459 {
460 AddChange(changes.Shape, value);
461 }
462 }
463
464 public override Vector3 Velocity
465 {
466 get
467 {
468 // Averate previous velocity with the new one so
469 // client object interpolation works a 'little' better
470 if (_zeroFlag)
471 return Vector3.Zero;
472 return _velocity;
473 }
474 set
475 {
476 if (value.IsFinite())
477 {
478 AddChange(changes.Velocity, value);
479 // _velocity = value;
480
481 }
482 else
483 {
484 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
485 }
486
487 }
488 }
489
490 public override Vector3 Torque
491 {
492 get
493 {
494 if (!IsPhysical || Body == IntPtr.Zero)
495 return Vector3.Zero;
496
497 return _torque;
498 }
499
500 set
501 {
502 if (value.IsFinite())
503 {
504 AddChange(changes.Torque, value);
505 }
506 else
507 {
508 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
509 }
510 }
511 }
512
513 public override float CollisionScore
514 {
515 get { return m_collisionscore; }
516 set { m_collisionscore = value; }
517 }
518
519 public override bool Kinematic
520 {
521 get { return false; }
522 set { }
523 }
524
525 public override Quaternion Orientation
526 {
527 get
528 {
529 if (givefakeori > 0)
530 return fakeori;
531 else
532
533 return _orientation;
534 }
535 set
536 {
537 if (QuaternionIsFinite(value))
538 {
539 fakeori = value;
540 givefakeori++;
541 AddChange(changes.Orientation, value);
542 }
543 else
544 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
545
546 }
547 }
548
549 public override Vector3 Acceleration
550 {
551 get { return _acceleration; }
552 set { }
553 }
554
555 public override Vector3 RotationalVelocity
556 {
557 get
558 {
559 Vector3 pv = Vector3.Zero;
560 if (_zeroFlag)
561 return pv;
562 m_lastUpdateSent = false;
563
564 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
565 return pv;
566
567 return m_rotationalVelocity;
568 }
569 set
570 {
571 if (value.IsFinite())
572 {
573 m_rotationalVelocity = value;
574 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
575 d.BodyEnable(Body);
576 }
577 else
578 {
579 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
580 }
581 }
582 }
583
584
585 public override float Buoyancy
586 {
587 get { return m_buoyancy; }
588 set
589 {
590 m_buoyancy = value;
591 }
592 }
593
594 public override bool FloatOnWater
595 {
596 set
597 {
598 AddChange(changes.CollidesWater, value);
599 }
600 }
601
602 public override Vector3 PIDTarget
603 {
604 set
605 {
606 if (value.IsFinite())
607 {
608 m_PIDTarget = value;
609 }
610 else
611 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
612 }
613 }
614
615 public override bool PIDActive { set { m_usePID = value; } }
616 public override float PIDTau { set { m_PIDTau = value; } }
617
618 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
619 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
620 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
621 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
622
623 public override Quaternion APIDTarget { set { return; } }
624
625 public override bool APIDActive { set { return; } }
626
627 public override float APIDStrength { set { return; } }
628
629 public override float APIDDamping { set { return; } }
630
631 public override int VehicleType
632 {
633 // we may need to put a fake on this
634 get
635 {
636 if (m_vehicle == null)
637 return (int)Vehicle.TYPE_NONE;
638 else
639 return (int)m_vehicle.Type;
640 }
641 set
642 {
643 AddChange(changes.VehicleType, value);
644 }
645 }
646
647 public override void VehicleFloatParam(int param, float value)
648 {
649 strVehicleFloatParam fp = new strVehicleFloatParam();
650 fp.param = param;
651 fp.value = value;
652 AddChange(changes.VehicleFloatParam, fp);
653 }
654
655 public override void VehicleVectorParam(int param, Vector3 value)
656 {
657 strVehicleVectorParam fp = new strVehicleVectorParam();
658 fp.param = param;
659 fp.value = value;
660 AddChange(changes.VehicleVectorParam, fp);
661 }
662
663 public override void VehicleRotationParam(int param, Quaternion value)
664 {
665 strVehicleQuatParam fp = new strVehicleQuatParam();
666 fp.param = param;
667 fp.value = value;
668 AddChange(changes.VehicleVectorParam, fp);
669 }
670
671 public override void VehicleFlags(int param, bool value)
672 {
673 if (m_vehicle == null)
674 return;
675 strVehicleBoolParam bp = new strVehicleBoolParam();
676 bp.param = param;
677 bp.value = value;
678 AddChange(changes.VehicleFlags, bp);
679 }
680
681 public void SetAcceleration(Vector3 accel)
682 {
683 _acceleration = accel;
684 }
685
686 public override void AddForce(Vector3 force, bool pushforce)
687 {
688 if (force.IsFinite())
689 {
690 AddChange(changes.AddForce, force / _parent_scene.ODE_STEPSIZE);
691 }
692 else
693 {
694 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
695 }
696 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
697 }
698
699 public override void AddAngularForce(Vector3 force, bool pushforce)
700 {
701 if (force.IsFinite())
702 {
703 AddChange(changes.AddAngForce, force / _parent_scene.ODE_STEPSIZE);
704 }
705 else
706 {
707 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
708 }
709 }
710
711 public override void CrossingFailure()
712 {
713 m_crossingfailures++;
714 changeDisable(false);
715 }
716
717 public override void SetMomentum(Vector3 momentum)
718 {
719 }
720
721 public override void SetMaterial(int pMaterial)
722 {
723 m_material = pMaterial;
724 primContactData.mu = _parent_scene.m_materialContactsData[pMaterial].mu;
725 primContactData.bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
726 }
727
728 public void setPrimForRemoval()
729 {
730 AddChange(changes.Remove, null);
731 }
732
733 public override void link(PhysicsActor obj)
734 {
735 AddChange(changes.Link, obj);
736 }
737
738 public override void delink()
739 {
740 AddChange(changes.DeLink, null);
741 }
742
743 public override void LockAngularMotion(Vector3 axis)
744 {
745 // reverse the zero/non zero values for ODE.
746 if (axis.IsFinite())
747 {
748 axis.X = (axis.X > 0) ? 1f : 0f;
749 axis.Y = (axis.Y > 0) ? 1f : 0f;
750 axis.Z = (axis.Z > 0) ? 1f : 0f;
751 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
752 AddChange(changes.AngLock, axis);
753 }
754 else
755 {
756 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
757 }
758 }
759
760 public override void SubscribeEvents(int ms)
761 {
762 m_eventsubscription = ms;
763 _parent_scene.AddCollisionEventReporting(this);
764 }
765
766 public override void UnSubscribeEvents()
767 {
768 _parent_scene.RemoveCollisionEventReporting(this);
769 m_eventsubscription = 0;
770 }
771
772 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
773 {
774 if (CollisionEventsThisFrame == null)
775 CollisionEventsThisFrame = new CollisionEventUpdate();
776
777 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
778 }
779
780 public void SendCollisions()
781 {
782 if (CollisionEventsThisFrame == null)
783 return;
784
785 base.SendCollisionUpdate(CollisionEventsThisFrame);
786
787 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
788 CollisionEventsThisFrame = null;
789 else
790 CollisionEventsThisFrame = new CollisionEventUpdate();
791 }
792
793 public override bool SubscribedEvents()
794 {
795 if (m_eventsubscription > 0)
796 return true;
797 return false;
798 }
799
800
801 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
802 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
803 {
804 Name = primName;
805
806 m_vehicle = null;
807
808 if (!pos.IsFinite())
809 {
810 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
811 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
812 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
813 }
814 _position = pos;
815 givefakepos = 0;
816
817 PID_D = parent_scene.bodyPIDD;
818 PID_G = parent_scene.bodyPIDG;
819 m_density = parent_scene.geomDefaultDensity;
820 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
821 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
822
823 prim_geom = IntPtr.Zero;
824 Body = IntPtr.Zero;
825
826 if (!size.IsFinite())
827 {
828 size = new Vector3(0.5f, 0.5f, 0.5f);
829 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
830 }
831
832 if (size.X <= 0) size.X = 0.01f;
833 if (size.Y <= 0) size.Y = 0.01f;
834 if (size.Z <= 0) size.Z = 0.01f;
835
836 _size = size;
837
838
839 if (!QuaternionIsFinite(rotation))
840 {
841 rotation = Quaternion.Identity;
842 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
843 }
844
845 _orientation = rotation;
846 givefakeori = 0;
847
848 _pbs = pbs;
849
850 _parent_scene = parent_scene;
851 m_targetSpace = IntPtr.Zero;
852
853 if (pos.Z < 0)
854 {
855 m_isphysical = false;
856 }
857 else
858 {
859 m_isphysical = pisPhysical;
860 }
861 m_fakeisphysical = m_isphysical;
862
863 m_isVolumeDetect = false;
864
865 m_force = Vector3.Zero;
866
867 m_iscolliding = false;
868 m_wascolliding = false;
869 m_colliderfilter = 0;
870
871 hasOOBoffsetFromMesh = false;
872 _triMeshData = IntPtr.Zero;
873
874
875 primContactData.mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
876 primContactData.bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
877
878 CalcPrimBodyData();
879
880 m_building = true; // control must set this to false when done
881
882 AddChange(changes.Add, null);
883 }
884
885 private void resetCollisionAccounting()
886 {
887 m_collisionscore = 0;
888 m_interpenetrationcount = 0;
889 m_disabled = false;
890 }
891
892 private void createAMotor(Vector3 axis)
893 {
894 if (Body == IntPtr.Zero)
895 return;
896
897 if (Amotor != IntPtr.Zero)
898 {
899 d.JointDestroy(Amotor);
900 Amotor = IntPtr.Zero;
901 }
902
903 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
904
905 if (axisnum <= 0)
906 return;
907
908 // stop it
909 d.BodySetTorque(Body, 0, 0, 0);
910 d.BodySetAngularVel(Body, 0, 0, 0);
911
912 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
913 d.JointAttach(Amotor, Body, IntPtr.Zero);
914
915 d.JointSetAMotorMode(Amotor, 0);
916
917 d.JointSetAMotorNumAxes(Amotor, axisnum);
918
919 // get current orientation to lock
920
921 d.Quaternion dcur = d.BodyGetQuaternion(Body);
922 Quaternion curr; // crap convertion between identical things
923 curr.X = dcur.X;
924 curr.Y = dcur.Y;
925 curr.Z = dcur.Z;
926 curr.W = dcur.W;
927 Vector3 ax;
928
929 const int StopERP = 7;
930 const int StopCFM = 8;
931
932 int i = 0;
933 int j = 0;
934 if (axis.X == 0)
935 {
936 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
937 // ODE should do this with axis relative to body 1 but seems to fail
938 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
939 d.JointSetAMotorAngle(Amotor, 0, 0);
940 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
941 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
942 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
943 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
944 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
945 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
946 d.JointSetAMotorParam(Amotor, (int)StopCFM, 0f);
947 d.JointSetAMotorParam(Amotor, (int)StopERP, 0.8f);
948 i++;
949 j = 256; // odeplugin.cs doesn't have all parameters so this moves to next axis set
950 }
951
952 if (axis.Y == 0)
953 {
954 ax = (new Vector3(0, 1, 0)) * curr;
955 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
956 d.JointSetAMotorAngle(Amotor, i, 0);
957 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
958 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
959 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
960 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
961 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
962 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
963 d.JointSetAMotorParam(Amotor, j + (int)StopCFM, 0f);
964 d.JointSetAMotorParam(Amotor, j + (int)StopERP, 0.8f);
965 i++;
966 j += 256;
967 }
968
969 if (axis.Z == 0)
970 {
971 ax = (new Vector3(0, 0, 1)) * curr;
972 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
973 d.JointSetAMotorAngle(Amotor, i, 0);
974 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
975 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
976 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
977 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
978 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
979 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
980 d.JointSetAMotorParam(Amotor, j + (int)StopCFM, 0f);
981 d.JointSetAMotorParam(Amotor, j + (int)StopERP, 0.8f);
982 }
983 }
984
985 private bool setMesh(OdeScene parent_scene)
986 {
987 if (Body != IntPtr.Zero)
988 {
989 if (childPrim)
990 {
991 if (_parent != null)
992 {
993 OdePrim parent = (OdePrim)_parent;
994 parent.ChildDelink(this, false);
995 }
996 }
997 else
998 {
999 DestroyBody();
1000 }
1001 }
1002
1003 IMesh mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true);
1004 if (mesh == null)
1005 {
1006 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1007 return false;
1008 }
1009
1010 IntPtr vertices, indices;
1011 int vertexCount, indexCount;
1012 int vertexStride, triStride;
1013
1014 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1015 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1016
1017 if (vertexCount == 0 || indexCount == 0)
1018 {
1019 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. It can be a sculp with alpha channel in map. Replacing it by a small box.", Name, _position.X, _position.Y, _position.Z);
1020 _size.X = 0.01f;
1021 _size.Y = 0.01f;
1022 _size.Z = 0.01f;
1023 return false;
1024 }
1025
1026 primOOBoffset = mesh.GetCentroid();
1027 hasOOBoffsetFromMesh = true;
1028
1029 _triMeshData = d.GeomTriMeshDataCreate();
1030
1031 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1032 d.GeomTriMeshDataPreprocess(_triMeshData);
1033
1034 mesh.releaseSourceMeshData();
1035
1036 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1037 try
1038 {
1039 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null));
1040 }
1041
1042 catch (Exception e)
1043 {
1044 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1045 return false;
1046 }
1047 return true;
1048 }
1049
1050 private void SetGeom(IntPtr geom)
1051 {
1052 prim_geom = geom;
1053 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1054 if (prim_geom != IntPtr.Zero)
1055 {
1056 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1057 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1058
1059 CalcPrimBodyData();
1060
1061 _parent_scene.geom_name_map[prim_geom] = Name;
1062 _parent_scene.actor_name_map[prim_geom] = this;
1063
1064 /*
1065 if (childPrim)
1066 {
1067 if (_parent != null && _parent is OdePrim)
1068 {
1069 OdePrim parent = (OdePrim)_parent;
1070 //Console.WriteLine("SetGeom calls ChildSetGeom");
1071 parent.ChildSetGeom(this);
1072 }
1073 }
1074 */
1075 }
1076 else
1077 m_log.Warn("Setting bad Geom");
1078 }
1079
1080
1081 /// <summary>
1082 /// Create a geometry for the given mesh in the given target space.
1083 /// </summary>
1084 /// <param name="m_targetSpace"></param>
1085 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1086 private void CreateGeom()
1087 {
1088 if (_triMeshData != IntPtr.Zero)
1089 {
1090 d.GeomTriMeshDataDestroy(_triMeshData);
1091 _triMeshData = IntPtr.Zero;
1092 }
1093
1094 bool haveMesh = false;
1095 hasOOBoffsetFromMesh = false;
1096
1097 if (_parent_scene.needsMeshing(_pbs))
1098 {
1099 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1100 }
1101
1102 if (!haveMesh)
1103 {
1104 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1105 && _size.X == _size.Y && _size.Y == _size.Z)
1106 { // it's a sphere
1107 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1108 try
1109 {
1110 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1111 }
1112 catch (Exception e)
1113 {
1114 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1115 return;
1116 }
1117 }
1118 else
1119 {// do it as a box
1120 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1121 try
1122 {
1123 //Console.WriteLine(" CreateGeom 4");
1124 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1125 }
1126 catch (Exception e)
1127 {
1128 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1129 return;
1130 }
1131 }
1132 }
1133 }
1134
1135 /// <summary>
1136 /// Set a new geometry for this prim.
1137 /// </summary>
1138 /// <param name="geom"></param>
1139 private void RemoveGeom()
1140 {
1141 if (prim_geom != IntPtr.Zero)
1142 {
1143 _parent_scene.geom_name_map.Remove(prim_geom);
1144 _parent_scene.actor_name_map.Remove(prim_geom);
1145 try
1146 {
1147 d.GeomDestroy(prim_geom);
1148 if (_triMeshData != IntPtr.Zero)
1149 {
1150 d.GeomTriMeshDataDestroy(_triMeshData);
1151 _triMeshData = IntPtr.Zero;
1152 }
1153 }
1154 // catch (System.AccessViolationException)
1155 catch (Exception e)
1156 {
1157 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1158 }
1159
1160 prim_geom = IntPtr.Zero;
1161 }
1162 else
1163 {
1164 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1165 }
1166 Body = IntPtr.Zero;
1167 hasOOBoffsetFromMesh = false;
1168 CalcPrimBodyData();
1169 }
1170
1171 private void ChildSetGeom(OdePrim odePrim)
1172 {
1173 // well..
1174 DestroyBody();
1175 MakeBody();
1176 }
1177
1178 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1179 // should only be called for non physical prims unless they are becoming non physical
1180 private void SetInStaticSpace(OdePrim prim)
1181 {
1182 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1183 prim.m_targetSpace = targetSpace;
1184 d.GeomEnable(prim_geom);
1185 }
1186
1187 public void enableBodySoft()
1188 {
1189 if (!childPrim)
1190 {
1191 if (m_isphysical && Body != IntPtr.Zero && prim_geom != IntPtr.Zero)
1192 {
1193 if (m_targetSpace != _parent_scene.ActiveSpace)
1194 {
1195 m_targetSpace = _parent_scene.ActiveSpace;
1196
1197 foreach (OdePrim prm in childrenPrim)
1198 {
1199 if (prm.prim_geom != IntPtr.Zero)
1200 {
1201 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1202 prm.m_targetSpace = m_targetSpace;
1203 }
1204 }
1205 d.SpaceAdd(m_targetSpace, prim_geom);
1206 }
1207 d.GeomEnable(prim_geom);
1208 foreach (OdePrim prm in childrenPrim)
1209 d.GeomEnable(prm.prim_geom);
1210
1211 d.BodyEnable(Body);
1212 }
1213 }
1214 resetCollisionAccounting(); // this sets m_disable to false
1215 }
1216
1217 private void disableBodySoft()
1218 {
1219 m_disabled = true;
1220 if (!childPrim)
1221 {
1222 if (m_isphysical && Body != IntPtr.Zero && prim_geom != IntPtr.Zero)
1223 {
1224 if (m_targetSpace == _parent_scene.ActiveSpace)
1225 {
1226 foreach (OdePrim prm in childrenPrim)
1227 {
1228 if (prm.m_targetSpace != IntPtr.Zero && prm.prim_geom != IntPtr.Zero)
1229 {
1230 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1231 prm.m_targetSpace = IntPtr.Zero;
1232 }
1233 }
1234 d.SpaceRemove(m_targetSpace, prim_geom);
1235 m_targetSpace = IntPtr.Zero;
1236 }
1237 d.GeomDisable(prim_geom);
1238 foreach (OdePrim prm in childrenPrim)
1239 d.GeomDisable(prm.prim_geom);
1240 d.BodyDisable(Body);
1241 }
1242 }
1243 }
1244
1245 private void MakeBody()
1246 {
1247 if (!m_isphysical) // only physical get bodies
1248 return;
1249
1250 if (childPrim) // child prims don't get bodies;
1251 return;
1252
1253 if (m_building)
1254 return;
1255
1256 if (prim_geom == IntPtr.Zero)
1257 {
1258 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1259 return;
1260 }
1261
1262 if (Body != IntPtr.Zero)
1263 {
1264 d.BodyDestroy(Body);
1265 Body = IntPtr.Zero;
1266 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1267 }
1268
1269
1270 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1271 {
1272 d.GeomSetBody(prim_geom, IntPtr.Zero);
1273 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1274 }
1275
1276 d.Matrix3 mymat = new d.Matrix3();
1277 d.Quaternion myrot = new d.Quaternion();
1278 d.Mass objdmass = new d.Mass { };
1279
1280 Body = d.BodyCreate(_parent_scene.world);
1281
1282 DMassDup(ref primdMass, out objdmass);
1283
1284 // rotate inertia
1285 myrot.X = _orientation.X;
1286 myrot.Y = _orientation.Y;
1287 myrot.Z = _orientation.Z;
1288 myrot.W = _orientation.W;
1289
1290 d.RfromQ(out mymat, ref myrot);
1291 d.MassRotate(ref objdmass, ref mymat);
1292
1293 // set the body rotation and position
1294 d.BodySetRotation(Body, ref mymat);
1295
1296 // recompute full object inertia if needed
1297 if (childrenPrim.Count > 0)
1298 {
1299 d.Matrix3 mat = new d.Matrix3();
1300 d.Quaternion quat = new d.Quaternion();
1301 d.Mass tmpdmass = new d.Mass { };
1302 Vector3 rcm;
1303
1304 rcm.X = _position.X + objdmass.c.X;
1305 rcm.Y = _position.Y + objdmass.c.Y;
1306 rcm.Z = _position.Z + objdmass.c.Z;
1307
1308 lock (childrenPrim)
1309 {
1310 foreach (OdePrim prm in childrenPrim)
1311 {
1312 if (prm.prim_geom == IntPtr.Zero)
1313 {
1314 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1315 continue;
1316 }
1317
1318
1319
1320 DMassCopy(ref prm.primdMass, ref tmpdmass);
1321
1322 // apply prim current rotation to inertia
1323 quat.X = prm._orientation.X;
1324 quat.Y = prm._orientation.Y;
1325 quat.Z = prm._orientation.Z;
1326 quat.W = prm._orientation.W;
1327 d.RfromQ(out mat, ref quat);
1328 d.MassRotate(ref tmpdmass, ref mat);
1329
1330 Vector3 ppos = prm._position;
1331 ppos.X += tmpdmass.c.X - rcm.X;
1332 ppos.Y += tmpdmass.c.Y - rcm.Y;
1333 ppos.Z += tmpdmass.c.Z - rcm.Z;
1334
1335 // refer inertia to root prim center of mass position
1336 d.MassTranslate(ref tmpdmass,
1337 ppos.X,
1338 ppos.Y,
1339 ppos.Z);
1340
1341 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1342 // fix prim colision cats
1343
1344 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1345 {
1346 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1347 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1348 }
1349
1350 d.GeomClearOffset(prm.prim_geom);
1351 d.GeomSetBody(prm.prim_geom, Body);
1352 prm.Body = Body;
1353 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1354 }
1355 }
1356 }
1357
1358 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1359 // associate root geom with body
1360 d.GeomSetBody(prim_geom, Body);
1361
1362 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1363 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1364
1365 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1366 myrot.W = -myrot.W;
1367 d.RfromQ(out mymat, ref myrot);
1368 d.MassRotate(ref objdmass, ref mymat);
1369 d.BodySetMass(Body, ref objdmass);
1370 _mass = objdmass.mass;
1371
1372 m_collisionCategories |= CollisionCategories.Body;
1373 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1374
1375 // disconnect from world gravity so we can apply buoyancy
1376 d.BodySetGravityMode(Body, false);
1377
1378 d.BodySetAutoDisableFlag(Body, true);
1379 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1380 // d.BodySetLinearDampingThreshold(Body, 0.01f);
1381 // d.BodySetAngularDampingThreshold(Body, 0.001f);
1382 d.BodySetDamping(Body, .001f, .0002f);
1383
1384 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1385 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1386
1387 m_interpenetrationcount = 0;
1388 m_collisionscore = 0;
1389
1390 m_disabled = false;
1391
1392 if (m_targetSpace != _parent_scene.ActiveSpace)
1393 {
1394 if (m_targetSpace != IntPtr.Zero)
1395 {
1396 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1397 if (d.SpaceQuery(m_targetSpace, prim_geom))
1398 d.SpaceRemove(m_targetSpace, prim_geom);
1399 }
1400
1401 m_targetSpace = _parent_scene.ActiveSpace;
1402 d.SpaceAdd(m_targetSpace, prim_geom);
1403 }
1404
1405 lock (childrenPrim)
1406 {
1407 foreach (OdePrim prm in childrenPrim)
1408 {
1409 if (prm.prim_geom == IntPtr.Zero)
1410 continue;
1411
1412 Vector3 ppos = prm._position;
1413 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1414
1415 prm.m_collisionCategories |= CollisionCategories.Body;
1416 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1417 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1418 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1419
1420 if (prm.m_targetSpace != _parent_scene.ActiveSpace)
1421 {
1422 if (prm.m_targetSpace != IntPtr.Zero)
1423 {
1424 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1425 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1426 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1427 }
1428 prm.m_targetSpace = _parent_scene.ActiveSpace;
1429 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1430 }
1431 d.GeomEnable(prm.prim_geom);
1432 prm.m_disabled = false;
1433 prm.m_interpenetrationcount = 0;
1434 prm.m_collisionscore = 0;
1435 _parent_scene.addActivePrim(prm);
1436 }
1437 }
1438
1439 // The body doesn't already have a finite rotation mode set here
1440 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1441 {
1442 createAMotor(m_angularlock);
1443 }
1444
1445 d.GeomEnable(prim_geom);
1446 m_disabled = false;
1447 _parent_scene.addActivePrim(this);
1448 }
1449
1450 private void DestroyBody()
1451 {
1452 if (Body != IntPtr.Zero)
1453 {
1454 _parent_scene.remActivePrim(this);
1455 m_collisionCategories &= ~CollisionCategories.Body;
1456 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1457 if (prim_geom != IntPtr.Zero)
1458 {
1459 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1460 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1461 UpdateDataFromGeom();
1462 d.GeomSetBody(prim_geom, IntPtr.Zero);
1463 SetInStaticSpace(this);
1464 }
1465
1466 if (!childPrim)
1467 {
1468 lock (childrenPrim)
1469 {
1470 foreach (OdePrim prm in childrenPrim)
1471 {
1472 _parent_scene.remActivePrim(prm);
1473 prm.m_collisionCategories &= ~CollisionCategories.Body;
1474 prm.m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1475 if (prm.prim_geom != IntPtr.Zero)
1476 {
1477 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1478 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1479 prm.UpdateDataFromGeom();
1480 SetInStaticSpace(prm);
1481 }
1482 prm.Body = IntPtr.Zero;
1483 prm._mass = prm.primMass;
1484 prm.m_collisionscore = 0;
1485 }
1486 }
1487 d.BodyDestroy(Body);
1488 }
1489 Body = IntPtr.Zero;
1490 }
1491 _mass = primMass;
1492 m_disabled = true;
1493 m_collisionscore = 0;
1494 }
1495
1496 #region Mass Calculation
1497
1498 private float CalculatePrimVolume()
1499 {
1500 float volume = _size.X * _size.Y * _size.Z; // default
1501 float tmp;
1502
1503 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1504 float hollowVolume = hollowAmount * hollowAmount;
1505
1506 switch (_pbs.ProfileShape)
1507 {
1508 case ProfileShape.Square:
1509 // default box
1510
1511 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1512 {
1513 if (hollowAmount > 0.0)
1514 {
1515 switch (_pbs.HollowShape)
1516 {
1517 case HollowShape.Square:
1518 case HollowShape.Same:
1519 break;
1520
1521 case HollowShape.Circle:
1522
1523 hollowVolume *= 0.78539816339f;
1524 break;
1525
1526 case HollowShape.Triangle:
1527
1528 hollowVolume *= (0.5f * .5f);
1529 break;
1530
1531 default:
1532 hollowVolume = 0;
1533 break;
1534 }
1535 volume *= (1.0f - hollowVolume);
1536 }
1537 }
1538
1539 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1540 {
1541 //a tube
1542
1543 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1544 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1545 volume -= volume * tmp * tmp;
1546
1547 if (hollowAmount > 0.0)
1548 {
1549 hollowVolume *= hollowAmount;
1550
1551 switch (_pbs.HollowShape)
1552 {
1553 case HollowShape.Square:
1554 case HollowShape.Same:
1555 break;
1556
1557 case HollowShape.Circle:
1558 hollowVolume *= 0.78539816339f;
1559 break;
1560
1561 case HollowShape.Triangle:
1562 hollowVolume *= 0.5f * 0.5f;
1563 break;
1564 default:
1565 hollowVolume = 0;
1566 break;
1567 }
1568 volume *= (1.0f - hollowVolume);
1569 }
1570 }
1571
1572 break;
1573
1574 case ProfileShape.Circle:
1575
1576 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1577 {
1578 volume *= 0.78539816339f; // elipse base
1579
1580 if (hollowAmount > 0.0)
1581 {
1582 switch (_pbs.HollowShape)
1583 {
1584 case HollowShape.Same:
1585 case HollowShape.Circle:
1586 break;
1587
1588 case HollowShape.Square:
1589 hollowVolume *= 0.5f * 2.5984480504799f;
1590 break;
1591
1592 case HollowShape.Triangle:
1593 hollowVolume *= .5f * 1.27323954473516f;
1594 break;
1595
1596 default:
1597 hollowVolume = 0;
1598 break;
1599 }
1600 volume *= (1.0f - hollowVolume);
1601 }
1602 }
1603
1604 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1605 {
1606 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1607 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1608 volume *= (1.0f - tmp * tmp);
1609
1610 if (hollowAmount > 0.0)
1611 {
1612
1613 // calculate the hollow volume by it's shape compared to the prim shape
1614 hollowVolume *= hollowAmount;
1615
1616 switch (_pbs.HollowShape)
1617 {
1618 case HollowShape.Same:
1619 case HollowShape.Circle:
1620 break;
1621
1622 case HollowShape.Square:
1623 hollowVolume *= 0.5f * 2.5984480504799f;
1624 break;
1625
1626 case HollowShape.Triangle:
1627 hollowVolume *= .5f * 1.27323954473516f;
1628 break;
1629
1630 default:
1631 hollowVolume = 0;
1632 break;
1633 }
1634 volume *= (1.0f - hollowVolume);
1635 }
1636 }
1637 break;
1638
1639 case ProfileShape.HalfCircle:
1640 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1641 {
1642 volume *= 0.52359877559829887307710723054658f;
1643 }
1644 break;
1645
1646 case ProfileShape.EquilateralTriangle:
1647
1648 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1649 {
1650 volume *= 0.32475953f;
1651
1652 if (hollowAmount > 0.0)
1653 {
1654
1655 // calculate the hollow volume by it's shape compared to the prim shape
1656 switch (_pbs.HollowShape)
1657 {
1658 case HollowShape.Same:
1659 case HollowShape.Triangle:
1660 hollowVolume *= .25f;
1661 break;
1662
1663 case HollowShape.Square:
1664 hollowVolume *= 0.499849f * 3.07920140172638f;
1665 break;
1666
1667 case HollowShape.Circle:
1668 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1669 // Cyllinder hollow volume calculation
1670
1671 hollowVolume *= 0.1963495f * 3.07920140172638f;
1672 break;
1673
1674 default:
1675 hollowVolume = 0;
1676 break;
1677 }
1678 volume *= (1.0f - hollowVolume);
1679 }
1680 }
1681 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1682 {
1683 volume *= 0.32475953f;
1684 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1685 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1686 volume *= (1.0f - tmp * tmp);
1687
1688 if (hollowAmount > 0.0)
1689 {
1690
1691 hollowVolume *= hollowAmount;
1692
1693 switch (_pbs.HollowShape)
1694 {
1695 case HollowShape.Same:
1696 case HollowShape.Triangle:
1697 hollowVolume *= .25f;
1698 break;
1699
1700 case HollowShape.Square:
1701 hollowVolume *= 0.499849f * 3.07920140172638f;
1702 break;
1703
1704 case HollowShape.Circle:
1705
1706 hollowVolume *= 0.1963495f * 3.07920140172638f;
1707 break;
1708
1709 default:
1710 hollowVolume = 0;
1711 break;
1712 }
1713 volume *= (1.0f - hollowVolume);
1714 }
1715 }
1716 break;
1717
1718 default:
1719 break;
1720 }
1721
1722 float taperX1;
1723 float taperY1;
1724 float taperX;
1725 float taperY;
1726 float pathBegin;
1727 float pathEnd;
1728 float profileBegin;
1729 float profileEnd;
1730
1731 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1732 {
1733 taperX1 = _pbs.PathScaleX * 0.01f;
1734 if (taperX1 > 1.0f)
1735 taperX1 = 2.0f - taperX1;
1736 taperX = 1.0f - taperX1;
1737
1738 taperY1 = _pbs.PathScaleY * 0.01f;
1739 if (taperY1 > 1.0f)
1740 taperY1 = 2.0f - taperY1;
1741 taperY = 1.0f - taperY1;
1742 }
1743 else
1744 {
1745 taperX = _pbs.PathTaperX * 0.01f;
1746 if (taperX < 0.0f)
1747 taperX = -taperX;
1748 taperX1 = 1.0f - taperX;
1749
1750 taperY = _pbs.PathTaperY * 0.01f;
1751 if (taperY < 0.0f)
1752 taperY = -taperY;
1753 taperY1 = 1.0f - taperY;
1754 }
1755
1756 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1757
1758 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1759 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1760 volume *= (pathEnd - pathBegin);
1761
1762 // this is crude aproximation
1763 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1764 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1765 volume *= (profileEnd - profileBegin);
1766
1767 return volume;
1768 }
1769
1770
1771 private void CalcPrimBodyData()
1772 {
1773 float volume;
1774
1775 if (prim_geom == IntPtr.Zero)
1776 {
1777 // Ubit let's have a initial basic OOB
1778 primOOBsize.X = _size.X;
1779 primOOBsize.Y = _size.Y;
1780 primOOBsize.Z = _size.Z;
1781 primOOBoffset = Vector3.Zero;
1782 }
1783 else
1784 {
1785 d.AABB AABB;
1786 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
1787
1788 primOOBsize.X = (AABB.MaxX - AABB.MinX);
1789 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
1790 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
1791 if (!hasOOBoffsetFromMesh)
1792 {
1793 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
1794 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
1795 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
1796 }
1797 }
1798
1799 // also its own inertia and mass
1800 // keep using basic shape mass for now
1801 volume = CalculatePrimVolume();
1802
1803 primMass = m_density * volume;
1804
1805 if (primMass <= 0)
1806 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1807 if (primMass > _parent_scene.maximumMassObject)
1808 primMass = _parent_scene.maximumMassObject;
1809
1810 _mass = primMass; // just in case
1811
1812 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
1813
1814 d.MassTranslate(ref primdMass,
1815 primOOBoffset.X,
1816 primOOBoffset.Y,
1817 primOOBoffset.Z);
1818
1819 primOOBsize *= 0.5f; // let obb size be a corner coords
1820 primOOBradiusSQ = primOOBsize.LengthSquared();
1821 }
1822
1823
1824 #endregion
1825
1826
1827 /// <summary>
1828 /// Add a child prim to this parent prim.
1829 /// </summary>
1830 /// <param name="prim">Child prim</param>
1831 // I'm the parent
1832 // prim is the child
1833 public void ParentPrim(OdePrim prim)
1834 {
1835 //Console.WriteLine("ParentPrim " + m_primName);
1836 if (this.m_localID != prim.m_localID)
1837 {
1838 DestroyBody(); // for now we need to rebuil entire object on link change
1839
1840 lock (childrenPrim)
1841 {
1842 // adopt the prim
1843 if (!childrenPrim.Contains(prim))
1844 childrenPrim.Add(prim);
1845
1846 // see if this prim has kids and adopt them also
1847 // should not happen for now
1848 foreach (OdePrim prm in prim.childrenPrim)
1849 {
1850 if (!childrenPrim.Contains(prm))
1851 {
1852 if (prm.Body != IntPtr.Zero)
1853 {
1854 if (prm.prim_geom != IntPtr.Zero)
1855 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1856 if (prm.Body != prim.Body)
1857 prm.DestroyBody(); // don't loose bodies around
1858 prm.Body = IntPtr.Zero;
1859 }
1860
1861 childrenPrim.Add(prm);
1862 prm._parent = this;
1863 }
1864 }
1865 }
1866 //Remove old children from the prim
1867 prim.childrenPrim.Clear();
1868
1869 if (prim.Body != IntPtr.Zero)
1870 {
1871 if (prim.prim_geom != IntPtr.Zero)
1872 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
1873 prim.DestroyBody(); // don't loose bodies around
1874 prim.Body = IntPtr.Zero;
1875 }
1876
1877 prim.childPrim = true;
1878 prim._parent = this;
1879
1880 MakeBody(); // full nasty reconstruction
1881 }
1882 }
1883
1884 private void UpdateChildsfromgeom()
1885 {
1886 if (childrenPrim.Count > 0)
1887 {
1888 foreach (OdePrim prm in childrenPrim)
1889 prm.UpdateDataFromGeom();
1890 }
1891 }
1892
1893 private void UpdateDataFromGeom()
1894 {
1895 if (prim_geom != IntPtr.Zero)
1896 {
1897 d.Vector3 lpos;
1898 d.GeomCopyPosition(prim_geom, out lpos);
1899 _position.X = lpos.X;
1900 _position.Y = lpos.Y;
1901 _position.Z = lpos.Z;
1902 d.Quaternion qtmp = new d.Quaternion { };
1903 d.GeomCopyQuaternion(prim_geom, out qtmp);
1904 _orientation.W = qtmp.W;
1905 _orientation.X = qtmp.X;
1906 _orientation.Y = qtmp.Y;
1907 _orientation.Z = qtmp.Z;
1908 }
1909 }
1910
1911 private void ChildDelink(OdePrim odePrim, bool remakebodies)
1912 {
1913 // Okay, we have a delinked child.. destroy all body and remake
1914 if (odePrim != this && !childrenPrim.Contains(odePrim))
1915 return;
1916
1917 DestroyBody();
1918
1919 if (odePrim == this) // delinking the root prim
1920 {
1921 OdePrim newroot = null;
1922 lock (childrenPrim)
1923 {
1924 if (childrenPrim.Count > 0)
1925 {
1926 newroot = childrenPrim[0];
1927 childrenPrim.RemoveAt(0);
1928 foreach (OdePrim prm in childrenPrim)
1929 {
1930 newroot.childrenPrim.Add(prm);
1931 }
1932 childrenPrim.Clear();
1933 }
1934 if (newroot != null)
1935 {
1936 newroot.childPrim = false;
1937 newroot._parent = null;
1938 if (remakebodies)
1939 newroot.MakeBody();
1940 }
1941 }
1942 }
1943
1944 else
1945 {
1946 lock (childrenPrim)
1947 {
1948 childrenPrim.Remove(odePrim);
1949 odePrim.childPrim = false;
1950 odePrim._parent = null;
1951 // odePrim.UpdateDataFromGeom();
1952 if (remakebodies)
1953 odePrim.MakeBody();
1954 }
1955 }
1956 if (remakebodies)
1957 MakeBody();
1958 }
1959
1960 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
1961 {
1962 // Okay, we have a delinked child.. destroy all body and remake
1963 if (odePrim != this && !childrenPrim.Contains(odePrim))
1964 return;
1965
1966 DestroyBody();
1967
1968 if (odePrim == this)
1969 {
1970 OdePrim newroot = null;
1971 lock (childrenPrim)
1972 {
1973 if (childrenPrim.Count > 0)
1974 {
1975 newroot = childrenPrim[0];
1976 childrenPrim.RemoveAt(0);
1977 foreach (OdePrim prm in childrenPrim)
1978 {
1979 newroot.childrenPrim.Add(prm);
1980 }
1981 childrenPrim.Clear();
1982 }
1983 if (newroot != null)
1984 {
1985 newroot.childPrim = false;
1986 newroot._parent = null;
1987 newroot.MakeBody();
1988 }
1989 }
1990 if (reMakeBody)
1991 MakeBody();
1992 return;
1993 }
1994 else
1995 {
1996 lock (childrenPrim)
1997 {
1998 childrenPrim.Remove(odePrim);
1999 odePrim.childPrim = false;
2000 odePrim._parent = null;
2001 if (reMakeBody)
2002 odePrim.MakeBody();
2003 }
2004 }
2005 MakeBody();
2006 }
2007
2008 #region changes
2009
2010 private void changeadd()
2011 {
2012 CreateGeom();
2013
2014 if (prim_geom != IntPtr.Zero)
2015 {
2016 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2017 d.Quaternion myrot = new d.Quaternion();
2018 myrot.X = _orientation.X;
2019 myrot.Y = _orientation.Y;
2020 myrot.Z = _orientation.Z;
2021 myrot.W = _orientation.W;
2022 d.GeomSetQuaternion(prim_geom, ref myrot);
2023 // _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
2024 if (!m_isphysical)
2025 SetInStaticSpace(this);
2026 }
2027
2028 if (m_isphysical && Body == IntPtr.Zero)
2029 {
2030 /*
2031 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2032 {
2033 changeShape(_pbs);
2034 }
2035 else
2036 {
2037 */
2038 MakeBody();
2039 // }
2040 }
2041 }
2042
2043 private void changeAngularLock(Vector3 newLock)
2044 {
2045 // do we have a Physical object?
2046 if (Body != IntPtr.Zero)
2047 {
2048 //Check that we have a Parent
2049 //If we have a parent then we're not authorative here
2050 if (_parent == null)
2051 {
2052 if (!newLock.ApproxEquals(Vector3.One, 0f))
2053 {
2054 createAMotor(newLock);
2055 }
2056 else
2057 {
2058 if (Amotor != IntPtr.Zero)
2059 {
2060 d.JointDestroy(Amotor);
2061 Amotor = IntPtr.Zero;
2062 }
2063 }
2064 }
2065 }
2066 // Store this for later in case we get turned into a separate body
2067 m_angularlock = newLock;
2068 }
2069
2070 private void changeLink(OdePrim NewParent)
2071 {
2072 if (_parent == null && NewParent != null)
2073 {
2074 NewParent.ParentPrim(this);
2075 }
2076 else if (_parent != null)
2077 {
2078 if (_parent is OdePrim)
2079 {
2080 if (NewParent != _parent)
2081 {
2082 (_parent as OdePrim).ChildDelink(this, false); // for now...
2083 childPrim = false;
2084
2085 if (NewParent != null)
2086 {
2087 NewParent.ParentPrim(this);
2088 }
2089 }
2090 }
2091 }
2092 _parent = NewParent;
2093 }
2094
2095
2096 private void Stop()
2097 {
2098 if (!childPrim)
2099 {
2100 m_force = Vector3.Zero;
2101 m_forceacc = Vector3.Zero;
2102 m_angularForceacc = Vector3.Zero;
2103 _torque = Vector3.Zero;
2104 _velocity = Vector3.Zero;
2105 _acceleration = Vector3.Zero;
2106 m_rotationalVelocity = Vector3.Zero;
2107 _target_velocity = Vector3.Zero;
2108 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2109 m_vehicle.Stop();
2110 }
2111
2112 if (Body != IntPtr.Zero)
2113 {
2114 d.BodySetForce(Body, 0f, 0f, 0f);
2115 d.BodySetTorque(Body, 0f, 0f, 0f);
2116 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2117 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2118
2119 }
2120 }
2121
2122 private void changeSelectedStatus(bool newval)
2123 {
2124 m_isSelected = newval;
2125 Stop();
2126
2127 if (newval)
2128 {
2129 m_collisionCategories = CollisionCategories.Selected;
2130 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
2131
2132 if (prim_geom != IntPtr.Zero)
2133 {
2134 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2135 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2136 }
2137
2138 disableBodySoft();
2139 }
2140 else
2141 {
2142 m_collisionCategories = CollisionCategories.Geom;
2143
2144 if (m_isphysical)
2145 m_collisionCategories |= CollisionCategories.Body;
2146
2147 m_collisionFlags = m_default_collisionFlags;
2148
2149 if (m_collidesLand)
2150 m_collisionFlags |= CollisionCategories.Land;
2151 if (m_collidesWater)
2152 m_collisionFlags |= CollisionCategories.Water;
2153
2154 if (prim_geom != IntPtr.Zero)
2155 {
2156 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2157 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2158 }
2159
2160 enableBodySoft();
2161 }
2162
2163 resetCollisionAccounting();
2164 }
2165
2166 private void changePosition(Vector3 newPos)
2167 {
2168 if (m_isphysical)
2169 {
2170 if (childPrim) // inertia is messed, must rebuild
2171 {
2172 if (m_building)
2173 {
2174 _position = newPos;
2175 }
2176 }
2177 else
2178 {
2179 if (_position != newPos)
2180 {
2181 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2182 _position = newPos;
2183 }
2184 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2185 d.BodyEnable(Body);
2186 }
2187 }
2188 else
2189 {
2190 if (prim_geom != IntPtr.Zero)
2191 {
2192 if (newPos != _position)
2193 {
2194 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2195 _position = newPos;
2196
2197 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2198 }
2199 }
2200 }
2201 givefakepos--;
2202 if (givefakepos < 0)
2203 givefakepos = 0;
2204 // changeSelectedStatus();
2205 resetCollisionAccounting();
2206 }
2207
2208 private void changeOrientation(Quaternion newOri)
2209 {
2210 if (m_isphysical)
2211 {
2212 if (childPrim) // inertia is messed, must rebuild
2213 {
2214 if (m_building)
2215 {
2216 _orientation = newOri;
2217 }
2218 }
2219 else
2220 {
2221 if (newOri != _orientation)
2222 {
2223 d.Quaternion myrot = new d.Quaternion();
2224 myrot.X = newOri.X;
2225 myrot.Y = newOri.Y;
2226 myrot.Z = newOri.Z;
2227 myrot.W = newOri.W;
2228 d.GeomSetQuaternion(prim_geom, ref myrot);
2229 _orientation = newOri;
2230 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2231 createAMotor(m_angularlock);
2232 }
2233 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2234 d.BodyEnable(Body);
2235 }
2236 }
2237 else
2238 {
2239 if (prim_geom != IntPtr.Zero)
2240 {
2241 if (newOri != _orientation)
2242 {
2243 d.Quaternion myrot = new d.Quaternion();
2244 myrot.X = newOri.X;
2245 myrot.Y = newOri.Y;
2246 myrot.Z = newOri.Z;
2247 myrot.W = newOri.W;
2248 d.GeomSetQuaternion(prim_geom, ref myrot);
2249 _orientation = newOri;
2250 }
2251 }
2252 }
2253 givefakeori--;
2254 if (givefakeori < 0)
2255 givefakeori = 0;
2256 resetCollisionAccounting();
2257 }
2258
2259 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2260 {
2261 if (m_isphysical)
2262 {
2263 if (childPrim && m_building) // inertia is messed, must rebuild
2264 {
2265 _position = newPos;
2266 _orientation = newOri;
2267 }
2268 else
2269 {
2270 if (newOri != _orientation)
2271 {
2272 d.Quaternion myrot = new d.Quaternion();
2273 myrot.X = newOri.X;
2274 myrot.Y = newOri.Y;
2275 myrot.Z = newOri.Z;
2276 myrot.W = newOri.W;
2277 d.GeomSetQuaternion(prim_geom, ref myrot);
2278 _orientation = newOri;
2279 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2280 createAMotor(m_angularlock);
2281 }
2282 if (_position != newPos)
2283 {
2284 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2285 _position = newPos;
2286 }
2287 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2288 d.BodyEnable(Body);
2289 }
2290 }
2291 else
2292 {
2293 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2294 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2295
2296 if (prim_geom != IntPtr.Zero)
2297 {
2298 if (newOri != _orientation)
2299 {
2300 d.Quaternion myrot = new d.Quaternion();
2301 myrot.X = newOri.X;
2302 myrot.Y = newOri.Y;
2303 myrot.Z = newOri.Z;
2304 myrot.W = newOri.W;
2305 d.GeomSetQuaternion(prim_geom, ref myrot);
2306 _orientation = newOri;
2307 }
2308
2309 if (newPos != _position)
2310 {
2311 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2312 _position = newPos;
2313
2314 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2315 }
2316 }
2317 }
2318 givefakepos--;
2319 if (givefakepos < 0)
2320 givefakepos = 0;
2321 givefakeori--;
2322 if (givefakeori < 0)
2323 givefakeori = 0;
2324
2325 resetCollisionAccounting();
2326 }
2327
2328
2329 private void changeDisable(bool disable)
2330 {
2331 if (disable)
2332 {
2333 if (!m_disabled)
2334 disableBodySoft();
2335 }
2336 else
2337 {
2338 if (m_disabled)
2339 enableBodySoft();
2340 }
2341 }
2342
2343 private void changePhysicsStatus(bool NewStatus)
2344 {
2345 m_isphysical = NewStatus;
2346
2347 if (!childPrim)
2348 {
2349 if (NewStatus)
2350 {
2351 if (Body == IntPtr.Zero)
2352 {
2353 /*
2354 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2355 {
2356 changeShape(_pbs);
2357 }
2358 else
2359 */
2360 {
2361 MakeBody();
2362 }
2363 }
2364 }
2365 else
2366 {
2367 if (Body != IntPtr.Zero)
2368 {
2369 // UpdateChildsfromgeom();
2370 /* if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2371 {
2372 changeShape(_pbs);
2373 }
2374 else
2375 */
2376 DestroyBody();
2377 Stop();
2378 }
2379 }
2380 }
2381
2382 resetCollisionAccounting();
2383 }
2384
2385 private void changeprimsizeshape()
2386 {
2387 OdePrim parent = (OdePrim)_parent;
2388
2389 bool chp = childPrim;
2390
2391 if (chp)
2392 {
2393 if (parent != null)
2394 {
2395 parent.DestroyBody();
2396 }
2397 }
2398 else
2399 {
2400 DestroyBody();
2401 }
2402
2403 RemoveGeom();
2404
2405 // we don't need to do space calculation because the client sends a position update also.
2406 if (_size.X <= 0)
2407 _size.X = 0.01f;
2408 if (_size.Y <= 0)
2409 _size.Y = 0.01f;
2410 if (_size.Z <= 0)
2411 _size.Z = 0.01f;
2412 // Construction of new prim
2413
2414 CreateGeom();
2415
2416 if (prim_geom != IntPtr.Zero)
2417 {
2418 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2419 d.Quaternion myrot = new d.Quaternion();
2420 myrot.X = _orientation.X;
2421 myrot.Y = _orientation.Y;
2422 myrot.Z = _orientation.Z;
2423 myrot.W = _orientation.W;
2424 d.GeomSetQuaternion(prim_geom, ref myrot);
2425 }
2426
2427 if (chp)
2428 {
2429 if (parent != null)
2430 {
2431 parent.MakeBody();
2432 }
2433 }
2434 else
2435 MakeBody();
2436
2437 resetCollisionAccounting();
2438 }
2439
2440 private void changeSize(Vector3 newSize)
2441 {
2442 _size = newSize;
2443 changeprimsizeshape();
2444 }
2445
2446 private void changeShape(PrimitiveBaseShape newShape)
2447 {
2448 _pbs = newShape;
2449 changeprimsizeshape();
2450 }
2451
2452 private void changeFloatOnWater(bool newval)
2453 {
2454 m_collidesWater = newval;
2455
2456 if (prim_geom != IntPtr.Zero)
2457 {
2458 if (m_collidesWater)
2459 {
2460 m_collisionFlags |= CollisionCategories.Water;
2461 }
2462 else
2463 {
2464 m_collisionFlags &= ~CollisionCategories.Water;
2465 }
2466 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2467 }
2468 }
2469
2470 private void changeSetTorque(Vector3 newtorque)
2471 {
2472 if (!m_isSelected)
2473 {
2474 if (m_isphysical && Body != IntPtr.Zero)
2475 {
2476 if (m_disabled)
2477 enableBodySoft();
2478 else if (!d.BodyIsEnabled(Body))
2479 d.BodyEnable(Body);
2480
2481 }
2482 _torque = newtorque;
2483 }
2484 }
2485
2486 private void changeForce(Vector3 force)
2487 {
2488 m_force = force;
2489 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2490 d.BodyEnable(Body);
2491 }
2492
2493 private void changeAddForce(Vector3 force)
2494 {
2495 m_forceacc += force;
2496 if (!m_isSelected)
2497 {
2498 lock (this)
2499 {
2500 //m_log.Info("[PHYSICS]: dequeing forcelist");
2501 if (m_isphysical && Body != IntPtr.Zero)
2502 {
2503 if (m_disabled)
2504 enableBodySoft();
2505 else if (!d.BodyIsEnabled(Body))
2506 d.BodyEnable(Body);
2507 }
2508 }
2509
2510 m_collisionscore = 0;
2511 m_interpenetrationcount = 0;
2512 }
2513 }
2514
2515 private void changeAddAngularForce(Vector3 aforce)
2516 {
2517 m_angularForceacc += aforce;
2518 if (!m_isSelected)
2519 {
2520 lock (this)
2521 {
2522 if (m_isphysical && Body != IntPtr.Zero)
2523 {
2524 if (m_disabled)
2525 enableBodySoft();
2526 else if (!d.BodyIsEnabled(Body))
2527 d.BodyEnable(Body);
2528 }
2529 }
2530 m_collisionscore = 0;
2531 m_interpenetrationcount = 0;
2532 }
2533 }
2534
2535 private void changevelocity(Vector3 newVel)
2536 {
2537 if (!m_isSelected)
2538 {
2539 if (Body != IntPtr.Zero)
2540 {
2541 if (m_disabled)
2542 enableBodySoft();
2543 else if (!d.BodyIsEnabled(Body))
2544 d.BodyEnable(Body);
2545
2546 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
2547 }
2548 //resetCollisionAccounting();
2549 }
2550 _velocity = newVel;
2551 }
2552
2553 private void changeVolumedetetion(bool newVolDtc)
2554 {
2555 m_isVolumeDetect = newVolDtc;
2556 }
2557
2558 protected void changeBuilding(bool newbuilding)
2559 {
2560 if ((bool)newbuilding)
2561 {
2562 m_building = true;
2563 DestroyBody();
2564 }
2565 else
2566 {
2567 m_building = false;
2568 if (!childPrim)
2569 MakeBody();
2570 }
2571 if (!childPrim && childrenPrim.Count > 0)
2572 {
2573 foreach (OdePrim prm in childrenPrim)
2574 prm.changeBuilding(m_building); // call directly
2575 }
2576 }
2577
2578 private void changeVehicleType(int value)
2579 {
2580 if (m_vehicle == null)
2581 {
2582 if (value != (int)Vehicle.TYPE_NONE)
2583 {
2584 m_vehicle = new ODEDynamics(this);
2585 m_vehicle.ProcessTypeChange((Vehicle)value);
2586 }
2587 }
2588 else
2589 m_vehicle.ProcessTypeChange((Vehicle)value);
2590 }
2591
2592 private void changeVehicleFloatParam(strVehicleFloatParam fp)
2593 {
2594 if (m_vehicle == null)
2595 return;
2596
2597 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
2598 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2599 d.BodyEnable(Body);
2600 }
2601
2602 private void changeVehicleVectorParam(strVehicleVectorParam vp)
2603 {
2604 if (m_vehicle == null)
2605 return;
2606 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
2607 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2608 d.BodyEnable(Body);
2609 }
2610
2611 private void changeVehicleRotationParam(strVehicleQuatParam qp)
2612 {
2613 if (m_vehicle == null)
2614 return;
2615 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
2616 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2617 d.BodyEnable(Body);
2618 }
2619
2620 private void changeVehicleFlags(strVehicleBoolParam bp)
2621 {
2622 if (m_vehicle == null)
2623 return;
2624 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
2625 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2626 d.BodyEnable(Body);
2627 }
2628
2629 #endregion
2630
2631 public void Move()
2632 {
2633 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
2634 !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building) // KF: Only move root prims.
2635 {
2636 // if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
2637
2638 float timestep = _parent_scene.ODE_STEPSIZE;
2639
2640 float fx = 0;
2641 float fy = 0;
2642 float fz = 0;
2643
2644 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2645 {
2646 // 'VEHICLES' are dealt with in ODEDynamics.cs
2647 m_vehicle.Step();
2648 }
2649 else
2650 {
2651 float m_mass = _mass;
2652
2653 // fz = 0f;
2654 //m_log.Info(m_collisionFlags.ToString());
2655 if (m_usePID)
2656 {
2657
2658 // If the PID Controller isn't active then we set our force
2659 // calculating base velocity to the current position
2660
2661 if ((m_PIDTau < 1) && (m_PIDTau != 0))
2662 {
2663 //PID_G = PID_G / m_PIDTau;
2664 m_PIDTau = 1;
2665 }
2666
2667 if ((PID_G - m_PIDTau) <= 0)
2668 {
2669 PID_G = m_PIDTau + 1;
2670 }
2671
2672 d.Vector3 vel = d.BodyGetLinearVel(Body);
2673 d.Vector3 pos = d.BodyGetPosition(Body);
2674 _target_velocity =
2675 new Vector3(
2676 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
2677 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
2678 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
2679 );
2680
2681 // if velocity is zero, use position control; otherwise, velocity control
2682
2683 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
2684 {
2685 // keep track of where we stopped. No more slippin' & slidin'
2686
2687 // We only want to deactivate the PID Controller if we think we want to have our surrogate
2688 // react to the physics scene by moving it's position.
2689 // Avatar to Avatar collisions
2690 // Prim to avatar collisions
2691
2692 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
2693 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
2694 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
2695 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
2696 d.BodySetLinearVel(Body, 0, 0, 0);
2697 d.BodyAddForce(Body, 0, 0, fz);
2698 return;
2699 }
2700 else
2701 {
2702 _zeroFlag = false;
2703
2704 // We're flying and colliding with something
2705 fx = ((_target_velocity.X) - vel.X) * (PID_D);
2706 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
2707
2708 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
2709
2710 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
2711 }
2712 } // end if (m_usePID)
2713
2714 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
2715 else if (m_useHoverPID)
2716 {
2717 //Console.WriteLine("Hover " + Name);
2718
2719 // If we're using the PID controller, then we have no gravity
2720
2721 // no lock; for now it's only called from within Simulate()
2722
2723 // If the PID Controller isn't active then we set our force
2724 // calculating base velocity to the current position
2725
2726 if ((m_PIDTau < 1))
2727 {
2728 PID_G = PID_G / m_PIDTau;
2729 }
2730
2731 if ((PID_G - m_PIDTau) <= 0)
2732 {
2733 PID_G = m_PIDTau + 1;
2734 }
2735
2736 // Where are we, and where are we headed?
2737 d.Vector3 pos = d.BodyGetPosition(Body);
2738 d.Vector3 vel = d.BodyGetLinearVel(Body);
2739
2740 // Non-Vehicles have a limited set of Hover options.
2741 // determine what our target height really is based on HoverType
2742 switch (m_PIDHoverType)
2743 {
2744 case PIDHoverType.Ground:
2745 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
2746 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
2747 break;
2748 case PIDHoverType.GroundAndWater:
2749 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
2750 m_waterHeight = _parent_scene.GetWaterLevel();
2751 if (m_groundHeight > m_waterHeight)
2752 {
2753 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
2754 }
2755 else
2756 {
2757 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
2758 }
2759 break;
2760
2761 } // end switch (m_PIDHoverType)
2762
2763
2764 _target_velocity =
2765 new Vector3(0.0f, 0.0f,
2766 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
2767 );
2768
2769 // if velocity is zero, use position control; otherwise, velocity control
2770
2771 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
2772 {
2773 // keep track of where we stopped. No more slippin' & slidin'
2774
2775 // We only want to deactivate the PID Controller if we think we want to have our surrogate
2776 // react to the physics scene by moving it's position.
2777 // Avatar to Avatar collisions
2778 // Prim to avatar collisions
2779
2780 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
2781 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
2782 // ? d.BodyAddForce(Body, 0, 0, fz);
2783 return;
2784 }
2785 else
2786 {
2787 _zeroFlag = false;
2788
2789 // We're flying and colliding with something
2790 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
2791 }
2792 }
2793 else
2794 {
2795 float b = (1.0f - m_buoyancy);
2796 fx = _parent_scene.gravityx * b;
2797 fy = _parent_scene.gravityy * b;
2798 fz = _parent_scene.gravityz * b;
2799 }
2800
2801 fx *= m_mass;
2802 fy *= m_mass;
2803 fz *= m_mass;
2804
2805 // constant force
2806 fx += m_force.X;
2807 fy += m_force.Y;
2808 fz += m_force.Z;
2809
2810 fx += m_forceacc.X;
2811 fy += m_forceacc.Y;
2812 fz += m_forceacc.Z;
2813
2814 m_forceacc = Vector3.Zero;
2815
2816 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
2817 if (fx != 0 || fy != 0 || fz != 0)
2818 {
2819 d.BodyAddForce(Body, fx, fy, fz);
2820 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
2821 }
2822
2823 Vector3 trq;
2824
2825 trq = _torque;
2826 trq += m_angularForceacc;
2827 m_angularForceacc = Vector3.Zero;
2828 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
2829 {
2830 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
2831 }
2832
2833 }
2834 }
2835 else
2836 { // is not physical, or is not a body or is selected
2837 // _zeroPosition = d.BodyGetPosition(Body);
2838 return;
2839 //Console.WriteLine("Nothing " + Name);
2840
2841 }
2842 }
2843
2844
2845 public void UpdatePositionAndVelocity(float simulatedtime)
2846 {
2847 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
2848 if (_parent == null && !m_disabled && !m_building)
2849 {
2850 if (Body != IntPtr.Zero)
2851 {
2852 if (m_crossingfailures != 0 && m_crossingfailures < 5)
2853 {
2854 _position.X = Util.Clip(_position.X, 0.4f, _parent_scene.WorldExtents.X - 0.4f);
2855 _position.Y = Util.Clip(_position.Y, 0.4f, _parent_scene.WorldExtents.Y - 0.4f);
2856 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
2857
2858 float tmp = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y);
2859 if (_position.Z < tmp)
2860 _position.Z = tmp + 0.2f;
2861
2862 m_lastposition = _position;
2863 m_lastorientation = _orientation;
2864 _velocity.X = 0;
2865 _velocity.Y = 0;
2866 _velocity.Z = 0;
2867
2868 m_lastVelocity = _velocity;
2869 m_rotationalVelocity = _velocity;
2870 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2871 m_vehicle.Stop();
2872
2873 m_crossingfailures = 0; // do this only once
2874 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2875 d.BodySetAngularVel(Body, 0, 0, 0);
2876 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2877 enableBodySoft();
2878 base.RequestPhysicsterseUpdate();
2879 return;
2880 }
2881
2882 else if (m_crossingfailures != 0)
2883 {
2884 return;
2885 }
2886
2887 Vector3 pv = Vector3.Zero;
2888 bool lastZeroFlag = _zeroFlag;
2889
2890 d.Vector3 lpos;
2891 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
2892
2893 // we need to use root position since that's all the rest of scene uses
2894 if (lpos.X < 0f || lpos.X > _parent_scene.WorldExtents.X
2895 || lpos.Y < 0f || lpos.Y > _parent_scene.WorldExtents.Y
2896 )
2897 {
2898 // we are outside current region
2899 // we can't let it keeping moving and having colisions
2900 // since it can be stucked between something like terrain and edge
2901 // so lets stop and disable it until something else kicks it
2902 if (m_crossingfailures == 0)
2903 {
2904
2905 _position.X = Util.Clip(lpos.X, -0.5f, _parent_scene.WorldExtents.X + 0.5f);
2906 _position.Y = Util.Clip(lpos.Y, -0.5f, _parent_scene.WorldExtents.Y + 0.5f);
2907 _position.Z = Util.Clip(lpos.Z, -100f, 50000f);
2908
2909 m_lastposition = _position;
2910 m_lastorientation = _orientation;
2911
2912 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2913 d.BodySetAngularVel(Body, 0, 0, 0);
2914 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2915 disableBodySoft(); // stop collisions
2916 m_crossingfailures++; // do this only once
2917 base.RequestPhysicsterseUpdate();
2918 return;
2919 }
2920 }
2921
2922 if (lpos.Z < -100 || lpos.Z > 100000f)
2923 {
2924 lpos.Z = Util.Clip(lpos.Z, -100f, 50000f);
2925
2926 _acceleration.X = 0;
2927 _acceleration.Y = 0;
2928 _acceleration.Z = 0;
2929
2930 _velocity.X = 0;
2931 _velocity.Y = 0;
2932 _velocity.Z = 0;
2933 m_rotationalVelocity.X = 0;
2934 m_rotationalVelocity.Y = 0;
2935 m_rotationalVelocity.Z = 0;
2936
2937 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2938 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
2939 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
2940 m_lastposition = _position;
2941 m_lastorientation = _orientation;
2942
2943 base.RequestPhysicsterseUpdate();
2944
2945 m_throttleUpdates = false;
2946 throttleCounter = 0;
2947 _zeroFlag = true;
2948
2949 disableBodySoft(); // disable it and colisions
2950 base.RaiseOutOfBounds(_position);
2951
2952 return;
2953 }
2954
2955 d.Quaternion ori;
2956 d.GeomCopyQuaternion(prim_geom, out ori);
2957 d.Vector3 vel = d.BodyGetLinearVel(Body);
2958 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
2959
2960 if ((Math.Abs(m_lastposition.X - lpos.X) < 0.01)
2961 && (Math.Abs(m_lastposition.Y - lpos.Y) < 0.01)
2962 && (Math.Abs(m_lastposition.Z - lpos.Z) < 0.01)
2963 && (Math.Abs(m_lastorientation.X - ori.X) < 0.0001)
2964 && (Math.Abs(m_lastorientation.Y - ori.Y) < 0.0001)
2965 && (Math.Abs(m_lastorientation.Z - ori.Z) < 0.0001)
2966 )
2967 {
2968 _zeroFlag = true;
2969 //Console.WriteLine("ZFT 2");
2970 m_throttleUpdates = false;
2971 }
2972 else
2973 {
2974 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
2975 _zeroFlag = false;
2976 m_lastUpdateSent = false;
2977 //m_throttleUpdates = false;
2978 }
2979
2980 if (_zeroFlag)
2981 {
2982 m_lastposition = _position;
2983 m_lastorientation = _orientation;
2984
2985 _velocity.X = 0.0f;
2986 _velocity.Y = 0.0f;
2987 _velocity.Z = 0.0f;
2988
2989 _acceleration.X = 0;
2990 _acceleration.Y = 0;
2991 _acceleration.Z = 0;
2992
2993 m_rotationalVelocity.X = 0;
2994 m_rotationalVelocity.Y = 0;
2995 m_rotationalVelocity.Z = 0;
2996 if (!m_lastUpdateSent)
2997 {
2998 m_throttleUpdates = false;
2999 throttleCounter = 0;
3000 m_rotationalVelocity = pv;
3001
3002 base.RequestPhysicsterseUpdate();
3003
3004 m_lastUpdateSent = true;
3005 }
3006 }
3007 else
3008 {
3009 if (lastZeroFlag != _zeroFlag)
3010 {
3011 base.RequestPhysicsterseUpdate();
3012 }
3013
3014 m_lastVelocity = _velocity;
3015
3016 _position.X = lpos.X;
3017 _position.Y = lpos.Y;
3018 _position.Z = lpos.Z;
3019
3020 _velocity.X = vel.X;
3021 _velocity.Y = vel.Y;
3022 _velocity.Z = vel.Z;
3023
3024 _orientation.X = ori.X;
3025 _orientation.Y = ori.Y;
3026 _orientation.Z = ori.Z;
3027 _orientation.W = ori.W;
3028
3029 _acceleration = ((_velocity - m_lastVelocity) / simulatedtime);
3030
3031 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
3032 {
3033 m_rotationalVelocity = pv;
3034 }
3035 else
3036 {
3037 m_rotationalVelocity.X = rotvel.X;
3038 m_rotationalVelocity.Y = rotvel.Y;
3039 m_rotationalVelocity.Z = rotvel.Z;
3040 }
3041
3042 m_lastUpdateSent = false;
3043 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3044 {
3045 m_lastposition = _position;
3046 m_lastorientation = _orientation;
3047 base.RequestPhysicsterseUpdate();
3048 }
3049 else
3050 {
3051 throttleCounter++;
3052 }
3053 }
3054 }
3055 else if (!m_lastUpdateSent || !_zeroFlag)
3056 {
3057 // Not a body.. so Make sure the client isn't interpolating
3058 _velocity.X = 0;
3059 _velocity.Y = 0;
3060 _velocity.Z = 0;
3061
3062 _acceleration.X = 0;
3063 _acceleration.Y = 0;
3064 _acceleration.Z = 0;
3065
3066 m_rotationalVelocity.X = 0;
3067 m_rotationalVelocity.Y = 0;
3068 m_rotationalVelocity.Z = 0;
3069 _zeroFlag = true;
3070
3071 if (!m_lastUpdateSent)
3072 {
3073 m_throttleUpdates = false;
3074 throttleCounter = 0;
3075
3076 base.RequestPhysicsterseUpdate();
3077
3078 m_lastUpdateSent = true;
3079 }
3080 }
3081 }
3082 }
3083
3084 internal static bool QuaternionIsFinite(Quaternion q)
3085 {
3086 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3087 return false;
3088 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3089 return false;
3090 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3091 return false;
3092 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3093 return false;
3094 return true;
3095 }
3096
3097 internal static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3098 {
3099 dst.c.W = src.c.W;
3100 dst.c.X = src.c.X;
3101 dst.c.Y = src.c.Y;
3102 dst.c.Z = src.c.Z;
3103 dst.mass = src.mass;
3104 dst.I.M00 = src.I.M00;
3105 dst.I.M01 = src.I.M01;
3106 dst.I.M02 = src.I.M02;
3107 dst.I.M10 = src.I.M10;
3108 dst.I.M11 = src.I.M11;
3109 dst.I.M12 = src.I.M12;
3110 dst.I.M20 = src.I.M20;
3111 dst.I.M21 = src.I.M21;
3112 dst.I.M22 = src.I.M22;
3113 }
3114
3115 private static void DMassDup(ref d.Mass src, out d.Mass dst)
3116 {
3117 dst = new d.Mass { };
3118
3119 dst.c.W = src.c.W;
3120 dst.c.X = src.c.X;
3121 dst.c.Y = src.c.Y;
3122 dst.c.Z = src.c.Z;
3123 dst.mass = src.mass;
3124 dst.I.M00 = src.I.M00;
3125 dst.I.M01 = src.I.M01;
3126 dst.I.M02 = src.I.M02;
3127 dst.I.M10 = src.I.M10;
3128 dst.I.M11 = src.I.M11;
3129 dst.I.M12 = src.I.M12;
3130 dst.I.M20 = src.I.M20;
3131 dst.I.M21 = src.I.M21;
3132 dst.I.M22 = src.I.M22;
3133 }
3134 private void donullchange()
3135 {
3136 }
3137
3138 public bool DoAChange(changes what, object arg)
3139 {
3140 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3141 {
3142 return false;
3143 }
3144
3145 // nasty switch
3146 switch (what)
3147 {
3148 case changes.Add:
3149 changeadd();
3150 break;
3151 case changes.Remove:
3152 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3153 //When we return true, it destroys all of the prims in the linkset anyway
3154 if (_parent != null)
3155 {
3156 OdePrim parent = (OdePrim)_parent;
3157 parent.ChildRemove(this, false);
3158 }
3159 else
3160 ChildRemove(this, false);
3161
3162 RemoveGeom();
3163 m_targetSpace = IntPtr.Zero;
3164 if (m_eventsubscription > 0)
3165 UnSubscribeEvents();
3166 return true;
3167
3168 case changes.Link:
3169 OdePrim tmp = (OdePrim)arg;
3170 changeLink(tmp);
3171 break;
3172
3173 case changes.DeLink:
3174 changeLink(null);
3175 break;
3176
3177 case changes.Position:
3178 changePosition((Vector3)arg);
3179 break;
3180
3181 case changes.Orientation:
3182 changeOrientation((Quaternion)arg);
3183 break;
3184
3185 case changes.PosOffset:
3186 donullchange();
3187 break;
3188
3189 case changes.OriOffset:
3190 donullchange();
3191 break;
3192
3193 case changes.Velocity:
3194 changevelocity((Vector3)arg);
3195 break;
3196
3197 // case changes.Acceleration:
3198 // changeacceleration((Vector3)arg);
3199 // break;
3200 // case changes.AngVelocity:
3201 // changeangvelocity((Vector3)arg);
3202 // break;
3203
3204 case changes.Force:
3205 changeForce((Vector3)arg);
3206 break;
3207
3208 case changes.Torque:
3209 changeSetTorque((Vector3)arg);
3210 break;
3211
3212 case changes.AddForce:
3213 changeAddForce((Vector3)arg);
3214 break;
3215
3216 case changes.AddAngForce:
3217 changeAddAngularForce((Vector3)arg);
3218 break;
3219
3220 case changes.AngLock:
3221 changeAngularLock((Vector3)arg);
3222 break;
3223
3224 case changes.Size:
3225 changeSize((Vector3)arg);
3226 break;
3227
3228 case changes.Shape:
3229 changeShape((PrimitiveBaseShape)arg);
3230 break;
3231
3232 case changes.CollidesWater:
3233 changeFloatOnWater((bool)arg);
3234 break;
3235
3236 case changes.VolumeDtc:
3237 changeVolumedetetion((bool)arg);
3238 break;
3239
3240 case changes.Physical:
3241 changePhysicsStatus((bool)arg);
3242 break;
3243
3244 case changes.Selected:
3245 changeSelectedStatus((bool)arg);
3246 break;
3247
3248 case changes.disabled:
3249 changeDisable((bool)arg);
3250 break;
3251
3252 case changes.building:
3253 changeBuilding((bool)arg);
3254 break;
3255
3256 case changes.VehicleType:
3257 changeVehicleType((int)arg);
3258 break;
3259
3260 case changes.VehicleFlags:
3261 changeVehicleFlags((strVehicleBoolParam) arg);
3262 break;
3263
3264 case changes.VehicleFloatParam:
3265 changeVehicleFloatParam((strVehicleFloatParam) arg);
3266 break;
3267
3268 case changes.VehicleVectorParam:
3269 changeVehicleVectorParam((strVehicleVectorParam) arg);
3270 break;
3271
3272 case changes.VehicleRotationParam:
3273 changeVehicleRotationParam((strVehicleQuatParam) arg);
3274 break;
3275
3276 case changes.Null:
3277 donullchange();
3278 break;
3279
3280 default:
3281 donullchange();
3282 break;
3283 }
3284 return false;
3285 }
3286
3287 public void AddChange(changes what, object arg)
3288 {
3289 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3290 }
3291
3292
3293 private struct strVehicleBoolParam
3294 {
3295 public int param;
3296 public bool value;
3297 }
3298
3299 private struct strVehicleFloatParam
3300 {
3301 public int param;
3302 public float value;
3303 }
3304
3305 private struct strVehicleQuatParam
3306 {
3307 public int param;
3308 public Quaternion value;
3309 }
3310
3311 private struct strVehicleVectorParam
3312 {
3313 public int param;
3314 public Vector3 value;
3315 }
3316 }
3317} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..4b3f83b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,443 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using OdeAPI;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending ray requests
49 /// </summary>
50 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 IntPtr ray;
58
59 private const int ColisionContactGeomsPerTest = 5;
60
61 /// <summary>
62 /// ODE near callback delegate
63 /// </summary>
64 private d.NearCallback nearCallback;
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66 private List<ContactResult> m_contactResults = new List<ContactResult>();
67
68 public ODERayCastRequestManager(OdeScene pScene)
69 {
70 m_scene = pScene;
71 nearCallback = near;
72 ray = d.CreateRay(IntPtr.Zero, 1.0f);
73 }
74
75 /// <summary>
76 /// Queues a raycast
77 /// </summary>
78 /// <param name="position">Origin of Ray</param>
79 /// <param name="direction">Ray normal</param>
80 /// <param name="length">Ray length</param>
81 /// <param name="retMethod">Return method to send the results</param>
82 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
83 {
84 ODERayRequest req = new ODERayRequest();
85 req.geom = IntPtr.Zero;
86 req.callbackMethod = retMethod;
87 req.Count = 0;
88 req.length = length;
89 req.Normal = direction;
90 req.Origin = position;
91
92 m_PendingRequests.Enqueue(req);
93 }
94
95 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
96 {
97 ODERayRequest req = new ODERayRequest();
98 req.geom = geom;
99 req.callbackMethod = retMethod;
100 req.length = length;
101 req.Normal = direction;
102 req.Origin = position;
103 req.Count = 0;
104
105 m_PendingRequests.Enqueue(req);
106 }
107
108 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
109 {
110 ODERayRequest req = new ODERayRequest();
111 req.geom = IntPtr.Zero;
112 req.callbackMethod = retMethod;
113 req.Count = 0;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117
118 m_PendingRequests.Enqueue(req);
119 }
120
121 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
122 {
123 ODERayRequest req = new ODERayRequest();
124 req.geom = geom;
125 req.callbackMethod = retMethod;
126 req.length = length;
127 req.Normal = direction;
128 req.Origin = position;
129 req.Count = 0;
130
131 m_PendingRequests.Enqueue(req);
132 }
133
134 /// <summary>
135 /// Queues a raycast
136 /// </summary>
137 /// <param name="position">Origin of Ray</param>
138 /// <param name="direction">Ray normal</param>
139 /// <param name="length">Ray length</param>
140 /// <param name="count"></param>
141 /// <param name="retMethod">Return method to send the results</param>
142 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
143 {
144 ODERayRequest req = new ODERayRequest();
145 req.geom = IntPtr.Zero;
146 req.callbackMethod = retMethod;
147 req.length = length;
148 req.Normal = direction;
149 req.Origin = position;
150 req.Count = count;
151
152 m_PendingRequests.Enqueue(req);
153 }
154
155 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
156 {
157 ODERayRequest req = new ODERayRequest();
158 req.geom = geom;
159 req.callbackMethod = retMethod;
160 req.length = length;
161 req.Normal = direction;
162 req.Origin = position;
163 req.Count = count;
164
165 m_PendingRequests.Enqueue(req);
166 }
167
168 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
169 {
170 ODERayRequest req = new ODERayRequest();
171 req.geom = IntPtr.Zero;
172 req.callbackMethod = retMethod;
173 req.length = length;
174 req.Normal = direction;
175 req.Origin = position;
176 req.Count = count;
177
178 m_PendingRequests.Enqueue(req);
179 }
180
181 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
182 {
183 ODERayRequest req = new ODERayRequest();
184 req.geom = geom;
185 req.callbackMethod = retMethod;
186 req.length = length;
187 req.Normal = direction;
188 req.Origin = position;
189 req.Count = count;
190
191 m_PendingRequests.Enqueue(req);
192 }
193
194 /// <summary>
195 /// Process all queued raycast requests
196 /// </summary>
197 /// <returns>Time in MS the raycasts took to process.</returns>
198 public int ProcessQueuedRequests()
199 {
200 int time = System.Environment.TickCount;
201
202 if (m_PendingRequests.Count <= 0)
203 return 0;
204
205 if (m_scene.ContactgeomsArray == IntPtr.Zero) // oops something got wrong or scene isn't ready still
206 {
207 m_PendingRequests.Clear();
208 return 0;
209 }
210
211 ODERayRequest req;
212
213 int i = 50; // arbitary limit of processed tests per frame
214
215 while(m_PendingRequests.Dequeue(out req))
216 {
217 if (req.geom == IntPtr.Zero)
218 doSpaceRay(req);
219 else
220 doGeomRay(req);
221 if(--i < 0)
222 break;
223 }
224
225 lock (m_contactResults)
226 m_contactResults.Clear();
227
228 return System.Environment.TickCount - time;
229 }
230 /// <summary>
231 /// Method that actually initiates the raycast with full top space
232 /// </summary>
233 /// <param name="req"></param>
234 private void doSpaceRay(ODERayRequest req)
235 {
236 // Create the ray
237// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
238 d.GeomRaySetLength(ray, req.length);
239 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
240
241 // Collide test
242 d.SpaceCollide2(m_scene.TopSpace, ray, IntPtr.Zero, nearCallback);
243
244 // Remove Ray
245// d.GeomDestroy(ray);
246
247 if (req.callbackMethod == null)
248 return;
249
250 if (req.callbackMethod is RaycastCallback)
251 {
252 // Define default results
253 bool hitYN = false;
254 uint hitConsumerID = 0;
255 float distance = 999999999999f;
256 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
257 Vector3 snormal = Vector3.Zero;
258
259 // Find closest contact and object.
260 lock (m_contactResults)
261 {
262 foreach (ContactResult cResult in m_contactResults)
263 {
264 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
265 {
266 closestcontact = cResult.Pos;
267 hitConsumerID = cResult.ConsumerID;
268 distance = cResult.Depth;
269 hitYN = true;
270 snormal = cResult.Normal;
271 }
272 }
273 m_contactResults.Clear();
274 }
275
276 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
277 }
278 else
279 {
280 ((RayCallback)req.callbackMethod)(m_contactResults);
281 lock (m_PendingRequests)
282 m_contactResults.Clear();
283 }
284 }
285
286 /// <summary>
287 /// Method that actually initiates the raycast with a geom
288 /// </summary>
289 /// <param name="req"></param>
290 private void doGeomRay(ODERayRequest req)
291 {
292 // Create the ray
293// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
294 d.GeomRaySetLength(ray, req.length);
295 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
296
297 // Collide test
298 d.SpaceCollide2(req.geom, ray, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
299
300 // Remove Ray
301// d.GeomDestroy(ray);
302
303 if (req.callbackMethod == null)
304 return;
305
306 if (req.callbackMethod is RaycastCallback)
307 {
308 // Define default results
309 bool hitYN = false;
310 uint hitConsumerID = 0;
311 float distance = 999999999999f;
312 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
313 Vector3 snormal = Vector3.Zero;
314
315 // Find closest contact and object.
316 lock (m_contactResults)
317 {
318 foreach (ContactResult cResult in m_contactResults)
319 {
320 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
321 {
322 closestcontact = cResult.Pos;
323 hitConsumerID = cResult.ConsumerID;
324 distance = cResult.Depth;
325 hitYN = true;
326 snormal = cResult.Normal;
327 }
328 }
329 m_contactResults.Clear();
330 }
331
332 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
333 }
334 else
335 {
336 ((RayCallback)req.callbackMethod)(m_contactResults);
337 lock (m_PendingRequests)
338 m_contactResults.Clear();
339 }
340 }
341
342 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
343 {
344 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
345 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
346 return false;
347
348 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
349 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
350 return true;
351 }
352
353 // This is the standard Near. g2 is the ray
354 private void near(IntPtr space, IntPtr g1, IntPtr g2)
355 {
356 //Don't test against heightfield Geom, or you'll be sorry!
357 // Exclude heightfield geom
358
359 if (g1 == IntPtr.Zero || g1 == g2)
360 return;
361
362 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
363 return;
364
365 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
366 if (d.GeomIsSpace(g1))
367 {
368 try
369 {
370 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
371 }
372 catch (Exception e)
373 {
374 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
375 }
376 return;
377 }
378
379 int count = 0;
380 try
381 {
382 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
383 }
384 catch (SEHException)
385 {
386 m_log.Error("[PHYSICS Ray]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
387 }
388 catch (Exception e)
389 {
390 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
391 return;
392 }
393
394 if (count == 0)
395 return;
396
397 PhysicsActor p1 = null;
398
399 if (g1 != IntPtr.Zero)
400 m_scene.actor_name_map.TryGetValue(g1, out p1);
401
402 d.ContactGeom curcontact = new d.ContactGeom();
403 // Loop over contacts, build results.
404 for (int i = 0; i < count; i++)
405 {
406 if (!GetCurContactGeom(i, ref curcontact))
407 break;
408 if (p1 != null) {
409 if (p1 is OdePrim)
410 {
411 ContactResult collisionresult = new ContactResult();
412
413 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
414 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
415 collisionresult.Depth = curcontact.depth;
416 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
417 curcontact.normal.Z);
418 lock (m_contactResults)
419 m_contactResults.Add(collisionresult);
420 }
421 }
422 }
423 }
424
425 /// <summary>
426 /// Dereference the creator scene so that it can be garbage collected if needed.
427 /// </summary>
428 internal void Dispose()
429 {
430 m_scene = null;
431 }
432 }
433
434 public struct ODERayRequest
435 {
436 public IntPtr geom;
437 public Vector3 Origin;
438 public Vector3 Normal;
439 public int Count;
440 public float length;
441 public object callbackMethod;
442 }
443} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
new file mode 100644
index 0000000..e62746e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,1961 @@
1
2/*
3 * based on:
4 * Ode.NET - .NET bindings for ODE
5 * Jason Perkins (starkos@industriousone.com)
6 * Licensed under the New BSD
7 * Part of the OpenDynamicsEngine
8Open Dynamics Engine
9Copyright (c) 2001-2007, Russell L. Smith.
10All rights reserved.
11
12Redistribution and use in source and binary forms, with or without
13modification, are permitted provided that the following conditions
14are met:
15
16Redistributions of source code must retain the above copyright notice,
17this list of conditions and the following disclaimer.
18
19Redistributions in binary form must reproduce the above copyright notice,
20this list of conditions and the following disclaimer in the documentation
21and/or other materials provided with the distribution.
22
23Neither the names of ODE's copyright owner nor the names of its
24contributors may be used to endorse or promote products derived from
25this software without specific prior written permission.
26
27THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
28"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
29LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
30FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
31OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
32SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
33TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
34PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
35LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
36NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
37SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38 *
39 * changes by opensim team;
40 * changes by Aurora team http://www.aurora-sim.org/
41
42 * Revision/fixs by Ubit Umarov
43 */
44
45using System;
46using System.Runtime.InteropServices;
47using System.Security;
48
49namespace OdeAPI
50{
51//#if dDOUBLE
52// don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim
53// at least we save same memory and memory access time, FPU performance on intel usually is similar
54// using dReal = System.Double;
55//#else
56 using dReal = System.Single;
57//#endif
58
59 public static class d
60 {
61 public static dReal Infinity = dReal.MaxValue;
62 public static int NTotalBodies = 0;
63 public static int NTotalGeoms = 0;
64
65 #region Flags and Enumerations
66
67 [Flags]
68 public enum AllocateODEDataFlags : uint
69 {
70 BasicData = 0,
71 CollisionData = 0x00000001,
72 All = ~0u
73 }
74
75 [Flags]
76 public enum IniteODEFlags : uint
77 {
78 dInitFlagManualThreadCleanup = 0x00000001
79 }
80
81 [Flags]
82 public enum ContactFlags : int
83 {
84 Mu2 = 0x001,
85 FDir1 = 0x002,
86 Bounce = 0x004,
87 SoftERP = 0x008,
88 SoftCFM = 0x010,
89 Motion1 = 0x020,
90 Motion2 = 0x040,
91 MotionN = 0x080,
92 Slip1 = 0x100,
93 Slip2 = 0x200,
94 Approx0 = 0x0000,
95 Approx1_1 = 0x1000,
96 Approx1_2 = 0x2000,
97 Approx1 = 0x3000
98 }
99
100 public enum GeomClassID : int
101 {
102 SphereClass,
103 BoxClass,
104 CapsuleClass,
105 CylinderClass,
106 PlaneClass,
107 RayClass,
108 ConvexClass,
109 GeomTransformClass,
110 TriMeshClass,
111 HeightfieldClass,
112 FirstSpaceClass,
113 SimpleSpaceClass = FirstSpaceClass,
114 HashSpaceClass,
115 QuadTreeSpaceClass,
116 LastSpaceClass = QuadTreeSpaceClass,
117 FirstUserClass,
118 LastUserClass = FirstUserClass + MaxUserClasses - 1,
119 NumClasses,
120 MaxUserClasses = 4
121 }
122
123 public enum JointType : int
124 {
125 None,
126 Ball,
127 Hinge,
128 Slider,
129 Contact,
130 Universal,
131 Hinge2,
132 Fixed,
133 Null,
134 AMotor,
135 LMotor,
136 Plane2D
137 }
138
139 public enum JointParam : int
140 {
141 LoStop,
142 HiStop,
143 Vel,
144 FMax,
145 FudgeFactor,
146 Bounce,
147 CFM,
148 StopERP,
149 StopCFM,
150 SuspensionERP,
151 SuspensionCFM,
152 LoStop2 = 256,
153 HiStop2,
154 Vel2,
155 FMax2,
156 FudgeFactor2,
157 Bounce2,
158 CFM2,
159 StopERP2,
160 StopCFM2,
161 SuspensionERP2,
162 SuspensionCFM2,
163 LoStop3 = 512,
164 HiStop3,
165 Vel3,
166 FMax3,
167 FudgeFactor3,
168 Bounce3,
169 CFM3,
170 StopERP3,
171 StopCFM3,
172 SuspensionERP3,
173 SuspensionCFM3
174 }
175
176 public enum dSweepAndPruneAxis : int
177 {
178 XYZ = ((0)|(1<<2)|(2<<4)),
179 XZY = ((0)|(2<<2)|(1<<4)),
180 YXZ = ((1)|(0<<2)|(2<<4)),
181 YZX = ((1)|(2<<2)|(0<<4)),
182 ZXY = ((2)|(0<<2)|(1<<4)),
183 ZYX = ((2)|(1<<2)|(0<<4))
184 }
185
186 #endregion
187
188 #region Callbacks
189
190 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
191 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
192
193 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
194 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
195
196 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
197 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
198
199 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
200 public delegate ColliderFn GetColliderFnFn(int num);
201
202 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
203 public delegate void GeomDtorFn(IntPtr o);
204
205 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
206 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
207
208 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
209 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
210
211 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
212 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
213
214 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
215 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
216
217 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
218 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
219
220 #endregion
221
222 #region Structs
223
224 [StructLayout(LayoutKind.Sequential)]
225 public struct AABB
226 {
227 public dReal MinX, MaxX;
228 public dReal MinY, MaxY;
229 public dReal MinZ, MaxZ;
230 }
231
232
233 [StructLayout(LayoutKind.Sequential)]
234 public struct Contact
235 {
236 public SurfaceParameters surface;
237 public ContactGeom geom;
238 public Vector3 fdir1;
239 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
240 }
241
242
243 [StructLayout(LayoutKind.Sequential)]
244 public struct ContactGeom
245 {
246
247 public Vector3 pos;
248 public Vector3 normal;
249 public dReal depth;
250 public IntPtr g1;
251 public IntPtr g2;
252 public int side1;
253 public int side2;
254 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
255 }
256
257 [StructLayout(LayoutKind.Sequential)]
258 public struct GeomClass
259 {
260 public int bytes;
261 public GetColliderFnFn collider;
262 public GetAABBFn aabb;
263 public AABBTestFn aabb_test;
264 public GeomDtorFn dtor;
265 }
266
267
268 [StructLayout(LayoutKind.Sequential)]
269 public struct JointFeedback
270 {
271 public Vector3 f1;
272 public Vector3 t1;
273 public Vector3 f2;
274 public Vector3 t2;
275 }
276
277
278 [StructLayout(LayoutKind.Sequential)]
279 public struct Mass
280 {
281 public dReal mass;
282 public Vector4 c;
283 public Matrix3 I;
284 }
285
286
287 [StructLayout(LayoutKind.Sequential)]
288 public struct Matrix3
289 {
290 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
291 {
292 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
293 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
294 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
295 }
296 public dReal M00, M10, M20;
297 private dReal _m30;
298 public dReal M01, M11, M21;
299 private dReal _m31;
300 public dReal M02, M12, M22;
301 private dReal _m32;
302 }
303
304 [StructLayout(LayoutKind.Sequential)]
305 public struct Matrix4
306 {
307 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
308 dReal m01, dReal m11, dReal m21, dReal m31,
309 dReal m02, dReal m12, dReal m22, dReal m32,
310 dReal m03, dReal m13, dReal m23, dReal m33)
311 {
312 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
313 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
314 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
315 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
316 }
317 public dReal M00, M10, M20, M30;
318 public dReal M01, M11, M21, M31;
319 public dReal M02, M12, M22, M32;
320 public dReal M03, M13, M23, M33;
321 }
322
323 [StructLayout(LayoutKind.Sequential)]
324 public struct Quaternion
325 {
326 public dReal W, X, Y, Z;
327 }
328
329
330 [StructLayout(LayoutKind.Sequential)]
331 public struct SurfaceParameters
332 {
333 public ContactFlags mode;
334 public dReal mu;
335 public dReal mu2;
336 public dReal bounce;
337 public dReal bounce_vel;
338 public dReal soft_erp;
339 public dReal soft_cfm;
340 public dReal motion1;
341 public dReal motion2;
342 public dReal motionN;
343 public dReal slip1;
344 public dReal slip2;
345 }
346
347
348 [StructLayout(LayoutKind.Sequential)]
349 public struct Vector3
350 {
351 public Vector3(dReal x, dReal y, dReal z)
352 {
353 X = x; Y = y; Z = z; _w = 0.0f;
354 }
355 public dReal X, Y, Z;
356 private dReal _w;
357 }
358
359
360 [StructLayout(LayoutKind.Sequential)]
361 public struct Vector4
362 {
363 public Vector4(dReal x, dReal y, dReal z, dReal w)
364 {
365 X = x; Y = y; Z = z; W = w;
366 }
367 public dReal X, Y, Z, W;
368 }
369
370 #endregion
371
372 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
373 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
374
375 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
376 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
377
378 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
379 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
380
381 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
382 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
383
384 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
385 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
386
387 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
388 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
389
390 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
391 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
392
393 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
394 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
395
396 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
397 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
398
399 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
400 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
401
402 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
403 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
404
405 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
406 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
407
408 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
409 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
410
411 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
412 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
413
414 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
415 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
416
417 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
418 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
419
420 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
421 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
422
423 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
424 public static extern IntPtr BodyiCreate(IntPtr world);
425 public static IntPtr BodyCreate(IntPtr world)
426 {
427 NTotalBodies++;
428 return BodyiCreate(world);
429 }
430
431 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
432 public static extern void BodyiDestroy(IntPtr body);
433 public static void BodyDestroy(IntPtr body)
434 {
435 NTotalBodies--;
436 BodyiDestroy(body);
437 }
438
439 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
440 public static extern void BodyDisable(IntPtr body);
441
442 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
443 public static extern void BodyEnable(IntPtr body);
444
445 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
446 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
447
448 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
449 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
450
451 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
452 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
453
454 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
455 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
456
457 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
458 public static extern int BodyGetAutoDisableSteps(IntPtr body);
459
460 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
461 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
462
463 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
464 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
465 public static Vector3 BodyGetAngularVel(IntPtr body)
466 {
467 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
468 }
469
470 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
471 public static extern IntPtr BodyGetData(IntPtr body);
472
473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
474 public static extern int BodyGetFiniteRotationMode(IntPtr body);
475
476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
477 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
478
479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
480 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
481 public static Vector3 BodyGetForce(IntPtr body)
482 {
483 unsafe { return *(BodyGetForceUnsafe(body)); }
484 }
485
486 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
487 public static extern bool BodyGetGravityMode(IntPtr body);
488
489 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
490 public static extern int BodyGetGyroscopicMode(IntPtr body);
491
492 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
493 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
494
495 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
496 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
497 public static Vector3 BodyGetLinearVel(IntPtr body)
498 {
499 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
500 }
501
502 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
503 public static extern void BodyGetMass(IntPtr body, out Mass mass);
504
505 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
506 public static extern int BodyGetNumJoints(IntPtr body);
507
508 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
509 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
510
511 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
512 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
513 public static Vector3 BodyGetPosition(IntPtr body)
514 {
515 unsafe { return *(BodyGetPositionUnsafe(body)); }
516 }
517
518 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
519 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
520
521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
522 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
523 public static Quaternion BodyGetQuaternion(IntPtr body)
524 {
525 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
526 }
527
528 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
529 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
530
531 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
532 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
533
534 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
535 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
536 public static Matrix3 BodyGetRotation(IntPtr body)
537 {
538 unsafe { return *(BodyGetRotationUnsafe(body)); }
539 }
540
541 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
542 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
543 public static Vector3 BodyGetTorque(IntPtr body)
544 {
545 unsafe { return *(BodyGetTorqueUnsafe(body)); }
546 }
547
548 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
549 public static extern IntPtr BodyGetWorld(IntPtr body);
550
551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
552 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
553
554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
555 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
556
557
558 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
559 public static extern bool BodyIsEnabled(IntPtr body);
560
561 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
562 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
563
564 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
565 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
566
567 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
568 public static extern void BodySetAutoDisableDefaults(IntPtr body);
569
570 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
571 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
572
573 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
574 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
575
576 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
577 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
578
579 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
580 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
581
582 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
583 public static extern void BodySetData(IntPtr body, IntPtr data);
584
585 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
586 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
587
588 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
589 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
590
591 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
592 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
593
594 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
595 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
596
597 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
598 public static extern dReal BodyGetLinearDamping(IntPtr body);
599
600 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
601 public static extern dReal BodyGetAngularDamping(IntPtr body);
602
603 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
604 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
605
606 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
607 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
608
609 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
610 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
611
612 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
613 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
614
615 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
616 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
617
618 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
619 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
620
621 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
622 public static extern void BodySetGravityMode(IntPtr body, bool mode);
623
624 /// <summary>
625 /// Sets the Gyroscopic term status on the body specified.
626 /// </summary>
627 /// <param name="body">Pointer to body</param>
628 /// <param name="enabled">NonZero enabled, Zero disabled</param>
629 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
630 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
631
632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
633 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
634
635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
636 public static extern void BodySetMass(IntPtr body, ref Mass mass);
637
638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
639 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
640
641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
642 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
643
644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
645 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
646
647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
648 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
649
650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
651 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
652
653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
654 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
655
656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
657 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
658
659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
660 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
661
662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
663 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
664 ref Vector3 side1, ref Vector3 p2,
665 ref Matrix3 R2, ref Vector3 side2,
666 ref Vector3 normal, out dReal depth, out int return_code,
667 int maxc, out ContactGeom contact, int skip);
668
669 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
670 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
671 ref Vector3 side1, ref Vector3 _p2,
672 ref Matrix3 R2, ref Vector3 side2);
673
674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
675 public static extern void CleanupODEAllDataForThread();
676
677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
678 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
679 ref Vector3 b1, ref Vector3 b2,
680 ref Vector3 cp1, ref Vector3 cp2);
681
682 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
683 public static extern void CloseODE();
684
685 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
686 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
687 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
688 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
689
690 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
691 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
692
693 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
694 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
695 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
696 {
697 NTotalGeoms++;
698 return CreateiBox(space, lx, ly, lz);
699 }
700
701 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
702 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
703 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
704 {
705 NTotalGeoms++;
706 return CreateiCapsule(space, radius, length);
707 }
708
709 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
710 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
711 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
712 {
713 NTotalGeoms++;
714 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
715 }
716
717 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
718 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
719 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
720 {
721 NTotalGeoms++;
722 return CreateiCylinder(space, radius, length);
723 }
724
725 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
726 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
727 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
728 {
729 NTotalGeoms++;
730 return CreateiHeightfield(space, data, bPlaceable);
731 }
732
733 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
734 public static extern IntPtr CreateiGeom(int classnum);
735 public static IntPtr CreateGeom(int classnum)
736 {
737 NTotalGeoms++;
738 return CreateiGeom(classnum);
739 }
740
741 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
742 public static extern int CreateGeomClass(ref GeomClass classptr);
743
744 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
745 public static extern IntPtr CreateGeomTransform(IntPtr space);
746
747 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
748 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
749 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
750 {
751 NTotalGeoms++;
752 return CreateiPlane(space, a, b, c, d);
753 }
754
755 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
756 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
757 public static IntPtr CreateRay(IntPtr space, dReal length)
758 {
759 NTotalGeoms++;
760 return CreateiRay(space, length);
761 }
762
763 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
764 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
765 public static IntPtr CreateSphere(IntPtr space, dReal radius)
766 {
767 NTotalGeoms++;
768 return CreateiSphere(space, radius);
769 }
770
771 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
772 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
773 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
774 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
775 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
776 {
777 NTotalGeoms++;
778 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
779 }
780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
781 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
782
783 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
784 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
785
786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
787 public static extern int FactorCholesky(ref dReal A00, int n);
788
789 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
790 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
791
792 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
793 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
794
795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
796 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
797
798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
799 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
800
801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
802 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
803
804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
805 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
806
807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
808 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
809
810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
811 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
812
813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
814 public static extern void GeomClearOffset(IntPtr geom);
815
816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
817 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
818
819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
820 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
821
822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
823 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
824
825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
826 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
827
828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
829 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
830
831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
832 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
833
834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
835 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
836
837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
838 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
839
840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
841 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
842
843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
844 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
845
846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
847 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
848
849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
850 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
851
852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
853 public static extern void GeomiDestroy(IntPtr geom);
854 public static void GeomDestroy(IntPtr geom)
855 {
856 NTotalGeoms--;
857 GeomiDestroy(geom);
858 }
859
860
861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
862 public static extern void GeomDisable(IntPtr geom);
863
864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
865 public static extern void GeomEnable(IntPtr geom);
866
867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
868 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
869
870 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
871 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
872
873 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
874 public static extern IntPtr GeomGetBody(IntPtr geom);
875
876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
877 public static extern int GeomGetCategoryBits(IntPtr geom);
878
879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
880 public static extern IntPtr GeomGetClassData(IntPtr geom);
881
882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
883 public static extern int GeomGetCollideBits(IntPtr geom);
884
885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
886 public static extern GeomClassID GeomGetClass(IntPtr geom);
887
888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
889 public static extern IntPtr GeomGetData(IntPtr geom);
890
891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
892 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
893 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
894 {
895 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
896 }
897
898 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
899 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
900 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
901 {
902 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
903 }
904
905 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
906 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
907 public static Vector3 GeomGetPosition(IntPtr geom)
908 {
909 unsafe { return *(GeomGetPositionUnsafe(geom)); }
910 }
911
912 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
913 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
914
915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
916 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
917
918 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
919 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
920 public static Matrix3 GeomGetRotation(IntPtr geom)
921 {
922 unsafe { return *(GeomGetRotationUnsafe(geom)); }
923 }
924
925 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
926 public static extern IntPtr GeomGetSpace(IntPtr geom);
927
928 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
929 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
930 dReal width, dReal depth, int widthSamples, int depthSamples,
931 dReal scale, dReal offset, dReal thickness, int bWrap);
932
933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
934 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
935 dReal width, dReal depth, int widthSamples, int depthSamples,
936 dReal scale, dReal offset, dReal thickness, int bWrap);
937
938 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
939 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
940 dReal width, dReal depth, int widthSamples, int depthSamples,
941 dReal scale, dReal offset, dReal thickness, int bWrap);
942
943 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
944 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
945 dReal width, dReal depth, int widthSamples, int depthSamples,
946 dReal scale, dReal offset, dReal thickness, int bWrap);
947
948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
949 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
950 dReal width, dReal depth, int widthSamples, int depthSamples,
951 dReal scale, dReal offset, dReal thickness, int bWrap);
952
953 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
954 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
955 dReal width, dReal depth, int widthSamples, int depthSamples,
956 dReal scale, dReal offset, dReal thickness, int bWrap);
957
958 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
959 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
960 dReal width, dReal depth, int widthSamples, int depthSamples,
961 dReal scale, dReal offset, dReal thickness, int bWrap);
962
963 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
964 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
965 dReal width, dReal depth, int widthSamples, int depthSamples,
966 dReal scale, dReal offset, dReal thickness, int bWrap);
967
968 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
969 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
970 dReal width, dReal depth, int widthSamples, int depthSamples,
971 dReal scale, dReal offset, dReal thickness, int bWrap);
972
973 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
974 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
975 dReal width, dReal depth, int widthSamples, int depthSamples,
976 dReal scale, dReal offset, dReal thickness, int bWrap);
977
978 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
979 public static extern IntPtr GeomHeightfieldDataCreate();
980
981 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
982 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
983
984 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
985 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
986
987 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
988 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
989
990 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
991 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
992
993 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
994 public static extern bool GeomIsEnabled(IntPtr geom);
995
996 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
997 public static extern bool GeomIsOffset(IntPtr geom);
998
999 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
1000 public static extern bool GeomIsSpace(IntPtr geom);
1001
1002 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1003 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1004
1005 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1006 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1007
1008 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1009 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1010
1011 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1012 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1013
1014 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1015 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1016
1017 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1018 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1019
1020 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1021 public static extern int GeomRayGetClosestHit(IntPtr ray);
1022
1023 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1024 public static extern dReal GeomRayGetLength(IntPtr ray);
1025
1026 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1027 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1028
1029 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1030 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1031
1032 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1033 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1034
1035 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1036 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1037
1038 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1039 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1040
1041 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1042 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1043
1044 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1045 public static extern void GeomSetCategoryBits(IntPtr geom, int bits);
1046
1047 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1048 public static extern void GeomSetCollideBits(IntPtr geom, int bits);
1049
1050 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1051 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1052
1053 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1054 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1055
1056 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1057 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1058
1059 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1060 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1061
1062 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1063 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1064
1065 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1066 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1067
1068 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1069 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1070
1071 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1072 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1073
1074 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1075 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1076
1077 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1078 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1079
1080 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1081 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1082
1083 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1084 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1085
1086 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1087 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1088
1089 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1090 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1091
1092 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1093 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1094
1095 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1096 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1097
1098 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1099 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1100
1101 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1102 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1103
1104 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1105 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1106
1107 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1108 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1109
1110 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1111 public static extern int GeomTransformGetCleanup(IntPtr geom);
1112
1113 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1114 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1115
1116 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1117 public static extern int GeomTransformGetInfo(IntPtr geom);
1118
1119 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1120 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1121
1122 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1123 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1124
1125 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1126 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1127
1128 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1129 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1130 double[] vertices, int vertexStride, int vertexCount,
1131 int[] indices, int indexCount, int triStride);
1132
1133 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1134 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1135 IntPtr vertices, int vertexStride, int vertexCount,
1136 IntPtr indices, int indexCount, int triStride);
1137
1138 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1139 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1140 double[] vertices, int vertexStride, int vertexCount,
1141 int[] indices, int indexCount, int triStride,
1142 double[] normals);
1143
1144 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1145 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1146 IntPtr vertices, int vertexStride, int vertexCount,
1147 IntPtr indices, int indexCount, int triStride,
1148 IntPtr normals);
1149
1150 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1151 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1152 dReal[] vertices, int vertexStride, int vertexCount,
1153 int[] indices, int indexCount, int triStride);
1154
1155 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1156 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1157 IntPtr vertices, int vertexStride, int vertexCount,
1158 IntPtr indices, int indexCount, int triStride);
1159
1160 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1161 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1162 dReal[] vertices, int vertexStride, int vertexCount,
1163 int[] indices, int indexCount, int triStride,
1164 dReal[] normals);
1165
1166 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1167 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1168 IntPtr vertices, int vertexStride, int vertexCount,
1169 IntPtr indices, int indexCount, int triStride,
1170 IntPtr normals);
1171
1172 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1173 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1174 float[] vertices, int vertexStride, int vertexCount,
1175 int[] indices, int indexCount, int triStride);
1176
1177 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1178 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1179 IntPtr vertices, int vertexStride, int vertexCount,
1180 IntPtr indices, int indexCount, int triStride);
1181
1182 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1183 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1184 float[] vertices, int vertexStride, int vertexCount,
1185 int[] indices, int indexCount, int triStride,
1186 float[] normals);
1187
1188 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1189 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1190 IntPtr vertices, int vertexStride, int vertexCount,
1191 IntPtr indices, int indexCount, int triStride,
1192 IntPtr normals);
1193
1194 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1195 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1196
1197 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1198 public static extern IntPtr GeomTriMeshDataCreate();
1199
1200 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1201 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1202
1203 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1204 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1205
1206 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1207 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1208
1209 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1210 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1211
1212 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1213 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1214
1215 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1216 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1217
1218 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1219 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1220
1221 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1222 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1223
1224 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1225 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1226
1227 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1228 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1229 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1230 {
1231 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1232 }
1233
1234 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1235 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1236
1237 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1238 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1239
1240 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1241 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1242
1243 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1244 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1245
1246 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1247 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1248
1249 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1250 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1251
1252 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1253 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1254
1255 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1256 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1257
1258 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1259 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1260
1261 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1262 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1263
1264 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1265 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1266
1267 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1268 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1269
1270 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1271 public static extern string GetConfiguration(string str);
1272
1273 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1274 public static extern IntPtr HashSpaceCreate(IntPtr space);
1275
1276 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1277 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1278
1279 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1280 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1281
1282 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1283 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1284
1285 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1286 public static extern void InitODE();
1287
1288 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1289 public static extern int InitODE2(uint ODEInitFlags);
1290
1291 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1292 public static extern int IsPositiveDefinite(ref dReal A, int n);
1293
1294 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1295 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1296
1297 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1298 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1299
1300 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1301 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1302
1303 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1304 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1305
1306 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1307 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1308
1309 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1310 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1311
1312 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1313 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1314
1315 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1316 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1317
1318 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1319 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1320
1321 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1322 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1323
1324 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1325 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1326 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1327 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1328
1329 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1330 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1331
1332 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1333 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1334
1335 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1336 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1337
1338 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1339 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1340
1341 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1342 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1343
1344 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1345 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1346
1347 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1348 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1349
1350 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1351 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1352
1353 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1354 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1355
1356 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1357 public static extern void JointDestroy(IntPtr j);
1358
1359 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1360 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1361
1362 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1363 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1364
1365 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1366 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1367
1368 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1369 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1370
1371 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1372 public static extern int JointGetAMotorMode(IntPtr j);
1373
1374 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1375 public static extern int JointGetAMotorNumAxes(IntPtr j);
1376
1377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1378 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1379
1380 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1381 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1382
1383 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1384 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1385
1386 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1387 public static extern IntPtr JointGetBody(IntPtr j);
1388
1389 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1390 public static extern IntPtr JointGetData(IntPtr j);
1391
1392 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1393 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1394 public static JointFeedback JointGetFeedback(IntPtr j)
1395 {
1396 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1397 }
1398
1399 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1400 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1401
1402 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1403 public static extern dReal JointGetHingeAngle(IntPtr j);
1404
1405 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1406 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1407
1408 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1409 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1410
1411 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1412 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1413
1414 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1415 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1416
1417 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1418 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1419
1420 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1421 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1422
1423 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1424 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1425
1426 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1427 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1428
1429 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1430 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1431
1432 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1433 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1434
1435 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1436 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1437
1438 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1439 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1440
1441 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1442 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1443
1444 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1445 public static extern int JointGetLMotorNumAxes(IntPtr j);
1446
1447 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1448 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1449
1450 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1451 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1452
1453 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1454 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1455
1456 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1457 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1458
1459 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1460 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1461
1462 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1463 public static extern dReal JointGetPRPosition(IntPtr j);
1464
1465 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1466 public static extern dReal JointGetPRPositionRate(IntPtr j);
1467
1468 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1469 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1470
1471 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1472 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1473
1474 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1475 public static extern dReal JointGetSliderPosition(IntPtr j);
1476
1477 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1478 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1479
1480 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1481 public static extern JointType JointGetType(IntPtr j);
1482
1483 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1484 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1485
1486 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1487 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1488
1489 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1490 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1491
1492 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1493 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1494
1495 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1496 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1497
1498 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1499 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1500
1501 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1502 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1503
1504 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1505 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1506
1507 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1508 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1509
1510 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1511 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1512
1513 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1514 public static extern IntPtr JointGroupCreate(int max_size);
1515
1516 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1517 public static extern void JointGroupDestroy(IntPtr group);
1518
1519 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1520 public static extern void JointGroupEmpty(IntPtr group);
1521
1522 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1523 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1524
1525 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1526 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1527
1528 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1529 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1530
1531 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1532 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1533
1534 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1535 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1536
1537 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1538 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1539
1540 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1541 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1542
1543 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1544 public static extern void JointSetData(IntPtr j, IntPtr data);
1545
1546 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1547 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1548
1549 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1550 public static extern void JointSetFixed(IntPtr j);
1551
1552 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1553 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1554
1555 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1556 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1557
1558 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1559 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1560
1561 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1562 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1563
1564 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1565 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1566
1567 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1568 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1569
1570 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1571 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1572
1573 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1574 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1575
1576 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1577 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1578
1579 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1580 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1581
1582 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1583 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1584
1585 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1586 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1587
1588 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1589 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1590
1591 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1592 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1593
1594 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1595 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1596
1597 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1598 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1599
1600 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1601 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1602
1603 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1604 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1605
1606 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1607 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1608
1609 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1610 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1611
1612 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1613 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1614
1615 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1616 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1617
1618 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1619 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1620
1621 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1622 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1623
1624 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1625 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1626
1627 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1628 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1629
1630 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1631 public static extern void MassAdd(ref Mass a, ref Mass b);
1632
1633 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1634 public static extern void MassAdjust(ref Mass m, dReal newmass);
1635
1636 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1637 public static extern bool MassCheck(ref Mass m);
1638
1639 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1640 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1641
1642 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1643 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1644
1645 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1646 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1647
1648 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1649 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1650
1651 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1652 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1653
1654 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1655 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1656
1657 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1658 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1659
1660 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1661 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1662
1663 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1664 public static extern void MassSetParameters(out Mass mass, dReal themass,
1665 dReal cgx, dReal cgy, dReal cgz,
1666 dReal i11, dReal i22, dReal i33,
1667 dReal i12, dReal i13, dReal i23);
1668
1669 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1670 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1671
1672 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1673 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1674
1675 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1676 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1677
1678 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1679 public static extern void MassSetZero(out Mass mass);
1680
1681 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1682 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1683
1684 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1685 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1686
1687 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1688 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1689 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1690 {
1691 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1692 }
1693
1694 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1695 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1696
1697 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1698 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1699
1700 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1701 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1702
1703 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1704 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1705
1706 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1707 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1708
1709 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1710 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1711
1712 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1713 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1714
1715 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1716 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1717
1718 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1719 public static extern void QSetIdentity(out Quaternion q);
1720
1721 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1722 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1723
1724 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1725 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1726
1727 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1728 public static extern dReal RandReal();
1729
1730 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1731 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1732
1733 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1734 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1735
1736 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1737 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1738
1739 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1740 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1741
1742 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1743 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1744
1745 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1746 public static extern void RSetIdentity(out Matrix3 R);
1747
1748 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1749 public static extern void SetValue(out dReal a, int n);
1750
1751 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1752 public static extern void SetZero(out dReal a, int n);
1753
1754 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1755 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1756
1757 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1758 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1759
1760 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1761 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1762
1763 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1764 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1765
1766 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1767 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1768
1769 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1770 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1771
1772 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1773 public static extern bool SpaceLockQuery(IntPtr space);
1774
1775 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1776 public static extern void SpaceClean(IntPtr space);
1777
1778 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1779 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1780
1781 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1782 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1783
1784 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1785 public static extern void SpaceDestroy(IntPtr space);
1786
1787 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1788 public static extern bool SpaceGetCleanup(IntPtr space);
1789
1790 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1791 public static extern int SpaceGetNumGeoms(IntPtr space);
1792
1793 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1794 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1795
1796 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1797 public static extern int SpaceGetSublevel(IntPtr space);
1798
1799 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1800 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1801
1802 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1803 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1804
1805 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1806 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1807
1808 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1809 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1810
1811 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1812 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1813
1814 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1815 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1816
1817 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1818 public static extern IntPtr WorldCreate();
1819
1820 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1821 public static extern void WorldDestroy(IntPtr world);
1822
1823 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1824 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1825
1826 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1827 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1828
1829 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1830 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1831
1832 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1833 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1834
1835 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1836 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1837
1838 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1839 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1840
1841 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1842 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1843
1844 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1845 public static extern dReal WorldGetCFM(IntPtr world);
1846
1847 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1848 public static extern dReal WorldGetERP(IntPtr world);
1849
1850 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1851 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1852
1853 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1854 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1855
1856 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1857 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1858
1859 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1860 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1861
1862 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1863 public static extern dReal WorldGetAngularDamping(IntPtr world);
1864
1865 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1866 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1867
1868 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1869 public static extern dReal WorldGetLinearDamping(IntPtr world);
1870
1871 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1872 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1873
1874 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1875 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1876
1877 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1878 public static extern dReal WorldGetQuickStepW(IntPtr world);
1879
1880 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1881 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1882
1883 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1884 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1885
1886 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1887 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1888
1889 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1890 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1891
1892 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1893 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1894
1895 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1896 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1897
1898 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1899 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1900
1901 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1902 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1903
1904 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1905 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1906
1907 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1908 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1909
1910 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1911 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1912
1913 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1914 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1915
1916 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1917 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1918
1919 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1920 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1921
1922 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1923 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1924
1925 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1926 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1927
1928 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1929 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1930
1931 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1932 public static extern void WorldSetERP(IntPtr world, dReal erp);
1933
1934 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1935 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1936
1937 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1938 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1939
1940 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1941 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1942
1943 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1944 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1945
1946 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
1947 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
1948
1949 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1950 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
1951
1952 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
1953 public static extern void WorldStep(IntPtr world, dReal stepsize);
1954
1955 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
1956 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
1957
1958 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
1959 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
1960 }
1961}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..215d47a
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
@@ -0,0 +1,86 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Threading;
33using System.IO;
34using System.Diagnostics;
35using log4net;
36using Nini.Config;
37using OdeAPI;
38using OpenSim.Framework;
39using OpenSim.Region.Physics.Manager;
40using OpenMetaverse;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// ODE plugin
46 /// </summary>
47 public class OdePlugin : IPhysicsPlugin
48 {
49 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
50
51 private OdeScene m_scene;
52
53 public bool Init()
54 {
55 if (d.InitODE2(0) != 0)
56 {
57 if (d.AllocateODEDataForThread(~0U) == 0)
58 {
59 d.CloseODE();
60 return false;
61 }
62 return true;
63 }
64 return false;
65 }
66
67 public PhysicsScene GetScene(String sceneIdentifier)
68 {
69 if (m_scene == null)
70 {
71 m_scene = new OdeScene(sceneIdentifier);
72 }
73 return (m_scene);
74 }
75
76 public string GetName()
77 {
78 return ("UbitODE");
79 }
80
81 public void Dispose()
82 {
83 d.CloseODE();
84 }
85 }
86} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
new file mode 100644
index 0000000..56f3786
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2540 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define SPAM
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using OdeAPI;
40using OpenSim.Framework;
41using OpenSim.Region.Physics.Manager;
42using OpenMetaverse;
43
44namespace OpenSim.Region.Physics.OdePlugin
45{
46 public enum StatusIndicators : int
47 {
48 Generic = 0,
49 Start = 1,
50 End = 2
51 }
52
53 public struct sCollisionData
54 {
55 public uint ColliderLocalId;
56 public uint CollidedWithLocalId;
57 public int NumberOfCollisions;
58 public int CollisionType;
59 public int StatusIndicator;
60 public int lastframe;
61 }
62
63 [Flags]
64 public enum CollisionCategories : int
65 {
66 Disabled = 0,
67 Geom = 0x00000001,
68 Body = 0x00000002,
69 Space = 0x00000004,
70 Character = 0x00000008,
71 Land = 0x00000010,
72 Water = 0x00000020,
73 Wind = 0x00000040,
74 Sensor = 0x00000080,
75 Selected = 0x00000100
76 }
77
78 /// <summary>
79 /// Material type for a primitive
80 /// </summary>
81 public enum Material : int
82 {
83 /// <summary></summary>
84 Stone = 0,
85 /// <summary></summary>
86 Metal = 1,
87 /// <summary></summary>
88 Glass = 2,
89 /// <summary></summary>
90 Wood = 3,
91 /// <summary></summary>
92 Flesh = 4,
93 /// <summary></summary>
94 Plastic = 5,
95 /// <summary></summary>
96 Rubber = 6,
97
98 light = 7 // compatibility with old viewers
99 }
100
101 public enum changes : int
102 {
103 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
104 Remove,
105 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
106 // or removes from a object if arg is null
107 DeLink,
108 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
109 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
110 PosOffset, // not in use
111 // arg Vector3 new position in local coords. Changes prim position in object
112 OriOffset, // not in use
113 // arg Vector3 new position in local coords. Changes prim position in object
114 Velocity,
115 AngVelocity,
116 Acceleration,
117 Force,
118 Torque,
119
120 AddForce,
121 AddAngForce,
122 AngLock,
123
124 Size,
125 Shape,
126
127 CollidesWater,
128 VolumeDtc,
129
130 Physical,
131 Selected,
132 disabled,
133 building,
134
135 VehicleType,
136 VehicleFloatParam,
137 VehicleVectorParam,
138 VehicleRotationParam,
139 VehicleFlags,
140
141 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
142 }
143
144 public struct ODEchangeitem
145 {
146 public PhysicsActor actor;
147 public OdeCharacter character;
148 public changes what;
149 public Object arg;
150 }
151
152 public class OdeScene : PhysicsScene
153 {
154 private readonly ILog m_log;
155 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
156
157 private int threadid = 0;
158 private Random fluidRandomizer = new Random(Environment.TickCount);
159
160 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
161 const float comumContactERP = 0.6f;
162 const float comumSoftContactERP = 0.1f;
163 const float comumContactCFM = 0.0001f;
164
165 float frictionScale = 1.0f;
166
167 float frictionMovementMult = 0.3f;
168
169 float TerrainBounce = 0.3f;
170 float TerrainFriction = 0.3f;
171
172 public float AvatarBounce = 0.3f;
173 public float AvatarFriction = 0;// 0.9f * 0.5f;
174
175 private const uint m_regionWidth = Constants.RegionSize;
176 private const uint m_regionHeight = Constants.RegionSize;
177
178 public float ODE_STEPSIZE = 0.020f;
179 private float metersInSpace = 25.6f;
180 private float m_timeDilation = 1.0f;
181
182 public float gravityx = 0f;
183 public float gravityy = 0f;
184 public float gravityz = -9.8f;
185
186 private float waterlevel = 0f;
187 private int framecount = 0;
188
189 internal IntPtr WaterGeom;
190
191 public float avPIDD = 3200f; // make it visible
192 public float avPIDP = 1400f; // make it visible
193 private float avCapRadius = 0.37f;
194 private float avDensity = 3f;
195 private float avMovementDivisorWalk = 1.3f;
196 private float avMovementDivisorRun = 0.8f;
197 private float minimumGroundFlightOffset = 3f;
198 public float maximumMassObject = 10000.01f;
199
200 public bool meshSculptedPrim = true;
201 public bool forceSimplePrimMeshing = false;
202
203 public float meshSculptLOD = 32;
204 public float MeshSculptphysicalLOD = 16;
205
206 public float geomDefaultDensity = 10.000006836f;
207
208 public int geomContactPointsStartthrottle = 3;
209 public int geomUpdatesPerThrottledUpdate = 15;
210
211 public float bodyPIDD = 35f;
212 public float bodyPIDG = 25;
213
214 public int geomCrossingFailuresBeforeOutofbounds = 6;
215
216 public int bodyFramesAutoDisable = 20;
217
218 private float[] _watermap;
219 private bool m_filterCollisions = true;
220
221 private d.NearCallback nearCallback;
222
223 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
224 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
225 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
226
227 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
228
229 /// <summary>
230 /// A list of actors that should receive collision events.
231 /// </summary>
232 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
233
234 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
235 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
236 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
237
238 private float contactsurfacelayer = 0.002f;
239
240 private int contactsPerCollision = 80;
241 internal IntPtr ContactgeomsArray = IntPtr.Zero;
242 private IntPtr GlobalContactsArray = IntPtr.Zero;
243
244 const int maxContactsbeforedeath = 4000;
245 private volatile int m_global_contactcount = 0;
246
247
248 private readonly IntPtr contactgroup;
249
250 public ContactData[] m_materialContactsData = new ContactData[8];
251
252 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
253 private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
254 private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
255
256 private int m_physicsiterations = 10;
257 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
258 private readonly PhysicsActor PANull = new NullPhysicsActor();
259 private float step_time = 0.0f;
260
261 public IntPtr world;
262
263 private uint obj2LocalID = 0;
264 private OdeCharacter cc1;
265 private OdePrim cp1;
266 private OdeCharacter cc2;
267 private OdePrim cp2;
268
269 // split the spaces acording to contents type
270 // ActiveSpace contains characters and active prims
271 // StaticSpace contains land and other that is mostly static in enviroment
272 // this can contain subspaces, like the grid in staticspace
273 // as now space only contains this 2 top spaces
274
275 public IntPtr TopSpace; // the global space
276 public IntPtr ActiveSpace; // space for active prims
277 public IntPtr StaticSpace; // space for the static things around
278
279 // some speedup variables
280 private int spaceGridMaxX;
281 private int spaceGridMaxY;
282 private float spacesPerMeter;
283
284 // split static geometry collision into a grid as before
285 private IntPtr[,] staticPrimspace;
286
287 private Object OdeLock;
288 private static Object SimulationLock;
289
290 public IMesher mesher;
291
292 private IConfigSource m_config;
293
294 public bool physics_logging = false;
295 public int physics_logging_interval = 0;
296 public bool physics_logging_append_existing_logfile = false;
297
298 private Vector3 m_worldOffset = Vector3.Zero;
299 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
300 private PhysicsScene m_parentScene = null;
301
302 private ODERayCastRequestManager m_rayCastManager;
303
304
305/* maybe needed if ode uses tls
306 private void checkThread()
307 {
308
309 int th = Thread.CurrentThread.ManagedThreadId;
310 if(th != threadid)
311 {
312 threadid = th;
313 d.AllocateODEDataForThread(~0U);
314 }
315 }
316 */
317 /// <summary>
318 /// Initiailizes the scene
319 /// Sets many properties that ODE requires to be stable
320 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
321 /// </summary>
322 public OdeScene(string sceneIdentifier)
323 {
324 m_log
325 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
326
327// checkThread();
328 Name = sceneIdentifier;
329
330 OdeLock = new Object();
331 SimulationLock = new Object();
332
333 nearCallback = near;
334
335 m_rayCastManager = new ODERayCastRequestManager(this);
336 lock (OdeLock)
337 {
338 // Create the world and the first space
339 try
340 {
341 world = d.WorldCreate();
342 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
343
344 // now the major subspaces
345 ActiveSpace = d.HashSpaceCreate(TopSpace);
346 StaticSpace = d.HashSpaceCreate(TopSpace);
347 }
348 catch
349 {
350 // i must RtC#FM
351 }
352
353 d.HashSpaceSetLevels(TopSpace, -2, 8); // cell sizes from .25 to 256 ?? need check what this really does
354 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
355 d.HashSpaceSetLevels(StaticSpace, -2, 8);
356
357 // demote to second level
358 d.SpaceSetSublevel(ActiveSpace, 1);
359 d.SpaceSetSublevel(StaticSpace, 1);
360
361 contactgroup = d.JointGroupCreate(0);
362 //contactgroup
363
364 d.WorldSetAutoDisableFlag(world, false);
365 }
366
367 _watermap = new float[258 * 258];
368 }
369
370 // Initialize the mesh plugin
371// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
372 public override void Initialise(IMesher meshmerizer, IConfigSource config)
373 {
374// checkThread();
375 mesher = meshmerizer;
376 m_config = config;
377
378// m_log.WarnFormat("ODE configuration: {0}", d.GetConfiguration("ODE"));
379 /*
380 if (region != null)
381 {
382 WorldExtents.X = region.RegionSizeX;
383 WorldExtents.Y = region.RegionSizeY;
384 }
385 */
386
387 // Defaults
388
389 avPIDD = 2200.0f;
390 avPIDP = 900.0f;
391
392 int contactsPerCollision = 80;
393
394 if (m_config != null)
395 {
396 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
397 if (physicsconfig != null)
398 {
399 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
400 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
401 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
402
403 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
404
405 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
406
407 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
408 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
409
410 avDensity = physicsconfig.GetFloat("av_density", avDensity);
411 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
412 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
413 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
414
415 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
416
417 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
418 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
419 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
420
421 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
422 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
423
424 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
425 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
426
427 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
428 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
429 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
430 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
431 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
432
433 if (Environment.OSVersion.Platform == PlatformID.Unix)
434 {
435 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
436 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
437 }
438 else
439 {
440 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
441 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
442 }
443
444 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
445 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
446 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
447
448 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
449 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
450 }
451 }
452
453 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
454 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
455
456 m_materialContactsData[(int)Material.Stone].mu = frictionScale * 0.8f;
457 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
458
459 m_materialContactsData[(int)Material.Metal].mu = frictionScale * 0.3f;
460 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
461
462 m_materialContactsData[(int)Material.Glass].mu = frictionScale * 0.2f;
463 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
464
465 m_materialContactsData[(int)Material.Wood].mu = frictionScale * 0.6f;
466 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
467
468 m_materialContactsData[(int)Material.Flesh].mu = frictionScale * 0.9f;
469 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
470
471 m_materialContactsData[(int)Material.Plastic].mu = frictionScale * 0.4f;
472 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
473
474 m_materialContactsData[(int)Material.Rubber].mu = frictionScale * 0.9f;
475 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
476
477 m_materialContactsData[(int)Material.light].mu = 0.0f;
478 m_materialContactsData[(int)Material.light].bounce = 0.0f;
479
480 TerrainFriction *= frictionScale;
481// AvatarFriction *= frictionScale;
482
483 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
484
485 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
486 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
487
488 d.WorldSetLinearDamping(world, 0.001f);
489 d.WorldSetAngularDamping(world, 0.001f);
490 d.WorldSetAngularDampingThreshold(world, 0f);
491 d.WorldSetLinearDampingThreshold(world, 0f);
492 d.WorldSetMaxAngularSpeed(world, 256f);
493
494 d.WorldSetCFM(world,1e-6f); // a bit harder than default
495 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
496 d.WorldSetERP(world, 0.6f); // higher than original
497
498 // Set how many steps we go without running collision testing
499 // This is in addition to the step size.
500 // Essentially Steps * m_physicsiterations
501 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
502 d.WorldSetContactMaxCorrectingVel(world, 100.0f);
503
504 spacesPerMeter = 1 / metersInSpace;
505 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
506 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
507
508 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
509
510 // create all spaces now
511 int i, j;
512 IntPtr newspace;
513 for (i = 0; i < spaceGridMaxX; i++)
514 for (j = 0; j < spaceGridMaxY; j++)
515 {
516 newspace = d.HashSpaceCreate(StaticSpace);
517 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
518 waitForSpaceUnlock(newspace);
519 d.SpaceSetSublevel(newspace, 2);
520 d.HashSpaceSetLevels(newspace, -2, 8);
521 staticPrimspace[i, j] = newspace;
522 }
523 // let this now be real maximum values
524 spaceGridMaxX--;
525 spaceGridMaxY--;
526 }
527
528 internal void waitForSpaceUnlock(IntPtr space)
529 {
530 //if (space != IntPtr.Zero)
531 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
532 }
533
534 #region Collision Detection
535
536 // sets a global contact for a joint for contactgeom , and base contact description)
537
538 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, bool softerp)
539 {
540 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
541 return IntPtr.Zero;
542
543 d.Contact newcontact = new d.Contact();
544 newcontact.geom.depth = contactGeom.depth;
545 newcontact.geom.g1 = contactGeom.g1;
546 newcontact.geom.g2 = contactGeom.g2;
547 newcontact.geom.pos = contactGeom.pos;
548 newcontact.geom.normal = contactGeom.normal;
549 newcontact.geom.side1 = contactGeom.side1;
550 newcontact.geom.side2 = contactGeom.side2;
551
552 // this needs bounce also
553 newcontact.surface.mode = comumContactFlags;
554 newcontact.surface.mu = mu;
555 newcontact.surface.bounce = bounce;
556 newcontact.surface.soft_cfm = comumContactCFM;
557 if (softerp)
558 newcontact.surface.soft_erp = comumSoftContactERP;
559 else
560 newcontact.surface.soft_erp = comumContactERP;
561
562 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
563 Marshal.StructureToPtr(newcontact, contact, true);
564 return d.JointCreateContactPtr(world, contactgroup, contact);
565 }
566
567
568 /// <summary>
569 /// This is our near callback. A geometry is near a body
570 /// </summary>
571 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
572 /// <param name="g1">a geometry or space</param>
573 /// <param name="g2">another geometry or space</param>
574 ///
575
576 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
577 {
578 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
579 return false;
580
581 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
582 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
583 return true;
584 }
585
586
587
588 private void near(IntPtr space, IntPtr g1, IntPtr g2)
589 {
590 // no lock here! It's invoked from within Simulate(), which is thread-locked
591
592 if (m_global_contactcount >= maxContactsbeforedeath)
593 return;
594
595 // Test if we're colliding a geom with a space.
596 // If so we have to drill down into the space recursively
597
598 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
599 return;
600
601 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
602 {
603 // We'll be calling near recursivly if one
604 // of them is a space to find all of the
605 // contact points in the space
606 try
607 {
608 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
609 }
610 catch (AccessViolationException)
611 {
612 m_log.Warn("[PHYSICS]: Unable to collide test a space");
613 return;
614 }
615 //here one should check collisions of geoms inside a space
616 // but on each space we only should have geoms that not colide amoung each other
617 // so we don't dig inside spaces
618 return;
619 }
620
621 // get geom bodies to check if we already a joint contact
622 // guess this shouldn't happen now
623 IntPtr b1 = d.GeomGetBody(g1);
624 IntPtr b2 = d.GeomGetBody(g2);
625
626 // d.GeomClassID id = d.GeomGetClass(g1);
627
628 // Figure out how many contact points we have
629 int count = 0;
630 try
631 {
632 // Colliding Geom To Geom
633 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
634
635 if (g1 == g2)
636 return; // Can't collide with yourself
637
638 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
639 return;
640
641 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
642 }
643 catch (SEHException)
644 {
645 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.");
646// ode.drelease(world);
647 base.TriggerPhysicsBasedRestart();
648 }
649 catch (Exception e)
650 {
651 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
652 return;
653 }
654
655 // id contacts done
656 if (count == 0)
657 return;
658
659 // try get physical actors
660 PhysicsActor p1;
661 PhysicsActor p2;
662
663 if (!actor_name_map.TryGetValue(g1, out p1))
664 {
665 p1 = PANull;
666 }
667
668 if (!actor_name_map.TryGetValue(g2, out p2))
669 {
670 p2 = PANull;
671 }
672
673 // update actors collision score
674 if (p1.CollisionScore >= float.MaxValue - count)
675 p1.CollisionScore = 0;
676 p1.CollisionScore += count;
677
678 if (p2.CollisionScore >= float.MaxValue - count)
679 p2.CollisionScore = 0;
680 p2.CollisionScore += count;
681
682
683 // get first contact
684 d.ContactGeom curContact = new d.ContactGeom();
685 if (!GetCurContactGeom(0, ref curContact))
686 return;
687 // for now it's the one with max depth
688 ContactPoint maxDepthContact = new ContactPoint(
689 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
690 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
691 curContact.depth
692 );
693 // do volume detection case
694 if (
695 (p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect) ||
696 (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
697 {
698 collision_accounting_events(p1, p2, maxDepthContact);
699 return;
700 }
701
702 // big messy collision analises
703 float mu = 0;
704 float bounce = 0;
705 ContactData contactdata1;
706 ContactData contactdata2;
707 bool erpSoft = false;
708
709 String name = null;
710 bool dop1foot = false;
711 bool dop2foot = false;
712 bool ignore = false;
713
714 switch (p1.PhysicsActorType)
715 {
716 case (int)ActorTypes.Agent:
717 switch (p2.PhysicsActorType)
718 {
719 case (int)ActorTypes.Agent:
720 contactdata1 = p1.ContactData;
721 contactdata2 = p2.ContactData;
722 bounce = contactdata1.bounce * contactdata2.bounce;
723
724 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
725
726 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
727 mu *= frictionMovementMult;
728
729 p1.CollidingObj = true;
730 p2.CollidingObj = true;
731 break;
732 case (int)ActorTypes.Prim:
733 contactdata1 = p1.ContactData;
734 contactdata2 = p2.ContactData;
735 bounce = contactdata1.bounce * contactdata2.bounce;
736
737 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
738
739 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
740 mu *= frictionMovementMult;
741 if (p2.Velocity.LengthSquared() > 0.0f)
742 p2.CollidingObj = true;
743 dop1foot = true;
744 break;
745 default:
746 ignore=true; // avatar to terrain and water ignored
747 break;
748 }
749 break;
750
751 case (int)ActorTypes.Prim:
752 switch (p2.PhysicsActorType)
753 {
754 case (int)ActorTypes.Agent:
755 contactdata1 = p1.ContactData;
756 contactdata2 = p2.ContactData;
757 bounce = contactdata1.bounce * contactdata2.bounce;
758
759 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
760
761 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
762 mu *= frictionMovementMult;
763
764 dop2foot = true;
765 if (p1.Velocity.LengthSquared() > 0.0f)
766 p1.CollidingObj = true;
767 break;
768 case (int)ActorTypes.Prim:
769 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
770 {
771 p1.CollidingObj = true;
772 p2.CollidingObj = true;
773 }
774 contactdata1 = p1.ContactData;
775 contactdata2 = p2.ContactData;
776 bounce = contactdata1.bounce * contactdata2.bounce;
777 erpSoft = true;
778 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
779
780 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
781 mu *= frictionMovementMult;
782
783 break;
784 default:
785 if (geom_name_map.TryGetValue(g2, out name))
786 {
787 if (name == "Terrain")
788 {
789 erpSoft = true;
790 contactdata1 = p1.ContactData;
791 bounce = contactdata1.bounce * TerrainBounce;
792 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
793 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
794 mu *= frictionMovementMult;
795 p1.CollidingGround = true;
796 }
797 else if (name == "Water")
798 {
799 erpSoft = true;
800 }
801 }
802 else
803 ignore=true;
804 break;
805 }
806 break;
807
808 default:
809 if (geom_name_map.TryGetValue(g1, out name))
810 {
811 if (name == "Terrain")
812 {
813 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
814 {
815 erpSoft = true;
816 p2.CollidingGround = true;
817 contactdata2 = p2.ContactData;
818 bounce = contactdata2.bounce * TerrainBounce;
819 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
820
821 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
822 mu *= frictionMovementMult;
823 }
824 else
825 ignore = true;
826
827 }
828 else if (name == "Water" &&
829 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
830 {
831 erpSoft = true;
832 }
833 }
834 else
835 ignore = true;
836 break;
837 }
838
839 if (ignore)
840 return;
841
842 IntPtr Joint;
843
844 int i = 0;
845 while(true)
846 {
847 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
848 p1.IsColliding = true;
849 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
850 p2.IsColliding = true;
851
852 Joint = CreateContacJoint(ref curContact, mu, bounce, erpSoft);
853 d.JointAttach(Joint, b1, b2);
854
855 if (++m_global_contactcount >= maxContactsbeforedeath)
856 break;
857
858 if(++i >= count)
859 break;
860
861 if (!GetCurContactGeom(i, ref curContact))
862 break;
863
864 if (curContact.depth > maxDepthContact.PenetrationDepth)
865 {
866 maxDepthContact.Position.X = curContact.pos.X;
867 maxDepthContact.Position.Y = curContact.pos.Y;
868 maxDepthContact.Position.Z = curContact.pos.Z;
869 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
870 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
871 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
872 maxDepthContact.PenetrationDepth = curContact.depth;
873 }
874 }
875
876 collision_accounting_events(p1, p2, maxDepthContact);
877
878/*
879 if (notskipedcount > geomContactPointsStartthrottle)
880 {
881 // If there are more then 3 contact points, it's likely
882 // that we've got a pile of objects, so ...
883 // We don't want to send out hundreds of terse updates over and over again
884 // so lets throttle them and send them again after it's somewhat sorted out.
885 this needs checking so out for now
886 if (b1 != IntPtr.Zero)
887 p1.ThrottleUpdates = true;
888 if (b2 != IntPtr.Zero)
889 p2.ThrottleUpdates = true;
890
891 }
892 */
893 }
894
895 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
896 {
897 // obj1LocalID = 0;
898 //returncollisions = false;
899 obj2LocalID = 0;
900 //ctype = 0;
901 //cStartStop = 0;
902 if (!(p2.SubscribedEvents() || p1.SubscribedEvents()))
903 return;
904
905 switch ((ActorTypes)p1.PhysicsActorType)
906 {
907 case ActorTypes.Agent:
908 cc1 = (OdeCharacter)p1;
909 switch ((ActorTypes)p2.PhysicsActorType)
910 {
911 case ActorTypes.Agent:
912 cc2 = (OdeCharacter)p2;
913 obj2LocalID = cc2.m_localID;
914 if (p2.SubscribedEvents())
915 cc2.AddCollisionEvent(cc1.m_localID, contact);
916 break;
917
918 case ActorTypes.Prim:
919 if (p2 is OdePrim)
920 {
921 cp2 = (OdePrim)p2;
922 obj2LocalID = cp2.m_localID;
923 if (p2.SubscribedEvents())
924 cp2.AddCollisionEvent(cc1.m_localID, contact);
925 }
926 break;
927
928 case ActorTypes.Ground:
929 case ActorTypes.Unknown:
930 default:
931 obj2LocalID = 0;
932 break;
933 }
934 if (p1.SubscribedEvents())
935 {
936 contact.SurfaceNormal = -contact.SurfaceNormal;
937 cc1.AddCollisionEvent(obj2LocalID, contact);
938 }
939 break;
940
941 case ActorTypes.Prim:
942
943 if (p1 is OdePrim)
944 {
945 cp1 = (OdePrim)p1;
946
947 // obj1LocalID = cp2.m_localID;
948 switch ((ActorTypes)p2.PhysicsActorType)
949 {
950 case ActorTypes.Agent:
951 if (p2 is OdeCharacter)
952 {
953 cc2 = (OdeCharacter)p2;
954 obj2LocalID = cc2.m_localID;
955 if (p2.SubscribedEvents())
956 cc2.AddCollisionEvent(cp1.m_localID, contact);
957 }
958 break;
959 case ActorTypes.Prim:
960
961 if (p2 is OdePrim)
962 {
963 cp2 = (OdePrim)p2;
964 obj2LocalID = cp2.m_localID;
965 if (p2.SubscribedEvents())
966 cp2.AddCollisionEvent(cp1.m_localID, contact);
967 }
968 break;
969
970 case ActorTypes.Ground:
971 case ActorTypes.Unknown:
972 default:
973 obj2LocalID = 0;
974 break;
975 }
976 if (p1.SubscribedEvents())
977 {
978 contact.SurfaceNormal = -contact.SurfaceNormal;
979 cp1.AddCollisionEvent(obj2LocalID, contact);
980 }
981 }
982 break;
983 }
984 }
985
986 /// <summary>
987 /// This is our collision testing routine in ODE
988 /// </summary>
989 /// <param name="timeStep"></param>
990 private void collision_optimized()
991 {
992// _perloopContact.Clear();
993// clear characts IsColliding until we do it some other way
994
995 lock (_characters)
996 {
997 foreach (OdeCharacter chr in _characters)
998 {
999 // this are odd checks if they are needed something is wrong elsewhere
1000 // keep for now
1001 if (chr == null)
1002 continue;
1003
1004 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1005 continue;
1006
1007 chr.IsColliding = false;
1008 // chr.CollidingGround = false; not done here
1009 chr.CollidingObj = false;
1010 }
1011 }
1012
1013 // now let ode do its job
1014 // colide active things amoung them
1015
1016 int st = Util.EnvironmentTickCount();
1017 int ta;
1018 int ts;
1019 try
1020 {
1021 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1022 }
1023 catch (AccessViolationException)
1024 {
1025 m_log.Warn("[PHYSICS]: Unable to Active space collide");
1026 }
1027 ta = Util.EnvironmentTickCountSubtract(st);
1028 // then active things with static enviroment
1029 try
1030 {
1031 d.SpaceCollide2(ActiveSpace,StaticSpace, IntPtr.Zero, nearCallback);
1032 }
1033 catch (AccessViolationException)
1034 {
1035 m_log.Warn("[PHYSICS]: Unable to Active to static space collide");
1036 }
1037 ts = Util.EnvironmentTickCountSubtract(st);
1038// _perloopContact.Clear();
1039 }
1040
1041 #endregion
1042
1043
1044 public float GetTerrainHeightAtXY(float x, float y)
1045 {
1046 // assumes 1m size grid and constante size square regions
1047 // region offset in mega position
1048
1049 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1050 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1051
1052 IntPtr heightFieldGeom = IntPtr.Zero;
1053
1054 // get region map
1055 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
1056 return 0f;
1057
1058 if (heightFieldGeom == IntPtr.Zero)
1059 return 0f;
1060
1061 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1062 return 0f;
1063
1064 // TerrainHeightField for ODE as offset 1m
1065 x += 1f - offsetX;
1066 y += 1f - offsetY;
1067
1068 // make position fit into array
1069 if (x < 0)
1070 x = 0;
1071 if (y < 0)
1072 y = 0;
1073
1074 // integer indexs
1075 int ix;
1076 int iy;
1077 // interpolators offset
1078 float dx;
1079 float dy;
1080
1081 int regsize = (int)Constants.RegionSize + 2; // map size see setterrain
1082
1083 // we still have square fixed size regions
1084 // also flip x and y because of how map is done for ODE fliped axis
1085 // so ix,iy,dx and dy are inter exchanged
1086 if (x < regsize - 1)
1087 {
1088 iy = (int)x;
1089 dy = x - (float)iy;
1090 }
1091 else // out world use external height
1092 {
1093 iy = regsize - 1;
1094 dy = 0;
1095 }
1096 if (y < regsize - 1)
1097 {
1098 ix = (int)y;
1099 dx = y - (float)ix;
1100 }
1101 else
1102 {
1103 ix = regsize - 1;
1104 dx = 0;
1105 }
1106
1107 float h0;
1108 float h1;
1109 float h2;
1110
1111 iy *= regsize;
1112 iy += ix; // all indexes have iy + ix
1113
1114 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
1115
1116 if ((dx + dy) <= 1.0f)
1117 {
1118 h0 = ((float)heights[iy]); // 0,0 vertice
1119 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
1120 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
1121 }
1122 else
1123 {
1124 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
1125 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
1126 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
1127 }
1128
1129 return h0 + h1 + h2;
1130 }
1131
1132 /// <summary>
1133 /// Add actor to the list that should receive collision events in the simulate loop.
1134 /// </summary>
1135 /// <param name="obj"></param>
1136 public void AddCollisionEventReporting(PhysicsActor obj)
1137 {
1138 lock (_collisionEventPrim)
1139 {
1140 if (!_collisionEventPrim.Contains(obj))
1141 _collisionEventPrim.Add(obj);
1142 }
1143 }
1144
1145 /// <summary>
1146 /// Remove actor from the list that should receive collision events in the simulate loop.
1147 /// </summary>
1148 /// <param name="obj"></param>
1149 public void RemoveCollisionEventReporting(PhysicsActor obj)
1150 {
1151 lock (_collisionEventPrim)
1152 {
1153 if (_collisionEventPrim.Contains(obj))
1154 _collisionEventPrim.Remove(obj);
1155 }
1156 }
1157
1158 #region Add/Remove Entities
1159
1160 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1161 {
1162 Vector3 pos;
1163 pos.X = position.X;
1164 pos.Y = position.Y;
1165 pos.Z = position.Z;
1166 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1167 newAv.Flying = isFlying;
1168 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1169
1170 return newAv;
1171 }
1172
1173 public void AddCharacter(OdeCharacter chr)
1174 {
1175 lock (_characters)
1176 {
1177 if (!_characters.Contains(chr))
1178 {
1179 _characters.Add(chr);
1180 if (chr.bad)
1181 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1182 }
1183 }
1184 }
1185
1186 public void RemoveCharacter(OdeCharacter chr)
1187 {
1188 lock (_characters)
1189 {
1190 if (_characters.Contains(chr))
1191 {
1192 _characters.Remove(chr);
1193 }
1194 }
1195 }
1196
1197 public void BadCharacter(OdeCharacter chr)
1198 {
1199 lock (_badCharacter)
1200 {
1201 if (!_badCharacter.Contains(chr))
1202 _badCharacter.Add(chr);
1203 }
1204 }
1205
1206 public override void RemoveAvatar(PhysicsActor actor)
1207 {
1208 //m_log.Debug("[PHYSICS]:ODELOCK");
1209 ((OdeCharacter) actor).Destroy();
1210 }
1211
1212 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1213 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1214 {
1215 Vector3 pos = position;
1216 Vector3 siz = size;
1217 Quaternion rot = rotation;
1218
1219 OdePrim newPrim;
1220 lock (OdeLock)
1221 {
1222 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical);
1223
1224 lock (_prims)
1225 _prims.Add(newPrim);
1226 }
1227 newPrim.LocalID = localID;
1228 return newPrim;
1229 }
1230
1231 public void addActivePrim(OdePrim activatePrim)
1232 {
1233 // adds active prim.. (ones that should be iterated over in collisions_optimized
1234 lock (_activeprims)
1235 {
1236 if (!_activeprims.Contains(activatePrim))
1237 _activeprims.Add(activatePrim);
1238 //else
1239 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1240 }
1241 }
1242
1243 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1244 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1245 {
1246#if SPAM
1247 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1248#endif
1249
1250 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1251 }
1252
1253 public override float TimeDilation
1254 {
1255 get { return m_timeDilation; }
1256 }
1257
1258 public override bool SupportsNINJAJoints
1259 {
1260 get { return false; }
1261 }
1262
1263
1264 public void remActivePrim(OdePrim deactivatePrim)
1265 {
1266 lock (_activeprims)
1267 {
1268 _activeprims.Remove(deactivatePrim);
1269 }
1270 }
1271
1272 public override void RemovePrim(PhysicsActor prim)
1273 {
1274 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1275 // removed in the next physics simulate pass.
1276 if (prim is OdePrim)
1277 {
1278// lock (OdeLock)
1279 {
1280 OdePrim p = (OdePrim)prim;
1281 p.setPrimForRemoval();
1282 }
1283 }
1284 }
1285 /// <summary>
1286 /// This is called from within simulate but outside the locked portion
1287 /// We need to do our own locking here
1288 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1289 /// Simulate() -- justincc).
1290 ///
1291 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1292 ///
1293 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1294 /// that the space was using.
1295 /// </summary>
1296 /// <param name="prim"></param>
1297 public void RemovePrimThreadLocked(OdePrim prim)
1298 {
1299 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1300 lock (prim)
1301 {
1302 RemoveCollisionEventReporting(prim);
1303 lock (_prims)
1304 _prims.Remove(prim);
1305 }
1306
1307 }
1308 #endregion
1309
1310 #region Space Separation Calculation
1311
1312 /// <summary>
1313 /// Called when a static prim moves or becomes static
1314 /// Places the prim in a space one the static sub-spaces grid
1315 /// </summary>
1316 /// <param name="geom">the pointer to the geom that moved</param>
1317 /// <param name="pos">the position that the geom moved to</param>
1318 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1319 /// <returns>a pointer to the new space it's in</returns>
1320 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1321 {
1322 // moves a prim into another static sub-space or from another space into a static sub-space
1323
1324 // Called ODEPrim so
1325 // it's already in locked space.
1326
1327 if (geom == IntPtr.Zero) // shouldn't happen
1328 return IntPtr.Zero;
1329
1330 // get the static sub-space for current position
1331 IntPtr newspace = calculateSpaceForGeom(pos);
1332
1333 if (newspace == currentspace) // if we are there all done
1334 return newspace;
1335
1336 // else remove it from its current space
1337 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1338 {
1339 if (d.GeomIsSpace(currentspace))
1340 {
1341 waitForSpaceUnlock(currentspace);
1342 d.SpaceRemove(currentspace, geom);
1343 }
1344 else
1345 {
1346 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1347 " Geom:" + geom);
1348 }
1349 }
1350 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1351 {
1352 currentspace = d.GeomGetSpace(geom);
1353 if (currentspace != IntPtr.Zero)
1354 {
1355 if (d.GeomIsSpace(currentspace))
1356 {
1357 waitForSpaceUnlock(currentspace);
1358 d.SpaceRemove(currentspace, geom);
1359 }
1360 }
1361 }
1362
1363 // put the geom in the newspace
1364 waitForSpaceUnlock(newspace);
1365 d.SpaceAdd(newspace, geom);
1366
1367 // let caller know this newspace
1368 return newspace;
1369 }
1370
1371 /// <summary>
1372 /// Calculates the space the prim should be in by its position
1373 /// </summary>
1374 /// <param name="pos"></param>
1375 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1376 public IntPtr calculateSpaceForGeom(Vector3 pos)
1377 {
1378 int x, y;
1379 x = (int)(pos.X * spacesPerMeter);
1380 if (x < 0)
1381 x = 0;
1382 else if (x > spaceGridMaxX)
1383 x = spaceGridMaxX;
1384
1385 y = (int)(pos.Y * spacesPerMeter);
1386 if (y < 0)
1387 y = 0;
1388 else if (y >spaceGridMaxY)
1389 y = spaceGridMaxY;
1390
1391 IntPtr tmpSpace = staticPrimspace[x, y];
1392 return tmpSpace;
1393 }
1394
1395 #endregion
1396
1397 /// <summary>
1398 /// Routine to figure out if we need to mesh this prim with our mesher
1399 /// </summary>
1400 /// <param name="pbs"></param>
1401 /// <returns></returns>
1402 public bool needsMeshing(PrimitiveBaseShape pbs)
1403 {
1404 // most of this is redundant now as the mesher will return null if it cant mesh a prim
1405 // but we still need to check for sculptie meshing being enabled so this is the most
1406 // convenient place to do it for now...
1407
1408 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
1409 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
1410 int iPropertiesNotSupportedDefault = 0;
1411
1412 if (pbs.SculptEntry)
1413 {
1414 if(!meshSculptedPrim)
1415 return false;
1416 }
1417
1418 // 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
1419 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
1420 {
1421 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1422 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1423 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1424 {
1425
1426 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1427 && pbs.ProfileHollow == 0
1428 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1429 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1430 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1431 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1432 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1433 {
1434#if SPAM
1435 m_log.Warn("NonMesh");
1436#endif
1437 return false;
1438 }
1439 }
1440 }
1441
1442 // following code doesn't give meshs to boxes and spheres ever
1443 // and it's odd.. so for now just return true if asked to force meshs
1444 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1445
1446 if (forceSimplePrimMeshing)
1447 return true;
1448
1449 if (pbs.ProfileHollow != 0)
1450 iPropertiesNotSupportedDefault++;
1451
1452 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1453 iPropertiesNotSupportedDefault++;
1454
1455 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1456 iPropertiesNotSupportedDefault++;
1457
1458 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1459 iPropertiesNotSupportedDefault++;
1460
1461 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1462 iPropertiesNotSupportedDefault++;
1463
1464 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1465 iPropertiesNotSupportedDefault++;
1466
1467 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1468 iPropertiesNotSupportedDefault++;
1469
1470 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))
1471 iPropertiesNotSupportedDefault++;
1472
1473 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1474 iPropertiesNotSupportedDefault++;
1475
1476 // test for torus
1477 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1478 {
1479 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1480 {
1481 iPropertiesNotSupportedDefault++;
1482 }
1483 }
1484 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1485 {
1486 if (pbs.PathCurve == (byte)Extrusion.Straight)
1487 {
1488 iPropertiesNotSupportedDefault++;
1489 }
1490
1491 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1492 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1493 {
1494 iPropertiesNotSupportedDefault++;
1495 }
1496 }
1497 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1498 {
1499 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1500 {
1501 iPropertiesNotSupportedDefault++;
1502 }
1503 }
1504 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1505 {
1506 if (pbs.PathCurve == (byte)Extrusion.Straight)
1507 {
1508 iPropertiesNotSupportedDefault++;
1509 }
1510 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1511 {
1512 iPropertiesNotSupportedDefault++;
1513 }
1514 }
1515
1516 if (pbs.SculptEntry && meshSculptedPrim)
1517 iPropertiesNotSupportedDefault++;
1518
1519 if (iPropertiesNotSupportedDefault == 0)
1520 {
1521#if SPAM
1522 m_log.Warn("NonMesh");
1523#endif
1524 return false;
1525 }
1526#if SPAM
1527 m_log.Debug("Mesh");
1528#endif
1529 return true;
1530 }
1531
1532 /// <summary>
1533 /// Called to queue a change to a actor
1534 /// to use in place of old taint mechanism so changes do have a time sequence
1535 /// </summary>
1536
1537 public void AddChange(PhysicsActor actor, changes what, Object arg)
1538 {
1539 ODEchangeitem item = new ODEchangeitem();
1540 item.actor = actor;
1541 item.what = what;
1542 item.arg = arg;
1543 ChangesQueue.Enqueue(item);
1544 }
1545
1546 /// <summary>
1547 /// Called after our prim properties are set Scale, position etc.
1548 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1549 /// This assures us that we have no race conditions
1550 /// </summary>
1551 /// <param name="prim"></param>
1552 public override void AddPhysicsActorTaint(PhysicsActor prim)
1553 {
1554 }
1555
1556 /// <summary>
1557 /// This is our main simulate loop
1558 /// It's thread locked by a Mutex in the scene.
1559 /// It holds Collisions, it instructs ODE to step through the physical reactions
1560 /// It moves the objects around in memory
1561 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1562 /// </summary>
1563 /// <param name="timeStep"></param>
1564 /// <returns></returns>
1565 public override float Simulate(float timeStep)
1566 {
1567 int statstart;
1568 int statchanges = 0;
1569 int statchmove = 0;
1570 int statactmove = 0;
1571 int statray = 0;
1572 int statcol = 0;
1573 int statstep = 0;
1574 int statmovchar = 0;
1575 int statmovprim;
1576 int totjcontact = 0;
1577
1578 // acumulate time so we can reduce error
1579 step_time += timeStep;
1580
1581 if (step_time < ODE_STEPSIZE)
1582 return 0;
1583
1584 if (framecount >= int.MaxValue)
1585 framecount = 0;
1586
1587 framecount++;
1588
1589 int curphysiteractions = m_physicsiterations;
1590
1591 if (step_time >= m_SkipFramesAtms)
1592 {
1593 // if in trouble reduce step resolution
1594 curphysiteractions /= 2;
1595 }
1596
1597 int nodeframes = 0;
1598
1599// checkThread();
1600
1601 lock (SimulationLock)
1602 {
1603 // adjust number of iterations per step
1604 try
1605 {
1606 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1607 }
1608 catch (StackOverflowException)
1609 {
1610 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1611// ode.drelease(world);
1612 base.TriggerPhysicsBasedRestart();
1613 }
1614
1615
1616 while (step_time >= ODE_STEPSIZE && nodeframes < 10) //limit number of steps so we don't say here for ever
1617 {
1618 try
1619 {
1620 statstart = Util.EnvironmentTickCount();
1621
1622 // clear pointer/counter to contacts to pass into joints
1623 m_global_contactcount = 0;
1624
1625 ODEchangeitem item;
1626
1627 if(ChangesQueue.Count >0)
1628 {
1629 int ttmpstart = Util.EnvironmentTickCount();
1630 int ttmp;
1631 int ttmp2;
1632
1633 while(ChangesQueue.Dequeue(out item))
1634 {
1635 if (item.actor != null)
1636 {
1637 try
1638 {
1639 if (item.actor is OdeCharacter)
1640 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1641 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1642 RemovePrimThreadLocked((OdePrim)item.actor);
1643 }
1644 catch
1645 {
1646 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1647 };
1648 }
1649 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1650 if (ttmp > 20)
1651 break;
1652 }
1653
1654 ttmp2 = Util.EnvironmentTickCountSubtract(ttmpstart);
1655 if (ttmp2 > 50)
1656 ttmp2 = 0;
1657
1658 }
1659
1660 statchanges += Util.EnvironmentTickCountSubtract(statstart);
1661
1662 // Move characters
1663 lock (_characters)
1664 {
1665 List<OdeCharacter> defects = new List<OdeCharacter>();
1666 foreach (OdeCharacter actor in _characters)
1667 {
1668 if (actor != null)
1669 actor.Move(ODE_STEPSIZE, defects);
1670 }
1671 if (defects.Count != 0)
1672 {
1673 foreach (OdeCharacter defect in defects)
1674 {
1675 RemoveCharacter(defect);
1676 }
1677 }
1678 }
1679 statchmove += Util.EnvironmentTickCountSubtract(statstart);
1680
1681 // Move other active objects
1682 lock (_activeprims)
1683 {
1684 foreach (OdePrim aprim in _activeprims)
1685 {
1686 aprim.CollisionScore = 0;
1687 aprim.IsColliding = false;
1688 aprim.Move();
1689 }
1690 }
1691
1692 statactmove += Util.EnvironmentTickCountSubtract(statstart);
1693 //if ((framecount % m_randomizeWater) == 0)
1694 // randomizeWater(waterlevel);
1695
1696 m_rayCastManager.ProcessQueuedRequests();
1697
1698 statray += Util.EnvironmentTickCountSubtract(statstart);
1699 collision_optimized();
1700 statcol += Util.EnvironmentTickCountSubtract(statstart);
1701
1702 lock (_collisionEventPrim)
1703 {
1704 foreach (PhysicsActor obj in _collisionEventPrim)
1705 {
1706 if (obj == null)
1707 continue;
1708
1709 switch ((ActorTypes)obj.PhysicsActorType)
1710 {
1711 case ActorTypes.Agent:
1712 OdeCharacter cobj = (OdeCharacter)obj;
1713 cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE*1000.0f));
1714 cobj.SendCollisions();
1715 break;
1716
1717 case ActorTypes.Prim:
1718 OdePrim pobj = (OdePrim)obj;
1719 pobj.SendCollisions();
1720 break;
1721 }
1722 }
1723 }
1724
1725 d.WorldQuickStep(world, ODE_STEPSIZE);
1726 statstep += Util.EnvironmentTickCountSubtract(statstart);
1727 d.JointGroupEmpty(contactgroup);
1728 totjcontact += m_global_contactcount;
1729 //ode.dunlock(world);
1730 }
1731 catch (Exception e)
1732 {
1733 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1734// ode.dunlock(world);
1735 }
1736
1737 step_time -= ODE_STEPSIZE;
1738 nodeframes++;
1739 }
1740
1741 statstart = Util.EnvironmentTickCount();
1742
1743 lock (_characters)
1744 {
1745 foreach (OdeCharacter actor in _characters)
1746 {
1747 if (actor != null)
1748 {
1749 if (actor.bad)
1750 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1751
1752 actor.UpdatePositionAndVelocity();
1753 }
1754 }
1755 }
1756
1757 lock (_badCharacter)
1758 {
1759 if (_badCharacter.Count > 0)
1760 {
1761 foreach (OdeCharacter chr in _badCharacter)
1762 {
1763 RemoveCharacter(chr);
1764 }
1765
1766 _badCharacter.Clear();
1767 }
1768 }
1769 statmovchar = Util.EnvironmentTickCountSubtract(statstart);
1770
1771 lock (_activeprims)
1772 {
1773 {
1774 foreach (OdePrim actor in _activeprims)
1775 {
1776 if (actor.IsPhysical)
1777 {
1778 actor.UpdatePositionAndVelocity((float)nodeframes * ODE_STEPSIZE);
1779 }
1780 }
1781 }
1782 }
1783
1784 statmovprim = Util.EnvironmentTickCountSubtract(statstart);
1785
1786 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1787 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1788 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1789 int nbodies = d.NTotalBodies;
1790 int ngeoms = d.NTotalGeoms;
1791
1792 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1793 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1794 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1795 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1796 {
1797 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1798 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1799
1800 if (physics_logging_append_existing_logfile)
1801 {
1802 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1803 TextWriter fwriter = File.AppendText(fname);
1804 fwriter.WriteLine(header);
1805 fwriter.Close();
1806 }
1807
1808 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1809 }
1810
1811 // think time dilation is not a physics issue alone.. but ok let's fake something
1812 if (step_time < ODE_STEPSIZE) // we did the required loops
1813 m_timeDilation = 1.0f;
1814 else
1815 { // we didn't forget the lost ones and let user know something
1816 m_timeDilation = 1 - step_time / timeStep;
1817 if (m_timeDilation < 0)
1818 m_timeDilation = 0;
1819 step_time = 0;
1820 }
1821 }
1822
1823// return nodeframes * ODE_STEPSIZE; // return real simulated time
1824 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
1825 }
1826
1827 /// <summary>
1828 public override void GetResults()
1829 {
1830 }
1831
1832 public override bool IsThreaded
1833 {
1834 // for now we won't be multithreaded
1835 get { return (false); }
1836 }
1837
1838 #region ODE Specific Terrain Fixes
1839 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
1840 {
1841 float[] returnarr = new float[262144];
1842 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
1843
1844 // Filling out the array into its multi-dimensional components
1845 for (int y = 0; y < WorldExtents.Y; y++)
1846 {
1847 for (int x = 0; x < WorldExtents.X; x++)
1848 {
1849 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
1850 }
1851 }
1852
1853 // Resize using Nearest Neighbour
1854
1855 // This particular way is quick but it only works on a multiple of the original
1856
1857 // The idea behind this method can be described with the following diagrams
1858 // second pass and third pass happen in the same loop really.. just separated
1859 // them to show what this does.
1860
1861 // First Pass
1862 // ResultArr:
1863 // 1,1,1,1,1,1
1864 // 1,1,1,1,1,1
1865 // 1,1,1,1,1,1
1866 // 1,1,1,1,1,1
1867 // 1,1,1,1,1,1
1868 // 1,1,1,1,1,1
1869
1870 // Second Pass
1871 // ResultArr2:
1872 // 1,,1,,1,,1,,1,,1,
1873 // ,,,,,,,,,,
1874 // 1,,1,,1,,1,,1,,1,
1875 // ,,,,,,,,,,
1876 // 1,,1,,1,,1,,1,,1,
1877 // ,,,,,,,,,,
1878 // 1,,1,,1,,1,,1,,1,
1879 // ,,,,,,,,,,
1880 // 1,,1,,1,,1,,1,,1,
1881 // ,,,,,,,,,,
1882 // 1,,1,,1,,1,,1,,1,
1883
1884 // Third pass fills in the blanks
1885 // ResultArr2:
1886 // 1,1,1,1,1,1,1,1,1,1,1,1
1887 // 1,1,1,1,1,1,1,1,1,1,1,1
1888 // 1,1,1,1,1,1,1,1,1,1,1,1
1889 // 1,1,1,1,1,1,1,1,1,1,1,1
1890 // 1,1,1,1,1,1,1,1,1,1,1,1
1891 // 1,1,1,1,1,1,1,1,1,1,1,1
1892 // 1,1,1,1,1,1,1,1,1,1,1,1
1893 // 1,1,1,1,1,1,1,1,1,1,1,1
1894 // 1,1,1,1,1,1,1,1,1,1,1,1
1895 // 1,1,1,1,1,1,1,1,1,1,1,1
1896 // 1,1,1,1,1,1,1,1,1,1,1,1
1897
1898 // X,Y = .
1899 // X+1,y = ^
1900 // X,Y+1 = *
1901 // X+1,Y+1 = #
1902
1903 // Filling in like this;
1904 // .*
1905 // ^#
1906 // 1st .
1907 // 2nd *
1908 // 3rd ^
1909 // 4th #
1910 // on single loop.
1911
1912 float[,] resultarr2 = new float[512, 512];
1913 for (int y = 0; y < WorldExtents.Y; y++)
1914 {
1915 for (int x = 0; x < WorldExtents.X; x++)
1916 {
1917 resultarr2[y * 2, x * 2] = resultarr[y, x];
1918
1919 if (y < WorldExtents.Y)
1920 {
1921 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
1922 }
1923 if (x < WorldExtents.X)
1924 {
1925 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
1926 }
1927 if (x < WorldExtents.X && y < WorldExtents.Y)
1928 {
1929 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
1930 }
1931 }
1932 }
1933
1934 //Flatten out the array
1935 int i = 0;
1936 for (int y = 0; y < 512; y++)
1937 {
1938 for (int x = 0; x < 512; x++)
1939 {
1940 if (resultarr2[y, x] <= 0)
1941 returnarr[i] = 0.0000001f;
1942 else
1943 returnarr[i] = resultarr2[y, x];
1944
1945 i++;
1946 }
1947 }
1948
1949 return returnarr;
1950 }
1951
1952 public float[] ResizeTerrain512Interpolation(float[] heightMap)
1953 {
1954 float[] returnarr = new float[262144];
1955 float[,] resultarr = new float[512,512];
1956
1957 // Filling out the array into its multi-dimensional components
1958 for (int y = 0; y < 256; y++)
1959 {
1960 for (int x = 0; x < 256; x++)
1961 {
1962 resultarr[y, x] = heightMap[y * 256 + x];
1963 }
1964 }
1965
1966 // Resize using interpolation
1967
1968 // This particular way is quick but it only works on a multiple of the original
1969
1970 // The idea behind this method can be described with the following diagrams
1971 // second pass and third pass happen in the same loop really.. just separated
1972 // them to show what this does.
1973
1974 // First Pass
1975 // ResultArr:
1976 // 1,1,1,1,1,1
1977 // 1,1,1,1,1,1
1978 // 1,1,1,1,1,1
1979 // 1,1,1,1,1,1
1980 // 1,1,1,1,1,1
1981 // 1,1,1,1,1,1
1982
1983 // Second Pass
1984 // ResultArr2:
1985 // 1,,1,,1,,1,,1,,1,
1986 // ,,,,,,,,,,
1987 // 1,,1,,1,,1,,1,,1,
1988 // ,,,,,,,,,,
1989 // 1,,1,,1,,1,,1,,1,
1990 // ,,,,,,,,,,
1991 // 1,,1,,1,,1,,1,,1,
1992 // ,,,,,,,,,,
1993 // 1,,1,,1,,1,,1,,1,
1994 // ,,,,,,,,,,
1995 // 1,,1,,1,,1,,1,,1,
1996
1997 // Third pass fills in the blanks
1998 // ResultArr2:
1999 // 1,1,1,1,1,1,1,1,1,1,1,1
2000 // 1,1,1,1,1,1,1,1,1,1,1,1
2001 // 1,1,1,1,1,1,1,1,1,1,1,1
2002 // 1,1,1,1,1,1,1,1,1,1,1,1
2003 // 1,1,1,1,1,1,1,1,1,1,1,1
2004 // 1,1,1,1,1,1,1,1,1,1,1,1
2005 // 1,1,1,1,1,1,1,1,1,1,1,1
2006 // 1,1,1,1,1,1,1,1,1,1,1,1
2007 // 1,1,1,1,1,1,1,1,1,1,1,1
2008 // 1,1,1,1,1,1,1,1,1,1,1,1
2009 // 1,1,1,1,1,1,1,1,1,1,1,1
2010
2011 // X,Y = .
2012 // X+1,y = ^
2013 // X,Y+1 = *
2014 // X+1,Y+1 = #
2015
2016 // Filling in like this;
2017 // .*
2018 // ^#
2019 // 1st .
2020 // 2nd *
2021 // 3rd ^
2022 // 4th #
2023 // on single loop.
2024
2025 float[,] resultarr2 = new float[512,512];
2026 for (int y = 0; y < (int)Constants.RegionSize; y++)
2027 {
2028 for (int x = 0; x < (int)Constants.RegionSize; x++)
2029 {
2030 resultarr2[y*2, x*2] = resultarr[y, x];
2031
2032 if (y < (int)Constants.RegionSize)
2033 {
2034 if (y + 1 < (int)Constants.RegionSize)
2035 {
2036 if (x + 1 < (int)Constants.RegionSize)
2037 {
2038 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
2039 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
2040 }
2041 else
2042 {
2043 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
2044 }
2045 }
2046 else
2047 {
2048 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
2049 }
2050 }
2051 if (x < (int)Constants.RegionSize)
2052 {
2053 if (x + 1 < (int)Constants.RegionSize)
2054 {
2055 if (y + 1 < (int)Constants.RegionSize)
2056 {
2057 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
2058 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
2059 }
2060 else
2061 {
2062 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
2063 }
2064 }
2065 else
2066 {
2067 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
2068 }
2069 }
2070 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
2071 {
2072 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
2073 {
2074 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
2075 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
2076 }
2077 else
2078 {
2079 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
2080 }
2081 }
2082 }
2083 }
2084 //Flatten out the array
2085 int i = 0;
2086 for (int y = 0; y < 512; y++)
2087 {
2088 for (int x = 0; x < 512; x++)
2089 {
2090 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
2091 {
2092 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
2093 resultarr2[y, x] = 0;
2094 }
2095 returnarr[i] = resultarr2[y, x];
2096 i++;
2097 }
2098 }
2099
2100 return returnarr;
2101 }
2102
2103 #endregion
2104
2105 public override void SetTerrain(float[] heightMap)
2106 {
2107 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
2108 {
2109 if (m_parentScene is OdeScene)
2110 {
2111 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
2112 }
2113 }
2114 else
2115 {
2116 SetTerrain(heightMap, m_worldOffset);
2117 }
2118 }
2119
2120 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
2121 {
2122 SetTerrain(heightMap, pOffset);
2123 }
2124
2125 public void SetTerrain(float[] heightMap, Vector3 pOffset)
2126 {
2127
2128 float[] _heightmap;
2129 _heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
2130
2131 uint heightmapWidth = Constants.RegionSize + 2;
2132 uint heightmapHeight = Constants.RegionSize + 2;
2133
2134 uint heightmapWidthSamples;
2135
2136 uint heightmapHeightSamples;
2137
2138 heightmapWidthSamples = (uint)Constants.RegionSize + 2;
2139 heightmapHeightSamples = (uint)Constants.RegionSize + 2;
2140
2141 const float scale = 1.0f;
2142 const float offset = 0.0f;
2143 const float thickness = 10f;
2144 const int wrap = 0;
2145
2146 int regionsize = (int) Constants.RegionSize + 2;
2147
2148 float hfmin = float.MaxValue;
2149 float hfmax = float.MinValue;
2150 float val;
2151 int xx;
2152 int yy;
2153
2154 int maxXXYY = regionsize - 3;
2155 // flipping map adding one margin all around so things don't fall in edges
2156
2157 int xt = 0;
2158 xx = 0;
2159
2160 for (int x = 0; x < heightmapWidthSamples; x++)
2161 {
2162 if (x > 1 && xx < maxXXYY)
2163 xx++;
2164 yy = 0;
2165 for (int y = 0; y < heightmapHeightSamples; y++)
2166 {
2167 if (y > 1 && y < maxXXYY)
2168 yy += (int)Constants.RegionSize;
2169
2170 val = heightMap[yy + xx];
2171 _heightmap[xt + y] = val;
2172
2173 if (hfmin > val)
2174 hfmin = val;
2175 if (hfmax < val)
2176 hfmax = val;
2177
2178 }
2179
2180 xt += regionsize;
2181 }
2182 lock (OdeLock)
2183 {
2184 IntPtr GroundGeom = IntPtr.Zero;
2185 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2186 {
2187 RegionTerrain.Remove(pOffset);
2188 if (GroundGeom != IntPtr.Zero)
2189 {
2190 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2191 {
2192 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2193 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2194 TerrainHeightFieldHeights.Remove(GroundGeom);
2195 }
2196 d.SpaceRemove(StaticSpace, GroundGeom);
2197 d.GeomDestroy(GroundGeom);
2198 }
2199 }
2200 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2201
2202 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2203
2204 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2205 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2206 offset, thickness, wrap);
2207
2208 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2209 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2210 if (GroundGeom != IntPtr.Zero)
2211 {
2212 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
2213 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
2214
2215 }
2216 geom_name_map[GroundGeom] = "Terrain";
2217
2218 d.Matrix3 R = new d.Matrix3();
2219
2220 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2221 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2222
2223
2224 q1 = q1 * q2;
2225
2226 Vector3 v3;
2227 float angle;
2228 q1.GetAxisAngle(out v3, out angle);
2229
2230 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2231 d.GeomSetRotation(GroundGeom, ref R);
2232 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f - 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f - 0.5f, 0);
2233 IntPtr testGround = IntPtr.Zero;
2234 if (RegionTerrain.TryGetValue(pOffset, out testGround))
2235 {
2236 RegionTerrain.Remove(pOffset);
2237 }
2238 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2239// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2240 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2241 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2242
2243 }
2244 }
2245
2246 public override void DeleteTerrain()
2247 {
2248 }
2249
2250 public float GetWaterLevel()
2251 {
2252 return waterlevel;
2253 }
2254
2255 public override bool SupportsCombining()
2256 {
2257 return true;
2258 }
2259/*
2260 public override void UnCombine(PhysicsScene pScene)
2261 {
2262 IntPtr localGround = IntPtr.Zero;
2263// float[] localHeightfield;
2264 bool proceed = false;
2265 List<IntPtr> geomDestroyList = new List<IntPtr>();
2266
2267 lock (OdeLock)
2268 {
2269 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2270 {
2271 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2272 {
2273 if (geom == localGround)
2274 {
2275// localHeightfield = TerrainHeightFieldHeights[geom];
2276 proceed = true;
2277 }
2278 else
2279 {
2280 geomDestroyList.Add(geom);
2281 }
2282 }
2283
2284 if (proceed)
2285 {
2286 m_worldOffset = Vector3.Zero;
2287 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2288 m_parentScene = null;
2289
2290 foreach (IntPtr g in geomDestroyList)
2291 {
2292 // removingHeightField needs to be done or the garbage collector will
2293 // collect the terrain data before we tell ODE to destroy it causing
2294 // memory corruption
2295 if (TerrainHeightFieldHeights.ContainsKey(g))
2296 {
2297// float[] removingHeightField = TerrainHeightFieldHeights[g];
2298 TerrainHeightFieldHeights.Remove(g);
2299
2300 if (RegionTerrain.ContainsKey(g))
2301 {
2302 RegionTerrain.Remove(g);
2303 }
2304
2305 d.GeomDestroy(g);
2306 //removingHeightField = new float[0];
2307 }
2308 }
2309
2310 }
2311 else
2312 {
2313 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2314 }
2315 }
2316 }
2317 }
2318*/
2319 public override void SetWaterLevel(float baseheight)
2320 {
2321 waterlevel = baseheight;
2322 randomizeWater(waterlevel);
2323 }
2324
2325 public void randomizeWater(float baseheight)
2326 {
2327 const uint heightmapWidth = m_regionWidth + 2;
2328 const uint heightmapHeight = m_regionHeight + 2;
2329 const uint heightmapWidthSamples = m_regionWidth + 2;
2330 const uint heightmapHeightSamples = m_regionHeight + 2;
2331 const float scale = 1.0f;
2332 const float offset = 0.0f;
2333 const float thickness = 2.9f;
2334 const int wrap = 0;
2335
2336 for (int i = 0; i < (258 * 258); i++)
2337 {
2338 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
2339 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
2340 }
2341
2342 lock (OdeLock)
2343 {
2344 if (WaterGeom != IntPtr.Zero)
2345 {
2346 d.SpaceRemove(StaticSpace, WaterGeom);
2347 }
2348 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2349 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
2350 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2351 offset, thickness, wrap);
2352 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
2353 WaterGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2354 if (WaterGeom != IntPtr.Zero)
2355 {
2356 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
2357 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
2358
2359 }
2360 geom_name_map[WaterGeom] = "Water";
2361
2362 d.Matrix3 R = new d.Matrix3();
2363
2364 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2365 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2366
2367 q1 = q1 * q2;
2368 Vector3 v3;
2369 float angle;
2370 q1.GetAxisAngle(out v3, out angle);
2371
2372 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2373 d.GeomSetRotation(WaterGeom, ref R);
2374 d.GeomSetPosition(WaterGeom, 128, 128, 0);
2375
2376 }
2377
2378 }
2379
2380 public override void Dispose()
2381 {
2382 m_rayCastManager.Dispose();
2383 m_rayCastManager = null;
2384
2385 lock (OdeLock)
2386 {
2387 lock (_prims)
2388 {
2389 foreach (OdePrim prm in _prims)
2390 {
2391 RemovePrim(prm);
2392 }
2393 }
2394
2395 if (ContactgeomsArray != IntPtr.Zero)
2396 Marshal.FreeHGlobal(ContactgeomsArray);
2397 if (GlobalContactsArray != IntPtr.Zero)
2398 Marshal.FreeHGlobal(GlobalContactsArray);
2399
2400 d.WorldDestroy(world);
2401 //d.CloseODE();
2402 }
2403 }
2404
2405 public override Dictionary<uint, float> GetTopColliders()
2406 {
2407 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2408 int cnt = 0;
2409 lock (_prims)
2410 {
2411 foreach (OdePrim prm in _prims)
2412 {
2413 if (prm.CollisionScore > 0)
2414 {
2415 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2416 cnt++;
2417 prm.CollisionScore = 0f;
2418 if (cnt > 25)
2419 {
2420 break;
2421 }
2422 }
2423 }
2424 }
2425 return returncolliders;
2426 }
2427
2428 public override bool SupportsRayCast()
2429 {
2430 return true;
2431 }
2432
2433 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2434 {
2435 if (retMethod != null)
2436 {
2437 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2438 }
2439 }
2440
2441 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2442 {
2443 if (retMethod != null)
2444 {
2445 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2446 }
2447 }
2448
2449 // don't like this
2450 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2451 {
2452 ContactResult[] ourResults = null;
2453 RayCallback retMethod = delegate(List<ContactResult> results)
2454 {
2455 ourResults = new ContactResult[results.Count];
2456 results.CopyTo(ourResults, 0);
2457 };
2458 int waitTime = 0;
2459 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2460 while (ourResults == null && waitTime < 1000)
2461 {
2462 Thread.Sleep(1);
2463 waitTime++;
2464 }
2465 if (ourResults == null)
2466 return new List<ContactResult>();
2467 return new List<ContactResult>(ourResults);
2468 }
2469
2470 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2471 {
2472 if (retMethod != null && actor !=null)
2473 {
2474 IntPtr geom;
2475 if (actor is OdePrim)
2476 geom = ((OdePrim)actor).prim_geom;
2477 else if (actor is OdeCharacter)
2478 geom = ((OdePrim)actor).prim_geom;
2479 else
2480 return;
2481 if (geom == IntPtr.Zero)
2482 return;
2483 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2484 }
2485 }
2486
2487 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2488 {
2489 if (retMethod != null && actor != null)
2490 {
2491 IntPtr geom;
2492 if (actor is OdePrim)
2493 geom = ((OdePrim)actor).prim_geom;
2494 else if (actor is OdeCharacter)
2495 geom = ((OdePrim)actor).prim_geom;
2496 else
2497 return;
2498 if (geom == IntPtr.Zero)
2499 return;
2500
2501 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2502 }
2503 }
2504
2505 // don't like this
2506 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2507 {
2508 if (actor != null)
2509 {
2510 IntPtr geom;
2511 if (actor is OdePrim)
2512 geom = ((OdePrim)actor).prim_geom;
2513 else if (actor is OdeCharacter)
2514 geom = ((OdePrim)actor).prim_geom;
2515 else
2516 return new List<ContactResult>();
2517 if (geom == IntPtr.Zero)
2518 return new List<ContactResult>();
2519
2520 ContactResult[] ourResults = null;
2521 RayCallback retMethod = delegate(List<ContactResult> results)
2522 {
2523 ourResults = new ContactResult[results.Count];
2524 results.CopyTo(ourResults, 0);
2525 };
2526 int waitTime = 0;
2527 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2528 while (ourResults == null && waitTime < 1000)
2529 {
2530 Thread.Sleep(1);
2531 waitTime++;
2532 }
2533 if (ourResults == null)
2534 return new List<ContactResult>();
2535 return new List<ContactResult>(ourResults);
2536 }
2537 return new List<ContactResult>();
2538 }
2539 }
2540}