From d5cfe1c0be89f5d212b77c4b0e750ef409ba09bd Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Fri, 12 Oct 2012 00:36:01 +0100 Subject: remove some more debug spam on ode --- OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs | 5209 ++++++++++++++-------- 1 file changed, 3367 insertions(+), 1842 deletions(-) (limited to 'OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs') diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs index 03048a4..7a50c4c 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs @@ -25,21 +25,26 @@ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ +//#define USE_DRAWSTUFF //#define SPAM using System; using System.Collections.Generic; +using System.Diagnostics; +using System.IO; +using System.Linq; using System.Reflection; using System.Runtime.InteropServices; using System.Threading; -using System.IO; -using System.Diagnostics; using log4net; using Nini.Config; -using OdeAPI; +using Ode.NET; +using OpenMetaverse; +#if USE_DRAWSTUFF +using Drawstuff.NET; +#endif using OpenSim.Framework; using OpenSim.Region.Physics.Manager; -using OpenMetaverse; namespace OpenSim.Region.Physics.OdePlugin { @@ -50,42 +55,29 @@ namespace OpenSim.Region.Physics.OdePlugin End = 2 } - public struct sCollisionData - { - public uint ColliderLocalId; - public uint CollidedWithLocalId; - public int NumberOfCollisions; - public int CollisionType; - public int StatusIndicator; - public int lastframe; - } - - - // colision flags of things others can colide with - // rays, sensors, probes removed since can't be colided with - // The top space where things are placed provided further selection - // ie physical are in active space nonphysical in static - // this should be exclusive as possible +// public struct sCollisionData +// { +// public uint ColliderLocalId; +// public uint CollidedWithLocalId; +// public int NumberOfCollisions; +// public int CollisionType; +// public int StatusIndicator; +// public int lastframe; +// } [Flags] - public enum CollisionCategories : uint + public enum CollisionCategories : int { Disabled = 0, - //by 'things' types - Space = 0x01, - Geom = 0x02, // aka prim/part - Character = 0x04, - Land = 0x08, - Water = 0x010, - - // by state - Phantom = 0x01000, - VolumeDtc = 0x02000, - Selected = 0x04000, - NoShape = 0x08000, - - - All = 0xffffffff + Geom = 0x00000001, + Body = 0x00000002, + Space = 0x00000004, + Character = 0x00000008, + Land = 0x00000010, + Water = 0x00000020, + Wind = 0x00000040, + Sensor = 0x00000080, + Selected = 0x00000100 } /// @@ -106,213 +98,400 @@ namespace OpenSim.Region.Physics.OdePlugin /// Plastic = 5, /// - Rubber = 6, - - light = 7 // compatibility with old viewers - } - - public enum changes : int - { - Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?) - Remove, - Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root - // or removes from a object if arg is null - DeLink, - Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child - Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child - PosOffset, // not in use - // arg Vector3 new position in local coords. Changes prim position in object - OriOffset, // not in use - // arg Vector3 new position in local coords. Changes prim position in object - Velocity, - AngVelocity, - Acceleration, - Force, - Torque, - Momentum, - - AddForce, - AddAngForce, - AngLock, - - Buoyancy, - - PIDTarget, - PIDTau, - PIDActive, - - PIDHoverHeight, - PIDHoverType, - PIDHoverTau, - PIDHoverActive, - - Size, - Shape, - PhysRepData, - AddPhysRep, - - CollidesWater, - VolumeDtc, - - Physical, - Phantom, - Selected, - disabled, - building, - - VehicleType, - VehicleFloatParam, - VehicleVectorParam, - VehicleRotationParam, - VehicleFlags, - SetVehicle, - - Null //keep this last used do dim the methods array. does nothing but pulsing the prim + Rubber = 6 } - public struct ODEchangeitem - { - public PhysicsActor actor; - public OdeCharacter character; - public changes what; - public Object arg; - } - public class OdeScene : PhysicsScene { private readonly ILog m_log; // private Dictionary m_storedCollisions = new Dictionary(); - public bool OdeUbitLib = false; -// private int threadid = 0; - private Random fluidRandomizer = new Random(Environment.TickCount); + /// + /// Provide a sync object so that only one thread calls d.Collide() at a time across all OdeScene instances. + /// + /// + /// With ODE as of r1755 (though also tested on r1860), only one thread can call d.Collide() at a + /// time, even where physics objects are in entirely different ODE worlds. This is because generating contacts + /// uses a static cache at the ODE level. + /// + /// Without locking, simulators running multiple regions will eventually crash with a native stack trace similar + /// to + /// + /// mono() [0x489171] + /// mono() [0x4d154f] + /// /lib/x86_64-linux-gnu/libpthread.so.0(+0xfc60) [0x7f6ded592c60] + /// .../opensim/bin/libode-x86_64.so(_ZN6Opcode11OBBCollider8_CollideEPKNS_14AABBNoLeafNodeE+0xd7a) [0x7f6dd822628a] + /// + /// ODE provides an experimental option to cache in thread local storage but compiling ODE with this option + /// causes OpenSimulator to immediately crash with a native stack trace similar to + /// + /// mono() [0x489171] + /// mono() [0x4d154f] + /// /lib/x86_64-linux-gnu/libpthread.so.0(+0xfc60) [0x7f03c9849c60] + /// .../opensim/bin/libode-x86_64.so(_Z12dCollideCCTLP6dxGeomS0_iP12dContactGeomi+0x92) [0x7f03b44bcf82] + /// + internal static Object UniversalColliderSyncObject = new Object(); + + /// + /// Is stats collecting enabled for this ODE scene? + /// + public bool CollectStats { get; set; } + + /// + /// Statistics for this scene. + /// + private Dictionary m_stats = new Dictionary(); + + /// + /// Stat name for total number of avatars in this ODE scene. + /// + public const string ODETotalAvatarsStatName = "ODETotalAvatars"; + + /// + /// Stat name for total number of prims in this ODE scene. + /// + public const string ODETotalPrimsStatName = "ODETotalPrims"; + + /// + /// Stat name for total number of prims with active physics in this ODE scene. + /// + public const string ODEActivePrimsStatName = "ODEActivePrims"; + + /// + /// Stat name for the total time spent in ODE frame processing. + /// + /// + /// A sanity check for the main scene loop physics time. + /// + public const string ODETotalFrameMsStatName = "ODETotalFrameMS"; + + /// + /// Stat name for time spent processing avatar taints per frame + /// + public const string ODEAvatarTaintMsStatName = "ODEAvatarTaintFrameMS"; + + /// + /// Stat name for time spent processing prim taints per frame + /// + public const string ODEPrimTaintMsStatName = "ODEPrimTaintFrameMS"; + + /// + /// Stat name for time spent calculating avatar forces per frame. + /// + public const string ODEAvatarForcesFrameMsStatName = "ODEAvatarForcesFrameMS"; + + /// + /// Stat name for time spent calculating prim forces per frame + /// + public const string ODEPrimForcesFrameMsStatName = "ODEPrimForcesFrameMS"; + + /// + /// Stat name for time spent fulfilling raycasting requests per frame + /// + public const string ODERaycastingFrameMsStatName = "ODERaycastingFrameMS"; + + /// + /// Stat name for time spent in native code that actually steps through the simulation. + /// + public const string ODENativeStepFrameMsStatName = "ODENativeStepFrameMS"; + + /// + /// Stat name for the number of milliseconds that ODE spends in native space collision code. + /// + public const string ODENativeSpaceCollisionFrameMsStatName = "ODENativeSpaceCollisionFrameMS"; - const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce; - const float MaxERP = 0.8f; - const float minERP = 0.1f; - const float comumContactCFM = 0.0001f; - - float frictionMovementMult = 0.8f; + /// + /// Stat name for milliseconds that ODE spends in native geom collision code. + /// + public const string ODENativeGeomCollisionFrameMsStatName = "ODENativeGeomCollisionFrameMS"; + + /// + /// Time spent in collision processing that is not spent in native space or geom collision code. + /// + public const string ODEOtherCollisionFrameMsStatName = "ODEOtherCollisionFrameMS"; + + /// + /// Stat name for time spent notifying listeners of collisions + /// + public const string ODECollisionNotificationFrameMsStatName = "ODECollisionNotificationFrameMS"; + + /// + /// Stat name for milliseconds spent updating avatar position and velocity + /// + public const string ODEAvatarUpdateFrameMsStatName = "ODEAvatarUpdateFrameMS"; + + /// + /// Stat name for the milliseconds spent updating prim position and velocity + /// + public const string ODEPrimUpdateFrameMsStatName = "ODEPrimUpdateFrameMS"; + + /// + /// Stat name for avatar collisions with another entity. + /// + public const string ODEAvatarContactsStatsName = "ODEAvatarContacts"; + + /// + /// Stat name for prim collisions with another entity. + /// + public const string ODEPrimContactsStatName = "ODEPrimContacts"; + + /// + /// Used to hold tick numbers for stat collection purposes. + /// + private int m_nativeCollisionStartTick; + + /// + /// A messy way to tell if we need to avoid adding a collision time because this was already done in the callback. + /// + private bool m_inCollisionTiming; + + /// + /// A temporary holder for the number of avatar collisions in a frame, so we can work out how many object + /// collisions occured using the _perloopcontact if stats collection is enabled. + /// + private int m_tempAvatarCollisionsThisFrame; + + /// + /// Used in calculating physics frame time dilation + /// + private int tickCountFrameRun; - float TerrainBounce = 0.1f; - float TerrainFriction = 0.3f; + /// + /// Used in calculating physics frame time dilation + /// + private int latertickcount; - public float AvatarFriction = 0;// 0.9f * 0.5f; + private Random fluidRandomizer = new Random(Environment.TickCount); private const uint m_regionWidth = Constants.RegionSize; private const uint m_regionHeight = Constants.RegionSize; - public float ODE_STEPSIZE = 0.020f; - public float HalfOdeStep = 0.01f; - public int odetimestepMS = 20; // rounded - private float metersInSpace = 25.6f; + private float ODE_STEPSIZE = 0.0178f; + private float metersInSpace = 29.9f; private float m_timeDilation = 1.0f; - private DateTime m_lastframe; - private DateTime m_lastMeshExpire; - public float gravityx = 0f; public float gravityy = 0f; public float gravityz = -9.8f; + public float AvatarTerminalVelocity { get; set; } + + private float contactsurfacelayer = 0.001f; + + private int worldHashspaceLow = -4; + private int worldHashspaceHigh = 128; + + private int smallHashspaceLow = -4; + private int smallHashspaceHigh = 66; + private float waterlevel = 0f; private int framecount = 0; + //private int m_returncollisions = 10; - private int m_meshExpireCntr; + private readonly IntPtr contactgroup; -// private IntPtr WaterGeom = IntPtr.Zero; -// private IntPtr WaterHeightmapData = IntPtr.Zero; -// private GCHandle WaterMapHandler = new GCHandle(); + internal IntPtr WaterGeom; - public float avPIDD = 2200f; // make it visible - public float avPIDP = 900f; // make it visible + private float nmTerrainContactFriction = 255.0f; + private float nmTerrainContactBounce = 0.1f; + private float nmTerrainContactERP = 0.1025f; + + private float mTerrainContactFriction = 75f; + private float mTerrainContactBounce = 0.1f; + private float mTerrainContactERP = 0.05025f; + + private float nmAvatarObjectContactFriction = 250f; + private float nmAvatarObjectContactBounce = 0.1f; + + private float mAvatarObjectContactFriction = 75f; + private float mAvatarObjectContactBounce = 0.1f; + + private float avPIDD = 3200f; + private float avPIDP = 1400f; private float avCapRadius = 0.37f; - private float avDensity = 3f; + private float avStandupTensor = 2000000f; + + /// + /// true = old compatibility mode with leaning capsule; false = new corrected mode + /// + /// + /// Even when set to false, the capsule still tilts but this is done in a different way. + /// + public bool IsAvCapsuleTilted { get; private set; } + + private float avDensity = 80f; +// private float avHeightFudgeFactor = 0.52f; private float avMovementDivisorWalk = 1.3f; private float avMovementDivisorRun = 0.8f; private float minimumGroundFlightOffset = 3f; public float maximumMassObject = 10000.01f; + public bool meshSculptedPrim = true; + public bool forceSimplePrimMeshing = false; + + public float meshSculptLOD = 32; + public float MeshSculptphysicalLOD = 16; public float geomDefaultDensity = 10.000006836f; public int geomContactPointsStartthrottle = 3; public int geomUpdatesPerThrottledUpdate = 15; + private const int avatarExpectedContacts = 3; public float bodyPIDD = 35f; public float bodyPIDG = 25; -// public int geomCrossingFailuresBeforeOutofbounds = 6; + public int geomCrossingFailuresBeforeOutofbounds = 5; + + public float bodyMotorJointMaxforceTensor = 2; - public int bodyFramesAutoDisable = 5; + public int bodyFramesAutoDisable = 20; + private float[] _watermap; + private bool m_filterCollisions = true; private d.NearCallback nearCallback; + public d.TriCallback triCallback; + public d.TriArrayCallback triArrayCallback; - private HashSet _characters = new HashSet(); - private HashSet _prims = new HashSet(); - private HashSet _activeprims = new HashSet(); - private HashSet _activegroups = new HashSet(); + /// + /// Avatars in the physics scene. + /// + private readonly HashSet _characters = new HashSet(); - public OpenSim.Framework.LocklessQueue ChangesQueue = new OpenSim.Framework.LocklessQueue(); + /// + /// Prims in the physics scene. + /// + private readonly HashSet _prims = new HashSet(); /// - /// A list of actors that should receive collision events. + /// Prims in the physics scene that are subject to physics, not just collisions. /// - private List _collisionEventPrim = new List(); - private List _collisionEventPrimRemove = new List(); - - private HashSet _badCharacter = new HashSet(); -// public Dictionary geom_name_map = new Dictionary(); - public Dictionary actor_name_map = new Dictionary(); + private readonly HashSet _activeprims = new HashSet(); + + /// + /// Prims that the simulator has created/deleted/updated and so need updating in ODE. + /// + private readonly HashSet _taintedPrims = new HashSet(); - private float contactsurfacelayer = 0.002f; + /// + /// Record a character that has taints to be processed. + /// + private readonly HashSet _taintedActors = new HashSet(); - private int contactsPerCollision = 80; - internal IntPtr ContactgeomsArray = IntPtr.Zero; - private IntPtr GlobalContactsArray = IntPtr.Zero; + /// + /// Keep record of contacts in the physics loop so that we can remove duplicates. + /// + private readonly List _perloopContact = new List(); - const int maxContactsbeforedeath = 4000; - private volatile int m_global_contactcount = 0; + /// + /// A dictionary of actors that should receive collision events. + /// + private readonly Dictionary m_collisionEventActors = new Dictionary(); - private IntPtr contactgroup; + /// + /// A dictionary of collision event changes that are waiting to be processed. + /// + private readonly Dictionary m_collisionEventActorsChanges = new Dictionary(); - public ContactData[] m_materialContactsData = new ContactData[8]; + /// + /// Maps a unique geometry id (a memory location) to a physics actor name. + /// + /// + /// Only actors participating in collisions have geometries. This has to be maintained separately from + /// actor_name_map because terrain and water currently don't conceptually have a physics actor of their own + /// apart from the singleton PANull + /// + public Dictionary geom_name_map = new Dictionary(); - private Dictionary RegionTerrain = new Dictionary(); - private Dictionary TerrainHeightFieldHeights = new Dictionary(); - private Dictionary TerrainHeightFieldHeightsHandlers = new Dictionary(); - - private int m_physicsiterations = 10; - private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag -// private PhysicsActor PANull = new NullPhysicsActor(); - private float step_time = 0.0f; + /// + /// Maps a unique geometry id (a memory location) to a physics actor. + /// + /// + /// Only actors participating in collisions have geometries. + /// + public Dictionary actor_name_map = new Dictionary(); - public IntPtr world; + /// + /// Defects list to remove characters that no longer have finite positions due to some other bug. + /// + /// + /// Used repeatedly in Simulate() but initialized once here. + /// + private readonly List defects = new List(); + + private bool m_NINJA_physics_joints_enabled = false; + //private Dictionary jointpart_name_map = new Dictionary(); + private readonly Dictionary> joints_connecting_actor = new Dictionary>(); + private d.ContactGeom[] contacts; + /// + /// Lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active + /// + private readonly List requestedJointsToBeCreated = new List(); - // split the spaces acording to contents type - // ActiveSpace contains characters and active prims - // StaticSpace contains land and other that is mostly static in enviroment - // this can contain subspaces, like the grid in staticspace - // as now space only contains this 2 top spaces + /// + /// can lock for longer. accessed only by OdeScene. + /// + private readonly List pendingJoints = new List(); - public IntPtr TopSpace; // the global space - public IntPtr ActiveSpace; // space for active prims - public IntPtr StaticSpace; // space for the static things around - public IntPtr GroundSpace; // space for ground + /// + /// can lock for longer. accessed only by OdeScene. + /// + private readonly List activeJoints = new List(); - // some speedup variables - private int spaceGridMaxX; - private int spaceGridMaxY; - private float spacesPerMeter; + /// + /// lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active + /// + private readonly List requestedJointsToBeDeleted = new List(); + + private Object externalJointRequestsLock = new Object(); + private readonly Dictionary SOPName_to_activeJoint = new Dictionary(); + private readonly Dictionary SOPName_to_pendingJoint = new Dictionary(); + private readonly DoubleDictionary RegionTerrain = new DoubleDictionary(); + private readonly Dictionary TerrainHeightFieldHeights = new Dictionary(); + + private d.Contact contact; + private d.Contact TerrainContact; + private d.Contact AvatarMovementprimContact; + private d.Contact AvatarMovementTerrainContact; + private d.Contact WaterContact; + private d.Contact[,] m_materialContacts; + +//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it +//Ckrinke private int m_randomizeWater = 200; + private int m_physicsiterations = 10; + private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag + private readonly PhysicsActor PANull = new NullPhysicsActor(); +// private float step_time = 0.0f; +//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it +//Ckrinke private int ms = 0; + public IntPtr world; + //private bool returncollisions = false; + // private uint obj1LocalID = 0; + private uint obj2LocalID = 0; + //private int ctype = 0; + private OdeCharacter cc1; + private OdePrim cp1; + private OdeCharacter cc2; + private OdePrim cp2; + private int p1ExpectedPoints = 0; + private int p2ExpectedPoints = 0; + //private int cStartStop = 0; + //private string cDictKey = ""; + + public IntPtr space; + + //private IntPtr tmpSpace; + // split static geometry collision handling into spaces of 30 meters + public IntPtr[,] staticPrimspace; - // split static geometry collision into a grid as before - private IntPtr[,] staticPrimspace; - private IntPtr[] staticPrimspaceOffRegion; + /// + /// Used to lock the entire physics scene. Locked during the main part of Simulate() + /// + internal Object OdeLock = new Object(); - public Object OdeLock; - public static Object SimulationLock; + private bool _worldInitialized = false; public IMesher mesher; @@ -322,340 +501,461 @@ namespace OpenSim.Region.Physics.OdePlugin public int physics_logging_interval = 0; public bool physics_logging_append_existing_logfile = false; + + public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f); + public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f); + + // TODO: unused: private uint heightmapWidth = m_regionWidth + 1; + // TODO: unused: private uint heightmapHeight = m_regionHeight + 1; + // TODO: unused: private uint heightmapWidthSamples; + // TODO: unused: private uint heightmapHeightSamples; + + private volatile int m_global_contactcount = 0; + private Vector3 m_worldOffset = Vector3.Zero; public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); private PhysicsScene m_parentScene = null; private ODERayCastRequestManager m_rayCastManager; - public ODEMeshWorker m_meshWorker; -/* maybe needed if ode uses tls - private void checkThread() - { - - int th = Thread.CurrentThread.ManagedThreadId; - if(th != threadid) - { - threadid = th; - d.AllocateODEDataForThread(~0U); - } - } - */ /// /// Initiailizes the scene /// Sets many properties that ODE requires to be stable /// These settings need to be tweaked 'exactly' right or weird stuff happens. /// - public OdeScene(string sceneIdentifier) - { - m_log - = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier); - -// checkThread(); - Name = sceneIdentifier; + /// Name of the scene. Useful in debug messages. + public OdeScene(string name) + { + m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + name); - OdeLock = new Object(); - SimulationLock = new Object(); + Name = name; nearCallback = near; - + triCallback = TriCallback; + triArrayCallback = TriArrayCallback; m_rayCastManager = new ODERayCastRequestManager(this); - - - lock (OdeLock) - { - // Create the world and the first space - try - { - world = d.WorldCreate(); - TopSpace = d.HashSpaceCreate(IntPtr.Zero); - // now the major subspaces - ActiveSpace = d.HashSpaceCreate(TopSpace); - StaticSpace = d.HashSpaceCreate(TopSpace); - GroundSpace = d.HashSpaceCreate(TopSpace); - } - catch - { - // i must RtC#FM - } + // Create the world and the first space + world = d.WorldCreate(); + space = d.HashSpaceCreate(IntPtr.Zero); - d.HashSpaceSetLevels(TopSpace, -2, 8); - d.HashSpaceSetLevels(ActiveSpace, -2, 8); - d.HashSpaceSetLevels(StaticSpace, -2, 8); - d.HashSpaceSetLevels(GroundSpace, 0, 8); + contactgroup = d.JointGroupCreate(0); - // demote to second level - d.SpaceSetSublevel(ActiveSpace, 1); - d.SpaceSetSublevel(StaticSpace, 1); - d.SpaceSetSublevel(GroundSpace, 1); + d.WorldSetAutoDisableFlag(world, false); - d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space | - CollisionCategories.Geom | - CollisionCategories.Character | - CollisionCategories.Phantom | - CollisionCategories.VolumeDtc - )); - d.GeomSetCollideBits(ActiveSpace, 0); - d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space | - CollisionCategories.Geom | - CollisionCategories.Land | - CollisionCategories.Water | - CollisionCategories.Phantom | - CollisionCategories.VolumeDtc - )); - d.GeomSetCollideBits(StaticSpace, 0); + #if USE_DRAWSTUFF + Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization)); + viewthread.Start(); + #endif - d.GeomSetCategoryBits(GroundSpace, (uint)(CollisionCategories.Land)); - d.GeomSetCollideBits(GroundSpace, 0); + _watermap = new float[258 * 258]; - contactgroup = d.JointGroupCreate(0); - //contactgroup + // Zero out the prim spaces array (we split our space into smaller spaces so + // we can hit test less. + } - d.WorldSetAutoDisableFlag(world, false); - } +#if USE_DRAWSTUFF + public void startvisualization(object o) + { + ds.Functions fn; + fn.version = ds.VERSION; + fn.start = new ds.CallbackFunction(start); + fn.step = new ds.CallbackFunction(step); + fn.command = new ds.CallbackFunction(command); + fn.stop = null; + fn.path_to_textures = "./textures"; + string[] args = new string[0]; + ds.SimulationLoop(args.Length, args, 352, 288, ref fn); } +#endif // Initialize the mesh plugin -// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region ) public override void Initialise(IMesher meshmerizer, IConfigSource config) { -// checkThread(); + InitializeExtraStats(); + mesher = meshmerizer; m_config = config; + // Defaults - string ode_config = d.GetConfiguration(); - if (ode_config != null && ode_config != "") + if (Environment.OSVersion.Platform == PlatformID.Unix) { - m_log.WarnFormat("ODE configuration: {0}", ode_config); - - if (ode_config.Contains("ODE_Ubit")) - { - OdeUbitLib = true; - } + avPIDD = 3200.0f; + avPIDP = 1400.0f; + avStandupTensor = 2000000f; + } + else + { + avPIDD = 2200.0f; + avPIDP = 900.0f; + avStandupTensor = 550000f; } - - /* - if (region != null) - { - WorldExtents.X = region.RegionSizeX; - WorldExtents.Y = region.RegionSizeY; - } - */ - - // Defaults int contactsPerCollision = 80; - IConfig physicsconfig = null; - if (m_config != null) { - physicsconfig = m_config.Configs["ODEPhysicsSettings"]; + IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"]; if (physicsconfig != null) { - gravityx = physicsconfig.GetFloat("world_gravityx", gravityx); - gravityy = physicsconfig.GetFloat("world_gravityy", gravityy); - gravityz = physicsconfig.GetFloat("world_gravityz", gravityz); + CollectStats = physicsconfig.GetBoolean("collect_stats", false); + + gravityx = physicsconfig.GetFloat("world_gravityx", 0f); + gravityy = physicsconfig.GetFloat("world_gravityy", 0f); + gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f); + + float avatarTerminalVelocity = physicsconfig.GetFloat("avatar_terminal_velocity", 54f); + AvatarTerminalVelocity = Util.Clamp(avatarTerminalVelocity, 0, 255f); + if (AvatarTerminalVelocity != avatarTerminalVelocity) + { + m_log.WarnFormat( + "[ODE SCENE]: avatar_terminal_velocity of {0} is invalid. Clamping to {1}", + avatarTerminalVelocity, AvatarTerminalVelocity); + } + + worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4); + worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128); + + metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f); + smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4); + smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66); - metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace); + contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f); - contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer); + nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f); + nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f); + nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f); + + mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f); + mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f); + mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f); + + nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f); + nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f); + + mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f); + mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f); ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE); - m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations); + m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10); - avDensity = physicsconfig.GetFloat("av_density", avDensity); - avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk); - avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun); - avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius); + avDensity = physicsconfig.GetFloat("av_density", 80f); +// avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f); + avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f); + avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f); + avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f); + IsAvCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false); - contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision); + contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80); - geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); + geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 5); geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); -// geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); + geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); + + geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f); + bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20); - geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity); - bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable); + bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f); + bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f); + + forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing); + meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true); + meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f); + MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f); + m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false); + + if (Environment.OSVersion.Platform == PlatformID.Unix) + { + avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f); + avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f); + avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f); + bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f); + } + else + { + avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f); + avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f); + avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f); + bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f); + } physics_logging = physicsconfig.GetBoolean("physics_logging", false); physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0); physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false); - minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset); - maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject); + m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false); + minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f); + maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f); } } - m_meshWorker = new ODEMeshWorker(this, m_log, meshmerizer, physicsconfig); - - HalfOdeStep = ODE_STEPSIZE * 0.5f; - odetimestepMS = (int)(1000.0f * ODE_STEPSIZE +0.5f); + contacts = new d.ContactGeom[contactsPerCollision]; + + staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)]; + + // Centeral contact friction and bounce + // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why + // an avatar falls through in Z but not in X or Y when walking on a prim. + contact.surface.mode |= d.ContactFlags.SoftERP; + contact.surface.mu = nmAvatarObjectContactFriction; + contact.surface.bounce = nmAvatarObjectContactBounce; + contact.surface.soft_cfm = 0.010f; + contact.surface.soft_erp = 0.010f; + + // Terrain contact friction and Bounce + // This is the *non* moving version. Use this when an avatar + // isn't moving to keep it in place better + TerrainContact.surface.mode |= d.ContactFlags.SoftERP; + TerrainContact.surface.mu = nmTerrainContactFriction; + TerrainContact.surface.bounce = nmTerrainContactBounce; + TerrainContact.surface.soft_erp = nmTerrainContactERP; + + WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM); + WaterContact.surface.mu = 0f; // No friction + WaterContact.surface.bounce = 0.0f; // No bounce + WaterContact.surface.soft_cfm = 0.010f; + WaterContact.surface.soft_erp = 0.010f; + + // Prim contact friction and bounce + // THis is the *non* moving version of friction and bounce + // Use this when an avatar comes in contact with a prim + // and is moving + AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction; + AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce; + + // Terrain contact friction bounce and various error correcting calculations + // Use this when an avatar is in contact with the terrain and moving. + AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP; + AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction; + AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce; + AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP; - ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf); - GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf); - - m_materialContactsData[(int)Material.Stone].mu = 0.8f; - m_materialContactsData[(int)Material.Stone].bounce = 0.4f; - - m_materialContactsData[(int)Material.Metal].mu = 0.3f; - m_materialContactsData[(int)Material.Metal].bounce = 0.4f; - - m_materialContactsData[(int)Material.Glass].mu = 0.2f; - m_materialContactsData[(int)Material.Glass].bounce = 0.7f; - - m_materialContactsData[(int)Material.Wood].mu = 0.6f; - m_materialContactsData[(int)Material.Wood].bounce = 0.5f; - - m_materialContactsData[(int)Material.Flesh].mu = 0.9f; - m_materialContactsData[(int)Material.Flesh].bounce = 0.3f; + /* + + Stone = 0, + /// + Metal = 1, + /// + Glass = 2, + /// + Wood = 3, + /// + Flesh = 4, + /// + Plastic = 5, + /// + Rubber = 6 + */ - m_materialContactsData[(int)Material.Plastic].mu = 0.4f; - m_materialContactsData[(int)Material.Plastic].bounce = 0.7f; + m_materialContacts = new d.Contact[7,2]; + + m_materialContacts[(int)Material.Stone, 0] = new d.Contact(); + m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction; + m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce; + m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f; + m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f; + + m_materialContacts[(int)Material.Stone, 1] = new d.Contact(); + m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction; + m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce; + m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f; + m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f; + + m_materialContacts[(int)Material.Metal, 0] = new d.Contact(); + m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction; + m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce; + m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f; + m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f; + + m_materialContacts[(int)Material.Metal, 1] = new d.Contact(); + m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction; + m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce; + m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f; + m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f; + + m_materialContacts[(int)Material.Glass, 0] = new d.Contact(); + m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f; + m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f; + m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f; + m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f; - m_materialContactsData[(int)Material.Rubber].mu = 0.9f; - m_materialContactsData[(int)Material.Rubber].bounce = 0.95f; + /* + private float nmAvatarObjectContactFriction = 250f; + private float nmAvatarObjectContactBounce = 0.1f; - m_materialContactsData[(int)Material.light].mu = 0.0f; - m_materialContactsData[(int)Material.light].bounce = 0.0f; + private float mAvatarObjectContactFriction = 75f; + private float mAvatarObjectContactBounce = 0.1f; + */ + m_materialContacts[(int)Material.Glass, 1] = new d.Contact(); + m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f; + m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f; + m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f; + m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f; + + m_materialContacts[(int)Material.Wood, 0] = new d.Contact(); + m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction; + m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce; + m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f; + m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f; + + m_materialContacts[(int)Material.Wood, 1] = new d.Contact(); + m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction; + m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce; + m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f; + m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f; + + m_materialContacts[(int)Material.Flesh, 0] = new d.Contact(); + m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction; + m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce; + m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f; + m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f; + + m_materialContacts[(int)Material.Flesh, 1] = new d.Contact(); + m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction; + m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce; + m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f; + m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f; + + m_materialContacts[(int)Material.Plastic, 0] = new d.Contact(); + m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction; + m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce; + m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f; + m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f; + + m_materialContacts[(int)Material.Plastic, 1] = new d.Contact(); + m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction; + m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce; + m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f; + m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f; + + m_materialContacts[(int)Material.Rubber, 0] = new d.Contact(); + m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction; + m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce; + m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f; + m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f; + + m_materialContacts[(int)Material.Rubber, 1] = new d.Contact(); + m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction; + m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce; + m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f; + m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f; + + d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh); // Set the gravity,, don't disable things automatically (we set it explicitly on some things) d.WorldSetGravity(world, gravityx, gravityy, gravityz); d.WorldSetContactSurfaceLayer(world, contactsurfacelayer); - d.WorldSetLinearDamping(world, 0.002f); - d.WorldSetAngularDamping(world, 0.002f); - d.WorldSetAngularDampingThreshold(world, 0f); - d.WorldSetLinearDampingThreshold(world, 0f); - d.WorldSetMaxAngularSpeed(world, 100f); - - d.WorldSetCFM(world,1e-6f); // a bit harder than default - //d.WorldSetCFM(world, 1e-4f); // a bit harder than default - d.WorldSetERP(world, 0.6f); // higher than original + d.WorldSetLinearDamping(world, 256f); + d.WorldSetAngularDamping(world, 256f); + d.WorldSetAngularDampingThreshold(world, 256f); + d.WorldSetLinearDampingThreshold(world, 256f); + d.WorldSetMaxAngularSpeed(world, 256f); // Set how many steps we go without running collision testing // This is in addition to the step size. // Essentially Steps * m_physicsiterations d.WorldSetQuickStepNumIterations(world, m_physicsiterations); + //d.WorldSetContactMaxCorrectingVel(world, 1000.0f); - d.WorldSetContactMaxCorrectingVel(world, 60.0f); - - spacesPerMeter = 1 / metersInSpace; - spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter); - spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter); - - staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY]; - - // create all spaces now - int i, j; - IntPtr newspace; - - for (i = 0; i < spaceGridMaxX; i++) - for (j = 0; j < spaceGridMaxY; j++) - { - newspace = d.HashSpaceCreate(StaticSpace); - d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space); - waitForSpaceUnlock(newspace); - d.SpaceSetSublevel(newspace, 2); - d.HashSpaceSetLevels(newspace, -2, 8); - d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space | - CollisionCategories.Geom | - CollisionCategories.Land | - CollisionCategories.Water | - CollisionCategories.Phantom | - CollisionCategories.VolumeDtc - )); - d.GeomSetCollideBits(newspace, 0); - - staticPrimspace[i, j] = newspace; - } - // let this now be real maximum values - spaceGridMaxX--; - spaceGridMaxY--; - - // create 4 off world spaces (x<0,x>max,y<0,y>max) - staticPrimspaceOffRegion = new IntPtr[4]; - - for (i = 0; i < 4; i++) + for (int i = 0; i < staticPrimspace.GetLength(0); i++) + { + for (int j = 0; j < staticPrimspace.GetLength(1); j++) { - newspace = d.HashSpaceCreate(StaticSpace); - d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space); - waitForSpaceUnlock(newspace); - d.SpaceSetSublevel(newspace, 2); - d.HashSpaceSetLevels(newspace, -2, 8); - d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space | - CollisionCategories.Geom | - CollisionCategories.Land | - CollisionCategories.Water | - CollisionCategories.Phantom | - CollisionCategories.VolumeDtc - )); - d.GeomSetCollideBits(newspace, 0); - - staticPrimspaceOffRegion[i] = newspace; + staticPrimspace[i, j] = IntPtr.Zero; } + } - m_lastframe = DateTime.UtcNow; - m_lastMeshExpire = m_lastframe; + _worldInitialized = true; } - internal void waitForSpaceUnlock(IntPtr space) - { - //if (space != IntPtr.Zero) - //while (d.SpaceLockQuery(space)) { } // Wait and do nothing - } +// internal void waitForSpaceUnlock(IntPtr space) +// { +// //if (space != IntPtr.Zero) +// //while (d.SpaceLockQuery(space)) { } // Wait and do nothing +// } + +// /// +// /// Debug space message for printing the space that a prim/avatar is in. +// /// +// /// +// /// Returns which split up space the given position is in. +// public string whichspaceamIin(Vector3 pos) +// { +// return calculateSpaceForGeom(pos).ToString(); +// } #region Collision Detection - // sets a global contact for a joint for contactgeom , and base contact description) - - private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale) + /// + /// Collides two geometries. + /// + /// + /// + /// /param> + /// + /// + /// + private int CollideGeoms( + IntPtr geom1, IntPtr geom2, int maxContacts, Ode.NET.d.ContactGeom[] contactsArray, int contactGeomSize) { - if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath) - return IntPtr.Zero; + int count; - float erp = contactGeom.depth; - erp *= erpscale; - if (erp < minERP) - erp = minERP; - else if (erp > MaxERP) - erp = MaxERP; - - float depth = contactGeom.depth * dscale; - if (depth > 0.5f) - depth = 0.5f; + lock (OdeScene.UniversalColliderSyncObject) + { + // We do this inside the lock so that we don't count any delay in acquiring it + if (CollectStats) + m_nativeCollisionStartTick = Util.EnvironmentTickCount(); - d.Contact newcontact = new d.Contact(); - newcontact.geom.depth = depth; - newcontact.geom.g1 = contactGeom.g1; - newcontact.geom.g2 = contactGeom.g2; - newcontact.geom.pos = contactGeom.pos; - newcontact.geom.normal = contactGeom.normal; - newcontact.geom.side1 = contactGeom.side1; - newcontact.geom.side2 = contactGeom.side2; + count = d.Collide(geom1, geom2, maxContacts, contactsArray, contactGeomSize); + } - // this needs bounce also - newcontact.surface.mode = comumContactFlags; - newcontact.surface.mu = mu; - newcontact.surface.bounce = bounce; - newcontact.surface.soft_cfm = cfm; - newcontact.surface.soft_erp = erp; + // We do this outside the lock so that any waiting threads aren't held up, though the effect is probably + // negligable + if (CollectStats) + m_stats[ODENativeGeomCollisionFrameMsStatName] + += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick); - IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf)); - Marshal.StructureToPtr(newcontact, contact, true); - return d.JointCreateContactPtr(world, contactgroup, contact); + return count; } - private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom) + /// + /// Collide two spaces or a space and a geometry. + /// + /// + /// /param> + /// + private void CollideSpaces(IntPtr space1, IntPtr space2, IntPtr data) { - if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision) - return false; + if (CollectStats) + { + m_inCollisionTiming = true; + m_nativeCollisionStartTick = Util.EnvironmentTickCount(); + } - IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf)); - newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom)); - return true; + d.SpaceCollide2(space1, space2, data, nearCallback); + + if (CollectStats && m_inCollisionTiming) + { + m_stats[ODENativeSpaceCollisionFrameMsStatName] + += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick); + m_inCollisionTiming = false; + } } /// @@ -664,50 +964,76 @@ namespace OpenSim.Region.Physics.OdePlugin /// The space that contains the geoms. Remember, spaces are also geoms /// a geometry or space /// another geometry or space - /// - private void near(IntPtr space, IntPtr g1, IntPtr g2) { - // no lock here! It's invoked from within Simulate(), which is thread-locked + if (CollectStats && m_inCollisionTiming) + { + m_stats[ODENativeSpaceCollisionFrameMsStatName] + += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick); + m_inCollisionTiming = false; + } - if (m_global_contactcount >= maxContactsbeforedeath) - return; +// m_log.DebugFormat("[PHYSICS]: Colliding {0} and {1} in {2}", g1, g2, space); + // no lock here! It's invoked from within Simulate(), which is thread-locked // Test if we're colliding a geom with a space. // If so we have to drill down into the space recursively - if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) - return; - if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) { + if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) + return; + + // Separating static prim geometry spaces. // We'll be calling near recursivly if one // of them is a space to find all of the // contact points in the space try { - d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); + CollideSpaces(g1, g2, IntPtr.Zero); } catch (AccessViolationException) { - m_log.Warn("[PHYSICS]: Unable to collide test a space"); + m_log.Error("[ODE SCENE]: Unable to collide test a space"); return; } - //here one should check collisions of geoms inside a space - // but on each space we only should have geoms that not colide amoung each other - // so we don't dig inside spaces + //Colliding a space or a geom with a space or a geom. so drill down + + //Collide all geoms in each space.. + //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback); + //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback); return; } - // get geom bodies to check if we already a joint contact - // guess this shouldn't happen now + if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) + return; + IntPtr b1 = d.GeomGetBody(g1); IntPtr b2 = d.GeomGetBody(g2); // d.GeomClassID id = d.GeomGetClass(g1); + String name1 = null; + String name2 = null; + + if (!geom_name_map.TryGetValue(g1, out name1)) + { + name1 = "null"; + } + if (!geom_name_map.TryGetValue(g2, out name2)) + { + name2 = "null"; + } + + //if (id == d.GeomClassId.TriMeshClass) + //{ + // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2); + //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2); + //} + // Figure out how many contact points we have int count = 0; + try { // Colliding Geom To Geom @@ -719,611 +1045,914 @@ namespace OpenSim.Region.Physics.OdePlugin if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) return; -// debug - PhysicsActor dp2; - if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass) - { - d.AABB aabb; - d.GeomGetAABB(g2, out aabb); - float x = aabb.MaxX - aabb.MinX; - float y = aabb.MaxY - aabb.MinY; - float z = aabb.MaxZ - aabb.MinZ; - if (x > 60.0f || y > 60.0f || z > 60.0f) - { - if (!actor_name_map.TryGetValue(g2, out dp2)) - m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2"); - else - m_log.WarnFormat("[PHYSICS]: land versus large prim geo {0},size {1}, AABBsize <{2},{3},{4}>, at {5} ori {6},({7})", - dp2.Name, dp2.Size, x, y, z, - dp2.Position.ToString(), - dp2.Orientation.ToString(), - dp2.Orientation.Length()); - return; - } - } -// - + count = CollideGeoms(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf); + // All code after this is only relevant if we have any collisions + if (count <= 0) + return; - if(d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc || - d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc) - { - int cflags; - unchecked - { - cflags = (int)(1 | d.CONTACTS_UNIMPORTANT); - } - count = d.CollidePtr(g1, g2, cflags, ContactgeomsArray, d.ContactGeom.unmanagedSizeOf); - } - else - count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf); + if (count > contacts.Length) + m_log.Error("[ODE SCENE]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length); } catch (SEHException) { - 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."); -// ode.drelease(world); + m_log.Error( + "[ODE SCENE]: 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."); base.TriggerPhysicsBasedRestart(); } catch (Exception e) { - m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message); + m_log.ErrorFormat("[ODE SCENE]: Unable to collide test an object: {0}", e.Message); return; } - // contacts done - if (count == 0) - return; - - // try get physical actors PhysicsActor p1; PhysicsActor p2; - + + p1ExpectedPoints = 0; + p2ExpectedPoints = 0; + if (!actor_name_map.TryGetValue(g1, out p1)) { - m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 1"); - return; + p1 = PANull; } if (!actor_name_map.TryGetValue(g2, out p2)) { - m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2"); - return; + p2 = PANull; } - // update actors collision score - if (p1.CollisionScore >= float.MaxValue - count) + ContactPoint maxDepthContact = new ContactPoint(); + if (p1.CollisionScore + count >= float.MaxValue) p1.CollisionScore = 0; p1.CollisionScore += count; - if (p2.CollisionScore >= float.MaxValue - count) + if (p2.CollisionScore + count >= float.MaxValue) p2.CollisionScore = 0; p2.CollisionScore += count; - // get first contact - d.ContactGeom curContact = new d.ContactGeom(); - if (!GetCurContactGeom(0, ref curContact)) - return; - // for now it's the one with max depth - ContactPoint maxDepthContact = new ContactPoint( + for (int i = 0; i < count; i++) + { + d.ContactGeom curContact = contacts[i]; + + if (curContact.depth > maxDepthContact.PenetrationDepth) + { + maxDepthContact = new ContactPoint( new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z), new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z), curContact.depth - ); - // do volume detection case - if ( - (p1.IsVolumeDtc || p2.IsVolumeDtc)) - { - collision_accounting_events(p1, p2, maxDepthContact); - return; - } + ); + } - // big messy collision analises + //m_log.Warn("[CCOUNT]: " + count); + IntPtr joint; + // If we're colliding with terrain, use 'TerrainContact' instead of contact. + // allows us to have different settings + + // We only need to test p2 for 'jump crouch purposes' + if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim) + { + // Testing if the collision is at the feet of the avatar + + //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)); + if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)) + p2.IsColliding = true; + } + else + { + p2.IsColliding = true; + } + + //if ((framecount % m_returncollisions) == 0) - Vector3 normoverride = Vector3.Zero; //damm c# + switch (p1.PhysicsActorType) + { + case (int)ActorTypes.Agent: + p1ExpectedPoints = avatarExpectedContacts; + p2.CollidingObj = true; + break; + case (int)ActorTypes.Prim: + if (p1 != null && p1 is OdePrim) + p1ExpectedPoints = ((OdePrim) p1).ExpectedCollisionContacts; - float mu = 0; - float bounce = 0; - float cfm = 0.0001f; - float erpscale = 1.0f; - float dscale = 1.0f; - bool IgnoreNegSides = false; + if (p2.Velocity.LengthSquared() > 0.0f) + p2.CollidingObj = true; + break; + case (int)ActorTypes.Unknown: + p2.CollidingGround = true; + break; + default: + p2.CollidingGround = true; + break; + } - ContactData contactdata1 = new ContactData(0, 0, false); - ContactData contactdata2 = new ContactData(0, 0, false); + // we don't want prim or avatar to explode - bool dop1foot = false; - bool dop2foot = false; - bool ignore = false; - bool AvanormOverride = false; + #region InterPenetration Handling - Unintended physics explosions +# region disabled code1 - switch (p1.PhysicsActorType) - { - case (int)ActorTypes.Agent: + if (curContact.depth >= 0.08f) + { + //This is disabled at the moment only because it needs more tweaking + //It will eventually be uncommented + /* + if (contact.depth >= 1.00f) { - AvanormOverride = true; - Vector3 tmp = p2.Position - p1.Position; - normoverride = p2.Velocity - p1.Velocity; - mu = normoverride.LengthSquared(); + //m_log.Debug("[PHYSICS]: " + contact.depth.ToString()); + } - if (mu > 1e-6) + //If you interpenetrate a prim with an agent + if ((p2.PhysicsActorType == (int) ActorTypes.Agent && + p1.PhysicsActorType == (int) ActorTypes.Prim) || + (p1.PhysicsActorType == (int) ActorTypes.Agent && + p2.PhysicsActorType == (int) ActorTypes.Prim)) + { + + //contact.depth = contact.depth * 4.15f; + /* + if (p2.PhysicsActorType == (int) ActorTypes.Agent) { - mu = 1.0f / (float)Math.Sqrt(mu); - normoverride *= mu; - mu = Vector3.Dot(tmp, normoverride); - if (mu > 0) - normoverride *= -1; + p2.CollidingObj = true; + contact.depth = 0.003f; + p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); + OdeCharacter character = (OdeCharacter) p2; + character.SetPidStatus(true); + contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2)); + } else { - tmp.Normalize(); - normoverride = -tmp; - } - switch (p2.PhysicsActorType) + //contact.depth = 0.0000000f; + } + if (p1.PhysicsActorType == (int) ActorTypes.Agent) { - case (int)ActorTypes.Agent: - p1.CollidingObj = true; - p2.CollidingObj = true; - break; - case (int)ActorTypes.Prim: - if (p2.Velocity.LengthSquared() > 0.0f) - p2.CollidingObj = true; - dop1foot = true; - break; + p1.CollidingObj = true; + contact.depth = 0.003f; + p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); + contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2)); + OdeCharacter character = (OdeCharacter)p1; + character.SetPidStatus(true); + } + else + { - default: - ignore = true; // avatar to terrain and water ignored - break; + //contact.depth = 0.0000000f; } - break; + + + } - - case (int)ActorTypes.Prim: - switch (p2.PhysicsActorType) +*/ + // If you interpenetrate a prim with another prim + /* + if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) { - case (int)ActorTypes.Agent: - AvanormOverride = true; - - Vector3 tmp = p2.Position - p1.Position; - normoverride = p2.Velocity - p1.Velocity; - mu = normoverride.LengthSquared(); - if (mu > 1e-6) - { - mu = 1.0f / (float)Math.Sqrt(mu); - normoverride *= mu; - mu = Vector3.Dot(tmp, normoverride); - if (mu > 0) - normoverride *= -1; - } - else - { - tmp.Normalize(); - normoverride = -tmp; - } - - bounce = 0; - mu = 0; - cfm = 0.0001f; - - dop2foot = true; - if (p1.Velocity.LengthSquared() > 0.0f) - p1.CollidingObj = true; - break; - - case (int)ActorTypes.Prim: - if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f) + #region disabledcode2 + //OdePrim op1 = (OdePrim)p1; + //OdePrim op2 = (OdePrim)p2; + //op1.m_collisionscore++; + //op2.m_collisionscore++; + + //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000) + //{ + //op1.m_taintdisable = true; + //AddPhysicsActorTaint(p1); + //op2.m_taintdisable = true; + //AddPhysicsActorTaint(p2); + //} + + //if (contact.depth >= 0.25f) + //{ + // Don't collide, one or both prim will expld. + + //op1.m_interpenetrationcount++; + //op2.m_interpenetrationcount++; + //interpenetrations_before_disable = 200; + //if (op1.m_interpenetrationcount >= interpenetrations_before_disable) + //{ + //op1.m_taintdisable = true; + //AddPhysicsActorTaint(p1); + //} + //if (op2.m_interpenetrationcount >= interpenetrations_before_disable) + //{ + // op2.m_taintdisable = true; + //AddPhysicsActorTaint(p2); + //} + + //contact.depth = contact.depth / 8f; + //contact.normal = new d.Vector3(0, 0, 1); + //} + //if (op1.m_disabled || op2.m_disabled) + //{ + //Manually disabled objects stay disabled + //contact.depth = 0f; + //} + #endregion + } + */ +#endregion + if (curContact.depth >= 1.00f) + { + //m_log.Info("[P]: " + contact.depth.ToString()); + if ((p2.PhysicsActorType == (int) ActorTypes.Agent && + p1.PhysicsActorType == (int) ActorTypes.Unknown) || + (p1.PhysicsActorType == (int) ActorTypes.Agent && + p2.PhysicsActorType == (int) ActorTypes.Unknown)) + { + if (p2.PhysicsActorType == (int) ActorTypes.Agent) { - p1.CollidingObj = true; - p2.CollidingObj = true; + if (p2 is OdeCharacter) + { + OdeCharacter character = (OdeCharacter) p2; + + //p2.CollidingObj = true; + curContact.depth = 0.00000003f; + p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f); + curContact.pos = + new d.Vector3(curContact.pos.X + (p1.Size.X/2), + curContact.pos.Y + (p1.Size.Y/2), + curContact.pos.Z + (p1.Size.Z/2)); + character.SetPidStatus(true); + } } - p1.getContactData(ref contactdata1); - p2.getContactData(ref contactdata2); - bounce = contactdata1.bounce * contactdata2.bounce; - mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); - - cfm = p1.Mass; - if (cfm > p2.Mass) - cfm = p2.Mass; - dscale = 10 / cfm; - dscale = (float)Math.Sqrt(dscale); - if (dscale > 1.0f) - dscale = 1.0f; - erpscale = cfm * 0.01f; - cfm = 0.0001f / cfm; - if (cfm > 0.01f) - cfm = 0.01f; - else if (cfm < 0.00001f) - cfm = 0.00001f; - - if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f)) - mu *= frictionMovementMult; - - break; - case (int)ActorTypes.Ground: - p1.getContactData(ref contactdata1); - bounce = contactdata1.bounce * TerrainBounce; - mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction); - if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f) - mu *= frictionMovementMult; - p1.CollidingGround = true; - - cfm = p1.Mass; - dscale = 10 / cfm; - dscale = (float)Math.Sqrt(dscale); - if (dscale > 1.0f) - dscale = 1.0f; - erpscale = cfm * 0.01f; - cfm = 0.0001f / cfm; - if (cfm > 0.01f) - cfm = 0.01f; - else if (cfm < 0.00001f) - cfm = 0.00001f; - - if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass) + if (p1.PhysicsActorType == (int) ActorTypes.Agent) { - if (curContact.side1 > 0) - IgnoreNegSides = true; + if (p1 is OdeCharacter) + { + OdeCharacter character = (OdeCharacter) p1; + + //p2.CollidingObj = true; + curContact.depth = 0.00000003f; + p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f); + curContact.pos = + new d.Vector3(curContact.pos.X + (p1.Size.X/2), + curContact.pos.Y + (p1.Size.Y/2), + curContact.pos.Z + (p1.Size.Z/2)); + character.SetPidStatus(true); + } } - break; - - case (int)ActorTypes.Water: - default: - ignore = true; - break; + } } - break; - - case (int)ActorTypes.Ground: - if (p2.PhysicsActorType == (int)ActorTypes.Prim) - { - p2.CollidingGround = true; - p2.getContactData(ref contactdata2); - bounce = contactdata2.bounce * TerrainBounce; - mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction); - - cfm = p2.Mass; - dscale = 10 / cfm; - dscale = (float)Math.Sqrt(dscale); - - if (dscale > 1.0f) - dscale = 1.0f; - - erpscale = cfm * 0.01f; - cfm = 0.0001f / cfm; - if (cfm > 0.01f) - cfm = 0.01f; - else if (cfm < 0.00001f) - cfm = 0.00001f; + } - if (curContact.side1 > 0) // should be 2 ? - IgnoreNegSides = true; + #endregion - if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f) - mu *= frictionMovementMult; - } - else - ignore = true; - break; + // Logic for collision handling + // Note, that if *all* contacts are skipped (VolumeDetect) + // The prim still detects (and forwards) collision events but + // appears to be phantom for the world + Boolean skipThisContact = false; - case (int)ActorTypes.Water: - default: - break; - } - if (ignore) - return; + if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect)) + skipThisContact = true; // No collision on volume detect prims - IntPtr Joint; + if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect)) + skipThisContact = true; // No collision on volume detect prims - int i = 0; - while(true) - { + if (!skipThisContact && curContact.depth < 0f) + skipThisContact = true; - if (IgnoreNegSides && curContact.side1 < 0) - { - if (++i >= count) - break; + if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType)) + skipThisContact = true; - if (!GetCurContactGeom(i, ref curContact)) - break; - } - else + const int maxContactsbeforedeath = 4000; + joint = IntPtr.Zero; + if (!skipThisContact) { + _perloopContact.Add(curContact); - if (AvanormOverride) + if (name1 == "Terrain" || name2 == "Terrain") { - if (curContact.depth > 0.3f) + if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && + (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) { - if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f) - p1.IsColliding = true; - if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f) - p2.IsColliding = true; - curContact.normal.X = normoverride.X; - curContact.normal.Y = normoverride.Y; - curContact.normal.Z = normoverride.Z; - } + p2ExpectedPoints = avatarExpectedContacts; + // Avatar is moving on terrain, use the movement terrain contact + AvatarMovementTerrainContact.geom = curContact; + if (m_global_contactcount < maxContactsbeforedeath) + { + joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); + m_global_contactcount++; + } + } else { - if (dop1foot) + if (p2.PhysicsActorType == (int)ActorTypes.Agent) + { + p2ExpectedPoints = avatarExpectedContacts; + // Avatar is standing on terrain, use the non moving terrain contact + TerrainContact.geom = curContact; + + if (m_global_contactcount < maxContactsbeforedeath) + { + joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); + m_global_contactcount++; + } + } + else { - float sz = p1.Size.Z; - Vector3 vtmp = p1.Position; - float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f; - if (ppos > 0f) + if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim) { - if (!p1.Flying) + // prim prim contact + // int pj294950 = 0; + int movintYN = 0; + int material = (int) Material.Wood; + // prim terrain contact + if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) { - d.AABB aabb; - d.GeomGetAABB(g2, out aabb); - float tmp = vtmp.Z - sz * .18f; + movintYN = 1; + } - if (aabb.MaxZ < tmp) - { - vtmp.X = curContact.pos.X - vtmp.X; - vtmp.Y = curContact.pos.Y - vtmp.Y; - vtmp.Z = -0.2f; - vtmp.Normalize(); - curContact.normal.X = vtmp.X; - curContact.normal.Y = vtmp.Y; - curContact.normal.Z = vtmp.Z; - } + if (p2 is OdePrim) + { + material = ((OdePrim) p2).m_material; + p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts; + } + + // Unnessesary because p1 is defined above + //if (p1 is OdePrim) + // { + // p1ExpectedPoints = ((OdePrim)p1).ExpectedCollisionContacts; + // } + //m_log.DebugFormat("Material: {0}", material); + + m_materialContacts[material, movintYN].geom = curContact; + + if (m_global_contactcount < maxContactsbeforedeath) + { + joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); + m_global_contactcount++; } } else - p1.IsColliding = true; + { + int movintYN = 0; + // prim terrain contact + if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) + { + movintYN = 1; + } - } + int material = (int)Material.Wood; - if (dop2foot) - { - float sz = p2.Size.Z; - Vector3 vtmp = p2.Position; - float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f; - if (ppos > 0f) - { - if (!p2.Flying) + if (p2 is OdePrim) { - d.AABB aabb; - d.GeomGetAABB(g1, out aabb); - float tmp = vtmp.Z - sz * .18f; + material = ((OdePrim)p2).m_material; + p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts; + } - if (aabb.MaxZ < tmp) - { - vtmp.X = curContact.pos.X - vtmp.X; - vtmp.Y = curContact.pos.Y - vtmp.Y; - vtmp.Z = -0.2f; - vtmp.Normalize(); - curContact.normal.X = vtmp.X; - curContact.normal.Y = vtmp.Y; - curContact.normal.Z = vtmp.Z; - } + //m_log.DebugFormat("Material: {0}", material); + m_materialContacts[material, movintYN].geom = curContact; + + if (m_global_contactcount < maxContactsbeforedeath) + { + joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); + m_global_contactcount++; } } - else - p2.IsColliding = true; - } } + //if (p2.PhysicsActorType == (int)ActorTypes.Prim) + //{ + //m_log.Debug("[PHYSICS]: prim contacting with ground"); + //} + } + else if (name1 == "Water" || name2 == "Water") + { + /* + if ((p2.PhysicsActorType == (int) ActorTypes.Prim)) + { + } + else + { + } + */ + //WaterContact.surface.soft_cfm = 0.0000f; + //WaterContact.surface.soft_erp = 0.00000f; + if (curContact.depth > 0.1f) + { + curContact.depth *= 52; + //contact.normal = new d.Vector3(0, 0, 1); + //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f); + } + + WaterContact.geom = curContact; + + if (m_global_contactcount < maxContactsbeforedeath) + { + joint = d.JointCreateContact(world, contactgroup, ref WaterContact); + m_global_contactcount++; + } + //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth); } + else + { + if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) + { + p2ExpectedPoints = avatarExpectedContacts; + if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) + { + // Avatar is moving on a prim, use the Movement prim contact + AvatarMovementprimContact.geom = curContact; - Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale); - d.JointAttach(Joint, b1, b2); + if (m_global_contactcount < maxContactsbeforedeath) + { + joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); + m_global_contactcount++; + } + } + else + { + // Avatar is standing still on a prim, use the non movement contact + contact.geom = curContact; - if (++m_global_contactcount >= maxContactsbeforedeath) - break; + if (m_global_contactcount < maxContactsbeforedeath) + { + joint = d.JointCreateContact(world, contactgroup, ref contact); + m_global_contactcount++; + } + } + } + else if (p2.PhysicsActorType == (int)ActorTypes.Prim) + { + //p1.PhysicsActorType + int material = (int)Material.Wood; - if (++i >= count) - break; + if (p2 is OdePrim) + { + material = ((OdePrim)p2).m_material; + p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts; + } + + //m_log.DebugFormat("Material: {0}", material); + m_materialContacts[material, 0].geom = curContact; - if (!GetCurContactGeom(i, ref curContact)) - break; + if (m_global_contactcount < maxContactsbeforedeath) + { + joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]); + m_global_contactcount++; + } + } + } - if (curContact.depth > maxDepthContact.PenetrationDepth) + if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide! { - maxDepthContact.Position.X = curContact.pos.X; - maxDepthContact.Position.Y = curContact.pos.Y; - maxDepthContact.Position.Z = curContact.pos.Z; - maxDepthContact.SurfaceNormal.X = curContact.normal.X; - maxDepthContact.SurfaceNormal.Y = curContact.normal.Y; - maxDepthContact.SurfaceNormal.Z = curContact.normal.Z; - maxDepthContact.PenetrationDepth = curContact.depth; + d.JointAttach(joint, b1, b2); + m_global_contactcount++; } } - } - collision_accounting_events(p1, p2, maxDepthContact); - -/* - if (notskipedcount > geomContactPointsStartthrottle) - { - // If there are more then 3 contact points, it's likely - // that we've got a pile of objects, so ... - // We don't want to send out hundreds of terse updates over and over again - // so lets throttle them and send them again after it's somewhat sorted out. - this needs checking so out for now - if (b1 != IntPtr.Zero) - p1.ThrottleUpdates = true; - if (b2 != IntPtr.Zero) - p2.ThrottleUpdates = true; + collision_accounting_events(p1, p2, maxDepthContact); + if (count > ((p1ExpectedPoints + p2ExpectedPoints) * 0.25) + (geomContactPointsStartthrottle)) + { + // If there are more then 3 contact points, it's likely + // that we've got a pile of objects, so ... + // We don't want to send out hundreds of terse updates over and over again + // so lets throttle them and send them again after it's somewhat sorted out. + p2.ThrottleUpdates = true; + } + //m_log.Debug(count.ToString()); + //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2); } - */ } - private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact) + private bool checkDupe(d.ContactGeom contactGeom, int atype) { - uint obj2LocalID = 0; + if (!m_filterCollisions) + return false; - bool p1events = p1.SubscribedEvents(); - bool p2events = p2.SubscribedEvents(); + bool result = false; - if (p1.IsVolumeDtc) - p2events = false; - if (p2.IsVolumeDtc) - p1events = false; + ActorTypes at = (ActorTypes)atype; - if (!p2events && !p1events) - return; + foreach (d.ContactGeom contact in _perloopContact) + { + //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2)) + //{ + // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2) + if (at == ActorTypes.Agent) + { + 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))) + { + if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f) + { + //contactGeom.depth *= .00005f; + //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); + // 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)); + result = true; + break; + } +// else +// { +// //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); +// } + } +// else +// { +// //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)); +// //int i = 0; +// } + } + else if (at == ActorTypes.Prim) + { + //d.AABB aabb1 = new d.AABB(); + //d.AABB aabb2 = new d.AABB(); - Vector3 vel = Vector3.Zero; - if (p2 != null && p2.IsPhysical) - vel = p2.Velocity; + //d.GeomGetAABB(contactGeom.g2, out aabb2); + //d.GeomGetAABB(contactGeom.g1, out aabb1); + //aabb1. + 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))) + { + if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z) + { + if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f) + { + result = true; + break; + } + } + //m_log.DebugFormat("[Collision]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); + //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)); + } + } + } - if (p1 != null && p1.IsPhysical) - vel -= p1.Velocity; + return result; + } - contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal); + private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact) + { + // obj1LocalID = 0; + //returncollisions = false; + obj2LocalID = 0; + //ctype = 0; + //cStartStop = 0; + if (!p2.SubscribedEvents() && !p1.SubscribedEvents()) + return; - switch ((ActorTypes)p1.PhysicsActorType) + switch ((ActorTypes)p2.PhysicsActorType) { case ActorTypes.Agent: + cc2 = (OdeCharacter)p2; + + // obj1LocalID = cc2.m_localID; + switch ((ActorTypes)p1.PhysicsActorType) + { + case ActorTypes.Agent: + cc1 = (OdeCharacter)p1; + obj2LocalID = cc1.LocalID; + cc1.AddCollisionEvent(cc2.LocalID, contact); + //ctype = (int)CollisionCategories.Character; + + //if (cc1.CollidingObj) + //cStartStop = (int)StatusIndicators.Generic; + //else + //cStartStop = (int)StatusIndicators.Start; + + //returncollisions = true; + break; + + case ActorTypes.Prim: + if (p1 is OdePrim) + { + cp1 = (OdePrim) p1; + obj2LocalID = cp1.LocalID; + cp1.AddCollisionEvent(cc2.LocalID, contact); + } + //ctype = (int)CollisionCategories.Geom; + + //if (cp1.CollidingObj) + //cStartStop = (int)StatusIndicators.Generic; + //else + //cStartStop = (int)StatusIndicators.Start; + + //returncollisions = true; + break; + + case ActorTypes.Ground: + case ActorTypes.Unknown: + obj2LocalID = 0; + //ctype = (int)CollisionCategories.Land; + //returncollisions = true; + break; + } + + cc2.AddCollisionEvent(obj2LocalID, contact); + break; + case ActorTypes.Prim: + + if (p2 is OdePrim) { - switch ((ActorTypes)p2.PhysicsActorType) + cp2 = (OdePrim) p2; + + // obj1LocalID = cp2.m_localID; + switch ((ActorTypes) p1.PhysicsActorType) { case ActorTypes.Agent: + if (p1 is OdeCharacter) + { + cc1 = (OdeCharacter) p1; + obj2LocalID = cc1.LocalID; + cc1.AddCollisionEvent(cp2.LocalID, contact); + //ctype = (int)CollisionCategories.Character; + + //if (cc1.CollidingObj) + //cStartStop = (int)StatusIndicators.Generic; + //else + //cStartStop = (int)StatusIndicators.Start; + //returncollisions = true; + } + break; case ActorTypes.Prim: - if (p2events) + + if (p1 is OdePrim) { - AddCollisionEventReporting(p2); - p2.AddCollisionEvent(p1.ParentActor.LocalID, contact); + cp1 = (OdePrim) p1; + obj2LocalID = cp1.LocalID; + cp1.AddCollisionEvent(cp2.LocalID, contact); + //ctype = (int)CollisionCategories.Geom; + + //if (cp1.CollidingObj) + //cStartStop = (int)StatusIndicators.Generic; + //else + //cStartStop = (int)StatusIndicators.Start; + + //returncollisions = true; } - obj2LocalID = p2.ParentActor.LocalID; break; case ActorTypes.Ground: case ActorTypes.Unknown: - default: obj2LocalID = 0; + //ctype = (int)CollisionCategories.Land; + + //returncollisions = true; break; } - if (p1events) - { - contact.SurfaceNormal = -contact.SurfaceNormal; - AddCollisionEventReporting(p1); - p1.AddCollisionEvent(obj2LocalID, contact); - } - break; - } - case ActorTypes.Ground: - case ActorTypes.Unknown: - default: - { - if (p2events && !p2.IsVolumeDtc) - { - AddCollisionEventReporting(p2); - p2.AddCollisionEvent(0, contact); - } - break; + + cp2.AddCollisionEvent(obj2LocalID, contact); } + break; } + //if (returncollisions) + //{ + + //lock (m_storedCollisions) + //{ + //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString(); + //if (m_storedCollisions.ContainsKey(cDictKey)) + //{ + //sCollisionData objd = m_storedCollisions[cDictKey]; + //objd.NumberOfCollisions += 1; + //objd.lastframe = framecount; + //m_storedCollisions[cDictKey] = objd; + //} + //else + //{ + //sCollisionData objd = new sCollisionData(); + //objd.ColliderLocalId = obj1LocalID; + //objd.CollidedWithLocalId = obj2LocalID; + //objd.CollisionType = ctype; + //objd.NumberOfCollisions = 1; + //objd.lastframe = framecount; + //objd.StatusIndicator = cStartStop; + //m_storedCollisions.Add(cDictKey, objd); + //} + //} + // } + } + + private int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount) + { + /* String name1 = null; + String name2 = null; + + if (!geom_name_map.TryGetValue(trimesh, out name1)) + { + name1 = "null"; + } + if (!geom_name_map.TryGetValue(refObject, out name2)) + { + name2 = "null"; + } + + m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2); + */ + return 1; + } + + private int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex) + { +// String name1 = null; +// String name2 = null; +// +// if (!geom_name_map.TryGetValue(trimesh, out name1)) +// { +// name1 = "null"; +// } +// +// if (!geom_name_map.TryGetValue(refObject, out name2)) +// { +// name2 = "null"; +// } + + // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex); + + d.Vector3 v0 = new d.Vector3(); + d.Vector3 v1 = new d.Vector3(); + d.Vector3 v2 = new d.Vector3(); + + d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2); + // 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); + + return 1; } /// /// This is our collision testing routine in ODE /// - /// private void collision_optimized() { - lock (_characters) - { + _perloopContact.Clear(); + + foreach (OdeCharacter chr in _characters) + { + // Reset the collision values to false + // since we don't know if we're colliding yet + if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero) + continue; + + chr.IsColliding = false; + chr.CollidingGround = false; + chr.CollidingObj = false; + + // Test the avatar's geometry for collision with the space + // This will return near and the space that they are the closest to + // And we'll run this again against the avatar and the space segment + // This will return with a bunch of possible objects in the space segment + // and we'll run it again on all of them. try { - foreach (OdeCharacter chr in _characters) - { - if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero) - continue; - - chr.IsColliding = false; - // chr.CollidingGround = false; not done here - chr.CollidingObj = false; - // do colisions with static space - d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback); - // no coll with gnd - } + CollideSpaces(space, chr.Shell, IntPtr.Zero); } catch (AccessViolationException) { - m_log.Warn("[PHYSICS]: Unable to collide Character to static space"); + m_log.ErrorFormat("[ODE SCENE]: Unable to space collide {0}", Name); } - + + //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y); + //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10) + //{ + //chr.Position.Z = terrainheight + 10.0f; + //forcedZ = true; + //} } - lock (_activeprims) + if (CollectStats) { - foreach (OdePrim aprim in _activeprims) - { - aprim.CollisionScore = 0; - aprim.IsColliding = false; - } + m_tempAvatarCollisionsThisFrame = _perloopContact.Count; + m_stats[ODEAvatarContactsStatsName] += m_tempAvatarCollisionsThisFrame; } - // collide active prims with static enviroment - lock (_activegroups) + List removeprims = null; + foreach (OdePrim chr in _activeprims) { - try + if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled)) { - foreach (OdePrim prm in _activegroups) + try { - if (!prm.m_outbounds) + lock (chr) { - if (d.BodyIsEnabled(prm.Body)) + if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false) + { + CollideSpaces(space, chr.prim_geom, IntPtr.Zero); + } + else { - d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback); - d.SpaceCollide2(GroundSpace, prm.collide_geom, IntPtr.Zero, nearCallback); + if (removeprims == null) + { + removeprims = new List(); + } + removeprims.Add(chr); + m_log.Error( + "[ODE SCENE]: 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!"); } } } + catch (AccessViolationException) + { + m_log.Error("[ODE SCENE]: Unable to space collide"); + } } - catch (AccessViolationException) + } + + if (CollectStats) + m_stats[ODEPrimContactsStatName] += _perloopContact.Count - m_tempAvatarCollisionsThisFrame; + + if (removeprims != null) + { + foreach (OdePrim chr in removeprims) { - m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space"); + _activeprims.Remove(chr); } } - // finally colide active things amoung them - try + } + + #endregion + + public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) + { + m_worldOffset = offset; + WorldExtents = new Vector2(extents.X, extents.Y); + m_parentScene = pScene; + } + + // Recovered for use by fly height. Kitto Flora + internal float GetTerrainHeightAtXY(float x, float y) + { + int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize; + int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize; + + IntPtr heightFieldGeom = IntPtr.Zero; + + if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom)) { - d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback); + if (heightFieldGeom != IntPtr.Zero) + { + if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom)) + { + + int index; + + + if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y || + (int)x < 0.001f || (int)y < 0.001f) + return 0; + + x = x - offsetX; + y = y - offsetY; + + index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y); + + if (index < TerrainHeightFieldHeights[heightFieldGeom].Length) + { + //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]); + return (float)TerrainHeightFieldHeights[heightFieldGeom][index]; + } + + else + return 0f; + } + else + { + return 0f; + } + + } + else + { + return 0f; + } + } - catch (AccessViolationException) + else { - m_log.Warn("[PHYSICS]: Unable to collide in Active space"); + return 0f; } -// _perloopContact.Clear(); - } + } +// End recovered. Kitto Flora - #endregion /// /// Add actor to the list that should receive collision events in the simulate loop. /// /// - public void AddCollisionEventReporting(PhysicsActor obj) + internal void AddCollisionEventReporting(PhysicsActor obj) { - if (!_collisionEventPrim.Contains(obj)) - _collisionEventPrim.Add(obj); +// m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID); + + lock (m_collisionEventActorsChanges) + m_collisionEventActorsChanges[obj.LocalID] = obj; } /// /// Remove actor from the list that should receive collision events in the simulate loop. /// /// - public void RemoveCollisionEventReporting(PhysicsActor obj) - { - if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj)) - _collisionEventPrimRemove.Add(obj); - } - - public override float TimeDilation + internal void RemoveCollisionEventReporting(PhysicsActor obj) { - get { return m_timeDilation; } - } +// m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID); - public override bool SupportsNINJAJoints - { - get { return false; } + lock (m_collisionEventActorsChanges) + m_collisionEventActorsChanges[obj.LocalID] = null; } #region Add/Remove Entities @@ -1334,613 +1963,1266 @@ namespace OpenSim.Region.Physics.OdePlugin pos.X = position.X; pos.Y = position.Y; pos.Z = position.Z; - OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun); + + OdeCharacter newAv + = new OdeCharacter( + avName, this, pos, size, avPIDD, avPIDP, + avCapRadius, avStandupTensor, avDensity, + avMovementDivisorWalk, avMovementDivisorRun); + newAv.Flying = isFlying; newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset; return newAv; } - public void AddCharacter(OdeCharacter chr) + public override void RemoveAvatar(PhysicsActor actor) { - lock (_characters) - { - if (!_characters.Contains(chr)) - { - _characters.Add(chr); - if (chr.bad) - m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid); - } - } - } +// m_log.DebugFormat( +// "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2}", +// actor.Name, actor.LocalID, Name); - public void RemoveCharacter(OdeCharacter chr) - { - lock (_characters) - { - if (_characters.Contains(chr)) - { - _characters.Remove(chr); - } - } + ((OdeCharacter) actor).Destroy(); } - public void BadCharacter(OdeCharacter chr) + internal void AddCharacter(OdeCharacter chr) { - lock (_badCharacter) + if (!_characters.Contains(chr)) { - if (!_badCharacter.Contains(chr)) - _badCharacter.Add(chr); - } - } - - public override void RemoveAvatar(PhysicsActor actor) - { - //m_log.Debug("[PHYSICS]:ODELOCK"); - ((OdeCharacter) actor).Destroy(); - } + _characters.Add(chr); +// m_log.DebugFormat( +// "[ODE SCENE]: Adding physics character {0} {1} to physics scene {2}. Count now {3}", +// chr.Name, chr.LocalID, Name, _characters.Count); - public void addActivePrim(OdePrim activatePrim) - { - // adds active prim.. - lock (_activeprims) + if (chr.bad) + m_log.ErrorFormat("[ODE SCENE]: Added BAD actor {0} to characters list", chr.m_uuid); + } + else { - if (!_activeprims.Contains(activatePrim)) - _activeprims.Add(activatePrim); + m_log.ErrorFormat( + "[ODE SCENE]: Tried to add character {0} {1} but they are already in the set!", + chr.Name, chr.LocalID); } } - public void addActiveGroups(OdePrim activatePrim) + internal void RemoveCharacter(OdeCharacter chr) { - lock (_activegroups) + if (_characters.Contains(chr)) + { + _characters.Remove(chr); + +// m_log.DebugFormat( +// "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2}. Count now {3}", +// chr.Name, chr.LocalID, Name, _characters.Count); + } + else { - if (!_activegroups.Contains(activatePrim)) - _activegroups.Add(activatePrim); + m_log.ErrorFormat( + "[ODE SCENE]: Tried to remove character {0} {1} but they are not in the list!", + chr.Name, chr.LocalID); } } private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, - PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID) + PrimitiveBaseShape pbs, bool isphysical, uint localID) { + Vector3 pos = position; + Vector3 siz = size; + Quaternion rot = rotation; + OdePrim newPrim; lock (OdeLock) { - newPrim = new OdePrim(name, this, position, size, rotation, pbs, isphysical, isPhantom, shapeType, localID); + newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical); + lock (_prims) _prims.Add(newPrim); } + newPrim.LocalID = localID; return newPrim; } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, - Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid) + /// + /// Make this prim subject to physics. + /// + /// + internal void ActivatePrim(OdePrim prim) { - return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, 0 , localid); + // adds active prim.. (ones that should be iterated over in collisions_optimized + if (!_activeprims.Contains(prim)) + _activeprims.Add(prim); + //else + // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent"); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localid) { - return AddPrim(primName, position, size, rotation, pbs, isPhysical,false, 0, localid); +// m_log.DebugFormat("[ODE SCENE]: Adding physics prim {0} {1} to physics scene {2}", primName, localid, Name); + + return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, - Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid) + public override float TimeDilation { - - return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid); + get { return m_timeDilation; } } - public void remActivePrim(OdePrim deactivatePrim) + public override bool SupportsNINJAJoints { - lock (_activeprims) - { - _activeprims.Remove(deactivatePrim); - } + get { return m_NINJA_physics_joints_enabled; } } - public void remActiveGroup(OdePrim deactivatePrim) + + // internal utility function: must be called within a lock (OdeLock) + private void InternalAddActiveJoint(PhysicsJoint joint) { - lock (_activegroups) - { - _activegroups.Remove(deactivatePrim); - } + activeJoints.Add(joint); + SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint); } - public override void RemovePrim(PhysicsActor prim) + // internal utility function: must be called within a lock (OdeLock) + private void InternalAddPendingJoint(OdePhysicsJoint joint) { - // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be - // removed in the next physics simulate pass. - if (prim is OdePrim) - { -// lock (OdeLock) - { - - OdePrim p = (OdePrim)prim; - p.setPrimForRemoval(); - } - } + pendingJoints.Add(joint); + SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint); } - /// - /// This is called from within simulate but outside the locked portion - /// We need to do our own locking here - /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in - /// Simulate() -- justincc). - /// - /// Essentially, we need to remove the prim from our space segment, whatever segment it's in. - /// - /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory - /// that the space was using. - /// - /// - public void RemovePrimThreadLocked(OdePrim prim) - { - //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); - lock (prim) - { -// RemoveCollisionEventReporting(prim); - lock (_prims) - _prims.Remove(prim); - } + // internal utility function: must be called within a lock (OdeLock) + private void InternalRemovePendingJoint(PhysicsJoint joint) + { + pendingJoints.Remove(joint); + SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene); } - public bool havePrim(OdePrim prm) + // internal utility function: must be called within a lock (OdeLock) + private void InternalRemoveActiveJoint(PhysicsJoint joint) { - lock (_prims) - return _prims.Contains(prm); + activeJoints.Remove(joint); + SOPName_to_activeJoint.Remove(joint.ObjectNameInScene); } - public bool haveActor(PhysicsActor actor) + public override void DumpJointInfo() { - if (actor is OdePrim) + string hdr = "[NINJA] JOINTINFO: "; + foreach (PhysicsJoint j in pendingJoints) { - lock (_prims) - return _prims.Contains((OdePrim)actor); + m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams); } - else if (actor is OdeCharacter) + m_log.Debug(hdr + pendingJoints.Count + " total pending joints"); + foreach (string jointName in SOPName_to_pendingJoint.Keys) { - lock (_characters) - return _characters.Contains((OdeCharacter)actor); + m_log.Debug(hdr + " pending joints dict contains Name: " + jointName); } - return false; - } - - #endregion + m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries"); + foreach (PhysicsJoint j in activeJoints) + { + m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams); + } + m_log.Debug(hdr + activeJoints.Count + " total active joints"); + foreach (string jointName in SOPName_to_activeJoint.Keys) + { + m_log.Debug(hdr + " active joints dict contains Name: " + jointName); + } + m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries"); - #region Space Separation Calculation + m_log.Debug(hdr + " Per-body joint connectivity information follows."); + m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints."); + foreach (string actorName in joints_connecting_actor.Keys) + { + m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it"); + foreach (PhysicsJoint j in joints_connecting_actor[actorName]) + { + m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams); + } + m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor"); + } + } - /// - /// Called when a static prim moves or becomes static - /// Places the prim in a space one the static sub-spaces grid - /// - /// the pointer to the geom that moved - /// the position that the geom moved to - /// a pointer to the space it was in before it was moved. - /// a pointer to the new space it's in - public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace) + public override void RequestJointDeletion(string ObjectNameInScene) { - // moves a prim into another static sub-space or from another space into a static sub-space - - // Called ODEPrim so - // it's already in locked space. - - if (geom == IntPtr.Zero) // shouldn't happen - return IntPtr.Zero; - - // get the static sub-space for current position - IntPtr newspace = calculateSpaceForGeom(pos); + lock (externalJointRequestsLock) + { + if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously + { + requestedJointsToBeDeleted.Add(ObjectNameInScene); + } + } + } - if (newspace == currentspace) // if we are there all done - return newspace; + private void DeleteRequestedJoints() + { + List myRequestedJointsToBeDeleted; + lock (externalJointRequestsLock) + { + // make a local copy of the shared list for processing (threading issues) + myRequestedJointsToBeDeleted = new List(requestedJointsToBeDeleted); + } - // else remove it from its current space - if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom)) + foreach (string jointName in myRequestedJointsToBeDeleted) { - if (d.GeomIsSpace(currentspace)) + lock (OdeLock) { - waitForSpaceUnlock(currentspace); - d.SpaceRemove(currentspace, geom); + //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName); + if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName)) + { + OdePhysicsJoint joint = null; + if (SOPName_to_activeJoint.ContainsKey(jointName)) + { + joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint; + InternalRemoveActiveJoint(joint); + } + else if (SOPName_to_pendingJoint.ContainsKey(jointName)) + { + joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint; + InternalRemovePendingJoint(joint); + } + + if (joint != null) + { + //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames); + for (int iBodyName = 0; iBodyName < 2; iBodyName++) + { + string bodyName = joint.BodyNames[iBodyName]; + if (bodyName != "NULL") + { + joints_connecting_actor[bodyName].Remove(joint); + if (joints_connecting_actor[bodyName].Count == 0) + { + joints_connecting_actor.Remove(bodyName); + } + } + } - if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0) + DoJointDeactivated(joint); + if (joint.jointID != IntPtr.Zero) + { + d.JointDestroy(joint.jointID); + joint.jointID = IntPtr.Zero; + //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName); + } + else + { + //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName); + } + } + else + { + // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName); + } + } + else { - d.SpaceDestroy(currentspace); + // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName); } } - else + } + + // remove processed joints from the shared list + lock (externalJointRequestsLock) + { + foreach (string jointName in myRequestedJointsToBeDeleted) { - m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace + - " Geom:" + geom); + requestedJointsToBeDeleted.Remove(jointName); } } - else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space + } + + // for pending joints we don't know if their associated bodies exist yet or not. + // the joint is actually created during processing of the taints + private void CreateRequestedJoints() + { + List myRequestedJointsToBeCreated; + lock (externalJointRequestsLock) + { + // make a local copy of the shared list for processing (threading issues) + myRequestedJointsToBeCreated = new List(requestedJointsToBeCreated); + } + + foreach (PhysicsJoint joint in myRequestedJointsToBeCreated) { - currentspace = d.GeomGetSpace(geom); - if (currentspace != IntPtr.Zero) + lock (OdeLock) { - if (d.GeomIsSpace(currentspace)) + if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null) { - waitForSpaceUnlock(currentspace); - d.SpaceRemove(currentspace, geom); + 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); + continue; + } + if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null) + { + 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); + continue; + } - if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0) + InternalAddPendingJoint(joint as OdePhysicsJoint); + + if (joint.BodyNames.Count >= 2) + { + for (int iBodyName = 0; iBodyName < 2; iBodyName++) { - d.SpaceDestroy(currentspace); + string bodyName = joint.BodyNames[iBodyName]; + if (bodyName != "NULL") + { + if (!joints_connecting_actor.ContainsKey(bodyName)) + { + joints_connecting_actor.Add(bodyName, new List()); + } + joints_connecting_actor[bodyName].Add(joint); + } } - } } } - // put the geom in the newspace - waitForSpaceUnlock(newspace); - d.SpaceAdd(newspace, geom); - - // let caller know this newspace - return newspace; + // remove processed joints from shared list + lock (externalJointRequestsLock) + { + foreach (PhysicsJoint joint in myRequestedJointsToBeCreated) + { + requestedJointsToBeCreated.Remove(joint); + } + } } /// - /// Calculates the space the prim should be in by its position + /// Add a request for joint creation. /// - /// - /// a pointer to the space. This could be a new space or reused space. - public IntPtr calculateSpaceForGeom(Vector3 pos) + /// + /// this joint will just be added to a waiting list that is NOT processed during the main + /// Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests. + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + public override PhysicsJoint RequestJointCreation( + string objectNameInScene, PhysicsJointType jointType, Vector3 position, + Quaternion rotation, string parms, List bodyNames, string trackedBodyName, Quaternion localRotation) { - int x, y; + OdePhysicsJoint joint = new OdePhysicsJoint(); + joint.ObjectNameInScene = objectNameInScene; + joint.Type = jointType; + joint.Position = position; + joint.Rotation = rotation; + joint.RawParams = parms; + joint.BodyNames = new List(bodyNames); + joint.TrackedBodyName = trackedBodyName; + joint.LocalRotation = localRotation; + joint.jointID = IntPtr.Zero; + joint.ErrorMessageCount = 0; + + lock (externalJointRequestsLock) + { + if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice + { + requestedJointsToBeCreated.Add(joint); + } + } - if (pos.X < 0) - return staticPrimspaceOffRegion[0]; + return joint; + } - if (pos.Y < 0) - return staticPrimspaceOffRegion[2]; + private void RemoveAllJointsConnectedToActor(PhysicsActor actor) + { + //m_log.Debug("RemoveAllJointsConnectedToActor: start"); + if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null) + { + List jointsToRemove = new List(); + //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) + foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName]) + { + jointsToRemove.Add(j); + } + foreach (PhysicsJoint j in jointsToRemove) + { + //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene); + RequestJointDeletion(j.ObjectNameInScene); + //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene); + 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) + } + } + } - x = (int)(pos.X * spacesPerMeter); - if (x > spaceGridMaxX) - return staticPrimspaceOffRegion[1]; - - y = (int)(pos.Y * spacesPerMeter); - if (y > spaceGridMaxY) - return staticPrimspaceOffRegion[3]; + public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor) + { + //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start"); + lock (OdeLock) + { + //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock"); + RemoveAllJointsConnectedToActor(actor); + } + } + + // normally called from within OnJointMoved, which is called from within a lock (OdeLock) + public override Vector3 GetJointAnchor(PhysicsJoint joint) + { + Debug.Assert(joint.IsInPhysicsEngine); + d.Vector3 pos = new d.Vector3(); - return staticPrimspace[x, y]; + if (!(joint is OdePhysicsJoint)) + { + DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene); + } + else + { + OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint; + switch (odeJoint.Type) + { + case PhysicsJointType.Ball: + d.JointGetBallAnchor(odeJoint.jointID, out pos); + break; + case PhysicsJointType.Hinge: + d.JointGetHingeAnchor(odeJoint.jointID, out pos); + break; + } + } + return new Vector3(pos.X, pos.Y, pos.Z); } - - #endregion + /// + /// Get joint axis. + /// + /// + /// normally called from within OnJointMoved, which is called from within a lock (OdeLock) + /// WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function + /// appears to be unreliable. Fortunately we can compute the joint axis ourselves by + /// keeping track of the joint's original orientation relative to one of the involved bodies. + /// + /// + /// + public override Vector3 GetJointAxis(PhysicsJoint joint) + { + Debug.Assert(joint.IsInPhysicsEngine); + d.Vector3 axis = new d.Vector3(); + + if (!(joint is OdePhysicsJoint)) + { + DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene); + } + else + { + OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint; + switch (odeJoint.Type) + { + case PhysicsJointType.Ball: + DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene); + break; + case PhysicsJointType.Hinge: + d.JointGetHingeAxis(odeJoint.jointID, out axis); + break; + } + } + return new Vector3(axis.X, axis.Y, axis.Z); + } /// - /// Called to queue a change to a actor - /// to use in place of old taint mechanism so changes do have a time sequence + /// Stop this prim being subject to physics /// + /// + internal void DeactivatePrim(OdePrim prim) + { + _activeprims.Remove(prim); + } - public void AddChange(PhysicsActor actor, changes what, Object arg) + public override void RemovePrim(PhysicsActor prim) { - ODEchangeitem item = new ODEchangeitem(); - item.actor = actor; - item.what = what; - item.arg = arg; - ChangesQueue.Enqueue(item); + // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be + // removed in the next physics simulate pass. + if (prim is OdePrim) + { + lock (OdeLock) + { + OdePrim p = (OdePrim) prim; + + p.setPrimForRemoval(); + AddPhysicsActorTaint(prim); + } + } } /// - /// Called after our prim properties are set Scale, position etc. - /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex - /// This assures us that we have no race conditions + /// This is called from within simulate but outside the locked portion + /// We need to do our own locking here + /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in + /// Simulate() -- justincc). + /// + /// Essentially, we need to remove the prim from our space segment, whatever segment it's in. + /// + /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory + /// that the space was using. /// /// - public override void AddPhysicsActorTaint(PhysicsActor prim) + internal void RemovePrimThreadLocked(OdePrim prim) { +// m_log.DebugFormat("[ODE SCENE]: Removing physical prim {0} {1}", prim.Name, prim.LocalID); + + lock (prim) + { + RemoveCollisionEventReporting(prim); + + if (prim.prim_geom != IntPtr.Zero) + { + prim.ResetTaints(); + + if (prim.IsPhysical) + { + prim.disableBody(); + if (prim.childPrim) + { + prim.childPrim = false; + prim.Body = IntPtr.Zero; + prim.m_disabled = true; + prim.IsPhysical = false; + } + + + } + // we don't want to remove the main space + + // If the geometry is in the targetspace, remove it from the target space + //m_log.Warn(prim.m_targetSpace); + + //if (prim.m_targetSpace != IntPtr.Zero) + //{ + //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom)) + //{ + + //if (d.GeomIsSpace(prim.m_targetSpace)) + //{ + //waitForSpaceUnlock(prim.m_targetSpace); + //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom); + prim.m_targetSpace = IntPtr.Zero; + //} + //else + //{ + // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" + + //((OdePrim)prim).m_targetSpace.ToString()); + //} + + //} + //} + //m_log.Warn(prim.prim_geom); + + if (!prim.RemoveGeom()) + m_log.Warn("[ODE SCENE]: Unable to remove prim from physics scene"); + + lock (_prims) + _prims.Remove(prim); + + //If there are no more geometries in the sub-space, we don't need it in the main space anymore + //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) + //{ + //if (prim.m_targetSpace != null) + //{ + //if (d.GeomIsSpace(prim.m_targetSpace)) + //{ + //waitForSpaceUnlock(prim.m_targetSpace); + //d.SpaceRemove(space, prim.m_targetSpace); + // free up memory used by the space. + //d.SpaceDestroy(prim.m_targetSpace); + //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position); + //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]); + //} + //else + //{ + //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" + + //((OdePrim) prim).m_targetSpace.ToString()); + //} + //} + //} + + if (SupportsNINJAJoints) + RemoveAllJointsConnectedToActorThreadLocked(prim); + } + } } - // does all pending changes generated during region load process - public override void PrepareSimulation() + #endregion + + #region Space Separation Calculation + + /// + /// Takes a space pointer and zeros out the array we're using to hold the spaces + /// + /// + private void resetSpaceArrayItemToZero(IntPtr pSpace) { - lock (OdeLock) + for (int x = 0; x < staticPrimspace.GetLength(0); x++) { - if (world == IntPtr.Zero) + for (int y = 0; y < staticPrimspace.GetLength(1); y++) { - ChangesQueue.Clear(); - return; + if (staticPrimspace[x, y] == pSpace) + staticPrimspace[x, y] = IntPtr.Zero; } + } + } - ODEchangeitem item; +// private void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY) +// { +// staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero; +// } - int donechanges = 0; - if (ChangesQueue.Count > 0) + /// + /// Called when a static prim moves. Allocates a space for the prim based on its position + /// + /// the pointer to the geom that moved + /// the position that the geom moved to + /// a pointer to the space it was in before it was moved. + /// a pointer to the new space it's in + internal IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace) + { + // Called from setting the Position and Size of an ODEPrim so + // it's already in locked space. + + // we don't want to remove the main space + // we don't need to test physical here because this function should + // never be called if the prim is physical(active) + + // All physical prim end up in the root space + //Thread.Sleep(20); + if (currentspace != space) + { + //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString()); + //if (currentspace == IntPtr.Zero) + //{ + //int adfadf = 0; + //} + if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero) + { + if (d.GeomIsSpace(currentspace)) + { +// waitForSpaceUnlock(currentspace); + d.SpaceRemove(currentspace, geom); + } + else + { + m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" + currentspace + + " Geom:" + geom); + } + } + else { - m_log.InfoFormat("[ODE] start processing pending actor operations"); - int tstart = Util.EnvironmentTickCount(); + IntPtr sGeomIsIn = d.GeomGetSpace(geom); + if (sGeomIsIn != IntPtr.Zero) + { + if (d.GeomIsSpace(currentspace)) + { +// waitForSpaceUnlock(sGeomIsIn); + d.SpaceRemove(sGeomIsIn, geom); + } + else + { + m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" + + sGeomIsIn + " Geom:" + geom); + } + } + } - while (ChangesQueue.Dequeue(out item)) + //If there are no more geometries in the sub-space, we don't need it in the main space anymore + if (d.SpaceGetNumGeoms(currentspace) == 0) + { + if (currentspace != IntPtr.Zero) { - if (item.actor != null) + if (d.GeomIsSpace(currentspace)) { - try +// waitForSpaceUnlock(currentspace); +// waitForSpaceUnlock(space); + d.SpaceRemove(space, currentspace); + // free up memory used by the space. + + //d.SpaceDestroy(currentspace); + resetSpaceArrayItemToZero(currentspace); + } + else + { + m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" + + currentspace + " Geom:" + geom); + } + } + } + } + else + { + // this is a physical object that got disabled. ;.; + if (currentspace != IntPtr.Zero && geom != IntPtr.Zero) + { + if (d.SpaceQuery(currentspace, geom)) + { + if (d.GeomIsSpace(currentspace)) + { +// waitForSpaceUnlock(currentspace); + d.SpaceRemove(currentspace, geom); + } + else + { + m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" + + currentspace + " Geom:" + geom); + } + } + else + { + IntPtr sGeomIsIn = d.GeomGetSpace(geom); + if (sGeomIsIn != IntPtr.Zero) + { + if (d.GeomIsSpace(sGeomIsIn)) { - if (item.actor is OdeCharacter) - ((OdeCharacter)item.actor).DoAChange(item.what, item.arg); - else if (((OdePrim)item.actor).DoAChange(item.what, item.arg)) - RemovePrimThreadLocked((OdePrim)item.actor); +// waitForSpaceUnlock(sGeomIsIn); + d.SpaceRemove(sGeomIsIn, geom); } - catch + else { - m_log.WarnFormat("[PHYSICS]: Operation failed for a actor {0} {1}", - item.actor.Name, item.what.ToString()); + m_log.Info("[ODE SCENE]: Invalid Scene passed to 'recalculatespace':" + + sGeomIsIn + " Geom:" + geom); } } - donechanges++; } - int time = Util.EnvironmentTickCountSubtract(tstart); - m_log.InfoFormat("[ODE] finished {0} operations in {1}ms", donechanges, time); + } + } + + // The routines in the Position and Size sections do the 'inserting' into the space, + // so all we have to do is make sure that the space that we're putting the prim into + // is in the 'main' space. + int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos); + IntPtr newspace = calculateSpaceForGeom(pos); + + if (newspace == IntPtr.Zero) + { + newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]); + d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh); + } + + return newspace; + } + + /// + /// Creates a new space at X Y + /// + /// + /// + /// A pointer to the created space + internal IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY) + { + // creating a new space for prim and inserting it into main space. + staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero); + d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space); +// waitForSpaceUnlock(space); + d.SpaceSetSublevel(space, 1); + d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]); + + return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]; + } + + /// + /// Calculates the space the prim should be in by its position + /// + /// + /// a pointer to the space. This could be a new space or reused space. + internal IntPtr calculateSpaceForGeom(Vector3 pos) + { + int[] xyspace = calculateSpaceArrayItemFromPos(pos); + //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString()); + return staticPrimspace[xyspace[0], xyspace[1]]; + } + + /// + /// Holds the space allocation logic + /// + /// + /// an array item based on the position + internal int[] calculateSpaceArrayItemFromPos(Vector3 pos) + { + int[] returnint = new int[2]; + + returnint[0] = (int) (pos.X/metersInSpace); + + if (returnint[0] > ((int) (259f/metersInSpace))) + returnint[0] = ((int) (259f/metersInSpace)); + if (returnint[0] < 0) + returnint[0] = 0; + + returnint[1] = (int) (pos.Y/metersInSpace); + if (returnint[1] > ((int) (259f/metersInSpace))) + returnint[1] = ((int) (259f/metersInSpace)); + if (returnint[1] < 0) + returnint[1] = 0; + + return returnint; + } + + #endregion + + /// + /// Routine to figure out if we need to mesh this prim with our mesher + /// + /// + /// + internal bool needsMeshing(PrimitiveBaseShape pbs) + { + // most of this is redundant now as the mesher will return null if it cant mesh a prim + // but we still need to check for sculptie meshing being enabled so this is the most + // convenient place to do it for now... + + // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f) + // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString()); + int iPropertiesNotSupportedDefault = 0; + + if (pbs.SculptEntry && !meshSculptedPrim) + { +#if SPAM + m_log.Warn("NonMesh"); +#endif + return false; + } + + // 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 + if (!forceSimplePrimMeshing && !pbs.SculptEntry) + { + if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) + || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 + && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)) + { + + if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 + && pbs.ProfileHollow == 0 + && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 + && pbs.PathBegin == 0 && pbs.PathEnd == 0 + && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 + && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 + && pbs.PathShearX == 0 && pbs.PathShearY == 0) + { +#if SPAM + m_log.Warn("NonMesh"); +#endif + return false; + } + } + } + + if (pbs.ProfileHollow != 0) + iPropertiesNotSupportedDefault++; + + if ((pbs.PathBegin != 0) || pbs.PathEnd != 0) + iPropertiesNotSupportedDefault++; + + if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0)) + iPropertiesNotSupportedDefault++; + + if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) + iPropertiesNotSupportedDefault++; + + if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) + iPropertiesNotSupportedDefault++; + + if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) + iPropertiesNotSupportedDefault++; + + if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) + iPropertiesNotSupportedDefault++; + + 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)) + iPropertiesNotSupportedDefault++; + + if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1) + iPropertiesNotSupportedDefault++; + + // test for torus + if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square) + { + if (pbs.PathCurve == (byte)Extrusion.Curve1) + { + iPropertiesNotSupportedDefault++; + } + } + else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) + { + if (pbs.PathCurve == (byte)Extrusion.Straight) + { + iPropertiesNotSupportedDefault++; + } + + // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits + else if (pbs.PathCurve == (byte)Extrusion.Curve1) + { + iPropertiesNotSupportedDefault++; + } + } + else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) + { + if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2) + { + iPropertiesNotSupportedDefault++; + } + } + else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) + { + if (pbs.PathCurve == (byte)Extrusion.Straight) + { + iPropertiesNotSupportedDefault++; + } + else if (pbs.PathCurve == (byte)Extrusion.Curve1) + { + iPropertiesNotSupportedDefault++; + } + } + + if (pbs.SculptEntry && meshSculptedPrim) + iPropertiesNotSupportedDefault++; + + if (iPropertiesNotSupportedDefault == 0) + { +#if SPAM + m_log.Warn("NonMesh"); +#endif + return false; + } +#if SPAM + m_log.Debug("Mesh"); +#endif + return true; + } + + /// + /// Called after our prim properties are set Scale, position etc. + /// + /// + /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex + /// This assures us that we have no race conditions + /// + /// + public override void AddPhysicsActorTaint(PhysicsActor actor) + { + if (actor is OdePrim) + { + OdePrim taintedprim = ((OdePrim)actor); + lock (_taintedPrims) + _taintedPrims.Add(taintedprim); + } + else if (actor is OdeCharacter) + { + OdeCharacter taintedchar = ((OdeCharacter)actor); + lock (_taintedActors) + { + _taintedActors.Add(taintedchar); + if (taintedchar.bad) + m_log.ErrorFormat("[ODE SCENE]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid); } } } /// /// This is our main simulate loop + /// + /// /// It's thread locked by a Mutex in the scene. /// It holds Collisions, it instructs ODE to step through the physical reactions /// It moves the objects around in memory /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup) - /// + /// /// - /// + /// The number of frames simulated over that period. public override float Simulate(float timeStep) { + if (!_worldInitialized) return 11f; - DateTime now = DateTime.UtcNow; - TimeSpan timedif = now - m_lastframe; - m_lastframe = now; - timeStep = (float)timedif.TotalSeconds; - - // acumulate time so we can reduce error - step_time += timeStep; + int startFrameTick = CollectStats ? Util.EnvironmentTickCount() : 0; + int tempTick = 0, tempTick2 = 0; - if (step_time < HalfOdeStep) - return 0; - - if (framecount < 0) + if (framecount >= int.MaxValue) framecount = 0; framecount++; - int curphysiteractions; + float fps = 0; - // if in trouble reduce step resolution - if (step_time >= m_SkipFramesAtms) - curphysiteractions = m_physicsiterations / 2; - else - curphysiteractions = m_physicsiterations; + float timeLeft = timeStep; + + //m_log.Info(timeStep.ToString()); +// step_time += timeSte +// +// // If We're loaded down by something else, +// // or debugging with the Visual Studio project on pause +// // skip a few frames to catch up gracefully. +// // without shooting the physicsactors all over the place +// +// if (step_time >= m_SkipFramesAtms) +// { +// // Instead of trying to catch up, it'll do 5 physics frames only +// step_time = ODE_STEPSIZE; +// m_physicsiterations = 5; +// } +// else +// { +// m_physicsiterations = 10; +// } + + // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential + // deadlock if the collision event tries to lock something else later on which is already locked by a + // caller that is adding or removing the collision event. + lock (m_collisionEventActorsChanges) + { + foreach (KeyValuePair kvp in m_collisionEventActorsChanges) + { + if (kvp.Value == null) + m_collisionEventActors.Remove(kvp.Key); + else + m_collisionEventActors[kvp.Key] = kvp.Value; + } - int nodeframes = 0; + m_collisionEventActorsChanges.Clear(); + } -// checkThread(); + if (SupportsNINJAJoints) + { + DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks + CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks + } - lock (SimulationLock) - lock(OdeLock) + lock (OdeLock) { - if (world == IntPtr.Zero) + // Process 10 frames if the sim is running normal.. + // process 5 frames if the sim is running slow + //try + //{ + //d.WorldSetQuickStepNumIterations(world, m_physicsiterations); + //} + //catch (StackOverflowException) + //{ + // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim."); + // ode.drelease(world); + //base.TriggerPhysicsBasedRestart(); + //} + + // Figure out the Frames Per Second we're going at. + //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size + + fps = (timeStep / ODE_STEPSIZE) * 1000; + // HACK: Using a time dilation of 1.0 to debug rubberbanding issues + //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f); + + while (timeLeft > 0.0f) { - ChangesQueue.Clear(); - return 0; - } + try + { + if (CollectStats) + tempTick = Util.EnvironmentTickCount(); + + lock (_taintedActors) + { + foreach (OdeCharacter character in _taintedActors) + character.ProcessTaints(); - ODEchangeitem item; + _taintedActors.Clear(); + } - if (ChangesQueue.Count > 0) - { - int ttmpstart = Util.EnvironmentTickCount(); - int ttmp; + if (CollectStats) + { + tempTick2 = Util.EnvironmentTickCount(); + m_stats[ODEAvatarTaintMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); + tempTick = tempTick2; + } - while (ChangesQueue.Dequeue(out item)) - { - if (item.actor != null) + lock (_taintedPrims) { - try - { - if (item.actor is OdeCharacter) - ((OdeCharacter)item.actor).DoAChange(item.what, item.arg); - else if (((OdePrim)item.actor).DoAChange(item.what, item.arg)) - RemovePrimThreadLocked((OdePrim)item.actor); - } - catch + foreach (OdePrim prim in _taintedPrims) { - m_log.WarnFormat("[PHYSICS]: doChange failed for a actor {0} {1}", - item.actor.Name, item.what.ToString()); + if (prim.m_taintremove) + { +// Console.WriteLine("Simulate calls RemovePrimThreadLocked for {0}", prim.Name); + RemovePrimThreadLocked(prim); + } + else + { +// Console.WriteLine("Simulate calls ProcessTaints for {0}", prim.Name); + prim.ProcessTaints(); + } + + prim.m_collisionscore = 0; + + // This loop can block up the Heartbeat for a very long time on large regions. + // We need to let the Watchdog know that the Heartbeat is not dead + // NOTE: This is currently commented out, but if things like OAR loading are + // timing the heartbeat out we will need to uncomment it + //Watchdog.UpdateThread(); } - } - ttmp = Util.EnvironmentTickCountSubtract(ttmpstart); - if (ttmp > 20) - break; - } - } - - d.WorldSetQuickStepNumIterations(world, curphysiteractions); - while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever - { - try - { - // clear pointer/counter to contacts to pass into joints - m_global_contactcount = 0; + if (SupportsNINJAJoints) + SimulatePendingNINJAJoints(); + _taintedPrims.Clear(); + } + + if (CollectStats) + { + tempTick2 = Util.EnvironmentTickCount(); + m_stats[ODEPrimTaintMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); + tempTick = tempTick2; + } // Move characters - lock (_characters) + foreach (OdeCharacter actor in _characters) + actor.Move(defects); + + if (defects.Count != 0) { - List defects = new List(); - foreach (OdeCharacter actor in _characters) - { - if (actor != null) - actor.Move(ODE_STEPSIZE, defects); - } - if (defects.Count != 0) + foreach (OdeCharacter actor in defects) { - foreach (OdeCharacter defect in defects) - { - RemoveCharacter(defect); - } - defects.Clear(); + m_log.ErrorFormat( + "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2} due to defect found when moving", + actor.Name, actor.LocalID, Name); + + RemoveCharacter(actor); + actor.DestroyOdeStructures(); } + + defects.Clear(); + } + + if (CollectStats) + { + tempTick2 = Util.EnvironmentTickCount(); + m_stats[ODEAvatarForcesFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); + tempTick = tempTick2; } // Move other active objects - lock (_activegroups) + foreach (OdePrim prim in _activeprims) { - foreach (OdePrim aprim in _activegroups) - { - aprim.Move(); - } + prim.m_collisionscore = 0; + prim.Move(timeStep); + } + + if (CollectStats) + { + tempTick2 = Util.EnvironmentTickCount(); + m_stats[ODEPrimForcesFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); + tempTick = tempTick2; } //if ((framecount % m_randomizeWater) == 0) - // randomizeWater(waterlevel); + // randomizeWater(waterlevel); + //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); m_rayCastManager.ProcessQueuedRequests(); + if (CollectStats) + { + tempTick2 = Util.EnvironmentTickCount(); + m_stats[ODERaycastingFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); + tempTick = tempTick2; + } + collision_optimized(); - foreach (PhysicsActor obj in _collisionEventPrim) + if (CollectStats) + { + tempTick2 = Util.EnvironmentTickCount(); + m_stats[ODEOtherCollisionFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); + tempTick = tempTick2; + } + + foreach (PhysicsActor obj in m_collisionEventActors.Values) { - if (obj == null) - continue; +// m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID); switch ((ActorTypes)obj.PhysicsActorType) { case ActorTypes.Agent: OdeCharacter cobj = (OdeCharacter)obj; - cobj.AddCollisionFrameTime((int)(odetimestepMS)); + cobj.AddCollisionFrameTime(100); cobj.SendCollisions(); break; case ActorTypes.Prim: OdePrim pobj = (OdePrim)obj; - if (pobj.Body == IntPtr.Zero || (d.BodyIsEnabled(pobj.Body) && !pobj.m_outbounds)) - if (!pobj.m_outbounds) - { - pobj.AddCollisionFrameTime((int)(odetimestepMS)); - pobj.SendCollisions(); - } + pobj.SendCollisions(); break; } } - foreach (PhysicsActor obj in _collisionEventPrimRemove) - _collisionEventPrim.Remove(obj); - - _collisionEventPrimRemove.Clear(); +// if (m_global_contactcount > 0) +// m_log.DebugFormat( +// "[PHYSICS]: Collision contacts to process this frame = {0}", m_global_contactcount); - // do a ode simulation step - d.WorldQuickStep(world, ODE_STEPSIZE); - d.JointGroupEmpty(contactgroup); + m_global_contactcount = 0; - // update managed ideia of physical data and do updates to core - /* - lock (_characters) + if (CollectStats) { - foreach (OdeCharacter actor in _characters) - { - if (actor != null) - { - if (actor.bad) - m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); - - actor.UpdatePositionAndVelocity(); - } - } + tempTick2 = Util.EnvironmentTickCount(); + m_stats[ODECollisionNotificationFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); + tempTick = tempTick2; } - */ - lock (_activegroups) - { - { - foreach (OdePrim actor in _activegroups) - { - if (actor.IsPhysical) - { - actor.UpdatePositionAndVelocity(); - } - } - } - } + d.WorldQuickStep(world, ODE_STEPSIZE); + + if (CollectStats) + m_stats[ODENativeStepFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick); + + d.JointGroupEmpty(contactgroup); } catch (Exception e) { - m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e); -// ode.dunlock(world); + m_log.ErrorFormat("[ODE SCENE]: {0}, {1}, {2}", e.Message, e.TargetSite, e); } + timeLeft -= ODE_STEPSIZE; + } + + if (CollectStats) + tempTick = Util.EnvironmentTickCount(); + + foreach (OdeCharacter actor in _characters) + { + if (actor.bad) + m_log.ErrorFormat("[ODE SCENE]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); - step_time -= ODE_STEPSIZE; - nodeframes++; + actor.UpdatePositionAndVelocity(defects); } - lock (_badCharacter) + if (defects.Count != 0) { - if (_badCharacter.Count > 0) + foreach (OdeCharacter actor in defects) { - foreach (OdeCharacter chr in _badCharacter) - { - RemoveCharacter(chr); - } + m_log.ErrorFormat( + "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2} due to defect found when updating position and velocity", + actor.Name, actor.LocalID, Name); - _badCharacter.Clear(); + RemoveCharacter(actor); + actor.DestroyOdeStructures(); } - } - timedif = now - m_lastMeshExpire; + defects.Clear(); + } - if (timedif.Seconds > 10) + if (CollectStats) { - mesher.ExpireReleaseMeshs(); - m_lastMeshExpire = now; + tempTick2 = Util.EnvironmentTickCount(); + m_stats[ODEAvatarUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); + tempTick = tempTick2; } -// information block running in debug only -/* - int ntopactivegeoms = d.SpaceGetNumGeoms(ActiveSpace); - int ntopstaticgeoms = d.SpaceGetNumGeoms(StaticSpace); - int ngroundgeoms = d.SpaceGetNumGeoms(GroundSpace); - - int nactivegeoms = 0; - int nactivespaces = 0; + //if (timeStep < 0.2f) - int nstaticgeoms = 0; - int nstaticspaces = 0; - IntPtr sp; - - for (int i = 0; i < ntopactivegeoms; i++) + foreach (OdePrim prim in _activeprims) { - sp = d.SpaceGetGeom(ActiveSpace, i); - if (d.GeomIsSpace(sp)) + if (prim.IsPhysical && (d.BodyIsEnabled(prim.Body) || !prim._zeroFlag)) { - nactivespaces++; - nactivegeoms += d.SpaceGetNumGeoms(sp); - } - else - nactivegeoms++; - } + prim.UpdatePositionAndVelocity(); - for (int i = 0; i < ntopstaticgeoms; i++) - { - sp = d.SpaceGetGeom(StaticSpace, i); - if (d.GeomIsSpace(sp)) - { - nstaticspaces++; - nstaticgeoms += d.SpaceGetNumGeoms(sp); + if (SupportsNINJAJoints) + SimulateActorPendingJoints(prim); } - else - nstaticgeoms++; } - int ntopgeoms = d.SpaceGetNumGeoms(TopSpace); + if (CollectStats) + m_stats[ODEPrimUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick); + + //DumpJointInfo(); - int totgeoms = nstaticgeoms + nactivegeoms + ngroundgeoms + 1; // one ray - int nbodies = d.NTotalBodies; - int ngeoms = d.NTotalGeoms; -*/ // Finished with all sim stepping. If requested, dump world state to file for debugging. // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? @@ -1959,26 +3241,256 @@ namespace OpenSim.Region.Physics.OdePlugin d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); } - - // think time dilation as to do with dinamic step size that we dont' have - // even so tell something to world - if (nodeframes < 10) // we did the requested loops + + latertickcount = Util.EnvironmentTickCountSubtract(tickCountFrameRun); + + // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics + // has a max of 100 ms to run theoretically. + // If the main loop stalls, it calls Simulate later which makes the tick count ms larger. + // If Physics stalls, it takes longer which makes the tick count ms larger. + + if (latertickcount < 100) + { m_timeDilation = 1.0f; - else if (step_time > 0) + } + else { - m_timeDilation = timeStep / step_time; - if (m_timeDilation > 1) - m_timeDilation = 1; - if (step_time > m_SkipFramesAtms) - step_time = 0; + m_timeDilation = 100f / latertickcount; + //m_timeDilation = Math.Min((Math.Max(100 - (Util.EnvironmentTickCount() - tickCountFrameRun), 1) / 100f), 1.0f); } + + tickCountFrameRun = Util.EnvironmentTickCount(); + + if (CollectStats) + m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick); } -// return nodeframes * ODE_STEPSIZE; // return real simulated time - return 1000 * nodeframes; // return steps for now * 1000 to keep core happy + return fps; + } + + /// + /// Simulate pending NINJA joints. + /// + /// + /// Called by the main Simulate() loop if NINJA joints are active. Should not be called from anywhere else. + /// + private void SimulatePendingNINJAJoints() + { + // Create pending joints, if possible + + // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating + // a joint requires specifying the body id of both involved bodies + if (pendingJoints.Count > 0) + { + List successfullyProcessedPendingJoints = new List(); + //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints"); + foreach (PhysicsJoint joint in pendingJoints) + { + //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams); + string[] jointParams = joint.RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries); + List jointBodies = new List(); + bool allJointBodiesAreReady = true; + foreach (string jointParam in jointParams) + { + if (jointParam == "NULL") + { + //DoJointErrorMessage(joint, "attaching NULL joint to world"); + jointBodies.Add(IntPtr.Zero); + } + else + { + //DoJointErrorMessage(joint, "looking for prim name: " + jointParam); + bool foundPrim = false; + lock (_prims) + { + foreach (OdePrim prim in _prims) // FIXME: inefficient + { + if (prim.SOPName == jointParam) + { + //DoJointErrorMessage(joint, "found for prim name: " + jointParam); + if (prim.IsPhysical && prim.Body != IntPtr.Zero) + { + jointBodies.Add(prim.Body); + foundPrim = true; + break; + } + else + { + DoJointErrorMessage(joint, "prim name " + jointParam + + " exists but is not (yet) physical; deferring joint creation. " + + "IsPhysical property is " + prim.IsPhysical + + " and body is " + prim.Body); + foundPrim = false; + break; + } + } + } + } + if (foundPrim) + { + // all is fine + } + else + { + allJointBodiesAreReady = false; + break; + } + } + } + + if (allJointBodiesAreReady) + { + //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams); + if (jointBodies[0] == jointBodies[1]) + { + DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams); + } + else + { + switch (joint.Type) + { + case PhysicsJointType.Ball: + { + IntPtr odeJoint; + //DoJointErrorMessage(joint, "ODE creating ball joint "); + odeJoint = d.JointCreateBall(world, IntPtr.Zero); + //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); + d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); + //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position); + d.JointSetBallAnchor(odeJoint, + joint.Position.X, + joint.Position.Y, + joint.Position.Z); + //DoJointErrorMessage(joint, "ODE joint setting OK"); + //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: "); + //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment")); + //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: "); + //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment")); + + if (joint is OdePhysicsJoint) + { + ((OdePhysicsJoint)joint).jointID = odeJoint; + } + else + { + DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); + } + } + break; + case PhysicsJointType.Hinge: + { + IntPtr odeJoint; + //DoJointErrorMessage(joint, "ODE creating hinge joint "); + odeJoint = d.JointCreateHinge(world, IntPtr.Zero); + //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); + d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); + //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position); + d.JointSetHingeAnchor(odeJoint, + joint.Position.X, + joint.Position.Y, + joint.Position.Z); + // We use the orientation of the x-axis of the joint's coordinate frame + // as the axis for the hinge. + + // Therefore, we must get the joint's coordinate frame based on the + // joint.Rotation field, which originates from the orientation of the + // joint's proxy object in the scene. + + // The joint's coordinate frame is defined as the transformation matrix + // that converts a vector from joint-local coordinates into world coordinates. + // World coordinates are defined as the XYZ coordinate system of the sim, + // as shown in the top status-bar of the viewer. + + // Once we have the joint's coordinate frame, we extract its X axis (AtAxis) + // and use that as the hinge axis. + + //joint.Rotation.Normalize(); + Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation); + + // Now extract the X axis of the joint's coordinate frame. + + // Do not try to use proxyFrame.AtAxis or you will become mired in the + // tar pit of transposed, inverted, and generally messed-up orientations. + // (In other words, Matrix4.AtAxis() is borked.) + // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness + + // Instead, compute the X axis of the coordinate frame by transforming + // the (1,0,0) vector. At least that works. + + //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame); + Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame); + //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis); + //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis); + d.JointSetHingeAxis(odeJoint, + jointAxis.X, + jointAxis.Y, + jointAxis.Z); + //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f); + if (joint is OdePhysicsJoint) + { + ((OdePhysicsJoint)joint).jointID = odeJoint; + } + else + { + DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); + } + } + break; + } + successfullyProcessedPendingJoints.Add(joint); + } + } + else + { + DoJointErrorMessage(joint, "joint could not yet be created; still pending"); + } + } + + foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints) + { + //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams); + //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending"); + InternalRemovePendingJoint(successfullyProcessedJoint); + //DoJointErrorMessage(successfullyProcessedJoint, "adding to active"); + InternalAddActiveJoint(successfullyProcessedJoint); + //DoJointErrorMessage(successfullyProcessedJoint, "done"); + } + } } /// + /// Simulate the joint proxies of a NINJA actor. + /// + /// + /// Called as part of the Simulate() loop if NINJA physics is active. Must only be called from there. + /// + /// + private void SimulateActorPendingJoints(OdePrim actor) + { + // If an actor moved, move its joint proxy objects as well. + // There seems to be an event PhysicsActor.OnPositionUpdate that could be used + // for this purpose but it is never called! So we just do the joint + // movement code here. + + if (actor.SOPName != null && + joints_connecting_actor.ContainsKey(actor.SOPName) && + joints_connecting_actor[actor.SOPName] != null && + joints_connecting_actor[actor.SOPName].Count > 0) + { + foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName]) + { + if (affectedJoint.IsInPhysicsEngine) + { + DoJointMoved(affectedJoint); + } + else + { + 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); + } + } + } + } + public override void GetResults() { } @@ -1986,141 +3498,275 @@ namespace OpenSim.Region.Physics.OdePlugin public override bool IsThreaded { // for now we won't be multithreaded - get { return (false); } + get { return false; } } - public float GetTerrainHeightAtXY(float x, float y) + #region ODE Specific Terrain Fixes + private float[] ResizeTerrain512NearestNeighbour(float[] heightMap) { + float[] returnarr = new float[262144]; + float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y]; - - int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize; - int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize; - - - IntPtr heightFieldGeom = IntPtr.Zero; - - // get region map - if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom)) - return 0f; - - if (heightFieldGeom == IntPtr.Zero) - return 0f; - - if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom)) - return 0f; - - // TerrainHeightField for ODE as offset 1m - x += 1f - offsetX; - y += 1f - offsetY; - - // make position fit into array - if (x < 0) - x = 0; - if (y < 0) - y = 0; - - // integer indexs - int ix; - int iy; - // interpolators offset - float dx; - float dy; - - int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples - - if (OdeUbitLib) + // Filling out the array into its multi-dimensional components + for (int y = 0; y < WorldExtents.Y; y++) { - if (x < regsize - 1) - { - ix = (int)x; - dx = x - (float)ix; - } - else // out world use external height - { - ix = regsize - 2; - dx = 0; - } - if (y < regsize - 1) - { - iy = (int)y; - dy = y - (float)iy; - } - else + for (int x = 0; x < WorldExtents.X; x++) { - iy = regsize - 2; - dy = 0; + resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x]; } } - else + // Resize using Nearest Neighbour + + // This particular way is quick but it only works on a multiple of the original + + // The idea behind this method can be described with the following diagrams + // second pass and third pass happen in the same loop really.. just separated + // them to show what this does. + + // First Pass + // ResultArr: + // 1,1,1,1,1,1 + // 1,1,1,1,1,1 + // 1,1,1,1,1,1 + // 1,1,1,1,1,1 + // 1,1,1,1,1,1 + // 1,1,1,1,1,1 + + // Second Pass + // ResultArr2: + // 1,,1,,1,,1,,1,,1, + // ,,,,,,,,,, + // 1,,1,,1,,1,,1,,1, + // ,,,,,,,,,, + // 1,,1,,1,,1,,1,,1, + // ,,,,,,,,,, + // 1,,1,,1,,1,,1,,1, + // ,,,,,,,,,, + // 1,,1,,1,,1,,1,,1, + // ,,,,,,,,,, + // 1,,1,,1,,1,,1,,1, + + // Third pass fills in the blanks + // ResultArr2: + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + + // X,Y = . + // X+1,y = ^ + // X,Y+1 = * + // X+1,Y+1 = # + + // Filling in like this; + // .* + // ^# + // 1st . + // 2nd * + // 3rd ^ + // 4th # + // on single loop. + + float[,] resultarr2 = new float[512, 512]; + for (int y = 0; y < WorldExtents.Y; y++) { - // we still have square fixed size regions - // also flip x and y because of how map is done for ODE fliped axis - // so ix,iy,dx and dy are inter exchanged - if (x < regsize - 1) - { - iy = (int)x; - dy = x - (float)iy; - } - else // out world use external height + for (int x = 0; x < WorldExtents.X; x++) { - iy = regsize - 2; - dy = 0; + resultarr2[y * 2, x * 2] = resultarr[y, x]; + + if (y < WorldExtents.Y) + { + resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x]; + } + if (x < WorldExtents.X) + { + resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x]; + } + if (x < WorldExtents.X && y < WorldExtents.Y) + { + resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x]; + } } - if (y < regsize - 1) + } + + //Flatten out the array + int i = 0; + for (int y = 0; y < 512; y++) + { + for (int x = 0; x < 512; x++) { - ix = (int)y; - dx = y - (float)ix; + if (resultarr2[y, x] <= 0) + returnarr[i] = 0.0000001f; + else + returnarr[i] = resultarr2[y, x]; + + i++; } - else + } + + return returnarr; + } + + private float[] ResizeTerrain512Interpolation(float[] heightMap) + { + float[] returnarr = new float[262144]; + float[,] resultarr = new float[512,512]; + + // Filling out the array into its multi-dimensional components + for (int y = 0; y < 256; y++) + { + for (int x = 0; x < 256; x++) { - ix = regsize - 2; - dx = 0; + resultarr[y, x] = heightMap[y * 256 + x]; } } - float h0; - float h1; - float h2; - - iy *= regsize; - iy += ix; // all indexes have iy + ix + // Resize using interpolation + + // This particular way is quick but it only works on a multiple of the original + + // The idea behind this method can be described with the following diagrams + // second pass and third pass happen in the same loop really.. just separated + // them to show what this does. + + // First Pass + // ResultArr: + // 1,1,1,1,1,1 + // 1,1,1,1,1,1 + // 1,1,1,1,1,1 + // 1,1,1,1,1,1 + // 1,1,1,1,1,1 + // 1,1,1,1,1,1 + + // Second Pass + // ResultArr2: + // 1,,1,,1,,1,,1,,1, + // ,,,,,,,,,, + // 1,,1,,1,,1,,1,,1, + // ,,,,,,,,,, + // 1,,1,,1,,1,,1,,1, + // ,,,,,,,,,, + // 1,,1,,1,,1,,1,,1, + // ,,,,,,,,,, + // 1,,1,,1,,1,,1,,1, + // ,,,,,,,,,, + // 1,,1,,1,,1,,1,,1, + + // Third pass fills in the blanks + // ResultArr2: + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + // 1,1,1,1,1,1,1,1,1,1,1,1 + + // X,Y = . + // X+1,y = ^ + // X,Y+1 = * + // X+1,Y+1 = # + + // Filling in like this; + // .* + // ^# + // 1st . + // 2nd * + // 3rd ^ + // 4th # + // on single loop. + + float[,] resultarr2 = new float[512,512]; + for (int y = 0; y < (int)Constants.RegionSize; y++) + { + for (int x = 0; x < (int)Constants.RegionSize; x++) + { + resultarr2[y*2, x*2] = resultarr[y, x]; - float[] heights = TerrainHeightFieldHeights[heightFieldGeom]; - /* - if ((dx + dy) <= 1.0f) + if (y < (int)Constants.RegionSize) + { + if (y + 1 < (int)Constants.RegionSize) + { + if (x + 1 < (int)Constants.RegionSize) + { + resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] + + resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); + } + else + { + resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2); + } + } + else + { + resultarr2[(y*2) + 1, x*2] = resultarr[y, x]; + } + } + if (x < (int)Constants.RegionSize) + { + if (x + 1 < (int)Constants.RegionSize) + { + if (y + 1 < (int)Constants.RegionSize) + { + resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + + resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); + } + else + { + resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2); + } + } + else + { + resultarr2[y*2, (x*2) + 1] = resultarr[y, x]; + } + } + if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize) + { + if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize)) { - h0 = ((float)heights[iy]); // 0,0 vertice - h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0 - h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0 + resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + + resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); } else { - h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice - h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0 - h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1 + resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x]; } - */ - h0 = ((float)heights[iy]); // 0,0 vertice - - if ((dy > dx)) - { - iy += regsize; - h2 = (float)heights[iy]; // 0,1 vertice - h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0 - h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1 + } + } } - else + //Flatten out the array + int i = 0; + for (int y = 0; y < 512; y++) { - iy++; - h2 = (float)heights[iy]; // vertice 1,0 - h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0 - h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0 + for (int x = 0; x < 512; x++) + { + if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x])) + { + m_log.Warn("[ODE SCENE]: Non finite heightfield element detected. Setting it to 0"); + resultarr2[y, x] = 0; + } + returnarr[i] = resultarr2[y, x]; + i++; + } } - return h0 + h1 + h2; + return returnarr; } + #endregion public override void SetTerrain(float[] heightMap) { @@ -2137,75 +3783,78 @@ namespace OpenSim.Region.Physics.OdePlugin } } - public override void CombineTerrain(float[] heightMap, Vector3 pOffset) + private void SetTerrain(float[] heightMap, Vector3 pOffset) { - SetTerrain(heightMap, pOffset); - } + int startTime = Util.EnvironmentTickCount(); + m_log.DebugFormat("[ODE SCENE]: Setting terrain for {0} with offset {1}", Name, pOffset); - public void SetTerrain(float[] heightMap, Vector3 pOffset) - { - if (OdeUbitLib) - UbitSetTerrain(heightMap, pOffset); - else - OriSetTerrain(heightMap, pOffset); - } + // this._heightmap[i] = (double)heightMap[i]; + // dbm (danx0r) -- creating a buffer zone of one extra sample all around + //_origheightmap = heightMap; + + float[] _heightmap; - public void OriSetTerrain(float[] heightMap, Vector3 pOffset) - { - // assumes 1m size grid and constante size square regions - // needs to know about sims around in future + // zero out a heightmap array float array (single dimension [flattened])) + //if ((int)Constants.RegionSize == 256) + // _heightmap = new float[514 * 514]; + //else - float[] _heightmap; + _heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))]; + + uint heightmapWidth = Constants.RegionSize + 1; + uint heightmapHeight = Constants.RegionSize + 1; - uint heightmapWidth = Constants.RegionSize + 2; - uint heightmapHeight = Constants.RegionSize + 2; + uint heightmapWidthSamples; - uint heightmapWidthSamples = heightmapWidth + 1; - uint heightmapHeightSamples = heightmapHeight + 1; + uint heightmapHeightSamples; - _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples]; + //if (((int)Constants.RegionSize) == 256) + //{ + // heightmapWidthSamples = 2 * (uint)Constants.RegionSize + 2; + // heightmapHeightSamples = 2 * (uint)Constants.RegionSize + 2; + // heightmapWidth++; + // heightmapHeight++; + //} + //else + //{ + + heightmapWidthSamples = (uint)Constants.RegionSize + 1; + heightmapHeightSamples = (uint)Constants.RegionSize + 1; + //} const float scale = 1.0f; const float offset = 0.0f; - const float thickness = 10f; + const float thickness = 0.2f; const int wrap = 0; - uint regionsize = Constants.RegionSize; - - float hfmin = float.MaxValue; - float hfmax = float.MinValue; - float val; - uint xx; - uint yy; + int regionsize = (int) Constants.RegionSize + 2; + //Double resolution + //if (((int)Constants.RegionSize) == 256) + // heightMap = ResizeTerrain512Interpolation(heightMap); - uint maxXXYY = regionsize - 1; - // flipping map adding one margin all around so things don't fall in edges - uint xt = 0; - xx = 0; + // if (((int)Constants.RegionSize) == 256 && (int)Constants.RegionSize == 256) + // regionsize = 512; - for (uint x = 0; x < heightmapWidthSamples; x++) + float hfmin = 2000; + float hfmax = -2000; + + for (int x = 0; x < heightmapWidthSamples; x++) { - if (x > 1 && xx < maxXXYY) - xx++; - yy = 0; - for (uint y = 0; y < heightmapHeightSamples; y++) + for (int y = 0; y < heightmapHeightSamples; y++) { - if (y > 1 && y < maxXXYY) - yy += regionsize; - - val = heightMap[yy + xx]; - if (val < 0.0f) - val = 0.0f; // no neg terrain as in chode - _heightmap[xt + y] = val; - - if (hfmin > val) - hfmin = val; - if (hfmax < val) - hfmax = val; + int xx = Util.Clip(x - 1, 0, regionsize - 1); + int yy = Util.Clip(y - 1, 0, regionsize - 1); + + + float val= heightMap[yy * (int)Constants.RegionSize + xx]; + _heightmap[x * ((int)Constants.RegionSize + 2) + y] = val; + + hfmin = (val < hfmin) ? val : hfmin; + hfmax = (val > hfmax) ? val : hfmax; } - xt += heightmapHeightSamples; } + lock (OdeLock) { IntPtr GroundGeom = IntPtr.Zero; @@ -2214,177 +3863,62 @@ namespace OpenSim.Region.Physics.OdePlugin RegionTerrain.Remove(pOffset); if (GroundGeom != IntPtr.Zero) { - actor_name_map.Remove(GroundGeom); - d.GeomDestroy(GroundGeom); - if (TerrainHeightFieldHeights.ContainsKey(GroundGeom)) - { - TerrainHeightFieldHeightsHandlers[GroundGeom].Free(); - TerrainHeightFieldHeightsHandlers.Remove(GroundGeom); + { TerrainHeightFieldHeights.Remove(GroundGeom); - } + } + d.SpaceRemove(space, GroundGeom); + d.GeomDestroy(GroundGeom); } + } IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); - - GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned); - - d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight, - (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, + d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth + 1, heightmapHeight + 1, + (int)heightmapWidthSamples + 1, (int)heightmapHeightSamples + 1, scale, offset, thickness, wrap); - d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); - - GroundGeom = d.CreateHeightfield(GroundSpace, HeightmapData, 1); - + GroundGeom = d.CreateHeightfield(space, HeightmapData, 1); if (GroundGeom != IntPtr.Zero) { - d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land)); - d.GeomSetCollideBits(GroundGeom, 0); + d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land)); + d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space)); - PhysicsActor pa = new NullPhysicsActor(); - pa.Name = "Terrain"; - pa.PhysicsActorType = (int)ActorTypes.Ground; - actor_name_map[GroundGeom] = pa; - -// geom_name_map[GroundGeom] = "Terrain"; - - d.Matrix3 R = new d.Matrix3(); - - Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); - Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); - - - q1 = q1 * q2; - - Vector3 v3; - float angle; - q1.GetAxisAngle(out v3, out angle); - - d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); - d.GeomSetRotation(GroundGeom, ref R); - d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0); - RegionTerrain.Add(pOffset, GroundGeom); - TerrainHeightFieldHeights.Add(GroundGeom, _heightmap); - TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler); } - } - } - - public void UbitSetTerrain(float[] heightMap, Vector3 pOffset) - { - // assumes 1m size grid and constante size square regions - // needs to know about sims around in future - - float[] _heightmap; - - uint heightmapWidth = Constants.RegionSize + 2; - uint heightmapHeight = Constants.RegionSize + 2; - - uint heightmapWidthSamples = heightmapWidth + 1; - uint heightmapHeightSamples = heightmapHeight + 1; - - _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples]; + geom_name_map[GroundGeom] = "Terrain"; + d.Matrix3 R = new d.Matrix3(); - uint regionsize = Constants.RegionSize; + Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); + Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); + //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1)); - float hfmin = float.MaxValue; -// float hfmax = float.MinValue; - float val; + q1 = q1 * q2; + //q1 = q1 * q3; + Vector3 v3; + float angle; + q1.GetAxisAngle(out v3, out angle); - - uint maxXXYY = regionsize - 1; - // adding one margin all around so things don't fall in edges - - uint xx; - uint yy = 0; - uint yt = 0; - - for (uint y = 0; y < heightmapHeightSamples; y++) - { - if (y > 1 && y < maxXXYY) - yy += regionsize; - xx = 0; - for (uint x = 0; x < heightmapWidthSamples; x++) - { - if (x > 1 && x < maxXXYY) - xx++; - - val = heightMap[yy + xx]; - if (val < 0.0f) - val = 0.0f; // no neg terrain as in chode - _heightmap[yt + x] = val; - - if (hfmin > val) - hfmin = val; -// if (hfmax < val) -// hfmax = val; - } - yt += heightmapWidthSamples; - } - lock (OdeLock) - { - IntPtr GroundGeom = IntPtr.Zero; - if (RegionTerrain.TryGetValue(pOffset, out GroundGeom)) + d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); + d.GeomSetRotation(GroundGeom, ref R); + d.GeomSetPosition(GroundGeom, (pOffset.X + ((int)Constants.RegionSize * 0.5f)), (pOffset.Y + ((int)Constants.RegionSize * 0.5f)), 0); + IntPtr testGround = IntPtr.Zero; + if (RegionTerrain.TryGetValue(pOffset, out testGround)) { RegionTerrain.Remove(pOffset); - if (GroundGeom != IntPtr.Zero) - { - actor_name_map.Remove(GroundGeom); - d.GeomDestroy(GroundGeom); - - if (TerrainHeightFieldHeights.ContainsKey(GroundGeom)) - { - if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated) - TerrainHeightFieldHeightsHandlers[GroundGeom].Free(); - TerrainHeightFieldHeightsHandlers.Remove(GroundGeom); - TerrainHeightFieldHeights.Remove(GroundGeom); - } - } - } - IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); - - const int wrap = 0; - float thickness = hfmin; - if (thickness < 0) - thickness = 1; - - GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned); - - d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f, - (int)heightmapWidthSamples, (int)heightmapHeightSamples, - thickness, wrap); - -// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); - GroundGeom = d.CreateUbitTerrain(GroundSpace, HeightmapData, 1); - if (GroundGeom != IntPtr.Zero) - { - d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land)); - d.GeomSetCollideBits(GroundGeom, 0); - - - PhysicsActor pa = new NullPhysicsActor(); - pa.Name = "Terrain"; - pa.PhysicsActorType = (int)ActorTypes.Ground; - actor_name_map[GroundGeom] = pa; - -// geom_name_map[GroundGeom] = "Terrain"; - - d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0); - RegionTerrain.Add(pOffset, GroundGeom); - TerrainHeightFieldHeights.Add(GroundGeom, _heightmap); - TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler); } + RegionTerrain.Add(pOffset, GroundGeom, GroundGeom); + TerrainHeightFieldHeights.Add(GroundGeom,_heightmap); } - } + m_log.DebugFormat( + "[ODE SCENE]: Setting terrain for {0} took {1}ms", Name, Util.EnvironmentTickCountSubtract(startTime)); + } public override void DeleteTerrain() { } - public float GetWaterLevel() + internal float GetWaterLevel() { return waterlevel; } @@ -2393,252 +3927,169 @@ namespace OpenSim.Region.Physics.OdePlugin { return true; } -/* - public override void UnCombine(PhysicsScene pScene) - { - IntPtr localGround = IntPtr.Zero; -// float[] localHeightfield; - bool proceed = false; - List geomDestroyList = new List(); - - lock (OdeLock) - { - if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround)) - { - foreach (IntPtr geom in TerrainHeightFieldHeights.Keys) - { - if (geom == localGround) - { -// localHeightfield = TerrainHeightFieldHeights[geom]; - proceed = true; - } - else - { - geomDestroyList.Add(geom); - } - } - - if (proceed) - { - m_worldOffset = Vector3.Zero; - WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); - m_parentScene = null; - - foreach (IntPtr g in geomDestroyList) - { - // removingHeightField needs to be done or the garbage collector will - // collect the terrain data before we tell ODE to destroy it causing - // memory corruption - if (TerrainHeightFieldHeights.ContainsKey(g)) - { -// float[] removingHeightField = TerrainHeightFieldHeights[g]; - TerrainHeightFieldHeights.Remove(g); - - if (RegionTerrain.ContainsKey(g)) - { - RegionTerrain.Remove(g); - } - d.GeomDestroy(g); - //removingHeightField = new float[0]; - } - } +// public override void UnCombine(PhysicsScene pScene) +// { +// IntPtr localGround = IntPtr.Zero; +//// float[] localHeightfield; +// bool proceed = false; +// List geomDestroyList = new List(); +// +// lock (OdeLock) +// { +// if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround)) +// { +// foreach (IntPtr geom in TerrainHeightFieldHeights.Keys) +// { +// if (geom == localGround) +// { +//// localHeightfield = TerrainHeightFieldHeights[geom]; +// proceed = true; +// } +// else +// { +// geomDestroyList.Add(geom); +// } +// } +// +// if (proceed) +// { +// m_worldOffset = Vector3.Zero; +// WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); +// m_parentScene = null; +// +// foreach (IntPtr g in geomDestroyList) +// { +// // removingHeightField needs to be done or the garbage collector will +// // collect the terrain data before we tell ODE to destroy it causing +// // memory corruption +// if (TerrainHeightFieldHeights.ContainsKey(g)) +// { +//// float[] removingHeightField = TerrainHeightFieldHeights[g]; +// TerrainHeightFieldHeights.Remove(g); +// +// if (RegionTerrain.ContainsKey(g)) +// { +// RegionTerrain.Remove(g); +// } +// +// d.GeomDestroy(g); +// //removingHeightField = new float[0]; +// } +// } +// +// } +// else +// { +// m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data."); +// } +// } +// } +// } - } - else - { - m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data."); - } - } - } - } -*/ public override void SetWaterLevel(float baseheight) { waterlevel = baseheight; -// randomizeWater(waterlevel); + randomizeWater(waterlevel); } -/* - public void randomizeWater(float baseheight) - { - const uint heightmapWidth = Constants.RegionSize + 2; - const uint heightmapHeight = Constants.RegionSize + 2; - const uint heightmapWidthSamples = heightmapWidth + 1; - const uint heightmapHeightSamples = heightmapHeight + 1; + private void randomizeWater(float baseheight) + { + const uint heightmapWidth = m_regionWidth + 2; + const uint heightmapHeight = m_regionHeight + 2; + const uint heightmapWidthSamples = m_regionWidth + 2; + const uint heightmapHeightSamples = m_regionHeight + 2; const float scale = 1.0f; const float offset = 0.0f; + const float thickness = 2.9f; const int wrap = 0; - float[] _watermap = new float[heightmapWidthSamples * heightmapWidthSamples]; - - float maxheigh = float.MinValue; - float minheigh = float.MaxValue; - float val; - for (int i = 0; i < (heightmapWidthSamples * heightmapHeightSamples); i++) + for (int i = 0; i < (258 * 258); i++) { - - val = (baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f); - _watermap[i] = val; - if (maxheigh < val) - maxheigh = val; - if (minheigh > val) - minheigh = val; + _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f); + // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f)); } - float thickness = minheigh; - lock (OdeLock) { if (WaterGeom != IntPtr.Zero) { - actor_name_map.Remove(WaterGeom); - d.GeomDestroy(WaterGeom); - d.GeomHeightfieldDataDestroy(WaterHeightmapData); - WaterGeom = IntPtr.Zero; - WaterHeightmapData = IntPtr.Zero; - if(WaterMapHandler.IsAllocated) - WaterMapHandler.Free(); + d.SpaceRemove(space, WaterGeom); } - - WaterHeightmapData = d.GeomHeightfieldDataCreate(); - - WaterMapHandler = GCHandle.Alloc(_watermap, GCHandleType.Pinned); - - d.GeomHeightfieldDataBuildSingle(WaterHeightmapData, WaterMapHandler.AddrOfPinnedObject(), 0, heightmapWidth, heightmapHeight, + IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); + d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight, (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, offset, thickness, wrap); - d.GeomHeightfieldDataSetBounds(WaterHeightmapData, minheigh, maxheigh); - WaterGeom = d.CreateHeightfield(StaticSpace, WaterHeightmapData, 1); + d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight); + WaterGeom = d.CreateHeightfield(space, HeightmapData, 1); if (WaterGeom != IntPtr.Zero) { - d.GeomSetCategoryBits(WaterGeom, (uint)(CollisionCategories.Water)); - d.GeomSetCollideBits(WaterGeom, 0); - - - PhysicsActor pa = new NullPhysicsActor(); - pa.Name = "Water"; - pa.PhysicsActorType = (int)ActorTypes.Water; + d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water)); + d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space)); + } - actor_name_map[WaterGeom] = pa; -// geom_name_map[WaterGeom] = "Water"; + geom_name_map[WaterGeom] = "Water"; - d.Matrix3 R = new d.Matrix3(); + d.Matrix3 R = new d.Matrix3(); - Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); - Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); + Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); + Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); + //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1)); - q1 = q1 * q2; - Vector3 v3; - float angle; - q1.GetAxisAngle(out v3, out angle); + q1 = q1 * q2; + //q1 = q1 * q3; + Vector3 v3; + float angle; + q1.GetAxisAngle(out v3, out angle); - d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); - d.GeomSetRotation(WaterGeom, ref R); - d.GeomSetPosition(WaterGeom, (float)Constants.RegionSize * 0.5f, (float)Constants.RegionSize * 0.5f, 0); - } + d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); + d.GeomSetRotation(WaterGeom, ref R); + d.GeomSetPosition(WaterGeom, 128, 128, 0); } } -*/ + public override void Dispose() { - if (m_meshWorker != null) - m_meshWorker.Stop(); + _worldInitialized = false; + + m_rayCastManager.Dispose(); + m_rayCastManager = null; lock (OdeLock) { - m_rayCastManager.Dispose(); - m_rayCastManager = null; - lock (_prims) { - ChangesQueue.Clear(); foreach (OdePrim prm in _prims) { - prm.DoAChange(changes.Remove, null); - _collisionEventPrim.Remove(prm); - } - _prims.Clear(); - } - - OdeCharacter[] chtorem; - lock (_characters) - { - chtorem = new OdeCharacter[_characters.Count]; - _characters.CopyTo(chtorem); - } - - ChangesQueue.Clear(); - foreach (OdeCharacter ch in chtorem) - ch.DoAChange(changes.Remove, null); - - - foreach (IntPtr GroundGeom in RegionTerrain.Values) - { - if (GroundGeom != IntPtr.Zero) - d.GeomDestroy(GroundGeom); - } - - - RegionTerrain.Clear(); - - if (TerrainHeightFieldHeightsHandlers.Count > 0) - { - foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values) - { - if (gch.IsAllocated) - gch.Free(); + RemovePrim(prm); } } - TerrainHeightFieldHeightsHandlers.Clear(); - TerrainHeightFieldHeights.Clear(); -/* - if (WaterGeom != IntPtr.Zero) - { - d.GeomDestroy(WaterGeom); - WaterGeom = IntPtr.Zero; - if (WaterHeightmapData != IntPtr.Zero) - d.GeomHeightfieldDataDestroy(WaterHeightmapData); - WaterHeightmapData = IntPtr.Zero; - - if (WaterMapHandler.IsAllocated) - WaterMapHandler.Free(); - } -*/ - if (ContactgeomsArray != IntPtr.Zero) - Marshal.FreeHGlobal(ContactgeomsArray); - if (GlobalContactsArray != IntPtr.Zero) - Marshal.FreeHGlobal(GlobalContactsArray); - - + //foreach (OdeCharacter act in _characters) + //{ + //RemoveAvatar(act); + //} d.WorldDestroy(world); - world = IntPtr.Zero; //d.CloseODE(); } + } public override Dictionary GetTopColliders() { - Dictionary returncolliders = new Dictionary(); - int cnt = 0; + Dictionary topColliders; + lock (_prims) { - foreach (OdePrim prm in _prims) - { - if (prm.CollisionScore > 0) - { - returncolliders.Add(prm.LocalID, prm.CollisionScore); - cnt++; - prm.CollisionScore = 0f; - if (cnt > 25) - { - break; - } - } - } + List orderedPrims = new List(_prims); + orderedPrims.OrderByDescending(p => p.CollisionScore).Take(25); + topColliders = orderedPrims.ToDictionary(p => p.LocalID, p => p.CollisionScore); + + foreach (OdePrim p in _prims) + p.CollisionScore = 0; } - return returncolliders; + + return topColliders; } public override bool SupportsRayCast() @@ -2662,7 +4113,6 @@ namespace OpenSim.Region.Physics.OdePlugin } } - // don't like this public override List RaycastWorld(Vector3 position, Vector3 direction, float length, int Count) { ContactResult[] ourResults = null; @@ -2679,107 +4129,182 @@ namespace OpenSim.Region.Physics.OdePlugin waitTime++; } if (ourResults == null) - return new List(); + return new List (); return new List(ourResults); } - public override bool SuportsRaycastWorldFiltered() +#if USE_DRAWSTUFF + // Keyboard callback + public void command(int cmd) { - return true; + IntPtr geom; + d.Mass mass; + d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f); + + + + Char ch = Char.ToLower((Char)cmd); + switch ((Char)ch) + { + case 'w': + try + { + 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)); + + xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z; + ds.SetViewpoint(ref xyz, ref hpr); + } + catch (ArgumentException) + { hpr.X = 0; } + break; + + case 'a': + hpr.X++; + ds.SetViewpoint(ref xyz, ref hpr); + break; + + case 's': + try + { + 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)); + + xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z; + ds.SetViewpoint(ref xyz, ref hpr); + } + catch (ArgumentException) + { hpr.X = 0; } + break; + case 'd': + hpr.X--; + ds.SetViewpoint(ref xyz, ref hpr); + break; + case 'r': + xyz.Z++; + ds.SetViewpoint(ref xyz, ref hpr); + break; + case 'f': + xyz.Z--; + ds.SetViewpoint(ref xyz, ref hpr); + break; + case 'e': + xyz.Y++; + ds.SetViewpoint(ref xyz, ref hpr); + break; + case 'q': + xyz.Y--; + ds.SetViewpoint(ref xyz, ref hpr); + break; + } } - public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) + public void step(int pause) { - object SyncObject = new object(); - List ourresults = new List(); - - RayCallback retMethod = delegate(List results) + + ds.SetColor(1.0f, 1.0f, 0.0f); + ds.SetTexture(ds.Texture.Wood); + lock (_prims) { - lock (SyncObject) + foreach (OdePrim prm in _prims) { - ourresults = results; - Monitor.PulseAll(SyncObject); + //IntPtr body = d.GeomGetBody(prm.prim_geom); + if (prm.prim_geom != IntPtr.Zero) + { + d.Vector3 pos; + d.GeomCopyPosition(prm.prim_geom, out pos); + //d.BodyCopyPosition(body, out pos); + + d.Matrix3 R; + d.GeomCopyRotation(prm.prim_geom, out R); + //d.BodyCopyRotation(body, out R); + + + d.Vector3 sides = new d.Vector3(); + sides.X = prm.Size.X; + sides.Y = prm.Size.Y; + sides.Z = prm.Size.Z; + + ds.DrawBox(ref pos, ref R, ref sides); + } } - }; + } + ds.SetColor(1.0f, 0.0f, 0.0f); - lock (SyncObject) + foreach (OdeCharacter chr in _characters) { - m_rayCastManager.QueueRequest(position, direction, length, Count,filter, retMethod); - if (!Monitor.Wait(SyncObject, 500)) - return null; - else - return ourresults; + if (chr.Shell != IntPtr.Zero) + { + IntPtr body = d.GeomGetBody(chr.Shell); + + d.Vector3 pos; + d.GeomCopyPosition(chr.Shell, out pos); + //d.BodyCopyPosition(body, out pos); + + d.Matrix3 R; + d.GeomCopyRotation(chr.Shell, out R); + //d.BodyCopyRotation(body, out R); + + ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f); + d.Vector3 sides = new d.Vector3(); + sides.X = 0.5f; + sides.Y = 0.5f; + sides.Z = 0.5f; + + ds.DrawBox(ref pos, ref R, ref sides); + } } } - public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) + public void start(int unused) { - if (retMethod != null && actor !=null) - { - IntPtr geom; - if (actor is OdePrim) - geom = ((OdePrim)actor).prim_geom; - else if (actor is OdeCharacter) - geom = ((OdePrim)actor).prim_geom; - else - return; - if (geom == IntPtr.Zero) - return; - m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod); - } + ds.SetViewpoint(ref xyz, ref hpr); } +#endif - public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) + public override Dictionary GetStats() { - if (retMethod != null && actor != null) + if (!CollectStats) + return null; + + Dictionary returnStats; + + lock (OdeLock) { - IntPtr geom; - if (actor is OdePrim) - geom = ((OdePrim)actor).prim_geom; - else if (actor is OdeCharacter) - geom = ((OdePrim)actor).prim_geom; - else - return; - if (geom == IntPtr.Zero) - return; + returnStats = new Dictionary(m_stats); - m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod); + // FIXME: This is a SUPER DUMB HACK until we can establish stats that aren't subject to a division by + // 3 from the SimStatsReporter. + returnStats[ODETotalAvatarsStatName] = _characters.Count * 3; + returnStats[ODETotalPrimsStatName] = _prims.Count * 3; + returnStats[ODEActivePrimsStatName] = _activeprims.Count * 3; + + InitializeExtraStats(); } + + returnStats[ODEOtherCollisionFrameMsStatName] + = returnStats[ODEOtherCollisionFrameMsStatName] + - returnStats[ODENativeSpaceCollisionFrameMsStatName] + - returnStats[ODENativeGeomCollisionFrameMsStatName]; + + return returnStats; } - // don't like this - public override List RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count) + private void InitializeExtraStats() { - if (actor != null) - { - IntPtr geom; - if (actor is OdePrim) - geom = ((OdePrim)actor).prim_geom; - else if (actor is OdeCharacter) - geom = ((OdePrim)actor).prim_geom; - else - return new List(); - if (geom == IntPtr.Zero) - return new List(); - - ContactResult[] ourResults = null; - RayCallback retMethod = delegate(List results) - { - ourResults = new ContactResult[results.Count]; - results.CopyTo(ourResults, 0); - }; - int waitTime = 0; - m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod); - while (ourResults == null && waitTime < 1000) - { - Thread.Sleep(1); - waitTime++; - } - if (ourResults == null) - return new List(); - return new List(ourResults); - } - return new List(); + m_stats[ODETotalFrameMsStatName] = 0; + m_stats[ODEAvatarTaintMsStatName] = 0; + m_stats[ODEPrimTaintMsStatName] = 0; + m_stats[ODEAvatarForcesFrameMsStatName] = 0; + m_stats[ODEPrimForcesFrameMsStatName] = 0; + m_stats[ODERaycastingFrameMsStatName] = 0; + m_stats[ODENativeStepFrameMsStatName] = 0; + m_stats[ODENativeSpaceCollisionFrameMsStatName] = 0; + m_stats[ODENativeGeomCollisionFrameMsStatName] = 0; + m_stats[ODEOtherCollisionFrameMsStatName] = 0; + m_stats[ODECollisionNotificationFrameMsStatName] = 0; + m_stats[ODEAvatarContactsStatsName] = 0; + m_stats[ODEPrimContactsStatName] = 0; + m_stats[ODEAvatarUpdateFrameMsStatName] = 0; + m_stats[ODEPrimUpdateFrameMsStatName] = 0; } } -} +} \ No newline at end of file -- cgit v1.1