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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.cs4045
-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.cs3907
-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.cs31
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs22
-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/UbitMeshing/HelperTypes.cs436
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Mesh.cs401
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs762
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs2284
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMap.cs197
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs646
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs1454
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs993
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs3703
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs443
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs1960
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs90
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2328
33 files changed, 26444 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..f9548d2
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4045 @@
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_taintphantom;
135 public bool m_taintCollidesWater;
136
137 public uint m_localID;
138
139 //public GCHandle gc;
140 private CollisionLocker ode;
141
142 private bool m_meshfailed = false;
143 private bool m_taintforce = false;
144 private bool m_taintaddangularforce = false;
145 private Vector3 m_force;
146 private List<Vector3> m_forcelist = new List<Vector3>();
147 private List<Vector3> m_angularforcelist = new List<Vector3>();
148
149 private IMesh _mesh;
150 private PrimitiveBaseShape _pbs;
151 private OdeScene _parent_scene;
152 public IntPtr m_targetSpace = IntPtr.Zero;
153 public IntPtr prim_geom;
154 // public IntPtr prev_geom;
155 public IntPtr _triMeshData;
156
157 private IntPtr _linkJointGroup = IntPtr.Zero;
158 private PhysicsActor _parent;
159 private PhysicsActor m_taintparent;
160
161 private List<OdePrim> childrenPrim = new List<OdePrim>();
162
163 private bool iscolliding;
164 private bool m_isphysical;
165 private bool m_isphantom;
166 private bool m_isSelected;
167
168 private bool m_NoColide; // for now only for internal use for bad meshs
169
170 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
171
172 private bool m_throttleUpdates;
173 private int throttleCounter;
174 public int m_interpenetrationcount;
175 public float m_collisionscore;
176 // public int m_roundsUnderMotionThreshold;
177 // private int m_crossingfailures;
178
179 public bool m_outofBounds;
180 private float m_density = 10.000006836f; // Aluminum g/cm3;
181
182 public bool _zeroFlag; // if body has been stopped
183 private bool m_lastUpdateSent;
184
185 public IntPtr Body = IntPtr.Zero;
186 public String m_primName;
187 private Vector3 _target_velocity;
188 public d.Mass pMass;
189
190 public int m_eventsubscription;
191 private CollisionEventUpdate CollisionEventsThisFrame;
192
193 private IntPtr m_linkJoint = IntPtr.Zero;
194
195 public volatile bool childPrim;
196
197 internal int m_material = (int)Material.Wood;
198
199 private IntPtr m_body = IntPtr.Zero;
200
201 // Vehicle properties ============================================================================================
202 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
203 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
204 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
205 // HOVER_TERRAIN_ONLY
206 // HOVER_GLOBAL_HEIGHT
207 // NO_DEFLECTION_UP
208 // HOVER_WATER_ONLY
209 // HOVER_UP_ONLY
210 // LIMIT_MOTOR_UP
211 // LIMIT_ROLL_ONLY
212
213 // Linear properties
214 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
215 //requested by LSL
216 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
217 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
218 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
219
220 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
221 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
222 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
223
224 //Angular properties
225 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
226
227 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
228 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
229 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
230
231 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
232 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
233 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
234
235 //Deflection properties
236 // private float m_angularDeflectionEfficiency = 0;
237 // private float m_angularDeflectionTimescale = 0;
238 // private float m_linearDeflectionEfficiency = 0;
239 // private float m_linearDeflectionTimescale = 0;
240
241 //Banking properties
242 // private float m_bankingEfficiency = 0;
243 // private float m_bankingMix = 0;
244 // private float m_bankingTimescale = 0;
245
246 //Hover and Buoyancy properties
247 private float m_VhoverHeight = 0f;
248 // private float m_VhoverEfficiency = 0f;
249 private float m_VhoverTimescale = 0f;
250 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
251 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
252 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
253 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
254 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
255
256 //Attractor properties
257 private float m_verticalAttractionEfficiency = 1.0f; // damped
258 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
259
260// SerialControl m_taintserial = null;
261 object m_taintvehicledata = null;
262
263 public void DoSetVehicle()
264 {
265 VehicleData vd = (VehicleData)m_taintvehicledata;
266
267 m_type = vd.m_type;
268 m_flags = vd.m_flags;
269
270 // Linear properties
271 m_linearMotorDirection = vd.m_linearMotorDirection;
272 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
273 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
274 m_linearMotorTimescale = vd.m_linearMotorTimescale;
275// m_linearMotorOffset = vd.m_linearMotorOffset;
276
277 //Angular properties
278 m_angularMotorDirection = vd.m_angularMotorDirection;
279 m_angularMotorTimescale = vd.m_angularMotorTimescale;
280 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
281 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
282
283 //Deflection properties
284// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
285// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
286// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
287// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
288
289 //Banking properties
290// m_bankingEfficiency = vd.m_bankingEfficiency;
291// m_bankingMix = vd.m_bankingMix;
292// m_bankingTimescale = vd.m_bankingTimescale;
293
294 //Hover and Buoyancy properties
295 m_VhoverHeight = vd.m_VhoverHeight;
296// m_VhoverEfficiency = vd.m_VhoverEfficiency;
297 m_VhoverTimescale = vd.m_VhoverTimescale;
298 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
299
300 //Attractor properties
301 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
302 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
303
304 // Axis
305// m_referenceFrame = vd.m_referenceFrame;
306
307
308 m_taintvehicledata = null;
309 }
310
311 public override void SetVehicle(object vdata)
312 {
313 m_taintvehicledata = vdata;
314 _parent_scene.AddPhysicsActorTaint(this);
315 }
316
317 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
318 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom, CollisionLocker dode, uint localid)
319 {
320 m_localID = localid;
321 ode = dode;
322 if (!pos.IsFinite())
323 {
324 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
325 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
326 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
327 }
328
329 _position = pos;
330 m_taintposition = pos;
331 PID_D = parent_scene.bodyPIDD;
332 PID_G = parent_scene.bodyPIDG;
333 m_density = parent_scene.geomDefaultDensity;
334 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
335 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
336
337 prim_geom = IntPtr.Zero;
338 // prev_geom = IntPtr.Zero;
339
340 if (!pos.IsFinite())
341 {
342 size = new Vector3(0.5f, 0.5f, 0.5f);
343 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
344 }
345
346 if (size.X <= 0) size.X = 0.01f;
347 if (size.Y <= 0) size.Y = 0.01f;
348 if (size.Z <= 0) size.Z = 0.01f;
349
350 _size = size;
351 m_taintsize = _size;
352
353 if (!QuaternionIsFinite(rotation))
354 {
355 rotation = Quaternion.Identity;
356 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
357 }
358
359 _orientation = rotation;
360 m_taintrot = _orientation;
361 _mesh = mesh;
362 _pbs = pbs;
363
364 _parent_scene = parent_scene;
365 m_targetSpace = (IntPtr)0;
366
367 // if (pos.Z < 0)
368 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
369 m_isphysical = false;
370 else
371 {
372 m_isphysical = pisPhysical;
373 // If we're physical, we need to be in the master space for now.
374 // linksets *should* be in a space together.. but are not currently
375 if (m_isphysical)
376 m_targetSpace = _parent_scene.space;
377 }
378
379 m_isphantom = pisPhantom;
380 m_taintphantom = pisPhantom;
381
382 _triMeshData = IntPtr.Zero;
383 m_NoColide = false;
384
385// m_taintserial = null;
386 m_primName = primName;
387 m_taintadd = true;
388 _parent_scene.AddPhysicsActorTaint(this);
389 // don't do .add() here; old geoms get recycled with the same hash
390 }
391
392 public override int PhysicsActorType
393 {
394 get { return (int)ActorTypes.Prim; }
395 set { return; }
396 }
397
398 public override bool SetAlwaysRun
399 {
400 get { return false; }
401 set { return; }
402 }
403
404 public override uint LocalID
405 {
406 set
407 {
408 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
409 m_localID = value;
410 }
411 }
412
413 public override bool Grabbed
414 {
415 set { return; }
416 }
417
418 public override bool Selected
419 {
420 set
421 {
422 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
423 // This only makes the object not collidable if the object
424 // is physical or the object is modified somehow *IN THE FUTURE*
425 // without this, if an avatar selects prim, they can walk right
426 // through it while it's selected
427 m_collisionscore = 0;
428 if ((m_isphysical && !_zeroFlag) || !value)
429 {
430 m_taintselected = value;
431 _parent_scene.AddPhysicsActorTaint(this);
432 }
433 else
434 {
435 m_taintselected = value;
436 m_isSelected = value;
437 }
438 if (m_isSelected) disableBodySoft();
439 }
440 }
441
442 public override bool IsPhysical
443 {
444 get { return m_isphysical; }
445 set
446 {
447 m_isphysical = value;
448 if (!m_isphysical)
449 { // Zero the remembered last velocity
450 m_lastVelocity = Vector3.Zero;
451 if (m_type != Vehicle.TYPE_NONE) Halt();
452 }
453 }
454 }
455
456 public override bool Phantom
457 {
458 get { return m_isphantom; }
459 set
460 {
461 m_isphantom = value;
462 }
463 }
464
465 public void setPrimForRemoval()
466 {
467 m_taintremove = true;
468 }
469
470 public override bool Flying
471 {
472 // no flying prims for you
473 get { return false; }
474 set { }
475 }
476
477 public override bool IsColliding
478 {
479 get { return iscolliding; }
480 set { iscolliding = value; }
481 }
482
483 public override bool CollidingGround
484 {
485 get { return false; }
486 set { return; }
487 }
488
489 public override bool CollidingObj
490 {
491 get { return false; }
492 set { return; }
493 }
494
495 public override bool ThrottleUpdates
496 {
497 get { return m_throttleUpdates; }
498 set { m_throttleUpdates = value; }
499 }
500
501 public override bool Stopped
502 {
503 get { return _zeroFlag; }
504 }
505
506 public override Vector3 Position
507 {
508 get { return _position; }
509
510 set
511 {
512 _position = value;
513 //m_log.Info("[PHYSICS]: " + _position.ToString());
514 }
515 }
516
517 public override Vector3 Size
518 {
519 get { return _size; }
520 set
521 {
522 if (value.IsFinite())
523 {
524 _size = value;
525 }
526 else
527 {
528 m_log.Warn("[PHYSICS]: Got NaN Size on object");
529 }
530 }
531 }
532
533 public override float Mass
534 {
535 get { return CalculateMass(); }
536 }
537
538 public override Vector3 Force
539 {
540 //get { return Vector3.Zero; }
541 get { return m_force; }
542 set
543 {
544 if (value.IsFinite())
545 {
546 m_force = value;
547 }
548 else
549 {
550 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
551 }
552 }
553 }
554
555 public override int VehicleType
556 {
557 get { return (int)m_type; }
558 set { ProcessTypeChange((Vehicle)value); }
559 }
560
561 public override void VehicleFloatParam(int param, float value)
562 {
563 ProcessFloatVehicleParam((Vehicle)param, value);
564 }
565
566 public override void VehicleVectorParam(int param, Vector3 value)
567 {
568 ProcessVectorVehicleParam((Vehicle)param, value);
569 }
570
571 public override void VehicleRotationParam(int param, Quaternion rotation)
572 {
573 ProcessRotationVehicleParam((Vehicle)param, rotation);
574 }
575
576 public override void VehicleFlags(int param, bool remove)
577 {
578 ProcessVehicleFlags(param, remove);
579 }
580
581 public override void SetVolumeDetect(int param)
582 {
583 lock (_parent_scene.OdeLock)
584 {
585 m_isVolumeDetect = (param != 0);
586 }
587 }
588
589 public override Vector3 CenterOfMass
590 {
591 get { return Vector3.Zero; }
592 }
593
594 public override Vector3 GeometricCenter
595 {
596 get { return Vector3.Zero; }
597 }
598
599 public override PrimitiveBaseShape Shape
600 {
601 set
602 {
603 _pbs = value;
604 m_taintshape = true;
605 }
606 }
607
608 public override Vector3 Velocity
609 {
610 get
611 {
612 // Averate previous velocity with the new one so
613 // client object interpolation works a 'little' better
614 if (_zeroFlag)
615 return Vector3.Zero;
616
617 Vector3 returnVelocity = Vector3.Zero;
618 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
619 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
620 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
621 return returnVelocity;
622 }
623 set
624 {
625 if (value.IsFinite())
626 {
627 _velocity = value;
628 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
629 _acceleration = Vector3.Zero;
630
631 m_taintVelocity = value;
632 _parent_scene.AddPhysicsActorTaint(this);
633 }
634 else
635 {
636 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
637 }
638
639 }
640 }
641
642 public override Vector3 Torque
643 {
644 get
645 {
646 if (!m_isphysical || Body == IntPtr.Zero)
647 return Vector3.Zero;
648
649 return _torque;
650 }
651
652 set
653 {
654 if (value.IsFinite())
655 {
656 m_taintTorque = value;
657 _parent_scene.AddPhysicsActorTaint(this);
658 }
659 else
660 {
661 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
662 }
663 }
664 }
665
666 public override float CollisionScore
667 {
668 get { return m_collisionscore; }
669 set { m_collisionscore = value; }
670 }
671
672 public override bool Kinematic
673 {
674 get { return false; }
675 set { }
676 }
677
678 public override Quaternion Orientation
679 {
680 get { return _orientation; }
681 set
682 {
683 if (QuaternionIsFinite(value))
684 {
685 _orientation = value;
686 }
687 else
688 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
689
690 }
691 }
692
693 public override bool FloatOnWater
694 {
695 set
696 {
697 m_taintCollidesWater = value;
698 _parent_scene.AddPhysicsActorTaint(this);
699 }
700 }
701
702 public override void SetMomentum(Vector3 momentum)
703 {
704 }
705
706 public override Vector3 PIDTarget
707 {
708 set
709 {
710 if (value.IsFinite())
711 {
712 m_PIDTarget = value;
713 }
714 else
715 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
716 }
717 }
718 public override bool PIDActive { set { m_usePID = value; } }
719 public override float PIDTau { set { m_PIDTau = value; } }
720
721 // For RotLookAt
722 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
723 public override bool APIDActive { set { m_useAPID = value; } }
724 public override float APIDStrength { set { m_APIDStrength = value; } }
725 public override float APIDDamping { set { m_APIDDamping = value; } }
726
727 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
728 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
729 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
730 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
731
732 internal static bool QuaternionIsFinite(Quaternion q)
733 {
734 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
735 return false;
736 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
737 return false;
738 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
739 return false;
740 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
741 return false;
742 return true;
743 }
744
745 public override Vector3 Acceleration // client updates read data via here
746 {
747 get
748 {
749 if (_zeroFlag)
750 {
751 return Vector3.Zero;
752 }
753 return _acceleration;
754 }
755 set { _acceleration = value; }
756 }
757
758
759 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
760 {
761 _acceleration = accel;
762 }
763
764 public override void AddForce(Vector3 force, bool pushforce)
765 {
766 if (force.IsFinite())
767 {
768 lock (m_forcelist)
769 m_forcelist.Add(force);
770
771 m_taintforce = true;
772 }
773 else
774 {
775 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
776 }
777 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
778 }
779
780 public override void AddAngularForce(Vector3 force, bool pushforce)
781 {
782 if (force.IsFinite())
783 {
784 m_angularforcelist.Add(force);
785 m_taintaddangularforce = true;
786 }
787 else
788 {
789 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
790 }
791 }
792
793 public override Vector3 RotationalVelocity
794 {
795 get
796 {
797 return m_rotationalVelocity;
798 }
799 set
800 {
801 if (value.IsFinite())
802 {
803 m_rotationalVelocity = value;
804 }
805 else
806 {
807 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
808 }
809 }
810 }
811
812 public override void CrossingFailure()
813 {
814 if (m_outofBounds)
815 {
816 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
817 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
818 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
819 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
820
821 m_lastposition = _position;
822
823 _velocity = Vector3.Zero;
824 m_lastVelocity = _velocity;
825
826
827 if (m_type != Vehicle.TYPE_NONE)
828 Halt();
829
830 d.BodySetLinearVel(Body, 0, 0, 0);
831 base.RequestPhysicsterseUpdate();
832 m_outofBounds = false;
833 }
834 /*
835 int tmp = Interlocked.Increment(ref m_crossingfailures);
836 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
837 {
838 base.RaiseOutOfBounds(_position);
839 return;
840 }
841 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
842 {
843 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
844 }
845 */
846 }
847
848 public override float Buoyancy
849 {
850 get { return m_buoyancy; }
851 set { m_buoyancy = value; }
852 }
853
854 public override void link(PhysicsActor obj)
855 {
856 m_taintparent = obj;
857 }
858
859 public override void delink()
860 {
861 m_taintparent = null;
862 }
863
864 public override void LockAngularMotion(Vector3 axis)
865 {
866 // This is actually ROTATION ENABLE, not a lock.
867 // default is <1,1,1> which is all enabled.
868 // The lock value is updated inside Move(), no point in using the taint system.
869 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
870 if (axis.IsFinite())
871 {
872 axis.X = (axis.X > 0) ? 1f : 0f;
873 axis.Y = (axis.Y > 0) ? 1f : 0f;
874 axis.Z = (axis.Z > 0) ? 1f : 0f;
875 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
876 m_rotateEnableRequest = axis;
877 m_rotateEnableUpdate = true;
878 }
879 else
880 {
881 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
882 }
883 }
884
885 public void SetGeom(IntPtr geom)
886 {
887 if (prim_geom != IntPtr.Zero)
888 {
889 // Remove any old entries
890 //string tPA;
891 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
892 //Console.WriteLine("**** Remove {0}", tPA);
893 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
894 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
895 d.GeomDestroy(prim_geom);
896 }
897
898 prim_geom = geom;
899 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
900 if (prim_geom != IntPtr.Zero)
901 {
902 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
903 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
904 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
905 if (m_NoColide)
906 {
907 d.GeomSetCategoryBits(prim_geom, 0);
908 if (m_isphysical && !m_isVolumeDetect)
909 {
910 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
911 }
912 else
913 {
914 d.GeomSetCollideBits(prim_geom, 0);
915 d.GeomDisable(prim_geom);
916 }
917 }
918 else
919 {
920 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
921 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
922 }
923 }
924
925 if (childPrim)
926 {
927 if (_parent != null && _parent is OdePrim)
928 {
929 OdePrim parent = (OdePrim)_parent;
930 //Console.WriteLine("SetGeom calls ChildSetGeom");
931 parent.ChildSetGeom(this);
932 }
933 }
934 //m_log.Warn("Setting Geom to: " + prim_geom);
935 }
936
937 public void enableBodySoft()
938 {
939 if (!childPrim)
940 {
941 if (m_isphysical && Body != IntPtr.Zero)
942 {
943 d.BodyEnable(Body);
944 if (m_type != Vehicle.TYPE_NONE)
945 Enable(Body, _parent_scene);
946 }
947
948 m_disabled = false;
949 }
950 }
951
952 public void disableBodySoft()
953 {
954 m_disabled = true;
955
956 if (m_isphysical && Body != IntPtr.Zero)
957 {
958 d.BodyDisable(Body);
959 Halt();
960 }
961 }
962
963 public void enableBody()
964 {
965 // Don't enable this body if we're a child prim
966 // this should be taken care of in the parent function not here
967 if (!childPrim)
968 {
969 // Sets the geom to a body
970 Body = d.BodyCreate(_parent_scene.world);
971
972 setMass();
973 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
974 d.Quaternion myrot = new d.Quaternion();
975 myrot.X = _orientation.X;
976 myrot.Y = _orientation.Y;
977 myrot.Z = _orientation.Z;
978 myrot.W = _orientation.W;
979 d.BodySetQuaternion(Body, ref myrot);
980 d.GeomSetBody(prim_geom, Body);
981
982 m_collisionCategories |= CollisionCategories.Body;
983 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
984
985 if (m_NoColide)
986 {
987 d.GeomSetCategoryBits(prim_geom, 0);
988 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
989 }
990 else
991 {
992 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
993 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
994 }
995
996 d.BodySetAutoDisableFlag(Body, true);
997 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
998
999 // disconnect from world gravity so we can apply buoyancy
1000 d.BodySetGravityMode(Body, false);
1001
1002 m_interpenetrationcount = 0;
1003 m_collisionscore = 0;
1004 m_disabled = false;
1005
1006 if (m_type != Vehicle.TYPE_NONE)
1007 {
1008 Enable(Body, _parent_scene);
1009 }
1010
1011 _parent_scene.addActivePrim(this);
1012 }
1013 }
1014
1015 #region Mass Calculation
1016
1017 private float CalculateMass()
1018 {
1019 float volume = _size.X * _size.Y * _size.Z; // default
1020 float tmp;
1021
1022 float returnMass = 0;
1023 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1024 float hollowVolume = hollowAmount * hollowAmount;
1025
1026 switch (_pbs.ProfileShape)
1027 {
1028 case ProfileShape.Square:
1029 // default box
1030
1031 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1032 {
1033 if (hollowAmount > 0.0)
1034 {
1035 switch (_pbs.HollowShape)
1036 {
1037 case HollowShape.Square:
1038 case HollowShape.Same:
1039 break;
1040
1041 case HollowShape.Circle:
1042
1043 hollowVolume *= 0.78539816339f;
1044 break;
1045
1046 case HollowShape.Triangle:
1047
1048 hollowVolume *= (0.5f * .5f);
1049 break;
1050
1051 default:
1052 hollowVolume = 0;
1053 break;
1054 }
1055 volume *= (1.0f - hollowVolume);
1056 }
1057 }
1058
1059 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1060 {
1061 //a tube
1062
1063 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1064 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1065 volume -= volume * tmp * tmp;
1066
1067 if (hollowAmount > 0.0)
1068 {
1069 hollowVolume *= hollowAmount;
1070
1071 switch (_pbs.HollowShape)
1072 {
1073 case HollowShape.Square:
1074 case HollowShape.Same:
1075 break;
1076
1077 case HollowShape.Circle:
1078 hollowVolume *= 0.78539816339f; ;
1079 break;
1080
1081 case HollowShape.Triangle:
1082 hollowVolume *= 0.5f * 0.5f;
1083 break;
1084 default:
1085 hollowVolume = 0;
1086 break;
1087 }
1088 volume *= (1.0f - hollowVolume);
1089 }
1090 }
1091
1092 break;
1093
1094 case ProfileShape.Circle:
1095
1096 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1097 {
1098 volume *= 0.78539816339f; // elipse base
1099
1100 if (hollowAmount > 0.0)
1101 {
1102 switch (_pbs.HollowShape)
1103 {
1104 case HollowShape.Same:
1105 case HollowShape.Circle:
1106 break;
1107
1108 case HollowShape.Square:
1109 hollowVolume *= 0.5f * 2.5984480504799f;
1110 break;
1111
1112 case HollowShape.Triangle:
1113 hollowVolume *= .5f * 1.27323954473516f;
1114 break;
1115
1116 default:
1117 hollowVolume = 0;
1118 break;
1119 }
1120 volume *= (1.0f - hollowVolume);
1121 }
1122 }
1123
1124 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1125 {
1126 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1127 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1128 volume *= (1.0f - tmp * tmp);
1129
1130 if (hollowAmount > 0.0)
1131 {
1132
1133 // calculate the hollow volume by it's shape compared to the prim shape
1134 hollowVolume *= hollowAmount;
1135
1136 switch (_pbs.HollowShape)
1137 {
1138 case HollowShape.Same:
1139 case HollowShape.Circle:
1140 break;
1141
1142 case HollowShape.Square:
1143 hollowVolume *= 0.5f * 2.5984480504799f;
1144 break;
1145
1146 case HollowShape.Triangle:
1147 hollowVolume *= .5f * 1.27323954473516f;
1148 break;
1149
1150 default:
1151 hollowVolume = 0;
1152 break;
1153 }
1154 volume *= (1.0f - hollowVolume);
1155 }
1156 }
1157 break;
1158
1159 case ProfileShape.HalfCircle:
1160 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1161 {
1162 volume *= 0.52359877559829887307710723054658f;
1163 }
1164 break;
1165
1166 case ProfileShape.EquilateralTriangle:
1167
1168 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1169 {
1170 volume *= 0.32475953f;
1171
1172 if (hollowAmount > 0.0)
1173 {
1174
1175 // calculate the hollow volume by it's shape compared to the prim shape
1176 switch (_pbs.HollowShape)
1177 {
1178 case HollowShape.Same:
1179 case HollowShape.Triangle:
1180 hollowVolume *= .25f;
1181 break;
1182
1183 case HollowShape.Square:
1184 hollowVolume *= 0.499849f * 3.07920140172638f;
1185 break;
1186
1187 case HollowShape.Circle:
1188 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1189 // Cyllinder hollow volume calculation
1190
1191 hollowVolume *= 0.1963495f * 3.07920140172638f;
1192 break;
1193
1194 default:
1195 hollowVolume = 0;
1196 break;
1197 }
1198 volume *= (1.0f - hollowVolume);
1199 }
1200 }
1201 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1202 {
1203 volume *= 0.32475953f;
1204 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1205 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1206 volume *= (1.0f - tmp * tmp);
1207
1208 if (hollowAmount > 0.0)
1209 {
1210
1211 hollowVolume *= hollowAmount;
1212
1213 switch (_pbs.HollowShape)
1214 {
1215 case HollowShape.Same:
1216 case HollowShape.Triangle:
1217 hollowVolume *= .25f;
1218 break;
1219
1220 case HollowShape.Square:
1221 hollowVolume *= 0.499849f * 3.07920140172638f;
1222 break;
1223
1224 case HollowShape.Circle:
1225
1226 hollowVolume *= 0.1963495f * 3.07920140172638f;
1227 break;
1228
1229 default:
1230 hollowVolume = 0;
1231 break;
1232 }
1233 volume *= (1.0f - hollowVolume);
1234 }
1235 }
1236 break;
1237
1238 default:
1239 break;
1240 }
1241
1242
1243
1244 float taperX1;
1245 float taperY1;
1246 float taperX;
1247 float taperY;
1248 float pathBegin;
1249 float pathEnd;
1250 float profileBegin;
1251 float profileEnd;
1252
1253 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1254 {
1255 taperX1 = _pbs.PathScaleX * 0.01f;
1256 if (taperX1 > 1.0f)
1257 taperX1 = 2.0f - taperX1;
1258 taperX = 1.0f - taperX1;
1259
1260 taperY1 = _pbs.PathScaleY * 0.01f;
1261 if (taperY1 > 1.0f)
1262 taperY1 = 2.0f - taperY1;
1263 taperY = 1.0f - taperY1;
1264 }
1265 else
1266 {
1267 taperX = _pbs.PathTaperX * 0.01f;
1268 if (taperX < 0.0f)
1269 taperX = -taperX;
1270 taperX1 = 1.0f - taperX;
1271
1272 taperY = _pbs.PathTaperY * 0.01f;
1273 if (taperY < 0.0f)
1274 taperY = -taperY;
1275 taperY1 = 1.0f - taperY;
1276
1277 }
1278
1279
1280 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1281
1282 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1283 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1284 volume *= (pathEnd - pathBegin);
1285
1286 // this is crude aproximation
1287 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1288 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1289 volume *= (profileEnd - profileBegin);
1290
1291 returnMass = m_density * volume;
1292
1293 if (returnMass <= 0)
1294 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1295 // else if (returnMass > _parent_scene.maximumMassObject)
1296 // returnMass = _parent_scene.maximumMassObject;
1297
1298
1299
1300
1301 // Recursively calculate mass
1302 bool HasChildPrim = false;
1303 lock (childrenPrim)
1304 {
1305 if (childrenPrim.Count > 0)
1306 {
1307 HasChildPrim = true;
1308 }
1309
1310 }
1311 if (HasChildPrim)
1312 {
1313 OdePrim[] childPrimArr = new OdePrim[0];
1314
1315 lock (childrenPrim)
1316 childPrimArr = childrenPrim.ToArray();
1317
1318 for (int i = 0; i < childPrimArr.Length; i++)
1319 {
1320 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1321 returnMass += childPrimArr[i].CalculateMass();
1322 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1323 if (i > 256)
1324 break;
1325 }
1326 }
1327 if (returnMass > _parent_scene.maximumMassObject)
1328 returnMass = _parent_scene.maximumMassObject;
1329 return returnMass;
1330 }// end CalculateMass
1331
1332 #endregion
1333
1334 public void setMass()
1335 {
1336 if (Body != (IntPtr)0)
1337 {
1338 float newmass = CalculateMass();
1339
1340 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1341
1342 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1343 d.BodySetMass(Body, ref pMass);
1344 }
1345 }
1346
1347 public void disableBody()
1348 {
1349 //this kills the body so things like 'mesh' can re-create it.
1350 lock (this)
1351 {
1352 if (!childPrim)
1353 {
1354 if (Body != IntPtr.Zero)
1355 {
1356 _parent_scene.remActivePrim(this);
1357 m_collisionCategories &= ~CollisionCategories.Body;
1358 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1359
1360 if (prim_geom != IntPtr.Zero)
1361 {
1362 if (m_NoColide)
1363 {
1364 d.GeomSetCategoryBits(prim_geom, 0);
1365 d.GeomSetCollideBits(prim_geom, 0);
1366 d.GeomDisable(prim_geom);
1367 }
1368 else
1369 {
1370 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1371 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1372 }
1373 }
1374
1375 d.BodyDestroy(Body);
1376 lock (childrenPrim)
1377 {
1378 if (childrenPrim.Count > 0)
1379 {
1380 foreach (OdePrim prm in childrenPrim)
1381 {
1382 if (prm.m_NoColide && prm.prim_geom != IntPtr.Zero)
1383 {
1384 d.GeomSetCategoryBits(prm.prim_geom, 0);
1385 d.GeomSetCollideBits(prm.prim_geom, 0);
1386 d.GeomDisable(prm.prim_geom);
1387 }
1388
1389 _parent_scene.remActivePrim(prm);
1390 prm.Body = IntPtr.Zero;
1391 }
1392 }
1393 }
1394 Body = IntPtr.Zero;
1395 }
1396 }
1397 else
1398 {
1399 _parent_scene.remActivePrim(this);
1400
1401 m_collisionCategories &= ~CollisionCategories.Body;
1402 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1403
1404 if (prim_geom != IntPtr.Zero)
1405 {
1406 if (m_NoColide)
1407 {
1408 d.GeomSetCategoryBits(prim_geom, 0);
1409 d.GeomSetCollideBits(prim_geom, 0);
1410 d.GeomDisable(prim_geom);
1411 }
1412 else
1413 {
1414 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1415 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1416 }
1417 }
1418
1419 Body = IntPtr.Zero;
1420 }
1421 }
1422 m_disabled = true;
1423 m_collisionscore = 0;
1424 }
1425
1426// private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1427
1428 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1429 {
1430 //Kill Body so that mesh can re-make the geom
1431 if (IsPhysical && Body != IntPtr.Zero)
1432 {
1433 if (childPrim)
1434 {
1435 if (_parent != null)
1436 {
1437 OdePrim parent = (OdePrim)_parent;
1438 parent.ChildDelink(this);
1439 }
1440 }
1441 else
1442 {
1443 disableBody();
1444 }
1445 }
1446
1447 IntPtr vertices, indices;
1448 int vertexCount, indexCount;
1449 int vertexStride, triStride;
1450 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1451 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1452
1453 // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
1454 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1455
1456 if (vertexCount == 0 || indexCount == 0)
1457 {
1458 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1459 return false;
1460 }
1461
1462 IntPtr geo = IntPtr.Zero;
1463 try
1464 {
1465 _triMeshData = d.GeomTriMeshDataCreate();
1466 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1467 d.GeomTriMeshDataPreprocess(_triMeshData);
1468
1469 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1470
1471 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1472 }
1473 catch (Exception e)
1474 {
1475 m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
1476
1477 if (_triMeshData != IntPtr.Zero)
1478 {
1479 d.GeomTriMeshDataDestroy(_triMeshData);
1480 _triMeshData = IntPtr.Zero;
1481 }
1482 return false;
1483 }
1484
1485 SetGeom(geo);
1486
1487 return true;
1488 }
1489
1490 public void ProcessTaints(float timestep) //=============================================================================
1491 {
1492 if (m_taintadd)
1493 {
1494 changeadd(timestep);
1495 }
1496
1497 if (m_taintremove)
1498 return;
1499
1500 if (prim_geom != IntPtr.Zero)
1501 {
1502 if (!_position.ApproxEquals(m_taintposition, 0f))
1503 {
1504 changemove(timestep);
1505 }
1506 if (m_taintrot != _orientation)
1507 {
1508 if (childPrim && IsPhysical) // For physical child prim...
1509 {
1510 rotate(timestep);
1511 // KF: ODE will also rotate the parent prim!
1512 // so rotate the root back to where it was
1513 OdePrim parent = (OdePrim)_parent;
1514 parent.rotate(timestep);
1515 }
1516 else
1517 {
1518 //Just rotate the prim
1519 rotate(timestep);
1520 }
1521 }
1522 //
1523 if (m_taintphantom != m_isphantom )
1524 {
1525 changePhantomStatus();
1526 }//
1527
1528 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1529 {
1530 changePhysicsStatus(timestep);
1531 }//
1532
1533
1534 if (!_size.ApproxEquals(m_taintsize, 0f))
1535 changesize(timestep);
1536 //
1537
1538 if (m_taintshape)
1539 changeshape(timestep);
1540 //
1541
1542 if (m_taintforce)
1543 changeAddForce(timestep);
1544
1545 if (m_taintaddangularforce)
1546 changeAddAngularForce(timestep);
1547
1548 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1549 changeSetTorque(timestep);
1550
1551 if (m_taintdisable)
1552 changedisable(timestep);
1553
1554 if (m_taintselected != m_isSelected)
1555 changeSelectedStatus();
1556
1557 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1558 changevelocity(timestep);
1559
1560 if (m_taintparent != _parent)
1561 changelink(timestep);
1562
1563 if (m_taintCollidesWater != m_collidesWater)
1564 changefloatonwater(timestep);
1565
1566 if (m_taintvehicledata != null)
1567 DoSetVehicle();
1568
1569 /* obsolete
1570 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1571 changeAngularLock(timestep);
1572 */
1573 }
1574
1575 else
1576 {
1577 m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom");
1578
1579 // not sure this will not flame...
1580 m_taintremove = true;
1581 _parent_scene.AddPhysicsActorTaint(this);
1582 }
1583
1584 }
1585
1586 private void changelink(float timestep)
1587 {
1588 // If the newly set parent is not null
1589 // create link
1590 if (_parent == null && m_taintparent != null)
1591 {
1592 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1593 {
1594 OdePrim obj = (OdePrim)m_taintparent;
1595 obj.ParentPrim(this);
1596 }
1597 }
1598 // If the newly set parent is null
1599 // destroy link
1600 else if (_parent != null && m_taintparent == null)
1601 {
1602 if (_parent is OdePrim)
1603 {
1604 OdePrim obj = (OdePrim)_parent;
1605 obj.ChildDelink(this);
1606 childPrim = false;
1607 }
1608 }
1609
1610 _parent = m_taintparent;
1611 m_taintPhysics = m_isphysical;
1612 }
1613
1614 // I'm the parent
1615 // prim is the child
1616 public void ParentPrim(OdePrim prim)
1617 {
1618 if (this.m_localID != prim.m_localID)
1619 {
1620 if (Body == IntPtr.Zero)
1621 {
1622 Body = d.BodyCreate(_parent_scene.world);
1623 // disconnect from world gravity so we can apply buoyancy
1624 d.BodySetGravityMode(Body, false);
1625
1626 setMass();
1627 }
1628 if (Body != IntPtr.Zero)
1629 {
1630 lock (childrenPrim)
1631 {
1632 if (!childrenPrim.Contains(prim))
1633 {
1634 childrenPrim.Add(prim);
1635
1636 foreach (OdePrim prm in childrenPrim)
1637 {
1638 d.Mass m2;
1639 d.MassSetZero(out m2);
1640 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1641
1642
1643 d.Quaternion quat = new d.Quaternion();
1644 quat.W = prm._orientation.W;
1645 quat.X = prm._orientation.X;
1646 quat.Y = prm._orientation.Y;
1647 quat.Z = prm._orientation.Z;
1648
1649 d.Matrix3 mat = new d.Matrix3();
1650 d.RfromQ(out mat, ref quat);
1651 d.MassRotate(ref m2, ref mat);
1652 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1653 d.MassAdd(ref pMass, ref m2);
1654 }
1655 foreach (OdePrim prm in childrenPrim)
1656 {
1657 if (m_isphantom && !prm.m_isVolumeDetect)
1658 {
1659 prm.m_collisionCategories = 0;
1660 prm.m_collisionFlags = CollisionCategories.Land;
1661 }
1662 else
1663 {
1664 prm.m_collisionCategories |= CollisionCategories.Body;
1665 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1666 }
1667 if (prm.prim_geom == IntPtr.Zero)
1668 {
1669 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1670 continue;
1671 }
1672
1673 if (prm.m_NoColide)
1674 {
1675 d.GeomSetCategoryBits(prm.prim_geom, 0);
1676 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1677 }
1678 else
1679 {
1680 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1681 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1682 }
1683
1684 d.Quaternion quat = new d.Quaternion();
1685 quat.W = prm._orientation.W;
1686 quat.X = prm._orientation.X;
1687 quat.Y = prm._orientation.Y;
1688 quat.Z = prm._orientation.Z;
1689
1690 d.Matrix3 mat = new d.Matrix3();
1691 d.RfromQ(out mat, ref quat);
1692 if (Body != IntPtr.Zero)
1693 {
1694 d.GeomSetBody(prm.prim_geom, Body);
1695 prm.childPrim = true;
1696 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
1697 //d.GeomSetOffsetPosition(prim.prim_geom,
1698 // (Position.X - prm.Position.X) - pMass.c.X,
1699 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1700 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1701 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1702 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1703 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1704 d.BodySetMass(Body, ref pMass);
1705 }
1706 else
1707 {
1708 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1709 }
1710
1711 prm.m_interpenetrationcount = 0;
1712 prm.m_collisionscore = 0;
1713 prm.m_disabled = false;
1714
1715 prm.Body = Body;
1716
1717 _parent_scene.addActivePrim(prm);
1718 }
1719
1720 if (m_isphantom && !m_isVolumeDetect)
1721 {
1722 m_collisionCategories = 0;
1723 m_collisionFlags = CollisionCategories.Land;
1724 }
1725 else
1726 {
1727 m_collisionCategories |= CollisionCategories.Body;
1728 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1729 }
1730
1731 if (m_NoColide)
1732 {
1733 d.GeomSetCategoryBits(prim_geom, 0);
1734 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1735 }
1736 else
1737 {
1738 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1739 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1740 }
1741
1742 d.Quaternion quat2 = new d.Quaternion();
1743 quat2.W = _orientation.W;
1744 quat2.X = _orientation.X;
1745 quat2.Y = _orientation.Y;
1746 quat2.Z = _orientation.Z;
1747
1748 d.Matrix3 mat2 = new d.Matrix3();
1749 d.RfromQ(out mat2, ref quat2);
1750 d.GeomSetBody(prim_geom, Body);
1751 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1752 //d.GeomSetOffsetPosition(prim.prim_geom,
1753 // (Position.X - prm.Position.X) - pMass.c.X,
1754 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1755 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1756 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1757 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1758 d.BodySetMass(Body, ref pMass);
1759
1760 d.BodySetAutoDisableFlag(Body, true);
1761 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1762
1763 m_interpenetrationcount = 0;
1764 m_collisionscore = 0;
1765 m_disabled = false;
1766
1767 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1768 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1769
1770 _parent_scene.addActivePrim(this);
1771 }
1772 }
1773 }
1774 }
1775 }
1776
1777 private void ChildSetGeom(OdePrim odePrim)
1778 {
1779 lock (childrenPrim)
1780 {
1781 foreach (OdePrim prm in childrenPrim)
1782 {
1783 prm.disableBody();
1784 }
1785 }
1786 disableBody();
1787
1788 if (Body != IntPtr.Zero)
1789 {
1790 _parent_scene.remActivePrim(this);
1791 }
1792
1793 lock (childrenPrim)
1794 {
1795 foreach (OdePrim prm in childrenPrim)
1796 {
1797 ParentPrim(prm);
1798 }
1799 }
1800 }
1801
1802 private void ChildDelink(OdePrim odePrim)
1803 {
1804 // Okay, we have a delinked child.. need to rebuild the body.
1805 lock (childrenPrim)
1806 {
1807 foreach (OdePrim prm in childrenPrim)
1808 {
1809 prm.childPrim = true;
1810 prm.disableBody();
1811 }
1812 }
1813 disableBody();
1814
1815 lock (childrenPrim)
1816 {
1817 childrenPrim.Remove(odePrim);
1818 }
1819
1820 if (Body != IntPtr.Zero)
1821 {
1822 _parent_scene.remActivePrim(this);
1823 }
1824
1825 lock (childrenPrim)
1826 {
1827 foreach (OdePrim prm in childrenPrim)
1828 {
1829 ParentPrim(prm);
1830 }
1831 }
1832 }
1833
1834 private void changePhantomStatus()
1835 {
1836 m_taintphantom = m_isphantom;
1837 changeSelectedStatus();
1838 }
1839
1840/* not in use
1841 private void SetCollider()
1842 {
1843 SetCollider(m_isSelected, m_isphysical, m_isphantom, m_isSelected);
1844 }
1845
1846 private void SetCollider(bool sel, bool phys, bool phan, bool vdtc)
1847 {
1848 if (sel)
1849 {
1850 m_collisionCategories = CollisionCategories.Selected;
1851 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1852 }
1853 else
1854 {
1855 if (phan && !vdtc)
1856 {
1857 m_collisionCategories = 0;
1858 if (phys)
1859 m_collisionFlags = CollisionCategories.Land;
1860 else
1861 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1862 }
1863 else
1864 {
1865 m_collisionCategories = CollisionCategories.Geom;
1866 if (phys)
1867 m_collisionCategories |= CollisionCategories.Body;
1868
1869 m_collisionFlags = m_default_collisionFlags;
1870
1871 if (m_collidesLand)
1872 m_collisionFlags |= CollisionCategories.Land;
1873 if (m_collidesWater)
1874 m_collisionFlags |= CollisionCategories.Water;
1875 }
1876 }
1877
1878 if (prim_geom != IntPtr.Zero)
1879 {
1880 if (m_NoColide)
1881 {
1882 d.GeomSetCategoryBits(prim_geom, 0);
1883 if (phys)
1884 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1885 else
1886 {
1887 d.GeomSetCollideBits(prim_geom, 0);
1888 d.GeomDisable(prim_geom);
1889 }
1890 }
1891 else
1892 {
1893 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1894 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1895 }
1896 }
1897 }
1898*/
1899
1900 private void changeSelectedStatus()
1901 {
1902 if (m_taintselected)
1903 {
1904 m_collisionCategories = CollisionCategories.Selected;
1905 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1906
1907 // We do the body disable soft twice because 'in theory' a collision could have happened
1908 // in between the disabling and the collision properties setting
1909 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1910 // through the ground.
1911
1912 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1913 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1914 // so that causes the selected part to wake up and continue moving.
1915
1916 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1917 // assembly will stop simulating during the selection, because of the lack of atomicity
1918 // of select operations (their processing could be interrupted by a thread switch, causing
1919 // simulation to continue before all of the selected object notifications trickle down to
1920 // the physics engine).
1921
1922 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1923 // selected and disabled. then, due to a thread switch, the selection processing is
1924 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1925 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1926 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1927 // up, start simulating again, which in turn wakes up the last 50.
1928
1929 if (m_isphysical)
1930 {
1931 disableBodySoft();
1932 }
1933
1934 if (prim_geom != IntPtr.Zero)
1935 {
1936 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1937 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1938 if (m_NoColide)
1939 d.GeomDisable(prim_geom);
1940 }
1941
1942 if (m_isphysical)
1943 {
1944 disableBodySoft();
1945 }
1946 if (Body != IntPtr.Zero)
1947 {
1948 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1949 d.BodySetForce(Body, 0f, 0f, 0f);
1950 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
1951 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
1952 }
1953 }
1954 else
1955 {
1956 if (m_isphantom && !m_isVolumeDetect)
1957 {
1958 m_collisionCategories = 0;
1959 if (m_isphysical)
1960 m_collisionFlags = CollisionCategories.Land;
1961 else
1962 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1963 }
1964 else
1965 {
1966 m_collisionCategories = CollisionCategories.Geom;
1967 if (m_isphysical)
1968 m_collisionCategories |= CollisionCategories.Body;
1969
1970 m_collisionFlags = m_default_collisionFlags;
1971
1972 if (m_collidesLand)
1973 m_collisionFlags |= CollisionCategories.Land;
1974 if (m_collidesWater)
1975 m_collisionFlags |= CollisionCategories.Water;
1976 }
1977
1978 if (prim_geom != IntPtr.Zero)
1979 {
1980 if (m_NoColide)
1981 {
1982 d.GeomSetCategoryBits(prim_geom, 0);
1983 if (m_isphysical)
1984 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1985 else
1986 {
1987 d.GeomSetCollideBits(prim_geom, 0);
1988 d.GeomDisable(prim_geom);
1989 }
1990 }
1991 else
1992 {
1993 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1994 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1995 }
1996 }
1997 if (Body != IntPtr.Zero)
1998 {
1999 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2000 d.BodySetForce(Body, 0f, 0f, 0f);
2001 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2002 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2003 }
2004
2005 if (m_isphysical)
2006 {
2007 if (Body != IntPtr.Zero)
2008 {
2009 enableBodySoft();
2010 }
2011 }
2012 }
2013
2014 resetCollisionAccounting();
2015 m_isSelected = m_taintselected;
2016 }//end changeSelectedStatus
2017
2018 public void ResetTaints()
2019 {
2020 m_taintposition = _position;
2021 m_taintrot = _orientation;
2022 m_taintPhysics = m_isphysical;
2023 m_taintselected = m_isSelected;
2024 m_taintsize = _size;
2025 m_taintshape = false;
2026 m_taintforce = false;
2027 m_taintdisable = false;
2028 m_taintVelocity = Vector3.Zero;
2029 }
2030
2031 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2032 {
2033 bool gottrimesh = false;
2034
2035 m_NoColide = false; // assume all will go well
2036
2037 if (_triMeshData != IntPtr.Zero)
2038 {
2039 d.GeomTriMeshDataDestroy(_triMeshData);
2040 _triMeshData = IntPtr.Zero;
2041 }
2042
2043 if (_mesh != null)
2044 {
2045 gottrimesh = setMesh(_parent_scene, _mesh);
2046 if (!gottrimesh)
2047 {
2048 // getting a mesh failed,
2049 // lets go on having a basic box or sphere, with prim size but not coliding
2050 // physical colides with land, non with nothing
2051
2052 m_NoColide = true;
2053 }
2054 }
2055
2056 if (!gottrimesh)
2057 { // we will have a basic box or sphere
2058 IntPtr geo = IntPtr.Zero;
2059
2060 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
2061 && _size.X == _size.Y && _size.X == _size.Z)
2062 {
2063 // its a sphere
2064 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2065 try
2066 {
2067 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
2068 }
2069 catch (Exception e)
2070 {
2071 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2072 geo = IntPtr.Zero;
2073 ode.dunlock(_parent_scene.world);
2074 }
2075 }
2076 else // make it a box
2077 {
2078 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2079 try
2080 {
2081 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
2082 }
2083 catch (Exception e)
2084 {
2085 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2086 geo = IntPtr.Zero;
2087 ode.dunlock(_parent_scene.world);
2088 }
2089 }
2090
2091 if (geo == IntPtr.Zero) // if this happens it must be fixed
2092 {
2093 // if it does lets stop what we can
2094 // not sure this will not flame...
2095
2096 m_taintremove = true;
2097 _parent_scene.AddPhysicsActorTaint(this);
2098 return;
2099 }
2100
2101 SetGeom(geo); // this processes the m_NoColide
2102 }
2103 }
2104
2105 public void changeadd(float timestep)
2106 {
2107 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2108 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2109
2110 if (targetspace == IntPtr.Zero)
2111 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2112
2113 m_targetSpace = targetspace;
2114
2115 if (_mesh == null && m_meshfailed == false)
2116 {
2117 if (_parent_scene.needsMeshing(_pbs))
2118 {
2119 try
2120 {
2121 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true);
2122 }
2123 catch
2124 {
2125 //Don't continuously try to mesh prims when meshing has failed
2126 m_meshfailed = true;
2127 _mesh = null;
2128 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2129 }
2130 }
2131 }
2132
2133 lock (_parent_scene.OdeLock)
2134 {
2135 CreateGeom(m_targetSpace, _mesh);
2136
2137 if (prim_geom != IntPtr.Zero)
2138 {
2139 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2140 d.Quaternion myrot = new d.Quaternion();
2141 myrot.X = _orientation.X;
2142 myrot.Y = _orientation.Y;
2143 myrot.Z = _orientation.Z;
2144 myrot.W = _orientation.W;
2145 d.GeomSetQuaternion(prim_geom, ref myrot);
2146 }
2147
2148 if (m_isphysical && Body == IntPtr.Zero)
2149 {
2150 enableBody();
2151 }
2152 }
2153
2154 changeSelectedStatus();
2155
2156 m_taintadd = false;
2157 }
2158
2159 public void changemove(float timestep)
2160 {
2161 if (m_isphysical)
2162 {
2163 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2164 if (!m_taintremove && !childPrim)
2165 {
2166 if (Body == IntPtr.Zero)
2167 enableBody();
2168 //Prim auto disable after 20 frames,
2169 //if you move it, re-enable the prim manually.
2170 if (_parent != null)
2171 {
2172 if (m_linkJoint != IntPtr.Zero)
2173 {
2174 d.JointDestroy(m_linkJoint);
2175 m_linkJoint = IntPtr.Zero;
2176 }
2177 }
2178 if (Body != IntPtr.Zero)
2179 {
2180 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2181
2182 if (_parent != null)
2183 {
2184 OdePrim odParent = (OdePrim)_parent;
2185 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2186 {
2187 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2188 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2189 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2190 d.JointAttach(m_linkJoint, Body, odParent.Body);
2191 d.JointSetFixed(m_linkJoint);
2192 }
2193 }
2194 d.BodyEnable(Body);
2195 if (m_type != Vehicle.TYPE_NONE)
2196 {
2197 Enable(Body, _parent_scene);
2198 }
2199 }
2200 else
2201 {
2202 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2203 }
2204 }
2205 //else
2206 // {
2207 //m_log.Debug("[BUG]: race!");
2208 //}
2209 }
2210 else
2211 {
2212 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2213 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2214 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2215
2216 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2217 m_targetSpace = tempspace;
2218
2219 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2220 if (prim_geom != IntPtr.Zero)
2221 {
2222 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2223
2224 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2225 d.SpaceAdd(m_targetSpace, prim_geom);
2226 }
2227 }
2228
2229 changeSelectedStatus();
2230
2231 resetCollisionAccounting();
2232 m_taintposition = _position;
2233 }
2234
2235 public void rotate(float timestep)
2236 {
2237 d.Quaternion myrot = new d.Quaternion();
2238 myrot.X = _orientation.X;
2239 myrot.Y = _orientation.Y;
2240 myrot.Z = _orientation.Z;
2241 myrot.W = _orientation.W;
2242 if (Body != IntPtr.Zero)
2243 {
2244 // KF: If this is a root prim do BodySet
2245 d.BodySetQuaternion(Body, ref myrot);
2246 }
2247 else
2248 {
2249 // daughter prim, do Geom set
2250 d.GeomSetQuaternion(prim_geom, ref myrot);
2251 }
2252
2253 resetCollisionAccounting();
2254 m_taintrot = _orientation;
2255 }
2256
2257 private void resetCollisionAccounting()
2258 {
2259 m_collisionscore = 0;
2260 m_interpenetrationcount = 0;
2261 m_disabled = false;
2262 }
2263
2264 public void changedisable(float timestep)
2265 {
2266 m_disabled = true;
2267 if (Body != IntPtr.Zero)
2268 {
2269 d.BodyDisable(Body);
2270 Body = IntPtr.Zero;
2271 }
2272
2273 m_taintdisable = false;
2274 }
2275
2276 public void changePhysicsStatus(float timestep)
2277 {
2278 if (m_isphysical == true)
2279 {
2280 if (Body == IntPtr.Zero)
2281 {
2282 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2283 {
2284 changeshape(2f);
2285 }
2286 else
2287 {
2288 enableBody();
2289 }
2290 }
2291 }
2292 else
2293 {
2294 if (Body != IntPtr.Zero)
2295 {
2296 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2297 {
2298 _mesh = null;
2299 changeadd(2f);
2300 }
2301 if (childPrim)
2302 {
2303 if (_parent != null)
2304 {
2305 OdePrim parent = (OdePrim)_parent;
2306 parent.ChildDelink(this);
2307 }
2308 }
2309 else
2310 {
2311 disableBody();
2312 }
2313 }
2314 }
2315
2316 changeSelectedStatus();
2317
2318 resetCollisionAccounting();
2319 m_taintPhysics = m_isphysical;
2320 }
2321
2322 public void changesize(float timestamp)
2323 {
2324
2325 string oldname = _parent_scene.geom_name_map[prim_geom];
2326
2327 if (_size.X <= 0) _size.X = 0.01f;
2328 if (_size.Y <= 0) _size.Y = 0.01f;
2329 if (_size.Z <= 0) _size.Z = 0.01f;
2330
2331 // Cleanup of old prim geometry
2332 if (_mesh != null)
2333 {
2334 // Cleanup meshing here
2335 }
2336 //kill body to rebuild
2337 if (IsPhysical && Body != IntPtr.Zero)
2338 {
2339 if (childPrim)
2340 {
2341 if (_parent != null)
2342 {
2343 OdePrim parent = (OdePrim)_parent;
2344 parent.ChildDelink(this);
2345 }
2346 }
2347 else
2348 {
2349 disableBody();
2350 }
2351 }
2352 if (d.SpaceQuery(m_targetSpace, prim_geom))
2353 {
2354 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2355 d.SpaceRemove(m_targetSpace, prim_geom);
2356 }
2357 // we don't need to do space calculation because the client sends a position update also.
2358
2359 // Construction of new prim
2360 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2361 {
2362 float meshlod = _parent_scene.meshSculptLOD;
2363
2364 if (IsPhysical)
2365 meshlod = _parent_scene.MeshSculptphysicalLOD;
2366 // Don't need to re-enable body.. it's done in SetMesh
2367
2368 IMesh mesh = null;
2369
2370 try
2371 {
2372 if (_parent_scene.needsMeshing(_pbs))
2373 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2374 }
2375 catch
2376 {
2377 m_meshfailed = true;
2378 mesh = null;
2379 m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2380 }
2381
2382 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2383 CreateGeom(m_targetSpace, mesh);
2384 }
2385 else
2386 {
2387 _mesh = null;
2388 CreateGeom(m_targetSpace, _mesh);
2389 }
2390
2391 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2392 d.Quaternion myrot = new d.Quaternion();
2393 myrot.X = _orientation.X;
2394 myrot.Y = _orientation.Y;
2395 myrot.Z = _orientation.Z;
2396 myrot.W = _orientation.W;
2397 d.GeomSetQuaternion(prim_geom, ref myrot);
2398
2399 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2400 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2401 {
2402 // Re creates body on size.
2403 // EnableBody also does setMass()
2404 enableBody();
2405 d.BodyEnable(Body);
2406 }
2407
2408 _parent_scene.geom_name_map[prim_geom] = oldname;
2409
2410 changeSelectedStatus();
2411 if (childPrim)
2412 {
2413 if (_parent is OdePrim)
2414 {
2415 OdePrim parent = (OdePrim)_parent;
2416 parent.ChildSetGeom(this);
2417 }
2418 }
2419 resetCollisionAccounting();
2420 m_taintsize = _size;
2421 }
2422
2423
2424
2425 public void changefloatonwater(float timestep)
2426 {
2427 m_collidesWater = m_taintCollidesWater;
2428
2429 if (prim_geom != IntPtr.Zero)
2430 {
2431 if (m_collidesWater)
2432 {
2433 m_collisionFlags |= CollisionCategories.Water;
2434 }
2435 else
2436 {
2437 m_collisionFlags &= ~CollisionCategories.Water;
2438 }
2439 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2440 }
2441 }
2442
2443 public void changeshape(float timestamp)
2444 {
2445 string oldname = _parent_scene.geom_name_map[prim_geom];
2446
2447 // Cleanup of old prim geometry and Bodies
2448 if (IsPhysical && Body != IntPtr.Zero)
2449 {
2450 if (childPrim)
2451 {
2452 if (_parent != null)
2453 {
2454 OdePrim parent = (OdePrim)_parent;
2455 parent.ChildDelink(this);
2456 }
2457 }
2458 else
2459 {
2460 disableBody();
2461 }
2462 }
2463
2464
2465 // we don't need to do space calculation because the client sends a position update also.
2466 if (_size.X <= 0) _size.X = 0.01f;
2467 if (_size.Y <= 0) _size.Y = 0.01f;
2468 if (_size.Z <= 0) _size.Z = 0.01f;
2469 // Construction of new prim
2470
2471 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2472 {
2473 // Don't need to re-enable body.. it's done in SetMesh
2474 float meshlod = _parent_scene.meshSculptLOD;
2475 IMesh mesh;
2476
2477 if (IsPhysical)
2478 meshlod = _parent_scene.MeshSculptphysicalLOD;
2479 try
2480 {
2481 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2482 }
2483 catch
2484 {
2485 mesh = null;
2486 m_meshfailed = true;
2487 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2488 }
2489
2490 CreateGeom(m_targetSpace, mesh);
2491
2492 // createmesh returns null when it doesn't mesh.
2493 }
2494 else
2495 {
2496 _mesh = null;
2497 CreateGeom(m_targetSpace, null);
2498 }
2499
2500 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2501 d.Quaternion myrot = new d.Quaternion();
2502 //myrot.W = _orientation.w;
2503 myrot.W = _orientation.W;
2504 myrot.X = _orientation.X;
2505 myrot.Y = _orientation.Y;
2506 myrot.Z = _orientation.Z;
2507 d.GeomSetQuaternion(prim_geom, ref myrot);
2508
2509 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2510 if (IsPhysical && Body == IntPtr.Zero)
2511 {
2512 // Re creates body on size.
2513 // EnableBody also does setMass()
2514 enableBody();
2515 if (Body != IntPtr.Zero)
2516 {
2517 d.BodyEnable(Body);
2518 }
2519 }
2520 _parent_scene.geom_name_map[prim_geom] = oldname;
2521
2522 changeSelectedStatus();
2523 if (childPrim)
2524 {
2525 if (_parent is OdePrim)
2526 {
2527 OdePrim parent = (OdePrim)_parent;
2528 parent.ChildSetGeom(this);
2529 }
2530 }
2531 resetCollisionAccounting();
2532 m_taintshape = false;
2533 }
2534
2535 public void changeAddForce(float timestamp)
2536 {
2537 if (!m_isSelected)
2538 {
2539 lock (m_forcelist)
2540 {
2541 //m_log.Info("[PHYSICS]: dequeing forcelist");
2542 if (IsPhysical)
2543 {
2544 Vector3 iforce = Vector3.Zero;
2545 int i = 0;
2546 try
2547 {
2548 for (i = 0; i < m_forcelist.Count; i++)
2549 {
2550
2551 iforce = iforce + (m_forcelist[i] * 100);
2552 }
2553 }
2554 catch (IndexOutOfRangeException)
2555 {
2556 m_forcelist = new List<Vector3>();
2557 m_collisionscore = 0;
2558 m_interpenetrationcount = 0;
2559 m_taintforce = false;
2560 return;
2561 }
2562 catch (ArgumentOutOfRangeException)
2563 {
2564 m_forcelist = new List<Vector3>();
2565 m_collisionscore = 0;
2566 m_interpenetrationcount = 0;
2567 m_taintforce = false;
2568 return;
2569 }
2570 d.BodyEnable(Body);
2571
2572 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2573 }
2574 m_forcelist.Clear();
2575 }
2576
2577 m_collisionscore = 0;
2578 m_interpenetrationcount = 0;
2579 }
2580
2581 m_taintforce = false;
2582
2583 }
2584
2585
2586
2587 public void changeSetTorque(float timestamp)
2588 {
2589 if (!m_isSelected)
2590 {
2591 if (IsPhysical && Body != IntPtr.Zero)
2592 {
2593 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2594 }
2595 }
2596
2597 m_taintTorque = Vector3.Zero;
2598 }
2599
2600 public void changeAddAngularForce(float timestamp)
2601 {
2602 if (!m_isSelected)
2603 {
2604 lock (m_angularforcelist)
2605 {
2606 //m_log.Info("[PHYSICS]: dequeing forcelist");
2607 if (IsPhysical)
2608 {
2609 Vector3 iforce = Vector3.Zero;
2610 for (int i = 0; i < m_angularforcelist.Count; i++)
2611 {
2612 iforce = iforce + (m_angularforcelist[i] * 100);
2613 }
2614 d.BodyEnable(Body);
2615 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2616
2617 }
2618 m_angularforcelist.Clear();
2619 }
2620
2621 m_collisionscore = 0;
2622 m_interpenetrationcount = 0;
2623 }
2624
2625 m_taintaddangularforce = false;
2626 }
2627
2628 private void changevelocity(float timestep)
2629 {
2630 if (!m_isSelected)
2631 {
2632 Thread.Sleep(20);
2633 if (IsPhysical)
2634 {
2635 if (Body != IntPtr.Zero)
2636 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2637 }
2638
2639 //resetCollisionAccounting();
2640 }
2641 m_taintVelocity = Vector3.Zero;
2642 }
2643
2644 public void UpdatePositionAndVelocity()
2645 {
2646 return; // moved to the Move () method
2647 }
2648
2649 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2650 {
2651 obj.I.M00 = pMat[0, 0];
2652 obj.I.M01 = pMat[0, 1];
2653 obj.I.M02 = pMat[0, 2];
2654 obj.I.M10 = pMat[1, 0];
2655 obj.I.M11 = pMat[1, 1];
2656 obj.I.M12 = pMat[1, 2];
2657 obj.I.M20 = pMat[2, 0];
2658 obj.I.M21 = pMat[2, 1];
2659 obj.I.M22 = pMat[2, 2];
2660 return obj;
2661 }
2662
2663 public override void SubscribeEvents(int ms)
2664 {
2665 m_eventsubscription = ms;
2666 _parent_scene.addCollisionEventReporting(this);
2667 }
2668
2669 public override void UnSubscribeEvents()
2670 {
2671 _parent_scene.remCollisionEventReporting(this);
2672 m_eventsubscription = 0;
2673 }
2674
2675 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2676 {
2677 if (CollisionEventsThisFrame == null)
2678 CollisionEventsThisFrame = new CollisionEventUpdate();
2679 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2680 }
2681
2682 public void SendCollisions()
2683 {
2684 if (CollisionEventsThisFrame == null)
2685 return;
2686
2687 base.SendCollisionUpdate(CollisionEventsThisFrame);
2688
2689 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2690 CollisionEventsThisFrame = null;
2691 else
2692 CollisionEventsThisFrame = new CollisionEventUpdate();
2693 }
2694
2695 public override bool SubscribedEvents()
2696 {
2697 if (m_eventsubscription > 0)
2698 return true;
2699 return false;
2700 }
2701
2702 public static Matrix4 Inverse(Matrix4 pMat)
2703 {
2704 if (determinant3x3(pMat) == 0)
2705 {
2706 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2707 }
2708
2709
2710
2711 return (Adjoint(pMat) / determinant3x3(pMat));
2712 }
2713
2714 public static Matrix4 Adjoint(Matrix4 pMat)
2715 {
2716 Matrix4 adjointMatrix = new Matrix4();
2717 for (int i = 0; i < 4; i++)
2718 {
2719 for (int j = 0; j < 4; j++)
2720 {
2721 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2722 }
2723 }
2724
2725 adjointMatrix = Transpose(adjointMatrix);
2726 return adjointMatrix;
2727 }
2728
2729 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2730 {
2731 Matrix4 minor = new Matrix4();
2732 int m = 0, n = 0;
2733 for (int i = 0; i < 4; i++)
2734 {
2735 if (i == iRow)
2736 continue;
2737 n = 0;
2738 for (int j = 0; j < 4; j++)
2739 {
2740 if (j == iCol)
2741 continue;
2742 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
2743 n++;
2744 }
2745 m++;
2746 }
2747 return minor;
2748 }
2749
2750 public static Matrix4 Transpose(Matrix4 pMat)
2751 {
2752 Matrix4 transposeMatrix = new Matrix4();
2753 for (int i = 0; i < 4; i++)
2754 for (int j = 0; j < 4; j++)
2755 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2756 return transposeMatrix;
2757 }
2758
2759 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2760 {
2761 switch (r)
2762 {
2763 case 0:
2764 switch (c)
2765 {
2766 case 0:
2767 pMat.M11 = val;
2768 break;
2769 case 1:
2770 pMat.M12 = val;
2771 break;
2772 case 2:
2773 pMat.M13 = val;
2774 break;
2775 case 3:
2776 pMat.M14 = val;
2777 break;
2778 }
2779
2780 break;
2781 case 1:
2782 switch (c)
2783 {
2784 case 0:
2785 pMat.M21 = val;
2786 break;
2787 case 1:
2788 pMat.M22 = val;
2789 break;
2790 case 2:
2791 pMat.M23 = val;
2792 break;
2793 case 3:
2794 pMat.M24 = val;
2795 break;
2796 }
2797
2798 break;
2799 case 2:
2800 switch (c)
2801 {
2802 case 0:
2803 pMat.M31 = val;
2804 break;
2805 case 1:
2806 pMat.M32 = val;
2807 break;
2808 case 2:
2809 pMat.M33 = val;
2810 break;
2811 case 3:
2812 pMat.M34 = val;
2813 break;
2814 }
2815
2816 break;
2817 case 3:
2818 switch (c)
2819 {
2820 case 0:
2821 pMat.M41 = val;
2822 break;
2823 case 1:
2824 pMat.M42 = val;
2825 break;
2826 case 2:
2827 pMat.M43 = val;
2828 break;
2829 case 3:
2830 pMat.M44 = val;
2831 break;
2832 }
2833
2834 break;
2835 }
2836 }
2837 private static float determinant3x3(Matrix4 pMat)
2838 {
2839 float det = 0;
2840 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
2841 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
2842 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
2843 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
2844 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
2845 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
2846
2847 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2848 return det;
2849
2850 }
2851
2852 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2853 {
2854 dst.c.W = src.c.W;
2855 dst.c.X = src.c.X;
2856 dst.c.Y = src.c.Y;
2857 dst.c.Z = src.c.Z;
2858 dst.mass = src.mass;
2859 dst.I.M00 = src.I.M00;
2860 dst.I.M01 = src.I.M01;
2861 dst.I.M02 = src.I.M02;
2862 dst.I.M10 = src.I.M10;
2863 dst.I.M11 = src.I.M11;
2864 dst.I.M12 = src.I.M12;
2865 dst.I.M20 = src.I.M20;
2866 dst.I.M21 = src.I.M21;
2867 dst.I.M22 = src.I.M22;
2868 }
2869
2870 public override void SetMaterial(int pMaterial)
2871 {
2872 m_material = pMaterial;
2873 }
2874
2875 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2876 {
2877 switch (pParam)
2878 {
2879 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2880 if (pValue < 0.01f) pValue = 0.01f;
2881 // m_angularDeflectionEfficiency = pValue;
2882 break;
2883 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2884 if (pValue < 0.1f) pValue = 0.1f;
2885 // m_angularDeflectionTimescale = pValue;
2886 break;
2887 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2888 if (pValue < 0.3f) pValue = 0.3f;
2889 m_angularMotorDecayTimescale = pValue;
2890 break;
2891 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2892 if (pValue < 0.3f) pValue = 0.3f;
2893 m_angularMotorTimescale = pValue;
2894 break;
2895 case Vehicle.BANKING_EFFICIENCY:
2896 if (pValue < 0.01f) pValue = 0.01f;
2897 // m_bankingEfficiency = pValue;
2898 break;
2899 case Vehicle.BANKING_MIX:
2900 if (pValue < 0.01f) pValue = 0.01f;
2901 // m_bankingMix = pValue;
2902 break;
2903 case Vehicle.BANKING_TIMESCALE:
2904 if (pValue < 0.01f) pValue = 0.01f;
2905 // m_bankingTimescale = pValue;
2906 break;
2907 case Vehicle.BUOYANCY:
2908 if (pValue < -1f) pValue = -1f;
2909 if (pValue > 1f) pValue = 1f;
2910 m_VehicleBuoyancy = pValue;
2911 break;
2912 // case Vehicle.HOVER_EFFICIENCY:
2913 // if (pValue < 0f) pValue = 0f;
2914 // if (pValue > 1f) pValue = 1f;
2915 // m_VhoverEfficiency = pValue;
2916 // break;
2917 case Vehicle.HOVER_HEIGHT:
2918 m_VhoverHeight = pValue;
2919 break;
2920 case Vehicle.HOVER_TIMESCALE:
2921 if (pValue < 0.1f) pValue = 0.1f;
2922 m_VhoverTimescale = pValue;
2923 break;
2924 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2925 if (pValue < 0.01f) pValue = 0.01f;
2926 // m_linearDeflectionEfficiency = pValue;
2927 break;
2928 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2929 if (pValue < 0.01f) pValue = 0.01f;
2930 // m_linearDeflectionTimescale = pValue;
2931 break;
2932 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2933 if (pValue < 0.3f) pValue = 0.3f;
2934 m_linearMotorDecayTimescale = pValue;
2935 break;
2936 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2937 if (pValue < 0.1f) pValue = 0.1f;
2938 m_linearMotorTimescale = pValue;
2939 break;
2940 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2941 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2942 if (pValue > 1.0f) pValue = 1.0f;
2943 m_verticalAttractionEfficiency = pValue;
2944 break;
2945 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2946 if (pValue < 0.1f) pValue = 0.1f;
2947 m_verticalAttractionTimescale = pValue;
2948 break;
2949
2950 // These are vector properties but the engine lets you use a single float value to
2951 // set all of the components to the same value
2952 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2953 if (pValue > 30f) pValue = 30f;
2954 if (pValue < 0.1f) pValue = 0.1f;
2955 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2956 break;
2957 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2958 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2959 UpdateAngDecay();
2960 break;
2961 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2962 if (pValue < 0.1f) pValue = 0.1f;
2963 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2964 break;
2965 case Vehicle.LINEAR_MOTOR_DIRECTION:
2966 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2967 UpdateLinDecay();
2968 break;
2969 case Vehicle.LINEAR_MOTOR_OFFSET:
2970 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2971 break;
2972
2973 }
2974
2975 }//end ProcessFloatVehicleParam
2976
2977 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2978 {
2979 switch (pParam)
2980 {
2981 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2982 if (pValue.X > 30f) pValue.X = 30f;
2983 if (pValue.X < 0.1f) pValue.X = 0.1f;
2984 if (pValue.Y > 30f) pValue.Y = 30f;
2985 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2986 if (pValue.Z > 30f) pValue.Z = 30f;
2987 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2988 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2989 break;
2990 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2991 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2992 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2993 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2994 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
2995 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2996 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
2997 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2998 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
2999 UpdateAngDecay();
3000 break;
3001 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3002 if (pValue.X < 0.1f) pValue.X = 0.1f;
3003 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3004 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3005 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3006 break;
3007 case Vehicle.LINEAR_MOTOR_DIRECTION:
3008 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3009 UpdateLinDecay();
3010 break;
3011 case Vehicle.LINEAR_MOTOR_OFFSET:
3012 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3013 break;
3014 }
3015
3016 }//end ProcessVectorVehicleParam
3017
3018 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3019 {
3020 switch (pParam)
3021 {
3022 case Vehicle.REFERENCE_FRAME:
3023 // m_referenceFrame = pValue;
3024 break;
3025 }
3026
3027 }//end ProcessRotationVehicleParam
3028
3029 internal void ProcessVehicleFlags(int pParam, bool remove)
3030 {
3031 if (remove)
3032 {
3033 m_flags &= ~((VehicleFlag)pParam);
3034 }
3035 else
3036 {
3037 m_flags |= (VehicleFlag)pParam;
3038 }
3039 }
3040
3041 internal void ProcessTypeChange(Vehicle pType)
3042 {
3043 // Set Defaults For Type
3044 m_type = pType;
3045 switch (pType)
3046 {
3047 case Vehicle.TYPE_SLED:
3048 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3049 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3050 // m_lLinMotorVel = Vector3.Zero;
3051 m_linearMotorTimescale = 1000;
3052 m_linearMotorDecayTimescale = 120;
3053 m_angularMotorDirection = Vector3.Zero;
3054 m_angularMotorDVel = Vector3.Zero;
3055 m_angularMotorTimescale = 1000;
3056 m_angularMotorDecayTimescale = 120;
3057 m_VhoverHeight = 0;
3058 // m_VhoverEfficiency = 1;
3059 m_VhoverTimescale = 10;
3060 m_VehicleBuoyancy = 0;
3061 // m_linearDeflectionEfficiency = 1;
3062 // m_linearDeflectionTimescale = 1;
3063 // m_angularDeflectionEfficiency = 1;
3064 // m_angularDeflectionTimescale = 1000;
3065 // m_bankingEfficiency = 0;
3066 // m_bankingMix = 1;
3067 // m_bankingTimescale = 10;
3068 // m_referenceFrame = Quaternion.Identity;
3069 m_flags &=
3070 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3071 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3072 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3073 break;
3074 case Vehicle.TYPE_CAR:
3075 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3076 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3077 // m_lLinMotorVel = Vector3.Zero;
3078 m_linearMotorTimescale = 1;
3079 m_linearMotorDecayTimescale = 60;
3080 m_angularMotorDirection = Vector3.Zero;
3081 m_angularMotorDVel = Vector3.Zero;
3082 m_angularMotorTimescale = 1;
3083 m_angularMotorDecayTimescale = 0.8f;
3084 m_VhoverHeight = 0;
3085 // m_VhoverEfficiency = 0;
3086 m_VhoverTimescale = 1000;
3087 m_VehicleBuoyancy = 0;
3088 // // m_linearDeflectionEfficiency = 1;
3089 // // m_linearDeflectionTimescale = 2;
3090 // // m_angularDeflectionEfficiency = 0;
3091 // m_angularDeflectionTimescale = 10;
3092 m_verticalAttractionEfficiency = 1f;
3093 m_verticalAttractionTimescale = 10f;
3094 // m_bankingEfficiency = -0.2f;
3095 // m_bankingMix = 1;
3096 // m_bankingTimescale = 1;
3097 // m_referenceFrame = Quaternion.Identity;
3098 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3099 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3100 VehicleFlag.LIMIT_MOTOR_UP);
3101 break;
3102 case Vehicle.TYPE_BOAT:
3103 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3104 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3105 // m_lLinMotorVel = Vector3.Zero;
3106 m_linearMotorTimescale = 5;
3107 m_linearMotorDecayTimescale = 60;
3108 m_angularMotorDirection = Vector3.Zero;
3109 m_angularMotorDVel = Vector3.Zero;
3110 m_angularMotorTimescale = 4;
3111 m_angularMotorDecayTimescale = 4;
3112 m_VhoverHeight = 0;
3113 // m_VhoverEfficiency = 0.5f;
3114 m_VhoverTimescale = 2;
3115 m_VehicleBuoyancy = 1;
3116 // m_linearDeflectionEfficiency = 0.5f;
3117 // m_linearDeflectionTimescale = 3;
3118 // m_angularDeflectionEfficiency = 0.5f;
3119 // m_angularDeflectionTimescale = 5;
3120 m_verticalAttractionEfficiency = 0.5f;
3121 m_verticalAttractionTimescale = 5f;
3122 // m_bankingEfficiency = -0.3f;
3123 // m_bankingMix = 0.8f;
3124 // m_bankingTimescale = 1;
3125 // m_referenceFrame = Quaternion.Identity;
3126 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3127 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3128 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3129 VehicleFlag.LIMIT_MOTOR_UP);
3130 break;
3131 case Vehicle.TYPE_AIRPLANE:
3132 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3133 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3134 // m_lLinMotorVel = Vector3.Zero;
3135 m_linearMotorTimescale = 2;
3136 m_linearMotorDecayTimescale = 60;
3137 m_angularMotorDirection = Vector3.Zero;
3138 m_angularMotorDVel = Vector3.Zero;
3139 m_angularMotorTimescale = 4;
3140 m_angularMotorDecayTimescale = 4;
3141 m_VhoverHeight = 0;
3142 // m_VhoverEfficiency = 0.5f;
3143 m_VhoverTimescale = 1000;
3144 m_VehicleBuoyancy = 0;
3145 // m_linearDeflectionEfficiency = 0.5f;
3146 // m_linearDeflectionTimescale = 3;
3147 // m_angularDeflectionEfficiency = 1;
3148 // m_angularDeflectionTimescale = 2;
3149 m_verticalAttractionEfficiency = 0.9f;
3150 m_verticalAttractionTimescale = 2f;
3151 // m_bankingEfficiency = 1;
3152 // m_bankingMix = 0.7f;
3153 // m_bankingTimescale = 2;
3154 // m_referenceFrame = Quaternion.Identity;
3155 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3156 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3157 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3158 break;
3159 case Vehicle.TYPE_BALLOON:
3160 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3161 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3162 m_linearMotorTimescale = 5;
3163 m_linearMotorDecayTimescale = 60;
3164 m_angularMotorDirection = Vector3.Zero;
3165 m_angularMotorDVel = Vector3.Zero;
3166 m_angularMotorTimescale = 6;
3167 m_angularMotorDecayTimescale = 10;
3168 m_VhoverHeight = 5;
3169 // m_VhoverEfficiency = 0.8f;
3170 m_VhoverTimescale = 10;
3171 m_VehicleBuoyancy = 1;
3172 // m_linearDeflectionEfficiency = 0;
3173 // m_linearDeflectionTimescale = 5;
3174 // m_angularDeflectionEfficiency = 0;
3175 // m_angularDeflectionTimescale = 5;
3176 m_verticalAttractionEfficiency = 1f;
3177 m_verticalAttractionTimescale = 100f;
3178 // m_bankingEfficiency = 0;
3179 // m_bankingMix = 0.7f;
3180 // m_bankingTimescale = 5;
3181 // m_referenceFrame = Quaternion.Identity;
3182 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3183 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3184 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3185 break;
3186
3187 }
3188 }//end SetDefaultsForType
3189
3190 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3191 {
3192 if (m_type == Vehicle.TYPE_NONE)
3193 return;
3194
3195 m_body = pBody;
3196 }
3197
3198
3199 internal void Halt()
3200 { // Kill all motions, when non-physical
3201 // m_linearMotorDirection = Vector3.Zero;
3202 m_lLinMotorDVel = Vector3.Zero;
3203 m_lLinObjectVel = Vector3.Zero;
3204 m_wLinObjectVel = Vector3.Zero;
3205 m_angularMotorDirection = Vector3.Zero;
3206 m_lastAngularVelocity = Vector3.Zero;
3207 m_angularMotorDVel = Vector3.Zero;
3208 _acceleration = Vector3.Zero;
3209 }
3210
3211 private void UpdateLinDecay()
3212 {
3213 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3214 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3215 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3216 } // else let the motor decay on its own
3217
3218 private void UpdateAngDecay()
3219 {
3220 m_angularMotorDVel.X = m_angularMotorDirection.X;
3221 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3222 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3223 } // else let the motor decay on its own
3224
3225 public void Move(float timestep)
3226 {
3227 float fx = 0;
3228 float fy = 0;
3229 float fz = 0;
3230 Vector3 linvel; // velocity applied, including any reversal
3231
3232 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3233 // This is a temp patch until proper region crossing is developed.
3234
3235
3236 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3237 {
3238 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3239 bool lastZeroFlag = _zeroFlag; // was it stopped
3240
3241 d.Vector3 vec = d.BodyGetPosition(Body);
3242 Vector3 l_position = Vector3.Zero;
3243 l_position.X = vec.X;
3244 l_position.Y = vec.Y;
3245 l_position.Z = vec.Z;
3246 m_lastposition = _position;
3247 _position = l_position;
3248
3249 d.Quaternion ori = d.BodyGetQuaternion(Body);
3250 // Quaternion l_orientation = Quaternion.Identity;
3251 _orientation.X = ori.X;
3252 _orientation.Y = ori.Y;
3253 _orientation.Z = ori.Z;
3254 _orientation.W = ori.W;
3255 m_lastorientation = _orientation;
3256
3257 d.Vector3 vel = d.BodyGetLinearVel(Body);
3258 m_lastVelocity = _velocity;
3259 _velocity.X = vel.X;
3260 _velocity.Y = vel.Y;
3261 _velocity.Z = vel.Z;
3262 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3263
3264 d.Vector3 torque = d.BodyGetTorque(Body);
3265 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3266
3267
3268 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3269 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3270 )
3271 {
3272 // we are outside current region
3273 // clip position to a stop just outside region and stop it only internally
3274 // do it only once using m_crossingfailures as control
3275 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3276 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3277 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3278 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3279 d.BodySetLinearVel(Body, 0, 0, 0);
3280 m_outofBounds = true;
3281 base.RequestPhysicsterseUpdate();
3282 return;
3283 }
3284
3285 base.RequestPhysicsterseUpdate();
3286
3287 if (l_position.Z < 0)
3288 {
3289 // This is so prim that get lost underground don't fall forever and suck up
3290 //
3291 // Sim resources and memory.
3292 // Disables the prim's movement physics....
3293 // It's a hack and will generate a console message if it fails.
3294
3295 //IsPhysical = false;
3296 if (_parent == null) base.RaiseOutOfBounds(_position);
3297
3298
3299 _acceleration.X = 0; // This stuff may stop client display but it has no
3300 _acceleration.Y = 0; // effect on the object in phys engine!
3301 _acceleration.Z = 0;
3302
3303 _velocity.X = 0;
3304 _velocity.Y = 0;
3305 _velocity.Z = 0;
3306 m_lastVelocity = Vector3.Zero;
3307 m_rotationalVelocity.X = 0;
3308 m_rotationalVelocity.Y = 0;
3309 m_rotationalVelocity.Z = 0;
3310
3311 if (_parent == null) base.RequestPhysicsterseUpdate();
3312
3313 m_throttleUpdates = false;
3314 throttleCounter = 0;
3315 _zeroFlag = true;
3316 //outofBounds = true;
3317 } // end neg Z check
3318
3319 // Is it moving?
3320 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3321 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3322 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3323 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3324 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3325 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3326 {
3327 _zeroFlag = true;
3328 m_throttleUpdates = false;
3329 }
3330 else
3331 {
3332 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3333 _zeroFlag = false;
3334 m_lastUpdateSent = false;
3335 //m_throttleUpdates = false;
3336 }
3337
3338 if (_zeroFlag)
3339 { // Its stopped
3340 _velocity.X = 0.0f;
3341 _velocity.Y = 0.0f;
3342 // _velocity.Z = 0.0f;
3343
3344 _acceleration.X = 0;
3345 _acceleration.Y = 0;
3346 // _acceleration.Z = 0;
3347
3348 m_rotationalVelocity.X = 0;
3349 m_rotationalVelocity.Y = 0;
3350 m_rotationalVelocity.Z = 0;
3351 // Stop it in the phys engine
3352 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3353 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3354 d.BodySetForce(Body, 0f, 0f, 0f);
3355
3356 if (!m_lastUpdateSent)
3357 {
3358 m_throttleUpdates = false;
3359 throttleCounter = 0;
3360 if (_parent == null)
3361 {
3362 base.RequestPhysicsterseUpdate();
3363 }
3364
3365 m_lastUpdateSent = true;
3366 }
3367 }
3368 else
3369 { // Its moving
3370 if (lastZeroFlag != _zeroFlag)
3371 {
3372 if (_parent == null)
3373 {
3374 base.RequestPhysicsterseUpdate();
3375 }
3376 }
3377 m_lastUpdateSent = false;
3378 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3379 {
3380 if (_parent == null)
3381 {
3382 base.RequestPhysicsterseUpdate();
3383 }
3384 }
3385 else
3386 {
3387 throttleCounter++;
3388 }
3389 }
3390 m_lastposition = l_position;
3391
3392 /// End UpdatePositionAndVelocity insert
3393
3394
3395 // Rotation lock =====================================
3396 if (m_rotateEnableUpdate)
3397 {
3398 // Snapshot current angles, set up Amotor(s)
3399 m_rotateEnableUpdate = false;
3400 m_rotateEnable = m_rotateEnableRequest;
3401 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3402
3403 if (Amotor != IntPtr.Zero)
3404 {
3405 d.JointDestroy(Amotor);
3406 Amotor = IntPtr.Zero;
3407 //Console.WriteLine("Old Amotor Destroyed");
3408 }
3409
3410 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3411 { // not all are enabled
3412 d.Quaternion r = d.BodyGetQuaternion(Body);
3413 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3414 // extract the axes vectors
3415 Vector3 vX = new Vector3(1f, 0f, 0f);
3416 Vector3 vY = new Vector3(0f, 1f, 0f);
3417 Vector3 vZ = new Vector3(0f, 0f, 1f);
3418 vX = vX * locrot;
3419 vY = vY * locrot;
3420 vZ = vZ * locrot;
3421 // snapshot the current angle vectors
3422 m_lockX = vX;
3423 m_lockY = vY;
3424 m_lockZ = vZ;
3425 // m_lockRot = locrot;
3426 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3427 d.JointAttach(Amotor, Body, IntPtr.Zero);
3428 d.JointSetAMotorMode(Amotor, 0); // User mode??
3429 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3430
3431 float axisnum = 3; // how many to lock
3432 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3433 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3434 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3435
3436 int i = 0;
3437
3438 if (m_rotateEnable.X == 0)
3439 {
3440 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3441 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3442 i++;
3443 }
3444
3445 if (m_rotateEnable.Y == 0)
3446 {
3447 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3448 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3449 i++;
3450 }
3451
3452 if (m_rotateEnable.Z == 0)
3453 {
3454 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3455 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3456 i++;
3457 }
3458
3459 // These lowstops and high stops are effectively (no wiggle room)
3460 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3461 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3462 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3463 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3464 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3465 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3466 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3467 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3468 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3469 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3470 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3471 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3472 } // else none are locked
3473 } // end Rotation Update
3474
3475
3476 // VEHICLE processing ==========================================
3477 if (m_type != Vehicle.TYPE_NONE)
3478 {
3479 // get body attitude
3480 d.Quaternion rot = d.BodyGetQuaternion(Body);
3481 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3482 Quaternion irotq = Quaternion.Inverse(rotq);
3483
3484 // VEHICLE Linear Motion
3485 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3486 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3487 m_lLinObjectVel = vel_now * irotq;
3488 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3489 {
3490 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3491 {
3492 float decayfactor = m_linearMotorDecayTimescale / timestep;
3493 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3494 m_lLinMotorDVel -= decayAmount;
3495 }
3496 else
3497 {
3498 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3499 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3500 m_lLinMotorDVel -= decel;
3501 }
3502 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3503 {
3504 m_lLinMotorDVel = Vector3.Zero;
3505 }
3506
3507 /* else
3508 {
3509 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3510 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3511 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3512 } */
3513 } // end linear motor decay
3514
3515 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3516 {
3517 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3518 if (m_linearMotorTimescale < 300.0f)
3519 {
3520 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3521 float linfactor = m_linearMotorTimescale / timestep;
3522 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3523 m_lLinObjectVel += attackAmount;
3524 }
3525 if (m_linearFrictionTimescale.X < 300.0f)
3526 {
3527 float fricfactor = m_linearFrictionTimescale.X / timestep;
3528 float fricX = m_lLinObjectVel.X / fricfactor;
3529 m_lLinObjectVel.X -= fricX;
3530 }
3531 if (m_linearFrictionTimescale.Y < 300.0f)
3532 {
3533 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3534 float fricY = m_lLinObjectVel.Y / fricfactor;
3535 m_lLinObjectVel.Y -= fricY;
3536 }
3537 if (m_linearFrictionTimescale.Z < 300.0f)
3538 {
3539 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3540 float fricZ = m_lLinObjectVel.Z / fricfactor;
3541 m_lLinObjectVel.Z -= fricZ;
3542 }
3543 }
3544 m_wLinObjectVel = m_lLinObjectVel * rotq;
3545
3546 // Gravity and Buoyancy
3547 Vector3 grav = Vector3.Zero;
3548 if (m_VehicleBuoyancy < 1.0f)
3549 {
3550 // There is some gravity, make a gravity force vector
3551 // that is applied after object velocity.
3552 d.Mass objMass;
3553 d.BodyGetMass(Body, out objMass);
3554 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3555 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3556 } // else its 1.0, no gravity.
3557
3558 // Hovering
3559 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3560 {
3561 // We should hover, get the target height
3562 d.Vector3 pos = d.BodyGetPosition(Body);
3563 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3564 {
3565 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3566 }
3567 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3568 {
3569 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3570 }
3571 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3572 {
3573 m_VhoverTargetHeight = m_VhoverHeight;
3574 }
3575
3576 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3577 {
3578 // If body is aready heigher, use its height as target height
3579 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3580 }
3581
3582 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3583 // m_VhoverTimescale = 0f; // time to acheive height
3584 // timestep is time since last frame,in secs
3585 float herr0 = pos.Z - m_VhoverTargetHeight;
3586 // Replace Vertical speed with correction figure if significant
3587 if (Math.Abs(herr0) > 0.01f)
3588 {
3589 //? d.Mass objMass;
3590 //? d.BodyGetMass(Body, out objMass);
3591 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3592 //KF: m_VhoverEfficiency is not yet implemented
3593 }
3594 else
3595 {
3596 m_wLinObjectVel.Z = 0f;
3597 }
3598 }
3599 else
3600 { // not hovering
3601 if (m_wLinObjectVel.Z == 0f)
3602 { // Gravity rules
3603 m_wLinObjectVel.Z = vel_now.Z;
3604 } // else the motor has it
3605 }
3606 linvel = m_wLinObjectVel;
3607
3608 // Vehicle Linear Motion done =======================================
3609 // Apply velocity
3610 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3611 // apply gravity force
3612 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3613 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3614 // end MoveLinear()
3615
3616
3617 // MoveAngular
3618 /*
3619 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3620
3621 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3622 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3623 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3624
3625 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3626 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3627 */
3628 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3629
3630 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3631 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3632 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3633
3634 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3635
3636 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3637 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3638 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3639 // Decay Angular Motor 2.
3640 if (m_angularMotorDecayTimescale < 300.0f)
3641 {
3642 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3643 {
3644 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3645 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3646 m_angularMotorDVel -= decayAmount;
3647 }
3648 else
3649 {
3650 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3651 m_angularMotorDVel -= decel;
3652 }
3653
3654 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3655 {
3656 m_angularMotorDVel = Vector3.Zero;
3657 }
3658 else
3659 {
3660 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3661 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3662 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3663 }
3664 } // end decay angular motor
3665 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3666
3667 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3668
3669 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3670 { // if motor or object have motion
3671 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3672
3673 if (m_angularMotorTimescale < 300.0f)
3674 {
3675 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3676 float angfactor = m_angularMotorTimescale / timestep;
3677 Vector3 attackAmount = (attack_error / angfactor);
3678 angObjectVel += attackAmount;
3679 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3680 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3681 }
3682
3683 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3684 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3685 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3686 } // else no signif. motion
3687
3688 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3689 // Bank section tba
3690 // Deflection section tba
3691 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3692
3693
3694 /* // Rotation Axis Disables:
3695 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3696 {
3697 if (m_angularEnable.X == 0)
3698 angObjectVel.X = 0f;
3699 if (m_angularEnable.Y == 0)
3700 angObjectVel.Y = 0f;
3701 if (m_angularEnable.Z == 0)
3702 angObjectVel.Z = 0f;
3703 }
3704 */
3705 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3706
3707 // Vertical attractor section
3708 Vector3 vertattr = Vector3.Zero;
3709
3710 if (m_verticalAttractionTimescale < 300)
3711 {
3712 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3713 // make a vector pointing up
3714 Vector3 verterr = Vector3.Zero;
3715 verterr.Z = 1.0f;
3716 // rotate it to Body Angle
3717 verterr = verterr * rotq;
3718 // 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.
3719 // 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
3720 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3721
3722 if (verterr.Z < 0.0f)
3723 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3724 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3725 //Console.WriteLine("InvertFlip");
3726 verterr.X = 2.0f - verterr.X;
3727 verterr.Y = 2.0f - verterr.Y;
3728 }
3729 verterr *= 0.5f;
3730 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3731 Vector3 xyav = angObjectVel;
3732 xyav.Z = 0.0f;
3733 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3734 {
3735 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3736 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3737 vertattr.X = verterr.Y;
3738 vertattr.Y = -verterr.X;
3739 vertattr.Z = 0f;
3740 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3741
3742 // scaling appears better usingsquare-law
3743 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3744 float bounce = 1.0f - damped;
3745 // 0 = crit damp, 1 = bouncy
3746 float oavz = angObjectVel.Z; // retain z velocity
3747 // time-scaled correction, which sums, therefore is bouncy:
3748 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3749 // damped, good @ < 90:
3750 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3751 angObjectVel.Z = oavz;
3752 //if(frcount == 0) Console.WriteLine("VA+");
3753 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3754 }
3755 else
3756 {
3757 // else error is very small
3758 angObjectVel.X = 0f;
3759 angObjectVel.Y = 0f;
3760 //if(frcount == 0) Console.WriteLine("VA0");
3761 }
3762 } // else vertical attractor is off
3763 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3764
3765
3766 m_lastAngularVelocity = angObjectVel;
3767 // apply Angular Velocity to body
3768 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3769 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3770
3771 } // end VEHICLES
3772 else
3773 {
3774 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3775
3776 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3777
3778 /// Dynamics Buoyancy
3779 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3780 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3781 // NB Prims in ODE are no subject to global gravity
3782 // This should only affect gravity operations
3783
3784 float m_mass = CalculateMass();
3785 // calculate z-force due togravity on object.
3786 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3787 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3788 {
3789 fz = 0; // llMoveToTarget ignores gravity.
3790 // it also ignores mass of object, and any physical resting on it.
3791 // Vector3 m_PIDTarget is where we are going
3792 // float m_PIDTau is time to get there
3793 fx = 0;
3794 fy = 0;
3795 d.Vector3 pos = d.BodyGetPosition(Body);
3796 Vector3 error = new Vector3(
3797 (m_PIDTarget.X - pos.X),
3798 (m_PIDTarget.Y - pos.Y),
3799 (m_PIDTarget.Z - pos.Z));
3800 if (error.ApproxEquals(Vector3.Zero, 0.01f))
3801 { // Very close, Jump there and quit move
3802
3803 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3804 _target_velocity = Vector3.Zero;
3805 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3806 d.BodySetForce(Body, 0f, 0f, 0f);
3807 }
3808 else
3809 {
3810 float scale = 50.0f * timestep / m_PIDTau;
3811 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
3812 {
3813 // Nearby, quit update of velocity
3814 }
3815 else
3816 { // Far, calc damped velocity
3817 _target_velocity = error * scale;
3818 }
3819 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3820 }
3821 } // end PID MoveToTarget
3822
3823
3824 /// Dynamics Hover ===================================================================================
3825 // Hover PID Controller can only run if the PIDcontroller is not in use.
3826 if (m_useHoverPID && !m_usePID)
3827 {
3828 //Console.WriteLine("Hover " + m_primName);
3829
3830 // If we're using the PID controller, then we have no gravity
3831 fz = (-1 * _parent_scene.gravityz) * m_mass;
3832
3833 // no lock; for now it's only called from within Simulate()
3834
3835 // If the PID Controller isn't active then we set our force
3836 // calculating base velocity to the current position
3837
3838 if ((m_PIDTau < 1))
3839 {
3840 PID_G = PID_G / m_PIDTau;
3841 }
3842
3843 if ((PID_G - m_PIDTau) <= 0)
3844 {
3845 PID_G = m_PIDTau + 1;
3846 }
3847
3848
3849 // Where are we, and where are we headed?
3850 d.Vector3 pos = d.BodyGetPosition(Body);
3851 // d.Vector3 vel = d.BodyGetLinearVel(Body);
3852
3853
3854 // Non-Vehicles have a limited set of Hover options.
3855 // determine what our target height really is based on HoverType
3856 switch (m_PIDHoverType)
3857 {
3858 case PIDHoverType.Ground:
3859 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3860 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3861 break;
3862 case PIDHoverType.GroundAndWater:
3863 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3864 m_waterHeight = _parent_scene.GetWaterLevel();
3865 if (m_groundHeight > m_waterHeight)
3866 {
3867 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3868 }
3869 else
3870 {
3871 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3872 }
3873 break;
3874
3875 } // end switch (m_PIDHoverType)
3876
3877
3878 _target_velocity =
3879 new Vector3(0.0f, 0.0f,
3880 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3881 );
3882
3883 // if velocity is zero, use position control; otherwise, velocity control
3884
3885 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3886 {
3887 // keep track of where we stopped. No more slippin' & slidin'
3888
3889 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3890 // react to the physics scene by moving it's position.
3891 // Avatar to Avatar collisions
3892 // Prim to avatar collisions
3893 d.Vector3 dlinvel = vel;
3894 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3895 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3896 d.BodyAddForce(Body, 0, 0, fz);
3897 //KF this prevents furthur motions return;
3898 }
3899 else
3900 {
3901 _zeroFlag = false;
3902
3903 // We're flying and colliding with something
3904 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3905 }
3906 } // end m_useHoverPID && !m_usePID
3907
3908
3909 /// Dynamics Apply Forces ===================================================================================
3910 fx *= m_mass;
3911 fy *= m_mass;
3912 //fz *= m_mass;
3913 fx += m_force.X;
3914 fy += m_force.Y;
3915 fz += m_force.Z;
3916
3917 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3918 if (fx != 0 || fy != 0 || fz != 0)
3919 {
3920 //m_taintdisable = true;
3921 //base.RaiseOutOfBounds(Position);
3922 //d.BodySetLinearVel(Body, fx, fy, 0f);
3923 if (!d.BodyIsEnabled(Body))
3924 {
3925 // A physical body at rest on a surface will auto-disable after a while,
3926 // this appears to re-enable it incase the surface it is upon vanishes,
3927 // and the body should fall again.
3928 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3929 d.BodySetForce(Body, 0f, 0f, 0f);
3930 enableBodySoft();
3931 }
3932
3933 // 35x10 = 350n times the mass per second applied maximum.
3934 float nmax = 35f * m_mass;
3935 float nmin = -35f * m_mass;
3936
3937
3938 if (fx > nmax)
3939 fx = nmax;
3940 if (fx < nmin)
3941 fx = nmin;
3942 if (fy > nmax)
3943 fy = nmax;
3944 if (fy < nmin)
3945 fy = nmin;
3946 d.BodyAddForce(Body, fx, fy, fz);
3947 } // end apply forces
3948 } // end Vehicle/Dynamics
3949
3950 /// RotLookAt / LookAt =================================================================================
3951 if (m_useAPID)
3952 {
3953 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3954 // Quaternion m_APIDTarget
3955 // float m_APIDStrength // From SL experiments, this is the time to get there
3956 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3957 // Also in SL the mass of the object has no effect on time to get there.
3958 // Factors:
3959 // get present body rotation
3960 float limit = 1.0f;
3961 float rscaler = 50f; // adjusts rotation damping time
3962 float lscaler = 10f; // adjusts linear damping time in llLookAt
3963 float RLAservo = 0f;
3964 Vector3 diff_axis;
3965 float diff_angle;
3966 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
3967 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3968 Quaternion rtarget = new Quaternion();
3969
3970 if (m_APIDTarget.W == -99.9f)
3971 {
3972 // this is really a llLookAt(), x,y,z is the target vector
3973 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
3974 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
3975 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
3976 float twopi = 2.0f * (float)Math.PI;
3977 Vector3 dir = target - _position;
3978 dir.Normalize();
3979 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3980 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3981 float terot = (float)Math.Atan2(dir.Z, txy);
3982 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
3983 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
3984 float oerot = (float)Math.Atan2(ospin.Z, oxy);
3985 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
3986 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
3987 float roll = (float)Math.Atan2(ra, rb);
3988 float errorz = tzrot - ozrot;
3989 if (errorz > (float)Math.PI) errorz -= twopi;
3990 else if (errorz < -(float)Math.PI) errorz += twopi;
3991 float errory = oerot - terot;
3992 if (errory > (float)Math.PI) errory -= twopi;
3993 else if (errory < -(float)Math.PI) errory += twopi;
3994 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
3995 if (diff_angle > 0.01f * m_APIDdamper)
3996 {
3997 m_APIDdamper = 1.0f;
3998 RLAservo = timestep / m_APIDStrength * rscaler;
3999 errorz *= RLAservo;
4000 errory *= RLAservo;
4001 error.X = -roll * 8.0f;
4002 error.Y = errory;
4003 error.Z = errorz;
4004 error *= rotq;
4005 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4006 }
4007 else
4008 {
4009 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4010 m_APIDdamper = 2.0f;
4011 }
4012 }
4013 else
4014 {
4015 // this is a llRotLookAt()
4016 rtarget = m_APIDTarget;
4017
4018 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4019 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4020 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4021
4022 // diff_axis.Normalize(); it already is!
4023 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4024 {
4025 m_APIDdamper = 1.0f;
4026 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4027 rotforce = rotforce * rotq;
4028 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4029 RLAservo = timestep / m_APIDStrength * lscaler;
4030 rotforce = rotforce * RLAservo * diff_angle;
4031 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4032 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4033 }
4034 else
4035 { // close enough
4036 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4037 m_APIDdamper = 2.0f;
4038 }
4039 } // end llLookAt/llRotLookAt
4040 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4041 } // end m_useAPID
4042 } // end root prims
4043 } // end Move()
4044 } // end class
4045}
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..ea89d87
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3907 @@
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 if (Util.IsWindows())
76 Util.LoadArchSpecificWindowsDll("ode.dll");
77
78 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
79 // http://opensimulator.org/mantis/view.php?id=2750).
80 d.InitODE();
81
82 _mScene = new OdeScene(ode, sceneIdentifier);
83 }
84 return (_mScene);
85 }
86
87 public string GetName()
88 {
89 return ("ChODE");
90 }
91
92 public void Dispose()
93 {
94 }
95 }
96
97 public enum StatusIndicators : int
98 {
99 Generic = 0,
100 Start = 1,
101 End = 2
102 }
103
104 public struct sCollisionData
105 {
106 public uint ColliderLocalId;
107 public uint CollidedWithLocalId;
108 public int NumberOfCollisions;
109 public int CollisionType;
110 public int StatusIndicator;
111 public int lastframe;
112 }
113
114 [Flags]
115 public enum CollisionCategories : int
116 {
117 Disabled = 0,
118 Geom = 0x00000001,
119 Body = 0x00000002,
120 Space = 0x00000004,
121 Character = 0x00000008,
122 Land = 0x00000010,
123 Water = 0x00000020,
124 Wind = 0x00000040,
125 Sensor = 0x00000080,
126 Selected = 0x00000100
127 }
128
129 /// <summary>
130 /// Material type for a primitive
131 /// </summary>
132 public enum Material : int
133 {
134 /// <summary></summary>
135 Stone = 0,
136 /// <summary></summary>
137 Metal = 1,
138 /// <summary></summary>
139 Glass = 2,
140 /// <summary></summary>
141 Wood = 3,
142 /// <summary></summary>
143 Flesh = 4,
144 /// <summary></summary>
145 Plastic = 5,
146 /// <summary></summary>
147 Rubber = 6
148
149 }
150
151 public sealed class OdeScene : PhysicsScene
152 {
153 private readonly ILog m_log;
154 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
155
156 CollisionLocker ode;
157
158 private Random fluidRandomizer = new Random(Environment.TickCount);
159
160 private const uint m_regionWidth = Constants.RegionSize;
161 private const uint m_regionHeight = Constants.RegionSize;
162
163 private float ODE_STEPSIZE = 0.020f;
164 private float metersInSpace = 29.9f;
165 private float m_timeDilation = 1.0f;
166
167 public float gravityx = 0f;
168 public float gravityy = 0f;
169 public float gravityz = -9.8f;
170
171 private float contactsurfacelayer = 0.001f;
172
173 private int worldHashspaceLow = -4;
174 private int worldHashspaceHigh = 128;
175
176 private int smallHashspaceLow = -4;
177 private int smallHashspaceHigh = 66;
178
179 private float waterlevel = 0f;
180 private int framecount = 0;
181 //private int m_returncollisions = 10;
182
183 private readonly IntPtr contactgroup;
184
185 internal IntPtr LandGeom;
186 internal IntPtr WaterGeom;
187
188 private float nmTerrainContactFriction = 255.0f;
189 private float nmTerrainContactBounce = 0.1f;
190 private float nmTerrainContactERP = 0.1025f;
191
192 private float mTerrainContactFriction = 75f;
193 private float mTerrainContactBounce = 0.1f;
194 private float mTerrainContactERP = 0.05025f;
195
196 private float nmAvatarObjectContactFriction = 250f;
197 private float nmAvatarObjectContactBounce = 0.1f;
198
199 private float mAvatarObjectContactFriction = 75f;
200 private float mAvatarObjectContactBounce = 0.1f;
201
202 private float avPIDD = 3200f;
203 private float avPIDP = 1400f;
204 private float avCapRadius = 0.37f;
205 private float avStandupTensor = 2000000f;
206 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
207 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
208 private float avDensity = 80f;
209 private float avHeightFudgeFactor = 0.52f;
210 private float avMovementDivisorWalk = 1.3f;
211 private float avMovementDivisorRun = 0.8f;
212 private float minimumGroundFlightOffset = 3f;
213 public float maximumMassObject = 10000.01f;
214
215 public bool meshSculptedPrim = true;
216 public bool forceSimplePrimMeshing = false;
217
218 public float meshSculptLOD = 32;
219 public float MeshSculptphysicalLOD = 16;
220
221 public float geomDefaultDensity = 10.000006836f;
222
223 public int geomContactPointsStartthrottle = 3;
224 public int geomUpdatesPerThrottledUpdate = 15;
225
226 public float bodyPIDD = 35f;
227 public float bodyPIDG = 25;
228
229 public int geomCrossingFailuresBeforeOutofbounds = 5;
230 public float geomRegionFence = 0.0f;
231
232 public float bodyMotorJointMaxforceTensor = 2;
233
234 public int bodyFramesAutoDisable = 20;
235
236 private DateTime m_lastframe = DateTime.UtcNow;
237
238 private float[] _watermap;
239 private bool m_filterCollisions = true;
240
241 private d.NearCallback nearCallback;
242 public d.TriCallback triCallback;
243 public d.TriArrayCallback triArrayCallback;
244 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
245 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
246 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
247 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
248 private readonly Object _taintedPrimLock = new Object();
249 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
250 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
251 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
252 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
253 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
254 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
255 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
256 private bool m_NINJA_physics_joints_enabled = false;
257 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
258 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
259 private d.ContactGeom[] contacts;
260 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
261 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
262 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
263 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
264 private Object externalJointRequestsLock = new Object();
265 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
266 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
267 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
268 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
269
270 private d.Contact ContactCopy; // local copy that can be modified
271 private d.Contact TerrainContact;
272 private d.Contact AvatarStaticprimContact; // was 'contact'
273 private d.Contact AvatarMovementprimContact;
274 private d.Contact AvatarMovementTerrainContact;
275 private d.Contact WaterContact;
276 private d.Contact[,] m_materialContacts;
277
278//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
279//Ckrinke private int m_randomizeWater = 200;
280 private int m_physicsiterations = 10;
281 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
282 private readonly PhysicsActor PANull = new NullPhysicsActor();
283 private float step_time = 0.0f;
284//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
285//Ckrinke private int ms = 0;
286 public IntPtr world;
287 //private bool returncollisions = false;
288 // private uint obj1LocalID = 0;
289 private uint obj2LocalID = 0;
290 //private int ctype = 0;
291 private OdeCharacter cc1;
292 private OdePrim cp1;
293 private OdeCharacter cc2;
294 private OdePrim cp2;
295 //private int cStartStop = 0;
296 //private string cDictKey = "";
297
298 public IntPtr space;
299
300 //private IntPtr tmpSpace;
301 // split static geometry collision handling into spaces of 30 meters
302 public IntPtr[,] staticPrimspace;
303
304 public Object OdeLock;
305
306 public IMesher mesher;
307
308 private IConfigSource m_config;
309
310 public bool physics_logging = false;
311 public int physics_logging_interval = 0;
312 public bool physics_logging_append_existing_logfile = false;
313
314 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
315 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
316
317 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
318 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
319 // TODO: unused: private uint heightmapWidthSamples;
320 // TODO: unused: private uint heightmapHeightSamples;
321
322 private volatile int m_global_contactcount = 0;
323
324 private Vector3 m_worldOffset = Vector3.Zero;
325 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
326 private PhysicsScene m_parentScene = null;
327
328 private ODERayCastRequestManager m_rayCastManager;
329
330 /// <summary>
331 /// Initiailizes the scene
332 /// Sets many properties that ODE requires to be stable
333 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
334 /// </summary>
335 public OdeScene(CollisionLocker dode, string sceneIdentifier)
336 {
337 m_log
338 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
339
340 OdeLock = new Object();
341 ode = dode;
342 nearCallback = near;
343 triCallback = TriCallback;
344 triArrayCallback = TriArrayCallback;
345 m_rayCastManager = new ODERayCastRequestManager(this);
346 lock (OdeLock)
347 {
348 // Create the world and the first space
349 world = d.WorldCreate();
350 space = d.HashSpaceCreate(IntPtr.Zero);
351
352
353 contactgroup = d.JointGroupCreate(0);
354 //contactgroup
355
356 d.WorldSetAutoDisableFlag(world, false);
357 #if USE_DRAWSTUFF
358
359 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
360 viewthread.Start();
361 #endif
362 }
363
364
365 _watermap = new float[258 * 258];
366
367 // Zero out the prim spaces array (we split our space into smaller spaces so
368 // we can hit test less.
369 }
370
371#if USE_DRAWSTUFF
372 public void startvisualization(object o)
373 {
374 ds.Functions fn;
375 fn.version = ds.VERSION;
376 fn.start = new ds.CallbackFunction(start);
377 fn.step = new ds.CallbackFunction(step);
378 fn.command = new ds.CallbackFunction(command);
379 fn.stop = null;
380 fn.path_to_textures = "./textures";
381 string[] args = new string[0];
382 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
383 }
384#endif
385
386 // Initialize the mesh plugin
387 public override void Initialise(IMesher meshmerizer, IConfigSource config)
388 {
389 mesher = meshmerizer;
390 m_config = config;
391 // Defaults
392
393 if (Environment.OSVersion.Platform == PlatformID.Unix)
394 {
395 avPIDD = 3200.0f;
396 avPIDP = 1400.0f;
397 avStandupTensor = 2000000f;
398 }
399 else
400 {
401 avPIDD = 2200.0f;
402 avPIDP = 900.0f;
403 avStandupTensor = 550000f;
404 }
405
406 int contactsPerCollision = 80;
407
408 if (m_config != null)
409 {
410 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
411 if (physicsconfig != null)
412 {
413 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
414 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
415 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
416
417 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
418 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
419
420 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
421 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
422 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
423
424 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
425
426 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
427 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
428 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
429
430 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
431 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
432 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
433
434 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
435 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
436
437 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
438 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
439
440 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
441 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
442
443 avDensity = physicsconfig.GetFloat("av_density", 80f);
444 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
445 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
446 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
447 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
448 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
449
450 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
451
452 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
453 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
454 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
455 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
456
457 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
458 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
459
460 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
461 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
462
463 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
464 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
465 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
466 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
467 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
468
469 if (Environment.OSVersion.Platform == PlatformID.Unix)
470 {
471 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
472 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
473 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
474 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
475 }
476 else
477 {
478 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
479 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
480 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
481 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
482 }
483
484 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
485 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
486 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
487
488 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
489 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
490 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
491 }
492 }
493
494 contacts = new d.ContactGeom[contactsPerCollision];
495
496 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
497
498 // Avatar static on a Prim parameters
499 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
500 AvatarStaticprimContact.surface.mu = 255.0f;
501 AvatarStaticprimContact.surface.bounce = 0.0f;
502 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
503 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
504
505 // Avatar moving on a Prim parameters
506 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
507 AvatarMovementprimContact.surface.mu = 255.0f;
508 AvatarMovementprimContact.surface.bounce = 0.0f;
509 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
510 AvatarMovementprimContact.surface.soft_erp = 0.3f;
511
512 // Static Avatar on Terrain parameters
513 // Keeps Avatar in place better
514 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
515 TerrainContact.surface.mu = 255.0f;
516 TerrainContact.surface.bounce = 0.0f;
517 TerrainContact.surface.soft_cfm = 0.0f;
518 TerrainContact.surface.soft_erp = 0.05f;
519
520 // Moving Avatar on Terrain parameters
521 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
522 AvatarMovementTerrainContact.surface.mu = 75f;
523 AvatarMovementTerrainContact.surface.bounce = 0.0f;
524 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
525 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
526
527 // Avatar or prim the the water, this may not be used, possibly water is same as air?
528 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
529 WaterContact.surface.mu = 0.0f; // No friction
530 WaterContact.surface.bounce = 0.0f; // No bounce
531 WaterContact.surface.soft_cfm = 0.010f;
532 WaterContact.surface.soft_erp = 0.010f;
533
534
535 // Prim static or moving on a prim, depends on material type
536 m_materialContacts = new d.Contact[7,2];
537 // V 1 = Sliding; 0 = static or fell onto
538 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
539 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
540 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
541 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
542 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
543 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
544
545 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
546 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
547 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
548 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
549 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
550 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
551
552 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
553 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
554 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
555 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
556 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
557 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
558
559 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
560 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
561 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
562 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
563 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
564 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
565
566 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
567 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
568 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
569 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
570 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
571 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
572
573 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
574 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
575 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
576 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
577 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
578 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
579
580 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
581 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
582 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
583 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
584 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
585 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
586
587 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
588 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
589 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
590 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
591 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
592 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
593
594 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
595 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
596 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
597 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
598 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
599 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
600
601 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
602 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
603 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
604 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
605 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
606 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
607
608 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
609 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
610 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
611 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
612 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
613 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
614
615 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
616 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
617 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
618 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
619 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
620 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
621
622 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
623 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
624 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
625 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
626 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
627 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
628
629 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
630 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
631 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
632 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
633 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
634 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
635
636 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
637
638 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
639
640 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
641 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
642
643
644 d.WorldSetLinearDampingThreshold(world, 256f);
645 d.WorldSetLinearDamping(world, 256f);
646// d.WorldSetLinearDampingThreshold(world, 0.01f);
647// d.WorldSetLinearDamping(world, 0.1f);
648 d.WorldSetAngularDampingThreshold(world, 256f);
649 d.WorldSetAngularDamping(world, 256f);
650 d.WorldSetMaxAngularSpeed(world, 256f);
651
652 // Set how many steps we go without running collision testing
653 // This is in addition to the step size.
654 // Essentially Steps * m_physicsiterations
655 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
656 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
657
658
659
660 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
661 {
662 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
663 {
664 staticPrimspace[i, j] = IntPtr.Zero;
665 }
666 }
667 }
668
669 internal void waitForSpaceUnlock(IntPtr space)
670 {
671 //if (space != IntPtr.Zero)
672 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
673 }
674
675 /// <summary>
676 /// Debug space message for printing the space that a prim/avatar is in.
677 /// </summary>
678 /// <param name="pos"></param>
679 /// <returns>Returns which split up space the given position is in.</returns>
680 public string whichspaceamIin(Vector3 pos)
681 {
682 return calculateSpaceForGeom(pos).ToString();
683 }
684
685 #region Collision Detection
686
687 /// <summary>
688 /// This is our near callback. A geometry is near a body
689 /// </summary>
690 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
691 /// <param name="g1">a geometry or space</param>
692 /// <param name="g2">another geometry or space</param>
693 private void near(IntPtr space, IntPtr g1, IntPtr g2)
694 {
695 // no lock here! It's invoked from within Simulate(), which is thread-locked
696
697 // Test if we're colliding a geom with a space.
698 // If so we have to drill down into the space recursively
699//Console.WriteLine("near -----------"); //##
700 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
701 {
702 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
703 return;
704
705 // Separating static prim geometry spaces.
706 // We'll be calling near recursivly if one
707 // of them is a space to find all of the
708 // contact points in the space
709 try
710 {
711 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
712 }
713 catch (AccessViolationException)
714 {
715 m_log.Warn("[PHYSICS]: Unable to collide test a space");
716 return;
717 }
718 //Colliding a space or a geom with a space or a geom. so drill down
719
720 //Collide all geoms in each space..
721 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
722 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
723 return;
724 }
725
726 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
727 return;
728
729 IntPtr b1 = d.GeomGetBody(g1);
730 IntPtr b2 = d.GeomGetBody(g2);
731
732 // d.GeomClassID id = d.GeomGetClass(g1);
733
734 String name1 = null;
735 String name2 = null;
736
737 if (!geom_name_map.TryGetValue(g1, out name1))
738 {
739 name1 = "null";
740 }
741 if (!geom_name_map.TryGetValue(g2, out name2))
742 {
743 name2 = "null";
744 }
745
746 //if (id == d.GeomClassId.TriMeshClass)
747 //{
748 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
749 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
750 //}
751
752 // Figure out how many contact points we have
753 int count = 0;
754 try
755 {
756 // Colliding Geom To Geom
757 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
758
759 if (g1 == g2)
760 return; // Can't collide with yourself
761
762 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
763 return;
764
765 lock (contacts)
766 {
767 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
768 if (count > contacts.Length)
769 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
770 }
771 }
772 catch (SEHException)
773 {
774 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.");
775 ode.drelease(world);
776 base.TriggerPhysicsBasedRestart();
777 }
778 catch (Exception e)
779 {
780 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
781 return;
782 }
783
784 PhysicsActor p1;
785 PhysicsActor p2;
786
787 if (!actor_name_map.TryGetValue(g1, out p1))
788 {
789 p1 = PANull;
790 }
791
792 if (!actor_name_map.TryGetValue(g2, out p2))
793 {
794 p2 = PANull;
795 }
796
797 ContactPoint maxDepthContact = new ContactPoint();
798 if (p1.CollisionScore + count >= float.MaxValue)
799 p1.CollisionScore = 0;
800 p1.CollisionScore += count;
801
802 if (p2.CollisionScore + count >= float.MaxValue)
803 p2.CollisionScore = 0;
804 p2.CollisionScore += count;
805 for (int i = 0; i < count; i++)
806 {
807 d.ContactGeom curContact = contacts[i];
808
809 if (curContact.depth > maxDepthContact.PenetrationDepth)
810 {
811 maxDepthContact = new ContactPoint(
812 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
813 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
814 curContact.depth
815 );
816 }
817
818 //m_log.Warn("[CCOUNT]: " + count);
819 IntPtr joint;
820 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
821 // allows us to have different settings
822
823 // We only need to test p2 for 'jump crouch purposes'
824 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
825 {
826 // Testing if the collision is at the feet of the avatar
827
828 //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));
829//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
830//#@ p2.IsColliding = true;
831 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
832 p2.IsColliding = true; //##
833 }else{
834
835 } //##
836 }
837 else
838 {
839 p2.IsColliding = true;
840 }
841
842 //if ((framecount % m_returncollisions) == 0)
843
844 switch (p1.PhysicsActorType)
845 {
846 case (int)ActorTypes.Agent:
847 p2.CollidingObj = true;
848 break;
849 case (int)ActorTypes.Prim:
850 if (p2.Velocity.LengthSquared() > 0.0f)
851 p2.CollidingObj = true;
852 break;
853 case (int)ActorTypes.Unknown:
854 p2.CollidingGround = true;
855 break;
856 default:
857 p2.CollidingGround = true;
858 break;
859 }
860
861 // we don't want prim or avatar to explode
862
863 #region InterPenetration Handling - Unintended physics explosions
864# region disabled code1
865
866 if (curContact.depth >= 0.08f)
867 {
868 //This is disabled at the moment only because it needs more tweaking
869 //It will eventually be uncommented
870 /*
871 if (AvatarStaticprimContact.depth >= 1.00f)
872 {
873 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
874 }
875
876 //If you interpenetrate a prim with an agent
877 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
878 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
879 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
880 p2.PhysicsActorType == (int) ActorTypes.Prim))
881 {
882
883 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
884 /*
885 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
886 {
887 p2.CollidingObj = true;
888 AvatarStaticprimContact.depth = 0.003f;
889 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
890 OdeCharacter character = (OdeCharacter) p2;
891 character.SetPidStatus(true);
892 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));
893
894 }
895 else
896 {
897
898 //AvatarStaticprimContact.depth = 0.0000000f;
899 }
900 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
901 {
902
903 p1.CollidingObj = true;
904 AvatarStaticprimContact.depth = 0.003f;
905 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
906 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));
907 OdeCharacter character = (OdeCharacter)p1;
908 character.SetPidStatus(true);
909 }
910 else
911 {
912
913 //AvatarStaticprimContact.depth = 0.0000000f;
914 }
915
916
917
918 }
919*/
920 // If you interpenetrate a prim with another prim
921 /*
922 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
923 {
924 #region disabledcode2
925 //OdePrim op1 = (OdePrim)p1;
926 //OdePrim op2 = (OdePrim)p2;
927 //op1.m_collisionscore++;
928 //op2.m_collisionscore++;
929
930 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
931 //{
932 //op1.m_taintdisable = true;
933 //AddPhysicsActorTaint(p1);
934 //op2.m_taintdisable = true;
935 //AddPhysicsActorTaint(p2);
936 //}
937
938 //if (AvatarStaticprimContact.depth >= 0.25f)
939 //{
940 // Don't collide, one or both prim will expld.
941
942 //op1.m_interpenetrationcount++;
943 //op2.m_interpenetrationcount++;
944 //interpenetrations_before_disable = 200;
945 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
946 //{
947 //op1.m_taintdisable = true;
948 //AddPhysicsActorTaint(p1);
949 //}
950 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
951 //{
952 // op2.m_taintdisable = true;
953 //AddPhysicsActorTaint(p2);
954 //}
955
956 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
957 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
958 //}
959 //if (op1.m_disabled || op2.m_disabled)
960 //{
961 //Manually disabled objects stay disabled
962 //AvatarStaticprimContact.depth = 0f;
963 //}
964 #endregion
965 }
966 */
967#endregion
968 if (curContact.depth >= 1.00f)
969 {
970 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
971 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
972 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
973 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
974 p2.PhysicsActorType == (int) ActorTypes.Unknown))
975 {
976 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
977 {
978 if (p2 is OdeCharacter)
979 {
980 OdeCharacter character = (OdeCharacter) p2;
981
982 //p2.CollidingObj = true;
983 curContact.depth = 0.00000003f;
984 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
985 curContact.pos =
986 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
987 curContact.pos.Y + (p1.Size.Y/2),
988 curContact.pos.Z + (p1.Size.Z/2));
989 character.SetPidStatus(true);
990 }
991 }
992
993
994 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
995 {
996 if (p1 is OdeCharacter)
997 {
998 OdeCharacter character = (OdeCharacter) p1;
999
1000 //p2.CollidingObj = true;
1001 curContact.depth = 0.00000003f;
1002 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1003 curContact.pos =
1004 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1005 curContact.pos.Y + (p1.Size.Y/2),
1006 curContact.pos.Z + (p1.Size.Z/2));
1007 character.SetPidStatus(true);
1008 }
1009 }
1010 }
1011 }
1012 }
1013
1014 #endregion
1015
1016 // Logic for collision handling
1017 // Note, that if *all* contacts are skipped (VolumeDetect)
1018 // The prim still detects (and forwards) collision events but
1019 // appears to be phantom for the world
1020 Boolean skipThisContact = false;
1021
1022 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1026 skipThisContact = true; // No collision on volume detect prims
1027
1028 if (!skipThisContact && curContact.depth < 0f)
1029 skipThisContact = true;
1030
1031 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1032 skipThisContact = true;
1033
1034 const int maxContactsbeforedeath = 4000;
1035 joint = IntPtr.Zero;
1036
1037 if (!skipThisContact)
1038 {
1039 // Add contact joints with materials params----------------------------------
1040 // p1 is what is being hit, p2 is the physical object doing the hitting
1041 int material = (int) Material.Wood;
1042 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1043 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1044
1045 // If we're colliding against terrain
1046 if (name1 == "Terrain" || name2 == "Terrain")
1047 {
1048 // If we're moving
1049 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1050 {
1051 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1052 AvatarMovementTerrainContact.geom = curContact;
1053 _perloopContact.Add(curContact);
1054 if (m_global_contactcount < maxContactsbeforedeath)
1055 {
1056 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1057 m_global_contactcount++;
1058 }
1059 }
1060 else
1061 {
1062 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1063 {
1064 //$ Av standing on terrain, Use the non moving Avata terrain contact
1065 TerrainContact.geom = curContact;
1066 _perloopContact.Add(curContact);
1067 if (m_global_contactcount < maxContactsbeforedeath)
1068 {
1069 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1070 m_global_contactcount++;
1071 }
1072 }
1073 else
1074 {
1075 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1076 {
1077 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1078 // int pj294950 = 0;
1079 // prim terrain contact
1080
1081 if (p2 is OdePrim)
1082 material = ((OdePrim)p2).m_material;
1083 //m_log.DebugFormat("Material: {0}", material);
1084 m_materialContacts[material, movintYN].geom = curContact;
1085 _perloopContact.Add(curContact);
1086
1087 if (m_global_contactcount < maxContactsbeforedeath)
1088 {
1089 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1090 m_global_contactcount++;
1091
1092 }
1093
1094 }
1095 else
1096 {
1097 //$ prim on terrain contact
1098 if (p2 is OdePrim)
1099 material = ((OdePrim)p2).m_material;
1100 //m_log.DebugFormat("Material: {0}", material);
1101 m_materialContacts[material, movintYN].geom = curContact;
1102 _perloopContact.Add(curContact);
1103
1104 ContactCopy = m_materialContacts[material, movintYN];
1105 if(movintYN == 1)
1106 {
1107 // prevent excessive slide on terrain
1108 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1109 }
1110
1111 if (m_global_contactcount < maxContactsbeforedeath)
1112 {
1113 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1114 m_global_contactcount++;
1115 }
1116 }
1117 }
1118 }
1119 }
1120 else if (name1 == "Water" || name2 == "Water")
1121 {
1122 //$ This never happens! Perhaps water is treated like air?
1123 /*
1124 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1125 {
1126 }
1127 else
1128 {
1129 }
1130 */
1131 //WaterContact.surface.soft_cfm = 0.0000f;
1132 //WaterContact.surface.soft_erp = 0.00000f;
1133 if (curContact.depth > 0.1f)
1134 {
1135 curContact.depth *= 52;
1136 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1137 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1138 }
1139 WaterContact.geom = curContact;
1140 _perloopContact.Add(curContact);
1141 if (m_global_contactcount < maxContactsbeforedeath)
1142 {
1143 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1144 m_global_contactcount++;
1145 }
1146 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1147 }
1148 else
1149 {
1150
1151 // no terrain and no water, we're colliding with prim or avatar
1152 // check if we're moving
1153 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1154 {
1155 //$ Avatar on Prim or other Avatar
1156 if (movintYN == 1)
1157 {
1158 // Use the AV Movement / prim contact
1159 AvatarMovementprimContact.geom = curContact;
1160 _perloopContact.Add(curContact);
1161 if (m_global_contactcount < maxContactsbeforedeath)
1162 {
1163 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1164 m_global_contactcount++;
1165 }
1166 }
1167 else
1168 {
1169 // Use the Av non movement / prim contact
1170 AvatarStaticprimContact.geom = curContact;
1171 _perloopContact.Add(curContact);
1172 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1173
1174 if (m_global_contactcount < maxContactsbeforedeath)
1175 {
1176 if (curContact.depth > 0.2)
1177 { // embedded, eject slowly
1178 ContactCopy.surface.soft_erp = 0.1f;
1179 ContactCopy.surface.soft_cfm = 0.1f;
1180 }
1181 else
1182 { // keep on the surface
1183 ContactCopy.surface.soft_erp = 0.3f;
1184 ContactCopy.surface.soft_cfm = 0.0f;
1185 }
1186 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1187 m_global_contactcount++;
1188 }
1189 }
1190 }
1191 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1192 {
1193 //$ Prim on Prim
1194 //p1.PhysicsActorType
1195
1196 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1197 //m_log.DebugFormat("Material: {0}", material);
1198
1199 m_materialContacts[material, movintYN].geom = curContact;
1200 _perloopContact.Add(curContact);
1201
1202 if (m_global_contactcount < maxContactsbeforedeath)
1203 {
1204 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1205 m_global_contactcount++;
1206 }
1207 }
1208 }
1209
1210 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1211 {
1212 d.JointAttach(joint, b1, b2);
1213 m_global_contactcount++;
1214 }
1215
1216 }
1217 collision_accounting_events(p1, p2, maxDepthContact);
1218 if (count > geomContactPointsStartthrottle)
1219 {
1220 // If there are more then 3 contact points, it's likely
1221 // that we've got a pile of objects, so ...
1222 // We don't want to send out hundreds of terse updates over and over again
1223 // so lets throttle them and send them again after it's somewhat sorted out.
1224 p2.ThrottleUpdates = true;
1225 }
1226 //m_log.Debug(count.ToString());
1227 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1228 } // end for i.. loop
1229 } // end near
1230
1231 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1232 {
1233 bool result = false;
1234 //return result;
1235 if (!m_filterCollisions)
1236 return false;
1237
1238 ActorTypes at = (ActorTypes)atype;
1239 lock (_perloopContact)
1240 {
1241 foreach (d.ContactGeom contact in _perloopContact)
1242 {
1243 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1244 //{
1245 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1246 if (at == ActorTypes.Agent)
1247 {
1248 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)
1249 {
1250
1251 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1252 {
1253 //contactGeom.depth *= .00005f;
1254 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1255 // 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));
1256 result = true;
1257 break;
1258 }
1259 else
1260 {
1261 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1262 }
1263 }
1264 else
1265 {
1266 //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));
1267 //int i = 0;
1268 }
1269 }
1270 else if (at == ActorTypes.Prim)
1271 {
1272 //d.AABB aabb1 = new d.AABB();
1273 //d.AABB aabb2 = new d.AABB();
1274
1275 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1276 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1277 //aabb1.
1278 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)
1279 {
1280 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1281 {
1282 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1283 {
1284 result = true;
1285 break;
1286 }
1287 }
1288 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1289 //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));
1290 }
1291
1292 }
1293
1294 //}
1295
1296 }
1297 }
1298 return result;
1299 }
1300
1301 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1302 {
1303 // obj1LocalID = 0;
1304 //returncollisions = false;
1305 obj2LocalID = 0;
1306 //ctype = 0;
1307 //cStartStop = 0;
1308 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1309 return;
1310
1311 switch ((ActorTypes)p2.PhysicsActorType)
1312 {
1313 case ActorTypes.Agent:
1314 cc2 = (OdeCharacter)p2;
1315
1316 // obj1LocalID = cc2.m_localID;
1317 switch ((ActorTypes)p1.PhysicsActorType)
1318 {
1319 case ActorTypes.Agent:
1320 cc1 = (OdeCharacter)p1;
1321 obj2LocalID = cc1.m_localID;
1322 cc1.AddCollisionEvent(cc2.m_localID, contact);
1323 //ctype = (int)CollisionCategories.Character;
1324
1325 //if (cc1.CollidingObj)
1326 //cStartStop = (int)StatusIndicators.Generic;
1327 //else
1328 //cStartStop = (int)StatusIndicators.Start;
1329
1330 //returncollisions = true;
1331 break;
1332 case ActorTypes.Prim:
1333 if (p1 is OdePrim)
1334 {
1335 cp1 = (OdePrim) p1;
1336 obj2LocalID = cp1.m_localID;
1337 cp1.AddCollisionEvent(cc2.m_localID, contact);
1338 }
1339 //ctype = (int)CollisionCategories.Geom;
1340
1341 //if (cp1.CollidingObj)
1342 //cStartStop = (int)StatusIndicators.Generic;
1343 //else
1344 //cStartStop = (int)StatusIndicators.Start;
1345
1346 //returncollisions = true;
1347 break;
1348
1349 case ActorTypes.Ground:
1350 case ActorTypes.Unknown:
1351 obj2LocalID = 0;
1352 //ctype = (int)CollisionCategories.Land;
1353 //returncollisions = true;
1354 break;
1355 }
1356
1357 cc2.AddCollisionEvent(obj2LocalID, contact);
1358 break;
1359 case ActorTypes.Prim:
1360
1361 if (p2 is OdePrim)
1362 {
1363 cp2 = (OdePrim) p2;
1364
1365 // obj1LocalID = cp2.m_localID;
1366 switch ((ActorTypes) p1.PhysicsActorType)
1367 {
1368 case ActorTypes.Agent:
1369 if (p1 is OdeCharacter)
1370 {
1371 cc1 = (OdeCharacter) p1;
1372 obj2LocalID = cc1.m_localID;
1373 cc1.AddCollisionEvent(cp2.m_localID, contact);
1374 //ctype = (int)CollisionCategories.Character;
1375
1376 //if (cc1.CollidingObj)
1377 //cStartStop = (int)StatusIndicators.Generic;
1378 //else
1379 //cStartStop = (int)StatusIndicators.Start;
1380 //returncollisions = true;
1381 }
1382 break;
1383 case ActorTypes.Prim:
1384
1385 if (p1 is OdePrim)
1386 {
1387 cp1 = (OdePrim) p1;
1388 obj2LocalID = cp1.m_localID;
1389 cp1.AddCollisionEvent(cp2.m_localID, contact);
1390 //ctype = (int)CollisionCategories.Geom;
1391
1392 //if (cp1.CollidingObj)
1393 //cStartStop = (int)StatusIndicators.Generic;
1394 //else
1395 //cStartStop = (int)StatusIndicators.Start;
1396
1397 //returncollisions = true;
1398 }
1399 break;
1400
1401 case ActorTypes.Ground:
1402 case ActorTypes.Unknown:
1403 obj2LocalID = 0;
1404 //ctype = (int)CollisionCategories.Land;
1405
1406 //returncollisions = true;
1407 break;
1408 }
1409
1410 cp2.AddCollisionEvent(obj2LocalID, contact);
1411 }
1412 break;
1413 }
1414 //if (returncollisions)
1415 //{
1416
1417 //lock (m_storedCollisions)
1418 //{
1419 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1420 //if (m_storedCollisions.ContainsKey(cDictKey))
1421 //{
1422 //sCollisionData objd = m_storedCollisions[cDictKey];
1423 //objd.NumberOfCollisions += 1;
1424 //objd.lastframe = framecount;
1425 //m_storedCollisions[cDictKey] = objd;
1426 //}
1427 //else
1428 //{
1429 //sCollisionData objd = new sCollisionData();
1430 //objd.ColliderLocalId = obj1LocalID;
1431 //objd.CollidedWithLocalId = obj2LocalID;
1432 //objd.CollisionType = ctype;
1433 //objd.NumberOfCollisions = 1;
1434 //objd.lastframe = framecount;
1435 //objd.StatusIndicator = cStartStop;
1436 //m_storedCollisions.Add(cDictKey, objd);
1437 //}
1438 //}
1439 // }
1440 }
1441
1442 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1443 {
1444 /* String name1 = null;
1445 String name2 = null;
1446
1447 if (!geom_name_map.TryGetValue(trimesh, out name1))
1448 {
1449 name1 = "null";
1450 }
1451 if (!geom_name_map.TryGetValue(refObject, out name2))
1452 {
1453 name2 = "null";
1454 }
1455
1456 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1457 */
1458 return 1;
1459 }
1460
1461 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1462 {
1463 String name1 = null;
1464 String name2 = null;
1465
1466 if (!geom_name_map.TryGetValue(trimesh, out name1))
1467 {
1468 name1 = "null";
1469 }
1470
1471 if (!geom_name_map.TryGetValue(refObject, out name2))
1472 {
1473 name2 = "null";
1474 }
1475
1476 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1477
1478 d.Vector3 v0 = new d.Vector3();
1479 d.Vector3 v1 = new d.Vector3();
1480 d.Vector3 v2 = new d.Vector3();
1481
1482 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1483 // 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);
1484
1485 return 1;
1486 }
1487
1488 /// <summary>
1489 /// This is our collision testing routine in ODE
1490 /// </summary>
1491 /// <param name="timeStep"></param>
1492 private void collision_optimized(float timeStep)
1493 {
1494 _perloopContact.Clear();
1495
1496 lock (_characters)
1497 {
1498 foreach (OdeCharacter chr in _characters)
1499 {
1500 // Reset the collision values to false
1501 // since we don't know if we're colliding yet
1502
1503 // For some reason this can happen. Don't ask...
1504 //
1505 if (chr == null)
1506 continue;
1507
1508 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1509 continue;
1510
1511 chr.IsColliding = false;
1512 chr.CollidingGround = false;
1513 chr.CollidingObj = false;
1514
1515 // test the avatar's geometry for collision with the space
1516 // This will return near and the space that they are the closest to
1517 // And we'll run this again against the avatar and the space segment
1518 // This will return with a bunch of possible objects in the space segment
1519 // and we'll run it again on all of them.
1520 try
1521 {
1522 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1523 }
1524 catch (AccessViolationException)
1525 {
1526 m_log.Warn("[PHYSICS]: Unable to space collide");
1527 }
1528 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1529 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1530 //{
1531 //chr.Position.Z = terrainheight + 10.0f;
1532 //forcedZ = true;
1533 //}
1534 }
1535 }
1536
1537 lock (_activeprims)
1538 {
1539 List<OdePrim> removeprims = null;
1540 foreach (OdePrim chr in _activeprims)
1541 {
1542 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
1543 {
1544 try
1545 {
1546 lock (chr)
1547 {
1548 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1549 {
1550 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1551 }
1552 else
1553 {
1554 if (removeprims == null)
1555 {
1556 removeprims = new List<OdePrim>();
1557 }
1558 removeprims.Add(chr);
1559 /// Commented this because it triggers on every bullet
1560 //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!");
1561 }
1562 }
1563 }
1564 catch (AccessViolationException)
1565 {
1566 m_log.Warn("[PHYSICS]: Unable to space collide");
1567 }
1568 }
1569 }
1570 if (removeprims != null)
1571 {
1572 foreach (OdePrim chr in removeprims)
1573 {
1574 _activeprims.Remove(chr);
1575 }
1576 }
1577 }
1578
1579 _perloopContact.Clear();
1580 }
1581
1582 #endregion
1583
1584 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1585 {
1586 m_worldOffset = offset;
1587 WorldExtents = new Vector2(extents.X, extents.Y);
1588 m_parentScene = pScene;
1589
1590 }
1591
1592 // Recovered for use by fly height. Kitto Flora
1593 public float GetTerrainHeightAtXY(float x, float y)
1594 {
1595
1596 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1597 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1598
1599 IntPtr heightFieldGeom = IntPtr.Zero;
1600
1601 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1602 {
1603 if (heightFieldGeom != IntPtr.Zero)
1604 {
1605 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1606 {
1607
1608 int index;
1609
1610
1611 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1612 (int)x < 0.001f || (int)y < 0.001f)
1613 return 0;
1614
1615 x = x - offsetX;
1616 y = y - offsetY;
1617
1618 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1619
1620 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1621 {
1622 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1623 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1624 }
1625
1626 else
1627 return 0f;
1628 }
1629 else
1630 {
1631 return 0f;
1632 }
1633
1634 }
1635 else
1636 {
1637 return 0f;
1638 }
1639
1640 }
1641 else
1642 {
1643 return 0f;
1644 }
1645
1646
1647 }
1648// End recovered. Kitto Flora
1649
1650 public void addCollisionEventReporting(PhysicsActor obj)
1651 {
1652 lock (_collisionEventPrim)
1653 {
1654 if (!_collisionEventPrim.Contains(obj))
1655 _collisionEventPrim.Add(obj);
1656 }
1657 }
1658
1659 public void remCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Remove(obj);
1665 }
1666 }
1667
1668 #region Add/Remove Entities
1669
1670 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1671 {
1672 Vector3 pos;
1673 pos.X = position.X;
1674 pos.Y = position.Y;
1675 pos.Z = position.Z;
1676 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1677 newAv.Flying = isFlying;
1678 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1679
1680 return newAv;
1681 }
1682
1683 public void AddCharacter(OdeCharacter chr)
1684 {
1685 lock (_characters)
1686 {
1687 if (!_characters.Contains(chr))
1688 {
1689 _characters.Add(chr);
1690 if (chr.bad)
1691 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1692 }
1693 }
1694 }
1695
1696 public void RemoveCharacter(OdeCharacter chr)
1697 {
1698 lock (_characters)
1699 {
1700 if (_characters.Contains(chr))
1701 {
1702 _characters.Remove(chr);
1703 }
1704 }
1705 }
1706 public void BadCharacter(OdeCharacter chr)
1707 {
1708 lock (_badCharacter)
1709 {
1710 if (!_badCharacter.Contains(chr))
1711 _badCharacter.Add(chr);
1712 }
1713 }
1714
1715 public override void RemoveAvatar(PhysicsActor actor)
1716 {
1717 //m_log.Debug("[PHYSICS]:ODELOCK");
1718 ((OdeCharacter) actor).Destroy();
1719
1720 }
1721
1722 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1723 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localid)
1724 {
1725
1726 Vector3 pos = position;
1727 Vector3 siz = size;
1728 Quaternion rot = rotation;
1729
1730 OdePrim newPrim;
1731 lock (OdeLock)
1732 {
1733 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical,false, ode, localid);
1734
1735 lock (_prims)
1736 _prims.Add(newPrim);
1737 }
1738
1739 return newPrim;
1740 }
1741
1742 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1743 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, bool isphantom, uint localid)
1744 {
1745
1746 Vector3 pos = position;
1747 Vector3 siz = size;
1748 Quaternion rot = rotation;
1749
1750 OdePrim newPrim;
1751 lock (OdeLock)
1752 {
1753 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, isphantom, ode, localid);
1754
1755 lock (_prims)
1756 _prims.Add(newPrim);
1757 }
1758
1759 return newPrim;
1760 }
1761
1762
1763 public void addActivePrim(OdePrim activatePrim)
1764 {
1765 // adds active prim.. (ones that should be iterated over in collisions_optimized
1766 lock (_activeprims)
1767 {
1768 if (!_activeprims.Contains(activatePrim))
1769 _activeprims.Add(activatePrim);
1770 //else
1771 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1772 }
1773 }
1774
1775 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1776 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1777 {
1778 PhysicsActor result;
1779 IMesh mesh = null;
1780
1781 if (needsMeshing(pbs))
1782 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1783
1784 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
1785
1786 return result;
1787 }
1788
1789 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1790 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1791 {
1792 PhysicsActor result;
1793 IMesh mesh = null;
1794
1795 if (needsMeshing(pbs))
1796 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1797
1798 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom, localid);
1799
1800 return result;
1801 }
1802
1803
1804
1805/*
1806 public override PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
1807 uint localid, byte[] sdata)
1808 {
1809 PhysicsActor result;
1810
1811 result = AddPrim(primName, position, parent,
1812 pbs, localid, sdata);
1813
1814 return result;
1815 }
1816*/
1817 public override float TimeDilation
1818 {
1819 get { return m_timeDilation; }
1820 }
1821
1822 public override bool SupportsNINJAJoints
1823 {
1824 get { return m_NINJA_physics_joints_enabled; }
1825 }
1826
1827 // internal utility function: must be called within a lock (OdeLock)
1828 private void InternalAddActiveJoint(PhysicsJoint joint)
1829 {
1830 activeJoints.Add(joint);
1831 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1832 }
1833
1834 // internal utility function: must be called within a lock (OdeLock)
1835 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1836 {
1837 pendingJoints.Add(joint);
1838 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1839 }
1840
1841 // internal utility function: must be called within a lock (OdeLock)
1842 private void InternalRemovePendingJoint(PhysicsJoint joint)
1843 {
1844 pendingJoints.Remove(joint);
1845 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1846 }
1847
1848 // internal utility function: must be called within a lock (OdeLock)
1849 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1850 {
1851 activeJoints.Remove(joint);
1852 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1853 }
1854
1855 public override void DumpJointInfo()
1856 {
1857 string hdr = "[NINJA] JOINTINFO: ";
1858 foreach (PhysicsJoint j in pendingJoints)
1859 {
1860 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1861 }
1862 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1863 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1864 {
1865 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1866 }
1867 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1868 foreach (PhysicsJoint j in activeJoints)
1869 {
1870 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1871 }
1872 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1873 foreach (string jointName in SOPName_to_activeJoint.Keys)
1874 {
1875 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1876 }
1877 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1878
1879 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1880 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1881 foreach (string actorName in joints_connecting_actor.Keys)
1882 {
1883 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1884 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1885 {
1886 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1887 }
1888 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1889 }
1890 }
1891
1892 public override void RequestJointDeletion(string ObjectNameInScene)
1893 {
1894 lock (externalJointRequestsLock)
1895 {
1896 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1897 {
1898 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1899 }
1900 }
1901 }
1902
1903 private void DeleteRequestedJoints()
1904 {
1905 List<string> myRequestedJointsToBeDeleted;
1906 lock (externalJointRequestsLock)
1907 {
1908 // make a local copy of the shared list for processing (threading issues)
1909 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1910 }
1911
1912 foreach (string jointName in myRequestedJointsToBeDeleted)
1913 {
1914 lock (OdeLock)
1915 {
1916 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1917 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1918 {
1919 OdePhysicsJoint joint = null;
1920 if (SOPName_to_activeJoint.ContainsKey(jointName))
1921 {
1922 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1923 InternalRemoveActiveJoint(joint);
1924 }
1925 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1926 {
1927 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1928 InternalRemovePendingJoint(joint);
1929 }
1930
1931 if (joint != null)
1932 {
1933 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1934 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1935 {
1936 string bodyName = joint.BodyNames[iBodyName];
1937 if (bodyName != "NULL")
1938 {
1939 joints_connecting_actor[bodyName].Remove(joint);
1940 if (joints_connecting_actor[bodyName].Count == 0)
1941 {
1942 joints_connecting_actor.Remove(bodyName);
1943 }
1944 }
1945 }
1946
1947 DoJointDeactivated(joint);
1948 if (joint.jointID != IntPtr.Zero)
1949 {
1950 d.JointDestroy(joint.jointID);
1951 joint.jointID = IntPtr.Zero;
1952 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1953 }
1954 else
1955 {
1956 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1957 }
1958 }
1959 else
1960 {
1961 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1962 }
1963 }
1964 else
1965 {
1966 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1967 }
1968 }
1969 }
1970
1971 // remove processed joints from the shared list
1972 lock (externalJointRequestsLock)
1973 {
1974 foreach (string jointName in myRequestedJointsToBeDeleted)
1975 {
1976 requestedJointsToBeDeleted.Remove(jointName);
1977 }
1978 }
1979 }
1980
1981 // for pending joints we don't know if their associated bodies exist yet or not.
1982 // the joint is actually created during processing of the taints
1983 private void CreateRequestedJoints()
1984 {
1985 List<PhysicsJoint> myRequestedJointsToBeCreated;
1986 lock (externalJointRequestsLock)
1987 {
1988 // make a local copy of the shared list for processing (threading issues)
1989 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1990 }
1991
1992 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1993 {
1994 lock (OdeLock)
1995 {
1996 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1997 {
1998 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);
1999 continue;
2000 }
2001 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
2002 {
2003 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);
2004 continue;
2005 }
2006
2007 InternalAddPendingJoint(joint as OdePhysicsJoint);
2008
2009 if (joint.BodyNames.Count >= 2)
2010 {
2011 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
2012 {
2013 string bodyName = joint.BodyNames[iBodyName];
2014 if (bodyName != "NULL")
2015 {
2016 if (!joints_connecting_actor.ContainsKey(bodyName))
2017 {
2018 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
2019 }
2020 joints_connecting_actor[bodyName].Add(joint);
2021 }
2022 }
2023 }
2024 }
2025 }
2026
2027 // remove processed joints from shared list
2028 lock (externalJointRequestsLock)
2029 {
2030 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2031 {
2032 requestedJointsToBeCreated.Remove(joint);
2033 }
2034 }
2035
2036 }
2037
2038 // public function to add an request for joint creation
2039 // this joint will just be added to a waiting list that is NOT processed during the main
2040 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2041
2042 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2043 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2044
2045 {
2046
2047 OdePhysicsJoint joint = new OdePhysicsJoint();
2048 joint.ObjectNameInScene = objectNameInScene;
2049 joint.Type = jointType;
2050 joint.Position = position;
2051 joint.Rotation = rotation;
2052 joint.RawParams = parms;
2053 joint.BodyNames = new List<string>(bodyNames);
2054 joint.TrackedBodyName = trackedBodyName;
2055 joint.LocalRotation = localRotation;
2056 joint.jointID = IntPtr.Zero;
2057 joint.ErrorMessageCount = 0;
2058
2059 lock (externalJointRequestsLock)
2060 {
2061 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2062 {
2063 requestedJointsToBeCreated.Add(joint);
2064 }
2065 }
2066 return joint;
2067 }
2068
2069 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2070 {
2071 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2072 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2073 {
2074
2075 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2076 //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)
2077 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2078 {
2079 jointsToRemove.Add(j);
2080 }
2081 foreach (PhysicsJoint j in jointsToRemove)
2082 {
2083 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2084 RequestJointDeletion(j.ObjectNameInScene);
2085 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2086 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)
2087 }
2088 }
2089 }
2090
2091 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2092 {
2093 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2094 lock (OdeLock)
2095 {
2096 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2097 RemoveAllJointsConnectedToActor(actor);
2098 }
2099 }
2100
2101 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2102 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2103 {
2104 Debug.Assert(joint.IsInPhysicsEngine);
2105 d.Vector3 pos = new d.Vector3();
2106
2107 if (!(joint is OdePhysicsJoint))
2108 {
2109 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2110 }
2111 else
2112 {
2113 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2114 switch (odeJoint.Type)
2115 {
2116 case PhysicsJointType.Ball:
2117 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2118 break;
2119 case PhysicsJointType.Hinge:
2120 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2121 break;
2122 }
2123 }
2124 return new Vector3(pos.X, pos.Y, pos.Z);
2125 }
2126
2127 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2128 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2129 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2130 // keeping track of the joint's original orientation relative to one of the involved bodies.
2131 public override Vector3 GetJointAxis(PhysicsJoint joint)
2132 {
2133 Debug.Assert(joint.IsInPhysicsEngine);
2134 d.Vector3 axis = new d.Vector3();
2135
2136 if (!(joint is OdePhysicsJoint))
2137 {
2138 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2139 }
2140 else
2141 {
2142 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2143 switch (odeJoint.Type)
2144 {
2145 case PhysicsJointType.Ball:
2146 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2147 break;
2148 case PhysicsJointType.Hinge:
2149 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2150 break;
2151 }
2152 }
2153 return new Vector3(axis.X, axis.Y, axis.Z);
2154 }
2155
2156
2157 public void remActivePrim(OdePrim deactivatePrim)
2158 {
2159 lock (_activeprims)
2160 {
2161 _activeprims.Remove(deactivatePrim);
2162 }
2163 }
2164
2165 public override void RemovePrim(PhysicsActor prim)
2166 {
2167 if (prim is OdePrim)
2168 {
2169 lock (OdeLock)
2170 {
2171 OdePrim p = (OdePrim) prim;
2172
2173 p.setPrimForRemoval();
2174 AddPhysicsActorTaint(prim);
2175 //RemovePrimThreadLocked(p);
2176 }
2177 }
2178 }
2179
2180 /// <summary>
2181 /// This is called from within simulate but outside the locked portion
2182 /// We need to do our own locking here
2183 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2184 ///
2185 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2186 /// that the space was using.
2187 /// </summary>
2188 /// <param name="prim"></param>
2189 public void RemovePrimThreadLocked(OdePrim prim)
2190 {
2191//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2192 lock (prim)
2193 {
2194 remCollisionEventReporting(prim);
2195 lock (ode)
2196 {
2197 if (prim.prim_geom != IntPtr.Zero)
2198 {
2199 prim.ResetTaints();
2200
2201 try
2202 {
2203 if (prim._triMeshData != IntPtr.Zero)
2204 {
2205 d.GeomTriMeshDataDestroy(prim._triMeshData);
2206 prim._triMeshData = IntPtr.Zero;
2207 }
2208 }
2209 catch { };
2210
2211 if (prim.IsPhysical)
2212 {
2213 prim.disableBody();
2214 if (prim.childPrim)
2215 {
2216 prim.childPrim = false;
2217 prim.Body = IntPtr.Zero;
2218 prim.m_disabled = true;
2219 prim.IsPhysical = false;
2220 }
2221
2222 }
2223 // we don't want to remove the main space
2224
2225 // If the geometry is in the targetspace, remove it from the target space
2226 //m_log.Warn(prim.m_targetSpace);
2227
2228 //if (prim.m_targetSpace != IntPtr.Zero)
2229 //{
2230 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2231 //{
2232
2233 //if (d.GeomIsSpace(prim.m_targetSpace))
2234 //{
2235 //waitForSpaceUnlock(prim.m_targetSpace);
2236 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2237 prim.m_targetSpace = IntPtr.Zero;
2238 //}
2239 //else
2240 //{
2241 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2242 //((OdePrim)prim).m_targetSpace.ToString());
2243 //}
2244
2245 //}
2246 //}
2247 //m_log.Warn(prim.prim_geom);
2248 try
2249 {
2250 if (prim.prim_geom != IntPtr.Zero)
2251 {
2252
2253//string tPA;
2254//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2255//Console.WriteLine("**** Remove {0}", tPA);
2256 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2257 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2258 d.GeomDestroy(prim.prim_geom);
2259 prim.prim_geom = IntPtr.Zero;
2260 }
2261 else
2262 {
2263 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2264 }
2265 }
2266 catch (AccessViolationException)
2267 {
2268 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2269 }
2270 lock (_prims)
2271 _prims.Remove(prim);
2272
2273 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2274 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2275 //{
2276 //if (prim.m_targetSpace != null)
2277 //{
2278 //if (d.GeomIsSpace(prim.m_targetSpace))
2279 //{
2280 //waitForSpaceUnlock(prim.m_targetSpace);
2281 //d.SpaceRemove(space, prim.m_targetSpace);
2282 // free up memory used by the space.
2283 //d.SpaceDestroy(prim.m_targetSpace);
2284 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2285 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2286 //}
2287 //else
2288 //{
2289 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2290 //((OdePrim) prim).m_targetSpace.ToString());
2291 //}
2292 //}
2293 //}
2294
2295 if (SupportsNINJAJoints)
2296 {
2297 RemoveAllJointsConnectedToActorThreadLocked(prim);
2298 }
2299 }
2300 }
2301 }
2302 }
2303
2304 #endregion
2305
2306 #region Space Separation Calculation
2307
2308 /// <summary>
2309 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2310 /// </summary>
2311 /// <param name="pSpace"></param>
2312 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2313 {
2314 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2315 {
2316 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2317 {
2318 if (staticPrimspace[x, y] == pSpace)
2319 staticPrimspace[x, y] = IntPtr.Zero;
2320 }
2321 }
2322 }
2323
2324 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2325 {
2326 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2327 }
2328
2329 /// <summary>
2330 /// Called when a static prim moves. Allocates a space for the prim based on its position
2331 /// </summary>
2332 /// <param name="geom">the pointer to the geom that moved</param>
2333 /// <param name="pos">the position that the geom moved to</param>
2334 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2335 /// <returns>a pointer to the new space it's in</returns>
2336 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2337 {
2338 // Called from setting the Position and Size of an ODEPrim so
2339 // it's already in locked space.
2340
2341 // we don't want to remove the main space
2342 // we don't need to test physical here because this function should
2343 // never be called if the prim is physical(active)
2344
2345 // All physical prim end up in the root space
2346 //Thread.Sleep(20);
2347 if (currentspace != space)
2348 {
2349 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2350 //if (currentspace == IntPtr.Zero)
2351 //{
2352 //int adfadf = 0;
2353 //}
2354 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2355 {
2356 if (d.GeomIsSpace(currentspace))
2357 {
2358 waitForSpaceUnlock(currentspace);
2359 d.SpaceRemove(currentspace, geom);
2360 }
2361 else
2362 {
2363 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2364 " Geom:" + geom);
2365 }
2366 }
2367 else
2368 {
2369 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2370 if (sGeomIsIn != IntPtr.Zero)
2371 {
2372 if (d.GeomIsSpace(currentspace))
2373 {
2374 waitForSpaceUnlock(sGeomIsIn);
2375 d.SpaceRemove(sGeomIsIn, geom);
2376 }
2377 else
2378 {
2379 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2380 sGeomIsIn + " Geom:" + geom);
2381 }
2382 }
2383 }
2384
2385 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2386 if (d.SpaceGetNumGeoms(currentspace) == 0)
2387 {
2388 if (currentspace != IntPtr.Zero)
2389 {
2390 if (d.GeomIsSpace(currentspace))
2391 {
2392 waitForSpaceUnlock(currentspace);
2393 waitForSpaceUnlock(space);
2394 d.SpaceRemove(space, currentspace);
2395 // free up memory used by the space.
2396
2397 //d.SpaceDestroy(currentspace);
2398 resetSpaceArrayItemToZero(currentspace);
2399 }
2400 else
2401 {
2402 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2403 currentspace + " Geom:" + geom);
2404 }
2405 }
2406 }
2407 }
2408 else
2409 {
2410 // this is a physical object that got disabled. ;.;
2411 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2412 {
2413 if (d.SpaceQuery(currentspace, geom))
2414 {
2415 if (d.GeomIsSpace(currentspace))
2416 {
2417 waitForSpaceUnlock(currentspace);
2418 d.SpaceRemove(currentspace, geom);
2419 }
2420 else
2421 {
2422 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2423 currentspace + " Geom:" + geom);
2424 }
2425 }
2426 else
2427 {
2428 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2429 if (sGeomIsIn != IntPtr.Zero)
2430 {
2431 if (d.GeomIsSpace(sGeomIsIn))
2432 {
2433 waitForSpaceUnlock(sGeomIsIn);
2434 d.SpaceRemove(sGeomIsIn, geom);
2435 }
2436 else
2437 {
2438 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2439 sGeomIsIn + " Geom:" + geom);
2440 }
2441 }
2442 }
2443 }
2444 }
2445
2446 // The routines in the Position and Size sections do the 'inserting' into the space,
2447 // so all we have to do is make sure that the space that we're putting the prim into
2448 // is in the 'main' space.
2449 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2450 IntPtr newspace = calculateSpaceForGeom(pos);
2451
2452 if (newspace == IntPtr.Zero)
2453 {
2454 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2455 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2456 }
2457
2458 return newspace;
2459 }
2460
2461 /// <summary>
2462 /// Creates a new space at X Y
2463 /// </summary>
2464 /// <param name="iprimspaceArrItemX"></param>
2465 /// <param name="iprimspaceArrItemY"></param>
2466 /// <returns>A pointer to the created space</returns>
2467 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2468 {
2469 // creating a new space for prim and inserting it into main space.
2470 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2471 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2472 waitForSpaceUnlock(space);
2473 d.SpaceSetSublevel(space, 1);
2474 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2475 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2476 }
2477
2478 /// <summary>
2479 /// Calculates the space the prim should be in by its position
2480 /// </summary>
2481 /// <param name="pos"></param>
2482 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2483 public IntPtr calculateSpaceForGeom(Vector3 pos)
2484 {
2485 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2486 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2487 return staticPrimspace[xyspace[0], xyspace[1]];
2488 }
2489
2490 /// <summary>
2491 /// Holds the space allocation logic
2492 /// </summary>
2493 /// <param name="pos"></param>
2494 /// <returns>an array item based on the position</returns>
2495 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2496 {
2497 int[] returnint = new int[2];
2498
2499 returnint[0] = (int) (pos.X/metersInSpace);
2500
2501 if (returnint[0] > ((int) (259f/metersInSpace)))
2502 returnint[0] = ((int) (259f/metersInSpace));
2503 if (returnint[0] < 0)
2504 returnint[0] = 0;
2505
2506 returnint[1] = (int) (pos.Y/metersInSpace);
2507 if (returnint[1] > ((int) (259f/metersInSpace)))
2508 returnint[1] = ((int) (259f/metersInSpace));
2509 if (returnint[1] < 0)
2510 returnint[1] = 0;
2511
2512 return returnint;
2513 }
2514
2515 #endregion
2516
2517 /// <summary>
2518 /// Routine to figure out if we need to mesh this prim with our mesher
2519 /// </summary>
2520 /// <param name="pbs"></param>
2521 /// <returns></returns>
2522 public bool needsMeshing(PrimitiveBaseShape pbs)
2523 {
2524 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2525 // but we still need to check for sculptie meshing being enabled so this is the most
2526 // convenient place to do it for now...
2527
2528 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2529 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2530 int iPropertiesNotSupportedDefault = 0;
2531
2532 if (pbs.SculptEntry && !meshSculptedPrim)
2533 {
2534#if SPAM
2535 m_log.Warn("NonMesh");
2536#endif
2537 return false;
2538 }
2539
2540 // 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
2541 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
2542 {
2543 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2544 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2545 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2546 {
2547
2548 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2549 && pbs.ProfileHollow == 0
2550 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2551 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2552 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2553 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2554 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2555 {
2556#if SPAM
2557 m_log.Warn("NonMesh");
2558#endif
2559 return false;
2560 }
2561 }
2562 }
2563
2564 if (forceSimplePrimMeshing)
2565 return true;
2566
2567 if (pbs.ProfileHollow != 0)
2568 iPropertiesNotSupportedDefault++;
2569
2570 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2571 iPropertiesNotSupportedDefault++;
2572
2573 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2574 iPropertiesNotSupportedDefault++;
2575
2576 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2577 iPropertiesNotSupportedDefault++;
2578
2579 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2580 iPropertiesNotSupportedDefault++;
2581
2582 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2583 iPropertiesNotSupportedDefault++;
2584
2585 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))
2586 iPropertiesNotSupportedDefault++;
2587
2588 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2589 iPropertiesNotSupportedDefault++;
2590
2591 // test for torus
2592 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2593 {
2594 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2595 {
2596 iPropertiesNotSupportedDefault++;
2597 }
2598 }
2599 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2600 {
2601 if (pbs.PathCurve == (byte)Extrusion.Straight)
2602 {
2603 iPropertiesNotSupportedDefault++;
2604 }
2605
2606 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2607 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2608 {
2609 iPropertiesNotSupportedDefault++;
2610 }
2611 }
2612 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2613 {
2614 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2615 {
2616 iPropertiesNotSupportedDefault++;
2617 }
2618 }
2619 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2620 {
2621 if (pbs.PathCurve == (byte)Extrusion.Straight)
2622 {
2623 iPropertiesNotSupportedDefault++;
2624 }
2625 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2626 {
2627 iPropertiesNotSupportedDefault++;
2628 }
2629 }
2630
2631 if (pbs.SculptEntry && meshSculptedPrim)
2632 iPropertiesNotSupportedDefault++;
2633
2634 if (iPropertiesNotSupportedDefault == 0)
2635 {
2636#if SPAM
2637 m_log.Warn("NonMesh");
2638#endif
2639 return false;
2640 }
2641#if SPAM
2642 m_log.Debug("Mesh");
2643#endif
2644 return true;
2645 }
2646
2647 /// <summary>
2648 /// Called after our prim properties are set Scale, position etc.
2649 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2650 /// This assures us that we have no race conditions
2651 /// </summary>
2652 /// <param name="prim"></param>
2653 public override void AddPhysicsActorTaint(PhysicsActor prim)
2654 {
2655
2656 if (prim is OdePrim)
2657 {
2658 OdePrim taintedprim = ((OdePrim) prim);
2659 lock (_taintedPrimLock)
2660 {
2661 if (!(_taintedPrimH.Contains(taintedprim)))
2662 {
2663//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2664 _taintedPrimH.Add(taintedprim); // HashSet for searching
2665 _taintedPrimL.Add(taintedprim); // List for ordered readout
2666 }
2667 }
2668 return;
2669 }
2670 else if (prim is OdeCharacter)
2671 {
2672 OdeCharacter taintedchar = ((OdeCharacter)prim);
2673 lock (_taintedActors)
2674 {
2675 if (!(_taintedActors.Contains(taintedchar)))
2676 {
2677 _taintedActors.Add(taintedchar);
2678 if (taintedchar.bad)
2679 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2680 }
2681 }
2682 }
2683 }
2684
2685 /// <summary>
2686 /// This is our main simulate loop
2687 /// It's thread locked by a Mutex in the scene.
2688 /// It holds Collisions, it instructs ODE to step through the physical reactions
2689 /// It moves the objects around in memory
2690 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2691 /// </summary>
2692 /// <param name="timeStep"></param>
2693 /// <returns></returns>
2694 public override float Simulate(float timeStep)
2695 {
2696 if (framecount >= int.MaxValue)
2697 framecount = 0;
2698 //if (m_worldOffset != Vector3.Zero)
2699 // return 0;
2700
2701 framecount++;
2702
2703 DateTime now = DateTime.UtcNow;
2704 TimeSpan SinceLastFrame = now - m_lastframe;
2705 m_lastframe = now;
2706 float realtime = (float)SinceLastFrame.TotalSeconds;
2707// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2708 timeStep = realtime;
2709
2710 // float fps = 1.0f / realtime;
2711 float fps = 0.0f; // number of ODE steps in this Simulate step
2712 //m_log.Info(timeStep.ToString());
2713 step_time += timeStep;
2714
2715 // If We're loaded down by something else,
2716 // or debugging with the Visual Studio project on pause
2717 // skip a few frames to catch up gracefully.
2718 // without shooting the physicsactors all over the place
2719
2720 if (step_time >= m_SkipFramesAtms)
2721 {
2722 // Instead of trying to catch up, it'll do 5 physics frames only
2723 step_time = ODE_STEPSIZE;
2724 m_physicsiterations = 5;
2725 }
2726 else
2727 {
2728 m_physicsiterations = 10;
2729 }
2730
2731 if (SupportsNINJAJoints)
2732 {
2733 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2734 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2735 }
2736
2737 lock (OdeLock)
2738 {
2739 // Process 10 frames if the sim is running normal..
2740 // process 5 frames if the sim is running slow
2741 //try
2742 //{
2743 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2744 //}
2745 //catch (StackOverflowException)
2746 //{
2747 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2748 // ode.drelease(world);
2749 //base.TriggerPhysicsBasedRestart();
2750 //}
2751
2752 int i = 0;
2753
2754 // Figure out the Frames Per Second we're going at.
2755 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2756
2757 // fps = (step_time / ODE_STEPSIZE) * 1000;
2758 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2759 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2760
2761 // step_time = 0.09375f;
2762
2763 while (step_time > 0.0f)
2764 {
2765 //lock (ode)
2766 //{
2767 //if (!ode.lockquery())
2768 //{
2769 // ode.dlock(world);
2770 try
2771 {
2772 // Insert, remove Characters
2773 bool processedtaints = false;
2774
2775 lock (_taintedActors)
2776 {
2777 if (_taintedActors.Count > 0)
2778 {
2779 foreach (OdeCharacter character in _taintedActors)
2780 {
2781
2782 character.ProcessTaints(ODE_STEPSIZE);
2783
2784 processedtaints = true;
2785 //character.m_collisionscore = 0;
2786 }
2787
2788 if (processedtaints)
2789 _taintedActors.Clear();
2790 }
2791 } // end lock _taintedActors
2792
2793 // Modify other objects in the scene.
2794 processedtaints = false;
2795
2796 lock (_taintedPrimLock)
2797 {
2798 foreach (OdePrim prim in _taintedPrimL)
2799 {
2800 if (prim.m_taintremove)
2801 {
2802 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2803 RemovePrimThreadLocked(prim);
2804 }
2805 else
2806 {
2807 //Console.WriteLine("Simulate calls ProcessTaints");
2808 prim.ProcessTaints(ODE_STEPSIZE);
2809 }
2810 processedtaints = true;
2811 prim.m_collisionscore = 0;
2812
2813 // This loop can block up the Heartbeat for a very long time on large regions.
2814 // We need to let the Watchdog know that the Heartbeat is not dead
2815 // NOTE: This is currently commented out, but if things like OAR loading are
2816 // timing the heartbeat out we will need to uncomment it
2817 //Watchdog.UpdateThread();
2818 }
2819
2820 if (SupportsNINJAJoints)
2821 {
2822 // Create pending joints, if possible
2823
2824 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2825 // a joint requires specifying the body id of both involved bodies
2826 if (pendingJoints.Count > 0)
2827 {
2828 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2829 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2830 foreach (PhysicsJoint joint in pendingJoints)
2831 {
2832 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2833 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2834 System.StringSplitOptions.RemoveEmptyEntries);
2835 List<IntPtr> jointBodies = new List<IntPtr>();
2836 bool allJointBodiesAreReady = true;
2837 foreach (string jointParam in jointParams)
2838 {
2839 if (jointParam == "NULL")
2840 {
2841 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2842 jointBodies.Add(IntPtr.Zero);
2843 }
2844 else
2845 {
2846 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2847 bool foundPrim = false;
2848 lock (_prims)
2849 {
2850 foreach (OdePrim prim in _prims) // FIXME: inefficient
2851 {
2852 if (prim.SOPName == jointParam)
2853 {
2854 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2855 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2856 {
2857 jointBodies.Add(prim.Body);
2858 foundPrim = true;
2859 break;
2860 }
2861 else
2862 {
2863 DoJointErrorMessage(joint, "prim name " + jointParam +
2864 " exists but is not (yet) physical; deferring joint creation. " +
2865 "IsPhysical property is " + prim.IsPhysical +
2866 " and body is " + prim.Body);
2867 foundPrim = false;
2868 break;
2869 }
2870 }
2871 }
2872 }
2873 if (foundPrim)
2874 {
2875 // all is fine
2876 }
2877 else
2878 {
2879 allJointBodiesAreReady = false;
2880 break;
2881 }
2882 }
2883 }
2884 if (allJointBodiesAreReady)
2885 {
2886 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2887 if (jointBodies[0] == jointBodies[1])
2888 {
2889 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2890 }
2891 else
2892 {
2893 switch (joint.Type)
2894 {
2895 case PhysicsJointType.Ball:
2896 {
2897 IntPtr odeJoint;
2898 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2899 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2900 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2901 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2902 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2903 d.JointSetBallAnchor(odeJoint,
2904 joint.Position.X,
2905 joint.Position.Y,
2906 joint.Position.Z);
2907 //DoJointErrorMessage(joint, "ODE joint setting OK");
2908 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2909 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2910 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2911 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2912
2913 if (joint is OdePhysicsJoint)
2914 {
2915 ((OdePhysicsJoint)joint).jointID = odeJoint;
2916 }
2917 else
2918 {
2919 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2920 }
2921 }
2922 break;
2923 case PhysicsJointType.Hinge:
2924 {
2925 IntPtr odeJoint;
2926 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2927 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2928 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2929 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2930 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2931 d.JointSetHingeAnchor(odeJoint,
2932 joint.Position.X,
2933 joint.Position.Y,
2934 joint.Position.Z);
2935 // We use the orientation of the x-axis of the joint's coordinate frame
2936 // as the axis for the hinge.
2937
2938 // Therefore, we must get the joint's coordinate frame based on the
2939 // joint.Rotation field, which originates from the orientation of the
2940 // joint's proxy object in the scene.
2941
2942 // The joint's coordinate frame is defined as the transformation matrix
2943 // that converts a vector from joint-local coordinates into world coordinates.
2944 // World coordinates are defined as the XYZ coordinate system of the sim,
2945 // as shown in the top status-bar of the viewer.
2946
2947 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2948 // and use that as the hinge axis.
2949
2950 //joint.Rotation.Normalize();
2951 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2952
2953 // Now extract the X axis of the joint's coordinate frame.
2954
2955 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2956 // tar pit of transposed, inverted, and generally messed-up orientations.
2957 // (In other words, Matrix4.AtAxis() is borked.)
2958 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2959
2960 // Instead, compute the X axis of the coordinate frame by transforming
2961 // the (1,0,0) vector. At least that works.
2962
2963 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2964 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2965 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2966 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2967 d.JointSetHingeAxis(odeJoint,
2968 jointAxis.X,
2969 jointAxis.Y,
2970 jointAxis.Z);
2971 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2972 if (joint is OdePhysicsJoint)
2973 {
2974 ((OdePhysicsJoint)joint).jointID = odeJoint;
2975 }
2976 else
2977 {
2978 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2979 }
2980 }
2981 break;
2982 }
2983 successfullyProcessedPendingJoints.Add(joint);
2984 }
2985 }
2986 else
2987 {
2988 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2989 }
2990 }
2991 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2992 {
2993 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2994 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2995 InternalRemovePendingJoint(successfullyProcessedJoint);
2996 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2997 InternalAddActiveJoint(successfullyProcessedJoint);
2998 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2999 }
3000 }
3001 } // end SupportsNINJAJoints
3002
3003 if (processedtaints)
3004//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
3005 _taintedPrimH.Clear(); // ??? if this only ???
3006 _taintedPrimL.Clear();
3007 } // end lock _taintedPrimLock
3008
3009 // Move characters
3010 lock (_characters)
3011 {
3012 List<OdeCharacter> defects = new List<OdeCharacter>();
3013 foreach (OdeCharacter actor in _characters)
3014 {
3015 if (actor != null)
3016 actor.Move(ODE_STEPSIZE, defects);
3017 }
3018 if (0 != defects.Count)
3019 {
3020 foreach (OdeCharacter defect in defects)
3021 {
3022 RemoveCharacter(defect);
3023 }
3024 }
3025 } // end lock _characters
3026
3027 // Move other active objects
3028 lock (_activeprims)
3029 {
3030 foreach (OdePrim prim in _activeprims)
3031 {
3032 prim.m_collisionscore = 0;
3033 prim.Move(ODE_STEPSIZE);
3034 }
3035 } // end lock _activeprims
3036
3037 //if ((framecount % m_randomizeWater) == 0)
3038 // randomizeWater(waterlevel);
3039
3040 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3041 m_rayCastManager.ProcessQueuedRequests();
3042
3043 collision_optimized(ODE_STEPSIZE);
3044
3045 lock (_collisionEventPrim)
3046 {
3047 foreach (PhysicsActor obj in _collisionEventPrim)
3048 {
3049 if (obj == null)
3050 continue;
3051
3052 switch ((ActorTypes)obj.PhysicsActorType)
3053 {
3054 case ActorTypes.Agent:
3055 OdeCharacter cobj = (OdeCharacter)obj;
3056 cobj.AddCollisionFrameTime(100);
3057 cobj.SendCollisions();
3058 break;
3059 case ActorTypes.Prim:
3060 OdePrim pobj = (OdePrim)obj;
3061 pobj.SendCollisions();
3062 break;
3063 }
3064 }
3065 } // end lock _collisionEventPrim
3066
3067 //if (m_global_contactcount > 5)
3068 //{
3069 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3070 //}
3071
3072 m_global_contactcount = 0;
3073
3074 d.WorldQuickStep(world, ODE_STEPSIZE);
3075 d.JointGroupEmpty(contactgroup);
3076 fps++;
3077 //ode.dunlock(world);
3078 } // end try
3079 catch (Exception e)
3080 {
3081 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3082 ode.dunlock(world);
3083 }
3084
3085 step_time -= ODE_STEPSIZE;
3086 i++;
3087 //}
3088 //else
3089 //{
3090 //fps = 0;
3091 //}
3092 //}
3093 } // end while (step_time > 0.0f)
3094
3095 lock (_characters)
3096 {
3097 foreach (OdeCharacter actor in _characters)
3098 {
3099 if (actor != null)
3100 {
3101 if (actor.bad)
3102 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3103 actor.UpdatePositionAndVelocity();
3104 }
3105 }
3106 }
3107
3108 lock (_badCharacter)
3109 {
3110 if (_badCharacter.Count > 0)
3111 {
3112 foreach (OdeCharacter chr in _badCharacter)
3113 {
3114 RemoveCharacter(chr);
3115 }
3116 _badCharacter.Clear();
3117 }
3118 }
3119
3120 lock (_activeprims)
3121 {
3122 //if (timeStep < 0.2f)
3123 {
3124 foreach (OdePrim actor in _activeprims)
3125 {
3126 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3127 {
3128 actor.UpdatePositionAndVelocity();
3129
3130 if (SupportsNINJAJoints)
3131 {
3132 // If an actor moved, move its joint proxy objects as well.
3133 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3134 // for this purpose but it is never called! So we just do the joint
3135 // movement code here.
3136
3137 if (actor.SOPName != null &&
3138 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3139 joints_connecting_actor[actor.SOPName] != null &&
3140 joints_connecting_actor[actor.SOPName].Count > 0)
3141 {
3142 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3143 {
3144 if (affectedJoint.IsInPhysicsEngine)
3145 {
3146 DoJointMoved(affectedJoint);
3147 }
3148 else
3149 {
3150 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);
3151 }
3152 }
3153 }
3154 }
3155 }
3156 }
3157 }
3158 } // end lock _activeprims
3159
3160 //DumpJointInfo();
3161
3162 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3163 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3164 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3165 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3166 {
3167 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3168 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3169
3170 if (physics_logging_append_existing_logfile)
3171 {
3172 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3173 TextWriter fwriter = File.AppendText(fname);
3174 fwriter.WriteLine(header);
3175 fwriter.Close();
3176 }
3177 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3178 }
3179 } // end lock OdeLock
3180
3181 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3182 } // end Simulate
3183
3184 public override void GetResults()
3185 {
3186 }
3187
3188 public override bool IsThreaded
3189 {
3190 // for now we won't be multithreaded
3191 get { return (false); }
3192 }
3193
3194 #region ODE Specific Terrain Fixes
3195 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3196 {
3197 float[] returnarr = new float[262144];
3198 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3199
3200 // Filling out the array into its multi-dimensional components
3201 for (int y = 0; y < WorldExtents.Y; y++)
3202 {
3203 for (int x = 0; x < WorldExtents.X; x++)
3204 {
3205 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3206 }
3207 }
3208
3209 // Resize using Nearest Neighbour
3210
3211 // This particular way is quick but it only works on a multiple of the original
3212
3213 // The idea behind this method can be described with the following diagrams
3214 // second pass and third pass happen in the same loop really.. just separated
3215 // them to show what this does.
3216
3217 // First Pass
3218 // ResultArr:
3219 // 1,1,1,1,1,1
3220 // 1,1,1,1,1,1
3221 // 1,1,1,1,1,1
3222 // 1,1,1,1,1,1
3223 // 1,1,1,1,1,1
3224 // 1,1,1,1,1,1
3225
3226 // Second Pass
3227 // ResultArr2:
3228 // 1,,1,,1,,1,,1,,1,
3229 // ,,,,,,,,,,
3230 // 1,,1,,1,,1,,1,,1,
3231 // ,,,,,,,,,,
3232 // 1,,1,,1,,1,,1,,1,
3233 // ,,,,,,,,,,
3234 // 1,,1,,1,,1,,1,,1,
3235 // ,,,,,,,,,,
3236 // 1,,1,,1,,1,,1,,1,
3237 // ,,,,,,,,,,
3238 // 1,,1,,1,,1,,1,,1,
3239
3240 // Third pass fills in the blanks
3241 // ResultArr2:
3242 // 1,1,1,1,1,1,1,1,1,1,1,1
3243 // 1,1,1,1,1,1,1,1,1,1,1,1
3244 // 1,1,1,1,1,1,1,1,1,1,1,1
3245 // 1,1,1,1,1,1,1,1,1,1,1,1
3246 // 1,1,1,1,1,1,1,1,1,1,1,1
3247 // 1,1,1,1,1,1,1,1,1,1,1,1
3248 // 1,1,1,1,1,1,1,1,1,1,1,1
3249 // 1,1,1,1,1,1,1,1,1,1,1,1
3250 // 1,1,1,1,1,1,1,1,1,1,1,1
3251 // 1,1,1,1,1,1,1,1,1,1,1,1
3252 // 1,1,1,1,1,1,1,1,1,1,1,1
3253
3254 // X,Y = .
3255 // X+1,y = ^
3256 // X,Y+1 = *
3257 // X+1,Y+1 = #
3258
3259 // Filling in like this;
3260 // .*
3261 // ^#
3262 // 1st .
3263 // 2nd *
3264 // 3rd ^
3265 // 4th #
3266 // on single loop.
3267
3268 float[,] resultarr2 = new float[512, 512];
3269 for (int y = 0; y < WorldExtents.Y; y++)
3270 {
3271 for (int x = 0; x < WorldExtents.X; x++)
3272 {
3273 resultarr2[y * 2, x * 2] = resultarr[y, x];
3274
3275 if (y < WorldExtents.Y)
3276 {
3277 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3278 }
3279 if (x < WorldExtents.X)
3280 {
3281 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3282 }
3283 if (x < WorldExtents.X && y < WorldExtents.Y)
3284 {
3285 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3286 }
3287 }
3288 }
3289
3290 //Flatten out the array
3291 int i = 0;
3292 for (int y = 0; y < 512; y++)
3293 {
3294 for (int x = 0; x < 512; x++)
3295 {
3296 if (resultarr2[y, x] <= 0)
3297 returnarr[i] = 0.0000001f;
3298 else
3299 returnarr[i] = resultarr2[y, x];
3300
3301 i++;
3302 }
3303 }
3304
3305 return returnarr;
3306 }
3307
3308 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3309 {
3310 float[] returnarr = new float[262144];
3311 float[,] resultarr = new float[512,512];
3312
3313 // Filling out the array into its multi-dimensional components
3314 for (int y = 0; y < 256; y++)
3315 {
3316 for (int x = 0; x < 256; x++)
3317 {
3318 resultarr[y, x] = heightMap[y * 256 + x];
3319 }
3320 }
3321
3322 // Resize using interpolation
3323
3324 // This particular way is quick but it only works on a multiple of the original
3325
3326 // The idea behind this method can be described with the following diagrams
3327 // second pass and third pass happen in the same loop really.. just separated
3328 // them to show what this does.
3329
3330 // First Pass
3331 // ResultArr:
3332 // 1,1,1,1,1,1
3333 // 1,1,1,1,1,1
3334 // 1,1,1,1,1,1
3335 // 1,1,1,1,1,1
3336 // 1,1,1,1,1,1
3337 // 1,1,1,1,1,1
3338
3339 // Second Pass
3340 // ResultArr2:
3341 // 1,,1,,1,,1,,1,,1,
3342 // ,,,,,,,,,,
3343 // 1,,1,,1,,1,,1,,1,
3344 // ,,,,,,,,,,
3345 // 1,,1,,1,,1,,1,,1,
3346 // ,,,,,,,,,,
3347 // 1,,1,,1,,1,,1,,1,
3348 // ,,,,,,,,,,
3349 // 1,,1,,1,,1,,1,,1,
3350 // ,,,,,,,,,,
3351 // 1,,1,,1,,1,,1,,1,
3352
3353 // Third pass fills in the blanks
3354 // ResultArr2:
3355 // 1,1,1,1,1,1,1,1,1,1,1,1
3356 // 1,1,1,1,1,1,1,1,1,1,1,1
3357 // 1,1,1,1,1,1,1,1,1,1,1,1
3358 // 1,1,1,1,1,1,1,1,1,1,1,1
3359 // 1,1,1,1,1,1,1,1,1,1,1,1
3360 // 1,1,1,1,1,1,1,1,1,1,1,1
3361 // 1,1,1,1,1,1,1,1,1,1,1,1
3362 // 1,1,1,1,1,1,1,1,1,1,1,1
3363 // 1,1,1,1,1,1,1,1,1,1,1,1
3364 // 1,1,1,1,1,1,1,1,1,1,1,1
3365 // 1,1,1,1,1,1,1,1,1,1,1,1
3366
3367 // X,Y = .
3368 // X+1,y = ^
3369 // X,Y+1 = *
3370 // X+1,Y+1 = #
3371
3372 // Filling in like this;
3373 // .*
3374 // ^#
3375 // 1st .
3376 // 2nd *
3377 // 3rd ^
3378 // 4th #
3379 // on single loop.
3380
3381 float[,] resultarr2 = new float[512,512];
3382 for (int y = 0; y < (int)Constants.RegionSize; y++)
3383 {
3384 for (int x = 0; x < (int)Constants.RegionSize; x++)
3385 {
3386 resultarr2[y*2, x*2] = resultarr[y, x];
3387
3388 if (y < (int)Constants.RegionSize)
3389 {
3390 if (y + 1 < (int)Constants.RegionSize)
3391 {
3392 if (x + 1 < (int)Constants.RegionSize)
3393 {
3394 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3395 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3396 }
3397 else
3398 {
3399 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3400 }
3401 }
3402 else
3403 {
3404 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3405 }
3406 }
3407 if (x < (int)Constants.RegionSize)
3408 {
3409 if (x + 1 < (int)Constants.RegionSize)
3410 {
3411 if (y + 1 < (int)Constants.RegionSize)
3412 {
3413 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3414 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3415 }
3416 else
3417 {
3418 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3419 }
3420 }
3421 else
3422 {
3423 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3424 }
3425 }
3426 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3427 {
3428 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3429 {
3430 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3431 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3432 }
3433 else
3434 {
3435 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3436 }
3437 }
3438 }
3439 }
3440 //Flatten out the array
3441 int i = 0;
3442 for (int y = 0; y < 512; y++)
3443 {
3444 for (int x = 0; x < 512; x++)
3445 {
3446 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3447 {
3448 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3449 resultarr2[y, x] = 0;
3450 }
3451 returnarr[i] = resultarr2[y, x];
3452 i++;
3453 }
3454 }
3455
3456 return returnarr;
3457 }
3458
3459 #endregion
3460
3461 public override void SetTerrain(float[] heightMap)
3462 {
3463 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3464 {
3465 if (m_parentScene is OdeScene)
3466 {
3467 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3468 }
3469 }
3470 else
3471 {
3472 SetTerrain(heightMap, m_worldOffset);
3473 }
3474 }
3475
3476 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3477 {
3478
3479 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3480
3481 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3482 int heightmapHeight = regionsize + 2;
3483
3484 int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
3485 int heightmapHeightSamples = (int)regionsize + 2;
3486
3487 // Array of height samples for ODE
3488 float[] _heightmap;
3489 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3490
3491 // Other ODE parameters
3492 const float scale = 1.0f;
3493 const float offset = 0.0f;
3494 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3495 const int wrap = 0;
3496
3497 float hfmin = 2000f;
3498 float hfmax = -2000f;
3499 float minele = 0.0f; // Dont allow -ve heights
3500
3501 int x = 0;
3502 int y = 0;
3503 int xx = 0;
3504 int yy = 0;
3505
3506 // load the height samples array from the heightMap
3507 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3508 {
3509 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3510 {
3511 xx = x - 1;
3512 if (xx < 0) xx = 0;
3513 if (xx > (regionsize - 1)) xx = regionsize - 1;
3514
3515 yy = y - 1;
3516 if (yy < 0) yy = 0;
3517 if (yy > (regionsize - 1)) yy = regionsize - 1;
3518 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3519 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3520 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3521 if (val < minele) val = minele;
3522 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3523 hfmin = (val < hfmin) ? val : hfmin;
3524 hfmax = (val > hfmax) ? val : hfmax;
3525 }
3526 }
3527
3528 lock (OdeLock)
3529 {
3530 IntPtr GroundGeom = IntPtr.Zero;
3531 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3532 {
3533 RegionTerrain.Remove(pOffset);
3534 if (GroundGeom != IntPtr.Zero)
3535 {
3536 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3537 {
3538 TerrainHeightFieldHeights.Remove(GroundGeom);
3539 }
3540 d.SpaceRemove(space, GroundGeom);
3541 d.GeomDestroy(GroundGeom);
3542 }
3543 }
3544 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3545 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3546 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3547 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3548 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3549 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3550 if (GroundGeom != IntPtr.Zero)
3551 {
3552 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3553 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3554 }
3555 geom_name_map[GroundGeom] = "Terrain";
3556
3557 d.Matrix3 R = new d.Matrix3();
3558
3559 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3560 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3561 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3562
3563 q1 = q1 * q2;
3564 //q1 = q1 * q3;
3565 Vector3 v3;
3566 float angle;
3567 q1.GetAxisAngle(out v3, out angle);
3568
3569 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3570 d.GeomSetRotation(GroundGeom, ref R);
3571 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3572 IntPtr testGround = IntPtr.Zero;
3573 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3574 {
3575 RegionTerrain.Remove(pOffset);
3576 }
3577 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3578 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3579 }
3580 }
3581
3582 public override void DeleteTerrain()
3583 {
3584 }
3585
3586 public float GetWaterLevel()
3587 {
3588 return waterlevel;
3589 }
3590
3591 public override bool SupportsCombining()
3592 {
3593 return true;
3594 }
3595
3596 public override void UnCombine(PhysicsScene pScene)
3597 {
3598 IntPtr localGround = IntPtr.Zero;
3599// float[] localHeightfield;
3600 bool proceed = false;
3601 List<IntPtr> geomDestroyList = new List<IntPtr>();
3602
3603 lock (OdeLock)
3604 {
3605 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3606 {
3607 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3608 {
3609 if (geom == localGround)
3610 {
3611// localHeightfield = TerrainHeightFieldHeights[geom];
3612 proceed = true;
3613 }
3614 else
3615 {
3616 geomDestroyList.Add(geom);
3617 }
3618 }
3619
3620 if (proceed)
3621 {
3622 m_worldOffset = Vector3.Zero;
3623 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3624 m_parentScene = null;
3625
3626 foreach (IntPtr g in geomDestroyList)
3627 {
3628 // removingHeightField needs to be done or the garbage collector will
3629 // collect the terrain data before we tell ODE to destroy it causing
3630 // memory corruption
3631 if (TerrainHeightFieldHeights.ContainsKey(g))
3632 {
3633// float[] removingHeightField = TerrainHeightFieldHeights[g];
3634 TerrainHeightFieldHeights.Remove(g);
3635
3636 if (RegionTerrain.ContainsKey(g))
3637 {
3638 RegionTerrain.Remove(g);
3639 }
3640
3641 d.GeomDestroy(g);
3642 //removingHeightField = new float[0];
3643 }
3644 }
3645
3646 }
3647 else
3648 {
3649 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3650
3651 }
3652 }
3653 }
3654 }
3655
3656 public override void SetWaterLevel(float baseheight)
3657 {
3658 waterlevel = baseheight;
3659 randomizeWater(waterlevel);
3660 }
3661
3662 public void randomizeWater(float baseheight)
3663 {
3664 const uint heightmapWidth = m_regionWidth + 2;
3665 const uint heightmapHeight = m_regionHeight + 2;
3666 const uint heightmapWidthSamples = m_regionWidth + 2;
3667 const uint heightmapHeightSamples = m_regionHeight + 2;
3668 const float scale = 1.0f;
3669 const float offset = 0.0f;
3670 const float thickness = 2.9f;
3671 const int wrap = 0;
3672
3673 for (int i = 0; i < (258 * 258); i++)
3674 {
3675 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3676 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3677 }
3678
3679 lock (OdeLock)
3680 {
3681 if (WaterGeom != IntPtr.Zero)
3682 {
3683 d.SpaceRemove(space, WaterGeom);
3684 }
3685 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3686 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3687 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3688 offset, thickness, wrap);
3689 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3690 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3691 if (WaterGeom != IntPtr.Zero)
3692 {
3693 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3694 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3695
3696 }
3697 geom_name_map[WaterGeom] = "Water";
3698
3699 d.Matrix3 R = new d.Matrix3();
3700
3701 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3702 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3703 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3704
3705 q1 = q1 * q2;
3706 //q1 = q1 * q3;
3707 Vector3 v3;
3708 float angle;
3709 q1.GetAxisAngle(out v3, out angle);
3710
3711 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3712 d.GeomSetRotation(WaterGeom, ref R);
3713 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3714
3715 }
3716
3717 }
3718
3719 public override void Dispose()
3720 {
3721 m_rayCastManager.Dispose();
3722 m_rayCastManager = null;
3723
3724 lock (OdeLock)
3725 {
3726 lock (_prims)
3727 {
3728 foreach (OdePrim prm in _prims)
3729 {
3730 RemovePrim(prm);
3731 }
3732 }
3733
3734 //foreach (OdeCharacter act in _characters)
3735 //{
3736 //RemoveAvatar(act);
3737 //}
3738 d.WorldDestroy(world);
3739 //d.CloseODE();
3740 }
3741 }
3742 public override Dictionary<uint, float> GetTopColliders()
3743 {
3744 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3745 int cnt = 0;
3746 lock (_prims)
3747 {
3748 foreach (OdePrim prm in _prims)
3749 {
3750 if (prm.CollisionScore > 0)
3751 {
3752 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3753 cnt++;
3754 prm.CollisionScore = 0f;
3755 if (cnt > 25)
3756 {
3757 break;
3758 }
3759 }
3760 }
3761 }
3762 return returncolliders;
3763 }
3764
3765 public override bool SupportsRayCast()
3766 {
3767 return true;
3768 }
3769
3770 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3771 {
3772 if (retMethod != null)
3773 {
3774 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3775 }
3776 }
3777
3778#if USE_DRAWSTUFF
3779 // Keyboard callback
3780 public void command(int cmd)
3781 {
3782 IntPtr geom;
3783 d.Mass mass;
3784 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3785
3786
3787
3788 Char ch = Char.ToLower((Char)cmd);
3789 switch ((Char)ch)
3790 {
3791 case 'w':
3792 try
3793 {
3794 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));
3795
3796 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3797 ds.SetViewpoint(ref xyz, ref hpr);
3798 }
3799 catch (ArgumentException)
3800 { hpr.X = 0; }
3801 break;
3802
3803 case 'a':
3804 hpr.X++;
3805 ds.SetViewpoint(ref xyz, ref hpr);
3806 break;
3807
3808 case 's':
3809 try
3810 {
3811 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));
3812
3813 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3814 ds.SetViewpoint(ref xyz, ref hpr);
3815 }
3816 catch (ArgumentException)
3817 { hpr.X = 0; }
3818 break;
3819 case 'd':
3820 hpr.X--;
3821 ds.SetViewpoint(ref xyz, ref hpr);
3822 break;
3823 case 'r':
3824 xyz.Z++;
3825 ds.SetViewpoint(ref xyz, ref hpr);
3826 break;
3827 case 'f':
3828 xyz.Z--;
3829 ds.SetViewpoint(ref xyz, ref hpr);
3830 break;
3831 case 'e':
3832 xyz.Y++;
3833 ds.SetViewpoint(ref xyz, ref hpr);
3834 break;
3835 case 'q':
3836 xyz.Y--;
3837 ds.SetViewpoint(ref xyz, ref hpr);
3838 break;
3839 }
3840 }
3841
3842 public void step(int pause)
3843 {
3844
3845 ds.SetColor(1.0f, 1.0f, 0.0f);
3846 ds.SetTexture(ds.Texture.Wood);
3847 lock (_prims)
3848 {
3849 foreach (OdePrim prm in _prims)
3850 {
3851 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3852 if (prm.prim_geom != IntPtr.Zero)
3853 {
3854 d.Vector3 pos;
3855 d.GeomCopyPosition(prm.prim_geom, out pos);
3856 //d.BodyCopyPosition(body, out pos);
3857
3858 d.Matrix3 R;
3859 d.GeomCopyRotation(prm.prim_geom, out R);
3860 //d.BodyCopyRotation(body, out R);
3861
3862
3863 d.Vector3 sides = new d.Vector3();
3864 sides.X = prm.Size.X;
3865 sides.Y = prm.Size.Y;
3866 sides.Z = prm.Size.Z;
3867
3868 ds.DrawBox(ref pos, ref R, ref sides);
3869 }
3870 }
3871 }
3872 ds.SetColor(1.0f, 0.0f, 0.0f);
3873 lock (_characters)
3874 {
3875 foreach (OdeCharacter chr in _characters)
3876 {
3877 if (chr.Shell != IntPtr.Zero)
3878 {
3879 IntPtr body = d.GeomGetBody(chr.Shell);
3880
3881 d.Vector3 pos;
3882 d.GeomCopyPosition(chr.Shell, out pos);
3883 //d.BodyCopyPosition(body, out pos);
3884
3885 d.Matrix3 R;
3886 d.GeomCopyRotation(chr.Shell, out R);
3887 //d.BodyCopyRotation(body, out R);
3888
3889 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3890 d.Vector3 sides = new d.Vector3();
3891 sides.X = 0.5f;
3892 sides.Y = 0.5f;
3893 sides.Z = 0.5f;
3894
3895 ds.DrawBox(ref pos, ref R, ref sides);
3896 }
3897 }
3898 }
3899 }
3900
3901 public void start(int unused)
3902 {
3903 ds.SetViewpoint(ref xyz, ref hpr);
3904 }
3905#endif
3906 }
3907}
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..bd80fff 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -68,6 +68,19 @@ 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 public bool softcolide;
76
77 public ContactData(float _mu, float _bounce, bool _softcolide)
78 {
79 mu = _mu;
80 bounce = _bounce;
81 softcolide = _softcolide;
82 }
83 }
71 /// <summary> 84 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 85 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 86 /// </summary>
@@ -135,6 +148,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 148 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 149 public event CollisionUpdate OnCollisionUpdate;
137 150
151 public virtual void SetVehicle(object vdata) { }
152
138 public event OutOfBounds OnOutOfBounds; 153 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 154#pragma warning restore 67
140 155
@@ -142,11 +157,21 @@ namespace OpenSim.Region.Physics.Manager
142 { 157 {
143 get { return new NullPhysicsActor(); } 158 get { return new NullPhysicsActor(); }
144 } 159 }
160
161 public virtual bool Building { get; set; }
162
163 public virtual void getContactData(ref ContactData cdata)
164 {
165 cdata.mu = 0;
166 cdata.bounce = 0;
167 }
145 168
146 public abstract bool Stopped { get; } 169 public abstract bool Stopped { get; }
147 170
148 public abstract Vector3 Size { get; set; } 171 public abstract Vector3 Size { get; set; }
149 172
173 public virtual bool Phantom { get; set; }
174
150 public abstract PrimitiveBaseShape Shape { set; } 175 public abstract PrimitiveBaseShape Shape { set; }
151 176
152 uint m_baseLocalID; 177 uint m_baseLocalID;
@@ -195,6 +220,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 220 }
196 } 221 }
197 222
223 public virtual byte[] Serialize(bool PhysIsRunning)
224 {
225 return new byte[0];
226 }
227
198 public virtual void RaiseOutOfBounds(Vector3 pos) 228 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 229 {
200 // Make a temporary copy of the event to avoid possibility of 230 // Make a temporary copy of the event to avoid possibility of
@@ -554,5 +584,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 584 {
555 return false; 585 return false;
556 } 586 }
587
557 } 588 }
558} 589}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..eca6a0f 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -125,6 +125,18 @@ namespace OpenSim.Region.Physics.Manager
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 127
128 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
129 uint localid, byte[] sdata)
130 {
131 return null;
132 }
133
134 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
135 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
136 {
137 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
138 }
139
128 public virtual float TimeDilation 140 public virtual float TimeDilation
129 { 141 {
130 get { return 1.0f; } 142 get { return 1.0f; }
@@ -222,7 +234,7 @@ namespace OpenSim.Region.Physics.Manager
222 } 234 }
223 235
224 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 236 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
225 237 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
226 public virtual void UnCombine(PhysicsScene pScene) {} 238 public virtual void UnCombine(PhysicsScene pScene) {}
227 239
228 /// <summary> 240 /// <summary>
@@ -260,5 +272,13 @@ namespace OpenSim.Region.Physics.Manager
260 { 272 {
261 return new List<ContactResult>(); 273 return new List<ContactResult>();
262 } 274 }
275
276 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
277 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
278 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
279 {
280 return new List<ContactResult>();
281 }
282
263 } 283 }
264} 284}
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 1f79cd8..6f37347 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;
@@ -2845,7 +2845,7 @@ Console.WriteLine(" JointCreateFixed");
2845 } 2845 }
2846 public override bool PIDActive { set { m_usePID = value; } } 2846 public override bool PIDActive { set { m_usePID = value; } }
2847 public override float PIDTau { set { m_PIDTau = value; } } 2847 public override float PIDTau { set { m_PIDTau = value; } }
2848 2848
2849 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2849 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2850 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2850 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2851 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2851 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/UbitMeshing/HelperTypes.cs b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
new file mode 100644
index 0000000..8cd8dcf
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
@@ -0,0 +1,436 @@
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.Diagnostics;
31using System.Globalization;
32using OpenMetaverse;
33using OpenSim.Region.Physics.Manager;
34using OpenSim.Region.Physics.Meshing;
35
36public class Vertex : IComparable<Vertex>
37{
38 Vector3 vector;
39
40 public float X
41 {
42 get { return vector.X; }
43 set { vector.X = value; }
44 }
45
46 public float Y
47 {
48 get { return vector.Y; }
49 set { vector.Y = value; }
50 }
51
52 public float Z
53 {
54 get { return vector.Z; }
55 set { vector.Z = value; }
56 }
57
58 public Vertex(float x, float y, float z)
59 {
60 vector.X = x;
61 vector.Y = y;
62 vector.Z = z;
63 }
64
65 public Vertex normalize()
66 {
67 float tlength = vector.Length();
68 if (tlength != 0f)
69 {
70 float mul = 1.0f / tlength;
71 return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul);
72 }
73 else
74 {
75 return new Vertex(0f, 0f, 0f);
76 }
77 }
78
79 public Vertex cross(Vertex v)
80 {
81 return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X);
82 }
83
84 // disable warning: mono compiler moans about overloading
85 // operators hiding base operator but should not according to C#
86 // language spec
87#pragma warning disable 0108
88 public static Vertex operator *(Vertex v, Quaternion q)
89 {
90 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
91
92 Vertex v2 = new Vertex(0f, 0f, 0f);
93
94 v2.X = q.W * q.W * v.X +
95 2f * q.Y * q.W * v.Z -
96 2f * q.Z * q.W * v.Y +
97 q.X * q.X * v.X +
98 2f * q.Y * q.X * v.Y +
99 2f * q.Z * q.X * v.Z -
100 q.Z * q.Z * v.X -
101 q.Y * q.Y * v.X;
102
103 v2.Y =
104 2f * q.X * q.Y * v.X +
105 q.Y * q.Y * v.Y +
106 2f * q.Z * q.Y * v.Z +
107 2f * q.W * q.Z * v.X -
108 q.Z * q.Z * v.Y +
109 q.W * q.W * v.Y -
110 2f * q.X * q.W * v.Z -
111 q.X * q.X * v.Y;
112
113 v2.Z =
114 2f * q.X * q.Z * v.X +
115 2f * q.Y * q.Z * v.Y +
116 q.Z * q.Z * v.Z -
117 2f * q.W * q.Y * v.X -
118 q.Y * q.Y * v.Z +
119 2f * q.W * q.X * v.Y -
120 q.X * q.X * v.Z +
121 q.W * q.W * v.Z;
122
123 return v2;
124 }
125
126 public static Vertex operator +(Vertex v1, Vertex v2)
127 {
128 return new Vertex(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);
129 }
130
131 public static Vertex operator -(Vertex v1, Vertex v2)
132 {
133 return new Vertex(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
134 }
135
136 public static Vertex operator *(Vertex v1, Vertex v2)
137 {
138 return new Vertex(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z);
139 }
140
141 public static Vertex operator +(Vertex v1, float am)
142 {
143 v1.X += am;
144 v1.Y += am;
145 v1.Z += am;
146 return v1;
147 }
148
149 public static Vertex operator -(Vertex v1, float am)
150 {
151 v1.X -= am;
152 v1.Y -= am;
153 v1.Z -= am;
154 return v1;
155 }
156
157 public static Vertex operator *(Vertex v1, float am)
158 {
159 v1.X *= am;
160 v1.Y *= am;
161 v1.Z *= am;
162 return v1;
163 }
164
165 public static Vertex operator /(Vertex v1, float am)
166 {
167 if (am == 0f)
168 {
169 return new Vertex(0f,0f,0f);
170 }
171 float mul = 1.0f / am;
172 v1.X *= mul;
173 v1.Y *= mul;
174 v1.Z *= mul;
175 return v1;
176 }
177#pragma warning restore 0108
178
179
180 public float dot(Vertex v)
181 {
182 return X * v.X + Y * v.Y + Z * v.Z;
183 }
184
185 public Vertex(Vector3 v)
186 {
187 vector = v;
188 }
189
190 public Vertex Clone()
191 {
192 return new Vertex(X, Y, Z);
193 }
194
195 public static Vertex FromAngle(double angle)
196 {
197 return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f);
198 }
199
200 public float Length()
201 {
202 return vector.Length();
203 }
204
205 public virtual bool Equals(Vertex v, float tolerance)
206 {
207 Vertex diff = this - v;
208 float d = diff.Length();
209 if (d < tolerance)
210 return true;
211
212 return false;
213 }
214
215
216 public int CompareTo(Vertex other)
217 {
218 if (X < other.X)
219 return -1;
220
221 if (X > other.X)
222 return 1;
223
224 if (Y < other.Y)
225 return -1;
226
227 if (Y > other.Y)
228 return 1;
229
230 if (Z < other.Z)
231 return -1;
232
233 if (Z > other.Z)
234 return 1;
235
236 return 0;
237 }
238
239 public static bool operator >(Vertex me, Vertex other)
240 {
241 return me.CompareTo(other) > 0;
242 }
243
244 public static bool operator <(Vertex me, Vertex other)
245 {
246 return me.CompareTo(other) < 0;
247 }
248
249 public String ToRaw()
250 {
251 // Why this stuff with the number formatter?
252 // Well, the raw format uses the english/US notation of numbers
253 // where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1.
254 // The german notation uses these characters exactly vice versa!
255 // The Float.ToString() routine is a localized one, giving different results depending on the country
256 // settings your machine works with. Unusable for a machine readable file format :-(
257 NumberFormatInfo nfi = new NumberFormatInfo();
258 nfi.NumberDecimalSeparator = ".";
259 nfi.NumberDecimalDigits = 3;
260
261 String s1 = X.ToString("N2", nfi) + " " + Y.ToString("N2", nfi) + " " + Z.ToString("N2", nfi);
262
263 return s1;
264 }
265}
266
267public class Triangle
268{
269 public Vertex v1;
270 public Vertex v2;
271 public Vertex v3;
272
273 private float radius_square;
274 private float cx;
275 private float cy;
276
277 public Triangle(Vertex _v1, Vertex _v2, Vertex _v3)
278 {
279 v1 = _v1;
280 v2 = _v2;
281 v3 = _v3;
282
283 CalcCircle();
284 }
285
286 public bool isInCircle(float x, float y)
287 {
288 float dx, dy;
289 float dd;
290
291 dx = x - cx;
292 dy = y - cy;
293
294 dd = dx*dx + dy*dy;
295 if (dd < radius_square)
296 return true;
297 else
298 return false;
299 }
300
301 public bool isDegraded()
302 {
303 // This means, the vertices of this triangle are somewhat strange.
304 // They either line up or at least two of them are identical
305 return (radius_square == 0.0);
306 }
307
308 private void CalcCircle()
309 {
310 // Calculate the center and the radius of a circle given by three points p1, p2, p3
311 // It is assumed, that the triangles vertices are already set correctly
312 double p1x, p2x, p1y, p2y, p3x, p3y;
313
314 // Deviation of this routine:
315 // A circle has the general equation (M-p)^2=r^2, where M and p are vectors
316 // this gives us three equations f(p)=r^2, each for one point p1, p2, p3
317 // putting respectively two equations together gives two equations
318 // f(p1)=f(p2) and f(p1)=f(p3)
319 // bringing all constant terms to one side brings them to the form
320 // M*v1=c1 resp.M*v2=c2 where v1=(p1-p2) and v2=(p1-p3) (still vectors)
321 // and c1, c2 are scalars (Naming conventions like the variables below)
322 // Now using the equations that are formed by the components of the vectors
323 // and isolate Mx lets you make one equation that only holds My
324 // The rest is straight forward and eaasy :-)
325 //
326
327 /* helping variables for temporary results */
328 double c1, c2;
329 double v1x, v1y, v2x, v2y;
330
331 double z, n;
332
333 double rx, ry;
334
335 // Readout the three points, the triangle consists of
336 p1x = v1.X;
337 p1y = v1.Y;
338
339 p2x = v2.X;
340 p2y = v2.Y;
341
342 p3x = v3.X;
343 p3y = v3.Y;
344
345 /* calc helping values first */
346 c1 = (p1x*p1x + p1y*p1y - p2x*p2x - p2y*p2y)/2;
347 c2 = (p1x*p1x + p1y*p1y - p3x*p3x - p3y*p3y)/2;
348
349 v1x = p1x - p2x;
350 v1y = p1y - p2y;
351
352 v2x = p1x - p3x;
353 v2y = p1y - p3y;
354
355 z = (c1*v2x - c2*v1x);
356 n = (v1y*v2x - v2y*v1x);
357
358 if (n == 0.0) // This is no triangle, i.e there are (at least) two points at the same location
359 {
360 radius_square = 0.0f;
361 return;
362 }
363
364 cy = (float) (z/n);
365
366 if (v2x != 0.0)
367 {
368 cx = (float) ((c2 - v2y*cy)/v2x);
369 }
370 else if (v1x != 0.0)
371 {
372 cx = (float) ((c1 - v1y*cy)/v1x);
373 }
374 else
375 {
376 Debug.Assert(false, "Malformed triangle"); /* Both terms zero means nothing good */
377 }
378
379 rx = (p1x - cx);
380 ry = (p1y - cy);
381
382 radius_square = (float) (rx*rx + ry*ry);
383 }
384
385 public override String ToString()
386 {
387 NumberFormatInfo nfi = new NumberFormatInfo();
388 nfi.CurrencyDecimalDigits = 2;
389 nfi.CurrencyDecimalSeparator = ".";
390
391 String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">";
392 String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">";
393 String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">";
394
395 return s1 + ";" + s2 + ";" + s3;
396 }
397
398 public Vector3 getNormal()
399 {
400 // Vertices
401
402 // Vectors for edges
403 Vector3 e1;
404 Vector3 e2;
405
406 e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
407 e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
408
409 // Cross product for normal
410 Vector3 n = Vector3.Cross(e1, e2);
411
412 // Length
413 float l = n.Length();
414
415 // Normalized "normal"
416 n = n/l;
417
418 return n;
419 }
420
421 public void invertNormal()
422 {
423 Vertex vt;
424 vt = v1;
425 v1 = v2;
426 v2 = vt;
427 }
428
429 // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and
430 // debugging purposes
431 public String ToStringRaw()
432 {
433 String output = v1.ToRaw() + " " + v2.ToRaw() + " " + v3.ToRaw();
434 return output;
435 }
436}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
new file mode 100644
index 0000000..c715642
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -0,0 +1,401 @@
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.IO;
31using System.Runtime.InteropServices;
32using OpenSim.Region.Physics.Manager;
33using PrimMesher;
34using OpenMetaverse;
35
36namespace OpenSim.Region.Physics.Meshing
37{
38 public class Mesh : IMesh
39 {
40 private Dictionary<Vertex, int> m_vertices;
41 private List<Triangle> m_triangles;
42 GCHandle m_pinnedVertexes;
43 GCHandle m_pinnedIndex;
44 IntPtr m_verticesPtr = IntPtr.Zero;
45 int m_vertexCount = 0;
46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0;
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 }
70
71 public Mesh()
72 {
73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
79 }
80
81 public Mesh Clone()
82 {
83 Mesh result = new Mesh();
84
85 foreach (Triangle t in m_triangles)
86 {
87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
88 }
89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
91 return result;
92 }
93
94 public void Add(Triangle triangle)
95 {
96 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
98 // If a vertex of the triangle is not yet in the vertices list,
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
116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
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 }
124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
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 }
132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
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 }
140 m_triangles.Add(triangle);
141 }
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
151 public void CalcNormals()
152 {
153 int iTriangles = m_triangles.Count;
154
155 this.m_normals = new float[iTriangles * 3];
156
157 int i = 0;
158 foreach (Triangle t in m_triangles)
159 {
160 float ux, uy, uz;
161 float vx, vy, vz;
162 float wx, wy, wz;
163
164 ux = t.v1.X;
165 uy = t.v1.Y;
166 uz = t.v1.Z;
167
168 vx = t.v2.X;
169 vy = t.v2.Y;
170 vz = t.v2.Z;
171
172 wx = t.v3.X;
173 wy = t.v3.Y;
174 wz = t.v3.Z;
175
176
177 // Vectors for edges
178 float e1x, e1y, e1z;
179 float e2x, e2y, e2z;
180
181 e1x = ux - vx;
182 e1y = uy - vy;
183 e1z = uz - vz;
184
185 e2x = ux - wx;
186 e2y = uy - wy;
187 e2z = uz - wz;
188
189
190 // Cross product for normal
191 float nx, ny, nz;
192 nx = e1y * e2z - e1z * e2y;
193 ny = e1z * e2x - e1x * e2z;
194 nz = e1x * e2y - e1y * e2x;
195
196 // Length
197 float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
198 float lReciprocal = 1.0f / l;
199
200 // Normalized "normal"
201 //nx /= l;
202 //ny /= l;
203 //nz /= l;
204
205 m_normals[i] = nx * lReciprocal;
206 m_normals[i + 1] = ny * lReciprocal;
207 m_normals[i + 2] = nz * lReciprocal;
208
209 i += 3;
210 }
211 }
212
213 public List<Vector3> getVertexList()
214 {
215 List<Vector3> result = new List<Vector3>();
216 foreach (Vertex v in m_vertices.Keys)
217 {
218 result.Add(new Vector3(v.X, v.Y, v.Z));
219 }
220 return result;
221 }
222
223 private float[] getVertexListAsFloat()
224 {
225 if (m_vertices == null)
226 throw new NotSupportedException();
227 float[] result = new float[m_vertices.Count * 3];
228 foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
229 {
230 Vertex v = kvp.Key;
231 int i = kvp.Value;
232 result[3 * i + 0] = v.X;
233 result[3 * i + 1] = v.Y;
234 result[3 * i + 2] = v.Z;
235 }
236 return result;
237 }
238
239 public float[] getVertexListAsFloatLocked()
240 {
241 if (m_pinnedVertexes.IsAllocated)
242 return (float[])(m_pinnedVertexes.Target);
243
244 float[] result = getVertexListAsFloat();
245 m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned);
246 // Inform the garbage collector of this unmanaged allocation so it can schedule
247 // the next GC round more intelligently
248 GC.AddMemoryPressure(Buffer.ByteLength(result));
249
250 return result;
251 }
252
253 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
254 {
255 // A vertex is 3 floats
256 vertexStride = 3 * sizeof(float);
257
258 // If there isn't an unmanaged array allocated yet, do it now
259 if (m_verticesPtr == IntPtr.Zero)
260 {
261 float[] vertexList = getVertexListAsFloat();
262 // Each vertex is 3 elements (floats)
263 m_vertexCount = vertexList.Length / 3;
264 int byteCount = m_vertexCount * vertexStride;
265 m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
266 System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3);
267 }
268 vertices = m_verticesPtr;
269 vertexCount = m_vertexCount;
270 }
271
272 public int[] getIndexListAsInt()
273 {
274 if (m_triangles == null)
275 throw new NotSupportedException();
276 int[] result = new int[m_triangles.Count * 3];
277 for (int i = 0; i < m_triangles.Count; i++)
278 {
279 Triangle t = m_triangles[i];
280 result[3 * i + 0] = m_vertices[t.v1];
281 result[3 * i + 1] = m_vertices[t.v2];
282 result[3 * i + 2] = m_vertices[t.v3];
283 }
284 return result;
285 }
286
287 /// <summary>
288 /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
289 /// </summary>
290 /// <returns></returns>
291 public int[] getIndexListAsIntLocked()
292 {
293 if (m_pinnedIndex.IsAllocated)
294 return (int[])(m_pinnedIndex.Target);
295
296 int[] result = getIndexListAsInt();
297 m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
298 // Inform the garbage collector of this unmanaged allocation so it can schedule
299 // the next GC round more intelligently
300 GC.AddMemoryPressure(Buffer.ByteLength(result));
301
302 return result;
303 }
304
305 public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
306 {
307 // If there isn't an unmanaged array allocated yet, do it now
308 if (m_indicesPtr == IntPtr.Zero)
309 {
310 int[] indexList = getIndexListAsInt();
311 m_indexCount = indexList.Length;
312 int byteCount = m_indexCount * sizeof(int);
313 m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
314 System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount);
315 }
316 // A triangle is 3 ints (indices)
317 triStride = 3 * sizeof(int);
318 indices = m_indicesPtr;
319 indexCount = m_indexCount;
320 }
321
322 public void releasePinned()
323 {
324 if (m_pinnedVertexes.IsAllocated)
325 m_pinnedVertexes.Free();
326 if (m_pinnedIndex.IsAllocated)
327 m_pinnedIndex.Free();
328 if (m_verticesPtr != IntPtr.Zero)
329 {
330 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr);
331 m_verticesPtr = IntPtr.Zero;
332 }
333 if (m_indicesPtr != IntPtr.Zero)
334 {
335 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr);
336 m_indicesPtr = IntPtr.Zero;
337 }
338 }
339
340 /// <summary>
341 /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
342 /// </summary>
343 public void releaseSourceMeshData()
344 {
345 m_triangles = null;
346 m_vertices = null;
347 }
348
349 public void Append(IMesh newMesh)
350 {
351 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
352 throw new NotSupportedException("Attempt to Append to a pinned Mesh");
353
354 if (!(newMesh is Mesh))
355 return;
356
357 foreach (Triangle t in ((Mesh)newMesh).m_triangles)
358 Add(t);
359 }
360
361 // Do a linear transformation of mesh.
362 public void TransformLinear(float[,] matrix, float[] offset)
363 {
364 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
365 throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
366
367 foreach (Vertex v in m_vertices.Keys)
368 {
369 if (v == null)
370 continue;
371 float x, y, z;
372 x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
373 y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
374 z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
375 v.X = x + offset[0];
376 v.Y = y + offset[1];
377 v.Z = z + offset[2];
378 }
379 }
380
381 public void DumpRaw(String path, String name, String title)
382 {
383 if (path == null)
384 return;
385 String fileName = name + "_" + title + ".raw";
386 String completePath = System.IO.Path.Combine(path, fileName);
387 StreamWriter sw = new StreamWriter(completePath);
388 foreach (Triangle t in m_triangles)
389 {
390 String s = t.ToStringRaw();
391 sw.WriteLine(s);
392 }
393 sw.Close();
394 }
395
396 public void TrimExcess()
397 {
398 m_triangles.TrimExcess();
399 }
400 }
401}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
new file mode 100644
index 0000000..c9c52c0
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -0,0 +1,762 @@
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//#define SPAM
28
29using System;
30using System.Collections.Generic;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenMetaverse;
34using OpenMetaverse.StructuredData;
35using System.Drawing;
36using System.Drawing.Imaging;
37using System.IO.Compression;
38using PrimMesher;
39using log4net;
40using Nini.Config;
41using System.Reflection;
42using System.IO;
43using ComponentAce.Compression.Libs.zlib;
44
45namespace OpenSim.Region.Physics.Meshing
46{
47 public class MeshmerizerPlugin : IMeshingPlugin
48 {
49 public MeshmerizerPlugin()
50 {
51 }
52
53 public string GetName()
54 {
55 return "UbitMeshmerizer";
56 }
57
58 public IMesher GetMesher(IConfigSource config)
59 {
60 return new Meshmerizer(config);
61 }
62 }
63
64 public class Meshmerizer : IMesher
65 {
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67
68 // Setting baseDir to a path will enable the dumping of raw files
69 // raw files can be imported by blender so a visual inspection of the results can be done
70#if SPAM
71 const string baseDir = "rawFiles";
72#else
73 private const string baseDir = null; //"rawFiles";
74#endif
75
76 private bool cacheSculptMaps = true;
77 private bool cacheSculptAlphaMaps = true;
78
79 private string decodedSculptMapPath = null;
80 private bool useMeshiesPhysicsMesh = false;
81
82 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
83
84 private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
85
86 public Meshmerizer(IConfigSource config)
87 {
88 IConfig start_config = config.Configs["Startup"];
89 IConfig mesh_config = config.Configs["Mesh"];
90
91 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
92
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
102 if(mesh_config != null)
103 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
104
105 try
106 {
107 if (!Directory.Exists(decodedSculptMapPath))
108 Directory.CreateDirectory(decodedSculptMapPath);
109 }
110 catch (Exception e)
111 {
112 m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
113 }
114 }
115
116 /// <summary>
117 /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
118 /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
119 /// for some reason
120 /// </summary>
121 /// <param name="minX"></param>
122 /// <param name="maxX"></param>
123 /// <param name="minY"></param>
124 /// <param name="maxY"></param>
125 /// <param name="minZ"></param>
126 /// <param name="maxZ"></param>
127 /// <returns></returns>
128 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
129 {
130 Mesh box = new Mesh();
131 List<Vertex> vertices = new List<Vertex>();
132 // bottom
133
134 vertices.Add(new Vertex(minX, maxY, minZ));
135 vertices.Add(new Vertex(maxX, maxY, minZ));
136 vertices.Add(new Vertex(maxX, minY, minZ));
137 vertices.Add(new Vertex(minX, minY, minZ));
138
139 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
140 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
141
142 // top
143
144 vertices.Add(new Vertex(maxX, maxY, maxZ));
145 vertices.Add(new Vertex(minX, maxY, maxZ));
146 vertices.Add(new Vertex(minX, minY, maxZ));
147 vertices.Add(new Vertex(maxX, minY, maxZ));
148
149 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
150 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
151
152 // sides
153
154 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
155 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
156
157 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
158 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
159
160 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
161 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
162
163 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
164 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
165
166 return box;
167 }
168
169 /// <summary>
170 /// Creates a simple bounding box mesh for a complex input mesh
171 /// </summary>
172 /// <param name="meshIn"></param>
173 /// <returns></returns>
174 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
175 {
176 float minX = float.MaxValue;
177 float maxX = float.MinValue;
178 float minY = float.MaxValue;
179 float maxY = float.MinValue;
180 float minZ = float.MaxValue;
181 float maxZ = float.MinValue;
182
183 foreach (Vector3 v in meshIn.getVertexList())
184 {
185 if (v.X < minX) minX = v.X;
186 if (v.Y < minY) minY = v.Y;
187 if (v.Z < minZ) minZ = v.Z;
188
189 if (v.X > maxX) maxX = v.X;
190 if (v.Y > maxY) maxY = v.Y;
191 if (v.Z > maxZ) maxZ = v.Z;
192 }
193
194 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
195 }
196
197 private void ReportPrimError(string message, string primName, PrimMesh primMesh)
198 {
199 m_log.Error(message);
200 m_log.Error("\nPrim Name: " + primName);
201 m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
202 }
203
204 /// <summary>
205 /// Add a submesh to an existing list of coords and faces.
206 /// </summary>
207 /// <param name="subMeshData"></param>
208 /// <param name="size">Size of entire object</param>
209 /// <param name="coords"></param>
210 /// <param name="faces"></param>
211 private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces)
212 {
213 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
214
215 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
216 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
217 // geometry for this submesh.
218 if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
219 return;
220
221 OpenMetaverse.Vector3 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
222 OpenMetaverse.Vector3 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
223 ushort faceIndexOffset = (ushort)coords.Count;
224
225 byte[] posBytes = subMeshData["Position"].AsBinary();
226 for (int i = 0; i < posBytes.Length; i += 6)
227 {
228 ushort uX = Utils.BytesToUInt16(posBytes, i);
229 ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
230 ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
231
232 Coord c = new Coord(
233 Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
234 Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
235 Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
236
237 coords.Add(c);
238 }
239
240 byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
241 for (int i = 0; i < triangleBytes.Length; i += 6)
242 {
243 ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
244 ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
245 ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
246 Face f = new Face(v1, v2, v3);
247 faces.Add(f);
248 }
249 }
250
251 /// <summary>
252 /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
253 /// </summary>
254 /// <param name="primName"></param>
255 /// <param name="primShape"></param>
256 /// <param name="size"></param>
257 /// <param name="lod"></param>
258 /// <returns></returns>
259 private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
260 {
261// m_log.DebugFormat(
262// "[MESH]: Creating physics proxy for {0}, shape {1}",
263// primName, (OpenMetaverse.SculptType)primShape.SculptType);
264
265 List<Coord> coords;
266 List<Face> faces;
267
268 if (primShape.SculptEntry)
269 {
270 if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
271 {
272 if (!useMeshiesPhysicsMesh)
273 return null;
274
275 if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces))
276 return null;
277 }
278 else
279 {
280 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
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;
285 }
286// primShape.SculptDataLoaded = true;
287 }
288 else
289 {
290 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
291 return null;
292 }
293 // keep compatible
294 primShape.SculptData = Utils.EmptyBytes;
295
296 int numCoords = coords.Count;
297 int numFaces = faces.Count;
298
299 // Create the list of vertices
300 List<Vertex> vertices = new List<Vertex>();
301 for (int i = 0; i < numCoords; i++)
302 {
303 Coord c = coords[i];
304 vertices.Add(new Vertex(c.X, c.Y, c.Z));
305 }
306
307 Mesh mesh = new Mesh();
308 // Add the corresponding triangles to the mesh
309 for (int i = 0; i < numFaces; i++)
310 {
311 Face f = faces[i];
312 mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3]));
313 }
314
315 return mesh;
316 }
317
318 /// <summary>
319 /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
320 /// </summary>
321 /// <param name="primName"></param>
322 /// <param name="primShape"></param>
323 /// <param name="size"></param>
324 /// <param name="coords">Coords are added to this list by the method.</param>
325 /// <param name="faces">Faces are added to this list by the method.</param>
326 /// <returns>true if coords and faces were successfully generated, false if not</returns>
327 private bool GenerateCoordsAndFacesFromPrimMeshData(
328 string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces)
329 {
330// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
331
332 coords = new List<Coord>();
333 faces = new List<Face>();
334 OSD meshOsd = null;
335
336 if (primShape.SculptData.Length <= 0)
337 {
338 m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName);
339 return false;
340 }
341
342 long start = 0;
343 using (MemoryStream data = new MemoryStream(primShape.SculptData))
344 {
345 try
346 {
347 OSD osd = OSDParser.DeserializeLLSDBinary(data);
348 if (osd is OSDMap)
349 meshOsd = (OSDMap)osd;
350 else
351 {
352 m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
353 return false;
354 }
355 }
356 catch (Exception e)
357 {
358 m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
359 }
360
361 start = data.Position;
362 }
363
364 if (meshOsd is OSDMap)
365 {
366 OSDMap physicsParms = null;
367 OSDMap map = (OSDMap)meshOsd;
368 if (map.ContainsKey("physics_shape"))
369 physicsParms = (OSDMap)map["physics_shape"]; // old asset format
370 else if (map.ContainsKey("physics_mesh"))
371 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
372
373 if (physicsParms == null)
374 {
375 m_log.Warn("[MESH]: no recognized physics mesh found in mesh asset");
376 return false;
377 }
378
379 int physOffset = physicsParms["offset"].AsInteger() + (int)start;
380 int physSize = physicsParms["size"].AsInteger();
381
382 if (physOffset < 0 || physSize == 0)
383 return false; // no mesh data in asset
384
385 OSD decodedMeshOsd = new OSD();
386 byte[] meshBytes = new byte[physSize];
387 System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
388// byte[] decompressed = new byte[physSize * 5];
389 try
390 {
391 using (MemoryStream inMs = new MemoryStream(meshBytes))
392 {
393 using (MemoryStream outMs = new MemoryStream())
394 {
395 using (ZOutputStream zOut = new ZOutputStream(outMs))
396 {
397 byte[] readBuffer = new byte[2048];
398 int readLen = 0;
399 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
400 {
401 zOut.Write(readBuffer, 0, readLen);
402 }
403 zOut.Flush();
404 outMs.Seek(0, SeekOrigin.Begin);
405
406 byte[] decompressedBuf = outMs.GetBuffer();
407
408 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
409 }
410 }
411 }
412 }
413 catch (Exception e)
414 {
415 m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
416 return false;
417 }
418
419 OSDArray decodedMeshOsdArray = null;
420
421 // physics_shape is an array of OSDMaps, one for each submesh
422 if (decodedMeshOsd is OSDArray)
423 {
424// Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
425
426 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
427 foreach (OSD subMeshOsd in decodedMeshOsdArray)
428 {
429 if (subMeshOsd is OSDMap)
430 AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
431 }
432 }
433 }
434
435 return true;
436 }
437
438 /// <summary>
439 /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
440 /// </summary>
441 /// <param name="primName"></param>
442 /// <param name="primShape"></param>
443 /// <param name="size"></param>
444 /// <param name="lod"></param>
445 /// <param name="coords">Coords are added to this list by the method.</param>
446 /// <param name="faces">Faces are added to this list by the method.</param>
447 /// <returns>true if coords and faces were successfully generated, false if not</returns>
448 private bool GenerateCoordsAndFacesFromPrimSculptData(
449 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
450 {
451 coords = new List<Coord>();
452 faces = new List<Face>();
453 PrimMesher.SculptMesh sculptMesh;
454 Image idata = null;
455 string decodedSculptFileName = "";
456
457 if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
458 {
459 decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
460 try
461 {
462 if (File.Exists(decodedSculptFileName))
463 {
464 idata = Image.FromFile(decodedSculptFileName);
465 }
466 }
467 catch (Exception e)
468 {
469 m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
470
471 }
472 //if (idata != null)
473 // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
474 }
475
476 if (idata == null)
477 {
478 if (primShape.SculptData == null || primShape.SculptData.Length == 0)
479 return false;
480
481 try
482 {
483 OpenMetaverse.Imaging.ManagedImage unusedData;
484 OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
485
486 if (idata == null)
487 {
488 // In some cases it seems that the decode can return a null bitmap without throwing
489 // an exception
490 m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
491
492 return false;
493 }
494
495 unusedData = null;
496
497 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
498
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)
501 {
502 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
503 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
504 }
505 }
506 catch (DllNotFoundException)
507 {
508 m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!");
509 return false;
510 }
511 catch (IndexOutOfRangeException)
512 {
513 m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
514 return false;
515 }
516 catch (Exception ex)
517 {
518 m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
519 return false;
520 }
521 }
522
523 PrimMesher.SculptMesh.SculptType sculptType;
524 switch ((OpenMetaverse.SculptType)primShape.SculptType)
525 {
526 case OpenMetaverse.SculptType.Cylinder:
527 sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
528 break;
529 case OpenMetaverse.SculptType.Plane:
530 sculptType = PrimMesher.SculptMesh.SculptType.plane;
531 break;
532 case OpenMetaverse.SculptType.Torus:
533 sculptType = PrimMesher.SculptMesh.SculptType.torus;
534 break;
535 case OpenMetaverse.SculptType.Sphere:
536 sculptType = PrimMesher.SculptMesh.SculptType.sphere;
537 break;
538 default:
539 sculptType = PrimMesher.SculptMesh.SculptType.plane;
540 break;
541 }
542
543 bool mirror = ((primShape.SculptType & 128) != 0);
544 bool invert = ((primShape.SculptType & 64) != 0);
545
546 sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert);
547
548 idata.Dispose();
549
550 sculptMesh.DumpRaw(baseDir, primName, "primMesh");
551
552 sculptMesh.Scale(size.X, size.Y, size.Z);
553
554 coords = sculptMesh.coords;
555 faces = sculptMesh.faces;
556
557 return true;
558 }
559
560 /// <summary>
561 /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
562 /// </summary>
563 /// <param name="primName"></param>
564 /// <param name="primShape"></param>
565 /// <param name="size"></param>
566 /// <param name="coords">Coords are added to this list by the method.</param>
567 /// <param name="faces">Faces are added to this list by the method.</param>
568 /// <returns>true if coords and faces were successfully generated, false if not</returns>
569 private bool GenerateCoordsAndFacesFromPrimShapeData(
570 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
571 {
572 PrimMesh primMesh;
573 coords = new List<Coord>();
574 faces = new List<Face>();
575
576 float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
577 float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
578 float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
579 float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
580 float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
581 float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
582
583 float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
584 float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
585 float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
586 if (profileHollow > 0.95f)
587 profileHollow = 0.95f;
588
589 int sides = 4;
590 LevelOfDetail iLOD = (LevelOfDetail)lod;
591 if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
592 sides = 3;
593 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
594 {
595 switch (iLOD)
596 {
597 case LevelOfDetail.High: sides = 24; break;
598 case LevelOfDetail.Medium: sides = 12; break;
599 case LevelOfDetail.Low: sides = 6; break;
600 case LevelOfDetail.VeryLow: sides = 3; break;
601 default: sides = 24; break;
602 }
603 }
604 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
605 { // half circle, prim is a sphere
606 switch (iLOD)
607 {
608 case LevelOfDetail.High: sides = 24; break;
609 case LevelOfDetail.Medium: sides = 12; break;
610 case LevelOfDetail.Low: sides = 6; break;
611 case LevelOfDetail.VeryLow: sides = 3; break;
612 default: sides = 24; break;
613 }
614
615 profileBegin = 0.5f * profileBegin + 0.5f;
616 profileEnd = 0.5f * profileEnd + 0.5f;
617 }
618
619 int hollowSides = sides;
620 if (primShape.HollowShape == HollowShape.Circle)
621 {
622 switch (iLOD)
623 {
624 case LevelOfDetail.High: hollowSides = 24; break;
625 case LevelOfDetail.Medium: hollowSides = 12; break;
626 case LevelOfDetail.Low: hollowSides = 6; break;
627 case LevelOfDetail.VeryLow: hollowSides = 3; break;
628 default: hollowSides = 24; break;
629 }
630 }
631 else if (primShape.HollowShape == HollowShape.Square)
632 hollowSides = 4;
633 else if (primShape.HollowShape == HollowShape.Triangle)
634 hollowSides = 3;
635
636 primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
637
638 if (primMesh.errorMessage != null)
639 if (primMesh.errorMessage.Length > 0)
640 m_log.Error("[ERROR] " + primMesh.errorMessage);
641
642 primMesh.topShearX = pathShearX;
643 primMesh.topShearY = pathShearY;
644 primMesh.pathCutBegin = pathBegin;
645 primMesh.pathCutEnd = pathEnd;
646
647 if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
648 {
649 primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
650 primMesh.twistEnd = primShape.PathTwist * 18 / 10;
651 primMesh.taperX = pathScaleX;
652 primMesh.taperY = pathScaleY;
653
654 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
655 {
656 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
657 if (profileBegin < 0.0f) profileBegin = 0.0f;
658 if (profileEnd > 1.0f) profileEnd = 1.0f;
659 }
660#if SPAM
661 m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
662#endif
663 try
664 {
665 primMesh.ExtrudeLinear();
666 }
667 catch (Exception ex)
668 {
669 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
670 return false;
671 }
672 }
673 else
674 {
675 primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
676 primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
677 primMesh.radius = 0.01f * primShape.PathRadiusOffset;
678 primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
679 primMesh.skew = 0.01f * primShape.PathSkew;
680 primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
681 primMesh.twistEnd = primShape.PathTwist * 36 / 10;
682 primMesh.taperX = primShape.PathTaperX * 0.01f;
683 primMesh.taperY = primShape.PathTaperY * 0.01f;
684
685 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
686 {
687 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
688 if (profileBegin < 0.0f) profileBegin = 0.0f;
689 if (profileEnd > 1.0f) profileEnd = 1.0f;
690 }
691#if SPAM
692 m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
693#endif
694 try
695 {
696 primMesh.ExtrudeCircular();
697 }
698 catch (Exception ex)
699 {
700 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
701 return false;
702 }
703 }
704
705 primMesh.DumpRaw(baseDir, primName, "primMesh");
706
707 primMesh.Scale(size.X, size.Y, size.Z);
708
709 coords = primMesh.coords;
710 faces = primMesh.faces;
711
712 return true;
713 }
714
715 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
716 {
717 return CreateMesh(primName, primShape, size, lod, false);
718 }
719
720 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
721 {
722#if SPAM
723 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
724#endif
725
726 Mesh mesh = null;
727 ulong key = 0;
728
729 // If this mesh has been created already, return it instead of creating another copy
730 // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
731 key = primShape.GetMeshKey(size, lod);
732 if (m_uniqueMeshes.TryGetValue(key, out mesh))
733 return mesh;
734
735 if (size.X < 0.01f) size.X = 0.01f;
736 if (size.Y < 0.01f) size.Y = 0.01f;
737 if (size.Z < 0.01f) size.Z = 0.01f;
738
739 mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
740
741 if (mesh != null)
742 {
743 if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
744 {
745#if SPAM
746 m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
747 minSizeForComplexMesh.ToString() + " - creating simple bounding box");
748#endif
749 mesh = CreateBoundingBoxMesh(mesh);
750 mesh.DumpRaw(baseDir, primName, "Z extruded");
751 }
752
753 // trim the vertex and triangle lists to free up memory
754 mesh.TrimExcess();
755
756 m_uniqueMeshes.Add(key, mesh);
757 }
758
759 return mesh;
760 }
761 }
762}
diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
new file mode 100644
index 0000000..53022ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
@@ -0,0 +1,2284 @@
1/*
2 * Copyright (c) Contributors
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.Text;
31using System.IO;
32
33namespace PrimMesher
34{
35 public struct Quat
36 {
37 /// <summary>X value</summary>
38 public float X;
39 /// <summary>Y value</summary>
40 public float Y;
41 /// <summary>Z value</summary>
42 public float Z;
43 /// <summary>W value</summary>
44 public float W;
45
46 public Quat(float x, float y, float z, float w)
47 {
48 X = x;
49 Y = y;
50 Z = z;
51 W = w;
52 }
53
54 public Quat(Coord axis, float angle)
55 {
56 axis = axis.Normalize();
57
58 angle *= 0.5f;
59 float c = (float)Math.Cos(angle);
60 float s = (float)Math.Sin(angle);
61
62 X = axis.X * s;
63 Y = axis.Y * s;
64 Z = axis.Z * s;
65 W = c;
66
67 Normalize();
68 }
69
70 public float Length()
71 {
72 return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
73 }
74
75 public Quat Normalize()
76 {
77 const float MAG_THRESHOLD = 0.0000001f;
78 float mag = Length();
79
80 // Catch very small rounding errors when normalizing
81 if (mag > MAG_THRESHOLD)
82 {
83 float oomag = 1f / mag;
84 X *= oomag;
85 Y *= oomag;
86 Z *= oomag;
87 W *= oomag;
88 }
89 else
90 {
91 X = 0f;
92 Y = 0f;
93 Z = 0f;
94 W = 1f;
95 }
96
97 return this;
98 }
99
100 public static Quat operator *(Quat q1, Quat q2)
101 {
102 float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y;
103 float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X;
104 float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W;
105 float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z;
106 return new Quat(x, y, z, w);
107 }
108
109 public override string ToString()
110 {
111 return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">";
112 }
113 }
114
115 public struct Coord
116 {
117 public float X;
118 public float Y;
119 public float Z;
120
121 public Coord(float x, float y, float z)
122 {
123 this.X = x;
124 this.Y = y;
125 this.Z = z;
126 }
127
128 public float Length()
129 {
130 return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
131 }
132
133 public Coord Invert()
134 {
135 this.X = -this.X;
136 this.Y = -this.Y;
137 this.Z = -this.Z;
138
139 return this;
140 }
141
142 public Coord Normalize()
143 {
144 const float MAG_THRESHOLD = 0.0000001f;
145 float mag = Length();
146
147 // Catch very small rounding errors when normalizing
148 if (mag > MAG_THRESHOLD)
149 {
150 float oomag = 1.0f / mag;
151 this.X *= oomag;
152 this.Y *= oomag;
153 this.Z *= oomag;
154 }
155 else
156 {
157 this.X = 0.0f;
158 this.Y = 0.0f;
159 this.Z = 0.0f;
160 }
161
162 return this;
163 }
164
165 public override string ToString()
166 {
167 return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
168 }
169
170 public static Coord Cross(Coord c1, Coord c2)
171 {
172 return new Coord(
173 c1.Y * c2.Z - c2.Y * c1.Z,
174 c1.Z * c2.X - c2.Z * c1.X,
175 c1.X * c2.Y - c2.X * c1.Y
176 );
177 }
178
179 public static Coord operator +(Coord v, Coord a)
180 {
181 return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z);
182 }
183
184 public static Coord operator *(Coord v, Coord m)
185 {
186 return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z);
187 }
188
189 public static Coord operator *(Coord v, Quat q)
190 {
191 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
192
193 Coord c2 = new Coord(0.0f, 0.0f, 0.0f);
194
195 c2.X = q.W * q.W * v.X +
196 2f * q.Y * q.W * v.Z -
197 2f * q.Z * q.W * v.Y +
198 q.X * q.X * v.X +
199 2f * q.Y * q.X * v.Y +
200 2f * q.Z * q.X * v.Z -
201 q.Z * q.Z * v.X -
202 q.Y * q.Y * v.X;
203
204 c2.Y =
205 2f * q.X * q.Y * v.X +
206 q.Y * q.Y * v.Y +
207 2f * q.Z * q.Y * v.Z +
208 2f * q.W * q.Z * v.X -
209 q.Z * q.Z * v.Y +
210 q.W * q.W * v.Y -
211 2f * q.X * q.W * v.Z -
212 q.X * q.X * v.Y;
213
214 c2.Z =
215 2f * q.X * q.Z * v.X +
216 2f * q.Y * q.Z * v.Y +
217 q.Z * q.Z * v.Z -
218 2f * q.W * q.Y * v.X -
219 q.Y * q.Y * v.Z +
220 2f * q.W * q.X * v.Y -
221 q.X * q.X * v.Z +
222 q.W * q.W * v.Z;
223
224 return c2;
225 }
226 }
227
228 public struct UVCoord
229 {
230 public float U;
231 public float V;
232
233
234 public UVCoord(float u, float v)
235 {
236 this.U = u;
237 this.V = v;
238 }
239 }
240
241 public struct Face
242 {
243 public int primFace;
244
245 // vertices
246 public int v1;
247 public int v2;
248 public int v3;
249
250 //normals
251 public int n1;
252 public int n2;
253 public int n3;
254
255 // uvs
256 public int uv1;
257 public int uv2;
258 public int uv3;
259
260 public Face(int v1, int v2, int v3)
261 {
262 primFace = 0;
263
264 this.v1 = v1;
265 this.v2 = v2;
266 this.v3 = v3;
267
268 this.n1 = 0;
269 this.n2 = 0;
270 this.n3 = 0;
271
272 this.uv1 = 0;
273 this.uv2 = 0;
274 this.uv3 = 0;
275
276 }
277
278 public Face(int v1, int v2, int v3, int n1, int n2, int n3)
279 {
280 primFace = 0;
281
282 this.v1 = v1;
283 this.v2 = v2;
284 this.v3 = v3;
285
286 this.n1 = n1;
287 this.n2 = n2;
288 this.n3 = n3;
289
290 this.uv1 = 0;
291 this.uv2 = 0;
292 this.uv3 = 0;
293 }
294
295 public Coord SurfaceNormal(List<Coord> coordList)
296 {
297 Coord c1 = coordList[this.v1];
298 Coord c2 = coordList[this.v2];
299 Coord c3 = coordList[this.v3];
300
301 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
302 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
303
304 return Coord.Cross(edge1, edge2).Normalize();
305 }
306 }
307
308 public struct ViewerFace
309 {
310 public int primFaceNumber;
311
312 public Coord v1;
313 public Coord v2;
314 public Coord v3;
315
316 public int coordIndex1;
317 public int coordIndex2;
318 public int coordIndex3;
319
320 public Coord n1;
321 public Coord n2;
322 public Coord n3;
323
324 public UVCoord uv1;
325 public UVCoord uv2;
326 public UVCoord uv3;
327
328 public ViewerFace(int primFaceNumber)
329 {
330 this.primFaceNumber = primFaceNumber;
331
332 this.v1 = new Coord();
333 this.v2 = new Coord();
334 this.v3 = new Coord();
335
336 this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
337
338 this.n1 = new Coord();
339 this.n2 = new Coord();
340 this.n3 = new Coord();
341
342 this.uv1 = new UVCoord();
343 this.uv2 = new UVCoord();
344 this.uv3 = new UVCoord();
345 }
346
347 public void Scale(float x, float y, float z)
348 {
349 this.v1.X *= x;
350 this.v1.Y *= y;
351 this.v1.Z *= z;
352
353 this.v2.X *= x;
354 this.v2.Y *= y;
355 this.v2.Z *= z;
356
357 this.v3.X *= x;
358 this.v3.Y *= y;
359 this.v3.Z *= z;
360 }
361
362 public void AddPos(float x, float y, float z)
363 {
364 this.v1.X += x;
365 this.v2.X += x;
366 this.v3.X += x;
367
368 this.v1.Y += y;
369 this.v2.Y += y;
370 this.v3.Y += y;
371
372 this.v1.Z += z;
373 this.v2.Z += z;
374 this.v3.Z += z;
375 }
376
377 public void AddRot(Quat q)
378 {
379 this.v1 *= q;
380 this.v2 *= q;
381 this.v3 *= q;
382
383 this.n1 *= q;
384 this.n2 *= q;
385 this.n3 *= q;
386 }
387
388 public void CalcSurfaceNormal()
389 {
390
391 Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
392 Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
393
394 this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
395 }
396 }
397
398 internal struct Angle
399 {
400 internal float angle;
401 internal float X;
402 internal float Y;
403
404 internal Angle(float angle, float x, float y)
405 {
406 this.angle = angle;
407 this.X = x;
408 this.Y = y;
409 }
410 }
411
412 internal class AngleList
413 {
414 private float iX, iY; // intersection point
415
416 private static Angle[] angles3 =
417 {
418 new Angle(0.0f, 1.0f, 0.0f),
419 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
420 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
421 new Angle(1.0f, 1.0f, 0.0f)
422 };
423
424 private static Coord[] normals3 =
425 {
426 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
427 new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
428 new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
429 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
430 };
431
432 private static Angle[] angles4 =
433 {
434 new Angle(0.0f, 1.0f, 0.0f),
435 new Angle(0.25f, 0.0f, 1.0f),
436 new Angle(0.5f, -1.0f, 0.0f),
437 new Angle(0.75f, 0.0f, -1.0f),
438 new Angle(1.0f, 1.0f, 0.0f)
439 };
440
441 private static Coord[] normals4 =
442 {
443 new Coord(0.5f, 0.5f, 0.0f).Normalize(),
444 new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
445 new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
446 new Coord(0.5f, -0.5f, 0.0f).Normalize(),
447 new Coord(0.5f, 0.5f, 0.0f).Normalize()
448 };
449
450 private static Angle[] angles24 =
451 {
452 new Angle(0.0f, 1.0f, 0.0f),
453 new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
454 new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
455 new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
456 new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
457 new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
458 new Angle(0.25f, 0.0f, 1.0f),
459 new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
460 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
461 new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
462 new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
463 new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
464 new Angle(0.5f, -1.0f, 0.0f),
465 new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
466 new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
467 new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
468 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
469 new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
470 new Angle(0.75f, 0.0f, -1.0f),
471 new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
472 new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
473 new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
474 new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
475 new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
476 new Angle(1.0f, 1.0f, 0.0f)
477 };
478
479 private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
480 {
481 float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
482 return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
483 }
484
485 private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
486 { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
487 double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
488 double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
489
490 if (denom != 0.0)
491 {
492 double ua = uaNumerator / denom;
493 iX = (float)(x1 + ua * (x2 - x1));
494 iY = (float)(y1 + ua * (y2 - y1));
495 }
496 }
497
498 internal List<Angle> angles;
499 internal List<Coord> normals;
500
501 internal void makeAngles(int sides, float startAngle, float stopAngle)
502 {
503 angles = new List<Angle>();
504 normals = new List<Coord>();
505
506 double twoPi = System.Math.PI * 2.0;
507 float twoPiInv = 1.0f / (float)twoPi;
508
509 if (sides < 1)
510 throw new Exception("number of sides not greater than zero");
511 if (stopAngle <= startAngle)
512 throw new Exception("stopAngle not greater than startAngle");
513
514 if ((sides == 3 || sides == 4 || sides == 24))
515 {
516 startAngle *= twoPiInv;
517 stopAngle *= twoPiInv;
518
519 Angle[] sourceAngles;
520 if (sides == 3)
521 sourceAngles = angles3;
522 else if (sides == 4)
523 sourceAngles = angles4;
524 else sourceAngles = angles24;
525
526 int startAngleIndex = (int)(startAngle * sides);
527 int endAngleIndex = sourceAngles.Length - 1;
528 if (stopAngle < 1.0f)
529 endAngleIndex = (int)(stopAngle * sides) + 1;
530 if (endAngleIndex == startAngleIndex)
531 endAngleIndex++;
532
533 for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
534 {
535 angles.Add(sourceAngles[angleIndex]);
536 if (sides == 3)
537 normals.Add(normals3[angleIndex]);
538 else if (sides == 4)
539 normals.Add(normals4[angleIndex]);
540 }
541
542 if (startAngle > 0.0f)
543 angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
544
545 if (stopAngle < 1.0f)
546 {
547 int lastAngleIndex = angles.Count - 1;
548 angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
549 }
550 }
551 else
552 {
553 double stepSize = twoPi / sides;
554
555 int startStep = (int)(startAngle / stepSize);
556 double angle = stepSize * startStep;
557 int step = startStep;
558 double stopAngleTest = stopAngle;
559 if (stopAngle < twoPi)
560 {
561 stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
562 if (stopAngleTest < stopAngle)
563 stopAngleTest += stepSize;
564 if (stopAngleTest > twoPi)
565 stopAngleTest = twoPi;
566 }
567
568 while (angle <= stopAngleTest)
569 {
570 Angle newAngle;
571 newAngle.angle = (float)angle;
572 newAngle.X = (float)System.Math.Cos(angle);
573 newAngle.Y = (float)System.Math.Sin(angle);
574 angles.Add(newAngle);
575 step += 1;
576 angle = stepSize * step;
577 }
578
579 if (startAngle > angles[0].angle)
580 {
581 Angle newAngle;
582 intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle));
583 newAngle.angle = startAngle;
584 newAngle.X = iX;
585 newAngle.Y = iY;
586 angles[0] = newAngle;
587 }
588
589 int index = angles.Count - 1;
590 if (stopAngle < angles[index].angle)
591 {
592 Angle newAngle;
593 intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle));
594 newAngle.angle = stopAngle;
595 newAngle.X = iX;
596 newAngle.Y = iY;
597 angles[index] = newAngle;
598 }
599 }
600 }
601 }
602
603 /// <summary>
604 /// generates a profile for extrusion
605 /// </summary>
606 internal class Profile
607 {
608 private const float twoPi = 2.0f * (float)Math.PI;
609
610 internal string errorMessage = null;
611
612 internal List<Coord> coords;
613 internal List<Face> faces;
614 internal List<Coord> vertexNormals;
615 internal List<float> us;
616 internal List<UVCoord> faceUVs;
617 internal List<int> faceNumbers;
618
619 // use these for making individual meshes for each prim face
620 internal List<int> outerCoordIndices = null;
621 internal List<int> hollowCoordIndices = null;
622 internal List<int> cut1CoordIndices = null;
623 internal List<int> cut2CoordIndices = null;
624
625 internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
626 internal Coord cutNormal1 = new Coord();
627 internal Coord cutNormal2 = new Coord();
628
629 internal int numOuterVerts = 0;
630 internal int numHollowVerts = 0;
631
632 internal int outerFaceNumber = -1;
633 internal int hollowFaceNumber = -1;
634
635 internal bool calcVertexNormals = false;
636 internal int bottomFaceNumber = 0;
637 internal int numPrimFaces = 0;
638
639 internal Profile()
640 {
641 this.coords = new List<Coord>();
642 this.faces = new List<Face>();
643 this.vertexNormals = new List<Coord>();
644 this.us = new List<float>();
645 this.faceUVs = new List<UVCoord>();
646 this.faceNumbers = new List<int>();
647 }
648
649 internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
650 {
651 this.calcVertexNormals = calcVertexNormals;
652 this.coords = new List<Coord>();
653 this.faces = new List<Face>();
654 this.vertexNormals = new List<Coord>();
655 this.us = new List<float>();
656 this.faceUVs = new List<UVCoord>();
657 this.faceNumbers = new List<int>();
658
659 Coord center = new Coord(0.0f, 0.0f, 0.0f);
660 //bool hasCenter = false;
661
662 List<Coord> hollowCoords = new List<Coord>();
663 List<Coord> hollowNormals = new List<Coord>();
664 List<float> hollowUs = new List<float>();
665
666 if (calcVertexNormals)
667 {
668 this.outerCoordIndices = new List<int>();
669 this.hollowCoordIndices = new List<int>();
670 this.cut1CoordIndices = new List<int>();
671 this.cut2CoordIndices = new List<int>();
672 }
673
674 bool hasHollow = (hollow > 0.0f);
675
676 bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
677
678 AngleList angles = new AngleList();
679 AngleList hollowAngles = new AngleList();
680
681 float xScale = 0.5f;
682 float yScale = 0.5f;
683 if (sides == 4) // corners of a square are sqrt(2) from center
684 {
685 xScale = 0.707f;
686 yScale = 0.707f;
687 }
688
689 float startAngle = profileStart * twoPi;
690 float stopAngle = profileEnd * twoPi;
691
692 try { angles.makeAngles(sides, startAngle, stopAngle); }
693 catch (Exception ex)
694 {
695
696 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
697 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
698
699 return;
700 }
701
702 this.numOuterVerts = angles.angles.Count;
703
704 // flag to create as few triangles as possible for 3 or 4 side profile
705 bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
706
707 if (hasHollow)
708 {
709 if (sides == hollowSides)
710 hollowAngles = angles;
711 else
712 {
713 try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
714 catch (Exception ex)
715 {
716 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
717 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
718
719 return;
720 }
721 }
722 this.numHollowVerts = hollowAngles.angles.Count;
723 }
724 else if (!simpleFace)
725 {
726 this.coords.Add(center);
727 //hasCenter = true;
728 if (this.calcVertexNormals)
729 this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
730 this.us.Add(0.0f);
731 }
732
733 float z = 0.0f;
734
735 Angle angle;
736 Coord newVert = new Coord();
737 if (hasHollow && hollowSides != sides)
738 {
739 int numHollowAngles = hollowAngles.angles.Count;
740 for (int i = 0; i < numHollowAngles; i++)
741 {
742 angle = hollowAngles.angles[i];
743 newVert.X = hollow * xScale * angle.X;
744 newVert.Y = hollow * yScale * angle.Y;
745 newVert.Z = z;
746
747 hollowCoords.Add(newVert);
748 if (this.calcVertexNormals)
749 {
750 if (hollowSides < 5)
751 hollowNormals.Add(hollowAngles.normals[i].Invert());
752 else
753 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
754
755 hollowUs.Add(angle.angle * hollow);
756 }
757 }
758 }
759
760 int index = 0;
761 int numAngles = angles.angles.Count;
762
763 for (int i = 0; i < numAngles; i++)
764 {
765 angle = angles.angles[i];
766 newVert.X = angle.X * xScale;
767 newVert.Y = angle.Y * yScale;
768 newVert.Z = z;
769 this.coords.Add(newVert);
770 if (this.calcVertexNormals)
771 {
772 this.outerCoordIndices.Add(this.coords.Count - 1);
773
774 if (sides < 5)
775 {
776 this.vertexNormals.Add(angles.normals[i]);
777 float u = angle.angle;
778 this.us.Add(u);
779 }
780 else
781 {
782 this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
783 this.us.Add(angle.angle);
784 }
785 }
786
787 if (hasHollow)
788 {
789 if (hollowSides == sides)
790 {
791 newVert.X *= hollow;
792 newVert.Y *= hollow;
793 newVert.Z = z;
794 hollowCoords.Add(newVert);
795 if (this.calcVertexNormals)
796 {
797 if (sides < 5)
798 {
799 hollowNormals.Add(angles.normals[i].Invert());
800 }
801
802 else
803 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
804
805 hollowUs.Add(angle.angle * hollow);
806 }
807 }
808 }
809 else if (!simpleFace && createFaces && angle.angle > 0.0001f)
810 {
811 Face newFace = new Face();
812 newFace.v1 = 0;
813 newFace.v2 = index;
814 newFace.v3 = index + 1;
815
816 this.faces.Add(newFace);
817 }
818 index += 1;
819 }
820
821 if (hasHollow)
822 {
823 hollowCoords.Reverse();
824 if (this.calcVertexNormals)
825 {
826 hollowNormals.Reverse();
827 hollowUs.Reverse();
828 }
829
830 if (createFaces)
831 {
832 //int numOuterVerts = this.coords.Count;
833 //numOuterVerts = this.coords.Count;
834 //int numHollowVerts = hollowCoords.Count;
835 int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
836
837 if (this.numOuterVerts == this.numHollowVerts)
838 {
839 Face newFace = new Face();
840
841 for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
842 {
843 newFace.v1 = coordIndex;
844 newFace.v2 = coordIndex + 1;
845 newFace.v3 = numTotalVerts - coordIndex - 1;
846 this.faces.Add(newFace);
847
848 newFace.v1 = coordIndex + 1;
849 newFace.v2 = numTotalVerts - coordIndex - 2;
850 newFace.v3 = numTotalVerts - coordIndex - 1;
851 this.faces.Add(newFace);
852 }
853 }
854 else
855 {
856 if (this.numOuterVerts < this.numHollowVerts)
857 {
858 Face newFace = new Face();
859 int j = 0; // j is the index for outer vertices
860 int maxJ = this.numOuterVerts - 1;
861 for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
862 {
863 if (j < maxJ)
864 if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
865 {
866 newFace.v1 = numTotalVerts - i - 1;
867 newFace.v2 = j;
868 newFace.v3 = j + 1;
869
870 this.faces.Add(newFace);
871 j += 1;
872 }
873
874 newFace.v1 = j;
875 newFace.v2 = numTotalVerts - i - 2;
876 newFace.v3 = numTotalVerts - i - 1;
877
878 this.faces.Add(newFace);
879 }
880 }
881 else // numHollowVerts < numOuterVerts
882 {
883 Face newFace = new Face();
884 int j = 0; // j is the index for inner vertices
885 int maxJ = this.numHollowVerts - 1;
886 for (int i = 0; i < this.numOuterVerts; i++)
887 {
888 if (j < maxJ)
889 if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
890 {
891 newFace.v1 = i;
892 newFace.v2 = numTotalVerts - j - 2;
893 newFace.v3 = numTotalVerts - j - 1;
894
895 this.faces.Add(newFace);
896 j += 1;
897 }
898
899 newFace.v1 = numTotalVerts - j - 1;
900 newFace.v2 = i;
901 newFace.v3 = i + 1;
902
903 this.faces.Add(newFace);
904 }
905 }
906 }
907 }
908
909 if (calcVertexNormals)
910 {
911 foreach (Coord hc in hollowCoords)
912 {
913 this.coords.Add(hc);
914 hollowCoordIndices.Add(this.coords.Count - 1);
915 }
916 }
917 else
918 this.coords.AddRange(hollowCoords);
919
920 if (this.calcVertexNormals)
921 {
922 this.vertexNormals.AddRange(hollowNormals);
923 this.us.AddRange(hollowUs);
924
925 }
926 }
927
928 if (simpleFace && createFaces)
929 {
930 if (sides == 3)
931 this.faces.Add(new Face(0, 1, 2));
932 else if (sides == 4)
933 {
934 this.faces.Add(new Face(0, 1, 2));
935 this.faces.Add(new Face(0, 2, 3));
936 }
937 }
938
939 if (calcVertexNormals && hasProfileCut)
940 {
941 int lastOuterVertIndex = this.numOuterVerts - 1;
942
943 if (hasHollow)
944 {
945 this.cut1CoordIndices.Add(0);
946 this.cut1CoordIndices.Add(this.coords.Count - 1);
947
948 this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
949 this.cut2CoordIndices.Add(lastOuterVertIndex);
950
951 this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
952 this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
953
954 this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
955 this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
956 }
957
958 else
959 {
960 this.cut1CoordIndices.Add(0);
961 this.cut1CoordIndices.Add(1);
962
963 this.cut2CoordIndices.Add(lastOuterVertIndex);
964 this.cut2CoordIndices.Add(0);
965
966 this.cutNormal1.X = this.vertexNormals[1].Y;
967 this.cutNormal1.Y = -this.vertexNormals[1].X;
968
969 this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
970 this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
971
972 }
973 this.cutNormal1.Normalize();
974 this.cutNormal2.Normalize();
975 }
976
977 this.MakeFaceUVs();
978
979 hollowCoords = null;
980 hollowNormals = null;
981 hollowUs = null;
982
983 if (calcVertexNormals)
984 { // calculate prim face numbers
985
986 // face number order is top, outer, hollow, bottom, start cut, end cut
987 // I know it's ugly but so is the whole concept of prim face numbers
988
989 int faceNum = 1; // start with outer faces
990 this.outerFaceNumber = faceNum;
991
992 int startVert = hasProfileCut && !hasHollow ? 1 : 0;
993 if (startVert > 0)
994 this.faceNumbers.Add(-1);
995 for (int i = 0; i < this.numOuterVerts - 1; i++)
996 //this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum);
997 this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum);
998
999 //if (!hasHollow && !hasProfileCut)
1000 // this.bottomFaceNumber = faceNum++;
1001
1002 this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
1003
1004 if (sides > 4 && (hasHollow || hasProfileCut))
1005 faceNum++;
1006
1007 if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides)
1008 faceNum++;
1009
1010 if (hasHollow)
1011 {
1012 for (int i = 0; i < this.numHollowVerts; i++)
1013 this.faceNumbers.Add(faceNum);
1014
1015 this.hollowFaceNumber = faceNum++;
1016 }
1017 //if (hasProfileCut || hasHollow)
1018 // this.bottomFaceNumber = faceNum++;
1019 this.bottomFaceNumber = faceNum++;
1020
1021 if (hasHollow && hasProfileCut)
1022 this.faceNumbers.Add(faceNum++);
1023
1024 for (int i = 0; i < this.faceNumbers.Count; i++)
1025 if (this.faceNumbers[i] == -1)
1026 this.faceNumbers[i] = faceNum++;
1027
1028 this.numPrimFaces = faceNum;
1029 }
1030
1031 }
1032
1033 internal void MakeFaceUVs()
1034 {
1035 this.faceUVs = new List<UVCoord>();
1036 foreach (Coord c in this.coords)
1037 this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y));
1038 }
1039
1040 internal Profile Copy()
1041 {
1042 return this.Copy(true);
1043 }
1044
1045 internal Profile Copy(bool needFaces)
1046 {
1047 Profile copy = new Profile();
1048
1049 copy.coords.AddRange(this.coords);
1050 copy.faceUVs.AddRange(this.faceUVs);
1051
1052 if (needFaces)
1053 copy.faces.AddRange(this.faces);
1054 if ((copy.calcVertexNormals = this.calcVertexNormals) == true)
1055 {
1056 copy.vertexNormals.AddRange(this.vertexNormals);
1057 copy.faceNormal = this.faceNormal;
1058 copy.cutNormal1 = this.cutNormal1;
1059 copy.cutNormal2 = this.cutNormal2;
1060 copy.us.AddRange(this.us);
1061 copy.faceNumbers.AddRange(this.faceNumbers);
1062
1063 copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices);
1064 copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices);
1065 copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices);
1066 copy.outerCoordIndices = new List<int>(this.outerCoordIndices);
1067 }
1068 copy.numOuterVerts = this.numOuterVerts;
1069 copy.numHollowVerts = this.numHollowVerts;
1070
1071 return copy;
1072 }
1073
1074 internal void AddPos(Coord v)
1075 {
1076 this.AddPos(v.X, v.Y, v.Z);
1077 }
1078
1079 internal void AddPos(float x, float y, float z)
1080 {
1081 int i;
1082 int numVerts = this.coords.Count;
1083 Coord vert;
1084
1085 for (i = 0; i < numVerts; i++)
1086 {
1087 vert = this.coords[i];
1088 vert.X += x;
1089 vert.Y += y;
1090 vert.Z += z;
1091 this.coords[i] = vert;
1092 }
1093 }
1094
1095 internal void AddRot(Quat q)
1096 {
1097 int i;
1098 int numVerts = this.coords.Count;
1099
1100 for (i = 0; i < numVerts; i++)
1101 this.coords[i] *= q;
1102
1103 if (this.calcVertexNormals)
1104 {
1105 int numNormals = this.vertexNormals.Count;
1106 for (i = 0; i < numNormals; i++)
1107 this.vertexNormals[i] *= q;
1108
1109 this.faceNormal *= q;
1110 this.cutNormal1 *= q;
1111 this.cutNormal2 *= q;
1112
1113 }
1114 }
1115
1116 internal void Scale(float x, float y)
1117 {
1118 int i;
1119 int numVerts = this.coords.Count;
1120 Coord vert;
1121
1122 for (i = 0; i < numVerts; i++)
1123 {
1124 vert = this.coords[i];
1125 vert.X *= x;
1126 vert.Y *= y;
1127 this.coords[i] = vert;
1128 }
1129 }
1130
1131 /// <summary>
1132 /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
1133 /// </summary>
1134 internal void FlipNormals()
1135 {
1136 int i;
1137 int numFaces = this.faces.Count;
1138 Face tmpFace;
1139 int tmp;
1140
1141 for (i = 0; i < numFaces; i++)
1142 {
1143 tmpFace = this.faces[i];
1144 tmp = tmpFace.v3;
1145 tmpFace.v3 = tmpFace.v1;
1146 tmpFace.v1 = tmp;
1147 this.faces[i] = tmpFace;
1148 }
1149
1150 if (this.calcVertexNormals)
1151 {
1152 int normalCount = this.vertexNormals.Count;
1153 if (normalCount > 0)
1154 {
1155 Coord n = this.vertexNormals[normalCount - 1];
1156 n.Z = -n.Z;
1157 this.vertexNormals[normalCount - 1] = n;
1158 }
1159 }
1160
1161 this.faceNormal.X = -this.faceNormal.X;
1162 this.faceNormal.Y = -this.faceNormal.Y;
1163 this.faceNormal.Z = -this.faceNormal.Z;
1164
1165 int numfaceUVs = this.faceUVs.Count;
1166 for (i = 0; i < numfaceUVs; i++)
1167 {
1168 UVCoord uv = this.faceUVs[i];
1169 uv.V = 1.0f - uv.V;
1170 this.faceUVs[i] = uv;
1171 }
1172 }
1173
1174 internal void AddValue2FaceVertexIndices(int num)
1175 {
1176 int numFaces = this.faces.Count;
1177 Face tmpFace;
1178 for (int i = 0; i < numFaces; i++)
1179 {
1180 tmpFace = this.faces[i];
1181 tmpFace.v1 += num;
1182 tmpFace.v2 += num;
1183 tmpFace.v3 += num;
1184
1185 this.faces[i] = tmpFace;
1186 }
1187 }
1188
1189 internal void AddValue2FaceNormalIndices(int num)
1190 {
1191 if (this.calcVertexNormals)
1192 {
1193 int numFaces = this.faces.Count;
1194 Face tmpFace;
1195 for (int i = 0; i < numFaces; i++)
1196 {
1197 tmpFace = this.faces[i];
1198 tmpFace.n1 += num;
1199 tmpFace.n2 += num;
1200 tmpFace.n3 += num;
1201
1202 this.faces[i] = tmpFace;
1203 }
1204 }
1205 }
1206
1207 internal void DumpRaw(String path, String name, String title)
1208 {
1209 if (path == null)
1210 return;
1211 String fileName = name + "_" + title + ".raw";
1212 String completePath = System.IO.Path.Combine(path, fileName);
1213 StreamWriter sw = new StreamWriter(completePath);
1214
1215 for (int i = 0; i < this.faces.Count; i++)
1216 {
1217 string s = this.coords[this.faces[i].v1].ToString();
1218 s += " " + this.coords[this.faces[i].v2].ToString();
1219 s += " " + this.coords[this.faces[i].v3].ToString();
1220
1221 sw.WriteLine(s);
1222 }
1223
1224 sw.Close();
1225 }
1226 }
1227
1228 public struct PathNode
1229 {
1230 public Coord position;
1231 public Quat rotation;
1232 public float xScale;
1233 public float yScale;
1234 public float percentOfPath;
1235 }
1236
1237 public enum PathType { Linear = 0, Circular = 1, Flexible = 2 }
1238
1239 public class Path
1240 {
1241 public List<PathNode> pathNodes = new List<PathNode>();
1242
1243 public float twistBegin = 0.0f;
1244 public float twistEnd = 0.0f;
1245 public float topShearX = 0.0f;
1246 public float topShearY = 0.0f;
1247 public float pathCutBegin = 0.0f;
1248 public float pathCutEnd = 1.0f;
1249 public float dimpleBegin = 0.0f;
1250 public float dimpleEnd = 1.0f;
1251 public float skew = 0.0f;
1252 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1253 public float holeSizeY = 0.25f;
1254 public float taperX = 0.0f;
1255 public float taperY = 0.0f;
1256 public float radius = 0.0f;
1257 public float revolutions = 1.0f;
1258 public int stepsPerRevolution = 24;
1259
1260 private const float twoPi = 2.0f * (float)Math.PI;
1261
1262 public void Create(PathType pathType, int steps)
1263 {
1264 if (pathType == PathType.Linear || pathType == PathType.Flexible)
1265 {
1266 int step = 0;
1267
1268 float length = this.pathCutEnd - this.pathCutBegin;
1269 float twistTotal = twistEnd - twistBegin;
1270 float twistTotalAbs = Math.Abs(twistTotal);
1271 if (twistTotalAbs > 0.01f)
1272 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1273
1274 float start = -0.5f;
1275 float stepSize = length / (float)steps;
1276 float percentOfPathMultiplier = stepSize;
1277 float xOffset = 0.0f;
1278 float yOffset = 0.0f;
1279 float zOffset = start;
1280 float xOffsetStepIncrement = this.topShearX / steps;
1281 float yOffsetStepIncrement = this.topShearY / steps;
1282
1283 float percentOfPath = this.pathCutBegin;
1284 zOffset += percentOfPath;
1285
1286 // sanity checks
1287
1288 bool done = false;
1289
1290 while (!done)
1291 {
1292 PathNode newNode = new PathNode();
1293
1294 newNode.xScale = 1.0f;
1295 if (this.taperX == 0.0f)
1296 newNode.xScale = 1.0f;
1297 else if (this.taperX > 0.0f)
1298 newNode.xScale = 1.0f - percentOfPath * this.taperX;
1299 else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
1300
1301 newNode.yScale = 1.0f;
1302 if (this.taperY == 0.0f)
1303 newNode.yScale = 1.0f;
1304 else if (this.taperY > 0.0f)
1305 newNode.yScale = 1.0f - percentOfPath * this.taperY;
1306 else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
1307
1308 float twist = twistBegin + twistTotal * percentOfPath;
1309
1310 newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1311 newNode.position = new Coord(xOffset, yOffset, zOffset);
1312 newNode.percentOfPath = percentOfPath;
1313
1314 pathNodes.Add(newNode);
1315
1316 if (step < steps)
1317 {
1318 step += 1;
1319 percentOfPath += percentOfPathMultiplier;
1320 xOffset += xOffsetStepIncrement;
1321 yOffset += yOffsetStepIncrement;
1322 zOffset += stepSize;
1323 if (percentOfPath > this.pathCutEnd)
1324 done = true;
1325 }
1326 else done = true;
1327 }
1328 } // end of linear path code
1329
1330 else // pathType == Circular
1331 {
1332 float twistTotal = twistEnd - twistBegin;
1333
1334 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
1335 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
1336 // accurately match the viewer
1337 float twistTotalAbs = Math.Abs(twistTotal);
1338 if (twistTotalAbs > 0.01f)
1339 {
1340 if (twistTotalAbs > Math.PI * 1.5f)
1341 steps *= 2;
1342 if (twistTotalAbs > Math.PI * 3.0f)
1343 steps *= 2;
1344 }
1345
1346 float yPathScale = this.holeSizeY * 0.5f;
1347 float pathLength = this.pathCutEnd - this.pathCutBegin;
1348 float totalSkew = this.skew * 2.0f * pathLength;
1349 float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
1350 float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
1351 float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
1352
1353 // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
1354 // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
1355 // to calculate the sine for generating the path radius appears to approximate it's effects there
1356 // too, but there are some subtle differences in the radius which are noticeable as the prim size
1357 // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
1358 // the meshes generated with this technique appear nearly identical in shape to the same prims when
1359 // displayed by the viewer.
1360
1361 float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
1362 float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
1363 float stepSize = twoPi / this.stepsPerRevolution;
1364
1365 int step = (int)(startAngle / stepSize);
1366 float angle = startAngle;
1367
1368 bool done = false;
1369 while (!done) // loop through the length of the path and add the layers
1370 {
1371 PathNode newNode = new PathNode();
1372
1373 float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
1374 float yProfileScale = this.holeSizeY;
1375
1376 float percentOfPath = angle / (twoPi * this.revolutions);
1377 float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
1378
1379 if (this.taperX > 0.01f)
1380 xProfileScale *= 1.0f - percentOfPath * this.taperX;
1381 else if (this.taperX < -0.01f)
1382 xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
1383
1384 if (this.taperY > 0.01f)
1385 yProfileScale *= 1.0f - percentOfPath * this.taperY;
1386 else if (this.taperY < -0.01f)
1387 yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
1388
1389 newNode.xScale = xProfileScale;
1390 newNode.yScale = yProfileScale;
1391
1392 float radiusScale = 1.0f;
1393 if (this.radius > 0.001f)
1394 radiusScale = 1.0f - this.radius * percentOfPath;
1395 else if (this.radius < 0.001f)
1396 radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
1397
1398 float twist = twistBegin + twistTotal * percentOfPath;
1399
1400 float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
1401 xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
1402
1403 float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
1404
1405 float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
1406
1407 newNode.position = new Coord(xOffset, yOffset, zOffset);
1408
1409 // now orient the rotation of the profile layer relative to it's position on the path
1410 // adding taperY to the angle used to generate the quat appears to approximate the viewer
1411
1412 newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
1413
1414 // next apply twist rotation to the profile layer
1415 if (twistTotal != 0.0f || twistBegin != 0.0f)
1416 newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1417
1418 newNode.percentOfPath = percentOfPath;
1419
1420 pathNodes.Add(newNode);
1421
1422 // calculate terms for next iteration
1423 // calculate the angle for the next iteration of the loop
1424
1425 if (angle >= endAngle - 0.01)
1426 done = true;
1427 else
1428 {
1429 step += 1;
1430 angle = stepSize * step;
1431 if (angle > endAngle)
1432 angle = endAngle;
1433 }
1434 }
1435 }
1436 }
1437 }
1438
1439 public class PrimMesh
1440 {
1441 public string errorMessage = "";
1442 private const float twoPi = 2.0f * (float)Math.PI;
1443
1444 public List<Coord> coords;
1445 public List<Coord> normals;
1446 public List<Face> faces;
1447
1448 public List<ViewerFace> viewerFaces;
1449
1450 private int sides = 4;
1451 private int hollowSides = 4;
1452 private float profileStart = 0.0f;
1453 private float profileEnd = 1.0f;
1454 private float hollow = 0.0f;
1455 public int twistBegin = 0;
1456 public int twistEnd = 0;
1457 public float topShearX = 0.0f;
1458 public float topShearY = 0.0f;
1459 public float pathCutBegin = 0.0f;
1460 public float pathCutEnd = 1.0f;
1461 public float dimpleBegin = 0.0f;
1462 public float dimpleEnd = 1.0f;
1463 public float skew = 0.0f;
1464 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1465 public float holeSizeY = 0.25f;
1466 public float taperX = 0.0f;
1467 public float taperY = 0.0f;
1468 public float radius = 0.0f;
1469 public float revolutions = 1.0f;
1470 public int stepsPerRevolution = 24;
1471
1472 private int profileOuterFaceNumber = -1;
1473 private int profileHollowFaceNumber = -1;
1474
1475 private bool hasProfileCut = false;
1476 private bool hasHollow = false;
1477 public bool calcVertexNormals = false;
1478 private bool normalsProcessed = false;
1479 public bool viewerMode = false;
1480 public bool sphereMode = false;
1481
1482 public int numPrimFaces = 0;
1483
1484 /// <summary>
1485 /// Human readable string representation of the parameters used to create a mesh.
1486 /// </summary>
1487 /// <returns></returns>
1488 public string ParamsToDisplayString()
1489 {
1490 string s = "";
1491 s += "sides..................: " + this.sides.ToString();
1492 s += "\nhollowSides..........: " + this.hollowSides.ToString();
1493 s += "\nprofileStart.........: " + this.profileStart.ToString();
1494 s += "\nprofileEnd...........: " + this.profileEnd.ToString();
1495 s += "\nhollow...............: " + this.hollow.ToString();
1496 s += "\ntwistBegin...........: " + this.twistBegin.ToString();
1497 s += "\ntwistEnd.............: " + this.twistEnd.ToString();
1498 s += "\ntopShearX............: " + this.topShearX.ToString();
1499 s += "\ntopShearY............: " + this.topShearY.ToString();
1500 s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
1501 s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
1502 s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
1503 s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
1504 s += "\nskew.................: " + this.skew.ToString();
1505 s += "\nholeSizeX............: " + this.holeSizeX.ToString();
1506 s += "\nholeSizeY............: " + this.holeSizeY.ToString();
1507 s += "\ntaperX...............: " + this.taperX.ToString();
1508 s += "\ntaperY...............: " + this.taperY.ToString();
1509 s += "\nradius...............: " + this.radius.ToString();
1510 s += "\nrevolutions..........: " + this.revolutions.ToString();
1511 s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
1512 s += "\nsphereMode...........: " + this.sphereMode.ToString();
1513 s += "\nhasProfileCut........: " + this.hasProfileCut.ToString();
1514 s += "\nhasHollow............: " + this.hasHollow.ToString();
1515 s += "\nviewerMode...........: " + this.viewerMode.ToString();
1516
1517 return s;
1518 }
1519
1520 public int ProfileOuterFaceNumber
1521 {
1522 get { return profileOuterFaceNumber; }
1523 }
1524
1525 public int ProfileHollowFaceNumber
1526 {
1527 get { return profileHollowFaceNumber; }
1528 }
1529
1530 public bool HasProfileCut
1531 {
1532 get { return hasProfileCut; }
1533 }
1534
1535 public bool HasHollow
1536 {
1537 get { return hasHollow; }
1538 }
1539
1540
1541 /// <summary>
1542 /// Constructs a PrimMesh object and creates the profile for extrusion.
1543 /// </summary>
1544 /// <param name="sides"></param>
1545 /// <param name="profileStart"></param>
1546 /// <param name="profileEnd"></param>
1547 /// <param name="hollow"></param>
1548 /// <param name="hollowSides"></param>
1549 public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
1550 {
1551 this.coords = new List<Coord>();
1552 this.faces = new List<Face>();
1553
1554 this.sides = sides;
1555 this.profileStart = profileStart;
1556 this.profileEnd = profileEnd;
1557 this.hollow = hollow;
1558 this.hollowSides = hollowSides;
1559
1560 if (sides < 3)
1561 this.sides = 3;
1562 if (hollowSides < 3)
1563 this.hollowSides = 3;
1564 if (profileStart < 0.0f)
1565 this.profileStart = 0.0f;
1566 if (profileEnd > 1.0f)
1567 this.profileEnd = 1.0f;
1568 if (profileEnd < 0.02f)
1569 this.profileEnd = 0.02f;
1570 if (profileStart >= profileEnd)
1571 this.profileStart = profileEnd - 0.02f;
1572 if (hollow > 0.99f)
1573 this.hollow = 0.99f;
1574 if (hollow < 0.0f)
1575 this.hollow = 0.0f;
1576
1577 //if (sphereMode)
1578 // this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1579 //else
1580 // //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1581 // this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1582 //this.hasHollow = (this.hollow > 0.001f);
1583 }
1584
1585 /// <summary>
1586 /// Extrudes a profile along a path.
1587 /// </summary>
1588 public void Extrude(PathType pathType)
1589 {
1590 bool needEndFaces = false;
1591
1592 this.coords = new List<Coord>();
1593 this.faces = new List<Face>();
1594
1595 if (this.viewerMode)
1596 {
1597 this.viewerFaces = new List<ViewerFace>();
1598 this.calcVertexNormals = true;
1599 }
1600
1601 if (this.calcVertexNormals)
1602 this.normals = new List<Coord>();
1603
1604 int steps = 1;
1605
1606 float length = this.pathCutEnd - this.pathCutBegin;
1607 normalsProcessed = false;
1608
1609 if (this.viewerMode && this.sides == 3)
1610 {
1611 // prisms don't taper well so add some vertical resolution
1612 // other prims may benefit from this but just do prisms for now
1613 if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
1614 steps = (int)(steps * 4.5 * length);
1615 }
1616
1617 if (sphereMode)
1618 this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1619 else
1620 //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1621 this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1622 this.hasHollow = (this.hollow > 0.001f);
1623
1624 float twistBegin = this.twistBegin / 360.0f * twoPi;
1625 float twistEnd = this.twistEnd / 360.0f * twoPi;
1626 float twistTotal = twistEnd - twistBegin;
1627 float twistTotalAbs = Math.Abs(twistTotal);
1628 if (twistTotalAbs > 0.01f)
1629 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1630
1631 float hollow = this.hollow;
1632
1633 // sanity checks
1634 float initialProfileRot = 0.0f;
1635 if (pathType == PathType.Circular)
1636 {
1637 if (this.sides == 3)
1638 {
1639 initialProfileRot = (float)Math.PI;
1640 if (this.hollowSides == 4)
1641 {
1642 if (hollow > 0.7f)
1643 hollow = 0.7f;
1644 hollow *= 0.707f;
1645 }
1646 else hollow *= 0.5f;
1647 }
1648 else if (this.sides == 4)
1649 {
1650 initialProfileRot = 0.25f * (float)Math.PI;
1651 if (this.hollowSides != 4)
1652 hollow *= 0.707f;
1653 }
1654 else if (this.sides > 4)
1655 {
1656 initialProfileRot = (float)Math.PI;
1657 if (this.hollowSides == 4)
1658 {
1659 if (hollow > 0.7f)
1660 hollow = 0.7f;
1661 hollow /= 0.7f;
1662 }
1663 }
1664 }
1665 else
1666 {
1667 if (this.sides == 3)
1668 {
1669 if (this.hollowSides == 4)
1670 {
1671 if (hollow > 0.7f)
1672 hollow = 0.7f;
1673 hollow *= 0.707f;
1674 }
1675 else hollow *= 0.5f;
1676 }
1677 else if (this.sides == 4)
1678 {
1679 initialProfileRot = 1.25f * (float)Math.PI;
1680 if (this.hollowSides != 4)
1681 hollow *= 0.707f;
1682 }
1683 else if (this.sides == 24 && this.hollowSides == 4)
1684 hollow *= 1.414f;
1685 }
1686
1687 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
1688 this.errorMessage = profile.errorMessage;
1689
1690 this.numPrimFaces = profile.numPrimFaces;
1691
1692 //profileOuterFaceNumber = profile.faceNumbers[0];
1693 //if (!needEndFaces)
1694 // profileOuterFaceNumber--;
1695 //profileOuterFaceNumber = needEndFaces ? 1 : 0;
1696
1697
1698 //if (hasHollow)
1699 //{
1700 // if (needEndFaces)
1701 // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1];
1702 // else
1703 // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1;
1704 //}
1705
1706
1707 profileOuterFaceNumber = profile.outerFaceNumber;
1708 if (!needEndFaces)
1709 profileOuterFaceNumber--;
1710
1711 if (hasHollow)
1712 {
1713 profileHollowFaceNumber = profile.hollowFaceNumber;
1714 if (!needEndFaces)
1715 profileHollowFaceNumber--;
1716 }
1717
1718 int cut1Vert = -1;
1719 int cut2Vert = -1;
1720 if (hasProfileCut)
1721 {
1722 cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
1723 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
1724 }
1725
1726 if (initialProfileRot != 0.0f)
1727 {
1728 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
1729 if (viewerMode)
1730 profile.MakeFaceUVs();
1731 }
1732
1733 Coord lastCutNormal1 = new Coord();
1734 Coord lastCutNormal2 = new Coord();
1735 float lastV = 1.0f;
1736
1737 Path path = new Path();
1738 path.twistBegin = twistBegin;
1739 path.twistEnd = twistEnd;
1740 path.topShearX = topShearX;
1741 path.topShearY = topShearY;
1742 path.pathCutBegin = pathCutBegin;
1743 path.pathCutEnd = pathCutEnd;
1744 path.dimpleBegin = dimpleBegin;
1745 path.dimpleEnd = dimpleEnd;
1746 path.skew = skew;
1747 path.holeSizeX = holeSizeX;
1748 path.holeSizeY = holeSizeY;
1749 path.taperX = taperX;
1750 path.taperY = taperY;
1751 path.radius = radius;
1752 path.revolutions = revolutions;
1753 path.stepsPerRevolution = stepsPerRevolution;
1754
1755 path.Create(pathType, steps);
1756
1757
1758 if (pathType == PathType.Circular)
1759 {
1760 needEndFaces = false;
1761 if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
1762 needEndFaces = true;
1763 else if (this.taperX != 0.0f || this.taperY != 0.0f)
1764 needEndFaces = true;
1765 else if (this.skew != 0.0f)
1766 needEndFaces = true;
1767 else if (twistTotal != 0.0f)
1768 needEndFaces = true;
1769 else if (this.radius != 0.0f)
1770 needEndFaces = true;
1771 }
1772 else needEndFaces = true;
1773
1774 for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
1775 {
1776 PathNode node = path.pathNodes[nodeIndex];
1777 Profile newLayer = profile.Copy();
1778 newLayer.Scale(node.xScale, node.yScale);
1779
1780 newLayer.AddRot(node.rotation);
1781 newLayer.AddPos(node.position);
1782
1783 if (needEndFaces && nodeIndex == 0)
1784 {
1785 newLayer.FlipNormals();
1786
1787 // add the top faces to the viewerFaces list here
1788 if (this.viewerMode)
1789 {
1790 Coord faceNormal = newLayer.faceNormal;
1791 ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
1792 int numFaces = newLayer.faces.Count;
1793 List<Face> faces = newLayer.faces;
1794
1795 for (int i = 0; i < numFaces; i++)
1796 {
1797 Face face = faces[i];
1798 newViewerFace.v1 = newLayer.coords[face.v1];
1799 newViewerFace.v2 = newLayer.coords[face.v2];
1800 newViewerFace.v3 = newLayer.coords[face.v3];
1801
1802 newViewerFace.coordIndex1 = face.v1;
1803 newViewerFace.coordIndex2 = face.v2;
1804 newViewerFace.coordIndex3 = face.v3;
1805
1806 newViewerFace.n1 = faceNormal;
1807 newViewerFace.n2 = faceNormal;
1808 newViewerFace.n3 = faceNormal;
1809
1810 newViewerFace.uv1 = newLayer.faceUVs[face.v1];
1811 newViewerFace.uv2 = newLayer.faceUVs[face.v2];
1812 newViewerFace.uv3 = newLayer.faceUVs[face.v3];
1813
1814 this.viewerFaces.Add(newViewerFace);
1815 }
1816 }
1817 } // if (nodeIndex == 0)
1818
1819 // append this layer
1820
1821 int coordsLen = this.coords.Count;
1822 newLayer.AddValue2FaceVertexIndices(coordsLen);
1823
1824 this.coords.AddRange(newLayer.coords);
1825
1826 if (this.calcVertexNormals)
1827 {
1828 newLayer.AddValue2FaceNormalIndices(this.normals.Count);
1829 this.normals.AddRange(newLayer.vertexNormals);
1830 }
1831
1832 if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
1833 this.faces.AddRange(newLayer.faces);
1834
1835 // fill faces between layers
1836
1837 int numVerts = newLayer.coords.Count;
1838 Face newFace = new Face();
1839
1840 if (nodeIndex > 0)
1841 {
1842 int startVert = coordsLen + 1;
1843 int endVert = this.coords.Count;
1844
1845 if (sides < 5 || this.hasProfileCut || this.hasHollow)
1846 startVert--;
1847
1848 for (int i = startVert; i < endVert; i++)
1849 {
1850 int iNext = i + 1;
1851 if (i == endVert - 1)
1852 iNext = startVert;
1853
1854 int whichVert = i - startVert;
1855
1856 newFace.v1 = i;
1857 newFace.v2 = i - numVerts;
1858 newFace.v3 = iNext - numVerts;
1859 this.faces.Add(newFace);
1860
1861 newFace.v2 = iNext - numVerts;
1862 newFace.v3 = iNext;
1863 this.faces.Add(newFace);
1864
1865 if (this.viewerMode)
1866 {
1867 // add the side faces to the list of viewerFaces here
1868
1869 int primFaceNum = profile.faceNumbers[whichVert];
1870 if (!needEndFaces)
1871 primFaceNum -= 1;
1872
1873 ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
1874 ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
1875
1876 float u1 = newLayer.us[whichVert];
1877 float u2 = 1.0f;
1878 if (whichVert < newLayer.us.Count - 1)
1879 u2 = newLayer.us[whichVert + 1];
1880
1881 if (whichVert == cut1Vert || whichVert == cut2Vert)
1882 {
1883 u1 = 0.0f;
1884 u2 = 1.0f;
1885 }
1886 else if (sides < 5)
1887 {
1888 if (whichVert < profile.numOuterVerts)
1889 { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
1890 // to reflect the entire texture width
1891 u1 *= sides;
1892 u2 *= sides;
1893 u2 -= (int)u1;
1894 u1 -= (int)u1;
1895 if (u2 < 0.1f)
1896 u2 = 1.0f;
1897 //this.profileOuterFaceNumber = primFaceNum;
1898 }
1899 else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1)
1900 {
1901 u1 *= 2.0f;
1902 u2 *= 2.0f;
1903 //this.profileHollowFaceNumber = primFaceNum;
1904 }
1905 }
1906
1907 newViewerFace1.uv1.U = u1;
1908 newViewerFace1.uv2.U = u1;
1909 newViewerFace1.uv3.U = u2;
1910
1911 newViewerFace1.uv1.V = 1.0f - node.percentOfPath;
1912 newViewerFace1.uv2.V = lastV;
1913 newViewerFace1.uv3.V = lastV;
1914
1915 newViewerFace2.uv1.U = u1;
1916 newViewerFace2.uv2.U = u2;
1917 newViewerFace2.uv3.U = u2;
1918
1919 newViewerFace2.uv1.V = 1.0f - node.percentOfPath;
1920 newViewerFace2.uv2.V = lastV;
1921 newViewerFace2.uv3.V = 1.0f - node.percentOfPath;
1922
1923 newViewerFace1.v1 = this.coords[i];
1924 newViewerFace1.v2 = this.coords[i - numVerts];
1925 newViewerFace1.v3 = this.coords[iNext - numVerts];
1926
1927 newViewerFace2.v1 = this.coords[i];
1928 newViewerFace2.v2 = this.coords[iNext - numVerts];
1929 newViewerFace2.v3 = this.coords[iNext];
1930
1931 newViewerFace1.coordIndex1 = i;
1932 newViewerFace1.coordIndex2 = i - numVerts;
1933 newViewerFace1.coordIndex3 = iNext - numVerts;
1934
1935 newViewerFace2.coordIndex1 = i;
1936 newViewerFace2.coordIndex2 = iNext - numVerts;
1937 newViewerFace2.coordIndex3 = iNext;
1938
1939 // profile cut faces
1940 if (whichVert == cut1Vert)
1941 {
1942 newViewerFace1.n1 = newLayer.cutNormal1;
1943 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
1944
1945 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
1946 newViewerFace2.n2 = lastCutNormal1;
1947 }
1948 else if (whichVert == cut2Vert)
1949 {
1950 newViewerFace1.n1 = newLayer.cutNormal2;
1951 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
1952
1953 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
1954 newViewerFace2.n2 = lastCutNormal2;
1955 }
1956
1957 else // outer and hollow faces
1958 {
1959 if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
1960 { // looks terrible when path is twisted... need vertex normals here
1961 newViewerFace1.CalcSurfaceNormal();
1962 newViewerFace2.CalcSurfaceNormal();
1963 }
1964 else
1965 {
1966 newViewerFace1.n1 = this.normals[i];
1967 newViewerFace1.n2 = this.normals[i - numVerts];
1968 newViewerFace1.n3 = this.normals[iNext - numVerts];
1969
1970 newViewerFace2.n1 = this.normals[i];
1971 newViewerFace2.n2 = this.normals[iNext - numVerts];
1972 newViewerFace2.n3 = this.normals[iNext];
1973 }
1974 }
1975
1976 this.viewerFaces.Add(newViewerFace1);
1977 this.viewerFaces.Add(newViewerFace2);
1978
1979 }
1980 }
1981 }
1982
1983 lastCutNormal1 = newLayer.cutNormal1;
1984 lastCutNormal2 = newLayer.cutNormal2;
1985 lastV = 1.0f - node.percentOfPath;
1986
1987 if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
1988 {
1989 // add the top faces to the viewerFaces list here
1990 Coord faceNormal = newLayer.faceNormal;
1991 ViewerFace newViewerFace = new ViewerFace();
1992 newViewerFace.primFaceNumber = 0;
1993 int numFaces = newLayer.faces.Count;
1994 List<Face> faces = newLayer.faces;
1995
1996 for (int i = 0; i < numFaces; i++)
1997 {
1998 Face face = faces[i];
1999 newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
2000 newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
2001 newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
2002
2003 newViewerFace.coordIndex1 = face.v1 - coordsLen;
2004 newViewerFace.coordIndex2 = face.v2 - coordsLen;
2005 newViewerFace.coordIndex3 = face.v3 - coordsLen;
2006
2007 newViewerFace.n1 = faceNormal;
2008 newViewerFace.n2 = faceNormal;
2009 newViewerFace.n3 = faceNormal;
2010
2011 newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
2012 newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
2013 newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
2014
2015 this.viewerFaces.Add(newViewerFace);
2016 }
2017 }
2018
2019
2020 } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
2021
2022 }
2023
2024
2025 /// <summary>
2026 /// DEPRICATED - use Extrude(PathType.Linear) instead
2027 /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
2028 /// </summary>
2029 ///
2030 public void ExtrudeLinear()
2031 {
2032 this.Extrude(PathType.Linear);
2033 }
2034
2035
2036 /// <summary>
2037 /// DEPRICATED - use Extrude(PathType.Circular) instead
2038 /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
2039 /// </summary>
2040 ///
2041 public void ExtrudeCircular()
2042 {
2043 this.Extrude(PathType.Circular);
2044 }
2045
2046
2047 private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
2048 {
2049 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
2050 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
2051
2052 Coord normal = Coord.Cross(edge1, edge2);
2053
2054 normal.Normalize();
2055
2056 return normal;
2057 }
2058
2059 private Coord SurfaceNormal(Face face)
2060 {
2061 return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
2062 }
2063
2064 /// <summary>
2065 /// Calculate the surface normal for a face in the list of faces
2066 /// </summary>
2067 /// <param name="faceIndex"></param>
2068 /// <returns></returns>
2069 public Coord SurfaceNormal(int faceIndex)
2070 {
2071 int numFaces = this.faces.Count;
2072 if (faceIndex < 0 || faceIndex >= numFaces)
2073 throw new Exception("faceIndex out of range");
2074
2075 return SurfaceNormal(this.faces[faceIndex]);
2076 }
2077
2078 /// <summary>
2079 /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
2080 /// </summary>
2081 /// <returns></returns>
2082 public PrimMesh Copy()
2083 {
2084 PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
2085 copy.twistBegin = this.twistBegin;
2086 copy.twistEnd = this.twistEnd;
2087 copy.topShearX = this.topShearX;
2088 copy.topShearY = this.topShearY;
2089 copy.pathCutBegin = this.pathCutBegin;
2090 copy.pathCutEnd = this.pathCutEnd;
2091 copy.dimpleBegin = this.dimpleBegin;
2092 copy.dimpleEnd = this.dimpleEnd;
2093 copy.skew = this.skew;
2094 copy.holeSizeX = this.holeSizeX;
2095 copy.holeSizeY = this.holeSizeY;
2096 copy.taperX = this.taperX;
2097 copy.taperY = this.taperY;
2098 copy.radius = this.radius;
2099 copy.revolutions = this.revolutions;
2100 copy.stepsPerRevolution = this.stepsPerRevolution;
2101 copy.calcVertexNormals = this.calcVertexNormals;
2102 copy.normalsProcessed = this.normalsProcessed;
2103 copy.viewerMode = this.viewerMode;
2104 copy.numPrimFaces = this.numPrimFaces;
2105 copy.errorMessage = this.errorMessage;
2106
2107 copy.coords = new List<Coord>(this.coords);
2108 copy.faces = new List<Face>(this.faces);
2109 copy.viewerFaces = new List<ViewerFace>(this.viewerFaces);
2110 copy.normals = new List<Coord>(this.normals);
2111
2112 return copy;
2113 }
2114
2115 /// <summary>
2116 /// Calculate surface normals for all of the faces in the list of faces in this mesh
2117 /// </summary>
2118 public void CalcNormals()
2119 {
2120 if (normalsProcessed)
2121 return;
2122
2123 normalsProcessed = true;
2124
2125 int numFaces = faces.Count;
2126
2127 if (!this.calcVertexNormals)
2128 this.normals = new List<Coord>();
2129
2130 for (int i = 0; i < numFaces; i++)
2131 {
2132 Face face = faces[i];
2133
2134 this.normals.Add(SurfaceNormal(i).Normalize());
2135
2136 int normIndex = normals.Count - 1;
2137 face.n1 = normIndex;
2138 face.n2 = normIndex;
2139 face.n3 = normIndex;
2140
2141 this.faces[i] = face;
2142 }
2143 }
2144
2145 /// <summary>
2146 /// Adds a value to each XYZ vertex coordinate in the mesh
2147 /// </summary>
2148 /// <param name="x"></param>
2149 /// <param name="y"></param>
2150 /// <param name="z"></param>
2151 public void AddPos(float x, float y, float z)
2152 {
2153 int i;
2154 int numVerts = this.coords.Count;
2155 Coord vert;
2156
2157 for (i = 0; i < numVerts; i++)
2158 {
2159 vert = this.coords[i];
2160 vert.X += x;
2161 vert.Y += y;
2162 vert.Z += z;
2163 this.coords[i] = vert;
2164 }
2165
2166 if (this.viewerFaces != null)
2167 {
2168 int numViewerFaces = this.viewerFaces.Count;
2169
2170 for (i = 0; i < numViewerFaces; i++)
2171 {
2172 ViewerFace v = this.viewerFaces[i];
2173 v.AddPos(x, y, z);
2174 this.viewerFaces[i] = v;
2175 }
2176 }
2177 }
2178
2179 /// <summary>
2180 /// Rotates the mesh
2181 /// </summary>
2182 /// <param name="q"></param>
2183 public void AddRot(Quat q)
2184 {
2185 int i;
2186 int numVerts = this.coords.Count;
2187
2188 for (i = 0; i < numVerts; i++)
2189 this.coords[i] *= q;
2190
2191 if (this.normals != null)
2192 {
2193 int numNormals = this.normals.Count;
2194 for (i = 0; i < numNormals; i++)
2195 this.normals[i] *= q;
2196 }
2197
2198 if (this.viewerFaces != null)
2199 {
2200 int numViewerFaces = this.viewerFaces.Count;
2201
2202 for (i = 0; i < numViewerFaces; i++)
2203 {
2204 ViewerFace v = this.viewerFaces[i];
2205 v.v1 *= q;
2206 v.v2 *= q;
2207 v.v3 *= q;
2208
2209 v.n1 *= q;
2210 v.n2 *= q;
2211 v.n3 *= q;
2212 this.viewerFaces[i] = v;
2213 }
2214 }
2215 }
2216
2217#if VERTEX_INDEXER
2218 public VertexIndexer GetVertexIndexer()
2219 {
2220 if (this.viewerMode && this.viewerFaces.Count > 0)
2221 return new VertexIndexer(this);
2222 return null;
2223 }
2224#endif
2225
2226 /// <summary>
2227 /// Scales the mesh
2228 /// </summary>
2229 /// <param name="x"></param>
2230 /// <param name="y"></param>
2231 /// <param name="z"></param>
2232 public void Scale(float x, float y, float z)
2233 {
2234 int i;
2235 int numVerts = this.coords.Count;
2236 //Coord vert;
2237
2238 Coord m = new Coord(x, y, z);
2239 for (i = 0; i < numVerts; i++)
2240 this.coords[i] *= m;
2241
2242 if (this.viewerFaces != null)
2243 {
2244 int numViewerFaces = this.viewerFaces.Count;
2245 for (i = 0; i < numViewerFaces; i++)
2246 {
2247 ViewerFace v = this.viewerFaces[i];
2248 v.v1 *= m;
2249 v.v2 *= m;
2250 v.v3 *= m;
2251 this.viewerFaces[i] = v;
2252 }
2253
2254 }
2255
2256 }
2257
2258 /// <summary>
2259 /// Dumps the mesh to a Blender compatible "Raw" format file
2260 /// </summary>
2261 /// <param name="path"></param>
2262 /// <param name="name"></param>
2263 /// <param name="title"></param>
2264 public void DumpRaw(String path, String name, String title)
2265 {
2266 if (path == null)
2267 return;
2268 String fileName = name + "_" + title + ".raw";
2269 String completePath = System.IO.Path.Combine(path, fileName);
2270 StreamWriter sw = new StreamWriter(completePath);
2271
2272 for (int i = 0; i < this.faces.Count; i++)
2273 {
2274 string s = this.coords[this.faces[i].v1].ToString();
2275 s += " " + this.coords[this.faces[i].v2].ToString();
2276 s += " " + this.coords[this.faces[i].v3].ToString();
2277
2278 sw.WriteLine(s);
2279 }
2280
2281 sw.Close();
2282 }
2283 }
2284}
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
new file mode 100644
index 0000000..b3d9cb6
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
@@ -0,0 +1,197 @@
1/*
2 * Copyright (c) Contributors
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// to build without references to System.Drawing, comment this out
29#define SYSTEM_DRAWING
30
31using System;
32using System.Collections.Generic;
33using System.Text;
34
35#if SYSTEM_DRAWING
36using System.Drawing;
37using System.Drawing.Imaging;
38
39namespace PrimMesher
40{
41 public class SculptMap
42 {
43 public int width;
44 public int height;
45 public byte[] redBytes;
46 public byte[] greenBytes;
47 public byte[] blueBytes;
48
49 public SculptMap()
50 {
51 }
52
53 public SculptMap(Bitmap bm, int lod)
54 {
55 int bmW = bm.Width;
56 int bmH = bm.Height;
57
58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data");
60
61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62
63 bool smallMap = bmW * bmH <= numLodPixels;
64 bool needsScaling = false;
65
66 width = bmW;
67 height = bmH;
68 while (width * height > numLodPixels * 4)
69 {
70 width >>= 1;
71 height >>= 1;
72 needsScaling = true;
73 }
74
75 try
76 {
77 if (needsScaling)
78 bm = ScaleImage(bm, width, height);
79 }
80
81 catch (Exception e)
82 {
83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
84 }
85
86 if (width * height > numLodPixels)
87 {
88 width >>= 1;
89 height >>= 1;
90 }
91
92 int numBytes = (width + 1) * (height + 1);
93 redBytes = new byte[numBytes];
94 greenBytes = new byte[numBytes];
95 blueBytes = new byte[numBytes];
96
97 int byteNdx = 0;
98
99 try
100 {
101 for (int y = 0; y <= height; y++)
102 {
103 for (int x = 0; x <= width; x++)
104 {
105 Color c;
106
107 if (smallMap)
108 c = bm.GetPixel(x < width ? x : x - 1,
109 y < height ? y : y - 1);
110 else
111 c = bm.GetPixel(x < width ? x * 2 : x * 2 - 1,
112 y < height ? y * 2 : y * 2 - 1);
113
114 redBytes[byteNdx] = c.R;
115 greenBytes[byteNdx] = c.G;
116 blueBytes[byteNdx] = c.B;
117
118 ++byteNdx;
119 }
120 }
121 }
122 catch (Exception e)
123 {
124 throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString());
125 }
126
127 width++;
128 height++;
129 }
130
131 public List<List<Coord>> ToRows(bool mirror)
132 {
133 int numRows = height;
134 int numCols = width;
135
136 List<List<Coord>> rows = new List<List<Coord>>(numRows);
137
138 float pixScale = 1.0f / 255;
139
140 int rowNdx, colNdx;
141 int smNdx = 0;
142
143
144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
145 {
146 List<Coord> row = new List<Coord>(numCols);
147 for (colNdx = 0; colNdx < numCols; colNdx++)
148 {
149
150 if (mirror)
151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
152 else
153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
154
155 ++smNdx;
156 }
157 rows.Add(row);
158 }
159 return rows;
160 }
161
162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
163 {
164
165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
166
167 Color c;
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 }
185
186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
191 return scaledImage;
192 }
193
194 }
195
196 }
197#endif
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
new file mode 100644
index 0000000..4a7f3ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
@@ -0,0 +1,646 @@
1/*
2 * Copyright (c) Contributors
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// to build without references to System.Drawing, comment this out
29#define SYSTEM_DRAWING
30
31using System;
32using System.Collections.Generic;
33using System.Text;
34using System.IO;
35
36#if SYSTEM_DRAWING
37using System.Drawing;
38using System.Drawing.Imaging;
39#endif
40
41namespace PrimMesher
42{
43
44 public class SculptMesh
45 {
46 public List<Coord> coords;
47 public List<Face> faces;
48
49 public List<ViewerFace> viewerFaces;
50 public List<Coord> normals;
51 public List<UVCoord> uvs;
52
53 public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
54
55#if SYSTEM_DRAWING
56
57 public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
58 {
59 Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
60 SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
61 bitmap.Dispose();
62 return sculptMesh;
63 }
64
65
66 public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert)
67 {
68 Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
69 _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0);
70 bitmap.Dispose();
71 }
72#endif
73
74 /// <summary>
75 /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
76 /// Construct a sculpt mesh from a 2D array of floats
77 /// </summary>
78 /// <param name="zMap"></param>
79 /// <param name="xBegin"></param>
80 /// <param name="xEnd"></param>
81 /// <param name="yBegin"></param>
82 /// <param name="yEnd"></param>
83 /// <param name="viewerMode"></param>
84 public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
85 {
86 float xStep, yStep;
87 float uStep, vStep;
88
89 int numYElements = zMap.GetLength(0);
90 int numXElements = zMap.GetLength(1);
91
92 try
93 {
94 xStep = (xEnd - xBegin) / (float)(numXElements - 1);
95 yStep = (yEnd - yBegin) / (float)(numYElements - 1);
96
97 uStep = 1.0f / (numXElements - 1);
98 vStep = 1.0f / (numYElements - 1);
99 }
100 catch (DivideByZeroException)
101 {
102 return;
103 }
104
105 coords = new List<Coord>();
106 faces = new List<Face>();
107 normals = new List<Coord>();
108 uvs = new List<UVCoord>();
109
110 viewerFaces = new List<ViewerFace>();
111
112 int p1, p2, p3, p4;
113
114 int x, y;
115 int xStart = 0, yStart = 0;
116
117 for (y = yStart; y < numYElements; y++)
118 {
119 int rowOffset = y * numXElements;
120
121 for (x = xStart; x < numXElements; x++)
122 {
123 /*
124 * p1-----p2
125 * | \ f2 |
126 * | \ |
127 * | f1 \|
128 * p3-----p4
129 */
130
131 p4 = rowOffset + x;
132 p3 = p4 - 1;
133
134 p2 = p4 - numXElements;
135 p1 = p3 - numXElements;
136
137 Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
138 this.coords.Add(c);
139 if (viewerMode)
140 {
141 this.normals.Add(new Coord());
142 this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
143 }
144
145 if (y > 0 && x > 0)
146 {
147 Face f1, f2;
148
149 if (viewerMode)
150 {
151 f1 = new Face(p1, p4, p3, p1, p4, p3);
152 f1.uv1 = p1;
153 f1.uv2 = p4;
154 f1.uv3 = p3;
155
156 f2 = new Face(p1, p2, p4, p1, p2, p4);
157 f2.uv1 = p1;
158 f2.uv2 = p2;
159 f2.uv3 = p4;
160 }
161 else
162 {
163 f1 = new Face(p1, p4, p3);
164 f2 = new Face(p1, p2, p4);
165 }
166
167 this.faces.Add(f1);
168 this.faces.Add(f2);
169 }
170 }
171 }
172
173 if (viewerMode)
174 calcVertexNormals(SculptType.plane, numXElements, numYElements);
175 }
176
177#if SYSTEM_DRAWING
178 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
179 {
180 _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false);
181 }
182
183 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
184 {
185 _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
186 }
187#endif
188
189 public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
190 {
191 _SculptMesh(rows, sculptType, viewerMode, mirror, invert);
192 }
193
194#if SYSTEM_DRAWING
195 /// <summary>
196 /// converts a bitmap to a list of lists of coords, while scaling the image.
197 /// the scaling is done in floating point so as to allow for reduced vertex position
198 /// quantization as the position will be averaged between pixel values. this routine will
199 /// likely fail if the bitmap width and height are not powers of 2.
200 /// </summary>
201 /// <param name="bitmap"></param>
202 /// <param name="scale"></param>
203 /// <param name="mirror"></param>
204 /// <returns></returns>
205 private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
206 {
207 int numRows = bitmap.Height / scale;
208 int numCols = bitmap.Width / scale;
209 List<List<Coord>> rows = new List<List<Coord>>(numRows);
210
211 float pixScale = 1.0f / (scale * scale);
212 pixScale /= 255;
213
214 int imageX, imageY = 0;
215
216 int rowNdx, colNdx;
217
218 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
219 {
220 List<Coord> row = new List<Coord>(numCols);
221 for (colNdx = 0; colNdx < numCols; colNdx++)
222 {
223 imageX = colNdx * scale;
224 int imageYStart = rowNdx * scale;
225 int imageYEnd = imageYStart + scale;
226 int imageXEnd = imageX + scale;
227 float rSum = 0.0f;
228 float gSum = 0.0f;
229 float bSum = 0.0f;
230 for (; imageX < imageXEnd; imageX++)
231 {
232 for (imageY = imageYStart; imageY < imageYEnd; imageY++)
233 {
234 Color c = bitmap.GetPixel(imageX, imageY);
235 if (c.A != 255)
236 {
237 bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
238 c = bitmap.GetPixel(imageX, imageY);
239 }
240 rSum += c.R;
241 gSum += c.G;
242 bSum += c.B;
243 }
244 }
245 if (mirror)
246 row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
247 else
248 row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
249
250 }
251 rows.Add(row);
252 }
253 return rows;
254 }
255
256 private List<List<Coord>> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror)
257 {
258 int numRows = bitmap.Height / scale;
259 int numCols = bitmap.Width / scale;
260 List<List<Coord>> rows = new List<List<Coord>>(numRows);
261
262 float pixScale = 1.0f / 256.0f;
263
264 int imageX, imageY = 0;
265
266 int rowNdx, colNdx;
267
268 for (rowNdx = 0; rowNdx <= numRows; rowNdx++)
269 {
270 List<Coord> row = new List<Coord>(numCols);
271 imageY = rowNdx * scale;
272 if (rowNdx == numRows) imageY--;
273 for (colNdx = 0; colNdx <= numCols; colNdx++)
274 {
275 imageX = colNdx * scale;
276 if (colNdx == numCols) imageX--;
277
278 Color c = bitmap.GetPixel(imageX, imageY);
279 if (c.A != 255)
280 {
281 bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
282 c = bitmap.GetPixel(imageX, imageY);
283 }
284
285 if (mirror)
286 row.Add(new Coord(-(c.R * pixScale - 0.5f), c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
287 else
288 row.Add(new Coord(c.R * pixScale - 0.5f, c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
289
290 }
291 rows.Add(row);
292 }
293 return rows;
294 }
295
296
297 void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
298 {
299 _SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, viewerMode, mirror, invert);
300 }
301#endif
302
303 void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
304 {
305 coords = new List<Coord>();
306 faces = new List<Face>();
307 normals = new List<Coord>();
308 uvs = new List<UVCoord>();
309
310 sculptType = (SculptType)(((int)sculptType) & 0x07);
311
312 if (mirror)
313 invert = !invert;
314
315 viewerFaces = new List<ViewerFace>();
316
317 int width = rows[0].Count;
318
319 int p1, p2, p3, p4;
320
321 int imageX, imageY;
322
323 if (sculptType != SculptType.plane)
324 {
325 if (rows.Count % 2 == 0)
326 {
327 for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
328 rows[rowNdx].Add(rows[rowNdx][0]);
329 }
330 else
331 {
332 int lastIndex = rows[0].Count - 1;
333
334 for (int i = 0; i < rows.Count; i++)
335 rows[i][0] = rows[i][lastIndex];
336 }
337 }
338
339 Coord topPole = rows[0][width / 2];
340 Coord bottomPole = rows[rows.Count - 1][width / 2];
341
342 if (sculptType == SculptType.sphere)
343 {
344 if (rows.Count % 2 == 0)
345 {
346 int count = rows[0].Count;
347 List<Coord> topPoleRow = new List<Coord>(count);
348 List<Coord> bottomPoleRow = new List<Coord>(count);
349
350 for (int i = 0; i < count; i++)
351 {
352 topPoleRow.Add(topPole);
353 bottomPoleRow.Add(bottomPole);
354 }
355 rows.Insert(0, topPoleRow);
356 rows.Add(bottomPoleRow);
357 }
358 else
359 {
360 int count = rows[0].Count;
361
362 List<Coord> topPoleRow = rows[0];
363 List<Coord> bottomPoleRow = rows[rows.Count - 1];
364
365 for (int i = 0; i < count; i++)
366 {
367 topPoleRow[i] = topPole;
368 bottomPoleRow[i] = bottomPole;
369 }
370 }
371 }
372
373 if (sculptType == SculptType.torus)
374 rows.Add(rows[0]);
375
376 int coordsDown = rows.Count;
377 int coordsAcross = rows[0].Count;
378// int lastColumn = coordsAcross - 1;
379
380 float widthUnit = 1.0f / (coordsAcross - 1);
381 float heightUnit = 1.0f / (coordsDown - 1);
382
383 for (imageY = 0; imageY < coordsDown; imageY++)
384 {
385 int rowOffset = imageY * coordsAcross;
386
387 for (imageX = 0; imageX < coordsAcross; imageX++)
388 {
389 /*
390 * p1-----p2
391 * | \ f2 |
392 * | \ |
393 * | f1 \|
394 * p3-----p4
395 */
396
397 p4 = rowOffset + imageX;
398 p3 = p4 - 1;
399
400 p2 = p4 - coordsAcross;
401 p1 = p3 - coordsAcross;
402
403 this.coords.Add(rows[imageY][imageX]);
404 if (viewerMode)
405 {
406 this.normals.Add(new Coord());
407 this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
408 }
409
410 if (imageY > 0 && imageX > 0)
411 {
412 Face f1, f2;
413
414 if (viewerMode)
415 {
416 if (invert)
417 {
418 f1 = new Face(p1, p4, p3, p1, p4, p3);
419 f1.uv1 = p1;
420 f1.uv2 = p4;
421 f1.uv3 = p3;
422
423 f2 = new Face(p1, p2, p4, p1, p2, p4);
424 f2.uv1 = p1;
425 f2.uv2 = p2;
426 f2.uv3 = p4;
427 }
428 else
429 {
430 f1 = new Face(p1, p3, p4, p1, p3, p4);
431 f1.uv1 = p1;
432 f1.uv2 = p3;
433 f1.uv3 = p4;
434
435 f2 = new Face(p1, p4, p2, p1, p4, p2);
436 f2.uv1 = p1;
437 f2.uv2 = p4;
438 f2.uv3 = p2;
439 }
440 }
441 else
442 {
443 if (invert)
444 {
445 f1 = new Face(p1, p4, p3);
446 f2 = new Face(p1, p2, p4);
447 }
448 else
449 {
450 f1 = new Face(p1, p3, p4);
451 f2 = new Face(p1, p4, p2);
452 }
453 }
454
455 this.faces.Add(f1);
456 this.faces.Add(f2);
457 }
458 }
459 }
460
461 if (viewerMode)
462 calcVertexNormals(sculptType, coordsAcross, coordsDown);
463 }
464
465 /// <summary>
466 /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
467 /// </summary>
468 /// <returns></returns>
469 public SculptMesh Copy()
470 {
471 return new SculptMesh(this);
472 }
473
474 public SculptMesh(SculptMesh sm)
475 {
476 coords = new List<Coord>(sm.coords);
477 faces = new List<Face>(sm.faces);
478 viewerFaces = new List<ViewerFace>(sm.viewerFaces);
479 normals = new List<Coord>(sm.normals);
480 uvs = new List<UVCoord>(sm.uvs);
481 }
482
483 private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
484 { // compute vertex normals by summing all the surface normals of all the triangles sharing
485 // each vertex and then normalizing
486 int numFaces = this.faces.Count;
487 for (int i = 0; i < numFaces; i++)
488 {
489 Face face = this.faces[i];
490 Coord surfaceNormal = face.SurfaceNormal(this.coords);
491 this.normals[face.n1] += surfaceNormal;
492 this.normals[face.n2] += surfaceNormal;
493 this.normals[face.n3] += surfaceNormal;
494 }
495
496 int numNormals = this.normals.Count;
497 for (int i = 0; i < numNormals; i++)
498 this.normals[i] = this.normals[i].Normalize();
499
500 if (sculptType != SculptType.plane)
501 { // blend the vertex normals at the cylinder seam
502 for (int y = 0; y < ySize; y++)
503 {
504 int rowOffset = y * xSize;
505
506 this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
507 }
508 }
509
510 foreach (Face face in this.faces)
511 {
512 ViewerFace vf = new ViewerFace(0);
513 vf.v1 = this.coords[face.v1];
514 vf.v2 = this.coords[face.v2];
515 vf.v3 = this.coords[face.v3];
516
517 vf.coordIndex1 = face.v1;
518 vf.coordIndex2 = face.v2;
519 vf.coordIndex3 = face.v3;
520
521 vf.n1 = this.normals[face.n1];
522 vf.n2 = this.normals[face.n2];
523 vf.n3 = this.normals[face.n3];
524
525 vf.uv1 = this.uvs[face.uv1];
526 vf.uv2 = this.uvs[face.uv2];
527 vf.uv3 = this.uvs[face.uv3];
528
529 this.viewerFaces.Add(vf);
530 }
531 }
532
533 /// <summary>
534 /// Adds a value to each XYZ vertex coordinate in the mesh
535 /// </summary>
536 /// <param name="x"></param>
537 /// <param name="y"></param>
538 /// <param name="z"></param>
539 public void AddPos(float x, float y, float z)
540 {
541 int i;
542 int numVerts = this.coords.Count;
543 Coord vert;
544
545 for (i = 0; i < numVerts; i++)
546 {
547 vert = this.coords[i];
548 vert.X += x;
549 vert.Y += y;
550 vert.Z += z;
551 this.coords[i] = vert;
552 }
553
554 if (this.viewerFaces != null)
555 {
556 int numViewerFaces = this.viewerFaces.Count;
557
558 for (i = 0; i < numViewerFaces; i++)
559 {
560 ViewerFace v = this.viewerFaces[i];
561 v.AddPos(x, y, z);
562 this.viewerFaces[i] = v;
563 }
564 }
565 }
566
567 /// <summary>
568 /// Rotates the mesh
569 /// </summary>
570 /// <param name="q"></param>
571 public void AddRot(Quat q)
572 {
573 int i;
574 int numVerts = this.coords.Count;
575
576 for (i = 0; i < numVerts; i++)
577 this.coords[i] *= q;
578
579 int numNormals = this.normals.Count;
580 for (i = 0; i < numNormals; i++)
581 this.normals[i] *= q;
582
583 if (this.viewerFaces != null)
584 {
585 int numViewerFaces = this.viewerFaces.Count;
586
587 for (i = 0; i < numViewerFaces; i++)
588 {
589 ViewerFace v = this.viewerFaces[i];
590 v.v1 *= q;
591 v.v2 *= q;
592 v.v3 *= q;
593
594 v.n1 *= q;
595 v.n2 *= q;
596 v.n3 *= q;
597
598 this.viewerFaces[i] = v;
599 }
600 }
601 }
602
603 public void Scale(float x, float y, float z)
604 {
605 int i;
606 int numVerts = this.coords.Count;
607
608 Coord m = new Coord(x, y, z);
609 for (i = 0; i < numVerts; i++)
610 this.coords[i] *= m;
611
612 if (this.viewerFaces != null)
613 {
614 int numViewerFaces = this.viewerFaces.Count;
615 for (i = 0; i < numViewerFaces; i++)
616 {
617 ViewerFace v = this.viewerFaces[i];
618 v.v1 *= m;
619 v.v2 *= m;
620 v.v3 *= m;
621 this.viewerFaces[i] = v;
622 }
623 }
624 }
625
626 public void DumpRaw(String path, String name, String title)
627 {
628 if (path == null)
629 return;
630 String fileName = name + "_" + title + ".raw";
631 String completePath = System.IO.Path.Combine(path, fileName);
632 StreamWriter sw = new StreamWriter(completePath);
633
634 for (int i = 0; i < this.faces.Count; i++)
635 {
636 string s = this.coords[this.faces[i].v1].ToString();
637 s += " " + this.coords[this.faces[i].v2].ToString();
638 s += " " + this.coords[this.faces[i].v3].ToString();
639
640 sw.WriteLine(s);
641 }
642
643 sw.Close();
644 }
645 }
646}
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..9a22331
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1454 @@
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 float mu;
140 float bounce;
141
142 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)
143 {
144 m_uuid = UUID.Random();
145
146 if (pos.IsFinite())
147 {
148 if (pos.Z > 99999f)
149 {
150 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
151 }
152 if (pos.Z < -100f) // shouldn't this be 0 ?
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 _position = pos;
157 }
158 else
159 {
160 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
161 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
162 }
163
164 _parent_scene = parent_scene;
165
166 PID_D = pid_d;
167 PID_P = pid_p;
168 CAPSULE_RADIUS = capsule_radius;
169 m_density = density;
170 m_mass = 80f; // sure we have a default
171
172 mu = parent_scene.AvatarFriction;
173 bounce = parent_scene.AvatarBounce;
174
175 walkDivisor = walk_divisor;
176 runDivisor = rundivisor;
177
178 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
179 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
180
181 m_isPhysical = false; // current status: no ODE information exists
182
183 m_name = avName;
184
185 AddChange(changes.Add, null);
186 }
187
188 public override int PhysicsActorType
189 {
190 get { return (int)ActorTypes.Agent; }
191 set { return; }
192 }
193
194 public override void getContactData(ref ContactData cdata)
195 {
196 cdata.mu = mu;
197 cdata.bounce = bounce;
198 cdata.softcolide = false;
199 }
200
201 public override bool Building { get; set; }
202
203 /// <summary>
204 /// If this is set, the avatar will move faster
205 /// </summary>
206 public override bool SetAlwaysRun
207 {
208 get { return m_alwaysRun; }
209 set { m_alwaysRun = value; }
210 }
211
212 public override uint LocalID
213 {
214 set { m_localID = value; }
215 }
216
217 public override bool Grabbed
218 {
219 set { return; }
220 }
221
222 public override bool Selected
223 {
224 set { return; }
225 }
226
227 public override float Buoyancy
228 {
229 get { return m_buoyancy; }
230 set { m_buoyancy = value; }
231 }
232
233 public override bool FloatOnWater
234 {
235 set { return; }
236 }
237
238 public override bool IsPhysical
239 {
240 get { return false; }
241 set { return; }
242 }
243
244 public override bool ThrottleUpdates
245 {
246 get { return false; }
247 set { return; }
248 }
249
250 public override bool Flying
251 {
252 get { return flying; }
253 set
254 {
255 flying = value;
256 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
257 }
258 }
259
260 /// <summary>
261 /// Returns if the avatar is colliding in general.
262 /// This includes the ground and objects and avatar.
263 /// </summary>
264 public override bool IsColliding
265 {
266 get { return (m_iscolliding || m_iscollidingGround); }
267 set
268 {
269 if (value)
270 {
271 m_colliderfilter += 2;
272 if (m_colliderfilter > 2)
273 m_colliderfilter = 2;
274 }
275 else
276 {
277 m_colliderfilter--;
278 if (m_colliderfilter < 0)
279 m_colliderfilter = 0;
280 }
281
282 if (m_colliderfilter == 0)
283 m_iscolliding = false;
284 else
285 {
286// SetPidStatus(false);
287 m_pidControllerActive = true;
288 m_iscolliding = true;
289 }
290 }
291 }
292
293 /// <summary>
294 /// Returns if an avatar is colliding with the ground
295 /// </summary>
296 public override bool CollidingGround
297 {
298 get { return m_iscollidingGround; }
299 set
300 {
301 /* we now control this
302 if (value)
303 {
304 m_colliderGroundfilter += 2;
305 if (m_colliderGroundfilter > 2)
306 m_colliderGroundfilter = 2;
307 }
308 else
309 {
310 m_colliderGroundfilter--;
311 if (m_colliderGroundfilter < 0)
312 m_colliderGroundfilter = 0;
313 }
314
315 if (m_colliderGroundfilter == 0)
316 m_iscollidingGround = false;
317 else
318 m_iscollidingGround = true;
319 */
320 }
321
322 }
323
324 /// <summary>
325 /// Returns if the avatar is colliding with an object
326 /// </summary>
327 public override bool CollidingObj
328 {
329 get { return m_iscollidingObj; }
330 set
331 {
332 // Ubit filter this also
333 if (value)
334 {
335 m_colliderObjectfilter += 2;
336 if (m_colliderObjectfilter > 2)
337 m_colliderObjectfilter = 2;
338 }
339 else
340 {
341 m_colliderObjectfilter--;
342 if (m_colliderObjectfilter < 0)
343 m_colliderObjectfilter = 0;
344 }
345
346 if (m_colliderObjectfilter == 0)
347 m_iscollidingObj = false;
348 else
349 m_iscollidingObj = true;
350
351 // m_iscollidingObj = value;
352/*
353 if (m_iscollidingObj)
354 m_pidControllerActive = false;
355 else
356 m_pidControllerActive = true;
357 */
358 }
359 }
360
361 /// <summary>
362 /// turn the PID controller on or off.
363 /// The PID Controller will turn on all by itself in many situations
364 /// </summary>
365 /// <param name="status"></param>
366 public void SetPidStatus(bool status)
367 {
368 m_pidControllerActive = status;
369 }
370
371 public override bool Stopped
372 {
373 get { return _zeroFlag; }
374 }
375
376 /// <summary>
377 /// This 'puts' an avatar somewhere in the physics space.
378 /// Not really a good choice unless you 'know' it's a good
379 /// spot otherwise you're likely to orbit the avatar.
380 /// </summary>
381 public override Vector3 Position
382 {
383 get { return _position; }
384 set
385 {
386 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
387 {
388 if (value.IsFinite())
389 {
390 if (value.Z > 9999999f)
391 {
392 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
393 }
394 if (value.Z < -100f)
395 {
396 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
397 }
398 AddChange(changes.Position, value);
399 }
400 else
401 {
402 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
403 }
404 }
405 }
406 }
407
408 public override Vector3 RotationalVelocity
409 {
410 get { return m_rotationalVelocity; }
411 set { m_rotationalVelocity = value; }
412 }
413
414 /// <summary>
415 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
416 /// and use it to offset landings properly
417 /// </summary>
418 public override Vector3 Size
419 {
420 get {
421 float d = CAPSULE_RADIUS * 2;
422 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
423 set
424 {
425 if (value.IsFinite())
426 {
427 AddChange(changes.Size, value);
428 }
429 else
430 {
431 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
432 }
433 }
434 }
435
436 /// <summary>
437 /// This creates the Avatar's physical Surrogate at the position supplied
438 /// </summary>
439 /// <param name="npositionX"></param>
440 /// <param name="npositionY"></param>
441 /// <param name="npositionZ"></param>
442
443 //
444 /// <summary>
445 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
446 /// This may be used in calculations in the scene/scenepresence
447 /// </summary>
448 public override float Mass
449 {
450 get
451 {
452 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
453 return m_density * AVvolume;
454 }
455 }
456 public override void link(PhysicsActor obj)
457 {
458
459 }
460
461 public override void delink()
462 {
463
464 }
465
466 public override void LockAngularMotion(Vector3 axis)
467 {
468
469 }
470
471
472 public override Vector3 Force
473 {
474 get { return _target_velocity; }
475 set { return; }
476 }
477
478 public override int VehicleType
479 {
480 get { return 0; }
481 set { return; }
482 }
483
484 public override void VehicleFloatParam(int param, float value)
485 {
486
487 }
488
489 public override void VehicleVectorParam(int param, Vector3 value)
490 {
491
492 }
493
494 public override void VehicleRotationParam(int param, Quaternion rotation)
495 {
496
497 }
498
499 public override void VehicleFlags(int param, bool remove)
500 {
501
502 }
503
504 public override void SetVolumeDetect(int param)
505 {
506
507 }
508
509 public override Vector3 CenterOfMass
510 {
511 get
512 {
513 Vector3 pos = _position;
514 return pos;
515 }
516 }
517
518 public override Vector3 GeometricCenter
519 {
520 get
521 {
522 Vector3 pos = _position;
523 return pos;
524 }
525 }
526
527 //UBit mess
528 /* for later use
529 public override Vector3 PrimOOBsize
530 {
531 get
532 {
533 Vector3 s=Size;
534 s.X *=0.5f;
535 s.Y *=0.5f;
536 s.Z *=0.5f;
537 return s;
538 }
539 }
540
541 public override Vector3 PrimOOBoffset
542 {
543 get
544 {
545 return Vector3.Zero;
546 }
547 }
548 */
549
550 public override PrimitiveBaseShape Shape
551 {
552 set { return; }
553 }
554
555 public override Vector3 Velocity
556 {
557 get
558 {
559 return _velocity;
560 }
561 set
562 {
563 if (value.IsFinite())
564 {
565 AddChange(changes.Velocity, value);
566 }
567 else
568 {
569 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
570 }
571 }
572 }
573
574 public override Vector3 Torque
575 {
576 get { return Vector3.Zero; }
577 set { return; }
578 }
579
580 public override float CollisionScore
581 {
582 get { return 0f; }
583 set { }
584 }
585
586 public override bool Kinematic
587 {
588 get { return false; }
589 set { }
590 }
591
592 public override Quaternion Orientation
593 {
594 get { return Quaternion.Identity; }
595 set
596 {
597 }
598 }
599
600 public override Vector3 Acceleration
601 {
602 get { return _acceleration; }
603 set { }
604 }
605
606 public void SetAcceleration(Vector3 accel)
607 {
608 m_pidControllerActive = true;
609 _acceleration = accel;
610 }
611
612 /// <summary>
613 /// Adds the force supplied to the Target Velocity
614 /// The PID controller takes this target velocity and tries to make it a reality
615 /// </summary>
616 /// <param name="force"></param>
617 public override void AddForce(Vector3 force, bool pushforce)
618 {
619 if (force.IsFinite())
620 {
621 if (pushforce)
622 {
623 AddChange(changes.Force, force * m_density / _parent_scene.ODE_STEPSIZE / 28f);
624 }
625 else
626 {
627 AddChange(changes.Velocity, force);
628 }
629 }
630 else
631 {
632 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
633 }
634 //m_lastUpdateSent = false;
635 }
636
637 public override void AddAngularForce(Vector3 force, bool pushforce)
638 {
639
640 }
641
642 public override void SetMomentum(Vector3 momentum)
643 {
644 }
645
646
647 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
648 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
649 // place that is safe to call this routine AvatarGeomAndBodyCreation.
650 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
651 {
652 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
653 if (CAPSULE_LENGTH <= 0)
654 {
655 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
656 CAPSULE_LENGTH = 0.01f;
657
658 }
659
660 if (CAPSULE_RADIUS <= 0)
661 {
662 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
663 CAPSULE_RADIUS = 0.01f;
664
665 }
666 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
667
668 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
669 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
670
671 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
672
673 m_mass = ShellMass.mass; // update mass
674
675 // rescale PID parameters
676 PID_D = _parent_scene.avPIDD;
677 PID_P = _parent_scene.avPIDP;
678
679 // rescale PID parameters so that this aren't affected by mass
680 // and so don't get unstable for some masses
681 // also scale by ode time step so you don't need to refix them
682
683 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
684 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
685 PID_P /= 50 * 80;
686 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
687
688 Body = d.BodyCreate(_parent_scene.world);
689
690 d.BodySetAutoDisableFlag(Body, false);
691 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
692
693 _position.X = npositionX;
694 _position.Y = npositionY;
695 _position.Z = npositionZ;
696
697 d.BodySetMass(Body, ref ShellMass);
698 d.GeomSetBody(Shell, Body);
699
700 // The purpose of the AMotor here is to keep the avatar's physical
701 // surrogate from rotating while moving
702 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
703 d.JointAttach(Amotor, Body, IntPtr.Zero);
704
705 d.JointSetAMotorMode(Amotor, 0);
706 d.JointSetAMotorNumAxes(Amotor, 3);
707 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
708 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
709 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
710
711 d.JointSetAMotorAngle(Amotor, 0, 0);
712 d.JointSetAMotorAngle(Amotor, 1, 0);
713 d.JointSetAMotorAngle(Amotor, 2, 0);
714
715 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
716 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
717 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
718 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
719 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
720 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
721
722 // These lowstops and high stops are effectively (no wiggle room)
723 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
724 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
725 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
726 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
727 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
728 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
729
730 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
731 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
732 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
733
734 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f);
735 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f);
736 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f);
737 }
738
739 /// <summary>
740 /// Destroys the avatar body and geom
741
742 private void AvatarGeomAndBodyDestroy()
743 {
744 // Kill the Amotor
745 if (Amotor != IntPtr.Zero)
746 {
747 d.JointDestroy(Amotor);
748 Amotor = IntPtr.Zero;
749 }
750
751 if (Body != IntPtr.Zero)
752 {
753 //kill the body
754 d.BodyDestroy(Body);
755 Body = IntPtr.Zero;
756 }
757
758 //kill the Geometry
759 if (Shell != IntPtr.Zero)
760 {
761 _parent_scene.geom_name_map.Remove(Shell);
762 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
763 d.GeomDestroy(Shell);
764 _parent_scene.geom_name_map.Remove(Shell);
765 Shell = IntPtr.Zero;
766 }
767 }
768
769 /// <summary>
770 /// Called from Simulate
771 /// This is the avatar's movement control + PID Controller
772 /// </summary>
773 /// <param name="timeStep"></param>
774 public void Move(float timeStep, List<OdeCharacter> defects)
775 {
776 // no lock; for now it's only called from within Simulate()
777
778 // If the PID Controller isn't active then we set our force
779 // calculating base velocity to the current position
780
781 if (Body == IntPtr.Zero)
782 return;
783
784 d.Vector3 dtmp;
785 d.BodyCopyPosition(Body, out dtmp);
786 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
787
788 // the Amotor still lets avatar rotation to drift during colisions
789 // so force it back to identity
790
791 d.Quaternion qtmp;
792 qtmp.W = 1;
793 qtmp.X = 0;
794 qtmp.Y = 0;
795 qtmp.Z = 0;
796 d.BodySetQuaternion(Body, ref qtmp);
797
798 if (m_pidControllerActive == false)
799 {
800 _zeroPosition = localpos;
801 }
802 //PidStatus = true;
803
804
805 if (!localpos.IsFinite())
806 {
807
808 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
809 defects.Add(this);
810 // _parent_scene.RemoveCharacter(this);
811
812 // destroy avatar capsule and related ODE data
813 AvatarGeomAndBodyDestroy();
814
815 return;
816 }
817
818 Vector3 vec = Vector3.Zero;
819 dtmp = d.BodyGetLinearVel(Body);
820 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
821
822 float movementdivisor = 1f;
823 //Ubit change divisions into multiplications below
824 if (!m_alwaysRun)
825 {
826 movementdivisor = 1 / walkDivisor;
827 }
828 else
829 {
830 movementdivisor = 1 / runDivisor;
831 }
832
833 // colide with land
834
835 d.AABB aabb;
836 d.GeomGetAABB(Shell, out aabb);
837 float chrminZ = aabb.MinZ;
838
839 Vector3 posch = localpos;
840
841 float ftmp;
842
843 if (flying)
844 {
845 ftmp = timeStep;
846 posch.X += vel.X * ftmp;
847 posch.Y += vel.Y * ftmp;
848 }
849
850 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
851 if (chrminZ < terrainheight)
852 {
853 float depth = terrainheight - chrminZ;
854 if (!flying)
855 {
856 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
857 }
858 else
859 vec.Z = depth * PID_P * 50;
860
861 /*
862 Vector3 vtmp;
863 vtmp.X = _target_velocity.X * timeStep;
864 vtmp.Y = _target_velocity.Y * timeStep;
865 // fake and avoid squares
866 float k = (Math.Abs(vtmp.X) + Math.Abs(vtmp.Y));
867 if (k > 0)
868 {
869 posch.X += vtmp.X;
870 posch.Y += vtmp.Y;
871 terrainheight -= _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
872 k = 1 + Math.Abs(terrainheight) / k;
873 movementdivisor /= k;
874
875 if (k < 1)
876 k = 1;
877 }
878 */
879
880
881 if (depth < 0.1f)
882 {
883 m_iscolliding = true;
884 m_colliderfilter = 2;
885 m_iscollidingGround = true;
886
887 ContactPoint contact = new ContactPoint();
888 contact.PenetrationDepth = depth;
889 contact.Position.X = localpos.X;
890 contact.Position.Y = localpos.Y;
891 contact.Position.Z = chrminZ;
892 contact.SurfaceNormal.X = 0f;
893 contact.SurfaceNormal.Y = 0f;
894 contact.SurfaceNormal.Z = -1f;
895 AddCollisionEvent(0, contact);
896
897 vec.Z *= 0.5f;
898 }
899
900 else
901 m_iscollidingGround = false;
902 }
903 else
904 m_iscollidingGround = false;
905
906
907 // if velocity is zero, use position control; otherwise, velocity control
908 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f
909 && m_iscolliding)
910 {
911 // keep track of where we stopped. No more slippin' & slidin'
912 if (!_zeroFlag)
913 {
914 _zeroFlag = true;
915 _zeroPosition = localpos;
916 }
917 if (m_pidControllerActive)
918 {
919 // We only want to deactivate the PID Controller if we think we want to have our surrogate
920 // react to the physics scene by moving it's position.
921 // Avatar to Avatar collisions
922 // Prim to avatar collisions
923
924 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
925 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
926 if (flying)
927 {
928 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
929 }
930 }
931 //PidStatus = true;
932 }
933 else
934 {
935 m_pidControllerActive = true;
936 _zeroFlag = false;
937
938 if (m_iscolliding)
939 {
940 if (!flying)
941 {
942 if (_target_velocity.Z > 0.0f)
943 {
944 // We're colliding with something and we're not flying but we're moving
945 // This means we're walking or running. JUMPING
946 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
947 }
948 // We're standing on something
949 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
950 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
951 }
952 else
953 {
954 // We're flying and colliding with something
955 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
956 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
957 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
958 }
959 }
960 else // ie not colliding
961 {
962 if (flying) //(!m_iscolliding && flying)
963 {
964 // we're in mid air suspended
965 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
966 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
967 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
968 }
969
970 else
971 {
972 // we're not colliding and we're not flying so that means we're falling!
973 // m_iscolliding includes collisions with the ground.
974
975 // d.Vector3 pos = d.BodyGetPosition(Body);
976 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
977 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
978 }
979 }
980 }
981
982 if (flying)
983 {
984 vec.Z -= _parent_scene.gravityz * m_mass;
985
986 //Added for auto fly height. Kitto Flora
987 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
988
989 if (localpos.Z < target_altitude)
990 {
991 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
992 }
993 // end add Kitto Flora
994 }
995
996 if (vec.IsFinite())
997 {
998 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
999 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1000 }
1001 else
1002 {
1003 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1004 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1005 defects.Add(this);
1006 // _parent_scene.RemoveCharacter(this);
1007 // destroy avatar capsule and related ODE data
1008 AvatarGeomAndBodyDestroy();
1009 }
1010 }
1011
1012 /// <summary>
1013 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1014 /// </summary>
1015 public void UpdatePositionAndVelocity()
1016 {
1017 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1018 if (Body == IntPtr.Zero)
1019 return;
1020
1021 d.Vector3 vec;
1022 try
1023 {
1024 d.BodyCopyPosition(Body, out vec);
1025 }
1026 catch (NullReferenceException)
1027 {
1028 bad = true;
1029 _parent_scene.BadCharacter(this);
1030 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1031 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1032 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1033 }
1034
1035 _position.X = vec.X;
1036 _position.Y = vec.Y;
1037 _position.Z = vec.Z;
1038
1039 bool fixbody = false;
1040
1041 if (_position.X < 0.0f)
1042 {
1043 fixbody = true;
1044 _position.X = 0.1f;
1045 }
1046 else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f)
1047 {
1048 fixbody = true;
1049 _position.X = (int)_parent_scene.WorldExtents.X - 0.1f;
1050 }
1051
1052 if (_position.Y < 0.0f)
1053 {
1054 fixbody = true;
1055 _position.Y = 0.1f;
1056 }
1057 else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1)
1058 {
1059 fixbody = true;
1060 _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f;
1061 }
1062
1063 if (fixbody)
1064 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1065
1066 // Did we move last? = zeroflag
1067 // This helps keep us from sliding all over
1068/*
1069 if (_zeroFlag)
1070 {
1071 _velocity.X = 0.0f;
1072 _velocity.Y = 0.0f;
1073 _velocity.Z = 0.0f;
1074
1075 // Did we send out the 'stopped' message?
1076 if (!m_lastUpdateSent)
1077 {
1078 m_lastUpdateSent = true;
1079 base.RequestPhysicsterseUpdate();
1080 }
1081 }
1082 else
1083 {
1084 m_lastUpdateSent = false;
1085 */
1086 try
1087 {
1088 vec = d.BodyGetLinearVel(Body);
1089 }
1090 catch (NullReferenceException)
1091 {
1092 vec.X = _velocity.X;
1093 vec.Y = _velocity.Y;
1094 vec.Z = _velocity.Z;
1095 }
1096 _velocity.X = (vec.X);
1097 _velocity.Y = (vec.Y);
1098 _velocity.Z = (vec.Z);
1099 // }
1100 }
1101
1102 /// <summary>
1103 /// Cleanup the things we use in the scene.
1104 /// </summary>
1105 public void Destroy()
1106 {
1107 AddChange(changes.Remove, null);
1108 }
1109
1110 public override void CrossingFailure()
1111 {
1112 }
1113
1114 public override Vector3 PIDTarget { set { return; } }
1115 public override bool PIDActive { set { return; } }
1116 public override float PIDTau { set { return; } }
1117
1118 public override float PIDHoverHeight { set { return; } }
1119 public override bool PIDHoverActive { set { return; } }
1120 public override PIDHoverType PIDHoverType { set { return; } }
1121 public override float PIDHoverTau { set { return; } }
1122
1123 public override Quaternion APIDTarget { set { return; } }
1124
1125 public override bool APIDActive { set { return; } }
1126
1127 public override float APIDStrength { set { return; } }
1128
1129 public override float APIDDamping { set { return; } }
1130
1131
1132 public override void SubscribeEvents(int ms)
1133 {
1134 m_requestedUpdateFrequency = ms;
1135 m_eventsubscription = ms;
1136 _parent_scene.AddCollisionEventReporting(this);
1137 m_haseventsubscription = true;
1138 }
1139
1140 public override void UnSubscribeEvents()
1141 {
1142 m_haseventsubscription = false;
1143 _parent_scene.RemoveCollisionEventReporting(this);
1144 m_requestedUpdateFrequency = 0;
1145 m_eventsubscription = 0;
1146 }
1147
1148 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1149 {
1150 if (m_haseventsubscription)
1151 {
1152 // m_log.DebugFormat(
1153 // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
1154
1155 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1156 }
1157 }
1158
1159 public void SendCollisions()
1160 {
1161 if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency)
1162 {
1163 if (CollisionEventsThisFrame != null)
1164 {
1165 base.SendCollisionUpdate(CollisionEventsThisFrame);
1166 }
1167 CollisionEventsThisFrame = new CollisionEventUpdate();
1168 m_eventsubscription = 0;
1169 }
1170 }
1171
1172 public override bool SubscribedEvents()
1173 {
1174 return m_haseventsubscription;
1175 }
1176
1177 private void changePhysicsStatus(bool NewStatus)
1178 {
1179 if (NewStatus != m_isPhysical)
1180 {
1181 if (NewStatus)
1182 {
1183 // Create avatar capsule and related ODE data
1184 if ((Shell != IntPtr.Zero))
1185 {
1186 // a lost shell ?
1187 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1188 + (Shell != IntPtr.Zero ? "Shell " : "")
1189 + (Body != IntPtr.Zero ? "Body " : "")
1190 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1191 AvatarGeomAndBodyDestroy();
1192 }
1193
1194 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1195 _parent_scene.geom_name_map[Shell] = m_name;
1196 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1197 _parent_scene.AddCharacter(this);
1198 }
1199 else
1200 {
1201 _parent_scene.RemoveCharacter(this);
1202 // destroy avatar capsule and related ODE data
1203 AvatarGeomAndBodyDestroy();
1204 }
1205
1206 m_isPhysical = NewStatus;
1207 }
1208 }
1209
1210 private void changeAdd()
1211 {
1212 changePhysicsStatus(true);
1213 }
1214
1215 private void changeRemove()
1216 {
1217 changePhysicsStatus(false);
1218 }
1219
1220 private void changeShape(PrimitiveBaseShape arg)
1221 {
1222 }
1223
1224 private void changeSize(Vector3 Size)
1225 {
1226 if (Size.IsFinite())
1227 {
1228 float caplen = Size.Z;
1229
1230 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1231
1232 if (caplen != CAPSULE_LENGTH)
1233 {
1234 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1235 {
1236 AvatarGeomAndBodyDestroy();
1237
1238 float prevCapsule = CAPSULE_LENGTH;
1239 CAPSULE_LENGTH = caplen;
1240
1241 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1242 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2));
1243
1244 Velocity = Vector3.Zero;
1245
1246 _parent_scene.geom_name_map[Shell] = m_name;
1247 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1248 }
1249 else
1250 {
1251 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1252 + (Shell == IntPtr.Zero ? "Shell " : "")
1253 + (Body == IntPtr.Zero ? "Body " : "")
1254 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1255 }
1256 }
1257
1258 m_pidControllerActive = true;
1259 }
1260 else
1261 {
1262 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1263 }
1264 }
1265
1266 private void changePosition( Vector3 newPos)
1267 {
1268 if (Body != IntPtr.Zero)
1269 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1270 _position = newPos;
1271 }
1272
1273 private void changeOrientation(Quaternion newOri)
1274 {
1275 }
1276
1277 private void changeVelocity(Vector3 newVel)
1278 {
1279 m_pidControllerActive = true;
1280 _target_velocity = newVel;
1281 }
1282
1283 private void changeSetTorque(Vector3 newTorque)
1284 {
1285 }
1286
1287 private void changeAddForce(Vector3 newForce)
1288 {
1289 }
1290
1291 private void changeAddAngularForce(Vector3 arg)
1292 {
1293 }
1294
1295 private void changeAngularLock(Vector3 arg)
1296 {
1297 }
1298
1299 private void changeFloatOnWater(bool arg)
1300 {
1301 }
1302
1303 private void changeVolumedetetion(bool arg)
1304 {
1305 }
1306
1307 private void changeSelectedStatus(bool arg)
1308 {
1309 }
1310
1311 private void changeDisable(bool arg)
1312 {
1313 }
1314
1315 private void changeBuilding(bool arg)
1316 {
1317 }
1318
1319 private void changeForce(Vector3 newForce)
1320 {
1321 m_pidControllerActive = false;
1322 if (Body != IntPtr.Zero)
1323 {
1324 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1325 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1326 }
1327 }
1328
1329 private void donullchange()
1330 {
1331 }
1332
1333 public bool DoAChange(changes what, object arg)
1334 {
1335 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1336 {
1337 return false;
1338 }
1339
1340 // nasty switch
1341 switch (what)
1342 {
1343 case changes.Add:
1344 changeAdd();
1345 break;
1346 case changes.Remove:
1347 changeRemove();
1348 break;
1349
1350 case changes.Position:
1351 changePosition((Vector3)arg);
1352 break;
1353
1354 case changes.Orientation:
1355 changeOrientation((Quaternion)arg);
1356 break;
1357
1358 case changes.PosOffset:
1359 donullchange();
1360 break;
1361
1362 case changes.OriOffset:
1363 donullchange();
1364 break;
1365
1366 case changes.Velocity:
1367 changeVelocity((Vector3)arg);
1368 break;
1369
1370 // case changes.Acceleration:
1371 // changeacceleration((Vector3)arg);
1372 // break;
1373 // case changes.AngVelocity:
1374 // changeangvelocity((Vector3)arg);
1375 // break;
1376
1377 case changes.Force:
1378 changeForce((Vector3)arg);
1379 break;
1380
1381 case changes.Torque:
1382 changeSetTorque((Vector3)arg);
1383 break;
1384
1385 case changes.AddForce:
1386 changeAddForce((Vector3)arg);
1387 break;
1388
1389 case changes.AddAngForce:
1390 changeAddAngularForce((Vector3)arg);
1391 break;
1392
1393 case changes.AngLock:
1394 changeAngularLock((Vector3)arg);
1395 break;
1396
1397 case changes.Size:
1398 changeSize((Vector3)arg);
1399 break;
1400/* not in use for now
1401 case changes.Shape:
1402 changeShape((PrimitiveBaseShape)arg);
1403 break;
1404
1405 case changes.CollidesWater:
1406 changeFloatOnWater((bool)arg);
1407 break;
1408
1409 case changes.VolumeDtc:
1410 changeVolumedetetion((bool)arg);
1411 break;
1412
1413 case changes.Physical:
1414 changePhysicsStatus((bool)arg);
1415 break;
1416
1417 case changes.Selected:
1418 changeSelectedStatus((bool)arg);
1419 break;
1420
1421 case changes.disabled:
1422 changeDisable((bool)arg);
1423 break;
1424
1425 case changes.building:
1426 changeBuilding((bool)arg);
1427 break;
1428*/
1429 case changes.Null:
1430 donullchange();
1431 break;
1432
1433 default:
1434 donullchange();
1435 break;
1436 }
1437 return false;
1438 }
1439
1440 public void AddChange(changes what, object arg)
1441 {
1442 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1443 }
1444
1445
1446 internal void AddCollisionFrameTime(int p)
1447 {
1448 // protect it from overflow crashing
1449 if (m_eventsubscription + p >= int.MaxValue)
1450 m_eventsubscription = 0;
1451 m_eventsubscription += p;
1452 }
1453 }
1454}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..d0b4546
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,993 @@
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// Extensive change Ubit 2012
42
43using System;
44using System.Collections.Generic;
45using System.Reflection;
46using System.Runtime.InteropServices;
47using log4net;
48using OpenMetaverse;
49using OdeAPI;
50using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager;
52
53namespace OpenSim.Region.Physics.OdePlugin
54{
55 public class ODEDynamics
56 {
57 public Vehicle Type
58 {
59 get { return m_type; }
60 }
61
62 private OdePrim rootPrim;
63 private OdeScene _pParentScene;
64
65 // Vehicle properties
66 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
67 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
68
69 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
70
71 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
72 // HOVER_TERRAIN_ONLY
73 // HOVER_GLOBAL_HEIGHT
74 // NO_DEFLECTION_UP
75 // HOVER_WATER_ONLY
76 // HOVER_UP_ONLY
77 // LIMIT_MOTOR_UP
78 // LIMIT_ROLL_ONLY
79 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
80
81 // Linear properties
82 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
83 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
84 private float m_linearMotorDecayTimescale = 120;
85 private float m_linearMotorTimescale = 1000;
86 private Vector3 m_linearMotorOffset = Vector3.Zero;
87
88 //Angular properties
89 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
90 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
91 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
92 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
93
94 //Deflection properties
95 private float m_angularDeflectionEfficiency = 0;
96 private float m_angularDeflectionTimescale = 1000;
97 private float m_linearDeflectionEfficiency = 0;
98 private float m_linearDeflectionTimescale = 1000;
99
100 //Banking properties
101 private float m_bankingEfficiency = 0;
102 private float m_bankingMix = 0;
103 private float m_bankingTimescale = 1000;
104
105 //Hover and Buoyancy properties
106 private float m_VhoverHeight = 0f;
107 private float m_VhoverEfficiency = 0f;
108 private float m_VhoverTimescale = 1000f;
109 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
110 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
111 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
112 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
113
114 //Attractor properties
115 private float m_verticalAttractionEfficiency = 1.0f; // damped
116 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
117
118
119 // auxiliar
120 private float m_lmEfect = 0; // current linear motor eficiency
121 private float m_amEfect = 0; // current angular motor eficiency
122 private float m_ffactor = 1.0f;
123
124 public float FrictionFactor
125 {
126 get
127 {
128 return m_ffactor;
129 }
130 }
131
132 public ODEDynamics(OdePrim rootp)
133 {
134 rootPrim = rootp;
135 _pParentScene = rootPrim._parent_scene;
136 }
137
138 public void DoSetVehicle(VehicleData vd)
139 {
140
141 float timestep = _pParentScene.ODE_STEPSIZE;
142 float invtimestep = 1.0f / timestep;
143
144 m_type = vd.m_type;
145 m_flags = vd.m_flags;
146
147 // Linear properties
148 m_linearMotorDirection = vd.m_linearMotorDirection;
149
150 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
151 if (m_linearFrictionTimescale.X < timestep) m_linearFrictionTimescale.X = timestep;
152 if (m_linearFrictionTimescale.Y < timestep) m_linearFrictionTimescale.Y = timestep;
153 if (m_linearFrictionTimescale.Z < timestep) m_linearFrictionTimescale.Z = timestep;
154
155 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
156 if (m_linearMotorDecayTimescale < 0.5f) m_linearMotorDecayTimescale = 0.5f;
157 m_linearMotorDecayTimescale *= invtimestep;
158
159 m_linearMotorTimescale = vd.m_linearMotorTimescale;
160 if (m_linearMotorTimescale < timestep) m_linearMotorTimescale = timestep;
161
162
163 m_linearMotorOffset = vd.m_linearMotorOffset;
164
165 //Angular properties
166 m_angularMotorDirection = vd.m_angularMotorDirection;
167 m_angularMotorTimescale = vd.m_angularMotorTimescale;
168 if (m_angularMotorTimescale < timestep) m_angularMotorTimescale = timestep;
169
170 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
171 if (m_angularMotorDecayTimescale < 0.5f) m_angularMotorDecayTimescale = 0.5f;
172 m_angularMotorDecayTimescale *= invtimestep;
173
174 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
175 if (m_angularFrictionTimescale.X < timestep) m_angularFrictionTimescale.X = timestep;
176 if (m_angularFrictionTimescale.Y < timestep) m_angularFrictionTimescale.Y = timestep;
177 if (m_angularFrictionTimescale.Z < timestep) m_angularFrictionTimescale.Z = timestep;
178
179 //Deflection properties
180 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
181 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
182 if (m_angularDeflectionTimescale < timestep) m_angularDeflectionTimescale = timestep;
183
184 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
185 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
186 if (m_linearDeflectionTimescale < timestep) m_linearDeflectionTimescale = timestep;
187
188 //Banking properties
189 m_bankingEfficiency = vd.m_bankingEfficiency;
190 m_bankingMix = vd.m_bankingMix;
191 m_bankingTimescale = vd.m_bankingTimescale;
192 if (m_bankingTimescale < timestep) m_bankingTimescale = timestep;
193
194 //Hover and Buoyancy properties
195 m_VhoverHeight = vd.m_VhoverHeight;
196 m_VhoverEfficiency = vd.m_VhoverEfficiency;
197 m_VhoverTimescale = vd.m_VhoverTimescale;
198 if (m_VhoverTimescale < timestep) m_VhoverTimescale = timestep;
199
200 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
201
202 //Attractor properties
203 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
204 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
205 if (m_verticalAttractionTimescale < timestep) m_verticalAttractionTimescale = timestep;
206
207 // Axis
208 m_referenceFrame = vd.m_referenceFrame;
209
210 m_lmEfect = 0;
211 m_amEfect = 0;
212 m_ffactor = 1.0f;
213 }
214
215 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
216 {
217 float len;
218 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
219 float timestep = _pParentScene.ODE_STEPSIZE;
220
221 switch (pParam)
222 {
223 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
224 if (pValue < 0f) pValue = 0f;
225 if (pValue > 1f) pValue = 1f;
226 m_angularDeflectionEfficiency = pValue;
227 break;
228 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
229 if (pValue < timestep) pValue = timestep;
230 m_angularDeflectionTimescale = pValue;
231 break;
232 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
233 // if (pValue < timestep) pValue = timestep;
234 // try to make impulses to work a bit better
235 if (pValue < 0.5f) pValue = 0.5f;
236 else if (pValue > 120) pValue = 120;
237 m_angularMotorDecayTimescale = pValue * invtimestep;
238 break;
239 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
240 if (pValue < timestep) pValue = timestep;
241 m_angularMotorTimescale = pValue;
242 break;
243 case Vehicle.BANKING_EFFICIENCY:
244 if (pValue < -1f) pValue = -1f;
245 if (pValue > 1f) pValue = 1f;
246 m_bankingEfficiency = pValue;
247 break;
248 case Vehicle.BANKING_MIX:
249 if (pValue < 0f) pValue = 0f;
250 if (pValue > 1f) pValue = 1f;
251 m_bankingMix = pValue;
252 break;
253 case Vehicle.BANKING_TIMESCALE:
254 if (pValue < timestep) pValue = timestep;
255 m_bankingTimescale = pValue;
256 break;
257 case Vehicle.BUOYANCY:
258 if (pValue < -1f) pValue = -1f;
259 if (pValue > 1f) pValue = 1f;
260 m_VehicleBuoyancy = pValue;
261 break;
262 case Vehicle.HOVER_EFFICIENCY:
263 if (pValue < 0f) pValue = 0f;
264 if (pValue > 1f) pValue = 1f;
265 m_VhoverEfficiency = pValue;
266 break;
267 case Vehicle.HOVER_HEIGHT:
268 m_VhoverHeight = pValue;
269 break;
270 case Vehicle.HOVER_TIMESCALE:
271 if (pValue < timestep) pValue = timestep;
272 m_VhoverTimescale = pValue;
273 break;
274 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
275 if (pValue < 0f) pValue = 0f;
276 if (pValue > 1f) pValue = 1f;
277 m_linearDeflectionEfficiency = pValue;
278 break;
279 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
280 if (pValue < timestep) pValue = timestep;
281 m_linearDeflectionTimescale = pValue;
282 break;
283 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
284 // if (pValue < timestep) pValue = timestep;
285 // try to make impulses to work a bit better
286 if (pValue < 0.5f) pValue = 0.5f;
287 else if (pValue > 120) pValue = 120;
288 m_linearMotorDecayTimescale = pValue * invtimestep;
289 break;
290 case Vehicle.LINEAR_MOTOR_TIMESCALE:
291 if (pValue < timestep) pValue = timestep;
292 m_linearMotorTimescale = pValue;
293 break;
294 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
295 if (pValue < 0f) pValue = 0f;
296 if (pValue > 1f) pValue = 1f;
297 m_verticalAttractionEfficiency = pValue;
298 break;
299 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
300 if (pValue < timestep) pValue = timestep;
301 m_verticalAttractionTimescale = pValue;
302 break;
303
304 // These are vector properties but the engine lets you use a single float value to
305 // set all of the components to the same value
306 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
307 if (pValue < timestep) pValue = timestep;
308 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
309 break;
310 case Vehicle.ANGULAR_MOTOR_DIRECTION:
311 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
312 len = m_angularMotorDirection.Length();
313 if (len > 12.566f)
314 m_angularMotorDirection *= (12.566f / len);
315 m_amEfect = 1.0f; // turn it on
316 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
317 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
318 d.BodyEnable(rootPrim.Body);
319 break;
320 case Vehicle.LINEAR_FRICTION_TIMESCALE:
321 if (pValue < timestep) pValue = timestep;
322 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
323 break;
324 case Vehicle.LINEAR_MOTOR_DIRECTION:
325 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
326 len = m_linearMotorDirection.Length();
327 if (len > 30.0f)
328 m_linearMotorDirection *= (30.0f / len);
329 m_lmEfect = 1.0f; // turn it on
330 m_ffactor = 0.01f;
331 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
332 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
333 d.BodyEnable(rootPrim.Body);
334 break;
335 case Vehicle.LINEAR_MOTOR_OFFSET:
336 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
337 len = m_linearMotorOffset.Length();
338 if (len > 100.0f)
339 m_linearMotorOffset *= (100.0f / len);
340 break;
341 }
342 }//end ProcessFloatVehicleParam
343
344 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
345 {
346 float len;
347 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
348 float timestep = _pParentScene.ODE_STEPSIZE;
349 switch (pParam)
350 {
351 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
352 if (pValue.X < timestep) pValue.X = timestep;
353 if (pValue.Y < timestep) pValue.Y = timestep;
354 if (pValue.Z < timestep) pValue.Z = timestep;
355
356 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
357 break;
358 case Vehicle.ANGULAR_MOTOR_DIRECTION:
359 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
360 // Limit requested angular speed to 2 rps= 4 pi rads/sec
361 len = m_angularMotorDirection.Length();
362 if (len > 12.566f)
363 m_angularMotorDirection *= (12.566f / len);
364 m_amEfect = 1.0f; // turn it on
365 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
366 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
367 d.BodyEnable(rootPrim.Body);
368 break;
369 case Vehicle.LINEAR_FRICTION_TIMESCALE:
370 if (pValue.X < timestep) pValue.X = timestep;
371 if (pValue.Y < timestep) pValue.Y = timestep;
372 if (pValue.Z < timestep) pValue.Z = timestep;
373 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
374 break;
375 case Vehicle.LINEAR_MOTOR_DIRECTION:
376 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
377 len = m_linearMotorDirection.Length();
378 if (len > 30.0f)
379 m_linearMotorDirection *= (30.0f / len);
380 m_lmEfect = 1.0f; // turn it on
381 m_ffactor = 0.01f;
382 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
383 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
384 d.BodyEnable(rootPrim.Body);
385 break;
386 case Vehicle.LINEAR_MOTOR_OFFSET:
387 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
388 len = m_linearMotorOffset.Length();
389 if (len > 100.0f)
390 m_linearMotorOffset *= (100.0f / len);
391 break;
392 case Vehicle.BLOCK_EXIT:
393 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
394 break;
395 }
396 }//end ProcessVectorVehicleParam
397
398 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
399 {
400 switch (pParam)
401 {
402 case Vehicle.REFERENCE_FRAME:
403 m_referenceFrame = Quaternion.Inverse(pValue);
404 break;
405 case Vehicle.ROLL_FRAME:
406 m_RollreferenceFrame = pValue;
407 break;
408 }
409 }//end ProcessRotationVehicleParam
410
411 internal void ProcessVehicleFlags(int pParam, bool remove)
412 {
413 if (remove)
414 {
415 m_flags &= ~((VehicleFlag)pParam);
416 }
417 else
418 {
419 m_flags |= (VehicleFlag)pParam;
420 }
421 }//end ProcessVehicleFlags
422
423 internal void ProcessTypeChange(Vehicle pType)
424 {
425 float invtimestep = _pParentScene.ODE_STEPSIZE;
426 m_lmEfect = 0;
427 m_amEfect = 0;
428 m_ffactor = 1f;
429
430 m_linearMotorDirection = Vector3.Zero;
431 m_angularMotorDirection = Vector3.Zero;
432
433 m_BlockingEndPoint = Vector3.Zero;
434 m_RollreferenceFrame = Quaternion.Identity;
435 m_linearMotorOffset = Vector3.Zero;
436
437 m_referenceFrame = Quaternion.Identity;
438
439 // Set Defaults For Type
440 m_type = pType;
441 switch (pType)
442 {
443 case Vehicle.TYPE_NONE:
444 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
445 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
446 m_linearMotorTimescale = 1000;
447 m_linearMotorDecayTimescale = 120;
448 m_angularMotorTimescale = 1000;
449 m_angularMotorDecayTimescale = 1000;
450 m_VhoverHeight = 0;
451 m_VhoverEfficiency = 1;
452 m_VhoverTimescale = 1000;
453 m_VehicleBuoyancy = 0;
454 m_linearDeflectionEfficiency = 0;
455 m_linearDeflectionTimescale = 1000;
456 m_angularDeflectionEfficiency = 0;
457 m_angularDeflectionTimescale = 1000;
458 m_bankingEfficiency = 0;
459 m_bankingMix = 1;
460 m_bankingTimescale = 1000;
461 m_verticalAttractionEfficiency = 0;
462 m_verticalAttractionTimescale = 1000;
463
464 m_flags = (VehicleFlag)0;
465 break;
466
467 case Vehicle.TYPE_SLED:
468 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
469 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
470 m_linearMotorTimescale = 1000;
471 m_linearMotorDecayTimescale = 120 * invtimestep;
472 m_angularMotorTimescale = 1000;
473 m_angularMotorDecayTimescale = 120 * invtimestep;
474 m_VhoverHeight = 0;
475 m_VhoverEfficiency = 1;
476 m_VhoverTimescale = 10;
477 m_VehicleBuoyancy = 0;
478 m_linearDeflectionEfficiency = 1;
479 m_linearDeflectionTimescale = 1;
480 m_angularDeflectionEfficiency = 0;
481 m_angularDeflectionTimescale = 1000;
482 m_bankingEfficiency = 0;
483 m_bankingMix = 1;
484 m_bankingTimescale = 10;
485 m_flags &=
486 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
487 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
488 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
489 break;
490 case Vehicle.TYPE_CAR:
491 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
492 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
493 m_linearMotorTimescale = 1;
494 m_linearMotorDecayTimescale = 60 * invtimestep;
495 m_angularMotorTimescale = 1;
496 m_angularMotorDecayTimescale = 0.8f * invtimestep;
497 m_VhoverHeight = 0;
498 m_VhoverEfficiency = 0;
499 m_VhoverTimescale = 1000;
500 m_VehicleBuoyancy = 0;
501 m_linearDeflectionEfficiency = 1;
502 m_linearDeflectionTimescale = 2;
503 m_angularDeflectionEfficiency = 0;
504 m_angularDeflectionTimescale = 10;
505 m_verticalAttractionEfficiency = 1f;
506 m_verticalAttractionTimescale = 10f;
507 m_bankingEfficiency = -0.2f;
508 m_bankingMix = 1;
509 m_bankingTimescale = 1;
510 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
511 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
512 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
513 break;
514 case Vehicle.TYPE_BOAT:
515 m_linearFrictionTimescale = new Vector3(10, 3, 2);
516 m_angularFrictionTimescale = new Vector3(10, 10, 10);
517 m_linearMotorTimescale = 5;
518 m_linearMotorDecayTimescale = 60 * invtimestep;
519 m_angularMotorTimescale = 4;
520 m_angularMotorDecayTimescale = 4 * invtimestep;
521 m_VhoverHeight = 0;
522 m_VhoverEfficiency = 0.5f;
523 m_VhoverTimescale = 2;
524 m_VehicleBuoyancy = 1;
525 m_linearDeflectionEfficiency = 0.5f;
526 m_linearDeflectionTimescale = 3;
527 m_angularDeflectionEfficiency = 0.5f;
528 m_angularDeflectionTimescale = 5;
529 m_verticalAttractionEfficiency = 0.5f;
530 m_verticalAttractionTimescale = 5f;
531 m_bankingEfficiency = -0.3f;
532 m_bankingMix = 0.8f;
533 m_bankingTimescale = 1;
534 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
535 VehicleFlag.HOVER_GLOBAL_HEIGHT |
536 VehicleFlag.HOVER_UP_ONLY |
537 VehicleFlag.LIMIT_ROLL_ONLY);
538 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
539 VehicleFlag.LIMIT_MOTOR_UP |
540 VehicleFlag.HOVER_WATER_ONLY);
541 break;
542 case Vehicle.TYPE_AIRPLANE:
543 m_linearFrictionTimescale = new Vector3(200, 10, 5);
544 m_angularFrictionTimescale = new Vector3(20, 20, 20);
545 m_linearMotorTimescale = 2;
546 m_linearMotorDecayTimescale = 60 * invtimestep;
547 m_angularMotorTimescale = 4;
548 m_angularMotorDecayTimescale = 8 * invtimestep;
549 m_VhoverHeight = 0;
550 m_VhoverEfficiency = 0.5f;
551 m_VhoverTimescale = 1000;
552 m_VehicleBuoyancy = 0;
553 m_linearDeflectionEfficiency = 0.5f;
554 m_linearDeflectionTimescale = 0.5f;
555 m_angularDeflectionEfficiency = 1;
556 m_angularDeflectionTimescale = 2;
557 m_verticalAttractionEfficiency = 0.9f;
558 m_verticalAttractionTimescale = 2f;
559 m_bankingEfficiency = 1;
560 m_bankingMix = 0.7f;
561 m_bankingTimescale = 2;
562 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
563 VehicleFlag.HOVER_TERRAIN_ONLY |
564 VehicleFlag.HOVER_GLOBAL_HEIGHT |
565 VehicleFlag.HOVER_UP_ONLY |
566 VehicleFlag.NO_DEFLECTION_UP |
567 VehicleFlag.LIMIT_MOTOR_UP);
568 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
569 break;
570 case Vehicle.TYPE_BALLOON:
571 m_linearFrictionTimescale = new Vector3(5, 5, 5);
572 m_angularFrictionTimescale = new Vector3(10, 10, 10);
573 m_linearMotorTimescale = 5;
574 m_linearMotorDecayTimescale = 60 * invtimestep;
575 m_angularMotorTimescale = 6;
576 m_angularMotorDecayTimescale = 10 * invtimestep;
577 m_VhoverHeight = 5;
578 m_VhoverEfficiency = 0.8f;
579 m_VhoverTimescale = 10;
580 m_VehicleBuoyancy = 1;
581 m_linearDeflectionEfficiency = 0;
582 m_linearDeflectionTimescale = 5 * invtimestep;
583 m_angularDeflectionEfficiency = 0;
584 m_angularDeflectionTimescale = 5;
585 m_verticalAttractionEfficiency = 0f;
586 m_verticalAttractionTimescale = 1000f;
587 m_bankingEfficiency = 0;
588 m_bankingMix = 0.7f;
589 m_bankingTimescale = 5;
590 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
591 VehicleFlag.HOVER_TERRAIN_ONLY |
592 VehicleFlag.HOVER_UP_ONLY |
593 VehicleFlag.NO_DEFLECTION_UP |
594 VehicleFlag.LIMIT_MOTOR_UP);
595 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
596 VehicleFlag.HOVER_GLOBAL_HEIGHT);
597 break;
598 }
599
600 }//end SetDefaultsForType
601
602 internal void Stop()
603 {
604 m_lmEfect = 0;
605 m_amEfect = 0;
606 m_ffactor = 1f;
607 }
608
609 public static Vector3 Xrot(Quaternion rot)
610 {
611 Vector3 vec;
612 rot.Normalize(); // just in case
613 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
614 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
615 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
616 return vec;
617 }
618
619 public static Vector3 Zrot(Quaternion rot)
620 {
621 Vector3 vec;
622 rot.Normalize(); // just in case
623 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
624 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
625 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
626
627 return vec;
628 }
629
630 private const float pi = (float)Math.PI;
631 private const float halfpi = 0.5f * (float)Math.PI;
632
633 public static Vector3 ubitRot2Euler(Quaternion rot)
634 {
635 // returns roll in X
636 // pitch in Y
637 // yaw in Z
638 Vector3 vec;
639
640 // assuming rot is normalised
641 // rot.Normalize();
642
643 float zX = rot.X * rot.Z + rot.Y * rot.W;
644
645 if (zX < -0.49999f)
646 {
647 vec.X = 0;
648 vec.Y = -halfpi;
649 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
650 }
651 else if (zX > 0.49999f)
652 {
653 vec.X = 0;
654 vec.Y = halfpi;
655 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
656 }
657 else
658 {
659 vec.Y = (float)Math.Asin(2 * zX);
660
661 float sqw = rot.W * rot.W;
662
663 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
664 float zZ = rot.Z * rot.Z + sqw - 0.5f;
665
666 vec.X = (float)Math.Atan2(minuszY, zZ);
667
668 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
669 float yY = rot.X * rot.X + sqw - 0.5f;
670 vec.Z = (float)Math.Atan2(yX, yY);
671 }
672 return vec;
673 }
674
675 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
676 {
677 // assuming rot is normalised
678 // rot.Normalize();
679
680 float zX = rot.X * rot.Z + rot.Y * rot.W;
681
682 if (zX < -0.49999f)
683 {
684 roll = 0;
685 pitch = -halfpi;
686 }
687 else if (zX > 0.49999f)
688 {
689 roll = 0;
690 pitch = halfpi;
691 }
692 else
693 {
694 pitch = (float)Math.Asin(2 * zX);
695
696 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
697 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
698
699 roll = (float)Math.Atan2(minuszY, zZ);
700 }
701 return ;
702 }
703
704 internal void Step()//float pTimestep)
705 {
706 IntPtr Body = rootPrim.Body;
707
708 d.Quaternion rot = d.BodyGetQuaternion(Body);
709 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
710 Quaternion rotq = objrotq; // rotq = rotation of object
711 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
712 Quaternion irotq = Quaternion.Inverse(rotq);
713
714 d.Vector3 dvtmp;
715 Vector3 tmpV;
716 Vector3 curVel; // velocity in world
717 Vector3 curAngVel; // angular velocity in world
718 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
719 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
720 d.Vector3 dtorque = new d.Vector3();
721
722 dvtmp = d.BodyGetLinearVel(Body);
723 curVel.X = dvtmp.X;
724 curVel.Y = dvtmp.Y;
725 curVel.Z = dvtmp.Z;
726 Vector3 curLocalVel = curVel * irotq; // current velocity in local
727
728 dvtmp = d.BodyGetAngularVel(Body);
729 curAngVel.X = dvtmp.X;
730 curAngVel.Y = dvtmp.Y;
731 curAngVel.Z = dvtmp.Z;
732 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
733
734 // linear motor
735 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
736 {
737 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
738 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
739 tmpV *= rotq; // to world
740
741 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
742 tmpV.Z = 0;
743
744 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
745 {
746 // have offset, do it now
747 tmpV *= rootPrim.Mass;
748 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
749 }
750 else
751 {
752 force.X += tmpV.X;
753 force.Y += tmpV.Y;
754 force.Z += tmpV.Z;
755 }
756 m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
757
758 m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
759 }
760 else
761 {
762 m_lmEfect = 0;
763 m_ffactor = 1f;
764 }
765
766 // friction
767 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
768 {
769 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
770 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
771 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
772 tmpV *= rotq; // to world
773 force.X += tmpV.X;
774 force.Y += tmpV.Y;
775 force.Z += tmpV.Z;
776 }
777
778 // hover
779 if (m_VhoverTimescale < 300)
780 {
781 d.Vector3 pos = d.BodyGetPosition(Body);
782
783 // default to global
784 float perr = m_VhoverHeight - pos.Z;;
785
786 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
787 {
788 perr += _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
789 }
790 else if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
791 {
792 perr += _pParentScene.GetWaterLevel();
793 }
794 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
795 {
796 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
797 float w = _pParentScene.GetWaterLevel();
798 if (t > w)
799 perr += t;
800 else
801 perr += w;
802 }
803
804 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0)
805 {
806 force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / _pParentScene.ODE_STEPSIZE;
807 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
808 }
809 else // no buoyancy
810 force.Z += _pParentScene.gravityz;
811 }
812 else
813 {
814 // default gravity and buoancy
815 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
816 }
817
818 // linear deflection
819 if (m_linearDeflectionEfficiency > 0)
820 {
821 float len = curVel.Length();
822 Vector3 atAxis;
823 atAxis = Xrot(rotq); // where are we pointing to
824 atAxis *= len; // make it same size as world velocity vector
825 tmpV = -atAxis; // oposite direction
826 atAxis -= curVel; // error to one direction
827 len = atAxis.LengthSquared();
828 tmpV -= curVel; // error to oposite
829 float lens = tmpV.LengthSquared();
830 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
831 {
832 if (len < lens)
833 tmpV = atAxis;
834
835 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
836 force.X += tmpV.X;
837 force.Y += tmpV.Y;
838 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
839 force.Z += tmpV.Z;
840 }
841 }
842
843 // angular motor
844 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
845 {
846 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
847 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
848 torque.X += tmpV.X;
849 torque.Y += tmpV.Y;
850 torque.Z += tmpV.Z;
851 m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale);
852 }
853 else
854 m_amEfect = 0;
855
856 // angular friction
857 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
858 {
859 torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X;
860 torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y;
861 torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z;
862 }
863
864 // angular deflection
865 if (m_angularDeflectionEfficiency > 0)
866 {
867 Vector3 dirv;
868
869 if (curLocalVel.X > 0.01f)
870 dirv = curLocalVel;
871 else if (curLocalVel.X < -0.01f)
872 // use oposite
873 dirv = -curLocalVel;
874 else
875 {
876 // make it fall into small positive x case
877 dirv.X = 0.01f;
878 dirv.Y = curLocalVel.Y;
879 dirv.Z = curLocalVel.Z;
880 }
881
882 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
883
884 if (Math.Abs(dirv.Z) > 0.01)
885 {
886 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
887 }
888
889 if (Math.Abs(dirv.Y) > 0.01)
890 {
891 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
892 }
893 }
894
895 // vertical atractor
896 if (m_verticalAttractionTimescale < 300)
897 {
898 float roll;
899 float pitch;
900
901 GetRollPitch(irotq, out roll, out pitch);
902
903 float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale / _pParentScene.ODE_STEPSIZE;
904 float ftmp2 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE;
905
906 if (roll > halfpi)
907 roll = pi - roll;
908 else if (roll < -halfpi)
909 roll = -pi - roll;
910
911 float effroll = pitch / halfpi;
912 effroll *= effroll;
913 effroll = 1 - effroll;
914 effroll *= roll;
915
916 if (Math.Abs(effroll) > 0.01) // roll
917 {
918 torque.X -= -effroll * ftmp + curLocalAngVel.X * ftmp2;
919 }
920
921 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
922 {
923 float effpitch = roll / halfpi;
924 effpitch *= effpitch;
925 effpitch = 1 - effpitch;
926 effpitch *= pitch;
927
928 if (Math.Abs(effpitch) > 0.01) // pitch
929 {
930 torque.Y -= -effpitch * ftmp + curLocalAngVel.Y * ftmp2;
931 }
932 }
933
934 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
935 {
936
937 float broll = effroll;
938/*
939 if (broll > halfpi)
940 broll = pi - broll;
941 else if (broll < -halfpi)
942 broll = -pi - broll;
943*/
944 broll *= m_bankingEfficiency;
945 if (m_bankingMix != 0)
946 {
947 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
948 if (vfact > 1.0f) vfact = 1.0f;
949
950 if (curLocalVel.X >= 0)
951 broll *= (1 + (vfact - 1) * m_bankingMix);
952 else
953 broll *= -(1 + (vfact - 1) * m_bankingMix);
954 }
955 // make z rot be in world Z not local as seems to be in sl
956
957 broll = broll / m_bankingTimescale;
958
959 ftmp = -Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
960
961 tmpV.X = ftmp * curAngVel.X;
962 tmpV.Y = ftmp * curAngVel.Y;
963 tmpV.Z = broll + ftmp * curAngVel.Z;
964 tmpV *= irotq;
965
966 torque.X += tmpV.X;
967 torque.Y += tmpV.Y;
968 torque.Z += tmpV.Z;
969 }
970 }
971
972 d.Mass dmass;
973 d.BodyGetMass(Body,out dmass);
974
975 if (force.X != 0 || force.Y != 0 || force.Z != 0)
976 {
977 force *= dmass.mass;
978 d.BodySetForce(Body, force.X, force.Y, force.Z);
979 }
980
981 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
982 {
983 torque *= m_referenceFrame; // to object frame
984 dtorque.X = torque.X;
985 dtorque.Y = torque.Y;
986 dtorque.Z = torque.Z;
987
988 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
989 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
990 }
991 }
992 }
993}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..39b89d3
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,3703 @@
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 private bool m_isphantom;
70 private bool m_fakeisphantom;
71
72 protected bool m_building;
73 private Quaternion m_lastorientation = new Quaternion();
74 private Quaternion _orientation;
75
76 private Vector3 _position;
77 private Vector3 _velocity;
78 private Vector3 _torque;
79 private Vector3 m_lastVelocity;
80 private Vector3 m_lastposition;
81 private Vector3 m_rotationalVelocity;
82 private Vector3 _size;
83 private Vector3 _acceleration;
84 private Vector3 m_angularlock = Vector3.One;
85 private IntPtr Amotor = IntPtr.Zero;
86
87 private Vector3 m_force;
88 private Vector3 m_forceacc;
89 private Vector3 m_angularForceacc;
90
91 private Vector3 m_PIDTarget;
92 private float m_PIDTau;
93 private float PID_D = 35f;
94 private float PID_G = 25f;
95 private bool m_usePID;
96
97 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
98 // and are for non-VEHICLES only.
99
100 private float m_PIDHoverHeight;
101 private float m_PIDHoverTau;
102 private bool m_useHoverPID;
103 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
104 private float m_targetHoverHeight;
105 private float m_groundHeight;
106 private float m_waterHeight;
107 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
108
109 private int body_autodisable_frames = 20;
110
111 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
112 | CollisionCategories.Space
113 | CollisionCategories.Body
114 | CollisionCategories.Character
115 );
116// private bool m_collidesLand = true;
117 private bool m_collidesWater;
118 public bool m_returnCollisions;
119 private bool m_softcolide;
120
121 private bool m_NoColide; // for now only for internal use for bad meshs
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_disabled;
130
131
132 public uint m_localID;
133
134 private PrimitiveBaseShape _pbs;
135 public OdeScene _parent_scene;
136
137 /// <summary>
138 /// The physics space which contains prim geometry
139 /// </summary>
140 public IntPtr m_targetSpace = IntPtr.Zero;
141
142 public IntPtr prim_geom;
143 public IntPtr _triMeshData;
144
145 private PhysicsActor _parent;
146
147 private List<OdePrim> childrenPrim = new List<OdePrim>();
148
149 private bool m_iscolliding;
150
151 public bool m_isSelected;
152 private bool m_delaySelect;
153 private bool m_lastdoneSelected;
154 public bool m_outbounds;
155
156 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
157
158 private bool m_throttleUpdates;
159 private int throttleCounter;
160 public float m_collisionscore;
161 int m_colliderfilter = 0;
162
163 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
164
165 private float m_density = 10.000006836f; // Aluminum g/cm3;
166
167 public bool _zeroFlag;
168 private bool m_lastUpdateSent;
169
170 public IntPtr Body = IntPtr.Zero;
171 public String Name { get; private set; }
172 private Vector3 _target_velocity;
173
174 public Vector3 primOOBsize; // prim real dimensions from mesh
175 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
176 public float primOOBradiusSQ;
177 public d.Mass primdMass; // prim inertia information on it's own referencial
178 float primMass; // prim own mass
179 float _mass; // object mass acording to case
180 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
181
182 public int givefakepos = 0;
183 private Vector3 fakepos;
184 public int givefakeori = 0;
185 private Quaternion fakeori;
186
187 public int m_eventsubscription;
188 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
189
190 public volatile bool childPrim;
191
192 public ODEDynamics m_vehicle;
193
194 internal int m_material = (int)Material.Wood;
195 private float mu;
196 private float bounce;
197
198 /// <summary>
199 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
200 /// </summary>
201 public override bool IsPhysical // this is not reliable for internal use
202 {
203 get { return m_fakeisphysical; }
204 set
205 {
206 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
207 // and also to stop imediatly some updates
208 // but real change will only happen in taintprocessing
209
210 if (!value) // Zero the remembered last velocity
211 m_lastVelocity = Vector3.Zero;
212 AddChange(changes.Physical, value);
213 }
214 }
215
216 public override bool Phantom // this is not reliable for internal use
217 {
218 get { return m_fakeisphantom; }
219 set
220 {
221 m_fakeisphantom = value; // we show imediatly to outside that we changed physical
222 // and also to stop imediatly some updates
223 // but real change will only happen in taintprocessing
224
225 AddChange(changes.Phantom, value);
226 }
227 }
228
229 public override bool Building // this is not reliable for internal use
230 {
231 get { return m_building; }
232 set
233 {
234 if (value)
235 m_building = true;
236 AddChange(changes.building, value);
237 }
238 }
239
240 public override void getContactData(ref ContactData cdata)
241 {
242 cdata.mu = mu;
243 cdata.bounce = bounce;
244
245 // cdata.softcolide = m_softcolide;
246 cdata.softcolide = false;
247
248 if (m_isphysical)
249 {
250 ODEDynamics veh;
251 if (_parent != null)
252 veh = ((OdePrim)_parent).m_vehicle;
253 else
254 veh = m_vehicle;
255
256 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
257 cdata.mu *= veh.FrictionFactor;
258 }
259 }
260
261 public override int PhysicsActorType
262 {
263 get { return (int)ActorTypes.Prim; }
264 set { return; }
265 }
266
267 public override bool SetAlwaysRun
268 {
269 get { return false; }
270 set { return; }
271 }
272
273 public override uint LocalID
274 {
275 get
276 {
277 return m_localID;
278 }
279 set
280 {
281 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
282 m_localID = value;
283 }
284 }
285
286 public override bool Grabbed
287 {
288 set { return; }
289 }
290
291 public override bool Selected
292 {
293 set
294 {
295 if (value)
296 m_isSelected = value; // if true set imediatly to stop moves etc
297 AddChange(changes.Selected, value);
298 }
299 }
300
301 public override bool Flying
302 {
303 // no flying prims for you
304 get { return false; }
305 set { }
306 }
307
308 public override bool IsColliding
309 {
310 get { return m_iscolliding; }
311 set
312 {
313 if (value)
314 {
315 m_colliderfilter += 2;
316 if (m_colliderfilter > 2)
317 m_colliderfilter = 2;
318 }
319 else
320 {
321 m_colliderfilter--;
322 if (m_colliderfilter < 0)
323 m_colliderfilter = 0;
324 }
325
326 if (m_colliderfilter == 0)
327 {
328 m_softcolide = false;
329 m_iscolliding = false;
330 }
331 else
332 m_iscolliding = true;
333 }
334 }
335
336 public override bool CollidingGround
337 {
338 get { return false; }
339 set { return; }
340 }
341
342 public override bool CollidingObj
343 {
344 get { return false; }
345 set { return; }
346 }
347
348 public override bool ThrottleUpdates
349 {
350 get { return m_throttleUpdates; }
351 set { m_throttleUpdates = value; }
352 }
353
354 public override bool Stopped
355 {
356 get { return _zeroFlag; }
357 }
358
359 public override Vector3 Position
360 {
361 get
362 {
363 if (givefakepos > 0)
364 return fakepos;
365 else
366 return _position;
367 }
368
369 set
370 {
371 fakepos = value;
372 givefakepos++;
373 AddChange(changes.Position, value);
374 }
375 }
376
377 public override Vector3 Size
378 {
379 get { return _size; }
380 set
381 {
382 if (value.IsFinite())
383 {
384 AddChange(changes.Size, value);
385 }
386 else
387 {
388 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
389 }
390 }
391 }
392
393 public override float Mass
394 {
395 get { return _mass; }
396 }
397
398 public override Vector3 Force
399 {
400 //get { return Vector3.Zero; }
401 get { return m_force; }
402 set
403 {
404 if (value.IsFinite())
405 {
406 AddChange(changes.Force, value);
407 }
408 else
409 {
410 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
411 }
412 }
413 }
414
415 public override void SetVolumeDetect(int param)
416 {
417 AddChange(changes.VolumeDtc, (param != 0));
418 }
419
420 public override Vector3 GeometricCenter
421 {
422 get
423 {
424 return Vector3.Zero;
425 }
426 }
427
428 public override Vector3 CenterOfMass
429 {
430 get
431 {
432 d.Vector3 dtmp;
433 if (IsPhysical && !childPrim && Body != IntPtr.Zero)
434 {
435 dtmp = d.BodyGetPosition(Body);
436 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
437 }
438 else if (prim_geom != IntPtr.Zero)
439 {
440 d.Quaternion dq;
441 d.GeomCopyQuaternion(prim_geom, out dq);
442 Quaternion q;
443 q.X = dq.X;
444 q.Y = dq.Y;
445 q.Z = dq.Z;
446 q.W = dq.W;
447
448 Vector3 vtmp = primOOBoffset * q;
449 dtmp = d.GeomGetPosition(prim_geom);
450 return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z);
451 }
452 else
453 return Vector3.Zero;
454 }
455 }
456 /*
457 public override Vector3 PrimOOBsize
458 {
459 get
460 {
461 return primOOBsize;
462 }
463 }
464
465 public override Vector3 PrimOOBoffset
466 {
467 get
468 {
469 return primOOBoffset;
470 }
471 }
472
473 public override float PrimOOBRadiusSQ
474 {
475 get
476 {
477 return primOOBradiusSQ;
478 }
479 }
480 */
481 public override PrimitiveBaseShape Shape
482 {
483 set
484 {
485 AddChange(changes.Shape, value);
486 }
487 }
488
489 public override Vector3 Velocity
490 {
491 get
492 {
493 if (_zeroFlag)
494 return Vector3.Zero;
495 return _velocity;
496 }
497 set
498 {
499 if (value.IsFinite())
500 {
501 AddChange(changes.Velocity, value);
502 // _velocity = value;
503
504 }
505 else
506 {
507 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
508 }
509
510 }
511 }
512
513 public override Vector3 Torque
514 {
515 get
516 {
517 if (!IsPhysical || Body == IntPtr.Zero)
518 return Vector3.Zero;
519
520 return _torque;
521 }
522
523 set
524 {
525 if (value.IsFinite())
526 {
527 AddChange(changes.Torque, value);
528 }
529 else
530 {
531 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
532 }
533 }
534 }
535
536 public override float CollisionScore
537 {
538 get { return m_collisionscore; }
539 set { m_collisionscore = value; }
540 }
541
542 public override bool Kinematic
543 {
544 get { return false; }
545 set { }
546 }
547
548 public override Quaternion Orientation
549 {
550 get
551 {
552 if (givefakeori > 0)
553 return fakeori;
554 else
555
556 return _orientation;
557 }
558 set
559 {
560 if (QuaternionIsFinite(value))
561 {
562 fakeori = value;
563 givefakeori++;
564 AddChange(changes.Orientation, value);
565 }
566 else
567 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
568
569 }
570 }
571
572 public override Vector3 Acceleration
573 {
574 get { return _acceleration; }
575 set { }
576 }
577
578 public override Vector3 RotationalVelocity
579 {
580 get
581 {
582 Vector3 pv = Vector3.Zero;
583 if (_zeroFlag)
584 return pv;
585 m_lastUpdateSent = false;
586
587 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
588 return pv;
589
590 return m_rotationalVelocity;
591 }
592 set
593 {
594 if (value.IsFinite())
595 {
596 m_rotationalVelocity = value;
597 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
598 d.BodyEnable(Body);
599 }
600 else
601 {
602 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
603 }
604 }
605 }
606
607
608 public override float Buoyancy
609 {
610 get { return m_buoyancy; }
611 set
612 {
613 m_buoyancy = value;
614 }
615 }
616
617 public override bool FloatOnWater
618 {
619 set
620 {
621 AddChange(changes.CollidesWater, value);
622 }
623 }
624
625 public override Vector3 PIDTarget
626 {
627 set
628 {
629 if (value.IsFinite())
630 {
631 m_PIDTarget = value;
632 }
633 else
634 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
635 }
636 }
637
638 public override bool PIDActive { set { m_usePID = value; } }
639 public override float PIDTau { set { m_PIDTau = value; } }
640
641 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
642 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
643 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
644 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
645
646 public override Quaternion APIDTarget { set { return; } }
647
648 public override bool APIDActive { set { return; } }
649
650 public override float APIDStrength { set { return; } }
651
652 public override float APIDDamping { set { return; } }
653
654 public override int VehicleType
655 {
656 // we may need to put a fake on this
657 get
658 {
659 if (m_vehicle == null)
660 return (int)Vehicle.TYPE_NONE;
661 else
662 return (int)m_vehicle.Type;
663 }
664 set
665 {
666 AddChange(changes.VehicleType, value);
667 }
668 }
669
670 public override void VehicleFloatParam(int param, float value)
671 {
672 strVehicleFloatParam fp = new strVehicleFloatParam();
673 fp.param = param;
674 fp.value = value;
675 AddChange(changes.VehicleFloatParam, fp);
676 }
677
678 public override void VehicleVectorParam(int param, Vector3 value)
679 {
680 strVehicleVectorParam fp = new strVehicleVectorParam();
681 fp.param = param;
682 fp.value = value;
683 AddChange(changes.VehicleVectorParam, fp);
684 }
685
686 public override void VehicleRotationParam(int param, Quaternion value)
687 {
688 strVehicleQuatParam fp = new strVehicleQuatParam();
689 fp.param = param;
690 fp.value = value;
691 AddChange(changes.VehicleRotationParam, fp);
692 }
693
694 public override void VehicleFlags(int param, bool value)
695 {
696 strVehicleBoolParam bp = new strVehicleBoolParam();
697 bp.param = param;
698 bp.value = value;
699 AddChange(changes.VehicleFlags, bp);
700 }
701
702 public override void SetVehicle(object vdata)
703 {
704 AddChange(changes.SetVehicle, vdata);
705 }
706 public void SetAcceleration(Vector3 accel)
707 {
708 _acceleration = accel;
709 }
710
711 public override void AddForce(Vector3 force, bool pushforce)
712 {
713 if (force.IsFinite())
714 {
715 AddChange(changes.AddForce, force / _parent_scene.ODE_STEPSIZE);
716 }
717 else
718 {
719 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
720 }
721 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
722 }
723
724 public override void AddAngularForce(Vector3 force, bool pushforce)
725 {
726 if (force.IsFinite())
727 {
728 AddChange(changes.AddAngForce, force / _parent_scene.ODE_STEPSIZE);
729 }
730 else
731 {
732 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
733 }
734 }
735
736 public override void CrossingFailure()
737 {
738 if (m_outbounds)
739 {
740 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
741 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
742 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
743
744 m_lastposition = _position;
745 _velocity.X = 0;
746 _velocity.Y = 0;
747 _velocity.Z = 0;
748
749 m_lastVelocity = _velocity;
750 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
751 m_vehicle.Stop();
752
753 if(Body != IntPtr.Zero)
754 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
755 if (prim_geom != IntPtr.Zero)
756 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
757
758 m_outbounds = false;
759 changeDisable(false);
760 base.RequestPhysicsterseUpdate();
761 }
762 }
763
764 public override void SetMomentum(Vector3 momentum)
765 {
766 }
767
768 public override void SetMaterial(int pMaterial)
769 {
770 m_material = pMaterial;
771 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
772 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
773 }
774
775 public void setPrimForRemoval()
776 {
777 AddChange(changes.Remove, null);
778 }
779
780 public override void link(PhysicsActor obj)
781 {
782 AddChange(changes.Link, obj);
783 }
784
785 public override void delink()
786 {
787 AddChange(changes.DeLink, null);
788 }
789
790 public override void LockAngularMotion(Vector3 axis)
791 {
792 // reverse the zero/non zero values for ODE.
793 if (axis.IsFinite())
794 {
795 axis.X = (axis.X > 0) ? 1f : 0f;
796 axis.Y = (axis.Y > 0) ? 1f : 0f;
797 axis.Z = (axis.Z > 0) ? 1f : 0f;
798 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
799 AddChange(changes.AngLock, axis);
800 }
801 else
802 {
803 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
804 }
805 }
806
807 public override void SubscribeEvents(int ms)
808 {
809 m_eventsubscription = ms;
810 _parent_scene.AddCollisionEventReporting(this);
811 }
812
813 public override void UnSubscribeEvents()
814 {
815 _parent_scene.RemoveCollisionEventReporting(this);
816 m_eventsubscription = 0;
817 }
818
819 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
820 {
821 if (CollisionEventsThisFrame == null)
822 CollisionEventsThisFrame = new CollisionEventUpdate();
823
824 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
825 }
826
827 public void SendCollisions()
828 {
829 if (CollisionEventsThisFrame == null)
830 return;
831
832 base.SendCollisionUpdate(CollisionEventsThisFrame);
833
834 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
835 CollisionEventsThisFrame = null;
836 else
837 CollisionEventsThisFrame = new CollisionEventUpdate();
838 }
839
840 public override bool SubscribedEvents()
841 {
842 if (m_eventsubscription > 0)
843 return true;
844 return false;
845 }
846
847
848 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
849 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,uint plocalID)
850 {
851 Name = primName;
852 LocalID = plocalID;
853
854 m_vehicle = null;
855
856 if (!pos.IsFinite())
857 {
858 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
859 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
860 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
861 }
862 _position = pos;
863 givefakepos = 0;
864
865 PID_D = parent_scene.bodyPIDD;
866 PID_G = parent_scene.bodyPIDG;
867 m_density = parent_scene.geomDefaultDensity;
868 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
869 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
870
871 prim_geom = IntPtr.Zero;
872 collide_geom = IntPtr.Zero;
873 Body = IntPtr.Zero;
874
875 if (!size.IsFinite())
876 {
877 size = new Vector3(0.5f, 0.5f, 0.5f);
878 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
879 }
880
881 if (size.X <= 0) size.X = 0.01f;
882 if (size.Y <= 0) size.Y = 0.01f;
883 if (size.Z <= 0) size.Z = 0.01f;
884
885 _size = size;
886
887 if (!QuaternionIsFinite(rotation))
888 {
889 rotation = Quaternion.Identity;
890 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
891 }
892
893 _orientation = rotation;
894 givefakeori = 0;
895
896 _pbs = pbs;
897
898 _parent_scene = parent_scene;
899 m_targetSpace = IntPtr.Zero;
900
901 if (pos.Z < 0)
902 {
903 m_isphysical = false;
904 }
905 else
906 {
907 m_isphysical = pisPhysical;
908 }
909 m_fakeisphysical = m_isphysical;
910
911 m_isVolumeDetect = false;
912
913 m_force = Vector3.Zero;
914
915 m_iscolliding = false;
916 m_colliderfilter = 0;
917 m_softcolide = true;
918 m_NoColide = false;
919
920 hasOOBoffsetFromMesh = false;
921 _triMeshData = IntPtr.Zero;
922
923 m_lastdoneSelected = false;
924 m_isSelected = false;
925 m_delaySelect = false;
926
927 m_isphantom = pisPhantom;
928 m_fakeisphantom = pisPhantom;
929
930 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
931 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
932
933 CalcPrimBodyData();
934
935 m_building = true; // control must set this to false when done
936
937 AddChange(changes.Add, null);
938 }
939
940 private void resetCollisionAccounting()
941 {
942 m_collisionscore = 0;
943 }
944
945 private void createAMotor(Vector3 axis)
946 {
947 if (Body == IntPtr.Zero)
948 return;
949
950 if (Amotor != IntPtr.Zero)
951 {
952 d.JointDestroy(Amotor);
953 Amotor = IntPtr.Zero;
954 }
955
956 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
957
958 if (axisnum <= 0)
959 return;
960
961 // stop it
962 d.BodySetTorque(Body, 0, 0, 0);
963 d.BodySetAngularVel(Body, 0, 0, 0);
964
965 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
966 d.JointAttach(Amotor, Body, IntPtr.Zero);
967
968 d.JointSetAMotorMode(Amotor, 0);
969
970 d.JointSetAMotorNumAxes(Amotor, axisnum);
971
972 // get current orientation to lock
973
974 d.Quaternion dcur = d.BodyGetQuaternion(Body);
975 Quaternion curr; // crap convertion between identical things
976 curr.X = dcur.X;
977 curr.Y = dcur.Y;
978 curr.Z = dcur.Z;
979 curr.W = dcur.W;
980 Vector3 ax;
981
982 int i = 0;
983 int j = 0;
984 if (axis.X == 0)
985 {
986 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
987 // ODE should do this with axis relative to body 1 but seems to fail
988 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
989 d.JointSetAMotorAngle(Amotor, 0, 0);
990 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
991 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
992 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
993 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
994 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
995 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
996 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
997 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
998 i++;
999 j = 256; // move to next axis set
1000 }
1001
1002 if (axis.Y == 0)
1003 {
1004 ax = (new Vector3(0, 1, 0)) * curr;
1005 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1006 d.JointSetAMotorAngle(Amotor, i, 0);
1007 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1008 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1009 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1010 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1011 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1012 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1013 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1014 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1015 i++;
1016 j += 256;
1017 }
1018
1019 if (axis.Z == 0)
1020 {
1021 ax = (new Vector3(0, 0, 1)) * curr;
1022 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1023 d.JointSetAMotorAngle(Amotor, i, 0);
1024 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1025 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1026 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1027 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1028 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1029 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1030 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1031 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1032 }
1033 }
1034
1035 private bool setMesh(OdeScene parent_scene)
1036 {
1037 if (Body != IntPtr.Zero)
1038 {
1039 if (childPrim)
1040 {
1041 if (_parent != null)
1042 {
1043 OdePrim parent = (OdePrim)_parent;
1044 parent.ChildDelink(this, false);
1045 }
1046 }
1047 else
1048 {
1049 DestroyBody();
1050 }
1051 }
1052
1053 IMesh mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true);
1054 if (mesh == null)
1055 {
1056 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1057 return false;
1058 }
1059
1060 IntPtr vertices, indices;
1061 int vertexCount, indexCount;
1062 int vertexStride, triStride;
1063
1064 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1065 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1066
1067 if (vertexCount == 0 || indexCount == 0)
1068 {
1069 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1070 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1071 mesh.releaseSourceMeshData();
1072 return false;
1073 }
1074
1075 primOOBoffset = mesh.GetCentroid();
1076 hasOOBoffsetFromMesh = true;
1077
1078 mesh.releaseSourceMeshData();
1079
1080 IntPtr geo = IntPtr.Zero;
1081
1082 try
1083 {
1084 _triMeshData = d.GeomTriMeshDataCreate();
1085
1086 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1087 d.GeomTriMeshDataPreprocess(_triMeshData);
1088
1089 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1090 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1091 }
1092
1093 catch (Exception e)
1094 {
1095 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1096 if (_triMeshData != IntPtr.Zero)
1097 {
1098 d.GeomTriMeshDataDestroy(_triMeshData);
1099 _triMeshData = IntPtr.Zero;
1100 }
1101 return false;
1102 }
1103
1104 SetGeom(geo);
1105 return true;
1106 }
1107
1108 private void SetGeom(IntPtr geom)
1109 {
1110 prim_geom = geom;
1111 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1112 if (prim_geom != IntPtr.Zero)
1113 {
1114 if (m_NoColide)
1115 {
1116 d.GeomSetCategoryBits(prim_geom, 0);
1117 if (m_isphysical)
1118 {
1119 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1120 }
1121 else
1122 {
1123 d.GeomSetCollideBits(prim_geom, 0);
1124 d.GeomDisable(prim_geom);
1125 }
1126 }
1127 else
1128 {
1129 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1130 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1131 }
1132
1133 CalcPrimBodyData();
1134
1135 _parent_scene.geom_name_map[prim_geom] = Name;
1136 _parent_scene.actor_name_map[prim_geom] = this;
1137
1138 }
1139 else
1140 m_log.Warn("Setting bad Geom");
1141 }
1142
1143
1144 /// <summary>
1145 /// Create a geometry for the given mesh in the given target space.
1146 /// </summary>
1147 /// <param name="m_targetSpace"></param>
1148 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1149 private void CreateGeom()
1150 {
1151 if (_triMeshData != IntPtr.Zero)
1152 {
1153 d.GeomTriMeshDataDestroy(_triMeshData);
1154 _triMeshData = IntPtr.Zero;
1155 }
1156
1157 bool haveMesh = false;
1158 hasOOBoffsetFromMesh = false;
1159 m_NoColide = false;
1160
1161 if (_parent_scene.needsMeshing(_pbs))
1162 {
1163 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1164 if (!haveMesh)
1165 m_NoColide = true;
1166 }
1167
1168 if (!haveMesh)
1169 {
1170 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1171 && _size.X == _size.Y && _size.Y == _size.Z)
1172 { // it's a sphere
1173 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1174 try
1175 {
1176 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1177 }
1178 catch (Exception e)
1179 {
1180 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1181 return;
1182 }
1183 }
1184 else
1185 {// do it as a box
1186 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1187 try
1188 {
1189 //Console.WriteLine(" CreateGeom 4");
1190 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1191 }
1192 catch (Exception e)
1193 {
1194 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1195 return;
1196 }
1197 }
1198 }
1199 }
1200
1201 /// <summary>
1202 /// Set a new geometry for this prim.
1203 /// </summary>
1204 /// <param name="geom"></param>
1205 private void RemoveGeom()
1206 {
1207 if (prim_geom != IntPtr.Zero)
1208 {
1209 _parent_scene.geom_name_map.Remove(prim_geom);
1210 _parent_scene.actor_name_map.Remove(prim_geom);
1211 try
1212 {
1213 d.GeomDestroy(prim_geom);
1214 if (_triMeshData != IntPtr.Zero)
1215 {
1216 d.GeomTriMeshDataDestroy(_triMeshData);
1217 _triMeshData = IntPtr.Zero;
1218 }
1219 }
1220 // catch (System.AccessViolationException)
1221 catch (Exception e)
1222 {
1223 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1224 }
1225
1226 prim_geom = IntPtr.Zero;
1227 }
1228 else
1229 {
1230 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1231 }
1232 Body = IntPtr.Zero;
1233 hasOOBoffsetFromMesh = false;
1234 CalcPrimBodyData();
1235 }
1236
1237 private void ChildSetGeom(OdePrim odePrim)
1238 {
1239 // well..
1240 DestroyBody();
1241 MakeBody();
1242 }
1243
1244 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1245 // should only be called for non physical prims unless they are becoming non physical
1246 private void SetInStaticSpace(OdePrim prim)
1247 {
1248 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1249 prim.m_targetSpace = targetSpace;
1250 d.GeomEnable(prim_geom);
1251 }
1252
1253 public void enableBodySoft()
1254 {
1255 if (!childPrim && !m_isSelected)
1256 {
1257 if (m_isphysical && Body != IntPtr.Zero)
1258 {
1259 if (m_isphantom && !m_isVolumeDetect)
1260 {
1261 m_collisionCategories = 0;
1262 m_collisionFlags = CollisionCategories.Land;
1263 }
1264 else
1265 {
1266 m_collisionCategories |= CollisionCategories.Body;
1267 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1268 }
1269
1270 foreach (OdePrim prm in childrenPrim)
1271 {
1272 prm.m_collisionCategories = m_collisionCategories;
1273 prm.m_collisionFlags = m_collisionFlags;
1274
1275 if (prm.prim_geom != IntPtr.Zero)
1276 {
1277 if (prm.m_NoColide)
1278 {
1279 d.GeomSetCategoryBits(prm.prim_geom, 0);
1280 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1281 }
1282 else
1283 {
1284 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1285 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1286 }
1287 d.GeomEnable(prm.prim_geom);
1288 }
1289 }
1290
1291 if (prim_geom != IntPtr.Zero)
1292 {
1293 if (m_NoColide)
1294 {
1295 d.GeomSetCategoryBits(prim_geom, 0);
1296 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1297 }
1298 else
1299 {
1300 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1301 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1302 }
1303 d.GeomEnable(prim_geom);
1304 }
1305 d.BodyEnable(Body);
1306 }
1307 }
1308 m_disabled = false;
1309 resetCollisionAccounting(); // this sets m_disable to false
1310 }
1311
1312 private void disableBodySoft()
1313 {
1314 m_disabled = true;
1315 if (!childPrim)
1316 {
1317 if (m_isphysical && Body != IntPtr.Zero)
1318 {
1319 m_collisionCategories &= ~CollisionCategories.Body;
1320 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1321
1322 foreach (OdePrim prm in childrenPrim)
1323 {
1324 prm.m_collisionCategories = m_collisionCategories;
1325 prm.m_collisionFlags = m_collisionFlags;
1326
1327 if (prm.prim_geom != IntPtr.Zero)
1328 {
1329 if (prm.m_NoColide)
1330 {
1331 d.GeomSetCategoryBits(prm.prim_geom, 0);
1332 d.GeomSetCollideBits(prm.prim_geom, 0);
1333 }
1334 else
1335 {
1336 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1337 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1338 }
1339 d.GeomDisable(prm.prim_geom);
1340 }
1341 }
1342
1343 if (prim_geom != IntPtr.Zero)
1344 {
1345 if (m_NoColide)
1346 {
1347 d.GeomSetCategoryBits(prim_geom, 0);
1348 d.GeomSetCollideBits(prim_geom, 0);
1349 }
1350 else
1351 {
1352 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1353 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1354 }
1355 d.GeomDisable(prim_geom);
1356 }
1357
1358 d.BodyDisable(Body);
1359 }
1360 }
1361 }
1362
1363 private void MakeBody()
1364 {
1365 if (!m_isphysical) // only physical get bodies
1366 return;
1367
1368 if (childPrim) // child prims don't get bodies;
1369 return;
1370
1371 if (m_building)
1372 return;
1373
1374 if (prim_geom == IntPtr.Zero)
1375 {
1376 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1377 return;
1378 }
1379
1380 if (Body != IntPtr.Zero)
1381 {
1382 d.BodyDestroy(Body);
1383 Body = IntPtr.Zero;
1384 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1385 }
1386
1387
1388 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1389 {
1390 d.GeomSetBody(prim_geom, IntPtr.Zero);
1391 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1392 }
1393
1394 d.Matrix3 mymat = new d.Matrix3();
1395 d.Quaternion myrot = new d.Quaternion();
1396 d.Mass objdmass = new d.Mass { };
1397
1398 Body = d.BodyCreate(_parent_scene.world);
1399
1400 DMassDup(ref primdMass, out objdmass);
1401
1402 // rotate inertia
1403 myrot.X = _orientation.X;
1404 myrot.Y = _orientation.Y;
1405 myrot.Z = _orientation.Z;
1406 myrot.W = _orientation.W;
1407
1408 d.RfromQ(out mymat, ref myrot);
1409 d.MassRotate(ref objdmass, ref mymat);
1410
1411 // set the body rotation and position
1412 d.BodySetRotation(Body, ref mymat);
1413
1414 // recompute full object inertia if needed
1415 if (childrenPrim.Count > 0)
1416 {
1417 d.Matrix3 mat = new d.Matrix3();
1418 d.Quaternion quat = new d.Quaternion();
1419 d.Mass tmpdmass = new d.Mass { };
1420 Vector3 rcm;
1421
1422 rcm.X = _position.X + objdmass.c.X;
1423 rcm.Y = _position.Y + objdmass.c.Y;
1424 rcm.Z = _position.Z + objdmass.c.Z;
1425
1426 lock (childrenPrim)
1427 {
1428 foreach (OdePrim prm in childrenPrim)
1429 {
1430 if (prm.prim_geom == IntPtr.Zero)
1431 {
1432 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1433 continue;
1434 }
1435
1436 DMassCopy(ref prm.primdMass, ref tmpdmass);
1437
1438 // apply prim current rotation to inertia
1439 quat.X = prm._orientation.X;
1440 quat.Y = prm._orientation.Y;
1441 quat.Z = prm._orientation.Z;
1442 quat.W = prm._orientation.W;
1443 d.RfromQ(out mat, ref quat);
1444 d.MassRotate(ref tmpdmass, ref mat);
1445
1446 Vector3 ppos = prm._position;
1447 ppos.X += tmpdmass.c.X - rcm.X;
1448 ppos.Y += tmpdmass.c.Y - rcm.Y;
1449 ppos.Z += tmpdmass.c.Z - rcm.Z;
1450
1451 // refer inertia to root prim center of mass position
1452 d.MassTranslate(ref tmpdmass,
1453 ppos.X,
1454 ppos.Y,
1455 ppos.Z);
1456
1457 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1458 // fix prim colision cats
1459
1460 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1461 {
1462 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1463 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1464 }
1465
1466 d.GeomClearOffset(prm.prim_geom);
1467 d.GeomSetBody(prm.prim_geom, Body);
1468 prm.Body = Body;
1469 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1470 }
1471 }
1472 }
1473
1474 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1475 // associate root geom with body
1476 d.GeomSetBody(prim_geom, Body);
1477
1478 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1479 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1480
1481 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1482 myrot.W = -myrot.W;
1483 d.RfromQ(out mymat, ref myrot);
1484 d.MassRotate(ref objdmass, ref mymat);
1485 d.BodySetMass(Body, ref objdmass);
1486 _mass = objdmass.mass;
1487
1488 // disconnect from world gravity so we can apply buoyancy
1489 d.BodySetGravityMode(Body, false);
1490
1491 d.BodySetAutoDisableFlag(Body, true);
1492 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1493 // d.BodySetLinearDampingThreshold(Body, 0.01f);
1494 // d.BodySetAngularDampingThreshold(Body, 0.001f);
1495 d.BodySetDamping(Body, .002f, .002f);
1496
1497
1498 if (m_targetSpace != IntPtr.Zero)
1499 {
1500 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1501 if (d.SpaceQuery(m_targetSpace, prim_geom))
1502 d.SpaceRemove(m_targetSpace, prim_geom);
1503 }
1504
1505
1506 if (childrenPrim.Count == 0)
1507 {
1508 collide_geom = prim_geom;
1509 m_targetSpace = _parent_scene.ActiveSpace;
1510 d.SpaceAdd(m_targetSpace, prim_geom);
1511 }
1512 else
1513 {
1514 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1515 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1516 d.SpaceSetSublevel(m_targetSpace, 3);
1517 d.SpaceSetCleanup(m_targetSpace, false);
1518 d.SpaceAdd(m_targetSpace, prim_geom);
1519 collide_geom = m_targetSpace;
1520 }
1521
1522 if (m_delaySelect)
1523 {
1524 m_isSelected = true;
1525 m_delaySelect = false;
1526 }
1527
1528 lock (childrenPrim)
1529 {
1530 foreach (OdePrim prm in childrenPrim)
1531 {
1532 if (prm.prim_geom == IntPtr.Zero)
1533 continue;
1534
1535 Vector3 ppos = prm._position;
1536 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1537
1538 if (prm.m_targetSpace != m_targetSpace)
1539 {
1540 if (prm.m_targetSpace != IntPtr.Zero)
1541 {
1542 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1543 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1544 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1545 }
1546 prm.m_targetSpace = m_targetSpace;
1547 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1548 }
1549
1550 if (m_isSelected || m_disabled)
1551 {
1552 prm.m_collisionCategories &= ~CollisionCategories.Body;
1553 prm.m_collisionFlags &= ~(CollisionCategories.Land | CollisionCategories.Wind);
1554 d.GeomDisable(prm.prim_geom);
1555 }
1556 else
1557 {
1558 if (m_isphantom && !m_isVolumeDetect)
1559 {
1560 prm.m_collisionCategories = 0;
1561 prm.m_collisionFlags = CollisionCategories.Land;
1562 }
1563 else
1564 {
1565 prm.m_collisionCategories |= CollisionCategories.Body;
1566 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1567 }
1568 d.GeomEnable(prm.prim_geom);
1569 }
1570
1571 if (prm.m_NoColide)
1572 {
1573 d.GeomSetCategoryBits(prm.prim_geom, 0);
1574 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1575 d.GeomEnable(prm.prim_geom);
1576 }
1577 else
1578 {
1579 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1580 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1581 }
1582 prm.m_collisionscore = 0;
1583
1584 if(!m_disabled)
1585 prm.m_disabled = false;
1586
1587 _parent_scene.addActivePrim(prm);
1588 }
1589 }
1590
1591 // The body doesn't already have a finite rotation mode set here
1592 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1593 {
1594 createAMotor(m_angularlock);
1595 }
1596
1597 if (m_isSelected || m_disabled)
1598 {
1599 m_collisionCategories &= ~CollisionCategories.Body;
1600 m_collisionFlags &= ~(CollisionCategories.Land | CollisionCategories.Wind);
1601
1602 d.GeomDisable(prim_geom);
1603 d.BodyDisable(Body);
1604 }
1605 else
1606 {
1607 if (m_isphantom && !m_isVolumeDetect)
1608 {
1609 m_collisionCategories = 0;
1610 m_collisionFlags = CollisionCategories.Land;
1611 }
1612 else
1613 {
1614 m_collisionCategories |= CollisionCategories.Body;
1615 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1616 }
1617
1618 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1619 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1620 }
1621
1622 if (m_NoColide)
1623 {
1624 d.GeomSetCategoryBits(prim_geom, 0);
1625 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1626 }
1627 else
1628 {
1629 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1630 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1631 }
1632
1633 m_collisionscore = 0;
1634
1635 m_softcolide = true;
1636 _parent_scene.addActivePrim(this);
1637 _parent_scene.addActiveGroups(this);
1638 }
1639
1640 private void DestroyBody()
1641 {
1642 if (Body != IntPtr.Zero)
1643 {
1644 _parent_scene.remActivePrim(this);
1645 m_collisionCategories &= ~CollisionCategories.Body;
1646 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1647 if (prim_geom != IntPtr.Zero)
1648 {
1649 if (m_NoColide)
1650 {
1651 d.GeomSetCategoryBits(prim_geom, 0);
1652 d.GeomSetCollideBits(prim_geom, 0);
1653 }
1654 else
1655 {
1656 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1657 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1658 }
1659 UpdateDataFromGeom();
1660 d.GeomSetBody(prim_geom, IntPtr.Zero);
1661 SetInStaticSpace(this);
1662 }
1663
1664 if (!childPrim)
1665 {
1666 lock (childrenPrim)
1667 {
1668 foreach (OdePrim prm in childrenPrim)
1669 {
1670 _parent_scene.remActivePrim(prm);
1671 prm.m_collisionCategories = m_collisionCategories;
1672 prm.m_collisionFlags = m_collisionFlags;
1673 if (prm.prim_geom != IntPtr.Zero)
1674 {
1675 if (prm.m_NoColide)
1676 {
1677 d.GeomSetCategoryBits(prm.prim_geom, 0);
1678 d.GeomSetCollideBits(prm.prim_geom, 0);
1679 }
1680 else
1681 {
1682 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1683 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1684 }
1685 prm.UpdateDataFromGeom();
1686 SetInStaticSpace(prm);
1687 }
1688 prm.Body = IntPtr.Zero;
1689 prm._mass = prm.primMass;
1690 prm.m_collisionscore = 0;
1691 }
1692 }
1693 if (Amotor != IntPtr.Zero)
1694 {
1695 d.JointDestroy(Amotor);
1696 Amotor = IntPtr.Zero;
1697 }
1698 _parent_scene.remActiveGroup(this);
1699 d.BodyDestroy(Body);
1700 }
1701 Body = IntPtr.Zero;
1702 }
1703 _mass = primMass;
1704 m_collisionscore = 0;
1705 }
1706
1707 #region Mass Calculation
1708
1709 private float CalculatePrimVolume()
1710 {
1711 float volume = _size.X * _size.Y * _size.Z; // default
1712 float tmp;
1713
1714 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1715 float hollowVolume = hollowAmount * hollowAmount;
1716
1717 switch (_pbs.ProfileShape)
1718 {
1719 case ProfileShape.Square:
1720 // default box
1721
1722 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1723 {
1724 if (hollowAmount > 0.0)
1725 {
1726 switch (_pbs.HollowShape)
1727 {
1728 case HollowShape.Square:
1729 case HollowShape.Same:
1730 break;
1731
1732 case HollowShape.Circle:
1733
1734 hollowVolume *= 0.78539816339f;
1735 break;
1736
1737 case HollowShape.Triangle:
1738
1739 hollowVolume *= (0.5f * .5f);
1740 break;
1741
1742 default:
1743 hollowVolume = 0;
1744 break;
1745 }
1746 volume *= (1.0f - hollowVolume);
1747 }
1748 }
1749
1750 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1751 {
1752 //a tube
1753
1754 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1755 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1756 volume -= volume * tmp * tmp;
1757
1758 if (hollowAmount > 0.0)
1759 {
1760 hollowVolume *= hollowAmount;
1761
1762 switch (_pbs.HollowShape)
1763 {
1764 case HollowShape.Square:
1765 case HollowShape.Same:
1766 break;
1767
1768 case HollowShape.Circle:
1769 hollowVolume *= 0.78539816339f;
1770 break;
1771
1772 case HollowShape.Triangle:
1773 hollowVolume *= 0.5f * 0.5f;
1774 break;
1775 default:
1776 hollowVolume = 0;
1777 break;
1778 }
1779 volume *= (1.0f - hollowVolume);
1780 }
1781 }
1782
1783 break;
1784
1785 case ProfileShape.Circle:
1786
1787 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1788 {
1789 volume *= 0.78539816339f; // elipse base
1790
1791 if (hollowAmount > 0.0)
1792 {
1793 switch (_pbs.HollowShape)
1794 {
1795 case HollowShape.Same:
1796 case HollowShape.Circle:
1797 break;
1798
1799 case HollowShape.Square:
1800 hollowVolume *= 0.5f * 2.5984480504799f;
1801 break;
1802
1803 case HollowShape.Triangle:
1804 hollowVolume *= .5f * 1.27323954473516f;
1805 break;
1806
1807 default:
1808 hollowVolume = 0;
1809 break;
1810 }
1811 volume *= (1.0f - hollowVolume);
1812 }
1813 }
1814
1815 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1816 {
1817 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1818 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1819 volume *= (1.0f - tmp * tmp);
1820
1821 if (hollowAmount > 0.0)
1822 {
1823
1824 // calculate the hollow volume by it's shape compared to the prim shape
1825 hollowVolume *= hollowAmount;
1826
1827 switch (_pbs.HollowShape)
1828 {
1829 case HollowShape.Same:
1830 case HollowShape.Circle:
1831 break;
1832
1833 case HollowShape.Square:
1834 hollowVolume *= 0.5f * 2.5984480504799f;
1835 break;
1836
1837 case HollowShape.Triangle:
1838 hollowVolume *= .5f * 1.27323954473516f;
1839 break;
1840
1841 default:
1842 hollowVolume = 0;
1843 break;
1844 }
1845 volume *= (1.0f - hollowVolume);
1846 }
1847 }
1848 break;
1849
1850 case ProfileShape.HalfCircle:
1851 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1852 {
1853 volume *= 0.52359877559829887307710723054658f;
1854 }
1855 break;
1856
1857 case ProfileShape.EquilateralTriangle:
1858
1859 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1860 {
1861 volume *= 0.32475953f;
1862
1863 if (hollowAmount > 0.0)
1864 {
1865
1866 // calculate the hollow volume by it's shape compared to the prim shape
1867 switch (_pbs.HollowShape)
1868 {
1869 case HollowShape.Same:
1870 case HollowShape.Triangle:
1871 hollowVolume *= .25f;
1872 break;
1873
1874 case HollowShape.Square:
1875 hollowVolume *= 0.499849f * 3.07920140172638f;
1876 break;
1877
1878 case HollowShape.Circle:
1879 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1880 // Cyllinder hollow volume calculation
1881
1882 hollowVolume *= 0.1963495f * 3.07920140172638f;
1883 break;
1884
1885 default:
1886 hollowVolume = 0;
1887 break;
1888 }
1889 volume *= (1.0f - hollowVolume);
1890 }
1891 }
1892 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1893 {
1894 volume *= 0.32475953f;
1895 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1896 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1897 volume *= (1.0f - tmp * tmp);
1898
1899 if (hollowAmount > 0.0)
1900 {
1901
1902 hollowVolume *= hollowAmount;
1903
1904 switch (_pbs.HollowShape)
1905 {
1906 case HollowShape.Same:
1907 case HollowShape.Triangle:
1908 hollowVolume *= .25f;
1909 break;
1910
1911 case HollowShape.Square:
1912 hollowVolume *= 0.499849f * 3.07920140172638f;
1913 break;
1914
1915 case HollowShape.Circle:
1916
1917 hollowVolume *= 0.1963495f * 3.07920140172638f;
1918 break;
1919
1920 default:
1921 hollowVolume = 0;
1922 break;
1923 }
1924 volume *= (1.0f - hollowVolume);
1925 }
1926 }
1927 break;
1928
1929 default:
1930 break;
1931 }
1932
1933 float taperX1;
1934 float taperY1;
1935 float taperX;
1936 float taperY;
1937 float pathBegin;
1938 float pathEnd;
1939 float profileBegin;
1940 float profileEnd;
1941
1942 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1943 {
1944 taperX1 = _pbs.PathScaleX * 0.01f;
1945 if (taperX1 > 1.0f)
1946 taperX1 = 2.0f - taperX1;
1947 taperX = 1.0f - taperX1;
1948
1949 taperY1 = _pbs.PathScaleY * 0.01f;
1950 if (taperY1 > 1.0f)
1951 taperY1 = 2.0f - taperY1;
1952 taperY = 1.0f - taperY1;
1953 }
1954 else
1955 {
1956 taperX = _pbs.PathTaperX * 0.01f;
1957 if (taperX < 0.0f)
1958 taperX = -taperX;
1959 taperX1 = 1.0f - taperX;
1960
1961 taperY = _pbs.PathTaperY * 0.01f;
1962 if (taperY < 0.0f)
1963 taperY = -taperY;
1964 taperY1 = 1.0f - taperY;
1965 }
1966
1967 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1968
1969 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1970 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1971 volume *= (pathEnd - pathBegin);
1972
1973 // this is crude aproximation
1974 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1975 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1976 volume *= (profileEnd - profileBegin);
1977
1978 return volume;
1979 }
1980
1981
1982 private void CalcPrimBodyData()
1983 {
1984 float volume;
1985
1986 if (prim_geom == IntPtr.Zero)
1987 {
1988 // Ubit let's have a initial basic OOB
1989 primOOBsize.X = _size.X;
1990 primOOBsize.Y = _size.Y;
1991 primOOBsize.Z = _size.Z;
1992 primOOBoffset = Vector3.Zero;
1993 }
1994 else
1995 {
1996 d.AABB AABB;
1997 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
1998
1999 primOOBsize.X = (AABB.MaxX - AABB.MinX);
2000 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
2001 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
2002 if (!hasOOBoffsetFromMesh)
2003 {
2004 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
2005 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
2006 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
2007 }
2008 }
2009
2010 // also its own inertia and mass
2011 // keep using basic shape mass for now
2012 volume = CalculatePrimVolume();
2013
2014 primMass = m_density * volume;
2015
2016 if (primMass <= 0)
2017 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2018 if (primMass > _parent_scene.maximumMassObject)
2019 primMass = _parent_scene.maximumMassObject;
2020
2021 _mass = primMass; // just in case
2022
2023 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
2024
2025 d.MassTranslate(ref primdMass,
2026 primOOBoffset.X,
2027 primOOBoffset.Y,
2028 primOOBoffset.Z);
2029
2030 primOOBsize *= 0.5f; // let obb size be a corner coords
2031 primOOBradiusSQ = primOOBsize.LengthSquared();
2032 }
2033
2034
2035 #endregion
2036
2037
2038 /// <summary>
2039 /// Add a child prim to this parent prim.
2040 /// </summary>
2041 /// <param name="prim">Child prim</param>
2042 // I'm the parent
2043 // prim is the child
2044 public void ParentPrim(OdePrim prim)
2045 {
2046 //Console.WriteLine("ParentPrim " + m_primName);
2047 if (this.m_localID != prim.m_localID)
2048 {
2049 DestroyBody(); // for now we need to rebuil entire object on link change
2050
2051 lock (childrenPrim)
2052 {
2053 // adopt the prim
2054 if (!childrenPrim.Contains(prim))
2055 childrenPrim.Add(prim);
2056
2057 // see if this prim has kids and adopt them also
2058 // should not happen for now
2059 foreach (OdePrim prm in prim.childrenPrim)
2060 {
2061 if (!childrenPrim.Contains(prm))
2062 {
2063 if (prm.Body != IntPtr.Zero)
2064 {
2065 if (prm.prim_geom != IntPtr.Zero)
2066 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2067 if (prm.Body != prim.Body)
2068 prm.DestroyBody(); // don't loose bodies around
2069 prm.Body = IntPtr.Zero;
2070 }
2071
2072 childrenPrim.Add(prm);
2073 prm._parent = this;
2074 }
2075 }
2076 }
2077 //Remove old children from the prim
2078 prim.childrenPrim.Clear();
2079
2080 if (prim.Body != IntPtr.Zero)
2081 {
2082 if (prim.prim_geom != IntPtr.Zero)
2083 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2084 prim.DestroyBody(); // don't loose bodies around
2085 prim.Body = IntPtr.Zero;
2086 }
2087
2088 prim.childPrim = true;
2089 prim._parent = this;
2090
2091 MakeBody(); // full nasty reconstruction
2092 }
2093 }
2094
2095 private void UpdateChildsfromgeom()
2096 {
2097 if (childrenPrim.Count > 0)
2098 {
2099 foreach (OdePrim prm in childrenPrim)
2100 prm.UpdateDataFromGeom();
2101 }
2102 }
2103
2104 private void UpdateDataFromGeom()
2105 {
2106 if (prim_geom != IntPtr.Zero)
2107 {
2108 d.Vector3 lpos;
2109 d.GeomCopyPosition(prim_geom, out lpos);
2110 _position.X = lpos.X;
2111 _position.Y = lpos.Y;
2112 _position.Z = lpos.Z;
2113 d.Quaternion qtmp = new d.Quaternion { };
2114 d.GeomCopyQuaternion(prim_geom, out qtmp);
2115 _orientation.W = qtmp.W;
2116 _orientation.X = qtmp.X;
2117 _orientation.Y = qtmp.Y;
2118 _orientation.Z = qtmp.Z;
2119 }
2120 }
2121
2122 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2123 {
2124 // Okay, we have a delinked child.. destroy all body and remake
2125 if (odePrim != this && !childrenPrim.Contains(odePrim))
2126 return;
2127
2128 DestroyBody();
2129
2130 if (odePrim == this) // delinking the root prim
2131 {
2132 OdePrim newroot = null;
2133 lock (childrenPrim)
2134 {
2135 if (childrenPrim.Count > 0)
2136 {
2137 newroot = childrenPrim[0];
2138 childrenPrim.RemoveAt(0);
2139 foreach (OdePrim prm in childrenPrim)
2140 {
2141 newroot.childrenPrim.Add(prm);
2142 }
2143 childrenPrim.Clear();
2144 }
2145 if (newroot != null)
2146 {
2147 newroot.childPrim = false;
2148 newroot._parent = null;
2149 if (remakebodies)
2150 newroot.MakeBody();
2151 }
2152 }
2153 }
2154
2155 else
2156 {
2157 lock (childrenPrim)
2158 {
2159 childrenPrim.Remove(odePrim);
2160 odePrim.childPrim = false;
2161 odePrim._parent = null;
2162 // odePrim.UpdateDataFromGeom();
2163 if (remakebodies)
2164 odePrim.MakeBody();
2165 }
2166 }
2167 if (remakebodies)
2168 MakeBody();
2169 }
2170
2171 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2172 {
2173 // Okay, we have a delinked child.. destroy all body and remake
2174 if (odePrim != this && !childrenPrim.Contains(odePrim))
2175 return;
2176
2177 DestroyBody();
2178
2179 if (odePrim == this)
2180 {
2181 OdePrim newroot = null;
2182 lock (childrenPrim)
2183 {
2184 if (childrenPrim.Count > 0)
2185 {
2186 newroot = childrenPrim[0];
2187 childrenPrim.RemoveAt(0);
2188 foreach (OdePrim prm in childrenPrim)
2189 {
2190 newroot.childrenPrim.Add(prm);
2191 }
2192 childrenPrim.Clear();
2193 }
2194 if (newroot != null)
2195 {
2196 newroot.childPrim = false;
2197 newroot._parent = null;
2198 newroot.MakeBody();
2199 }
2200 }
2201 if (reMakeBody)
2202 MakeBody();
2203 return;
2204 }
2205 else
2206 {
2207 lock (childrenPrim)
2208 {
2209 childrenPrim.Remove(odePrim);
2210 odePrim.childPrim = false;
2211 odePrim._parent = null;
2212 if (reMakeBody)
2213 odePrim.MakeBody();
2214 }
2215 }
2216 MakeBody();
2217 }
2218
2219 #region changes
2220
2221 private void changeadd()
2222 {
2223 CreateGeom();
2224
2225 if (prim_geom != IntPtr.Zero)
2226 {
2227 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2228 d.Quaternion myrot = new d.Quaternion();
2229 myrot.X = _orientation.X;
2230 myrot.Y = _orientation.Y;
2231 myrot.Z = _orientation.Z;
2232 myrot.W = _orientation.W;
2233 d.GeomSetQuaternion(prim_geom, ref myrot);
2234
2235 if (!m_isphysical)
2236 SetInStaticSpace(this);
2237 }
2238
2239 if (m_isphysical && Body == IntPtr.Zero)
2240 {
2241 MakeBody();
2242 }
2243 }
2244
2245 private void changeAngularLock(Vector3 newLock)
2246 {
2247 // do we have a Physical object?
2248 if (Body != IntPtr.Zero)
2249 {
2250 //Check that we have a Parent
2251 //If we have a parent then we're not authorative here
2252 if (_parent == null)
2253 {
2254 if (!newLock.ApproxEquals(Vector3.One, 0f))
2255 {
2256 createAMotor(newLock);
2257 }
2258 else
2259 {
2260 if (Amotor != IntPtr.Zero)
2261 {
2262 d.JointDestroy(Amotor);
2263 Amotor = IntPtr.Zero;
2264 }
2265 }
2266 }
2267 }
2268 // Store this for later in case we get turned into a separate body
2269 m_angularlock = newLock;
2270 }
2271
2272 private void changeLink(OdePrim NewParent)
2273 {
2274 if (_parent == null && NewParent != null)
2275 {
2276 NewParent.ParentPrim(this);
2277 }
2278 else if (_parent != null)
2279 {
2280 if (_parent is OdePrim)
2281 {
2282 if (NewParent != _parent)
2283 {
2284 (_parent as OdePrim).ChildDelink(this, false); // for now...
2285 childPrim = false;
2286
2287 if (NewParent != null)
2288 {
2289 NewParent.ParentPrim(this);
2290 }
2291 }
2292 }
2293 }
2294 _parent = NewParent;
2295 }
2296
2297
2298 private void Stop()
2299 {
2300 if (!childPrim)
2301 {
2302 m_force = Vector3.Zero;
2303 m_forceacc = Vector3.Zero;
2304 m_angularForceacc = Vector3.Zero;
2305 _torque = Vector3.Zero;
2306 _velocity = Vector3.Zero;
2307 _acceleration = Vector3.Zero;
2308 m_rotationalVelocity = Vector3.Zero;
2309 _target_velocity = Vector3.Zero;
2310 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2311 m_vehicle.Stop();
2312 }
2313
2314 if (Body != IntPtr.Zero)
2315 {
2316 d.BodySetForce(Body, 0f, 0f, 0f);
2317 d.BodySetTorque(Body, 0f, 0f, 0f);
2318 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2319 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2320 }
2321 }
2322
2323
2324 private void changePhantomStatus(bool newval)
2325 {
2326 m_isphantom = newval;
2327
2328 if (m_isSelected)
2329 {
2330 m_collisionCategories = CollisionCategories.Selected;
2331 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
2332 }
2333 else
2334 {
2335 if (m_isphantom && !m_isVolumeDetect)
2336 {
2337 m_collisionCategories = 0;
2338 if (m_isphysical)
2339 m_collisionFlags = CollisionCategories.Land;
2340 else
2341 m_collisionFlags = 0; // should never happen
2342 }
2343
2344 else
2345 {
2346 m_collisionCategories = CollisionCategories.Geom;
2347 if (m_isphysical)
2348 m_collisionCategories |= CollisionCategories.Body;
2349
2350 m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land;
2351
2352 if (m_collidesWater)
2353 m_collisionFlags |= CollisionCategories.Water;
2354 }
2355 }
2356
2357 if (!childPrim)
2358 {
2359 foreach (OdePrim prm in childrenPrim)
2360 {
2361 prm.m_collisionCategories = m_collisionCategories;
2362 prm.m_collisionFlags = m_collisionFlags;
2363
2364 if (!prm.m_disabled && prm.prim_geom != IntPtr.Zero)
2365 {
2366 if (prm.m_NoColide)
2367 {
2368 d.GeomSetCategoryBits(prm.prim_geom, 0);
2369 if (m_isphysical)
2370 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
2371 else
2372 d.GeomSetCollideBits(prm.prim_geom, 0);
2373 }
2374 else
2375 {
2376 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
2377 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
2378 }
2379 if(!m_isSelected)
2380 d.GeomEnable(prm.prim_geom);
2381 }
2382 }
2383 }
2384
2385 if (!m_disabled && prim_geom != IntPtr.Zero)
2386 {
2387 if (m_NoColide)
2388 {
2389 d.GeomSetCategoryBits(prim_geom, 0);
2390 if (m_isphysical)
2391 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2392 else
2393 d.GeomSetCollideBits(prim_geom, 0);
2394 }
2395 else
2396 {
2397 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2398 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2399 }
2400 if(!m_isSelected)
2401 d.GeomEnable(prim_geom);
2402 }
2403 }
2404
2405 private void changeSelectedStatus(bool newval)
2406 {
2407 if (m_lastdoneSelected == newval)
2408 return;
2409
2410 m_lastdoneSelected = newval;
2411 DoSelectedStatus(newval);
2412 }
2413
2414 private void CheckDelaySelect()
2415 {
2416 if (m_delaySelect)
2417 {
2418 DoSelectedStatus(m_isSelected);
2419 }
2420 }
2421
2422 private void DoSelectedStatus(bool newval)
2423 {
2424 m_isSelected = newval;
2425 Stop();
2426
2427 if (newval)
2428 {
2429 if (!childPrim && Body != IntPtr.Zero)
2430 d.BodyDisable(Body);
2431
2432 if (m_delaySelect || m_isphysical)
2433 {
2434 m_collisionCategories = CollisionCategories.Selected;
2435 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
2436
2437 if (!childPrim)
2438 {
2439 foreach (OdePrim prm in childrenPrim)
2440 {
2441 prm.m_collisionCategories = m_collisionCategories;
2442 prm.m_collisionFlags = m_collisionFlags;
2443
2444 if (prm.prim_geom != null)
2445 {
2446
2447 if (prm.m_NoColide)
2448 {
2449 d.GeomSetCategoryBits(prm.prim_geom, 0);
2450 d.GeomSetCollideBits(prm.prim_geom, 0);
2451 }
2452 else
2453 {
2454 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
2455 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
2456 }
2457 d.GeomDisable(prm.prim_geom);
2458 }
2459 prm.m_delaySelect = false;
2460 }
2461 }
2462
2463 if (prim_geom != null)
2464 {
2465 if (m_NoColide)
2466 {
2467 d.GeomSetCategoryBits(prim_geom, 0);
2468 d.GeomSetCollideBits(prim_geom, 0);
2469 }
2470 else
2471 {
2472 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2473 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2474 }
2475 d.GeomDisable(prim_geom);
2476 }
2477
2478 m_delaySelect = false;
2479 }
2480 else if(!m_isphysical)
2481 {
2482 m_delaySelect = true;
2483 }
2484 }
2485 else
2486 {
2487 if (!childPrim && Body != IntPtr.Zero && !m_disabled)
2488 d.BodyEnable(Body);
2489
2490 if (m_isphantom && !m_isVolumeDetect)
2491 {
2492 m_collisionCategories = 0;
2493 if(m_isphysical)
2494 m_collisionFlags = CollisionCategories.Land;
2495 else
2496 m_collisionFlags = 0;
2497 }
2498 else
2499 {
2500 m_collisionCategories = CollisionCategories.Geom;
2501 if (m_isphysical)
2502 m_collisionCategories |= CollisionCategories.Body;
2503
2504 m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land;
2505
2506 if (m_collidesWater)
2507 m_collisionFlags |= CollisionCategories.Water;
2508 }
2509
2510 if (!childPrim)
2511 {
2512 foreach (OdePrim prm in childrenPrim)
2513 {
2514 prm.m_collisionCategories = m_collisionCategories;
2515 prm.m_collisionFlags = m_collisionFlags;
2516
2517 if (!prm.m_disabled && prm.prim_geom != IntPtr.Zero)
2518 {
2519 if (prm.m_NoColide)
2520 {
2521 d.GeomSetCategoryBits(prm.prim_geom, 0);
2522 if (m_isphysical)
2523 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
2524 else
2525 d.GeomSetCollideBits(prm.prim_geom, 0);
2526 }
2527 else
2528 {
2529 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
2530 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
2531 }
2532 d.GeomEnable(prm.prim_geom);
2533 }
2534 prm.m_delaySelect = false;
2535 prm.m_softcolide = true;
2536 }
2537 }
2538
2539 if (!m_disabled && prim_geom != IntPtr.Zero)
2540 {
2541 if (m_NoColide)
2542 {
2543 d.GeomSetCategoryBits(prim_geom, 0);
2544 if (m_isphysical)
2545 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2546 else
2547 d.GeomSetCollideBits(prim_geom, 0);
2548 }
2549 else
2550 {
2551 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2552 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2553 }
2554 d.GeomEnable(prim_geom);
2555 }
2556
2557 m_delaySelect = false;
2558 m_softcolide = true;
2559 }
2560
2561 resetCollisionAccounting();
2562 }
2563
2564 private void changePosition(Vector3 newPos)
2565 {
2566 CheckDelaySelect();
2567 if (m_isphysical)
2568 {
2569 if (childPrim) // inertia is messed, must rebuild
2570 {
2571 if (m_building)
2572 {
2573 _position = newPos;
2574 }
2575 }
2576 else
2577 {
2578 if (_position != newPos)
2579 {
2580 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2581 _position = newPos;
2582 }
2583 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2584 d.BodyEnable(Body);
2585 }
2586 }
2587 else
2588 {
2589 if (prim_geom != IntPtr.Zero)
2590 {
2591 if (newPos != _position)
2592 {
2593 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2594 _position = newPos;
2595
2596 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2597 }
2598 }
2599 }
2600 givefakepos--;
2601 if (givefakepos < 0)
2602 givefakepos = 0;
2603 // changeSelectedStatus();
2604 m_softcolide = true;
2605 resetCollisionAccounting();
2606 }
2607
2608 private void changeOrientation(Quaternion newOri)
2609 {
2610 CheckDelaySelect();
2611 if (m_isphysical)
2612 {
2613 if (childPrim) // inertia is messed, must rebuild
2614 {
2615 if (m_building)
2616 {
2617 _orientation = newOri;
2618 }
2619 }
2620 else
2621 {
2622 if (newOri != _orientation)
2623 {
2624 d.Quaternion myrot = new d.Quaternion();
2625 myrot.X = newOri.X;
2626 myrot.Y = newOri.Y;
2627 myrot.Z = newOri.Z;
2628 myrot.W = newOri.W;
2629 d.GeomSetQuaternion(prim_geom, ref myrot);
2630 _orientation = newOri;
2631 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2632 createAMotor(m_angularlock);
2633 }
2634 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2635 d.BodyEnable(Body);
2636 }
2637 }
2638 else
2639 {
2640 if (prim_geom != IntPtr.Zero)
2641 {
2642 if (newOri != _orientation)
2643 {
2644 d.Quaternion myrot = new d.Quaternion();
2645 myrot.X = newOri.X;
2646 myrot.Y = newOri.Y;
2647 myrot.Z = newOri.Z;
2648 myrot.W = newOri.W;
2649 d.GeomSetQuaternion(prim_geom, ref myrot);
2650 _orientation = newOri;
2651 }
2652 }
2653 }
2654 givefakeori--;
2655 if (givefakeori < 0)
2656 givefakeori = 0;
2657 m_softcolide = true;
2658 resetCollisionAccounting();
2659 }
2660
2661 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2662 {
2663 CheckDelaySelect();
2664 if (m_isphysical)
2665 {
2666 if (childPrim && m_building) // inertia is messed, must rebuild
2667 {
2668 _position = newPos;
2669 _orientation = newOri;
2670 }
2671 else
2672 {
2673 if (newOri != _orientation)
2674 {
2675 d.Quaternion myrot = new d.Quaternion();
2676 myrot.X = newOri.X;
2677 myrot.Y = newOri.Y;
2678 myrot.Z = newOri.Z;
2679 myrot.W = newOri.W;
2680 d.GeomSetQuaternion(prim_geom, ref myrot);
2681 _orientation = newOri;
2682 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2683 createAMotor(m_angularlock);
2684 }
2685 if (_position != newPos)
2686 {
2687 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2688 _position = newPos;
2689 }
2690 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2691 d.BodyEnable(Body);
2692 }
2693 }
2694 else
2695 {
2696 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2697 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2698
2699 if (prim_geom != IntPtr.Zero)
2700 {
2701 if (newOri != _orientation)
2702 {
2703 d.Quaternion myrot = new d.Quaternion();
2704 myrot.X = newOri.X;
2705 myrot.Y = newOri.Y;
2706 myrot.Z = newOri.Z;
2707 myrot.W = newOri.W;
2708 d.GeomSetQuaternion(prim_geom, ref myrot);
2709 _orientation = newOri;
2710 }
2711
2712 if (newPos != _position)
2713 {
2714 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2715 _position = newPos;
2716
2717 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2718 }
2719 }
2720 }
2721 givefakepos--;
2722 if (givefakepos < 0)
2723 givefakepos = 0;
2724 givefakeori--;
2725 if (givefakeori < 0)
2726 givefakeori = 0;
2727
2728 m_softcolide = true;
2729 resetCollisionAccounting();
2730 }
2731
2732
2733 private void changeDisable(bool disable)
2734 {
2735 if (disable)
2736 {
2737 if (!m_disabled)
2738 disableBodySoft();
2739 }
2740 else
2741 {
2742 if (m_disabled)
2743 enableBodySoft();
2744 }
2745 }
2746
2747 private void changePhysicsStatus(bool NewStatus)
2748 {
2749 CheckDelaySelect();
2750
2751 m_isphysical = NewStatus;
2752
2753 if (!childPrim)
2754 {
2755 if (NewStatus)
2756 {
2757 if (Body == IntPtr.Zero)
2758 MakeBody();
2759 }
2760 else
2761 {
2762 if (Body != IntPtr.Zero)
2763 {
2764 DestroyBody();
2765 }
2766 Stop();
2767 }
2768 }
2769
2770 resetCollisionAccounting();
2771 }
2772
2773 private void changeprimsizeshape()
2774 {
2775 CheckDelaySelect();
2776
2777 OdePrim parent = (OdePrim)_parent;
2778
2779 bool chp = childPrim;
2780
2781 if (chp)
2782 {
2783 if (parent != null)
2784 {
2785 parent.DestroyBody();
2786 }
2787 }
2788 else
2789 {
2790 DestroyBody();
2791 }
2792
2793 RemoveGeom();
2794
2795 // we don't need to do space calculation because the client sends a position update also.
2796 if (_size.X <= 0)
2797 _size.X = 0.01f;
2798 if (_size.Y <= 0)
2799 _size.Y = 0.01f;
2800 if (_size.Z <= 0)
2801 _size.Z = 0.01f;
2802 // Construction of new prim
2803
2804 CreateGeom();
2805
2806 if (prim_geom != IntPtr.Zero)
2807 {
2808 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2809 d.Quaternion myrot = new d.Quaternion();
2810 myrot.X = _orientation.X;
2811 myrot.Y = _orientation.Y;
2812 myrot.Z = _orientation.Z;
2813 myrot.W = _orientation.W;
2814 d.GeomSetQuaternion(prim_geom, ref myrot);
2815 }
2816
2817 if (chp)
2818 {
2819 if (parent != null)
2820 {
2821 parent.MakeBody();
2822 }
2823 }
2824 else
2825 MakeBody();
2826
2827 m_softcolide = true;
2828 resetCollisionAccounting();
2829 }
2830
2831 private void changeSize(Vector3 newSize)
2832 {
2833 _size = newSize;
2834 changeprimsizeshape();
2835 }
2836
2837 private void changeShape(PrimitiveBaseShape newShape)
2838 {
2839 _pbs = newShape;
2840 changeprimsizeshape();
2841 }
2842
2843 private void changeFloatOnWater(bool newval)
2844 {
2845 m_collidesWater = newval;
2846
2847 if (prim_geom != IntPtr.Zero && !m_isphantom)
2848 {
2849 if (m_collidesWater)
2850 {
2851 m_collisionFlags |= CollisionCategories.Water;
2852 }
2853 else
2854 {
2855 m_collisionFlags &= ~CollisionCategories.Water;
2856 }
2857 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2858 }
2859 }
2860
2861 private void changeSetTorque(Vector3 newtorque)
2862 {
2863 if (!m_isSelected)
2864 {
2865 if (m_isphysical && Body != IntPtr.Zero)
2866 {
2867 if (m_disabled)
2868 enableBodySoft();
2869 else if (!d.BodyIsEnabled(Body))
2870 d.BodyEnable(Body);
2871
2872 }
2873 _torque = newtorque;
2874 }
2875 }
2876
2877 private void changeForce(Vector3 force)
2878 {
2879 m_force = force;
2880 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2881 d.BodyEnable(Body);
2882 }
2883
2884 private void changeAddForce(Vector3 force)
2885 {
2886 m_forceacc += force;
2887 if (!m_isSelected)
2888 {
2889 lock (this)
2890 {
2891 //m_log.Info("[PHYSICS]: dequeing forcelist");
2892 if (m_isphysical && Body != IntPtr.Zero)
2893 {
2894 if (m_disabled)
2895 enableBodySoft();
2896 else if (!d.BodyIsEnabled(Body))
2897 d.BodyEnable(Body);
2898 }
2899 }
2900
2901 m_collisionscore = 0;
2902 }
2903 }
2904
2905 private void changeAddAngularForce(Vector3 aforce)
2906 {
2907 m_angularForceacc += aforce;
2908 if (!m_isSelected)
2909 {
2910 lock (this)
2911 {
2912 if (m_isphysical && Body != IntPtr.Zero)
2913 {
2914 if (m_disabled)
2915 enableBodySoft();
2916 else if (!d.BodyIsEnabled(Body))
2917 d.BodyEnable(Body);
2918 }
2919 }
2920 m_collisionscore = 0;
2921 }
2922 }
2923
2924 private void changevelocity(Vector3 newVel)
2925 {
2926 if (!m_isSelected)
2927 {
2928 if (Body != IntPtr.Zero)
2929 {
2930 if (m_disabled)
2931 enableBodySoft();
2932 else if (!d.BodyIsEnabled(Body))
2933 d.BodyEnable(Body);
2934
2935 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
2936 }
2937 //resetCollisionAccounting();
2938 }
2939 _velocity = newVel;
2940 }
2941
2942 private void changeVolumedetetion(bool newVolDtc)
2943 {
2944 m_isVolumeDetect = newVolDtc;
2945 }
2946
2947 protected void changeBuilding(bool newbuilding)
2948 {
2949 if ((bool)newbuilding)
2950 {
2951 m_building = true;
2952 if (!childPrim)
2953 DestroyBody();
2954 }
2955 else
2956 {
2957 m_building = false;
2958 CheckDelaySelect();
2959 if (!childPrim)
2960 MakeBody();
2961 }
2962 if (!childPrim && childrenPrim.Count > 0)
2963 {
2964 foreach (OdePrim prm in childrenPrim)
2965 prm.changeBuilding(m_building); // call directly
2966 }
2967 }
2968
2969 public void changeSetVehicle(VehicleData vdata)
2970 {
2971 if (m_vehicle == null)
2972 m_vehicle = new ODEDynamics(this);
2973 m_vehicle.DoSetVehicle(vdata);
2974 }
2975 private void changeVehicleType(int value)
2976 {
2977 if (value == (int)Vehicle.TYPE_NONE)
2978 {
2979 if (m_vehicle != null)
2980 m_vehicle = null;
2981 }
2982 else
2983 {
2984 if (m_vehicle == null)
2985 m_vehicle = new ODEDynamics(this);
2986
2987 m_vehicle.ProcessTypeChange((Vehicle)value);
2988 }
2989 }
2990
2991 private void changeVehicleFloatParam(strVehicleFloatParam fp)
2992 {
2993 if (m_vehicle == null)
2994 return;
2995
2996 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
2997 }
2998
2999 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3000 {
3001 if (m_vehicle == null)
3002 return;
3003 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3004 }
3005
3006 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3007 {
3008 if (m_vehicle == null)
3009 return;
3010 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3011 }
3012
3013 private void changeVehicleFlags(strVehicleBoolParam bp)
3014 {
3015 if (m_vehicle == null)
3016 return;
3017 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3018 }
3019
3020 #endregion
3021
3022 public void Move()
3023 {
3024 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3025 !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building && !m_outbounds)
3026 // !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3027 {
3028// if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3029
3030 float timestep = _parent_scene.ODE_STEPSIZE;
3031
3032 // check outside region
3033 d.Vector3 lpos;
3034 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
3035
3036 if (lpos.Z < -100 || lpos.Z > 100000f)
3037 {
3038 m_outbounds = true;
3039
3040 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3041 _acceleration.X = 0;
3042 _acceleration.Y = 0;
3043 _acceleration.Z = 0;
3044
3045 _velocity.X = 0;
3046 _velocity.Y = 0;
3047 _velocity.Z = 0;
3048 m_rotationalVelocity.X = 0;
3049 m_rotationalVelocity.Y = 0;
3050 m_rotationalVelocity.Z = 0;
3051
3052 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3053 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3054 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3055 m_lastposition = _position;
3056 m_lastorientation = _orientation;
3057
3058 base.RequestPhysicsterseUpdate();
3059
3060 m_throttleUpdates = false;
3061 throttleCounter = 0;
3062 _zeroFlag = true;
3063
3064 disableBodySoft(); // disable it and colisions
3065 base.RaiseOutOfBounds(_position);
3066 return;
3067 }
3068
3069 if (lpos.X < 0f)
3070 {
3071 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3072 m_outbounds = true;
3073 }
3074 else if(lpos.X > _parent_scene.WorldExtents.X)
3075 {
3076 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3077 m_outbounds = true;
3078 }
3079 if (lpos.Y < 0f)
3080 {
3081 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3082 m_outbounds = true;
3083 }
3084 else if(lpos.Y > _parent_scene.WorldExtents.Y)
3085 {
3086 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3087 m_outbounds = true;
3088 }
3089
3090 if(m_outbounds)
3091 {
3092 m_lastposition = _position;
3093 m_lastorientation = _orientation;
3094
3095 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3096 m_rotationalVelocity.X = dtmp.X;
3097 m_rotationalVelocity.Y = dtmp.Y;
3098 m_rotationalVelocity.Z = dtmp.Z;
3099
3100 dtmp = d.BodyGetLinearVel(Body);
3101 _velocity.X = dtmp.X;
3102 _velocity.Y = dtmp.Y;
3103 _velocity.Z = dtmp.Z;
3104
3105 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3106 d.BodySetAngularVel(Body, 0, 0, 0);
3107 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3108 disableBodySoft(); // stop collisions
3109 base.RequestPhysicsterseUpdate();
3110 return;
3111 }
3112
3113
3114 float fx = 0;
3115 float fy = 0;
3116 float fz = 0;
3117
3118 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3119 {
3120 // 'VEHICLES' are dealt with in ODEDynamics.cs
3121 m_vehicle.Step();
3122 }
3123 else
3124 {
3125 float m_mass = _mass;
3126
3127 // fz = 0f;
3128 //m_log.Info(m_collisionFlags.ToString());
3129 if (m_usePID)
3130 {
3131
3132 // If the PID Controller isn't active then we set our force
3133 // calculating base velocity to the current position
3134
3135 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3136 {
3137 //PID_G = PID_G / m_PIDTau;
3138 m_PIDTau = 1;
3139 }
3140
3141 if ((PID_G - m_PIDTau) <= 0)
3142 {
3143 PID_G = m_PIDTau + 1;
3144 }
3145
3146 d.Vector3 vel = d.BodyGetLinearVel(Body);
3147 d.Vector3 pos = d.BodyGetPosition(Body);
3148 _target_velocity =
3149 new Vector3(
3150 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3151 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3152 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3153 );
3154
3155 // if velocity is zero, use position control; otherwise, velocity control
3156
3157 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3158 {
3159 // keep track of where we stopped. No more slippin' & slidin'
3160
3161 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3162 // react to the physics scene by moving it's position.
3163 // Avatar to Avatar collisions
3164 // Prim to avatar collisions
3165
3166 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3167 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3168 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3169 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3170 d.BodySetLinearVel(Body, 0, 0, 0);
3171 d.BodyAddForce(Body, 0, 0, fz);
3172 return;
3173 }
3174 else
3175 {
3176 _zeroFlag = false;
3177
3178 // We're flying and colliding with something
3179 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3180 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3181
3182 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3183
3184 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
3185 }
3186 } // end if (m_usePID)
3187
3188 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3189 else if (m_useHoverPID)
3190 {
3191 //Console.WriteLine("Hover " + Name);
3192
3193 // If we're using the PID controller, then we have no gravity
3194
3195 // no lock; for now it's only called from within Simulate()
3196
3197 // If the PID Controller isn't active then we set our force
3198 // calculating base velocity to the current position
3199
3200 if ((m_PIDTau < 1))
3201 {
3202 PID_G = PID_G / m_PIDTau;
3203 }
3204
3205 if ((PID_G - m_PIDTau) <= 0)
3206 {
3207 PID_G = m_PIDTau + 1;
3208 }
3209
3210 // Where are we, and where are we headed?
3211 d.Vector3 pos = d.BodyGetPosition(Body);
3212 d.Vector3 vel = d.BodyGetLinearVel(Body);
3213
3214 // Non-Vehicles have a limited set of Hover options.
3215 // determine what our target height really is based on HoverType
3216 switch (m_PIDHoverType)
3217 {
3218 case PIDHoverType.Ground:
3219 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3220 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3221 break;
3222 case PIDHoverType.GroundAndWater:
3223 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3224 m_waterHeight = _parent_scene.GetWaterLevel();
3225 if (m_groundHeight > m_waterHeight)
3226 {
3227 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3228 }
3229 else
3230 {
3231 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3232 }
3233 break;
3234
3235 } // end switch (m_PIDHoverType)
3236
3237
3238 _target_velocity =
3239 new Vector3(0.0f, 0.0f,
3240 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3241 );
3242
3243 // if velocity is zero, use position control; otherwise, velocity control
3244
3245 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3246 {
3247 // keep track of where we stopped. No more slippin' & slidin'
3248
3249 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3250 // react to the physics scene by moving it's position.
3251 // Avatar to Avatar collisions
3252 // Prim to avatar collisions
3253
3254 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3255 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3256 // ? d.BodyAddForce(Body, 0, 0, fz);
3257 return;
3258 }
3259 else
3260 {
3261 _zeroFlag = false;
3262
3263 // We're flying and colliding with something
3264 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
3265 }
3266 }
3267 else
3268 {
3269 float b = (1.0f - m_buoyancy);
3270 fx = _parent_scene.gravityx * b;
3271 fy = _parent_scene.gravityy * b;
3272 fz = _parent_scene.gravityz * b;
3273 }
3274
3275 fx *= m_mass;
3276 fy *= m_mass;
3277 fz *= m_mass;
3278
3279 // constant force
3280 fx += m_force.X;
3281 fy += m_force.Y;
3282 fz += m_force.Z;
3283
3284 fx += m_forceacc.X;
3285 fy += m_forceacc.Y;
3286 fz += m_forceacc.Z;
3287
3288 m_forceacc = Vector3.Zero;
3289
3290 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3291 if (fx != 0 || fy != 0 || fz != 0)
3292 {
3293 d.BodyAddForce(Body, fx, fy, fz);
3294 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3295 }
3296
3297 Vector3 trq;
3298
3299 trq = _torque;
3300 trq += m_angularForceacc;
3301 m_angularForceacc = Vector3.Zero;
3302 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3303 {
3304 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3305 }
3306
3307 }
3308 }
3309 else
3310 { // is not physical, or is not a body or is selected
3311 // _zeroPosition = d.BodyGetPosition(Body);
3312 return;
3313 //Console.WriteLine("Nothing " + Name);
3314
3315 }
3316 }
3317
3318
3319 public void UpdatePositionAndVelocity(float simulatedtime)
3320 {
3321 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
3322 if (_parent == null && !m_disabled && !m_building && !m_outbounds)
3323 {
3324 if (Body != IntPtr.Zero)
3325 {
3326 Vector3 pv = Vector3.Zero;
3327 bool lastZeroFlag = _zeroFlag;
3328
3329 d.Vector3 lpos;
3330 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
3331
3332
3333 d.Quaternion ori;
3334 d.GeomCopyQuaternion(prim_geom, out ori);
3335 d.Vector3 vel = d.BodyGetLinearVel(Body);
3336 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
3337
3338 if ((Math.Abs(m_lastposition.X - lpos.X) < 0.01)
3339 && (Math.Abs(m_lastposition.Y - lpos.Y) < 0.01)
3340 && (Math.Abs(m_lastposition.Z - lpos.Z) < 0.01)
3341 && (Math.Abs(m_lastorientation.X - ori.X) < 0.0001)
3342 && (Math.Abs(m_lastorientation.Y - ori.Y) < 0.0001)
3343 && (Math.Abs(m_lastorientation.Z - ori.Z) < 0.0001)
3344 )
3345 {
3346 _zeroFlag = true;
3347 //Console.WriteLine("ZFT 2");
3348 m_throttleUpdates = false;
3349 }
3350 else
3351 {
3352 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3353 _zeroFlag = false;
3354 m_lastUpdateSent = false;
3355 //m_throttleUpdates = false;
3356 }
3357
3358 if (_zeroFlag)
3359 {
3360 m_lastposition = _position;
3361 m_lastorientation = _orientation;
3362
3363 _velocity.X = 0.0f;
3364 _velocity.Y = 0.0f;
3365 _velocity.Z = 0.0f;
3366
3367 _acceleration.X = 0;
3368 _acceleration.Y = 0;
3369 _acceleration.Z = 0;
3370
3371 m_rotationalVelocity.X = 0;
3372 m_rotationalVelocity.Y = 0;
3373 m_rotationalVelocity.Z = 0;
3374 if (!m_lastUpdateSent)
3375 {
3376 m_throttleUpdates = false;
3377 throttleCounter = 0;
3378 m_rotationalVelocity = pv;
3379
3380 base.RequestPhysicsterseUpdate();
3381
3382 m_lastUpdateSent = true;
3383 }
3384 }
3385 else
3386 {
3387 if (lastZeroFlag != _zeroFlag)
3388 {
3389 base.RequestPhysicsterseUpdate();
3390 }
3391
3392 m_lastVelocity = _velocity;
3393
3394 _position.X = lpos.X;
3395 _position.Y = lpos.Y;
3396 _position.Z = lpos.Z;
3397
3398 _velocity.X = vel.X;
3399 _velocity.Y = vel.Y;
3400 _velocity.Z = vel.Z;
3401
3402 _orientation.X = ori.X;
3403 _orientation.Y = ori.Y;
3404 _orientation.Z = ori.Z;
3405 _orientation.W = ori.W;
3406
3407 _acceleration = ((_velocity - m_lastVelocity) / simulatedtime);
3408
3409 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
3410 {
3411 m_rotationalVelocity = pv;
3412 }
3413 else
3414 {
3415 m_rotationalVelocity.X = rotvel.X;
3416 m_rotationalVelocity.Y = rotvel.Y;
3417 m_rotationalVelocity.Z = rotvel.Z;
3418 }
3419
3420 m_lastUpdateSent = false;
3421 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3422 {
3423 m_lastposition = _position;
3424 m_lastorientation = _orientation;
3425 base.RequestPhysicsterseUpdate();
3426 }
3427 else
3428 {
3429 throttleCounter++;
3430 }
3431 }
3432 }
3433 else if (!m_lastUpdateSent || !_zeroFlag)
3434 {
3435 // Not a body.. so Make sure the client isn't interpolating
3436 _velocity.X = 0;
3437 _velocity.Y = 0;
3438 _velocity.Z = 0;
3439
3440 _acceleration.X = 0;
3441 _acceleration.Y = 0;
3442 _acceleration.Z = 0;
3443
3444 m_rotationalVelocity.X = 0;
3445 m_rotationalVelocity.Y = 0;
3446 m_rotationalVelocity.Z = 0;
3447 _zeroFlag = true;
3448
3449 if (!m_lastUpdateSent)
3450 {
3451 m_throttleUpdates = false;
3452 throttleCounter = 0;
3453
3454 base.RequestPhysicsterseUpdate();
3455
3456 m_lastUpdateSent = true;
3457 }
3458 }
3459 }
3460 }
3461
3462 internal static bool QuaternionIsFinite(Quaternion q)
3463 {
3464 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3465 return false;
3466 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3467 return false;
3468 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3469 return false;
3470 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3471 return false;
3472 return true;
3473 }
3474
3475 internal static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3476 {
3477 dst.c.W = src.c.W;
3478 dst.c.X = src.c.X;
3479 dst.c.Y = src.c.Y;
3480 dst.c.Z = src.c.Z;
3481 dst.mass = src.mass;
3482 dst.I.M00 = src.I.M00;
3483 dst.I.M01 = src.I.M01;
3484 dst.I.M02 = src.I.M02;
3485 dst.I.M10 = src.I.M10;
3486 dst.I.M11 = src.I.M11;
3487 dst.I.M12 = src.I.M12;
3488 dst.I.M20 = src.I.M20;
3489 dst.I.M21 = src.I.M21;
3490 dst.I.M22 = src.I.M22;
3491 }
3492
3493 private static void DMassDup(ref d.Mass src, out d.Mass dst)
3494 {
3495 dst = new d.Mass { };
3496
3497 dst.c.W = src.c.W;
3498 dst.c.X = src.c.X;
3499 dst.c.Y = src.c.Y;
3500 dst.c.Z = src.c.Z;
3501 dst.mass = src.mass;
3502 dst.I.M00 = src.I.M00;
3503 dst.I.M01 = src.I.M01;
3504 dst.I.M02 = src.I.M02;
3505 dst.I.M10 = src.I.M10;
3506 dst.I.M11 = src.I.M11;
3507 dst.I.M12 = src.I.M12;
3508 dst.I.M20 = src.I.M20;
3509 dst.I.M21 = src.I.M21;
3510 dst.I.M22 = src.I.M22;
3511 }
3512 private void donullchange()
3513 {
3514 }
3515
3516 public bool DoAChange(changes what, object arg)
3517 {
3518 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3519 {
3520 return false;
3521 }
3522
3523 // nasty switch
3524 switch (what)
3525 {
3526 case changes.Add:
3527 changeadd();
3528 break;
3529 case changes.Remove:
3530 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3531 //When we return true, it destroys all of the prims in the linkset anyway
3532 if (_parent != null)
3533 {
3534 OdePrim parent = (OdePrim)_parent;
3535 parent.ChildRemove(this, false);
3536 }
3537 else
3538 ChildRemove(this, false);
3539
3540 m_vehicle = null;
3541 RemoveGeom();
3542 m_targetSpace = IntPtr.Zero;
3543 if (m_eventsubscription > 0)
3544 UnSubscribeEvents();
3545 return true;
3546
3547 case changes.Link:
3548 OdePrim tmp = (OdePrim)arg;
3549 changeLink(tmp);
3550 break;
3551
3552 case changes.DeLink:
3553 changeLink(null);
3554 break;
3555
3556 case changes.Position:
3557 changePosition((Vector3)arg);
3558 break;
3559
3560 case changes.Orientation:
3561 changeOrientation((Quaternion)arg);
3562 break;
3563
3564 case changes.PosOffset:
3565 donullchange();
3566 break;
3567
3568 case changes.OriOffset:
3569 donullchange();
3570 break;
3571
3572 case changes.Velocity:
3573 changevelocity((Vector3)arg);
3574 break;
3575
3576 // case changes.Acceleration:
3577 // changeacceleration((Vector3)arg);
3578 // break;
3579 // case changes.AngVelocity:
3580 // changeangvelocity((Vector3)arg);
3581 // break;
3582
3583 case changes.Force:
3584 changeForce((Vector3)arg);
3585 break;
3586
3587 case changes.Torque:
3588 changeSetTorque((Vector3)arg);
3589 break;
3590
3591 case changes.AddForce:
3592 changeAddForce((Vector3)arg);
3593 break;
3594
3595 case changes.AddAngForce:
3596 changeAddAngularForce((Vector3)arg);
3597 break;
3598
3599 case changes.AngLock:
3600 changeAngularLock((Vector3)arg);
3601 break;
3602
3603 case changes.Size:
3604 changeSize((Vector3)arg);
3605 break;
3606
3607 case changes.Shape:
3608 changeShape((PrimitiveBaseShape)arg);
3609 break;
3610
3611 case changes.CollidesWater:
3612 changeFloatOnWater((bool)arg);
3613 break;
3614
3615 case changes.VolumeDtc:
3616 changeVolumedetetion((bool)arg);
3617 break;
3618
3619 case changes.Phantom:
3620 changePhantomStatus((bool)arg);
3621 break;
3622
3623 case changes.Physical:
3624 changePhysicsStatus((bool)arg);
3625 break;
3626
3627 case changes.Selected:
3628 changeSelectedStatus((bool)arg);
3629 break;
3630
3631 case changes.disabled:
3632 changeDisable((bool)arg);
3633 break;
3634
3635 case changes.building:
3636 changeBuilding((bool)arg);
3637 break;
3638
3639 case changes.VehicleType:
3640 changeVehicleType((int)arg);
3641 break;
3642
3643 case changes.VehicleFlags:
3644 changeVehicleFlags((strVehicleBoolParam) arg);
3645 break;
3646
3647 case changes.VehicleFloatParam:
3648 changeVehicleFloatParam((strVehicleFloatParam) arg);
3649 break;
3650
3651 case changes.VehicleVectorParam:
3652 changeVehicleVectorParam((strVehicleVectorParam) arg);
3653 break;
3654
3655 case changes.VehicleRotationParam:
3656 changeVehicleRotationParam((strVehicleQuatParam) arg);
3657 break;
3658
3659 case changes.SetVehicle:
3660 changeSetVehicle((VehicleData) arg);
3661 break;
3662 case changes.Null:
3663 donullchange();
3664 break;
3665
3666 default:
3667 donullchange();
3668 break;
3669 }
3670 return false;
3671 }
3672
3673 public void AddChange(changes what, object arg)
3674 {
3675 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3676 }
3677
3678
3679 private struct strVehicleBoolParam
3680 {
3681 public int param;
3682 public bool value;
3683 }
3684
3685 private struct strVehicleFloatParam
3686 {
3687 public int param;
3688 public float value;
3689 }
3690
3691 private struct strVehicleQuatParam
3692 {
3693 public int param;
3694 public Quaternion value;
3695 }
3696
3697 private struct strVehicleVectorParam
3698 {
3699 public int param;
3700 public Vector3 value;
3701 }
3702 }
3703} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..4b3f83b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,443 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using OdeAPI;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending ray requests
49 /// </summary>
50 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 IntPtr ray;
58
59 private const int ColisionContactGeomsPerTest = 5;
60
61 /// <summary>
62 /// ODE near callback delegate
63 /// </summary>
64 private d.NearCallback nearCallback;
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66 private List<ContactResult> m_contactResults = new List<ContactResult>();
67
68 public ODERayCastRequestManager(OdeScene pScene)
69 {
70 m_scene = pScene;
71 nearCallback = near;
72 ray = d.CreateRay(IntPtr.Zero, 1.0f);
73 }
74
75 /// <summary>
76 /// Queues a raycast
77 /// </summary>
78 /// <param name="position">Origin of Ray</param>
79 /// <param name="direction">Ray normal</param>
80 /// <param name="length">Ray length</param>
81 /// <param name="retMethod">Return method to send the results</param>
82 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
83 {
84 ODERayRequest req = new ODERayRequest();
85 req.geom = IntPtr.Zero;
86 req.callbackMethod = retMethod;
87 req.Count = 0;
88 req.length = length;
89 req.Normal = direction;
90 req.Origin = position;
91
92 m_PendingRequests.Enqueue(req);
93 }
94
95 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
96 {
97 ODERayRequest req = new ODERayRequest();
98 req.geom = geom;
99 req.callbackMethod = retMethod;
100 req.length = length;
101 req.Normal = direction;
102 req.Origin = position;
103 req.Count = 0;
104
105 m_PendingRequests.Enqueue(req);
106 }
107
108 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
109 {
110 ODERayRequest req = new ODERayRequest();
111 req.geom = IntPtr.Zero;
112 req.callbackMethod = retMethod;
113 req.Count = 0;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117
118 m_PendingRequests.Enqueue(req);
119 }
120
121 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
122 {
123 ODERayRequest req = new ODERayRequest();
124 req.geom = geom;
125 req.callbackMethod = retMethod;
126 req.length = length;
127 req.Normal = direction;
128 req.Origin = position;
129 req.Count = 0;
130
131 m_PendingRequests.Enqueue(req);
132 }
133
134 /// <summary>
135 /// Queues a raycast
136 /// </summary>
137 /// <param name="position">Origin of Ray</param>
138 /// <param name="direction">Ray normal</param>
139 /// <param name="length">Ray length</param>
140 /// <param name="count"></param>
141 /// <param name="retMethod">Return method to send the results</param>
142 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
143 {
144 ODERayRequest req = new ODERayRequest();
145 req.geom = IntPtr.Zero;
146 req.callbackMethod = retMethod;
147 req.length = length;
148 req.Normal = direction;
149 req.Origin = position;
150 req.Count = count;
151
152 m_PendingRequests.Enqueue(req);
153 }
154
155 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
156 {
157 ODERayRequest req = new ODERayRequest();
158 req.geom = geom;
159 req.callbackMethod = retMethod;
160 req.length = length;
161 req.Normal = direction;
162 req.Origin = position;
163 req.Count = count;
164
165 m_PendingRequests.Enqueue(req);
166 }
167
168 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
169 {
170 ODERayRequest req = new ODERayRequest();
171 req.geom = IntPtr.Zero;
172 req.callbackMethod = retMethod;
173 req.length = length;
174 req.Normal = direction;
175 req.Origin = position;
176 req.Count = count;
177
178 m_PendingRequests.Enqueue(req);
179 }
180
181 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
182 {
183 ODERayRequest req = new ODERayRequest();
184 req.geom = geom;
185 req.callbackMethod = retMethod;
186 req.length = length;
187 req.Normal = direction;
188 req.Origin = position;
189 req.Count = count;
190
191 m_PendingRequests.Enqueue(req);
192 }
193
194 /// <summary>
195 /// Process all queued raycast requests
196 /// </summary>
197 /// <returns>Time in MS the raycasts took to process.</returns>
198 public int ProcessQueuedRequests()
199 {
200 int time = System.Environment.TickCount;
201
202 if (m_PendingRequests.Count <= 0)
203 return 0;
204
205 if (m_scene.ContactgeomsArray == IntPtr.Zero) // oops something got wrong or scene isn't ready still
206 {
207 m_PendingRequests.Clear();
208 return 0;
209 }
210
211 ODERayRequest req;
212
213 int i = 50; // arbitary limit of processed tests per frame
214
215 while(m_PendingRequests.Dequeue(out req))
216 {
217 if (req.geom == IntPtr.Zero)
218 doSpaceRay(req);
219 else
220 doGeomRay(req);
221 if(--i < 0)
222 break;
223 }
224
225 lock (m_contactResults)
226 m_contactResults.Clear();
227
228 return System.Environment.TickCount - time;
229 }
230 /// <summary>
231 /// Method that actually initiates the raycast with full top space
232 /// </summary>
233 /// <param name="req"></param>
234 private void doSpaceRay(ODERayRequest req)
235 {
236 // Create the ray
237// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
238 d.GeomRaySetLength(ray, req.length);
239 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
240
241 // Collide test
242 d.SpaceCollide2(m_scene.TopSpace, ray, IntPtr.Zero, nearCallback);
243
244 // Remove Ray
245// d.GeomDestroy(ray);
246
247 if (req.callbackMethod == null)
248 return;
249
250 if (req.callbackMethod is RaycastCallback)
251 {
252 // Define default results
253 bool hitYN = false;
254 uint hitConsumerID = 0;
255 float distance = 999999999999f;
256 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
257 Vector3 snormal = Vector3.Zero;
258
259 // Find closest contact and object.
260 lock (m_contactResults)
261 {
262 foreach (ContactResult cResult in m_contactResults)
263 {
264 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
265 {
266 closestcontact = cResult.Pos;
267 hitConsumerID = cResult.ConsumerID;
268 distance = cResult.Depth;
269 hitYN = true;
270 snormal = cResult.Normal;
271 }
272 }
273 m_contactResults.Clear();
274 }
275
276 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
277 }
278 else
279 {
280 ((RayCallback)req.callbackMethod)(m_contactResults);
281 lock (m_PendingRequests)
282 m_contactResults.Clear();
283 }
284 }
285
286 /// <summary>
287 /// Method that actually initiates the raycast with a geom
288 /// </summary>
289 /// <param name="req"></param>
290 private void doGeomRay(ODERayRequest req)
291 {
292 // Create the ray
293// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
294 d.GeomRaySetLength(ray, req.length);
295 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
296
297 // Collide test
298 d.SpaceCollide2(req.geom, ray, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
299
300 // Remove Ray
301// d.GeomDestroy(ray);
302
303 if (req.callbackMethod == null)
304 return;
305
306 if (req.callbackMethod is RaycastCallback)
307 {
308 // Define default results
309 bool hitYN = false;
310 uint hitConsumerID = 0;
311 float distance = 999999999999f;
312 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
313 Vector3 snormal = Vector3.Zero;
314
315 // Find closest contact and object.
316 lock (m_contactResults)
317 {
318 foreach (ContactResult cResult in m_contactResults)
319 {
320 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
321 {
322 closestcontact = cResult.Pos;
323 hitConsumerID = cResult.ConsumerID;
324 distance = cResult.Depth;
325 hitYN = true;
326 snormal = cResult.Normal;
327 }
328 }
329 m_contactResults.Clear();
330 }
331
332 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
333 }
334 else
335 {
336 ((RayCallback)req.callbackMethod)(m_contactResults);
337 lock (m_PendingRequests)
338 m_contactResults.Clear();
339 }
340 }
341
342 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
343 {
344 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
345 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
346 return false;
347
348 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
349 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
350 return true;
351 }
352
353 // This is the standard Near. g2 is the ray
354 private void near(IntPtr space, IntPtr g1, IntPtr g2)
355 {
356 //Don't test against heightfield Geom, or you'll be sorry!
357 // Exclude heightfield geom
358
359 if (g1 == IntPtr.Zero || g1 == g2)
360 return;
361
362 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
363 return;
364
365 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
366 if (d.GeomIsSpace(g1))
367 {
368 try
369 {
370 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
371 }
372 catch (Exception e)
373 {
374 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
375 }
376 return;
377 }
378
379 int count = 0;
380 try
381 {
382 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
383 }
384 catch (SEHException)
385 {
386 m_log.Error("[PHYSICS Ray]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
387 }
388 catch (Exception e)
389 {
390 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
391 return;
392 }
393
394 if (count == 0)
395 return;
396
397 PhysicsActor p1 = null;
398
399 if (g1 != IntPtr.Zero)
400 m_scene.actor_name_map.TryGetValue(g1, out p1);
401
402 d.ContactGeom curcontact = new d.ContactGeom();
403 // Loop over contacts, build results.
404 for (int i = 0; i < count; i++)
405 {
406 if (!GetCurContactGeom(i, ref curcontact))
407 break;
408 if (p1 != null) {
409 if (p1 is OdePrim)
410 {
411 ContactResult collisionresult = new ContactResult();
412
413 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
414 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
415 collisionresult.Depth = curcontact.depth;
416 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
417 curcontact.normal.Z);
418 lock (m_contactResults)
419 m_contactResults.Add(collisionresult);
420 }
421 }
422 }
423 }
424
425 /// <summary>
426 /// Dereference the creator scene so that it can be garbage collected if needed.
427 /// </summary>
428 internal void Dispose()
429 {
430 m_scene = null;
431 }
432 }
433
434 public struct ODERayRequest
435 {
436 public IntPtr geom;
437 public Vector3 Origin;
438 public Vector3 Normal;
439 public int Count;
440 public float length;
441 public object callbackMethod;
442 }
443} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
new file mode 100644
index 0000000..2b6bc59
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,1960 @@
1/*
2 * based on:
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 * changes by opensim team;
39 * changes by Aurora team http://www.aurora-sim.org/
40
41 * Revision/fixs by Ubit Umarov
42 */
43
44using System;
45using System.Runtime.InteropServices;
46using System.Security;
47
48namespace OdeAPI
49{
50//#if dDOUBLE
51// don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim
52// at least we save same memory and memory access time, FPU performance on intel usually is similar
53// using dReal = System.Double;
54//#else
55 using dReal = System.Single;
56//#endif
57
58 public static class d
59 {
60 public static dReal Infinity = dReal.MaxValue;
61 public static int NTotalBodies = 0;
62 public static int NTotalGeoms = 0;
63
64 #region Flags and Enumerations
65
66 [Flags]
67 public enum AllocateODEDataFlags : uint
68 {
69 BasicData = 0,
70 CollisionData = 0x00000001,
71 All = ~0u
72 }
73
74 [Flags]
75 public enum IniteODEFlags : uint
76 {
77 dInitFlagManualThreadCleanup = 0x00000001
78 }
79
80 [Flags]
81 public enum ContactFlags : int
82 {
83 Mu2 = 0x001,
84 FDir1 = 0x002,
85 Bounce = 0x004,
86 SoftERP = 0x008,
87 SoftCFM = 0x010,
88 Motion1 = 0x020,
89 Motion2 = 0x040,
90 MotionN = 0x080,
91 Slip1 = 0x100,
92 Slip2 = 0x200,
93 Approx0 = 0x0000,
94 Approx1_1 = 0x1000,
95 Approx1_2 = 0x2000,
96 Approx1 = 0x3000
97 }
98
99 public enum GeomClassID : int
100 {
101 SphereClass,
102 BoxClass,
103 CapsuleClass,
104 CylinderClass,
105 PlaneClass,
106 RayClass,
107 ConvexClass,
108 GeomTransformClass,
109 TriMeshClass,
110 HeightfieldClass,
111 FirstSpaceClass,
112 SimpleSpaceClass = FirstSpaceClass,
113 HashSpaceClass,
114 QuadTreeSpaceClass,
115 LastSpaceClass = QuadTreeSpaceClass,
116 FirstUserClass,
117 LastUserClass = FirstUserClass + MaxUserClasses - 1,
118 NumClasses,
119 MaxUserClasses = 4
120 }
121
122 public enum JointType : int
123 {
124 None,
125 Ball,
126 Hinge,
127 Slider,
128 Contact,
129 Universal,
130 Hinge2,
131 Fixed,
132 Null,
133 AMotor,
134 LMotor,
135 Plane2D
136 }
137
138 public enum JointParam : int
139 {
140 LoStop,
141 HiStop,
142 Vel,
143 FMax,
144 FudgeFactor,
145 Bounce,
146 CFM,
147 StopERP,
148 StopCFM,
149 SuspensionERP,
150 SuspensionCFM,
151 LoStop2 = 256,
152 HiStop2,
153 Vel2,
154 FMax2,
155 FudgeFactor2,
156 Bounce2,
157 CFM2,
158 StopERP2,
159 StopCFM2,
160 SuspensionERP2,
161 SuspensionCFM2,
162 LoStop3 = 512,
163 HiStop3,
164 Vel3,
165 FMax3,
166 FudgeFactor3,
167 Bounce3,
168 CFM3,
169 StopERP3,
170 StopCFM3,
171 SuspensionERP3,
172 SuspensionCFM3
173 }
174
175 public enum dSweepAndPruneAxis : int
176 {
177 XYZ = ((0)|(1<<2)|(2<<4)),
178 XZY = ((0)|(2<<2)|(1<<4)),
179 YXZ = ((1)|(0<<2)|(2<<4)),
180 YZX = ((1)|(2<<2)|(0<<4)),
181 ZXY = ((2)|(0<<2)|(1<<4)),
182 ZYX = ((2)|(1<<2)|(0<<4))
183 }
184
185 #endregion
186
187 #region Callbacks
188
189 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
190 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
191
192 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
193 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
194
195 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
196 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
197
198 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
199 public delegate ColliderFn GetColliderFnFn(int num);
200
201 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
202 public delegate void GeomDtorFn(IntPtr o);
203
204 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
205 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
206
207 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
208 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
209
210 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
211 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
212
213 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
214 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
215
216 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
217 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
218
219 #endregion
220
221 #region Structs
222
223 [StructLayout(LayoutKind.Sequential)]
224 public struct AABB
225 {
226 public dReal MinX, MaxX;
227 public dReal MinY, MaxY;
228 public dReal MinZ, MaxZ;
229 }
230
231
232 [StructLayout(LayoutKind.Sequential)]
233 public struct Contact
234 {
235 public SurfaceParameters surface;
236 public ContactGeom geom;
237 public Vector3 fdir1;
238 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
239 }
240
241
242 [StructLayout(LayoutKind.Sequential)]
243 public struct ContactGeom
244 {
245
246 public Vector3 pos;
247 public Vector3 normal;
248 public dReal depth;
249 public IntPtr g1;
250 public IntPtr g2;
251 public int side1;
252 public int side2;
253 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
254 }
255
256 [StructLayout(LayoutKind.Sequential)]
257 public struct GeomClass
258 {
259 public int bytes;
260 public GetColliderFnFn collider;
261 public GetAABBFn aabb;
262 public AABBTestFn aabb_test;
263 public GeomDtorFn dtor;
264 }
265
266
267 [StructLayout(LayoutKind.Sequential)]
268 public struct JointFeedback
269 {
270 public Vector3 f1;
271 public Vector3 t1;
272 public Vector3 f2;
273 public Vector3 t2;
274 }
275
276
277 [StructLayout(LayoutKind.Sequential)]
278 public struct Mass
279 {
280 public dReal mass;
281 public Vector4 c;
282 public Matrix3 I;
283 }
284
285
286 [StructLayout(LayoutKind.Sequential)]
287 public struct Matrix3
288 {
289 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
290 {
291 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
292 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
293 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
294 }
295 public dReal M00, M10, M20;
296 private dReal _m30;
297 public dReal M01, M11, M21;
298 private dReal _m31;
299 public dReal M02, M12, M22;
300 private dReal _m32;
301 }
302
303 [StructLayout(LayoutKind.Sequential)]
304 public struct Matrix4
305 {
306 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
307 dReal m01, dReal m11, dReal m21, dReal m31,
308 dReal m02, dReal m12, dReal m22, dReal m32,
309 dReal m03, dReal m13, dReal m23, dReal m33)
310 {
311 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
312 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
313 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
314 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
315 }
316 public dReal M00, M10, M20, M30;
317 public dReal M01, M11, M21, M31;
318 public dReal M02, M12, M22, M32;
319 public dReal M03, M13, M23, M33;
320 }
321
322 [StructLayout(LayoutKind.Sequential)]
323 public struct Quaternion
324 {
325 public dReal W, X, Y, Z;
326 }
327
328
329 [StructLayout(LayoutKind.Sequential)]
330 public struct SurfaceParameters
331 {
332 public ContactFlags mode;
333 public dReal mu;
334 public dReal mu2;
335 public dReal bounce;
336 public dReal bounce_vel;
337 public dReal soft_erp;
338 public dReal soft_cfm;
339 public dReal motion1;
340 public dReal motion2;
341 public dReal motionN;
342 public dReal slip1;
343 public dReal slip2;
344 }
345
346
347 [StructLayout(LayoutKind.Sequential)]
348 public struct Vector3
349 {
350 public Vector3(dReal x, dReal y, dReal z)
351 {
352 X = x; Y = y; Z = z; _w = 0.0f;
353 }
354 public dReal X, Y, Z;
355 private dReal _w;
356 }
357
358
359 [StructLayout(LayoutKind.Sequential)]
360 public struct Vector4
361 {
362 public Vector4(dReal x, dReal y, dReal z, dReal w)
363 {
364 X = x; Y = y; Z = z; W = w;
365 }
366 public dReal X, Y, Z, W;
367 }
368
369 #endregion
370
371 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
372 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
373
374 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
375 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
376
377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
378 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
379
380 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
381 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
382
383 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
384 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
385
386 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
387 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
388
389 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
390 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
391
392 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
393 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
394
395 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
396 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
397
398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
399 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
400
401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
402 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
403
404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
405 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
406
407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
408 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
409
410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
411 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
412
413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
414 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
415
416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
417 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
418
419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
420 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
421
422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
423 public static extern IntPtr BodyiCreate(IntPtr world);
424 public static IntPtr BodyCreate(IntPtr world)
425 {
426 NTotalBodies++;
427 return BodyiCreate(world);
428 }
429
430 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
431 public static extern void BodyiDestroy(IntPtr body);
432 public static void BodyDestroy(IntPtr body)
433 {
434 NTotalBodies--;
435 BodyiDestroy(body);
436 }
437
438 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
439 public static extern void BodyDisable(IntPtr body);
440
441 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
442 public static extern void BodyEnable(IntPtr body);
443
444 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
445 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
446
447 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
448 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
449
450 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
451 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
452
453 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
454 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
455
456 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
457 public static extern int BodyGetAutoDisableSteps(IntPtr body);
458
459 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
460 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
461
462 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
463 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
464 public static Vector3 BodyGetAngularVel(IntPtr body)
465 {
466 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
467 }
468
469 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
470 public static extern IntPtr BodyGetData(IntPtr body);
471
472 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
473 public static extern int BodyGetFiniteRotationMode(IntPtr body);
474
475 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
476 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
477
478 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
479 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
480 public static Vector3 BodyGetForce(IntPtr body)
481 {
482 unsafe { return *(BodyGetForceUnsafe(body)); }
483 }
484
485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
486 public static extern bool BodyGetGravityMode(IntPtr body);
487
488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
489 public static extern int BodyGetGyroscopicMode(IntPtr body);
490
491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
492 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
493
494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
495 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
496 public static Vector3 BodyGetLinearVel(IntPtr body)
497 {
498 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
499 }
500
501 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
502 public static extern void BodyGetMass(IntPtr body, out Mass mass);
503
504 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
505 public static extern int BodyGetNumJoints(IntPtr body);
506
507 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
508 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
509
510 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
511 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
512 public static Vector3 BodyGetPosition(IntPtr body)
513 {
514 unsafe { return *(BodyGetPositionUnsafe(body)); }
515 }
516
517 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
518 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
519
520 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
521 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
522 public static Quaternion BodyGetQuaternion(IntPtr body)
523 {
524 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
525 }
526
527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
528 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
529
530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
531 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
532
533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
534 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
535 public static Matrix3 BodyGetRotation(IntPtr body)
536 {
537 unsafe { return *(BodyGetRotationUnsafe(body)); }
538 }
539
540 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
541 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
542 public static Vector3 BodyGetTorque(IntPtr body)
543 {
544 unsafe { return *(BodyGetTorqueUnsafe(body)); }
545 }
546
547 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
548 public static extern IntPtr BodyGetWorld(IntPtr body);
549
550 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
551 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
552
553 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
554 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
555
556
557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
558 public static extern bool BodyIsEnabled(IntPtr body);
559
560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
561 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
562
563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
564 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
565
566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
567 public static extern void BodySetAutoDisableDefaults(IntPtr body);
568
569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
570 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
571
572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
573 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
574
575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
576 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
577
578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
579 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
580
581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
582 public static extern void BodySetData(IntPtr body, IntPtr data);
583
584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
585 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
586
587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
588 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
589
590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
591 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
592
593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
594 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
595
596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
597 public static extern dReal BodyGetLinearDamping(IntPtr body);
598
599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
600 public static extern dReal BodyGetAngularDamping(IntPtr body);
601
602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
603 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
604
605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
606 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
607
608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
609 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
610
611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
612 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
613
614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
615 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
616
617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
618 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
619
620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
621 public static extern void BodySetGravityMode(IntPtr body, bool mode);
622
623 /// <summary>
624 /// Sets the Gyroscopic term status on the body specified.
625 /// </summary>
626 /// <param name="body">Pointer to body</param>
627 /// <param name="enabled">NonZero enabled, Zero disabled</param>
628 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
629 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
630
631 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
632 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
633
634 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
635 public static extern void BodySetMass(IntPtr body, ref Mass mass);
636
637 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
638 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
639
640 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
641 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
642
643 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
644 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
645
646 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
647 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
648
649 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
650 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
651
652 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
653 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
654
655 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
656 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
657
658 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
659 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
660
661 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
662 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
663 ref Vector3 side1, ref Vector3 p2,
664 ref Matrix3 R2, ref Vector3 side2,
665 ref Vector3 normal, out dReal depth, out int return_code,
666 int maxc, out ContactGeom contact, int skip);
667
668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
669 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
670 ref Vector3 side1, ref Vector3 _p2,
671 ref Matrix3 R2, ref Vector3 side2);
672
673 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
674 public static extern void CleanupODEAllDataForThread();
675
676 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
677 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
678 ref Vector3 b1, ref Vector3 b2,
679 ref Vector3 cp1, ref Vector3 cp2);
680
681 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
682 public static extern void CloseODE();
683
684 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
685 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
687 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
688
689 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
690 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
691
692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
693 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
694 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
695 {
696 NTotalGeoms++;
697 return CreateiBox(space, lx, ly, lz);
698 }
699
700 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
701 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
702 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
703 {
704 NTotalGeoms++;
705 return CreateiCapsule(space, radius, length);
706 }
707
708 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
709 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
710 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
711 {
712 NTotalGeoms++;
713 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
714 }
715
716 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
717 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
718 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
719 {
720 NTotalGeoms++;
721 return CreateiCylinder(space, radius, length);
722 }
723
724 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
725 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
726 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
727 {
728 NTotalGeoms++;
729 return CreateiHeightfield(space, data, bPlaceable);
730 }
731
732 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
733 public static extern IntPtr CreateiGeom(int classnum);
734 public static IntPtr CreateGeom(int classnum)
735 {
736 NTotalGeoms++;
737 return CreateiGeom(classnum);
738 }
739
740 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
741 public static extern int CreateGeomClass(ref GeomClass classptr);
742
743 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
744 public static extern IntPtr CreateGeomTransform(IntPtr space);
745
746 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
747 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
748 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
749 {
750 NTotalGeoms++;
751 return CreateiPlane(space, a, b, c, d);
752 }
753
754 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
755 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
756 public static IntPtr CreateRay(IntPtr space, dReal length)
757 {
758 NTotalGeoms++;
759 return CreateiRay(space, length);
760 }
761
762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
763 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
764 public static IntPtr CreateSphere(IntPtr space, dReal radius)
765 {
766 NTotalGeoms++;
767 return CreateiSphere(space, radius);
768 }
769
770 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
771 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
772 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
773 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
774 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
775 {
776 NTotalGeoms++;
777 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
778 }
779 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
780 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
781
782 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
783 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
784
785 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
786 public static extern int FactorCholesky(ref dReal A00, int n);
787
788 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
789 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
790
791 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
792 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
793
794 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
795 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
796
797 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
798 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
799
800 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
801 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
802
803 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
804 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
805
806 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
807 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
808
809 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
810 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
811
812 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
813 public static extern void GeomClearOffset(IntPtr geom);
814
815 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
816 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
817
818 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
819 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
820
821 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
822 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
823
824 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
825 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
826
827 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
828 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
829
830 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
831 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
832
833 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
834 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
835
836 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
837 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
838
839 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
840 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
841
842 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
843 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
844
845 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
846 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
847
848 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
849 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
850
851 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
852 public static extern void GeomiDestroy(IntPtr geom);
853 public static void GeomDestroy(IntPtr geom)
854 {
855 NTotalGeoms--;
856 GeomiDestroy(geom);
857 }
858
859
860 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
861 public static extern void GeomDisable(IntPtr geom);
862
863 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
864 public static extern void GeomEnable(IntPtr geom);
865
866 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
867 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
868
869 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
870 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
871
872 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
873 public static extern IntPtr GeomGetBody(IntPtr geom);
874
875 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
876 public static extern int GeomGetCategoryBits(IntPtr geom);
877
878 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
879 public static extern IntPtr GeomGetClassData(IntPtr geom);
880
881 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
882 public static extern int GeomGetCollideBits(IntPtr geom);
883
884 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
885 public static extern GeomClassID GeomGetClass(IntPtr geom);
886
887 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
888 public static extern IntPtr GeomGetData(IntPtr geom);
889
890 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
891 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
892 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
893 {
894 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
895 }
896
897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
898 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
899 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
900 {
901 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
902 }
903
904 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
905 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
906 public static Vector3 GeomGetPosition(IntPtr geom)
907 {
908 unsafe { return *(GeomGetPositionUnsafe(geom)); }
909 }
910
911 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
912 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
913
914 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
915 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
916
917 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
918 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
919 public static Matrix3 GeomGetRotation(IntPtr geom)
920 {
921 unsafe { return *(GeomGetRotationUnsafe(geom)); }
922 }
923
924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
925 public static extern IntPtr GeomGetSpace(IntPtr geom);
926
927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
928 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
929 dReal width, dReal depth, int widthSamples, int depthSamples,
930 dReal scale, dReal offset, dReal thickness, int bWrap);
931
932 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
933 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
934 dReal width, dReal depth, int widthSamples, int depthSamples,
935 dReal scale, dReal offset, dReal thickness, int bWrap);
936
937 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
938 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
939 dReal width, dReal depth, int widthSamples, int depthSamples,
940 dReal scale, dReal offset, dReal thickness, int bWrap);
941
942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
943 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
944 dReal width, dReal depth, int widthSamples, int depthSamples,
945 dReal scale, dReal offset, dReal thickness, int bWrap);
946
947 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
948 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
949 dReal width, dReal depth, int widthSamples, int depthSamples,
950 dReal scale, dReal offset, dReal thickness, int bWrap);
951
952 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
953 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
954 dReal width, dReal depth, int widthSamples, int depthSamples,
955 dReal scale, dReal offset, dReal thickness, int bWrap);
956
957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
958 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
959 dReal width, dReal depth, int widthSamples, int depthSamples,
960 dReal scale, dReal offset, dReal thickness, int bWrap);
961
962 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
963 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
964 dReal width, dReal depth, int widthSamples, int depthSamples,
965 dReal scale, dReal offset, dReal thickness, int bWrap);
966
967 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
968 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
969 dReal width, dReal depth, int widthSamples, int depthSamples,
970 dReal scale, dReal offset, dReal thickness, int bWrap);
971
972 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
973 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
974 dReal width, dReal depth, int widthSamples, int depthSamples,
975 dReal scale, dReal offset, dReal thickness, int bWrap);
976
977 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
978 public static extern IntPtr GeomHeightfieldDataCreate();
979
980 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
981 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
982
983 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
984 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
985
986 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
987 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
988
989 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
990 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
991
992 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
993 public static extern bool GeomIsEnabled(IntPtr geom);
994
995 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
996 public static extern bool GeomIsOffset(IntPtr geom);
997
998 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
999 public static extern bool GeomIsSpace(IntPtr geom);
1000
1001 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1002 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1003
1004 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1005 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1006
1007 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1008 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1009
1010 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1011 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1012
1013 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1014 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1015
1016 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1017 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1018
1019 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1020 public static extern int GeomRayGetClosestHit(IntPtr ray);
1021
1022 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1023 public static extern dReal GeomRayGetLength(IntPtr ray);
1024
1025 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1026 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1027
1028 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1029 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1030
1031 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1032 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1033
1034 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1035 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1036
1037 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1038 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1039
1040 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1041 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1042
1043 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1044 public static extern void GeomSetCategoryBits(IntPtr geom, int bits);
1045
1046 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1047 public static extern void GeomSetCollideBits(IntPtr geom, int bits);
1048
1049 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1050 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1051
1052 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1053 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1054
1055 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1056 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1057
1058 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1059 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1060
1061 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1062 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1063
1064 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1065 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1066
1067 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1068 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1069
1070 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1071 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1072
1073 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1074 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1075
1076 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1077 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1078
1079 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1080 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1081
1082 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1083 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1084
1085 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1086 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1087
1088 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1089 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1090
1091 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1092 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1093
1094 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1095 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1096
1097 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1098 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1099
1100 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1101 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1102
1103 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1104 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1105
1106 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1107 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1108
1109 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1110 public static extern int GeomTransformGetCleanup(IntPtr geom);
1111
1112 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1113 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1114
1115 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1116 public static extern int GeomTransformGetInfo(IntPtr geom);
1117
1118 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1119 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1120
1121 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1122 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1123
1124 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1125 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1126
1127 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1128 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1129 double[] vertices, int vertexStride, int vertexCount,
1130 int[] indices, int indexCount, int triStride);
1131
1132 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1133 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1134 IntPtr vertices, int vertexStride, int vertexCount,
1135 IntPtr indices, int indexCount, int triStride);
1136
1137 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1138 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1139 double[] vertices, int vertexStride, int vertexCount,
1140 int[] indices, int indexCount, int triStride,
1141 double[] normals);
1142
1143 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1144 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1145 IntPtr vertices, int vertexStride, int vertexCount,
1146 IntPtr indices, int indexCount, int triStride,
1147 IntPtr normals);
1148
1149 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1150 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1151 dReal[] vertices, int vertexStride, int vertexCount,
1152 int[] indices, int indexCount, int triStride);
1153
1154 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1155 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1156 IntPtr vertices, int vertexStride, int vertexCount,
1157 IntPtr indices, int indexCount, int triStride);
1158
1159 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1160 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1161 dReal[] vertices, int vertexStride, int vertexCount,
1162 int[] indices, int indexCount, int triStride,
1163 dReal[] normals);
1164
1165 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1166 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1167 IntPtr vertices, int vertexStride, int vertexCount,
1168 IntPtr indices, int indexCount, int triStride,
1169 IntPtr normals);
1170
1171 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1172 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1173 float[] vertices, int vertexStride, int vertexCount,
1174 int[] indices, int indexCount, int triStride);
1175
1176 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1177 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1178 IntPtr vertices, int vertexStride, int vertexCount,
1179 IntPtr indices, int indexCount, int triStride);
1180
1181 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1182 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1183 float[] vertices, int vertexStride, int vertexCount,
1184 int[] indices, int indexCount, int triStride,
1185 float[] normals);
1186
1187 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1188 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1189 IntPtr vertices, int vertexStride, int vertexCount,
1190 IntPtr indices, int indexCount, int triStride,
1191 IntPtr normals);
1192
1193 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1194 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1195
1196 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1197 public static extern IntPtr GeomTriMeshDataCreate();
1198
1199 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1200 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1201
1202 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1203 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1204
1205 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1206 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1207
1208 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1209 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1210
1211 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1212 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1213
1214 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1215 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1216
1217 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1218 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1219
1220 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1221 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1222
1223 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1224 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1225
1226 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1227 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1228 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1229 {
1230 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1231 }
1232
1233 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1234 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1235
1236 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1237 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1238
1239 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1240 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1241
1242 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1243 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1244
1245 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1246 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1247
1248 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1249 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1250
1251 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1252 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1253
1254 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1255 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1256
1257 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1258 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1259
1260 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1261 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1262
1263 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1264 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1265
1266 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1267 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1268
1269 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1270 public static extern string GetConfiguration(string str);
1271
1272 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1273 public static extern IntPtr HashSpaceCreate(IntPtr space);
1274
1275 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1276 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1277
1278 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1279 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1280
1281 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1282 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1283
1284 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1285 public static extern void InitODE();
1286
1287 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1288 public static extern int InitODE2(uint ODEInitFlags);
1289
1290 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1291 public static extern int IsPositiveDefinite(ref dReal A, int n);
1292
1293 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1294 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1295
1296 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1297 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1298
1299 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1300 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1301
1302 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1303 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1304
1305 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1306 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1307
1308 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1309 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1310
1311 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1312 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1313
1314 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1315 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1316
1317 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1318 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1319
1320 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1321 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1322
1323 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1324 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1325 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1326 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1327
1328 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1329 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1330
1331 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1332 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1333
1334 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1335 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1336
1337 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1338 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1339
1340 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1341 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1342
1343 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1344 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1345
1346 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1347 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1348
1349 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1350 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1351
1352 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1353 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1354
1355 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1356 public static extern void JointDestroy(IntPtr j);
1357
1358 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1359 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1360
1361 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1362 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1363
1364 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1365 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1366
1367 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1368 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1369
1370 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1371 public static extern int JointGetAMotorMode(IntPtr j);
1372
1373 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1374 public static extern int JointGetAMotorNumAxes(IntPtr j);
1375
1376 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1377 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1378
1379 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1380 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1381
1382 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1383 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1384
1385 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1386 public static extern IntPtr JointGetBody(IntPtr j);
1387
1388 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1389 public static extern IntPtr JointGetData(IntPtr j);
1390
1391 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1392 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1393 public static JointFeedback JointGetFeedback(IntPtr j)
1394 {
1395 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1396 }
1397
1398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1399 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1400
1401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1402 public static extern dReal JointGetHingeAngle(IntPtr j);
1403
1404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1405 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1406
1407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1408 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1409
1410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1411 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1412
1413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1414 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1415
1416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1417 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1418
1419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1420 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1421
1422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1423 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1424
1425 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1426 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1427
1428 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1429 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1430
1431 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1432 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1433
1434 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1435 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1436
1437 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1438 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1439
1440 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1441 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1442
1443 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1444 public static extern int JointGetLMotorNumAxes(IntPtr j);
1445
1446 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1447 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1448
1449 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1450 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1451
1452 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1453 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1454
1455 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1456 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1457
1458 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1459 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1460
1461 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1462 public static extern dReal JointGetPRPosition(IntPtr j);
1463
1464 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1465 public static extern dReal JointGetPRPositionRate(IntPtr j);
1466
1467 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1468 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1469
1470 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1471 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1472
1473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1474 public static extern dReal JointGetSliderPosition(IntPtr j);
1475
1476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1477 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1478
1479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1480 public static extern JointType JointGetType(IntPtr j);
1481
1482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1483 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1484
1485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1486 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1487
1488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1489 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1490
1491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1492 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1493
1494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1495 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1496
1497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1498 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1499
1500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1501 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1502
1503 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1504 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1505
1506 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1507 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1508
1509 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1510 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1511
1512 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1513 public static extern IntPtr JointGroupCreate(int max_size);
1514
1515 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1516 public static extern void JointGroupDestroy(IntPtr group);
1517
1518 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1519 public static extern void JointGroupEmpty(IntPtr group);
1520
1521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1522 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1523
1524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1525 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1526
1527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1528 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1529
1530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1531 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1532
1533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1534 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1535
1536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1537 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1538
1539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1540 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1541
1542 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1543 public static extern void JointSetData(IntPtr j, IntPtr data);
1544
1545 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1546 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1547
1548 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1549 public static extern void JointSetFixed(IntPtr j);
1550
1551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1552 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1553
1554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1555 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1556
1557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1558 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1559
1560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1561 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1562
1563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1564 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1565
1566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1567 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1568
1569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1570 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1571
1572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1573 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1574
1575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1576 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1577
1578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1579 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1580
1581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1582 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1583
1584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1585 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1586
1587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1588 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1589
1590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1591 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1592
1593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1594 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1595
1596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1597 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1598
1599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1600 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1601
1602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1603 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1604
1605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1606 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1607
1608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1609 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1610
1611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1612 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1613
1614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1615 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1616
1617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1618 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1619
1620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1621 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1622
1623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1624 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1625
1626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1627 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1628
1629 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1630 public static extern void MassAdd(ref Mass a, ref Mass b);
1631
1632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1633 public static extern void MassAdjust(ref Mass m, dReal newmass);
1634
1635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1636 public static extern bool MassCheck(ref Mass m);
1637
1638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1639 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1640
1641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1642 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1643
1644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1645 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1646
1647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1648 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1649
1650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1651 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1652
1653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1654 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1655
1656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1657 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1658
1659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1660 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1661
1662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1663 public static extern void MassSetParameters(out Mass mass, dReal themass,
1664 dReal cgx, dReal cgy, dReal cgz,
1665 dReal i11, dReal i22, dReal i33,
1666 dReal i12, dReal i13, dReal i23);
1667
1668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1669 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1670
1671 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1672 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1673
1674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1675 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1676
1677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1678 public static extern void MassSetZero(out Mass mass);
1679
1680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1681 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1682
1683 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1684 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1685
1686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1687 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1688 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1689 {
1690 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1691 }
1692
1693 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1694 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1695
1696 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1697 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1698
1699 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1700 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1701
1702 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1703 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1704
1705 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1706 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1707
1708 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1709 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1710
1711 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1712 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1713
1714 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1715 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1716
1717 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1718 public static extern void QSetIdentity(out Quaternion q);
1719
1720 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1721 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1722
1723 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1724 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1725
1726 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1727 public static extern dReal RandReal();
1728
1729 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1730 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1731
1732 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1733 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1734
1735 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1736 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1737
1738 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1739 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1740
1741 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1742 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1743
1744 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1745 public static extern void RSetIdentity(out Matrix3 R);
1746
1747 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1748 public static extern void SetValue(out dReal a, int n);
1749
1750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1751 public static extern void SetZero(out dReal a, int n);
1752
1753 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1754 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1755
1756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1757 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1758
1759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1760 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1761
1762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1763 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1764
1765 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1766 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1767
1768 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1769 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1770
1771 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1772 public static extern bool SpaceLockQuery(IntPtr space);
1773
1774 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1775 public static extern void SpaceClean(IntPtr space);
1776
1777 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1778 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1779
1780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1781 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1782
1783 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1784 public static extern void SpaceDestroy(IntPtr space);
1785
1786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1787 public static extern bool SpaceGetCleanup(IntPtr space);
1788
1789 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1790 public static extern int SpaceGetNumGeoms(IntPtr space);
1791
1792 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1793 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1794
1795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1796 public static extern int SpaceGetSublevel(IntPtr space);
1797
1798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1799 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1800
1801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1802 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1803
1804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1805 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1806
1807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1808 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1809
1810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1811 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1812
1813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1814 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1815
1816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1817 public static extern IntPtr WorldCreate();
1818
1819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1820 public static extern void WorldDestroy(IntPtr world);
1821
1822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1823 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1824
1825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1826 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1827
1828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1829 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1830
1831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1832 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1833
1834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1835 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1836
1837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1838 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1839
1840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1841 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1842
1843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1844 public static extern dReal WorldGetCFM(IntPtr world);
1845
1846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1847 public static extern dReal WorldGetERP(IntPtr world);
1848
1849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1850 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1851
1852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1853 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1854
1855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1856 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1857
1858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1859 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1860
1861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1862 public static extern dReal WorldGetAngularDamping(IntPtr world);
1863
1864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1865 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1866
1867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1868 public static extern dReal WorldGetLinearDamping(IntPtr world);
1869
1870 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1871 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1872
1873 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1874 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1875
1876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1877 public static extern dReal WorldGetQuickStepW(IntPtr world);
1878
1879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1880 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1881
1882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1883 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1884
1885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1886 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1887
1888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1889 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1890
1891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1892 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1893
1894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1895 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1896
1897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1898 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1899
1900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1901 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1902
1903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1904 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1905
1906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1907 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1908
1909 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1910 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1911
1912 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1913 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1914
1915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1916 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1917
1918 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1919 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1920
1921 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1922 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1923
1924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1925 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1926
1927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1928 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1929
1930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1931 public static extern void WorldSetERP(IntPtr world, dReal erp);
1932
1933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1934 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1935
1936 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1937 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1938
1939 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1940 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1941
1942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1943 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1944
1945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
1946 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
1947
1948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1949 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
1950
1951 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
1952 public static extern void WorldStep(IntPtr world, dReal stepsize);
1953
1954 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
1955 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
1956
1957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
1958 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
1959 }
1960}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..d32188e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
@@ -0,0 +1,90 @@
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 (Util.IsWindows())
56 Util.LoadArchSpecificWindowsDll("ode.dll");
57
58 if (d.InitODE2(0) != 0)
59 {
60 if (d.AllocateODEDataForThread(~0U) == 0)
61 {
62 d.CloseODE();
63 return false;
64 }
65 return true;
66 }
67 return false;
68 }
69
70 public PhysicsScene GetScene(String sceneIdentifier)
71 {
72 if (m_scene == null)
73 {
74
75 m_scene = new OdeScene(sceneIdentifier);
76 }
77 return (m_scene);
78 }
79
80 public string GetName()
81 {
82 return ("UbitODE");
83 }
84
85 public void Dispose()
86 {
87 d.CloseODE();
88 }
89 }
90} \ 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..612eafd
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2328 @@
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 Phantom,
132 Selected,
133 disabled,
134 building,
135
136 VehicleType,
137 VehicleFloatParam,
138 VehicleVectorParam,
139 VehicleRotationParam,
140 VehicleFlags,
141 SetVehicle,
142
143 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
144 }
145
146 public struct ODEchangeitem
147 {
148 public PhysicsActor actor;
149 public OdeCharacter character;
150 public changes what;
151 public Object arg;
152 }
153
154 public class OdeScene : PhysicsScene
155 {
156 private readonly ILog m_log;
157 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
158
159// private int threadid = 0;
160 private Random fluidRandomizer = new Random(Environment.TickCount);
161
162 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
163 const float comumContactERP = 0.6f;
164 const float comumSoftContactERP = 0.1f;
165 const float comumContactCFM = 0.0001f;
166
167 float frictionMovementMult = 0.3f;
168
169 float TerrainBounce = 0.1f;
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 = 2200f; // make it visible
192 public float avPIDP = 900f; // 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 = 32;
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
220 private d.NearCallback nearCallback;
221
222 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
223 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
224 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
225 private readonly HashSet<OdePrim> _activegroups = 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 int contactsPerCollision = 80;
390
391 if (m_config != null)
392 {
393 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
394 if (physicsconfig != null)
395 {
396 gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
397 gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
398 gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
399
400 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
401
402 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
403
404 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
405 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations);
406
407 avDensity = physicsconfig.GetFloat("av_density", avDensity);
408 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
409 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
410 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius);
411
412 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
413
414 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
415 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
416// geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
417
418 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
419 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
420
421 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD);
422 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG);
423
424 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
425 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
426 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD);
427 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
428
429 if (Environment.OSVersion.Platform == PlatformID.Unix)
430 {
431 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD);
432 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", avPIDP);
433 }
434 else
435 {
436 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD);
437 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP);
438 }
439
440 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
441 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
442 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
443
444 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
445 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
446 }
447 }
448
449 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
450 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
451
452 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
453 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
454
455 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
456 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
457
458 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
459 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
460
461 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
462 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
463
464 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
465 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
466
467 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
468 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
469
470 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
471 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
472
473 m_materialContactsData[(int)Material.light].mu = 0.0f;
474 m_materialContactsData[(int)Material.light].bounce = 0.0f;
475
476 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
477
478 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
479 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
480
481 d.WorldSetLinearDamping(world, 0.001f);
482 d.WorldSetAngularDamping(world, 0.001f);
483 d.WorldSetAngularDampingThreshold(world, 0f);
484 d.WorldSetLinearDampingThreshold(world, 0f);
485 d.WorldSetMaxAngularSpeed(world, 256f);
486
487 d.WorldSetCFM(world,1e-6f); // a bit harder than default
488 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
489 d.WorldSetERP(world, 0.6f); // higher than original
490
491 // Set how many steps we go without running collision testing
492 // This is in addition to the step size.
493 // Essentially Steps * m_physicsiterations
494 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
495 d.WorldSetContactMaxCorrectingVel(world, 100.0f);
496
497 spacesPerMeter = 1 / metersInSpace;
498 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
499 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
500
501 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
502
503 // create all spaces now
504 int i, j;
505 IntPtr newspace;
506 for (i = 0; i < spaceGridMaxX; i++)
507 for (j = 0; j < spaceGridMaxY; j++)
508 {
509 newspace = d.HashSpaceCreate(StaticSpace);
510 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
511 waitForSpaceUnlock(newspace);
512 d.SpaceSetSublevel(newspace, 2);
513 d.HashSpaceSetLevels(newspace, -2, 8);
514 staticPrimspace[i, j] = newspace;
515 }
516 // let this now be real maximum values
517 spaceGridMaxX--;
518 spaceGridMaxY--;
519 }
520
521 internal void waitForSpaceUnlock(IntPtr space)
522 {
523 //if (space != IntPtr.Zero)
524 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
525 }
526
527 #region Collision Detection
528
529 // sets a global contact for a joint for contactgeom , and base contact description)
530
531 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, bool softerp)
532 {
533 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
534 return IntPtr.Zero;
535
536 d.Contact newcontact = new d.Contact();
537 newcontact.geom.depth = contactGeom.depth;
538 newcontact.geom.g1 = contactGeom.g1;
539 newcontact.geom.g2 = contactGeom.g2;
540 newcontact.geom.pos = contactGeom.pos;
541 newcontact.geom.normal = contactGeom.normal;
542 newcontact.geom.side1 = contactGeom.side1;
543 newcontact.geom.side2 = contactGeom.side2;
544
545 // this needs bounce also
546 newcontact.surface.mode = comumContactFlags;
547 newcontact.surface.mu = mu;
548 newcontact.surface.bounce = bounce;
549 newcontact.surface.soft_cfm = comumContactCFM;
550 if (softerp)
551 newcontact.surface.soft_erp = comumSoftContactERP;
552 else
553 newcontact.surface.soft_erp = comumContactERP;
554
555 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
556 Marshal.StructureToPtr(newcontact, contact, true);
557 return d.JointCreateContactPtr(world, contactgroup, contact);
558 }
559
560
561
562 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
563 {
564 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
565 return false;
566
567 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
568 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
569 return true;
570 }
571
572 /// <summary>
573 /// This is our near callback. A geometry is near a body
574 /// </summary>
575 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
576 /// <param name="g1">a geometry or space</param>
577 /// <param name="g2">another geometry or space</param>
578 ///
579
580 private void near(IntPtr space, IntPtr g1, IntPtr g2)
581 {
582 // no lock here! It's invoked from within Simulate(), which is thread-locked
583
584 if (m_global_contactcount >= maxContactsbeforedeath)
585 return;
586
587 // Test if we're colliding a geom with a space.
588 // If so we have to drill down into the space recursively
589
590 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
591 return;
592
593 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
594 {
595 // We'll be calling near recursivly if one
596 // of them is a space to find all of the
597 // contact points in the space
598 try
599 {
600 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
601 }
602 catch (AccessViolationException)
603 {
604 m_log.Warn("[PHYSICS]: Unable to collide test a space");
605 return;
606 }
607 //here one should check collisions of geoms inside a space
608 // but on each space we only should have geoms that not colide amoung each other
609 // so we don't dig inside spaces
610 return;
611 }
612
613 // get geom bodies to check if we already a joint contact
614 // guess this shouldn't happen now
615 IntPtr b1 = d.GeomGetBody(g1);
616 IntPtr b2 = d.GeomGetBody(g2);
617
618 // d.GeomClassID id = d.GeomGetClass(g1);
619
620 // Figure out how many contact points we have
621 int count = 0;
622 try
623 {
624 // Colliding Geom To Geom
625 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
626
627 if (g1 == g2)
628 return; // Can't collide with yourself
629
630 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
631 return;
632
633 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
634 }
635 catch (SEHException)
636 {
637 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.");
638// ode.drelease(world);
639 base.TriggerPhysicsBasedRestart();
640 }
641 catch (Exception e)
642 {
643 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
644 return;
645 }
646
647 // id contacts done
648 if (count == 0)
649 return;
650
651 // try get physical actors
652 PhysicsActor p1;
653 PhysicsActor p2;
654
655 if (!actor_name_map.TryGetValue(g1, out p1))
656 {
657 p1 = PANull;
658 }
659
660 if (!actor_name_map.TryGetValue(g2, out p2))
661 {
662 p2 = PANull;
663 }
664
665 // update actors collision score
666 if (p1.CollisionScore >= float.MaxValue - count)
667 p1.CollisionScore = 0;
668 p1.CollisionScore += count;
669
670 if (p2.CollisionScore >= float.MaxValue - count)
671 p2.CollisionScore = 0;
672 p2.CollisionScore += count;
673
674
675 // get first contact
676 d.ContactGeom curContact = new d.ContactGeom();
677 if (!GetCurContactGeom(0, ref curContact))
678 return;
679 // for now it's the one with max depth
680 ContactPoint maxDepthContact = new ContactPoint(
681 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
682 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
683 curContact.depth
684 );
685 // do volume detection case
686 if (
687 (p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect) ||
688 (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
689 {
690 collision_accounting_events(p1, p2, maxDepthContact);
691 return;
692 }
693
694 // big messy collision analises
695 float mu = 0;
696 float bounce = 0;
697 ContactData contactdata1 = new ContactData(0, 0, false);
698 ContactData contactdata2 = new ContactData(0, 0, false);
699 bool erpSoft = false;
700
701 String name = null;
702 bool dop1foot = false;
703 bool dop2foot = false;
704 bool ignore = false;
705
706 switch (p1.PhysicsActorType)
707 {
708 case (int)ActorTypes.Agent:
709 switch (p2.PhysicsActorType)
710 {
711 case (int)ActorTypes.Agent:
712 p1.getContactData(ref contactdata1);
713 p2.getContactData(ref contactdata2);
714
715 bounce = contactdata1.bounce * contactdata2.bounce;
716
717 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
718
719 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
720 mu *= frictionMovementMult;
721
722 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
723 p1.CollidingObj = true;
724 p2.CollidingObj = true;
725 break;
726 case (int)ActorTypes.Prim:
727 p1.getContactData(ref contactdata1);
728 p2.getContactData(ref contactdata2);
729 bounce = contactdata1.bounce * contactdata2.bounce;
730
731 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
732
733 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
734 mu *= frictionMovementMult;
735 if (p2.Velocity.LengthSquared() > 0.0f)
736 p2.CollidingObj = true;
737
738 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
739
740 dop1foot = true;
741 break;
742 default:
743 ignore=true; // avatar to terrain and water ignored
744 break;
745 }
746 break;
747
748 case (int)ActorTypes.Prim:
749 switch (p2.PhysicsActorType)
750 {
751 case (int)ActorTypes.Agent:
752 p1.getContactData(ref contactdata1);
753 p2.getContactData(ref contactdata2);
754 bounce = contactdata1.bounce * contactdata2.bounce;
755
756 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
757
758 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
759 mu *= frictionMovementMult;
760
761 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
762 dop2foot = true;
763 if (p1.Velocity.LengthSquared() > 0.0f)
764 p1.CollidingObj = true;
765 break;
766 case (int)ActorTypes.Prim:
767 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
768 {
769 p1.CollidingObj = true;
770 p2.CollidingObj = true;
771 }
772 p1.getContactData(ref contactdata1);
773 p2.getContactData(ref contactdata2);
774 bounce = contactdata1.bounce * contactdata2.bounce;
775 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
776 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
777
778 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
779 mu *= frictionMovementMult;
780
781 break;
782 default:
783 if (geom_name_map.TryGetValue(g2, out name))
784 {
785 if (name == "Terrain")
786 {
787 p1.getContactData(ref contactdata1);
788 bounce = contactdata1.bounce * TerrainBounce;
789 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
790 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
791 mu *= frictionMovementMult;
792 erpSoft = contactdata1.softcolide;
793 p1.CollidingGround = true;
794 }
795 else if (name == "Water")
796 {
797 erpSoft = true;
798 }
799 }
800 else
801 ignore=true;
802 break;
803 }
804 break;
805
806 default:
807 if (geom_name_map.TryGetValue(g1, out name))
808 {
809 if (name == "Terrain")
810 {
811 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
812 {
813 p2.CollidingGround = true;
814 p2.getContactData(ref contactdata2);
815 bounce = contactdata2.bounce * TerrainBounce;
816 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
817 erpSoft = contactdata2.softcolide;
818
819 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
820 mu *= frictionMovementMult;
821 }
822 else
823 ignore = true;
824
825 }
826 else if (name == "Water" &&
827 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
828 {
829 erpSoft = true;
830 }
831 }
832 else
833 ignore = true;
834 break;
835 }
836
837 if (ignore)
838 return;
839
840 IntPtr Joint;
841
842 int i = 0;
843 while(true)
844 {
845 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
846 p1.IsColliding = true;
847 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
848 p2.IsColliding = true;
849
850 Joint = CreateContacJoint(ref curContact, mu, bounce, erpSoft);
851 d.JointAttach(Joint, b1, b2);
852
853 if (++m_global_contactcount >= maxContactsbeforedeath)
854 break;
855
856 if(++i >= count)
857 break;
858
859 if (!GetCurContactGeom(i, ref curContact))
860 break;
861
862 if (curContact.depth > maxDepthContact.PenetrationDepth)
863 {
864 maxDepthContact.Position.X = curContact.pos.X;
865 maxDepthContact.Position.Y = curContact.pos.Y;
866 maxDepthContact.Position.Z = curContact.pos.Z;
867 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
868 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
869 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
870 maxDepthContact.PenetrationDepth = curContact.depth;
871 }
872 }
873
874 collision_accounting_events(p1, p2, maxDepthContact);
875
876/*
877 if (notskipedcount > geomContactPointsStartthrottle)
878 {
879 // If there are more then 3 contact points, it's likely
880 // that we've got a pile of objects, so ...
881 // We don't want to send out hundreds of terse updates over and over again
882 // so lets throttle them and send them again after it's somewhat sorted out.
883 this needs checking so out for now
884 if (b1 != IntPtr.Zero)
885 p1.ThrottleUpdates = true;
886 if (b2 != IntPtr.Zero)
887 p2.ThrottleUpdates = true;
888
889 }
890 */
891 }
892
893 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
894 {
895 // obj1LocalID = 0;
896 //returncollisions = false;
897 obj2LocalID = 0;
898 //ctype = 0;
899 //cStartStop = 0;
900 if (!(p2.SubscribedEvents() || p1.SubscribedEvents()))
901 return;
902
903 switch ((ActorTypes)p1.PhysicsActorType)
904 {
905 case ActorTypes.Agent:
906 cc1 = (OdeCharacter)p1;
907 switch ((ActorTypes)p2.PhysicsActorType)
908 {
909 case ActorTypes.Agent:
910 cc2 = (OdeCharacter)p2;
911 obj2LocalID = cc2.m_localID;
912 if (p2.SubscribedEvents())
913 cc2.AddCollisionEvent(cc1.m_localID, contact);
914 break;
915
916 case ActorTypes.Prim:
917 if (p2 is OdePrim)
918 {
919 cp2 = (OdePrim)p2;
920 obj2LocalID = cp2.m_localID;
921 if (p2.SubscribedEvents())
922 cp2.AddCollisionEvent(cc1.m_localID, contact);
923 }
924 break;
925
926 case ActorTypes.Ground:
927 case ActorTypes.Unknown:
928 default:
929 obj2LocalID = 0;
930 break;
931 }
932 if (p1.SubscribedEvents())
933 {
934 contact.SurfaceNormal = -contact.SurfaceNormal;
935 cc1.AddCollisionEvent(obj2LocalID, contact);
936 }
937 break;
938
939 case ActorTypes.Prim:
940
941 if (p1 is OdePrim)
942 {
943 cp1 = (OdePrim)p1;
944
945 // obj1LocalID = cp2.m_localID;
946 switch ((ActorTypes)p2.PhysicsActorType)
947 {
948 case ActorTypes.Agent:
949 if (p2 is OdeCharacter)
950 {
951 cc2 = (OdeCharacter)p2;
952 obj2LocalID = cc2.m_localID;
953 if (p2.SubscribedEvents())
954 cc2.AddCollisionEvent(cp1.m_localID, contact);
955 }
956 break;
957 case ActorTypes.Prim:
958
959 if (p2 is OdePrim)
960 {
961 cp2 = (OdePrim)p2;
962 obj2LocalID = cp2.m_localID;
963 if (p2.SubscribedEvents())
964 cp2.AddCollisionEvent(cp1.m_localID, contact);
965 }
966 break;
967
968 case ActorTypes.Ground:
969 case ActorTypes.Unknown:
970 default:
971 obj2LocalID = 0;
972 break;
973 }
974 if (p1.SubscribedEvents())
975 {
976 contact.SurfaceNormal = -contact.SurfaceNormal;
977 cp1.AddCollisionEvent(obj2LocalID, contact);
978 }
979 }
980 break;
981 }
982 }
983
984 /// <summary>
985 /// This is our collision testing routine in ODE
986 /// </summary>
987 /// <param name="timeStep"></param>
988 private void collision_optimized()
989 {
990 lock (_characters)
991 {
992 try
993 {
994 foreach (OdeCharacter chr in _characters)
995 {
996 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
997 continue;
998
999 chr.IsColliding = false;
1000 // chr.CollidingGround = false; not done here
1001 chr.CollidingObj = false;
1002 // do colisions with static space
1003 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1004 }
1005 }
1006 catch (AccessViolationException)
1007 {
1008 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1009 }
1010
1011 }
1012
1013 lock (_activeprims)
1014 {
1015 foreach (OdePrim aprim in _activeprims)
1016 {
1017 aprim.CollisionScore = 0;
1018 aprim.IsColliding = false;
1019 }
1020 }
1021
1022 // collide active prims with static enviroment
1023 lock (_activegroups)
1024 {
1025 try
1026 {
1027 foreach (OdePrim prm in _activegroups)
1028 {
1029 if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds)
1030 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1031 }
1032 }
1033 catch (AccessViolationException)
1034 {
1035 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1036 }
1037 }
1038 // finally colide active things amoung them
1039 try
1040 {
1041 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1042 }
1043 catch (AccessViolationException)
1044 {
1045 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1046 }
1047// _perloopContact.Clear();
1048 }
1049
1050 #endregion
1051
1052
1053
1054 /// <summary>
1055 /// Add actor to the list that should receive collision events in the simulate loop.
1056 /// </summary>
1057 /// <param name="obj"></param>
1058 public void AddCollisionEventReporting(PhysicsActor obj)
1059 {
1060 lock (_collisionEventPrim)
1061 {
1062 if (!_collisionEventPrim.Contains(obj))
1063 _collisionEventPrim.Add(obj);
1064 }
1065 }
1066
1067 /// <summary>
1068 /// Remove actor from the list that should receive collision events in the simulate loop.
1069 /// </summary>
1070 /// <param name="obj"></param>
1071 public void RemoveCollisionEventReporting(PhysicsActor obj)
1072 {
1073 lock (_collisionEventPrim)
1074 {
1075 if (_collisionEventPrim.Contains(obj))
1076 _collisionEventPrim.Remove(obj);
1077 }
1078 }
1079
1080 #region Add/Remove Entities
1081
1082 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1083 {
1084 Vector3 pos;
1085 pos.X = position.X;
1086 pos.Y = position.Y;
1087 pos.Z = position.Z;
1088 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1089 newAv.Flying = isFlying;
1090 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1091
1092 return newAv;
1093 }
1094
1095 public void AddCharacter(OdeCharacter chr)
1096 {
1097 lock (_characters)
1098 {
1099 if (!_characters.Contains(chr))
1100 {
1101 _characters.Add(chr);
1102 if (chr.bad)
1103 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1104 }
1105 }
1106 }
1107
1108 public void RemoveCharacter(OdeCharacter chr)
1109 {
1110 lock (_characters)
1111 {
1112 if (_characters.Contains(chr))
1113 {
1114 _characters.Remove(chr);
1115 }
1116 }
1117 }
1118
1119 public void BadCharacter(OdeCharacter chr)
1120 {
1121 lock (_badCharacter)
1122 {
1123 if (!_badCharacter.Contains(chr))
1124 _badCharacter.Add(chr);
1125 }
1126 }
1127
1128 public override void RemoveAvatar(PhysicsActor actor)
1129 {
1130 //m_log.Debug("[PHYSICS]:ODELOCK");
1131 ((OdeCharacter) actor).Destroy();
1132 }
1133
1134 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1135 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1136 {
1137 Vector3 pos = position;
1138 Vector3 siz = size;
1139 Quaternion rot = rotation;
1140
1141 OdePrim newPrim;
1142 lock (OdeLock)
1143 {
1144 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,localID);
1145
1146 lock (_prims)
1147 _prims.Add(newPrim);
1148 }
1149 return newPrim;
1150 }
1151
1152 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1153 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
1154 {
1155 Vector3 pos = position;
1156 Vector3 siz = size;
1157 Quaternion rot = rotation;
1158
1159 OdePrim newPrim;
1160 lock (OdeLock)
1161 {
1162 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,isPhantom,localID);
1163
1164 lock (_prims)
1165 _prims.Add(newPrim);
1166 }
1167 return newPrim;
1168 }
1169
1170 public void addActivePrim(OdePrim activatePrim)
1171 {
1172 // adds active prim..
1173 lock (_activeprims)
1174 {
1175 if (!_activeprims.Contains(activatePrim))
1176 _activeprims.Add(activatePrim);
1177 }
1178 }
1179
1180 public void addActiveGroups(OdePrim activatePrim)
1181 {
1182 lock (_activegroups)
1183 {
1184 if (!_activegroups.Contains(activatePrim))
1185 _activegroups.Add(activatePrim);
1186 }
1187 }
1188
1189 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1190 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1191 {
1192 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
1193 }
1194
1195
1196 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1197 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1198 {
1199#if SPAM
1200 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1201#endif
1202
1203 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1204 }
1205
1206 public override float TimeDilation
1207 {
1208 get { return m_timeDilation; }
1209 }
1210
1211 public override bool SupportsNINJAJoints
1212 {
1213 get { return false; }
1214 }
1215
1216
1217 public void remActivePrim(OdePrim deactivatePrim)
1218 {
1219 lock (_activeprims)
1220 {
1221 _activeprims.Remove(deactivatePrim);
1222 }
1223 }
1224 public void remActiveGroup(OdePrim deactivatePrim)
1225 {
1226 lock (_activegroups)
1227 {
1228 _activegroups.Remove(deactivatePrim);
1229 }
1230 }
1231
1232 public override void RemovePrim(PhysicsActor prim)
1233 {
1234 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1235 // removed in the next physics simulate pass.
1236 if (prim is OdePrim)
1237 {
1238// lock (OdeLock)
1239 {
1240 OdePrim p = (OdePrim)prim;
1241 p.setPrimForRemoval();
1242 }
1243 }
1244 }
1245 /// <summary>
1246 /// This is called from within simulate but outside the locked portion
1247 /// We need to do our own locking here
1248 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1249 /// Simulate() -- justincc).
1250 ///
1251 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1252 ///
1253 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1254 /// that the space was using.
1255 /// </summary>
1256 /// <param name="prim"></param>
1257 public void RemovePrimThreadLocked(OdePrim prim)
1258 {
1259 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1260 lock (prim)
1261 {
1262 RemoveCollisionEventReporting(prim);
1263 lock (_prims)
1264 _prims.Remove(prim);
1265 }
1266
1267 }
1268 #endregion
1269
1270 #region Space Separation Calculation
1271
1272 /// <summary>
1273 /// Called when a static prim moves or becomes static
1274 /// Places the prim in a space one the static sub-spaces grid
1275 /// </summary>
1276 /// <param name="geom">the pointer to the geom that moved</param>
1277 /// <param name="pos">the position that the geom moved to</param>
1278 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1279 /// <returns>a pointer to the new space it's in</returns>
1280 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1281 {
1282 // moves a prim into another static sub-space or from another space into a static sub-space
1283
1284 // Called ODEPrim so
1285 // it's already in locked space.
1286
1287 if (geom == IntPtr.Zero) // shouldn't happen
1288 return IntPtr.Zero;
1289
1290 // get the static sub-space for current position
1291 IntPtr newspace = calculateSpaceForGeom(pos);
1292
1293 if (newspace == currentspace) // if we are there all done
1294 return newspace;
1295
1296 // else remove it from its current space
1297 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1298 {
1299 if (d.GeomIsSpace(currentspace))
1300 {
1301 waitForSpaceUnlock(currentspace);
1302 d.SpaceRemove(currentspace, geom);
1303
1304 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1305 {
1306 d.SpaceDestroy(currentspace);
1307 }
1308 }
1309 else
1310 {
1311 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1312 " Geom:" + geom);
1313 }
1314 }
1315 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1316 {
1317 currentspace = d.GeomGetSpace(geom);
1318 if (currentspace != IntPtr.Zero)
1319 {
1320 if (d.GeomIsSpace(currentspace))
1321 {
1322 waitForSpaceUnlock(currentspace);
1323 d.SpaceRemove(currentspace, geom);
1324
1325 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1326 {
1327 d.SpaceDestroy(currentspace);
1328 }
1329
1330 }
1331 }
1332 }
1333
1334 // put the geom in the newspace
1335 waitForSpaceUnlock(newspace);
1336 d.SpaceAdd(newspace, geom);
1337
1338 // let caller know this newspace
1339 return newspace;
1340 }
1341
1342 /// <summary>
1343 /// Calculates the space the prim should be in by its position
1344 /// </summary>
1345 /// <param name="pos"></param>
1346 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1347 public IntPtr calculateSpaceForGeom(Vector3 pos)
1348 {
1349 int x, y;
1350 x = (int)(pos.X * spacesPerMeter);
1351 if (x < 0)
1352 x = 0;
1353 else if (x > spaceGridMaxX)
1354 x = spaceGridMaxX;
1355
1356 y = (int)(pos.Y * spacesPerMeter);
1357 if (y < 0)
1358 y = 0;
1359 else if (y >spaceGridMaxY)
1360 y = spaceGridMaxY;
1361
1362 IntPtr tmpSpace = staticPrimspace[x, y];
1363 return tmpSpace;
1364 }
1365
1366 #endregion
1367
1368 /// <summary>
1369 /// Routine to figure out if we need to mesh this prim with our mesher
1370 /// </summary>
1371 /// <param name="pbs"></param>
1372 /// <returns></returns>
1373 public bool needsMeshing(PrimitiveBaseShape pbs)
1374 {
1375 // most of this is redundant now as the mesher will return null if it cant mesh a prim
1376 // but we still need to check for sculptie meshing being enabled so this is the most
1377 // convenient place to do it for now...
1378
1379 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
1380 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
1381 int iPropertiesNotSupportedDefault = 0;
1382
1383 if (pbs.SculptEntry)
1384 {
1385 if(!meshSculptedPrim)
1386 return false;
1387 }
1388
1389 // 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
1390 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
1391 {
1392 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1393 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1394 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1395 {
1396
1397 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1398 && pbs.ProfileHollow == 0
1399 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1400 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1401 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1402 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1403 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1404 {
1405#if SPAM
1406 m_log.Warn("NonMesh");
1407#endif
1408 return false;
1409 }
1410 }
1411 }
1412
1413 // following code doesn't give meshs to boxes and spheres ever
1414 // and it's odd.. so for now just return true if asked to force meshs
1415 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1416
1417 if (forceSimplePrimMeshing)
1418 return true;
1419
1420 if (pbs.ProfileHollow != 0)
1421 iPropertiesNotSupportedDefault++;
1422
1423 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1424 iPropertiesNotSupportedDefault++;
1425
1426 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1427 iPropertiesNotSupportedDefault++;
1428
1429 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1430 iPropertiesNotSupportedDefault++;
1431
1432 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1433 iPropertiesNotSupportedDefault++;
1434
1435 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1436 iPropertiesNotSupportedDefault++;
1437
1438 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1439 iPropertiesNotSupportedDefault++;
1440
1441 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))
1442 iPropertiesNotSupportedDefault++;
1443
1444 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1445 iPropertiesNotSupportedDefault++;
1446
1447 // test for torus
1448 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1449 {
1450 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1451 {
1452 iPropertiesNotSupportedDefault++;
1453 }
1454 }
1455 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1456 {
1457 if (pbs.PathCurve == (byte)Extrusion.Straight)
1458 {
1459 iPropertiesNotSupportedDefault++;
1460 }
1461
1462 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1463 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1464 {
1465 iPropertiesNotSupportedDefault++;
1466 }
1467 }
1468 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1469 {
1470 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1471 {
1472 iPropertiesNotSupportedDefault++;
1473 }
1474 }
1475 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1476 {
1477 if (pbs.PathCurve == (byte)Extrusion.Straight)
1478 {
1479 iPropertiesNotSupportedDefault++;
1480 }
1481 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1482 {
1483 iPropertiesNotSupportedDefault++;
1484 }
1485 }
1486
1487 if (pbs.SculptEntry && meshSculptedPrim)
1488 iPropertiesNotSupportedDefault++;
1489
1490 if (iPropertiesNotSupportedDefault == 0)
1491 {
1492#if SPAM
1493 m_log.Warn("NonMesh");
1494#endif
1495 return false;
1496 }
1497#if SPAM
1498 m_log.Debug("Mesh");
1499#endif
1500 return true;
1501 }
1502
1503 /// <summary>
1504 /// Called to queue a change to a actor
1505 /// to use in place of old taint mechanism so changes do have a time sequence
1506 /// </summary>
1507
1508 public void AddChange(PhysicsActor actor, changes what, Object arg)
1509 {
1510 ODEchangeitem item = new ODEchangeitem();
1511 item.actor = actor;
1512 item.what = what;
1513 item.arg = arg;
1514 ChangesQueue.Enqueue(item);
1515 }
1516
1517 /// <summary>
1518 /// Called after our prim properties are set Scale, position etc.
1519 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1520 /// This assures us that we have no race conditions
1521 /// </summary>
1522 /// <param name="prim"></param>
1523 public override void AddPhysicsActorTaint(PhysicsActor prim)
1524 {
1525 }
1526
1527 /// <summary>
1528 /// This is our main simulate loop
1529 /// It's thread locked by a Mutex in the scene.
1530 /// It holds Collisions, it instructs ODE to step through the physical reactions
1531 /// It moves the objects around in memory
1532 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1533 /// </summary>
1534 /// <param name="timeStep"></param>
1535 /// <returns></returns>
1536 public override float Simulate(float timeStep)
1537 {
1538 int statstart;
1539 int statchanges = 0;
1540 int statchmove = 0;
1541 int statactmove = 0;
1542 int statray = 0;
1543 int statcol = 0;
1544 int statstep = 0;
1545 int statmovchar = 0;
1546 int statmovprim;
1547 int totjcontact = 0;
1548
1549 // acumulate time so we can reduce error
1550 step_time += timeStep;
1551
1552 if (step_time < ODE_STEPSIZE)
1553 return 0;
1554
1555 if (framecount >= int.MaxValue)
1556 framecount = 0;
1557
1558 framecount++;
1559
1560 int curphysiteractions = m_physicsiterations;
1561
1562 if (step_time >= m_SkipFramesAtms)
1563 {
1564 // if in trouble reduce step resolution
1565 curphysiteractions /= 2;
1566 }
1567
1568 int nodeframes = 0;
1569
1570// checkThread();
1571
1572 lock (SimulationLock)
1573 {
1574 // adjust number of iterations per step
1575 try
1576 {
1577 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1578 }
1579 catch (StackOverflowException)
1580 {
1581 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1582// ode.drelease(world);
1583 base.TriggerPhysicsBasedRestart();
1584 }
1585
1586
1587 while (step_time >= ODE_STEPSIZE && nodeframes < 10) //limit number of steps so we don't say here for ever
1588 {
1589 try
1590 {
1591 statstart = Util.EnvironmentTickCount();
1592
1593 // clear pointer/counter to contacts to pass into joints
1594 m_global_contactcount = 0;
1595
1596 ODEchangeitem item;
1597
1598 if(ChangesQueue.Count >0)
1599 {
1600 int ttmpstart = Util.EnvironmentTickCount();
1601 int ttmp;
1602 int ttmp2;
1603
1604 while(ChangesQueue.Dequeue(out item))
1605 {
1606 if (item.actor != null)
1607 {
1608 try
1609 {
1610 if (item.actor is OdeCharacter)
1611 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1612 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1613 RemovePrimThreadLocked((OdePrim)item.actor);
1614 }
1615 catch
1616 {
1617 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1618 };
1619 }
1620 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1621 if (ttmp > 20)
1622 break;
1623 }
1624
1625 ttmp2 = Util.EnvironmentTickCountSubtract(ttmpstart);
1626 if (ttmp2 > 50)
1627 ttmp2 = 0;
1628
1629 }
1630
1631 statchanges += Util.EnvironmentTickCountSubtract(statstart);
1632
1633 statactmove += Util.EnvironmentTickCountSubtract(statstart);
1634 //if ((framecount % m_randomizeWater) == 0)
1635 // randomizeWater(waterlevel);
1636
1637 m_rayCastManager.ProcessQueuedRequests();
1638
1639
1640
1641 statray += Util.EnvironmentTickCountSubtract(statstart);
1642 collision_optimized();
1643 statcol += Util.EnvironmentTickCountSubtract(statstart);
1644
1645 lock (_collisionEventPrim)
1646 {
1647 foreach (PhysicsActor obj in _collisionEventPrim)
1648 {
1649 if (obj == null)
1650 continue;
1651
1652 switch ((ActorTypes)obj.PhysicsActorType)
1653 {
1654 case ActorTypes.Agent:
1655 OdeCharacter cobj = (OdeCharacter)obj;
1656 cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE*1000.0f));
1657 cobj.SendCollisions();
1658 break;
1659
1660 case ActorTypes.Prim:
1661 OdePrim pobj = (OdePrim)obj;
1662 pobj.SendCollisions();
1663 break;
1664 }
1665 }
1666 }
1667
1668 d.WorldQuickStep(world, ODE_STEPSIZE);
1669 statstep += Util.EnvironmentTickCountSubtract(statstart);
1670
1671 // Move characters
1672 lock (_characters)
1673 {
1674 List<OdeCharacter> defects = new List<OdeCharacter>();
1675 foreach (OdeCharacter actor in _characters)
1676 {
1677 if (actor != null)
1678 actor.Move(ODE_STEPSIZE, defects);
1679 }
1680 if (defects.Count != 0)
1681 {
1682 foreach (OdeCharacter defect in defects)
1683 {
1684 RemoveCharacter(defect);
1685 }
1686 }
1687 }
1688 statchmove += Util.EnvironmentTickCountSubtract(statstart);
1689
1690 // Move other active objects
1691 lock (_activegroups)
1692 {
1693 foreach (OdePrim aprim in _activegroups)
1694 {
1695 aprim.Move();
1696 }
1697 }
1698
1699 //ode.dunlock(world);
1700 }
1701 catch (Exception e)
1702 {
1703 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1704// ode.dunlock(world);
1705 }
1706
1707 d.JointGroupEmpty(contactgroup);
1708 totjcontact += m_global_contactcount;
1709
1710 step_time -= ODE_STEPSIZE;
1711 nodeframes++;
1712 }
1713
1714 statstart = Util.EnvironmentTickCount();
1715
1716 lock (_characters)
1717 {
1718 foreach (OdeCharacter actor in _characters)
1719 {
1720 if (actor != null)
1721 {
1722 if (actor.bad)
1723 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1724
1725 actor.UpdatePositionAndVelocity();
1726 }
1727 }
1728 }
1729
1730 lock (_badCharacter)
1731 {
1732 if (_badCharacter.Count > 0)
1733 {
1734 foreach (OdeCharacter chr in _badCharacter)
1735 {
1736 RemoveCharacter(chr);
1737 }
1738
1739 _badCharacter.Clear();
1740 }
1741 }
1742 statmovchar = Util.EnvironmentTickCountSubtract(statstart);
1743
1744 lock (_activegroups)
1745 {
1746 {
1747 foreach (OdePrim actor in _activegroups)
1748 {
1749 if (actor.IsPhysical)
1750 {
1751 actor.UpdatePositionAndVelocity((float)nodeframes * ODE_STEPSIZE);
1752 }
1753 }
1754 }
1755 }
1756
1757 statmovprim = Util.EnvironmentTickCountSubtract(statstart);
1758
1759 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1760 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1761 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1762 int nbodies = d.NTotalBodies;
1763 int ngeoms = d.NTotalGeoms;
1764
1765 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1766 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1767 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1768 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1769 {
1770 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1771 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1772
1773 if (physics_logging_append_existing_logfile)
1774 {
1775 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1776 TextWriter fwriter = File.AppendText(fname);
1777 fwriter.WriteLine(header);
1778 fwriter.Close();
1779 }
1780
1781 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1782 }
1783
1784 // think time dilation is not a physics issue alone.. but ok let's fake something
1785 if (step_time < ODE_STEPSIZE) // we did the required loops
1786 m_timeDilation = 1.0f;
1787 else
1788 { // we didn't forget the lost ones and let user know something
1789 m_timeDilation = 1 - step_time / timeStep;
1790 if (m_timeDilation < 0)
1791 m_timeDilation = 0;
1792 step_time = 0;
1793 }
1794 }
1795
1796// return nodeframes * ODE_STEPSIZE; // return real simulated time
1797 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
1798 }
1799
1800 /// <summary>
1801 public override void GetResults()
1802 {
1803 }
1804
1805 public override bool IsThreaded
1806 {
1807 // for now we won't be multithreaded
1808 get { return (false); }
1809 }
1810
1811 public float GetTerrainHeightAtXY(float x, float y)
1812 {
1813 // assumes 1m size grid and constante size square regions
1814 // needs to know about sims around in future
1815 // region offset in mega position
1816
1817 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1818 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1819
1820 IntPtr heightFieldGeom = IntPtr.Zero;
1821
1822 // get region map
1823 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
1824 return 0f;
1825
1826 if (heightFieldGeom == IntPtr.Zero)
1827 return 0f;
1828
1829 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1830 return 0f;
1831
1832 // TerrainHeightField for ODE as offset 1m
1833 x += 1f - offsetX;
1834 y += 1f - offsetY;
1835
1836 // make position fit into array
1837 if (x < 0)
1838 x = 0;
1839 if (y < 0)
1840 y = 0;
1841
1842 // integer indexs
1843 int ix;
1844 int iy;
1845 // interpolators offset
1846 float dx;
1847 float dy;
1848
1849 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
1850
1851 // we still have square fixed size regions
1852 // also flip x and y because of how map is done for ODE fliped axis
1853 // so ix,iy,dx and dy are inter exchanged
1854 if (x < regsize - 1)
1855 {
1856 iy = (int)x;
1857 dy = x - (float)iy;
1858 }
1859 else // out world use external height
1860 {
1861 iy = regsize - 1;
1862 dy = 0;
1863 }
1864 if (y < regsize - 1)
1865 {
1866 ix = (int)y;
1867 dx = y - (float)ix;
1868 }
1869 else
1870 {
1871 ix = regsize - 1;
1872 dx = 0;
1873 }
1874
1875 float h0;
1876 float h1;
1877 float h2;
1878
1879 iy *= regsize;
1880 iy += ix; // all indexes have iy + ix
1881
1882 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
1883
1884 if ((dx + dy) <= 1.0f)
1885 {
1886 h0 = ((float)heights[iy]); // 0,0 vertice
1887 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
1888 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
1889 }
1890 else
1891 {
1892 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
1893 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
1894 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
1895 }
1896
1897 return h0 + h1 + h2;
1898 }
1899 public override void SetTerrain(float[] heightMap)
1900 {
1901 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
1902 {
1903 if (m_parentScene is OdeScene)
1904 {
1905 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
1906 }
1907 }
1908 else
1909 {
1910 SetTerrain(heightMap, m_worldOffset);
1911 }
1912 }
1913
1914 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
1915 {
1916 SetTerrain(heightMap, pOffset);
1917 }
1918
1919 public void SetTerrain(float[] heightMap, Vector3 pOffset)
1920 {
1921 // assumes 1m size grid and constante size square regions
1922 // needs to know about sims around in future
1923
1924 float[] _heightmap;
1925
1926 uint heightmapWidth = Constants.RegionSize + 2;
1927 uint heightmapHeight = Constants.RegionSize + 2;
1928
1929 uint heightmapWidthSamples = heightmapWidth + 1;
1930 uint heightmapHeightSamples = heightmapHeight + 1;
1931
1932 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
1933
1934 const float scale = 1.0f;
1935 const float offset = 0.0f;
1936 const float thickness = 10f;
1937 const int wrap = 0;
1938
1939 uint regionsize = Constants.RegionSize;
1940
1941 float hfmin = float.MaxValue;
1942 float hfmax = float.MinValue;
1943 float val;
1944 uint xx;
1945 uint yy;
1946
1947 uint maxXXYY = regionsize - 1;
1948 // flipping map adding one margin all around so things don't fall in edges
1949
1950 uint xt = 0;
1951 xx = 0;
1952
1953 for (uint x = 0; x < heightmapWidthSamples; x++)
1954 {
1955 if (x > 1 && xx < maxXXYY)
1956 xx++;
1957 yy = 0;
1958 for (uint y = 0; y < heightmapHeightSamples; y++)
1959 {
1960 if (y > 1 && y < maxXXYY)
1961 yy += regionsize;
1962
1963 val = heightMap[yy + xx];
1964 if (val < 0.0f)
1965 val = 0.0f; // no neg terrain as in chode
1966 _heightmap[xt + y] = val;
1967
1968 if (hfmin > val)
1969 hfmin = val;
1970 if (hfmax < val)
1971 hfmax = val;
1972 }
1973 xt += heightmapHeightSamples;
1974 }
1975 lock (OdeLock)
1976 {
1977 IntPtr GroundGeom = IntPtr.Zero;
1978 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
1979 {
1980 RegionTerrain.Remove(pOffset);
1981 if (GroundGeom != IntPtr.Zero)
1982 {
1983 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
1984 {
1985 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
1986 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
1987 TerrainHeightFieldHeights.Remove(GroundGeom);
1988 }
1989 d.SpaceRemove(StaticSpace, GroundGeom);
1990 d.GeomDestroy(GroundGeom);
1991 }
1992 }
1993 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
1994
1995 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
1996
1997 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
1998 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
1999 offset, thickness, wrap);
2000
2001 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2002 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2003 if (GroundGeom != IntPtr.Zero)
2004 {
2005 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
2006 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
2007
2008 }
2009 geom_name_map[GroundGeom] = "Terrain";
2010
2011 d.Matrix3 R = new d.Matrix3();
2012
2013 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2014 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2015
2016
2017 q1 = q1 * q2;
2018
2019 Vector3 v3;
2020 float angle;
2021 q1.GetAxisAngle(out v3, out angle);
2022
2023 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2024 d.GeomSetRotation(GroundGeom, ref R);
2025 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2026 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2027// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2028 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2029 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2030
2031 }
2032 }
2033
2034 public override void DeleteTerrain()
2035 {
2036 }
2037
2038 public float GetWaterLevel()
2039 {
2040 return waterlevel;
2041 }
2042
2043 public override bool SupportsCombining()
2044 {
2045 return true;
2046 }
2047/*
2048 public override void UnCombine(PhysicsScene pScene)
2049 {
2050 IntPtr localGround = IntPtr.Zero;
2051// float[] localHeightfield;
2052 bool proceed = false;
2053 List<IntPtr> geomDestroyList = new List<IntPtr>();
2054
2055 lock (OdeLock)
2056 {
2057 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2058 {
2059 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2060 {
2061 if (geom == localGround)
2062 {
2063// localHeightfield = TerrainHeightFieldHeights[geom];
2064 proceed = true;
2065 }
2066 else
2067 {
2068 geomDestroyList.Add(geom);
2069 }
2070 }
2071
2072 if (proceed)
2073 {
2074 m_worldOffset = Vector3.Zero;
2075 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2076 m_parentScene = null;
2077
2078 foreach (IntPtr g in geomDestroyList)
2079 {
2080 // removingHeightField needs to be done or the garbage collector will
2081 // collect the terrain data before we tell ODE to destroy it causing
2082 // memory corruption
2083 if (TerrainHeightFieldHeights.ContainsKey(g))
2084 {
2085// float[] removingHeightField = TerrainHeightFieldHeights[g];
2086 TerrainHeightFieldHeights.Remove(g);
2087
2088 if (RegionTerrain.ContainsKey(g))
2089 {
2090 RegionTerrain.Remove(g);
2091 }
2092
2093 d.GeomDestroy(g);
2094 //removingHeightField = new float[0];
2095 }
2096 }
2097
2098 }
2099 else
2100 {
2101 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2102 }
2103 }
2104 }
2105 }
2106*/
2107 public override void SetWaterLevel(float baseheight)
2108 {
2109 waterlevel = baseheight;
2110 randomizeWater(waterlevel);
2111 }
2112
2113 public void randomizeWater(float baseheight)
2114 {
2115 const uint heightmapWidth = m_regionWidth + 2;
2116 const uint heightmapHeight = m_regionHeight + 2;
2117 const uint heightmapWidthSamples = m_regionWidth + 2;
2118 const uint heightmapHeightSamples = m_regionHeight + 2;
2119 const float scale = 1.0f;
2120 const float offset = 0.0f;
2121 const float thickness = 2.9f;
2122 const int wrap = 0;
2123
2124 for (int i = 0; i < (258 * 258); i++)
2125 {
2126 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
2127 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
2128 }
2129
2130 lock (OdeLock)
2131 {
2132 if (WaterGeom != IntPtr.Zero)
2133 {
2134 d.SpaceRemove(StaticSpace, WaterGeom);
2135 }
2136 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2137 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
2138 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2139 offset, thickness, wrap);
2140 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
2141 WaterGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2142 if (WaterGeom != IntPtr.Zero)
2143 {
2144 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
2145 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
2146
2147 }
2148 geom_name_map[WaterGeom] = "Water";
2149
2150 d.Matrix3 R = new d.Matrix3();
2151
2152 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2153 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2154
2155 q1 = q1 * q2;
2156 Vector3 v3;
2157 float angle;
2158 q1.GetAxisAngle(out v3, out angle);
2159
2160 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2161 d.GeomSetRotation(WaterGeom, ref R);
2162 d.GeomSetPosition(WaterGeom, 128, 128, 0);
2163
2164 }
2165
2166 }
2167
2168 public override void Dispose()
2169 {
2170 m_rayCastManager.Dispose();
2171 m_rayCastManager = null;
2172
2173 lock (OdeLock)
2174 {
2175 lock (_prims)
2176 {
2177 foreach (OdePrim prm in _prims)
2178 {
2179 RemovePrim(prm);
2180 }
2181 }
2182
2183 if (ContactgeomsArray != IntPtr.Zero)
2184 Marshal.FreeHGlobal(ContactgeomsArray);
2185 if (GlobalContactsArray != IntPtr.Zero)
2186 Marshal.FreeHGlobal(GlobalContactsArray);
2187
2188 d.WorldDestroy(world);
2189 //d.CloseODE();
2190 }
2191 }
2192
2193 public override Dictionary<uint, float> GetTopColliders()
2194 {
2195 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2196 int cnt = 0;
2197 lock (_prims)
2198 {
2199 foreach (OdePrim prm in _prims)
2200 {
2201 if (prm.CollisionScore > 0)
2202 {
2203 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2204 cnt++;
2205 prm.CollisionScore = 0f;
2206 if (cnt > 25)
2207 {
2208 break;
2209 }
2210 }
2211 }
2212 }
2213 return returncolliders;
2214 }
2215
2216 public override bool SupportsRayCast()
2217 {
2218 return true;
2219 }
2220
2221 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2222 {
2223 if (retMethod != null)
2224 {
2225 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2226 }
2227 }
2228
2229 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2230 {
2231 if (retMethod != null)
2232 {
2233 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2234 }
2235 }
2236
2237 // don't like this
2238 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2239 {
2240 ContactResult[] ourResults = null;
2241 RayCallback retMethod = delegate(List<ContactResult> results)
2242 {
2243 ourResults = new ContactResult[results.Count];
2244 results.CopyTo(ourResults, 0);
2245 };
2246 int waitTime = 0;
2247 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2248 while (ourResults == null && waitTime < 1000)
2249 {
2250 Thread.Sleep(1);
2251 waitTime++;
2252 }
2253 if (ourResults == null)
2254 return new List<ContactResult>();
2255 return new List<ContactResult>(ourResults);
2256 }
2257
2258 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2259 {
2260 if (retMethod != null && actor !=null)
2261 {
2262 IntPtr geom;
2263 if (actor is OdePrim)
2264 geom = ((OdePrim)actor).prim_geom;
2265 else if (actor is OdeCharacter)
2266 geom = ((OdePrim)actor).prim_geom;
2267 else
2268 return;
2269 if (geom == IntPtr.Zero)
2270 return;
2271 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2272 }
2273 }
2274
2275 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2276 {
2277 if (retMethod != null && actor != null)
2278 {
2279 IntPtr geom;
2280 if (actor is OdePrim)
2281 geom = ((OdePrim)actor).prim_geom;
2282 else if (actor is OdeCharacter)
2283 geom = ((OdePrim)actor).prim_geom;
2284 else
2285 return;
2286 if (geom == IntPtr.Zero)
2287 return;
2288
2289 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2290 }
2291 }
2292
2293 // don't like this
2294 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2295 {
2296 if (actor != null)
2297 {
2298 IntPtr geom;
2299 if (actor is OdePrim)
2300 geom = ((OdePrim)actor).prim_geom;
2301 else if (actor is OdeCharacter)
2302 geom = ((OdePrim)actor).prim_geom;
2303 else
2304 return new List<ContactResult>();
2305 if (geom == IntPtr.Zero)
2306 return new List<ContactResult>();
2307
2308 ContactResult[] ourResults = null;
2309 RayCallback retMethod = delegate(List<ContactResult> results)
2310 {
2311 ourResults = new ContactResult[results.Count];
2312 results.CopyTo(ourResults, 0);
2313 };
2314 int waitTime = 0;
2315 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2316 while (ourResults == null && waitTime < 1000)
2317 {
2318 Thread.Sleep(1);
2319 waitTime++;
2320 }
2321 if (ourResults == null)
2322 return new List<ContactResult>();
2323 return new List<ContactResult>(ourResults);
2324 }
2325 return new List<ContactResult>();
2326 }
2327 }
2328}